Mind Control – One of My All Time Favorite Fleets!

Mind Control

Originally published to Miniature Trading on August 30th, 2012

This is a fleet designed for controlling your opponent’s ships and messing with their strategies. It is a gimmick fleet that is meant for fun. I don’t recommend using it competitively, and if you vote on it, please don’t judge it by it’s overall effectiveness against tough fleets.

70 points is a bit strange, but if you bump it to 100 with 30 points of treasure runners, it can become more practical. This fleet was used in a game where 0LR +5’s weren’t allowed (just to mix things up for a changeMind Control ).

The Divine Dragon is the flagship, and with Davy Jones, captain, and helmsman, she is decked out to the max (actually, over the max, as I had to add Edmund to make all 17 points of crew fit). In the end, she takes up half of the build total, but I have a soft spot for the Dragon and for Davy Jones. The primary objective of these 35 points is to use 6’s to control the enemy, but the Dragon serves as a solid gunship as well (at least, a solid gunship for the Cursed). Jones rolling 6’s is the best way for this fleet to win, as he can make your opponent shoot at their own ships! Mind Control

The Kentucky is a 17 point rock that serves one purpose: providing a reroll and ship for LeBeaux. His ability is good on a 5 as well as on a 6, so your opponents will be wrenched around by him quite often. You can pull enemy ships into range, throw them onto reefs, make them forever lost in the fog, or create any other hindrances you can think of to ruin your opponents’ gameplan. Alternatively, you can use the USS Annapolis with Wayne Nolan for a total of 12 points, instead of 17. Edit (12/19/14): Now that I’ve acquired the Annapolis I thought I would put her in for the Kentucky, but I like how the Kentucky has a lot more size for only 5 more points. However, the Annapolis has a built-in explorer that makes her viable to use as a runner to help find the UT’s, so she would still be a good fit for this fleet.

The third ship also has a very specific role. The Cyclone will use her enhanced speed and unique Mind Control ability to steal the unique treasures from enemy ships. The UT’s are essential to the success of this fleet. Steal the Eye of Insanity and Nemo’s Charts from the enemy, unless you manage to find them first. You could also use La Monarca with Rollando to save 2 points, but the Cyclone hasn’t seen nearly as much action as the Monarca. In addition, it helps keep the Cursed theme for this fleet which is appropriate for a “mind control” theme. It’s also nice to have the Galley keyword.

The Rover is a UT dump. She will either discover UT’s by exploring islands, or receive them from the Cyclone after she steals them. The shipwright is the ‘sac’ crew for the Eye (you can also use an oarsman). Suddenly, we have a one mast with a makeshift Davy Jones onboard Mind Control . This is just so we can roll more 6’s and mess with our opponents with two All-Powerfuls Mind Control .

Nemo’s Charts is to be found/stolen and then used in combination with the specific mysterious islands I have listed. Try to include as many of those two as you can, so they will be close by no matter where your home island is. Perpetually annoy your opponent by repeatedly docking at the MI’s and rolling 3-6, and then throwing their ships off course and into terrain  . Throw some icebergs into the terrain pile and then watch as their ships are continually slammed into them again and again. He he he…

The Cursed Conch is a very specific UT that will only bear fruit if your opponent brings a sea monster to the game. The Rover is the best ship to sac actions on to use your opponents sea monsters, but again, be prepared to go get it.

Maps of Hades is another chaotic UT that relies on die rolls, but since you probably won’t find it (with no ships really designated to grab gold), your opponent will have yet another obstacle in their path. In a two player game, you will always be the one to give the action, so just hope for more high die rolls Mind Control .

I would have like to have included the UT Lost in this fleet, but your opponent would most likely find it first. However, if you use more than 70 points, you could add a swarm of small ships that could uncover it first, letting you place more terrain for you to toss your opponents’ ships into.

To be effective, this fleet needs almost everything to break right. It is extremely unrealistic to think that all of these things will happen, and this fleet has almost no treasure running capability and a small amount of firepower for 70 points. That said, think about the possibilities of having all of these UT’s available, and good luck with the dice:
If your opponent had Calim (S+S+S speed), you could potentially move it S+S+S+S+S+S+S+S+S+S+S+S+S+S+S+L! You can make your opponent’s best gunships fire on each other! Throw those useless ten masters and krakens onto reefs and laugh as your opponent watches in disbelief as you win the game (potentially) a. without firing a shot, and b. without doing any real gold running.

Edit: Mind Control Mind Control     Mind Control

I was just looking through the Rules thread of the forum and came across discussion centered around Runes of OdinRunes of Magic, and Nemo’s Plans. Once you or your opponent throws down an iceberg, all of your controlling effects can quickly tilt the game dramatically in your favour. With good luck on the die rolls, you could eliminate their entire fleet!     Plus Nemo’s Plans helps not only with the Runes, but also with protecting your other UT’s.

I’ve also added Bad Maps, to help wrench your opponent all around the board, and Maps of Alexandria, to aid in the acquiring of the UT’s.

These new additions make this fleet more interesting, and more powerful. Also, this adds another layer of complexity to the fleet, which intrigues me. You may want to wait as long as possible to reveal the strategy, because if you make your intentions known too soon, your opponent may keep the Runes face down the entire game. Also, this makes it even more practical to add more points to the build to add multiple treasure runners in order to get as many UT’s as possible. I don’t own either of these UT’s, but I will probably proxy them into the next game I play with this fleet.

Especially in the midst of the current Gimmick Challenge, this re-sparks my interest in this fleet idea, and I will continue to search for ways to make it more powerful, and potentially, more practical for competitive use.    

Another edit (1/22/13): I just saw “ziotoo’s Creative Fleet”, and it looks spectacular. That looks like an even more effective (and practical) way to win by controlling the enemy. I look forward to playing that fleet, possibly in tandem with this one. Out of respect for ziotoo’s build, I will not simply copy tactics from that fleet into this one, but that fleet is better than this one (at least in terms of winning). Go check it out!

Another edit (12/19/14): I’ve decided to add Perry in order to add some events. This fleet was originally used in a game without 0LR +5’s; I may edit Perry back out and change it up even more at some point. For convenience, the Annapolis subbing in for the Kentucky is a perfect 5 point swap that lowers the cost to 65.

Edit (1/4/2015): As marhawkman over at BGG pointed out I have two Limit crew in this fleet with Davy Jones and Perry. For now I’m taking Perry out to make the fleet legal again. I’m leaving Foul Winds and the helmsman for now which makes this a 75 point fleet. Even without Perry it can be a 70 point fleet if you use the Annapolis instead of the Kentucky.

Foul Winds is a nasty event that is one of the only guaranteed ways of being able to move enemy ships. Again, like with Maps of Hades you’ll be the one moving their ships in a two player game. With multiplayer it gets more chaotic! I also added a helmsman to the Kentucky so she’s not so slow. When LeBeaux doesn’t succeed she’ll be able to provide some support/escort for my other ships.

I also considered ditching Perry and just making this an 80 point fleet. In this way I’d add Foul Winds, Becalmed, and Cursed Zone and forgo the helmsman on the Kentucky. Becalmed would be used on the first turn to freeze my opponent (another way of controlling them). After putting Cursed Zone near their ships I would be able to use all of my multitude of controlling gimmicks to move their ships into the dreaded Zone and crush them from there! I may make this edit at some point, however for now I like the fleet as a 75 point fleet with a helmsman on the Kentucky. In addition I’m not a big fan of events in general and using three in one fleet (especially Becalmed) is a bit much. Lastly, I still like the thought of combining this fleet with 30 points’ worth of treasure runners to make it more viable as a real fleet and round the points out to 100.

Edit (9/11/2015): I added Runes of Thor to help Davy Jones roll 6’s!

Edit (10/12/2015): As perfect as Foul Winds is for this fleet, I really don’t think events should exist in the first place, so I took it back out.

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Davy Jones PatOE 016 Crew R
1 x Divine Dragon PatOE 001 Ship R
1 x Helmsman PofDJC 121 Crew C
1 x Sir Edmund F&S 082 Crew C
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x George Washington LeBeaux PofDJC 045B Crew C
1 x USS Kentucky PatOE 087 Ship U
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Cyclone F&S 064 Ship C
1 x Helmsman PofDJC 121 Crew C
Section: Ship #4 (2 miniatures)
Miniature Set Number Type Rarity
1 x Rover PofCC 018 Ship R
1 x Shipwright PofSM PC-SW Crew C
Section: Events (6 miniatures)
Miniature Set Number Type Rarity
3 x Mysterious Island #13 PofMI I13 Island C
3 x Mysterious Island #2 PofMI I02 Island C
Section: Unique Treasures (10 miniatures)
Miniature Set Number Type Rarity
1 x Bad Maps PofSCS 104 Unique Treasure R
1 x Cursed Conch PofDJC 107 Unique Treasure R
1 x Eye of Insanity PofDJC 106 Unique Treasure R
1 x Maps of Alexandria PofBC 101 Unique Treasure R
1 x Maps of Hades PofDJC 103 Unique Treasure R
1 x Nemo’s Charts PofMI 100 Unique Treasure R
1 x Nemo’s Plans PofMI 137 Unique Treasure SR
1 x Runes of Magic PofFN 092 Unique Treasure R
1 x Runes of Odin PofFN 096 Unique Treasure R
1 x Runes of Thor PofFN 095 Unique Treasure R

Here are a few battle reports of games that this fleet was involved in. The other fleets were also ‘gimmick’ fleets.

quote from a7xfanben:
A short description of the four fleets, in the order of gameplay:

1. A fleet based on controlling the opponent. This fleet used crew like Davy Jones and George Washington LeBeaux, as well as UT’s and mysterious islands, to control the enemy ships and mess up opposing strategies.

2. A fleet based on home island raiders. Of the four ships in the fleet with the HI raider ability, all of them had solid firepower, and two had captains, so the fleet looked formidable.

3. A fleet based on recycling crew. The main game pieces in this fleet were Captain Davy Jones (POTC) and Captain Blackheart. The Deliverance, with these two crew onboard (along with Lady Baptiste to reroll Jones’ ability), was supported by ships that are effective crew killers, such as the Asesino de la Nave, the USS Quigley, and El Villalobos. The eliminated crew are supposed to then be recycled by Jones, and then sacced by Blackheart for extra actions that would let the Deliverance dominate the battle.

4. A fleet based on using three sea monsters. The Raninoidea was equipped with OE Calico Cat and OE Griffin, and she was towing the Pirate flotilla Doombox. Also in the build were the Seleucis, who would use her unique ability to essentially give the Leviathan the move-and-shoot.

The game got underway, and the Raninoidea and Seleucis were quickly killed, leaving the (mostly) Pirate sea monster fleet in bad shape.

The HI raiders didn’t actually get to raid any home islands, as they were preoccupied fighting Raninoidea, and then repairing from that fight. Also, the Doombox was left behind close to the fleet’s island, so the flotilla kept harassing the HI raiders as their runners brought home a good amount of gold.

The crew-recycling fleet struggled mightily to get into action, as there was an obstacle course of terrain around their HI (two of them created by the UT Lost). When they finally started shooting (desperately trying to feed their big gunship), they killed some crew, but weren’t able to get the 6’s required to link them to Davy Jones. Their strategy failed miserably, but they were able to keep themselves out of last place with their treasure runners, the Alquimista and Joya del Sol.

The ‘mind control’ fleet had solid luck with the dice, and they were able to create chaos around the sea with LeBeaux, good MI rolls that were aided by Nemo’s Charts, and essentially two of OE Davy Jones. The first one was the real one onboard the Divine Dragon, and the second (temporary) one came from the Eye of Insanity UT, which lets the owner of the ship it is on choose any Cursed crew in play and substitute their ability in for a crew aboard the ship that the Eye is on. In this way, this fleet had four abilities that let them control their opponents, which would prove to be somewhat valuable.

In the end, one ship proved her worth: HMS Lady Provost. She made a daring raid on the HI of the crew-killer fleet, taking a 7 and a 2 on consecutive turns. She was not actually part of the HI raiding fleet, but a regular treasure runner in the ‘mind control’ fleet. In the end, that fleet tied with the HI raider fleet for first with 15 gold each. Coming in third was the crew-killer fleet, with 5 gold (therefore, they still would not have won if the Provost didn’t take their gold; in that case, the HI raiders would have had sole possession of first place). Bringing up the rear was the sea monster fleet, with 0 gold. They will have another chance tomorrow, however, as I am going to play at least one more game with these fleets.

The setup for the next game was purposely more confined, and things got very crowded toward the end of the game.

The ‘mind control’ fleet had a rough time, losing the Aberdeen Baron to the Raninoidea after she went through a whirlpool. They also were unable to get the UT’s necessary to fuel their efforts.

The crew recyclers were unable to roll a single 6 with Captain Davy Jones, and their gunships had a rough go of it. The Asesino de la Nave missed two of three shots against La Vengeance (of the HI raiders), and then was taken out in the return fire. The Quigley and Villalobos were obliterated in one turn by the Raninoidea, and the Deliverance wasted time fighting a silly battle against the Divine Dragon (silly because neither ship could get their guns to work).

The sea monster fleet (and their Pirate treasure runners) had the best start, but things started to unravel when the HI raiders discovered the Lost UT and rolled a 6. All three sea monsters were ‘reefed’, and all three lost two segments. The Raninoidea was later eliminated by Le Bon Marin using the UT Cursed Conch to move her back onto the reef. The Doombox and a derelict had fog banks placed underneath them, essentially eliminating them from the game.

Then the HI raiders came to town. In a sudden swarm, all four ships with the HI raiding ability (Poor Adams, L’Heros, Freedom, Belladonna) attacked the HI of the sea monster fleet. The Belladonna and Poor Adams got into a skirmish with the Raven and the Leviathan, while the Freedom was busy buying time for the other three. L’Heros made the only successful raid, but it was all they needed, because while all of this was going on, the French runners Coeur du Lion and La Dijon grabbed gold and quickly brought it back for a swift, stunning victory!

The final treasure count revealed 16 gold for the HI raiders, 9 for the crew recyclers (La Joya del Sol brought back a 4 and a 5), and 0 for both the sea monsters and the mind controllers. The sea monsters had theirs stolen, while the mind controllers needed very lucky, specific things to happen to win.

Another game was played, but two of the four players wanted to change their fleets. The crew recyclers swapped that fleet for an all-sub fleet, utilizing the Nautilus, Mobilis, Brave Selkirk, and USS Lamon. The sea monster fleet was swapped out for a fleet that would try to capture crew and turn them into gold, using crew like Bonny Peel and Barstow.

On the first action of the first turn, HMS Lady Provost (of the mind controllers) picked up a 5 and a 7 from the same island, which would be too much of a deficit for the others to overcome. The fleet had moderate success rolling for controlling effects, which helped out later in the game.

The all-sub fleet managed to run gold with the Brave Selkirk, whose Mercenary keyword was cancelled by the Mobilis. However, the subs were too slow to get into the real action that dominated the middle and end of this game.

The HI raiders came into the game as victors of both of the previous two, so there was an understandable amount of bias in the actions of the others. After having all of their gold stolen in the previous game, the crew capturers (previously the sea monsters) tried their best not to hold a grudge against the raiders. However, after discovering the UT’s Monkey’s Paw and Maps of Hades, they flew into a rage, vowing to do everything possible to make the raiders lose. The only time they strayed from this promise proved to be the climax of the game.

The raiders’ HI was close to the HI of the mind controllers. After seeing the Provost load up (although they didn’t know what she had), they decided to go after them. However, LeBeaux was able to throw the Freedom onto a reef, and the Divine Dragon was able to protect the Provost so she could return home safely. On the next turn, the angry crew capturers arrived, and the Lady’s Scorn immediately sent L’Heros to the bottom. After the Belladonna and Poor Adams were both dismasted, the crew capturers used Barstow (onboard the Xiamen’s Claws) to capture OE Davy Jones, and later, the captain aboard the Dragon, which would have netted them 15 gold.

However, this made the Claws a huge target for the rest of the game, and ships flocked to her to try to capture/sink her. This is where the mind control fleet shined. After the Claws lost all of her masts in a gauntlet of hostile ships, LeBeaux moved her off of a reef and away from the Raven, who was towing her. The Claws was then moved S+S (her base move) further away via a mysterious island roll by the Provost, moving her into a fog bank. Since derelicts in fog banks are lost forever, this ended the threat of the crew capturers having more gold than the mind controllers. The Raven then brought home the last gold coin, transferred from the derelict Longshanks, ending the game.

The treasure was counted, and the mind controllers won despite the capturing of their best crew (Davy Jones) and the sinking of their flagship (the Divine Dragon). They finished with 17 gold, the HI raiders with 12, the all-sub fleet with 9, and the crew capturers with 3.

Another game has been played, with the mind controllers winning once again. The game didn’t have any true excitement, but at least the gimmicks were used, and the final treasure count close. The mind controllers finished with 13 gold, the HI raiders with 11, and the crew capturers and subs with 5 each.

Tomorrow, the last game with these fleets will be played, and to elongate the game, there will be double as much treasure on each island (6 instead of 3).

The final game between the gimmick fleets was played today. The mind controllers won again, due to their HI being a good distance away from the other three fleets. They had good treasure running, solid luck with UT’s, and they made two brilliant moves to ensure their victory. The Divine Dragon was sent through a whirlpool, and sunk the Lightning and Longshanks, two treasure runners in the crew capturer fleet, right before they could return home with 6 coins of gold.

When the HI raiders L’Heros and the Belladonna approached the HI of the mind controllers, the mind controllers acted quickly and divided their gold up by building two forts, so the raiders only had access to two coins.

The final gold count saw the mind controllers finish with 31 gold (remember there was twice as much treasure, 6 coins per island), both the HI raiders and the subs with 14, and the crew capturers with 5 (they weren’t able to capture any crew).

So there you have it! Four victories in five games! Not bad, especially for a multiplayer game.

Edit (11/24/2020): The fleet participated in a 3 player game on VASSAL!

To conclude:

Again, this is a fun fleet, not a competitive one. The fleet is based around one principle (controlling the enemy), and many things have to go right for it to be effective. However, it is my personal favourite ‘fun-only’ fleet, and it can be very satisfying. It is one of those fleets that you’ll have fun with no matter how badly it performs, since you’ll be coming into the game with low expectations for it (at least, they should be low expectations), and therefore, you won’t be disappointed.

Please comment! I realize this fleet may not win many more games… but it’s proving to be pretty effective at 5-1 now.  I’d love to hear about more ways to control the enemy.

Mind Control Fleet Wizkids Pirates CSG

Fleet page at Miniature Trading

500 Point English Fleet

Originally published to Miniature Trading on August 22nd, 2012

500 Point English Fleet

I’ve played two regular (gold and guns) 500 point games, and one 500 point deathmatch game. This is the second of the two regular 500 point fleets that I created for the English.

I only used stuff from my collection, of course, so some ships are empty since I ran out of crew. Also, I allowed the use of duplicates so that there would be more ships capable of making a difference (rather than being devoid of crew). I also ignored the Limit keyword.

The site only allows for 8 separate ships (this fleet has 31), so I put the 7 ships with the most named crew on them in the first 7 spots, then stuffed everything else in the #8 spot. It rearranges all of the pieces, however, so the crew and ships aren’t together in the appropriate allocations. To sort that out, the ships in section #8 have the following crew (the rest are empty):

Aberdeen Baron-First Mate Ismail and helmsman
HMS Dover-MI Hermione Gold and explorer
Cygnet-Thomas Gunn the Younger and firepot specialist
HMS Hyena-ROTF Hermione Gold and explorer
HMS Ark Royal-captain and cannoneer
HMS Bolingbroke-captain and firepot specialist
HMS Nautilus-captain
HMS Auckland-captain
HMS Alexander-explorer
HMS Lady Provost-explorer and oarsman
HMS Europa-Commander Temple
HMS Caradoc-Sir Meyer Hampstead
HMS King Edward-explorer
HMS Victor-captain and cannoneer

With this fleet, I won a five player 500 point game. The following battle report details parts of the game and should give at least some idea of how the fleet would be used in a game. Also, you can infer (from crew/ship abilities and stats) what ships would be fighting and what ships would be running treasure.

quote:
Today (2/18/12) I set everything up for a 500 point game, the second I will have played. I created the fleets on paper earlier in the week.

Once again, there will be five 500 point fleets, with four of the five having +5 0 point Limit Ransom crew, for a grand total of 2520 points on the floor!

Things have changed in my Pirates CSG landscape, so the fleets will be composed of slightly different factions than last time. The English, Spanish, and Pirates will all be fighting individually. The French, however, are now allied with the Americans, as well as the Corsairs (this alliance will be referred to as the French Americans). The Cursed have teamed up with the Mercenaries (I will call them the Merccursed). The Merccursed are the only fleet not playing to win, as they will be trying to create chaos for the opposing fleets.

I am not using duplicate ships this time (other than two of the Death’s Anchor flotillas), but I am using some duplicate named crew. However, most of the duplicate crew used will be variations of crew with the same name (ex: the Pirates are using the SM Calico Cat, as well as the OE and ROTF versions, and the English will be using the MI Hermione Gold and the ROTF version, among others). The English are using 31 ships total, the Spanish 36, the French Americans 33, the Pirates 36, and the Merccursed 29 (including flotillas and sea monsters), for a grand total of 165 500 point !

20 islands will be used, with four treasure coins per island, for 60 total coins (15 wild islands + 5 home islands), of which 16 are unique treasures. 14 pieces of terrain have been placed, with six more on standby for the Lost UT.

The nations have chosen their home islands, from east to west: Pirates, French Americans, Merccursed, Spanish, English. The order of turns will be: English, Spanish, French Americans, Pirates, Merccursed. Hopefully it will be as exciting and close-fought as the last 500 point game!

2/19: First seven turns: The game commenced, and the fleets were off! The HMS Lady Provost encountered the UT Natives, freezing her for two turns, while the HMS Alexander uncovered the UT Missionary, marking a bad start for the English.

The Spanish got into a fight with the Cursed which is just now ending. They managed to sink the Executioner by canceling ROTF Fantasma’s Eternal keyword, and now they have acquired the Eye of Insanity, which they transferred to El Acorazado, who is also decked out with crew. The Eye lets her substitute one of her crew for a Cursed crew in play, and they naturally picked OE Davy Jones’ guaranteed extra action. Their Toro and San Jose have been sunk, among others, but they have been doing okay.

The French have gotten some treasure with La Vengeance, the Griffin, and the Viper’s Bite (the latter are still on their way home, and in big trouble from the Pirates and English respectively). The Conquerant, Saber, Possession, and Soleil Royal have all been sunk in two separate actions against the Pirates, while the French were able to eliminate the loaded Harbinger, and the dangerous Raninoidea crab. Those same Pirates have had bad luck and bad timing, and almost half of their fleet was annihilated in one turn by the English.

The English used the “round earth” rules to go to the other side of the sea and try to get to two far-off islands, but things became much more complicated than that. The English ended up having to send some of their best gunships over to take care of the Pirates, heading for the same islands, and took out 24 masts in one turn of furious broadsides (mostly the work of the HMS Grand Temple, HMS Titan, Bretwalda, Ark Royal, and Apollo). Both islands were explored by the English, and they built Fort Brompton on the closer one, but the fort was quickly destroyed by the Revenant (soon thereafter sunk by the Lord Walpole), but then rebuilt. The Aberdeen Baron was captured after exploring the farther island by the Viper’s Bite, after having been dismasted by Le Gaule, who consequently was almost dismasted by a collection of English ships. As of now, the Baron is sitting derelict with one treasure coin, the dismasted Viper’s Bite is crawling home at S speed, and the Gaule is doomed (La Dijon was sunk in this action as well). The English appear to be in complete control in this northeast area of the sea. They have captured three Pirate ships, the Raven (now at her new HI repairing), Longshanks, and Darkhawk II (both of which are being towed home with treasure on board).

The Merccursed have been creating chaos in the middle of the sea, harassing the two nearest fleets, those of the Spanish and the French Americans. The Spanish have successfully beaten them back, but the French Americans didn’t fare so well. Their problem was the fact that most of the French gunships (the bulk of their fighting ships) were off fighting the Pirates to the east, while the Merccursed used teamwork to attack the three American five masters, the Enterprise, Blackwatch, and Constitution (OE). They weakened the Enterprise with a host of ships, notably the Forward equipped with a Firepot Specialist and Musketeer, then took out her Eternal crew, Ralph David, with the crew-killing boarding effect of the Jikininki. Then the Blackwatch appeared, but she was handled by the same combination of ships (less the Forward who the Blackwatch sunk). Christian Fiore’s cancelling ability was utilized to cancel Gus Schultz (Eternal) at just the right time, and then the sea monster Slarg Gubbit finished her off. Too bad the Merccursed won’t have any treasure, so they won’t win.

Dozens of other ships were damaged and sunk today; too many to remember. These were just the highlights. The last treasure coin is on an island to the west, protected by the Wolves UT. La Ebro heads there, but there is a large battle looming in that area, in the southwest corner, between the English and the Spanish. The English have more captain crew, but the Spanish have El Acorazado and possibly more ships that are fit for battle. These appear to be the strongest factions at this point, but the Pirates and French Americans are still in the running.

2/20: Another five or six turns have been completed, and the game will probably be finished up tomorrow. The English and the Spanish fought in the southwest corner, with the Spanish appearing to have somewhat won
500 point game BR . Too bad my English have way more treasure than them!

Some of the English ships have gone to the east using the round earth rule and are just now stealing treasure from the HI of the Pirates. HMS Bath and HMS Lady Provost are taking gold, although it may not even be necessary for the English to win, as I appear to have the most gold of any faction, with some on my HI and more in Fort Brompton. The Viper’s Bite, Longshanks, and Darkhawk II have all been captured by the English, who have been the dominant force of late, as they also recaptured the Aberdeen Baron and sunk Le Gaule. The Acorazado was sunk by a team of English ships, and La Ebro (with Olano’s Marine keyword) has eliminated Wolves, allowing the last treasure to be loaded.

The treasure still has to be counted, but the other four fleets have all but conceded that the English have the most treasure. The Merccursed have repaired and regrouped, but appear to be too late to make any real late-game noise, although they have just recently attacked the French Americans, who were also repairing (from skirmishes against the Pirates). Le Bonaparte and Le Lache de Calvados, both immune to enemies within S, have frustrated the English around the Pirates’ HI, forcing the English to try to ram them, which has not worked. Meanwhile, the Pirates have been officially eliminated, with some of their ships captured by the English, sunk by the French Americans and the English, and scuttled to escape capture. The Coral was the last Pirate ship floating, but now they have nothing, which is important because the English have a free shot at their HI, which has the most treasure other than the HI of the English.

The Spanish fought the English in the hopes of defeating them, but they suffered three serious blows in their efforts today: the Divine Dragon sunk El Villalobos, who was carrying 11 gold in the form of two coins, having been transferred to her by the derelict San Pedro. Also, the English captured the Joya del Sol, who had more valuable treasure on her (probably about nine gold), giving them even more treasure. As if this wasn’t enough, both cancelers (Nemesio Diaz) were eliminated, going down on board the Santa Teresa and the Asesino de la Nave.

With the Pirates unable to defend their dwindling supply of gold, the French Americans losing most of their useful ships and now fighting the Merccursed, and the Spanish without a large amount of gold, the English appear to have won, though hopefully I am not speaking too soon.

HMS King Edward is positioned to take the last pieces of treasure, and the game shall end soon!

2/21: The game was finished up today; it didn’t take as long as the other 500 point game. I believe it took only 13 or 14 turns. The King Edward was sunk by a combination of three Spanish ships, ending the game, with the Spanish with nine ships remaining, and the English with 14. The French Americans had some ships, and were in the process of a battle against the Merccursed. This was interrupted when ‘all available gold had been unloaded to home islands’. The final treasure count:
1. English: 81 gold
2. Pirates: 25
3. French Americans: 21
4. Spanish: 0
5. Merccursed: 0 (I put them behind the Spanish because they never had a single coin at any point during the game).

A blowout victory for the English!  The game wasn’t as thrilling as the last 500 point game, but it was fun to see the English play a near-perfect game.

I don’t expect anybody to vote or comment on this  , since it is so much larger than what most players are used to.

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x Administrator Scott Bratley PofCC 046B Crew C
1 x HMS Titan PofSMU 041 Ship R
1 x Helmsman PofSM EC-HM Crew C
1 x Shipwright PofSM EC-SW Crew C
1 x Thomas Gunn F&S 026 Crew R
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Admiral Morgan PofSM EC-001 Crew R
1 x Captain PofSM EC-CA Crew U
1 x HMS Victoria PatOE 045 Ship R
1 x Helmsman PofSM EC-HM Crew C
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSM EC-CA Crew U
1 x Grape Shot F&S 107 Equipment U
1 x HMS Apollo RotF 002 Ship R
Section: Ship #4 (4 miniatures)
Miniature Set Number Type Rarity
1 x Calico Cat PatOE 038 Crew R
1 x Griffin PatOE 041 Crew C
1 x HMS Grand Temple PatOE 044 Ship R
1 x Helmsman PofSM EC-HM Crew C
Section: Ship #5 (5 miniatures)
Miniature Set Number Type Rarity
1 x Fire Shot F&S 057A Equipment U
1 x HMS Leicester PofSM ES-005 Ship U
1 x Helmsman PofSM EC-HM Crew C
1 x Hermione Gold PofMI 056 Crew R
1 x Sir Christopher Myngs PofSMU 058 Crew R
Section: Ship #6 (4 miniatures)
Miniature Set Number Type Rarity
1 x Admiral Robert Blake PofBCU 055 Crew R
1 x HMS Bretwalda PofDJC 050 Ship U
1 x Lord Thomas Gunn PatOE 054 Crew R
1 x Shipwright PofSM EC-SW Crew C
Section: Ship #7 (3 miniatures)
Miniature Set Number Type Rarity
1 x HMS Granville PofBCU 050 Ship C
1 x Lieutenant Henry Ducie Chads PofMI 043B Crew C
1 x The Gentleman PofMI 042B Crew C
Section: Ship #8 (46 miniatures)
Miniature Set Number Type Rarity
1 x Aberdeen Baron RotF 003 Ship R
2 x Cannoneer PofSM EC-CO Crew U
5 x Captain PofSM EC-CA Crew U
1 x Commander Temple PofSM EC-012 Crew C
1 x Cygnet F&S 035 Ship U
5 x Explorer PofSM EC-EX Crew C
2 x Firepot Specialist PofR 039 Crew U
1 x First Mate Ismail PofBCU 059 Crew C
1 x HMS Alexander PofCC 040 Ship C
1 x HMS Ark Royal F&S 071 Ship C
1 x HMS Auckland PofMI 052 Ship C
1 x HMS Bath PofDJC 056 Ship C
1 x HMS Bolingbroke PofSM ES-010 Ship U
1 x HMS Caradoc PofDJC 051 Ship U
1 x HMS Dover PofSM ES-009 Ship U
1 x HMS Empress of India PofMI 049 Ship U
1 x HMS Europa PofSM ES-004 Ship R
1 x HMS Frolic PofRU UL032 Ship C
1 x HMS Goliath PofCC 032 Ship R
1 x HMS Half Moon PofDJC 057 Ship C
1 x HMS Hyena DPotC 053 Ship C
1 x HMS King Edward PofSM ES-007 Ship U
1 x HMS Lady Provost PofCC 041 Ship C
1 x HMS Lord Walpole PofSM ES-016 Ship C
1 x HMS Nautilus PofRU UL028 Ship C
1 x HMS Plantagenet PofSMU 055 Ship C
1 x HMS Sea Phoenix PatOE 052 Ship C
1 x HMS Starbuck PofDJC 058 Ship R
1 x HMS Victor DPotC 054 Ship C
1 x Helmsman PofSM EC-HM Crew C
1 x Hermione Gold RotF 059 Crew C
1 x Hermione Gold PofMI 056 Crew R
1 x Oarsman PofSM EC-OA Crew C
1 x Sea Tiger PatOE 168 Ship SE
1 x Sir Meyer Hampstead PatOE 055 Crew C
1 x Thomas Gunn the Younger PofSMU 064 Crew C
Section: Events (1 miniatures)
Miniature Set Number Type Rarity
1 x False Treasure PofSCS 070B Event C
Section: Forts (1 miniatures)
Miniature Set Number Type Rarity
1 x Fort Brompton PofCC 047 Fort C
500 Point English Fleet

Fleet page at Miniature Trading

RtSS Fleet Challenge – Cursed

Originally published to Miniature Trading on July 25th, 2012

RtSS Fleet Challenge – Cursed

This is my second entry for woelf’s RtSS Fleet Challenge. This is a Cursed fleet that uses two exciting new Cursed ships, and an existing one for support. The strategy is a balance between running gold with the treasure runner and using the ability of Namazu as much as possible.

Leviathan represents Namazu (here is the link to the original post):
Namazu
RtSS-003, Rare
Cursed
Points: 15
Masts: 4 (Sea Serpent)
Cargo: 2
Move: S
Cannons: 3S-3S-3S-3S
Ability: Sea Monster. Give this sea monster a shoot action. A wave S wide and 2L long leaves the sea monster in one direction. Up to 2 masts of every ship in the path of the wave are eliminated. Eliminate one of this sea monster’s masts.

Flavor: Old sailors shiver at the mention of Namazu. Few who have survived its tidal attacks can return to the sea, so paralyzing are the nightmares of the memory.

She will get close to the enemy ships and blast them with her super-duper-wondrous-bizarro thing. Yeah, quite a funky ability. But that’s the Cursed for you!

The second ship, the Sskwa’aluk (what?!), is represented by the Sea Monkey (here is the original post):
Sskwa’aluk
RtSS-047
Cursed
Points: 13
Masts: 3 (Windcatcher)
Cargo: 5
Move: L+S
Cannons: 5L-5L-5L
Ability: Wind Catcher. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.

Flavor: Crewed entirely by Trogs, this foul vessel actually carries a coral nest beneath her hull. What lives within the nest is known only to the Trogs—and the captives who are lowered into the hull as food.

This ship is your main treasure runner. With an unheard-of combination (at least for the Cursed) of speed (L+S), big cargo hold (5), and bad guns (fitting for a treasure runner), this new Windcatcher can run gold like no other Cursed ship. She has room for an island’s worth of gold, and she has that nasty ability that will make opponents think twice before attacking her.

The third and final ship is not from RtSS, but an LE from F&S, the Lizard’s Sting. With the Hag of Tortuga on board, she will tag along with Namazu to give a needed speed boost. I used the extra point to put an oarsman on, and he will either protect the Hag, or let the Sting keep moving if her one mast is eliminated. This is made a bit more difficult due to her supreme ability. With two cargo spaces left over, she can also help the Sskwa’aluk run treasure.

I added the UT Seastar, represented by Trees (the original post), to incorporate a UT from RtSS. Hopefully one of my ships can pick it up and use it effectively. If the Lizard’s Sting managed to grab it, her already-awesome ability would become even more annoying to the enemy.

Seastar
RtSS-032, Rare
Unique Treasure
Values: 6,5,4,3,3,2,2,1,1
Ability: Load this treasure face down. When revealed, once per turn as a free action roll a d6. On a result of 5 or 6, repair one mast on this ship.

I think this is a decent enough fleet, at least for the Cursed. It’s a bit weak in almost every area, but the Cursed don’t really excel at very much. It’s a bit strange for the Cursed, as well-a true treasure runner backed by a sea serpent that might not fire her guns at all. If only we could combine this fleet with my other fleet for this challenge. Then you could use the English Native Canoes and their repair ability to keep up a steady stream of tidal wave attacks!

Thanks for reading, comment and vote! I may add a UT or two, but I’m not sure just yet. Thanks for woelf for running the RtSS Fleet Challenge – this was a very fun fleet to create!

Section: Ship #1 (1 miniatures)
Miniature Set Number Type Rarity
1 x Namazu Ship R
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Explorer RotF 081 Crew C
1 x Sskwa’aluk
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Hag of Tortuga RotF 018 Crew R
1 x Lizard’s Sting F&S 213 Ship LE
1 x Oarsman F&S 123 Crew C
Section: Unique Treasures (1 miniatures)
Miniature Set Number Type Rarity
1 x Trees PofCC 096 Unique Treasure R

 

RtSS Fleet Challenge - Cursed

Fleet page at Miniature Trading

RtSS Fleet Challenge – English

Originally published to Miniature Trading on July 14th, 2012

RtSS Fleet Challenge – English

This is my entry for woelf’s Fleet Challenge of Return to Savage Shores (RtSS).

The fleet has 13 masts for just 45 points, and I tried to have all of the actual ship game pieces come from RtSS. The fleet has your standard gunship, a treasure runner/raider that will take advantage of opportunities when they arise, and the new English set of Native Canoes with their funky ability. I wanted to use HMS Goodfellow, but she needs a helmsman, while the canoes are just the right amount of points.

The Fleet

HMS Halcyon + Administrator Scott Bratley, captain, helmsman
HMS Halcyon
RtSS-015, Uncommon
English
Points: 11
Masts: 4
Cargo: 4
Move: S+S
Cannons: 2S-2L-2L-2S
Ability: When this ship sinks another ship, you can repair one of this ship’s masts.

HMS London, from CC, will be used in place of HMS Halcyon. Almost the same ship, the Halcyon simply has a more practical ability that suits her stats better. She is equipped with the customary captain and helmsman, as well as Bratley, to add 5 points to the build, which brings it to the perfect amount. She will either take out the enemies’ gunship(s) and/or treasure runners. The Halcyon is to be used as a standard gunship, and her repairing ability may be augmented by some native canoes that tag along for the ride.

Elthelfleda + Tribal Chieftain, explorer
Elthelfleda
RtSS-009, Rare
English
Points: 16
Masts: 4 (Galley)
Cargo: 4
Move: S+L
Cannons: 3S-4L-3S-4L
Ability: Galley. This ship can move and shoot using the same move action. This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.

This is the ship that HMS Gallows represents, being the only 4 masted English galley other than the Alexandria. With a built-in captain ability and nice S+L speed, she is ready to go right out of the pack. Her high point cost and combative abilities may make her seem like a pure combat ship, but since you don’t need a captain and helmsman to crew her, I have put an explorer on her to be the main treasure runner. She also will have the chieftain on board.

However, she will see much more use than that. She has room for two treasures, but you’d be crazy to ignore the abilities. She will be a very tough opponent for any treasure runners that sail to the same island as her, since she can blast them with her move-and-shoot, and possibly ram and board as well. The ram won’t do any additional damage, but it isn’t necessary, either, with the Galley keyword. Also, she could be used to chase down any enemy treasure runners and take their gold by shooting at them and boarding them.

Tribal Chieftain & Native Canoes
RtSS-017
England
Points: 12
Masts: X (Canoes)
Cargo: 1
Move: L+S
Cannons: 3S
Ability: Native Canoe. Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, you may repair one mast on ships within S of any native canoes.

Represented by the Aberdeen Baron since she has five masts and costs 12 points, this turns the fleet from somewhat interesting into something that hasn’t been done before. That potentially ‘game-breaking’ ability that is unique to this game piece can be used multiple times throughout the game, by each and every canoe.

Here is the discussion that details some of their pros and cons, and their rules questions. There you can see many of their potential uses, and in this fleet they could help out the two main ships quite a lot. They could follow them around and give them repairs when needed, and help run treasure. HMS Halcyon could be turned into a nightmare of a gunship for your opponents, with endless stamina. The Elthelfleda could keep up a steady stream of successful boarding actions against enemy ships with her eliminated masts sprouting back up every turn. I am not familiar with Native Canoes (especially not this set), so if I missed anything important, please point it out.

Unfortunately, I don’t own a single 4 masted galley or any canoes, so it would be quite difficult to try this fleet out in a game by using proxies. I would if I could. That said, however, I think this fleet would do reasonably well between its outstanding durability (13 masts and possibly a ton of repairs) and good speed.

Thanks for reading-comment and vote!

Edit-I have since acquired the Alexandria and the Spanish native canoes, so playtesting this fleet is not out of the question anymore… we’ll see how things go.

October 19, 2016

This fleet is participating in VASSAL Tournament #2!
After losing in the first round this fleet is now 0-2. Of course, there’s not much shame in losing to a UPS fleet. 

RtSS Fleet Challenge - English

Fleet page at Miniature Trading

40 Point Spanish – Mathias01 Fleet Challenge

Originally published to Miniature Trading on May 6th, 2012

40 Point Spanish – Mathias01 Fleet Challenge

This fleet is designed for a regular 40 point game-a combination of fighting and gold-running. I almost made a simple 4-ship Corsair fleet built specially for gold-running, but I decided it was too simple. I have chosen Spanish Main as the set (it is my favourite) and the Spanish are the faction.

The Ships

The first ship is La Resolucion, and she is equipped with the necessary captain and helmsman, because she is the primary ‘gunship’, though that is not all she will do. The Spanish were lucky enough to be the first faction to receive a canceller, Nemesio Diaz, and he is aboard the Spanish ship. La Resolucion will go around harassing enemy treasure runners, and, if possible, steal the highest gold value with her ability by utilizing the UT Shipping Charts.

La Resolucion is set up so that she can move, shoot (weakening the enemy ship), ram, and then steal. If all goes well, she will leave the enemy gold runner derelict or sunk as she makes off with her best treasure coin. Additionally she could tow the ship home at only a small reduction in speed. When an enemy gunship gets too close or tries to attack La Resolucion, Diaz will cancel the opponents’ captain and therefore La Resolucion will be able to strike first.

The second ship is the main treasure runner, the Cazador del Pirata. She has four crew aboard, but still has five cargo spaces available, so she will take the best treasures from two different islands. The helmsman and explorer are predictable, but she also has Master Bianco aboard to help out in the gold department. The oarsman is along to protect her more valuable crew and possibly get her home in an emergency (although he could be placed on La Resolucion to protect her crew instead). Her decent durability (at least for a treasure runner), respectable guns, and pirate-hating ability may make opponents think twice about going after her. Indeed, if you are playing the pirates, she could be used as a hybrid, since she would effectively have nice 2L guns against them.

UT’s and Potential Problems

Shipping Charts has been explained; it fits nicely into the contest (since it’s from SM) and fleet as it will assist La Resolucion in her quest to find and acquire the decisive treasure coin. Homemade Flag is in there to spice things up, and make La Resolucion harder to hit by enemy gunships (the idea was that the UT would make enemy gunships have to come within S of her, therefore inducing the cancellation).

Problems with this fleet include a relatively weak core, since the canceller is the only thing that stands in the way of a big, fast gunship swooping in and severely damaging/sinking both ships. A fellow canceller would of course be problematic as well, but this fleet has some nice parts. A lack of speed would be exposed as well, however.
Once I get my ships out again I will be able to test this fleet against others, since I have all of the pieces except for Homemade Flag. Thanks for reading and voting!

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSM SC-CA Crew U
1 x Helmsman PofSM SC-HM Crew U
1 x La Resolucion PofSMU 077 Ship U
1 x Nemesio Diaz PofSMU 094 Crew C
Section: Ship #2 (5 miniatures)
Miniature Set Number Type Rarity
1 x Cazador del Pirata PofSMU 076 Ship U
1 x Explorer PofSM SC-EX Crew C
1 x Helmsman PofSM SC-HM Crew U
1 x Master Bianco PofSMU 088 Crew C
1 x Oarsman PofSM SC-OA Crew C
Section: Unique Treasures (2 miniatures)
Miniature Set Number Type Rarity
1 x Homemade Flag PofSMU 100 Unique Treasure R
1 x Shipping Charts PofSMU 097 Unique Treasure R

 

40 Point Spanish - Mathias01 Fleet Challenge

Fleet page at Miniature Trading

Challenge of Snails: Broadside Heaven

Originally published to Miniature Trading on September 9th, 2011

CoS: Broadside Heaven

This is for Nemo’s Challenge of Snails fleet contest.
My favourite ship of all time is the HMS Lord Algernon, and although not usually very practical, this is a good chance for me to include her. The defensive ability helps the Algernon early on, while the Galapagos’ ability is possibly even more important, giving her a distinct advantage in this particular contest (at least until she gets hit).

The Lord Algernon will be helped by the SAT, with a better chance of success due to Doone. She can be the escort, or sink any enemy ships that have a hold full of gold.

The Galapagos goes out at S+L and takes the best two treasure from two islands.

I originally had both as gunships, but saw a decent opportunity (with Ismail) to have a balance. The biggest vulnerability is when the Galapagos gets hit. Then my gold-running strategy dies quickly. As usual, crew-killers also pose a threat. The Algernon especially can’t afford to lose any crew.

Leave your comments and votes below on this Challenge of Snails entry!

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSM EC-CA Crew U
1 x Countess Diana Doone PofBC 208 Crew PR
1 x HMS Lord Algernon PofSMU 043 Ship R
1 x Sir Christopher Myngs PofSMU 058 Crew R
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofSM EC-EX Crew C
1 x First Mate Ismail PofBC 059 Crew C
1 x HMS Galapagos PofSCS 048 Ship U

 

Challenge of Snails - Broadside Heaven

Fleet page at Miniature Trading

HMS Grand Temple – One of the All-Time Great Fleets

HMS Grand Temple Fleet

Originally published to Miniature Trading on August 21st, 2011

In my 500 point game and my recent cumulative game (treasure is spent along the way), my HMS Grand Temple (acquired in the summer of 2011) was atrocious in play, being easily sunk in both games without barely touching my opponent. I was very disappointed with the performances, but since she has great stats and people on here rave about her like she’s a saint, I decided to give her one more chance to prove her greatness. And has she proved me wrong so far!

The main reason I am posting this fleet is because it has been very successful. 29-13, as of 2/17/2017 (and 15-0 before that). This fleet was designed with just fighting in mind, so it is safe to call it a deathmatch fleet. The help she has consists of the HMS London with captain and helmsman, who are let onboard by Administrator Scott Bratley (the backup ship used to be HMS Meresman). The Temple is decked out with OE Calico Cat and OE Lord Thomas Gunn, as well as a helmsman.

The strategy is obvious and fun, but it has worked so far. I stay out of range of all enemy gunships and wait for an extra action from Cat. This is speeded up quite a lot by Gunn, who provides reroll (2/3 EA’s instead of 1/3), and the necessary captain ability. Cat also gives me world-hater, so that two of my guns (S-range) hit 4/6 times, and the L-range guns hit 5/6 times (twos hit  ). The Temple waits till the enemies are close enough, then moves 6S suddenly and swoops in and is able to dismast almost any ship (Harbinger was sunk in one broadside) unlucky enough to be there.

The London is the backup (now that I have acquired her), with 4 guns that hit 2/3 of the time. Before I strike, I position her to somewhat block the lines of fire to the Temple.

The first fleet that was mauled was a fleet with Enterprise, Recreant, and Ladron (with captains, +5 crew). The second fleet, with the Longshanks, Recreant, and Silverback, fell even quicker. Then I destroyed a fleet with the SM Harbinger and SM Sea Nymph. The fourth fleet I don’t remember what ships I used. The last fleet, a swarm fleet with 10 ships, was blown out of the water (I could take out 3-4 ships per turn). All these fleets faced the HMS Grand Temple fleet in a series of three 40 point deathmatches, and all lost. I may not test this fleet again soon, so she goes on hiatus with an undefeated 15-0 record.

Edit: Just added a few nasty UT’s if I run this fleet in a regular game (not deathmatch).

Edit: Fleet’s record is now 18-6, read comment below.

Edit: Switched out Griffin for Lord Thomas Gunn, and made the helmsman English, so a canceler wouldn’t be able to cancel all three crew at once by cancelling the Temple’s ship ability.

Edit (1/6/13): Switched out HMS Meresman for the London, thanks to the suggestion by relvar99. This dramatically improves the potential of the backup ship to aid the Temple, as the firepower more than doubles with twice the quantity (4 guns vs. 2) and added quality (rank-2’s with 2 being L-range). I will test this improved version of the fleet, possibly next month.

Edit (2/2/13): Another series of three games had this fleet facing an all-treasure fleet consisting of the Tiger’s Eye, La Dijon, Le Bon Marin, Le Coeur du Lion, Coral, and Rover. It was no contest, with the GT fleet winning all three times in dominating fashion.

The final three games pitted the GT fleet against the Pirate fleet with the Darkhawk II, Raven, and Bonnie Liz. This fleet was harder for the Grand Temple and the London to defeat, but the English still won all three games. In addition, there was no English bias involved, as I even made the English HI extra-far-away from the rest of the islands for the last game, to give the Pirates a head start running gold.

This brings the record of this fleet to 24-6, and it appears that the GT fleet is only to be defeated by fleets utilizing defensive abilities or cancellers  .

Edit (2/3/13): Today three games were played: 40 point deathmatches between the HMS Grand Temple fleet and the Acorazado fleet. It was the first time the GT fleet faced the Acorazado fleet with the London instead of the Meresman, so I expected the English to do better than before. They didn’t. El Acorazado won all three games, and never lost more than two masts in any one game. Now this fleet is 24-9.

Edit (2/20/13): This fleet beat Norvegia in all three games. The GT was able to crush the treasure runners before they got back home. The devastating UT’s helped a bunch, but the English still won the third game despite not using the UT’s. The fleet’s record is now 27-9.

Edit (1/20/17): After losing in the second round in VASSAL Tournament #2, this fleet’s record is now 29-13 for a .690 winning percentage. At 42 games it’s my most-tested fleet, and not many fleets out there have been put to the test like this one has.

Leave your comments and votes below!

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Calico Cat PatOE 038 Crew R
1 x HMS Grand Temple PatOE 044 Ship R
1 x Helmsman PofSMU 110 Crew C
1 x Lord Thomas Gunn PatOE 054 Crew R
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Administrator Scott Bratley PofCC 046B Crew C
1 x Captain PofSM EC-CA Crew U
1 x HMS London PofCC 034 Ship U
1 x Helmsman PofSM EC-HM Crew C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Maps of Hades PofDJC 103 Unique Treasure R
1 x Missionary PofRU UL109 Unique Treasure R
1 x Monkey’s Paw PofDJC 101 Unique Treasure R
1 x Natives PofRU UL106 Unique Treasure R
1 x Wolves PofBCU 103 Unique Treasure R
HMS Grand Temple Fleet

Fleet page at Miniature Trading

 

HMS Grand Temple comments

Page 2 of the comments

Extra Action Gold Runners – One of My Classic Fleets

Extra Action Gold Runners

Originally published to Miniature Trading on August 21st, 2011

I wanted to create a 40-point standard fleet using at least two fast ships with good cargo holds that would utilize the same-action twice/extra action capability. Here it is.

12/19/14: I’ve edited this fleet to make it better. Now both crew are extra action crew rather than SAT crew because it’s harder to use SAT crew with gold runners.

The fastest ship is the Pirate ship Star of Siam (originally the Raven), and she has Gallows on board for the possibility of moving 6S (S+S+S+S+S+S) per turn, and still has three cargo hold left to take treasure from the island that is farthest away. The oarsman is insurance for the potentiality of becoming derelict or losing a boarding party.

The second ship is the Spanish ship (it is a mixed fleet) La Joya Del Sol, and she is equipped with a helmsman, Capitan Alarico Castro from BC, Vaccaro to help him with the EA, and an explorer.

These are the main ships, and the other is for support.

L’Intrepide was the original support ship for this fleet with a captain and Cissey, but when I decided to use Vaccaro instead of Cissey I needed to cut costs. I wanted to add the Algeciras with Luis Zuan, but since Zuan is hostile to Pirates I had to use a regular captain. In this way I switched out the Raven for the Star of Siam in order to save two points, which let me put a captain on the Algeciras and add Raft back in.

I added UT’s that hopefully I will discover first because my ships are so fast. I also included Raft to fill in the last point and try to provide my runners with any emergency assistance.

When I finished this, I was quite satisfied because I didn’t have to think too hard about how to configure it. Now for the problems that I quickly realized:

1. Counting on the 5-6 die roll at least once in the game isn’t good, I might not get any help from those two.

2. Not enough firepower/no true gunship. The Star of Siam could easily be sunk/dismasted, and if captured with gold on her, I could easily lose the game. The Joya Del Sol is more durable, with four masts, and since she will be carrying the most treasure, this could be very important. This is good, but she can’t really fight back, as she has no captain and all her cannons are rank-4.

3. Bad UT’s. Something like Wolves/Missionary would really throw me for a loop. That would wreck my gameplan while allowing my opponent enough time to sink my runners.

4. All but one ship only takes two hits to be dismasted. A couple of well-placed broadsides from any enemy gunship could destroy my strategy and I would lose. This is where I bank on the EA-bolstered speed of my two runners.

5. The important runners, the Star of Siam and Joya, don’t have escorts. They will be all alone and will have to rely on their speed/Extra Action capability to evade enemy gunships(not easy in enemy territory), mostly because the Algeciras is not designed to keep up with them.

It’s unlikely, but in a best case scenario I can take almost all the treasure in the game while using the L’Intrepide to occupy the gunships while my runners get 5’s and 6’s to zoom to the islands and get back to my HI, ending the game in the blink of an eye!

Edit (12/23/14): This fleet was involved in a game!

Check out this battle report.

The final two games have been played: Battle Report

After this series the fleet is now 1-2.

Another series was played: Battle Report

After this series this fleet is now 1-5.

Edit (9/10/2016): This fleet is participating in VASSAL Tournament #1!

Edit (6/1/2017): After winning a 12 fleet game and participating in both T1 and T2, this fleet’s overall record (counting the 4-4 record before it was modified) is now 9-13 in 22 total games (5-9 as it appears in the fleet below against very tough competition).

Old description:

In terms of options, thought about using the Longshanks with a helmsman (8 points) instead of the Algeciras+captain (6) and du Lion (2). Then I wouldn’t have a single captain, though. I could use the the English ship Plantagenet with Bratley/captain/helmsman while doing away with the Crow and explorer, but I wanted more than three ships. I also could go back to having SM Calico Cat on the Raven, and have the Pirate ship Cutlass with better guns than the L’Intrepide, but I figured that the EA was better than SAT because of the explorer deficit. Options, but I like how it is now. I am testing the fleet very soon, so there may be quick changes made accordingly.

Edit: I tested this fleet against a 40-point fleet with the Asesino de la Nave and the Monte Cristo (both beefed up with crew), and this fleet beat that gunship fleet two out of three times. The fleet was the older version of this fleet, with the Coeur du Lion, Carrion Crow, and Algeciras instead of the L’Intrepide and Dominic Freda. The Joya Del Sol was a target, and not everything worked out. The Algeciras and Le Coeur du Lion were the surprises, the Algeciras doing good damage to the de la Nave, while the Lion’s treasure was the winning treasure once. I noticed that the Sol attracted the most attention, because she had the most gold-carrying capacity, and was captured once and sunk another time. Raven’s SAT wasn’t always relevant, I would roll a 6 but would not need all of the 8S to get to the island. Therefore I think it would be best to use a crew that gives an extra action instead of SAT/helmsman, but I don’t have any crew like this in my collection of pirate crew. The Crow did almost nothing, but the fleet performed admirably, hopefully will run it out again soon.

~~~~~

Like all my fleets, this is by no means a finished product, and I am open to suggestions. I’ve already edited this fleet multiple times and I’m willing to do so again.

Thanks for reading all this stuff…

Comment and vote! 

Section: Ship #1 (2 miniatures)
Miniature Set Number Type Rarity
1 x Sean “Cannonball” Gallows RotF 020 Crew R
1 x Star of Siam PofR 142 Ship SR
Section: Ship #2 (5 miniatures)
Miniature Set Number Type Rarity
1 x Admiral Alarico Castro PofBC 071 Crew C
1 x Duque Marcus Vaccaro PofBC 072 Crew C
1 x Explorer PofSM SC-EX Crew C
1 x Helmsman PofSMU 111 Crew U
1 x La Joya del Sol PofSM SS-005 Ship U
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSMU 106 Crew U
1 x El Algeciras PatOE 067 Ship U
Section: Events (1 miniatures)
Miniature Set Number Type Rarity
1 x Raft PofR 037B Event C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Cross of Coronado PofR 107 Unique Treasure R
1 x Homing Beacon PatOE 103 Unique Treasure R
1 x Screw Engine PofMI 107 Unique Treasure R
1 x Trees PofCC 096 Unique Treasure R
1 x Turtles F&S 094 Unique Treasure R

 

Extra Action Gold Runners 1

Fleet page at Miniature Trading

 

Extra Action Gold Runners 2

Second page of comments

Common Fleet Challenge Entry – A7XfanBen

Published to Miniature Trading on August 8th, 2011

COMMON – A7XFANBEN

This is my first fleet I have submitted, this one for the Common Fleet Challenge. I used Administrator Scott Bratley to push the points to 50. I would say the HMS Victor and HMS Lord Walpole are almost co-flagships (Victor has shipwright already built in  ). Strategy is quite obvious, just blast away with at least one gunship while the other helps out/guards the Provost. Somewhat simple, a good fighting fleet, although probably not as good in multiplayer games. Advice is welcome, still learning the complexities/combos of game after on-and-off obsession through the years (I like to do a fantasy scenario type thing where fleets are built as the war progresses, not modeled on the game, but history). Please vote, thank you! 

Edit:

Took out the Meresman and FotG and switched some stuff around to add the common HMS Lady Provost. Now vulnerable to Mermaids, but hopefully people would realize this is overused and don’t want it. I put Ducie Chads on the Victor instead because I like the thought of possibly repairing two masts in one turn, and because Gunn’s ability can’t be doubled (although then the Walpole wouldn’t have a helmsman, if both 5 point crew were on her). Still lacking speed, but hopefully I am getting over my “fighting syndrome”, this is because of the books on the history of the Royal Navy I’ve read.

Edit (3/30/2013): My first fleet of the week! Thanks to all who commented and voted. I forgot to add this in at the time, but back in June 2012, this fleet went 1-2 against a Pirate fleet. I put HMS Lord Walpole outside her usual section so that she would appear on the homepage, since she’s my second favourite ship, after only HMS Lord Algernon.

Leave your comments and vote in the section at the bottom of this post!

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Administrator Scott Bratley PofCC 046B Crew C
1 x HMS Lord Walpole PofSMU 056 Ship C
1 x Helmsman PofSMU 110 Crew C
1 x Thomas Gunn the Younger PofSMU 064 Crew C
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofCC 129 Crew C
1 x HMS Victor DPotC 054 Ship C
1 x Lieutenant Henry Ducie Chads PofMI 043B Crew C
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofCC 106 Crew C
1 x HMS Lady Provost PofCC 041 Ship C
1 x Helmsman PofSMU 110 Crew C

 

Common Fleet Challenge Entry 1

Fleet page on Miniature Trading

 

Common Fleet Challenge Entry 2

Page 2 of the Comments

Universal Pirate Shipping – The Best Fleet Strategy EVER

Universal Pirate Shipping – The Best Fleet Strategy EVER

Universal Pirate Shipping 2.0

Universal Pirate Shipping 2.0 on the verge of winning the ultra-competitive VASSAL Tournament #2

From a discussion on Miniature Trading in September 2016

You may have heard me mention the “UPS” (Universal Pirate Shipping) fleets before, created by darrin. I am still somewhat puzzled by the lack of discussion, commenting, and voting not just on these fleets, but on the strategy of it all.

Perhaps it’s due to confusion surrounding Captain Jack Sparrow? I didn’t understand the entire “UPS” strategy at first, and I still think that CJS is the most confusing crew in the game. Is it just too cheesy?

Part of what makes me puzzled is just how amazing the strategy is for gameplay. I would argue that it is on par with about anything in terms of pure effectiveness, especially when done correctly. Combined the UPS fleets have a general record of 11-3 in my games, and have completely destroyed other competitive fleets.

Here are the fleets for reference, along with their current records from my games.  The records may not look as impressive as you’d expect, but they are the result of playing against similarly hyper-competitive fleets.

UPS 4.0

UPS 4.0 in action against my EA Gold Runners fleet

Universal Pirate Shipping (UPS 1.0) (1-2)

UPS 2 (15-5)

UPS 4 (4-2)

And another variant:
Darrin’s Gold Race fleet (7-5)

Here is a variant I came up with recently:
UPS 5 (11-5)
(UPS 3 is illegal) 

My UPS 5 fleet has advanced to the finals of Tournament 1. It will also participate in T2, a tournament that will also see fleets like UPS 2, UPS 4, and Hai Peng Fort Frenzy (HPFF) compete. If I had to bet on a fleet to win T2 and therefore be crowned the best existing fleet of all-time, I would pick a UPS fleet. Of course, many games will have to be played to get to that point. But still, Universal Pirate Shipping is simply one of the most effective strategies for winning games, and seems grossly underrepresented and underrated (and possibly misunderstood) by the Pirates community.

2019 Update

UPS 2 won VASSAL Tournament #2, beating another fleet using Captain Jack Sparrow in the Finals.  Further proving that this is the best fleet strategy in Pirates CSG history, and the most-proven way to win games.

The following is the discussion that took place at Miniature Trading in September 2016.

Woelf Responds

Captain Jack Sparrow

Captain Jack Sparrow from the Pirates of the Caribbean set

I think the lack of discussion around the crew isn’t because he’s confusing, it’s because he has one of the most poorly-though-out abilities in the entire game and is ridiculously easy to abuse.

It’s not even clear what that ability is supposed to represent thematically. Maybe it does reference some specific event in one of the movies, but whatever it was, it definitely doesn’t account for how the ability can be used repeatedly to send treasure after treasure home.

There’s no question that a fleet set up to (ab)use his ability will be effective, it’s more a matter of whether your opponent will be able to keep up with it without resorting to something similarly broken and/or without using a fleet specifically designed to counter this.

Good points. However, he isn’t banned (even if he should be, or if the ability should have never been invented in the first place), so his fleets are still (in my opinion) the favorite to win Tournament 2 and be crowned the best fleet of all-time. I suppose there can be a “best non-UPS fleet”, but he’s not the only thing in the game that is easy to abuse. Things like the Banshee’s Cry, sac captains, cheap extra actions, events, and even cancellers have been around longer than CJS’s ability, and are also extremely easy to abuse and are either undercosted or flat-out broken.

However, fleets using any of those things often get considerably higher attention and recognition than fleets using CJS’s ability. That’s what I don’t like – sure it’s cheap, but so are other things in this game that are consistently more popular or even “accepted”.

Woelf:

Most of the others have been “accepted” because they’re easier to use, are much more common, or have a wider range of uses.

Extra actions of any variety are everywhere in the game, and are useful no matter what you’re doing with your ship. Because they’re so cheap and/or easy to use, no one ever has to go out of their way to use them.

Ships like Banshee’s Cry are undercosted for what they do, but even though that’s the “best” one out there, there are a lot of other cheap ships that are close enough to it that banning it wouldn’t solve the problem it represents, it would just shift it to the next ship in line – whether that’s Le Bon Marin, La Monarca or any number of others is open to debate, but like extra actions, they’re “accepted” because they’re widely available to pretty much everyone. Not every nation has one, but others have several so unless you lock in to a single-nation fleet, they’re easy to find.

Cancelers could probably could cost a point or two more, but for better or for worse, they’re game-breakers by design. They make players put a little more thought into what they do beyond just “sail up and shoot the other ship”. Like the other things that are on the borderline of being broken, they’ve become relatively common too, with most nations having at least one or two. Also, a key difference with cancelers is that they can’t win games on their own, because they don’t collect treasure or sink ships – they just make it easier for your other ships and crew to do it (or they make it more difficult for your opponent).

Jack is the weird one because there is nothing else quite like him anywhere else in the game, and because he does directly contribute toward winning (technically the target ship has to unload the treasure, but he’s the reason it’s there in the first place). He’s also not easy to counter with things that are widely available. Negative UTs can hurt him the most, but when you add them to the pool you’re accepting the fact that you might have to deal with them too. Taking out his transfer ship is another possibility, but depending on the board layout that may not be an option until he’s already been used a few times, or even at all.

He doesn’t need to be banned, but that combination of having an effect that’s somewhat overpowered, being kind of weird and confusing about what’s happening, and being one-of-a-kind really limits the discussion about him. A lot of players simply aren’t familiar enough with him, and most that are don’t use him other than to prove the point that he’s overpowered.

Universal Pirate Shipping original

The original UPS fleet, with a proxy in for L’Intrepide

It seems that this is arguably one of the biggest mistakes the designers made – putting that ability on a crew. No UPS fleet uses the Rising Sun or Sol, because of their speed and CJS’s ridiculously perfect matching with the Hai Peng. The ability makes mediocre ships better, but giving it to a crew for essentially just 3 points was what led to the abuse in the first place. (That said, I suppose you could make the Rising Sun or Sol rather nasty if you had Hidden Cove and either a sac crew or Mycron.) 

As a side note, I forget when (as in which set) you started working with Wizkids? During playtesting for the PotC set, did CJS and/or the combo with the Hai Peng ever come up as a concept or potential problem?

I would say that his effect is very overpowered, although at first glance you wouldn’t necessarily jump to conclusions like the UPS strategy.

That last part is part of why I made this thread – no matter how unique, confusing, or cheesy, I think everyone needs to be quite educated on what is arguably the single “best” game piece there is (with the Banshee’s Cry and generic captain/helmsman also in the discussion I suppose).

This discussion also makes me question my knowledge of PotC – if there is a connection, who will be the one to discover it here?

Woelf:

There was some very limited playtesting as far back as SCS, but with most of them the sets were pretty much fully designed by the time I saw anything and whatever input was provided didn’t amount to much.

I didn’t really get involved directly with the designers until RotF, but even then it was mostly just for rules consulting and going over the spreadsheets to see if there was anything obviously broken.

PotC kinda slipped through just beforehand, and I didn’t see anything significant from the set until it was published. I assume there was some internal playtesting, but considering how quickly some of the sets were being cranked out and especially how rushed the PotC set seemed, it wasn’t nearly as much as what was needed.

What are your thoughts?

I welcome all criticisms, questions, etc. What do you think of the Universal Pirate Shipping fleet strategy? Have you played a UPS fleet, or played against one? Do you plan on it? Feel free to nominate fleets that you think could beat a UPS fleet as well. Finally, try to vote or comment on some of the above fleets – as my battle reports have shown, this is one of the most viable competitive strategies in this game, and it doesn’t seem to get enough attention. Thanks!