Ben

Forum Replies Created

Viewing 30 posts - 901 through 930 (of 2,314 total)
  • Author
    Posts
  • in reply to: Miniature Trading Forum Posts Saved? #12927
    Ben
    Keymaster

    I have completed the project of republishing Miniature Trading Forum Threads as full-width pages.  You can find them all in that category; the individual posts are a bit wider and easier to read.

    in reply to: The Fleets Thread #12917
    Ben
    Keymaster

    Although the UPS idea from darrin has been made into many fleets, I can’t remember ever seeing versions of it where the “CJS ability” is based on a non-Pirate ship.  The Sol and USS Morning Star have the ability, and since CJS is a crew he can relatively easily work with other nationality ships….

    Calling this one now.  “English UPS 1” perhaps.  🙂
    (34) HMS Swallow + William Dampier, Captain Jack Sparrow, Mullroy, helmsman, explorer
    (10) HMS Patagonia + helmsman, oarsmen x4 (2 start on HI)
    (1) Jolly Mon + The Hag of Tortuga

    This is not close to an optimal UPS build, but the English are forced to spend extra points to even make it work in the first place. An alternative to the Swallow would be HMS Durham (BC version), with 0LR reroller CRGO/Doone instead of Mullroy. However, that downgrades the ship slightly while only freeing 1 point from not having the Jolly Mon around… probably for another oarsman on the Patagonia. Brother Virgil and Lady Kamaile don’t seem like better alternatives to Dampier to get CJS in the fleet, so it might just be tough to optimize here. Unless we go for cheese and default to HMS Grand Temple? XD

    UPS Ground – 1 Day Overnight to England
    (24) HMS Grand Temple + CJS, helmsman, explorer
    (10) HMS Patagonia + Robinson, Lord Mycron, Administrator Scott Bratley (CC)
    (6) Banshee’s Cry + 2 oarsmen (English)
    (5) Le Coeur du Lion + 2 oarsmen (English)
    Events: Hidden Cove

    There are a lot of little options to play with for efficiency. Drop Hidden Cove for an extra oarsman on both unloader ships.  Play around with having 1 unloader ship that has Maurice Aristide/Genny Gallows (using Princess Arii Auraa/Jonah as needed).  Swap the GT’s helmsman for Don Pedro Gilbert, which allows for tossing a bad UT along with saccing the oarsmen in case Mycron has to redock an unloader or send the BC to an island by herself (don’t want Mycron to be useless though even for just one turn).

    Probably not the best idea, but you could go high risk – dump the GT’s helmsman AND Hidden Cove, giving 4 points to optimize the unloaders with – probably a +2 gold bonus on one with an extra oarsman for the last point.  But in that case you might be screwed if the first island doesn’t give enough gold to win, and GT is a bit compromised with no helmsman.

    I think it’s a 5 star fleet for the name alone.  XD  😛

    in reply to: Questions About Game Rules & The Pirate Code #12916
    Ben
    Keymaster

    ^Great questions, and the answer to the first brings up another one.

    This is a timing issue, but it does have a resolution.  It either needs to pop out immediately when the smoke/fog is removed, or it will have to exit from a different one during its next turn.

    I can think of an additional timing issue.  I feel like this could potentially be finagled to essentially remove a ship from play to make it immune.  What if Davy Jones copies the Fog Hopper ability and moves into an enemy smoke bank.  They remove it, and the player says they’ll choose the second option, “it will have to exit from a different one during its next turn.”  However, the player doesn’t copy the Fog Hopper ability again, they copy something else.  Now the ship is “gone” with no fog to hop out of….  (especially if there is no other fog banks in play and perhaps the smokepot specialist is killed/etc)

    Even if this doesn’t work, I feel like there’s some variation of this that could be used in a big multiplayer game to “ghost” a ship out of play for most of a round.  Ex: Player 1 lays down a smoke bank.  Player 8 (last in the turn order) moves in with a Fog Hopper.  Then it’s back to Player 1, who removes it.  Where is Player 8’s ship until their turn comes up?  Can players 2-7 target the ship (with a Copier for example) as if it was still in fog somewhere?

    in reply to: Game Piece Rarities #12880
    Ben
    Keymaster

    Then there was that short time when several people reported finding “god boxes” that were loaded up with multiple super rare packs. (I can’t recall which set that was. Anyone else remember? PotC?)

    Definitely Caribbean.  Though I want to say someone said they had at least one similar box from RotF I think.  Pretty sure I remember seeing at least one person that found SR packs in consecutive SS Scavenger Pack boxes too, so in general the SR’s from the last 4 sets were just not as “super” rare.

    in reply to: Game Piece Rarities #12877
    Ben
    Keymaster

    Ahoy there, welcome aboard!

    What are the odds of finding common/uncommon/rare in any given pack? Do these odds very by set?

    I’ve never seen that information; it’s not (ever to my knowledge) published like with other card packs such as Yugioh and from what I remember, some baseball card brands.  I will say that it seems easier to get “better” rarities in my experience than in other games like Pokemon and Yugioh that have a more fixed rarity distribution pack system.  Plus, you can find Pirates packs that have all rares in them, which is neat.

    I think the odds varied by set for the Super Rares, but I’m not sure about other rarities.  For example, the SR’s from RotF and SS were more common than the SR packs for other sets (especially RV through FN from what I’ve seen and experienced).

    in reply to: The Random (PCSG) Topic Thread #12859
    Ben
    Keymaster

    I do not plan to run the Pirates CSG Hall of Fame voting this year.  With pitiful participation two years running, I don’t see much reason to continue it until more people participate.  I’m fine if the other Moderators here run a vote in December or January, but I feel it doesn’t mean a lot if barely any positive votes are required for entry….

    in reply to: Custom Ships (post your custom game pieces here!) #12851
    Ben
    Keymaster

    Here is the Sea Turtle Keyword as currently written: If this creature succeeds at a ramming action it eliminates all crew on the enemy ship. It takes 3 hits in the same turn to kill a Sea Turtle (considered to have one mast). Sea Turtles cannot be pinned. Generally Submerged.

    One thing to keep in mind is that sea creatures can’t submerge by default – the Sea Monster keyword grants that ability.  You could add the Sea Monster ability text to Sea Turtle, making modifications as you see fit.

    I think the Sea Turtles could work as long as they stay slow, but playtesting would be best to see if their “ram-Massacre” is too powerful.

    That’s a cool idea for a crew, but waaaaaay to cheap if you leave him as-is. If modify his ability to force a re-roll on one d6 roll, he’ll still be quite good, and he wouldn’t need a point cost in the high double digits.

    I thought that at first too, but then I thought more about the “once per turn” part.  I think at most it would only apply to one action and anything resulting from that – so you would force an opponent to reroll dice until all their shots/ram/board all failed.  XD  But then the enemy ship is good to go for another action potentially.  On the other hand, Parley is only 2-3 points and prevents the ship from being shot at (albeit not rammed or boarded) for the rest of the entire turn, across all enemy actions and ships.  So to more than double the cost and eliminate the drawback…. it’s just tough to judge.  Ex-Patriot definitely makes him more powerful, since this could be used in a 10 master confrontation.

    If preserving the cost of 7 is highly desired, perhaps limit it to 3 enemy cannon rolls per turn, or make it so EACH roll can only be rerolled once.  The latter might be a true solution, since as written it seems that anybody using the ability would just force rerolls until the cannon/etc in question failed.  (which is also an issue from a fun perspective – it’s pretty silly to imagine someone rolling hit after hit and having to keep rerolling… in which case, if you force rerolls until something doesn’t work, there’s no point in rolling in the first place….  O_O)  So in some ways, this is looking like a way to cancel a shoot action.  Combine that with a canceller and yeah, this is looking rough.

    I think these are the kind of great discussions that are really useful for developing and editing customs – with few exceptions, the more combos and ways to break an ability you can think of, the more powerful the game piece in question reveals itself to be.

    in reply to: Battle Reports #12850
    Ben
    Keymaster
    in reply to: The Fleets Thread #12828
    Ben
    Keymaster
    in reply to: Questions About Game Rules & The Pirate Code #12820
    Ben
    Keymaster

    Just to confirm, the “must begin the game S away from its home island” part of Mercenary does not require you to have the bow of the ship pointing at the home island?

    Edit: Another little confirmation item.  When a ship rolls a 1-2 to get an additional fire mast, I assume you don’t have to roll for that fire mast right away?  (I would think not until the next action)

    in reply to: Questions About Game Rules & The Pirate Code #12806
    Ben
    Keymaster

    Tiny nitpick: The PC has “This ship can shoot at submerged ships within S” with the “of her.” part at the end of the ability text.

    in reply to: The eBay Sales thread #12799
    Ben
    Keymaster

    This seller has some nice lots up – variety of sets and good rarities.

    in reply to: The Videos Thread #12798
    Ben
    Keymaster
    in reply to: The Random (PCSG) Topic Thread #12789
    Ben
    Keymaster

    Loving that the rankings are back, buddy!

    That’s good cuz I got another one for ya!

    Oh man I don’t want to “celebrate” but a SS game on 11/10 seems like the right thing to do…hhahah

    Even more fitting if you combined it with RtSS/Unreleased stuff heh.  Good luck topping the SS anniversary game!  XD

    in reply to: The eBay Sales thread #12767
    Ben
    Keymaster

    Not every day you see a pair of MI tournament kits up for grabs.

    in reply to: The Random (PCSG) Topic Thread #12758
    Ben
    Keymaster

    November 10th is the 12 year anniversary of the game going out of print.  🙁

    in reply to: I will not be available nearly as much in the Navy #12750
    Ben
    Keymaster

    Due to Navy business I will soon have to take an extended absence from Pirates CSG once again.

    Woelf now has editing access to the Master Spreadsheet, so if there are any remaining errors you find, he can make the corrections for the shared Google sheet version.

     

    in reply to: For Rants and Raves #12749
    Ben
    Keymaster

    So, was I unlucky with not fitting ships, or is Savage Shore printed on a lower quality? Did you guys have problems like this with ships from this expansion?

    Yes, I remember experiencing some issues with some SS ships. They were harder to put together than the ships from PotC through F&S, when the tabs were rounded and Wizkids may have reached their zenith of ship construction ease.

    And yes, 2 masted junks are one of the hardest and most annoying ship types to build.  10 masters take longer but 2 masted junks can still be more annoying.

    in reply to: News and Updates Thread #12722
    Ben
    Keymaster

    Master Spreadsheet fixes: changed point costs on Spanish Main +1 to boards crew to 2 points. (Genny’s Red Rampage, Lynch’s Noose, Castro’s Loyalists)

    in reply to: The eBay Sales thread #12715
    Ben
    Keymaster

    Various pack lots from this seller, some auction and some BIN.

    in reply to: Custom Ships (post your custom game pieces here!) #12711
    Ben
    Keymaster

    Not sure I understand your question about the Zephyrus; as-is she’s actually cheaper than Le Griffon. If you meant less expensive…then I don’t know

    Less expensive is what I meant to type; I was probably so shocked that I was thinking the far better ship had to be more expensive haha.

    T2 was a LONG running tournament consisting of competitive fleets that Xerecs and I played; the BR’s were originally on MT (basically from fall 2016 to 12/30/2017).

    in reply to: Custom Ships (post your custom game pieces here!) #12699
    Ben
    Keymaster

    @JW Darkhurst: Here are my suggestions for the new stuff.
    Le Griffon: Could come down in points a little, maybe 14.

    I don’t think Master Gunner is worth 5 points. The 6 effect is just a cannoneer. Needing a 1/6 roll to get that 5 for Extended Range reminds me of Fear. First off, I would switch the rolls because the higher roll should mean the more powerful effect. (to keep things intuitive with the rest of the game; I realize Fear isn’t like that either lol)
    From there I would think about making it better by doubling the odds (3-4 and 5-6 rather than just 5-6), or maybe add World Hater on a 5 if cannoneer works on a 4. It just feels very underwhelming when you can get basic WH for a point less.

    I would make it clear that Holy Sword only lasts for the turn of the player using it, not the whole round or any enemy Cursed turns. With that being the case, I’m tempted to think it should come down in cost. But there are some big possibilities with it (Eternal, Treasure Ship, etc).

    Le Jour de Jugement: Still a good ship with the cost as-is, but 15 would work considering HMS Gallows.
    La Gargouille: I would price this at 11.
    Tromperie: Couldn’t this just be worded as L-immunity? (L-range cannons cannot hit this ship.)
    Petite Epée: Honestly I think 5-7 points would be fair. Slow, hard to put a cannoneer aboard (needs a helmsman), and not a ton of firepower. At 14 this is unplayable.
    Lame de I’infini: Fun ship!

    Zephyrus: I would bump this to at least 16 points. Why is it more expensive than the Griffon?
    Caerus: I agree with Xerecs, this is basically a worse version of USS Kentucky from OE.

    Love Kakusareta Yōsai. I agree with Xerecs about Admiral Rokurōta. But I would take it a step further. The CJS/UPS ability should never been seen again. You could actually switch it out for Island/Ship Treasure Trading and leave the cost the same.

    I usually gauge the cannon/boarding bonus at 5 points, so the Admiral is 8 points without the UPS, which is probably around 3-4 points based on Jack Sparrow. If it is deemed necessary, I can officially retcon the cost, but I’d think it doesn’t need too much adjustment.

    Oof.  Has Xerecs not told you about T2?

    Crazy to see another Tartarus custom, I went overboard with mine lol.
    Love HMS Terror!

    in reply to: Miniature Trading Forum Posts Saved? #12698
    Ben
    Keymaster
    in reply to: For Rants and Raves #12692
    Ben
    Keymaster

    There are a few crew whose names I always have trouble typing or that I wish were shorter… Sean “Cannonball” Gallows from RotF being the main one.  He seems too young to be called “Mr. Gallows” perhaps….

    in reply to: The Random (PCSG) Topic Thread #12690
    Ben
    Keymaster

    The latest Ranking might have a little too much cleavage for the youngins…. XD   ;P

    in reply to: The 3D Printing Thread #12645
    Ben
    Keymaster

    Here is a model of Fort Jefferson that I printed out!  I cut out most of the excess material in 3D Builder with a hollow cylinder and blocks. Then I scaled the X axis down to 200mm (I think), so the print would fit on the printer bed.  5 master for scale.  In the future I might try another print with it and try to get it more to scale.  But for now I really love this!  😀 Fort Jefferson with 5 master for scale 1

    Fort Jefferson 2

    Fort Jefferson 3

    in reply to: Battle Reports #12619
    Ben
    Keymaster

    Two new attacks.  57 ships launched.

    Latest BR for CG4.

    in reply to: The non-eBay Sales & Trades thread #12610
    Ben
    Keymaster

    Though I guess I could just toss anything that no one wants.

    Whatever you do, don’t do that.  I doubt I’m the only one who would gladly pay shipping and handling so the stuff isn’t thrown out, even if it’s not much stuff.

    Almost wanted to put the Pearl in Beasties clutches with the Dutchman looking on like some sort of diorama of the movie scene.

    Haha, that actually happened naturally in my PotC tribute game.

    I guess there weren’t really enough ships actually named in PotC to make a full set of. I’d be curious to know where those came from, like the HMS Adventure and the Empress.

    True. Though Empress was Sao Feng’s ship in At World’s End.

    in reply to: The non-eBay Sales & Trades thread #12608
    Ben
    Keymaster

    Is there a good way to find out what any of this is worth?

    That is difficult because the market for Pirates CSG can be so random and volatile.  Prices have risen over the past 3 or so years, but my eBay prices spreadsheet might help a little.  There’s definitely no established price guide or anything, some ships sell for $20 and $4 in the same week or month for example.

    You could try establishing baseline prices per rarity, such as C-$1, U-$2, R-$4, but you could probably get away with more than that for a number of items, especially if you’re willing to wait for some sales.

    in reply to: Custom Ships (post your custom game pieces here!) #12606
    Ben
    Keymaster

    I think you could be fine posting the story inserts in both places, since they have some lore implications for the next set.

    If that happens, I think they should be posted with the customs they’re associated with.  I have no problem with extra flavor text, but let’s keep this thread free of flavor-only posts.

    @JW_Darkhurst: I do plan to review your latest posts once I finish some other things.

Viewing 30 posts - 901 through 930 (of 2,314 total)