Spooky Challenge – Fleet Entry

Spooked into Oblivion – Spooky Challenge Fleet Entry

Originally published to Miniature Trading on October 26th, 2016

85 Points

This is my fleet for volt’s Spooky Deathmatch fleet challenge.

Especially once I saw that the challenge would likely take place in actual gameplay on VASSAL, I decided to go brutal effectiveness on this one. The 18 points of crew didn’t leave much room for exciting, scary crew anyway, and I barely had enough points there for the necessary generic crew. However, with no point limit, the ship choices would be interesting indeed…

The first ship is actually the Faerie Fire from Return to Savage Shores.

Faerie Fire
RtSS-024, Common
Cursed
Points: 15
Masts: 3 (B)
Cargo: 3
Move: L
Cannons: 2S-3L-2S
Ability: Ghost Ship.
Flavor: Sailors claim the Faerie Fire glows not from any ethereal light, but from the burning hatred gathered in life and now harbored by the men who crew her.

This ship satisfies the Ghost Ship requirement, and from the flavor text you can tell that she’s a good choice as my scary ship. It’s a good Halloween ship! 

The second ship starts the canceller brigade. Longships are a great choice for this challenge, since they’re extremely expensive for their mast count, but very powerful offensively. The Kettering is the best of the bunch, and only needs a captain to keep up with the rest of the fleet. As for volt’s second requirement, I don’t think many ships are scarier to face than the Kettering. 

America had the great fortune of getting multiple ships with built-in canceller abilities, and the Ghost Walker is next. The second canceller in the fleet provides some awesome firepower with all 2L guns.

The third canceller keeps the Halloween vibe by adding another Cursed ship. The Guinee is often overlooked, but any source of the canceller ability is extremely valuable. She’s definitely the weakest gunship of this bunch, moving at S+S and possessing only mediocre cannons, but at 12 points it’s a very fair deal. If the Kettering isn’t scary enough to fulfill volt’s requirement, the Guinee’s flavor text can: Literally a repository for souls who died on the ocean, the Guinee is a sinkhole of evil that drains the will to live from those she encounters.

You may have noticed that I have a quartet of 3 masters so far. For the final mast in the fleet, why not add a whopping 4th canceller?  HMS Rye is a ship I’ve commanded on many occasions at this point, and here she can serve as a scout ship. With basically zero combat ability, the Rye will quite possibly go out in front of the fleet and act as a sacrificial ship. The hope is that she can maneuver out in front of another canceller (like the Kettering) and essentially extend the “blanket” of cancellation so that enemy gunships have a harder time hitting the cancellers from L range. An opponent will likely capture the Rye to use her canceller ability, but this fleet should have enough cancelling and firepower to eliminate the Rye if she is turned.

I’ve had such extensive history with cancellers (example) that I may actually overvalue them a bit. That’s part of the reason I wanted to do this fleet like I did, to see if it can win some games. It will be interesting to see if the cancelling advantage is that important, or if a fleet with superior firepower can simply overpower it.

At one point I really wanted to use El Rayo in this fleet, but that ship is something that you would build a fleet around, whereas here I’m building around the Faerie Fire (as the core ship, and the one that should go in the middle of a formation) and the canceller element.

In addition, since the Guinee is rather slow and unspectacular, it would be possible to replace her and the Rye with the Paso and Mobilis (in that case with a captain on the Paso and helmsman on the Mobilis). This would potentially be a better idea, but keeping a Cursed theme felt better for this challenge. That duo would mean having only one Cursed ship, and adding two more factions to the mix. Also, the Mobilis is kind of OP in general, especially in a deathmatch scenario. It’s bad enough that your opponent would need 2 cancellers to attack the Mobilis – imagine those 2 cancellers having to go through the other 3 in this fleet first! I felt that the Mobilis would just be too lame and cheesy for the existing setup, and I would hate to go against a fleet like that, so I decided to keep things more reasonable and thematic.

The biggest strength of this fleet is obviously the cancelling. Any submarines will be dealt with, as well as annoying abilities. An opponent with lots of L-range guns and some extra actions would cause the most problems, especially if they also had a few cancellers of their own.

Thanks for reading; comment and vote!

Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Baba Yaga PofFN 209 Ship LE
1 x Captain PofDJC 109 Crew C
1 x Helmsman PofDJC 121 Crew C
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofR 132 Crew C
1 x USS Kettering PofFN 200 Ship LE
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofR 132 Crew C
1 x Ghost Walker PatOE 141 Ship SE
1 x Helmsman PofR 133 Crew C
Section: Ship #4 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Guinee PatOE 007 Ship U
1 x Helmsman PofDJC 121 Crew C
Section: Ship #5 (1 miniatures)
Miniature Set Number Type Rarity
1 x HMS Rye PofSCS 206 Ship PR

 

Spooky Challenge Spooked into oblivion

Fleet page at Miniature Trading

El Acorazado – My Preferred Setup

El Acorazado – My Preferred Setup

El Acorazado Pirates of the Spanish Main

The best gunship ever?

Originally published to Miniature Trading on September 13th, 2016

42 Points

As the title says, this is my favorite setup for the best gunship in the game. Just hadn’t posted it as a fleet yet! It works well in terms of points; either make it a 45 point game and add El Algeciras, or take Vaccaro out and put Contessa Anita Amore on the Algeciras to make it a legal 40 point fleet.

This fleet is meant for deathmatch games. This fleet is currently 26-11 against extremely tough competition in deathmatch games: 6-0 against my HMS Grand Temple fleet11-1 against various gunships, and 9-10 against HMS Endeavour (though effectively 9-7 in that series).

Edit: This fleet is now 30-12.

Section: Ship #1 (7 miniatures)
Miniature Set Number Type Rarity
1 x Capitan Alarico Castro PofSMU 085 Crew R
1 x Duque Marcus Vaccaro PofBCU 072 Crew C
1 x El Acorazado PofSMU 069 Ship R
1 x Helmsman PofSMU 111 Crew U
1 x Joaquin Vega PofSMU 092 Crew U
1 x Luis Zuan PofMI 069 Crew R
1 x Nemesio Diaz PofSMU 094 Crew C

 

El Acorazado My preferred setup

Fleet page at Miniature Trading

Battle “Ships” of the Deep

Battle “Ships” of the Deep

Behemoth Pirates CSG sea monster

Don’t let Behemoth get you!

Originally published to Miniature Trading on September 6th, 2016

85 Points

This is my entry to El Cazador’s Battleship Fleet Challenge.

I managed to come up with this fleet very quickly. I think it was because El Cazador DID allow the use of the Limit keyword, unlike in the previous incarnation of the challenge. I had desired to use Davy Jones in my Odd fleet, so when I saw that we could use Limit stuff, my mind shifted to the other copier, Behemoth. As a 5-masted “battleship”, Behemoth is often considered the best sea monster in the game due to its versatility and the option of copying the captain keyword. However, I’m going to use him for something more sinister, as you’ll soon see… 

Maxehebel is a proxy for Namazu from Return to Savage Shores:

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.

That takes care of the 4 master. The 3 master was actually the final ship to be added, and at that point I really needed a gold runner lol. The Fiddler’s Green was originally the gold runner, equipped with a helmsman and explorer, but then I realized I could get the best Cursed ship in existence for just a point more. I’m in the helmsman>explorer crowd, especially when not playing by the standard setup rules. The extra speed allows the Grinder to move a very fast S+L+S, and she’s capable of being a bit of a hybrid if needed. Her secondary ability could help her raid any enemy gold runners with high value coins, and said runners will be less likely to fight back in the face of her effective cannons. If you prefer explorers, that would allow an oarsman on another ship or possibly an equipment aboard the Serpent’s Fang. The Grinder packs a punch, and I thought it was fitting to swap her in for the Fiddler’s Green (which happens to be one of my favorite Cursed ships), because it’s the Battleship Fleet Challenge after all! 

For the 3 masted submarine, it was an easy pick. Staying faction-pure, the Locker is a support ship. She carries the Hag of Tortuga and her +L sea monster speed bonus as well as a helmsman.

The final ship was another easy pick – the Serpent’s Fang is the only ship in the game with the +L sea monster speed bonus ability built-in. It also happens to be a longship, and the perfect support gunship in this fleet.

At this point it may become obvious what my nefarious plan is. On the first turn, Behemoth and Namazu dive underwater and move at incredible speeds of L+L+L and S+L+L respectively due to the double bonuses. The Serpent’s Fang and (submerged) Locker follow at L+S, taking care to stay behind the monsters. Then, at the perfect opportunity, both come flying to the surface! Namazu unleashes a massive tidal wave upon the opposing ships!! Behemoth copies Namazu’s ability and a second tidal wave is unleashed!! 

The enemy fleet could be in tatters at this point, but why stop there?   Your opponent might be able to do some good harm to either or both of the monsters, but eventually your turn will come up once again. If both sea monsters are still alive, time for another double wave attack!! I checked with woelf, and he said that Namazu’s ability hits everything in the path of the wave, even stuff that is submerged or ghostly. The Locker could do submerged ramming, while the Serpent’s Fang has some considerable firepower of her own, with 4 shots at 3L. Now the possibilities become even scarier… beyond Behemoth simply copying the captain keyword (which might be the best option depending on the situation), imagine if Behemoth copies the Longship keyword!  That’s up to 10 shots at 2S, similar to the Zeus firing a full broadside with a world hater aboard!!

Even in a worst-case scenario, the sea monsters could possibly retreat if a second wave attack isn’t practical – the +L bonuses give them a lot of speed and flexibility, and using the bonuses to catch, ram, and then pin enemy ships in place becomes an option as well. It’s unlikely, but Behemoth could even copy the +L ability to give Namazu a speed of up to S+L+L+L or copy the Locker’s ability, making her a bigger threat when boarding. Either way, Behemoth’s flexibility is very important to this fleet, so I’d make sure the first strike was devastating. I won’t even go into the potential enemy abilities Behemoth could copy, but there’s probably some that would be rather effective to use!

In a longer fight, the Grinder’s 2L guns and the Locker’s potential immunity to enemy fleets (while submerged) become more important, because it’s likely that at least one monster and the Serpent’s Fang will fall. Also, fleets are required to have a 3 masted sub for this challenge, but 3/5 of this fleet can submerge to avoid the ramming, while the Grinder can move her full speed no matter what. Finally, the Serpent’s Fang has 2 open cargo spaces and the Locker can submerge, so this fleet could potentially do some extra gold running in a pinch.

Curse of Davy Jones was added to make things even more nasty for my opponents, especially if Behemoth manages to copy the Longship keyword. Plague is another great option, partly because this fleet doesn’t rely on crew as much as most of the other Battleship fleets likely will. Even if Grinder found the Plague, she has the base move to catch enemy ships to give it to them, and the Serpent’s Fang is the only ship to worry about with Plague since the Locker can just submerge if needed.

Let me know what you think of the fleet! Comment and vote, and thanks to El Cazador for running the challenge – this is one of my favorite challenge fleets I’ve submitted! 

Section: Ship #1 (1 miniatures)
Miniature Set Number Type Rarity
1 x Behemoth PofDJC 134 Ship SR
Section: Ship #2 (1 miniatures)
Miniature Set Number Type Rarity
1 x Maxehebel PatOE 005 Ship R
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Grinder RotF 098 Ship SE
1 x Helmsman PofDJC 121 Crew C
Section: Ship #4 (3 miniatures)
Miniature Set Number Type Rarity
1 x Hag of Tortuga RotF 018 Crew R
1 x Helmsman PofDJC 121 Crew C
1 x Locker PofMI 304 Ship PR
Section: Ship #5 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Serpent’s Fang PofFN 301 Ship PR
Section: Unique Treasures (1 miniatures)
Miniature Set Number Type Rarity
1 x Curse of Davy Jones PatOE 104 Unique Treasure R

 

Battle "ships" of the deep

Fleet page at Miniature Trading

ODD!! A Random Fleet Challenge Entry

ODD!!

Originally published to Miniature Trading on September 3rd, 2016

57 Points

This is my entry to El Cazador’s Odd Fleet Challenge.

The strategy is simple – crush the other fleet. The scorpion runs out and slashes opponents, causing Fear to spread among their ranks. The Plague and the Runes of Death wreak havoc on crews, allowing Davy to possess them. Terrox is the fastest kraken and can move faster with Davy’s bonus. The bonus may not be used since it uses the Scorpion’s action for that turn. The Proud Tortoise cleans up the scraps and acts as a third attack ship. No forts were included because this fleet is not designed to get any gold.

(Originally my grand plan was to put copier Davy Jones aboard the Bloody Blade and have him copy the Longship keyword from the Hlidskjalf, which would also give him access to the longship’s secondary ability, which is extremely obnoxious. That would make the Bloody Blade an extreme offensive and defensive threat. The Libellule with a helmsman and explorer would have acted as the main gold runner. It was a good plan, until I remembered that we can’t use Limit for this challenge. Oh well.)

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSMU 104 Crew U
1 x Captain Davy Jones DPotC 057 Crew C
1 x Crusher RotF 087 Ship SR
1 x Helmsman PofSMU 108 Crew U
Section: Ship #2 (1 miniatures)
Miniature Set Number Type Rarity
1 x Terrox RotF 096 Ship SE
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSMU 104 Crew U
1 x Proud Tortoise PatOE 036 Ship R
Section: Unique Treasures (2 miniatures)
Miniature Set Number Type Rarity
1 x Plague PofSMU 102 Unique Treasure R
1 x Runes of Death PofFN 125 Unique Treasure SR

 

ODD!!

Fleet page at Miniature Trading

American Pirates – 40 Point Competitive Fleet

American Pirates

American Pirates fleet

Ready to sail out!

40 Point Competitive Fleet

Originally published to Miniature Trading on September 3rd, 2016

45 Points

Here is a fleet I’ve used with substantial success. Check out how it did in these battle reports (I plan to eventually redo those battle reports with the pictures).  I created it around January 1st 2015, and it’s been used extensively since then.

Participating in VASSAL Tournament #1, this fleet finished second by losing in the finals to UPS 5.

This fleet managed to win an epic 8 fleet multiplayer game, which is really cool.  It also came in second place in a 12 fleet game, making it one of the few fleets I’ve seen that is somewhat objectively good at games with lots of fleets involved.

It did quite well in VASSAL Tournament #2, where you can see even more battle reports!

After losing in VASSAL Tournament #2, this fleet’s record is now 14-12. It’s my third-most-tested fleet that I’ve used in games.

What I find amazing about this American Pirates fleet is that it’s not even optimized for competitive play, yet lost in the finals of one tournament and in the semifinals of another, more competitive tournament.  You could easily swap out the Bandido for the Banshee’s Cry with a helmsman and explorer, and even swap out the Amity for the Bloody Jewel and another cheap Pirate gold runner (or two with Rover + Mermaid, etc).

Section: Ship #1 (8 miniatures)
Miniature Set Number Type Rarity
1 x Captain Blackheart PofSMU 030 Crew R
1 x Commodore Matthew Perry PofSCS 096 Crew R
1 x Explorer PofR 136 Crew C
1 x Helmsman PofR 133 Crew C
3 x Oarsman PofR 138 Crew C
1 x Roanoke PofCC 130 Ship SR
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Amity PofCC 009 Ship C
1 x Explorer PofSMU 116 Crew C
Section: Ship #3 (1 miniatures)
Miniature Set Number Type Rarity
1 x Bandido PofSCS 040 Ship R
Section: Events (1 miniatures)
Miniature Set Number Type Rarity
1 x Hidden Cove PofSCS 057B Event C

 

American Pirates competitive fleet

Fleet page at Miniature Trading

More Gimmicky Fun – 200 Point Fleet

More Gimmicky Fun – 200 Point Fleet

Water World at 200 points

The start of the game this fleet was used in.

Originally published to Miniature Trading on September 2nd, 2016

205 Points

Created for a 200 point game of Water World.

This battle report tells you everything you need to know about this fleet. Perhaps someday I’ll use it again to have more gimmicky fun!

Proxies

Lady Roimata instead of Jordan Dumas:

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.

Black Coral instead of Abomination:

Black Coral
RtSS-016, Uncommon

Cursed
Points: 15
Masts: 4
Cargo: 4
Move: S+S
Cannons: 4S-3S-3S-4S

Ability: Secret Hold. This ship gains the Eternal keyword as long as she has a crew with the Captain keyword or “Captain” in its name.

Section: Ship #1 (8 miniatures)
Miniature Set Number Type Rarity
1 x Bianco’s Haulers SS 027A Crew C
1 x Captain PofDJC 109 Crew C
1 x Grim the Savage PofFN 024 Crew R
1 x Guichuan PofDJC 300A Ship LE
1 x Helmsman PofDJC 121 Crew C
1 x Nemesio Diaz PofSMU 094 Crew C
1 x Tabatha McWarren PofDJC 028 Crew C
1 x The Headhunter PofDJC 300B Crew LE
Section: Ship #2 (6 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofR 132 Crew C
1 x Constitution PofR 068 Ship R
1 x Diamond Nelson Turner PofBC 216 Crew PR
1 x Helmsman PofR 133 Crew C
1 x Native Canoes SS 017 Ship U
1 x Oarsman PofR 138 Crew C
Section: Ship #3 (6 miniatures)
Miniature Set Number Type Rarity
1 x Celtic Fury SS 051A Ship SE
1 x Helmsman PofMI 122 Crew C
1 x Jordan Dumas PofBC 082 Crew R
1 x Lenoir RotF 024 Crew R
1 x Oarsman PofMI 129 Crew C
1 x Stinkpot Specialist PofMI 133 Crew C
Section: Ship #4 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSMU 103 Crew U
1 x HMS Oxford PofR 026 Ship U
1 x Helmsman PofSMU 110 Crew C
1 x Oarsman PofSMU 118 Crew C
Section: Ship #5 (4 miniatures)
Miniature Set Number Type Rarity
1 x Abomination F&S 045 Ship U
1 x Captain PofDJC 109 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Oarsman PofDJC 129 Crew C
Section: Ship #6 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofCC 126 Crew C
1 x Firepot Specialist PofR 066 Crew U
1 x Le Mercure PofCC 080 Ship C
Section: Ship #7 (4 miniatures)
Miniature Set Number Type Rarity
1 x Administrator Scott Bratley PofCC 046B Crew C
1 x HMS Patagonia PofSCS 207 Ship PR
1 x Lord Mycron F&S 027 Crew R
1 x Robinson PofR 037A Crew C

 

More gimmicky fun

Fleet page at Miniature Trading

UPS v. 5.0: Zeus Style (UPS 5)

UPS v. 5.0: Zeus Style (UPS 5)

UPS 5 during T2

UPS 5 during VASSAL Tournament #2

Originally published to Miniature Trading on September 1st, 2016

45 Points

I stole the name from the excellent Universal Pirate Shipping fleets created by darrin. I can change the name if desired.

In the style of the original UPS fleets, this one is meant for a standard game of Pirates. With a ship as costly as the Zeus, a 50 or 60 point game would likely be more ideal. However, this combo is so amazing (and the Zeus so undercosted) that it works in a regular setup.

The Zeus has L+S speed, which will ideally be doubled on most turns. It’s annoying to put an oarsman on the Zeus (rather than the home island) to start the game, but the Zeus needs to reach an island. Don sacs him and then we explore. The process begins. The Coeur loses an oarsman (she can carry 2 at a time) for the best coin. On the next turn, the Zeus can either redock at the island (potentially twice) or move twice towards another island. Beautiful! It’s best not to sac the explorer, but that could be done in a pinch. Either way the Zeus will likely have an oarsman to sac on every turn, which allows for extremely potent offense not seen in the other UPS fleets. Her gold-hoarding ability could even come in handy if she explores dud islands. The oarsmen will eventually run out, at which point the Zeus could load up gold and sac any crew needed to get home, or simply attack the other fleet. The forts are there to protect any gold the Zeus doesn’t want to send home (or doesn’t have time/oarsmen to send home).

The Jolly Mon can try to prevent the Coeur from being harmed. Other options include swapping Don for Jimmy Legs. This allows you to add Hidden Cove or a backup runner like the Mermaid. In the end, I went with Don between my hatred of events and the fact that Don’s second ability could really help a lot if you encounter nasty stuff like Plague or Natives. Even with the trading ability, negative UT’s will still be one of the biggest problems for this fleet. If the Zeus loses just one or two crew, the fleet’s efficiency goes way down.

Please comment and vote on UPS 5!

Edit (9/20/2016): This fleet has won VASSAL Tournament #1!

This fleet’s record is now 8-3.

Edit: After losing in the second round of VASSAL Tournament #2, this fleet’s record is now 11-5 for a .688 winning percentage.

Section: Ship #1 (6 miniatures)
Miniature Set Number Type Rarity
1 x “Don” Pedro Gilbert PofR 016 Crew R
1 x Captain Jack Sparrow DPotC 058 Crew C
1 x Explorer PofSMU 116 Crew C
1 x Helmsman PofSMU 108 Crew U
1 x Oarsman PofSMU 112 Crew C
1 x Zeus PatOE 300A Ship LE
Section: Ship #2 (5 miniatures)
Miniature Set Number Type Rarity
1 x Le Coeur du Lion PatOE 080 Ship R
4 x Oarsman PofSMU 112 Crew C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Jolly Mon DPotC 005 Ship R
1 x The Hag of Tortuga PofCC 027 Crew C
Section: Forts (4 miniatures)
Miniature Set Number Type Rarity
1 x Dead Man’s Point PofCC 031 Fort C
1 x Paradis de la Mer PofR 065 Fort C
1 x St. Pierre PofCC 091 Fort C
1 x The Devil’s Maw PofR 022 Fort C

 

UPS v. 5.0 - Zeus style

Fleet page at Miniature Trading

Delusion Fleet

Delusion Fleet

Delusion Pirates CSG

The Delusion glows in the dark!

Originally published to Miniature Trading on September 1st, 2016

100 Points

I’ve mentioned this many times in the past, and have played this fleet before. I’m not sure why I never bothered uploading it as a fleet. It’s generally for deathmatches.

As far as I know this is all legal heh. The Delusion setup may be the most total points you can fit on one ship in the entire game (77, I suppose you can fit another oarsman to make it 78 lol). The crew total 42 points for 8 crew, and Eddie gives -1 to the other 7. 42-7=35, so it works out perfectly. The cargo is actually better than perfect – there’s still a spot left! DJ links to make it 8 cargo, minus 7 crew who take up space.

The Delusion just sails around doing whatever she wants. She’ll move L+S+L+S with 20 shots 5/6 of the time, and Nemo will pair with Ozat to nab enemy crew. These crew can either be used as backups for the main crew (since you already have most of the main abilities you’d want on a monster gunship), or as sac fodder for Fantasma. Ideally you’ll capture a reroller so DJ can get more 5’s and 6’s, and start using Fantasma’s sac ability to get extra actions so the All-Powerful/sac captain combo doesn’t “waste” many points.

The Fallen Angel originally had El Fantasma aboard, but that would violate the no-duplicates rule and the point limit. I originally had the Delusion setup at 76 points, allowing 24 points for other stuff. However, the new crew setup on the Fallen Angel might actually be better. Fantasma would let the Fallen Angel keep up with the Delusion (sort of), but now she’s more of a weapon. 4 shots at S+S range and a rank-2 cannon shooting firepots is decent support for the Delusion. The Fallen Angel is to survive as long as possible with her ability and oarsman so the flotilla can stay mobile to support the Delusion. You could also go with the Executioner + captain/helmsman/firepot specialist (or oarsman + equipment). Other than swapping Fantasma for the 6 points of crew, this setup is in its original form.

What do you think of my Delusion Fleet?

Section: Ship #1 (9 miniatures)
Miniature Set Number Type Rarity
1 x Captain Nemo PofMI 020 Crew R
1 x Christian Fiore PofMI 025 Crew C
1 x Davy Jones PatOE 016 Crew R
1 x Delusion RotF SE01A Ship SE
1 x El Fantasma PatOE 018 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Ibrahan Ozat PofMI 024 Crew C
1 x Oarsman PofDJC 129 Crew C
1 x Sir Edmund F&S 082 Crew C
Section: Ship #2 (5 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Death’s Anchor RotF 013 Ship R
1 x Fallen Angel PofDJC 022 Ship R
1 x Firepot Specialist PofDJC 033 Crew U
1 x Oarsman PofDJC 129 Crew C

 

Delusion fleet

Fleet page at Miniature Trading

Keywords Everywhere

Keywords Everywhere!

Originally published to Miniature Trading on August 17th, 2016

55 Points

Libellule Savage Shores Pirates CSG

Libellule

NO STRATEGY, JUST GIT RICH QUIK!!

Tribal Chieftain & Native Canoes
RtSS-018
French
Points: 9
Masts: X (Canoes)
Cargo: 1
Move: S+S
Cannons: 3S
Native Canoe. When this ship carries no cargo, she gets +S to her base move.

quote from lord_denton:
The goal was to add as many different types of keyword ship types as possible, right? Nice swarm fleet.

Indeed. I simply used the search function to find the cheapest ship at each keyword, and then put them in the fleet. (Thus the Lightning not really being a creative choice, but thanks!) I did consider the Skipping Stone or HMS Hermes, but when I saw that the Grinder was not only the best Turbine, but also the cheapest, my decision was made easier. It was the cheapest I could have gone without adding a flotilla, which would have left room for more crew that I didn’t want to add. I felt like I was selling out a bit adding a gunship, but I would try to use the Grinder as a hybrid/escort.

This fleet started off as a complete joke, but once I realized that some of the cheapest ships of their type were actually among the best (Libellule and French canoes, etc), I realized that the fleet would turn out better than I had expected it to, hence adding the Grinder to optimize even more. And yes, Plague should be fun because I might even try to pass it off to my own ships on purpose since they don’t have any crew! (Not to mention the thought of a dismasted Grinder moving S+L with the plague as a perfect flavor touch)

Section: Ship #1 (1 miniatures)
Miniature Set Number Type Rarity
1 x Dervish PofBC 029 Ship C
Section: Ship #2 (1 miniatures)
Miniature Set Number Type Rarity
1 x Lightning PofR 014 Ship R
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofSCS 122 Crew C
1 x Sea Tiger PofSCS 014 Ship C
Section: Ship #4 (2 miniatures)
Miniature Set Number Type Rarity
1 x Glorious Treasure PofSCS 020 Ship R
1 x Li Quin PofSCS 029B Crew C
Section: Ship #5 (2 miniatures)
Miniature Set Number Type Rarity
1 x Libellule SS 047 Ship SE
1 x Native Canoes SS 018 Ship U
Section: Ship #6 (2 miniatures)
Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x Grinder RotF 098 Ship SE
Section: Unique Treasures (1 miniatures)
Miniature Set Number Type Rarity
1 x Plague PofSMU 102 Unique Treasure R
Section: Forts (4 miniatures)
Miniature Set Number Type Rarity
1 x Dead Man’s Point PofCC 031 Fort C
1 x Paradis de la Mer PofR 065 Fort C
1 x St. Pierre PofCC 091 Fort C
1 x The Devil’s Maw PofRU UL022 Fort C

 

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Triple Pirate Barrage

Triple Pirate Barrage

Originally published to Miniature Trading on July 11th, 2016

60 Points

This is my fleet for El Cazador’s Triple Threat Fleet Challenge.

I really like 3 masted ships, so choosing a faction was tough. I decided to make a quick decision and go with my gut, which actually said Pirates this time. South China Seas has been one of my favorite sets over the past year and a half, so that made my decision even easier. I happen to adore the Greed’s Hammer, like the Accused quite a lot, and I generally like the Madagascar. 

All three of these ships are underrated, a somewhat unfortunate hallmark of SCS’s rarity. The Greed’s Hammer is simply fantastic, boasting great cannons, good cargo, and one of the absolute best abilities in the game for a very fair price tag. She’s got Hammersmith and Coconut to help her play a hybrid role.

It would be cool to have 3 hybrids, but I wanted to maximize the Accused’s ability and cannons. Therefore I packed her with crew, and the firepot specialist will not be firing at a reduced range since all of the ship’s cannons are S range. Her point limit and cargo hold is maxed out, and with luck she’ll move L+S+L+S and rip off 6 shots at rank-2 with a firepot in the volley.

The Madagascar is the main gold runner – I really wanted to go a lot of different ways with her in terms of crew. I initially wanted a helmsman and either a smokepot specialist or smokepot shot, which would give her fog immunity in times of trouble. However, this left only 2 cargo spaces, and I didn’t want to leave the helmsman at home either. I then considered Captain Mysion which would give each ship the captain ability, formidable indeed. The Parley would help protect the Madagascar, while the captain keyword would give her flexibility. However, her rank-4 cannons seem out of place compared to the other two ships. I also considered Captain Sao Feng. In the end, I went with the tried and true option: the good ‘ol canceller. Tia Dalma will protect the ship from most initial attacks, and could cancel an annoying ability if need be. She should give the Madagascar the opportunity for the first shot, after which the Madagascar can reverse captain away. 

I personally think this fleet is a very strong entry for the challenge. Ships that cannot be shot at within S could prove to be hindrance, but I didn’t see any 3 masters with that ability. That was another reason for bringing Tia Dalma along – if there are any problematic defensive abilities, the Madagascar can sail over and cancel them. Having a canceller on a gold runner is a luxury – the two gunships are already loaded considering their point costs and 3 masted-ness. Each ship possesses one of the best abilities in the game in one form or another: +2 gold bonus, SAT, and cancelling.

Hopefully I’ll be able to test this Triple Pirate Barrage fleet on VASSAL sometime to see if it works well! Until then, comment and vote!

Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Coconut F&S 083 Crew C
1 x Greed’s Hammer PofSCS 037 Ship C
1 x Hammersmith F&S 022 Crew R
Section: Ship #2 (6 miniatures)
Miniature Set Number Type Rarity
1 x Accused PofSCS 035 Ship U
1 x Calico Cat PofSMU 029 Crew R
1 x Captain PofSMU 104 Crew U
1 x Firepot Specialist PofSCS 044 Crew U
1 x Helmsman PofSMU 108 Crew U
1 x Oarsman PofSMU 112 Crew C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Madagascar PofSCS 036 Ship U
1 x Tia Dalma DPotC 022A Crew R

 

Triple Pirate Barrage

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