The two Stephens took command of three squadrons (each of six ships) of mainly Spanish ships (they had some help from a set of French frigates) to take on Darren's Rovay Navy. The two sides were almost identical. Activation was random using cards as per the standard rules.
A simple set up,
The action started almost immediately with a few long range shots.
The arrows denoted the wind direction.
The British had a lucky success when a well placed shot caused an explosion on one of the Spanish flagships.
Great opportunity to use one of the sunken ship markers that Darren has.
Then the moon intervened...
An unsteady hand, but an interesting affect.
I tried the flash and got a better result.
Going...
Going...
Really going...
Almost totally gone.
Gone.
Normal play is now resumed
By the end of the third turn the Royal Navy has taken a hammering,
but a second Spanish ship has been sunk.
This time the loss was due to accumulated damage.
And at this unfortunately late stage we decided to sail off into the moonset.
Maybe 18 ships a side is a little bit ambitious, but I felt the game was working well. The ship profiles were as follows:
The frigates relay ability just extends the flagship's command radius.
I didn't use the reload option, ruled that undamaged ships would avoid collisions (which in my opinion worked well otherwise the game would have been resolved by collision damage) and toyed with an "engaged" rule, but ran out of time to try it.
Ships were allowed to fire at any point in their move. The wind was fixed and most ships were moving medium or long (as ships do with the galleon ability). It would be interesting to have a "make sail" and/or "reduce sail" activation. The idea for "engage" was like "battlestations" or "clear for action" There would then need to a "break off" or "disengage" activation. At this stage, more thought is required.