“Ain’t No Grave…”

“Ain’t No Grave…”Delusion glow in the dark ship (Ain't No Grave fleet)

Originally published to Miniature Trading on June 3rd, 2017

159 Points

This is simply a fleet that is designed to not die. Everything in the fleet is based on surviving through hell and back. The main goal is to keep the ships afloat and keep the crew alive. Before continuing, I will admit that this fleet has two major weaknesses: Stinkpot Stuff and cancellers.

Here is the setup for each of the ships:

Delusion
-Eternal
-Ghost Ship (can’t be rammed or boarded)
-Can’t sink (Davy Jones copies the Republique’s ability)
-Cancelling (Papa Doc)
-Fear (can act as a secondary canceller)
-Shipwright ability
-Third potential cancelling action with Stinkpot Shot
-Oarsman (prevents capture and scuttling)
-Fantasma is immortal (he is there for thematic reasons and can represent Captain Salazar from Dead Men Tell No Tales)

Papa Doc
RtSS-028b, Common
Cursed
Points: 8

Ability: This ship gets +1 to her boarding rolls. Once per turn, one crew or ship within S of this ship can’t use its ability that turn.

Concordia
-Built in offensive ability
-Eternal
-Oarsman (prevents capture and lets the ship shoot 5 cannons with no masts, must be eliminated for capture)
-Crew cannot be eliminated (lol)
-Most offensive ship in the fleet (EA + reroll w/captain and helmsman)

Mercury
-Submarine
-Ignores first hit w/ all hull pieces
-Eternal
-Cancelling
-Oarsman prevents capture
-Crew cannot be eliminated

La Republique
-Can’t sink (but “can be scuttled”)
-Oarsman prevents capture and dereliction, and therefore the ship can’t be scuttled (lol)
-Cancelling
-Perfect combo because Ex-Patriot wouldn’t work with Eternal anyway, and ship provides Davy Jones with an ability to copy for a cheap point cost

The point total quickly escalated above what I had originally intended, and the Republique and Davy Jones weren’t part of my original idea. At 160 points, your opponent could certainly craft a fleet that could take this apart, but it would still be incredibly annoying to deal with.

Section: Ship #1 (10 miniatures)
Miniature Set Number Type Rarity
1 x Davy Jones PofDJC 025 Crew R
1 x Delusion RotF SE01A Ship SE
1 x El Fantasma PofSCS 136 Crew SR
1 x Helmsman PofDJC 121 Crew C
1 x Oarsman PofDJC 129 Crew C
1 x Papa Doc PofDJC 024 Crew R
1 x Sammy the Skull F&S 021 Crew R
1 x Shipwright PofDJC 130 Crew C
1 x Sir Edmund F&S 082 Crew C
1 x Stinkpot Shot F&S 108 Equipment U
Section: Ship #2 (6 miniatures)
Miniature Set Number Type Rarity
1 x Commander Steven Decatur PofBC 094 Crew R
1 x Gus Schultz RotF 063B Crew C
1 x Helmsman PofR 133 Crew C
1 x Jonathan Haraden PofR 091 Crew R
1 x Oarsman PofR 138 Crew C
1 x USS Concordia F&S 006 Ship R
Section: Ship #3 (6 miniatures)
Miniature Set Number Type Rarity
1 x Diamond Nelson Turner PofBC 216 Crew PR
1 x Helmsman PofR 133 Crew C
1 x Montana Mays F&S 030 Crew R
1 x Oarsman PofR 138 Crew C
1 x Ralph David RotF 060 Crew C
1 x USS Mercury PofMI 300 Ship PR
Section: Ship #4 (3 miniatures)
Miniature Set Number Type Rarity
1 x Christian Fiore PofMI 025 Crew C
1 x La Republique PofBC 079 Ship U
1 x Oarsman PofCC 121 Crew C

 

This fleet was inspired by the song used for the trailer for Dead Men Tell No Tales.

Fleet picture from MT isn’t loading, so you can see the fleet here as well.

American Gold Fleet

American Gold FleetFrontier Savage Shores

Originally published to Miniature Trading on June 3rd, 2017

45 Points

This is a quick fleet I thought up after considering some RtSS combos. It’s a rare fleet that uses American game pieces but has almost no combat capability (just rams and boards if desperate).

The cargo master is actually Huang Bai from Return to Savage Shores:

Huang Bai
RtSS-051
Mercenary
Points: 5
Link: Zhànfǔ

Ability: Ex-Patriot. Hostile: Spain. Once per turn, you can eliminate one of this ship’s crew to give her an extra action. After looking at treasure on a wild island, you can trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

Flavor: Unwilling to cede the end of the Jade Empire, Huang Bai nonetheless realizes the need to pause and rebuild—as a mercenary. His first customer, America, is eager to pit him and “Golden Axe” against the expanding Spanish empire.

~~~~~

Huang Bai is absolutely perfect for the Frontier (from SS). The Frontier is a premium gold runner, expensive but very capable of almost any treasure-related task you give her. Bai’s sac ability is perfect for the Frontier’s huge cargo hold, allowing for many sacrificial oarsmen without compromising the Frontier’s ability to transport large loads of gold. The treasure trading ability is great for the Hoist keyword, and will hopefully allow for the Frontier to get rid of negative UT’s like Missionary. The Frontier can move 6S (S+S+S+S+S+S) up to 3 times in the game, which can be used to get a very early start in the gold race, likely sailing to the far frontier and getting gold from the furthest islands. The ship gains the Mercenary keyword and can’t dock at her own home island, but that is rendered moot due to the Hoist keyword being able to deposit gold at home without docking! With each oarsman that is eliminated, her cargo space gets freed up, furthering the perfection of this crew setup. That said, she still has 4 cargo spaces open with all 5 crew aboard, which is plenty enough for some great treasures.

The James Madison carries Perry to allow Huang Bai to be hired for exploratory operations. The JM also has an explorer, which will allow her to get gold faster. The James Madison is sort of the protector/in-between ship of this fleet, since she has arguably the best armament and will be earning the ire of opposing fleets by spying on their gold discoveries. She is a gold runner and can dump her explorer if desired to make room for another coin. Perry would rather not fight, but with that ability she might board a small enemy treasure runner if a high value coin is spotted from the crow’s nest.

The Rattlesnake is a typical but fantastic option to fill out the build limit of any American fleet. At just 7 points with a helmsman, she is one of the best US runners at L+S with 4 spaces open. Between her small size and lack of an explorer, she will likely make sure the nearest island’s gold belongs to the United States, before running off and assisting her larger fleetmates in gold acquisition and/or combat deterrence.

The UT’s might help the gold total a bit, and it’s likely to find some with the Frontier. Thompson’s Island is a great way to protect some gold since this fleet is fragile and has no gunships, as well as providing a potential dropoff spot for the Frontier before the JM and Rattlesnake ferry that gold home for safety (this strategy would be best served in multiplayer games and/or games with larger oceans). The Hoist keyword allows the Frontier to unload gold at home, but the fort is also a good option if the Frontier needs to repair, at which point Thompson’s Island will function nicely as a the ship’s protector, with four 2L guns while the Frontier is docked there.

There were a few other options I considered, which included using the Mongrel (a nice ship from RtSS) as a hybrid/escort, and the Annapolis before I remembered the James Madison. Overall I was very satisfied how all the point costs and options worked out.

The nice thing about proxying the cargo master is that this fleet would be great with that setup as well! The Frontier wouldn’t be quite as effective, but she could have 8 cargo spaces to start the game, with 3 for the JM and 5 for the Rattlesnake! (helmsman and oarsman aboard the Frontier, with the other oarsmen on each of the other ships/perhaps an explorer on the Rattlesnake)

Thanks for reading; comment and vote!

Section: Ship #1 (6 miniatures)
Miniature Set Number Type Rarity
1 x Cargo Master SS 040 Crew C
1 x Frontier SS 005 Ship R
1 x Helmsman PofR 133 Crew C
3 x Oarsman PofR 138 Crew C
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Commodore Matthew Perry PofSCS 096 Crew R
1 x Explorer PofR 136 Crew C
1 x USS James Madison PofSCS 089 Ship U
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Helmsman PofR 133 Crew C
1 x Rattlesnake PofR 079 Ship C
Section: Unique Treasures (3 miniatures)
Miniature Set Number Type Rarity
1 x Barbary Banner PofBC 107 Unique Treasure R
1 x Jade PofSCS 101 Unique Treasure R
1 x Spices PofBC 100 Unique Treasure R
Section: Forts (1 miniatures)
Miniature Set Number Type Rarity
1 x Thompson’s Island PofR 101 Fort C

 

American gold fleet

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10 Mast Nonsense

10 Mast Nonsense

Celtic Fury Savage Shores

The Celtic Fury!

Originally published to Miniature Trading on May 31st, 2017

110 Points

This is a very gimmicky but potentially very nasty setup using two 10 masters, the Celtic Fury and Guichuan. Due to Black Mark’s silly 1 point increase, this fleet isn’t quite legal as it appears here.

It’s a bit complicated; the CF’s ability allows Snape to come aboard, and then he gets to Black Mark the ship and turn it Cursed. From Mercenary to French to Cursed, quite the transformation. We can pretend or house rule that BM doesn’t increase Snape’s cost by 1, or else the captain has to get tossed. It says a lot that the captain is the most expendable crew in this setup. Davy Jones copies the Treasure Ship keyword of the Guichuan, allowing the CF to once again have 7 free cargo spaces.

What should we do with all that free cargo? Why, fill it up with stolen loot of course!! Mr. Fantasma comes aboard to allow for home island raiding, with the helmsman speeding the ship up and allowing for multiple movement segments (though the latter shouldn’t matter (rhyme!) due to the “move S after loading cargo” part of the Treasure Ship keyword).

The Guichuan is pretty nasty; she doesn’t need the Black Mark keyword to get the right crew setup, but Cavendish comes aboard to let Grim the Savage join the party. This is where the combo starts to get evil, if it wasn’t already. Not only can Grim steal as many coins as he can possibly take, that number is increased to 9 by Sammy the Skull’s link to all Cursed ships! Throw in the admiral actions from the Headhunter, and the Guichuan could steal up to 18 coins in a single turn!! (if you had hoists and/or these to help you. The silver explorer and stinkpot specialist were added to fill out the ship’s point limit; after all, with so much ridiculousness on two ships, why not make it more wacky?!

The build total is somewhat random at 110 points, but here is the general strategy. Let your opponent gather lots of gold without ending the game. Keep the two 10’s together and amass 20-40 shots (40 if you copy the Headhunter’s AA ability and roll two 6’s; Snape could reroll one) to take out any enemy gunships. Due to the immense quantities of silver you’ve inserted into the treasure mix, your opponent will bring many of those coins back to their home island. Choose the right time to strike, and then begin furiously stealing gold from your opponent’s home island. When complete, turn both ships ghostly for the trip home to avoid being boarded, and use stinkpots to slow down enemies and prevent them from being able to use captains and double actions. Get back to your HI and unload the gold and silver, with the Guichuan getting an extra chunk of loot from the silver.

The nice thing about the illegality is that it’s on the Celtic Fury, so you could run this exact Guichuan setup at a 60 point limit.

Section: Ship #1 (6 miniatures)
Miniature Set Number Type Rarity
1 x Captain PatOE 136 Crew SR
1 x Celtic Fury SS 051A Ship SE
1 x Davy Jones PofDJC 025 Crew R
1 x El Fantasma PofSCS 136 Crew SR
1 x Helmsman PatOE 128 Crew CT
1 x Jacques, Duc de Valois PofDJC 074B Crew C
Section: Ship #2 (9 miniatures)
Miniature Set Number Type Rarity
1 x Cavendish PatOE 019A Crew C
1 x Grim the Savage PofFN 024 Crew R
1 x Guichuan PofDJC 300A Ship LE
1 x Helmsman PatOE 128 Crew CT
1 x Oarsman PatOE 121 Crew CT
1 x Sammy the Skull F&S 021 Crew R
1 x Silver Explorer PatOE 162 Crew SE
1 x Stinkpot Specialist PofDJC 133 Crew C
1 x The Headhunter PofDJC 300B Crew LE

 

10 mast nonsense

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Sneaky French Raiders

Sneaky French Raiders

Originally published to Miniature Trading on May 31st, 2017

86 Points

The French have plenty of good ships and crew for boarding and stealing gold. This isn’t so much a fleet as a combo-building exercise; for more ideas, see my Gold-stealing fleet.

Dumas is a proxy for:

Lady Roimata
RtSS-043, Super Rare

French
Points: 6
Link: Fetu

Ability: Captain. Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship can be given the same action twice.

Flavor: Suspicious and not very welcoming of the newcomers to her ocean-bound land, Lady Roimata has made overtures towards France for the benefit of her people. French cannons may be put to even better use against neighboring islands.

The Charlemange is a strong boarder, and here has S boarding and a reroller to help steal up to 3 coins. The Triton is one of my favorite underrated ships and has the ability to not be pinned after ramming, which should help Leander Arnaud get away with maximum loot (up to 4 coins at once). The oarsman helps to protect him, with a similar goal in mind for L’Heros. She has a really good combo, moving S+L x2 with rerolled SAT’s (I wish I could reroll my SAT score… lol XD). She can rob enemy HI’s of a couple coins, with Parley protecting her from the counteroffensive. The Vengeance setup is almost a combination of the others – rerolled EA’s with a boarding bonus, and the Schooner keyword should help her get to enemies. Perhaps the greatest part of these combos is that 3/4 have the captain ability and are capable gunships and hybrids that can thrive even if they’re not able to steal gold from the enemy.

Feel free to comment, vote, and share your own gold stealing strategies and combos!  Watch out for these sneaky French raiders in a port near you!  XD

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Helmsman PofCC 124 Crew C
1 x La Charlemagne PofDJC 076 Ship R
1 x Mademoiselle Josephine Godiva PofDJC 086 Crew R
1 x Robert Surcouf PofBC 081 Crew R
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Le Triton PofCC 075 Ship C
1 x Leander Arnaud PofFN 074A Crew C
1 x Oarsman PofCC 121 Crew C
Section: Ship #3 (4 miniatures)
Miniature Set Number Type Rarity
1 x Jordan Dumas PofBC 082 Crew R
1 x L’Heros PofSCS 079 Ship C
1 x Lenoir RotF 024 Crew R
1 x Oarsman PofCC 121 Crew C
Section: Ship #4 (4 miniatures)
Miniature Set Number Type Rarity
1 x Amiral Louis Cartier PofFN 074B Crew C
1 x Captain PofCC 126 Crew C
1 x La Vengeance PofR 049 Ship U
1 x Madame LaFontaine PofR 060 Crew R

 

Sneaky French raiders

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Spelling A Victory – Fleet Challenge Entry

Spelling A Victory: W-I-N

Asgard Pirates of the Frozen North

The mighty Asgard

Originally published to Miniature Trading on May 21st, 2017

45 Points

This is my fleet for volt’s Spelling Bee challenge.

Once I saw that you could combine the minor factions into one fleet, I knew I wanted to do that. I also knew that I wanted to use at least three of the minor factions. Naturally the Mercenaries get left out for now, but some of their ships could have worked reasonably well. This is a challenge with endless possibilities and combinations in terms of the theme, so I had to stop at one point and just stick with what I had.

I wanted a big bad Viking flagship, and here I’ve chosen the Asgard. She has the crew to make her dangerous, but since I wanted to maximize how many ships were in the fleet and how many letters I would have available, there aren’t any double action crew in this fleet. The Asgard provides the D in GOLD.

The Noble Swan is next, providing the O in GOLD. Li Quin was added at the end due to the Noble Swan having solid defense to protect him between her ability and the Turtle Ship keyword. Quin allows for a captain and helmsman to be added.

The Agha’s Whip gets the G in GOLD, while the Glorious Treasure gets the L. The Agha’s Whip is the main treasure runner after having to remove the Winds of Vengeance. The Glorious Treasure will be a bit of a hybrid, and can assist the other for a three pronged attack if desired (a nasty attack at that, for only 5 masts total you’d have 7 shots and some nice abilities). These ships also help with other words:
Seadog
HAR!
Treasure (LOL)
ARRRR (yes there are 4 R’s)

I found that bcym were the letters I needed more of, but I couldn’t find better combinations in the time I had. Let me know if I missed any good words to use!

At the end of the day, my fleet spells two words that might not count for anything, but are still important:
WIN (the goal of Pirates!)
WOW (hopefully this fleet wows you)

The strategy is relatively simple – the Agha’s Whip grabs gold while the Asgard and Noble Swan likely stick together for a decent offensive, with the Asgard potentially nabbing some gold. The Glorious Treasure explores her own island near home and then heads out to cause havoc. I included some piratey set-specific UT’s, just for fun.

Other ships considered:
Kalmar + captain, helmsman (23)
Winds of Vengeance (6)
Divan’s Punishment (11)

Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Asgard PofFN 007 Ship C
1 x Captain PofFN 098 Crew C
1 x Helmsman PofFN 110 Crew C
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSCS 109 Crew C
1 x Li Quin PofSCS 029B Crew C
1 x Noble Swan PofSCS 021 Ship R
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Agha’s Whip PofBC 025 Ship C
1 x Helmsman PofBC 118 Crew C
Section: Ship #4 (1 miniatures)
Miniature Set Number Type Rarity
1 x Glorious Treasure PofSCS 020 Ship R
Section: Unique Treasures (4 miniatures)
Miniature Set Number Type Rarity
1 x Jade PofSCS 101 Unique Treasure R
1 x Pension PofSCS 107 Unique Treasure R
1 x Runes of Wealth PofFN 093 Unique Treasure R
1 x Wine PofBCU 104 Unique Treasure R

 

Spelling a victory - W-I-N

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What You See – Use it!

Using What You See

Originally published to Miniature Trading on April 16th, 2017

50 Points

I peeked in a Pirates tin yesterday and found my duplicates of these three ships, and realized I could make a nice fleet with just them.

It’s basic but uses some effective ships – the Leicester attacks the other fleets, while the Frontier and Coral get lots of gold.

Let me know what happens if you try just “using what you see” in your collection box sometime!

Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSMU 103 Crew U
1 x HMS Leicester PofSMU 045 Ship U
1 x Helmsman PofSMU 110 Crew C
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Coral PofR 012 Ship R
1 x Explorer PofSMU 116 Crew C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Frontier SS 005 Ship R
1 x Helmsman PofR 133 Crew C

 

Using what you see

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Another Pirate Rescue Attempt!

Another Pirate Rescue Attempt!

Originally published to Miniature Trading on February 17th, 2017

60 Points

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

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

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

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

~~~~~

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

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

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

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

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

Hawkins and Barbossa frown, while Elizabeth gasps in shock.

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

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

~~~~~

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

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

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

Thanks for reading; comment and vote!

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

 

Another pirate rescue attempt!

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Bumper Cars Game – Fleet Challenge Entry

Bumper Cars Game – Fleet Challenge Entry

Originally published to Miniature Trading on December 8th, 2016

50 Points

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

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

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

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

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

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

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

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

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

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

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

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

 

Bumper Cars Game - Fleet Challenge Entry

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Mercenary Fleet that won a game!

Mercenary Fleet that won a game!

Originally published to Miniature Trading on November 18th, 2016

52 Points

Here’s a pure Mercenary fleet that actually won a game! 

The Santa Molina is the flagship. She can dish out some decent punishment, especially with the right UT’s. It’s important for her to survive and protect the submarines, since Fiore is the only way to get gold home. The Santa Molina will often shadow the Barracuda to a nearby island, and let the Devil Ray explore a further WI.

The Devil Ray and Barracuda run gold. The Devil Ray will go long, with S+L+S speed underwater. It’s quite possible that both subs might do some submerged ramming. In addition, the Barracuda’s ability and cannons make her a decent support for the Santa Molina in a close battle.

The biggest strength is that each ship has some form of defense. The Santa Molina has a canceller, while the submarines will be submerged for most of the game, only surfacing to dock. Partway through the game, I realized that a shipwright on one of the two subs (probably the Devil Ray since she’s faster) could be beneficial, instead of having the two one point crew on the subs. That’s why I left it out there as an option (plus his look is just priceless so why not put him in the fleet lol). Originally the Barracuda had an oarsman, but the explorer can be left on the island if needed, although I dislike that rule. Also see the battle report for crew and treasure transfer shenanigans – Fiore and the UT’s can make this fleet flexible under fire.

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofMI 109 Crew C
1 x Christian Fiore PofMI 025 Crew C
1 x Helmsman PofMI 122 Crew C
1 x Santa Molina PofMI 010 Ship U
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Barracuda PofMI 005 Ship R
1 x Explorer PofMI 115 Crew C
1 x Helmsman PofMI 122 Crew C
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Devil Ray PofMI 007 Ship R
1 x Explorer PofMI 115 Crew C
1 x Helmsman PofMI 122 Crew C
Section: Ship #4 (1 miniatures)
Miniature Set Number Type Rarity
1 x Shipwright PofMI 130 Crew C
Section: Unique Treasures (4 miniatures)
Miniature Set Number Type Rarity
1 x Enemy of the State PofMI 101 Unique Treasure R
1 x Power Cannons PofMI 105 Unique Treasure R
1 x Screw Engine PofMI 107 Unique Treasure R
1 x Targeting Scope PofMI 108 Unique Treasure R

 

Mercenary fleet that won a game!

Fleet page at Miniature Trading

Fun Pirate Fleet

Fun Pirate Fleet

Originally published to Miniature Trading on October 30th, 2016

50 Points

I thought I’d submit this fleet after it won a game.

The Shadow is the flagship, and tries to steal gold from enemies. Her guns aren’t much good, but the captain and helmsman abilities are there, and with enough shots fired she can defend herself a bit, especially with a double action. Mysion’s Parley is the real steal here at just one point, and it should help the ship get away with stolen loot. With 3 cargo available, the Shadow could do any combination of regular gold running, raiding HI’s, and stealing from enemy gold runners.

The Greed’s Hammer is one of my favorite ships, and a fun hybrid. Hammersmith is perfect to save a cargo space, while Le Requin gives a second ship the chance for double actions. Both larger ships also have oarsmen, to protect all the valuable crew that make them effective.

The Fancy and Mermaid round out the fleet and provide some gold running options. All ships can run gold. The Shadow can potentially transfer stolen coins to the GH to get the bonus on them. In the game I played, the Fancy managed to find an abandoned captain, so some UT’s could make things more fun.

All in all, I think it’s a decent fleet that has some fun hybrid options, two ships with SAT, and uses a few Pirate ships that aren’t quite as popular as they deserve to be.

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x Calico Cat PofSMU 029 Crew R
1 x Captain Mysion RotF 089 Crew SR
1 x Helmsman PofSMU 108 Crew U
1 x Oarsman PofSMU 112 Crew C
1 x Shadow PofSMU 005 Ship U
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Greed’s Hammer PofSCS 037 Ship C
1 x Hammersmith F&S 022 Crew R
1 x Le Requin PofCC 029A Crew C
1 x Oarsman PofSMU 112 Crew C
Section: Ship #3 (1 miniatures)
Miniature Set Number Type Rarity
1 x Fancy PofCC 019 Ship R
Section: Ship #4 (1 miniatures)
Miniature Set Number Type Rarity
1 x Mermaid PofCC 020 Ship R
Section: Forts (2 miniatures)
Miniature Set Number Type Rarity
1 x Dead Man’s Point PofCC 031 Fort C
1 x The Devil’s Maw PofR 022 Fort C

 

Fun Pirate fleet

Fleet page at Miniature Trading