Universal Pirate Shipping – The Best Fleet Strategy EVER
Universal Pirate Shipping 2.0 on the verge of winning the ultra-competitive VASSAL Tournament #2
From a discussion on Miniature Trading in September 2016
You may have heard me mention the “UPS” (Universal Pirate Shipping) fleets before, created by darrin. I am still somewhat puzzled by the lack of discussion, commenting, and voting not just on these fleets, but on the strategy of it all.
Perhaps it’s due to confusion surrounding Captain Jack Sparrow? I didn’t understand the entire “UPS” strategy at first, and I still think that CJS is the most confusing crew in the game. Is it just too cheesy?
Part of what makes me puzzled is just how amazing the strategy is for gameplay. I would argue that it is on par with about anything in terms of pure effectiveness, especially when done correctly. Combined the UPS fleets have a general record of 11-3 in my games, and have completely destroyed other competitive fleets.
Here are the fleets for reference, along with their current records from my games. The records may not look as impressive as you’d expect, but they are the result of playing against similarly hyper-competitive fleets.
UPS 4.0 in action against my EA Gold Runners fleet
Universal Pirate Shipping (UPS 1.0) (1-2)
UPS 2 (15-5)
UPS 4 (4-2)
And another variant:
Darrin’s Gold Race fleet (7-5)
Here is a variant I came up with recently:
UPS 5 (11-5)
(UPS 3 is illegal)
My UPS 5 fleet has advanced to the finals of Tournament 1. It will also participate in T2, a tournament that will also see fleets like UPS 2, UPS 4, and Hai Peng Fort Frenzy (HPFF) compete. If I had to bet on a fleet to win T2 and therefore be crowned the best existing fleet of all-time, I would pick a UPS fleet. Of course, many games will have to be played to get to that point. But still, Universal Pirate Shipping is simply one of the most effective strategies for winning games, and seems grossly underrepresented and underrated (and possibly misunderstood) by the Pirates community.
UPS 2 won VASSAL Tournament #2, beating another fleet using Captain Jack Sparrow in the Finals. Further proving that this is the best fleet strategy in Pirates CSG history, and the most-proven way to win games.
The following is the discussion that took place at Miniature Trading in September 2016.
Captain Jack Sparrow from the Pirates of the Caribbean set
I think the lack of discussion around the crew isn’t because he’s confusing, it’s because he has one of the most poorly-though-out abilities in the entire game and is ridiculously easy to abuse.
It’s not even clear what that ability is supposed to represent thematically. Maybe it does reference some specific event in one of the movies, but whatever it was, it definitely doesn’t account for how the ability can be used repeatedly to send treasure after treasure home.
There’s no question that a fleet set up to (ab)use his ability will be effective, it’s more a matter of whether your opponent will be able to keep up with it without resorting to something similarly broken and/or without using a fleet specifically designed to counter this.
Good points. However, he isn’t banned (even if he should be, or if the ability should have never been invented in the first place), so his fleets are still (in my opinion) the favorite to win Tournament 2 and be crowned the best fleet of all-time. I suppose there can be a “best non-UPS fleet”, but he’s not the only thing in the game that is easy to abuse. Things like the Banshee’s Cry, sac captains, cheap extra actions, events, and even cancellers have been around longer than CJS’s ability, and are also extremely easy to abuse and are either undercosted or flat-out broken.
However, fleets using any of those things often get considerably higher attention and recognition than fleets using CJS’s ability. That’s what I don’t like – sure it’s cheap, but so are other things in this game that are consistently more popular or even “accepted”.
Most of the others have been “accepted” because they’re easier to use, are much more common, or have a wider range of uses.
Extra actions of any variety are everywhere in the game, and are useful no matter what you’re doing with your ship. Because they’re so cheap and/or easy to use, no one ever has to go out of their way to use them.
Ships like Banshee’s Cry are undercosted for what they do, but even though that’s the “best” one out there, there are a lot of other cheap ships that are close enough to it that banning it wouldn’t solve the problem it represents, it would just shift it to the next ship in line – whether that’s Le Bon Marin, La Monarca or any number of others is open to debate, but like extra actions, they’re “accepted” because they’re widely available to pretty much everyone. Not every nation has one, but others have several so unless you lock in to a single-nation fleet, they’re easy to find.
Cancelers could probably could cost a point or two more, but for better or for worse, they’re game-breakers by design. They make players put a little more thought into what they do beyond just “sail up and shoot the other ship”. Like the other things that are on the borderline of being broken, they’ve become relatively common too, with most nations having at least one or two. Also, a key difference with cancelers is that they can’t win games on their own, because they don’t collect treasure or sink ships – they just make it easier for your other ships and crew to do it (or they make it more difficult for your opponent).
Jack is the weird one because there is nothing else quite like him anywhere else in the game, and because he does directly contribute toward winning (technically the target ship has to unload the treasure, but he’s the reason it’s there in the first place). He’s also not easy to counter with things that are widely available. Negative UTs can hurt him the most, but when you add them to the pool you’re accepting the fact that you might have to deal with them too. Taking out his transfer ship is another possibility, but depending on the board layout that may not be an option until he’s already been used a few times, or even at all.
He doesn’t need to be banned, but that combination of having an effect that’s somewhat overpowered, being kind of weird and confusing about what’s happening, and being one-of-a-kind really limits the discussion about him. A lot of players simply aren’t familiar enough with him, and most that are don’t use him other than to prove the point that he’s overpowered.
The original UPS fleet, with a proxy in for L’Intrepide
It seems that this is arguably one of the biggest mistakes the designers made – putting that ability on a crew. No UPS fleet uses the Rising Sun or Sol, because of their speed and CJS’s ridiculously perfect matching with the Hai Peng. The ability makes mediocre ships better, but giving it to a crew for essentially just 3 points was what led to the abuse in the first place. (That said, I suppose you could make the Rising Sun or Sol rather nasty if you had Hidden Cove and either a sac crew or Mycron.)
As a side note, I forget when (as in which set) you started working with Wizkids? During playtesting for the PotC set, did CJS and/or the combo with the Hai Peng ever come up as a concept or potential problem?
I would say that his effect is very overpowered, although at first glance you wouldn’t necessarily jump to conclusions like the UPS strategy.
That last part is part of why I made this thread – no matter how unique, confusing, or cheesy, I think everyone needs to be quite educated on what is arguably the single “best” game piece there is (with the Banshee’s Cry and generic captain/helmsman also in the discussion I suppose).
This discussion also makes me question my knowledge of PotC – if there is a connection, who will be the one to discover it here?
There was some very limited playtesting as far back as SCS, but with most of them the sets were pretty much fully designed by the time I saw anything and whatever input was provided didn’t amount to much.
I didn’t really get involved directly with the designers until RotF, but even then it was mostly just for rules consulting and going over the spreadsheets to see if there was anything obviously broken.
PotC kinda slipped through just beforehand, and I didn’t see anything significant from the set until it was published. I assume there was some internal playtesting, but considering how quickly some of the sets were being cranked out and especially how rushed the PotC set seemed, it wasn’t nearly as much as what was needed.
What are your thoughts?
I welcome all criticisms, questions, etc. What do you think of the Universal Pirate Shipping fleet strategy? Have you played a UPS fleet, or played against one? Do you plan on it? Feel free to nominate fleets that you think could beat a UPS fleet as well. Finally, try to vote or comment on some of the above fleets – as my battle reports have shown, this is one of the most viable competitive strategies in this game, and it doesn’t seem to get enough attention. Thanks!