Night Raid on Qui Nhon

John reports on a follow up game to Treasure Islands, using Ganesha Games Galleys and Galleons rules and his scratch built junks.

Angry that she’d missed out on treasure from the wrecked ships, Li Chee the Pirate Queen shadowed Admiral Feng Shui from the islands to Qui Nhon in the South China Sea. Determined to exact revenge, she planned a night raid on the harbour at Qui Nhon (see picture above).

She hoped to capture one of the junks, avoiding the larger Treasure Ships and the Admiral’s Flagship. She’d also have to avoid the attentions of the fort guarding the harbour entrance.

Li Chee passes the fort guarding Qui Nhon Harbour

All Feng Shui’s ships were moored facing into the wind. Li Chee decided to go for the smallest Junk. This would make a fine pirate Junk to accompany her on further adventures and was bound to hold some treasure too.

In this scenario, Feng Shui can only activate when Li Chee performs a boarding or firing action.

The first activation. Li Chee rolls up to 3 activation dice requiring 2+ to take an action. The double 5 indicates a change in wind direction of one point clockwise.

Li Chee slowly and silently passed by the fort and after several moves is in a position upwind of the smallest Junk ready to strike in a swift and deadly boarding action.

Li Chee’s crew have ‘Derring Do’. This reduces the combat value of both vessels to zero in the first boarding action of the game. They are intimidating so get a +1 modifier. The enemy Junk has a -2 modifier from the scenario and a further -1 being a Merchantman. The Junk is tripled and takes 3 damage. Ouch!

The hapless Junk attempts to cut the grapples and head away.

Two activations are sufficient to cut the grapples but the ‘1’ requires the ship to take an all at sea roll. A ‘3’ is reduced by 1 as Li Chee is a Dread Pirate. Li Chee decides to let the Junk continue. She will move in for the kill next turn.

All this commotion has alerted Feng Shui, who turns his junk which is in irons to a firing position.

In the next round of combat, Li Chee takes her prize – now to escape!

The captured junk is now manned by a prize crew and Feng Shui opens fire on it.

Feng Shui opens fire to no effect. The reinforced Junk hull proving invaluable.

As the pirate junks begin to pull away to safety, Feng Shui makes a boarding attempt on Li Chee’s junk. Li Chee is in great peril.

Boarding! Li Chee has an intimidating crew and gets +1 but Feng Shui has a higher combat value, high castles and Drilled Soldiers. The dice roll saves Li Chee but the Feng Shui’s veteran NCO rallies the troops.

It had been a lucky escape for Li Chee and using actions to cut the grapples and break free she was able to move away from Feng Shui, who was now in a bad position and would have to sail round the island or lose time in irons. The two pirate junks would now have to run the gauntlet of the fort.

The fort opens fire first on the captured junk.

The Junk is not doubled but the ‘6’ dice roll causes a point of damage.

And then on the Pirate Queen.

The fort fires on the Pirate Queen to no effect.

As the pirate Junks head for safety, the fort manages to fire on them again a longer range but fails to score a hit.

As the sun begins to rise in the east, Li Chee and her pirate crews make good their escape.

It had been a close-run thing but now, Li Chee had a second junk which she would repair and turn into a formidable fighting ship. Feng Shui was worried as he tried to get to grips with the Chilli Crab. The treacherous Straits of Malacca would have to be negotiated with their swirling currents and risk of ambush – things did not look good.

Appendix

This game was based on the cutting out scenario from the Galleys and Galleons rule book. Vessel and fort stats below:

Feng Shui’s flotilla:

Li Chee’s ship:

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