UPS v. 5.0: Zeus Style (UPS 5)

UPS v. 5.0: Zeus Style (UPS 5)

UPS 5 during T2

UPS 5 during VASSAL Tournament #2

Originally published to Miniature Trading on September 1st, 2016

45 Points

I stole the name from the excellent Universal Pirate Shipping fleets created by darrin. I can change the name if desired.

In the style of the original UPS fleets, this one is meant for a standard game of Pirates. With a ship as costly as the Zeus, a 50 or 60 point game would likely be more ideal. However, this combo is so amazing (and the Zeus so undercosted) that it works in a regular setup.

The Zeus has L+S speed, which will ideally be doubled on most turns. It’s annoying to put an oarsman on the Zeus (rather than the home island) to start the game, but the Zeus needs to reach an island. Don sacs him and then we explore. The process begins. The Coeur loses an oarsman (she can carry 2 at a time) for the best coin. On the next turn, the Zeus can either redock at the island (potentially twice) or move twice towards another island. Beautiful! It’s best not to sac the explorer, but that could be done in a pinch. Either way the Zeus will likely have an oarsman to sac on every turn, which allows for extremely potent offense not seen in the other UPS fleets. Her gold-hoarding ability could even come in handy if she explores dud islands. The oarsmen will eventually run out, at which point the Zeus could load up gold and sac any crew needed to get home, or simply attack the other fleet. The forts are there to protect any gold the Zeus doesn’t want to send home (or doesn’t have time/oarsmen to send home).

The Jolly Mon can try to prevent the Coeur from being harmed. Other options include swapping Don for Jimmy Legs. This allows you to add Hidden Cove or a backup runner like the Mermaid. In the end, I went with Don between my hatred of events and the fact that Don’s second ability could really help a lot if you encounter nasty stuff like Plague or Natives. Even with the trading ability, negative UT’s will still be one of the biggest problems for this fleet. If the Zeus loses just one or two crew, the fleet’s efficiency goes way down.

Please comment and vote on UPS 5!

Edit (9/20/2016): This fleet has won VASSAL Tournament #1!

This fleet’s record is now 8-3.

Edit: After losing in the second round of VASSAL Tournament #2, this fleet’s record is now 11-5 for a .688 winning percentage.

Section: Ship #1 (6 miniatures)
Miniature Set Number Type Rarity
1 x “Don” Pedro Gilbert PofR 016 Crew R
1 x Captain Jack Sparrow DPotC 058 Crew C
1 x Explorer PofSMU 116 Crew C
1 x Helmsman PofSMU 108 Crew U
1 x Oarsman PofSMU 112 Crew C
1 x Zeus PatOE 300A Ship LE
Section: Ship #2 (5 miniatures)
Miniature Set Number Type Rarity
1 x Le Coeur du Lion PatOE 080 Ship R
4 x Oarsman PofSMU 112 Crew C
Section: Ship #3 (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: Forts (4 miniatures)
Miniature Set Number Type Rarity
1 x Dead Man’s Point PofCC 031 Fort C
1 x Paradis de la Mer PofR 065 Fort C
1 x St. Pierre PofCC 091 Fort C
1 x The Devil’s Maw PofR 022 Fort C

 

UPS v. 5.0 - Zeus style

Fleet page at Miniature Trading

Delusion Fleet

Delusion Fleet

Delusion Pirates CSG

The Delusion glows in the dark!

Originally published to Miniature Trading on September 1st, 2016

100 Points

I’ve mentioned this many times in the past, and have played this fleet before. I’m not sure why I never bothered uploading it as a fleet. It’s generally for deathmatches.

As far as I know this is all legal heh. The Delusion setup may be the most total points you can fit on one ship in the entire game (77, I suppose you can fit another oarsman to make it 78 lol). The crew total 42 points for 8 crew, and Eddie gives -1 to the other 7. 42-7=35, so it works out perfectly. The cargo is actually better than perfect – there’s still a spot left! DJ links to make it 8 cargo, minus 7 crew who take up space.

The Delusion just sails around doing whatever she wants. She’ll move L+S+L+S with 20 shots 5/6 of the time, and Nemo will pair with Ozat to nab enemy crew. These crew can either be used as backups for the main crew (since you already have most of the main abilities you’d want on a monster gunship), or as sac fodder for Fantasma. Ideally you’ll capture a reroller so DJ can get more 5’s and 6’s, and start using Fantasma’s sac ability to get extra actions so the All-Powerful/sac captain combo doesn’t “waste” many points.

The Fallen Angel originally had El Fantasma aboard, but that would violate the no-duplicates rule and the point limit. I originally had the Delusion setup at 76 points, allowing 24 points for other stuff. However, the new crew setup on the Fallen Angel might actually be better. Fantasma would let the Fallen Angel keep up with the Delusion (sort of), but now she’s more of a weapon. 4 shots at S+S range and a rank-2 cannon shooting firepots is decent support for the Delusion. The Fallen Angel is to survive as long as possible with her ability and oarsman so the flotilla can stay mobile to support the Delusion. You could also go with the Executioner + captain/helmsman/firepot specialist (or oarsman + equipment). Other than swapping Fantasma for the 6 points of crew, this setup is in its original form.

What do you think of my Delusion Fleet?

Section: Ship #1 (9 miniatures)
Miniature Set Number Type Rarity
1 x Captain Nemo PofMI 020 Crew R
1 x Christian Fiore PofMI 025 Crew C
1 x Davy Jones PatOE 016 Crew R
1 x Delusion RotF SE01A Ship SE
1 x El Fantasma PatOE 018 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Ibrahan Ozat PofMI 024 Crew C
1 x Oarsman PofDJC 129 Crew C
1 x Sir Edmund F&S 082 Crew C
Section: Ship #2 (5 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Death’s Anchor RotF 013 Ship R
1 x Fallen Angel PofDJC 022 Ship R
1 x Firepot Specialist PofDJC 033 Crew U
1 x Oarsman PofDJC 129 Crew C

 

Delusion fleet

Fleet page at Miniature Trading

Second 60 Point Game – January 8th, 2014

I played the second 60 point game between these fleets (previous BR). The Triton explored an island early, only to have one of her masts shot away by the Algiers. The Tunis also explored an island, but her comrade was in trouble. The Lord Cauldwell missed the Triton, but the Algiers scored two more hits to make her a derelict. The Santa Lucia managed to hit the Algiers, but the Algiers retaliated by dismasting the Tunis, leaving her to try to get home on oar power.

Meanwhile, the submerged Locker rammed the Baionnette, as the Lord Cauldwell captured the Triton. The Algiers sank the Tunis, and the game only got better for the English, as the Patagonia docked home 7 gold. The Lord Cauldwell finally rolled a few 6’s to sink the Belle Poule, giving the English a 14-6 gold advantage. However, the Santa Lucia managed to recapture the derelict Triton, as the Baionnette tried to escort the two fragile ships (with 3 gold on the Triton) back to the French HI.

Another well-timed extra action for the Algiers (her good luck evens out the horrible luck of the Lord Cauldwell) let her dismast the Baionnette and ram the Santa Lucia. The Locker now rammed the Santa Lucia to dismast her, leaving the French with no actions left to give to their ships, as the English won, 14-6.