Ben

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Viewing 30 posts - 781 through 810 (of 2,314 total)
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  • in reply to: The non-eBay Sales & Trades thread #13870
    Ben
    Keymaster

    Proud Tortoise on eBay right now at $30 bid.  It’s not all on eBay folks….   hehehe

    in reply to: Questions About Game Rules & The Pirate Code #13865
    Ben
    Keymaster

    I assume Homing Beacon cannot be used with a ghostly ship because it cannot dock?

    in reply to: Battle Reports #13863
    Ben
    Keymaster

    Check out the last SIX reports for what I’ve been up to this month!  😀  Just yesterday played a game with Tiffany O’Brien in person!

    in reply to: The eBay Sales thread #13810
    Ben
    Keymaster

    Very good. I meany more along the lines of how to spot a deal if you’re someone who isn’t up to date with the current market.

    My perspective is way out of whack because I collected mostly during what looks now to be a “golden age” from 2011-2014 when prices were way lower and crazy amazing deals could be had rather often.  Now it’s a lot harder to find good deals.  In the past I like to spend no more than $1/ship on bulk or punched lots.  For packs, it’s normally a deal on SM/RV/OE if you can find a price on those lower than HWG’s prices.

    Edit: I just thought of it like what if you assigned a rough estimate on how much a pack from each set is worth. Obviously, some people would value them higher or lower but something to help ensure a newbie doesn’t get ripped off.

    Matt P publishes a great pricing list you can find a link to in the pinned posts of the BST channel of the discord.

    in reply to: The eBay Sales thread #13718
    Ben
    Keymaster

    Do you have any specific recommendations?

    You can see my set rankings here.  Any of the first 5 are really good.

    in reply to: The eBay Sales thread #13715
    Ben
    Keymaster
    in reply to: hello, how can i solve this problem? #13714
    Ben
    Keymaster

    What page?

    in reply to: The Fleets Thread #13710
    Ben
    Keymaster

    So this is a little 45 point fleet (or 40 with a build booster. I’m really interested in the idea of the Maui’s Fishhook as a ship stealer with Commander Temple aboard,  so this is just a combo to get it on the board with decent support.

    I like the concept a lot and think you’re off to a good start.  This makes me want to get Temple on a faster hoist like the Frontier or Fetu.  The French could get him aboard pretty easily so the Fetu (very fast max speed) from RtSS might be the best hoist to pull this off with.  Love the idea and hope you keep working on it!  😀

    in reply to: Introduce Yourself! Join the Crew! #13709
    Ben
    Keymaster

    I was capsized by nostalgia.

    Ha HAR that is great!  I’m so involved with it that it’s hard for me to get that feeling nowadays but I know how you felt!

    Welcome aboard and glad to have ye here!

    in reply to: I will not be available nearly as much in the Navy #13705
    Ben
    Keymaster

    Very cool I was a Marine infantryman but I spent about 11 months on this beauty

    Awesome thanks for sharing!

    in reply to: Introduce Yourself! Join the Crew! #13700
    Ben
    Keymaster

    @Craig: Awesome, welcome aboard!  😀

    in reply to: The Fleets Thread #13699
    Ben
    Keymaster

    HMS Swallow Speed Demon Attack

    HMS Swallow + Hermione Gold (MI), Griffin (LE version), helmsman, oarsman
    HMS Patagonia + Robinson, Administrator Scott Bratley, Lord Mycron, oarsman

    That works as a 40 (45) point fleet. Add a gold runner to make it a 45 or 50 point fleet. Bit more of a combo than a fleet right now, but S+L+S+S doubled with 2’s hitting is a solid start for a super gunship.

    in reply to: Introduce Yourself! Join the Crew! #13688
    Ben
    Keymaster

    I’m from Black Diamond, WA. I’m currently looking for anyone in the Seattle-ish area to get their Pirate on.

    Ahoy matey, welcome aboard!  I just moved to Everett WA so hopefully we could meet up soon to play!  😀

    I got into Pirates CSG around a month ago when I found an unopened Spanish Main pack at my local games store in the bargain bin.

    Was it their only pack?  (not trying to grab the rest, just genuinely curious)

    It’s insane that I could only find buzzwords like “rarity gold, 5 mast rare, extreme limited” when searching for Pirates stuff. There were no islands, common crew, coins, dice, and basic ships for the average player.

    What do you mean by that?  Internet search results didn’t bring the buying opportunities you were looking for?  I have some extras with me and will have many more soon, though I think a high percentage of commons/uncommons overall.

    in reply to: News and Updates Thread #13674
    Ben
    Keymaster

    Latest Master Spreadsheet fixes: fixed name of the Flying Fish in RV UL, and changed Revenant faction from Spanish to Pirate in SM 1st Edition.

    in reply to: Custom Ships (post your custom game pieces here!) #13670
    Ben
    Keymaster

    What model ship is the Mars (Pirates of the Age of Sail)?


    @mr-wick
    : I moved your question since this is the proper thread for it.

    I have not worked on the Mars custom at all, but I will probably make it a 4 masted square rigged ship (same type as HMS Dover) based on its size and armament.

    in reply to: Pirates Group Meetups Thread (Version 2) #13663
    Ben
    Keymaster

    I am now living in Everett Washington!  This means I am in the northern part of the Seattle metropolitan area, and a 3 hour drive from Portland Oregon.  I am very excited about this, partly because a lot of former Wizkids employees still live near Seattle (Wizkids’ headquarters when they produced Pirates was in Bellevue WA, which is next to Seattle), and also because PDXYAR is the “Portland Group” and there are other Pirates CSG fans in the Pacific Northwest area that I hope to meet up with.  🙂

    In addition, I should be in Central New York again for a few days in September, hopefully meeting up with Gino (Gigi) on 9/8.  Captain Randy and I will likely be up to some piratey shenanigans in Las Vegas in the 9/9-9/12 window.   😀

    I’ll try to keep updating plans as they are finalized, in the hopes that additional fans of the game can join myself and others for some adventures!

    in reply to: I will not be available nearly as much in the Navy #13656
    Ben
    Keymaster

    How long do you expect it to be?

    Hopefully not more than about 2 weeks.

    in reply to: I will not be available nearly as much in the Navy #13654
    Ben
    Keymaster

    Going to be away for a short while soon.

    in reply to: The Videos Thread #13653
    Ben
    Keymaster

    Las Vegas can be our Tortuga….

    in reply to: Battle Reports #13651
    Ben
    Keymaster

    The latest VASSAL Campaign Game 4 battle report is finally here!  https://pirateswithben.com/the-biggest-game-of-all-time-the-reign-of-terror-has-begun/

    Ben
    Keymaster

    Basically anytime a ship is about to be rammed the opponent may roll 1 d6. If the die roll is higher than the number of masts their ship starts with (e.g. a 2 master must roll higher than a 2) the ship receives no ram damage and the ramming ship is not pinned but both ships remain touching.

    It will definitely make smaller ships better, but I feel like it’s just an extra d6 roll (on top of the regular ones associated with ramming, boarding, etc) to say “no ram damage” 83% of the time (at least for 1 masters).

    Ben
    Keymaster

    I suspect it’s a game balance issue, it gives the smaller ships a slight chance against the bigger ones, especially in swarm fleets.

    But it works against smaller ships more so than against big ones.  Ram damage is one of the biggest reasons small ships aren’t always viable – one ram can dismast a 1 master.  Eliminate that, and various crappy 1 masters become more viable. (especially Turtle Ships)

    Pinning makes a little bit of thematic sense, since ships of the time couldn’t really move sideways.

    I agree that it makes thematic sense especially regarding rigging/spars/ropes issues, but I think it would be worth doing away with to make boarding more appealing.  It’s partly to offset the no ram damage rule, which makes boarding less appealing in a way since ramming is less appealing.  If there’s less incentive to ram, there will be less boarding… unless other things make boarding MORE appealing than usual.

    Is this for every form of boarding roll bonus? Or just for the ‘”regular” this ship gets +1 to her boarding rolls.

    Only the regular bonuses.

    in reply to: Questions About Game Rules & The Pirate Code #13588
    Ben
    Keymaster

    From this post last year:   (emphasis added in both quotes)

    If you had an extra/second action available you could use that to attempt to get unstuck on the same turn you were tangled, or you could use your normal first action to make the attempt and then use the extra/second action to do whatever you want with it.

    That makes perfect sense to me, and seems to be the way it should work.

    If a game piece is tangled, you can use its action for the turn to try to free it. Roll a d6 and add the current number of masts or segments on the tangled game piece to the result. If the result is morethan 6, the game piece is untangled. Orient it in any direction, facing away from the Sargasso Sea and touching any edge of the Sargasso Sea. It can be given a move action to move normally next turn.

    This means if you free your ship with your first action, you can’t use a second action to move away.  Which I think proves how horribly written the sargasso sea rules are.

    in reply to: Questions About Game Rules & The Pirate Code #13587
    Ben
    Keymaster

    -In certain rare situations it is possible for a ship to occupy the exact same position as an iceberg. When this occurs, the ship loses one mast as normal. If the ship moves first it must move entirely off of the iceberg if possible; if the iceberg moves first, the ship remains in place and does not move with the iceberg. In either case, the ship will not take additional damage from that iceberg until they leave contact completely and then move back into contact.

    What “rare situations” other than the Lost UT could make this occur?

    in reply to: The Videos Thread #13585
    Ben
    Keymaster

    One of my favorite ideas I’ve had for this game:

    in reply to: Battle Reports #13584
    Ben
    Keymaster

    Just finished the reports from my trip to Vegas and LA! I played with Captain Randy plus Xerecs and his brothers!  😀

    Ben
    Keymaster

    I typically play 3 player games (when not in campaign mode), and determine player order a couple of ways. All players roll dice and highest goes first, with play continuing to the left.

    I think that’s the best way to do it.  Once in a while you have the issue of whoever goes first gets attacked (since the starting player can’t shoot at anyone docked at their home islands), but I think it might be too confusing or variable to let the highest-rolling player CHOOSE where they go in the turn order (such as choosing to go second, or 3rd out of 5 players, etc).

    Not long ago I was in favor of having the player order determined by all the initiative rolls, with the second-highest roll going second and so on.  However, I think continuing to the left from the first player will have win out, especially seeing that 77% of respondents think that way.

    Ben
    Keymaster

    Boarding in general should/could be overhauled.

    I definitely want any future rules to have the house rule that the winner gets to choose whether to eliminate crew or steal treasure, and choose which treasure gets stolen.  However, I’m also in favor of doing away with ram damage, which might make boarding even less likely to happen.  A pretty drastic measure would be to have Hoard/Massacre be the default results – make it all treasure/crew, rather than just 1.  That could apply to the loser of the boarding party too.

    Maybe doing away with pinning could make boarding more viable as well.

    Personally I think S-Board should be left alone as an ability.  The only thing I would do there is make it cheap, like 2-3 points instead of 4-5.

    Thanks for the feedback!

    Ben
    Keymaster

    From reading this, it seems I’ve been playing gold bonus ships and crew wrong. When a ship unloads treasure and has a bonus, I get a new coin to represent that bonus and place it on the home island.

    For example: La Santa Isabel docks at home and unloads 3 coins. The gold bonus kicks in, giving one of them a +2 to value. I go and get a spare 2 coin from outside the game and add it to the home island.

    I keep track of bonus coins by placing them face-up, since I never place normal gold face-up during games.

    That’s what I remember doing in T1/T2 and completely fine.  The Pirate Code details the options on page 15.

    in reply to: Looking for Opinions and Discussion on Rules/etc. #13568
    Ben
    Keymaster

    I do believe that fixing, or clarifying rulings would be slightly more important, especially where Creatures are concerned.

    What fixes or clarifications would you make there?

    Furthermore, players don’t input the gold, the “house” does. We agree upon a number of coins per island, and if and how many random UT’s we use.

    During T1 and T2, did you enjoy having some control over your half of the gold contribution?

    I’ve literally never used it, and it makes the game go too quickly as well as putting an emphasis on quick capacious gold ships.

    We used it in the VASSAL tournaments, but I definitely get your points.  I don’t think I’ve played enough games with totally randomized gold to get a good feel for how the strategy differs.  I did enjoy a lot of the strategic elements of the VASSAL tournaments, partly because I like the math side of it and how chesslike it became at times.

Viewing 30 posts - 781 through 810 (of 2,314 total)