Page Tabs
Saturday, 30 January 2021
All at Sea - Scourge vs Le Sans Culottes 13th March 1793
Wednesday, 20 January 2021
All at Sea - To Covet Glory in Narrow Seas!
![]() |
| HMS Scourge capturing the Sans Coulotte, 13th March 1793 - Thomas Yates |
![]() |
| The basic components as supplied in Gina Willis' download, printed to paper and glued to thick card https://boardgamegeek.com/filepage/144002/acg-grand-tactical-ai-movement-wheel-and-table |
That was until I saw a very interesting video presentation from Gina Willis who is the designer of a board game 'A Glorious Chance', hopefully soon to be published, covering the naval warfare on Lake Ontario during the War of 1812 for which she has designed a tactical simulation for those who would want to set up the engagements generated by the game on the table top.
In the video she demonstrates the use of her Grand Tactical AI Wheel which, by setting up the course of the AI ship in relation to the wind and the player's ship randomly generates some plausible course directions for the AI vessel, and I thought it might be fun to try on the table top to bring ships into close action or indeed have them run simply by taking an opposite course to that generated by the AI Wheel.
![]() |
| All the components cut and made ready for assembly |
Well that's the idea and so to test it I sat down at the weekend and put her design together, falling back on my old 'Blue Peter' skills (for non UK residents, a BBC TV kids show that taught you how to make models of Windsor Castle out of Cornflakes boxes and old washing up liquid bottles, back in the day when BBC made programs that people wanted to watch!) and with card, modelling knife and a Pritt stick made myself an AI Tactical Wheel that will generate my three numbers and help my AI vessel select a course to close with or run from the enemy.
![]() |
| Voila, one Grand Tactical AI Wheel for the use of! |
The idea is, that the three numbers it generates is read off against a chart with six course options next to each set of three numbers, selected by rolling a D6. The ship will generally head towards the threat and my intention is that if the commander decides that he will run instead then that course option is simply reversed - 'simples!' as the Meer Cat said (Sorry another British TV thing).
![]() |
| To Covet Glory- Wargames Vault |
The next idea was to choose a set of rules to marry with this idea and to further develop the thoughts around scenario set ups and small ship rules and that lead me to think about 'To Covet Glory' by Chris Stoesen, a small ship rules adaptation of Kiss Me Hardy together with a selection of some very interesting single small ship actions, with ideas around flying false colours and other such goodies.
![]() |
| Plenty of open sea for my little brigs to operate over |
The other idea was to take some of the scenario design ideas from another publication available through Wargames Vault, 'Narrow Seas' by Wargame Vault Curs'd-Captain Products, and their frigate war set of rules 'Enterprize' which sets up these smaller engagements within a framework around the ideas of chases and duels, designed to allow enough scope to tailor them to the rules you want to use.
![]() |
| Narrow Seas for Any Age of Sail-Game - Wargames Vault |
![]() |
| The red markers indicate 'gates' that facilitate set up arrival points and possible escape routes should a chase develop |
The scenario I chose to bring these ideas together was a simple action involving two brig-sloops that met 'a few leagues west of the Isles of Scilly on the 13th of March 1793' at the very start of the naval war of the French Revolutionary and Napoleonic War or 'Great War' as it was known before the titanic struggles of the twentieth century eclipsed it.
The reason for selecting To Covet Glory is that it is tailor made for these small ship engagements using Kiss Me Hardy as its foundation, a rule set I am very familiar with and of course using the chit activation system that makes them very solo play friendly. That said, I'm halfway through Rich Clarke's video recording on best ways to run games via Zoom, so I might see if we can get some live opposition in future games.
![]() |
| Everything set up and ready to go, with the wind direction established and the AI course director set up |
So to get things going I have set up the encounter between His Majesty's Brig-Sloop Scourge, nominally of sixteen guns but reported on the day of this encounter to have only mounted eight six-pounder long guns and with seventy men aboard, twenty men under strength, and under the able command of Captain George Brisac.
![]() |
| The very able Lieutenant Visage de Vache commanding the French privateer brig Le Sans Culottes |
![]() |
| Attention ennemi en vue! Le Sans Culottes is still beating to quarters as Scourge turns towards her |
Being a privateer merits the Sans Culottes as having a better than normal French crew, recognising their desire for prize money and volunteer status as 'Poor, Jolly Jack Tars', so this should make for a very interesting little fight.
Sunday, 14 January 2018
Kiss Me Hardy - Devon Wargames Group
Yesterday at our first club meeting for 2018 I took in the sailing ships and ran a Suffren v Hughes inspired scenario using Kiss Me Hardy from the Too Fat Lardies.
Devon Wargames Group - Kiss Me Hardy in the Indian Ocean
As mentioned in my annual review for 2017 I intend to do some work on my age of sail collection and the game gave me an opportunity to reassess KMH as a contender to use as a rule set for the larger games, twenty to thirty ships aside, that I have in mind.
That said I am not convinced that KHM are the most appropriate to use for that size of game and I intend to showcase an alternative option going forward but I think KMH are excellent for the smaller game with just a few ships involved and where the card play involved in KMH really comes to the fore.
Another aspect discussed in the DWG AAR was that of command and control, something I am keen to develop with the larger type of game and the added friction such additions could add.
As mentioned in the AAR I have put together a PDF of the scenario played yesterday and have posted it to My Scenarios library also available in the link below.
Kiss Me Hardy in the Indian Ocean - Scenario PDF
Lastly, thanks to Steve L we were able to play our game on his newly acquired Tiny Wargames Sea Mat, one of which I have on order as part of a club deal to equip members with the right kind of mats to add that bit extra to the kind of games we play. I think you will agree it looks pretty cool.
Sunday, 10 February 2013
Battle of Sadras 1782 - Devon Wargames Group
| Broadsides exchanged in the Indian Ocean |
However I recently came across a free App on the web called "Eight Bells"
Eight Bells Naval Rules App
This App offered the possibility of combining the fun aspects of card play with the game management of the computer. Having just recently acquired an Ipad for Xmas I was keen to try the rules out.
The pdf rules and scenarios are simple and straightforward and give an easy to follow structure for your game using the App to randomise movement, weather and wind, and combat. Entering ship data is simple and the game can be put down and come back to easily.
In addition, if like some, you prefer to roll your own dice, you can and by inputting the results on the App can use them to influence the system.
I immediately saw that the simple card play system that the rules come supplied with which are used to decide when each side can command their ships and conduct combat are easily adapted to more complex options that KMH has to offer, and yesterday I added in the Command Rules that KMH can use, which played very well.
We played the system for the first time yesterday with a good number of ships on each side and we quickly were running through the card play using the App. The system was flexible enough to allow us to adapt rule changes as we went along and the game was a lot of fun.
The ships come pre-loaded on the system offering options from 1st rate 130 gun vessels to unrated 10 gun cutters. The crew numbers are set at specific round numbers ie 50 to 1100 men. There are five crew ratings from Poor, Average, Good, Veterans and Elite. Once you have created a ship you can simply reproduce it in your "dry dock" giving each version its own name and for my game an identifying number.
When you want to create your game fleets you simply choose the ships required from your dry dock and place them in the fleet selected. This means that your creation is kept as built whist the copy is used by the game during your battle and will record casualties and damage.
Movement is governed by the system. You set the wind speed and direction. The system will remind you when this should be checked for changes. Each ship can set several (six or seven) sail settings from Let Fly to Full Sail which combined with the ships attitude to the wind and the score of three dice ends up giving you the option to move your model at the speed in cms of the single highest dice score or the sum of all three, with a bonus added to each according to the proceeding factors. This randomises movement enough to roughly predict what your ship will do under a particular sail set but still make it a challenge to sail several ships in company with each other. There are additional rules to customise your ships as poor or fast sailors by adding six cm to the score or only using two dice as the modifier. There is a suggested turning regimen of two points turned per move, however we simply used the KMH turning circles printed in cm moves with different radii for ship class.
All the gunnery options are included for pistol and musketry, ball, double shot, triple shot and chain, with suggested range restrictions as appropriate.
Damage is recorded by the system in percentage terms, thus your rigging, crew and hull start at 100% with damage degrading that figure as you play. The system automatically alerts you to any critical hits like shot up rudders, masts falling, captains killed or wounded, fires etc (the usual stuff!) Repairs are simply resolved by rolling a dice with a 4,5or 6 usually being required. The game master then updates the ship record manually to record the repair. Boarding requires your models to be locked together. You let the system know which side is attempting to board and depending which attempt this is, ie first second or third will determine what dice score on three d6 is required to succeed. The number of attempts being equal to the number of decks on the target vessel. When all decks are taken the target is deemed as captured. The score required often increases as the fight is carried below decks. If you make a mistake you can go into the ship record and correct any misplaced damage results, which is really good, as we all know mistakes can happen.
If I were to suggest improvements it would be to allow more options around the ship stats when creating the fleets, ie the crew numbers are fixed and standard to the nearest 100 men. Being able to vary those numbers together with adding in specific numbers of specialists like marines would be a good addition.
As a gamer for 40 years I think it's a brave person who predicts the future in wargaming. However with the advent of tablet computers and Apps that allow data to be easily computed and recorded through the game allowing the players to concentrate on the important stuff of commanding their toys, I would be surprised not to see more of these kind of aids appearing in our hobby in future.
These rules are great option for a large fleet action, and as a freebie, I think they are well worth a look. In addition complexity and detail are easily added in by the game master as required and I am going to try out some single ship actions with more cards added to control options as per the KMH suggestions.





















