The Fleets Thread

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This topic contains 72 replies, has 4 voices, and was last updated by  jetmoto-1996 6 days, 8 hours ago.

Viewing 13 posts - 61 through 73 (of 73 total)
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  • #4132

    Jack
    Participant

    That’s a good point on the Devil Ray needing a helmsman, and I actually did have it with a helmsman at first before moving it to the Molina. SS O’Brien may be better than her original version here, which might free up 2 points as the Smokepot isn’t going to be used as much. (The idea was that the Mobilis might have to free Matuku from its pin by firing a smokepot, or otherwise use the smokepot to protect Matuku on its way back)

    #4135

    Ben
    Keymaster

    The idea was that the Mobilis might have to free Matuku from its pin by firing a smokepot, or otherwise use the smokepot to protect Matuku on its way back

    That first part isn’t legal the way I’m thinking of it:

    -The smoke (fog bank) cannot be placed under or in contact with any other game piece.

    (Pirate Code)

    #4138

    Jack
    Participant

    Well there goes literally the only reason to use a Smokepot Specialist besides fog hopping.

    Also I guess Smokepot Specialists are 3 points, not the 2 I have on my card soooo

    #4143

    Ben
    Keymaster

    Well there goes literally the only reason to use a Smokepot Specialist besides fog hopping.

    Actually, my favorite usage of them is with the Reverse Captain ability.  Shoot a bunch of cannons at an opponent, reserving the last one for the fog/smoke bank.  Then dart into it to protect yourself from the return fire.  The Muninn and original Grand Temple are good ships to do it with, though there are others that work well.  (some crew with RC of course but they’re pretty much never worth the points)

    Also I guess Smokepot Specialists are 3 points, not the 2 I have on my card soooo

    They are the overcosted one.  At 2 or 1 point they’d be far more intriguing; I find it bizarre that the non-damaging specialist type is the most expensive.

    #4393

    Mechavelli
    Participant

    I’m about to meet some friends for a couple of Pirates matches, so I’ll have a battle report soon! In the meantime, here are the lists I’ll be using today:

    We have both a deathmatch and a standard game planned, both at 40 points.

    Standard fleet: Sun and Moon

    Le Soleil Royal + Captain + Helmsman + Madamoiselle Josephine Godiva

    La Victoire +Captain + Helmsman + Explorer

    Le Coeur du Lion

    Deathmatch fleet: Napoleon’s Chosen

    Le Soleil Royal + Captain + Helmsman + Cannoneer

    La Possession + Captain + Helmsman + Firepot Specialist

    Let me know what you guys think of these fleets! We’ll soon see how the French stack up in a few hours!

    #4394

    Ben
    Keymaster

    I’m about to meet some friends for a couple of Pirates matches, so I’ll have a battle report soon!

    Awesome!  Both fleets look good!

    #4399

    Mechavelli
    Participant

    Well, we didn’t get around to playing the standard or finishing the deathmatch, but I’m proud to say that my French deathmatch fleet fought like an enraged adder!

    My opponents were three: player 1 had the HMS Grand Temple and Raninoidea, Player 2 had another Temple and Brachyura or however you spell that, and Player 3 had two OE Acorazados with Calico Cat on both of them. We let him break the no duplicates rule and I think I’ll be fine letting it slide since OE Acorazado isn’t a big deal to get up in arms over.

    You guys might be surprised to know that Player 1 got knocked out first. He unfortunately had no captain on his Titan, so he got it too close to Player 2’s fleet and it blew up in the next turn. His Temple fell prey to my Possession’s firepot and the Soleil Royal’s mighty guns, clearing him from the game.

    Player 3 was nearly wiped out next, with the Possession cleaving one Acorazado and leaving it mastless along with a helpful ram from the Soleil. The Soleil, in turn, blasted 3 masts from the second Acorazado and sent it limping back home. We were playing with whirlpools and the derelict Acorazado had an oarsman and a helmsman, so both just barely had enough gas in the tank to teleport back home.

    My ships were left with the Possession with two masts, and the Soleil Royal was left with three. Overall not a bad trade, but we’ll never know who would have won that match since we all got distracted and did something else instead of ending it haha.

    #4401

    Ben
    Keymaster

    My ships were left with the Possession with two masts, and the Soleil Royal was left with three.

    Nice, sounds like you had the best crew setups overall.  In my experience it can take a while for players to learn that helmsmen and captains are incredibly essential, especially having both on just about every gunship.

    #4413

    Mechavelli
    Participant

    Player 3 was relying on his Calico Cats getting double actions so he could move and shoot, but I think having a captain is far superior in that situation.

    It’s sometimes bothersome to have to ration out 5 points for every gunship, but it’s very necessary! Moving fast and shooting with one action is a great deal and forms the bread and butter of my battle strategies.

    #4414

    Ben
    Keymaster

    Player 3 was relying on his Calico Cats getting double actions so he could move and shoot, but I think having a captain is far superior in that situation.

    Definitely, and ideally you’d have both.

    It’s sometimes bothersome to have to ration out 5 points for every gunship, but it’s very necessary! Moving fast and shooting with one action is a great deal and forms the bread and butter of my battle strategies.

    Exactly.  It can seem weird to budget 5 additional points for every gunship (considering 3 gunships in a fleet=15 points of crew, which could be spent getting another gunship), but it’s pretty much always worth it.  Crew are often the lifeblood of effective fleets.

    #5030

    jetmoto-1996
    Participant

    Hi All!

    Does anybody ever try to run a Viking Fleet from time to time?  I have had limited success when based around Munnin.  Just curious what you guys have found success doing (if anything considering the difficulty of sailing as the Vikings!)

    My last fleet i used for them was this:
    Fleet: 70 Point Game

    Munnin: – Reverse Captain (30 Points)
    18 Points
    3 Cargo
    S+S Move
    Crew:
    Sigurd Anderson – 6 Points
    Smokepot Specialist – 3 Points (could sub with musketeer)
    Captain – 3 Points

    Wiglaf: +1 vs Cursed (18 Points)
    13 Points
    4 Cargo
    L Move
    Crew:
    Oarsman – 1 point (no cargo)
    Ethan the Farseeker – 4 points (no cargo)

    Yggdrasil: Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship. (20 Points)
    12 Points
    2 Cargo
    L Move
    Crew:
    Shipwright – 2 Points
    Olof Linstrom – 6 Points

    I have the unfortunate issue of never getting my hands on a viking helmsman.  But if the Dice are good to me Sigurd can kind of fill in where needed.  I essentially try to get Munnin out at striking distance and wait for a good roll with Sigurd while the Wiglaf slowly collects treasure.  The Yggdrasil sort of fills in where needed, usually defending an island and trying to dissuade treasure hunters because even one hit could take away one of their crew!

    It has worked about 50-50.  It really relies on the Munnin taking down a gun ship off the go!

    I would welcome any advice!

    #5036

    Ben
    Keymaster

    Does anybody ever try to run a Viking Fleet from time to time?

    Not often, but sometimes in less competitive games.  Sometimes I like to combine them with other factions, including a minor faction alliance like the one used in this crazy game.  I am playing them as a single faction in both CG4 and THC so we’ll see how that goes in the long run.

    Ethan the Farseeker – 4 points (no cargo)

    He links to all Viking ships, which does not have the same effect as taking up no cargo space.  That’s important because if he didn’t take up cargo space, that specific ability wouldn’t stack with the Oarsman.

    I think the fleet would struggle quite a lot with no helmsmen.  All 3 ships really need one to stay competitive.  A good rule of thumb is that ships with less than S+L base move generally need a helmsman to stay competitive in most games.  Of course that depends on the opposition – if they’re not using helmsmen either, speed becomes less important.  I will say I’ve had some success with Muninn, and you could make a case that she’s their best gunship.

    I actually suggest do a combination of things to alleviate the lack of generic crew problem – let generics use their abilities on ships of any nationality, and even make/print paper crew chips that say “Helmsman” for use as proxies. (such as found on this page)  Wizkids never got the generic crew distribution right, so I don’t like when random pack draws determine someone’s competitive play standing in the game.

    #5037

    jetmoto-1996
    Participant

    I am playing them as a single faction in both CG4 and THC so we’ll see how that goes in the long run.

    Ill have to pay attention to how that goes for you! I agree they are best for a mixed nation fleet. But every now and then it is fun to use them as a full nation.

    He links to all Viking ships, which does not have the same effect as taking up no cargo space. That’s important because if he didn’t take up cargo space, that specific ability wouldn’t stack with the Oarsman.

    Well… My friends and I have been getting that wrong for a LONG time. lol

    I think the fleet would struggle quite a lot with no helmsmen.

    You are certainly right and its not that i chose to not include them its that we usually play with the rules that if you don’t have a generic crew for any one nation you are out of luck. Which brings me to the point of saying that i really like the house rule of all generic crew can be universally used across fleets. That would especially make minor factions more usable as i don’t have every crew type to any of the minor factions except Jade Rebellion.

    • This reply was modified 6 days, 7 hours ago by  jetmoto-1996. Reason: had formatting issues
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