Fleet Exercise (2017)

Fleet Exercise

Le Triton Pirates of the Crimson Coast French ship

The criminally underrated Le Triton.

Originally published to Miniature Trading on December 29th, 2017

40 Points

This is a Fleet Exercise I just made for a video!

Lyon and Triton function as hybrids – both have abilities that can aid them in stealing gold from enemy runners. Neither has great accuracy, but the cargo and speed available make this more of a gold-centric fleet. The Bon Marin was used to fill out the points and provide a dedicated treasure runner.

Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofCC 126 Crew C
1 x Helmsman PofCC 124 Crew C
1 x Le Lyon PofR 050 Ship U
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofCC 126 Crew C
1 x Helmsman PofCC 124 Crew C
1 x Le Triton PofCC 075 Ship C
Section: Ship #3 (1 miniatures)
Miniature Set Number Type Rarity
1 x Le Bon Marin PofR 059 Ship R

 

Fleet Exercise

Fleet page at Miniature Trading

The Jades can use Calypso too!

The Jades can use Calypso too!Calypso Pirates of the Caribbean Pocketmodels crew

Originally published to Miniature Trading on December 27th, 2017

40 Points

Got this idea during the 12th episode of the podcast.

The perfectly costed Tiger’s Paw allows the use of Pirate crew, providing a niche use for one of the game’s lesser ships. Calypso comes aboard, with Ms. Cheng providing a “free” reroll for the ability to maximize the number of whirlpools put in play. Ms. Cheng would be linked to the captain of the Virtuous Wind, since it does not say that the crew have to be on the same ship. The TP will sit at home and create as many lanes as possible to provide opportunities for the other ships. The Turtle Ship keyword should provide insurance against ramming and boarding, making it a relatively safe place for Calypso.

I originally had the East Wind with a captain and oarsman as the main gunship, but then I didn’t have enough points to add the Sea Crane AND the Tiger’s Breath. Well, at that point, why not substitute for the best Jade Rebel ship in the game, the Virtuous Wind? She has a hybrid complement of crew, with 3 spaces left open for treasure. She will be tasked with a big workload – protect Calypso and the Tiger’s Breath, grab gold from islands (including enemy home islands), and fight the best enemy warship if necessary. What I like about the whirlpool exploration strategy is that you don’t need as much speed: since the whirlpools are placed within L of wild islands, you don’t need much speed from there (just S can work depending on the length of the ship’s hull measured out from the whirlpool) to reach the wild island. Hence the explorers instead of helmsmen (my usual preference) on the gold runners. By placing a whirlpool L away from a wild island and as close as possible to an enemy HI, it could be very easy to allow the Virtuous Wind to steal gold. However, as soon as Calypso is revealed, your opponent will know this.

The Tiger’s Breath completes the unintentional “tiger” theme of this fleet, but more importantly gives a true gold runner. The Tiger’s Breath will go into a whirlpool and out of the other on one turn, and then move to dock and explore an island on the next turn. The oarsman was transferred to the TB so she can get home even with bad whirl rolls on the way there and on the way back.

UT’s are pretty basic – I’m counting on the speedy whirlpool travel to allow me to find Jade, and Marksman’s Map could determine where future whirlpools are placed (and help me to know if I should bother raiding an enemy HI). The Protection will make the journeys less treacherous, since a couple bad rolls could really mess with the crew setups and even dismast the Tiger’s Breath.

One weakness would be fellow HI raiders – they can raid easily with all the whirlpools near the Tiger’s Paw, and could use the same whirlpools to make fast getaways.

I definitely want to test this fleet out at some point, since I think it has the potential to get some gold quickly. I was surprised by how effective the concept worked in this game.

Please comment and vote!!!!

Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Calypso DPotC 056 Crew C
1 x Ms. Cheng PofSCS 026A Crew C
1 x Tiger’s Paw PofSCS 215 Ship PR
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSCS 109 Crew C
1 x Explorer PofSCS 122 Crew C
1 x Virtuous Wind PofSCS 010 Ship C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Oarsman PofSCS 129 Crew C
1 x Tiger’s Breath PofBC 134 Ship SR
Section: Unique Treasures (3 miniatures)
Miniature Set Number Type Rarity
1 x Jade PofSCS 101 Unique Treasure R
1 x Marksman’s Map PofSMU 098 Unique Treasure R
1 x Protection from Davy Jones PatOE 105 Unique Treasure R

 

The Jades can use Calypso too!

Fleet page at Miniature Trading

 

Jade Calypso fleet on VASSAL

The fleet in action on the VASSAL module.

LAND COMBAT

LAND COMBAT

Land combat in Command the Oceans 2017

A different kind of land combat in Command the Oceans

Originally published to Miniature Trading on November 26th, 2017

45 Points

This is just my latest gimmick fleet, at a level so impractical you probably have no reason to look at it. However, if you want to see a thought exercise in how to make Pirates a land-based game, read on. XD

As of this writing I still don’t have any Great Turtles, but they are islands that can MOVE. This is truly incredible, and opens up strategic possibilities that have not gotten as much attention as I would have thought (easier HI raiding, messing with enemy trade routes, etc). In this fleet, the purpose is to move at least one Great Turtle into position so a fort’s cannons can hit an enemy fort or marine.  

quote from The Pirate Code:
-Mysterious Island abilities (including Great Turtles) are ignored if a fort is present on the island.
-The number of times a Great Turtle may be moved in a single turn is limited only by the number of move actions available to ships in your fleet.

Unfortunately, we cannot build a fort and then make it mobile. However, there are other things to be done in the way of optimizing this “strategy”.

This whole idea of land combat is quite silly and even stupid if you really think about it. The goal is just to have land combat, not even to win the game. It’s also dependent on your opponent using at least one fort or marine, preferably a fort. If you ever actually use this fleet, try to convince your opponent that it’s “International Build a Fort Day”. XD

Bad Maps is key here. I have included Pandora’s Box so another copy of Bad Maps can be introduced to the game. Hopefully your opponent will find the Box, so you can choose where the second island is sent. Try to have the islands close together, but possibly with one just outside L range of the other. Also keep in mind that the Great Turtles cannot be moved once a fort is built on them. Therefore, use actions to get the turtle into position, and then dock a ship at the turtle later in the turn so you can build a fort on it before your opponent can move it out of position.

Since moving the Great Turtles requires move actions, a swarm fleet would be best for the actual ship choices. The Swiftsure carries a Marine, in case we can have Marine vs. Marine combat on two separate islands, or even Marine vs. Fort. XD The Swiftsure also brings into play Ramsgate, my favorite fort and one that is essential to this concept. Build Ramsgate on the island that is more than L but less than 2L away from a different wild island that has an enemy fort on it. Then, use the fort’s L+L range cannon to blast away at their fort, which doesn’t have the range to reach Ramsgate! XD

This fleet has the cargo and speed to actually get some gold, but the quantity of ships should help you get islands into the right position for land combat to occur. The Algeciras and Treachery are simply escorts so the fleet isn’t blown out of the water as easily. The Jolly Mon is PERFECT for this fleet and the Great Turtles in general, since the ship won’t be moving away from the HI anyway, and allows for 4 extra points via the Hag. The Coeur was included so Paradis could be added – imagine a Spanish player building El Puerto Blanco , and then they get Pandora’s Box and you use Bad Maps to move an island next to the fort, and then build Paradis to wreck it! XD Or, once your opponent has built their own Paradis, build Fortaleza Dorada next to it, which is immune to the L-range guns!

Maps of Alexandria will help to show which islands are worth hitting for the other UT’s. The Figurehead was added since this fleet has many fragile ships and the two gunships aren’t likely to sink any enemy ships, so it’s almost all upside. Necklace of the Sky is an underrated UT that could be key in certain odd situations with this fleet. It could be flipped after your opponent moves an island via Bad Maps or one of the Turtles, in case you needed to build a fort on an island real quick or to prevent an ugly situation.

What ideas do you have for land combat in Pirates CSG?

Miniatures without Section (4 miniatures)
Miniature Set Number Type Rarity
1 x Great Turtle SS I12 Island C
1 x Great Turtle/Trade Current SS I11 Island/Terrain C
1 x Great Turtle/Trade Current SS I09 Island/Terrain C
1 x Great Turtle/Trade Current SS I10 Island/Terrain C
Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofSM EC-EX Crew C
1 x HMS Swiftsure PofCC 042 Ship R
1 x Lt. Nigel Hardwicke PofR 035 Crew R
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Banshee’s Cry PofR 013 Ship R
1 x Explorer RotF 082 Crew C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Captain RotF 072 Crew U
1 x El Algeciras PatOE 067 Ship U
Section: Ship #4 (1 miniatures)
Miniature Set Number Type Rarity
1 x Rover PofCC 018 Ship R
Section: Ship #5 (1 miniatures)
Miniature Set Number Type Rarity
1 x Mermaid PofCC 020 Ship R
Section: Ship #6 (2 miniatures)
Miniature Set Number Type Rarity
1 x Jolly Mon DPotC 005 Ship R
1 x The Hag of Tortuga PofCC 027 Crew C
Section: Ship #7 (2 miniatures)
Miniature Set Number Type Rarity
1 x Captain RotF 069 Crew R
1 x Treachery PofSMU 017 Ship C
Section: Ship #8 (2 miniatures)
Miniature Set Number Type Rarity
1 x Helmsman RotF 079 Crew C
1 x Le Coeur du Lion PatOE 080 Ship R
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Bad Maps PofSCS 104 Unique Treasure R
1 x Maps of Alexandria PofBC 101 Unique Treasure R
1 x Necklace of the Sky SS 044 Unique Treasure SR
1 x Neptune’s Figurehead PofCC 100 Unique Treasure R
1 x Pandora’s Box PofSCS 108 Unique Treasure R
Section: Forts (4 miniatures)
Miniature Set Number Type Rarity
1 x Fort Brompton PofCC 047 Fort C
1 x Fortaleza Dorada PofR 045 Fort C
1 x Paradis de la Mer PofR 065 Fort C
1 x Ramsgate PofR 038 Fort C

 

LAND COMBAT

Fleet page at Miniature Trading

Halloween 2017

Halloween 2017

El Phantasma Crimson Coast Pirate crew

Don’t want to run into this guy on Halloween…

Originally published to Miniature Trading on October 24th, 2017

40 Points

This is for pirateaj14’s Halloween Fleet Challenge. With the various restrictions making the Cursed the obvious faction of choice, naturally it made me want to submit a fleet without using any Cursed pieces lol.

With only 40 points to work with and needing both a somewhat expensive named crew in addition to expensive ship keywords (Ghost Ship and Fear), it was somewhat tough to fit a gold runner in. However, considering the two Pirate versions of Fantasma, I realized I could fit an HI raider on a Pirate Ghost Ship, which at first was the Hades’ Flame. Then I saw the Amity for a point less and more durability, which allowed me to use the more unique CC version of Fantasma. The Amity is the gold runner and should be pretty capable between her ability, durability, and speed. Phantasma will be used when optimal, and there’s not much fear of losing him to a boarding party (which won’t be likely when ghostly anyway).

The gunship here is a bit of an oddball pick, but I didn’t want to go with the predictable Executioner El Fantasma . The Terror has the perfect name, flavor text, and abilities for a non-Cursed Halloween-type ship. I wanted to fit Shap’ng Tsai aboard to really make the ship a threat, but I didn’t have enough points left. However, I was happy to fit a firepot specialist aboard (which can strike fear into enemies just by having it around), as it makes the fleet a little more interesting, small though it may be.

What did you do on Halloween 2017?

Section: Ship #1 (2 miniatures)
Miniature Set Number Type Rarity
1 x Amity PofCC 009 Ship C
1 x El Phantasma PofCC 026 Crew C
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofMI 109 Crew C
1 x Firepot Specialist PofMI 027 Crew U
1 x Helmsman PofMI 122 Crew C
1 x Terror PofMI 002 Ship R

 

Halloween 2017

Fleet page at Miniature Trading

First 4 Player 80 Point Game – January 11th, 2014

I played the first 4 player 80 point game. Overall, it was a fun game, although very one-sided. The order of play went: Pirates, English, French, Americans. The Americans swapped the Paladin back in for the Bartlett, while the English swapped some generic Cursed crew in for Edward Low. No terrain was used for the first game, but I’m using a bunch for the second game.

HMS Algiers got an extra action on the first turn and took a mast off the Royal Rover. The Triton, Frontier, Swift, and Queen Anne’s Revenge quickly explored islands. The Royal Rover retaliated by dismasting the Algiers, although she lost the boarding party (and therefore her helmsman), thus denying Blackbeard a chance at capturing a crew and turning it into gold.

The Obago then captured the Algiers, intending to bring the ship back to use it for the Pirates later in the game. The Baionnette would sink the captured Algiers, but not before the Pyre rammed off one of the Baionnette’s masts. The Locker also got to work, ramming the Belle Poule, who would be sunk on the same turn by the Lord Cauldwell.

For the Americans, the Frontier and the Nene Nui explored islands in the southern half of the sea. The Americans got lucky in the HI setup, picking first and getting the most well-positioned island that ended up as the most isolated of the four HI’s, and therefore the most conducive to acquiring treasure.

The Royal Rover missed the Patagonia while she was grabbing gold from a northern island. The Patagonia (with her lone 2L gun) actually managed to dismast the Royal Rover over the next two turns as the Rover missed on the next turn as well. The Obago, angry that the Baionnette had sunk the Pirates’ new ship (the Algiers), dismasted the French two master and captured her as well.

The Pyre rammed the Tunis derelict, but the Triton brought back a gold coin for the French. Off in the east, the SCS Santa Lucia shot a mast off the Queen Anne’s Revenge, who was coming home with a coin aboard. The Swift and Queen Anne’s Revenge docked home their gold, and simply sat there for a turn because both Santa Lucias (including the HI-raiding OE version) were in the vicinity.

The Pyre surfaced to sink the Tunis and the 4 gold she carried. In a bold statement that crushed Pirate morale, the Triton sunk both the captured Baionnette and the Royal Rover on the same turn.

The Frontier and Nene Nui docked home their treasure loads, with 9 coins between the two ships. It was obvious that the Americans had the advantage in the game, but with the English weakened (from losing the Algiers) and far away from the American HI, and with the French and Pirates completely at odds with each other, there wasn’t much that was going to stop the Americans.

Out of nowhere, the Obago sank the Pyre, leaving the English with just 3 ships remaining, although this would go down to 2 after the Triton sunk the Patagonia.

Seeing the Pirate ships at their HI, the two Santa Lucias had turned around and sailed south to check out a wild island, the same one that the Queen Anne’s Revenge had taken one coin off of. Still with a grudge against the French, the Pirates now looked to the HI-raider of their fleet, the Queen Anne’s Revenge. She used an extra action to move within docking distance of the French HI, where she would dock on the next turn and pick up the 4 that the Triton had left there earlier in the game. The Triton responded by taking out two of the three masts on the Revenge while the Pirate ship was still docked at the French HI.

Meanwhile, the Locker and Lord Cauldwell ventured into American water, where they knew they stood no chance against the powerful USS Mercury, escorting the Frontier back home. They managed to sneak around to the south and catch the slow-moving Paladin and sink her after a few turns, costing the Americans an additional 7 gold. The Nene Nui had gone to the same island that the Santa Lucias docked at, but the SCS version blew two masts off the American junk. The Nene Nui aggressively responded by ramming straight into the OE version, dismasting her, and taking one of her two treasure coins. The SCS version would now finish off the Nene Nui, ending the skirmish.

At this point, the Frontier had gone out for a final treasure run to grab the last three treasure coins, signifying that the end was near.

Back up north, the Triton was gallantly fighting a losing battle against the Obago, Swift, and Queen Anne’s Revenge. The Swift and Obago went 2 for 6 against the Triton, leaving her with one mast left. Still able to move and shoot, she dismasted the Queen Anne’s Revenge and triumphantly stole back her original coin as the Revenge tried to sail away. The Queen Anne’s Revenge used an extra action to make two boarding attempts, although they ended in a tie and a lost Pirate helmsman. However, it was too late for the French, as the Swift made the French schooner a derelict and the Obago began towing her.

The Lord Cauldwell and Locker desperately wanted to get at the American duo of the Frontier and Mercury, even though they knew it was too late. The Mercury surfaced and shot a mast off the Lord Cauldwell, who couldn’t do anything in return with just one mast (the Mercury ignores the first hit she takes each turn as long as she has all of her masts). The Locker surfaced to attack the Frontier, but both her boarding rolls and gun rolls failed, upon which the Frontier docked home the last gold coins on the next turn to end the game.

The final gold count:
1. Americans: 26 gold
2. Pirates: 9
3. French: 2
4. English: 0

I’m looking to play the second game of this series tomorrow! The first fleet to win two games will be declared the overall winner.

2 Mercenary Gold Runners

2 Mercenary Gold RunnersMercenary submarines Pirates CSG

Originally published to Miniature Trading on September 26th, 2017

40 Points

These combos have been done before, but I didn’t see them in the same fleet here. The premise is to have 2 Mercenary gold runners in one 40 point fleet.

The Slipstream has 4 cargo spaces open between the abilities and links, and can unload near home despite the Mercenary keyword. Before play begins, ask your opponent if they’re willing to go to 41 points. This can allow you to swap the oarsman for a helmsman. 

The other gold runner is the Devil Ray, but she needs to have the Mercenary keyword cancelled in order to dock home her gold. Therefore, we have the Mobilis as well. The Mobilis can act as a HI guard ship while the others are out and about, and can escort them on the first and final parts of their journeys.

Clearly this isn’t remotely competitive, but shows the Mercs have something they can do about their gold conundrum. Although there’s almost no combat capability, three submarines that are often submerged is pretty tough to deal with at 40 points, and throw in submerged ramming and the Mobilis’ cancelling, and you’ve got enough to possibly survive and not get shut out! XD

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Bianco’s Haulers PofSMU 093 Crew C
1 x Master Bianco PofSMU 088 Crew C
1 x Oarsman PofMI 129 Crew C
1 x Slipstream PofMI 301 Ship PR
Section: Ship #2 (1 miniatures)
Miniature Set Number Type Rarity
1 x Devil Ray PofMI 007 Ship R
Section: Ship #3 (1 miniatures)
Miniature Set Number Type Rarity
1 x Mobilis PofMI 006 Ship R
Section: Unique Treasures (1 miniatures)
Miniature Set Number Type Rarity
1 x Enemy of the State PofMI 101 Unique Treasure R

 

2 Mercenary gold runners at 40 points

Fleet page at Miniature Trading

Buscador del Dorado

Buscador del Dorado

Buscador del Dorado gold island

Could it be? El Dorado?

Originally published to Miniature Trading on August 6th, 2017

30 Points

This is my entry for repkosai’s In Search of El Dorado Fleet Challenge.

~~~~~

The former Spanish Empire is in shambles. Their treasure fleets have been sunk by storms, ravaged by pirates, and captured by Englishmen. Their war glories are from an entirely different age. As the dark times move in, the King becomes increasingly desperate and is willing to go to any length to see his country restored to its former position in the world order. He turns to an untouched cache of gold from the 16th century, brought from the New World on Spain’s now-lost treasure galleons. With this, he finances an expedition…

What better man to have for the job than a desperate treasure-seeker himself?

Buscador del Dorado

Tasked with finding the mythical city of El Dorado, Agustin Covas finds the King’s demand right up his alley:

Born and raised in Portugal, Agustin Covas attended the prestigious navigation school founded by Columbus’ navigator. He sailed for the New World to distance himself from the Inquisition, but it followed, and he lives in fear of being discovered as a Jew. Covas is compelled to find enough gold to save his people, and so he seeks the mythical city of El Dorado.

After the Inquisition was largely defeated at the hands of an English Armada, Covas was able to return to Spain and enjoy the short-lived period of Spanish Renaissance. However, this didn’t last long at all, for Spain was quickly falling behind and excluded once again.

With a desperate (and possibly insane) King financing the journey, Covas had his pick of ships to sail all the way back to the New World, his “old stomping grounds” if you will.

After a number of mediocre experiences aboard small or cramped vessels, Covas saw this as an opportunity to live in luxury for the first time since his school days. With the Rocinante still under construction (just months away from launching, but the King is impatient, mind you!), Covas chose a ship he had watched from afar, the Buscador:
Buscador del Dorado

With a grand ship of such large cargo capacity, Covas was able to convince the King that even with a few other “useful” (as described by Covas of course, though the uninformed King had his doubts about that) crewmembers, the Buscador would still be able to bring back any gold found in Lake Guatavita or Lake Parime. Covas was mighty excited by the King’s permission, as he knew just the right person to join him!

After two nearly fatal “accidents” at home (possibly arranged by her husband’s children, all older than she), the lovely Contessa Anita decided that it might be prudent to take a long trip until her husband passes away and she inherits everything. She has been seen in the company of both Comandante Luis and the pirate Jack Hawkins.

With her ailing husband hanging onto his life through a series of miracles (some claim that the infamous Papa Doc is involved for financial reasons), the more-mature but still-annoyed Contessa Anita is ready for her long trip. Over the years she has seen the deaths of her other lovers, including both Luis and Hawkins. Covas is unaware of her piratical and deadly past, seeing her as a potential partner in the riches that they will acquire on their voyage together. He hopes to wine and dine her, killing two birds with one stone by getting a wife and retiring with riches from El Dorado! (and getting not just one, but two kinds of “booty”, if you know what I mean…  )

With that, the crew was nearly ready to set sail. In his obsession over the still-lovely Anita Amore, Covas nearly forgot that the King was allowing him TWO additional crewmembers. In great haste he used the King’s old gold to hire a helmsman, for he knew that as good a navigator as he was, he couldn’t crew the Buscador all by himself. After all, he had never dealt with a “crane” or “hoist” before. Even if he had, in the back of his mind he knew it would be difficult to sail all the way across the Pacific without being “distracted” by Mrs. Amore along the way….

And so, the Buscador set sail for South America with her motley crew. And El Dorado doesn’t exist, and that was that. Or, maybe not?!

“WHAT IF THEY GET ATTACKED!?” exclaimed the King, fearing that he had just spent his gold in vain. With almost no money left (and the only money he DID have left was secretly given to him by Anita out of her own personal savings, as she knew how badly undermanned and therefore outgunned the Buscador would be), he turned to the cheapest “gunship” in the annals of Spain:

Capitan Vencinia has become a victim of his own success, having replaced shrewd negotiating with wastefulness and gluttony.

Luckily for Vencinia, no negotiating skills were needed here: the King wanted him for his low bid price! With Spain’s finest gearing up for war with the former American colonists (SS flavor! lol), the King didn’t have many choices in the first place. Vencinia’s best days were behind him, but he could still lead a ship to victory in battle. At least, that was what the King hoped.

The King suddenly remembered that one of his newest possessions could be a potent weapon if only Vencinia could make a quick stop on the way to the New World. He explained the situation, and Vencinia knew what was waiting for him in the West Indies:

First deployed in the Caribbean, the Diablo surprised pirates used to Spain’s “old ways.”

And with that, the Algeciras set sail for the New World hot on the stern of the Buscador. With the frolicking taking place on the Buscador, Vencinia had no trouble catching up to Covas and his ship. A formidable friendship was struck between all four members of the expedition, and although small, it DID feature two of Spain’s finest ships and some (?) of their better crew. Covas was thrilled to have a war-proven ship to escort him to El Dorado, and he grew even more secure when informed that they would be picking up a “gunbox” in the Caribbean on their way there.

~~~~~

And so the expedition was complete, and off to find El Dorado! I hope you enjoyed my “story” of sorts, it grew quite a bit larger than I expected when I was able to tie things together in whatever ways I could think of heh.

The fleet is relatively straightforward: with just 25/30 points available, it’s tough to have more than 2 effective ships. The Buscador is simply underrated by most, and carries a huge cargo hold, solid abilities, and enough crew to make her a good gold ship. The Algeciras is overused for a reason, but the Spanish don’t have any 5 or 7 point ships (considering captain/helmsman necessities) that I liked enough. Throw in Diablo’s flavor text, and adding the tried-and-true combo was a lock. I would have preferred a captain on the Algeciras, but the King couldn’t afford one. Once it was posted that 0LR +5’s were legal for this challenge, they seem almost necessary due to how big of a percentage boost they give you in a small build total. (+20% more points!)

PS: I checked with Woelf about the flavor text on Covas’ card, which says Olano as the name at the beginning of the last sentence. Apparently it’s an unsolved mystery, but in all likelihood it should say Covas, so that’s what I’m hoping was the intent heh. (or else this fleet falls apart real quick in terms of flavor lol)

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Agustin Covas PofCC 062B Crew C
1 x Buscador SS 006 Ship R
1 x Contessa Anita Amore PofCC 060 Crew C
1 x Helmsman PofSMU 111 Crew U
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Diablo RotF 014 Ship R
1 x El Algeciras PatOE 067 Ship U

 

Buscador del Dorado

Fleet page at Miniature Trading

Traders of the Coast

Traders of the CoastDiamond Nelson Turner

Originally published to Miniature Trading on July 26th, 2017

100 Points

This is a fleet meant for fun. The goal isn’t even necessarily to win the game, but to establish many treasure trades that confuse the opponents you’re facing and when combined with abilities and UT’s, possibly end up in you getting all the high-value coins. I wanted this to be a fleet that was somewhere around 60 points, but as usual the costs spiraled out of control as I kept finding things I wanted to add. It’s quite thematic.

The goal here is to be a friendly but profitable trading nation. There are no captains, and combat of any kind is frowned upon. Everything is about doing business and conducting transactions. With enough luck and a somewhat mellow opponent, you may be able to set up a “trading empire” and win handily.

As one of the better gold ships in the game, the Neptune’s Hoard was the first ship I chose. The combo of Bones Wiley and his parrot are absolutely perfect for this fleet, as they link to save a cargo space on the NH and give the ship a second trading ability along with some spying potential. With good speed and 3 open cargo spaces, the NH will get gold and should be able to trade effectively, whether it be with islands or “enemy” ships.

The next ship is one of the more odd 5 masters in the game, the USS Morning Star. With the extremely powerful treasure/crew trading ability, the Morning Star has a flexible role in this fleet. She’ll be getting gold and possibly trading it with the little-used original version of DNT. The ship ability is a nice option to have if the ship explores right before getting attacked (which happens rather often in games), but with no other American crew in the fleet it’s not as practical as when you base a fleet around it. The ship has good speed and the crew and durability to protect the chieftain reasonably well, and functions as the fleet’s main gunship if the need arises.

The canoes are one of the most powerful gold running options in the game, and feature great speed, above-average cargo for canoes, and of course another trading ability. This is more of a “taking” ability, but the canoes should do well ferrying gold home from the other ships. The strategy can work in different ways: the larger ships have the speed and durability to reach some faraway islands, and the canoes can ferry their coins home in chains. In addition, the “trade within S” ability could work great with the native canoes. Imagine your opponent’s look of shock when Wiley or DNT is flipped to trade a 0 (more on that later) for a high-value coin, which is suddenly warped home through the canoes using their ability!

Just like the NH, the Foresight has both of the regular trading abilities available. Gilbert speeds the ship up with some sacrificial oarsmen, and the Foresight will have 4 open cargo spaces once one of them leaves. Similar to the previous ships, the Foresight has some good durability for a gold-oriented ship, so taking damage isn’t completely crippling.

Have you had enough trading confusion yet? How about some more! The Artesien gets the point total closer to 100 while introducing a more typical gold runner. This combo results in a third ship with both regular trading abilities. I’m not a fan of the explorer/wild island swap mechanic, but it could be used since the Artesien could only pick up two coins without it. (you could also swap out the explorer for an oarsman on one of the other ships, or even better, perhaps a Letter of Marque equipment…)

The final ship was chosen to bump the points to 100. I didn’t want to go the ultra-cheesy route, but Aristide’s flavor text fits perfectly with the fleet. The Coeur will stay near home and add his +2 bonus to as many coins as is convenient. Gold bonuses win games, plain and simple, so this fleet of traders and businessmen could be quite profitable indeed.

Finally, we have False Treasure, the most hostile thing this fleet contains. I’m not a big fan of events, but this is one of the only events that isn’t underpriced. It was my first event, and could tip the game in favor of the traders. Between Lucky and the UT’s, there will be plenty of knowledge about what gold is where throughout the game. This could allow for perfect timing with False Treasure. It’s also a good insurance policy in case you aren’t able to trade away low coins for good coins with the within S ability, or if your opponent has a very fast gold runner that can get home before any of this fleet’s ships can get to her. Finally, it could lead to confusion in the other fleets. Unless they count the points of the rest of the fleet, it’s not exactly expected that False Treasure would be picked over the other events. In addition, since False Treasure could be saved until near the end of the game, your opponent could be lulled into a false sense of security that you’re just bluffing with Rolling Fog or simply haven’t had an opportunity to use Raft. Little do they know what’s in store for their gold!

Trade Route is the only “mandatory” UT for this fleet, but I’ve included a lot of other fun options. Marksman’s Map, Shipping Charts, and Spyglass should help with knowing which ships to go after with the S trading. The Artesien was the original ship used in the Rum Bomb combo, and is a great option with so many S traders sailing around. Jade, Spices, and Trade Route are purely thematic, though Trade Route could become rather strategic if you can manage to trade a 0 for a 7 or something. Try to ensure that both players have a low number of coins on their HI’s, so the swap is less random (such as 1 for 1 if you know what both coins are with the help of the spying). Since it’s loaded face down, it could even become a nasty surprise. Maybe even avoid using False Treasure on purpose when you only have a 0 on your HI (prioritize getting low value coins home early, using the canoe chains), and then flip Trade Route for a quick reversal of fortune! Include at least a 0 or two in the distribution so you have some great things to trade away with the various abilities.

Maps of Alexandria is a proxy for:

Abandoned Charts
RtSS-033, Rare
Unique Treasure
When this treasure is revealed, mark all wild islands as explored and choose any wild island and look at all the face down treasure on that island. Then remove Abandoned Charts from the game.

This should help with the fleet’s lack of explorers, and further help with knowing what treasures to pursue via trading. It’s not that bad if your opponent finds it, because it will just allow for easier trading with them (using the trade within S ability). In addition, through their ship movements it may become obvious if the island they choose to look at has very good or very bad gold on it, so unless it’s about average, it’s almost like all players see what’s generally on the island. (unless of course they sail towards the island to deceive you lol)

As this isn’t a hostile fleet, the forts were included to help with the strategy. St. Pierre could actually see some usage, while the Devil’s Maw will help keep the traders (and possibly even the chieftain!) alive. If any crew come back ghostly, that could help protect the traders since enemies wouldn’t be able to board and steal back their valuable gold you made fair trades for. XD

I’ll admit, this fleet is kind of dumb. In a game called Pirates, it’s likely that everything will fall apart when your opponents bring multi-action gunships and nasty UT’s to the game, especially at this point level. However, between the durability, some speed, and lots of targets to hit (most of which will be scattered all over the sea, establishing trading opportunities), it won’t be automatic to eliminate everything. In addition, with all the island trading abilities, negative UT’s could be traded away as needed, or simply avoided through knowledge gained of what’s on each island.

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x David “Bones” Wiley PofSMU 035 Crew C
1 x Helmsman PofSMU 108 Crew U
1 x Lucky the Parrot PofSMU 038 Crew C
1 x Neptune’s Hoard PofR 002 Ship U
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x “Diamond” Nelson Turner PofR 094 Crew C
1 x Helmsman PofR 133 Crew C
1 x Native Canoes SS 017 Ship U
1 x USS Morning Star F&S 206 Ship LE
Section: Ship #3 (5 miniatures)
Miniature Set Number Type Rarity
1 x “Don” Pedro Gilbert PofR 016 Crew R
1 x Foresight F&S 001 Ship R
1 x Helmsman PofSMU 108 Crew U
2 x Oarsman PofSMU 112 Crew C
Section: Ship #4 (3 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofCC 120 Crew C
1 x Khalid Youssef PofBC 085 Crew C
1 x L’Artesien PofCC 081 Ship R
Section: Ship #5 (3 miniatures)
Miniature Set Number Type Rarity
1 x Le Coeur du Lion PatOE 080 Ship R
1 x Maurice Aristide PofCC 030B Crew C
1 x Princess Arii Auraa PofSCS 084A Crew C
Section: Events (1 miniatures)
Miniature Set Number Type Rarity
1 x False Treasure PofSCS 070B Event C
Section: Unique Treasures (9 miniatures)
Miniature Set Number Type Rarity
1 x Jade PofSCS 101 Unique Treasure R
1 x Maps of Alexandria PofBC 101 Unique Treasure R
1 x Marksman’s Map PofSMU 098 Unique Treasure R
1 x Rum PofSMU 101 Unique Treasure R
1 x Shipping Charts PofSMU 097 Unique Treasure R
1 x Spices PofBC 100 Unique Treasure R
1 x Spyglass DPotC 077B Unique Treasure U
1 x Trade Route PofSCS 106 Unique Treasure R
1 x Treasure Card F&S 222 Unique Treasure LE
Section: Forts (3 miniatures)
Miniature Set Number Type Rarity
1 x St. Pierre PofCC 091 Fort C
1 x The Devil’s Maw PofR 022 Fort C
1 x Thompson’s Island PofR 101 Fort C

 

Traders of the Coast

Fleet page at Miniature Trading

The “nobody has any fun” fleet

The “nobody has any fun” fleet

Originally published to Miniature Trading on July 25th, 2017

45 Points

I would NEVER use this in a game. Also, if you use something like this against me, don’t expect a full game.  (I don’t play with mermaids/fotg ever, and highly prefer no events at all)

This is a compilation of how to NOT have fun playing Pirates. It’s almost like a fleet of most of my least favorite things in this game.

Before you start the game, you can tell your opponent:
-“Yes I’m using a 0LR +5 crew.”
-“Yes I’m using 4 events, all of which are underpriced and OP.”
-“Yes that includes mermaids, the stupidest game piece ever invented.”
-“Yes I’m using the most annoying ship ability in the game on the largest and most powerful ship it appeared on.”
-“Yes I’m using the Banshee’s Cry.”
-“Yes I’m using two other dirt-cheap gold runners which have mostly irrelevant abilities that make them underpriced.”
-“Yes I might be building what is by far the best fort in the game.”
-“If it’s any consolation, no I’m not using Captain Jack Sparrow LOL!”

The game starts, and if your opponent goes first, you can use mermaids to freeze their well thought out and excellently crewed gunship for nearly the whole game. Or, use Hidden Cove to get gold immediately with the BC. If you go first, you get two turns: play Becalmed right next to their home island to freeze their fleet for their entire turn. If they try anything, you have fotg to wreck it.

Then we get to the actual gameplay. Get bored while they constantly measure over and over and over and over and over again with their gunship to try and get a single L range cannon in range of the Bonaparte. Then, it misses. A huge waste of time, and now move the Bonaparte right next to their gunship and hit it with chainshot (with the help of a reroll of course). Then spend most of the game shooting at their dead gunship with mediocre rank-3 cannons.

Ah, don’t forget the gold though! With 3 of the cheapest gold runners in the game, you should do fine in the treasure department. The fun of exploring islands and checking out what’s on them is eliminated through the omniscient UT’s included. Any fun UT’s will be knocked out through the others, which are permanent fun-wreckers.

Wreck everyone’s strategy, make everyone hate you, and win the game with boring and OP tactics. You win! Yay!

Remember: don’t have fun. 

(PS: Feel free to give this a reverse rating, such as a 1 or a 2 even if you think it’s a “good” fleet. I really would like that actually.)

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Chainshot Specialist PatOE 157B Crew SE
1 x Helmsman RotF 079 Crew C
1 x Jordan Dumas PofBC 082 Crew R
1 x Le Bonaparte PofDJC 078 Ship U
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Banshee’s Cry PofR 013 Ship R
1 x Explorer RotF 082 Crew C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Le Coeur du Lion PatOE 080 Ship R
1 x Vicomte Jules de Cissey PofCC 089 Crew C
Section: Ship #4 (1 miniatures)
Miniature Set Number Type Rarity
1 x Mermaid PofCC 020 Ship R
Section: Events (4 miniatures)
Miniature Set Number Type Rarity
1 x Becalmed PofR 098B Event C
1 x Favor of the Gods PofSCS 058B Event C
1 x Hidden Cove PofSCS 057B Event C
1 x Mermaids PofR 096B Event C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Jailhouse Dog DPotC 082B Unique Treasure C
1 x Kharmic Idol PofSCS 103 Unique Treasure R
1 x Maps of Alexandria PofBC 101 Unique Treasure R
1 x Pirata Codex DPotC 067 Unique Treasure R
1 x Pirate Globe DPotC 070B Unique Treasure R
Section: Forts (1 miniatures)
Miniature Set Number Type Rarity
1 x Paradis de la Mer PofR 065 Fort C

 

The nobody has any fun fleet

Fleet page at Miniature Trading

Unconventional Pirates

Unconventional Pirates

Paradox Pirate ship

The Paradox, an underrated vessel.

Originally published to Miniature Trading on July 25th, 2017

45 Points

Here is a Pirate fleet that features a new ship for Barstow, a very unique crew, as well as an unexpected hybrid of sorts and a slow gold runner.

Barstow is best aboard a larger ship so he can win boarding parties, but the Raven is a surprisingly good ship for him to serve on. The Raven is fast enough to ram and board enemy ships, though unfortunately Barstow will have to board before the flotilla’s cannons can soften the target. However, he has an oarsman for protection, and will not be pinned due to his ship’s ability. In addition, the Schooner keyword could allow Barstow to board without ramming in some cases, which might be desirable at some point. Finally, the explorer keyword and the Raven’s 3 remaining cargo spaces make the ship a fun and versatile option.

The Cutlass is a solid support gunship, but here she’s the main attack ship while also functioning as a hybrid. Hammersmith is just irresistible to us fleet makers, and for good reasons. The cargo space he saves makes the ship viable as a hybrid, with two spots for gold to be gotten from exploring or stealing. The Cutlass may shadow the Raven and protect her, potentially hitting a target with covering fire before Barstow attempts to capture crew (after which the ship is finish off with Doombox). She’s also the designated fort-wrecker if you need her for that!

I started running into point problems at the end, but luckily the Paradox is a still-underrated option at the dirt-cheap <5 point level. The Hag lets Hammersmith do his thing on the Cutlass, while the helmsman is necessary to make the Paradox fast enough to reach islands close to home. The hope is that Barstow and Hammersmith will create enough chaos and distraction with their vessels that the Paradox can make multiple trips and steadily accumulate gold.

In a unique UT strategy (lol), I am trying to give my opponent(s) crew or protect their existing crew. The abandoned crew would likely be a shipwright and cannoneer, since a captain or musketeer could be more invasive to my own plans. In addition, it could be nice for the Cutlass or Paradox to find one of them. Castaway is amazingly underrated and versatile, and might be used against me, but was too fun to pass up. Between the potential for 3 extra crew to enter the game, Barstow will be busy nabbing people left and right! I originally had the Executioner in for the Cutlass, but realized it made no sense with the capturing strategy. I’ve gone the complete opposite route, hoping my opponent finds Jack’s Piece of Eight to avoid them losing crew so I can capture them.  

The forts are standard, and would likely be financed by the Paradox and set up by either of the schooners.

Thanks for checking this out! It’s not nearly as practical as many other Pirate fleets, but it’s a fun new usage for Barstow with a bit of a weird strategy overall.

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Barstow F&S 024 Crew R
1 x Doombox RotF 088 Ship SR
1 x Oarsman PofSMU 112 Crew C
1 x Raven PofCC 017 Ship C
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Cutlass PofR 010 Ship C
1 x Hammersmith F&S 022 Crew R
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Helmsman PofSMU 108 Crew U
1 x Paradox DPotC 048 Ship C
1 x The Hag of Tortuga PofCC 027 Crew C
Section: Unique Treasures (4 miniatures)
Miniature Set Number Type Rarity
1 x Abandoned Crew PofMI 303 Unique Treasure PR
1 x Abandoned Crew PofCC 098 Unique Treasure R
1 x Castaway PofR 108 Unique Treasure R
1 x Jack’s Piece of Eight DPotC 064 Unique Treasure R
Section: Forts (2 miniatures)
Miniature Set Number Type Rarity
1 x Dead Man’s Point PofCC 031 Fort C
1 x The Devil’s Maw PofR 022 Fort C

 

Unconventional Pirates

Fleet page at Miniature Trading