A Swift Victory – The Overthrow of Davy Jones Fleet Challenge Entry
Originally published to Miniature Trading on September 23rd, 2012
A link to the Fleet Challenge that this fleet is designed for.
Let me start off by saying that this isn’t my typical fleet; I don’t usually use a lot of sea monsters in my games, and I have had a truly terrible experience with my ten masters in the past. I was originally going to base a fleet off of the Divine Dragon as a boarding monster, but that idea has already been used. I’ve come up with a few other ideas using fog hoppers and crew with the Black Mark keyword, but suddenly I remembered an old fleet build that isn’t all that great, but that would be perfect for this challenge.
Basically, we have a flagship that will try to end the game as quickly as possible.
|quote from lord_denton:|
|-To win, you must capture or kill Davy Jones (either by sinking or by boarding the Flying Dutchman).|
(Italics added )
How it Works
This is how the strategy is supposed to work. Calim and Mist Walker will do their best to pin the Dutchman in one place so she can’t escape (especially by copying Mist Walker’s ability). Mist Walker may be able to slip in behind the van of the enemy fleet by using her sneaky ability and bypassing the gunships that will presumably lead the fleet of Davy Jones. The sea monsters and the Nightmare clear a path through the enemies for the Delusion to pass through.
Then the real fun starts. The Delusion sacrifices an oarsman so she can move L+S+L+S. This will put her in range of the Flying Dutchman and her All-Powerful captain. She would fire a few shots off, hoping for at least one hit (I have fired full broadsides with the Delusion before and usually hit ~ 2 times or less). Then she will use Ibrahan Ozat’s ability to board without ramming. Since the Dutchman would most likely have at least one mast missing, the Delusion should win the boarding party (Even if the Delusion can’t score a hit, in a worst case scenario, the Dutchman can tie it at 11-11 if she rolls a 6 and the Delusion rolls a 1). Nemo’s ability captures Davy Jones and the game is over! (for a swift victory!)
Fiore is there to cancel Davy Jones. Thane Hartless is there for the possibility of a bad die roll. There is also another oarsman for sac fodder. If there is not a clear path to the Dutchman, the Delusion can become ghostly and bypass anything in her way, and then shoot a handful of cannons at the Dutchman, and then board her on her next turn.
On top of it all, the Delusion is Eternal, so even if things get wacky and she sinks, she’ll have another shot. Killing Fantasma is a tall order for Davy Jones’ fleet, since they’ll have to either sink the Delusion twice (22 hits) or eliminate all other 7 crew first.
Raptor Maw will be an option if something improbable happens, and that crew-killing ability could come in handy.
The Nightmare is there to fill up the points and provide a small measure of extra firepower.
Thanks to lord_denton for running the challenge!
|Section: Ship #1 (9 miniatures)|
|Section: Ship #2 (1 miniatures)|
|Section: Ship #3 (1 miniatures)|
|Section: Ship #4 (1 miniatures)|
|Section: Ship #5 (1 miniatures)|
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