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XerecsModeratorThe Rats UT says it cannot be unloaded from a ship. Does this mean that it cannot be transferred to another ship?
XerecsModeratorIs that only possible/relevant at Voya Nui?
No, the Lagoon Island is the primary island where that rule will be relevant.
Is it ever confusing switching back and forth between CoEC and CG4 due to the rules differences?
You hit it right on the head, digital v. physical keeps them separate enough. However, I’d like to one day have a game as massive as CG4 with physical ships.
Do you mind revealing who controls each faction? I need to know who to bribe….
Not at all! I am controlling the French and the Spanish. Gingerninja is controlling the Americans and English, and Darkhurst is controlling the Pirates and Cursed.
I like the CTO-esque twist with the map. Should make for some fun exploration moments!
Oh boy, oh boy……. 😀
XerecsModeratorI think this has been asked/discussed before but…..
What happens when you put the Power Cannons UT on a ship like El Neptuno? The code seemed to indicate that the Neptuno could shoot at targets 4L away, since the cannons would have a range of L+L that was then doubled to 4L.
An additional layer, what happens when you get Extended Range on that same ship? If for example you managed to get Davy Jones onto El Neptuno along with the Power Cannons, and Jones copied Extended Range from somewhere else. Would the feasible max range be 8L?
XerecsModeratorAlmost forgot, I mentioned in the report that the Spanish Fleet was rather weird at the end. After talking to gingerbread who first noticed this, about 90-95 of the ships the Spanish controlled were hired. Mercenary, Jade Rebellion, Viking, and Corsairs.
Nice, hopefully I’ll see them in action before too long.
Me too. I’m crossing my fingers that the game will start during the week of the 21st. However I won’t be surprised if the start day gets pushed back into the early days of July.
XerecsModeratorWho controlled each of the 6 factions? Would be great to know for updating our all time data spreadsheet.
I controlled the Spanish and the Cursed. I admit that their Sea Monster/Creature launch was a massive tactical error; the pirate controller even said that if they had launched spar and sail gunships the Pirates would have backed off.
The French and Americans were controlled by Darkhurst.
The Pirates and English were controlled by Gingerninja (lord gingerbread). He was a little salty that the English were eliminated on day 1 about two hours after the game began. However, he’s controlling them again for this year and has literally been plotting and strategizing since they were eliminated. 😀
Insane that you had two fleets in one game that were BOTH bigger than ANY previous fleets ever seen
Considering how crazy CG4 has already gotten and the massiveness of CTO and CG3, that is really insane!
Of course, CG4 and my Pirates in that game are poised to take over both of those records in a matter of days…. though I’m not sure if CG4 will top CTO for biggest game ever this round.
No doubt. 😀 It’ll be weird starting CG5 for when Cg4 eventually ends.
XerecsModeratorSince I didn’t mention it in the final report, here is the final ship and point count for Century of Economy 2020.
Total ships at games end: 386
Spanish: 163 ships
Pirates: 158 ships
French: 64 ships
Total points in play at game’s end: 6,981
Spanish: 3,209 points
Pirates: 2,675 points
French: 1,097 points
Additional points not included in the count, these are mostly crew that are on non-home islands: 121 points
Total forts in play at game’s end: 11
Total number of intact Ports at game’s end: 12
Total number of colonies at games end: Precise number unknown, but greater than 5.
XerecsModeratorGame-play wise Seleucis
Looks….. Maybe Calypsos.
XerecsModeratorHow the hell did Spain get their 1000 gold coin from the Branwen??!
I’m pretty sure it was part of the armistice talks, even though I don’t mention it in the report. The Spanish were willing to accept a peace or a truce if their gold was returned, but would have kept fighting if it wasn’t. The Pirates were weary of the conflict at this point, since they had made no real progress toward conquering the Spanish.
XerecsModeratorHave you considered having fire stuff only work with the 2 hits/mast rule? Like we’re doing in CG4, where fire stuff doesn’t bypass that rule like it normally does.
Yes I have considered it. However I don’t think one of my brothers would get on board with it, the other one I’m not so sure.
They actually aren’t too upset with the fire stuff, they both have issues with the canceller ability and have asked either for a limit on how many can be in a fleet, a total ban, or a house rule that changes how they function.
XerecsModeratorReport 21 is now up!
That Baochuan town capture was epic to me, nice appearance all of a sudden and coup by the Pirates.
It was epic, and it was a complete oversight by the Spanish. They forgot that the Baochuan was in the area and didn’t figure that the pirates would try and take back the triangle island.
XerecsModeratorI agree that the Corodums wording could be simplified to match the language that WK used.
When loaded, Move to the ship in your fleet with the most crew.
To avoid any possible confusion I think you should specify that the treasure moves. This is just vague enough that it could be interpreted differently. Is a crew moving? Is the ship? Is the treasure?
I would make a suggesting regarding the Turkish Delight. Consider reversing the effects, instead of subtracting, try adding. Subtracting from the d6 will get weird really quick if you roll a bunch of 1’s for generic crew. It’ll get even weirder when you roll low with crew with a high point cost around 10. You wouldn’t even need to roll low for that to get weird, if you roll a 6 but subtract 7, you’re at -1.
Adding the value to the crew makes the treasure much more valuable, and less weird for when you roll low with it.
Is Black Arrow removed regardless of the success of the shoot action or Broadsides Attack?
XerecsModeratorwhere there are far more customs in play than Wizkids ships, and nobody watching will have any idea what’s going on because they haven’t heard of any ships mentioned in a battle report. XD I like the 4 master with the Frontier masts, neat look.
I suspect that’ll happen to me as well. For now I limit custom stuff to only ships and crew we’ve made, and only up to Pirates of the Dark Tides. We do this firstly so that WK ships and crew aren’t overshadowed too much, and up to Dark Tides is as far as we’ve managed to get with bringing ships off the paper. I suspect that’ll change in next few years, what with 3D printing becoming more prevalent and easier.
That’s likely the Justice you’re seeing, captured American Battleship. The American player was real salty when the Spanish stole it.
Report 18 is now up!
XerecsModeratorIs the rolling for actions effect meant to be every turn, or just once the first time it’s revealed?
Once, the first time it’s revealed.
I get that turns v. actions makes it more complex, but I’m envisioning a ship being able to use “Once per turn” crew/abilities twice.
For example, the Vahi is on the same ship as Calico Cat (SM). The Vahi is revealed, and succeeds. Calico succeeds at her SAT roll. That ship takes its turn, uses the SAT and any other abilities. Once it has been given its final actions, the Vahi kicks in. The ship can now roll for another SAT or utilize a re-roll ability, as if it was taking another turn.
XerecsModeratorI’m interested in that Acorazado setup with Blanco.
I don’t think it’s mentioned in detail, but the Spanish have two cargo masters in play, giving the Acorazado 7 total. Blanco reduces the cost of all crew aboard after himself and costs 2 points. The Spanish then added Empress Kida (FoBI, 7 point merc Capt.+WH), Castro, Vega, Diaz, helmsman, cannoneer, and oarsman.
There was a reason they moved Luis Zuan from the Acorazado to the Trinidad, but I forget now what it was. Possibly related to the extra cannons or something on the Trinidad.
XerecsModeratorIs the game supposed to end if the ship is sunk when the UT is still face down?
No, that effect only triggers if the UT is face-up. I’m not sure how to word it so that’s clear.
Now that it only affects the ship carrying it, it would probably be better to define it as “this ship may be given an extra/no actions”, since ship “turns” aren’t defined in the rules.
True, turns aren’t defined well in the rules, but I don’t want this to be a simple EA/SAT generator.
XerecsModeratorRe-work for the Vahi:
Load this treasure face-down. You may reveal it at the beginning of one of your turns and roll a d6. On a result of 6 this ship may take it’s turn twice. On a result of 1-3 this ship may not be given any actions this turn, and it’s next turn. Once revealed this treasure cannot be removed from this ship, if this treasure is removed from play, the game ends immediately.
XerecsModeratorHonestly I forgot I worded it like that. There’s an alternate version where it’s limited to affecting only the ship that finds it.
XerecsModeratorMost likely a powerful UT.
The Vahi: At the beginning of your turn you may roll a d6. On a result of 6, you may take two turns in a row. On a result of 1, your turn ends immediately, and you lose your next turn. This treasure cannot be removed from this ship. If this ship sinks, the game ends.
XerecsModeratorAs long as those Spanish ships have plenty of support, it could be a real pain to deal with.
The Spanish plan to keep lots of support around them. The overall idea is to get the entire fleet (squadron) all in one place with some of the other Spanish capital ships, and/or other ships they have that are Eternal. In other news,
Report 14 is now here!
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