Xerecs

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Viewing 30 posts - 601 through 630 (of 1,136 total)
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  • in reply to: The Fleets Thread #12919
    Xerecs
    Moderator

    Fleet name is fun indeed, and I’ve gone with something similar for the anniversary game, using UPS with non-pirates.

    in reply to: Custom Ships (post your custom game pieces here!) #12833
    Xerecs
    Moderator

    Interesting idea for the Sea Turtle. However, I think eliminating ALL of a ships crew on a successful ram is a little too powerful. I think modifying it to at most two crew is fair.

    The Viking Sea Turtle doesn’t have a mast listed. I’m assuming you just forgot. 😀

    Are these ships or are these “Sea Creatures”?

    That’s a cool idea for a crew, but waaaaaay to cheap if you leave him as-is. If modify his ability to force a re-roll on one d6 roll, he’ll still be quite good, and he wouldn’t need a point cost in the high double digits.

    in reply to: For Rants and Raves #12748
    Xerecs
    Moderator

    The smaller ships are harder to put together, and those two ship types (one mast galley and 2 mast junk) are among the most difficult to assemble across the entire game.

    in reply to: Custom Ships (post your custom game pieces here!) #12602
    Xerecs
    Moderator

    You probably don’t need the first line of text for the Talisman, since UT’s are loaded face-up always, unless specified otherwise.

    Initially I thought the Talisman was similar to the Cursed Conch from DJC. However there are a few key differences between the two. The Talisman can be used on Sea Creatures, not just things with Sea Monster, so Titians, Krakens/Octopi, and Dragons can all benefit. The Conch is indiscriminate, it can be used on any sea monster in play, friendly or not; while the talisman can only be used on friendly creatures.

    I think you could be fine posting the story inserts in both places, since they have some lore implications for the next set.

    in reply to: The non-eBay Sales & Trades thread #12588
    Xerecs
    Moderator

    @J.L PM sent.

    in reply to: Custom Ships (post your custom game pieces here!) #12483
    Xerecs
    Moderator

    The Admiral is probably too cheap. Captain and the bonus are easily worth around 10. On a crew, the UPS ability is very good, even if the Jades don’t necessarily have the means to optimize it like the pirates do.

     

    The Fortress itself is impressive, the speed alone is going to make this thing pretty good. Secret Hold on a 10 might be a little redundant or overkill, since at full health it should win most boarding actions.

     

    Can’t wait to see the Supes and the Stories.

    in reply to: Custom Ships (post your custom game pieces here!) #12478
    Xerecs
    Moderator

    Some thought and opinion on the Eldest Sea’s customs:

    Going back to the French, the Gargouille and Petite Epee could come down in point cost a few. The Epee especially could probably come down to about 9-10 points, and Gargouille could probably come down to about 11-12.

     

    Going in order for the SE’s:

    Ghost Ship does tend to be on overpriced ships, but combined with WH like that and with what the pirates can bring to the table crew-wise, I’d say she could go up a point or two.

    Zephyrus is going to be FAST, and as a result she feels almost too cheap. I’m not saying to blast her point cost up to the low 20’s, I think you could keep her at 15, but you’d need to bring the base speed down imo.

    Caerus feels too expensive. She seems underwhelming, save for her main ability. You could bring her down to 12-13 points and I think you’d be fine.

    in reply to: Custom Ships (post your custom game pieces here!) #12381
    Xerecs
    Moderator

    HS only takes effect on YOUR turn, and it only cancels them for your turn. As soon as your turn is over whatever was cancelled may be used again. It’s only really effective against defensive abilities, or point reducers/modifiers.

    If it specified that the targets were cancelled until the beginning of your next turn, then it would be bordering on OP. Even if it did that, you’d only be able to affect Cursed stuff with it, so it’s completely useless against any other faction.

    in reply to: Custom Ships (post your custom game pieces here!) #12147
    Xerecs
    Moderator

    Is that all you want from the keyword, or do you want the rest of it applied to each ship? Crew not taking up cargo space, being able to move S after loading or unloading treasure?

     

    May I suggest a new keyword if you’re looking to fast-track the process.

    Linked: This ship must begin the game with her linked crew assigned to her.

    in reply to: Custom Ships (post your custom game pieces here!) #12143
    Xerecs
    Moderator

    Yes, I can see the doc now.

    Interesting to see the Super Rare and Promos listed first. I’ll get to standout ships and crew, but for now what strikes me is that you’ve made what looks like 5 new factions. Also, why does almost every ship have Treasure Ship?

    in reply to: Custom Ships (post your custom game pieces here!) #12140
    Xerecs
    Moderator

    Sounds like a cool concept, even though I have no familiarity with the Major Arcana or tarot cards.

    Your link denied me access. If you want to keep the doc as private until the set is complete, then I recommend you post the ships and crew individually here on the forum.

    Alternatively you could create a viewable link for your doc.

    in reply to: How many are still active?/ Request for check lists. #12132
    Xerecs
    Moderator

    When I get done with this set could someone help me with point values?

     

    Exactly as Ben said, and I’ll be glad to lend a hand.

    in reply to: Battle Reports #12047
    Xerecs
    Moderator

    Wow, it’s been three years already? Doesn’t feel like it.

    in reply to: Custom Ships (post your custom game pieces here!) #12015
    Xerecs
    Moderator

    Ooh, favorite custom I’ve made….. That’s a tough one, especially if I have to choose just ONE.

    For now…… I’m going to say the Carnage.

    You can find her in the LE section of Return of Davy Jones in the Customs Database, but I’ll list her here.

     

    Hidden Gold: This ship has 2 additional cargo spaces that may only be taken with treasure.

     

    Carnage
    Pirate
    Points: 20
    Masts: 4
    Cannons: 3S-2L-2L-3S
    Cargo: 4
    Movement: S+S
    Ability: Hidden Gold. If this ship is assigned a captain crew, she gets +1 to her cannon and boarding rolls, and the Eternal keyword.

    Link: One-Handed John

    Flavor: The red sails of the Carnage bring fear to all who sails the seas, for they know that to cross the Carnage and Captain John is to bring about their own doom. Even the Cursed souls of the sea stay away from this ship.

    in reply to: Custom Ships (post your custom game pieces here!) #11989
    Xerecs
    Moderator

    These look a bit under-priced….. Does Cog have any serious negative abilities to warrant such low point costs?

    To be fair, I’m guilty of undervaluing cargo as well, but anytime you get as much cargo as the ship costs, or more, that ship is going to be very good.

    in reply to: Custom Ships (post your custom game pieces here!) #11968
    Xerecs
    Moderator

    The way I imagine Conseil working is that he encourages you to use the other named Mercenaries and their linked ships. So for example you put Conseil and Nikos Chelios on the Fathom.

     

    From the Master Keyword list:

    Dories
    When her linked crew is aboard, this ship can unload cargo at your home island if she’s within S of it.

     

    This could devolve into a hypothetical rules discussion, but I believe this means that in order for Dories to work there has to be a link between whatever has the keyword. The Shui-Xian for example links to the Tsai, and has the Dories keyword, so if you put Tsai on the Xian, the Xian can unload cargo at a home island within S.

    I don’t think you can put Dories on a crew and use it for another crew on the same ship, regardless of any links. Granted, I could be wrong.

    in reply to: Custom Ships (post your custom game pieces here!) #11964
    Xerecs
    Moderator

    What ship does Conseil link to? Dories kind of requires a link to function.

    Delahaye’s ability  is intriguing, but doesn’t seem to make sense. How can the ship be on an island without being docked at it? I’m assuming that you meant when this CREW as opposed to this SHIP?

    in reply to: Questions About Game Rules & The Pirate Code #11959
    Xerecs
    Moderator

    Would the ability of The Kraken and Kray-Kin be considered a direct ability affect or an indirect ability affect, when in the same game as Holy Water/ Davy Jones Heart?

    In other words, would the heart/water protect the ship it is on from their abilities? I’m led to believe that it can, but would like some clarification.

    in reply to: Questions About Game Rules & The Pirate Code #11935
    Xerecs
    Moderator

    Can you play events against ships that are lost inside of a fog bank?

    in reply to: The Random (PCSG) Topic Thread #11818
    Xerecs
    Moderator

    Could you possibly do a video of your custom stuff on youtube?

    I’ve wanted to do a video about the custom stuff I’ve made, but haven’t gotten decent footage for it yet.

    I have made a tutorial about my general process for making the islands I make. However, I’m thinking of re-making it, since the first video has issues.

    in reply to: Strategy/Gameplay discussion thread #11802
    Xerecs
    Moderator

    My thoughts on the Hercule:

    Amiral Louis Cartier (+1 to boards, Extra Action, 7 pts.), Guy La Plante (FS), Mdm Josephine Godiva, helmsman, oarsman.

     

    in reply to: Custom Ships (post your custom game pieces here!) #11752
    Xerecs
    Moderator

    Interesting, I almost mistook that as the existing ability to  move S after loading treasure. This could be even more interesting if you changed treasure to cargo, and didn’t specify that it had to be the last one from an island.

    in reply to: Custom Ships (post your custom game pieces here!) #11743
    Xerecs
    Moderator

    Hmmmm. If the ships are touching already, then they wouldn’t need the keyword, as they could just explore one another and use the transfer rules to move cargo around. I like the idea of the Cog not requiring contact as previously mentioned, but it could also be exploited that way. Perhaps this could work as the Cog ability:

    Once per turn, one friendly ship within S of this ship may explore this ship.

     

    It seems to preserve what you were going for originally, and will still be quite useful.

    in reply to: Battle Reports #11742
    Xerecs
    Moderator

    Nice action! I don’t think I’ve ever heard of using the Explosives UT intentionally on yourself…..

    in reply to: Questions About Game Rules & The Pirate Code #11738
    Xerecs
    Moderator

    How does Homemade Flag interact with ships that have Extended Range? The code ruling is unclear to me.

    in reply to: Century of Economy 2020 #11717
    Xerecs
    Moderator

    Haha, thanks for watching!

    Almost all of the 3D islands I made myself with rigid insulation foam. The ones I didn’t make are the two that make up the Split Island. Those came randomly in an eBay lot I won a few years back.

    in reply to: Century of Economy 2020 #11711
    Xerecs
    Moderator

    Heh, just you wait, you haven’t seen nothing yet. 😀

    in reply to: Century of Economy 2020 #11691
    Xerecs
    Moderator

    Yikes, took a wee bit of a break. As recompense, have three helpings! Reports 7, 8, and 9 are now up!

    in reply to: Custom Ships (post your custom game pieces here!) #11674
    Xerecs
    Moderator

    Given the above, and assuming it has the Cog keyword, I’d say that’s a 9-10 point ship, but could possibly be less, given some of the ships the Pirates got such as the Paradox.

    Would these new keyword/ship types be specific to a new faction, like the Dutch, Portuguese, or some other faction? If they are, you could make that one of their “defining features” getting SLIGHT discounts on point costs, much like the pirates do.

    in reply to: Custom Ships (post your custom game pieces here!) #11669
    Xerecs
    Moderator

    given the cog ability as discussed what would it’s point cost be if applied to a ship do you think

    I think I/we would need to see a ship to help determine that. However, if this is on a slow one mast ship I’d say that ship (barring other abilities) should be no more than 11-12 points.

Viewing 30 posts - 601 through 630 (of 1,136 total)