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“For whosoever commands the sea commands the trade; whosoever commands the
trade of the world commands the riches of the world, and consequently the world
itself”
Don't forget, Sail! is part of the Spanish Fury system- that means it can be
used with SF:Voyage (Caribbean Campaign) and even SF:Siege!
For the Galley Warfare Supplement, click on the Lanterna button (right)
What's it about?
We were after something more than fast play, but much
less than complexity. These rules were originally meant -----------------------
for each model to represent more than one ship, and ----
you can still play it that way. However at one-to-one it
Contact us
works best. As is our way, we wanted players to feel like
they were playing their favorite navies. The tactics of The Perfect Captain
one fleet will not work for another.
-----------------------
----
Movement
The real killer in these games is simulating sails and
wind. Gunnery is easy. Boarding is easy. Naval rules rise
and fall on how movement works. Our system is highly
visual- there's no checking sail settings, wind magnitude
and direction on separate, complicated, text-based
tables. Now everything is colour coded and and simple.
Let's look at this Ship card for example:
Take a look at the circle near the top. The whole
card should be mounted on heavier stock after
printing, while the white part in the center with
the little ships diagram is supposed to be cut out.
During play, to find out everything you need to
know about the ship, lay the card over the model
on the tabletop (if there's room) or hold it above it
for a second. Your done! Everything you need to
know about moving your ship has been figured
out!
Terrain??!?!
Yes, there is often terrain which effects sea battles. Often it is a land mass such as a
coast or an island. It can also be shallows and reefs. Further, islands and ports often
had castles, forts, and gun platforms defending them, and a large number of famous
battles of this period (both Cadiz invasions) involved running the gauntlet of shore
defenses.
Command
This period was famous for great naval figures, but not as often for their great battle
tactics as later periods would be, with the likes of Nelson. However, plans were often
laid before battle which dictated the way battle would be fought. Our rules brigade
ships together in divisions. These divisions are commanded by Captains, with the fleet
commanded by an Admiral. Although the ability to change orders is limited, these
officers still have an important part to play.
DOWNLOAD EXTRAS?
The sidebar (right) has Lanterna (Mediterranean Galley Warfare supplement), little flags
to tag your ships, a set of scenarios for the Portuguese in East Africa as well as some
new ships for the Caribbean! Also, when you download the rules there is a historical
breakdown of the Navies and their tactics.
When a single ship could carry wealth equal to the revenues of a small country in its holds,
even fishermen turned their hands to piracy. Soon the great trading empires began to convoy
their ships and even build warships to guarantee their safety. Government began to fund
private actions against trade by issuing licenses to shipowners. These "Privateers" soon
infested known trade routes and sought to discover secret ones. Often using flimsy excuses of
"reprisals" for unfair trade practices, government owned warships
were used to sweep the rich shipping lanes of anything that could be converted to cash, and
many bars of Spanish silver went to pay for troops and ships that would eventually bring the
Spanish empire to its knees. The Spanish/Portugese warships, built mainly for defense, led
other nations to build navies in self-defense, out of fear.
The growth of the middle class also lead to a greater degree of centralization- the educated
sons of merchants became a bureaucracy, which led to more effecient taxation. This enabled
government to begin to invest militarily in projects of a less limited nature than before. Spain's
standing army was well beyond 100,000 men; fighting men at that. The Tudors, starting with
the fortune saved by Henry VII could bring a permanent fleet into being, so that by the 1580's
it was unrivalled in the world. This prompted a more extensive building program in Portugal
and Spain. Even France tried a hand at putting a standing fleet together under Francis I, but
this came to nothing through the negligence of his successors and the civil wars.
*Introductory Scenario 1*
Spinola's campaigns in the Channel had been cause of countless headaches to the English
and Dutch governments. No expense had been spared to trap him and his tiny fleet of
Galleys and finish them off, all to no avail. However, Spinola's superiors did not have much
use for him, not being as far sighted. Determined to prove his value or die trying, he has
decided to sally out of port and break the blockade of Sluys. With only a handful of ships,
de Moor was able to defeat the Galleys and deprive Spinola of his life.
-----------------------------------
The Spanish
Frederico Spinola (Strategy 6/Fierce),
with up to two Captains
Available Forces:
8x Galleys
4x Galliots
Quality:
Experienced Crews
Experienced Marines
------------------------------------
The Dutch
Admiral Joost de Moor (Strategy 4/Fierce),
with up to one Captain
Available Forces:
1x Armed Merchants
1x Crompster
2x Galleys
Quality:
Experienced Crews
Inexperienced Marines
-------------------------------------
Setup
The recommended board should be at least 4' x 4', non-scrolling, with shallows extending
from the Spanish Board edge out about 8". There are no shore defenses. The Spanish
should begin in the shallows, (southern board edge) while the Dutch setup within 12" of
any other board edge. The Dutch set up first. The wind is Fresh and blowing from the west.
Victory Conditions
The Spanish win by destroying the Dutch fleet or by chasing it off the board by turn 30.
Dutch ships which exit the board may not return. The Dutch win by killing Spinola or
remaining on the board until nightfall (reinforcements were expected hourly). The game
last 30 turns.
*****************************************************************************
*Introductory Scenario 2*
The Armada has just entered the channel, and is heading east. Having got out of Plymouth,
the English are about to test the mettle of their great enemy. Sniping at both flanks of the
tight Armada formation at the same time, hoping to break it up, The English had not yet
decided what the optimum engagement range was, and showed signs of hesitation. The
Armada's Vice-Admiral, Don Juan de Recalde, decided to make it easy for them. Breaking
formation, he fell behind his division, hoping to tempt the nimble English into a boarding
action, which he hoped would trap them until reinforcements arrived.
The English Captains refused the offer. Instead, they pounded Recalde at long range.
Unfortunately for them they were too far away to register any significant hits. The score for
Day One: a draw.
-----------------------------------------------
The English
Sir Francis Drake, Vice-Admiral (Strategy 6/Fierce)
Sir John Hawkins (Strategy 4/-)
Martin Frobisher (Strategy 3/-)
Available Forces:
1x Race-Built Galleon (Revenge)
1x Large Race-Built Galleon (Victory)
1x English Galleons (Triumph)
Quality:
Experienced Crews
Inexperienced Marines
-----------------------------------------------
The Spanish
Don Juan de Recalde, Vice-Admiral
(Strategy 5/Fierce)
Available Forces:
1x Portugese Galleon (San Juan de Portugal)
Quality:
Experienced Crew
Experienced Marines
Victory Conditions
The English win by inflicting at least 3 damage points on the San Juan, or by reducing it to a
hulk (catastrophe). The Spanish win by avoiding the English victory conditions or by
inflicting at least 2 damage factors total to the English fleet, or if they are grappled to an
English ship by the end of the scenario. The Game length is 12 turns, at which point massive
Spanish reinforcements will arrive, and the English will immediately disengage.
***************************************************************************
*Introductory Scenario 3*
Walcherin Island was the key to the Scheldt, and the Scheldt the key to Zealand. The
Spanish held the town of Middelburg on the island and had been under siege for one and a
half years by forces of the States General. The island cut the Dutch possessions on the
coast in half, and both sides recognized a show down was imminent. The garrison was
reduced to eating cats and dogs. Don Luis Requesens convinced Julian Romero, a Spanish
commander of note (though without naval experience), to lead a relief fleet out of Bergen-
op-Zoom to break the blockade and resupply the town. The Dutch fleet, under the famous
Louis Boisot waited for the Spaniards in the mouth of the estuary.
Half of the Spanish Fleet was unable to reach the scene of the battle in time, but the
Spaniards still had a numerical edge. This could not overcome the fanaticism of the Dutch
however, who were so desperate to come to grips that they scarcely fired a shot, choosing
to board as soon as possible. They were completely victorious, smashing the enemy fleet
and capturing de Glimes, while Romero was forced to swim for it. The defeat of the fleet
was the defeat of the garrison of Middelburg, which surrendered shortly after.
-----------------------------------------------
The Dutch
Louis Boisot, Admiral of Zealand (Strategy 5/Fierce) [Admiral]
Joos de Moor (Strategy 4/Fierce)
Klaaf Klaafzoon (Strategy 3/-)
up to two other Captains
Available Forces:
8x Armed Merchants
6x Small Armed Merchants
6x Crompsters
6x Pinnaces
Quality:
Experienced Crews
Experienced Marines
-----------------------------------------------
The Spanish
Julian Romero (Strategy 2/-) [Admiral]
Admirale De Glimes (Strategy 3/-)
up to two other Captains
Available Forces:
6x Armed Merchants
20x Small Armed Merchants
8x Pinnaces
4x Galliots
Quality:
Inexperienced Crews
Inxperienced Marines*
*Note that while Spanish Marines are usually Experienced, morale was low, and compared
to the Dutch, they were unmotivated.
-----------------------------------------------
Setup
The recommended board should be at least 8' x 4', non-scrolling, with shallows extending
from the Narrow sides of the board out about 4". There are no shore defenses. The
Spanish should setup within 2' of the southern, end of the board, while the Dutch setup
within 4' of the northern board edge. The Dutch set up first. The wind is Fresh and blowing
from the northwest.
Victory Conditions
The Spanish win by exiting 20 ships of any type off of the northern board edge. The Dutch
win by capturing, sinking or reducing to Hulks at least 15 Spanish ships. The game last 30
turns.
***************************************************************************
After Calais
8 August, 1588
After all the heavy fighting in the channel, the Armada was only a few miles away from
Parma at Dunkirk. The English were out of time. The Armada had to be destroyed as a
fighting force, or else face Spaniards on English soil. While they lay anchored off Calais,
exchanging messages with Parma (begging for ammunition, among other requests),
Medina Sidonia saw his great fear realised: Fireships were bearing down upon his fleet.
Unable to avoid them safely, he ordered the fleet to slip their cables and make a run for it.
While no ships were lost to fire, they were now scattered, facing four squadrons of English
ships in perfect order.
The English came on with a vengeance. Closing to point blank range, their cannonade nearly
wrecked the few ships Medina Sidonia could gather around him to cover the stragglers.
However, for the first time, Spanish gunnery began to tell on the English. Both sides were
receiving casualties, but it was much worse for the Spaniards. After this engagement,
several of their ships sunk or ran aground, while the English lost not a ship.
-----------------------------------------------
The English
Sir John Hawkins (Strategy 4/-) [Admiral]
Martin Frobisher (Strategy 3/-)
Sir William Winter (Strategy 5/-)
Available Forces:
1x Large Race-Built Galleon (Victory) [Hawkins]
1x English Galleon (Triumph) [Frobisher]
1x Race-Built Galleon (Vanguard) [Winter]
1x English Galleon (White Bear)
1x Race-Built Galleon (Non Pareil)
1x Race-Built Galleon (Rainbow)
1x English Armed Merchant (Swallow)
1x English Armed Merchant (Swiftsure)
Quality:
Experienced Crews
Inexperienced Marines
-----------------------------------------------
The Spanish
The Duke of Medina Sidonia, Admiral (Strategy 4/-) [Admiral]
Don Juan de Recalde, Vice-Admiral (Strategy 5/Fierce)
Miguel de Oquendo, (Strategy 4/-)
Martin de Bertendona, (Strategy 3/-)
Available Forces:
1x Portugese Galleon (San Martin) [Medina Sidonia] Damage level 2
1x Portugese Galleon (San Juan de Portugal) [Recalde] Damage level 1
1x Portugese Galleon (Florencia) [Oquendo]
1x Spanish Galleon (La Regazona) [Betrendona]
1x Portugese Galleon (San Mateo)
1x Spanish Armed Merchant (Gran Grin)
1x Spanish Galleon (Santa Ana)
Quality:
Inexperienced Crews
Experienced Marines
Victory Conditions
The English win by inflicting at least fifteen damage points or by reducing at least three
ships to a hulks. The Spanish win by avoiding the English victory conditions or by inflicting
at least nine damage factors to the English fleet. Captured ships count as six damage points.
The Game length is 25 turns.