Tukory War Ship (see Destroyers rules of Memoir'44): War Ship may move 1 or 2 hexes in Sea, but can never move onto Sea hexes adjacent to a Beach hex. A War Ship provides long-range, offshore artillery support, firing over a range of eight hexes at 3,3,2,2, 1,1,1,1 respectively.
Place a War Ship on the board map, at Garibaldi's left flank, and three Targeting markers next to it. When a War Ship scores a hit on a targeted enemy unit, if the unit is not eliminated or forced to retreat, place a Targeting marker on its hex. The War Ship's guns have now zeroed-in on this target, and will fire +1 Battle die at it from then on. Note that markers are not cumulative in their effect. If the target moves or is eliminated, the benefit of zeroing-in on the target is lost, and the Targeting marker removed and placed back next to the War Ship.
The War Ship may be targeted during combat. One hit is scored for each Sabers rolled against the ship. Place a marker on the War Ship to keep track of the damage inflicted. When a 3rd marker is placed on the Ship, remove the War Ship from the board, and give it to your opponent for him to place on his Medal Stand. It counts as 1 Victory point.
The War Ship may ignore the first Flag rolled against it. If a War Ship must retreat, it retreats 1 Ocean hex for each flag rolled. If it cannot retreat, add a damage marker onto the War Ship instead.
I just wanted to leave a quick note here to say thank you to Benedetto Giovanni Roselli for adding these scenarios. I haven't had the chance to play them yet, but I'm looking forward to giving them a go.
I've always thought that BC would be good for 19th century European battles.