UNLEASH THE KRAKEN!! A Crazy Gimmick Fleet!
Originally published to Miniature Trading on February 1st, 2013
I’m not entering my own Fleet Challenge; this fleet is just for fun.
Disclaimer: This fleet is not supposed to be the best gimmick fleet. For an all-gimmick fleet that I like a lot more, see my Mind Control fleet. Also, this is not copying shelob’s entry for this Challenge, since I’m using the UT’s with a completely different goal in mind.
I’ve heard about how powerful the Kraken Gong UT is, and I’ve always loved the idea of bringing in game pieces from outside the game into the game for free. Now, this fleet is a gimmick fleet because of the UT’s used, but can be turned into a good fleet if you want to use it in a standard game. Since the UT’s are the focus, I wanted to pick ships that could get them as fast as possible and as easily as possible. If you really hate the San Cristobal that much (or don’t have her yet, like me), you can always use a different gunship that has at least 4 masts and S+L speed.
Between the three core UT’s, we’ll need to do some exploring. On the first turn, the San Cristobal is “Hidden Cove’d” to the nearest wild island. From there, she moves S+S+L+S to the next wild island and explores it, giving her a big head start over the rest of the ships in the game. In a best case scenario, she finds either the Maps of Alexandria or the Pirate Globe, which will make things much easier for you the rest of the game, since you’ll know what islands to hit with the rest of your ships. If you get really lucky, she’ll also find at least one of the three core UT’s, preferably Nemo’s Plans and Runes of Thor (so they’re safe and secure on the best and biggest ship in your fleet). In a worst case scenario, you grab a treasure coin and potentially cripple an enemy ship (since you’ll be so far away from your HI so quick). Sounds like a good start, huh? It gets better .
(If your opponent manages to acquire the UT’s before you do, simply reveal Rollando and steal them right back! )
I picked the Raven’s Neck and the Morocco for their abilities, which will aid in the discovery of the UT’s. Conveniently, they both also have capacious cargo holds, so they’ll be off exploring. The Raven’s Neck is also a good spot for the Hag, and Hammersmith lets me consolidate my crew so that I still have 3 cargo spaces for treasure. The Morocco is moving at S+S+S with room for 3 more treasures.
The Banshee’s Cry and Mermaid are fragile, but they make up for it by being fast and a great value for their point costs. If you don’t use Events or don’t have Divers, you can put an oarsman on the Cry to let her get home if she’s hit. These two will hit islands, looking for the core UT’s.
Once you actually acquire the UT’s, things start getting interesting. Since Nemo’s Plans can’t be transferred, you’ll need to transfer Runes of Thor to the ship that discovers Nemo’s Plans. The nice thing about Runes of Thor is that the automatic 6 doesn’t apply just to the ship it’s on; it applies to any die roll made. Therefore, Kraken Gong can be on a different ship than the other two UT’s (which helps with cargo and making two ships targets for your opponent(s), not just one).
At the beginning of each of your turns, roll for Kraken Gong. Then use Runes of Thor to change the die roll to a 6, bringing in a Kraken. On the next turn, bring in another Kraken. Do this until you have all five Krakens in play . At this point, the opposition will have their jaws on the floor, as you’ll have just brought in over 100 points’ worth of devastation into the game!
The Krakens are as follows (I listed them in the order in which I’d bring them in, but of course, that’s up to you ):
A Fearsome Creature
|quote from The Pirate Code:
-A roll of 6 allows you to choose a kraken that is already in the game OR bring in one from outside the game and place it within S of any ship.
–If you choose a kraken from outside the game, it immediately becomes a member of your fleet.
–If you choose a kraken that was already in the game, its ownership does not change.
–The no-duplicates rule applies normally; you cannot duplicate a kraken already in your fleet.
–You may place the kraken so that is it surrounding any ship in play. If the ship is friendly to it, that ship cannot move until the kraken moves away.
At this point, your opponent will either give up, try to smash the Krakens, or simply lose at the hands of your powerful combo.
Again, this is a gimmick fleet, not one that should be used competitively. Please vote accordingly. However, you can play it in a more “regular” game as well, since it probably would be able to hold it’s own against other fleets. It’s sort of versatile, in that it can be played as a gimmick fleet, or as a more serious one. I know that this makes it less gimmicky (and it reminds me of woelf’s entry for this Challenge). As a gimmick, I would not rate it much higher than a 3.5, if that. However, maybe a 4 or better as a normal fleet. Hopefully everyone else will see “the best of both fleets”!
Discussion is, as always, welcome and encouraged! Thanks for reading. And… UNLEASH THE KRAKEN!! XD
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