Jean

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  • #5047
    Jean
    Participant

    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.

    #5033
    Jean
    Participant

    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.

    #5029
    Jean
    Participant

    Garmr

    Faction: Viking
    Points: 11
    Masts: 2
    Cargo: 4
    Move: S+L
    Cannons: 3S 2S
    Ability: Longship. This ship gets +1 to her boarding rolls for every crew on her.

    Skidbladnir

    Faction: Viking
    Points: 20
    Masts: 3
    Cargo: 3
    Move S+S
    Cannons: 3S 2L 2L
    Ability: Longship. Two hits from the same shoot action are required to eliminate one of this ship’s masts.

    #5022
    Jean
    Participant

    I’m in agreement that while I sort of understand what they were going for with the thematic purpose of Mercenaries not being able to dock, the negative impact that has on them is too huge. Even with the thematic argument, why would an all Merc fleet not be able to dock at their home island? And why would a mixed fleet with Mercs not let them dock when the Mercs are supposed to be “hired” by other nations? The Mercs got payed to get gold for another nation and aren’t allowed to actually turn in that gold?

    I feel that it would be best to just let the Mercenaries dock at their home islands like normal and have the keyword effect changed to something else thematic. I like Woelf’s idea of letting them be part of another nation in your fleet. Maybe even give them the Homemade Flag ability since they’re posing as another faction. Honestly just about anything is better than taking away their ability to do the one thing that wins the game.

    And on the topic of the Mercs, what the benefit of Ex-Patriot allowing a Merc crew on a different nation ship to let other Mercs use their abilities on that ship when every named Merc crew has Ex-Patriot and can already serve on any ship?

    • This reply was modified 5 years, 6 months ago by Jean.
    #4716
    Jean
    Participant

    Fleeting Star

    Faction: Mercenary

    Points: 12

    Masts: 4

    Cargo: 4

    Base Move: S+S

    Cannons: 5S 5S 5S 5S

    Link: The Exiled Father

    Ability: Mercenary. As part of a move action, this ship may eliminate one of her masts to repair a mast on one friendly ship within S.

     

    The Exiled Father

    Faction: Mercenary

    Points: 5

    Link: Fleeting Star

    Ability: Ex-Patriot. Helmsman. Shipwright.

     

     

     

    • This reply was modified 5 years, 6 months ago by Jean.
Viewing 5 posts - 1 through 5 (of 5 total)