Monsters, Hoists, and Canoes!

Monsters, Hoists, and Canoes!

Originally published to Miniature Trading on September 7th, 2015

This is a fleet I created on paper in the late winter/early spring of 2015. I created it based on the “traveling collection” (~48 ships total, with about 8 ships each from the Big 6) I had at the time. Unfortunately, I didn’t get the opportunity to play the fleet back then, but it looks like I may be able to test it out relatively soon. As a result, here it is!

There are two main aspects: a (mostly) Cursed Sea Monster attack using +L speed bonuses, and a good set of diverse treasure running using mostly game pieces from Savage Shores.

The Serpent’s Fang is one of the best and most unique longships in the game, and I was lucky enough to receive one as a gift from trox for doing so many Battle Reports! It’s also one of the better looking ships. Very cool overall. With Fantasma, a helmsman, and two oarsmen aboard, the Serpent’s Fang will be able to move L+S+L+S multiple times throughout the game, which will be important to stay up to speed with the sea monsters.

Between the high point total, the large number of +L sea monster bonuses the Cursed have, and the slow speed of sea monsters in general, it was a fun idea to add another bonus in the form of the Nightmare, with the Sargasso Nightmare fittingly on board. Between that, the captain and helmsman (S+S+S speed) and Ghost Ship, the Nightmare isn’t a foe to be laughed at. It’s also a good thing that she’s more durable than the Serpent’s Fang, although between the two of them (especially with the Fang’s sac potential and Longship keyword) they have some firepower. However, they’re still the support ships, at least for the early part of the game when the sea monsters are fighting on the front lines.

Calypsos, Tiamat, and Champ will all move out in formation together, just ahead of the Fang and Nightmare. They’ll move L+L+L and S+S+L+L ( Monsters ) on the first turn and hopefully on other turns once the +L bonus ships catch up and are within L. Since sea monsters are fragile and can’t carry captains, it’s imperative that they go into a mad frenzy and stun the opponent with speed and aggression. They’ll soften up the enemy’s fleet very early in the game, leaving the actual gunships to do some cleanup. With the two bonuses, the sea monster assault should be able to hit the opponent’s fleet on turn 2 at the latest, meaning that it’s possible this entire 5-piece squadron will slam into the enemy fleet before they even get to any islands. Chaos will result, with Champ and Calypsos hopefully winning boarding parties to utilize their nasty abilities. Between the fact that there’s 13 total segments to remove and the relatively good cannons (nothing less than rank-3), opponents will have a tough time taking out all three threats before the support ships get there and the sea monsters start shooting back. In general, the early game could be very chaotic and deadly for both fleets. Sea monsters are inherently fragile and overpriced for their value, so this attack is based on speed, surprise, and a numbers advantage.

For the treasure runners, I wanted to keep the overall Cursed theme, but I added the Buscador since I wanted to use a hoist, and keep in mind this is from the selection of my limited traveling collection. The Celestine and Master Scribe were chosen for two reasons: make the sea monster squadron go even faster through trade currents, and help out the treasure runners so they can get gold quickly in case the initial attack goes badly.

The underrated Buscador has 5 cargo spaces left after adding crew, and with luck she’ll move very quickly at L+S+L+S or L+S+S with trade currents. With her possible early jump, she can use her hoist to transfer some gold to the other runners, the Sea Monkey and Cursed native canoes.

The Sea Monkey is one of the best Cursed ships in the game and one of their only true hybrid ships. She was the only spot for the chieftain, but she’ll be far from the front lines of fighting, especially in the early game. Her reverse captain ability and decent guns allow her to be the most capable fighting ship of the gold runners. The native canoes are to be used as treasure runners, especially in the early going. The Buscador can help them out with the hoist keyword, cutting down on their speed drawback, which will also be helped by trade currents. However, with enough trade currents they could reach a battle relatively quickly at S+S+S and provide some support. I will say that I find their ability borderline impossible to pull off, but they should serve this fleet well either way for just 9 points.

Thanks for reading; comment and vote!

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x El Fantasma PatOE 018 Crew C
1 x Helmsman PofDJC 121 Crew C
2 x Oarsman PofDJC 129 Crew C
1 x Serpent’s Fang PofFN 301 Ship PR
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Nightmare PofDJC 145 Ship SE
1 x Sargasso Nightmare PofDJC 031 Crew C
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Calypsos PofDJC 003 Ship R
1 x Champ PatOE 089 Ship U
1 x Tiamat PofDJC 007 Ship R
Section: Ship #4 (2 miniatures)
Miniature Set Number Type Rarity
1 x Celestine SS 007 Ship R
1 x Master Scribe SS 028A Crew C
Section: Ship #5 (4 miniatures)
Miniature Set Number Type Rarity
1 x Buscador SS 006 Ship R
1 x Capitan Alarico Castro PofSMU 085 Crew R
1 x Duque Marcus Vaccaro PofBC 072 Crew C
1 x Helmsman PofCC 107 Crew C
Section: Ship #6 (2 miniatures)
Miniature Set Number Type Rarity
1 x Native Canoes SS 019 Ship U
1 x Sea Monkey PofDJC 014 Ship U

 

Monsters, hoists, and canoes!

Fleet page at Miniature Trading

Small Fry, Big Danger!

Small Fry, Big Danger!

Originally published to Miniature Trading on March 14th, 2015

This is my entry into brettb45’s “Small Fry” Fleet Challenge! Thanks to all who participated and to brettb45 for running the challenge. It was great fun to think about all of the possibilities.

The fleet you see here was actually my first idea for the challenge. I’ve always been intrigued by the thought of using a crew like Jonah on a small ship with lots of cargo. This is usually impractical for various reasons, but this challenge has a theme of using small ships. What better way to showcase my idea!

Naturally I wanted to look and see if this fleet (or something very similar using the same ship) had been submitted before, but despite the Prince of Chichester being one of the absolute best two masters in the game (and arguably one of the overall better ships of any size or faction), she’s only appeared in 2 fleets!  (Perhaps because she’s from SCS, one of my favourite sets, and people usually go for the typical big English gunships, but I was surprised nonetheless.)

What do we have here? Why is there only one ship? I thought this was the Small Fry challenge? What is a7xfanben playing at? Does he think he can win by fielding a fleet that only contains a single little ship?

This is a single-ship fleet for 40 points. No ten master, just the Prince of Chichester and one of the more insane and (for Pirates CSG at least) slightly complicated crew combos there is.

It starts with the basic captain and helmsman provided by Thomas Gunn. As you’ll see later, I absolutely had to combine these abilities and risk losing both of them at once because of the cargo limitations (yes I’m filling up all five spaces!). With that, the Prince (or PoC) moves S+S+S with the move-and-shoot, a great start for a ship with fantastic cannons and one of the best abilities in the entire game.

Next we add Brother Virgil, who will allow a certain crew aboard. Small Fry

For the next crew, I had to get Robinson. There’s no small ship that costs enough points to pull this off, so he’s a necessary evil (sorry Robinson!). I know all about the drawback of his ability, but this is one of my patented “gimmick” fleets, so I’m well aware of the problems the fleet has. Between the ability of the Prince and what you’ll see next, I don’t think we’ll have a hard time avoiding getting hit. 

Who’s next? Why, ALL-POWERFUL DAVY JONES, of course!!  

Adding Brother Virgil allows Cursed crew to function on the Prince, and Robinson lets him serve on a ship other than the Flying Dutchman, Divine Dragon, Guichuan, and Delusion for once.

If you don’t know about Davy, read up. He’ll give the Prince a double action 5/6 times, allowing the ship to move S+S+S+S+S+S+S+S (8S, more on that later) and move-and-shoot twice!! This will allow the Prince to move anywhere on the ocean, almost every turn. On the rare 6, you can move an enemy ship closer to the Prince, or force them onto terrain (like Sargasso Seas for this challenge!), etc. Also, if there are any 2 segmented submarines out there, although DJ can’t force them to the surface, he can make them ram their comrades while submerged, which can increase the potential damage he’ll cause.

Rounding out the crew is LE Griffin. I also considered Major Peter Sharpe to give the ship an extra cannon, but I decided against it for multiple reasons. For one, I’d have 2 points left over, and I think events are cheap and borderline unsportsmanlike. Griffin gets me to exactly 40, which is amazing considering the build limit and the one-ship theme of this fleet (27 points of crew!). Also, Marines can’t be given additional shoots through Davy Jones, so I’d only get 5 shots per turn, not 6. In the end, Griffin is more valuable since he adds another +S to my move (essentially adding +S+S!), not to mention the awesome cannon bonus that I still love to have on my gunships. That bonus makes them 1S guns in this case, which is almost as good as it gets, especially considering that the Prince wants to fight at close range because of her ability.

quote from brettb45:
-One Unique Treasure can be included.

And last but not least, my ace in the hole: Odin’s Revenge! This is one of the biggest keys to this entire fleet. With just one UT allowed, the choice was incredibly easy. With so many small ships running around, there will undoubtedly be some 1 masters to put out of commission!  Due to the nature of this challenge, I think that any savvy Pirates player should be hesitant to use many 1 masters in their fleet, albeit for just this reason. I find this unfortunate, but perhaps someone can flip Jailhouse Dog to save the day for their fleet of tiny ships! (Anybody know how a little dog can stop a lightning strike from a god? Small Fry )

When Odin’s Revenge hits (quite possibly early in the game with so many small fast ships sailing around), chaos will result. Any one masters will have a lot of trouble doing much of anything. 2 masters will be reduced to just one mast, leaving them fragile and weak. The Prince will also feel the hurt, but she’ll be moving at 8S with 2 1S shots available, which should be enough to dismast two ships or sink one (or sink two 1 masters now that I think about it). Canoes will be a problem since they won’t be affected, but if the Prince can take out 2 per turn I like my chances of stopping them from getting home.

Obviously, this fleet has a huge weakness: there’s no cargo space to get gold with! True, but this is a gimmick fleet and I didn’t have any points left over. I wanted to maximize the value of the gimmick (and how massively dangerous the Prince is in this game of only small ships), rather than dumping Griffin to get some lame empty runner like HMS Discovery. I didn’t want to cop out. I went all-in, and if that’s the downfall of this fleet, so be it. I’ve said it multiple times: I don’t care about winning games much anymore. I just want to have fun, try new combos, new game pieces I’ve never used, and crazy gimmicks. That holds true for this fleet challenge as well. I do feel that the extra 2S movement per turn and cannon bonus will help out the Prince a lot, possibly enough to sink or derelict everything in sight since she has such a long effective range.

That being said, in a 2 player game (which would be optimal for multiple reasons, since in a 4+ player game it will literally be impossible to sink everything before some coins get home) this fleet could do well with sinking runners and getting half the gold. Priority will be on getting the Prince near my opponent’s runners while trying to avoid or overwhelm (with speed and flipping DJ/Griffin at the right time) their gunships so I can sink everything in sight! Odin’s Revenge will help soften every ship in play, making them even weaker for my devastating attack.

Finally, as the creator of the Battle Reports thread (current version) and the player of over 200 games, naturally I’ve already tried out this fleet and written a report on it. Small Fry

Thanks to all who participated in the challenge, and thanks to brettb45 for running it! Comment and vote! 

Section: Ship #1 (6 miniatures)
Miniature Set Number Type Rarity
1 x Brother Virgil PofSMU 065 Crew C
1 x Davy Jones PatOE 016 Crew R
1 x Griffin RotF 207 Crew LE
1 x HMS Prince of Chichester PofSCS 050 Ship U
1 x Robinson PofR 037A Crew C
1 x Thomas Gunn RotF 021 Crew R
Section: Unique Treasures (1 miniatures)
Miniature Set Number Type Rarity
1 x Odin’s Revenge PofFN 303 Unique Treasure PR

 

Small Fry, Big Danger!

Fleet page at Miniature Trading

Knowledge is Power

Knowledge is Power

Originally published to Miniature Trading on March 14th, 2015

This is a quick fleet I made up to try and win by stealing gold rather than collecting it. The goal is to use the different abilities to know exactly where all of the highest value coins are, and then steal them to win with just a few coins. Due to the unique treasures, this fleet would use two 7’s and a 1 in addition to the 5 UT’s in order to contribute the correct amount of gold. This fleet is meant to be played in a standard game with preferably two players.

It’s rather depressing how fast point totals escalate when you try to use the non-standard crew – Devereaux and Yeshaji Angria are all but unplayable in a 40 point game. The Matuku and Angria come to 20 points, so they can be swapped out to make this a 40 point fleet.

The fleet waits for the opponent to find gold, and then using their abilities and UT’s will then steal the two 7’s and another coin that is worth at least 2 gold. The fleet is well-prepared to do such a thing. From the beginning of the game, the Raven’s Neck, Lucky, Devereaux and Yeshaji will all be scouring the board for the high value coins. Once they find them they will act to take them and end the game quickly.

The Raven’s Neck is ready to shoot and board, with Skyme the Monkey letting her take three coins instead of 1. Without Lucky she would have 4 spaces available, which is likely to be the entire cargo hold of the enemy ship.

The Raven is the speedster and has the primary duty of raiding the enemy’s home island. She can get in and out quickly. The Raven can also raid enemy ships if need be. Her ability lets her get away after the ram and board and she even has good cannons for defence. With 3 cargo available she could even raid the enemy HI for multiple turns if it’s deserted.

The Matuku is set up exactly the same as the Raven, but has slightly slower speed and a more useful ability. She is a hybrid between the Raven’s Neck and the Raven – she can either HI raid or take treasure from an enemy ship either by ramming and boarding or using the Schooner keyword. She will have to transfer any stolen gold to the other ships since she can’t dock; however she is still a cool addition to this fleet between her ability and the lack of usage that Yeshaji Angria has experienced.

The UT’s are huge for this fleet. It would be amazing if the opponent found Maps of Alexandria or Pirate Globe very early in the game. From there this fleet could potentially steal the right gold and win the game before their opponent even gets gold back to their HI!

Shipping Charts and Marksman’s Map won’t help the enemy since this fleet won’t have any gold aboard ships that they haven’t stolen. Enemy of the State slows down enemy treasure runners and forces them to stay at sea with their precious gold, leaving them vulnerable to the dangerous raiders.

I’m not really satisfied with this fleet yet and I really wish I could have a very similar setup for 40 points. I could ditch the expensive crew and Matuku and go with more ships that can randomly take treasure, but I wanted to have the “omniscient” factor to be a part of this fleet, as well as HI raiding in addition to stealing from actual ships. Again, the point is to identify the 3 coins that are needed to win, steal them however they can be stolen, and then run home to victory.

Thanks for reading; comment and vote!  Do you think that Knowledge is Power in Pirates CSG, or is this just kind of a weak fleet for 60 points?

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Hammersmith F&S 022 Crew R
1 x Lucky the Parrot PofSMU 038 Crew C
1 x Raven’s Neck PofSMU 013 Ship U
1 x Skyme the Monkey PofDJC 047A Crew C
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Devereaux PofR 017 Crew C
1 x Raven PofCC 017 Ship C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Matuku PofMI 013 Ship C
1 x Yeshaji Angria PofMI 026 Crew C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Enemy of the State PofMI 101 Unique Treasure R
1 x Maps of Alexandria PofBC 101 Unique Treasure R
1 x Marksman’s Map PofSMU 098 Unique Treasure R
1 x Pirate Globe DPotC 070B Unique Treasure R
1 x Shipping Charts PofSMU 097 Unique Treasure R

 

Knowledge is Power Pirates CSG fleet

Fleet page at Miniature Trading

Golden Cranes – Hoist Madness!

Golden Cranes – Hoist Madness!

Originally published to Miniature Trading on March 14th, 2015

You may have seen my post about HI raiders. After playing around with the concept a bit, I have decided to create a fleet that hasn’t really been done before. If you’re already familiar with the game pieces, you may want to skip right to the Strategy section.

There are only four other fleets that have the Maui’s Fishhook in them, and none of them have her set up like I do here in this fleet. Lady Kamaile is a tough crew to use in general, but I think I have found a great spot for her. She is key because she links to the MF, unlike Brother Virgil. Kamaile lets Grim come on board, and he is the essential crew I really wanted to use in this fleet. The helmsman is necessary to boost the MF’s speed to an acceptable level. Also keep in mind that due to the nature of using HI raiders, I’ve included the 10 point Patagonia/Mycron combo for speed and flexibility. This gives the MF a potential speed of L+S+L+S when she needs it. The oarsman prevents the MF from becoming derelict, not allowing her to be captured, which is important for the second part of the strategy.

Since Kamaile links, the MF still has three cargo spaces left over once the crew come aboard. This is good since there are HI raiding abilities that let you take one or two treasures at a time, so naturally we want to maximize the utilization of Grim’s unique wording, as he is the only crew in the game with his ability. Lady Kamaile not only (essentially) doesn’t take up any valuable cargo space, she also provides the MF with another ability that will be VERY helpful for this fleet. With L+S+L+S speed during the first few turns, the MF will jump out in front of the rest of the fleet and mark as many islands as explored as possible. This makes exploring much easier for my other ships, including the American native canoes if the MF can reach their island fast enough.

The second ship is the Spanish hoist Buscador. With a helmsman she moves L+S. Master Bianco gives her and any other Spanish ships +1 cargo spaces and makes it impossible for opponent’s to take treasure from the Buscador. Fernando Sanchez isn’t Grim the Savage, but with the multi-segment move action provided by the helmsman, the Buscador can move away and redock to keep taking gold from an enemy home island. She has 6 cargo spaces available. Unfortunately the Buscador’s point limit is full and we can’t add an oarsman to prevent capture.

By now you may have guessed that the third ship is the American hoist – the Frontier. The Frontier is the fastest hoist and also has the biggest cargo hold. In this fleet she moves S+S+S with 6 cargo spaces available. Her large point cost and cargo hold make her a good spot for the Tribal Chieftain. As with the other two hoists, the Frontier has the Secret Hold keyword, which will be a good defence in such a high point and high risk strategy. The oarsman prevents capture, which is great for later in the game.

The American native canoes are another key element in this fleet. For just 10 points, 5 additional ships that move S+L come into play. They have the most cargo capacity of all the native canoes, and even have good guns and a nifty ability that should help this fleet out in numerous ways.

This fleet is a combination of the English, Spanish, and American factions, but with the Canoes and support ships I wanted to keep it to mostly an American/Spanish feel. The Peacock fits the bill quite well, with blazing speed and effective cannons to support the other ships. She is carrying a captain and smokepot shot. When possible, she will harass enemy treasure runners and block any big gunships from attacking the important hoists. However, she will try to stay out of trouble until the MF steals gold with Grim the Savage. At that point she becomes an important member of the team, as she will provide a layer of smoke that the other ships will possibly use to make their getaway. If they don’t need the smoke, the Peacock could even try “smoking out” one side of an enemy HI by putting a fog bank nearly touching the island, blocking the opposing fleet from getting to the other ships. She can also run a suicide mission to slow down ships giving chase.

The Sea Serpent is another support ship that will do the same things as the Peacock. However, she is even more useful as a getaway ship since the reverse captain ability allows her to duck into the fog with any other ships. She also has an extra cargo space if the hoists run out of helper ships to dump gold on.

I don’t like including La Monarca, but she is a nice choice of support ship in this fleet. With a helmsman and Master Bianco’s bonus, her cargo hold remains large at 4 available spaces. Between Lady Kamaile and the prevalence of the Hoist keyword throughout this fleet, the Monarca shouldn’t need an explorer. She will probably use her ability more than once throughout the game, especially later on when things get chaotic and hoists try to dump gold on her. In this case the Cargo Master is very useful because it allows the Monarca to potentially still have cargo spaces open even after exploring an island.

The Patagonia/Mycron combo is popular for a reason: it works. Unfortunately, with the dangers and risks of home island raiding, the MF really won’t get by moving just L+S. When that speed is doubled, however, Grim could be flipped at the perfect moment and the MF could pull off a successful raid. The probability of this fleet working the way it’s supposed to dramatically increase with Mycron in the fleet. Also, since it’s over 100 points, the 10 point combo doesn’t take up a huge percentage of the build total. Lastly, since there are plenty of ships to choose from, Mycron’s flexibility is much higher than in a smaller game. He will mainly focus on the MF, but any other ships (even a canoe!) that need him could get major help from time to time. Your opponent won’t know what ships they should chase because they won’t know which one will have it’s speed doubled on the next turn!

Strategy:

There are two strategies that this fleet employs: the first is getting a ton of gold extremely quickly, and the second involves raiding enemy home islands. “Islands” because this fleet would probably be better and more interesting in a multiplayer game, especially with whirlpools and lots of wild islands.

Part 1:

On the first turn, Mycron sacs the Patagonia to move the MF L+S+L+S, which should be enough to reach the nearby island where the native canoes are docked. Using the hoist keyword (or Lady Kamaile I suppose) will allow the canoes to move away and redock, emptying the island.

The rest of the ships sail out, with the Monarca looking to dock on the second turn at an island the Kamaile has marked as explored. Mycron will have to use his best judgment to determine which ship should get an extra action.

The canoes return home, likely giving this fleet an early gold advantage. With this gold the fleet can build at least one fort. Keeping the second part of the strategy in mind, build the fort on an island that is in line with an opponent HI. Ramsgate would work nicely, as the 2L gun could help keep opponent’s at bay and hit them before they can get to the fort. Other forts could be built to confuse the enemy as to where you will deposit your gold after you raid their HI (remember that gold in forts counts towards victory at the end).

Because of Grim and Fernando Sanchez, this fleet isn’t designed to get treasure that isn’t on “their” nearby islands (let your opponent run gold without interference). The canoes, Monarca, Buscador and Frontier work together to get as much gold home as possible from the islands neighboring their HI. I think this would be rather magnificent to see, due to the sheer amount of abilities in play at once. Due to her doubled speed, the MF would have explored most or all of the nearby islands with Kamaile. The Buscador and Frontier could easily “hoist” the treasure to the nearby Monarca and canoes, who would then speed home (which is right close by). The canoes’ ability could interact to form a chain (like volt’s Chain of Fools fleet that won the Gimmick Challenge) reaching out from the home island. The Monarca’s ability would boost her overall speed even higher (already at S+S+S+S), especially if she was given treasure by a hoist or the canoes. If there were any good unique treasures that would be useful to the hoists (or the Peacock/Sea Serpent) later in the game, they could easily be transferred using the hoist keyword and/or passing them along the formations of native canoes. Basically, between the fast base moves, huge cargo holds, numerous ships, and transfer combos available between the canoes and hoists, there would be a lot of treasure accumulating on the home island in a hurry!

Part 2:

Once the nearby gold has been unloaded at home, this fleet gets serious about it’s core mission: steal enemy gold and don’t let them take it back.

Grim is the biggest key. Since he can take as much gold as the MF can hold, the MF can move L+S+L+S and take up to 3 treasure coins from an enemy home island. This is where the hoist keyword comes in. Unfortunately, since stealing from an enemy HI isn’t considered an explore action, the hoist keyword can only transfer gold to one ship, rather than any friendly ships that the hoist can reach. However, the combo still works quite well, especially when the other parts are involved.

The native canoes would do well to follow the MF and use their ability to take gold from her. From there, they can transport the gold down the line as long as they can form. High-value coins would go the farthest, although if there weren’t many canoes present, the MF’s Secret Hold would do a good job protecting the precious gold for the immediate future.

The Buscador has Fernando Sanchez to help out Grim. The Buscador moves the same speed as MF, but the speed isn’t likely to be doubled since the MF is more important to this fleet. This makes the Buscador the most expendable hoist since the Frontier is faster and holds the chieftain. The Buscador could even be a decoy, raiding the HI on one side before the MF swoops in on the other side, distracting the enemy. The Buscador could also protect the MF from approaching gunships with her length, docking right next to the MF and sharing in the pillaging. Her ability fits this strategy PERFECTLY since the Buscador will likely be a target (especially if she’s protecting the MF), allowing her an extra S boost to jump out of harm’s way and get the gold on the run.

The Monarca wouldn’t want to miss out, as her fast speed (the fastest ship in the fleet) makes her ideal for making a getaway with stolen loot. If the hoists give it to her, she’ll even get the +S bonus, making it very difficult for your opponent to catch your ships as they run off with the gold!

The Peacock can slow down enemy ships and/or provide fog cover for her allies. Any of the ships involved in the raid(s) can easily duck into a fog bank, then scatter on the next turn since they would probably roll differently. The Sea Serpent will do the same thing as the Peacock, but since she has the reverse captain ability, she can duck into the fog to protect herself. Doing it again on the next turn, your raiders could be just about invulnerable for as long as you want them to be. The captain gives the Serpent some nice flexibility too, as she can either move and shoot or shoot and move. The Peacock and Sea Serpent are great support ships in this fleet, able to create smoke cover for the raiders and simultaneously slow down the opponents giving chase. They are quick and small, so they shouldn’t get in the way of the more important ships, not to mention that the Peacock can’t be pinned and can rotate on her stern.

The whole idea is to create as much confusion as possible. That’s why it’s so key that both of the HI raiders are crew rather than obvious ship abilities. They will remain hidden until the last moment, and then strike with great speed and agility. Up to four treasures can be taken per turn, and if the canoes and Frontier can take the gold off the raiders (a great aspect of this fleet), they could go back for more on the next turn.

All the while ships are taking and receiving (via the canoes/hoists/explore actions) gold as your opponent angrily turns his ships around. This is where you can have a little fun. Once you’ve emptied their HI or taken as much gold as you wanted, anything is possible. Your ships could scatter in opposite directions, with multiple hoists, canoes, and the Monarca sailing in different directions, making your opponent choose which ships to chase. Hoists could trade treasure back and forth each turn, cycling the gold through the fleet and making it difficult to know where the gold will be next. Mycron will double the speed of one of your ships per turn, adding even more randomness into the equation. Ships will be ducking into smokebanks and hopefully fog banks, not to mention whirlpools as well. Hoists have nothing to fear because of their Secret Holds and oarsmen who prevent capture. If your opponent can only sink you to get their treasure back, you stand to gain more than them because at least some of your ships will slip through to freedom. It’s all about getting in and out as fast as possible, creating chaos and confusion as ships scatter, shoot, duck into fog, and run for their lives!

Once you get into your territory, the forts will be waiting to receive the gold. If you can make it back to your own HI, all the better. Since ships will probably be right behind you, it would be amusing to deposit the gold in a fort (especially Ramsgate) and then turn around and fight as they are pummeled by the fort’s guns. Either way, between all the transfers going back and forth, the protection of the fort (both of the gold and from the fort’s guns), and the Secret Holds, a lot of your gold should make it back safely into your treasure chests.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I didn’t want to use events but they’re mostly just to fill out the points. Rolling Fog is seldom used but could help this fleet escape if placed on a fog bank near your opponent’s home island. That’s another little strategy play – if you use terrain try to put some fog around your opponent’s home island, without it seeming too purposeful. Becalmed would be a perfect event for the beginning of the inevitable chase. Freeze at least one of their ships for an entire turn and it’s more likely that you’ll succeed in the robbery.

I included a few UT’s to help this fleet out a little bit. This fleet probably won’t be sinking any ships, so Neptune’s Figurehead should only benefit me (though not necessarily in a multiplayer game). Poseidon’s Breath could help ships escape the chase – especially the hoists since they have so much cargo. Protection from Davy Jones is fun one that could let ships remain unharmed while escaping via whirlpools. It would be even more fun if someone brought Calypso to the action. Relics is another stalling tactic, with a similar effect to Becalmed during a chase. I wanted to include Wine, but since it doesn’t stay face down I didn’t want it to give away the strategy before Grim and Fernando are revealed. I included Witch’s Brew just for fun, in case the support ships aren’t around later in the game. Sunken Treasure was included because I figured that either this fleet would find it and bring it back very early on, or I could steal the gold it produces later in the game!

There were other game pieces considered. I wanted to use the American Cargo Master to give the Peacock and Sea Serpent more cargo space to have gold, but the Frontier would be at 18 points of crew and those ships are the offensive ships in the first place. Other options were considered as well (nothing major), but this is how the fleet looks right now. I may change it at some point but I really like it.

So there you have it! I know that 150 point fleets could have anything in them, and this fleet is still mostly a gimmick fleet focused on combining hoists with HI raiders. However, I think this fleet could do very well. Gold is the key to winning games, and this fleet has the speed and cargo capacity to get a TON of treasure. Even without raiding any enemies, this fleet has the potential to win just based on it’s gold running capacity alone. When combined with the two support smokeships, the numerous ability combinations, and the relative durability of the hoists, the fleet looks pretty solid as a whole.

Thanks for reading! Comment and vote!

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x Grim the Savage PofFN 024 Crew R
1 x Helmsman PofCC 104 Crew C
1 x Lady Kamaile SS 043 Crew SR
1 x Maui’s Fishhook SS 041 Ship SR
1 x Oarsman PofSMU 118 Crew C
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Buscador SS 006 Ship R
1 x Fernando Sanchez PofSMU 089 Crew C
1 x Helmsman PofSMU 111 Crew U
1 x Master Bianco SS 012 Crew R
Section: Ship #3 (4 miniatures)
Miniature Set Number Type Rarity
1 x Frontier SS 005 Ship R
1 x Helmsman PofSCS 120 Crew C
1 x Native Canoes SS 017 Ship U
1 x Oarsman PofR 138 Crew C
Section: Ship #4 (2 miniatures)
Miniature Set Number Type Rarity
1 x Helmsman PofCC 107 Crew C
1 x La Monarca PofR 043 Ship C
Section: Ship #5 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofRU UL132 Crew C
1 x Peacock PofR 085 Ship C
1 x Smokepot Shot F&S 105 Equipment U
Section: Ship #6 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofR 132 Crew C
1 x Sea Serpent PatOE 148 Ship SE
1 x Smokepot Specialist PofBC 114 Crew C
1 x Wayne Nolan PofBC 096 Crew C
Section: Ship #7 (3 miniatures)
Miniature Set Number Type Rarity
1 x HMS Patagonia PofSCS 207 Ship PR
1 x Lord Mycron F&S 027 Crew R
1 x Robinson PofR 037A Crew C
Section: Events (2 miniatures)
Miniature Set Number Type Rarity
1 x Becalmed PofR 100B Event C
1 x Rolling Fog PofSCS 071B Event C
Section: Unique Treasures (7 miniatures)
Miniature Set Number Type Rarity
1 x Lost PatOE 107 Unique Treasure R
1 x Neptune’s Figurehead PofCC 100 Unique Treasure R
1 x Poseidon’s Breath PofBC 109 Unique Treasure R
1 x Protection from Davy Jones PatOE 105 Unique Treasure R
1 x Relics PofBC 102 Unique Treasure R
1 x Sunken Treasure PofDJC 105 Unique Treasure R
1 x Witch’s Brew PofDJC 102 Unique Treasure R
Section: Forts (6 miniatures)
Miniature Set Number Type Rarity
1 x El Castillo del Infanta PofCC 063 Fort C
1 x El Puerto Blanco PofCC 064 Fort C
1 x Fort Brompton PofCC 047 Fort C
1 x Fortaleza Dorada PofR 045 Fort C
1 x Ramsgate PofR 038 Fort C
1 x Thompson’s Island PofR 101 Fort C

 

Golden Cranes - Hoist Madness!

Fleet page at Miniature Trading

All your crew are belong to us – Possession Fleet

All your crew are belong to us

Originally published to Miniature Trading on March 9th, 2015

Title is a play on All Your Base.  One of my favorite fleet descriptions.

This is a gimmick fleet. This is not serious at all. The idea is to control your opponent’s crew and use their crew against them to win. In a regular game this fleet would have almost no chance of winning. The fleet is meant for fun and to use game pieces that never see usage.

I know that the Golden Medusa has 16 points of crew aboard, but between using the link effectively to reroll Nemo’s boarding attack and the fact that Nemo is a bit overpriced I’ve decided to just go with the setup anyway. Captain Nemo, when combined with Lady Baptiste’s reroll, should be the most effective way of capturing enemy crew, which is why the Golden Medusa is the flagship of this fleet. I considered other ships but the Golden Medusa is an excellent ship whose ability protects Nemo from being killed in failed boarding actions.

The second ship is HMS Swallow, who has Myngs and Owen aboard to double her S+L+S speed. The captain ability will help soften her targets up to help limit the damage from return fire. Chain Shot is where she could really use Owen’s reroll. Using Chain Shot (and the chainshot specialists) is essential because to use crew like Atkinson you must give up the ship’s action for the turn, which makes the crew functionally useless since your opponent can sail out of range. If they’re hit with a chainshot, however, they’ll be frozen in place and ripe to be possessed (lol) by Atkinson, who will have rerolling help from Owen.

The Executioner is just like the Swallow, except with no SAT and no reroll for the chainshot or the “possess” crew, in this case Papa Doc (poor Cursed and their lack of named crew). The Executioner is another excellent choice for this fleet. Similar to the Swallow, she has abnormally high speed for a ship of her size, and her ability helps soften her targets and improve the chances of the chainshot working.

The Locker was a tough choice. I wanted to include the Fiddler’s Green since she’s the ONLY Cursed ship (not sea monster, which can’t carry Edward Low) or crew with the rerolling ability. I went with the Locker because she can stay submerged while Edward Low tries to possess crew. Eddie probably won’t roll many sixes so I gave him some chainshot to play around with if he wants to risk coming to the surface.

The Rook’s Folly is the final possessing ship. She even has the ability built-in, making her even scarier than the other ships! Sammy (what a scary name!) will try to induce FEAR in order to stop ships in their tracks by rolling even more sixes, something this fleet really needs a lot of. Even rolling a 5 would help since it would cancel enemy helmsmen. In addition to Sammy we have a helmsman to make the Rook sail at S+S+S and a chainshot specialist that probably won’t hit very often with such poor cannons.

Since this fleet needs to catch and overtake enemy ships in order to nab their precious crew (hopefully your opponent will bring a ton of high cost named crew), the Celestine was added to boost the overall speed of the fleet and add to its diverse nature (English, Pirates, Cursed, Mercenary and French). The Celestine will pump out trade currents like some kind of crazy mad demon on crack.

Let me know what you think of this wacky fleet idea!

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSMU 104 Crew U
1 x Captain Nemo PofMI 020 Crew R
1 x Golden Medusa PofR 003 Ship U
1 x Helmsman PofSM PC-HM Crew U
1 x Lady Baptiste PofR 018 Crew C
Section: Ship #2 (7 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSMU 103 Crew U
1 x Chain Shot F&S 106 Equipment U
1 x Commodore Rhys Gryffyn Owen PofBC 058 Crew C
1 x HMS Swallow PofR 024 Ship R
1 x Helmsman PofSM EC-HM Crew C
1 x Sir Christopher Myngs PofSMU 058 Crew R
1 x Sir Edmund Atkinson PofDJC 060A Crew C
Section: Ship #3 (5 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Chainshot Specialist PofDJC 131 Crew C
1 x Executioner PofDJC 010 Ship U
1 x Helmsman PofDJC 121 Crew C
1 x Papa Doc PofDJC 024 Crew R
Section: Ship #4 (4 miniatures)
Miniature Set Number Type Rarity
1 x Chainshot Specialist PofDJC 131 Crew C
1 x Edward Low PofMI 306 Crew PR
1 x Helmsman PofDJC 121 Crew C
1 x Locker PofMI 304 Ship PR
Section: Ship #5 (4 miniatures)
Miniature Set Number Type Rarity
1 x Chainshot Specialist PofDJC 131 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Rook’s Folly SS 009 Ship R
1 x Sammy the Skull F&S 021 Crew R
Section: Ship #6 (4 miniatures)
Miniature Set Number Type Rarity
1 x Aramis PofBC 200 Crew PR
1 x Celestine SS 007 Ship R
1 x Master Scribe SS 028A Crew C
1 x Tabatha McWarren PofDJC 028 Crew C

 

All-your-crew-are-belong-to-us

Fleet page at Miniature Trading

The Eternal God Ship – USS Concordia Setup

The Eternal God Ship

Originally published to Miniature Trading on March 9th, 2015

This is more of a thought experiment than an actual fleet.

Some time ago Woelf mentioned the use of USS Concordia as potentially “one of those eternal god-ship setups”. I have recently acquired both the Concordia and her linked crew. Only now do I realize just how powerful this complex combo can become.

This combo is centered around making the Concordia invincible* by combining 3 essential crew abilities with the ship’s ability.

*If only that were possible we would have figured it out by now!

Key #1: Ralph David

For just 1 point we can have a ship that keeps coming back every time your opponent sinks it. He is Hostile to Pirates, but that isn’t a big deal and rather just knocks his point cost down.

Key #2: Oarsman

This crew is the key to this entire setup. I started out playing Pirates with the original rules, before they changed the keyword for oarsmen. I actually disagree with the new ruling; however it is the new ruling that makes this setup so ridiculous.

quote:
This ship is not derelict when all of its masts are eliminated; its base move becomes S, but it can’t ram other ships. This crew takes up no cargo space.

Since the ship isn’t considered derelict when it’s been dismasted, there is no way for your opponent to start towing it and capture it. The Concordia will just sit in the water until your opponent sinks it, upon which Ralph David’s Eternal brings the ship back from the grave at your home island. Not only that, but since the ship isn’t considered derelict, the Concordia can blaze away with all of her guns! (If derelict, she cannot shoot.) Your opponent can either leave the ship to row around and keep shooting as they run away, or sink it only to see it quickly come back into play since it doesn’t need to repair more than one mast (just to move faster) to have all 5 cannons working again!

Key #3: The Concordia’s ability

As discussed previously, the Concordia can fire at will with all 5 guns no matter how many masts are missing, even if she’s got no masts at all! I love the thought of sailing her out with just one mast after she goes back to her home island just because you can start shooting again almost immediately. If the home islands were close together in a game, this would be one of the best ships to run a blockade with since it keeps shooting and coming back again and again.

Key #4: Montana Mays

With Mays aboard, your crew can’t be killed. Mays protects Ralph David and the oarsman from elimination, not to mention giving you the standard captain ability.

The helmsman is there to boost the speed of the Concordia to L+S. I also added a shipwright to make the ship more stationary if you didn’t want your opponent to sink her and therefore have to sail the Concordia all the way out to battle again. DNT is there to cancel any opposing cancellers, which is the best way to take down this ship.

Cargo:
The Concordia starts with 4 cargo spaces. Mays links it to 5, but then he takes up his own space to move it back down to 4. The oarsman doesn’t take up space. This leaves 4 remaining crew members, all of whom take up one space each to fill up the Concordia’s cargo hold.

Alternative setups:

(Ship #2)
-Swap out the canceller DNT for the F&S rerolling version. This allows you to roll twice on all of your cannons, which is great for a ship like the Concordia and her average 3S guns.

(Ship #3)
-Swap out Mays and DNT for the OE version of Mays and Jonathan Haraden. This setup still has the link in place so the cargo is still legal. Here we have the SAT with reroll, which lets the Concordia move L+S+L+S while ripping off 10 shots total. This is also a good setup to use if you’re blockading an enemy home island because you can repair two masts in one turn with the shipwright, allowing you to stay near their HI as you blast away.

(Ship #4)
-Swap out DNT and the shipwright for 7 points and 2 cargo spaces worth of crew. Use Crenshaw to boost all the guns to 3L (quite an improvement overall), or Richard/Brent Rice to make them 2S. The remaining points could be used to boost the offensive firepower even more, perhaps with a firepot specialist, cannoneer, musketeer, or some kind of shot equipment (with Richard you could afford Exploding Shot). You can throw Nolan in for the free reroll, and since he links he essentially doesn’t take up a cargo space.

How to beat this fleet:
I’ve said it before but I’ll say it again: cancellers. Cancelling ships, cancelling crew, stinkpot specialists and stinkpot shot are all you need to take down any ship like this.

What do you think of The Eternal God Ship setups?

Section: Ship #1 (7 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 Shipwright PofR 135 Crew C
1 x USS Concordia F&S 006 Ship R
Section: Ship #2 (1 miniatures)
Miniature Set Number Type Rarity
1 x Diamond Nelson Turner F&S 093B Crew C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Captain Montana Mays PatOE 096 Crew R
1 x Jonathan Haraden PofR 091 Crew R
Section: Ship #4 (4 miniatures)
Miniature Set Number Type Rarity
1 x Chief PO Charles Richard PofDJC 046B Crew C
1 x Commander Albert Crenshaw PofR 095 Crew C
1 x Fire Shot F&S 057A Equipment U
1 x Wayne Nolan PofBC 096 Crew C

 

The Eternal God Ship

Fleet page at Miniature Trading

Balanced French Fleet – Simple + Effective 40 Point Build

Balanced French Fleet

Originally published to Miniature Trading on February 1st, 2015

This is a simple French fleet that won a game. Of the stuff I have on hand currently (about 8 ships from each of the Big 6) it’s one of the best fleets I could make. 0LR +5’s were not used in the game, and forts and UT’s were not available either.  I like the idea of using this fleet to teach beginners how the game works.

Strategy is very simple, the Lyon protects the runners by playing offense and tries to disable or sink the best enemy gunship, which should happen if you get the first shot with S+S+S speed and rank-1 guns.

The Intrepide and St. Joan are the runners, with Mont Blanc as a very effective deterrent as well as a measure of extra firepower.

In the game the Intrepide towed the Mont Blanc. The St. Joan has the speed to reach an island further than the Intrepide, which means that you might want her to tow the flotilla. I listed it separately and the player could decide when he sees the opposing fleet and island setup.

Thanks for looking at my Balanced French Fleet; comment and vote!

Section: Ship #1 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofCC 126 Crew C
1 x Helmsman PofCC 124 Crew C
1 x La Lyon PofFN 069 Ship U
Section: Ship #2 (2 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofCC 120 Crew C
1 x L’Intrepide PofCC 078 Ship C
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofCC 120 Crew C
1 x St. Joan PofBC 080 Ship R
Section: Ship #4 (1 miniatures)
Miniature Set Number Type Rarity
1 x Mont Blanc F&S 020 Ship R

 

Balanced French fleet

Fleet page at Miniature Trading

HMS Grand Temple v 4.0

HMS Grand Temple v 4.0

Originally published to Miniature Trading on December 16th, 2014

This is the last one, at least for now!

Previous fleets with the Grand Temple:
First
Second
Third

This fleet is generally designed for combat only. With the right UT’s it can still be successful in a regular game. However, this can be considered a deathmatch fleet.

For this fourth GT fleet, I wanted to hook up a flotilla to the GT to make her even more dangerous!  This means that the helmsman will have to go, leaving the GT with S+S base move and S+S+S+S when she gets a second action, still pretty quick especially for such a large ship.

Blackheart comes aboard along with 3 oarsmen to sac. Unfortunately this leaves no room for other crew to give the GT the world-hater ability, but the firepower and range of the flotilla should make up for this. The GT’s small cargo hold means that she can only have 3 oarsmen but it’s better than the 2 that version 3.0 has.

I used the Gibraltar rather than the Tower for two reasons. The more important reason was point cost. If I used the Tower the total cost of the GT combo would come to 32 points, but I knew I was going to spend at least 14 points on a gunship (Bolingbroke or Nautilus). If you were to use the Tower you’d have to dump the helmsman on the Nautilus.

The second reason was that the Tower is probably a worse flotilla because you’re paying more to get that crew-killing ability, but with worse cannon ranks it’s still a worse deal. I always want the lowest cannon ranks possible no matter what. In addition, with potentially up to 16 shots PER TURN between the GT and flotilla, I don’t really care if I can eliminate a crew or not. This monster is designed to SINK and DISMAST everything! With so many masts falling I don’t think eliminating crew will help much, not to mention that their crew are gone anyway if I can sink their ships.

The Nautilus is the second ship and a lesser version of the previously-used HMS Oxford (too expensive for this fleet). Bratley lets the standard captain and helmsman come aboard because she’ll need to move S+L+S in order to keep up with the GT and catch enemy ships.

The UT’s are there for when this fleet is used in a regular game rather than a deathmatch.

Thanks for reading; comment and vote!

Section: Ship #1 (6 miniatures)
Miniature Set Number Type Rarity
1 x Captain Blackheart PofSMU 030 Crew R
1 x Gibraltar RotF 015 Ship R
1 x HMS Grand Temple PatOE 044 Ship R
3 x Oarsman PofSMU 118 Crew C
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Administrator Scott Bratley PofCC 046B Crew C
1 x Captain PofSMU 103 Crew U
1 x HMS Nautilus PofR 028 Ship C
1 x Helmsman PofSMU 110 Crew C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Monkey’s Paw PofDJC 101 Unique Treasure R
1 x Natives PofR 106 Unique Treasure R
1 x Runes of Death PofFN 125 Unique Treasure SR
1 x Scurvy PofCC 092 Unique Treasure R
1 x Wolves PofBC 103 Unique Treasure R

 

HMS Grand Temple v 4.0

Fleet page at Miniature Trading

HMS Grand Temple v 3.0

HMS Grand Temple v 3.0

Originally published to Miniature Trading on December 16th, 2014

This is yet another fleet with HMS Grand Temple after the first one and this one.

This fleet is generally designed for combat only. With the right UT’s it can still be successful in a regular game. However, this can be considered a deathmatch fleet.

Here I wanted to see what possibilities there were to put a sac crew on the GT. The English only have Mercer, but he takes up a valuable cargo space with just one ability. The GT only has 3 spaces so she’s not exactly the ideal gunship to use a sac crew with. Captain Blackheart is too typical and makes it hard to get the world hater ability. However, The Headhunter is perfect. He gives the GT world-hating and the necessary sac ability.

HGold comes aboard to give the GT the standard captain and helmsman, leaving one cargo space open. Two oarsmen come aboard for the Headhunter to eat. The ideal sac gunship generally has at least 3 sac crew but with the GT we have a lack of sufficient cargo space. However, this setup is still very dangerous, fast, and effective. Instead of relying on the SAT/EA rolls we have two guaranteed double actions whenever we want to use them.

In this setup the GT comes in at 28 total points, slightly less than the other two fleets. I’ve added the powerful Oxford as the second gunship. She’s similar to the London but slightly faster, plus we can afford a 12 point ship here unlike the first GT fleet. I also considered the HMS BolingbrokeHMS Hyena and HMS Nautilus. I went with the Oxford for the extra firepower and because I realized I could afford to go higher than 10 points.

Bratley comes aboard in order to get the captain and helmsman on the Oxford. I would’ve loved to put some kind of shot equipment on the Oxford or use Divers as in the second GT fleet, but with S+L speed the Oxford would actually be going considerably slower than the GT and therefore not as able to support her as well. The helmsman gives her a nice boost that should keep the ships relatively even unless the GT sacs both oarsmen on back-to-back turns.

All in all, you have two very fast and effective gunships, one of which has sac capabilities. The UT’s were again added to make this fleet viable against standard fleets with treasure runners. In that sort of game it would be ideal for the GT to use her 6S speed to slam the enemy gold runners on the first or second turn. Even if an opposing gunship gets to the GT she has 6 masts, more than most gunships. Even if she sinks, the Oxford has a good chance of cleaning up the scraps and finishing the game.

Thanks for reading; comment and vote!

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x HMS Grand Temple PatOE 044 Ship R
1 x Hermione Gold RotF 059 Crew C
2 x Oarsman PofSMU 118 Crew C
1 x The Headhunter PofSCS 041 Crew R
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Administrator Scott Bratley PofCC 046B Crew C
1 x Captain PofSMU 103 Crew U
1 x HMS Oxford PofR 026 Ship U
1 x Helmsman PofSMU 110 Crew C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Missionary PofR 109 Unique Treasure R
1 x Natives PofR 106 Unique Treasure R
1 x Runes of Death PofFN 125 Unique Treasure SR
1 x Scurvy PofCC 092 Unique Treasure R
1 x Wolves PofBC 103 Unique Treasure R

 

HMS Grand Temple v 3.0

Fleet page at Miniature Trading

HMS Grand Temple v 2.0

HMS Grand Temple v 2.0

Originally published to Miniature Trading on December 16th, 2014

This is another fleet centered on HMS Grand Temple after the first one.

This fleet is generally designed for combat only. With the right UT’s it can still be successful in a regular game. However, this can be considered a deathmatch fleet.

This one was built to somehow get a canceller on board while still preserving the extreme speed and effectiveness of the GT’s cannons. In order to do this I had to take some “shortcuts” if you will, using Gold to combine the captain and helmsman to save a cargo space and using a discount crew like Crimson Angel (she should cost 7 points) to get the SAT and world-hater abilities. Owen links to Gold and provides a reroll for the SAT while Lawrence is the canceller.

The Rye is the second ship, with another cancel ability. Her fast speed makes her an ideal ship to pair up with the GT. She is extremely vulnerable to ramming, but hopefully she’ll be able to potentially hide behind the GT and cancel enemy captains and/or defensive abilities. I thought about putting an oarsman or shot equipment on the Rye but she’s already a galley and her cannon is only 5S. Instead the last point went to Divers for when this fleet is played in a standard game.

Not many 40 point fleets have two cancellers, let alone a ship as packed and dangerous as the GT. She’ll often be able to move 6S and shoot 12 times, with 8 of those shots hitting on everything but 1. This fleet is better in deathmatches, but it can also go up against a standard fleet quite well because the UT’s are just so devastating and the GT is so fast (plus two cancellers can’t hurt!).

The UT’s are predictable but incredibly effective when playing a standard game with gold.

Thanks for reading; comment and vote!

Edit (12/21/14): This fleet is now 1-2, read the original battle report here.

Section: Ship #1 (5 miniatures)
Miniature Set Number Type Rarity
1 x Commodore Rhys Gryffyn Owen PofBC 058 Crew C
1 x Crimson Angel PatOE 039 Crew R
1 x HMS Grand Temple PatOE 044 Ship R
1 x Hermione Gold RotF 059 Crew C
1 x Lawrence PofBC 056 Crew R
Section: Ship #2 (1 miniatures)
Miniature Set Number Type Rarity
1 x HMS Rye PofSCS 206 Ship PR
Section: Events (1 miniatures)
Miniature Set Number Type Rarity
1 x Divers PofR 020B Event C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Missionary PofR 109 Unique Treasure R
1 x Natives PofR 106 Unique Treasure R
1 x Runes of Death PofFN 125 Unique Treasure SR
1 x Scurvy PofCC 092 Unique Treasure R
1 x Wolves PofBC 103 Unique Treasure R

 

HMS Grand Temple v 2.0

Fleet page at Miniature Trading