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Showing posts with label Galleys and Galleons rules. Show all posts
Showing posts with label Galleys and Galleons rules. Show all posts

Saturday, 19 April 2025

Battling the Barbary Pirates!

 Today, at Phil's suggestion, we got Galleys and Galleons out again...its been a while and we struggled to relearn the rules! - still, we had a couple of fun games and I think we have the rules sorted in our minds again!

Our first game...to relearn the rules...was the Treasure Hunt scenario, where we each had a Xebec and a galley, we had 6 turns (not enough!) to land on each of the sandy islands and the winner would be the player with the most treasure!

Our typical force (These were mine)

The 'Terrain'
Phil started opposite me.
...and Lawrence to my right!
I started detaching my galley to check 'Castle Island'. 
Phil was quickly at his first island.
His landing party returned with a boat full of Luvverly treasure!
My Galley sent a boatload of greedy sailors ashore...
but they ended up as lunch for the locals!
Phil, with a favourable wind landed on the big island...
Lawrence, having difficulty navigating up wind passed my ships, who helpfully warned them about the natives!!! - in the distance you can see Lawrence's galley finding no more treasure...just a sandy beach!
Phil's Galley landed a party...
...and again they returned loaded with treasure!
My boats raced for the same big island.
...but the game ended just before I got a landing party ashore from my Xebec!
Phil was the big winner, Lawrence was as empty handed as me, but at least he hadn't got any crew eaten by cannibals!

The Second game:

I started with 2 Merchantmen, the 'Troy' and the 'Toulouse', I had to get to the far corner of the table to escape.
Phil had a Xebec to my left...and Lawrence to my right.
After heading down the direct route across the table, (and thus baiting the pirates with a favourable wind to advance to cut me off.) - I cut to port, getting a better wind for my ships, and confusing the pirates, hopefully.
Lawrence's Xebec was making good progress, paralleling my ships.
Phil had to reduce sail to avoid overshooting my new trajectory.
You can see the situation at this point in this picture.
As the wind changed, it slowed me and sped up the pirates, curses!
My command failed, and Phil's pirates got a crashing broadside into the Troy!
He was quickly past, but Lawrence was now rounding on my battered ship.
I swung Troy ahead of the pirates, while Toulouse shot up the chasing Xebec.
Phil had raced round to intercept Troy, which had recovered some damage, but another command failure meant the Troy rammed him! Fortunately, some good shooting from Toulouse disrupted Lawrence's Xebec, which sailed out of control off the table!
Sadly, Phil grappled the Troy, and his bloodthirsty crew forced my crew to Strike their Colours.
Fortunately, the Toulouse was left with a clear run to the escape corner, and amazingly, due to the damage caused to the Xebecs, my lone surviving Merchantman was declared the winner...just!

Fun games!!!


Saturday, 18 November 2023

Improve, and repeat!

 Today, we returned to Galleys and Galleons - with some improvements! - The ship stats were more balanced, and the fleet sizes were half of the last game!!!

So, how would the game play this time as we were repeating the scenario? (The last game is at this LINK)

Lawrence was commanding six East Indiamen, basically heavily armed merchantmen.

Phil was using a Xebec and two galleys.
I had the same.
Lawrence had provided his nice little islands again!...
...and the port, which the British had to bypass and exit in the table corner.
Gotta love this Bastion!
Lawrence set up in two columns, each providing mutual defence.
Phil was becalmed, having to use his sweeps, so his Galleys surged ahead!
The Indiamen had favourable wind, so moved quickly.
I got problems with activation again, one Galley stopped dead, and my Xebec nearly ran into the back of the other, which I had managed to get out of the way...just!
Phil was having similar problems , though angling his Xebec meant it was making headway.
Phil was in a good position to intercept the Indiamen. 
I managed to co-ordinate a galley with my Xebec to run the gauntlet of fire and attack the British rear.
My failure to activate my last Galley meant only Phil's Xebec moved.
An Indiaman fired a broadside at my galley, but it missed, just!
Now we would have a chase on!
My Xebec fired ineffectively...but the Indiaman damaged my ship in return! 
Phil's Xebec crossed the 'T' of the Indiamen but his fire failed too.
My Galleys were struggling to keep up, activation failures meant the British were pulling away from them.
A Traffic jam beckoned!
Phil's Galleys were struggling to keep up too!
One Merchantman smashed into the blocking Xebec, 2 others had to swerve to avoid the pile up!
Phil's Xebec gallantly grappled and boarded the Indiaman but were soundly trounced, and combined with supporting fire hitting the Ottoman, the Xebec succumbed and was lost!
All our Galleys were becalmed again! - except one of Phil's!!!
My Xebec attempted a charge to board the rearmost merchantman but a 1 on my damage die meant they got 'confused' and sailed out of the battle!!!!
An activation failure meant one of the Indiamen wrecked itself on the harbour wall!
Phil's Galley couldn't keep up with the last merchantman, which made its escape.
A narrow win for the Ottomans!
We found the activation frustrating again, so next time we are taking a rule from Oathmark (Which we haven't played yet --until I finish painting my Dwarves!) - and we are going to allow ships which fail activation to do a simple, non aggressive action instead, and the activation will not switch to the other side unit all one side's ships have dice to move.