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Flying Colors

An Elementary Treatise on the Tactics and


Considerations of Ship-Handling in the Presence of
the Enemy, Proper Seamanship When Sailing
Abreast of an Armed Vessel, and the Expenditure of
Precious Ordnance in the Service of One’s
King/Emperor/President/Head of State

Sections 3.6.12 – 3.6.14 of the Flying Colors rulebook can be a little difficult
to understand the first time you read through them. It is my hope that these
illustrated examples will clear up any confusion. We will discuss 3.6.12,
3.6.13, and 3.6.14 in order. When finished, you should be ready to sail
fearlessly alongside your enemy at hand-shaking distance!
3.6.12
Flying Colors allows you to sail right through an enemy ship as long as you don’t end movement in the
same hex. This is allowed because even though players take turns moving, in real life both sides are
obviously moving at the same time. Ships that pass through the same hex do not necessarily occupy the
exact same space at the same time, so rules are needed to ensure that this is handled in a realistic
manner.

3.6.12 begins by explaining what to do when an overlap situation is first created. In Figure 1 below, the
British player is moving Alfred through the stern of the French ship America. 3.6.12 tells us that if
Alfred continues moving straight ahead, once her bow enters “B”, she may turn to port or starboard with
no restrictions. She can also make a turn to starboard once her bow enters “A”. If she turns to port in
“A”, however, this constitutes a Pass-Along, and the restrictions in 3.6.14 will apply. Similarly, if Alfred
was approaching America from directly behind in the same hexrow, this too would result in a Pass-
Along.

Figure 1
3.6.13
If you are passing through a small ship, the process works the same way with one addition. Now you
must declare whether you want to pass ahead of or behind the small ship as you enter its hex. Please
note that whichever option you choose, you are still moving through the hex occupied by the enemy
ship. You do not actually move over an entire hexrow as you pass ahead of or behind the enemy.

In Figure 2, Alfred is preparing to move through the hex occupied by the French frigate Brutus. As soon
as she enters Brutus’ hex, the British player must declare whether Alfred will move around Brutus’ bow
or stern. Since Alfred has already fired her port broadside, she opts to move around the bow so that her
unspent starboard broadside will be facing Brutus. Brutus can now attempt to oppose this move by
rolling on the Evasion table. If successful, Brutus can force Alfred to pass behind her, leaving the British
ship with no shot.

Figure 2
3.6.14
This is the longest and most complicated of the three sections, but not to worry. It basically covers three
different situations that could arise as ships pass alongside each other (i.e. down the length of the
opposing ship). Let’s take the three situations in order.

Situation A is when the moving ship enters an opposing ship’s hex from directly ahead or astern. This is
shown in Figure 3. This situation is almost the same as that described in 3.6.13 except that instead of
moving ahead of or behind the enemy, you are choosing whether to move around the port or starboard
side. Again, you move into the hex where overlap occurs, declare which side you want to pass along,
and then give your opponent a chance to oppose this by rolling on the Evasion table.

Figure 3
Situation B occurs when a ship turns onto an enemy’s rake line. When this happens, the moving ship’s
options can be limited depending on whether or not it fires before turning. In both Figures 4 and 5,
Alfred moves into “A” and then turns to starboard. At this point the British player will have to declare
which side of the French ship Alfred is passing along. If he wishes to attempt the stern rake against
America, he must resolve this fire before declaring which side he will pass along.

Figure 4 shows what will happen if Alfred holds her fire. She can pass along either side, but America
can attempt to oppose the movement only if Alfred chooses the far side (i.e. passing along the port
side of America). If Alfred passes along the near side (i.e. to starboard), America cannot oppose her.

In Figure 5, Alfred chooses to fire her starboard broadside at America’s stern before turning. Once
Alfred makes the turn onto America’s rake line, her only option is to pass along the port side. This rule
prevents a ship from unrealistically doubling back in order to fire both broadsides at a ship while still
outpacing it.

Figure 4 Figure 5
Finally, Situation C is when the active ship moves onto an enemy’s rake line from abeam instead of
directly ahead or astern. Figure 6 shows Alfred moving through the hex labeled “starboard” in the facing
diagram shown in 3.6.1. Once Alfred reaches “A”, if she chooses to turn to starboard, she must pass
along the near side (i.e. to starboard) of America. Alfred will only be able to fire with her port broadside
during the pass-along. This rule prevents Alfred from moving into “A”, firing her port broadside, then
passing along America’s port side and firing her starboard broadside, effectively cutting America in half.

Figure 6

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