There were a few incidents worthy of note that did not include attempts to interfere with trawlers. Two of the most celebrated are covered in the following two scenarios.
“Battle of Seydisfjord”, 11th December 1975
British Lloydsman (Tug) Star Aquarius (OSV)
Icelandic ICGV Thor
Lloydsman had suffered a critical loss of fresh water and it was decided to take on 50 tonnes from the OSV Star Aquarius. This needed sheltered waters to complete, so the two ships sneaked in to Seydisfjord to complete the transfer. Unfortunately they were surprised by the Thor, which was determined to make an arrest.
The game is played out on a 6’ by 4’ table. Both long sides and one short side represent the sides of the fjord. The other short side represents open sea. The British ships start at the closed end of the table, the ICGV enters from open sea. In order to win the Thor has to arrest at least one British ship. This is achieved by forcing it to withdraw (which in this game represents the crew deciding it’s a “fair cop” and heaving to). The British win if they get both ships into the open sea.
Note – both British vessels escaped, and Thor suffered considerable damage from Lloydsman. Thor fired several “warning shots” from her 3” gun, one of which passed through one of Lloydsman’s funnels! It was during this encounter that the tactic of using fire hoses against the ICGV’s engine intakes was suggested, but failed.
The Arvakur Incident
British Scylla (Leander class frigate) Irishman (Tug) Vivaria (Trawler)
Iceland ICGV Arvakur
On 1st June 1973 the ICGV Arvakur was “set about” by the tug Irishman and the trawler Vivaria, whose nets the Arvakur had attempted to cut. Irishman cut off the Arvakur from other trawlers and was assisted in “hemming in” the ICGV by Vivaria, which had recovered her nets. During this incident the Arvakur was rammed five times and was heavily damaged. One such ram occurred when Irishman attempted to snag and “capture” the Arvakur’s anti net device – the attempt was misjudged and Irishman rammed the Icelandic vessel whilst going astern. The Icelandic government believed this was a deliberate attempt to sink the ship, although this is unlikely to say the least.
In this scenario the British have to force the Arvakur to withdraw, or have to damage her anti net device within 20 turns. Arvakur starts the game in the centre of the table. The British ships set up anywhere on the table, no closer than 12” to the Icelandic vessel. If Arvakur has been forced to withdraw or if her anti net device is damaged inside 20 turns the British win, otherwise it is an Icelandic victory. The British automatically lose if Arvakur is sunk.
In order to damage the anti net device the British must try to cross Arvakur’s stern in the same way that an ICGV would attempt to cut a trawler’s nets. Die rolls to snag and damage the anti net device are the same as for attempts to cut nets.
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