The Beowulf got a good fog roll to return home for additional repairs, but the Grand Temple was no so lucky. In a weird stroke of luck, Tsai got his SAT, but both attempts to exit the fog were 4’s. This slammed the Grand Temple into the wall of the Tunnel twice, knocking off a mast from the impacts and sending the ship back into the fog. XD
The Jades clean up against fleeing Cursed ships! The Whydah is dismasted, but has a helmsman and oarsman aboard. The Pyre is set aflame, which might be the first time I’ve had a burning submarine in a game.
The Ivory Star puts out her fire and ducks into a fog bank, as the Polaris eliminates another iceberg beyond the Grand Path. To the right, the Asgard finally got a good fog roll and should be able to return home for repairs.
The Grand Mountain and Sultan’s Sword are weakened, but have held their line against the creatures. This opens a lane for additional Corsair galleys to come through, with the Bey’s Revenge and Desert Wind the next to arrive.
I nearly forgot to use Kheir’s AA! The Grand Path received it and didn’t disappoint, going a whopping 5/6 to dismast the Grim Reaper and nearly take out the flotilla’s flag! This means that the Grand Path shot 9/10 this turn, one of the single best shooting performances in any turn of any game.
The Pyre has extinguished her flames, submerged, and fled. The Locker rises to take her place! The sub and the Hangman’s Joke (back in action!) team up to take a mast off the Wicked Kareen. With some nifty flotilla management, the Cursed get all 8 flotilla shots in range here, doing damage to the Scorpion and Dragon’s Talon (dismasted at the left). The Monkey’s Paw had an odd but decent turn, rolling three 1’s for Fear but hitting 2/3 (far better than her gun crew usually performs, as noted earlier).
The Poor Adams and Whydah reach the safety of the fog, where the Hangman’s Joke and Spilled Salt have just departed from. However, the repaired Needle and Madness have also entered the fog, and are joined by Brachyura, making for a crowded party! XD
It was time for another tidal wave attack!! In a time of need, Namazu was brought back to the surface! With a bunch of Jade ships threatening the security of the Roost itself, it was time for some “offense as defense”. I have instituted the rule for Namazu’s ability, where each affected ship is “hit” twice rather than have 2 masts eliminated outright (unless the Cursed roll a 5 or 6).
A 2 was rolled, but the damage is still quite severe. 6 ships lose a mast. This is the equivalent of 12 hits in a turn, which is like having a 10 master move and shoot with a second action. Two masts outright from each of the 6 ships would be equivalent to 24 hits from a sea monster with just 3 segments left (maximum of 3 hits total without the ability, and Namazu is only 15 points), which is why I made the change.
At the lower left, a cautious but smart move by the Cursed: Namazu has entered the safety of the fog with the AA and the bonus from the Serpent’s Fang, saving the creature from possible death on the next JR turn.
… and unloads most of Wraith’s captured crew!! As noted earlier, these crew now function as basic Cursed crew, so they can use their abilities on any of their ships and have been unloaded to the Roost here for safekeeping.
Normally a cargo ship but now converted into a full-time warship, the Guinee receives some of the possessed souls! With her cancelling ability, she will be able to help out the Cursed near their lumber island.
Phillipe Amqui joins Devereaux atop the Roost, where they watch the carnage ensue below. The Eye has seen the Pirate infantry emerge on top of the Tunnel, which is giving the Cursed major concern. Notice the new Cursed infantry units, as well as some HUGE ladders – the first 3L ladders of the game!
The Principe and San Cristobal will arrive in Karkuda next turn. The English are regrouping, repairing, and trying to figure out what to do next. Their main adversary (the Pirates) has soundly crushed them in battle.