A naval game based on this "battle."
Under cloudy skies, the USS Morris (green flag), a schooner, approaches a British brigantine, the HMS West Florida. Captain Pickles of the Morris commands the West Florida to surrender. Instead, it unleashes a broadside. The Morris replies. Both are ineffective.
Note: This is somewhat literal. I think the first pic is so dark because there was some cloud cover that darkened my room but the flash did not go off, The other pics are so bright because the flash went off.
Its raking shot damages the British vessel.
The Morris moves in for the kill, boarding the other ship. There is a protracted struggle.
Note: No damage for the first round of combat.
Ultimately, though, the Morris's superior numbers prevail. The West Florida strikes its colors.
GAME NOTES
I'm still in search of some good naval rules. For big battles, I'm thinking of a variant of the Dominion of series. It worked for galleys.
For single ship actions, it dawned on me that I could use the maneuver rules from my aerial dogfight / gladiator games (as seen here). I wanted some simple combat rules so I turned to Galleys and Galleons. It's a rules set I've had for years but never played. At the time, I wanted something where I could handle several ships a side solo. G&G seemed a bit fiddly for that. But I essentially used it for the above battle and it worked fine. For simplicity, I assumed that a ship struck at 3 damage.
You may ask: Why not just use G&G? The answer is that I don't really have the room. I'm playing games on a board that measures about 5 by 7 inches. Relative movement, like I've used successfully for dogfights and gladiators, just makes sense.
The big issue I have with G&G combat is that I'm not doing activation rolls, which means I'm not going to the All at Sea table. That's why I made 3 damage an automatic strike. If I play more small actions, I'll need to figure out how to incorporate that table.
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