Another Pirate Rescue Attempt!

Another Pirate Rescue Attempt!

Originally published to Miniature Trading on February 17th, 2017

60 Points

This is my entry for xerecs’ Free the King Fleet Challenge.

Most of my fleet was chosen for efficiency, but it just so happened that a lot of flavor ironies occurred with the prevalence of PotC pieces.

First off, the main ship is the Flying Dutchman. Against Fortaleza Dorada, and with 30 extra points in the allied fleet, it’s not likely that a 60 point fleet would be able to survive long enough to destroy the fort AND explore the island to rescue Mysion. Therefore, winning a single boarding party against the fort is likely the way to go. The FD has Ghost Ship, SAT with reroll, world-hater, and the necessary captain and helmsman abilities. She also has that nasty built-in boarding massacre ability, which pairs perfectly with Jack Hawkins’ crew-protect ability. In addition, Genny’s Red Rampage adds +1 to all boarding attempts, making the FD an even more dangerous boarding foe. If any allied ships get in the way of the Flying Dutchman, she will simply steamroll them like Captain Salazar!

Jack Hawkins is my required Pirate Lord, though he’s joined by two other Pirate Lords – Captain Barbossa and Elizabeth Swann/Turner, not one but two literal Pirates of the Caribbean. Barbossa and Elizabeth both found Mr. Hawkins to be somewhat suspiciously familiar to another pirate they had known in the past….


A dark cloud of gloom seemed to settle over the small collection of motley pirates, who looked down at the old wooden floor of the Flying Dutchman.

Ragetti: “Never another like Captain Mysion.”
Elizabeth Swann: “He was a good man.”
Bootstrap Bill Turner: “Part of the crew, part of the ship.”
Tia Dalma: “What would any of you do? Would you sail to the ends of the earth and back to fetch back witty Mysion?”

Ragetti: “Aye.”
Barbossa: “Aye.”
Jack Hawkins: “Aye.”
Elizabeth Swann: “Yes. Aye.”

Tia Dalma: “All ‘right… but if you will brave the weird and haunted shores at world’s end, then you will need a sheep that has sailed dose waters.”

Suddenly the waters next to the Flying Dutchman began bubbling… a metallic spine slowly emerged from the depths….

Hawkins and Barbossa frown, while Elizabeth gasps in shock.

Ragetti: “S’ Mysion’s submareen!!”
Jack Hawkins: “Where did you get that?”

Tia Dalma simply smiles and walks to one of the Dutchman’s boats to board the submersible.


The sudden, unexpected appearance of Mysion’s former ship, the Coleoptera, gives the Pirates hope! With canceller Tia Dalma aboard, the submarine will give the Flying Dutchman valuable protection while staying submerged and therefore immunity to the entire allied fleet.

The basic strategy involves the Flying Dutchman ghosting through the allied fleet, while the Coleoptera goes underneath them. The FD arrives at the fort and blasts as many flags off as possible, after which she tries to board. Ideally the FD would get relatively close to the fort before getting an SAT on the next turn, so as to blast the fort with a full broadside before smashing into it and firing another 2 or 3 shots before boarding. However, a single 2 or 3 shot volley could be enough between the +1 to boards and potential reroll. The toughest part will be keeping the FD healthy enough for a boarding attempt, which is why the Coleoptera must at least slow the allied fleet with Tia Dalma, the overlapping rules, and probably some submerged ramming. Finally, if the FD gets an SAT and can rip off 10 shots at the fort, it’s possible that she may simply blast away until the fort is gone, at which point the Coleoptera will surface so Ragetti can jump on the island and grab Mysion (yes, he’s there for more than just flavor heh).

It’s not likely to work against 3 super gunships armed with rerolled double actions, but between the similar speed of the Flying Dutchman and Tia Dalma’s help, it’s the best strategy I could muster in a reasonable time frame given only 60 points. The FD’s cannons are all short range, while her boarding ability could really help if things turn into a chaotic melee.

Thanks for reading; comment and vote!

Section: Ship #1 (6 miniatures)
Miniature Set Number Type Rarity
1 x “Bootstrap Bill” Turner DPotC 071A Crew R
1 x Captain Barbossa DPotC 062 Crew C
1 x Elizabeth Swann DPotC 060 Crew C
1 x Flying Dutchman DPotC 001 Ship R
1 x Jack Hawkins PofCC 025 Crew C
1 x Oarsman PofSMU 112 Crew C
Section: Ship #2 (5 miniatures)
Miniature Set Number Type Rarity
1 x Coleoptera PofMI 029 Ship R
1 x Helmsman PofSMU 108 Crew U
1 x Oarsman PofSMU 112 Crew C
1 x Ragetti DPotC 021B Crew R
1 x Tia Dalma DPotC 022A Crew R


Another pirate rescue attempt!

Fleet page at Miniature Trading

Bumper Cars Game – Fleet Challenge Entry

Bumper Cars Game – Fleet Challenge Entry

Originally published to Miniature Trading on December 8th, 2016

50 Points

This is my fleet for selvaxri’s Bumpercars Fleet Challenge.

When I saw that the challenge would focus on ramming and boarding, I immediately thought about the French. While other factions (especially the Pirates and Cursed) have fun and numerous boarding options, France has always seemed to me like the best faction for ramming and boarding, especially boarding.

A few of the obvious behemoths immediately came to mind, namely the Saber and Le Gaule. However, between the 50 point build total and my history of using those two ships, I decided to embrace the “bumper cars” theme and go with some smaller ships.

I originally had Le Republicain (one of my first and most nostalgic French ships) in this fleet, but then realized that the ship would be the ultimate party pooper given the theme of the challenge. I had similar thoughts about turtle ships, considering them for their “bumper car” nature and their resistance to ramming and boarding, but decided that I didn’t want to spoil other fleets on purpose. Ram and board at will and let the best crews win! 

In essence I had some small ships (bumperships) ready for a small fry type game. However, changing up my original ideas may have lead to a more interesting fleet.

The first ship is the only ship with a captain, Le Mercure. She was one of my first French ships (possibly the first), and is somewhat underrated given her speed and cannons. Those cannons will be augmented by some firepots, which fire at the full cannon range (rather than using the specialist with L-range guns). Though fragile, the Mercure is the main defender of the fleet and will look to harass enemies in general. She also cannot be pinned, so if there’s even a remote chance of an enemy ship losing a mast to a ram, the Mercure will crash and burn (quite possibly literally!). The specialist isn’t indispensable so she can afford to lose a boarding party.

The second ship is where I went a little overboard. Le Descharges has always been one of my favorite French ships, and is simply stacked with great stats and combos. Even without crew she would be a reasonable threat in a game. Here, two underused crew come aboard to maximize her effectiveness. Cartier provides extra actions, and gets rerolls from Mr. Rousseau. The general idea is for the Descharges to board an enemy ship, take all her gold (up to 3 coins!), and then use Parley as necessary to get as much home as possible. Cartier adds a bonus to make the boarding more likely to succeed, while an oarsman comes aboard to fill out the build total and protect the valuable crew. If the ship gets in trouble, she’s got great guns, extra actions, and even Parley to save her (if it’s optimal to use Parley). Having half my build total invested in a ship without a captain OR a helmsman is risky and odd, but I wanted to think outside the box on this one. In addition, all the abilities on the ship (essentially 6 different ones) complement each other quite well.

With 11 points left over (I hadn’t yet added the oarsman to the Descharges), there wasn’t much room left for more excitement. I very nearly went with La Belois and a helmsman, or even her near-clone La Moulin Rouge. The alternative was the Intrepide, an overused ship I’ve certainly seen enough of. However, at this point in my Pirates CSG career I simply hate what I consider to be “boring”, so another named crew was fit into the fleet (barely). I believe Leander Arnaud links to Cartier (not that it matters here), and either way it’s fun to have a crewfer twofer in the same fleet! Maybe the Intrepide wasn’t the best choice for the final ship (Libellule, anyone?  ), and maybe she’ll never win a boarding party, but she has the speed and cargo space to not only take full advantage of Arnaud’s capabilities, but perhaps more importantly serve as the main gold runner. That said, she’ll definitely see some ramming and boarding usage if the Descharges falters, and could even harass enemy gold runners by herself (or tag up with the Mercure and leave an enemy gold runner formerly laden with treasure on fire and penniless!).

The UT’s were added to hopefully aid in stealing treasure (hoping the enemy gold runners don’t have many crew and that the Intrepide might find one on her first gold trip), and to add to the theme of the challenge.

Overall I think it’s a fun fleet and fulfills the challenge theme reasonably well. It’s also a bit quirky, with no helmsmen present. In addition, I never even considered a 0LR +5, which could certainly be a weakness against other fleets. Lastly, the Descharges’ lack of speed and the fragility of the other two ships could spell doom, but this fleet is worth a shot when playing.

Thanks for reading and thanks to selvaxri for making the challenge! Comment and vote! 

Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofCC 115 Crew C
1 x Firepot Specialist PofR 066 Crew U
1 x Le Mercure PofCC 080 Ship C
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Amiral Louis Cartier PofFN 074B Crew C
1 x Duncan Rousseau SS 027B Crew C
1 x Le Descharges PofMI 076 Ship U
1 x Oarsman PofCC 121 Crew C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x L’Intrepide PofCC 078 Ship C
1 x Leander Arnaud PofFN 074A Crew C
Section: Unique Treasures (2 miniatures)
Miniature Set Number Type Rarity
1 x Gun DPotC 074B Unique Treasure U
1 x Weapons PofR 103 Unique Treasure R
Section: Forts (1 miniatures)
Miniature Set Number Type Rarity
1 x St. Pierre PofCC 091 Fort C


Bumper Cars Game - Fleet Challenge Entry

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