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Ben
Keymaster@All but especially this thread lately: Please try not to have double posts in short succession, especially when both posts are short.
Ben
Keymaster@Jack: Solid early-set fleet. I just don’t like the Santiago in general. I’m seeing her at 11 points so you should have 1 more point. I also don’t normally put multiple action generators on the same ship, though it makes a bit of sense here since Havana Black doesn’t have many crew to sac. With the extra point available you could add an oarsman to the Panda and put Calico cat on the Santiago.
If you want a “mega”/maximized version of cargo wrecking, check out my fleet Crew Recycling 2.0.
Ben
Keymaster@Ochobrazo2298: Solid idea, though I think it could be cheaper (maybe ~12 points) since the Possession ability is so overpriced.
Just thought of a few new Cursed flotillas:
The Devil’s Barge
Faction Affiliation: Cursed
Rarity: R
Type: Flotilla
Point Value: 13
Number of Masts: 1 (N/A)
Cargo Space: 1
Base Move: T
Cannons: 2L-2L-2L-2L
Ability: Flotilla. Extended Range. Cargo Wrecking. Reduce the base move of any ship towing this flotilla to S.
Cargo Wrecking: When this ship hits an enemy ship, you may also eliminate one cargo from that ship.Flavor text: The sheer size of its weaponry and the volume of expensive ammunition stored within make this flotilla the heaviest afloat. Although extremely dangerous, there is a severe compromise with the speed with which it can be towed into battle.
Devil’s Mortar
Faction Affiliation: Cursed
Rarity: R
Type: Flotilla
Point Value: 12
Number of Masts: 1 (N/A)
Cargo Space: 0
Base Move: T
Cannons: 5L-5L-5L-5L
Ability: Flotilla. This flotilla’s printed cannon ranges are quadrupled.Flavor text: With long range cannons aimed high in the air, the gunners aboard this flotilla love hearing cries of shock far across the water as enemy ships are occasionally hit at stupendous ranges.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterIt’s a neat idea in theory, but it doesn’t work. Pirate Code, Page 35.
-The target crew must be completely eliminated and must remain eliminated for the remainder of the game or this ability cannot be used.
Since Fantasma isn’t truly eliminated by Sac, you can’t get an extra action from this. If you could, it would be quite broken and the UPS fleets would look different I think.
Ben
KeymasterThis was actually my attempt at justifying ghost ship’s cost haha. I figure ghost ship’s main weakness is ghostly ships can still be shot at normally.
My bad – I reversed the effect or something. That would make it more expensive.
but if 1 captain gets canceled does the other one work?
No – this in the Pirate Code, page 20.
Ben
Keymasterbtw when i shoot a smoke pot i dont need a real shoot action i can just move and taget the ground (with captain) right?
Correct, “you do not need to target a ship”. Though you don’t need a captain if you’re just “shooting” without moving.
@Woelf: Lukas gives me an idea for one of the most weird and obscure combos ever. Per the Code for the Fog Hopper ability, bottom of Page 28. Would this be a legal way of removing an enemy fog hopper from play?
1. Create a fog bank with a smokepot specialist.
2. Use an L-mover to force an enemy fog hopper into the fog bank.
3. Completely surround the fog bank with ships to the point where all the exit locations are blocked and there is absolutely no space to put the fog hopper outside.
4. If no other fog banks in play, the ship is forcibly removed from the game.(I realize this is insanely unlikely)
Ben
KeymasterSo Ghost ships can ram, board, shoot and be shot at?
Did you read the keyword?
Side note: I want to test a house rule making Ghostly ships unable to shoot, but being able to be shot at, except that you need to roll a 6 to hit.
@Jack: Be prepared to make the keyword even cheaper then – Wizkids made it too expensive as-is, so your house rule would knock it down to 2 points maximum in my opinion.
When you put an eternal crew on a ship that sinks when the last mast is gone how can u win vs this with shooting ships without canceling? only by gold running i guess?
Pretty much I suppose. Neat idea, I don’t think I’ve thought of that before. The ability to sink with the last mast eliminated has all sorts of weird benefits it’s arguably not a negative ability. XD
Ben
KeymasterBen
KeymasterIs this a similar situation to Carolina from Rev which is a schooner model but does not have the keyword deliberately?
Per The Pirate Code, Hanno and Phlegyas should have Galley. Presumably Jongleur too but it’s not in the Code. There were some really weird botches/glitches with MI LE’s. (arguably including the point costs, most of which should just be cut in half)
Ben
KeymasterI’m trying to find a doc that had an alternate boarding rule that I really liked. It was something along the lines of rolling one d6 for every mast and crew on a ship, then whoever had the lower combined roll eliminates a mast/crew, and it continues until one ship is derelict.
There’s a chance it’s in a Game Idea, but that’s a lot to sift through….
Out of frank curiosity, if anyone knows, the MI ships 201 and 202 (Munchhausen and Batuwara) are both tournament prize ships with 2 masts each (According to the Master Spreadsheet), are they blockade runner models or square-rigged models?
If you look in the MI LE’s folder that I saved from Miniature Trading, you can see that they’re both blockade runners.
Also, just to respond to this from the Rules thread:
Though I can find only 4 ships (Asp, Fire Djinn, Sultan’s Sword, and Marrkesh) with this limitation, and three of them appear to more focused on boarding Rolls so perhaps it balances out.
Bad cannon ranks on galleys are often balanced out by good “deals” – ships that provide good value for points. None of those 4 are particularly awesome (Marrakesh still pretty good), but it’s a trend you sometimes see, especially in the Corsair fleet.
Ben
KeymasterGood day everyone, my name is Mr. Wick
Welcome aboard matey! No need to apologize for writing long posts.
With the release of the Pirates CSG Master Spreadsheet I have a renewed vigor to collect and play again
😀 Awesome!! I’m really glad to hear that!
My favorite thing about Pirates CSG is that it give people the ability to think and play as though they existed in the golden age of piracy hundreds of years ago.
Exactly! Xerecs, myself and others have played campaign games that allow us to become virtual admirals in the Age of Sail. It’s amazing! 😀
(most preferably with a 3d printer and ship models so as not to damage the actual cards and ships)
Feel free to share your results in the 3D printing thread!
I love the Baochuan as well. Glad to have you aboard.
Ben
KeymasterHow do you guys scale games for different point totals?
A lot of times I don’t. I often just go with what feels right/fun. Adding more islands will probably lead to less competition and often less fighting as a result. Adding more gold is likely to make the game longer.
Unless you’re getting to 300+ points in play (4 players/fleets at 80 points for example), I wouldn’t worry about it too much. You could experiment to see what is the most fun.
Ben
KeymasterHmm….. Now who could that be….?
A real person that is not playing CoEC. A different ocean of vastly different proportions exists…..
Ben
KeymasterAhhhh… a “normal” campaign of Pirates with “normal” turns… can’t say I’ve had any of that lately. ?????Those cancellers should cancel each other out right? Don’t see what the issue was.
This is awesome, was one of the highlights of my day. 🙂
I hope Voya Nui gets fought over sometime.
Yeah I saw Thok recently…I think I’ve been a little too obsessed with Pirates this past weekend but oh well… too late. XD This is like the icing on the cake. 😀
Meanwhile, an overlord waits impatiently….Ben
KeymasterAlso @Xerecs: Regarding the Mask of Creation UT-
Once per turn roll a d6. On a result of 6 place up to three random treasures on the nearest wild island. If there is a tie, the player to your left chooses which island.
Are these 3 “random” treasures from outside the game?
Also:
Once at the beginning of each of your turns roll a d6. On a result of 4-6 place any crew with a point cost of 4 or less in play on this ship. Its nationality changes to match the nationality of this ship.
Do they take up cargo space and/or count against the point limit of the ship?
Ben
KeymasterTo minimize the potential for ships breaking, taking them apart and putting each ship in a separate bag would be best.
If that doesn’t happen, I would just recommend good padding around the box and try to have it be full so that the ships can’t roll from one end of the box to another when the box is being moved. And separate the cards from the ships, so that there won’t be a huge mess of cards stuck to different ship parts and whatnot.
Ben
Keymaster@Xerecs: I assume crew captured with Captain Shamshere also don’t count against the point limit of his ship?
Captain. If this ship wins a boarding party, she may capture all of the enemy ships crew. Captives become assigned to this ship, take up no cargo space, and may use their abilities. Captives cannot leave this ship.
Also, regarding Makuta:
Makuta. Once at the beginning of each of your turns roll a d6. On a result of 4-6 place any crew with a point cost of 4 or less in play on this ship. Its nationality changes to match the nationality of this ship.
Does the crew come from outside the game or is this a form of Possession that yanks a crew from somewhere on the map to his ship?
Ben
KeymasterRegarding the Arcane custom ship from JW Darkhurst’s Seas of Doom set:
Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, you may place a Unique Treasure on any ship in your fleet.
Is there any way to get around that once per turn part? From this post last month it sounds like the Arcane could get an SAT to move twice, but the once per turn part would limit the ability to being used only once per turn, while the second move action could actually be used to move the ship normally.
Just to make sure, I assume if a ship has multiple Runes of Thor UT’s and Nemo’s Plans, it can only use one per turn due to the No-Stacking rule?
Ben
Keymaster@Xerecs: Concerning the Matatu UT from Spherus Magna:
Give this ship a move action but do not move her. Instead you may move any other ship within 3L of this ship.
Does this mean you can give a move action to another ship within 3L of the first ship, or does it mean you can move any ship in play from its original location to anywhere within 3L of the ship the UT is on?
Ben
KeymasterI’m not actually sure if the Three Musketeer cards were ever officially released btw
They’re part of BC.
Ben
KeymasterVery happy to see the forum so active lately. Huzzah! 😀
Soon something else will become more active….
Ben
KeymasterWhich crew? I didn’t see mention of them in the original post.
Cursed Captain Jack; I moved the last few posts here because I didn’t want the Introductions thread to further develop into a rules-only discussion.
Ben
Keymasteris this crew not op then, cause it f*cks up every over Point builded ships also mixed nation ships?
It’s overpowered indeed. Which is part of why I went after him in VASSAL Campaign Game 1.
Ben
Keymasternot globally ALL ships and crews are effected?
This is the case. Check out Page 33 of the Code for a bunch of good extra information.
–All abilities, with the exception of Parley, are ignored regardless of their sources. This includes the abilities of ships, sea creatures, crew, equipment, forts, unique treasure, and events.
Ben
KeymasterWhat other crew or ships have an ability that was only ever printed once?
My podcast partner Godmason actually made that exact list. I made sure to archive the forum page, I have a picture as backup, and from the MT thread I extracted the link to his spreadsheet. 😀
Most of these are quite common, though you have a point in saying some of them are somewhat unique based on cost or seeing them alone (such as Crew Protect with nothing else on the crew).
Vazquez was repeated by the American Commander Albert Crenshaw. Vazquez would work well on the Santo Columba (2Sx4) and I like Crenshaw on the Enterprise (2Sx5) or even more so on the Concordia (3Sx5 with “undead” cannons).
Vega is unique. Gunn the Elder is extremely common; World Haters didn’t stop Wizkids from making a lot of faction-hater bonus crew, many at prices too high to justify using. (+1 against 1/10 factions for 3 points vs. +1 against 9/10 for 4 points)
+1 to boarding is worth no more than 2 points and is one of the best (or worst) examples of the reverse power creep. If everything was completely redone I think 1 point per +1 would work best. (meaning I think it would be better to have named crew that gave +2 to boards for 2 points, etc)
Where in CC is Crew Protect worth 2 points?
Ben
KeymasterToday is the one year anniversary of the day that Miniature Trading sank. I made a video a few days prior for a “final” look at the site.
Ben
KeymasterI don’t even remember if the rules state that a ship can fire at multiple targets or not. That’s the way I have always played, so I guess it would depend on your ruleset.
They certainly can. Makes things more interesting.
Ben
KeymasterWhat I might do is move Hag over to Venture (which gives an added bonus of her not being capturable)…
I know I’m being nitpicky, but someone could still nab her using a Gold Capture crew like Bonny Peel. 🙂
Bloody Jewel from Pirates of the Revolution would be perfect if I was allowing pack mixing, and I honestly still might do it since that ship matches the Fantasma aesthetic real well.
The temptation to break restrictions to optimize a Pirate fleet using their underpriced or OP stuff is almost always present. I think it’s a shame sometimes because people might come along sometimes and say “just swap out the Zephyr for the Banshee’s Cry”, even though using the Zephyr is more unique and the BC is almost a meme of this game.
Ben
KeymasterAhoy Lukas, welcome aboard!
Please post future Rules questions in the Rules thread. (after checking The Pirate Code to see if that answers the question)
1. When super rare Jack Sparrow rolls a 6, do all Crew drop off if their is an ability like Ship can carry english Crew or Crew costs no points etc. Or is the Jack Sparrow to read: it just ignors the Ability and not “cancle” it ?
“No abilities except Parley can be used until the beginning of your next turn.” This is cancellation, not ignoring for just the ship he’s assigned to.
2. The english Crew Griffion (promo Version, + 1 to cannons and + s to Movement if captain is on board) does the Ability Stack with a Helmsman? It should? or am i wrong?
You’re right, it does because the speed boosts are coming from different ability sources.
BTW: I m looking for some Ships and can trade off some of mine or build some quality islands made of wood custom made if someone is interested
You could make a post in this thread with more specifics on what you have and want.
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