Ben

Forum Replies Created

Viewing 30 posts - 1,711 through 1,740 (of 2,314 total)
  • Author
    Posts
  • in reply to: How do you value the box topper display stuff? #5124
    Ben
    Keymaster

    I wonder if anyone has a list of all available ones.

    Not that I can recall seeing, but there’s a chance that someone (especially Holofernes) has an old list at MT.

    in reply to: Rules for Thought #29 – Extra Points for Crew #5123
    Ben
    Keymaster

    If you know ahead of time you’ll get X-amount of bonus points to spend on crew, you can simply build your fleet under that assumption by taking more and/or better ships with fewer crew initially, then add the rest of the crew you need later, as if you were working under the expanded build total right from the start.

    Haha that is a great point, and I thought of your next point right as I finished reading the above paragraph.  XD

    You could make the variant more interesting if the extra amount was variable and randomly determined, so players would expect to get something extra but couldn’t count on getting enough to make specific plans for what to do with the points. Rolling 2d6, a d10, or even a d20 would be simplest, but you could also create tables of values, where a few low results might give nothing, while other ranges increase at a certain rate (+5, +10, +15, etc.)

    Exactly.

    I think it could also be worth experimenting with specific amounts for different types of stuff.  Perhaps 40 points for ships and 20 points for crew, and maybe even go farther and say 5 points for equipment. (which sounds cool to me since it would incentivize equipment to be used, which it often isn’t)

    in reply to: Would you PREFER if everything was costed perfectly? #5122
    Ben
    Keymaster

    First things first, having everything perfectly costed is impossible without starting over from scratch.

    Yeah, I thought about creating an “alternate” Master Spreadsheet that has better point values.  I think there are certain baselines that could be established – mainly keeping captain at 3 and helmsman at 2.  (if possible of course; I suppose one could argue that some crew should be worth 0 points or even negative when compared to the helmsman ability)

    Players might be less likely to include “fun” items because they’d be afraid of losing out on value that could have been spent on things that are objectively “better”.

    I feel that that is already strongly the case.  I think people could be a bit more casual with building fleets and not need to worry as much if their fleet was going to be trounced by a single piece or two in an enemy fleet (Mermaids, CJS, etc).

    Having varied costs for equivalent things from one nation to another adds some thematic flavor, even if it’s easy to avoid by mixing fleets.

    That’s one potentially “unpopular opinion” that I can get behind, and I think it’s justified to some extent due to the historical context.  (of course I’m going to say that as an English player lol)

    Adjust those and the others like them to be more inline with the majority, and the game’s costs would feel a lot better in general.

    That’s what Xerecs got into at the Facebook group (posted the same thing over there).  If you “fix” a few ships, what’s to prevent the new “best” ships or crew from being adjusted as well?  If BC goes to 10+ points, suddenly the Bloody Jewel could be the most OP gold runner.  If there was a recosting, I think it would have to apply to everything, or else a small ban list might be preferable to just nixing some stuff that inevitably presents a “new” class of meta stuff that isn’t currently top-top tier.

    Thanks for the detailed response; I think it’s a fascinating discussion around this topic.

    in reply to: Play by dealing cards to each player? #5121
    Ben
    Keymaster

    It would be great for groups with newer players and/or where most players don’t have large (or any) collections of their own.

    Great point, and you could even do it as a random giveaway.  Have people keep for their collection whatever they get dealt.

    While it would cut down on stupidly OP setups quite a bit, the downside is that you’d also lose a lot of the creativity that comes from building “thematic” fleets or fleets that rely on crazy (non-OP) combos and strategies that aren’t going to happen in a random draw.

    Indeed; I really love the fleet building process most of the time.  With enough stuff available, you could give each player a lot to choose from, somewhat similar to the Sealed Pack Fleet Challenge (including your preference of basing it on collector’s numbers) or the Draft Fleet Challenge where there are extra points available you don’t need to use (in this case I’m imagining many more, such as 100 points’ worth of stuff dealt to each player for a 40 or 60 point game for example).  However, it wouldn’t eliminate that problem.

    in reply to: Custom Ships (post your custom game pieces here!) #5113
    Ben
    Keymaster

    The Deepsea Canyon’s final ability has been changed to 3 turns.

    I am still working on a lot of them, but have a couple ships to share with you now. There might be a link for the first one down the road when I start working on crew.

    Interesting!  Will they be all historical customs, or some fantasy?  Those first two look good and fairly costed.

    Time to finish off the English from Epic Seas! They are not a regular faction in the set, and are only represented in the LE section.

    Halifax
    Type: Ship
    Faction Affiliation: English
    Rarity: LE
    Point Value: 12
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 2S-3L-4L
    Ability: When this ship is assigned at least 2 crew, she gets +S to her base move.

    Flavor text: Commissioned in her namesake city of Canada, this versatile ship is at her best when speeding around various ports and delivering cargo with haste.

    Aegir Bardwyn
    Type: Crew
    Faction Affiliation: English
    Rarity: LE
    Point Value: 7
    Ability: Musketeer. S-Board. [As part of a move action, this ship can initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship can’t use any boarding bonuses.]

    Flavor text: Bardwyn’s Irish heritage has some in the Royal Navy frowning, but Aegir’s frequent acts of daring and valor have quelled any attempts to remove him from the service.

    Pillar of Eternity
    Type: Lighthouse (inspired by vixenishcoder66)
    Faction Affiliation: English
    Rarity: LE
    Point Value: 2
    Ability: Lighthouse.* Two hits are required to eliminate this lighthouse’s flag. This lighthouse cannot be eliminated, but can be captured through a boarding party (lighthouse has a base boarding roll of 1).

    Flavor text: This lighthouse has been standing since before the medieval age. At this point no one knows how old it is, but they know one thing: it has resisted attacks for centuries.

    *Lighthouse idea is from vixenishcoder66, posted at Miniature Trading.
    Lighthouse: Building lighthouses follows the conditions for building forts. Gold used to build lighthouses are placed next to the lighthouse and still count towards a player total. Once destroyed the gold remains on the island. The light emitted from the lighthouse has a range of L+L measured from the base of the tower. This is represented by the light yellow plastic placed under the lighthouse. The light emitted from the lighthouse follows the rules for Trade Currents. A single hit is required to eliminate the lighthouse flag. Once a lighthouse loses its flag it is no longer operational. An additional hit destroys the lighthouse and it is removed from the island. Lighthouses cannot repair but a ship within its radius can give up its turn for that round and conduct a repair action on the lighthouse. Enemy ships may capture a lighthouse by repairing it on their turn providing no friendly ship is within the Lighthouse range. Faction specific abilities and bonuses remain the same and do not benefit its owner of another faction. Enemy ships may dock and load treasure from islands with lighthouses built on them. Crew held within the lighthouse are protected from capture as long as the lighthouse is operation.

    I have some links to historical lighthouses in the Age of Sail set, but this is my first custom lighthouse.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    in reply to: The eBay Sales thread #5105
    Ben
    Keymaster

    I have a question regarding the Special Edition boxes for OE. is there a way to find out how many different Bonus Ship were released in their own box?

    As you can see from the Master Spreadsheet (or MT database pictures), there are 4 SE box 4 masters from OE.  The boxes themselves were the same and the other contents randomized.  Hope that answers it!

    I’ve heard about similar things in the past and people have been able to get one of each SE ship/card from different boxes of different sets.  Hope it works out.

    in reply to: Introduce Yourself! Join the Crew! #5104
    Ben
    Keymaster

    Hello Everyone. Glad to be a part of this community. My name is Ruben and I am starting to collect as this game and the ships looks fun.

    Glad to have ya here matey!

    in reply to: Custom Ships (post your custom game pieces here!) #5099
    Ben
    Keymaster

    I’m having  little trouble with the Canyon’s ability, since I’m not sure what it implies or protects the ship from. If it prevents even a canceller from getting at it, then yes it might be OP since the only things that I think would be able to get at it would be an All-Poweful 6 o some kind of L/S-move ability.

    Exactly, all “measured ranges” would include cancellers, shots that go underwater, Fear, etc.  If it turns out to be too powerful, I could increase the cost, or more likely decrease the turn limit to every 3-4 turns instead of 5.

    in reply to: The Random (PCSG) Topic Thread #5092
    Ben
    Keymaster

    Ever since my group saw the unique crew trevor(spacing on his full name) we decided to make musketeers 2 points not 3

    That’s a good house rule.  It also makes it a harder choice between a musketeer and cannoneer.  I suppose if the game was restarted it could be made better with a complete costing overhaul. (generic crew, ships, etc)

    in reply to: Custom Ships (post your custom game pieces here!) #5091
    Ben
    Keymaster

    The Decent speed and cannons make me inclined to turn her into some kind of gunship, but her cargo is somewhat limited.

    I don’t see 3 cargo on a 12 point gunship being a problem.  2 gets a little iffy, but 3 is plenty.  I think it’s the type of ship that would do well without a lot of crew beyond captain+helmsman.

    Might as well continue!

    Deepsea Canyon
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: SE
    Point Value: 15
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S
    Cannons: 4S-3S-4S
    Ability: Mercenary. Submarine. When submerged, this ship cannot be targeted by measured ranges and cannot target anything with measured ranges. This ship cannot stay submerged for more than 4 consecutive turns.
    Link: Arsod Lansky

    Flavor text: Arsod Lansky pilots this durable submersible into caverns that not even Captain Nemo has discovered. Rumor has it that a monarchy in the developed world is looking to hide illegitimate heirs so deep underwater that not even Cursed beasts can find them.

    I originally didn’t have that final ability, but realized that it would automatically make any game a stalemate if cancellers couldn’t even touch it. Not very practical, but good for hiding cargo underwater for a while if needed. I’m thinking it could be an interesting way to transport stuff of high importance, especially if you could boost the speed with trade currents, AA’s, etc. Perhaps it’s even OP….

    Arsod Lansky
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: C
    Point Value: 8
    Ability: Ex-Patriot. Captain. Crew Protect. [This ship’s crew cannot be eliminated unless she sinks.]
    Link: Deepsea Canyon

    Flavor text: The captain of the Deepsea Canyon is an adventurer, but credits keeping his crew safe at all times as the reason for his success. Double checking every aspect of his vessel’s safety precautions and ensuring his “shell” can withstand immense pressure from various issues, he is among the most caring captains afloat.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    in reply to: The Random (PCSG) Topic Thread #5088
    Ben
    Keymaster

    I agree, she’s reasonably good in all areas, but I don’t think I’d use he as a hybrid. With the offensive ability and decent cannons, I’d go full gunship with her, captain, helmsman, musketeer, cannoneer, use all 4 cargo spots.

    Hmm.  I just find that really impractical for the points, at least in most games.  Outside of a campaign game, I’d much rather have the 5 points from the musketeer and cannoneer on a different ship so I could have captain+helmsman on another ship.  To me it’s more practical to keep some cargo open for gold, while also saving points.

    It would be interesting if Wizkids had priced things more accurately around the captain and helmsman abilities.  In terms of relative value, I think musketeers and cannoneers would have to be 1 point each.  That would make it a harder decision when on some kind of budget.

    in reply to: Custom Ships (post your custom game pieces here!) #5087
    Ben
    Keymaster

    Surprised people like the Spirits of the Past more than Vorjheid!

    USS Evening Star is extremely powerful.  I think HMS Endeavour should really cost 24-25 points, so I’d prefer to see the ES at 21 or more.  However, I would say the Derzkiy could go to 7.

    Shiva’s Rage
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: SE
    Point Value: 12
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3L-3L-4L-2S
    Ability: Mercenary. Ghost Ship. Chainshot Specialist. [Once per turn when this ship is given a shoot action, one of her cannons may shoot a chainshot at a target within S of her. You must declare which cannon will shoot the chainshot before rolling the d6. If the chainshot hits, do not eliminate a mast; instead, the target cannot move next turn.]

    Flavor text: Said to shoot ice daggers, this mythical ship could be on the verge of something unprecedented.

    Blazing Arrow
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: SE
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 1
    Base Move: L+L
    Cannons: 4L-4L-4L
    Ability: Mercenary. Windcatcher. If this ship succeeds at a ram, replace one of the enemy ship’s masts with a fire mast. If this ship hits on a 6, replace one of the enemy ship’s masts with a fire mast.

    Flavor text: Light on cargo but sleek in calm water, the Blazing Arrow is fast and dangerous. Archers light their arrows to set fire to enemy sails and rigging. The small crew enjoy throwing caution to the wind, slamming into enemy ships at full speed before throwing burning objects and grenades over the bow.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    in reply to: The Random (PCSG) Topic Thread #5083
    Ben
    Keymaster

    Got this tip on repairing mast breaks from one of the players I taught.  The closer the break is to the bottom of the mast, the better this method works.  You can simply snip off a little piece on each side of the remaining large part of the mast until it fits into the slot.  In some cases the end result can look like nothing happened, with the mast just a negligible amount lower.

    repairing mast breaks

    repairing mast breaks

     

    Ben
    Keymaster

    @Woelf: Interesting ideas, I like your modified Ex-Patriot keyword.

    Dirt-cheap ships like El Raton, Jolly Mon, etc. would be able to cheat this a little, so maybe a minimum percentage of the point total would be required instead of just having a ship.

    That’s one thing I would worry about – calling a nearly-pure Mercenary fleet “half-Pirate” from having the Jolly Mon sit around is a weird one.

    I kind of like the idea of letting factions purchase (only) Mercenary ships and crew during a game to simulate their nature.  (not a cumulative/campaign game, but a house rule to use them thematically)

    Thinking about reading this thread as a newbie to the game is intimidating, which I think speaks to how complicated they made this “category” of the game.  Two somewhat wild faction-based keywords, one of which forces usage of the other.  What could go wrong?  XD

    in reply to: The Random (PCSG) Topic Thread #5079
    Ben
    Keymaster

    Random underrated ship – Centurion from PotC.

    Never hear anyone talk about this ship, but she’s a great budget hybrid.  Reasonably strong in all areas except speed.

    in reply to: Custom Ships (post your custom game pieces here!) #5063
    Ben
    Keymaster

    Stormdrove
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: R
    Point Value: 15
    Number of Masts: 3
    Cargo Space: 5
    Base Move: S+S
    Cannons: 2S-3L-3S
    Ability: Mercenary. Icebreaker. If this ship begins a move action within S of terrain, she gets +S to her base move.

    Flavor text: Captain Brown has traveled the seas for 35 years, never perishing in the many storms he has encountered. With his vast experience and toughness, he knows how to pilot his icebreaker to safe seas.

    Spirits of the Past
    Type: Ship
    Faction Affiliation: Mercenary
    Rarity: U
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 5
    Base Move: S
    Cannons: 3L-4L-3L
    Ability: Mercenary. This ship gets +S to her base move if she has all of her masts. Crew of any nationality can use their abilities on this ship.

    Flavor text: With enough old sailors aboard wistfully thinking of their glory days, this veteran ship can be made formidable once more. However, at this point she is mostly relegated to boring roles of ferrying low-value goods around the Indian Ocean.

    Septimus Vorjheid
    Type: Crew
    Faction Affiliation: Mercenary
    Rarity: R
    Point Value: 14
    Ability: Hostile: England, France, Spain, Dutch, America. Captain. EA. [Extra Action: Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.] Secret Hold. This ship gets +1 to her boarding rolls. Barbary Corsair crew can use their abilities on this ship.
    Link: All Mercenary 10 masted ships

    Flavor text: Vorjheid is a mercenary overlord who craves power. Not finding authority in various other navies of the world, he has taken a dark and vengeful turn in his quest for a high command. Combining his talent with skills learned over the years at sea, he has found a home with the mercenaries. He now lends his considerable assistance to their new cause, making sure to inflict great pain on his former allies when possible.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    in reply to: Play by dealing cards to each player? #5062
    Ben
    Keymaster

    I’d be down for something like this. I’d probably throw in a lot of those interesting but not usually practical cards. Would make for an interesting game.

    I really like that angle on it – it would simultaneously limit the potential for an OP fleet to win the game, and also force people to use things they don’t normally consider. (which is a great way to learn about the game and discover new strategies and tactics)

    If you wanted to make it a permanent rule or variant, you could get actual cards (like playing cards) that have the name of the ship/crew/UT on them, which would correspond to the actual game piece.

    It would be crazy if you distributed crew face down in an “anything goes” game with no point limit, and players could only flip them once the game started and ships got actions.  XD

    This is one of my favorite ways to build fleets i also like to have everyone choose 1 ship then the next person does the same ect…

    I like that too, kind of like the Draft Fleet Challenge at MT.  In the past I allowed my opponent to have their pick of my traveling collection (~50 ships of most of the factions), which resulted in them using better ships than they would have gotten from most packs.  (the Spanish version of the Virtuous Wind became someone’s favorite ship, for example)

    in reply to: Thoughts on Sea Dragons #5044
    Ben
    Keymaster

    I was wondering what you all think about sea dragons, have you used them yourself or had them used against you?

    They’re not as good as they look and sound.  Xerecs made great points.  They’re cooler than they are good, but not completely useless.

    Looking at my own experience (you could also search the site for specific names), I’ve mostly used them in campaign games where they’re more disposable.  I don’t really recommend using them in games under 60 points if you want to win.

    in reply to: Custom Ships (post your custom game pieces here!) #5043
    Ben
    Keymaster

    As a general question, how would these loyal: Merc or dual nationality crew be used in a campaign?

    Just reread Loyal for the first time in a while and it’s extremely specific:

    In order for a game piece with this keyword to be in your starting fleet, whatever is indicated by the X must also be in your starting fleet, whether that is a specific game piece or any game piece of a specific nation.

    Since it’s unlikely that it would apply in the starting fleet, I guess Xelomenos would work in a regular Corsair fleet without any Mercs for a CG.

    Dual nationality crew would generally be on a “first-hired, first-played” basis unless players of those nationalities wanted to deliberately negotiate on which person could use which.  (for example, saying one person could use one crew while the other person got the other, if they shared the same nationalities)

    Devil’s Banshee
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: R
    Point Value: 10
    Number of Masts: 4
    Cargo Space: 4
    Base Move: L
    Cannons: 3S-4L-4L-5S
    Ability: Galley. Ghost Ship.

    Flavor text: Sneaking in and out of ports without notice, the Devil’s Banshee appears on lonely nights as a savior to those who have given up.

    Bit of a rarity for me with the Cursed – large and cheap at the same time. WK would have priced this higher, but her lack of a defined role will probably hurt her. She might end up as a kind of boring gold runner with a helmsman aboard, 12 points for L+S with 3 spaces and Ghost Ship on a durable galley isn’t bad for the Cursed.

    Malthrox
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: C
    Point Value: 4
    Ability: Captain. If an enemy ship was in contact with this ship and moves away, eliminate one crew from that ship.

    Flavor text: Spewing diseases left and right, this foul creature is always looking to infect those he can’t make slaves out of.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    in reply to: The Fleets Thread #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.

    in reply to: Custom Ships (post your custom game pieces here!) #5035
    Ben
    Keymaster

    I just do what feels right to me. Kind of a balance of “would I use this at this cost” combined with “will Ben have an aneurysm looking at what I just typed” lol. Not too much of a science to it.

    Nice.  😀  I think that’s a good way to do it (not that people need to think of me when making customs haha), and I think it’s fine to come up with costs quickly and not try to come up with some exotic catch-all formula that probably will be broken in the long run anyway.

    The Garmr is fantastic and I do think she should be more expensive.  13 sounds like a good minimum to start at.  I think the other one might be fine at 20; I don’t think she should be less between the speed and firepower.  She’s arguably on par with the Kettering, which could easily be more expensive.

    ~~~~~

    Haltharad
    Type: Crew
    Faction Affiliation: Barbary Corsair
    Rarity: U
    Point Value: 8
    Ability: Once per turn give any ship in your fleet +1 to all of her cannon rolls. This ship gets +1 to her cannon rolls when using firepots/fire shot.

    Flavor text: Promoted to the position of “Master Gunner of the Fleet”, this North African has helped dozens of Corsair gun crews improve their accuracy. For a fleet normally concerned with barbarity and boarding parties, his expertise has been much welcomed.

    Xelomenos
    Type: Crew
    Faction Affiliation: Barbary Corsair
    Rarity: U
    Point Value: 7
    Ability: Loyal: Mercenary. Eternal. All of this ship’s cannons have L range.

    Flavor text: Xelomenos is supposedly an ex-patriate from the Jade Rebellion who amicably left some of his comrades in the Indian Ocean to join with the Corsairs. He loves their philosophy and fighting style, yet brings his own distinct and mysterious flair to the naval battlefield.

    My Epic Seas set marks somewhat of a return to uncommon named crew.  I like making the most important/expensive crew for each faction rare (unless SE/LE due to being “special” or tied to a ship of that rarity such as a 10 master’s linked crew), with uncommons ahead of commons for good reason as well.  Though I made so many crew characters that it’s tough to have so many commons when I feel I could have more rares/uncommons haha.  Some of the rarities are one thing I might change in the spreadsheet sometime, but it’s not important at all compared to the actual gameplay stuff.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    in reply to: The Random (PCSG) Topic Thread #5028
    Ben
    Keymaster

    Post by Holofernes at MT quoting Tiffany O’Brien saying there was a 15th set planned for after Return to Savage Shores, predicted to be released around September 2009.

    in reply to: Introduce Yourself! Join the Crew! #5027
    Ben
    Keymaster

    @Captain Vendari: Great to see you here!

    @Jet: Thanks for the kind words!  Interesting to hear from someone who likes the middle sets specifically.

    Ben

    in reply to: Custom Ships (post your custom game pieces here!) #5024
    Ben
    Keymaster

    (should I edit the post they are in as well?).

    Not unless you want to.

    Ben, that is a unique Titan! I don’t use sea creatures much, but it is pretty cool to see one geared towards treasure hunting. Also think that crew is pretty neat as well! I can see that driving the enemy just a little crazy.

    Thanks!

    The Black Jack is an awesome ship, similar to the Greed’s Hammer, one of my favorite Pirate ships.  La Empresa looks decent, and I think the point costs are fair.

    Mystic Arts
    Type: Ship
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 13
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3L-4S-4L
    Ability: Junk. Ghost Ship. This ship cannot be shot at while docked.

    Flavor text: Most Jade officers have never met the crew of the Mystic Arts. Almost never docking at the mainland, the ship is a bit of a shadow. Some pessimistic sailors have assumed the crew are in league with some of the deadly mercenaries of the South Pacific.

    Valonar
    Type: Crew
    Faction Affiliation: Jade Rebellion
    Rarity: C
    Point Value: 6
    Ability: Cannoneer. Once per turn, roll a d6. On a 6, give any ship in your fleet +L to her base move this turn.

    Flavor text: Described as a “mystic mage”, Valonar has knowledge of historical cults and their ways of influencing their surroundings. He claims to be capable of driving ocean currents at a faster rate than nature provides.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    in reply to: Battle Reports #5017
    Ben
    Keymaster

    It is here!  One of the biggest, longest, and most outrageous battle reports I’ve ever done!   354 pictures, so it might take time to load!  XD

    Pirates CSG – Legend of the Giant Turtle

    in reply to: Custom Ships (post your custom game pieces here!) #5012
    Ben
    Keymaster

    The fort’s ability combined with spamming those crew abilities could easily tip the balance of a large/campaign game in the favor of the Cursed.

    I don’t think it would happen easily.   The right rolls can be hard to come by, and opponents will know to stay away from the fort or attack in en masse to destroy it.  I think it would be more OP when involved with a TON of mover abilities (like more than my Cursed had even in CG1) or the MI’s that allow you to move enemy ships.  Thanks for the feedback!

    Welcome back, CaptainJack!  🙂   Compare the Vesuvius to the original Harbinger, who has the same ability.  Although that 5 master is arguably a little too cheap, it shows that the Vesuvius could easily come down to perhaps 16 points.  Wizkids completely screwed up Bombardier point costs; they’re not much more than glorified 3 masters with an extra firepot specialist.  I agree with Xerecs that HMS Seaford could go up to 12 points.

    More from Epic Seas:

    Aramantis
    Type: Ship
    Faction Affiliation: Cursed
    Rarity: U
    Point Value: 15
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S+S
    Cannons: 4L-4L-4L-4L
    Ability: Titan. S-Explorer. [Once per turn, if this ship is within S of an island, you can mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.] This titan cannot be shot at while docked.

    Flavor text: A “friendly” crab who only attacks when provoked, Aramantas nevertheless serves The Cursed. His peculiar nature is detested by the other crabs, with Raninoidea nearly succeeding in a murder long ago.

    Magnesis
    Type: Crew
    Faction Affiliation: Cursed
    Rarity: R
    Point Value: 9
    Ability: Captain. Once per turn roll a d6. On a 4-6, you may move an enemy ship S in any direction.

    Flavor text: Another “new” Cursed Overlord, Magnesis resembles a behemoth. He claims that his unnatural powers come from giant magnets under the sea that he can move with his huge hands. Jealous of the power bestowed upon the highest-ranking Fiends, he is trying to work his way up the Cursed ranks.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    in reply to: Custom Ships (post your custom game pieces here!) #5003
    Ben
    Keymaster

    Personally, the ability of the Kingdom of Horrors throws me off of it a bit, but I would totally use it as a well-armed staging area for combat-oriented ships.

    Which one? (if not all)

    I feel a little strange trying to “import” Helm’s Deep into Pirates; either way I think it should cost 5 gold even with that negative ability.

    Durinsong is like a sister ship to the Matuku, which is one I like and a good thing for the Mercs to have.  Deathless is solid.

    Nice flavor text on these!

    in reply to: Custom Ships (post your custom game pieces here!) #4998
    Ben
    Keymaster

    Bold added for emphasis, do you mean fort here instead of ship?

    Yes exactly, thanks, fixing it.

    Ben
    Keymaster

    In suggesting that they pay to dock, I didn’t mean that they’d have to eliminate gold to do so, but to deposit gold in their HI like any other faction, the difference being that France doesn’t have to deposit gold when they want to repair, they just do it.

    I understood that, I was suggesting it as yet another potential house rule allowing Mercs to repair.

    I also think it would be thematic if the Mercs had more named crew of a warfare/killer variety, something I explore in my custom set.

    in reply to: Custom Ships (post your custom game pieces here!) #4793
    Ben
    Keymaster

    @ktulu: Interesting combo, I see the Fleeting Star as a support ship on the back lines of a battle.  Would be a good ship to accompany a Mercenary 10 master, maybe include some extra sac food material to supply a crew like SS Tsai when he runs low on the 10 master.

Viewing 30 posts - 1,711 through 1,740 (of 2,314 total)