Corsairs: How good are they?

This topic contains 8 replies, has 5 voices, and was last updated by  Woelf 2 weeks, 1 day ago.

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  • #3555

    Mechavelli
    Participant

    I was trading for ships and building a wishlist when I came across the BC ships and man… I have to tell you, these are some of the prettiest ships in the game. Galleys are like the race cars of the 18th century, with sleek curves and elegant oars to complement their design.

    I’ve looked at a couple and planned out some fleets, but I’ve been wondering just how successful they can be. Clearly they fit their race car aesthetic, with most of them being pretty fast. I’m getting galleys regardless of how good they are, but I’d like to know if there are any cool combos or strategies that they have available so I can use them in future games!

    #3558

    Ben
    Keymaster

    The Corsairs are generally the best minor faction due to their speed and cargo.  They have a lot of ships that fit well into smaller fleets, making them competitive in 40 point games.  They can make for a good swarm fleet, but since they lack good named crew, some of their ships are better off empty.

    In terms of strategy, you can try boarding since Galley allows them to not be pinned after ramming, but they also can’t do ram damage.  I’ve found it’s much easier to explore for gold than steal it.  They’re simply a great gold running faction, although slightly underrated in combat.

    Hopefully you’ve seen my youtube channel; perfect timing!  Released this video a few days ago:

    #3559

    Jack
    Participant

    Corsairs are my favorite minor faction by far, and probably third or fourth overall. I have a pretty large collection of Corsair ships (though not as large as Ben’s apparently) but I never pulled one of their named crew sadly.

    They specialize in gold running and boarding. Boarding’s pretty underpowered in this game though. Still, they often have really fast ships with deep cargo holds and their ships all look amazing. Also, underrated bit about the Corsairs is since they’re all galleys, you can’t tow them since they’re never derelict.

    #3564

    Ben
    Keymaster

    Also, underrated bit about the Corsairs is since they’re all galleys, you can’t tow them since they’re never derelict.

    That’s only the case if you have an oarsman aboard.  It’s a bit awkward, but the updated Oarsman keyword does not apply (Page 32) to the rowing ship type keywords.   It’s a bit confusing, but I think it’s for the best because otherwise the rowing ship types would be more difficult to capture than they should be. (you’d need a canceller to knock out the ship type keyword)  It would make Galleys a bit overpowered for their cost, although Longships and Turtle Ships are already more expensive than they need to be.

    I think it would be interesting to have a house rule allowing you the option to shoot the oars off a galley by targeting them – if both sets get shot off, the ship loses access to the keyword for good.  However, that would be a bit strange as well since then they’d be able to do ram damage.  XD

    #3567

    Jack
    Participant

    Hmm. The definition for Galley in Barbary Coast was worded the same as the original Oarsman effect. “If derelict, this ship gains a base move of S.” Must’ve changed since I’ve been gone.

    #4445

    Countupyourcoyne
    Participant

    I think it would be interesting to have a house rule allowing you the option to shoot the oars off a galley by targeting them – if both sets get shot off, the ship loses access to the keyword for good.

    I like the idea, helps balance it some but the permanent removal seems a little unrealistic since it’s a form of equipment. What if you had you knock out the oars per the flotilla hit rules (two hits within the same shoot action) and then they can only be replaced as a repair action at a home island.

    #4447

    Ben
    Keymaster

    What if you had you knock out the oars per the flotilla hit rules (two hits within the same shoot action) and then they can only be replaced as a repair action at a home island.

    That does make sense.  Allow them to be repaired, possibly even as a free action if you pay 1 gold.

    #4451

    Countupyourcoyne
    Participant

    That does make sense.  Allow them to be repaired, possibly even as a free action if you pay 1 gold.

    I really like that too, I love any rule that lets you spend gold for a possible advantage, adds an element of economic strategy I like. (Was a big fan of forts being added)

    #4454

    Woelf
    Participant

    Hmm. The definition for Galley in Barbary Coast was worded the same as the original Oarsman effect. “If derelict, this ship gains a base move of S.” Must’ve changed since I’ve been gone.

    The Oarsman ability was revised slightly when it got converted over to a full keyword around the Cursed Seas era, and the dereliction rules shifted slightly along with it. The Oarsman keyword was applied retroactively to all previous Oarsmen crew, but not to ships or other keywords that had similar movement abilities built in.

    In essence, a ship that loses all of its masts is considered derelict whether it can still move or not.

    You need an Oarsman specifically to block the dereliction status and prevent it from being towed or captured. An Oarsman just happens to provide movement in addition to that dereliction protection.

    The change made things slightly more complicated, but also made Oarsmen a little more useful in the process – especially to the Corsairs, where they were otherwise completely pointless except as meat shields.

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