Gimmick fleets – 4 fleets, 100 points on August 29th, 2012

Today I played a four player, 100 point game. The idea was that each player brought their favourite ‘gimmick’ fleet, or a fleet that tried to win using an unorthodox strategy. Every player was trying to win, but the fleets were created more for fun than for competition. Each player was allowed to use 70 points for the gimmick fleet, and 30 for treasure runners.

A short description of the four fleets, in the order of gameplay:

1. A fleet based on controlling the opponent. This fleet used crew like Davy Jones and George Washington LeBeaux, as well as UT’s and mysterious islands, to control the enemy ships and mess up opposing strategies.

2. A fleet based on home island raiders. Of the four ships in the fleet with the HI raider ability, all of them had solid firepower, and two had captains, so the fleet looked formidable.

3. A fleet based on recycling crew. The main game pieces in this fleet were Captain Davy Jones (POTC) and Captain Blackheart. The Deliverance, with these two crew onboard (along with Lady Baptiste to reroll Jones’ ability), was supported by ships that are effective crew killers, such as the Asesino de la Nave, the USS Quigley, and El Villalobos. The eliminated crew are supposed to then be recycled by Jones, and then sacced by Blackheart for extra actions that would let the Deliverance dominate the battle.

4. A fleet based on using three sea monsters. The Raninoidea was equipped with OE Calico Cat and OE Griffin, and she was towing the Pirate flotilla Doombox. Also in the build were the Seleucis, who would use her unique ability to essentially give the Leviathan the move-and-shoot.

The game got underway, and the Raninoidea and Seleucis were quickly killed, leaving the (mostly) Pirate sea monster fleet in bad shape.

The HI raiders didn’t actually get to raid any home islands, as they were preoccupied fighting Raninoidea, and then repairing from that fight. Also, the Doombox was left behind close to the fleet’s island, so the flotilla kept harassing the HI raiders as their runners brought home a good amount of gold.

The crew-recycling fleet struggled mightily to get into action, as there was an obstacle course of terrain around their HI (two of them created by the UT Lost). When they finally started shooting (desperately trying to feed their big gunship), they killed some crew, but weren’t able to get the 6’s required to link them to Davy Jones. Their strategy failed miserably, but they were able to keep themselves out of last place with their treasure runners, the Alquimista and Joya del Sol.

The ‘mind control’ fleet had solid luck with the dice, and they were able to create chaos around the sea with LeBeaux, good MI rolls that were aided by Nemo’s Charts, and essentially two of OE Davy Jones. The first one was the real one onboard the Divine Dragon, and the second (temporary) one came from the Eye of Insanity UT, which lets the owner of the ship it is on choose any Cursed crew in play and substitute their ability in for a crew aboard the ship that the Eye is on. In this way, this fleet had four abilities that let them control their opponents, which would prove to be somewhat valuable.

In the end, one ship proved her worth: HMS Lady Provost. She made a daring raid on the HI of the crew-killer fleet, taking a 7 and a 2 on consecutive turns. She was not actually part of the HI raiding fleet, but a regular treasure runner in the ‘mind control’ fleet. In the end, that fleet tied with the HI raider fleet for first with 15 gold each. Coming in third was the crew-killer fleet, with 5 gold (therefore, they still would not have won if the Provost didn’t take their gold; in that case, the HI raiders would have had sole possession of first place). Bringing up the rear was the sea monster fleet, with 0 gold. They will have another chance tomorrow, however, as I am going to play at least one more game with these fleets.

Sink the Battleship – Smaller games on July 25th, 2012

More small games have been played, with the Pirates and Spanish duking it out yesterday. The Asesino de la Nave proved devastating.

After that, I wanted to give some of the lesser factions (at least in terms of my collection) a chance to win, and the Cursed faced the Americans. The fleets were a bit odd, with the Titan Brachyura towing the flotilla Death’s Anchor while the Sea Rat (a two-masted junk) ran treasure. The Americans, with the Mohican and Louisiana, won two out of three.

Next came a larger game built around El Acorazado. The name of the game is ‘Sink the Battleship’. The attackers have to sink El Acorazado before she docks at the attackers’ home island, about 6L or so away. Two 120 point deathmatch fleets were constructed, and the Acorazado was decked out with her usual complement, while surrounding herself with more defences with the remaining points: an escort of smaller ships that either have cancellers built-in (Guinee and Mobilis) or have cancellers on board (Lache de Calvados, Black Arrow, and Bosun’s Bane, with Lenoir, Tia Dalma, and Christian Fiore). These ships also had the ‘this ship cannot be shot at by ships within S of her’ ability, making them even harder to hit. Since the odds were heavily stacked against whatever fleet attacked this fleet, I let the attackers see all of the ships and crew of the enemy beforehand. They went with powerful ships with plenty of long-range firepower: HMS Grand Temple, HMS Victoria, HMS Bretwalda (with Broadsides Attack to try to cut through the Acorazado’s defences), the Blackwatch, and El Monte Cristo.

The defending ‘Battleship’ fleet tried to do some fancy maneuvering in the first game, but El Acorazado was sunk by the long-range guns. Although all of the defenders except for the tiny Bosun’s Bane moved at S+S, El Acorazado broke from the formation with the help of Capitan Alarico Castro’s SAT with reroll from Duque Marcus Vaccaro. They learned from their mistakes, however, and won both of the next two games by heading straight for the attackers’ HI. While the smaller ships cancelled abilities aboard the three big five masters, HMS Bretwalda tried to get in a Broadsides Attack, but she was repeatedly foiled by the Spanish canceller Nemesio Diaz. If this was to be played again the islands should probably be placed a greater distance apart.

The two factions who haven’t really won any games by themselves faced off in a series of 100 point games. The Cursed faced the Mercenaries, with the Cursed winning two out of three. However, the Mercenaries had only one treasure runner, the Shui Xian, and four ships overall, since their captains cost so much. I have to use Luc Savard (6 points) for captains since I don’t own any generic Mercenary captains. The Cursed used two large gunships, the Divine Dragon and Executioner, with the Death’s Anchor in tow. They used the Sea Rat and Fallen Angel as their treasure runners, while using the Clear Wind as a backup gunship. In both of the first two games, the Cursed sunk the Shui Xian (essentially ending the game) before she could return with any treasure. In the third game, the Mercenaries got the first shot, and went straight for the kill. The Clear Wind and Executioner were quickly dismasted, and the Mercenaries finally won! 

Defence of St. Helen’s Scenario – June 22nd, 2012

Defence of St. Helen’s Scenario

June 22nd, 2012

Context from the previous battle report:

I also set up for the Defence of St. Helen’s scenario. I used the dimensions given (the table in the link is too small for what they have listed, probably because they don’t play huge games ), and tried to set up the islands and icebergs the same way.

There will be five fleets, five 500 point deathmatch fleets (so a total of over 2500 points in play, just like the regular 500 point games). The fleets of the Spanish and the French-Americans are the defenders, and have worked out a sort of strategy before the game’s start. Their biggest and best ships are concentrated in the rear, while they send their other ships out first to annoy the attackers while the forts do some damage. Since I only have one Spanish fort (El Puerto Blanco) and two French forts (St. Pierre and Paradis de la Mer), and four are required for the game, I have let the defenders use the Pirate fort Dead Man’s Point. The English, Pirates, and MercCursedRebels (I may refer to them as the MCRs, not to be confused with My Chemical Romance) are the attackers, and have similarly positioned their uncrewed/weaker ships at the front of their formation (one of those awesome sights, a ‘forest of masts’). The ratio is 3:2 in favour of the attackers, with 1500 points and 1000 points. The attackers command 81 ships, and the defenders, 56, for a total of 137 (not quite 200 , but I am using crew).

Defence of St. Helens Scenario

Original as seen on Deviantart

The game has started, with the first three turns down. Five defender ships have been sunk, and Dead Man’s Point has been destroyed. The defenders are harassing the attackers with some of their smaller ships, and have formed a defensive line blocking the southern path from the edge of the game area to the islands protruding from the centre. I would play more today, but the ten masters have ruined my gaming experience for the day . I would rather not go on a long rant, but if they keep disappointing me I think I will flip out. Basically, they all stink. The Baochuan went 7 for 20 in her double shoot action today thanks to a rare 6 from Zheng He. She has 7 rank-3 guns, and they were essentially rank-2’s thanks to world-hater Chang Pao. Whatever. In a rage, I ignored the ‘can’t shoot at ships in your own fleet’ rule and sunk all three of them easily. HMS Leicester sunk the Baochuan without any help, and she didn’t even have Hermione Gold (MI version) on board. I think I will redo the turn and place them back where they were, and give them a final chance. I know they aren’t designed for just combat, but the fact that they are this bad is just plain embarrassing. Hopefully they will prove me wrong when I resume play again tomorrow.

I have finished this game, and the attackers won on turn 14, one turn before the time limit. The ten masters did reasonably well, so they are safe for now. The attackers basically just flooded the top, middle, and bottom of the game area with tons of ships, and the defenders were overwhelmed. The last defending ship afloat was El Acorazado, but her defences were bypassed by a Broadsides Attack from HMS Bretwalda. A good scenario, although a chunk of attacking ships didn’t get to see action.

Today I played a three game set of deathmatches between two 300 point fleets. The idea was to have a small group of true super-gunships against a much larger group of good, cheap, smaller gunships. The only restrictions were the 300 point limit, but I also only let the small ship fleet have ships that cost less than 10 points, and have 3 masts or less. The big ship fleet contained just 6 ships for all 300 points, with the Baochuan, Delusion, Shui Xian, El Acorazado, HMS Dreadnought, and Le Bonaparte (DJC version). The small ship fleet contained 25 ships, with most of them either Pirate or Spanish, although there were also ships from England, France, America, and the Cursed. The big ship fleet won 2 of the 3 games. They lost the third game only because the small ship fleet had incredible luck with the dice. The ten masters were respectable in these games, although at one point the Shui Xian (with world-hater MI Hermione Gold on board) missed five times in a row, and Le Bonaparte rolled four one’s in a row . If not for this aberration, the big ship fleet would have won all three times. Their biggest advantage was that they had a sac captain, three cancelers, and two SAT crew.

My next few games will be much smaller, as I intend to test out this fleet: http://www.miniaturetrading.com/im/s…ed_format/true, and possibly some others.

The above fleet went 1-2 against a Pirate fleet.

Ring of Fire – Pirates CSG customs post (10/12/2018)

This has already been posted in the forum, but occasionally I plan to convert larger posts of mine there into general posts as well.

Lately I’ve been going through Pirates of the Epic Seas and doing one game piece per faction (or UT/etc) at a time. I’ve gotten down to the SE’s again, and there are so many “unreleased” that I like, it’s tough to know what to reveal! XD I made some more fantasy customs today, some of which are rather amusing. For today, I’m in the mood to go out of order and reveal something I just created today. I’ve wanted to make something with a “Ring of Fire” theme for a while now, somewhat based on the real life volcano chain.

Ring of Fire (Islands)
Place these 5 Mysterious Islands in a circle during setup. These islands cannot be chosen as home islands, and should be placed 2L or 3L apart. When a ship docks at this island, roll a d6.
1 – Catastrophic Eruption: All ships docked at this island have all of their masts (including eliminated ones) replaced with fire masts. All ships within 3L of this island receive 3 fire masts; this effect can sink ships. Eliminate all crew and forts on this island.
2 – Violent Eruption: All ships docked at this island receive 3 fire masts. Ships within 2L of this island receive 2 fire masts. Eliminate all crew and forts on this island.
3/4 – Eruption: All ships docked at this island receive 2 fire masts. Ships within L of this island receive 1 fire mast. Eliminate all crew on this island.
5/6 – No effect.
*Game pieces that are submerged are not subject to receiving fire masts.

Ring of Fire (Canoes)
Faction Affiliation: Mercenary
Rarity: U
Type: Ship
Point Value: 14
Number of Masts: 1
Cargo Space: 1
Base Move: S+S+S
Cannons: 3L
Ability: Mercenary. Native Canoe. Captain. Fire Shot.

Flavor text: Hailing from the most volcanic region in the world, these tribal natives have preyed on worried sailors for centuries. They have learned to detect when an eruption is imminent, and then use the chaos and death of such a cataclysmic event to pillage both victims and survivors. Named after the devastating region they sail around, there have been reports of canoe”rings” surrounding enemy ships and lighting the sails and rigging on fire with flaming arrows, watching from afar as the crew are burned alive and the ship is burnt to the waterline. They are known as perhaps the most clever and secretly evil tribe in the Pacific, and use the speed and agility of their canoes to avoid being wiped out by the frequent eruptions.

Kinda overdid the flavor text, but it really helps give context to their background and the fleshing out of the “Ring of Fire” concept, especially with Epic Seas having a more Mercenary/tribal/Pacific slant the past few months.

The last piece of the “saga”, at least for now….

Ring of Fire
Unique Treasure
Ability: When discovered, assign this game piece to a named crew on this ship. If this ship isn’t assigned a named crew, place this treasure face down on a random wild island without revealing the treasure to any players. Once this treasure is assigned to a named crew, it is treated as equipment and cannot be removed from this ship unless the crew is removed. If the assigned crew is eliminated, eliminate this game piece. When this ship shoots, up to 3 hits may be fire hits instead of regular hits (you must declare which cannons are shooting fire shot before rolling). If this ship is within L of a Volcano island, you may eliminate one crew on this ship – if so, one enemy ship within L of this ship cannot move on their next turn.

Flavor text: This mysterious ring bears an inscription that starts with a “V”… many scholars have attempted to decode what the name means, but they always end up murdered for the ring’s power. Multiple “giants” have been seen wielding the ring for evil purposes in the Pacific, leaving a trail of smoke in their wake….

So there you have it. Pretty convoluted already, and it might get more wordy and complicated if I add things to the concept. Funny enough I already have an epic volcano-based 10 master with linked crew combo, so if I get them involved… yikes…. O_O

Man, sometimes I find it surprisingly easy to create a lot of fantasy customs. So many things to draw inspiration from, either just a simple word like “dove” or some complex convoluted backstory of chaos. XD Just looking up “cursed art” in google images gives me plenty of random ideas! Epic Seas is about to reach 700 total game pieces, and it’s inevitable that someday I will break 1,000 on that set, and eventually many more I hope. In times like this I have to consciously try to stop staring at what I’ve created or plan to create, just so I don’t spend many hours a day doing it! XD

~~~~~

Historical Custom of the Day #248

John Watling
Pirate
Crew
3 points
Ability: Captain. This ship gets +1 to her d6 rolls against ships with the Chieftain keyword aboard. This ship gets -1 to her d6 rolls against forts.
Link: Bartholomew Sharp

Strange abilities, but read his brief and strange story for why I gave them to him. Almost some weird parallels with Captain Jack Sparrow.

You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

Leaving a ship outside – results after a few months

Leaving a ship outside – The gory results

I left a duplicate of HMS Mayfair outside for a few months, as I wanted to see what would happen when leaving a ship outside in the weather.  I have many duplicate punched copies of the Mayfair, and she’s one of the most boring and unremarkable ships in existence, not to mention rather fragile in my opinion.  Unfortunately the ship didn’t seem to survive the elements, being found in pieces eventually.  However, I did notice a few interesting things in the wreckage.  One of the masts has a very faded dice marking, while the ship turned much more blue overall.  Check out the pics for the “transformation”, though it’s more a mess than a completed experiment haha.

Leaving a ship outside

This shows the remains of the ship after a few months just outside the house.

Leaving a ship outside

Flipping some pieces over, it’s evident that the cannon marking on the jib mast has faded.

Leaving a ship outside

Compared to a regular HMS Mayfair, serious “bluing” is evident

Leaving a ship outside

Comparison of the sail colors

The Acorazado Trials – June 21st, 2012

I played 12 games today, 4 sets of three games each. El Acorazado won 11 times (11-1, a .917 winning percentage). First she took on HMS Dreadnought, whose stinkpot shot and long-range guns were no match for ‘The Battleship’ (3-0). Then she dominated the Baochuan (3-0). Next she took on the Shui Xian, who managed to win one game out of three because she was carrying both Christian Fiore (the Mercenary canceler) and MI Hermione Gold (2-1). The final matchup was not so fair, but the DJC Le Bonaparte managed to frustrate the Acorazado for a little while. However, the Acorazado had a ten-point advantage over her, since the Bonaparte costs 16 points and can only come to a total of 32, since I was doing one-on-one battles (3-0). I’m still not sure if she is the best gunship in the game, but I can honestly say that she is a must-have ship, especially if you are combat-oriented like I am.

I also set up for the Defence of St. Helen’s scenario. I used the dimensions given (the table in the link is too small for what they have listed, probably because they don’t play huge games ), and tried to set up the islands and icebergs the same way.

There will be five fleets, five 500 point deathmatch fleets (so a total of over 2500 points in play, just like the regular 500 point games). The fleets of the Spanish and the French-Americans are the defenders, and have worked out a sort of strategy before the game’s start. Their biggest and best ships are concentrated in the rear, while they send their other ships out first to annoy the attackers while the forts do some damage. Since I only have one Spanish fort (El Puerto Blanco) and two French forts (St. Pierre and Paradis de la Mer), and four are required for the game, I have let the defenders use the Pirate fort Dead Man’s Point. The English, Pirates, and MercCursedRebels (I may refer to them as the MCRs, not to be confused with My Chemical Romance) are the attackers, and have similarly positioned their uncrewed/weaker ships at the front of their formation (one of those awesome sights, a ‘forest of masts’). The ratio is 3:2 in favour of the attackers, with 1500 points and 1000 points. The attackers command 81 ships, and the defenders, 56, for a total of 137 (not quite 200 , but I am using crew).

Edit: Finally it stopped automerging my posts-that last mammoth chain had 6,282 words!