El Cazador

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  • #9025
    El Cazador
    Participant

    @a7xfanben

    I think that reviews may get lost in the forum if they are regular forum threads, so I agree with Woelf’s sentiment.

    #8959
    El Cazador
    Participant

    The USS Mercury! Without it, it’s hard to make a submersible chieftain fleet.

    #8957
    El Cazador
    Participant

    Thanks Woelf. I think the restriction to “numbered treasure coins” makes sense and is more in line with the concept. As for the pointless ability; yes, it is redundant; it was thought up as a weaker version of L-immunity. I will keep that in mind if I use it, but it seems more trouble than I first thought.

    #8931
    El Cazador
    Participant

    What hangups might “This ship may eliminate one treasure that she carries to gain a second action” or “This ship can only be hit by ships within S of her” run into? I think that S-only must be excluded from S-immune; and S-only makes cancel crew more powerful.

    An alternative to S-only is “L range cannons can only hit this ship at S range” which is a weaker version of the current L-immunity ability and seems safer to create than S-only.

    #8929
    El Cazador
    Participant

    @JWDarkhurst

    Eldest Seas made me think of Lovecraft.

    Privateer: I rate this okay at first. It seems to be fair and a way to add “generic” named crew.

    Demon, Nephilim: I think that Demon is a bit unnecessary (and potentially strong; this should be a ship ability only) and Nephilim is too specific. Both Demon and Nephilim seem better suited to a custom scenario than general play at first. Furthermore, if Nephilim is intended to counter Demon, it seems to me to fail in its purpose due to being so much weaker. However, in a custom scenario, both keywords could add to immersion.

    Royal Officer: I like the idea of this keyword, and I would like to see it tested without the link restriction. I think it should pair with Ransom for more flavor and some balance.

    • This reply was modified 5 years, 2 months ago by El Cazador.
    #8923
    El Cazador
    Participant

    @a7xfanben

    I think that the Ascent would be better balanced if the L-immunity only applied while surfaced.

    “L-range cannons cannot hit this submarine while she is surfaced.”

    As most ships with submarine warfare must come within S of an enemy submarine to attack it, the additional L-immunity may be too steep of a hurdle for a submarine hunter; this change allows for the submarine hunter to properly banish the Ascent while preserving her flavor (and immunity) on the surface.

    I’m glad to see you making more exotic pieces, no matter how few. Your take on Submarines, Turbines, and Pokeships (gotta sink em all) are welcome.

    Edit:

    I think that her linked crew Archking Demonlord could have the ability “This crew gains the Helmsman keyword if this ship’s point cost is matched by the point costs of the crew assigned to her.” This would make the ability more predictable but would limit the ship’s speed by preventing the extra +S on a 5 or 6 that he currently offers. I think that reducing the overall speed in this way helps to balance the Ascent while keeping her a strong submarine.

    Between your fireballs, Flameburst seems much fairer (and more usable) than Grand Phoenix.

    • This reply was modified 5 years, 2 months ago by El Cazador.
    • This reply was modified 5 years, 2 months ago by El Cazador.
    • This reply was modified 5 years, 2 months ago by El Cazador.
    #8539
    El Cazador
    Participant

    @Xerecs

    I think that “Shipwrights” is the same as “Shipwright” for ability purposes, but “Shipwrights” looks better on a deckplate. The HMS Centurion is not a shipwright (crew version), but has shipwrights aboard (ship version) and thus can repair one mast per turn at sea, at an island, or anywhere that is a legal action, really.

    If this is unclear I suppose I can change it. Clarity is more important than aesthetic.

    Prices and stats are not final; I tried to make several “moderately good” ships and want them to reflect that.

    As for design, I imagine that the icebreakers would look similar to turbines, with shorter masts and a much shorter hull length for a “stouter” look. The Icebreaker ram bow would remain.

    #8537
    El Cazador
    Participant

    I’m interested

    #8511
    El Cazador
    Participant

    @a7xfanben
    I intend to reintroduce my Congreve Rockets as well! Muahahahahaha!

    Steam Icebreaker: This ship gets +1 to her ram rolls. This ship cannot be pinned. A ship with this keyword is not derelict when it has no masts remaining. If it has no masts, one hit still sinks it. This ship ignores terrain, except icebergs, when she is given a move action (islands are not terrain). This ship can ram an iceberg as if ramming a ship. If she does, remove the iceberg from the game instead of eliminating one of this ship’s masts.

    HMS Comet
    13 Points
    3 Mast (Steam Icebreaker)
    2 Cargo
    S+L Move
    2L.3S.3S
    Steam Icebreaker.
    This ship sinks when her last mast is removed.

    The Comet was intended to alleviate concerns about the Centurion class’s limitations, but cut corners and design trade-offs leave her crew wondering as to her arctic durability.

    The ability deliberately clashes with the keyword to reflect the flavor.

    HMS Cavalier
    13 Points
    3 Mast (Steam Icebreaker)
    3 Cargo
    L Move
    2L.3S.3L
    Steam Icebreaker.
    This ship cannot sink, but she can be scuttled.

    The Cavalier represents British breakthroughs in technology, and her crew firmly believes in the eternal British dominion over the seas.

    I am not sure how much this ability is worth on this ship.

    HMS Centurion
    13 Points
    3 Mast (Steam Icebreaker)
    4 Cargo
    S Move
    2L.2L.2L
    Steam Icebreaker, Shipwrights. (Edit: This is my ship- and plural- form of Shipwright. It’s functionally identical.)
    This ship ignores the first hit she takes each turn as long as she has all of her masts.
    Link: Wallace’s Edinburgh Company

    The sturdy Centurion challenges the harsh conditions of the Arctic Ocean. The captain praises his crew’s resourcefulness and commitment to duty in the extreme elements.

    Wallace’s Edinburgh Company
    7 Points
    Marine.
    Once per turn, you may give this crew an additional shoot action.
    Link: HMS Centurion

    The hearty Scots and Highlanders of the Edinburgh Company celebrate victory with strong Scotch and rowdy bagpipe songs after every battle, no matter how large or small.

    I don’t know how much the drunk Scots are worth.

    Congreve Rockets
    British-exclusive Equipment
    5 Points
    Once per turn, choose one of the following: during a shoot action, you can fire an additional 3L cannon that cannot have its rank or range improved and, if it hits, the target’s controller replaces one of her masts with a fire mast; OR as a free action, you can fire a single 4S cannon that cannot have its rank or range improved and, if it hits, the target’s controller replaces one of her masts with a fire mast.

    Sir William Congreve’s rockets have been employed at land and sea in the service of His Majesty’s ambitions, but at sea, a hastily fired shot has a great chance of vanishing into the ocean.

    I also don’t know how much these are worth, but I think that it is close to or at the right price.

    • This reply was modified 5 years, 3 months ago by El Cazador.
    • This reply was modified 5 years, 3 months ago by El Cazador.
    • This reply was modified 5 years, 3 months ago by El Cazador.
    #8339
    El Cazador
    Participant

    @JWDarkhurst

    I dislike the ability to ignore fire masts, as it eliminates one of the reliable ways to combat large armored ships. I would prefer a +1 to fire mast rolls ability. Am I correct to assume that the names come from Alien?

    @A7xfanben

    I think Pandemonium could be more suited for standard play if the equipment it uses had to be on the island with the fort. Antielys is fun (especially with chain shot) and Joven Victor is a good combo crew for hybrids.

    I am developing a “class” of three fictional steam-powered icebreakers and a new keyword for them. So far the keyword combines the movement of Turbine with the terrain navigation (and iceberg destruction) of Icebreaker. However, I want to add an additional bonus to properly set the steam icebreakers apart from the regular icebreakers; the bonus should also be flexible enough to be spread to future steam icebreakers.

    I am considering a few abilities at the moment.

    • +1 to ram rolls
    • +S to movement for the next move action after ramming an iceberg
    • Gain a not-free move action after ramming an iceberg
    • Gain a free move action after ramming an iceberg

    Any thoughts on the keyword idea?

    #8308
    El Cazador
    Participant

    El Cazador’s sets:

    Pirates of the Cursed Seas: The Great Sea (1.2)

    Enter the Great Sea to do battle with or against the new Kingdom of Hyrule faction. Hyrule and the Cursed have dueled through the ages, but with new weapons and ships, can the Kingdom defeat the Cursed and ambitious colonizers? Or will Ganondorf’s Cursed form a new Gerudo Empire? Will the great navies of the west prove triumphant over the newly awakened Kingdom?

    Enter the Great Sea to forge a new destiny. Only you can decide in Pirates of the Cursed Seas: The Great Sea!

    You can find it hosted here.
    https://boardgamegeek.com/filepage/129064/pirates-cursed-seas-great-sea-12

    Pirates of the Cursed Seas: Rise of the Moon Sorcerer (1.0)

    Rumors swirl of an ancient Aztec relic, the Head of Coyolxauhqui, having been lost in the Caribbean long ago. Will you join Vyse and the Pirates as they seek the relic to keep it out of the wrong hands? Will you join the Spanish in their holy duty to destroy such profane and blasphemous objects? Will you side with the Cursed and their sympathizers in an attempt to turn such a treasure into a powerful weapon? Will you make the Moon Sorcerer rise to glory, or will you make him fall into obscurity?

    Return to the Spanish Main and join the hunt for gold, glory, and legends. Only you can challenge the balance of power in Pirates of the Cursed Seas: Rise of the Moon Sorcerer.

    You can find it hosted here.
    https://boardgamegeek.com/filepage/167110/pirates-cursed-seas-rise-moon-sorcerer

    #8266
    El Cazador
    Participant

    Regarding the Byzantines

    @JWDarkhurst

    The ship type I have in mind is not a trireme; while Roman, the Byzantine Empire / Eastern Roman Empire was a strongly Greek dark ages and medieval continuation of the Roman Empire after the fall of the western empire in the 400s. The Empire reached its height in the 500s under Justinian I but had periods of strength and weakness thanks to internal strife, the rise of Islam, and the neighbors, with the Venetian-led Fourth Crusade dealing a mortal blow to the empire. The empire held on in a diminished state while its neighbors ate it until the last collapse of Constantinople in 1453 and remaining holdouts before 1500. Thus, the “dromons” present would not be like the classical trireme but would be much like the early modern galley so important in the Mediterranean.

    Dromon: A ship with this keyword can’t pin or be pinned. If this ship rams she can’t eliminate a mast from the rammed ship, but boarding may occur as normal. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment. This ship may be given move actions when she has no masts; her printed base move becomes S. Once per shoot action, one of this ship’s cannons may shoot Greek Fire that, if it hits, replaces one mast on the enemy ship with a fire mast.

    Regarding Xerecs’ questions:

    1. A cannon bonus would apply to the Greek Fire shot, as it is not restricted by keyword.
    2. The ability would stack with a Firepot as well as other non-identical sources of fire, as it is considered a different source.
    3. Range modifiers could affect a Greek Fire shot, as this is not restricted by keyword.

    Regarding JW Darkhurst’s comment:

    The Dromon Keyword sounds to me like Galley with a built in fire shot. I might suggest not including the fire ability in the ship keyword, but maybe as a seperate ability on select ships. Additionally, I’ve always imagined “Greek Fire” to be almost like a high power explosive (my bias lies with the Heroes of Olympus book series). I would suggest, perhaps instead of a single fire mast, that it gives maybe “up to a number of fire masts” or something like that. This is all just my two cents on the matter. It just seems odd to me, to make a new keyword that is the same as an already existing one, but with a little more added to it. (I will eat those words later, tbh)

    The Dromon keyword does not appear on all Byzantine galleys, so I do limit the ability to an extent. I think of Greek Fire in the historical sense, a chemical mixture that could float on water and keep burning, among other things. Thus I think a firepot-like ability fits the game as is, especially thanks to the existence of Fire and Exploding Shot. A true “Greek Fire” could even end up as a short-lived terrain hazard, so I will have to consider that.

    Regarding A7xfanben’s concern:

    Prices not final! Most values are open to revision. 😀

    I would also like to introduce a generic crew:

    Lieutenant
    2 Points
    Reverse-Captain (After a full shoot action, this ship may take a free move action).

    I think that the Reverse-Captain ability is strictly inferior to the regular Captain ability. Thus I find Wizkids’ price of 6 points ridiculous. I value the ability as 2 points in all of my customs, and I wish for this custom generic crew to become an unofficial standard.

    • This reply was modified 5 years, 3 months ago by El Cazador.
    #8221
    El Cazador
    Participant

    @JWDarkhurst

    Seems that the best way to combat that monster is using fire from a7xfanben’s Starfire a few pages back. I think that such a ship is difficult to price right, but I generally avoid (and have rarely used) 10 mast junks myself. Your combo would be difficult to use at 40 points due to the lack of cargo, but getting a first strike with that monster could prove fatal.

    I think that the ship is too powerful for standard play, so making it a joke ship like the Sleigh and Whitebeard would be perfect.

    Now for some Historical Fantasy Customs which I had previously posted on MT

    EDIT: Furthermore, I consider these incomplete and open to revision. This is merely an attempt to repost what was lost and is not final.

    All Byzantine ships can be rolled into the Viking faction at this point. Byzantine ships are pure fantasy; imperial sea power was lost in the late medieval period and the empire fell even as the age of sail began on the opposite fringes of Europe.

    The following ships belong to a fictional resurgent Byzantine Empire / Eastern Roman Empire.

    Admiral: Instead of giving this ship an action, you can give any other ship in your fleet a second action.

    Dromon: A ship with this keyword can’t pin or be pinned. If this ship rams she can’t eliminate a mast from the rammed ship, but boarding may occur as normal. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment. This ship may be given move actions when she has no masts; her printed base move becomes S. Once per shoot action, one of this ship’s cannons may shoot Greek Fire that, if it hits, replaces one mast on the enemy ship with a fire mast.

    Second Chance: Once per turn, you may re-roll one d6 roll you make for this ship. You must use the second result.

    I think that Dromon is the wrong word compared to the ship type I want, but I haven’t researched the topic.

    Constantine
    18 Points
    5 Mast (Square)
    5 Cargo
    S+S Move
    2L.2L.2L.2L.2L
    Born Leader.

    The gilt scrollwork around this ship’s stern reads “In hoc signo vices” in honor of Constantinople’s founder.

    Constantine is a variant of HMS Titan and USS Endeavor.

    Constantinople
    18 Points
    4 Mast (Galley)
    7 Cargo
    S+S Move
    3L.3S.4S.5S
    Dromon.
    One of this ship’s treasures is worth +2 gold when unloaded at your home island.
    Link: Cyril Makedonion

    The lost majesty and wealth of the former greatest city in the West must be restored if she is to become the heart of the Empire once again.

    Constantinople is a bit too powerful as is, but I wanted to share how I had her recorded. I think that she might benefit from less cargo and a slightly lower cost. She is essentially a hoist.

    Justinian
    16 Points
    4 Mast (Galley)
    5 Cargo
    S+S Move
    2L.2S.2S.2S
    Dromon.
    This ship gets +1 to her cannon rolls against non-Byzantine ships.
    Link: Michael Palaiogos

    The hopes of the Eastern Roman Empire once again ride on Justinian, the greatest Emperor in the East.

    Have you ever heard of HMS Gallows?

    Theodosius
    16 Points
    4 Mast (Galley)
    4 Cargo
    L Move
    3L.3S.3S.3S
    Dromon.
    Two hits from the same shoot action are required to eliminate one of this ship’s masts.

    The Theodosian walls around Constantinople will never again be breached, no matter how strong the enemy.

    Belisarius
    14 Points
    3 Mast (Galley)
    2 Cargo
    S+L Move
    2L.2S.2S
    Dromon, Parley.
    This ship can’t be shot at by ships within S of her.
    Link: Anna Komnenos

    The great general Belisarius nearly restored the empire through careful planning and unbelievable luck. These brave Romans hope to fulfill his dream.

    Basil II
    13 Points
    3 Mast (Galley)
    3 Cargo
    S+S Move
    3L.2S.3S
    Dromon.
    This ship gets +1 to her cannon rolls against Pirate ships.

    Basil II’s campaigns restored Roman control over lost territories.

    Alexios
    13 Points
    3 Mast (Galley)
    3 Cargo
    L Move
    3L.3S.3S
    Dromon.
    This ship gets +1 to her boarding rolls.
    Link: Father Megali

    Varangian
    12 Points
    3 Mast (Galley)
    3 Cargo
    L Move
    3L.3S.3S
    Dromon, Fear.

    Theodora
    11 Points
    3 Mast (Galley)
    3 Cargo
    S Move
    3L.3L.3L
    Dromon.
    Once per turn, one ship or crew within S of this ship can’t use its abilities that turn.

    Theodora rose from the lowest of ranks to the Empress, where she helped to ward off great threats to the empire.

    Cataphract
    7 Points
    2 Mast (Galley)
    2 Cargo
    S+S Move
    3L.3S
    Dromon.
    This ship can eliminate masts by ramming.

    The crew of the small but mighty Cataphract keeps her namesake in mind when swiftly approaching enemy positions.

    Baselius
    10 Points
    1 Mast (Galley)
    2 Cargo
    S+S+S Move
    3S
    Dromon.
    Friendly ships within S of this ship get +1 to their cannon rolls.

    The smallest of ships bears the name Emperor as she carries his missives to his admirals.

    I expect this one might be underpriced, so her ability could change to “same faction friendly ships” instead of all friendlies.

    Cyril Makedonion
    7 Points
    Captain.
    This ship gets +1 to her cannon rolls against non-Byzantine ships.
    Link: Constantinople

    Michael Palaiogos
    6 Points
    Captain. Second Chance.
    Link: Justinian

    Anna Komnenos
    6 Points
    Admiral.
    Link: Belisarius

    Varangian Marines
    4 Points
    Fear.
    This ship gets +1 to her boarding rolls.
    Link: All Byzantine Ships

    The Viking men employed by the Eastern Roman Empire are a terror on land and at sea.

    Cosmas Cosmas
    3 Points
    Born Leader.

    Father Megali
    3 Points
    Second Chance.
    Link: Alexios

    • This reply was modified 5 years, 3 months ago by El Cazador.
    #8180
    El Cazador
    Participant

    I’m not opposed to that at all, I’ve just combined Portuguese stuff with Spain so far because it’s easier and creating a new historical faction from scratch can be intimidating. Ideally my Age of Sail set will eventually have a full Portuguese faction… maybe in like 2078. XD

    Quite right. Your method is convenient, and I understand the concern. I mean no offense, merely some hyperbolic humor.

    I think the Capitania should be more expensive, perhaps 18 points. Colonna could go to 7; Massacre deserves a discount from 7 but 3 might be too low.

    I like the point costs I have, but I think that these are worth noting. I will edit the previous post to reference this.

    Maybe the Anglo-Dutch wars? I’m not as familiar with naval history as some, but the English emerged as a major naval player after those wars, perhaps the decline of Portuguese sea power coincided?

    I made an edit referencing the Dutch-Portuguese wars, which seemed to fit the period the book discussed.

    Indeed, that does sound like a lot of work. For the factions based in the Mediterranean, would they be restricted to a single ship type, like the Corsairs, or would you spice things up a bit with an occasional “regular” ship here and there?

    That’s harder to say. Galleys and Galleasses were dominant during the “Lepanto period” as I call it, but were surpassed afterwards. You might see a few, but the majority of vessels will have oars.

    #8152
    El Cazador
    Participant

    I have notes for more along these lines, but none are in pipeline, as you put it. I want to make three British icebreakers next, but even those don’t have much beyond names and ship type.

    I would like to eventually design more ships based around the Mediterranean Sea powers, the Baltic and North Sea powers, and the Indian Ocean and Far East sea powers, but that would be quite a lot of work for minor naval players.

    Unlike a7xfanben, I really want to see an independent Portugal faction as Portugal was an important naval player from the age of exploration until . . . I forget the date, but it was after or toward the end of the Spanish-Portuguese union under the Habsburg monarchs.

    Edit: I don’t have the book I used as reference with me, but the Wikipedia article makes the Dutch-Portuguese wars seem important in the decline of Portuguese sea power.

    • This reply was modified 5 years, 3 months ago by El Cazador.
    #8150
    El Cazador
    Participant

    I find it amusing that our French ships from the Royal period fly Napoleon’s revolutionary Tricolor. The Spanish also use a more modern design instead of the Habsburg “Cross of Burgundy” or one of the earlier Trastamara or later Bourbon flags. I would have liked to see more variety here, but identifying the ships is more important than the accuracy of the flag.

    #8149
    El Cazador
    Participant

    That was a fun and informative interview. Well done!

    #8147
    El Cazador
    Participant

    I’m going to repost some of my customs from the MT forums. This post contains historical and reasonably historical fictional ships.

    * An asterisk indicates a response to comments on the ships; these ships are subject to revision depending on future performance. However, the values should be considered nearly final.

    Portugal

    São João Baptista
    https://en.wikipedia.org/wiki/Botafogo_(galleon)
    14 Points
    4 Mast (Square)
    4 Cargo
    L Move
    2S.2L.2L.2S (Bow to Stern)
    This ship gets +1 to her ram rolls.
    Link: Infante Luis

    Infante Luis
    https://en.wikipedia.org/wiki/Lu%C3%ADs_of_Portugal,_Duke_of_Beja
    7 Points
    Captain. This ship gets +1 to her cannon rolls against non-Portuguese ships, crew, and forts.
    Link: São João Baptista

    Frol de la Mar
    https://en.wikipedia.org/wiki/Flor_de_la_Mar
    11 Points
    3 Mast (Square)
    5 Cargo
    S+S Move
    3S.3S.3S
    No Ability.

    Alfonso de Albequerque
    https://en.wikipedia.org/wiki/Afonso_de_Albuquerque
    6 Points
    Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.
    Link: All Portuguese Ships

    Papal States

    Capitania
    https://en.wikipedia.org/wiki/Marcantonio_Colonna
    16 Points (*If 16 is too cheap, 17 or 18 could prove better prices.)
    4 Mast (Galley)
    4 Cargo
    S+S Move
    2L.2S.3S.3S
    Galley. S-Cancel.
    Link: Marcantonio Colonna

    Marcantonio Colonnna
    6 Points (*7 or 8 points could work as well. This could be offset with a bonus against Corsairs and Ottomans).
    Captain. If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.
    Link: Capitania

    “At the Battle of Lepanto (7 October 1571), [Colonna] commanded the papal Capitana as part of the Centre division, where he rescued the flagship of commander Don John of Austria, the Real. When the Real was almost taken by the Ottoman janissaries, Colonna came alongside with the bow of his galley and mounted a counter-attack. With the help of Colonna, the Turks were pushed off the Real and the Ottoman flagship of Ali Pasha was boarded and swept. The entire crew of Ali Pasha’s flagship was killed, including the commander himself. The banner of the Holy League was hoisted on the captured ship, breaking the morale of the Turkish galleys nearby.”

    Venice

    Galleass: Galleass: A ship with this keyword can’t pin or be pinned. If this ship rams she can’t eliminate a mast from the rammed ship, but boarding may occur as normal. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment. This ship may be given move actions when she has no masts; her printed base move becomes S. This ship ignores the first hit she takes each shoot action when she has all of her masts. This ship gets +1 to her boarding rolls.

    Serenissima
    17 Points
    4 Mast (Galleass)
    4 Cargo
    L Move
    2L.2S.2S.2L
    Galleass

    A galleass was a sort of heavy galley, featuring broadside and stern guns in addition to the galley’s standard guns. It also had both fore and aft castles to separate it from a regular galley.

    San Marco
    13 Points
    3 Mast (Galley)
    3 Cargo
    L+L Move
    3S.4S.5S
    Galley, Secret Hold

    Named for Saint Mark the Evangelist and emblazoned with the winged lion, this vessel carries only the most important diplomats and cargo to the Porte in Constantinople.

    Enrico Dandolo
    14 Points
    4 Mast (Galleass)
    3 Cargo
    S Move
    2L.3S.3S.2L
    Galleass, Parley

    The crew of the Enrico Dandolo is cunning and shrewd like the blind Doge himself, making the vessel difficult to engage.

    • This reply was modified 5 years, 3 months ago by El Cazador.
    • This reply was modified 5 years, 3 months ago by El Cazador.
    • This reply was modified 5 years, 3 months ago by El Cazador.
    #7613
    El Cazador
    Participant

    The name is El Cazador. Well, not really, but that is what you may call me. I was a part of the Minitature Trading (MT) boards for a while and even made two custom sets.

    I got into Pirates CSG almost by accident and certainly after print had ended, with memories of seeing the SS boxes in store before I cared.

    I am more of an armchair admiral and armchair architect (naval) than player or collector.

    My favorite bit about Pirates CSG was the MT community!

    I have been called El_Cazador before at MT.

    • This reply was modified 5 years, 3 months ago by El Cazador.
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