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Ship of the Line Sea Battles in the Age of Fighting Sail FJGaming Ship of the Line Ship of the Line Table of Content

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Ship of the Line Sea Battles in the Age of Fighting Sail

FJGaming

Ship of the Line

Ship of the Line Table of Contents Introduction.............................................. 3 Historical Context.................................... 20 What you need................................................ 3 Historical Scenarios........................................ 20 Dice Rolling and other conventions..................... 3 Historical Ships........................................ 32 Game Terms................................................... 3 Counters.................................................. 45 Credits........................................................... 3 Glossary of Naval Terms.......................... 59

Basic Rules................................................ 5

The Sea Map................................................... 5 The Weather Gauge......................................... 5 Setting Up...................................................... 5 Round Order................................................... 5 Stern Chase.................................................... 6 Gunnery......................................................... 7 Attacking........................................................ 7 Damage......................................................... 7 Raking Fire..................................................... 7 Sinking........................................................... 8 Grappling and Ramming................................... 8 Boarding Actions.............................................. 8 Capturing Ships............................................... 8 Escape........................................................... 8 Victory........................................................... 8 Ships............................................................. 9

Notation................................................... 10 Introductory Scenario.............................. 11 Advanced Rules....................................... 12 Legendary Officers......................................... 12 Forts............................................................ 13 Shallows....................................................... 13 Coastline...................................................... 13 Harbours....................................................... 14 Islands......................................................... 14 Estuaries...................................................... 14 Prize Money................................................... 14 Campaign Play............................................... 14

Optional Rules......................................... 15 Readiness..................................................... 15 Fire ships...................................................... 15 Explosion ships.............................................. 15 Floating Battery............................................. 16 Bomb Vessel................................................. 16 Towing......................................................... 16 Currents....................................................... 16 Booms.......................................................... 16 Galleys......................................................... 17 Wind Shadows............................................... 17 Strong Winds................................................. 17

Scenario Generation................................ 18

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Ship of the Line

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Ship of the Line Introduction to Ship of the Line

Ship of the Line is a game of sea battles from the “Age of Fighting Sail” inspired by works such as the Hornblower series and the Jack Aubrey books of Patrick O'Brian. The game is played in a series of rounds. In each round each ship moves according to its facing relative to the wind direction and may fire guns. Its captain may issue orders to it, in secret, which are then carried out simultaneously with the orders of every other captain. Orders can cause a ship to increase or decrease its amount of sail, change heading or perform some other general order such as repairing damaged systems or trying to grapple an enemy ship. Larger ships carry more guns and can absorb more damage than smaller, more maneuverable vessels. What you need Lots of six-sided dice and one twenty-sided dice for each player. Printed out sea map. Printed out and assembled counters. Dice Rolling and other conventions d20 a twenty sided dice. d6 a six sided dice. d3 roll a single six sided dice and divide the result in half, rounding up (eg.. 1 or 2 becomes 1, 3 or 4 becomes 2, 5 or 6 becomes 3). Game Terms Captain: The player who controls a given ship is the Captain of that ship. Gun dice: A six-sided dice which is rolled when attacking an enemy ship, represents several guns mounted on a ship. The number of gun dice a ship has represents both the number of guns, and the general robustness of the ship. Maneuver: A numbered maneuver which a ship can perform. Aft: The back of a ship. The back of a ship is also referred to as the stern. Port: The left hand side of a ship (looking forward). Starboard: The right hand side of a ship (looking forward). Fore: The front of a ship, also referred to as the prow. Heading: The direction a ship is facing in. Tile: A single section of a map. Map: One or more tiles placed side by side. Sailing Dice: Each ship has a single d20 which is called its “Sailing Dice”. Each round this dice is secretly set to show the maneuver number chosen by the ships player that round. Range: To calculate the range between two ships count the number of squares from the first ship to the second, including the square the second ship is in. Do not count across diagonals. The diagram below shows the range of each square from the ship: 3

2

3

2

1

2

1

1

Credits Writing, Design and Development: Jonathan Clarke Play testers: Dave Stark, Martin Wharton, Kath and Andy McLelland, Paul and Sarah Mellor Proof-reading: Alison Ross ©2004 Jonathan Clarke. All Rights Reserved. This game is protected under the copyright laws of the United Kingdom. Any reproduction or unauthorised use of the material herein is prohibited without the express written permission of Jonathan Clarke.

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Ship of the Line Using the Game These rules are broken down into three broad parts; the Basic rules, the Advanced Rules and Optional Rules. To start with you may wish to peruse the glossary of naval terms to get a feel for the terminology used in the game. Next read the Basic rules thoroughly. Once you have done that you are ready to try the introductory scenario, which is given at the end of the Basic rules. Play this through then move to the Advanced rules and read them. Use the scenario generator to create a scenario and play it through, using all the advanced rules. Once you are happy with using the Advanced rules you may wish to introduce some of the optional rules, and maybe try out one of the historical scenarios. The optional rules can be used as and when you wish, although I'd suggest you get comfortable with all the Advanced rules before trying out any optional rules.

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Ship of the Line Basic Rules The Sea Map Ship of the line is played on one or more of the included sea maps. Ship markers are placed in the squares on the map, and moved from square to square. Ranges are always counted from long edge to long edge, never across diagonals.

Round Order Each round is broken down into six phases, performed in the following order: 1. Order Phase: Each player chooses a maneuver for each of their ships and, in secret, sets that ships sailing dice to that maneuvers number (grappled ships do not set orders). 2. Move Phase: All ships reveal their Sailing Dice and are moved accordingly. 3. Firing Phase: All guns may be fired (grappled ships cannot fire). 4. Sinking Phase: Any ship with no gun dice left sinks and is removed from the map. 5. Grappling Phase: Ships in the same square may grapple one another. 6. Boarding Phase: If enemy ships have grappled roll for boarding actions. 7. Surrender Phase: Any Captain may choose to surrender any of their ships in this phase.

The Weather Gauge At the start of the game both sides should roll a d6, the highest rolling side is considered to have the weather gauge and may choose which map edge they wish to set-up on (a hint; it is usually a good idea to set up on the edge the wind is blowing from). In the event of ties, re-roll until one side wins. Setting Up Ships must be placed within two squares of the map edge they choose to start from (unless stated otherwise by any special rules for the scenario).

Battle of Negapatam (Dominic Serres, the elder, 1786)

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Ship of the Line Orders In the Order phase each player must choose a maneuver for each ship they control. Choose the maneuver from the maneuver table (which can be found at the end of these rules) and then set the Sailing dice to show that number, this is done in secret and the sailing dice kept concealed.

Certain Restrictions apply to what maneuvers a given ship can set their Sailing dice to:

The key to movement in Ship of the Line is a ships facing relative to the wind direction at the start of a round. If the ship is facing into the wind it is considered to be “close hauled”. If a ship is facing directly away from the wind direction it is considered to be “running”. If a ship is facing perpendicular to the wind direction it is considered to be “reaching”.



Wind Direction

Wind Direction

Close Hauled Maneuvers only

Any Maneuver

Wind Direction

Wind Direction

Close Hauled or Reaching Maneuvers only

Close Hauled or Reaching Maneuvers only

ò

ò

• •

• • • •

A ship facing into the wind can only choose from the Close Hauled maneuvers (1-8). A ship facing 90 degrees away from the wind can choose from the Close Hauled maneuvers or Reaching maneuvers (1-13). A ship facing away from the wind can choose from the Close Hauled, Reaching or Running maneuvers (1-20). Cutters and Sloops can use all Maneuvers. Frigates can never use Maneuvers 19-20. Ships of the Line can never use Maneuvers 1720. Large Ships of the Line can never use Maneuvers 15-20.

Stern Chase If a ship (the chaser) begins the round facing in the same direction as another ship (the chased) and in one of its chasing squares it is considered to be chasing the other ship. The chased ships Captain plots movement as normal, but must tell the chasing ships Captain whether the maneuver would leave them facing in the same direction, to the left, to the right or the opposite direction. The chasing ships Captain then chooses their maneuver as normal. Note that the chased ships Captain does have to tell the specific maneuver they are using, just the facing at the end of the maneuver.

ò

ò

Chasing

The diagrams above summarise these maneuver restrictions based on facing.

Chasing

Chasing

Chasing

The chasing squares are in gray (N.B. this is not like the firing arc diagrams, these four squares are the chasing squares, if you are not in one of these four squares you are not chasing).

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Ship of the Line hit for one damage. The five is more than twice the range so is a hit for two damage. The target ship takes three damage.

Gunnery Each ship has four firing arcs; fore, aft, port and starboard. It may have zero or more gun dice in each arc. These gun dice represent the guns mounted on the ship to to fire on targets in that arc. The table below illustrates a ships firing arcs. Targets in gray squares cannot be fired upon (the grey squares are considered to lie between firing arcs).

Fore

Port

Port

Fore

Fore

Fore

Port

Port

Starboard

Starboard

Aft

Aft

Aft

Damage Roll 1d20 for each point of damage inflicted. Each roll knocks out the ability to perform the maneuver with the same number. For example, in the above example the target ship took three damage so you would roll 1d20 three times. If you rolled 7, 11 and 14 the target ship could no longer use maneuvers 7, 11 & 14. If you roll a maneuver which has already gone lose one dice from the guns on the side facing the attacker (if there are no guns on the facing side take the dice from another side, defenders choice which). For example, in the above example the ship lost maneuvers 7, 11 & 14. If it had already lost maneuver 14 through earlier damage it would instead reduce the number of gun dice it had on the side facing the attacker by one. If there were no gun dice left it would take the dice off one of the other sides (the defenders choice which).

Starboard

Starboard

Raking Fire Attacks from line ahead or line astern cause double damage (roll to determine hits, then double the damage inflicted). The table below shows a ships line ahead and line astern squares. The grey shaded squares are not line ahead or astern.

Aft

During the firing phase a ship can fire at any targets within any of it's firing arcs by rolling one or more of the gun dice in that arc. Once a gun dice has been rolled it cannot be rolled again in the same round. Gun dice can all be used against the same target in an arc or split between multiple targets in the arc. You can never use gun dice from one firing arc against a target in another firing arc.

Line Ahead Line Ahead

Attacking Roll the gun dice you have allocated to a target all at once. You cannot allocate some dice, roll, then choose to allocate more to the same target after reviewing the effects of the first roll. Each dice which, after rolling, shows a number equal to or greater than the range to the target inflicts one damage. Each dice which, after rolling, shows a number equal to or greater than twice the range to the target inflicts two damage. For example, a frigate allocates three gun dice against a ship at range two. It rolls all three dice and gets a one, a three and a five. The one is less than the range to the target target, a miss. The three is greater than or equal to the range so is a

Line Astern Line Astern

Raking fire represents sending a shot straight along the length of an enemy ship, ploughing through the gun decks, masts etc.... A devastating hit.

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Ship of the Line Sinking A ship sinks when it has no gun dice left. Note that a ship may still have maneuvers when it sinks. Bear in mind that, in Ships of the Line, a ships gun dice represents both the number of guns it has and the general robustness of it's hull.

Victory There are two kinds of victory in Ship of the Line; Tactical and Strategic. A Tactical Victory is won when one side has no more ships left on the map. All their ships must have either been captured, run aground (a concept addressed in the advanced rules), sunk or fled the map. At this point both sides must work out their victory point totals. Each ship has a cost in points (found on the ships table). • If you sink an enemy ship your side receives its full points value. • If you capture an enemy ship your side receives double its points value. • If an enemy ship is damaged but escapes, you receive half its points value. A ship is “damaged” if it has lost at least half of its maneuvers or gun dice. A Strategic victory is won by the side with the highest number of points at the end of the game. You can win a tactical victory but lose the strategic victory to your enemy (this is quite common in raiding scenarios, where raiders enter the map then try to cause as much damage as possible before fleeing. Their aim is to inflict more damage on their opponents than they take themselves, winning the strategic victory).

Grappling and Ramming When two or more ships end their movement in the same square one or both may grapple the other. Grappling is automatically successful and occurs in the grappling phase. A ship which is grappling, or has been grappled, cannot plot maneuvers or fire guns until it escapes the grapple. Boarding Actions A ship which has grappled another ship may board it during the Boarding phase. 1. The boarding and boarded ship should roll all their gun dice (for all firing arcs) and add them up. 2. If one side more than doubles the others roll they have captured the enemy ship or escaped the grapple (their choice which). 3. Until that happens both ships are grappled together, do not choose maneuvers and cannot fire guns. 4. Both Captains may agree to disengage in the surrender phase, in which case both ships can choose maneuvers and fire as normal next round. 5. If more than one friendly ship has grappled a single enemy the friendly ships rolls are added together before comparing the enemy ships roll. Capturing Ships A ship is captured when its Captain surrenders, or it loses a boarding action.

either

Escape A ship escapes a battle when it moves off the edge of a map. In some scenarios map edges may be defined as coastline or hostile. A ship which tries to leave via a coastline edge is destroyed. One which tries to leave via a hostile edge is considered captured.

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Ship of the Line Ships Each ship is described as follows: Name: The ships name. Rate: The ships rate, largely determined by the number of guns it mounts (see the historical ships section for more information on determining the rate of a ship). Restricted Maneuvers: The maneuvers the ship can never use. Fore/Aft Gun Dice: The number of gun dice the ship has in its fore/aft firing arcs. Port/Starboad Gun Dice: The number of gun dice the ship has in its port/starboard firing arcs. Point Value: The points value of the ship. Refits: Any refits the ship has received, such as carronades, veteran crews, legendary officers and the like.

Merchant Ships Merchant ships are a special case of ship. They are not rated in the same way as other ships, and are simply classed as large or small. In real world terms, a merchant ship of one hundred tonnes mass or less can be classed as a small merchant, anything larger is a large merchant. Standard Hull Table The table below lists all the standard hull types used in Ship of the Line, with their relevant details. The “Guns” column has no game use, it is purely informational. If you need to decide what hull type a real-world ship was, simply find the row with the number of guns it has, this is the Ship of the Line hull type that ship would be considered to be. For informational purposes, a ships approximate 1800 cost (in pounds sterling) equals its point value times 2500. To get a dollar value multiply the pounds value by four. For example, a first rate ship of the line costs 24pts, which equates to a real-world purchase price of 60,000 pounds sterling in 1800.

Points Value Each ship has a nominal points value. This is used to balance scenarios. Some scenarios, particularly historical ones, will specify ships for each side and may not be balanced. Other scenarios will call on both sides to choose a number of ships who's total points value equals an agreed figure.

Gun Dice Ships Rate

Restricted Maneuvers

Fore/Aft

Port/ Point Value Guns Starboard

Cutter

-

-

1/1

2

4 or less

Gunboat or Gunbrig

-

-

2/2

4

6-8

Sloop or Brig

-

1/1

3/3

8

10-20

Sixth rate Frigate

19-20

1/1

4/4

10

22-28

Small Fifth rate Frigate

19-20

1/1

5/5

12

30-38

Large Fifth rate Frigate

19-20

1/1

6/6

14

40-48

Fourth rate Frigate

19-20

1/1

7/7

16

50-60

Third rate Ship of the Line

17-20

2/2

8/8

20

64-80

Second rate Ship of the Line

17-20

2/2

9/9

22

90-98

First rate Ship of the Line

17-20

2/2

10/10

24

100-110

Large First rate Ship of the Line 15-20

3/3

11/11

28

112-130

Huge First rate Ship of the Line 15-20

4/4

12/12

32

132 or more

Small merchant

17-20

-

1/1

1

4 or less

Large merchant

15-20

1/1

2/2

5

10 or less

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Ship of the Line Notation

1

An easy way to record a ships details is as follows:

Fore Gun Dice

Port Gun Dice

Lost Maneuvers

4

Starboard Gun Dice

19-20

4

1

This means it begins play unable to use maneuvers 19 or 20, and having four gun dice on its port and starboard sides and one dice on fore and aft. After a few rounds of combat it's details might look like this.

Aft Gun Dice

At the start of the game the ships starting gun dice are recorded in the appropriate box. In the centre note the maneuvers the ships restricted maneuvers. As a ship takes damage during play reduce the number of gun dice accordingly, and record the loss of maneuvers in the centre box.

1

As an example, a sixth rate Frigate would start off with the following details:

3

19-20, 3, 7

4

0

The Frigate now has only three gun dice on its port side, none to aft, and it's starboard and fore sides are undamaged. In addition it has lost the ability to perform maneuvers three and seven.

View of Port Royale, Jamaica (Richard Paton, C.1758)

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Ship of the Line Introductory Scenario This is a simple scenario designed for use with the basic game rules. Sides The players divide up into two teams of as equal sizes as possible and each player receives a single sixth rate frigate. Setup If there are four or fewer players use a single tile. If there are more than four players use four tiles to form the map. Four or fewer players ò

More than four players ò

ò

The two teams set on opposite sides of the map, each ship being placed within two squares of the map edge. The arrows indicates wind direction. Objective The scenario is played until one side has won a tactical victory.

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Ship of the Line Advanced Rules Introduction The advanced rules introduce a range of additional rules which introduce more tactical complexity to play. You should use the advanced rules once you are comfortable with the basic rules.

Legendary Officers Each Legendary office costs 10pts and is assigned to one ship. With the exception of the admiral, the benefit of a legendary officer only applies to the ship they are assigned to.

Green Crew Taking a green crew reduces the points cost of a ship by 25%. If a ship has a green crew subtract one from all gun dice rolls.

Legendary Officer

Ability

Legendary Admiral

Every ship on the Admirals side gets +1 to each gun dice roll, but if the Admirals ship is sunk or flees every ship on your side gets -1 to gun dice rolls until the end of the battle (you cannot have more than one Admiral on a given side).

Legendary Captain

You may re-roll one dice per round, but must take the new result. You can also roll 2d6 to determine who has the weather gauge, take the best dice (instead of the normal rule, where each side only rolls one dice).

Legendary Sailing Master

You can sail a frigate, brig or sloop over shallows without running aground and, after moving, you may move one extra square forward.

Legendary Surgeon

Anyone attacking your ship subtracts one from their attack rolls.

Legendary Gunner

Add one to all your attack rolls.

Veteran Crew Taking a veteran crew increases the points cost of a ship by 25%. If a ship has a veteran crew add one to all gun dice rolls. Carronades The standard cannons of most ships fire a 24-32lb cannon ball. The carronade fires a 42lb ball but is much shorter than a standard cannon. It is usually nicknamed a “smasher”. When outfitting a ship you may opt to swap one or more gun dice for carronade dice. This costs no extra points. When you roll dice, roll the carronade dice separately from the gun dice. Carronade dice are only d3's, but they cause double damage (ie. a normal hit causes two damage and if your attack roll is twice or more the range to target you cause four damage).

Legendary You receive an extra dice on your Quartermaster Boarding action roll and your ship never starts a game unready (see the optional readiness rules for more information on this). Legendary Artillerist

When a bomb vessel you are aboard fires, roll 3d6 to hit and keep two of your choosing (see the optional rules for information on bomb vessels).

Legendary Boatswain

Roll 1d6 each round, on a 6 you restore one lost maneuver, or get one lost gun dice back.

Some of the abilities of legendary officers relate to

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Ship of the Line immediately runs aground and cannot plot maneuvers again for the rest of the game. When it comes to deciding when the game ends ignore ships that have run aground, so, if one side has destroyed, captured or forced to flee all the other sides ships except those that have run aground, the game ends. If a run aground ship's side wins a tactical victory the ship is refloated without any problem. If the ships side loses then the run aground ship is treated as captured. Coastline One, or more, map edges may be defined as coastlines. A ship which leaves the map via a coastline edge is destroyed. The line of squares along the map edge of a coastline edge is considered to be shallows unless a scenario states otherwise.

Nelsons flagships at anchor (Nicholas Pocock, 1807)

optional rules, completeness.

they

are

presented

here

for

If a ship with a legendary officer (or officers) is sunk those officers are lost. If it is captured they can be bought back for 5 points each. Forts Forts are fixed installations found either on coastlines or islands. Each fort has one or more gun dice which it can use against targets in any direction. A fort is destroyed once all its gun dice have gone. Unsurprisingly, forts do not plot maneuvers. When you hit a fort determine damage normally, then divide it by three (round down), this reflects the heavy construction of a fort. Forts can use hot shot freely, and do not lose gun dice on rolls of one. A forts point value is equal to the total number of guns it has. Forts can be used in raid objective scenarios by Side B (see the scenario generation rules for more information on objectives). They can be placed in any square on the map. If this square is adjacent to a coastline the fort is assumed to be on land, if the fort is located in a sea square it is assumed to be on a small rocky outcrop. Forts can also be placed on islands. Shallows Some squares on a map may be marked as shallows. Cutters, Gunboats and Gunbrigs may move freely across such points, as may a Frigate, Brig or Sloop with a Legendary Sailing Master. Any other ship which enters a shallow square

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Ship of the Line Harbours A harbour is a specific square (or squares) adjacent to a coastline or island which is not a shallow. This enables ships of any size to move adjacent to that island or coastline, on that spot. A small harbour is one square, a large harbour is four squares along. Harbours may be natural bays, deep water channels or man-made havens. Ship of the Line does not differentiate between these, they are all treated as harbours using these rules. The position of a harbour will be dictated by a scenario. The two diagrams below illustrate a small and large harbour.

Estuaries An estuary is where a river flows from the land into the sea. Estuaries are parts of a coastline map edge which ships can safely exit by. The location of estuaries is known to all players and should be marked on the map edge. A small estuary is one square in width, a large one four squares in width. Coastline

Sea

Sea

Small Estuary

Sea

Coastline

Sea

Sea

Coastline map edge Shallows Shallows

Small Harbour

Sea

Sea

Sea

Sea

Large Harbour

Sea

Sea

Sea

Shallows

Sea

Sea

Islands In certain scenarios islands may be placed on the map. An island covers one or more squares. If any part of an island is in a square that whole square is treated as an island square. Any ship which enters an island square is immediately destroyed. Unless explicity stated otherwise all the squares immediately around an island are Shallows (this includes diagonally adjacent squares). Any ship which tries to move onto a point covered by an Island counter is destroyed immediately.

Sea

Sea

Sea

Sea

Sea

Sea

Prize Money The side which wins should subtract the losing sides victory point score from its own. This represents the cost to repair and re-arm after the battle. Of the remaining points half are lost to the government. The remaining half are split evenly between all the players on the winning side and can be used to buy legendary officers or better crews. Campaign Play In a campaign game each player's crew, officers and ship(s) are taken from game to game, hopefully, improving over time. A player may spend their share of the prize money (if they won) on refitting their ships. In a campaign game damage to ships is automatically repaired between battles, unless a specific scenario states otherwise. Any ships which are sunk or captured are replaced with ones of the same value. Captured ships are not used by the winning side, they are taken by the King or Admiralty and prize money given instead (as detailed above).

Shallows Shallows Shallows Island Shallows

Sea

Sea

Coastline map edge Shallows

Coastline

Shallows Shallows Sea

Sea

Large Estuary

Coastline

Shallows

Shallows Shallows Shallows

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Ship of the Line Optional Rules Introduction Once you have mastered the basic and advanced rules you may wish to try using some of these optional rules which introduce a few more options into play.

(if you have a Veteran crew a roll of 5 or 6 readies the ship). An unready ship is readied by its crew rolling out the guns, raising the sails and so on. Once an unready ship has made the roll of 6 it can act as normal for the rest of the game.

Types of Shot Guns normally fire round shot, which are heavy round cannon balls made of iron. You may, if you wish, fire other kinds of shot. You decide which kind of shot to fire when you fire, but all guns must fire the same kind of shot in a round.

Fire ships Fire ships are older vessels which are loaded with flammable materials, towed into place, then set alight and left to drift into opposing positions. A fire ship is towed to a desired location then set afire and released. Each round it will move in the direction it is facing. • If it is running it moves two squares. • If it is reaching it moves one square. • If it is close hauled it does not move. Once released a fire ships course cannot be changed except as noted below in ramming. Any ship which is in a square adjacent to the fire ship after movement takes d6 damage from the flames and jumping sparks. If the ship strikes an island or coastline it is destroyed (if it enters a harbour and moves through into the coastline it is also destroyed). If it enters shallows it runs aground and continues to burn for the rest of the game. If another ship moves into the same square as a fireship that ship takes 2d6 damage but can immediately change the fire ships facing by 90 degrees. A fire ship can be destroyed by inflicting 50 damage on it and costs 10pts.

Chain Shot Chain shot consists of two weights connected by a length of chain, and is specifically designed to wreck sails and masts. Chain shot is used when you wish to disable an opponent rather than sinking them. • When firing chainshot roll d3's rather than d6's. • Chainshot does not reduce guns, if you hit an already lost maneuver that point of damage is lost. Hot Shot Normal round shot can be heated in fires before firing, turning it red hot. This increases its damage potential, but at some risk to the firing ship as the fires may be upset on the gun deck and cause damage to the ship. • Hot shot causes one extra damage on a hit, but any gun dice which comes up one when using hot shot is lost permanently. • Forts can fire hot shot without losing a gun dice on a roll of one. They will normally fire hot shot if not surprised in a scenario. Grape Shot Grape shot is a hail of shrapnel fired at an enemy ship to clear its decks just prior to boarding. The effects of grapeshot are already figured into the boarding rules. It is just assumed that before a grapple occurs grape shot is fired by both sides. Readiness Some scenarios may state that one or both sides is not “Ready for action”. In this case the unready side should roll 1d6 for each unready ship at the start of each round. On a roll of 6 the ship is readied and can choose maneuvers and fire this round. Any other roll means it cannot act this round

Explosion ships Explosion ships are treated like fire ships, but with the following rules changes: • An explosion ship costs 10pts. • Ships in adjacent squares take no damage from an explosion ship until it explodes. • The explosion ship explodes when: • Another ship ends movement in the same square as it. • It runs into shallows, coastline or an island. • It takes more than five points of damage in one round. When it explodes any ship in the same square takes 8d6 damage, one square away 4d6 damage, two squares away 2d6 damage and three squares away 1d6 damage.

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Ship of the Line Floating Battery A floating battery is basically a floating gunplatform which is towed to a location and, from there, defends it. A frigate or larger vessel can tow a floating battery. • A floating battery has five dice in each firing arc. • Half the damage inflicted on a floating battery (rounded down) and each point remaining destroys one gun dice. • A floating battery costs 10pts.

Booms A boom is a tangle of logs and chanis which may be placed across an estuary or between other terrain features to prevent the passage of any ship. A boom can take 100 damage before being destroyed. A direct hit from a bomb vessel automatically destroys a boom.

Bomb Vessel A bomb vessel is little more than a flat bottomed barge which mounts tremendous mortars which are ideally used against fixed targets. Bomb vessels cannot move on their own, they must be towed by a frigate or larger vessel. • Bomb vessels can fire in the firing phase. • When a bomb vessel attacks roll 2d6 and add them together. If you roll equal to the range to the target you automatically hit and destroy it. • A bomb vessel costs 10pts. Towing A ship may tow another ship of its own hull size or smaller. Whilst towing the two ships are placed in the same square. The towed vessel does not plot maneuvers, it just moves in the same way as the towing vessel, staying in the same square and keeping the same facing. A towing vessel can only choose from Maneuvers 1, 2 or 3, regardless of facing to the wind. You can only tow friendly or captured vessels. To begin a tow the two ships must be in the same square after movement, the tow can commence next round. A tow can be ended at any time. Currents Some scenarios may specify currents on the map. In such a scenario the current direction will be noted. All ships are moved one square in the direction the current flows after they have moved normally. The current movement never effects facing. Floating batteries and Bomb vessels move in the current as well.

Ships in a light breeze (Charles Brooking. C.1750-59)

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Ship of the Line Galleys The Barbary Corsairs of the North African (Barbary) coast make extensive use of galleys which are driven by a combination of oars and sails, ideal in the shallow sheltered waters of the Mediterranean sea. Such galleys are usually manned by slaves or prisoners. • Small galleys are treated as gunboats. • Medium galleys are treated as sixth rate frigates. • Large galleys are treated as large fifth rate frigates. • Galleys can always choose from the close hauled or reaching maneuvers, but never the running maneuvers (their facing relative to the wind has no effect on their maneuvering). • Double a galleys boarding roll. Galleys typically carry a disproportionate number of pirates and marines, their preferred tactic being to board enemy vessels and subdue them.

Strong Winds The standard game assumes moderate winds. If you wish to play game with strong winds use the following two rules: • A ship which plots any maneuver which leaves them facing in the same direction as they started must move an extra square forward (for reference, these maneuvers are; 1, 6-10 and 1316). • Ships of the Line cannot use one third of their port and starboard gun dice in a strong wind (round down). This is because the strong winds cause the ship to heel over far enough that the lower gunports must be kept closed, or the ship will flood and sink.

Wind Shadows If an enemy ship is adjacent to, and directly upwind of you, at the start of a round you cannot choose a maneuver this round (although you can fire guns as normal). Wind Direction

ò

If a ship starts the round in the grey shaded square you are in its wind shadow (N.B. your ships relative facing to the wind is irrelevant, all that matters is the relative position of the ships and the wind direction). HMS 'Resolution' and 'Adventure' with Fishing Craft in Matavai Bay (Wiliam Hodges, 1776)

17

Ship of the Line Scenario Generation

2 Determine Engagement Location Next roll 1d6 to determine the location of the engagement. d6 Location

British vs. French & Allies Players should agree which player is playing which side. If you have three or more players then divide up as evenly as possible between sides. In such a game it is normal to divide the ships on a side up as evenly as possible between all the players on each side. Each players ships are considered to be a single squadron under the command. Most scenario objectives require one side to be identified as side A, and the other as side B, roll 1d6 at the start of the game and the side which rolls highest may choose which side they wish to be, in the event of a tie roll again until one side wins.

1-3 Coastal Engagement 4-5 Deep Sea Engagement 6 Reefs and Islands Engagement Now find the description for the location below and follow the instructions to determine if it has any terrain features. 3 Coastlines and Coastline Features The battle happens in coastal waters, near to land. Roll 1d6 to determine how many map edges are coastlines. d6 Coastlines

Creating a scenario The following steps are undertaken to create a random scenario: 1. Determine wind speed and direction. 2. Determine where the engagement occurs. 3. Determine how many edges of the map are coastline (if the engagement is coastal), and any features on those coastlines. 4. Determine how many islands there are on the map (if the engagement is coastal or in reefs and islands). If the engagement is in deep sea the map is left blank. 5. Determine the sizes of forces. 6. Determine the objectives of the engagement.

1-3 One edge is coastline 4-5 Two edges are coastline 6 Three edges are coastline Then determine which edges are coastlines at random. Next roll 1d6 for each coastline, on a roll of six that coastline has some additional feature, roll another d6:

1 Determine Wind direction and Wind speed Each player should roll 1d6. The player who rolls highest player decides which direction the wind is blowing from (it must be blowing from one of the four map edges). In the case of tied high rolls, those who tied re-roll until one wins.

d6

Coastline Feature

1

Small Harbour

2

Large Harbour

3-4 No Shallows: The squares adjacent to coastline edges are not shallows. 5

Small Estuary

6 Large Estuary For harbours and estuaries both sides roll 1d6, the highest rolling side places the feature as they wish on the map (in the event of a draw roll again until one side wins).

Next roll 1d6 to determine the wind speed d6 Wind Speed 1-5 Normal Wind 6 Strong Wind* *If you are not using the optional rules for strong wind, treat this result as a normal wind.

18

Ship of the Line 4 Islands Next roll 1d6 to determine if there are any islands on the map, and how many. Use the table below for a coastal engagement: d6

6 Objectives Having determined wind speed, direction, location,c coastlines and islands the next step is to determine the objectives for each side in the scenario. Roll d6 on the table below:

Coastal Islands

d6

1-3 No Islands

1-3 Meeting Engagement: Side A & Side B enter at opposite map edges (set up ships within two squares of the map edge) and fight until one side has no more ships on the map.

4-5 Two Islands 6

Four Islands

Or this table for a reef and island engagement: d6

4-5 Raid: Side B begins on the map within four squares on one edge. Their ships are Unready. Side A enters the map from the opposite side (setting up within two squares of the map edge) and attack. Side A's aim is to cause as much damage as possible before retreating. In a Raid scenario Side B begins with twice as many points as side A1.

Reef and Islands

1-3 Two 4-5 Four 6

Islands

Eight

Players should take it in turn to place islands. Each island occupies one square, and all surrounding squares are shallows. Islands may be placed together if you wish (in effect creating larger islands).

6

5 Force Size Force size determines how many points each side begins play with, and how may tiles are used to form the map. Roll 1d6 and look at the table below: d6 Type

Intercept: Side A sets up within two squares of the map edge. They must leave by the opposite map edge. Side B enters from either (or both) of the parallel edges, setting up within two squares) and must attack side A.

1-3 20pts per side. Use one tile only. 4-5 50pts per side. Use four tiles (arranged two by two into a square) 6

100 or more points per side. Use all six tiles (arranged three by two into a rectangle)

1 This is to balance the fact that Side B begins the scenario unready.

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Ship of the Line Historical Context Historical Background Ship of the Line mainly concerns itself with the period around 1770 to 1820, with the emphasis on the Napoleonic wars of the late 18th century and early 19th century. Forces There were two main naval forces in this period, Britain and France. Britain possessed a strong navy, noted for its experience and training and was allied with Prussia, Russia, Sweden and Austria. Of these allies only Russia had any significant naval power, although it was mainly active in the eastern Mediterranean and black sea regions. France was allied with the Germans, Dutch, Danish, Spanish and French and had effectively annexed or occupied most of Northern Italy and Portugal. In game terms the Spanish had a significant fleet as did the Dutch. Conflicts Most engagements in Ship of the Line will be between British forces and mixtures of French, Spanish, Dutch or Danish opposition. The Importance of Frigates The largest vessels to be encountered in naval warfare of the period were the massive “ships of the line”. Standard naval doctrine of the day involved the two sides in a battle forming up into lines and blasting away at each until one side broke and fled the field. A “ship of the line” was a vessel which was considered large enough to be able to engage in such battles without being obliterated too quickly. On the whole the French and Spanish ships were numerous and more heavily armed, but the British ships were more maneuverable and possessed of superior crews who were able to sustain higher rates of fire, thus balancing out their opponents numerical advantages. If you are playing some of the historical scenarios in the game you will find that British fleets tend to be smaller, but have more veteran ships. Smaller than the ships of the line were the frigates. Frigates had a variety of roles to perform although their three most important roles were to act as scouts for the fleets of ships of the line, attack the enemies merchant shipping and defend their own merchants from enemy attack. Frigates normally

operated alone. Below the Frigates were a wide variety of smaller vessels which tended to be found in supporting operations to other fleets or squadrons. Prize money One of the major features of sea battle in this period was “prize money”. When a naval vessel captured an enemy ship it turned it over to its own government and, usually, the crew of the capturing ship would receive around 60% of the value of the captured vessel. This money was divided amongst the crew on an agreed basis and resulted in a lot of wealthy sailors. Many of the great Captains of the period joined the Navy motivated largely by the desire to get rich quick through commerce raiding, a lucrative trade. Single ship and Fleet Actions Games of Ship of the Line usually fall into two categories, single ship or fleet actions. A single ship action will usually be between two frigates (one on each side), whilst a fleet action will normally be between two squadrons or fleets of ships, with a number of ships of the line supported by frigates which act as outliers. Single ship actions can also occur between smaller vessels, such as cutters, gunboats, brigs and sloops. Further Reading If you are interested in this period I would recommend the following books: Humble, Richard, editor. Naval Warfare- an illustrated history. Island books, 2004. Lambert, Andrew. War at sea in the age of sail. Cassell, 2000. Price, Anthony. The Eyes of the Fleet.Grafton, 1990. Thomas, Donald. Cochrane, Britain's Sea Wolf.Cassell, 1978. Historical Scenarios The next section gives details to play several famous historical scenarios. Each scenario is described and then orders of battle listed for each side, followed by set-up information, map layout and any additional special rules. You cannot change the order of battle for one of these battles unless both players agree, in which case you can consider yourself to be attempting a “what if?” scenario.

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Ship of the Line The Battle of Dogger Bank (1781) The second battle of Dogger Bank was a squadron action fought off the Dutch coast during the American War of Independence. It was notable both for the varied age and condition of the ships taking part and for the ferocity of the combat, more personnel being killed or wounded on this occasion than in major fleet actions of the period involving more than three times the number of ships. With their determined resistance the Dutch honoured a long tradition, stretching back to the three AngloDutch wars of the previous century and continuing to their final fleet action against Admiral Duncan at the Battle of Camperdown in 1797.

Setup The British forces begin in tile A, facing east. The Dutch begin in Tile D, facing west. The Wind is blowing from the west (indicated by the ð arrow).

ð

North A B

C

South

Order of Battle British Forces 3rd rate Ships of the Line: Fortitude, Berwick, Buffalo, Bienfaisant, Princess Amelia 4th rate Frigates: Preston and Dolphin All British ships are considered to have Veteran crews. Dutch Forces 3rd rate Ships of the Line: Admiraal Generaal, Erfprins, Batavier, Admiraal de Ruijter, Admiraal Piet Hein, Holland 4th rate Frigate: Argo

The Battle of Dogger Bank (Thomas Luny, 1781)

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D

Ship of the Line

Camperdown (Sir William Allan)) Camperdown (11th of October 1797) As an ally of France, Holland assisted in a plan to land material for Irish rebels in Ireland. A Dutch fleet of 16 ships under Admiral Jan de Winter set sail with equipment and 15,000 troops hoping to take advantage of unrest in the Royal Navy following the mutinies at the Nore and Spithead. The British North Sea Fleet under Admiral Adam Duncan intercepted the Dutch and began what turned into a bloody fight. At the end of the clash the Dutch had suffered 5000 casualties and had lost nine ships of the line and a number of frigates. Duncan had not lost one vessel. Camperdown eased pressures on the Royal Navy having to cover the Dutch fleet and ended Irish rebel hopes of getting any support from mainland Europe. British Ships 3rd rate Ship of the Line: Bedford, Monarch (Veteran crew), Montagu, Powerful, Russel, Triumph, Venerable, Agincourt (Green crew), Monmouth, Veteran, Ardent, Belliqueux, Director, Lancaster 4th rate Frigate: Adamant (Veteran crew), Isis Large 5th rate Frigate: Beaulieu Small 5th rate Frigate: King George 6th rate Frigate: Circe, Rose, Active Brig: Diligent Gunbrig: Martin

3rd rate Ship of the Line: Staten Generaal, Brutus, Jupiter, Vrijheid, Cerberus, Gelijkheid, Haarlem, Leyden, Tjerk Hiddes, Hercules, Wassenaer, 4th rate Frigate: Alkmaar, Batavier, Beschermer, Delft Large 5th rate Frigate: Mars, Monnikendham Small 5th rate Frigate: Ambuscade, Heldin 6th rate Frigate: Minerva, Waakzamheid Sloops: Ajax, Atalanta, Daphne, Galathe Gunboat: Het Haasje The Dutch and British The British fleet sets up in tile C, facing South. The Dutch fleet sets up in tile A, facing North.

A

D

West B ï

E

C

F

East The grey shaded areas of tiles E & F are shallows. The arrow on the map indicates wind direction.

Dutch Ships

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Ship of the Line Cape St Vincent (14th February 1797) Keeping with the aggressive policy of the navy, Admiral Sir John Jervis did not have a second thought when he ordered his 15 ships of the line against 27 Spanish vessels off Cape St Vincent. The Spanish were in a 20-mile line with plenty of space between each vessel so Jervis sailed through and split the leading 18 ships off from the rest of the fleet. The battle began in earnest and after an exchange of broadsides the Spanish were prevented from turning back to rejoin battle by the bravery and foresight of Horatio Nelson. Nelson, who had pulled his vessel - the 74 gun Captain - out of battle line to block the Spanish vanguard now had to fight the enemy vessels on his own. Not content with just getting in the way of the Spaniards, Nelson wanted to show them the Royal Navy was not to be trifled with and set to the largest ship afloat - the 130-gun Santissima Trinidad - with gusto. With his masts and rigging badly damaged, Nelson was saved by the arrival of Admiral Cuthbert Collingwood in the Excellent. Collingwood's broadsides forced the San Nicolas away and it became entangled with the nearby San Josef. Again alone with the Spanish ships, Nelson steered his badly damaged ship alongside the San Nicolas and led boarding parties on to her. Overwhelming the crew, Nelson then boarded the still-entangled San Josef forcing its surrender. By the battle's end, four Spanish ships had been taken and 3000 men lost. The British lost only 300.

Firme, Conquestada, Glorioso, San Nicolas

British Ships 1st rate Ship of the Line: Britannia, Victory 2nd rate Ship of the Line: Namur, Barfleur, Blenheim, Prince George 3rd rate Ship of the Line: Culloden, Excellent, Orion, Captain, Diadem, Egmont, Goliath, Colossus, Irresistible Small 5th rate Frigate: Minerve, Southampton, Lively, Niger Sloops: Bonne Citoyenne, Raven, Fox

The arrow indicates wind direction.

Set-up The Spanish ships begin in two groups. Group one sets up in tile F, facing North, and has seven ships in it. Group two sets up in tile E, facing North. No ship of group one may be within six squares of a ship in Group two at the start of the game. The British ships are set up in tiles B & D, facing South, and at least half the ships must be in tile B (ideally they should be arranged in a north-south line) North Að

B

C

D

E

F

South

Spanish Ships Huge 1st rate Ships of the Line: Santìsima Trinidad 1st rate Ships of the Line: San José, Conde de Regla, Prìncipe de Asturias, Purìsima, Salvador del mundo, Concepción, Mexicano 3rd rate Ship of the Line: Oriente, Atlante, Soberano, Infante de Pelayo, San Ildephonso, San Ysidro, San Pablo, Neptuna, San Domingo, Terrible, San Juan Nepomuceno, Bahama, San Fermìn, San Antonio, San Francisco de Paula, San Genaro,

23

Ship of the Line

The battle of Copenhagen (JT Serres, 1801) Copenhagen (2nd April 1801) When Denmark refused to leave the armed neutrality of the north coalition, the Royal Navy moved to deprive the enemy of the Danish fleet. The Danes had 18 ships in Copenhagen harbour, protected by a 66-gun battery and a wide area of shoals that made navigation difficult. The British forces had twenty six ships of the line, seven frigates and a number of smaller craft. When talks between the nations failed, the British commander Sir Hyde Parker moved by sending his deputy, ViceAdmiral Horatio Nelson, into battle with a dozen major warships. Nelson took his ships around the shoals and prepared to make his attack. But several key vessels ran aground, including a floating battery meant to fire on the Danish gun emplacements, and a nervous Parker ordered a withdrawal. Informed of the order, Nelson placed his telescope to his blind eye and said: "I have only one eye - I have a right to be blind sometimes. I really do not see the signal." He then proceeded with the attack, pounding the Danish ships in a bloody action. Within two hours Nelson had just under 1000 men killed or wounded, while the Danes suffered almost 2000 casualties and a similar

number of men captured. In return for handing over the wounded, the British took 12 ships as prizes. British Forces 3rd rate Ship of the Line: Defiance, Monarch, Ganges, Elephant, Ardent, Edgar, Polyphemus 4th rate Frigate: Glatton, Isis Small 5th rate Frigate: Alemene, Blanche, Amazon, Desiree 6th rate Frigate: Arrow, Dart, Jamaica Brig: Harpy Fireships: Otter, Zephyr Bomb Vessels: Discovery, Explosion, Hecla, Sulphur, Terror, Volcano, Zebra

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Ship of the Line Danish Forces 3rd rate Ship of the Line: Elephanten, Danmark, Trekroner, Saelland, Jylland, Prøvesteenen 4th rate Frigate: Mars, Holsteen, Indfødsretten, Dannebroge, Wagrien Large 5th rate Frigate: Hiaelperen, Iris Small 5th rate Frigate: 6th rate Frigate: Aggershuus, Cronborg, Nyeborg, Rendsborg Brigs: Sarpen, Nidelven Sloop: Elven Gunboats: Nykøbing, Aalborg, Christiansund, Arendel, Langesund, Odense, Flensborg, Stege, Stavaern, Viborg, Naskau Floating Batteries: Svaerdfisken, Hayen, Floating Battery #1, Søhesten Large Merchant: Charlotte Amalia Set-up British ships set up in tiles B and C, facing as the player wishes. Danish ships set up in tile E, facing as the player wishes. The Charlotte Amalia was used as a blockship, moored in the mouth of the channel in tile E (the channel is the line of non-shallow squares between the two blocks of shallows in line E). North East A B ï C

D

E

F

South West The arrow indicates wind direction. The bold line at the bottom of the map is coastline (and Copenhagen) and the shaded areas are shallows. Danish ships which leave the map from one of the channel squares in tile E are not destroyed and are assumed to have fled upriver, they cannot return.

25

Ship of the Line

The Battle of the Nile (Nicholas Pocock, 1808) The Nile (1st August 1798) Having unsuccessfully tried to catch the French fleet on its way to Egypt, Britain's Admiral Nelson finally got within cannon shot at Aboukir Bay. Nelson had 13 ships under his command, four fewer than Admiral Brueys d'Aigalliers, who felt protected by land batteries and rocks. As soon as he saw the French Nelson set to them, but first his vessels had to brave fire from the battery placed on Aboukir Island. Having got past those guns, the British then exploited poor positioning by Brueys d'Aigalliers, who had allowed too much room at the head of his line, and sailed down the unmanned shore-side of the first French ships, pummeling them with little fear of return fire. Other arriving vessels also took advantage of similar gaps in the French line and even the mighty 120-gun L'Orient was in desperate trouble. It had forced the nearly sinking Bellerophon out of the battle but, at 10pm, the French flagship exploded after being set upon by a pack of British ships. The Nile was a stunning victory for Nelson with only four enemy vessels

escaping. Courage and determination have never been more impressively characterised than those of Dupetit Thouars, captain of the Tonnant, during the Battle of the Nile. Thouars had his right arm shot away, then the left and finally one of his legs was taken off by a cannonball. Refusing to give up command, he insisted on being put in a tub of bran that was on deck and led his men until he collapsed from blood loss. One of his final orders was to nail the Tricolour to the mast so it could not taken down in surrender. British Ships 3rd rate Ship of the Line: Goliath, Zealous, Orion, Audacious, Theseus, Vanguard, Minotaur, Bellerophon, Defence, Majestic, Alexander, Swiftsure, Culloden (aground) 4th rate Frigate: Leander Brig: Mutine French Ships Large 1st rate Ship of the Line: L'Orient

26

Ship of the Line 3rd rate Ship of the Line: Guerrier, Conquerant, Spartiate, Aquilon, Peuple Souverain, Franklin, Tonnant, Heureux, Timoleon, Merucure, Guillame Tell, Genereux Large 5th rate Frigate: Diane, Justice Small 5th rate Frigate: Serieuse, Artemise Set-up The British fleet begins in tile B, facing South. The Culloden begins on the edge of the shallows in tile B, facing South. As long as the brig Mutine stays adjacent to the Culloden it may roll 1d6 at the start of each round, and on a 6 it can begin to move normally. The French fleet begins in tile F, facing North.

ð

North A B

C

D

E

F

South The shaded areas on the map are Shallows and the arrow on the map shows wind direction.

27

Ship of the Line

The battle of Trafalgar, beginning of the action (Nicholas Pocock, 1808) Trafalgar This great deciding naval battle of the Napoleonic Wars took place between 27 British ships under Admiral Nelson and 33 French and Spanish vessels under Admiral Villeneuve. Needing to clear the British from the English Channel to allow an invasion of his implaccable national enemy, Napoleon Bonaparte wanted his navy to escape the British blockade, draw it away from Europe to the West Indies and then, after joining up with the Spanish, returning to hold the narrow stretch of water long enough to allow the crossing of his army. Surprisingly, Villeneuve did manage to slip through the blockade and a rare error by Nelson gave the French more than a week's head start. By the time he reached the West Indies the combined enemy fleet had begun returning towards Europe and safe harbour in Cadiz. Determined to bottle up and destroy his foe, Nelson and his fleet prowled waiting for an opportunity and that came faster than expected. Bonaparte, believing there was only a small blockading force outside Cadiz, ordered Villeneuve from port and into the Mediterranean. To his horror, the French admiral found himself caught between Nelson's fleet and cut off from safety by the blockading squadron. On 21 October, Nelson sighted his prey and gave the famous order “England expects that every man will do his duty”. After outlining his plan to his captains, Nelson ordered the British fleet to head in two lines

towards the in-line French and Spanish. This would open up his vessels to enemy broadsides, but would split their formidable line, reduce the odds and then allow the better-trained British sailors to use their superior gunnery and sailing skills to destroy at close range. The plan worked brilliantly and with the French vanguard cut out of the battle by the British slicing through the fleet, Nelson's men proceeded to take the enemy fleet apart. Britain did not lose a ship, while 18 enemy vessels were destroyed. Some 14,000 French and Spanish sailors were lost, ten times the British casualties. Trafalgar ended any chance France had of invading Britain and, from 1805 onwards, Bonaparte largely kept his military operations to terra firma. Spanish Ships Huge 1st rate Ships of the Line: Santìsima Trinidad Large 1st rate Ships of the Line: Santa Anna and Principe de Asturias 1st rate Ships of the Line: Rayo 3rd rate Ship of the Line: Argonauta, Neptuna, Monarca, Montanez, San Augustino, San Idelfonso, San Juan Nepomuceno, San Franceso Assis, Bahama, San Justo, San Leandro Large 5th rate Frigate: Themis, Cornelie, Hortense, Hermione, Rhin Brig: Argus

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Ship of the Line French Ships 3rd rate Ship of the Line: Bucentaure, Formidable, Neptune, Indomptable, Pluton, Mont Blanc, Swiftsure, Intrepide, Scipion, Berwick, Aigle, Algeciras, Achille, Argonaute, Duguay-Trouin, Fougueux, Heros, Redoubtable British Ships Weather Column 1st rate Ship of the Line: Victory, Brittania 2nd rate Ship of the Line: Temeraire, Neptune 3rd rate Ship of the Line: Conqueror, Leviathan, Ajax, Orion, Agamemnon, Minotaur, Spartiate, Africa

Set-Up The British fleet sets up in two lines. The Weather column ships are set up in tile A, facing East. The Lee column are set up in tile D, facing East. No ship of the Lee column may be set up within four squares of the Weather column. Ideally the ships should be arranged in east-west lines in the two tiles. The Other British forces may be split between tiles A and D as you see fit. The French and Spanish fleets are combined and start play in tiles C and F. At least half the ships must be in each tile. Individual ships must begin play facing due North or South. North

Lee Column 1st rate Ship of the Line: Royal Sovereign 2nd rate Ship of the Line: Prince, Dreadnought 3rd rate Ship of the Line: Mars, Belle Isle, Tonnant, Bellerophon, Colossus, Achilles, Polyphemus, Revenge, Swiftsure2, Defence, Thunderer, Defiance Others Small 5th rate Frigate: Phoebe, Naiad, Sirius, Euryalus Sloop: Pickle Gunboat: Entreprenante

ð

A

D

B

C

E

F

South The arrow indicates wind direction.

Battle of Trafalgar, end of the action (Nicholas Pocock, 1808) 2 This is not an error, the French and British both had ships called Swiftsure fighting in the battle.

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Ship of the Line Naval Duels in War of 1812 (1812 to 1815) The War of 1812 is sometimes called the "Second War of Independence" or the "forgotten war." It was fought from 1812 until 1815 between the United States and Great Britain. This conflict was mainly caused by the US resentment of British naval harassment. The British, already at war with France, regularly seized American ships and took seamen from them (some of whom were US citizens) to serve in the Royal Navy and were also blockading French ports, stopping American trade with the French. As an interesting aside, two days before the declaration of war, Great Britain agreed to repeal the naval laws which were chiefly responsible for the conflict. Unfortunately slow trans-atlantic communication meant that the declaration was made anyway. In the same way, the greatest battle of the war, the Battle of New Orleans, occurred fifteen days after a peace treaty had been signed.

and set to battle off the coast of Virginia. For more than 40 minutes the crews hammered at each other until the British vessel was reduced to little more than a wreck. The American's sails and masts, however, had been so badly damaged it was unable to sail away from an arriving British 74 gunner and it was forced to surrender. USS United States vs HMS Macedonian (25th October) The 44-gun United States, under Captain Stephen Decatur, took on the British 38-gunner Macedonian off Madeira. Bombarding from long range, the United States pulverised the enemy ship and forced a surrender. To add insult to British injury, the Macedonian was repaired, reflagged and fought again - this time for America. USS Constitution vs HMS Java (29th December) The duel between these frigates took place off Brazil and, once again, ended in an American victory. It took two hours, but the Java was left a wreck and its captain forced to surrender.

The following section lists a number of notable engagements that occurred during the war of 1812.

1813 USS Hornet vs HMS Peacock (24th February) In just 11 minutes, the Peacock was sunk off Brazil. HMS Shannon vs HMS Chesapeake (1st June) Freshly built and with an inexperienced crew, the Chesapeake took on one of the Royal Navy's best ships in the Shannon. Both were 38-gunners, but the British were able to out-sail and out-shoot the Americans and within minutes had inflicted enough damage to board the Chesapeake. The British suffered 83 casualties, while the Americans lost 146 men. The captured vessel was reflagged and served Britain with distinction. HMS Pelican vs USS Argus (14th August) The 18 gun Argus was enjoying a very profitable commerce-raiding voyage in the English Channel in which she had sunk or taken 20 prize ships when she ran into the Pelican. The 20-gun British sloop exacted quick revenge and sank the raider. USS Enterprise vs HMS Boxer (3rd September) Sailing off New England the British 14-gunner was intercepted and taken by the Enterprise.

1812 USS Constitution vs HMS Guerriere (19th August) Having broken through the British naval blockade, the 44-gun Constitution took on a 38-gun Guerriere off Nova Scotia. Within 30 minutes the American crew had crippled its smaller opponent. USS Wasp vs HMS Frolic (18th October) The Wasp and the Frolic were each 18 gun sloops

1814 USS Peacock vs HMS Epervier (29th April) A 45-minute battle off Florida saw the British 18 gunner strike its colours. HMS Phoebe vs USS Essex (21st March) For almost a year-and-a-half, the 38-gun Essex had been raiding British trading routes and had at least 40 scalps to its credit. Sailing with a smaller ship, the Americans found themselves blockaded in a

The United States, still a fledgling country, risked national disaster by again going to war with the far more powerful Great Britain and support in the US was divided with the West and South in favour of war and the people of the New England regions strongly opposed to war. The Treaty of Ghent ended the war and restored territories to prewar status, establishing a commission to settle Northwest Territory boundary disputes. As in most wars, both sides claimed victory. Despite having their coastline bottled up by an almost-watertight British blockade, the American raiders who eluded the Royal Navy net caused considerable damage to Britain's trade. By mid1814, more than 800 British vessels had been taken, forcing the Royal Navy to escort trade convoys.

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Ship of the Line Chilean port by the Phoebe and an 18 gun sloop, Cherub. A risky breakout in heavy weather proved disastrous for the Essex as its main mast snapped and it was forced back to port. The British then fired upon the stricken vessel from long range until it was smashed into wreckage. USS Wasp vs HMS Reindeer (28th June) The Wasp engaged the Reindeer in the English Channel and sunk it within 30 minutes. She then went on to capture 13 prize vessels. USS Wasp vs HMS Avon (1st September) This night action saw the 18 gun Avon sunk by the successful American raider.

A fleet of east indiamen at sea (Nicholas Pocock, 1803)

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Ship of the Line Historical Ships The following section provides more information on ships of the period and a list of real ships in service during the Napoleonic wars. In game terms, each ship is “rated”, for example first rate, second rate and so on. A ships “rate” can be determined from its number of guns as follows. Note that guns are always mounted in pairs (one facing port, one facing starboard), so a ships broadside (firing all guns on one side at a target) is half its total number of guns. Guns

Rating

100+

1st rate Ships of the Line

90-98

2nd rate Ships of the Line

64-80

3rd rate Ships of the Line

50-60

4th rate Frigate

40-48

Large 5th rate Frigate

30-38

Small 5th rate Frigate

22-28

6th rate Frigate

10-20

Brig (two-masted square rigged)

10-20

Sloop (ship rigged)

6-8

Gunboat or Gunbrig

4 or less

Cutter

The Spanish and French did both possess a handful of vessels with more than 110 guns, including the French Orient (112 gun) and the Spanish Santissima Trinidad (136). A ship’s ‘rate’ was mainly decided by the number of guns she carried, from the largest 120- gun First Rate, down to Sixth Rate 22-gun ships. The smaller ‘unrated’ vessels (sloops, brigs, bomb vessels, etc) were commanded by more junior officers (Commanders, Lieutenants) but a ‘rated’ ship was always a Captain’s command and always ship rigged (having three square rigged masts). First Rate: The biggest ships of the fleet, with their guns on three decks. First rates were generally used as flagships and fought in the centre of the line-of-battle. They were armed with a minimum of 100 heavy cannon, carried a crew of about 850 and were over 2000 tons Builder’s Measure (a formula for calculating the capacity of the ship, not the displacement of the ship as is the practice

nowadays). Second Rate: The Second Rate ships of the line were also three-deckers like the first rates, but smaller, with a reputation for poor handling and slow sailing. They mounted between 90 and 98 guns, and also fought in the centre of the line-ofbattle. Generally around the 2000 ton mark, they had a crew of approximately 750. Like the First Rates, they had 32 pounder guns on the gundeck, but 18 pounders instead of 24 pounders on the middle deck, with 12 pounders on the upper deck (compared to 18 or 24 pounders on First Rates). Unlike the First Rates, which were too valuable to risk in distant stations, the Second Rates often served overseas as flagships. Third Rate: The most common ships of the line were the two-decker Third Rates, with between 64 and 80 guns. The most effective and numerous of these was the 74 gun ship, in many ways the ideal compromise of economy, fighting power and sailing performance, and forming the core of the battlefleet. Fourth Rate: Two decker ships of 50 to 60 guns, were, by the end of the 18th century, no longer reckoned to be ‘fit to stand in the line of battle’. Despite this, 50 gun ships were heavily engaged, in the line, at the battles of Camperdown and Copenhagen. With two decks, their extra accommodation made them suitable flagships for minor overseas stations, while their relatively shallow draught made them suitable as headquarter ships for anti-invasion operations in the North Sea and the English Channel. They were also useful as convoy escorts, troopships and even, on occasion, as convict transports. In normal service they had a main armament of 18 pounders, a crew of 350 and measured around 1000 tons. Sometimes fourth rates are referred to as Frigates, at other times as Ships of the Line. In game terms they are considered to be Frigates. Fifth Rate: These were the “true” frigates, the Navy’s ‘glamour ships’. A frigates main armament was located on a single gun deck. The Frigates served as “the eyes of the fleet” operating as fast scouts of the battlefleet. At other times they operated in an independent cruising role, searching out enemy merchant ships, privateers or enemy fleets. Developed from early-18th century prototypes, the Fifth Rates of Nelson’s time had a variety of armaments and gun arrangements, from 32 gun ships armed with 12 pounders to 36 and 38gun frigates with 18 pounders, even some 40 gun ships and cut down two-deckers with 24 pounders. Captured enemy frigates were also used in service,

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Ship of the Line and many of the best British-built ships were copied or adapted from French designs. A fifth rate typically had a crew of 250 to 300 men. In game terms fifth rates are divided into two classes, Large (40-48 guns) and Small (30-38 guns). Sixth Rate: The Sixth Rates were smaller and more lightly armed frigates, with between 22 and 28 nine-pounder guns, a crew of about 150, and measuring 450 to 550 tons. There were never enough frigates; while Lord Nelson was searching for the French fleet before the battle of the Nile he said, ‘Frigates! Were I to die this moment, want of frigates would be found engraved on my heart!’. Unrated vessels included the following: Sloop: A sloop of war was a vessel commanded by an officer with the rank of Commander. Sloops could be armed with between 10 and 20 guns, be ship rigged or brigs (two-masted square rig) and were capable of most of the tasks undertaken by frigates, with the exception of fleet reconnaissance. They were often armed with carronades, giving them a heavy punch at close range. The cruiser class (a specific class of sloop) was the most numerous class of sailing warships ever built, over 100 of these 380 ton, 18 gun brig sloops being built. They carried a crew of 120 men. Bomb vessels and fireships: Developed from two-masted craft (ketches) armed with mortars for shore bombardment, and first used by the French in the late 17th century, the bomb vessel of the late 18th century had ship rig. The fireship, intended as a means of setting an enemy ship on fire, was often a converted merchant ship, though some were specially built for the Royal Navy. Both the bomb vessel and the fireship were only seldom used in their designed role, but proved useful as patrol or convoy escort sloops. Gunboats and gunbrigs: These were small, twomasted vessels, a Lieutenant’s command, and originally intended for anti-invasion patrol. Later, they developed into more capable vessels, fit for a variety of tasks. They were built to a wide variety of classes, and often had evocative names, for instance Grappler, Growler and Griper were three ‘Courser’ Class gunbrigs. Cutters: The smallest warships in service, cutters were developed from craft used by English smugglers. These single masted vessels were built for speed and employed as patrol boats and dispatch carriers.

was quite common for ships of the same name to serve in different fleets, and where a ships name appears more than once in a nations list this indicates that the name has been re-used after a ship bearing it was sunk.

The following list gives some of the historical ships of the period. Some ship names are repeated in the same or different lists, these are not mistakes. It

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Ship of the Line French Ships

Achille: Ship of the line blown up at Trafalgar. Aigle: 74 gun ship of the line which fought at Trafalgar. Algeciras: 74 gun ship of the line which fought at Trafalgar. Aquilon: 74 gun ship of the line which fought at the battle of the Nile. Argonaute: 74 gun ship of the line which fought at Trafalgar. Atlas: 74 guns. Barras: 74 guns. Bellone: 34 gun ship-rigged privateer. Berwick: 74 guns, formed part of the French fleet at Trafalgar. The Berwick was captured from the British and previously fought at the Battle of Dogger Bank. Bonaparte: 18 gun brig. Bucentaure: Villeneuve's flagship in Toulon, on the Atlantic crossings, and at Trafalgar. Wrecked on reef after the battle. Carrère: The frigate in which Murat and other generals escape from Egypt in 1799. Napoleon is in the other ship of the squadron, aboard the Muiron. Concorde: 44 gun Frigate, flagship of the squadron that took the sloop Hyaena, the first prize taken by either side in the Revolutionary/Napoleonic wars. Conquerant: 74 gun ship of the line which fought at the battle of the Nile. Dédaigneuse: 44 gun frigate. Desaix: 74 guns, commanded by Captain ChristyPallière. Involved in the Battle of Algeciras Bay. Diane: 34 gun frigate which fought at the Nile. Droits de l'Homme: 74 guns, destroyed by the British frigates Amazon & Indefatigable with two thousand men aboard in a famous action in the Channel in 1796. Duguay-Trouin: 74 gun ship of the line which fought at Trafalgar and captured by the english in 1805. Formidable: 80 guns. Involved in the Battle of Algeciras Bay. Is Rear Admiral Dumanoir's flagship in command of rear division at Trafalgar . Fougueux: Ship of the line at Trafalgar . Franklin: 80 guns, with the French fleet at the Nile; is forced to surrender. Généreux: 74 guns, one of only two ships of the line that escaped from the Nile. Gloire: Ship-rigged 12-gun privateer. Guerrier: 74 gun ship of the line which fought at the battle of the Nile. Guillaume Tell: 80 guns, one of only two ships of the line that escaped from the Nile.

Hannibal: 74 guns. Captured from the British in 1801. Heros: 74 gun ship of the line which fought at Trafalgar. Heureux: Ship of the line; forced to surrender at the Nile. Indomptable: 80 guns. Involved in the Battle of Algeciras Bay. At Trafalgar leads the attempt to recover prizes after the battle and went ashore afterwards. Infatigable: Frigate with Admiral Missiessy's squadron in Rochefort. Intrépide: 74 guns. Justice: 34 gun frigate which fought at the Nile. L'Orient: 120 guns, (formerly Sans Culotte) Brueys' flagship escorting Napoleon to Egypt and at The Nile, where she catches fire and blows up spectacularly after being engaged by three British ships. La Cleopatre: 40 gun Frigate, commanded by Captain Mullon in the first equal ship-to-ship of the Revolutionary / Napoleonic wars (18 June 1783), when she was taken by the 40-gun Nymphe, by boarding. Magnanime: 74 guns, Captain Allemand, with Admiral Missiessy's squadron in Rochefort. Engaged by Antigone when attempting to escape the blockade. Majestueux: 120 guns, Admiral Missiessy's flagship in Rochefort with which he escaped the blockade. Mercure: Ship of the line; forced to surrender at the Nile. Mont Blanc: 74 guns. Muiron: 38 gun Frigate. The Frigate in which Napoleon escaped from Egypt in 1799. Neptune: Ship of the line at Trafalgar Papillon: French corvette cut out by Indefatigable in the Gironde. Peuple Souverain: 74 gun ship of the line which fought at the battle of the Nile. Peuple Souverain: Ship of the line; is dismasted and driven out of the action at the Nile before surrendering. Pluton: Ship of the line at Trafalgar. Redoubtable: Ship of the line at Trafalgar. San Antonio: 74 guns, taken by Superb off Gibraltar in 1800. Sans Culottes: 120 guns, renamed L'Orient when she becomes Brueys' flagship escorting Napoleon to Egypt and at The Nile. Scipion: 74 guns. Sérieux: Frigate; at the Nile she joins in the action, firing on Orion, and is sunk outright.

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Ship of the Line Spartiate: 74 gun ship of the line captured by the English at the battle of the Nile. Swiftsure: 74 guns, captured from the British and part of the French fleet at Trafalgar. Taken back by the British at Trafalgar, and renamed Irresistible (because there is another Swiftsure in the British fleet). Terrible: Ship of the line with Villeneuve's combined fleet returning from West Indies in 1805, intercepted by Calder. Timoléon: Ship of the line; runs ashore at the Nile, and is set on fire by her crew. Tonnant: Ship of the line; is the last French ship still firing at the Nile and the last to surrender. Utile: 32 gun Corvette taken by the 32-gun Southampton in 1796 in the Mediterranean. Vengeur: Ship of the line sunk by Brunswick in the Glorious First of June after a four-hour nearly pointblank battle. French legend had it that she sank still fighting, but in fact she eventually surrendered. Vestale: 36 gun Frigate (36 gun), taken by the 32 gun Terpsichore off Cadiz in 1796 but later recaptured.

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Ship of the Line British Ships Abergavenny: Ship of the line, in Jamaica up to 1801. Achilles: 74 gun ship of the line which fought at Trafalgar. Active: 28 gun frigate which fought at Camperdown. Adamant: 50 guns, part of the squadron keeping watch on the Dutch in 1797 before Camperdown. Took part in the battle. Agamemnon: 64 guns, commanded by Lord Nelson at the outbreak of war in 1793; the vessel in which Nelson begins to build his legend. Part of North Sea Fleet at Copenhagen Agincourt: Ship of the line at Camperdown. Ajax: Ship of the line which was in Nelson's fleet at Trafalgar. Alexander: 74 guns; at the Nile followed Vanguard outside the French line. Almene: Frigate, part of North Sea Fleet at Copenhagen Amazon: 36 gun Frigate, launched in 1795. In 1796, in company with Indefatigable, forced the French ship of the line Droits de l'Homme to be embayed and wrecked near Brest. Was herself wrecked in the action. Amazon: 38 gun Frigate, launched in 1799 as successor to the above. Led the frigates of the North Sea Fleet at Copenhagen. Amelia: 36 gun frigate, operating in the Western Mediterranean. Amethyst: Frigate with theDover fleet, 1804. Amphion: 32 gun frigate. Africa: 64 gun ship which fought at Trafalgar. Single handedly slowed the progress of the French/Spanish van. Antigone: Frigate, French-built c.1795. Ardent: 64 guns. Ariel: Sloop. Arrow: Frigate, part of North Sea Fleet at Copenhagen Audacious: 74 guns, was at the Nile in 1798, sailing inside the French line. Involved in Battle of Algeciras Bay. Aurore: Frigate. Avenger: 16 gun sloop. Bedford: 74 guns, scouted ahead of Rodney's fleet and finds the Spanish fleet before the Moonlight Battle. Belettes: Frigate wrecked on the Italian coast in 1796. Belleisle: ship of the line with Channel Fleet blockading Brest. Bellerophon: 74 guns; at the Nile followed

Vanguard outside the French line. Bellona: 74 guns, part of North Sea Fleet at Copenhagen. Biter: gun brig, part of North Sea Fleet at Copenhagen Blanche: 32 gun Frigate, part of Nelson's first squadron in 1796, taking Ceres and serving at Copenhagen. Blazer: gun brig, part of North Sea Fleet, wrecked on Swedish coast before Copenhagen. Blenheim: 74 guns. Lost at sea in the East Indies, presumably as a result of corrupt shipbuilding practices. Bloodhound: gun brig. Brilliant: Frigate. Britannia: 100 guns, with Jervis at St Vincent. Brunswick: Ship of the line which sank Vengeur in the Glorious First of June after a four-hour nearly point-blank battle. Burford: Ship of the line. Caesar: 80 guns. Flagship at the Battle of Algeciras Bay. Caligula: 74 guns, in the Western Mediterranean. Calpe: sloop, was the sloop that first sees Linois's squadron arrive at Algeciras in July 1801. Canopus: 98 guns, Rear Admiral Louis's flagship with Nelson off Cadiz and at Gibraltar Captain: 74 guns, Nelson's command at St Vincent in which he breaks the line and takes San Nicolas (80), the San Josef (112 gun) and, briefly, Santissima Trinidad (136). Cassandra: Frigate. Centaur: Ship of the line; was nearly in a mutinous state when seconded from the Channel Fleet to join St Vincent of Cadiz in the spring of 1798. Charwell: 32 gun frigate. Childers: sloop, fired on by the Brest batteries in the first shots of the Revolutionary/Napoleonic wars (3 January 1793), shortly before the declaration of war on 1 February). Conqueror: Ship of the line, which received surrender of Bucentaure at Trafalgar Constitution: Cutter. Cruizer: 18 gun brig, part of North Sea Fleet at Copenhagen Culloden: Ship of the line, led the British line at St Vincent. Later at the Nile, went aground at the start of the action. Cumberland: 74 guns. Cyclops: 36 gun frigate. Dart: 24 gun frigate, part of North Sea Fleet at Copenhagen. Dee: 38 gun frigate. Defence: 74 guns; one of the leading ships in the

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Ship of the Line general chase at the Moonlight Battle. At the Nile sailed outside the French line and was part of North Sea Fleet at Copenhagen. Defiance: 74 guns, Admiral Graves' flagship in North Sea Fleet at Copenhagen. Désirée: Frigate, part of North Sea Fleet at Copenhagen Diadem: Captain Towry, Nelson's flagship, as Commodore, at Bastia in 1796 at the time of Ramage's court martial. Doris: 36 gun Frigate, part of Channel Fleet off Brest. Dragon: 74 guns, discovered Villeneuve at Ferrol after his return from the West Indies before Trafalgar. Dreadnought: Collingwood's flagship off Cadiz. He shifted his flag to Royal Sovereign for Trafalgar. Eagle: Flagship of the fleet sent to America under Admiral Howe. Edgar: 74 guns, one of the leading ships in the general chase at the Moonlight Battle. Part of North Sea Fleet at Copenhagen Egyptienne: 36 gun Frigate, part of Calder's fleet that intercepted Villeneuve returning from West Indies. Elephant: 74 guns, part of North Sea Fleet at Copenhagen. Nelson temporarily moved his flag to Elephant from St. George to take advantage of her shallower draft. Entreprenante: Cutter with Nelson off Cadiz. Was at Trafalgar. Euryalus: 36 gun Frigate, part of Collingwood's fleet off Cadiz. Was at Trafalgar. Takes Villeneuve to England after the battle. Barfleur: 98 gun ship of the line which fought at Cape St. Vincent. Beaulieu: 40 gun Frigate which fought at Camperdown. Belliqueux: 64 gun ship of the line which fought at Camperdown. Berwick: 74 gun ship of the line captured by the French in 1795, fought at Dogger Bank. Bienfaisant: 74 gun ship of the line which fought at Dogger Bank. Captured from the French at Louisburg (Nova Scotia) in 1758. Blenheim: 98 gun ship of the line at Cape St. Vincent. The same name was also used by a 74 gun double decker. Bonne Citoyenne: 18 gun sloop which fought at Cape St.Vincent. Buffalo: 74 gun ship of the line which fought at Dogger Bank. Circe: 28 gun frigate which fought at Camperdown. Colossus: 74 gun ship of the line which fought at

Cape St.Vincent. Colossus: 74 gun ship of the line which fought at Trafalgar. Diligent: 12 gun brig which fought at Camperdown. Director: 74 gun ship of the line which fought at Camperdown. Discovery: Bomb vessel used at Copenhagen. Dolphin: 50 gun Frigate which fought at Dogger Bank. Egmont: 74 gun ship of the line which fought at Cape St.Vincent. Entreprenante: 8 gun gunboat which fought at Trafalgar. Euryalus: 36 gun frigate which fought at Trafalgar. Euryalus: The name Euryalus was used by both a 74 gun ship of the line and a 38 gun frigate at different times. Excellent: 74 guns; broke the line with Nelson at the Battle of St Vincent, taking the San Ysidro (74 gun). Falcon: 18 gun sloop. Ferret: 6-gun schooner tender to Abergavenny. Fisgard: Frigate, with Mediterranean fleet before Trafalgar. Foudroyant: Lord Keith's flagship in the Western Mediterranean . Later in 1800 was part of Nelson's squadron blockading Malta (still under Keith), played a part in defeating the French relief attempt under Perrée, taking his flagship Généreux, and then is one of the ships that take Guillaume Tell when she attempts to escape from Valetta. These were the last two ships left of the fleet destroyed at the Nile. Fox: Cutter, part of North Sea Fleet at Copenhagen. A second Fox, a sloop, served at Cape St.Vincent. Franchise: 36 gun frigate with the Channel fleet. Galatea: Frigate. Ganges: 74 guns, part of North Sea Fleet at Copenhagen Généreux: Ship of the line. Explosion: Bomb vessel used at Copenhagen. Fortitude: 74 gun ship of the line which fought at Dogger Bank and was involved in a raid on Corsica in 1794, in which it was repulsed by a gun tower on mortella point. Glatton: converted East Indiaman, armed only with carronades, commanded by 'Bounty' Bligh with the North Sea Fleet at Copenhagen Glory: Sterling's flagship as second-in-command to Calder intercepting Villeneuve. Goliath: 74 guns, was leading ship of the British line at the Nile, sailing inside the French line. Hannibal: 74 guns. Was taken by the French at the

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Ship of the Line Battle of Algeciras Bay in 1801, after running hard aground. Harpy: 18 gun brig/sloop, part of North Sea Fleet at Copenhagen. Hyaena: 24 gun sloop, the first prize taken by either side in the Revolutionary/Napoleonic wars. Taken by a French squadron led by Concorde (44 gun). Immortalité: ship of the line, with Channel Fleet blockading Brest, later with Lord Keith's fleet off Boulogne Indefatigable: 40 gun frigate. In 1804, in company with Amazon forced French ship of the line Droits de l'Homme to be embayed and wrecked during Brest blockade. Invincible: 74 guns, part of North Sea Fleet in 1801 but wrecked on way to Copenhagen. Isis: 50 guns, part of North Sea Fleet at Copenhagen Jamaica: Frigate, part of North Sea Fleet at Copenhagen Justinian: ship of the line. Kite: Lugger, messenger vessel for North Sea Fleet before Copenhagen Lark: Lugger, messenger vessel for North Sea Fleet before Copenhagen Leander: 50 guns, was at the Nile though by then considered too small to form part of the line. Leda: Frigate. Lion: 64 guns. Hecla: Bomb vessel used at Copenhagen. Irresistible: 74 gun ship of the line which fought at Cape St.Vincent. Isis: 58 gun Frigate which fought at Camperdown. King George: 34 gun frigate which fought at Camperdown. Lancaster: 64 gun ship of the line which fought at Camperdown, originally an east indiaman which was converted to military duty in 1797. Leviathan: 74 gun ship of the line which fought at Trafalgar and captured the third rate spanish ship San Augustin. Lively: 38-gun frigate. London: 98 guns. Flagship commanding North Sea Fleet at Copenhagen Lydia: 36 gun frigate. Malta: Ship of the line with Calder's fleet intercepting Villeneuve. Was badly damaged and sent home. Marlborough: Ship of the line. Mars: Ship of the line at Trafalgar. Villeneuve transferred to her after surrendering. Medusa: Frigate. Melpomène: Frigate with the channel fleet in

1804. Minerve: 38 gun Frigate, ship in which Nelson hoisted his pennant as Commodore (1796). Under his command took the Spanish frigate Sabina (40 gun). Minotaur: 74 guns; at the Nile followed Vanguard outside the French line. Monarch: 74 guns, Flagship at Camperdown. Later part of North Sea Fleet at Copenhagen Majestic: 74 gun ship of the line which fought at the battle of the Nile. Launched from Deptford in 1785. Mars: 74 gun ship of the line which fought at Trafalgar. Martin: 8 gun gunbrig which fought at Camperdown. Monmouth: 64 gun ship of the line which fought at Camperdown and was built in 1796. Montagu: 74 gun ship of the line, led a fleet wide mutiny in 1797 and fought at Camperdown. Mutine: 12 gun brig captured from the French by the English in 1797, fought in the battle of the the Nile (1798) Naiad: 38 gun frigate which fought at Trafalgar. Naiad: Frigate at Trafalgar. Namur: 98 gun ship of the line at Cape St. Vincent, later cut down to a 74 gun double decker. Neptune: 98 gun ship of the line which fought at Trafalgar under the command of Captain (later Admiral Sir) Thomas Freemantle. Niger: 32 gun frigate which fought at Cape St.Vincent. Northumberland: Ship of the line; was blockading Malta in 1800. Nymphe: Frigate. In the first equal ship-to-ship of the Revolutionary / Napoleonic wars (18 June 1783), when she took the 40 gun La Cleopatre by boarding. Orion: 74 guns; at St Vincent took the 112 gun Salvador del Mundo. Was at the Nile in 1798, sailing inside the French line. Pasely: Sloop attached to Superb in the watch on Cadiz between the two actions of the Battle of Algeciras Bay. Phoebe: Frigate at Trafalgar. Pickle: Sloop with the fleet at Trafalgar. Pique: 36 gun frigate attached to squadron in Jamaica (c. 1803-1805). Pluto: 74 guns. Otter: Fireship destroyed at Copenhagen. Phoebe: 36 gun frigate which fought at Trafalgar. Pickle: 10 gun sloop which fought at Trafalgar. Carried news of Nelson's death back to England. Polyphemus: 74 guns, part of North Sea Fleet at

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Ship of the Line Copenhagen Pompée: 74 guns. Virtually a hulk after the Battle of Algeciras Bay in 1801. Porcupine: Frigate. Prince of Wales: 98 guns, Calder's flagship intercepting Villeneuve returning from West Indies. Was sent home with him to stand trial after the action. Princess Charlotte: 36 gun frigate. Princess Royal: Ship of the line. Queen: 80 guns, with Louis' fleet in Gibraltar before Trafalgar. Collingwood's flagship after Royal Sovereign was dismasted. Ramillies: 74 guns, part of North Sea Fleet at Copenhagen Resolution: 74 guns; was the fastest ship in the general chase after the Spaniards at the Moonlight Battle. Revenge: Ship of the line, at Trafalgar. Romney: 50 guns. Royal Sovereign: Ship of the line with Nelson's fleet before Trafalgar, but detached along with the Antigone to convoy troops to the Mediterranean. However she returned to England, was re-coppered and was back on station as Collingwood's flagship at Trafalgar. Russel: 74 guns. Russell: Frigate, part of North Sea Fleet at Copenhagen. San Fiorenzo: 36 gun frigate. Sandwich: Rodney's flagship at the Moonlight Battle. Sibella: 28 gun Frigate, sunk by the French 74 gun Barras in 1796 in the Western Mediterrean. Sirius: 36 gun Frigate, with Channel Fleet blockading Brest. Was at Trafalgar Southampton: 32 gun Frigate with the Mediterranean fleet in 1795-6. Sparkler: gun brig, part of North Sea Fleet at Copenhagen. Speculator: lugger with the squadron keeping watch on the Texel before Camperdown. Spencer: 74 guns. Involved in Battle of Algeciras Bay. Later with Louis' fleet in Gibraltar before Trafalgar. St. George: 98 guns, Nelson's flagship in North Sea Fleet and at Copenhagen. Success: Frigate. Superb: 74 guns. Surinam: 18 gun sloop. Sutherland: 74 guns. Swiftsure: 74 guns and confusingly named since there was another Swiftsure which was taken by the French, who kept her name. At the Nile followed

Vanguard outside the French line. Téméraire: 98 guns, at Trafalgar. Terpsichore: 32 gun Frigate, took the first Spanish ship to be captured after Spain joined on the French side in 1796, the 34 gun Mahonesa, off Malaga. Later took the French 36 gun frigate Vestale off Cadiz. Thames: Frigate attached to Superb in the watch on Cadiz between the two actions of the Battle of Algeciras Bay. Theseus: 74 guns, was at the Nile in 1798, sailing inside the French line. After the battle is one of the two ships that help at the defence of Acre in 1799. Tigre: 74 guns, is commanded by Sir Sidney Smith at the siege of Acre in 1799. Trumpeter: 74 guns. Vanguard: 74 guns, sent under Nelson into the Mediterranean in spring 1798. Was Nelson's flagship at the Nile, leading the ships that sail outside the French line. Venerable: 74 guns. Flagship at Camperdown. Involved in Battle of Algeciras Bay. Veteran: 74 guns, part of North Sea Fleet at Copenhagen Victory: 112 guns, flagship of the Mediterranean fleet. Nelson's flagship on Toulon blockade and at Trafalgar Ville de Paris: 112 guns, Flagship on Brest blockade Vincejo: 18 gun brig/sloop. Powerful: 74 gun ship of the line which fought at Camperdown. Preston: 50 gun Frigate which fought at Dogger Bank. Prince George: 98 gun ship of the line at Cape St. Vincent Prince: 98 gun ship of the line which fought at Trafalgar. Princess Amelia: 80 gun ship of the line which fought at Dogger Bank. The infamous Captain Bligh of the Mutiny on the Bounty story served as a fifth lieutenant on the Princess Amelia in 1782, leaving shortly after the battle for Dogger Bank. Raven: 18 gun sloop which fought at Cape St.Vincent. Rose: 28 gun frigate which fought at Camperdown. Sirius: 36 gun frigate which fought at Trafalgar. Spartiate: 74 gun ship of the line captured from the French at the battle of the Nile. Fought at Trafalgar. Sulphur: Bomb vessel used at Copenhagen. Terror: Bomb vessel used at Copenhagen. Thunderer: 74 gun ship of the line which fought at Trafalgar.

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Ship of the Line Tonnant: 80 gun ship of the line which fought at Trafalgar. Notable for twice fighting off French borders during the battle. Triumph: 74 gun ship of the line which fought at Camperdown. Volcano: Bomb vessel used at Copenhagen. Windsor Castle: Ship of the line with Calder's fleet intercepting Villeneuve. Badly damaged and sent home. York: 64 guns, foundered in the North Sea due to corrupt shipbuilding practices. Chief among them was the use of "devil bolts'; instead of using copper bolts to hold the ship's timbers together at key points, the bolts were faked by inserting copper heads and tails in the appropriate positions connected only by hidden wooden dowels. Zealous: 74 guns, with Louis' fleet in Gibraltar before Trafalgar. Zebra: Bomb vessel used at Copenhagen. Zephyr: Fireship destroyed at Copenhagen.

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Ship of the Line Spanish Ships

America: Ship of the line with Villeneuve's combined fleet returning from West Indies in 1805, intercepted by Calder. Argonauta: 80 guns. One of the ships that escaped Sir James Saumarez' fleet off Gibraltar in 1800. Was with Villeneuve's combined fleet returning from West Indies in 1805, and intercepted by Calder. Argus: 12 gun Brig which fought at Trafalgar. Atlante: 74 gun ship of the line which fought at Cape St.Vincent. Bahama: 74 gun ship of the line which fought at Cape St.Vincent. Bahama: 74 gun ship of the line which fought at Trafalgar and was captured by the British. Cacafuego: 32 gun xebec frigate, capable of being rigged as a ship (square sails) or a xebec (lateen sails). Clara: 34 gun frigate. Concepción: 112 gun ship of the line which fought at Cape St.Vincent. Conde de Regla: 112 gun ship of the line which fought at Cape St.Vincent. Cornelie: 44 gun Frigate which fought at Trafalgar. Fama: 34 gun frigate. Fénix: 130 guns; de Langara's flagship at the Moonlight Battle. She strikes to Sandwich, and is renamed Gibraltar. Guipuscoano: 64 guns, flagship of a squadron of four frigates, two corvettes convoying 15 merchantmen, taken by Rodney's fleet off Finisterre in 1780. Renamed Prince William. Hermenegildo: 112 guns, destroyed by Superb off Gibraltar in 1800. Hermione: 44 gun Frigate which fought at Trafalgar. Hortense: 44 gun Frigate which fought at Trafalgar. Infante de Pelayo: 74 gun ship of the line which fought at Cape St.Vincent. Mahonesa: 34 gun Frigate, the first Spanish ship taken (by Terpsichore) after Spain allied with France in 1796. Medea: 40 gun frigate. Mercedes: 34 gun frigate. Monarca: Ship of the line at Trafalgar. Wrecked after the battle. Monarcha: Ship of the line; strikes to Sandwich at the Moonlight Battle. Montanez: 74 gun ship of the line which fought at Trafalgar. Natividad: 50 guns. Neptuna: 74 gun ship of the line which fought at

Cape St.Vincent. Neptuno: Ship of the line at Trafalgar. Taken and retaken; returns to Cadiz. Oriente: 74 gun ship of the line which fought at Cape St.Vincent. Principe de Asturias: 112 guns, flagship of Admiral Gravina at Trafalgar . Rayo: 100 guns, fought at Trafalgar. Wrecked after the battle. Purìsima: 112 gun ship of the line which fought at Cape St.Vincent. Real Carlos: 112 guns, destroyed by Superb off Gibraltar in 1800. Rhin: 44 gun Frigate which fought at Trafalgar. Sabina (also Santa Sabina): 40 gun Frigate, taken by Nelson in the 38 gun Minerve in 1796. Commanded at the time by Don Jacobo Stuart, a great-grandson of James II. Salvador del Mundo: 112 guns, taken by Orion at St Vincent. San Antonio: 74 gun ship of the line which fought at Cape St.Vincent. San Augustino: 74 gun ship of the line which fought at Trafalgar. San Catalina: 40 gun frigate. Strikes to Success and Vernon. San Domingo: 74 guns, sunk at the Moonlight Battle. San Eugenio: 74 guns, runs aground at the Moonlight Battle. San Fermìn: 74 gun ship of the line which fought at Cape St.Vincent. San Francisco: Ship of the line at Trafalgar. Goes ashore after the battle. San Idelfonso: 74 gun ship of the line which fought at Trafalgar and was captured by the British. San Ildephonso: 74 gun ship of the line which fought at Cape St.Vincent. San José: 112 gun ship of the line which fought at Cape St.Vincent. San Josef: 112 guns, taken by Nelson's 74 gun Captain at St Vincent. San Juan Nepomuceno: 74 gun ship of the line which fought at Cape St.Vincent. San Juan Nepomuceno: 74 gun ship of the line which fought at Trafalgar and was captured by the British. San Justo: 74 gun ship of the line which fought at Trafalgar. San Leandro: Ship of the line at Trafalgar. San Nicolas: San Ysidro: 74 guns, taken by the 74 gun Excellent at St Vincent. San Pablo: 74 gun ship of the line which fought at Cape St.Vincent.

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Ship of the Line San Ysidro: 74 gun ship of the line which fought at Cape St.Vincent. Santa Ana: 112 guns, at Trafalgar. Taken and retaken; returns to Cadiz.. Santa Anna: 112 gun ship of the line which fought at Trafalgar. Captured by Royal Sovereign during the battle but then managed to escape to Cadiz. Santa Theresa: Frigate taken by Cyclops during the Moonlight Battle. Santissima Trinidad: 136 guns, world's largest ship of the line. Flagship of Admiral de Cordova at St Vincent, when she is briefly taken but rescued. Ironically had she been captured, there was no British dockyard big enough to repair her. Flagship of Rear Admiral Cisneros at Trafalgar. Soberano: 74 gun ship of the line which fought at Cape St.Vincent. Terrible: 74 gun ship of the line which fought at Cape St.Vincent. Themis: 44 gun Frigate which fought at Trafalgar.

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Ship of the Line Danish Ships

Elephanten: 70 gun ship of the line which fought at Copenhagen. Danmark: 74 gun ship of the line which fought at Copenhagen. Trekroner: 74 gun ship of the line which fought at Copenhagen. Saelland: 74 gun ship of the line which fought at Copenhagen. Jylland: 74 gun ship of the line which fought at Copenhagen. Prøvesteenen: 74 gun ship of the line which fought at Copenhagen. Mars: 60 gun frigate which fought at Copenhagen. Holsteen: 60 gun frigate which fought at Copenhagen. Indfødsretten: 60 gun frigate which fought at Copenhagen. Dannebroge: 60 gun frigate which fought at Copenhagen. Wagrien: 60 gun frigate which fought at Copenhagen. Hiaelperen: 40 gun frigate which fought at Copenhagen. Iris: 40 gun frigate which fought at Copenhagen. Aggershuus: 24 gun frigate which fought at Copenhagen. Cronborg: 24 gun frigate which fought at Copenhagen. Nyeborg: 24 gun frigate which fought at Copenhagen. Rendsborg: 24 gun frigate which fought at Copenhagen. Sarpen: 12 gun brig which fought at Copenhagen. Nidelven: 12 gun brig which fought at Copenhagen. Elven: 12 gun sloop which fought at Copenhagen. Nykøbing: 8 gun gunboat which fought at Copenhagen. Aalborg: 8 gun gunboat which fought at Copenhagen. Christiansund: 8 gun gunboat which fought at Copenhagen. Arendel: 8 gun gunboat which fought at Copenhagen. Langesund: 8 gun gunboat which fought at Copenhagen. Odense: 8 gun gunboat which fought at Copenhagen. Flensborg: 8 gun gunboat which fought at Copenhagen. Stege: 8 gun gunboat which fought at Copenhagen.

Stavaern: 8 gun gunboat which fought at Copenhagen. Viborg: 8 gun gunboat which fought at Copenhagen. Naskau: 8 gun gunboat which fought at Copenhagen.

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Ship of the Line Dutch Ships

Admiraal de Ruijter: 64 gun ship of the line, fought at Dogger bank. Admiraal Generaal: 74 gun ship of the line, fought at Dogger bank. Admiraal Piet Hein: 64 gun ship of the line, fought at Dogger bank. Ajax: 14 gun sloop, fought at Camperdown. Alkmaar: 56 gun frigate, fought at Camperdown and was captured by the english in 1797. Ambuscade: 32 gun frigate, fought at Camperdown. Argo: 52 gun frigate which fought at Dogger bank. Captured by the english in 1796. Atalanta: 14 gun sloop, fought at Camperdown. Batavier: 64 gun ship of the line, fought at Dogger bank. Was later downgraded to 56 guns, fought at Camperdown and was captured by the english in 1799. Beschermer: 54 gun frigate, fought at Camperdown and was captured by the english in 1799. Brutus: 64 gun ship of the line, fought at Camperdown. Cerberus: 64 gun ship of the line, fought at Camperdown. Daphne: 14 gun sloop, fought at Camperdown. Delft: 56 gun frigate, fought at Camperdown. Erfprins: 64 gun ship of the line, fought at Dogger bank. Galathe: 14 gun sloop, fought at Camperdown. Gelijkheid: 64 gun ship of the line, fought at Camperdown. Haarlem: 64 gun ship of the line, fought at Camperdown. Heldin: 32 gun frigate, fought at Camperdown. Hercules: 64 gun ship of the line, fought at Camperdown. Captured by the english in 1797. Het Haasje: 8 gun gunboat, fought at Camperdown. Holland: 64 gun ship of the line, fought at Dogger bank. Jupiter: 64 gun ship of the line, fought at Camperdown. Captured by the english in 1797. Leyden: 74 gun ship of the line, fought at Camperdown. Captured by the english in 1797. Mars: 44 gun frigate, fought at Camperdown and was captured by the english in 1799. Also a 38 gun frigate captured by the english in 1781. Minerva: 24 gun frigate, fought at Camperdown. Monnikendham: 44 gun frigate, fought at Camperdown. Staten Generaal: 74 gun ship of the line, fought at

Camperdown. Tjerk Hiddes: 64 gun ship of the line, fought at Camperdown. Captured by the english in 1797. Vrijheid: 72 gun ship of the line, fought at Camperdown. Captured by the english in 1797. Waakzamheid: 24 gun frigate, fought at Camperdown. Wassenaer: 72 gun ship of the line, fought at Camperdown. Captured by the english in 1797.

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Ship of the Line Counters The next few pages are counters for play. They are divided into four types and three groups. The groups are by nation and the types are Cutter, Sloop, Frigate and Ship of the Line. Brigs should use the Sloop counters and Gunboats the Cutter counters.

British Vessel

Cutter

French Vessel

Sloop

Spanish Vessel

Frigate

Dutch Vessel (Batavian Republic of 1796-1813)

Ship of the Line

Danish Vessel

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Ship of the Line Counter Assembly The counters are designed to be cut out an folded into stand up pieces. A õFold Here

1. Cut out round the outside black lines. 2. Fold where indicated.

õFold Here

B

3. Place a dab of glue on the back of each picture then fold the counter up so the pictures are back to back and tabs A & B act as a stand.

õFold Here

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Ship of the Line

Cutter

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Cutter

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Cutter

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Cutter

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Cutter

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Cutter

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Cutter

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Sloop 1

Sloop 2

Sloop 3

Sloop 4

Sloop 5

Sloop 6

Sloop 7

Frigate 1

Frigate 2

Frigate 3

Frigate 4

Frigate 5

Frigate 6

Frigate 7

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Ship of the Line

Ship of the Line

Ship of the Line

Ship of the Line

Ship of the Line

Ship of the Line

Ship of the Line

Ship of the Line

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Ship of the Line

Islands 49

Ship of the Line

Cutter

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Sloop 1

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Sloop 7

Frigate 1

Frigate 2

Frigate 3

Frigate 4

Frigate 5

Frigate 6

Frigate 7

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Ship of the Line

Ship of the Line

Ship of the Line

Ship of the Line

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Ship of the Line

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Ship of the Line

Cutter

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Sloop 1

Sloop 2

Sloop 3

Sloop 4

Sloop 5

Sloop 6

Sloop 7

Frigate 1

Frigate 2

Frigate 3

Frigate 4

Frigate 5

Frigate 6

Frigate 7

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Ship of the Line

Ship of the Line

Ship of the Line

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Ship of the Line

Cutter

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Cutter

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Cutter

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Sloop 1

Sloop 2

Sloop 3

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Sloop 6

Sloop 7

Frigate 1

Frigate 2

Frigate 3

Frigate 4

Frigate 5

Frigate 6

Frigate 7

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Ship of the Line

Ship of the Line

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Ship of the Line

Cutter

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Cutter

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Cutter

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Cutter

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Sloop 1

Sloop 2

Sloop 3

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Sloop 7

Frigate 1

Frigate 2

Frigate 3

Frigate 4

Frigate 5

Frigate 6

Frigate 7

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Ship of the Line

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Ship of the Line

Fireship 1

Bomb Vessel 1

Small Merchant 5

Fireship 2

Bomb Vessel 2

Large Merchant 1

Fireship 3

Fireship 4

Bomb Vessel Small 3 Merchant 1

Large Merchant 2

Large Merchant 3

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Explosion Ship 1

Explosion Ship 2

Explosion Ship 3

Small Merchant 2

Small Merchant 3

Small Merchant 4

Large Merchant 4

Large Merchant 5

Large Merchant 6

Ship of the Line Glossary of Naval Terms Able Seaman

Knowledgeable sailor.

Afore

To the front of the vessel.

Aft

To the rear of the vessel.

Ahoy

A sailor's call to draw attention.

Aloft

High in the masts or rigging.

Amidships

In the middle of the vessel.

Articles

Contract signed by pirates or privateers when signing with a ship. It stated the rules as well as shares of profits.

Astern

Behind.

Avast

Stop

Ballast

Heavy materials at the bottom of a ship used to keep the ship upright.

Bar

Shallow water in entrance to harbour.

Barque

Three-masted ship.

Beam

Width of ship.

Bear Away

Change direction to sail before the wind.

Bilges

Bottom compartment of ship, usually filled with waste water.

Black Jack

A leather tankard made stiff with a coating of tar. Used by dockside pubs and taverns to serve wine and beer. Also a term used for a short weighted leather club (tarred) using to strike blows to the head to knock out people.

Blow

Short, intense gale or storm.

Boarding Nets

Nets strung out from ship's side to stop boarding.

Boatswain or Bosun The Warrant Officer in charge of sails, rigging, anchors and associated gear. Booty

Term for profits taken from plunder.

Boucan

French word for a grill used to smoke meat. The word buccaneer came from boucan. Smoking meat for sale to passing ships was common from about 1620 to 1670. Men were illegally hunting and smoking the meat until the Spanish cracked down on them. Many took up pirating since their livelihood was over. These men at the time were known as Boucaniers.

Bow or fore

The front end of a ship

Bowlines

Ropes attached to sails to pull them forward.

Bowsprit

Spar at the front of a ship.

Box Haul

Sharp turning of a ship.

Brace

Rope used to hold direction of a sail.

Brigantine

Two-masted ship.

Bring To

Slowing a ship so that it almost stops by heading it into the wind.

Broadside

The firing of all guns on one side of a ship.

Buccaneer

The Term originally applied to the hunters of wild oxen and pigs on the island of Hispaniola, but later it was used to describe the pirates and privateers who plundered the shipping and coastal towns in the West Indies and on the coasts of South and Central America in the second half of the seventeenth century.

Bulkhead

A heavy “wall” which divides the inside of a ship into separate partitions.

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Ship of the Line Bumboo

A mixture of rum, water, sugar, and nutmeg. Favoured among West Indians as well as buccaneers and pirates.

Cable

A term for heavy rope.

Cable (length)

A length of 240 yards.

Cannon

A muzzle loading gunpowder weapon which hurls a metal ball (or other ammunition) at high speed at a target. In Ship of the Line a single cannon system on a ship actually represents a battery of several cannons, which are treated as one unit for firing purposes.

Canvas

A game term for a group of sails.

Capstan

Large cylindrical device that sailors inserted poles into to help haul up cables.

Careen

Lying a ship on its side to allow its hull to be cleaned. The ship is bought into shallow water, then when the tide goes it out it rolls sideways, allowing it to be cleaned. On the next high tide it can be floated off again.

Carronade

A short, fat, cannon. It has a shorter range than a standard cannon, but packs more punch.

Cat'O'NineTails

A whip made from knotted ropes, used to punish crewmen.

Caulking

Using unpicked rope and pitch to seal gaps in planks. The caulking on a ship had to be regularly replaced as it wore out.

Chaser

A small calibre gun mounted on the fore or aft of the ship, used to fire on targets who are following you, or who you are following.

Close-Hauled

Rigging a ship to sail directly into the wind.

Cog

A ship developed in the medieval period, partly to resist attacks by longships (as used by the Vikings). It had very high sides to prevent boading and a raised bow and stern where archers would be stationed.

Colors

The flag flown by a vessel to show her nationality.

Commissions

Governments would issue these licenses to privateers. They authorized raids on foreign shipping.

Corsairs

A Pirate or Privateer operating in the Mediterranean. The most famous corsairs were those based on the Barbary Coast of North Africa who were authorized by their governments to attack the merchant shipping of the Christian countries.

Crimp

A person who is tricked or press ganged into serving on a crew.

Crows nest

A basket at the top of the main mast where a look-out is stationed. The height gives them the best possible visibility.

Cutlass

A short, heavy, curved sword. The preferred weapon of many a pirate.

Cutter

Single-masted small ship.

Davy Jones' Locker

According to sailor's lore, Davy Jones is an evil spirit in the sea. His locker was the ocean where he received dead sailors.

Deck

The exposed area of the ship where the men did their work.

Dirk

A long thin knife. It was used for fighting in close quarters, as well as cutting rope.

Doubloon

A gold coin minted by Spain or Spanish colonies. Worth about seven weeks pay for an average sailor

En Flute

A warship without some, or all, of its cannons.

Fathom

A measure of six feet, used to describe the depth of water.

Figurehead

A carved figure perched on the front or bow of sailing vessels that helped establish a ship's identity. This also refers to the captain when the spouse is on board. Historically the figurehead was credited with the ability to ward off evil spirits (many Mediterranean ships have eyes painted on the prow, which were believed to ward off the evil eye).

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Ship of the Line Flag Officer

A senior officer in charge of a squadron or fleet (usually an Admiral). A flag officer has their own personal flag which is flown from the mast of the ship they are on board.

Flagship

The vessel which the commander of a fleet or squadron operates from. It flies the commanders personal pennant (his flag), hence Flagship.

Flibustier

French term for pirates during the golden age of piracy.

Fluke

The portion of an anchor that digs securely into the bottom, holding the boat in place; also a term for any occasion when the anchors digs in on the first try.

Fore

Front of a ship.

Forecastle

Small deck at front of ship.

Freebooter

Another term for pirate.

Gaff

Yard supporting top of a sail.

Gasket

Platted rope holding sails to yards.

Gibbet

A wooden frame from which dead pirates were hung, often in a metal cage especially fitted for the dead man. This was done as a warning to others who would think of taking up a career in piracy.

Go on the account

To embark on a piratical cruise

Grog

British naval seamen received a portion of liquor every day. In 1740, Admiral Edward Vernon ordered the rum to be diluted with water. Vernon's nickname was Old Grogram, and the beverage was given the name grog in their disdain for Vernon.

Grommet

A name British seamen gave to an apprentice sailor, or ship's boy. The word comes from the Spanish word grumete, which has the same meaning.

Gun

A generic term for any firearm. Includes cannons, chasers and carronades.

Halyards

Ropes to raise or lower sails.

Haul Off

Move away.

Heave To

Stopping a ship by heading it into the wind.

Heel

The term used to describe a ships leaning to one side under the influence of wind and sail (a ship heeling to starboard is leaning to the right).

Hull

The main body of a ship, built out of heavy wooden timbers.

Jib

Triangular sail at prow of ship.

Jolly Boat

A small craft used by the ships crew for general work. The term “jolly boat” comes from the crafts use as a ferry to take the crew ashore for rest and recreation.

Jolly Roger

The Jolly Roger was the pirate's flag. It had a black background and a symbol (usually white) symbolizing death. The jolly roger came into use about 1700. Before then pirates used the colors of their nationality. Only Edward England flew a flag with the skull and crossbones motif, but all those flying the Jolly roger had symbols signifying either death, violence or limited time. The variations were unlimited.

Keel

Lowest lengthwise running timber of ship.

Land Ho!

Traditional calling when a sailor sights land.

Landlubber

Lubber is an old slang word for someone who is stupid and lazy. Sailors added land to it to describe someone stupid about the ways of life aboard a ship.

Landsman

Inexperienced sailor.

Larboard

Port.

Lateen sail

A triangular sail.

Lee

Downwind. The lee side of a ship is that which is downwind, and a fleet in a lee position is downwind from their enemy.

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Ship of the Line Leeward

Same direction as the wind. Ships under sail heel to leeward and this reduces the effectiveness of guns on the leeward side.

Letters of Marque

A commission or license issued by the government authorizing seizure of enemy property. In Britain and her colonies the letter was issued by the sovereign, the Lord High Admiral, or a Colonial Governor. Such letters were purchased by entrepreneurs, a percentage of their prizes was kept by the issuing authority and any remainder was split evenly between the crew of the privateer.

Light cannon

A game term used to describe a smaller calibre cannon, normally only found on merchant ships.

Log-line

A knotted rope and piece of wood that measures a ship's speed.

Long boat

A long rowing boat, often called a pinnace.

Luff

Turn a ship closer to wind.

Lugger

A small two or three masted ship intended for fishing, coasting or sailing.

Lug sail

A four-sided sail.

Lying To

Position a ship is in after being brought to.

Maroon

Pirates used marooning as an act of punishment. A transgressor of their codes would be stripped and left upon an isolated island with only a few supplies, if any at all. Most transgressors preferred a quick death to marooning, for it could mean starvation or worse, isolation for years, until rescue or death.

Mast

These were upright beams which sails were suspended from. The number of masts varied. Their names were, mainmast ( largest mast centrally located ), fore-mast ( front of ship ), aft-mast ( rear of mainmast ), mizzenmast ( usually lateen-rigged, rear and sometimes front of ship, used to improve steering ), bowsprit ( extended out at an angle over the bow ).

Mate

The word mate comes from the word meat, and originally meant people who shared food. Later it came to be known as a companion. Mate was also the title of an officer aboard naval and merchant ships. The mate oversaw the sailors, ensuring that the captain's orders were carried out. He also was responsible for stowing cargo and organizing the crew's work.

Midshipmen

Junior-ranking officers who would assist in the control of the crew. Most midshipman were teenagers, those surviving being promoted to lieutenant in a few years.

Mizzen

Rear of a ship.

No Purchase, No Pay

A term used to mean "no plunder, no pay". At the time, the English word purchase referred to any plunder, loot, or booty. A pirate sailing under this term (in the ship's articles) would have to seize loot or forfeit pay.

Ordinary Seaman

Sailor with limited experience.

Orlop deck

The lowest deck on a vessel.

Packet

Small, fast ship for sending despatches and orders.

Peg Leg

This was a nickname, given by pirates to those who had replaced a leg with a wooden prosthetic. The Spanish name is Pié de Palo, the Dutch is Houtebeen.

Peso (Piece of Eight)

The peso was the main coin in the Spanish-American colonies. It was slightly larger than the 19th century U.S. silver dollar. It had a value of eight reales. Often the coin would be cut into 8 sections, each one representing 1 reale. Hence the name "piece of eight". The Spanish government minted an immense amount of these coins and they were widely circulated.

Petty Officer

Included gunner's mates, quartermasters, master-at-arms, carpenter, bosun and cooper, the ship's master, chaplain and surgeon

Picaroon

Term meaning both pirate and slaver.

Pinnace

A ship's boat, usually towed behind the ship whilst at sea.

Plying

Turn to windward.

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Ship of the Line Point

A game term, used to describe a point where lines intersect on the game map. Ships move along the lines, from point to point.

Ponton

An English prison hulk, or converted ship hull where captured pirates were held.

Port

The left side of a ship, if you are facing forward.

Press Gang

A group of sailors who "recruit" for their ship using violence and intimidation

Privateer

An armed vessel or persons aboard, which are authorized by a commission or "letter of marque" from a government to capture the merchant vessels of an enemy nation.

Prize

A prize was a ship which was captured. The word is derived from the latin pretium, meaning prize, value, reward, wages.

Quarterdeck

As the need for castles (raised sections at fore and aft to act as firing platforms for archers) was diminished so too was their size. Fore and aft-castles were replaced with the terms quarter-deck and fore-deck.

Quartermaster

Under pirates, the quartermaster had an almost equal amount of authority as the captain. He was elected and as such was the crew's voice. If a ship was captured, the quartermaster almost always took over the captured ship. He maintained order, settled arguments, and distributed supplies. The quartermaster was in charge of all booty gained and distributed it among the crew.

Rake

Firing down the length of a ship from a position off of its bow or stern. A good raking shot will tear straight through the ships below decks, likely causing massive damage. In Ship of the Line a raking shot ignores Hull systems, only damaging non-Hull systems on a ship.

Ratlines

Ropes attached to a ship's shrouds that are used as ladders.

Reef

Lessen sail area by tying parts of it to the mast.

Rigging

The part of a ship which supports and operates the sails.

Royals

Square sails sitting beneath the topgallants.

Sailing

The art of getting from A to B in a sail driven vessel, slowly, whilst avoiding starvation, dehydration, disease, getting lost, mutiny, pirates and bad weather.

Schooner

A ship with two masts, where the fore mast is shorter than the aft mast.

Scuppers

Holes pierced in deck near bulwarks to allow surplus water to drain off.

Scurvy

A disease resulting from a vitamin C deficiency which results in weakness, anemia, and spongy gums.

Sea Rover

A pirate or pirate's ship.

Sheets

Ropes attached to bottom corners of sails.

Ships Articles

A document which governs the conduct of a private crew and ship. Anyone serving aboard a ship must follow the articles or face punishment. The articles were usually laid down by the ships master (its owner) and the captain.

Shiver my timbers

An imprecation used by "stage-sailors" presumably of nautical origin, shiver here is used in the sense of "to shatter" or "splinter into pieces", the timbers of a ship.

Shrouds

Support ropes attached to the masts.

Square-Rigged

A ship rigged with square sails at its bow.

Starboard

The right side of a ship, if you are facing forward

Stays

Forwards and backwards support ropes for the masts.

Stern or aft

Rear of ship.

Strike the Colors

To haul down a ship's flag as a signal of surrender.

Swab

A swab is a mop made from rope used to clean the deck. It is also an insult intended to show contempt for a crude, ignorant person.

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Ship of the Line Sweet trade

The career of piracy.

Tack

Way of a ship zig-zagging into the wind or turning it by steering to windward.

Tar

A pitchy substance used for various purposes aboard ship (such as caulking or protecting surfaces from water). Also a colloquial term for a British seaman.

Top

Platform around the mast.

Topgallant

Highest of the three spars used to make a mast.

Under sail

A ship which has its sails up and is moving is “under sail”

Under way

A ship which is “under way” is moving.

Walk the Plank

Walking the Plank referred to blindfolding a prisoner, tying his hands to his sides, and forcing him to walk a plank that was suspended out over the sea. This vivid description of pirate's torture and entertainment sparks the imagination, and well that it should, for that is where it sprang from. It is fictional, the work of 19th century artists.

Wear

Turn a ship by moving prow in direction of the wind.

Weather

Upwind. Opposite of lee, the weather side of a ship is that which is facing into the wind. A fleet in a weather position is upwind from their enemy.

Weather Gauge

To “have the weather gauge” over an enemy means you are upwind of them at the start of an engagement, a major advantage in sail driven ships.

Windage

How far a ship is blown off course by the wind.

Xebec

A small three masted vessel (frigate or smaller in game terms) with lateen and square sails.

Yard

Horizontal spar that holds up the sails.

Yardarm

Outer sections of the yard.

64

Ship of the Line Main Index Boarding Actions...................... 8 Boarding Phase........................ 5 Bomb Vessel.......................... 16 Booms.................................. 16 British Ships.......................... 36 Camperdown......................... 22 Cape St Vincent..................... 23 Capturing Ships....................... 8 Copenhagen.......................... 24 Danish Ships..........................43 Dutch Ships........................... 44 Escape.................................... 8 Estuaries............................... 14 Explosion ships...................... 15 Fifth Rate.............................. 32 Fire ships.............................. 15 Firing Phase............................ 5

First Rate................................ 32 Floating Battery........................16 Forts....................................... 13 Fourth Rate............................. 32 French Ships............................ 34 Galleys.................................... 17 Grappling Phase......................... 5 Harbours................................. 14 Heading.................................... 3 Islands.................................... 14 Legendary Officers.................... 12 Map.......................................... 3 Move Phase............................... 5 Order Phase...............................5 Raking Fire................................ 7 Ramming.................................. 8 Readiness................................ 15

65

Sailing Dice............................. 3 Second Rate.......................... 32 Shallows............................... 13 Sinking Phase.......................... 5 Sixth Rate............................. 33 Sloop.................................... 33 Spanish Ships........................ 41 Surrender Phase:..................... 5 The Nile................................ 26 Third Rate............................. 32 Tile........................................ 3 Towing.................................. 16 Trafalgar............................... 28 Victory.................................... 8 War of 1812.......................... 30 Wind Shadows....................... 17

FJ Gaming

FJ Gaming

FJ Gaming

FJ Gaming

FJ Gaming

FJ Gaming

Ship of the Line Maneuver Table Fore The numbered square indicates the ships start position.

Port

Starboard Aft

Close Hauled 1

Ç

6

7

2

È

3

ñ Ç

8

Å

Æ

4

5

9

10

ñ È

16

ñ ñ È

Reaching

Å ñ

Æ ñ

ñ

11

12

13

ñ ñ 14

Running

ñ ñ Ç

Å ñ ñ

Æ ñ ñ

ÉÅ

17

18

19

15

ÆÊ 20

Ship of the Line Maneuver Table Fore The numbered square indicates the ships start position.

Port

Starboard Aft

Close Hauled 1

Ç

6

7

2

È

3

ñ Ç

8

Å

Æ

4

5

9

10

ñ È

16

ñ ñ È

Reaching

Å ñ

Æ ñ

ñ

11

12

13

ñ ñ 14

Running

ñ ñ Ç

Å ñ ñ

Æ ñ ñ

ÉÅ

17

18

19

15

ÆÊ 20

Ship of the Line Maneuver Table Fore The numbered square indicates the ships start position.

Port

Starboard Aft

Close Hauled 1

Ç

6

7

2

È

3

ñ Ç

8

Å

Æ

4

5

9

10

ñ È

16

ñ ñ È

Reaching

Å ñ

Æ ñ

ñ

11

12

13

ñ ñ 14

Running

ñ ñ Ç

Å ñ ñ

Æ ñ ñ

ÉÅ

17

18

19

15

ÆÊ 20

Ship of the Line Maneuver Table Fore The numbered square indicates the ships start position.

Port

Starboard Aft

Close Hauled 1

Ç

6

7

2

È

3

ñ Ç

8

Å

Æ

4

5

9

10

ñ È

16

ñ ñ È

Reaching

Å ñ

Æ ñ

ñ

11

12

13

ñ ñ 14

Running

ñ ñ Ç

Å ñ ñ

Æ ñ ñ

ÉÅ

17

18

19

15

ÆÊ 20

“Raise the yardarm and roll out the guns!” Ship is a quick and easy game of sea battles in the age of fighting sail, playable by 2 or more players in an hour or less. If you enjoy this game you'll probably also enjoy our other micro-games: •





Biplane Barmy: WWI aerial action. Blazing Jets: Cold war dogfights. Marines vs. Zombies: urban survival horror.

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