Showing posts with label Trafalgar. Show all posts
Showing posts with label Trafalgar. Show all posts

Tuesday, 28 June 2011

Phalanx 2011


(A belated report on Phalanx Show)

Re-run of the Trafalgar game down at the Phalanx Show in St Helens. The journey down was good with the forcasted monsoon for the morning failing to appear.

The request for a big table had been granted and all four Hotz hex mats were in use. Matt had driven down early and had the game nearly set up. The rules had been tweaked to make firing at rigging more effective (but this was basically unused during game) plus a new critical hit rule for when 50% or more of shots hit.

From Phalanx

Monday, 25 April 2011

St George's Trafalgar


The all day Trafalgar Game to celebrate St George's Day. All ships supplied and painted by Matt, along with his home-brew rules, a cross-breed of Wooden Ships and Iron Men and a bucket of dice.

Admiral Telson commands the British as they engage the joint French and Spanish force commanded by Martin (Admiral Villeneuve) off the coast of Spain.

From St George's Trafalgar

Wednesday, 20 April 2011

Sea Trials


A trial run of Matt's once again heavily modified quick play rules; This being the final trial before Saturday's big St George's Day Trafalgar game.

A small encounter to try things out. Three British ships with Crack crew vs Four French, 3 74 gunners and a 80 gun, all with Average crews. Played over two partial Hex mats (The full game will be over four of these Hotz produced mats)

From Furness Wargamers at Sea

Wednesday, 6 May 2009

Rules (of) the Waves


A game of the recently released Trafalgar rules from Warhammer Historical, a supposed quick play Napoleonic Naval game.(and probably Warhammer Historical's last ever release since they are being folded into Forge World.)

Post Trafalgar scenario with the Brits hunting down the French in the Caribbean. A single French line trying to escape from two smaller British lines catching them up.

The starting positions
From Furness Wargamers


Given the starting positions my line was lucky to reach the last french ship at all. We received a bit of fire from it but were pretty much untouched during the rest of the game.

My three ships


My lead ship managed to get a bow rake in but that put the ship in a position where it could never catch up. Even after taking the risk of going to full sail it was a stretch to reach them.

Chasing the French


The tailender final struck his flag just as my other ships were lining up. And this is where the game came to a close.

Can't say what the rules are like as already house rules are being used before I've had a chance to play the originals. Firing arc changes and the need to confirm Criticals. Also a lot of discussion about the wind template and how you can sail at almost full speed into the wind. I dislike the critical house rule as damage from crits are not of the usual roll 6 and explode that you might expect so didn't really need tweaking.

Despite being quick play I could not describe them as fun, unlike Uncharted Seas, the fantasy naval game, which was also being played on another table. They managed to get two eventful games finished in the time it took for ours to fade out. Trafalgar is sort of an halfway house rules set, the Navy buffs at the club commended the book for its historic details but not for the way they were implemented.




Uncharted Seas is generating quite a bit of interest in the club, even from the 40Kers and RPGers. Graeme has currently got three fleets worth and is trying to tempt people into playing. If a few more jump into the game then I would seriously consider getting a fleet myself.

The Elven Fleet


The Dwarfs Engage


Colin managed to win both games with some killer combo cards to make up for his two hammerings last week.