BREAKING THE GAME | + A Global Biological Terrorist Attack Threat

BREAKING THE GAME

Plus: A Global Biological Terrorist Attack Threat

If I had to pick my own “MUST READ” battle report for 2020, this is it.

VASSAL Campaign Game 4 has continued (introduction and rules here).  The previous battle report is probably worth a refresher before getting into the events of this past… weekend.  Indeed, my turn took up a huge portion of my weekend from Friday-Sunday.  Things have spiraled out of control to a degree not seen before in any other game of Pirates CSG, at least that I know of in its recorded history.  Game balance is a thing of the past.  Welcome to a new era – “exploits of the power gamer”.  😉  I listened to this epic mix for most of the Pirate play turn.

A turn this long and epic deserves a long report to do it justice.  Especially given the “injustices” that have taken place… and of which there are likely more to come.  If you make it through the whole thing, please consider leaving a comment at the bottom, as it should help my fansite and the visibility of this post that apparently has 5625 words.  It would be useful to have the newly released Customs Database available while reading, as there were a LOT of customs involved….

As usual for my turns, we start with the Pirates.  The Eagle gave Resurrection Codex to the Zeus. (a pretty big deal in a more “normal” game or even a campaign game) 

Having crushed Xerecs’ Spaniards in the Archipelago last turn with a grand display of powerful weaponry, their combat of this turn was mostly about cleaning up in the center of the ocean.  The Deliverance got the Pirates started by eliminating two Spanish canoes (revealing Isandro Ramirez to be her captain).

From there, things quickly got… unprecedented.

The Smoke’s Hand got two actions and used the second to sink the final canoe and shoot at the Morning Star, who was dismasted by the Stormcloud.  This allowed the Sapphire Sea to tow the Spanish galleon, with the Pirates capturing her!  Given she was loaded with textiles (a valuable resource right now) and additional cargo, in any normal circumstance this would be a major deal and win for the Pirates.  This was, however, arguably even for me the least normal turn EVER taken in a Pirates game…..

As you may have seen in the video, the Arcane herself rolled for her signature ability.  “Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, you may place a Unique Treasure on any ship in your fleet.”  First try of the entire round, and she got a 6.  O_O

The Pirates brought in…

 

 

 

 

 

 

 

 

 

 

 

 

HIDDEN TROVE!!!!!!!!!!!!!!!!!!!!!!

From Xerecs’ Return of Davy Jones custom set:

Hidden Trove: Load this treasure face up, Hidden Trove is worth 2x the total number of ships in the game.

O_O

Reaction to bringing in Hidden Trove

LOL!!!!  Hidden Trove was placed on the Osiris, who naturally was already docked at the Pirate home island.

The report goes a bit out of order here… XD

Naturally it begs the question: how many ships are in play?  Well, at the end of the Pirate play turn: 173.  O_O

This means that Hidden Trove is worth 346 gold.  O_O   XD

But Wait, There’s More

😀  Of course there is!

The Pirates were not even CLOSE to being done yet!  XD

As mentioned in the May 9th report, the Pirates have a mass surveillance program.  They call it the “Global Surveillance Program”, or GSP (not to be confused with GMS).  Think of it like the NSA.  XD   If you’ve got something and want to hide it, odds are the Pirates already know about it.  I believe the Pirates know where every single face down UT on the map is.  O_O   They also know about most of the face down crew in play.  This allows them to make focused decisions that do not rely on assumptions or wild predictions.  They have also become extremely self-sufficient, not needing to bargain with other factions for intelligence purposes.  The Pirates already knew about something they wanted… something that would combo perfectly with their new Hidden Trove….

The Leviathan was put into action!!  In her first turn in play, The Leviathan (from vladsimpaler’s Treachery on the High Seas set) was immediately ready to show off how much of an asset she could be to the burgeoning Pirate fleet.  With D movement, she was able to “fly” anywhere on the ocean at will.  She got her orders to intercept a Dutch ship far from Pirate waters, off in the southwest.  The Prins Willem carried Ivory, a custom UT created by the legendary Cadet-Captain Mike:

Ivory: When unloaded, this treasure is worth as much as the most valuable treasure coin currently on the ship.

O_O     … You may see where this is going.

The Leviathan warped out to meet the Prins Willem, careful not to ram the ship and become pinned.  She simply brushed ever so slightly up against the hull of the Dutch 3 master, and fired off a full broadside of 5 shots just for good measure, courtesy of Captain crew Gregory Rose (a custom by JW Darkhurst).  All shots missed!  However, blood was not what the Pirates were after.  That laid elsewhere.  The Prins Willem had 2 other UT’s aboard: Barrel o’ Monkeys (created by Woelf!!) and Letter of Marque.

Barrel o’ Monkeys: When this ship leaves a wild island, randomly choose one of her treasures and put it face down on that island. When this ship touches another ship, randomly choose one of this ship’s treasures and put it face down on the other ship; eliminate the treasure instead if the other ship’s cargo is full.

Emphasis added; the random part was where my Pirates needed some luck.  I assigned Letter of Marque a 1-3 and Ivory a 4-6; sure enough, the d6 roll came up 6!!  😀   This put Ivory on The Leviathan!

With great haste she flew home, carefully landing to just barely touch the Osiris, who still hadn’t been given an action on the turn.

Now it was time for a true rarity: using SAT (Same Action Twice/Born Leader) to explore twice in a row.  O_O  I don’t know if I had ever done that in a game up until this point, but it was certainly the perfect time.

*** <a7xfanben> rolls White D6 -> [6] ***
<a7xfanben> – O_O   Got Danvian Arrestelos’ SAT on the Osiris, which is suddenly key because both AA’s were already used

With SAT available, the Osiris used her first explore action to explore The Leviathan, taking Ivory.  With her second explore action she targeted the home island, unloading both Hidden Trove AND Ivory at the same time!!!!!

Hidden Trove was worth 346 gold!!  Ivory was worth the same amount as Hidden Trove!!

Suddenly the Pirates had a fortune on their home island!!!

 

 

692 GOLD!!!!!!!!!!

O_O   XD

The Pirates also brought in a fair quantity of metals and textiles this turn, still the game’s 2 most valuable resources for now.  This gave them an additional 58 gold, which would be a pretty good total for them under normal circumstances.

This left them with a grand total of….

 

 

 

 

 

750 GOLD.

O_O

Even in a campaign game, this is beyond belief….

Anticipating one of the biggest megalaunches in memory, Pirate ships immediately scattered away from the home island, with the Pirates desperate to make as much room at their launch points as possible.  Get out of the way!! Make room, make room!!  XD  Despite needing more repairs, the Agnis Crystalis and Darkhawk II simply sail straight out away from the home island, with priority going to the new ships that will inevitably be launched in short order….

I almost never do bulk copy+paste of the module chat in actual battle reports, but this is one turn where I think it is fitting.  🙂

<a7xfanben> – HIDDEN TROVE HAS BEEN PLACED ON THE OSIRIS BY THE ARCANE.
<a7xfanben> – Load this treasure face up, Hidden Trove is worth 2x the total number of ships in the game.
<a7xfanben> – O_O
<a7xfanben> – !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
<a7xfanben> – Its worth will be calculated….
<a7xfanben> – But first
<a7xfanben> – Time to try out the newest superweapon
<a7xfanben> – THE LEVIATHAN!!
<a7xfanben> – O_O
<a7xfanben> – Here’s hoping this works XD
<a7xfanben> – D movement
* [The Leviathan] moved by a7xfanben*
<a7xfanben> – (not her final location for this move)
* [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
* UNDO: * [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
<a7xfanben> – Placed alongside, touching but not ramming…
* **** Crew – Pirate (Gregory Rose) revealed by a7xfanben ****
<a7xfanben> – Gregory Rose: Captain. Eternal. This ship gets +1 to her cannon rolls against English ships.

(shots miss lol)
<a7xfanben> – Now for the key, and maybe a little luck.
<a7xfanben> – Prins Willem has Barrel o’ Monkeys aboard.
<a7xfanben> – When this ship leaves a wild island, randomly choose one of her treasures and put it face down on that island. When this ship touches another ship, randomly choose one of this ship’s treasures and put it face down on the other ship; eliminate the treasure instead if the other ship’s cargo is full.
<a7xfanben> – From the Code: Barrel o’ Monkeys is not included in the random selection
<a7xfanben> – It comes down to Ivory and Letter of Marque.
<a7xfanben> – D6 roll: 1-3 Letter of Marque is transferred, 4-6 Ivory is transferred.
<a7xfanben> – Here goes
*** <a7xfanben> rolls White D6 -> [6] ***
<a7xfanben> – O_O
<a7xfanben> – Oh my god….
<a7xfanben> – This is absolutely staggering…
* Coin moves Ocean -> Player 1 Locker *
* Coin moves Player 1 Locker -> Ocean *
<a7xfanben> – Ivory goes to Leviathan
<a7xfanben> – Elizabeth’s Piece of Eight on the Jolly Mon to give The Leviathan another action!!
<a7xfanben> – Not pinned since no ram 🙂
<a7xfanben> – Bye
* Coin moves Ocean -> Player 1 Locker *
* [The Leviathan] moves Ocean -> Player 1 Locker *
<a7xfanben> – She knows just where to go…
* [The Leviathan] moves Player 1 Locker -> Ocean *
* Coin moves Player 1 Locker -> Ocean *
* Coin moved by a7xfanben*
* Coin moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
<a7xfanben> – Touching the Osiris
<a7xfanben> – O_O
<a7xfanben> – Her first action is to explore The Leviathan and take the Ivory
* Coin moved by a7xfanben*
<a7xfanben> – O_O
<a7xfanben> – Now her second action…
<a7xfanben> – Is used to explore the home island!!!!!!!!!!!!!!!!!!!!!!!!
<a7xfanben> – Hidden Trove: Load this treasure face up, Hidden Trove is worth 2x the total number of ships in the game.
<a7xfanben> – Ivory: When unloaded, this treasure is worth as much as the most valuable treasure coin currently on the ship.
* Coin moved by a7xfanben*
* Coin moved by a7xfanben*
<a7xfanben> – O_OOO_O_O_O_O_O_O_O
<a7xfanben> – LOLOLOLOL
<a7xfanben> – A MULTIPLIER!!!!!
<a7xfanben> – HIDDEN TROVE IS DOUBLED!!
<a7xfanben> – UNLIMITED POWER!!!!!!!!!!!!!!!!!!!!
<a7xfanben> – (force lightning spews from eyes in all directions)
<a7xfanben> – The craziest part is… IT IS NOT OVER. Not for another faction………
<a7xfanben> – The Pirates have not even used their Runes of Thor this round.
<a7xfanben> – O_O
<a7xfanben> – Someone else eagerly awaits….
<a7xfanben> – All shall perish.

Things have gotten a bit strange in Pirate waters.  Multiple damaged ships are almost stranded in between the two launch points of the Pirate HI and their military port, with orders not to dock at either given the mass influx of valuable new ships about to enter play.  At the bottom left the Giza tries to row away from the island at an angle that will allow the maximum number of ships to be docked at the port by the end of the overall Pirate turn.  The Triton’s Fury could have docked and loaded textiles but simply doesn’t.  At the bottom right, 3 Pirate gunships are headed in the direction of the whirlpool created by the Tempest.

Round earthing to the other side of the Pirate home island, the Amity has unloaded 3 gold at the metals island to build Plumb Point Lighthouse!

At the end of their turn the Pirates followed through with their plan to build a fort on an Archipelago island.  They built my custom Skull Valley fort, which has Extended Range. (The fort shuts down resource production on the island; this snapshot was taken before I removed the textiles token or added the 5 gold cost of the fort)

A true pirate stronghold, the Skull Valley is located on an undisclosed and unnamed island either in the Caribbean or the Pacific, depending on who you talk to. More of a town than a fortress, the valley is inside hilly terrain that prevents enemies from getting a clear look at their target. Massive mortars and a huge cache of old Spanish culverins provide ample firepower over the hills.  [Ironically fitting flavor text given that the Spanish were just here and had explored that island]

Then it was time for the launch period.  The Pirates had 750 gold at their disposal, more than any fleet I’ve controlled with the exception of the English in CG1.  With near-unlimited options…

The Pirates spent… ALL OF IT.  O_O

I didn’t know if it would be possible with just 2 launch points, but it was.  The Pirates spent 750 gold in one turn, eclipsing my personal record of 628 that the English spent in CG1.  50 of it was spent on a military port upgrade, with most of the rest of it going to ships and crew of course.

The Pirates are putting Catapults (custom equipment from Xerecs’ Spherus Magna set) on their textiles island to fortify it even more (12 “island cannons” between those and the 8 3S’s from the MP).  The Catapults are manned by new oarsmen.  The Catapults are 3L+L cannons that can fire from only one point on the island.

The Pirates completed their fleet of 10 masters, launching the last 2 that I am aware of.  Both customs of mine: the Slave Revolt and Hera.  Despite the massive costs, both 10 masters actually needed “reducer” crew to make their mammoth setups work.  The Slave Revolt has The Stump aboard to allow (I think) 37 points of crew to fit onto the 31 point ship.  The Hera is even more extreme – Jonah had to be hired in order to fit (I think) 38 points of crew onto the 23 point ship.  O_O  Helping out the Slave Revolt’s poor speed was Woelf’s custom Streamlined Hull equipment, which shows up on a handful of the ships I launched this turn:

Streamlined Hull

We have house ruled it to 3 points for CG4 due to the no ram damage house rule and after feedback from Woelf himself.  This comes from Woelf’s Treasure Trove of Fenrir equipment set, and not the last of it you’ll see….

As ships potentially get into combat and some face down crew are eventually revealed, I hope to talk more about the crew setups on some of the ships.  For now my fellow players (Xerecs and PirateAJ14) can gawk at the epicness of what is not face down (unless they have spyers of course to look at face down crew/cargo!).  🙂    I listened to Dawn of the Villains while the Pirates were launching.

From the following picture you can see that both 10’s were launched from the military port south of the Pirate HI; starting above the Giza (derelict galley) and going anti/counterclockwise from that ship, the Pirates launched (custom creator in parentheses): Deceit (Riz), Shark (mr_awesome/JuliusPepperwood), Howler (the_grandmaster/PointlessArrow), Coleoptera, Fantasia, Chasseur (vladsimpaler), Karda-Nui (JW Darkhurst), Scepter, Challenger (JW Darkhurst), Silent (mr_awesome/JuliusPepperwood).  😀

Pirate megalaunch at military port in CG4

The Pirates are putting together a certain type of squadron… however, it involves so many game pieces and parts that it is not currently possible to put it in the water all at once.  It will be more of an intermediate-term assembly of various things.  You can see that the Pirates are massing some 10 masters; the Zeus and Hera are thematically and practically the perfect “pair”, while the Slave Revolt has some truly terrifying combos aboard.  There is also a theme of submarines and cheerleaders….

But wait, there’s more!  From the northern half of their home island, the Pirates launched two ships, both created by Xerecs: the Inferno and Shadow Thief.  In the deckplate area you can see 7 of the new ships’ cards; the Slave Revolt is absolutely loaded.

Another 10 new ships were introduced at the southern half of the Pirate HI.  Docked at the island, clockwise from lower left with custom creator name (if applicable) in parentheses: Smiling Jim, Albatross (El_Cazador), Wretched (Avery), Gale Force Nine, Turbulence+Divination+La Mosca (all by mr_awesome/JuliusPepperwood), Coastal Ranger (JW Darkhurst), Stormy Night (A7XfanBen).  You can also see more of the Pirate deckplate area, which is quickly expanding and looking rather impressive.

Pirate megalaunch in CG4 July 2020

Nearly every ship the Pirates launched is maxed out in some way – either her point cap space has been filled (14 points of crew/equipment on a 14 point ship), or her cargo hold is full.  With the overstuffed 10 masters adding an excess +~21 points of crew, it’s possible (but unlikely) that I actually spent more gold on crew and equipment than ships this turn.  O_O  The Pirates are trying to optimize every build from the point of launch so ships don’t have to go back into port to pick up new crew/equipment they could have had the first time out.  Plus, it helped to spend all the gold the Pirates took in, which was a fun goal to achieve.  There are a few logistics ships in the mix, such as the Silent – carrying extra crew to replenish those who might be in need of them in the future.

In order to expedite the completion of a short-term plan, the Pirates also launched a new set of native canoes from the middle Archipelago island.  These are the ones from RtSS that have the home island raiding ability built in.  How crazy that 2 turns ago this area was dominated by peaceful Spaniards, with 10 of their canoes here.  Now it is Pirates-only, with 10 of their canoes instead.  With a 10 master and a new fort to boot!

Archipelago dominated by the Pirates

The Pirates launched 25 total ships – 12 from their home island, 12 from their military port on the textiles island south of their home island, and RtSS native canoes at the middle Archipelago island.  This left the game at 198 total ships in play….

The Pirates didn’t even need to use Runes of Thor! Or maybe… they didn’t want to….

 

Whew.  Of course there’s MORE!  That was only one of my four factions!!  😀

Now it was time for The Cursed.  The Devil’s Storm came out of the fog bank she was in to shoot at the Boston!  She shot 3/4 to nearly dismast the schooner.  Although the fleeing Americans had lost their brief skirmish against The Cursed, the Devil’s Storm was all alone with no backup.  It would be very easy for the Bonhomme Richard to blast the Devil’s Storm on the American turn.

Devil's Storm hits Boston schooner

However, there was a reason for the Cursed aggressiveness and confidence… a good reason indeed….

The Opal Shrine uses the Eye of Insanity to copy Davy Jones on the Cursed home island to her oarsman, which is used to copy the Arcane’s ability!!  A 6 is rolled!!!!!!!!!

O_O

TIME TO BRING IN ANOTHER HIDDEN TROVE!!!!!!!!!

XD

Hidden Trove was yanked into the game again, this time placed on the Maman Brigitte, fittingly one of the most hated ships in the game.  She was a move action away from the home island, docking home to unload textiles and Hidden Trove.

198 ships in play x2= 396 gold for The Cursed!!

Combined with 1 gold on their HI and 30 from converted textiles…

 

 

427 GOLD.  O_O

Here we go again!!  Time to megalaunch!!  😀

The Cursed have a vastly different situation than the Pirates.  The Pirates have been the “favorites” (in quotes because there’s been almost no combat and I believe it to still be early in the game) for a while, but The Cursed had only 8 ships in play going into this turn.  Their small fleet was struggling to grow quickly.  Hidden Trove would change all that.

However, the Cursed went straight to the top.  Straight to the top of the customs hierarchy if you will, to the top of the heap.  To something horrific and awesome at the same time.  A superweapon of epic proportions…

 

 

 

 

 

 

 

 

 

 

 

CHIMERATRON LEGACY!!!!!!!!!

Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 90
Number of Masts: 10
Cargo Space: 12
Base Move: L
Cannons: 2S-2S-3L-3L-3L-3L-3L-3L-2S-2S
Ability: Junk. Eternal. Turbine. Sniping.* Two hits from the same shoot action are required to eliminate one of this ship’s masts. This ship gets +1 to her equipment rolls. This ship must be assigned at least 7 crew at the start of play.
Link: Any 1 10+ point Cursed named crew, (and) Aliktoril Bellen

*Sniping: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.

Flavor text: Filled to the brim, with a ludicrously massive cargo hold, technical innovations aplenty, and well over a thousand fiends to defend her, this ship is the best of all worlds. No one knows where the ship came from, or if it was built in a visible shipyard somewhere in the world. The ship is said to be the heaviest afloat, with huge amounts of metal aboard given the technological aspects that seem to indicate that the Cursed are growing at a faster rate than even the English. With enough gunpowder to supply an entire small fleet, and some steel plating on her hull, the vessel could be the first truly “unsinkable” ship. Although her crew is made up of demons and fiends, the despicable and vicious Aliktoril Bellen has come aboard to provide a steadying hand. He plans to drive the ship to unparalleled heights of power as the Cursed machine of death revs up for a grand campaign of terror that will end human existence.

“God mode 10 master with defenses”; End of All Things

O_O   XD

We are entering new territory now, sailing into new waters.  The CL comes loaded like no other ship in the history of the game… but first, a look at the glorious deckplate:

Chimeratron Legacy deckplate

A familiar theme began playing….

 

 

 

Now for the elaborate setup that took probably at least an hour (maybe two) to come up with and actually put in the game file:

Chimeratron Legacy CG4 crew setup

If you don’t want to look up all the customs, here’s a summary: a 10 master that can move S+S+L+S with Captain, all rank-1 cannons (effectively) that have Extended Range and two extra 4L+L’s from the bow, super-Nemo capture, Commander Temple steal-a-ship ability, “global” Possession of cheapish crew, L-board, Sac, the potential to board up to 3 enemy ships in a turn without ramming, stinkpot shot, and more.  This is a doomsday superweapon that comes with a full loadout price tag of 180 gold.  180 points!!  O_O

The CL is optimized for maximum efficiency.  As soon as she starts capturing crew via boarding parties and Captain Shamshere’s super-Nemo capture, she can start sacrificing them to Isaiah Van Tyne for extra actions.  If they run out, Makuta can provide fodder from afar.  The ship may have unparalleled striking range, likely to eventually be greater than even HMS Swallow with Power Cannons and extra actions, a combo seen in the English fleet of CG1 fame.  The CL will not be operating without support….

Her speed may be aided by the Python, who carries First Mate Hamlet, a custom from the_grandmaster/PointlessArrow and his epic Back to War custom set: If a sea monster or ship begins its turn within L of this ship, it gets +L to its base move.  Adding to the insanity is the classic Cursed support ship Celestine and her linked crew Master Scribe.  Between them The Cursed may be able to place 2 trade currents per turn with some luck.  In addition, Barst is now in play, a Lord Mycron clone created by Xerecs and placed onto my custom Tomb of Lucifer turtle ship.  Between the bonuses and a guaranteed extra action (whether from Barst or eventually Sac), the Chimeratron Legacy should be able to move up to S+S+L+S+L x2 +S in one turn.  O_O  Python + CL will be moving at “WARP MACH SPEED”.  Another theme plays…

You would think that The Cursed would want to keep such a powerful thing a secret.  However, with such a massive price tag and ludicrous crew+equipment loadout, I decided to just put it all out there, at least with this setup.  The ship alone is a massively intimidating presence on the water.  The Cursed are basically letting everyone know that they mean serious business and are not to be trifled with.  Mess with them, and you may just see the Legacy on your doorstep moments later.  This is why the Devil’s Storm felt so confident going after the Americans.  If she gets attacked, there is at least a chance that the CL will be able to reach the combat area next turn.  Besides, if the Cursed lose the longship, it’s not a big deal because they are almost literally swimming in gold.  XD

The Cursed saw the potential of the Arcane last turn with the Pirates’ exploits, which is why they rushed to hire Davy Jones.  They made sure they could copy the ability as soon as possible and yank in the Trove for a massive windfall that would allow them to simultaneously beat off a possible American attack in the future, and also begin to finally put their MANY plans into place via launching and logistical efforts.  For the CL was just the beginning!

I listened to Soundtrack For a Supervillain for most of the rest of the Cursed launch period.  The Cursed launched the Solenostomus as well, one of my newest customs and based on nature.  Uh… she is carrying a fort upgrade…. ?!

The Cursed have launched one of my favorite and oldest customs: the movie version of the Flying Dutchman!

Flying Dutchman
Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 30
Number of Masts: 5
Cargo Space: 3
Base Move: S+S
Cannons: 2L-2S-2S-2S-2L
Ability: Broadsides Attack. Fear. At the beginning of each of your turns, determine whether or not this ship is submerged. If she is submerged, her base move becomes S+L, and she may be given only move actions. She has to surface to shoot, repair, dock, and explore. While she is submerged, she cannot shot or be shot at, pin or be pinned, ram or be rammed, and tow or be towed. Once per turn, roll a d6. On a 6, you may place a unique treasure (that can be loaded) from outside the game on an enemy ship. Bow Chasers equipment does not take up cargo space on this ship.
Link: Davy Jones

The FD carries some crew, including customs Wendigo (Fear+Canceller; from Cadet-Captain Mike) and Guardian Corps (Crew Protect; from El_Cazador).

However, Davy Jones was not boarding the Dutchman… he was boarding… the Pantheon!!

Pantheon
Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 40
Number of Masts: 10
Cargo Space: 8
Base Move: S
Cannons: 4S-4S-4L-4L-4L-3S-3S-2L-3S-3S
Ability: Junk. This ship ignores the first hit she takes each turn as long as she has all of her masts. This ship gets +1 to her cannon rolls against forts within S of her. When this ship reaches her cargo limit, she gets +1 to her cannon rolls. If this ship’s point limit is reached by her assigned cargo, she gets +1 to her boarding rolls. If this ship is assigned at least 3 Cursed crew that cost at least 10 points each, she gets +1 to her d6 rolls.

Flavor text: There have been so many powerful Cursed officers joining the ranks that Xenthalos doesn’t always have a ship to assign them to. The Pantheon was raised from the depths of an ancient underwater Cursed city to house all manner of powerful creatures. The ship excels when crewed with great leaders, with near-certain doom befalling her enemies when fully optimized. The ship’s original constructors took the fore and after “castles” to new heights, with top-heavy stonework at the bow and stern of the ship slowing her down but making her a monster in close-quarters combat.

The Pantheon loaded up on some crew, and it was already over!  Having spent an ungodly amount of gold on just a few ships and various extremely expensive crew, The Cursed were out of gold!  They had spent all 427 of it on just 7 ships and the fort upgrade!  O_O  (even minus the fort upgrade cost of 40 gold, this comes out to a sickening 55 points per ship; 387/7)

The haul with new ships clockwise from right: Chimeratron Legacy, Solenostomus, Flying Dutchman, Celestine, Pantheon, Tomb of Lucifer, Python.

 

Now it was time for the Vikings.  They too saw the Arcane stuff get crazy last turn.  And guess what: they too have a copier!!  O_O  Jord from Pirates of the Kraken Sea!  (created by mr_awesome/JuliusPepperwood)

Jord and Shayna Deux were hired last turn and are currently aboard the Asgard, Shayna’s ship.  Although the Vikings didn’t get as lucky as the Pirates or Cursed, they look forward to using the Copier ability again next turn.  The Pirate GSP/NSA did not see Jord, as she was just put in play and the Pirates weren’t looking at Viking crew this round.  (The Cursed have Shipping Charts but have been using it to spy on the Americans)  As a result, this is an unexpected twist that may anger both the Pirates and The Cursed.  The Vikings did bring in 12 gold on their turn, combining it with 6 saved to launch the Noble Glacier, a custom icebreaker of mine from Epic Seas.

The Barbary Corsairs got home some valuable textiles and used it to launch 2 custom ships – one of mine and one from the_grandmaster’s Back to War.  I purposely made this a wide shot to show the dire situation the Corsairs find themselves in… two Pirate 5 masters are just off their west coast, with the megalaunch from the military port not far off in the distance.  At the lower right you can see the English have made some solid launching progress lately.

As my 4 faction turns came to a close, The Cursed had not quite yet had their fill.  They made a grand announcement to ALL players and factions in the game, a “general announcement” of sorts:

(please do not be offended, this is a game and The Cursed being The Cursed)

 

THE CURSED ARE THREATENING TO BRING THE CORONAVIRUS INTO THE GAME.

O_O

(This is meant to shock but not offend. I am not trying to make light of the actual virus and how devastating it has been. It is an analogy given what’s happening in real life and how the Cursed are the supreme evil in Pirates CSG. Not meant to offend anyone.)

Obviously this doesn’t make much sense as the game is theoretically taking place in the Age of Sail long before the recent discovery of the virus (maybe The Cursed can see into the future?), but there it is.

The Cursed have made a global biological terror threat.  O_O  This is a bad day.  And we thought 2020 couldn’t get worse!  :/    It remains to be seen if this general threat is directed at the Americans, who are (as far as “we” know?) the only faction to have specifically annoyed The Cursed thus far in the game.  It will certainly be interesting to see if The Cursed are serious about this, or if it is more of a bluff.  Serious thought went into the massive, offensive threat.  The Cursed considered not making it, but are determined to make other factions “play ball” their way and not do stupid things.  If The Cursed are angry enough, they might release biological or chemical agents of terror into the game.

(sorry if I have “gone too far”; my passion for Pirates campaign games is intense and I have been very immersed in my turns for the game this year – it is the perfect escape from everything else)

 

From my notes:

After Cursed launch 7 ships, it makes for 205 total ships in play.
Increased to 207 total after Vikings and Corsairs launch one ship each.
-From Pirate launch of 25 ships, this netted the Cursed an extra 50 gold!
Total gold spent this turn between my four factions: 1,236!!!! (Pirates: 750, Cursed: 427, Vikings: 18, Corsairs: 41)
-Total income: 1223 gold
34 ships launched (Pirates: 25, Cursed: 7, Vikings: 1, Corsairs: 1). This rounds up to a 20% increase in one round (34/173=19.65%).
-Will have to do a point count this year to top CG1 as the biggest overall virtual CG ever!

The 1,236 total gold spent in one round may be my highest total ever; realistically only Command the Oceans could be higher.

 

Throughout the turn I was stunned and in disbelief. All previous standards have been completely shattered. If the game was an egg that the Pirates had been poking holes in with a fork, as of this weekend they have obliterated the egg with a massive sledgehammer.

It’s almost like the game has been broken into a thousand pieces, or; a thousand gold pieces that have gloriously fallen into Pirate and Cursed coffers.

The Pirates are trying to create “closed loop systems” of ultimate efficiency. That way, the beast feeds itself. Each combo feeds into the next so that abilities and UT’s aren’t wasted. Every time Hidden Trove is brought into the game and used to launch ships, it makes the next Hidden Trove windfall payout even bigger.  You can already see this happening – the Pirates’ Hidden Trove was worth 346 gold, but now with 207 ships in play, the next Trove will be worth at least 414 gold – an increase of 68 gold, enough to launch a fully loaded 10 master.  Or better yet, perhaps 7 ships that make the next Trove worth 14 more gold than the last.  XD  The beast feeds itself!!

I am topping even my prior VASSAL campaign game efforts now. I am arguably putting more effort into the game than I need to, simply because I LOVE it so much. I love optimizing fleets, strategy and epicness in campaign games above almost all else.
Compounding Combos. I love how none of this is my fault. The game pieces involved are basically not mine at all. Arcane, Hidden Trove, The Leviathan, Ivory – none of the absolutely key customs used to pull off this insanity came from me. XD

From the report prior to this one:

In time, it could become surreal and bizarre unlike anything anyone has ever seen in Pirates CSG.

Yes, yes indeed.  XD  😀   And this “part” is still in the very early stages…

 

Finally, a view of the huge ocean.  1,236 additional points worth of stuff is in play, though a huge percentage of that is concentrated in the deckplate areas.  Four new 10 masters in play!

Thanks for reading!  Please consider leaving a comment below with your thoughts!  What did you think of my turns?  What was the craziest part?  Who are you rooting for?  What do you think will happen next??  😀

CG4 after turns in late July 2020

Posted in Battle Reports and tagged , , , , , , , .

10 Comments

  1. Sounds like Hidden Trove may be broken, especially in a game where you can buy ships mid match and upgrade them with unique weapons and armor.

    • @Anthony: Isn’t it a WILD game right now? Haha there are tons of upgrade options! I love campaign games. 🙂
      Thanks for reading!
      Ben

  2. Slap me thrice and hand me my rum, what the hell just happened???? 😀

    The Cursed intrigue me more so than the Pirates at this point. Typically you launch things for more than just game efficiency, and Salazar’s Hostile: Pirate has me intrigued. Currently I think the Cursed are more likely to attack the Americans who did already attack them, but this could be part of some kind of long term plan. Your movie version of the Dutchman is interesting, since you could (and probably will eventually lol) use it to place Plague and/or Scurvy or some other kind of “disease” UT on an enemy ship. Thinking about it, Maelstrom’s Sigil or the Skull Spiders would be ideal for that, coupled with some kind of Mind Control to force ships into one another. Great. Now I’ve given you the idea if you didn’t have it already 😀

    I’m curious to know who was assigned to the Karda-Nui, since it can only be assigned one crew.

    • @Xerecs: XD A hell of a lot just happened, and as always there’s more to come! 😀

      The Cursed certainly have long terms plans.
      You’re onto something! XD

      The Karda-Nui… has one of your female customs aboard. 🙂 The boatload of custom equipment out there is really helpful to her, especially her speed as she’ll be traveling L+S with her streamlined, coppered hull. 🙂

      Thanks for reading and commenting!!
      Ben

  3. I’m completely unaware of how these large games play, how long does an usual game turn takes ?

    I only played this game when it was released ^^’ Nice to see people keeping it alive and well 🙂

    Good read !

    • @Holthrain: Ahoy there matey! I would say a “normal” campaign game turn with a decent amount of stuff under your control (500-1500 points) takes perhaps 45 minutes to 3-4 hours. It depends on a huge amount of stuff – combat, strategizing, spying on cargo/treasures on islands, and launching are all things that greatly extend a turn. This latest turn took way more than a dozen hours because not only did I control a large amount of points, I put into play a staggering 1236 points’ worth of stuff. O_O The planning and execution of the launch periods took FAR longer than the actual play turns for my factions. This was a true exception to any regular campaign game turn. Especially since it came out of nowhere (the Pirates and Cursed hadn’t been saving gold for a while for a planned launch), it was completely unprecedented.

      We are certainly still playing! 😀
      Glad you enjoyed it, thanks for reading and commenting!!
      Ben

    • @Xerecs: Some setups are deliberately more secretive than others. Plus I like giving hints sometimes, especially when it’s unlikely to have any remote effect on game results.

      We’ll see what happens!! XD

  4. It seems to me Pirate “intel” will give them the edge over the Cursed monster fleet. The Pirates can sit back and pick off the weakest ships of the Cursed fleet while they are otherwise engaged in taking out the other players. But, that is just my opinion… I’ll wait and see how this all plays out.

    • @Chris: Not a bad way of thinking about it! One thing is almost for sure – there is a long way to go! So I think we’ll see a lot of things playing out! 😀
      Thanks for reading and commenting!!
      Ben

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