Straits of Fortune

Straits of Fortune


After so many missed games nights I decided to get out my ships, set up the table with scenery and have a game using the "It is Warm Work" rules.

I was prepared to go solo, but Sarah took pity on me and agreed to join in with the start while making home made beer. It's been ages since I've played and I wanted to try out my new scenario at last. So how did it go?

Set up
Fleets awaiting orders and before the wind was set

Sarah was in command of the Allied baltic fleet trying to protect 2 merchant ships with 2 frigates and a crack crew from capture by the British fleet (me). The wind roll gave a North Westerly, which never changed throughout the game and gave the British a huge speed advantage. The choice for the Allies was whether to stay in the harbour or make a run for it. Admiral Sarah opted to run for it with the wind on her side for the first part round the island and hoping for more favourable winds later.

The British fleet opted to split. Victory and her fleet headed south to cut off the escape route and engage the Allies.

Victory split
Victory fleet heading South. The rest sailing through the strait with the fortress looming over them.


It would be a close call if the rest of the fleet didn't come in for support later. The Royal Sovereign and the rest of the fleet opted to go through the strait to blockade the harbour while Neptune dropped anchor to bombard the strong fortress with some help from 2 other 3rd rate ships.

The slow moving cargo made headway with the British in hot pursuit. The Allies headed west but as soon as they cleared land the sailing skills let them down badly and 4 ships ended up "in irons" and drifted for a move, including the flagship Santa Ana.

Approach battle
The chase is on, but the Allies are in disarray!

The fortress was heavily bombarded and despite damaging Neptune badly it was eventually rendered pretty harmless as 3 ships hit it repeatedly and successfully. Another 3rd class ship dropped anchor at the harbour entrance to prevent any movement and the Victory fleet eventually caught up in a perfect line of battle ready to destroy this poorly disciplined enemy!

The Allies recovered their formation and instead proved to be much more effective in battle engagement whilst the British cannons made little impact - despite some raking fire. The rest of the pursuing group caught the fleeing ships and blocked them and even tried to board - unsuccessfully (orders were to take them and not to fire on them).

Sarah had had enough before the battle stage and in retrospect, the time taken to engage was a bit too long. I was tiring too and decided to end the game. The result was inconclusive, but was heading to a British success.

  • The fortress was neutralised
  • The harbour was blockaded
  • The merchant fleet was stopped
  • The rest of the British fleet would've engaged in about 3 more turns and probably forced the Allies to strike colours (though not based on the previous engagement!).
  • The Victory fleet was badly mauled; Téméraire had to flee; Phoenix struck its colours; Swiftsure was sailing at half speed and had just one damage circle left.
  • The Allies lost no ships, but both Santa Ana and Formidable were sailing at half speed and a protecting frigate was in a sorry state.


Final tally
Final scores

The game was fun and Sarah missed the fun part, especially as her fleet proved to be great fighters and nearly got away. As for balance; I think the British could cope with 1 or 2 less ships. A change of wind may've made a big difference. I can imagine a wind from the south would mean a very hard to break Allied blockade of the harbour with the tower picking off British ships!

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