Sunday 24 March 2019

Search and Recover: A Blood and Plunder Naval Battle report





With so many new force choices, additional "characters", ship options and scenarios for Blood and Plunder since the release of No Peace Beyond the Line, Chris and I decided to try out one of the new naval scenarios, "Search and Recover"  with Chris using the English Royal Navy (1652-1713) against my Spanish Guarda Costas (1621-1713)

The search and recover scenario at sea has two rival factions searching amidst the flotsam and jetsam of debris for a valuable prize, some vital documents, an important survivor clinging to the wreckage or most likely for our motley collection, several barrels of rum...



We played on a 4ft x 4ft board and kept the sea clear bar the eight scattered tokens. The Game was set to last 6 turns, with the defender (Chris) receiving a strike point at the end of every turn should the attacker (me) hold the prize token, which of the hidden 8 tokens had number 4 on the underside. To try and reel in a token, a unit has to be within 3" and make a successful grapple (7+) on D10.

Chris's force is as follows:

Sloop "Lion's Whelp" with 6 Light cannons and 2 swivel guns
Experienced Captain
8 sea dogs
8 sea dogs (with Master gunner)
5 sea dogs
8 Musketeers

Chris positioned his musketeers on the aft deck with his 5 sea dogs manning the swivels. The two large sea dog units were on the main deck, manning the light cannons.


My Spanish force consisted of the following:

Brigantine "San Pedro"
4 light cannons
Inexperienced Guarda Costa Captain
8 Milicianos (losing "Drilled" but gaining Sailors trait, and upgraded to trained, with Sharpshooter)
8 Milicianos (losing "Drilled" but gaining Sailors trait, and upgraded to trained)
8 Milicianos (losing "Drilled" but gaining Sailors trait, and upgraded to trained, with Sailing Master)
9 Marineros
9 Marineros

I positioned both Marineros on the main deck, with the Captain there to use his command point on any unit. The Milicanos with Sailing Master took the wheel at rear deck, while the other two units including the one with the sharpshooter, occupied the front deck...


Deployment: Despite the Royal Navy having a whopping plus 4 to determine attacker/defender (the Guarda Costa get a plus 2), I rolled high enough to elect to attack and so Chris set up his sloop "Lion's Whelp" on the right, and I deployed opposite on the left. Wind direction was blowing from behind us, as per set-up, and we both had our sails set to full 4". The prize was hidden on one of the 8 skull tokens randomly spread over the sea...


TURN 1

Chris won first activation, but given the range and fortitude held fire with his guns as he would  need 10's to hit. I always trust more to luck, and sure enough  with my first salvo managed a 10, which is a lucky hit, knocking of a swivel gun from the rear deck of the "Lion's Whelp", taking a musketeer overboard with it. 


The view from the Royal Navy side, as the Spanish advance into the debris field...


The Spanish view the English ship, as the Royal Navy struggle to successfully grapple items from the water.


The English, haven't closed range a little, open up, but even with the master gunner's bonus, they fail to hit. In the meantime, the crew of the "San Pedro" grapple two loads of material, but it proves to be worthless...


Turn 2

As the turn starts, the two command points allow the English to grapple one item, but its not the prize, as well as reduce the reloads on the cannon that fired. With the Master gunner and the Sea Dogs expert artillery crew skill, the English fire again, far quicker than their Spanish counterparts could ever hope to match.


But again, a poor roll meant Chris went for an early re-roll with one of his three doubloons. But it was worth it, with 4 hits including a lucky strike damaging my steering...


I lost a few men, but the English master gunner made them hit slightly easier than me, and the reload speed for the English. However, I did manage to effect repair to my steering, allowing me to turn as normal and grapple up another worthless hunk of debris...


While the English again failed to grapple (saving their good dice for their cannons apparently)


The Spanish fire again, but fail to hit the "Lions Whelp"


The English finally managed to haul up two more pieces, neither of which hold the prize, leaving only the farthest objective and the central one as the key to winning the game...


Turn 3

As we renewed our deck, I pulled an event that brought light rain and a reduction in wind. The English activated first, semi-reloading with the Captain again and advancing upon the furthest objective as it would helm me on their inside...



Obviously, the Royal Navy Captain knew his stuff, as the inexperienced Spaniard swung towards the nearest objective, putting his bow directly towards the enemy. This may not have been so bad if I had quick activation cards, but as I didn't it was only after the fact I realised my tactical naivety and utter stupidity...

The face that sank a thousand ships...
Sure enough, the Royal Navy were on the ball, with the Master Gunner and Sea Dogs finishing a quick reload and letting loose a ferocious broadside that raked the San Pedro from bow to stern...


The Brigantine was heavily damaged as the English scored 5 hits, reducing the fortitude but the prayers of the Spanish were answered as there were mercifully few casualties


As the two ships closed, the Spanish grappled the nearest objective, which turned out to be the prize (a netful of rums barrels). However, to do so they had been badly mauled by that rake, with fatigue setting in...



The Spanish manage to fire at almost point blank range, giving the English a taste of what they had suffered over the last few rounds, reducing both Sea Dogs units but the English resolve held firm on the fore-deck


The Musketeers came into their own at such a short range, with the English Captain commands allowing the muskets to fire and reload far quicker than the Spanish milicianos...


Though the English foredeck was thinning rapidly, the Spanish were also losing men quickly. At the end of turn 4, the Spanish had gained one strike point, while the English had gathered two, on account of the Spanish holding the Prize...



Having managed to gain the prize, survive a frontal rake and an close range exchange of musketry, the Spanish now needed a breather to reduce fatigue and reload...


However, there was no such requirement for the stalwart English as the Royal Navy continued their musketry drill as the Spanish fled to regroup...


As both sides circled, the Spanish should have held the upper hand as they had the wind gauge. But the English tacked successfully and continued to pummel the Spaniards...


In case it wasn't obvious how badly I was suffering on the receiving end, Chris took two pictures!!!


The Spaniards began dropping very quickly, both through cannon fire but more so from those quick-loading musketeers...


The only semblance of Spanish resistance came from the rear-deck Milicianos, where the Sailing Master and his men managed to whittle down the Sea Dogs on the foredeck of the "Lions Whelp".

At the end of turn 5, the Spanish were a man short of a second strike point, whereas the English were up to three due to not having the Prize. However, they easily passed the strike test as they hounded the Spanish...


TURN 6

With much of the crew down and fatigue hampering the Spanish resistance, the Spanish plan was to stay low and head for the horizon as we had the Prize.The English readied for one last round to try and avoid what surely looked like defeat, having rolled a 10 for their Strike test.


True to form, the English again unleashed another devastating broadside, again getting a lucky hit.


And with the Brigantine having been so badly damaged, they also got a critical hit, which with a roll of 10 was catastrophic...


As well as giving the "San Pedro" a hull leak in the main deck, clearing out both units of Marineros and forcing the Captain to jump to the rear deck, the steerage was damaged again and more crucially gave the Spaniards an extra Strike point for the catastrophic damage and a further one for the loss of so many men...


The English muskets and swivel gun also blew a few Milicianos off the fore-deck, leaving the English with the upper hand, as they were still a viable, well ordered force...


As the turn ended, one unit of Milicianos moved into the mid-deck but were not able to attempt to repair the ship. The game ended with the Spaniards in bad shape, with steerage out and two leaks, and three strike points. The English, in fine fettle despite 4 strike points, would definitely win had we carried on. But with 1 strike point between us, it was a lucky draw for the Spaniards (we would normally call No Quarter and fight to the death, which would have been unfortunate for my Guarda Costa) but I had a long drive and had to call it there... Honestly!!!


I was lucky enough to get the Prize, and that was all that saved me from a serious defeat!!! I steered into a rake, and the Royal Navy gunners and Muskets did not let up all game. Chris really deserved a win, he out thought me, out shot me and in the end I was happy to gain a draw.

I need to get on with painting my new forces, with particular interest in my Soldados and Caballeria. I'll also look to use Corsarios and try matching English musketry...