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Wolf Monty's Man O' War Scenarios

Scenario 1 - Cannonball Run

Scenario 2 - Hunt the Karl Franz

Scenario 3 - Invasion

Survival of the Fittest Challenge


Scenario 1 - Cannonball Run

Background:

A small Pirate fleet have been out gathering supplies of ammunition and food for their home port. It is vital that at least some of this valuable cargo makes the journey intact. As they return, they find that their port has been blockaded by an Imperial task force.

Fleets:

Pirate - 300

Empire - 900

Objectives:

Pirate - The Pirate player must move at least one ship from the Eastern end of the table to their home port in the West. To achieve this, the Pirates must either smash through, or avoid the Imperial Blockade, and move the ship off the Western table edge.

Empire - The Imperial player must prevent the pirate player from achieving their objective by using their naval power to blockade the harbour mouth. Sink or disable as many ships as possible, as the cargo does not need to be captured.


Scenario 2 - Hunt the Karl Franz

Background:

The Karl Franz has been out on manoeuvres, and is returning home to Marienburg.

Fleets:

Empire - Karl Franz +150

Enemy - 600

Objectives:

Empire - The Karl Franz must run to the opposite table edge.

Enemy - The Enemy fleet must prevent the Karl Franz from achieving it's objective by either disabling or destroying it.


Scenario 3 - Invasion

Background:  

The Empire has dispatched 3 troop transports loaded with men to invade an enemy (opposition player chooses fleet as usual).  A small taskforce is hurriedly sent to pre-emptively strike the convoy, aiming to destroy the transports.

Fleets:

Empire - 1300 points

Enemy - 600 points

Objectives:

Empire - Move transports to opponent's deployment zone.  2 battle honours for each troop counter (see Merchant Rules) which survives the journey.

Enemy - Destroy troop transports before they reach your table edge.  2 battle honours will be awarded for each troop counter killed.


Survival of the Fittest Challenge

The Survival of the Fittest Challenge was first created in the Old World as a seaborne joust type of event. The idea is that each nation pits their best Admiral and crew in a Man O' War against a rival Admiral in a vessel of equal merit. There is no retreat, and no surrender - One Admiral must die! The battle ends when one of the competitors ships have been sunk.

Use:

This challenge may be used as a pick-up battle type event, or as a climax to a campaign.

Rules:

All standard Man O' War rules apply, with the following being added:

Race is drawn randomly and player may then choose Man O' War of choice from relevant fleet list. Substitution with Allies is not permitted; no other vessels, nor flyers are permitted.

Sides must be of equal points - eg. If a Black Ark of Naggaroth faces off against a Norse Kingship, the Dark Elf player receives the Black Ark itself, plus one Man O' War card (Admiral card); which totals to 250 points.

The Norse player receives the Kingship itself plus one Man O' War card (Admiral card) for 100 points. Therefore, a difference of 150 points exists. This is bridged by 6 Man O' War cards. Any which are of the same type, and hence overlap, must be discarded (player chooses), however, the Admiral card must be kept.


Man O' War Additions and Adaptations

Man O' War Stories

Man O' War Admiral Dossiers

Man O' War Rules Summary

The Wolves Man O' War Pages