Algolmantis

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  • #19018
    Algolmantis
    Participant

    Do you think it’d be worth the cost instead if it just gave a +1 mast repair per shipwright (giving incentive for multiples to be taken)? 16 points and leaving it alone sound pretty good too though!

    #19016
    Algolmantis
    Participant

    Had a new ability thought watching today’s video, but baking it into the ship in was the main portion. Not really sure how it would impact the cost though it makes the ship reliant on keeping the crew alive. Granting access to the US for another canceller seemed interesting too.

     

    USS Alliance

    Nationality: American

    Point Cost: 19

    Masts: 4

    Cargo: 4

    Base Move: S+S

    Cannons: 3L-3S-3S-3L

    Link: Monsieur LeNoir

    Ability: Shipwrights on this ship may repair up to two masts with each repair action or remove one fire mast instead of the normal repair action. French crew can use their abilities on this ship.

    Flavor Text: A floating experiment, the Alliance (so named for the joint American and French efforts) boasts extra space allotments to sails and wood that allow talented shipwrights the ability to make repairs almost as soon as they are needed. The novel storage ideas were also easily adapted into improved firefighting efforts, though the ship design came at the cost of some agility and weaponry to others in her financial range.

    #17434
    Algolmantis
    Participant

    The Colina feels expensive for what you get. You have 5 masters from English and America with more cargo hold using the same ability + an Oarsman that still come in cheaper with equivalent or better firepower. 13-14 would be more competitive pricing.

     

    I like the Fenix and Capitan! I think 13/14 is probably pretty safe for points though I’m probably more conservative on points estimates. Since it leans more towards boarding, things can easily go wrong for crew so it’s not a guaranteed ability. Very flavorful pair!

    #17428
    Algolmantis
    Participant

    What stops someone from using Runes of Loki or Potions and Brews to cause a ship to effectively become unshootable similarly if Nemo’s Plans lets you continue using the one-use items face up and ignores the revealing?

    #17423
    Algolmantis
    Participant

    Thank you for taking the time to look it over! I did indeed try to make a combined canceller and SAC action so I mostly lifted the text from the existing cards and mashed them together. I believe normal cancellers should work that way unless I misread those. The artificial point thing is just with the other Limit crew though, you miss out on the “You may build your fleet using 5 more points than the game’s build total.” sort of crew. While I do like the free re-roll 0 cost options too they’re not usually worth sacrificing 5 points to me either.

    Nemo’s plans is one UT I hadn’t considered. I pretty much stopped playing right after Revolution and most/all of my knowledge after that was through the site and looking at the Pirates Full catalogue pdf. If the flipping over is part of the cost would that mean Nemo’s Plans resets it to use again or just allows it to be retained (face up) until another ship or item/event could reset it properly?

    #17419
    Algolmantis
    Participant

    Ahoy everyone!

    Algolmantis here and I’m glad to be back in the scene but my username is just my gamertag. I used to play Pirates way back when it first came out and to my delight it made a pretty decent splash at our FLGS. Interest in the game tapered off though as the local scene ebbed out of popularity and it never really came back in force after Barbary Coast.

    Percentage of Player vs. Collector that you would classify yourself as: At this point I suppose I count more as a collector. The Spanish were my first faction I ever opened and favorites overall. I don’t play as much as I would like, but time is limited in my life at the moment. Probably a 70:30 split currently.

    Your favorite thing about Pirates CSG (can also be your favorite ship/game piece): I love the complexity of the games you can have with a fairly rules-lite system. The models serve their purpose well and the replayability factor doesn’t hurt!

    Aliases you use at other Pirates CSG sites: There’s not another site I’ve joined like this. You guys are the only site I’ve found worth joining.

    #17417
    Algolmantis
    Participant

    The Inferno
    Pirate
    Points: 11
    Masts: 3
    Cannons: 3S-3L-3S
    Cargo: 6
    Movement: L
    Ability: Treasure Ship. If sunk, eliminate all treasure on board from the game; it is not divided among the players.
    Link: Captain William Pordoval

    Flavor: As the story goes, One-Eyed Willy stole vast amounts of treasure and loaded it onto the Inferno. The British king sent an armada of ships to track down Willy and the treasure. After a battle of massive scale, the Inferno fled, but the British tracked Willy to a cave and blew up the walls around the ship, trapping Willy, his crew, and the treasure.

    Captain William Pordovel

    Pirate

    Points: 7

    Ability: Limit. Ransom. Hostile: England, Spain. Captain. Once per turn, you may eliminate one of this ship’s crew. If you do, one crew or ship within L of this ship can’t use its ability that turn.

    Willy’s Eye Patch
    Unique Treasure
    Ability: Load this treasure facedown. On any turn, you may reveal Willy’s Eye Patch by turning it face up to give this ship a Parley action without requiring the use of a treasure coin for that shooting action. If you do, remove Willy’s Eye Patch from the game.

    Thoughts and design details: So obviously the above is very much flavored/directly lifted from The Goonies background and fluff. I love the Darkhawk II but wanted something a little different and the Inferno in the film was a three master. The Treasure Ship ability was an interesting one and I never got to use it myself, but it seems nice on a smaller ship to force OEW onboard if used since that was part of my balancing.
    On to the former-jester-turned Captain… he was apparently banished from the Spanish Netherlands for offending the governess and stealing millions from the English make the ill-fated Captain a target from multiple angles. While Willy has powerful abilities in combination, the limit restriction does impose an artificial 5 build point cost to him, artificially making him about 12-13 points depending on how someone rates the Ransom and Hostile keywords. Between the cannon ratings and ranges I can’t see it leading a charge often under the ability, but being a dangerous hybrid or support raider is intended. Willy’s cost does mean your crew options are limited to 4 points or less. Slots for crew are plentiful without hurting the treasure space but you can’t reduce their cost either due to the Treasure Ship keyword. To that end I think I managed to balance him while the Inferno herself is probably a little better than average, but not Darkhawk II levels of above average.

    P.s. The eyepatch was going to be a free broadsides action with any remaining sails at first. I figured the free parley instead was more chaotic and fun, befitting a booby-trapping jester with the escapades attributed to him. Any comments or suggestions are appreciated!

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