Pirates CSG Podcast #40 – Casual Discussion with Xerecs

Pirates CSG Podcast #40 – Casual Discussion with Xerecs

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Question of the Day: Do you have any “oh crap” game moments from Pirates CSG?

 

Rules for Thought #17: https://pirateswithben.com/forums/topic/rules-for-thought-17/

Rules for Thought #18: https://pirateswithben.com/forums/topic/rules-for-thought-18/

Recent game recaps?

Funny and/or unfortunate “Oh crap” game moments (for Ben – El Toro literally ripping off Angelica’s head in OE anniversary game)

 

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Thank you for listening to Pirates CSG Podcast #40!

UNLEASH THE KRAKEN!! A Crazy Gimmick Fleet!

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 UNLEASH THE KRAKEN!! .

(If your opponent manages to acquire the UT’s before you do, simply reveal Rollando and steal them right back! UNLEASH THE KRAKEN!! )

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  ):

The Kraken

Kray-kin

Beastie

Terrox

A Fearsome Creature

quote from The Pirate Code:
Kraken Gong
-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”! UNLEASH THE KRAKEN!!

Discussion is, as always, welcome and encouraged! Thanks for reading.  And… UNLEASH THE KRAKEN!!  XD

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSM SC-CA Crew U
1 x Explorer PofSM SC-EX Crew C
1 x Helmsman PofSM SC-HM Crew U
1 x Rollando PofFN 062A Crew C
1 x San Cristobal RotF 004 Ship R
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofSM PC-EX Crew C
1 x Hammersmith F&S 022 Crew R
1 x Raven’s Neck PofSMU 013 Ship U
1 x The Hag of Tortuga PofCC 027 Crew C
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofBC 117 Crew C
1 x Helmsman PofBC 118 Crew C
1 x Morocco PofBC 030 Ship C
Section: Ship #4 (2 miniatures)
Miniature Set Number Type Rarity
1 x Banshee’s Cry PofR 013 Ship R
1 x Explorer PofSM PC-EX Crew C
Section: Ship #5 (1 miniatures)
Miniature Set Number Type Rarity
1 x Mermaid PofCC 020 Ship R
Section: Events (2 miniatures)
Miniature Set Number Type Rarity
1 x Divers PofR 020B Event C
1 x Hidden Cove PofSCS 057B Event C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Kraken Gong DPotC 090 Unique Treasure SR
1 x Maps of Alexandria PofBC 101 Unique Treasure R
1 x Nemo’s Plans PofMI 137 Unique Treasure SR
1 x Pirate Globe DPotC 070B Unique Treasure R
1 x Runes of Thor PofFN 095 Unique Treasure R

 

Gimmick Fleet-Unleash the Kraken!

Fleet page at Miniature Trading

Cat and Mouse – The Overthrow of Davy Jones Fleet Challenge Second Entry

Cat and Mouse

Originally published to Miniature Trading on October 7th, 2012

This is my second entry to lord_denton’s Overthrow of Davy Jones Fleet Challenge.

quote from lord_denton:
-The game board will be set up with a good amount of fog banks (for the large number of fog hoppers The Cursed have) and icebergs (in case you want to use the Urd).

This is a fog-hopping fleet. Four of the six ships have that unique ability, and I’m also using the Urd for her usefulness in this challenge. The odd ship out is the Sea Monkey, a good ship on her own, but much more intriguing now that she is beefed up.

The overall strategy is one of striking the Flying Dutchman without having to deal with her support ships. The fog-hoppers will lie in wait in the fog, looking for the right opportunity to strike. They will try to attack her from behind, and separate her from her supporters. I was originally going to also include the Needle, but I needed to have some version of Fantasma. Equipment has been emphasized here, as there are no five+ masters or ships with capturing abilities. Instead, there will be a swarm of ships with many guns capable of inflicting different types of damage. Although the build total is listed as 118, it is really the maximum 120 due to the cost of Exploding Shot being 3 points, not 1.

The Sea Monkey is sort of the flagship, with both the captain and reverse captain abilities at her disposal. She is equipped with both Stinkpot and Grape Shot, to make her a mighty three master. Both shot types will ideally be used against Davy Jones, to kill him or prevent him from copying useful abilities and providing extra actions. She is also towing the Silver Coffin, which will provide some extra firepower at long range. That might be useful considering the reverse captain ability, where the Sea Monkey could shoot and move away, giving the Silver Coffin a chance to shoot as well while possibly blocking potential lines of fire for the enemy.

The second ship, the Sea Hag, is a simple four master that will dart in and out of the fog. She carries the vital Fantasma, who I picked based on his essential immortality and how he fits into this fleet, with the Ghost Ship keyword making a fog-hopper truly elusive. Between the Sea Hag’s ability and her ghostliness (plus the fact that the Sea Hag is the most durable ship in the fleet), Fantasma should be relatively safe.

The Mist Walker is one of the most unique sea monsters, between her ability, fast base move, and relative cost-effectiveness. She will zoom out of the fog and pin the Dutchman in place, letting her comrades swarm around the Dutchman before her support arrives. She even has good firepower, making her a potential game-changer.

The Urd can take out any icebergs that get in the way, and she has Stinkpot Shot aboard, to cancel enemy crew. She was also selected for her ability, which is one of the best in the game. If possible, other ships will take out the crew surrounding Davy Jones via equipment and/or boarding, and then the Urd can make a fatal ram and pin attempt to take out Jones. Either way, the Urd is a nice support piece that is surprisingly cheap.

The Hangman’s Joke is a pesky ship with nice guns that has her cargo hold maxed out. She may not look like much, but her combination of good guns and devastating equipment may prove to turn the tide against Davy Jones’ fleet. Just one hit from either one of her equipment pieces can lay waste to an enemy ship’s chance of having an impact on the game.

The final ship, Howl, is another fog-hopper used for support. She is unique only in that she is the only ship moving S+S+S in the fleet, and the only ship with all L-range guns.

Thanks for reading, commenting, and voting, and thanks to lord_denton for running the challenge!

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Grape Shot F&S 107 Equipment U
1 x Sea Monkey PofDJC 014 Ship U
1 x Silver Coffin F&S 130 Ship SR
1 x Stinkpot Shot F&S 108 Equipment U
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x El Fantasma PofSCS 136 Crew SR
1 x Helmsman RotF 075 Crew U
1 x Sea Hag F&S 031 Ship U
Section: Ship #3 (1 miniatures)
Miniature Set Number Type Rarity
1 x Mist Walker PofDJC 135 Ship SR
Section: Ship #4 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x Helmsman RotF 075 Crew U
1 x Stinkpot Shot F&S 108 Equipment U
1 x Urd PofFN 123 Ship SR
Section: Ship #5 (5 miniatures)
Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x Exploding Shot F&S 109 Equipment U
1 x Hangman’s Joke PofDJC 018 Ship C
1 x Helmsman RotF 075 Crew U
1 x Stinkpot Shot F&S 108 Equipment U
Section: Ship #6 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x Helmsman RotF 075 Crew U
1 x Howl PofDJC 200 Ship LE

 

TOoDJ 2nd entry - Cat and Mouse

Fleet page at Miniature Trading