Frigate: Sea War in the Age of Sail
Frigate: Sea War in the Age of Sail Rulebook
Table of Contents
Table of Contents
- 2.0 General Course of Play
- 3.0 Game Equipment
- 4.0 Sequence of Play
- 5.0 Plotting Movement and Combat
- 6.0 Movement
- 7.0 Gunnery Combat
- General Rule
- Procedure
- 7.1 Conditions of Combat
- 7.2 Multi-Ship and Multi-Hex Combat
- 7.3 Crew Damage
- 7.32 Damage Control Table
- 7.4 Range Effects on Weapons
- 7.71 Gunnery Combat Results Table #1
- 7.72 Gunnery Combat Results Table #2
- 7.73 Gunnery Combat Results Table #3
- 7.4 (continued)
- 7.5 Speed Effects on Firepower [OPTIONAL]
- 8.0 Formations and Command Control
- General Rule
- 8.1 Formations
- 8.11 Line Abreast
- 8.12 Column Ahead Formation
- 8.13 Changing Formation
- 8.14 Plotting the Movement of a Formation
- 8.15 Flagships
- 8.2 Command Control Determination
- 8.21 Command Control Table [Die Roll System]
- 8.23 Command Control Randomizer [The Chit System]
- 8.3 Command Control Movement Plot
- 9.0 Preservation Level
- 10.0 Prizes [Captured Ships]
- 11.0 Victory Points
- 12.0 Glossary
- 13.0 How to Use the Scenarios
- 14.0 Simple Scenarios
- 15.0 Intermediate Scenarios
- 16.0 Complex Scenarios
- 16.1 1st Battle of Trincomalee (17 Feb, 1782)
- 16.2 Battle of Madras (17 Feb 1782)
- 16.3 Battle of Dogger Bank (5 Aug 1781)
- 16.4 Battle of Minorca (20 May 1756)
- 16.5 Solitaire Scenario: The Battle of the Nile (1 Aug 1798)
- 16.6 Battle of Camperdown (11 Oct, 1797)
- 16.7 The Glorious First of June (1 June 1794)
- 16.8 Trafalgar (21 Oct 1805)
- 17.0 Developer's Notes
- 18.0 Designer's Notes
2.0 General Course of Play
Frigate is played in turns called Game-Turns, during which Players move their ship counters on the map, fire their weapons, and attempt to satisfy the victory conditions of the scenario. Victory conditions depend on Victory Points awarded.
3.0 Game Equipment
3.1 The Game Map
The six 10" x 10 3/4" map sections are the surface areas upon which the ships are maneuvered. Each of these six map sections can be interconnected with all the others, in any configuration (except where prohibited by the special rules of the scenario) so that Players may leapfrog the positions of the map sections if the action proceeds in a single direction as a running gun battle. As ships begin to leave one map section, simply put a vacant section adjacent to it so that the ships will have another map section to maneuver on. The hexagonal grid is used to determine position, and regulate movement and gunnery firing, of the ships. Each ship always occupies a specific hexagon, and distances are calculated in terms of hexagons.
3.2 The Playing Pieces
The multi-colored playing pieces, henceforth known as ships, represent the various naval vessels of the opposing navies. The forces in each scenario are composed of ships selected from the counters provided. The ships are distinguished by type, nationality, and numerical ratings.
3.21 Sample Ship Counter
Ship symbol with the following ratings:
| Gunnery Strength at | Gunnery Strength |
|---|---|
| 0 thru 2 hex range | 44 |
| 3 thru 5 hex range | 24 |
| 6 thru 7 hex range | 13 |
| 8 thru 10 hex range | 4 |
- Defense Strength: 24
- Identity Code: A
- Rating: 120 (total guns)
3.22 Ship Symbols
Ship of the Line, Frigate, Sloop, Corvette, Merchantman (the printed ship silhouettes are not reproduced).
3.23 Summary of Available Ships
The multiplier number under each counter picture indicates the quantity available.
Each counter cell below lists: Gunnery Strength at 0-2 / 3-5 / 6-7 / 8-10 hexes; Defense Strength; Identity Code; Rating (total guns). The number after "x" is the quantity.
Mix A [France/Spain/Italy]
| Gunnery (0-2 / 3-5 / 6-7 / 8-10) | Defense | Identity Code | Rating | Quantity |
|---|---|---|---|---|
| 44 / 24 / 13 / 4 | 24 | A | 120 | x2 |
| 31 / 18 / 10 / 3 | 21 | C | 110 | x3 |
| 29 / 16 / 9 / 3 | 16 | F | 80 | x5 |
| 25 / 14 / 7 / 2 | 15 | A | 74 | x24 |
| 15 / 9 / 5 / 1 | 13 | A | 64 | x7 |
Mix B [Britain]
| Gunnery (0-2 / 3-5 / 6-7 / 8-10) | Defense | Identity Code | Rating | Quantity |
|---|---|---|---|---|
| 27 / 15 / 8 / 2 | 20 | A | 100 | x7 |
| 24 / 13 / 7 / 2 | 20 | H | 80 | x2 |
| 23 / 13 / 7 / 2 | 15 | A | 74 | x17 |
| 16 / 9 / 4 / 1 | 13 | K | 64 | x12 |
| 11 / 6 / 3 / 1 | 10 | A | 50 | x5 |
Mix C [Netherlands]
| Gunnery (0-2 / 3-5 / 6-7 / 8-10) | Defense | Identity Code | Rating | Quantity |
|---|---|---|---|---|
| 19 / 11 / 6 / 2 | 15 | A | 74 | x4 |
| 14 / 8 / 5 / 1 | 9 | E | 64 | x8 |
| 9 / 5 / 3 / 1 | 6 | N | 50 | x4 |
Mix D [United States]
| Gunnery (0-2 / 3-5 / 6-7 / 8-10) | Defense | Identity Code | Rating | Quantity |
|---|---|---|---|---|
| 34 / 18 / 9 / 3 | 26 | A | 74 | x5 |
| 20 / 10 / 4 / 1 | 9 | F | 44 | x4 |
| 13 / 6 / 2 / 1 | 7 | K | 36 | x1 |
| 19 / 9 / 2 / 0 | 6 | L | 32 | x1 |
Merchantmen
| Gunnery (0-2 / 3-5 / 6-7 / 8-10) | Defense | Identity Code | Rating | Quantity |
|---|---|---|---|---|
| 1 / 1 / 0 / 0 | 6 | 1 | MM | x5 |
In certain scenarios the ships of different nationalities will be mixed together on the same side.
3.23 Game Markers
- Mast Hit Markers: "One Mast Hit" (x10); "Two Mast Hits" (x10); "Dismasted" (x10).
- Crew Hit Markers: "One Crew Hit" (x15); "Two Crew Hits" (x15); "Three Crew Hits" (x15).
- Disabled Marker (x5).
- Prize Marker (x10).
- Afoul Marker (x10).
- Wind Direction Marker (x1), marked "WIND".
- Wind Velocity Markers: "Calm" F-1 / L-1 (x1); "Light" F-5 / L-4 (x1); "Modr" F-9 / L-8 (x1); "Fresh" F-17 / L-16 (x1).
Note that the Wind Velocity Markers indicate the maximum Movement Allowance for Ships of Line (L) and ships of Frigate size and smaller (F).
3.24 Definition of Terms
Gunnery Strength is the basic attacking power of a ship's guns at different ranges, quantified in terms of Attack Strength Points. The highest of the series is always for a range of up to two hexes, the next is for a range of from three to five hexes, the third number is for a range of from six to seven hexes, and the lowest number is for a range of from eight to ten hexes.
Defense Strength is the basic defensive power of the ship against gunnery attacks quantified in terms of Defense Strength Points.
Movement Allowance is the basic movement ability of a unit quantified in terms of Movement Points. Movement Points are expended in forward and turning motion. Each ship has a current Movement Rate (or speed) indicated on the SiMov Pad. A ship's Maximum Movement Allowance is determined by its Ship Class and Wind Velocity and direction.
3.3 Game Charts and Tables
Various visual aids are provided for the Players to simplify and illustrate key game functions. The Ship Maneuver Control Schedule details the Maximum Movement Allowance and Movement Cost of turning, accelerating, and decelerating for each of the various ship types. The three Combat Results Tables detail the method of resolving gunnery combat and yield results from these attacks. Also included are the Command Control Chart, Command Control Facing Chart, Range Attenuation Chart and the Damage Control Chart. Scenarios are somewhat tabular also. They show which ships each Player receives, their deployment and how to win that scenario.
3.4 Game Equipment Inventory
A complete game of Frigate should include the following parts:
- Six map sections (each 10" x 10 3/4")
- One set of game rules
- One set of die-cut counters (255 pieces)
- One die
- One game box
- One SiMov Pad
3.5 Game Scale
Each Game-Turn in Frigate represents eight minutes and fifty-three seconds of real time (6.75 Game-Turns to the hour). Each hex from side to side represents 200 meters. Each Movement Point represents .729 knots of real speed.
4.0 Sequence of Play
4.1 Game-Turn
Frigate is played in turns called Game-Turns. Each Game-Turn consists of eight Phases. Phases must be executed in the exact sequence shown. All operations must be performed only in the specified Phase. Any operation performed out of Phase is a violation of the rules. The number of Game-Turns in a complete game varies with each Scenario.
4.2 Sequence of Play Outline
A. Wind Direction & Velocity Determination Phase: This determination is automatic for the first Game-Turn, and is determined by the Players on subsequent Game-Turns by rolling a die and consulting the Wind Table.
B. SiMov & Combat Plot Phase: Players simultaneously record the intended Movement and Combat Plots for all of their flagships and independent ships.
C. Command Control Phase: Each Player determines which of his ships suffers Command Control problems during the current Game-Turn by rolling a die and consulting the Command Control Cart. A Command Control Movement Plot is substituted for the affected ships.
D. Combat Execution Phase: Each Player executes his plotted combat against Enemy ships, rolling the die and consulting the Combat Results Tables.
E. Movement Execution Phase: All ships that have not been affected by Command Control are moved according to their Movement Plot, and affected ships move according to their Command Control Plot.
F. Combat Results Application Phase: Damage resulting from the combat resolved during the Combat Execution Phase is applied by placing markers showing the type and amount of damage on the ship markers.
G. Damage Control Phase: Players roll the die and consult the Damage Control Chart to remove Crew and Mast Damage. Damage suffered in any Game-Turn may be removed during this Phase provided that the ship has not suffered either three Mast or Crew Hits.
H. Preservation Level Determination Phase: Preservation Points are scored and the Game-Turn indicator is moved forward to record the passage of one Game-Turn. If the Preservation Level of any fleet is exceeded, use the Preservation Level Course of Play (9.1) on all subsequent Game-Turns.
5.0 Plotting Movement and Combat
General Rule
During the SiMov and Combat Plot Phase, both Players simultaneously plot the operations that they wish each of their units to perform during the current Game-Turn. All plotted movement and combat must be executed. Units may never alter their plot in response to Enemy activity. Combat results are not effective until the end of the Game-Turn, at which time they are applied to all units which suffered them during the Combat Execution Phase. Mast Hits do not affect movement, nor do Crew Hits affect combat, until the Game-Turn following the Game-Turn in which they were incurred.
Procedure: All units must have written plots, or they may not perform any operations during the current Game-Turn. For a ship traveling in formation with a Flagship, simply make this notation on the line corresponding to the ship. Examine a SiMove Plot Sheet. One horizontal row is used to record the actions of each Friendly unit. Record the identity number and letter of each unit in the far left column. The rest of the plot varies with the specific operation being plotted. Plotting an operation will often require more than half the numbered columns. It will seldom require more than half the numbered columns. The Plot Sheets may, therefore, be conserved by running a vertical line through the most advanced column used by any unit, and then using the remaining columns for the following Game-Turn.
5.1 How to Plot Combat
Combat is used by ships which are firing at Enemy ships at a distance, and by ships which are afoul of Enemy ships. Combat is plotted by writing in the first vacant column in the row corresponding to the Identity Code of the firing unit, the word "Fire", and in the next box, the Identity Code of the target ship. A given ship may fire only at one other ship.
5.2 How to Plot Movement
Movement is plotted by writing, in the row appropriate for each ship, whether it is accelerating or decelerating, the direction traveled, and a number indicating the number of hexes to be moved in that direction. Change in direction, and further movement in the new direction, is written in the following columns in the same row. A separate column is used for each direction. All the directions and numbers must be written, and their order must be clear. They are always read and executed in left to right order (see example, 5.3).
5.3 SiMov and Combat Plot Example
(See below)
The example plot sheet from the printed rules is a handwritten SiMov plot for six units (A-F) across five numbered columns:
| Unit | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| A. 80/A FF | Mast Fire | 80/B | Accel 2 | N 4 | NW 2 |
| B. 80/B | |||||
| C. 74/A | Mast Fire | 44/B | (Formation) | ||
| D. 74/B | |||||
| E. 74/C |
A handwritten bracket labelled "Formation" spans the plot entries for units A through E in column 3 (the example's notation for ships traveling in formation with a Flagship).
6.0 Movement
General Rule
The Player must maneuver each of his ships to its full Movement Rate, expending all Movement Points by turning or moving through the hex grid. At the beginning of the SiMov and Combat Plot Phase, the Player decides for each ship, whether to accelerate, decelerate, or to continue at the same speed. This determines the current Movement Rate for each ship, though the Player does not reveal his decision until the Movement Execution Phase. During the Movement Execution Phase both Players move all their ships which have movement plotted, except those that are in an immobile state as a result of being afoul. Whenever necessary, to resolve complicated movement situations, move each ship marker one hex of its plotted movement at a time so that the sequencing will be correct.
6.1 Movement (Cases)
All ships must move exactly as plotted. They may not deviate from their plotted paths and must execute the full plotted movement except when stopped by an Enemy or Friendly ship marker.
6.11 Should an illegal Movement Plot be written (ie. moving into the wind, wrong number of Movement Points, etc.), the ship for which the plot was written is considered to have suffered Command Control problems and responds accordingly (see 8.0, Command Control). This rule applies also for formations should an illegal Movement Plot be written for the formation.
6.12 If an illegal Combat Plot is written, the ship for which the Plot is written may not engage in offensive Combat that Game-Turn.
6.2 Momentum
In Frigate scenarios, the ships have an initial current Movement Rate. For the first Game-Turn the current rate dictates how many Movement Points the ship must expend. A ship's current Movement Rate may only be changed by acceleration or deceleration and may never be higher than the operative Movement Allowance (see 6.3, Wind). Exception: A ship may never decelerate more than four Movement Points per turn (except when running afoul). In other words, if a ship of the line is moving at a rate of ten Movement Points with a Fresh wind, the wind drops to Light, his new speed would be six Movement Points, not four.
6.21 Acceleration and deceleration are determined during the SiMov and Combat Plot Phase. The Player may elect to increase, decrease or maintain the speed of any or all of his ships. This change is reflected by making a notation on the SiMov Pad (see 5.3, SiMov and Combat Plot Example).
6.22 All ships, regardless of type or class, have the same acceleration and deceleration rates. A ship may not accelerate, ie. increase its Movement Rate, by more than two Movement Points per Movement Phase. A ship may not decrease its Movement Rate by more than four Movement Points per Movement Phase (exception: see 6.6, Running Afoul) even if its reduced Movement Rate is greater than specified on the Ship Maneuver Control Schedule (see 6.34) after a change in the wind, or after the ship incurs damage. Only when a ship runs afoul may its current Movement Rate be reduced by more than four Movement Points (it is automatically reduced to zero in this case. See 6.6, Running Afoul).
6.3 Wind
At the beginning of each Game-Turn one Player rolls the die for wind direction and consults the Wind Chart to determine any change in the wind direction; the other Player rolls the die again and consults the Wind Chart to determine any change in movement ability of ships (wind velocity). Players should note that there are two Wind Charts included in Frigate. One is the Standard Chart which adds a greater degree of variability to the game, and the other is an Optional Table that is more meteorologically accurate as regards wind changes. When using the Optional Chart, Players should check their scenario to determine if they should use the Oceanic or Coastal Table in determining wind changes.
6.31 The Wind Direction Marker shows which way the wind is blowing. That is, a North wind is blowing from North to South. A ship's facing in the hex it occupies is compared to wind direction. When the wind is blowing directly into the rear (stern) of a ship it is called running dead before the wind. If the wind is entering a hexside to the rear and side of a ship it is called running free with the wind on the starboard [or port] quarter. When the wind is entering a hexside to the front and side of a ship it is called sailing on the wind on the starboard [or port] tack. For movement purposes a ship has its full Movement Allowance if it is running dead before the wind or running free with the wind (that is if the wind is entering one of the three rear hexsides). If a ship is sailing on the wind on the port or starboard tack its Movement Allowance is halved dropping fractions (that is, if the wind is entering one of the three front hexsides. Exception: see 6.32). Note that a ship may only decelerate a maximum of four Movement Points per turn, so its net Movement rate may be higher than its Movement Allowance.
6.32 (Optional) A ship may not sail directly into the wind.
6.33 Find the current wind velocity in the left-hand column of the Ship Maneuver Control Schedule given below. Each distinct wind velocity has a corresponding Movement Allowance listed for Frigates and lower class ships, and all Ships-of-the-line. This is the maximum number of Movement Points which a ship may expend under the given wind conditions.
6.34 Ship Maneuver Control Schedule
| Wind Velocity | Movement Allowance: Frigates (or smaller) | Movement Allowance: Ships of the Line |
|---|---|---|
| Calm | 1 | 1 |
| Light | 5 | 4 |
| Moderate | 9 | 8 |
| Fresh | 17 | 16 |
For the Players' convenience, markers are provided with the same information on them. These should be prominently displayed throughout the game.
6.35 Standard Wind Table
First die roll: directional change. Second die roll: velocity change.
| Die | 1st Die Roll: Directional Change | 2nd Die Roll: Velocity Change |
|---|---|---|
| 1 | None | Calm |
| 2 | None | Light |
| 3 | None | Light |
| 4 | One CW | Moderate |
| 5 | One CC | Moderate |
| 6 | Two CW/CC | Fresh |
Explanation of Results
- None = no change in direction.
- One CW = the direction that the wind is blowing from changes by one compass point Clockwise. For example, if the wind was blowing from the North, it would change to a wind blowing from the North-East.
- One CC = the direction that the wind is blowing from changes by one compass point Counter-Clockwise.
- Two CW/CC = the wind changes by two compass points. Roll the die again to determine whether the change is in a clockwise (even die roll) or counter clockwise (odd die roll) direction.
Velocity Results: The wind changes to the indicated velocity. Note that the determination of velocity is completely separate from the determination of directional change.
6.36 Optional Wind Table
First die roll: Enabling Change. Second die roll: Directional Change. Third die roll: Velocity Change.
| Die | 1st Die Roll: Enabling Change | 2nd Die Roll: Directional Change | 3rd Die Roll: Velocity Change |
|---|---|---|---|
| 1 | None | One CW | Up One |
| 2 | None | One CW | None |
| 3 | None | None | None |
| 4 | None | None | None |
| 5 | Oceanic | One CC | None |
| 6 | Oceanic & Coastal | One CC | Down One |
Explanation of Results
- Enabling Die Roll:
- None = No change at all; do not make 2nd and 3rd die roll.
- Oceanic = Make 2nd and 3rd die roll only if Oceanic wind characteristics are called for in the scenario.
- Oceanic & Coastal = Make 2nd and 3rd die roll.
- Directional Results: See standard Wind Table Results Explanation.
- Velocity Results:
- Up One = Wind Velocity increase to the next highest force (if the wind is already Fresh, then no change).
- Down One = Wind Velocity decreases by one step to the next lowest force (if wind is already Calm, then no change).
6.4 Turning
6.41 Each ship moves through the hexagonal grid, expending one Movement Point for each hex entered. As the ship is moved, the ship counter must be positioned pointing away from the last hex occupied. The ship may only move into the hex toward which it is facing.
6.42 The ship counter may be re-aligned at any point during the Movement Execution Phase unless the ship has expended all of its Movement Points. The ship may turn one hexside, that is, alter its facing to one of the hexsides adjacent to the hexside it presently faces. There is no Movement Point penalty for such a turn. In order to turn two hexsides in a single hex, there is a cost of one Movement Point in addition to the Movement Point cost for entering the hex. Ships may not turn more than two hexsides in a single hex; they must advance at least one hex before making further turns.
6.43 (OPTIONAL) If a ship turns into the wind (bearing up into the wind) there is a cost of one Movement Point. That is, if a ship turns two hexsides in one hex into the wind, the maneuver will cost one Movement Point for the first hexside and two Movement Points for the second hexside (one MP for turning into the wind and another MP for a second turn in one hex for a total of three Movement Points. If a turn is away from the wind (waring [sic]) the point cost is the same as described in 6.42.
6.44 A ship may move from hex to hex, turning from hexside to hexside during the Movement Execution Phase. The notation for turning on the SiMov Pad is intrinsic. Example: a notation of N4 NW1 obviously meant that that ship has turned to the hexside left after moving four hexes North (see 5.3, SiMOV AND COMBAT PLOT EXAMPLE).
6.45 A ship which is not moving during a Movement Execution Phase may still turn one hexside except ships which are not moving because of damage or because they are afoul. In these two cases the ships may not turn.
6.5 Effects of Mast Damage
Ships take hits representing damage in combat. There are two types of damage; Crew (affecting Gunnery Strength) and Mast (affecting Movement Allowance). Place markers showing the type and amount of hits on the ship marker.
6.51 If a ship received one or two Mast Hits, its Maximum Movement Allowance is halved (dropping fractions) until the damage is repaired. If a ship's Current Movement Rate is higher than the new Movement Allowance, it is reduced to the new rate (exception: see 6.22).
6.52 If a ship currently has a total of three or more Mast Hits applying to it, immediately place a "Dismasted" marker on that ship. This ship is then dead in the water after completing its deceleration (see 6.55). During this automatic deceleration, the ship retains full movement control, and must be plotted for. After deceleration, it may never move and is optionally subject to drifting (see 6.56); additionally it may not change facing.
6.53 Mast damage is repaired during the Damage Control Phase. A die roll of 1, 2, or 3 will remove a single Mast Hit; a die roll of 1 or 2 will reduce a two Mast Hit to a single Mast Hit. During the Damage Control Phase, roll the die once for each damaged ship every turn.
6.54 If a ship has received a total of three Mast Hits, or three Crew Hits, (not three in combination), that ship may no longer repair any damage at all at the conclusion of the turn that the damage totaled three, either Crew damage or Mast damage. If a ship has received three hits of either type, further hits of that type are not effective; they are not converted to hits of the other type.
6.55 Mast damage has no effect on acceleration or deceleration unless a ship suffers three Mast Hits. It then decelerates four Movement Points per turn until it is dead in the water.
6.56 (OPTIONAL) A ship that has a movement rate of zero is subject to drift: ship moves one hex with the wind direction except under Calm wind. This includes decelerated, dismasted ship and afoul ships.
6.6 Running Afoul
Ships run afoul when their movement plots require movement into or through the same hex at the same time during the same Movement Phase. Enemy and Friendly ships may pass through the same hex, or exchange hexes, only if both Players agree not to run afoul. If one Player only chooses to run afoul, he immediately rolls the die; both ships are afoul if a 1 or 2 results. If both Players elect to run afoul, the ships are automatically afoul.
All opposing ships which are in close proximity at the beginning of the Movement Phase are moved simultaneously, each alternately expending one Movement Point at a time, until all ships have expended all Movement Points. If two ships attempt to enter the same hex or exchange hexes at the same moment during the Movement Execution process, or if a ship attempts to enter a hex occupied by a stationary ship, the ships may run afoul. This is determined by the Players (see above). If opposing ships run afoul, both ships remain stationary in that hex, without completing their movement plot. If ships which were plotted to exchange hexes run afoul, the ship which was moving in most nearly the direction of the wind moves into the hex occupied by the opposing ship; neither ship may then move any farther. Ships afoul may not fire at ships in other hexes. However, other ships may fire at them.
6.61 Ships that have suffered three Mast or three Crew Hits may never voluntarily run afoul of an Enemy ship. Enemy ships may elect to run afoul of them subject to damage. Friendly ships may not occupy the same hex at the same time.
6.62 Ships that are afoul fire at one another at double their normal Attack Strength.
6.63 (OPTIONAL) American, British and Dutch ships double their normal Attack Strength while afoul; French, Spanish and Italian ships triple their normal Attack Strength while afoul. Multiplication of gunnery effects occurs after halving the gunnery strength for crew damage and dropping fractions.
6.64 In order to break away from an Enemy ship while afoul, the Players must roll the die during the Movement Execution Phase. A result of "1" or "2" indicates that the Friendly ship has succeeded in breaking away from the Enemy ship it was afoul. A die roll of "3, 4, 5," or "6" has no effect. The ship that has broken away may move during that Movement Execution Phase, in the direction that it is facing, with the limits of acceleration.
6.65 Ships that have run afoul may not change their facing.
6.66 Ships that are afoul drift (see 6.56).
6.67 Ships that are afoul may always fire at one another provided that they have not suffered three Crew Hits in a previous Game-Turn.
6.68 Opposing ships that end the Movement Execution Phase in the same hex and either do not elect to run afoul or fail in the attempt, are in no way considered afoul. They may fire at other ships and other ships may fire at them. They are considered at Zero range from each other. They may move off from each other in the next Movement Execution Phase without penalty.
7.0 Gunnery Combat
General Rule
Gunnery combat occurs at the discretion of either Player during the Combat Execution Phase. A ship may attack an Enemy ship if it is within range. The Player whose ships are firing is known as the attacker, and the other Player is known as the defender, regardless of the overall strategic situation.
Procedure
Each combat situation consists of one or more ships firing a single ship. Compare the totaled attacking Gunnery Strengths of the ships allocated to a specific attack against the Defense Strength of the defending ship. State this comparison as a probability ratio: Gunnery Strength versus Defense Strength. Round off the ratio in the defender's favor. The attacking Player must state whether he is trying for Mast or Crew Hits in his gunnery attack. If a ship has already received three hits of either type, further hits of that type are not effective; they are not converted to hits of the other type. The attacker rolls the die and reads the result, if any, at the intersection of the die roll line and the odds column on the appropriate Combat Results Table. The results are applied during the Combat Results Application Phase. Note that damage inflicted does not affect a ship for gunnery or movement purposes the Game-Turn that it is inflicted.
7.1 Conditions of Combat
7.11 Attacking is completely voluntary; ships are never compelled to attack.
7.12 No ship may attack more than once per Combat Phase; no ship may be attacked more than once per Combat Phase.
7.13 Ships may always attack any Enemy ship within their Range Allowance unless they have suffered three or more Crew Hits or are afoul (see 6.6).
7.14 There is no limit to the number of Game-Turns on which a ship may make attacks during the course of a scenario. Ship may attack on every Game-Turn.
7.15 Ships may fire freely through hexes containing Enemy or Friendly ships without affecting those intervening ships.
7.16 Ships may fire through their port and starboard hexsides only; they may not fire through their front or rear hexsides. (See diagram below.)
Fields of Fire (diagram): Port Field of Fire and Starboard Field of Fire are shown as the hexes to either side of a ship counter; the front and rear hexsides are outside the fields of fire.
7.17 If a ship is fired upon and is not in a position to fire at the ship which is firing at it, the Gunnery Strength of the firing ship is increased by one-third, eliminating fractions (rounding down). This is known as the raking effect; the shot is going down the long axis of the ship.
7.2 Multi-Ship and Multi-Hex Combat
7.21 A given ship may never attack more than one Enemy ship in a single Combat Phase.
7.22 There is no limit to the number of ships which may attack the same hex. However, ships do not attack the same target separately; they must add the total strength into one attack.
7.23 (OPTIONAL) Whenever more than one ship attacks a single Enemy ship, the additive total of all the attacking Combat Strengths is halved before computing the odds.
7.3 Crew Damage
In the course of the game, ships will take certain kinds of hits representing damage for varying amounts of time. Crew Hits reduce the basic Gunnery Strengths of the affected ship for varying amounts of time. One or two Crew Hits reduce the Gunnery Strength of the ship by half (dropping all fractions) in following Game-Turns. Three Crew Hits will reduce the Gunnery Strength to zero, permanently. Crew damage is repaired during the Damage Control Phase. A die roll of "1, 2," or "3" will remove a single Crew Hit; a die roll of "1" or "2" will reduce a double Crew Hit to a single Crew Hit.
7.31 (OPTIONAL) Whenever a ship suffers two or more Crew Hits in a single Combat Execution Phase, there is the danger of an explosion. When this combat result is suffered, the attacker immediately rolls the die two additional times. If both resulting die rolls are "1", the ship explodes. When this occurs, the ship that exploded is removed from the map during the Combat Results Application Phase and ships in the same hex with it, whether afoul or not, then suffer a combat result of one Crew and one Mast Hit. Any ship(s) in a hex adjacent to a ship which has exploded, immediately suffer one Mast Hit to be applied during that Combat Results Application Phase. It should be noted that any damage a ship suffers as a result of an explosion is considered to be damage suffered during that Combat Execution Phase. For example, if a ship suffers a Crew and a Mast Hit as a result of being in the same hex with a ship that has exploded, and subsequently suffers one Crew Hit as a result of gunnery combat, it has, in effect, suffered two Crew Hits in one Combat Execution Phase and is itself subject to explosion.
7.32 Damage Control Table
Current Damage Status
| Die | One Hit | Two Hits |
|---|---|---|
| 1 | Remove Hit | Remove Hit |
| 2 | Remove Hit | Remove Hit |
| 3 | Remove Hit | • |
| 4 | • | • |
| 5 | • | • |
| 6 | • | • |
Explanation of Procedure and Results: During the Damage Control Phase, each Player rolls the die once for each of his ships which have repairable damage (i.e., no more than two Hits of each type). For each ship, the Player must state which type of Hit he is trying to remove. No more than one Hit (total) can be removed per ship per Damage Control Phase. Hits suffered in the immediately preceding Combat Results Application Phase (as well as previous Game-Turns) are subject to removal by Damage Control. If a Player has a ship with two Hits of a given type and wishes to remove one of them, he rolls the die and cross indexes the result on "Two Hit" column. If the ship has only one Hit of a given type, he uses the "One Hit" column. Note: "•" means failure of repair attempt. Remember, if a ship has three Hits of either type, no damage can be repaired. For example, a ship with three Mast Hits and one Crew Hit, could not have the Crew Hit removed.
7.4 Range Effects on Weapons
Shown on each counter are four combat Gunnery Strengths. These correspond to the four ranges at which ships may attack. The highest number is for attacks at a range of up to two hexes; the next lowest number is for attacks at a range of three to five hexes; the third number is for six to seven hexes; and the fourth number is for attacks at eight to ten hexes.
7.71 Gunnery Combat Results Table #1
Odds [Gunnery Strength vs Defense Strength]
| Die | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 |
|---|---|---|---|---|---|---|---|
| 1 | • | • | • | • | 1 | 2 | 3 |
| 2 | • | • | • | 1 | 2 | 2 | 3 |
| 3 | • | • | 1 | 1 | 2 | 3 | 3 |
7.72 Gunnery Combat Results Table #2
Odds [Gunnery Strength vs Defense Strength]
| Die | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 |
|---|---|---|---|---|---|---|---|---|
| 1 | • | • | • | 1 | 1 | 2 | 2 | 3 |
| 2 | • | • | 1 | 1 | 2 | 2 | 2 | 3 |
| 3 | • | 1 | 1 | 1 |
7.73 Gunnery Combat Results Table #3
Odds [Gunnery Strength vs Defense Strength]
| Die | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 | 10-1 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | • | • | • | • | 1 | 1 | 1 | 2 | 2 | 3 |
| 2 | • | • | • | 1 | 1 | 1 | 1 | 2 | 2 |
Explanation of Combat Results: When the combat odds are cross-indexed with the die-roll result, the number indicates how many Hits are scored upon the target (the type of Hit is determined by the firing Player before firing). "•" indicates no Hits scored. When Hits are scored, place a Hit marker of the appropriate type on the affected ship during the Combat Results Application Phase. Note that no ship may suffer more than three Hits of a type (six total). Ships are not allowed to fire at odds lower than shown on their Combat Results Table. Odds situations higher than shown, are resolved at the highest available odds on the appropriate table.
7.4 (continued)
No ship may be attacked at a distance of more than ten hexes. This Gunnery Strength is the basic strength; it may be increased if ships are afoul, or decreased if the ship has incurred Crew damage.
7.5 Speed Effects on Firepower [OPTIONAL]
Whenever a ship with a Ship Rating of 50 or higher (ship-of-the-line) reaches a speed of ten or above, its basic firepower is reduced by one-half, dropping fractions. The firepower is halved before any adjustment for Raking Fire is computed. (This rule is included because ships with a Ship Rating of 50 or above generally had two or more gun decks. When a certain speed was reached, the lower decks became awash and were, in effect, out of commission. Ships with a Ship Rating of 44 or less generally had only one deck of guns that never were awash regardless of the speed.)
7.6 Gunnery Rating
Gunnery Rating shows varying levels of efficiency of the gun crews of the different nationalities at different time periods. This is reflected by using the Combat Results Tables corresponding with the Gunnery Rating. That is, a ship with a Gunnery Rating of 2 would use Combat Results Table nr 2. Gunnery Ratings are given as a part of each scenario.
7.7 Combat Results Tables
(See the Combat Results Tables above, 7.71 to 7.73.)
8.0 Formations and Command Control
General Rule
Command Control is used to represent the differing tendencies of units to receive garbled orders, to misunderstand orders, or simply to disobey orders. All ships are subject to Command Control. Affected ships that have plotted movement during the SiMov & Combat Plot Phase will have any firing plots cancelled and a new Command Control Movement Plot substituted. Generally, the most efficient method of maneuvering the fleet is through the use of formations of ships containing flagships. Any individual ships, i.e., ships not moving in a "Column Ahead" or "Line Abreast" with a flagship, will suffer more severe Command Control effects.
8.1 Formations
There are two basic types of formations: Line Abreast and Column Ahead. The following requirements must be met for a ship (or ships) to be considered in either of the two formations:
- a. There must be a Flagship in the formation, and it must be exclusively considered the Flagship of that formation and no other.
- b. There must be no more than two intervening hexes between one ship of the formation and the next. Note that the presence, in these intervening hexes, of Enemy ships or Friendly ships not belonging to the formation, does not affect the formation.
- c. For ships to be members of a specific formation, they must start and end their movement plot in formation.
8.11 Line Abreast
The Line Abreast formation is defined as any formation of ships which meet the general criteria of formations and:
- a. All the members of the formation are facing in the same direction as the Flagship of the formation.
- b. An imaginary straight line can be extended from the center of the hex occupied by the Flagship and pass through the exact centers of all the hexes occupied by other ships in that formation.
- c. All the ships in the formation must echo exactly the movement and turning of the Flagship at the exact same instant (which means that to maintain formation, all the ships in Line Abreast must move at the exact same speed as the Flagship).
8.12 Column Ahead Formation
A Column Ahead formation is defined as any formation which meets the general criteria for formations, and:
- a. All of the ships of the formation perform the exact same maneuver in the exact same hex as the Lead ship (the Lead ship is the ship at the head of the column; it may or may not be the Flagship of the formation).
- b. No ship in the formation (except the Lead ship) may enter any hex not entered by the ship immediately ahead of it in the formation. This is actually a corollary requirement "a", above.
8.13 Changing Formation
A formation may convert from Line Abreast to Column Ahead (or vice versa) by performing the maneuver shown in the diagram. As long as a formation can be shown to be following the requirements of one formation or the other throughout the course of movement, the formation may be converted from one form to the other any number of times during the Game-Turn (limited only by the number of Movement Points at the disposal of the ships).
Formation Examples (diagram): the printed hex diagram illustrates a Column (Lead Ship and Flagship), a Line Abreast (Flagship with ships abreast), a Flagship in column, "Changing from Column to Line Abreast", and "Turning in Column" with Lead Ship and Flagship labels.
8.14 Plotting the Movement of a Formation
For convenience, ships in the same formation should be grouped together on the SiMov sheet. When plotting the movement of a Line Abreast formation, the plot need only be written for the Flagship. When plotting for a Column Ahead formation the plot need only be written for the Lead ship.
8.15 Flagships
Each Scenario indicates how many Flagships (subordinate command leaders) and Fleet Flagships (overall fleet leaders) a Player has in his force. For a group of ships to be considered in formation, they must have a Fleet Flagship or Flagship in that formation. If both types are present in a single formation, the Fleet Flagship is considered to be the controller of the formation. If two or more ordinary Flagships are present in a single formation, the Player must designate at the start of the plot which ship controls the formation.
The "flag" may be passed from one ship to another ship in the same formation if the ship receiving the flag is the next ship on either side of the former Flagship. In such a case, formation status is based upon the original Flagship at the beginning and during the course of that Game-Turn movement, and upon the new Flagship at the end of the plot.
8.2 Command Control Determination
There are two methods of Command Control Determination. The standard method is the use of the die with the Command Control Table (8.21). A statistically more valid method is the use of "chits" described in 8.23.
Whichever method is used, the basic technique is the same. Each scenario assigns an Efficiency Rating to each fleet (High, Moderate, or Low). Based on that rating, Players must make a single determination during each Command Control Phase which applies to all formations, and independent ships (i.e., ships not part of a formation).
Ships (or formations) which are determined to suffer from loss of Command Control may not fire and have a random plot substituted for their intended action for that Game-Turn. See 8.3.
8.21 Command Control Table [Die Roll System]
| Efficiency Rating | Column 1 | Column 2 | Column 3 |
|---|---|---|---|
| High | Indp | NA | NA |
| Moderate | Flag | Indp | NA |
| Low | NA | Flag | Indp |
| Die Roll | Column 1 | Column 2 | Column 3 |
|---|---|---|---|
| 1 | 1 | 1,3 | 1,4,8 |
| 2 | 3 | 2,5 | 2,6,7 |
| 3 | 5 | 4,7 | 3,5,7 |
| 4 | 7 | 6,8 | 1,4,8 |
| 5 | 9 | 1,9 | 3,5,9 |
| 6 | 0 | 0,2 | 0,2,6 |
NA = Not Applicable at that Efficiency Rating.
How to Use the Table: Cross index the Efficiency Rating of the fleet with the type of ship (i.e., either non-flag/indp, or either flagship type) to discover the proper columns on which to read the result. Then roll the die and cross-index the die result with those columns. The numbers indicated are the ending numbers of the hexes affected by loss of Command Control. For example, a Player rolls a "2" and his fleet has a Moderate Efficiency Rating; any of his Flagships in a hex ending in the number "3" and any of his independently maneuvering ships in hexes ending in "2" or "5" would suffer from loss of Command Control.
Note the formations of ships with a High Efficiency Rating are never subject to loss of Command Control; only independent ships in such a fleet are subject. When a formation with Moderate or Low Efficiency is affected by loss of Command Control (i.e., the Flagship of that formation is on one of the indicated hexes) the entire formation is moved as a formation according to the new plot developed for the Flagship (in the case of a Line Abreast Formation) or the Lead ship (in the case of a Column Formation). See 8.3.
8.23 Command Control Randomizer [The Chit System]
Make up a set of ten identically sized, small pieces of paper numbered "0" through "9". Place them in a wide-mouthed container (e.g., a coffee can). Each Command Control Phase each Player draws a number of chits from the complete set of ten, to determine the hex ending numbers affected by loss of Command Control.
- If the Player's fleet has a High Efficiency Rating, he draws one chit per Command Control Phase and applies the result to any of his non-flag ships which are not part of a formation and which are in a hex ending with the number drawn.
- If a Player's fleet has a Moderate Efficiency Rating, he draws one chit for all his flagships, throws it back in the "hat" and draws two chits for independent ships.
- If a Player's fleet has a Low Efficiency Rating, he draws two chits for flagships, replaces them and draws three chits for his independent ships.
Alternatively, Player's may create a Zero to Nine deck of cards using standard playing cards Ace through Nine with a Joker for zero. The cards can be drawn from such a modified deck in a fashion similar to the way the chits are drawn from a "hat".
8.3 Command Control Movement Plot
When affected by loss of Command Control, ships have any firing orders cancelled and a new random plot developed for: each such independent ship; for the Flagship of each affected Line Abreast formation and for the Lead ship of each Column formation. Roll the die for each random plot required, to discover the direction the plot will take:
- Roll 1, or 2: Turn ship in place one hexside to the right.
- Roll 3, or 4: Maintain existing facing.
- Roll 5, or 6: Turn ship in place one hexside to the left.
8.31 After the ship has been randomly faced, it moves in that direction to the limit of its current Movement Allowance. Independent ships and Flagships not part of a formation are so moved individually. Flagships controlling a Line Abreast are so moved, and every ship in that formation is so moved, preserving the Line Abreast formation. Ships in Column have their Lead ship randomly faced and moved, and then have the "tail" of the formation moved in follow-the-leader fashion preserving the Column formation.
8.32 If 6.32 (Optional) is being used, and a ship is indicated to be randomly faced into the wind, roll the die again and substitute the different direction.
8.33 Random movement plots are executed after all normal intended plots are executed in the Movement Phase.
8.34 Two or more Friendly ships may never occupy the same hex at the end of a Movement Execution Phase. If a random plot due to loss of Command Control would bring a ship into a Friendly occupied hex at the end of the Phase, the random Plot is shortened until the end position of the randomly moved ship is a vacant hex or an Enemy occupied hex.
8.35 Random movement due to loss of Command Control is subject to all the limitations of intentional movement.
8.36 Players should note that ships that are afoul do suffer from Command Control effects to a limited degree. If a ship that is afoul suffers loss of Command Control, it may not attempt to break away; it does not have any Command Control Movement Plot given to it; the ship is still subject to drifting (see 6.56 Optional).
9.0 Preservation Level
General Rule
Each side is given a specific Preservation Level. That is, a point in the battle at which a commander will decide that his losses have become unacceptable and will attempt to break off the action or retire. Preservation Points are not cumulative from turn to turn; they are assessed anew at the end of each Game-Turn.
Procedure
Preservation Points are scored in the following manner: one Point is given for each damage point remaining on the ships of a fleet at the end of the Game-Turn. Captured ships count as six Preservation Points regardless of damage. When the Preservation Points total at the end of any Damage Control Phase exceed the Preservation Level of a given fleet, the course of play changes as given below:
9.1 Preservation Level Course of Play
9.11 After the Preservation Level of any fleet is exceeded, the six map sections are frozen in position; they may no longer be changed into a different configuration.
9.12 All ships belonging to the retiring fleet that are not within gunnery range (10 hexes) and Field of Fire of any Enemy ship, are removed from the map. Those ships that have been removed from the map are considered to have broken off action and to have escaped.
9.13 All ships of the retiring fleet that are within gunnery range (10 hexes) and facing of Enemy ships have their firepower halved, (dropping fractions) and must immediately attempt to exit off the map. If at the end of a Movement Execution Phase such a ship leaves Enemy Gunnery Range and Facing, it must still exit the map edge; it is not automatically removed.
9.14 All ships of the retiring fleet that are afoul of Enemy ships immediately surrender (see 10.0, PRIZES).
9.15 All ships of the retiring fleet which are drifting are considered captured if still on the map at the end of the game. If a ship drifts off the map after the Preservation Level has been exceeded, it is considered to have escaped.
10.0 Prizes [Captured Ships]
Under certain conditions, a ship will surrender and be captured by the Enemy fleet. When this occurs, place a Prize Marker on the captured ship. Control of the captured ship is then transferred to the capturing Player. The capturing Player may then move the captured ship in all ways as if it were his own subject to Mast Damage. The captured ship obeys all Command Control rules and in every way becomes a part of the side that captured it. Note, however, that a captured ship may never engage in gunnery combat.
10.1 Capturing
Ships may be captured in one of two ways as given below.
10.11 When the Preservation level of a fleet is exceeded, all ships belonging to that fleet which are afoul of Enemy ships immediately surrender. Should both sides exceed their Preservation Levels at the same time, ships that are afoul do not surrender, instead they automatically break away from each other and attempt to escape across the map edge.
10.12 Ships that are totally dead (three Mast and three Crew Hits) cannot be captured.
10.13 (OPTIONAL) When a ship that has suffered three Crew Hits is run afoul of by an Enemy ship with two or fewer Crew Hits, it immediately surrenders. If a ship is already afoul of an Enemy ship with two or fewer Crew Hits and subsequently suffers three Crew Hits, it immediately surrenders. If two ships are afoul of each other and both suffer a total of three or more Crew Hits in the same Combat Execution Phase, neither ship surrenders. Instead, both ships immediately and automatically break off contact with each other and are free to move normally.
10.2 [Optional] Re-Capturing
It is entirely possible for one side to recapture a ship that has surrendered to the Enemy. When a Friendly ship with two or fewer Crew Hits comes afoul of a captured ship, it is immediately recaptured. When this occurs, simply remove the Prize Marker and revert control to the owning Player.
11.0 Victory Points
General Rule
Victory Points are used in some scenarios to determine victory. Victory Points are awarded in the following manner at the end of the Damage Control Phase of the final Game-Turn.
- 1 point per hit on each Frigate-class or smaller type ship which remains afloat.
- 2 points per hit on each Ship-of-the-Line which remains afloat.
- 6 points for each Frigate-class ship (or smaller) sunk or disabled.
- 12 points for each Ship-of-the-Line sunk or disabled.
- 18 points for each ship captured.
The scenarios are ended in three ways; running out of Game-Turns, exceeding the Preservation Level, and fulfilling Victory Conditions.
11.1 Running Out of Game-Turns
When the scenario time limit has been reached, the Victory Points are totaled and compared with the Victory Conditions.
11.2 Exceeding the Preservation Level
When the Preservation Level of one of the fleets is exceeded, the game ends when all the ships of that fleet have either left the map, been disabled or been captured. Should both sides reach their respective Preservation Levels at the same time, the game is a draw, subject to scenario Victory conditions.
11.3 Fulfilling Victory Conditions
The game ends automatically when the victory conditions for one side or the other is reached.
12.0 Glossary
- Running dead before the wind — A condition where the wind is entering a hexside directly to the rear of a ship.
- Running free with the wind on the starboard [or port] quarter — A condition where the wind is entering a hexside to the right or left rear hexside of a ship.
- Sailing on the wind on the starboard [or port] quarter — A condition where the wind is entering from the right or left front hexside of a ship. [Printed as "quarter" on the sheet; Section 6.31 uses "tack" for this condition.]
- Bearing up into the wind — Turning into the wind. Also called Beating to the Windward.
- Wearing — Turning away from the wind.
- Running Afoul — Two ships that have grappled together and whose crews are involved in hand-to-hand combat.
- Raking fire — When a ship fires down the length of a ship rather than across the width.
- Port — Left.
- Starboard — Right.
- Have the wind gauge — A combat situation where the wind is favorable to (behind) the Friendly force and unfavorable to (in front of) the Enemy.
13.0 How to Use the Scenarios
Each Scenario is a recreation of an historical naval encounter and is, in effect, a complete game all by itself. The scenarios are divided into three major groups of increasing complexity (mainly arising out of the increased number of ships per side). All scenarios are sixteen Game-Turns in length. The information in each scenario is formatted in basically the same way. Shown below is a fabricated partial example of how this information appears:
- Name of Battle / Date of Battle
- Forces: "B. British: three-74 (FF), one-64/A." This means that the British fleet draws its ships from the "B" type counter mix. The three-74 (FF) means that three, seventy-four gun ships are used one of which is the fleet flagship. One (one-64/A) means that one, sixty-four gun ship counter mix "A" is used rather than counter mix "B". The opposing side would also be listed in a similar fashion.
- Wind: "SE, Moderate, Oceanic." The wind conditions for the first Game-Turn of this scenario would be that the wind is from the South East at a moderate velocity. The (Optional) Wind Chart, Oceanic Table would be used.
- Map Configuration: The diagram (sections A B C / D E F) indicates the standard starting arrangement of the six map sections. Unless otherwise indicated, this is the map configuration for every scenario. Map sections are always arrayed with their compass roses pointing in the same direction, regardless of configuration.
- Deployment: "British: SE; Map A; Speed 5; Hexes 1703 (FF), 1803, 1901 (80)." The British fleet is placed facing South East on Map A with an initial speed of five Movement Points. The fleet flagship would be placed on hex 1703, a ship of the Player's choosing would be placed on hex 1803, and an eighty-gun ship would be placed on hex 1901. All ships in a fleet have the same facing and ships may not accelerate or decelerate in the first turn.
- Victory Conditions: The conditions for victory are listed.
- Special Rules: Any special rules pertaining only to this scenario are listed.
- Effectiveness Ratings: "British: Command Control Efficiency: High; Gunnery Combat Results Table: #2; Preservation Level: 8." (Example.)
14.0 Simple Scenarios
14.1 USS Constitution vs HMS Guerriere (19 Aug 1812)
- Forces: B. British: one-44 (FF); D. US: One-44 (FF)
- Wind: NW, Fresh, Oceanic
- Deployment: British: SE, Map A, Speed 5, Hex 1713 (FF); US: SE; Map A; Speed 5; Hex 0612 (FF)
- Victory Conditions: One ship must totally disable the other (3 Mast and 3 Crew Hits); any other result is a draw.
- Special Rules: Suspend all rules regarding surrender and capture (10.0) and preservation levels (9.0).
- Effectiveness Ratings:
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: NA
- US: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: NA
Historical Notes: Classic frigate action between US and British forces during The War of 1812. The forces involved were US: Constitution 44; British: Guerriere 38.
Playtest Notes: This is the Introductory Scenario to Frigate. Because it involves only single ship action, it is an excellent way to learn all the various rules and modules of the game. This scenario is somewhat unbalanced in favor of the Americans, so don't feel too badly as the British Player. However, in Playtesting, the British Players managed to win 30-40% of the time. This Scenario also reflects the typical frigate action that occurred between the US and British during The War of 1812. American ships of this era were generally better than British ships of equal class, which goes a long way toward explaining why the US won such a high proportion of the engagements of this type.
The Playtesters found that the best tactic for the British is to utilize Raking Fire to offset their inferior firepower. For the Americans, the tactic developed is simply to hit and hit again. The Constitution has superior firepower—use it.
14.2 Gulf of Tehuantepec (20 July, 1808)
- Forces: A. Spanish Rebels: one 44 (FF); B. British: one 44 (FF)
- Wind: NW, Fresh, Coastal
- Deployment: Spanish Rebels: NE; Map A; Speed 5; Hex 1314. British: S; Map A; Speed 5; Hex 0606.
- Victory Conditions: Fight to the death (3 Mast and 3 Crew Hits).
- Special Rules: None
- Effectiveness Ratings:
- Spanish Rebels: Command Control Efficiency: Low; Gunnery Combat Results Table: #3; Preservation Level: NA
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: NA
Historical Notes: Off the West Coast of Central America, the HMS Lydia (38) encountered the Spanish Natividad (50), the latter in the hands of some local rebels. In a long running fight, the rebel vessel was soundly defeated in an action that was a credit to British seamanship and leadership.
Playtest Notes: Gulf of Tehuantepec: This scenario is a good one for introductory purposes as it involves only single-ship action. The Spanish Rebels have the better ship but poor gunnery and efficiency ratings. The British situation is reversed, a poor ship but excellent gunnery and efficiency ratings. The tactic for the Spanish Rebels is to attempt to run afoul of the British. Although they have the better ship, their gunnery level is so low that this is about the only way they can seriously damage the British. The British tactic is to close to the optimum firing range, utilizing Raking Fire if possible and attempt to damage the Spanish Rebels to the point at which the Natividad can be finished off at leisure. It is a good idea to attempt for crew hits as this will lessen the danger if the Natividad should succeed in running afoul.
14.3 Bay of Bengal (4 Apr, 1760)
- Forces: A. French: two 36 (FF); B. British: one 28 (FF), one 14
- Wind: NW, Moderate, Oceanic
- Deployment: French: SE; Map A; Speed 5; Hexes 0309 (FF); 0108. British: SE; Map A; Speed 5; Hexes 1501 (FF), 1601.
- Victory Conditions: British win if they force the French over their Preservation Level. French win if any French ship exits East edge with two or fewer Crew Hits.
- Special Rules: No mapsheets may be placed any further East than mapsheets C and F.
- Effectiveness Ratings:
- French: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #3; Preservation Level: 3
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 4
Historical Notes: A British escort intercepted a French squadron that was trying to disrupt the Lisbon convoy. In a long action, the British turned back the French ships but suffered heavy casualties. The ships involved were: French: Malicieuse 36 FF, Opale 32. British: Flamborough 24 FF, Bideford 20.
Playtest Notes: Bay of Bengal: Typical frigate action between the British and French off the coast north of India during the Seven Year's War. It is also a typical nightmare that any commander has, namely running into a superior force, as the British force does in this scenario. The scenario is quite unbalanced in favor of the French. Tactically, there is not too much that the British can do except run. All the French need to do is fire at the British.
14.4 Battle of the Azores (4 Sep, 1777)
- Forces: B. British: one 44 (FF), two 28; D. US: one 36 (FF), one 32
- Wind: NW, Moderate, Oceanic
- Deployment: British: NE; Map A; Speed 5; Hexes 0702 (FF), 0503, 0304. US: NE; Map A; Speed 5; Hexes 1906, 1706.
- Victory Conditions: British win if they force the US over their Preservation Level. US wins if any US ship exits North East edge with two or fewer Crew Hits.
- Special Rules: Mapsheet "C" is frozen in position. No mapsheets may be placed directly to the north or east of mapsheet "C".
- Effectiveness Ratings:
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 6
- US: Command Control Efficiency: Low; Gunnery Combat Results Table: #2; Preservation Level: 2
Historical Notes: A US squadron attempted to intercept a British convoy but was defeated by the British escort. Ships involved in the action were: British: Alacrity 44 (FF), Nightingale 28, Fox 28. US: America 36 (FF), Raleigh 32.
Playtest Notes: Battle of the Azores: This scenario represents a typical privateer action during the American Revolution. Privateers were basically commerce raiders; they were motivated by the possible profits to be obtained by taking prizes. Privateers disliked fighting enemy warships. Not only were there small profits to be had for capturing one, they might also get themselves killed for their efforts. This is reflected by the low Preservation Level given to the American ships. This scenario is rather unbalanced in favor of the British although the Americans have won in playtesting. Tactically, the British just fire at the Americans; two good hits would be sufficient to knock the Americans over their Preservation Level. The Americans have to rely on speed and maneuver. Wind is critical for the Americans. They should watch it carefully and take full advantage of it whenever possible. Remember, the Americans cannot afford to take much in the way of damage.
14.5 Battle of Pondicherry (10 Aug, 1778)
- Forces: A. French: one 64 (FF), two 36, two 14; B. British: one 64 (FF), two 28, one 14
- Wind: NW, Moderate, Oceanic
- Deployment: French: NE; Map A; Speed 5; Hexes 1316 (14), 1515 (36), 1714 (64 FF), 1913 (36), 2112 (14). British: SE; Map A; Speed 5; Hexes 0902 (64 FF), 0702 (28), 0502 (28), 0302 (14).
- Victory Conditions: The side with the highest number of victory points wins.
- Special Rules: None
- Effectiveness Ratings:
- French: Command Control Efficiency: High; Gunnery Combat Results Table: #2; Preservation Level: 10
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 8
Historical Notes: A British squadron on patrol off the East Coast of India fell in with a French squadron. A hot action developed, but the French having suffered slightly less than the British, broke off after about two hours and made for Pondicherry. The forces involved were: French: Brilliant 64 FF, Pourvoyant 36, Sartine 32, Mouche 14, Oiseau 14. British: Rippon 60 FF, Coventry 28, Seahorse 24, Cormorant 16.
Playtest Notes: Battle of Pondicherry: This is a small fleet action that took place during the American Revolution. Numerically and in ship types, this scenario slightly favors the French although the higher gunnery level for the British goes a distance toward offsetting this advantage. Tactically, the French should take advantage of their higher Preservation Level and attempt to engage the British, especially by running afoul of Enemy ships. The British Player should try to protect his smaller ships if at all possible and attempt to engage the French 33's [as printed] or 14's with his 64, or the French 14's with his 28's. The British Player should take advantage of his higher gunnery rating by picking on the smaller French ships in an effort to put him over the Preservation Level. At all costs, protect the smaller British ships.
14.6 Battle of St. Jago (16 April, 1781)
- Forces: A. French: two 74 (FF), three 64; B. British: one 74, one 64, three 50 (FF)
- Wind: NW, Fresh, Coastal
- Deployment: French: S; Map A; Speed 6; Hexes 0501 (64), 0503 (64), 0504 (74), 0505 (74 FF), 0508 (64). British: N; Map E; Speed 2; Hexes 0501 (50), 0504 (74), 0706 (64), 0308 (50 FF), 0310 (50).
- Victory Conditions: Make the opposing force exceed its Preservation Level. In case both exceed their Preservation Level in the same Game-Turn, it is a British victory.
- Special Rules: The standard map configuration is frozen; it may not be leap-frogged. Mapsheet C and F are considered all-land areas. A ship that enters a land hex is considered to have run aground and counts as 6 Preservation Points.
- Effectiveness Ratings:
- French: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: 3
- British: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #1; Preservation Level: 5
Historical Notes: The British squadron was in harbor in Porto Praya in the Cape Verde Islands when they were surprised by Suffren's French. The French attacked, but found the British fire too heavy and retired. The British pursued and recaptured a merchantman from the French. Losses were light, and Suffren continued on to the Indian Ocean. British: Hero 74, Monmouth 64, Romney 50 (FF), Jupiter 50, Isis 50. French: Heros 74 (FF), Hannibal 74, Artisan 64, Sphynx 64, Venguer 64.
Playtest Notes: Battle of St. Jago: This action represents a typical convoy-screening mission by the British. The escorting side doesn't have to win the battle, they simply must not loose it. This tends to be a rather short scenario because of the low Preservation Levels of both sides. It only takes one ship sunk or badly damaged to put a side over its Preservation Level. The low Preservation Levels offset most advantages of both sides. Tactics are quite simple—hit without getting hit. Raking Fire is especially important in this scenario in that it increases one's firepower without exposing the ship to return fire.
15.0 Intermediate Scenarios
15.1 Lissa (13 Mar, 1811)
- Forces: A. Franco-Italian: four 44 (FF, F), two 36, one 14; B. British: three 44 (FF), one 28
- Wind: NW, Fresh, Coastal
- Deployment: Franco-Italian: SW; Map C; Speed 5; Hexes 1403 (44 F), 1602 (44), 1801 (36); SW; Map C; Speed 5; Hexes 0704 (44 FF), 0903 (44), 1102 (36), 1301 (16). British: N; Map C; Speed 3; Hexes 0713 (FF), 0913 (44), 1113 (28), 1313 (44).
- Victory Conditions: The side with the highest number of victory points wins.
- Special Rules: Ships may not enter mapsheet F; it is considered an island. Ships that run aground are considered sunk.
- Effectiveness Ratings:
- Franco-Italian: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: 8
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 6
Historical Notes: A British squadron fell in with a Franco-Italian squadron and engaged in combat. Although one British ship ran aground, they won the battle by capturing three Italian frigates and destroying one by fire. The forces involved were: Franco-Italian: Favorite 40 FF, Flore 40, Danae 40 F, Corona 40, Bellona 32, Carolina 32, Mercure 16. British: Amphion 42 FF, Active 44, Cerebus 38, Velaye 28.
Playtest Notes: Lissa: This is a fairly balanced scenario. Although the British are numerically inferior, they have an advantage in Efficiency and Gunnery. Tactically, the Franco-Italian Player should take advantage of his superiority in fighting afoul; the British have a lower Preservation Level. The British must avoid running afoul and take advantage of superior gunnery. Sending the 44's after the 36's and the 14 is always a good idea; drive the Franco-Italian fleet over the Preservation Level as soon as possible. Another tactic that both sides may employ is using Mast hits in gunnery rather than Crew hits. If a dismasted ship drifts aground, it counts as a lost ship. If the wind is right, this is a good and simple way to "sink" an Enemy ship.
15.2 The "Lizard" (10 Oct, 1707)
- Forces: A. French: one 74, two 64 (FF), four 50 (F), five 44, one 36; B. British: two 80 (FF), one 74, two 50.
- Wind: SE, Moderate, Coastal
- Deployment: French: NE; Map E; Speed 4; Hexes 0115 (36), 0314 (44), 0513 (50), 0712 (50), 0911 (74), 1110 (64 FF), 0216 (44), 0415 (44), 0614 (50 F), 0813 (44), 1012 (44), 1211 (64), 1410 (50). British: NW; Map C; Speed 5; Hexes 1103 (80 FF), 1304 (74), 1504 (50), 1704 (80), 1904 (50).
- Victory Conditions: The side with the highest number of Victory Points wins. The French also receive one Victory Point for each undamaged portion of each ship (Crew or Mast—possible total of six per ship) exited from the North or East edge of Map Section C, before the Preservation Level is exceeded.
- Special Rules: The map may not be extended North or East of Mapsheet C. The British have no Preservation Level.
- Effectiveness Ratings:
- French: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: 16
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: NA
Historical Notes: A British escort intercepted a French squadron that was trying to disrupt an English convoy of 130 ships. In the ensuing fight off a peninsula called "The Lizard," the British lost one 80 blown up, one 80 and two 50's captured and one 74 badly damaged. However, the convoy escaped with little damage. The forces involved were: French: Lys 72, Achille 64 (FF), Jason 64, Mars 54, Blackwall 54 (F), Salisbury 52, Maure 50, Jersey 46, Griffon 44, Dauphine 44, Fidele 44, Amazone 40, and the Gloire 38. British: Cumberland 80 (FF), Devonshire 80, Royal Oak 76, Chester 50 and the Ruby 50.
Playtest Notes: The "Lizard": This scenario proved to be one of the most popular during the Playtesting. Probably because its both balanced and bloody. This is one of the few scenarios where it pays for the British to attempt to run afoul of the French. They can afford the losses because the British have no Preservation Level to worry about. Their main objective is to stop the French at any cost and this is a good way to do it. The French must avoid running afoul and simply try to blow their way through the British line. Casualties are heavy for both sides in this scenario and it's anybody's game.
15.3 Battle of Santa Martha (19 Aug, 1702)
- Forces: B. British: one 74 (FF), one 64, five 50; A. French: two 74 (FF), two 64; C. Dutch: one 64 (F), five merchantmen
- Wind: SW, Fresh, Oceanic
- Deployment: British: SE; Map A; Speed 5; Hexes 0101 (50), 0402 (50), 0704 (50), 1005 (64), 1307 (50), 1608 (50), 1910 (74 FF). French: SE; Map B; Speed 5; Hexes 0203 (64), 0404 (74 FF), 0605 (74), 0806 (64). Dutch: SE; Map B; Speed 5; Hexes 0302, 0503, 0704, 0905, 1106, 1307 (64 F).
- Victory Conditions: The side with the highest number of victory points wins.
- Special Rules: The French and Dutch fleets are allied. Whenever the Preservation Level of the French or Dutch fleet is exceeded, both fleets are considered to have exceeded their Preservation Levels.
- Effectiveness Ratings:
- British: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #1; Preservation Level: 9
- French: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: 5
- Dutch: Command Control Efficiency: High; Gunnery Combat Results Table: #2; Preservation Level: 12
Historical Notes: A British squadron tried unsuccessfully to interrupt a Dutch convoy escorted by French and Dutch warships in the West Indies. A brief skirmish between British and French ships developed but there was no serious outcome. The forces involved were: British: Breda 74 (FF), Defiance 64, Greenwich 54, Ruby 48, Pendennis 48, Windsor 48, Falmouth 48. French: Esperance 74 (FF), Bourbon 74, Ouragon 64, Maine 64*. Dutch: De Hatnes 64 (FF)*. *Exact ships involved uncertain, these names represent an approximation of those ships most likely to have been involved.
Playtest Notes: Santa Martha: This is a convoy interception scenario. Tactically, the British should attempt to engage the main French and Dutch ships with the 74 and the 64 while using the 50's to intercept the merchantman. The allies' main problem is to protect the almost defenseless merchantmen. Cover the merchantmen with the warships and run like hell for the mapedge.
15.4 Battle of Cape Finisterre (14 Oct, 1747)
- Forces: A. French: one 80 (FF), three 74, three 64, one 50; B. British: two 50, twelve 64 (FF)
- Wind: SE, Fresh, Oceanic
- Deployment: French: NW; Map E [printed "IE"]; Speed 4; Hexes 0101 (74), 0302 (64), 0503 (74), 0704 (80 FF), 0905 (74), 1005 (50), 1106 (64), 1206 (64). British: NE; Map D; Speed 8; Hexes (for 64's) 0402, 0604, 0706, 1005, 1007, 1108 (FF), 1309, 1211, 1411, 1512, 1713, 1915; Hexes (for 50's) 0804, 0602.
- Victory Conditions: The side with the highest number of Victory Points wins.
- Special Rules: None
- Effectiveness Ratings:
- French: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: None
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #2; Preservation Level: 17
Historical Notes: The British, under Sir Edward Hawke, intercepted the escort of a large French convoy off Cape Finisterre during the War of Austrian Succession. The French escort fled, hoping to divert the British while the French convoy escaped. Hawke pursued, and captured all except the two strongest French ships. He later intercepted part of the convoy and captured it. This battle was an example of successful use of the "General Chase". The forces involved were: British: Devonshire 66 (FF), Edinburgh 70, Kent 64, Yarmouth 64, Monmouth 64, Princess Louisa 60, Windsor 60, Lion 60, Tilbury 60, Nottingham 60, Defiance 60, Eagle 60, Gloucester 50, Portland 50. French: Tonnant 80 (FF), Intrepide 74, Terrible 74, Monarque 74, Trident 64, Fougueux 64, Content 64, Severn 56.
Playtest Notes: Cape Finisterre: This scenario proved to be rather balanced in Playtesting. The British have better Efficiency and more ships but the French have better ships and no Preservation Level. Tactically, this scenario is one of maneuver and of seizing opportunities when they arise. French superiority in afoul combat and ship type is offset by their numerical inferiority. British advantage in numbers is offset by their poor ship type and Preservation Level.
15.5 Battle of Ceylon (8 Sep 1759)
- Forces: A. French: four 74 (FF), seven 64, one 36, one 28; B. British: seven 64 (FF, F), two 50, one 28
- Wind: NW, Moderate, Coastal
- Deployment: French: SE; Map A; Speed 5; Hexes 0304 (64), 0505 (64), 0706 (74), 0907 (74), 1108 (74 FF), 1309 (64), 1510 (74), 1711 (64), 1912 (64), 2013 (64), Map B, 0410 (74); Free deployment of frigates within ten hexes of main formation. British: NE; Map D; Speed 5; Hexes 0304 (64), 0505 (50), 0706 (50), 0907 (64 F), 1108 (64), 1309 (64), 1510 (64), 1711 (64), 1912 (64 FF), frigate (28) may be deployed within ten hexes of main formation.
- Victory Conditions: The side with the highest Victory Point total wins.
- Special Rules: None
- Effectiveness Ratings:
- French: Command Control Efficiency: High; Gunnery Combat Results Table: #2; Preservation Level: 26
- British: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: 13
Historical Notes: The British interrupted a French squadron. The French voluntarily broke off the action after inflicting more damage on the British than they received. The forces involved were: French: Zodiaque 74 (FF), Minotaur 74, Comte de Provence 74, Centaur 70, Illustre 64, Actif 64, Vengeur 64, Fortune 64, Duc d'Orleans 60, St. Louis 60, Duc de Bourgoyne 60, Sylphide 36, Diligente 24. British: Yarmouth 66 (FF), Grafton 68 (F), Elizabeth 64, Tiger 60, Sunderland 60, Weymouth 60, Cumberland 58, Newcastle 50, Salisbury 50, Queenborough 24.
Playtest Notes: Ceylon: This is a rather unbalanced (in favor of the French) scenario; a naval battle that took place between the British and the French during the Seven Years War. Tactically, the British should try to avoid the larger French ships if at all possible and concentrate their fire on the Enemy frigates. Captures are always helpful in giving the French Preservation Points. The French should take advantage of their superiority in 74's and 64's to inflict damage on the British. Running afoul is usually worthwhile (except for frigates). The French Player should not be afraid to take damage because of combat; he has a high enough Preservation Level so that it shouldn't concern him too much.
15.6 Cape Fear, N. Carolina (1825)
- Forces: B. British: two 120/A (FF), three 110/A, four 44 (F); D. US: five 74 (FF), four 44 (F), five MM
- Wind: Roll die—1=SW, 2=NW, 3=N, 4=NE, 5=SE, 6=S; Moderate, Coastal
- Deployment: British: S; Map B; Speed 5 (if possible): Hexes 1111 (120/A FF), 1109 (110/A), 1107 (110/A), 1105 (110/A), 1103 (120/A); Frigates, line ahead 3 hexes of main formations. US: SE; Map A; Speed 5 (if possible); Ships of the Line in hexes 2012 (74 FF), 1811 (74), 1610 (74), 1409 (74), 1208 (74); Frigates SE, Line ahead within three hexes of main formation at a two hex interval, Merchantmen in hexes 1311, 1110, 0909, 0708, 0507.
- Victory Conditions: The side with the highest Victory Point total wins. Note: the US Player receives 6 Victory Points additional for each ship he exits from Map C before reaching the Preservation Level.
- Special Rules: No mapsheets may be extended to the north or east of mapsheet C.
- Effectiveness Ratings:
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 18
- US: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 12
Historical Notes: Assuming an Anglo-American war had broken out in the mid-1820's, the British would have tried to blockade the US coast again as in the War of 1812. The idea presented here is that a powerful US squadron is trying to break out of Wilmington, N.C. in the face of an equal British squadron. The forces are assumed to be: British: Brittania 120 (FF), Nelson 120, Impregnable 104, Hibernia 104, Queen Charlotte 104, Isis 44 (F), Diana 44, Vindictive 50, Gloucester 50. US: Independence 74 (FF), Washington 74, Franklin 74, Columbus 74, North Carolina 74, United States 44 (F), Constitution 44, Potomac 44, Brandywine 44.
Playtest Notes: Battle of Cape Fear: This scenario proved to be one of the most popular during playtesting. It's short and bloody. It's quite balanced with perhaps a slight, and only slight, bias in favor of the British. Tactics are quite simple for both sides. The British must break through the US warships and fall upon the virtually defenseless convoy; the Americans must prevent this from happening. The time needed for this scenario is too short to allow for fancy maneuvering, so it tends to develop into a slug-fest and a race against time. The burden of victory is on the British but the US has a lower Preservation Level so it tends to equal out.
16.0 Complex Scenarios
16.1 1st Battle of Trincomalee (17 Feb, 1782)
- Forces: A. French: four 74 (FF), five 64, two 50, three 36; B. British: three 74 (FF), five 64, one 50, one 28
- Wind: NE, Light, Oceanic
- Deployment: French: SE; Map A; Speed 4; Hexes 0602 (36), 0703 (36), 0104 (36), 0106 (64), 0204 (64), 0306 (64), 0405 (74), 0606 (50), 0406 (64), 0507 (74), 0708 (50), 0807 (64), 0908 (74), 1008 (74 FF). British: SE; Map D; Speed 3; Hexes 0105 (64), 0306 (74), 0405 (74), 0507 (50), 0607 (74 FF), 0808 (64), 0909 (64), 1008 (64), 1110 (64), 0510 (28).
- Victory Conditions: British receive 6 Victory Points for each undamaged ship exited off the East edge of the map and one less Victory Point for each ship exited per hit upon that ship. The side with the highest Victory Point total wins.
- Special Rules: The mapsheet may not be extended to the East.
- Effectiveness Ratings:
- French: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: 14
- British: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: 12
Historical Notes: First Trincomalee was one of the many battles where the archaic "Fighting Instructions" cost the British a victory. The British had the benefit of the wind and attacked, but when things got to close action, the French ran. The British had their rigging damaged by French fire and did not pursue. There were no ships lost on either side. British: Superb 74 (FF), Hero 74, Exeter 74, Monarca 68, Eagle 64, Monmouth 64, Worcester 64, Burford 64, Isis 50, Seahorse 24. French: Heros 74 (FF), Annibel 74, Orient 74, Artisan 74, Severe 64, Vengeur 64, Brilliant 64, Ajax 64, Sphinx 64, Flambard 50, Hannibal 50, Pourvoyante 40, Fier 40, Bellone 40.
Playtest Notes: 1st Battle of Trincomalee: This is a very balanced scenario of a battle that occured during the American Revolution. Although the British are outnumbered and the French have a better Preservation Level, time is all in favor of the British. In effect, the British can win simply by not loosing. The British should try to run off the map. Fight if an opportunity presents itself, but don't go looking for it. Remember, the French Player has to stop the British, the British don't have to defeat the French. The French Player should utilize his numerical superiority by running afoul of the British at every opportunity. It is also a good idea for the French to try for Mast rather than Crew Hits. If the British are dead in the water, they can't exit from the map. Remember, time is working against you; don't hesitate to engage the British.
16.2 Battle of Madras (17 Feb 1782)
- Forces: A. French: four 74 (FF), five 64 (F), two 50, three 44, one 20; B. British: two 74 (FF), six 64 (F), one 50, one 28
- Wind: SW; Light, Coastal
- Deployment: French: NE; Map A; Speed 4; Hexes 1416 (74 FF), 1215 (64), 1014 (74), 0813 (64), 0612 (64), 0411 (74), 1016 (64 F), 0815 (50), 0614 (74), 0413 (64), 0212 (50); Frigates and smaller ships free deployment within ten hexes of main formation. British: NW; Map A; Speed 2; Hexes 1909 (74 FF), 1708 (64), 1507 (74), 1306 (64), 1105 (64), 0904 (64), [hex illegible on printed sheet] (64 F), 0703 (64), 0301 (50); Frigate free deployment within ten hexes of main formation.
- Victory Conditions: The side with the highest number of Victory Points wins.
- Special Rules: None
- Effectiveness Ratings:
- French: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 45
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 30
Historical Notes: The French tried to attack a British fleet at anchor in Madras Harbor but the British put to sea. The French fell on the rear of the British fleet but were unable to support due to adverse winds. A rain squall broke up the action after two hours, with one British ship a near total loss and a light French corvette likewise damaged. The forces involved were: French: Heros 74 (FF), Annibal 74, Orient 74, Artisan 74, Severe 64, Vengeur 64, Brillant 64 (F), Sphinx 64, Ajax 64, Hannibal 50, Flamban 50, Pourvoyante 40, Fier 40, Bellone 40, Subtile 20. British: Suberb 74 (FF), Hero 74, Exeter 64 (F), Monarca 68, Eagle 64, Monmouth 64, Worcester 64, Burford 64, Isis 50, Seahorse 24.
Playtest Notes: Madras: This is one of the more balanced scenarios involving fleet actions that took place during the American Revolution. The French have an advantage in Preservation Level. They should make every effort to utilize this advantage. If they can manage to inflict hit for hit, they will win. The British Player must take advantage of the one weak point the French Player has—his frigates. The British Player must make every effort to sink these ships, or if possible, capture them. The French have the problem of protecting these ships; to an extent this offsets their Preservation Level advantage. All in all, a good scenario. Two notes of caution: wind changes can be critical and explosions are always possible.
16.3 Battle of Dogger Bank (5 Aug 1781)
- Forces: B. British: one 80, two 74 (FF), two 64, two 50, three 32, five 14; C. Dutch: two 74 (FF), one 64, four 50, five 36/A, one 28/A, one 14/A
- Wind: SE, Moderate, Oceanic
- Deployment: British: NW; Map A; Speed 5; Hexes 0803 (74 FF), 1003 (80), 1203 (74), 1403 (64), 1603 (64), 1803 (50), 2003 (50); Frigates and smaller ships free deployment within ten hexes of main formation. Dutch: SW; Map A; Speed 5; Hexes 0114 (74 FF), 0314 (74), 0514 (50), 0914 (50), 1114 (50), 1314 (50), 0714 (64); Frigates and smaller ships free deployment within ten hexes of main formation.
- Victory Conditions: The side with the greatest number of victory points wins.
- Special Rules: None
- Effectiveness Ratings:
- British: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #1; Preservation Level: 20
- Dutch: Command Control Efficiency: High; Gunnery Combat Results Tables: #1; Preservation Level: 30
Historical Notes: This action took place during the American Revolution. The British attempted to intercept a Dutch convoy but failed to break through the escort. British and Dutch convoy units tangled for 220 minutes without significant damage (though the Dutch later lost one 64 from damage). Personnel casualties were heavy on both sides and the action was considered a draw. British: Princess Amelia 80, Fortitude 74 (FF), Berwick 74, Bienfaisant 64, Buffalo 60, Preston 50, Dolphin 44, Belle Poule 32, Latona 32, Cleopatra 32, Cabot 14, Alert 14, Busy 16, Sprightly 16. Dutch Republic: Admiral De Ruyter 68 (FF), Admiral General 74, Hollandia 64, Batave 54, Piet Hein 54, Argo 44, Venus 36, Medemblick 36, Zephyr 36, Bellona 36, Dolphin 24, Ajax 14, South Carolina 14, Neptune 36, Tromp 50.
Playtest Notes: Dogger Bank: The scenario is fairly balanced with Dutch superiority in numbers, Efficiency and Preservation Level being offset by British Superiority in ship type. The tactics are pretty much the same for both sides although the British must be a trifle more cautious because of their lower Preservation Level. It comes down to a slug-fest. It is recommended that Players try for Crew hits and then use frigates and corvettes to attempt captures. This is always a good tactic to use for gaining Preservation and Victory Points.
16.4 Battle of Minorca (20 May 1756)
- Forces: A. French: one 80 (FF), four 74 (F), six 64, one 50, one 44, two 36, two 28; B. British: one 80 (FF), one 74, eight 64 (F), two 50, one 32, one 14
- Wind: NW, Moderate, Coastal
- Map Configuration: North. Sections: A B / C D / E F.
- Deployment: French: N; Map E; Speed 3; Hexes 1003 (64), 1004 (74), 1005 (74), 1006 (74), 1008 (80 FF), 1009 (64), 1011 (64), 1012 (50), 1110 (64), 0910 (64), 0913 (74 F), 1014 (64), 1311 (44), 1511 (36), 1313 (36), 1513 (28), 1614 (28). British: N; Map E; Speed 4; Hexes 0605 (64), 0606 (64), 0607 (64), 0608 (64), 0609 (64 F), 0610 (64), 0308 (64), 0310 (64), 0311 (50), 0312 (80 FF), 0313 (74), 0315 (50), 0113 (32), 0115 (14).
- Victory Conditions: British must attempt to exit off the East edge of the mapsheet (see Victory Conditions, 16.1). The side with the highest number of Victory Points wins.
- Special Rules: The mapsheet may not be extended to the East.
- Effectiveness Ratings:
- French: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #2; Preservation Level: 28
- British: Command Control Efficiency: Moderate; Gunnery Combat Results Table: #3; Preservation Level: 18
Historical Notes: Sir George Byng was set with a ramshackle fleet (his flagship was 112 years old) to defend Minorca from the French. He intercepted the French who withdrew after a brief battle in which one ship was damaged on both sides. Byng then fled and abandoned Minorca, for which he was court-martialed and shot. "To encourage the others [British Admirals]." British: Ramilles 90 (FF), Culloden 74, Buckingham 68 (F), Trident 64, Revenge 64, Intrepid 64, Captain 64, Lancaster 64, Kingston 50, Defiance 60, Deptford 50, Portland 50, Chesterfield 40, Phoenix 20. French: Foudrouant 84 (FF), Couronne (F) 74, Redoutable 74, Temeraire 74, Trition 64, Lion 64, Content 64, Sage 64, Orphee 64, Princess Louisa 60, Hippopotame 50, Junon 44, Rose 30, Gracieuse 30, Topaze 26, Nymphe 26.
Playtest Notes: Battle of Minorca: This scenario—an engagement between the French and British during the Seven Year's War—shows what happens to an aging fleet when it is commanded by an incompetent Admiral (the British fleet under Byng). This situation is comparatively unbalanced in favor of the French. The French have everything in their favor except time. Good French tactics are to attempt to run afoul of the British. The French can then utilize superior firepower to damage British ships. They should also attempt to effect a capture whenever possible. British tactics are quite simple—run like hell.
16.5 Solitaire Scenario: The Battle of the Nile (1 Aug 1798)
- Forces: A. French: one 120 (FF), three 80 (F, F), nine 74, three 44 (F), one 36; B. British: thirteen 74 (FF), one 50
- Wind: NW, Light, Coastal
- Map Configuration: Sections A through F are arranged as a grid: row 1: A, sea, sea, sea, sea, sea; row 2: sea, B, C, sea, sea, sea; row 3: land, land, D, E, F, sea; row 4: land, land, land, land, land, land. Map sections D, E, and F may not be moved.
- Deployment: French: Anchored; NW; Map D; Speed 0; Hexes 0303 (74), 0504 (74), 0705 (74), 0906 (74), 1107 (74), 1308 (80 F), 1509 (120 FF), 1710 (80), 1911 (74), 2011 (74), 0607 (36), 2013 (44). Anchored; NW; Map F; Speed 0; Hexes 0313 (80 F), 0514 (74), 0715 (74), 0516 (44), 0214 (44 F). British: SE; Map B; Speed 4; Hexes 2010, 1809, 1608, 1407, 1206, 1005 (FF), 0804, 0603, 0402, 0201. SE; Map A; Speed 4; Hexes 2016 (50), 1815, 1614, 1413.
- Victory Conditions: The side with the highest number of victory points wins.
- Special Rules: As this is a solitaire scenario, several special rules must be taken into account. The French Fleet may never move or change facing. The French ships must fire at the nearest British ships. The French fleet has no Efficiency Rating nor Preservation Level. Should British ship be driven into a land hex by Command Control, it is considered captured by the French for victory point purposes; a ship which has run aground may never fire; it also may not be recaptured. No ship may fire across a land hexside.
- Effectiveness Ratings:
- French: Command Control Efficiency: NA; Gunnery Combat Results Table: #2; Preservation Level: NA
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 28
Historical Notes: Nelson caught the French fleet while it lay at anchor in Aboukir Bay. Slipping his ships in among the French, he anchored many of his own ships with springs in chains to allow them to shift position while at anchor. The battle, beginning at 1830 hours, lasted well into the night. Only one French frigate managed to escape destruction. British: Vanguard 74 (FF), Orion 74, Culloden 74, Bellerophon 74, Mintoaur 74, Defence 74, Alexander 74, Zealous 74, Audacious 74, Goliath 74, Majestic 74, Swiftsure 74, Theseus 74, Leander 50. French: L'Orient 120 (FF), Tonnant 80, Guillaume Tell 80, Franklin 80, Heureux 74, Mercure 74, Genereux 74, Timoleon 74, Guerrier 74, Conquerant 74, Spartiate 74, Aquilon 74, People Souverain 74, Diana 40, Justice 40, Artemise 36, Serieuse 36.
Playtest Notes: The Nile: This scenario, the only solitaire scenario in Frigate, occured between the British and French in Egypt during the Napoleonic Wars. Tactically, there is very little to say. The British blow the French out of the water. But that is generally what happened when a fleet catches another one at anchor.
16.6 Battle of Camperdown (11 Oct, 1797)
- Forces: B. British: seven 74 (FF, F), seven 64, two 50; C. Dutch: four 74 (FF, F), eight 64, four 50
- Wind: NW, Moderate, Coastal
- Deployment: British: NE; Map A; Speed 3; Hexes 1103 (74 FF), 1003 (64), 0904 (74), 0703 (74), 0604 (64), 0403 (64), 0404 (64), 0306 (64), 0409 (74), 0310 (74), 0111 (64), 0508 (74), 0309 (64), 0209 (50), 0110 (50), 0408 (74 F). Dutch: NE; Map E; Speed 4; Hexes 1604 (50), 1505 (64), 1405 (64), 1306 (64), 1206 (74 FF), 1107 (74), 1007 (64), 0908 (50), 0807 (74), 0708 (64), 0608 (64), 0509 (64), 0409 (74 F), 0310 (64), 0210 (64), 0111 (50).
- Victory Conditions: The side with the highest number of Victory Points wins.
- Special Rules: None
- Effectiveness Ratings:
- British: Command Control Efficiency: High; Gunnery Combat Results Tables: #2; Preservation Level: 27
- Dutch: Command Control Efficiency: High; Gunnery Combat Results Table: #2; Preservation Level: 27
Historical Notes: DeWinter's Dutch fleet sortied in an attempt to secure the North Sea for the passage of Dutch commerce. They were met by Duncan's previously mutinous North fleet. The British broke the Dutch line and captured nine ships of the line, without loss. This was the last great battle fought by the Dutch Navy. British: Veritable 74 (FF), Monarch 74 (F), Russell 74, Montague 74, Bedford 74, Powerful 74, Triumph 74, Belliqueix 64, Agincourt 64, Lancaster 64, Ardent 64, Veteran 64, Monmouth 64, Director 64 (commanded by William Bligh, of Bounty fame), Isis 50, Adamant 50. Dutch: Vryhied 74 (FF), Jupiter 74 (F), Brutus 74, States-General 74, Cerebus 64, deVries 64, Gelykheid 64, Haarlem 64, Hercules 64, Leyden 64, Wassanaer 64, Utrecht 64, Alkmaar 50, Batavia 50, Berszchermer 50, Delft 50.
Playtest Notes: Battle of Camperdown: This is a fairly balanced scenario with, perhaps, a slight bias in favor of the British. Essentially, this is a slug-fest. The British have a slight advantage in firepower and should attempt to utilize it every chance possible. The Dutch have an advantage in that they have four 50's. These should be used to capture British ships after larger Dutch ships have inflicted three Crew hits. Captures are always worth attempting in an effort to force the other Player over his Preservation Level. This scenario is balanced enough so that anything can happen. Watch out for explosions, they can change the entire course of play.
16.7 The Glorious First of June (1 June 1794)
- Forces: A. French: one 120 (FF), two 110 (F, F), four 80, nineteen 74; B. British: seven 100 (FF, F, F, F, F), two 80, seventeen 74 (F, F) [as printed; the deployment lines below list eight 100-rated and sixteen 74-rated British ships, which does not reconcile with this line]
- Wind: S, Moderate, Oceanic
- Deployment: French: SW; Map B; Speed 4; Hexes 0110 (74), 0212 (74), 0311 (74), 0411 (74), 0510 (110 F), 0610 (74), 0709 (74), 0809 (74), 0908 (74), 1008 (74), 1107 (74), 1207 (74), 1306 (80), 1406 (120 FF), 1505 (80), 1605 (74), 1704 (74), 1804 (74), 1903 (74), 2003 (74); SW; Map C; Speed 4; Hexes 0102 (74), 0202 (74), 0301 (74), 0401 (110 F), 0501 (80), 0601 (80). British: NW; Map B; Speed 6; Hexes 0814 (80), 0813 (74 F), 0914 (74), 1114 (74), 1113 (74 F), 1112 (100 F), 1211 (74), 1312 (100 F), 1410 (100 F), 1511 (74), 1610 (74), 1711 (74), 1809 (100), 1910 (80), 1908 (100 FF), 2007 (74); NW; Map C; Speed 6; Hexes 0108 (74), 0206 (74), 0205 (100 F); SW; Map C; Speed 6; Hexes 0507 (74), 0605 (74), 0706 (100 F), 0705 (74 F), 1004 (74), 1106 (100), 1205 (74).
- Victory Conditions: The Player with the highest number of Victory Points wins.
- Special Rules: None
- Effectiveness Ratings:
- French: Command Control Efficiency: Low; Gunnery Combat Results Table: #3; Preservation Level: 36
- British: Command Control Efficiency: High; Gunnery Combat Results Table: #1; Preservation Level: 48
Historical Notes: Lord Howe took the Channel fleet to sea to intercept a French grain convoy. The French fleet interposed itself between the British and the convoy. Howe attacked, breaking the French line in several places and defeating them in detail. The British took two 80's and four 74's, and would doubtlessly have taken more if but for the fact that a large number of His Majesty's ships had been dismasted or had run out of ammunition. Many ship of the convoy were captured, but the majority made port safely. British: Queen Charlotte 100 (FF), Royal Sovreign 100 (F), Royal George 100 (F), Barfleur 98 (F), Impregnable 98 (F), Queen 98, Glory 98, Gibralter 80, Caesar 80, Bellerophon (Billy Ruffian) 74, Montague 74, Tremendous 74, Valiant 74, Ramilles 74, Audacious 74, Brunswick 74, Alfred 74, Defence 74, Leviathan 74, Majestic 74, Invincible 74, Orion 74, Russell 74, Marlborough 74, Thunderer 74, Culloden 74. French: Montagne 120 (FF), Republicain 110 (F), Terrible 110 (F), Jacobin 80, Juste 80, Sans Pariel 80, Scipion 80, Trajan 74, Eole 74, America 74, Temeraire 74, Impetuex 74, Mucius 74, Tourville 74, Gasparin 74, Convention 74, Trente-un-Mai 74, Tyrannicide 74, Achille 74, Venguer 74, Patriote 74, Northumberland 74, Entreprenant 74, Jemappes 74, Neptune 74, Pelletier 74.
Playtest Notes: The Glorious First of June: This scenario is not for a beginner because of its size. Frankly, it is unbalanced in favor of the British (hence the name of the battle) but the French are quite capable of inflicting serious damage on them. French tactics are to attempt to run afoul of British ships and capture them or sink them. With their poor gunnery, efficiency and preservation level they must utilize the only advantage they have; afoul combat. The British simply maneuver into firing range and pick off the French ships. The only thing the British have to worry about is being run afoul of by the French. This they should avoid if at all possible.
16.8 Trafalgar (21 Oct 1805)
- Forces: A. Franco-Spanish: one 120 (F), three 110 (F, F), five 80 (FF, F), twenty-three 74, one 64, five 44; B. British: seven 100 (FF, F, F), one 80, sixteen 74, three 64, two 44, two 32
- Wind: NW, Light
- Deployment:
- Franco-Spanish: NW; Map B; Speed 2; Hexes 0305 (74), 0405 (74), 0406 (74), 0408 (110), 0508 (80 F), 0510 (74), 0609 (74), 0709 (74), 0511 (74), 0611 (74), 0613 (120 F), 0713 (74), 0614 (80 FF), 0815 (80), 0616 (74), 0816 (64).
- Franco-Spanish: NE; Map E; Speed 2; Hexes 0602 (80), 0604 (110 F), 0605 (74), 0606 (74), 0607 (74), 0608 (74), 0509 (74), 0409 (74), 0410 (74), 0411 (74), 0412 (74), 0513 (80), 0616 (74), 0413 (74), 0514 (74), 0614 (74), 0414 (110 F). Franco-Spanish frigates must deploy behind the main formation (to the East).
- British: SE; Map A; Speed 2; Hexes 1810 and each hex from there back to hex 0504 with the ships in a straight line from 1810 in the following order: 100 (FF), 100, 100, 74, 100 (F), 74, 64, 64, 74, 74, 74, 74, 44, 32.
- British: NE; Map D; Speed 2; Hexes 2004 through 0412 with ships in a straight line from 2004 in the following order: 100 (F), 74, 74, 80, 74, 74, 74, 74, 74, 100, 64, 74, 74, 74, 74, 74, 74, 100, 44, 32.
- Victory Conditions: There are two types of victories in this scenario: strategic and tactical. A tactical victory is won by simply having more Victory Points than the other Player. A strategic victory is obtained by escaping off the map with at least two-thirds of one's fleet, after one's preservation level has been exceeded. Consider a strategic victory as marginal; although the battle was lost, the Enemy failed in his main mission, the destruction of your fleet as a fighting force. It is entirely possible for one Player to receive a tactical victory and the other Player to receive a strategic victory.
- Special Rules: The wind is constant in this scenario; it never changes. Omit the first phase from the Game-Turns.
Historical Notes: Trafalgar was the greatest naval battle of the Napoleonic Wars. Attacking in two columns, Nelson pierced the Franco-Spanish line in several places and defeated them in detail. The British took twenty-two French and Spanish ships of the line and blew up a French ship of the line. The British lost no ships but Nelson was killed at the climax of the action.
British: Victory 100 (FF), Brittania 100, Royal Sovereign 100, Temeraire 98, Neptune 98, Dreadnought 98, Prince 98, Tonnant 80, Leviathan 74, Conquerer 74, Ajax 74, Orion 74, Minotaur 74, Spartiate 74, Belleisle 74, Mars 74, Bellerophon 74, Colossus 74, Achilles 74, Revenge 74, Swiftsure 74, Defiance 74, Thunderer 74, Defence 74, Africa 64, Agamemmnon 64, Euryalus 38, Naiiad 38, Phoebe 36, Sirius 36, Polyphemus 74.
Franco-Spanish: Santissima Trinidad 130, Santa Ana 112, Principe de Asturias 112, Rayo 100, Formidable 80, Bucentaure 80 (FF), Neptune 74, Indomptable 80, Argonauta 80, Neptuno 74, Scipion 74, Intrepide 74, Duguay Trouin 74, Mont Blanc 74, San Francisco de Asis 74, San Augustin 74, Heros 74, Redoutable 74, San Justo 74, Fouguerx 74, Monarca 74, Pluton 74, Algericas 74, Bahama 74, Aigle 74, Swiftsure 74, Argonaute 74, Montanez 74, Berwick 74, San Juan Nepomceno 74, San Ildefonse 74, Achille 74, San Leandro 64.
Playtest Notes: Trafalgar: Trafalgar—what more need be said? This is THE battle in Frigate. It's guaranteed to cause nail-biting and hair-pulling. Be forewarned—this is not the scenario for beginners to play. Over seventy ships are involved and it gets quite messy as it progresses. As for balance, it has a slight, very slight, bias in favor of the British; but don't count on it. The Franco-Spanish fleet initially is under a severe handicap in that it is not in formation. They should attempt to fall back and get into formation while using the frigates as a screen. The frigates will probably be lost but they will gain some time and might disrupt the British formation if they succeed in causing any damage or running afoul. Tactically, the Franco-Spanish Player has an overall advantage in firepower. Use it! It is always worth running afoul of the British; it's a good way to cause severe damage and capture ships. The British Player is short of flagships; go after them whenever possible. One further point—avoid having your fleet cut in half!
There are two squadrons heading toward the center of the Franco-Spanish line like a wedge. The British Player must cut the Enemy fleet in two at all costs. It is a good idea for one wing to pass through the Enemy formation and hit the southern portion from the rear while the other wing hits the Enemy formation from the front. You're going to suffer heavy losses performing this maneuver, but ignore them. This scenario is very unforgiving of mistakes and daring means an awful lot toward victory. Once the Franco-Spanish fleet is cut in two, destroy the southern element as quickly as possible and then turn on the northern portion. One final note of caution for the British Player—avoid running afoul except to make a capture. The French and Spanish are better at fighting while afoul and it disrupts your formation. A final note of caution for all Players of Frigate. Don't use this scenario for your first game, no matter how strong the temptation. It's complex and will probably drive you to drink and to throw out the game. It's a great scenario, but learn the game thoroughly first.
17.0 Developer's Notes
Frigate is a game of maneuver. This is the one factor that is common to all scenarios. There are two basic types of scenarios in Frigate: destroying the Enemy and attempting to exit the map. Maneuver will win or lose the scenario.
In the scenarios where the object is to destroy the Enemy fleet or ships, maneuver is brought down to a more tactical level. Basically, Players want to get as close as possible to the Enemy ships and blow them out of the water without their own ships being sunk in turn. The best (in fact, only) way to accomplish this is through Raking Fire; getting directly in front or behind the Enemy ship and firing away. This has the effect of increasing firepower by one-third while placing the ship in such a position that it cannot be fired upon in turn. The importance of this cannot be stressed too much.
For Players who have French, Spanish or Italian fleets who are using the optional rule that increases firepower when afoul, the benefits of maneuver are obvious. Players will note that the firepower, or at least the Gunnery Ratings, of these nationalities are generally less than that of the British. The way to off-set this British advantage is by running afoul. This will lead to some very bloody fights with damage on both sides, but the French will generally come out on top. It is also an excellent way to make captures; important for Preservation Level and Victory Point purposes.
With the second type of scenario where one side is attempting to exit the map, the importance of maneuver is obvious. One side is attempting to get from point A to point B with the other side attempting to prevent it. The side attempting to exit the map should attempt to complete its mission as quickly as possible. They should not engage in combat if it can be avoided. They should make as much use of the wind as possible, even if they lose firepower by increasing their speed above ten Movement Points. Remember that these scenarios are won by exiting the map, not by destroying enemy ships.
For the other Player in this scenario, he must engage in combat as soon and as often as possible. His objective is to stop the opposing Player. Strategically, he must keep between the Enemy Player and the map edge he is attempting to exit from at all costs. If the Enemy fleet gets past you, all is lost. There will be no stopping it.
Tactically, the individual situation will determine the best course of action. If you outnumber the Player attempting to exit the map, run afoul of him. You will lose ships, but so will the Enemy Player. It will also cost him time, of which he is generally short.
If you are outnumbered by the Player attempting to leave the map, again stay between his fleet and the map-edge at all costs. You should snipe and harrass the Enemy fleet at every opportunity. Do not attempt to fight a pitched battle; just try to slow the Enemy down and then go back to his damaged ships and sink them.
One point to keep in mind in all scenarios is what type of hits (Mast or Crew) you should try for. In all scenarios where the object is to destroy the Enemy fleet, try for Crew hits. This way the Enemy's firepower is reduced, captures are made easy and there is always the chance of an explosion. Of course, there are always exceptions to this; the exact situation will dictate the needs of the moment.
In the scenarios where one side is attempting to exit the map, the side that is trying to stop them should try for Mast hits. Remember, all this Player should attempt to do is slow down or stop the Enemy ships. The best way to accomplish this objective is to stop him in the water through the use of Mast hits.
The Player who is attempting to exit his ship from the map should try just the opposite—go for Crew hits. The Enemy cannot hurt you if he has no firepower. In addition, there is always the chance of explosion.
Speaking of explosions, this is something that Players are just going to have to live with. An explosion can quite literally "snatch victory from the jaws of defeat"—or vice versa. Explosions once won the Trafalgar scenario for the Franco-Spanish Player during playtesting by blowing up two British Flagships (including the HMS Victory) in one Game-Turn. Explosions do not happen very often, but when they do the effects can be devastating. Incidentally, explosions are one very good reason for firing for Crew hits. There is always the chance that a single broadside will sink an Enemy ship.
A further factor to keep in mind while playing Frigate are the flagships. As has been stressed, maneuver is the key to winning the game and flagships are the key to maneuver. As Players will note, Command Control has a great effect upon the play of the game. The role of flagships is obvious. Thus, protect your own and attempt to sink or disable your opponent's.
One final comment—wind. Wind is everything in Frigate and it is the one factor that Players have absolutely no control over (particularly with the use of the Basic Wind Chart). The entire tactical situation of a battle will literally change with the wind. When using the Basic Wind Chart, there is little that Players can do to plan ahead; the wind is too variable. However, with the Optional Wind Chart, there is a certain degree of stability. Whenever possible, have the wind at your back and your opponent's front. It cuts down on his maneuverability and increases yours.
These are the main points to keep in mind while playing Frigate. There are many other minor but important points that can be gained only through playing the game. Here's hoping you find out what they are before your opponent does.
18.0 Designer's Notes
We had to do, basically, three things in order to design, develop, and publish Frigate. We already had the subject matter pinned down. That is, a game on ship-to-ship fighting during the age of sail. Therefore, the first thing we had to do was to select the precise "level" on which the game should be, and rigorously define it. Once this was done, we got to step two. There we had to define the key decision areas at that level. These decision areas had to be defined by function. That is, exactly what went on in these areas where decisions were most frequently made. Our third and final area dealt with the preparation of representative situations (scenarios) and then to scale and shape the mechanics of the game to make these situations work as effectively as possible.
In selecting the level on which the game should be we were faced with really two choices. We could have the game representing actions taking place on one ship (that is, in great detail) or the action that took place in commanding the main functions (maneuver and fire) of one or many ships. What this basically boiled down to was two different games. An analysis of this situation showed that most individual, isolated ship-to-ship actions were of minor significance. Indeed, the majority of ship-to-ship actions were those in which privateers or pirates seized merchantmen, many of whom were so poorly armed in relation to their adversaries as to be almost unarmed. In fleet actions, however, individual ship-to-ship actions were very much affected by the actions of all the friendly and enemy ships in the immediate area. A perfect example of this is when two ships are fighting it out and the battle is not so much decided by the relative merits or demerits of the two adversaries, but rather, the intervention of other ships on one side or the other. Since we wanted to deal with "decisive" naval actions, this led us to choose the "grand tactical" approach to ship-to-ship fighting. Thus, the player directs only the major functions of a ship. That is, fire and maneuver.
We have mentioned "fire and maneuver" before, and these are indeed the key decision areas at the level we are dealing with. In fact, even at the ship-to-ship level, you are still primarily concerned with fire and maneuver. At a smaller level, unfortunately, you end up dealing with a lot of "housekeeping" matters. While it is true that the exact sequence in which one manipulates the sails or deploys one's gun crews can be decisive, in the vast majority of actions these decisions are made with a high degree of competence. Incompetence in ship handling, for example, usually prevents a ship from existing at sea at all, since the greatest destroyer of ships in the age of sail was not other ships but rather the weather and the sea itself.
Having the game mechanics revolve around the two elements, fire and maneuver, gives the game a sufficient level of simplicity so that the player can concentrate on tactics. In other words, the game mechanics do not "get in the way" of the player trying to fulfill the historical victory conditions (usually, of course, defeating the enemy ships).
The game is not as simple as its immediate ancestor "CA". The influence of wind sees to that. It is probably the wind factor which makes Frigate such an interesting game because in most cases it is a "random" variable. Many gamers enjoy this sort of thing, because (let's be blunt) it gives a losing player a good excuse for losing. It is true that the caprice of the wind can, at times, be a decisive factor in one side or the other's losing. And this is more convincing and effective in taking the sting out of defeat than is simply cursing the die rolls you've gotten.
Designing and developing a game is really quite simple. It's like the old saying, its ten percent inspiration and ninety percent perspiration. Perspiration you can see and calculate for yourself. The inspiration we have just described as best we can.