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Yo ho ho

Bugger me an actual game rather than me whining on about how crap I feel. 

I know right.

In my previous post I pitted three bold Captains against each other in a bid to prove who was the bestest pirate in the Indian Ocean. The winner would be whoever came back first from Danger Island with the largest share of buried treasure.

Here are the ships that will be headed to glory or disgrace:

The Mardy Mare whose Captain Black Taff Llewelyn has a fearsome all female crew.


The good ship Spatchcock with its Captain Handsome Jack and his Bosun (who is also his mom) Big Nell.


The Cutty Wren Captained by the insomniac ornithophobe - Richard Tully.


Our game starts as the three ships arrive at Danger Island from conveniently different directions.


Danger Island. The Cutty Wren is in the foreground, the Mardy Mare the top right and the Spatchcock is unhelpfully out of shot on the left. The red arrow indicates the wind direction. Board area is roughly 3ft square, the ships are Peter Pig 1:450 and the tiles and islands are Hexon. Rules are Galleys and Galleons - converted to hexes.

Setting the scene:


Big Nell was not in a great mood. Her son Neville, Captain of the Spatchcock, had got all caught up in some hare brained hunt for gold, and the crew, sensing impending danger, had seemingly now gone off their vittals. Snatching up a tray of week old macaroons and a large plum duff the doughty Bosun made her way up the companion way to the deck with a view to tossing the whole lot overboard.

On the Cutty Wren, Tully’s crew watched anxiously as their Captain took pot shots at a following albatross. “Sail ho!” Cried the look out, just in time to throw off his aim. Tully cursed the occupants of the crows nest and gave up shooting to focus his perspective glass on the horizon. A twin masted brigantine struggling against the wind was ploughing through the swell towards their shared destination…Danger Island!


Brigantine on the horizon. Ship ho!

Broad reaching, several leagues to Starboard, the Mardy Mare sliced like an arrow through the sea. The ship was going fast. Far too fast! Désirée the first mate had the con and it was obvious from the set of her shoulders that she was in a right strop over something Black Taff Llewelyn had said or done earlier, (though he was buggered if he knew what it was exactly). Downcast he watched Danger Island draw closer…we’ll he hoped it was Danger Island anyway. Truth was he’d become lost shortly after leaving port but he’d be damned if he was going to ask any of the vessels they’d passed for directions.


The game:


Turn 1. The Spatchcock fires at the Cutty Wren but the range is long and the shots go wide.


Turn 2. Coming about just in front of the Island the Cutty Wren fires back at the Spatchcock and Tully grunts in satisfaction as his shot strikes home in a vital area. (The Cutty Wren rolled a six which gave them a hit on the hull plus an extra roll on the critical damage table. Given its importance to the Spatchcock’s crew we’ll assume it was the galley that’s been destroyed! Thank goodness Big Nell had gone up on deck eh). Meanwhile, in the lea of the secondary islet the Mardy Mare does a handbrake turn lowers sails and drops anchor in the shallows just off the beach. The vessels shallow draught means there is little chance of grounding and Black Taff, with a sigh of relief, gets to keep his no claims bonus for another day.


Turn 3. The Spatchcock needs it’s full action allowance this turn to attempt to repair some of the damage it had suffered. Water had begun pouring in through a hole in the hull caused by the Cutty Wren’s cannon but disaster is averted when Big Nell plugs the leak with her unwanted plum duff (ooh err missus).  Unaware of the damage he’d caused Tully coasts over the shallows drops anchor and sends a search party ashore to look for the treasure. Still unhelpfully out of camera shot the Mardy Mare’s crew take an age to do their hair and get their make up on before going ashore to search. 

Turn 4. The Cutty Wren search party are first ashore but the snaking dotted line on their vellum treasure map leads to an X in the centre of a cannibal village. After ten minutes all that is left of them are their buckets and spades on the beach. (They had three search attempts this turn needing a 5 or 6 to discover some loot. A roll of 1 means they fall prey to head hunting cannibals. In a freak set of die rolls the first search parties from the other two ships all suffer the same fate this turn and no one finds any treasure).


Turn 5. A second search party sent from the Spatchcock deploys a number of party size sherry trifles to keep the cannibals at bay (true fact - cannibals hate trifle) and as a reward for this cunning stratagem they stumble across a massive chest full of doubloons and such like. Bingo. Hurriedly they head back to the ship. All the Spatchcock crew have to do now is raise anchor and sail off board. Discovering nothing but abandoned buckets and spades and a large collection of (strangely familiar) shrunken heads, the new shore party from the Cutty Wren give up and head back to the beach assailed by shouts of triumph from the Spatchcock crew just around the coast. When they get back to their jolly boat empty handed they find Tully has abandoned them - having sailed off to seize the prize now being loaded onboard the nearby brigantine. The Mardy Mare’s second all girl shore party decides to actually throw a party - on the beach. After consuming way above the legal limit of Babycham the hitherto hostile natives end up showing the girls where the second smaller treasure is buried. Making the international hand signal for “call me” the giggling laydeez re embark with the goods.


Turn 7. The Spatchcock’s brigantine sails mean she makes slow progress in turning to escape with her prize, since the wind has unhelpfully changed direction. The Cutty Wren races up the channel between the two islets with Tully using his brutal trait to get extra action points and a cheeky shot at the retreating vessel. The shot hits but the damage is insufficient to slow his opponent down (we assume the plum duff held!). Meanwhile with no one to impede their progress the Mardy Mare sets off in the opposite direction. With the smaller of the two available treasure troves Black Taff will not be able to win - but coming second will be good enough.

Turn 8. Desperate times mean desperate measures. The Spatchcock limps towards the board edge hindered again by a capricious wind. Tully on the Cutty Wren uses his brutal trait a second time, executing some of his crew for increased efficiency and another damage dice. The extra action points he gets for this allows his speedy pinace to close on the Spatchcock and throw grappling irons aboard. Sadly all of Tully’s brutality would be to no avail. As his desperate men readied themselves to leap across and seize the treasure through force of arms they were met by a hail of stale macaroons that bought the defenders just enough time to cut themselves free and slip away. 

So there we have it. The bestest pirate in the Indian Ocean is officially Handsome Jack, second is Black Taff Llewelyn and last and definitely least is Richard Tully.

Altogether now… (Don’t forget to slap your thigh and twirl your moustache). Huzzah!

Conclusions:

Galleys and Galleons delivered another fun game - and could have seen the win stolen by Tully at the very last minute. In actual fact I used the wrong tactics for the Cutty Wren, she had deadly close range falconettes and better boarding modifiers than the others. In hindsight the pinace would have been better served keeping close to one of the other ships and pouncing on them when they’d found something.

Hey ho.

Toodle ooh for now.


 



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