Blood and Plunder is aimed at the late 17th Century but as new material comes out is gradually slipping further out of the past. The next planned upgrade is based around the age of Blackbeard so it will have crept up to 1718. Even if not sunk by storms ships were susceptible to their hulls rotting away, especially in the Caribbean. HMS Victory remained at sea and in-service from 1765 until 1824. HMS Trincomalee is still in the water but only sailed from 1817 until 1852. Many ships would be lucky to remain in service for 30 years without becoming wrecks or their hulls rotted ‘paper thin’ so there is only a slim argument for a 50 year old ship remaining on active service. There would have been some change in ship design between 1718 and 1756 but not enough to annoy any but the staunchest of purists. In short, the same model ships (which are probably a tad simplified anyway) will do for 1700 and 1756.
The Seven Years War in the American colonies is not just a conflict of Indians, woods and sieges. The lifeline of New France were the rivers and lakes of Canada. The largest of these were navigable by serious sized shipping. The image below is from 1797 but is based on an eyewitness sketch by General Wolfe’s Aide de Camp of the 1759 landing at Quebec city. It has all that a Blood and Plunder player needs, redcoats, naval rowers in natty blue jackets, landing barges, larger single masters with sails furled and multiple masted ships of the line to the rear.
South of New France there was conflict amongst the sugar islands of the Caribbean. After the French forces in Canada were effectively neutralised the British were left with large forces surplus to requirements in the colonies. The sugar islands were relatively easy to hold once captured and provided a useful bargaining chit for any future peace negotiations. Despite the loss of Canada the French still supported and supplied their Caribbean territories with soldiers and ships. The big loss of life was disease rather than combat
Example conflicts include the failed 1759 invasion of French Martinique by the British and the later 1762 capture of the island. The painting below by Dominic Serres dates from 1766, note the sloops to the fore of the battle line and the landing boats forming up behind.

Serres, Dominic; The Capture of Martinique, 11 February 1762; National Trust, Ickworth; http://www.artuk.org/artworks/the-capture-of-martinique-11-february-1762-171909
The kronoskaf site will not win any artistic design prizes but has some solid hard facts on the Seven Years War in Europe and the colonies. This all includes a summary of the land forces and ships involved. The 1759 expedition to Martinique and Guadeloupe for example included 4 Sloops of War of 10, 16, 13 and 10 guns, the sort of size ships that we might simulate on the gaming table. For further reading original sources are quoted such as this account of Caribbean operations which can be tracked down on-line. As well as the larger actions there were attacks by French privateers on merchant shipping which would provide material for smaller gaming scenarios.
Pirate figures are not too hard to source but many of their costumes are pure fantasy. Many sailors would wear civilian clothes and Galloping Major make some useful 18th century sailors.
For modelling ideas ‘bbprivateer‘ depicts a mix of historical examples and doubtful interpretations, thankfully it is easy to tell which is which. In general male clothing would have changed substantially from 1650 to 1750 although a bareheaded chap wearing shirt and breeches would probably stand duty throughout the period. For the British military the Royal Marine uniform followed the contemporary infantry pattern, with white facings.
On the weapon front Blood and Plunder does allow for matchlocks and pikes but firelocks are also present so with astudious choices from the force lists suitable ‘armies’ can be built up although these might not be the best lists from a competitive aspect. It includes lists for North American British and Canadian French. Some of the options such pikemen and bow armed Indians would no longer be in period but the basis of suitable forces can be worked up. As an example of the tweaking required; the North American British militia troop type includes ‘Indian Fighters’ and ‘Boslopers’. ‘Boslopers’ is a Dutch variant of ‘Indian Fighters’ doubtless included to reflect the Firelock Games available figures. In game terms both are similar and have the same base points cost. In a French Indian Wars game they would run as Rangers, either a regular unit or local troops.
To try out the system we have a 200 point game. 100 points is the recommended starting level but as these forces are using relatively sophisticated weapons their cost per model is higher than a force relying on bows, pikes and hand weapons to fill it out. The solitaire rules were not used as the defender’s options were straightforward. Instead each force was dealt a card and the high acting card played out first using the best available unit. In a tip of the hat to history and Hollywood we see a British force in the wilderness that has been intercepted by the French and must break through to their own lines. This is inspired by the film Northwest Passage (1940, in colour but the Indian and Ranger portrayals are of its time) where the Rangers are making their way home after a raid. The film ending does not make much sense as the sequel (from the same book) about the Rangers moving on to explore the Northwest passage was never filmed. The historical raid in question was that on St Francis by the Rangers in 1759. After the raid the Rangers split up into small parties to avoid detection and to forage for supplies; some of these groups were found and ambushed by the French.
Our story starts with a force of Rangers and Provincial troops arriving at an abandoned blockhouse (the lack of roof is deliberate), hoping to find supplies but running into the French instead. No ship action in this game but the ‘bateau’ on the table illustrates that the water is not far away. This set up was played through 3 times with the same force and table but differing deployments. Here follows the 3rd run through. Figures are North Star, Redoubt and Galloping Major.
The British need to get into the French deployment area or they will lose a ‘strike point’. End of turn 2 shows them moving up but taking losses. Yellow dice are reload markers and white dice stress. The British Rangers (Indian fighters) move without penalty in cover so they make a strong showing in the woods. Unfortunately they are countered by the milice who are also pretty good in cover. The British colonial militia provide fire support although they are not much good at it.
Turn 5 shows the British at half strength, down 2 strike points to one but it is kinder to call it a day here. The key decisions being the face off of 2 milice and 2 ranger units (those 3 men are in 2 units). Musket ranges are quite short (24″ tops and then hitting on 10s). A key temptation at closer ranges is to keep loaded, allowing a shooting reaction as the enemy charges in. If within charge range of an unloaded enemy the charger will not take any losses in their close combat.
Previous games had seen a narrow French win and a British walk over. The choice of starting positions being the key factor in each case. Blood and Plunder is a relatively simple infantry game, allowing the naval aspect to work without bogging itself down. It is however easy to forget to apply the unit or army special rules amongst all the action.