Ability Analysis: Admiral’s Action (AA) | Better in Big Games

Ability Analysis: Admiral’s Action (AA)

Better in Big Games

Question of the Day: What do you think of this ability? What point cost do you think it should have?

Pros:
-EXTRA ACTIONS!!!
-AA not limited to ship carrying ability – similar to Mycron but dependent on luck
-Plenty of easy combos – ships with reroll built-in, 0LR rerollers

Cons:
-More expensive than other action generators (EA=5, SAT=3, SAC=2-3, Mycron=6 but far more reliable)
-Difficult to roll 6’s, won’t happen much in smaller/faster games

Ability Analysis: Admiral's Action

Commodore Edward Preble

Combos:

-Reroll (borderline mandatory)
-Preble w/Wayne Nolan, Sigurd with Shayna, CRGO/Beckett w/Doone/BC CRGO,

Best to use in:
-BIG games – bigger and longer the better (really great in campaign games)
-Not recommended for games under 80 points

Yay or Nay?
Yes – but only in larger games.
-Cost of 6 is accurate

Ability Costs Survey: https://goo.gl/forms/MS4gufdXBBSRbqX43
Admiral Action crew: https://goo.gl/5vMskv
Find them at RainTyger: http://www.raintyger.com/index.php?main_page=advanced_search_result&search_in_description=1&keyword=given+two+actions+that+turn
Barbary Coast packs: https://goo.gl/Bczif8
Barbary Coast: https://goo.gl/P3mjie

Keyword Playlist: https://www.youtube.com/playlist?list=PLRq8fy93o3wFgJMjR4nzy73k5-MmhSul0
The Pirate Code: https://pirateswithben.com/wp-content/uploads/2018/05/The-Pirate-Code-FAQ-Dec-2016.pdf

Best Crew – Optimize your crew complements to WIN

Another part of the Q&A series here at Pirates with Ben.  This was asked in the Facebook group – a question about

which crew to use.

Best Crew

Captain

Best Crew to Use

Captains and helmsmen are the most important. I’m not the biggest fan of explorers but they can be quite good as well. In terms of named crew, anything that gives extra actions is extremely good (SAC/EA/SAT/etc). It does depend on my strategy and the ship though. Empty gold runners can work pretty well, but you’re not going to have an “empty gunship”, so a lot of times the percentage of crew in a fleet is massively biased towards gunships (meaning 75-90% of crew points spent could be assigned to gunships, for example).

C+H necessary to stay competitive

Best Crew

Helmsman

Specifically, if a ship has a base move of S+S or slower, she nearly always needs a helmsman for your fleet to stay competitive (exception is empty gold runner that gets +S with no cargo). Even the recent Savage Shores anniversary game is a good example of this. Gunships always need captains, and almost always need helmsmen too.  I cannot emphasize this enough.  If you don’t use captains and helmsmen on your gunships, you will not win against competent opponents.

Extreme Cases

However, a gimmick fleet might go with very little crew or many “abnormal” crew that don’t get pure results, but are VERY fun to use. These fleets often still use captains and helmsmen as a “backbone” of sorts, in addition to the wacky stuff that make them fun and unique.  That said, if you’re strictly looking to WIN, you’re better off hammering the basics to ensure optimized fleet building.  Personally I get a little bored of winning with the same fleet or strategy all the time, so I like to change it up!

Check out my Building a Fleet page and Gameplay page for more information.  You may also find some specific crew on eBay.