Forum Replies Created
July 2, 2019 at 9:55 PM #6794
Haven’t posted in a while so it glad to see everything’s still going!
I’d have to say playing for me. I have a sizeable collection already and I don’t really want any more ships since I’ve gotten most of the ones I consider useful. At this point I’d rather let my friends borrow from my collection so we can all play than get more ships haha.May 23, 2019 at 7:41 PM #5179
Its down yet again. I pity the people doing trades with this crap going on, it must be infuriating knowing that your time is running out but you can’t do anything about it.May 12, 2019 at 11:57 AM #4995
I was the one that wrote that suggestion, thanks for featuring it!
I respect your opinion that the S move is good enough, but it’s not for me. Mercs have a really tough time in my experience repairing and competing with other factions due to the lackluster ships they field and the no docking rule.
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. The Mercs would have to be escorted by a gold runner or at least a hybrid, making their playstyle financially-minded, at the very least.
This isn’t enough to make them competitive in my opinion, but it does make them better and more useful overall. Hopefully you guys will agree!May 8, 2019 at 12:31 PM #4456
<p style=”text-align: left;”>I would like to try your rules, Woelf. That seems to me a lot better for ships like the Julius Caesar since it has a good 2 rank cannon, ensuring that it would have a good chance to get at least 2 hits in from it.</p>May 3, 2019 at 9:02 PM #4413
Player 3 was relying on his Calico Cats getting double actions so he could move and shoot, but I think having a captain is far superior in that situation.
It’s sometimes bothersome to have to ration out 5 points for every gunship, but it’s very necessary! Moving fast and shooting with one action is a great deal and forms the bread and butter of my battle strategies.May 3, 2019 at 7:43 PM #4399
Well, we didn’t get around to playing the standard or finishing the deathmatch, but I’m proud to say that my French deathmatch fleet fought like an enraged adder!
My opponents were three: player 1 had the HMS Grand Temple and Raninoidea, Player 2 had another Temple and Brachyura or however you spell that, and Player 3 had two OE Acorazados with Calico Cat on both of them. We let him break the no duplicates rule and I think I’ll be fine letting it slide since OE Acorazado isn’t a big deal to get up in arms over.
You guys might be surprised to know that Player 1 got knocked out first. He unfortunately had no captain on his Titan, so he got it too close to Player 2’s fleet and it blew up in the next turn. His Temple fell prey to my Possession’s firepot and the Soleil Royal’s mighty guns, clearing him from the game.
Player 3 was nearly wiped out next, with the Possession cleaving one Acorazado and leaving it mastless along with a helpful ram from the Soleil. The Soleil, in turn, blasted 3 masts from the second Acorazado and sent it limping back home. We were playing with whirlpools and the derelict Acorazado had an oarsman and a helmsman, so both just barely had enough gas in the tank to teleport back home.
My ships were left with the Possession with two masts, and the Soleil Royal was left with three. Overall not a bad trade, but we’ll never know who would have won that match since we all got distracted and did something else instead of ending it haha.May 3, 2019 at 9:01 AM #4393
I’m about to meet some friends for a couple of Pirates matches, so I’ll have a battle report soon! In the meantime, here are the lists I’ll be using today:
We have both a deathmatch and a standard game planned, both at 40 points.
Standard fleet: Sun and Moon
Le Soleil Royal + Captain + Helmsman + Madamoiselle Josephine Godiva
La Victoire +Captain + Helmsman + Explorer
Le Coeur du Lion
Deathmatch fleet: Napoleon’s Chosen
Le Soleil Royal + Captain + Helmsman + Cannoneer
La Possession + Captain + Helmsman + Firepot Specialist
Let me know what you guys think of these fleets! We’ll soon see how the French stack up in a few hours!May 1, 2019 at 8:17 PM #4383
Yep, it’s fixed for me as well. What a strange issue. ..April 29, 2019 at 1:24 AM #4377
I’m going to try to convince my friends to let me test the Julius Caesar with a modification to the BA rules, allowing for rerolls to apply. A simple cannoneer should increase its effectiveness, but there’s still a chance of rolling under 4 twice in a row, so hopefully it’ll be fun and neither underpowered or overpoweredApril 28, 2019 at 10:55 AM #4373
Sweet, thanks!April 27, 2019 at 11:01 AM #4369
That’s such a weird ability to have, the ability to use another ability. I was hoping that the JC had broadsides…April 15, 2019 at 4:07 PM #4241
A fan version should be easy enough to start, given that imagery and trademarked elements don’t find their way into this version. A 3D printed version could work but would remove the building aspect and would need to be painted and sanded, so buildable cardboard makes the most sense. If you ask for donations instead of selling the cardboard, you might be able to evade some legal trouble.April 13, 2019 at 10:11 AM #4220
You’ve got a sub moving at 4S that has 2L rank 3 cannons, one of which hits automatically. It removes a mast from any approaching ship and can cancel once per turn, but on top of that has a saving throw of 6 on any hit and it’s natural defense of “two hits to remove a segment”.
I’d be surprised if Nemo didn’t win every single time. It’d be child’s play to pick off the opposing fleets and sit back and watch as they break themselves trying to sink you.April 8, 2019 at 4:08 PM #4159
Ben, what would you use the S boarding ability for? I’m not sure what the utility for it is, or if it’s important enough to warrant getting Le Gaule. Can it be used in conjunction to a normal board, so you can effectively board twice?April 7, 2019 at 7:35 PM #4141
On the topic of the limit keyword, I don’t think rerollers should have the limit keyword. They’re very useful but they’re not as game changing as the +5 crew. So I think I would buff those crew and focus on the truly annoying items.April 4, 2019 at 11:10 PM #4104
There are plenty of ships that are overpowered. I’d like to bring the crappy ones up to speed rather than nerfing the good ones though. It’ll certainly be a feat to balance the weaker ships, though. The OE Acorazado is so pathetic that I can’t imagine what the developers were thinking.April 4, 2019 at 6:56 PM #4095
That’s definitely something I thought of, but I’m not sure how to prepare for that eventuality. Killer fleets would be more important than gold runners since all a player would have to do is blast everyone and they’d win, no matter how much gold the other person accumulated (unless it triggers a win condition)
Could you explain a bit more about the points system? I like that dismasting ships could be a viable winning strategy, but how do we balance it?April 4, 2019 at 1:25 PM #4092
That’s a cool idea, tbh. Making expat crew better than the other crew might be a good idea since you have to sacrifice something to get that advantage.April 4, 2019 at 12:38 PM #4090
I like that idea! It stands to reason that if your entire fleet is obliterated, your HI wouldn’t be able to put up much of a resistance vs the enemy, so they’d win eventually thematically. In multiple player games, perhaps modify that rule so that it’s elimination-based. For example, player 1 destroys all of player 2’s ships. Player 2 is eliminated and can’t win anymore, but player 3 can still win by gathering the most gold or destroying player 1.
Makes me think back to Age of Empires and how a civilization would be eradicated from the game with a simple war! I’d definitely enjoy the option of going either for gold, a hybrid approach, or go all out with gunships and try to eliminate my opponents before they can satisfy their win conditions.April 3, 2019 at 10:15 PM #4088
How would we place an equal amount of emphasis on combat and capturing? I’m interested in having incentives for both running and fighting. My friends love deathmatches but I like resources with contention for territory so a happy medium achieved through house rules would be excellent.April 3, 2019 at 12:48 AM #4084
I like the idea of resources! It would place more importance on treasure runners and gathering, setting up supply lines and defending territory, all that good stuff. Don’t get me wrong, I love combat, but resource management would give the game a lot of replayability and strategy (on top of what it already has!)April 2, 2019 at 4:27 PM #4071
Hmm, interesting. I have one last question concerning subs. According to the rules, they must immediately move S away from their targets after ramming. One, does this happen even if the sub rams while surfaced? And two, does the immediate S move action interrupt a captain action? For example, the Nautilus rams Le Bon Marin. Can it shoot at any point in that action?
I think that, according to the pocket guide, the shoot action happens before the ram so the sub could move, shoot, ram, and then move S, but correct me if I’m wrong.
EDIT: never mind, I forgot that you can only ram, not shoot while submerged. The Nautilus will only be able to ram the Bon Marin but won’t be able to shoot unless it’s surfaced.
April 2, 2019 at 2:54 PM #4069
- This reply was modified 3 years, 1 month ago by Mechavelli.
Can a Submarine dock while submerged?April 2, 2019 at 12:17 PM #4066
Hey guys, important question about submerged ships and monsters. Can they ram without surfacing? Someone on MT mentioned that the Nautilus could ram a ship, not get pinned, and still be submerged so it’d be impervious to counterattack. Would that same situation happen with a submerged sea monster?April 1, 2019 at 9:27 AM #4053
Can you provide more details on your whaling scenario? That sounds interesting!March 28, 2019 at 8:15 PM #4027
I have another question, this time on the Divers event. It doesn’t trigger when a ship is scuttled because of a fire mast, right? For example, I shoot an enemy and leave it with only fire masts. On its next turn, it scuttles. However, I’m not sure if that counts as my ship sinking it or not.March 28, 2019 at 5:04 PM #4022
Whoa, that’s crazy. Makes my Mermaid not only a treasure runner, but also a fort builder since she can just zip to wherever is needed and lay the fort down. Thanks!March 28, 2019 at 3:35 PM #4020
Question about building forts. According to the rules, you must have a ship docked at a wild island you have explored in order to build a fort, which is built at the end of the turn.
Does the island that I want to build the fort on have to be explored on that turn, or can it be an island I’ve explored on another turn?
I’m asking because according to the rules, if it’s an island I’ve explored on any turn, any ship can dock in an explorer island and build a fort as long as it stays docked at the end of the turn, and explore actions aren’t needed.March 26, 2019 at 10:06 PM #3997
I have the Treachery as well, it’s a bit of an ironic pick but it is 5 points and it has an extra cargo space to take better advantage of its gold running role.March 26, 2019 at 7:40 PM #3994
- Here’s a new fleet for you lads. I’ve been brewing quite a lot of them, so I’ll be posting more as time goes on. The following fleet is English, focusing on destroying opposing ships rather than gold running. Of course, it can gold run decently, but that’s not the point of any English fleet, right?
Her Majesty’s Privateers
HMS Grand Temple: 25 pts
Blackheart + Helmsman + Oarsman + Cannoneer
HMS Oxford: 20 pts
Captain + Helsman + Sir Christopher Myngs + Administrator Scott Bradley + Commodore Rhys Gryffyn Owen
Aberdeen Baron: 14 pts
Treachery: 5 pts
Divers: 1 pt
Let me know what you guys think about this. I meant this fleet to be overbearingly strong and deadly, with even the primary gold runner being hard to kill at 5 masts. The double actions Myngs and Blackheart provide will give me an edge, and the Ramsgate can be placed strategically to deny gold runners or hamstring any surviving gunship.