Ben

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Viewing 30 posts - 331 through 360 (of 2,314 total)
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  • in reply to: Battle Reports #18504
    Ben
    Keymaster

    Two of the most successful competitive fleets of all time face off!  UPS 2 vs. HMS GT UPS – about as “hyper meta” as it can get.

    in reply to: The Random (PCSG) Topic Thread #18494
    Ben
    Keymaster

    Does anyone know why the cards were produced like this or have any info on the matter?

    Not sure, other than Wizkids possibly wanting to preserve a South China Seas theme to those specific cards due to how most or all of them are former Jade Rebellion ships that were captured/etc.

    I imagine that there are similar cards among the other factions like these?

    It’s the case for all the OE SE cards that came in the large tins, numbers 147-170.

    in reply to: Custom Ships (post your custom game pieces here!) #18437
    Ben
    Keymaster

    Something is coming….

    First preview

    in reply to: Pirate music #18434
    Ben
    Keymaster

    Excision with a version of Hoist the Colors

    in reply to: Battle Reports #18431
    Ben
    Keymaster

    50 Point Game with 25 Minutes per Fleet: English vs Corsair Mercenaries

    in reply to: Custom Ships (post your custom game pieces here!) #18425
    Ben
    Keymaster

    Some big pieces there!  As we might expect from the SR’s for a big set.  🙂

    For Nexus Knight, I personally would replace “so long as” with “if”.

    Ben
    Keymaster

    If the Login and Register buttons are ever not in the top left corner of the site, you can use these links to access them: Login | Register

    in reply to: Custom Ships (post your custom game pieces here!) #18305
    Ben
    Keymaster

    Personally I wouldn’t give such large discounts. Both Rowls would normally be 2 points higher

    in reply to: The Fleets Thread #18291
    Ben
    Keymaster

    UPS fleet using the Paradox from PotC:

    in reply to: Custom Ships (post your custom game pieces here!) #18289
    Ben
    Keymaster

    Wow, very cool and notable MI’s.  I like the various features and specific names.

    3-4: Brig Rock: Place the two highest point cost crew on this island. They cannot be re-assigned to this ship for four turns.

    I recommend specifying that the crew come from the ship rolling for the effect – that way there’s no question as to which crew it’s referring to. (my first thought was it warped the two highest point crew currently in play to the island)

    in reply to: Battle Reports #18287
    Ben
    Keymaster

    All games for that series are now available:

    HMS GT UPS vs. Altar Abuse | Pirates CSG Competitive Series

    in reply to: Custom Ships (post your custom game pieces here!) #18282
    Ben
    Keymaster

    Wow!  Those look quite fun to try out.  I have a feeling Torch might be worth 20-22 points, but 17 might be fine.  I like that it’s not a 50/50 “all or nothing” roll on the attack, since you could still shoot the 3S’s at targets within range if you miss the big roll.  For a very niche use case, since it’s not a shot you could use it to finish off some ships in your own fleet if you were trying to reach an endgame condition faster. (especially since the L+L away might put some ships onto reefs/etc as well)

    That L+L away effect could be almost cataclysmic in some of our most crowded campaign game battlefields.  Would be epic to see it maybe clear the way for something new to surge forth, such as a whirlpool raid….

    in reply to: Pirate/Naval Movies #18280
    Ben
    Keymaster

    Hansan: Rising Dragon is also enjoyable!  (second of the Yi Sun-sin trilogy)

    in reply to: Questions About Game Rules & The Pirate Code #18276
    Ben
    Keymaster

    These questions technically involve a house rule where players don’t have to have the punched crew chips face down on their ships’ deckplates, so I understand if that makes it hard to give definitive answers.

    The last few years I’ve noticed a lot of players using full crew cards face down instead of the small crew chips designed to go on a deckplate.  What recourse would a player have if their opponent (whether intentionally or unintentionally) had what amounted to a “deke” in this regard, such as a crew chip in a card that didn’t match? (ex: crew from a different set, like Bianco’s Haulers in a face down SCS crew card)  Technically the opponent shouldn’t have known what set the crew was from in the first place, but if a player is willingly going to show their cards with set affiliation by crew, it seems like fair game.  Essentially, would you consider that a “fair deke” under the house rule circumstances?

    A number of other odd permutations are possible as well.  Ex: Using a crew chip from the Caribbean set (with the different Pirate/English flag backs) in a Revolution card.  Can I ask them if it’s a crew from PotC vs. RV, or am I supposed to ignore the card around the chip because the chip is what should matter?

    in reply to: Battle Reports #18274
    Ben
    Keymaster

    Competitive play continues with a matchup we almost saw in the T3 Finals!

    in reply to: Old Idea – layered gaming table for realistic terrain #18272
    Ben
    Keymaster

    I should mention that I have since seen this done before, with Xerecs and his brothers having a “sub-ocean” in their CoEC 2021 game.

    It would be hard to pull off in “full”, especially if more than 2 total layers were desired.  Ex: the normal surface, the “underwater” area where subs drive around and sea creatures swim, and then the ocean floor where shipwrecks and random objects/artifacts lie (such as cargo tossed overboard due to illegal situations!).  Having enough space for hands to move above ships would be tight, and it would be just about impossible without either sliding surfaces so you could pull out a sub-layer to access it, or a standing game where the main surface was above regular table height (such as ~4 feet high) to ensure room for the other layers.

    Of course, if you went all the way and actually did this in a (preferably) big or huge game, you’d want to make it worth it – submersible customs available, and probably a bunch of house rules so that “sunken” cargo and even some ships would be somehow available to salvage/loot/etc.  Maybe a way for The Cursed to come back from the grave ala PotC….

    in reply to: Questions About Game Rules & The Pirate Code #18257
    Ben
    Keymaster

    I assume you cannot intentionally create illegal cargo situations just by using the free transfer rule?

    Ex: A ship is full with 3 crew and 1 coin, she then loads a crew from the island and the coin is thrown overboard and removed from the game.

    I’m seeing the restriction for exploring, but not for the crew transfer as a free action.

    … choose as much treasure as you want to take (within the ship’s cargo capacity limits)

    Edit: Now I’m seeing the Code ruling on cargo. I assume the free action of transferring crew wouldn’t be enough to voluntarily eliminate crew from the game either.

    Cargo cannot be voluntarily eliminated or removed from the game unless an ability or action specifically allows it.

    If an illegal situation requires the removal of cargo, you must remove crew and/or equipment before treasure.

    in reply to: The eBay Sales thread #18252
    Ben
    Keymaster

    This pack lot struck my eye because I hadn’t seen RV packs inside the 6-pack Fairfield boxes before. Although, one of the F&S packs adjacent to them is clearly open, so maybe the RV packs weren’t in there to start.  (affiliate link)

    in reply to: Battle Reports #18247
    Ben
    Keymaster

    Tournament #3 is complete!  It was a very fun time playing a bunch of competitive fleets, going all-out on the Setup phases and with hyper-meta treasure distributions.

    In this post you can find the completed bracket below the video reports, as well as a lengthy summary of the tournament results, reflection on the goals I set from the start, and lessons learned.  There are also some fun stats such as Player 1 vs. Player 2 winning percentages, gold scores per game, and more.  Thanks for watching/reading and I’ll be back with more games!

    Tournament #3 Finals! HMS GT UPS vs. Kill that UPS!

    in reply to: Battle Reports #18227
    Ben
    Keymaster

    Game 4 of the T3 Finals!

    in reply to: Battle Reports #18224
    Ben
    Keymaster

    A tight doozy of a Game 3!

    in reply to: Battle Reports #18217
    Ben
    Keymaster

    Game 2 of the T3 Finals:

    in reply to: Introduce Yourself! Join the Crew! #18216
    Ben
    Keymaster

    Welcome aboard!

    Some games are straightforward and others like grand jury trials which make for fun conversation.

    That is a good way to put it hah!

    I am ecstatic to sail the seas with veteran enthusiasts of this most cherished game!

    Same for us matey!

    in reply to: Battle Reports #18211
    Ben
    Keymaster

    Game 1 of the Tournament #3 Finals!

    in reply to: Battle Reports #18209
    Ben
    Keymaster

    All in all, a successful experiment with the pirate faction. I learned some good strategies and a good fleet build that works for me so far.

    Nice!  I still enjoy playing solo, partly since it’s easier to set up/coordinate and so I can easily talk about the strategy on both sides for when I do videos of the game footage.

    I need to find some people to get interested in this game.

    You can add yourself to the Player Map if you haven’t already!

    in reply to: Questions About Game Rules & The Pirate Code #18208
    Ben
    Keymaster

    Assuming both were reached at the end of the same movement segment, the general rule that a ship can only move to touch one thing at a time would be applied, so the controller could choose which one it hits.

    I was thinking anything except a movement segment – such as L-moving, or some kind of teleportation ability.  Would the controller still choose if the movement to make contact with two different terrain types was involuntary?

    in reply to: Questions About Game Rules & The Pirate Code #18201
    Ben
    Keymaster

    Once per turn, this ship can move S after loading cargo. (and other similar abilities)

    -The location of the cargo or treasure must be different before and after using this ability. You cannot unload (or load) an item to trigger the bonus and then immediately load (or unload) the same item before moving.

    Are those abilities really enough to warrant the Code adding a clause to the ability? (whereas it’s normally just for clarifying)  I think that “loophole” might be what’s needed to justify their cost.

     

    If a ship happens to get placed in contact with two pieces of terrain at the same time, I assume the owner of the ship chooses which terrain applies first.  What happens if the ship is wrecked on a reef but still overlapping a fog bank?  Would the wreck get sucked in and lost forever?  If the fog bank is applied first, does that mean the reef roll/rating doesn’t apply?  (if it does still apply, it would make it even more likely that it results in a “lost wreck”)  Similarly, if a ship is moved laterally to overlap a sargasso sea and fog bank at the same time, can she get “stuck” in the fog bank and need to make sargasso rolls from the fog? (which might depend on which terrain is applied first)

    A bit of a niche situation if not using a house rule for terrain to be closer than S, but still certainly possible, especially if L-moving a 10 master or other ship with a long hull.

    in reply to: Questions About Game Rules & The Pirate Code #18198
    Ben
    Keymaster

    1-2: Randomly move two treasure coins from this island to another wild island.

    Confirming that this “negative” effect for MI #1 means that you do get to pick which specific wild island the coins are flung to?

    in reply to: The eBay Sales thread #18196
    Ben
    Keymaster

    Fairfield box spotted, though obviously it’s a mix of sets and not all Fire and Steel. (affiliate link)

    in reply to: Questions About Game Rules & The Pirate Code #18186
    Ben
    Keymaster

    Maps of Alexandria says “turn all treasure on all wild islands face up for the remainder of the game”, so wouldn’t SN go face up regardless of which is applied first?  “For the remainder” seems like it applies to any and all treasure put back on wild islands at any point in the future.

    It’s not a persistent effect, because MoA removes itself from the game.   That “for the rest of the game” clause just means that the treasures turned face up will remain that way on their own (they aren’t revealed and then immediately flipped back down), but because MoA goes away, certain effects can still turn specific treasures face down later.

    It also doesn’t force treasures to turn face up later, if, for example, a treasure had been facedown on a ship when MoA appeared but then was later unloaded to a wild island.

    Huh, well I’ve been messing that up lately. It feels like “remainder of the game” should mean just that (and “all treasure”), but maybe I’ll try doing it the official way sometime too.

     

    Can a Sea Dragon’s head/neck segment be eliminated before the wings can be eliminated? If the head is removed first, the wings have nothing to stand on and would be floating in midair if allowed to continue like that.

     

    Do Kharmic Idol and Pirata Codex eliminate themselves as well, or can they stay face up on the ship loading them?

Viewing 30 posts - 331 through 360 (of 2,314 total)