Xerecs

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Viewing 30 posts - 631 through 660 (of 1,136 total)
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  • in reply to: Questions About Game Rules & The Pirate Code #11569
    Xerecs
    Moderator

    Will Holy Water/Davy Jones Heart protect a ship from UT abilities?

    in reply to: Pirates Lore #11520
    Xerecs
    Moderator

    It’s alluded to that Davy Jones disappeared and El Fantasma resumed command of the cursed. Do we know what happened to Davy Jones at all? @Xerecs I think I saw your custom set Return of Davy Jones, would you have any insight?

    In reality WK gave pirates a soft re-boot after Ocean’s Edge and the Disney pirates release. Some of the major characters of the game dissappeared, like Jack Hawkins along with Davy Jones. This was likely done to avoid an conflict with Disney and any other similarities between the Pirates of the Caribbean characters.

    Lore wise, I’ve adopted a scenario put forth in a fleet challenge from waaay back during the days of Miniature Trading. Basic premise was that you had to ‘overthrow’ Davy Jones; he had a cursed fleet at his command and you had to build your own cursed fleet with El Fantasma in it somewhere to beat him. It was a straight up fight to the death, I think Woelf’s fleet won the challenge.

    My lore for RoDJ takes that as the ‘cannon’ and goes from there. Jones was overthrown and put out of power of the Cursed, but now he is back. I based a lot of my continued lore on fleet challenges or miniature reviews that I liked on MT.

    in reply to: Pirates Lore #11494
    Xerecs
    Moderator

    Jack, have you met your son Roger?

    Roger Hawkins

    Pirate

    Points: 5

    Ability: Loyal: Pirate. Hostile: Cursed, England. Captain. Helmsman.

    Flavor: The son of infamous pirate Jack Hawkins, Roger has a burning hatred for all things Cursed, as it was they who finally ended his father’s career. Permanently.

    in reply to: Battle Reports #11487
    Xerecs
    Moderator

    lol, if the cursed get their way and some of their stuff falls into line it’ll be “Mommy I don’t feel good….”

     

    in reply to: Custom Ships (post your custom game pieces here!) #11453
    Xerecs
    Moderator

    I’d say that’s maybe a 2-3 point ship.

    Interesting that it’s Pirate but has the Mercenary keyword.

    in reply to: Custom Ships (post your custom game pieces here!) #11450
    Xerecs
    Moderator

    i still think that even when u get an free sac extra action for the rest of the game its not op

    Perhaps you’ve not played a game with anyone who “power games” for Pirates…… 😀

    For now I’ll agree to disagree.

    in reply to: Custom Ships (post your custom game pieces here!) #11448
    Xerecs
    Moderator

    english is not my first  speech so i m sorry for some missunderstanding

    Not that I didn’t understand you, I more or less got what you were trying to say. My point is that if you’re going to use an ability that Wk put on a ship or crew it would be ideal to match the language that they used.

     

    i added the cargo an i think for 40 point game its still fair

    u get for 22 points a ship that can get very strong after 3-4 rounds but not be op…

    and also S move

    This might be a result of difference in play-styles. I don’t play 40 point games often. I typically play campaign games, where there is no point limit or I play games in the 60-80 point range. At that level the Bremse becomes a super ship if you pair her with a SAC captain. I don’t know if you plan on giving this German faction a crew with those abilities, but it wouldn’t matter since you could place Shap’ng Tsai from Savage Shores on the Bremse. Sure you’d get mercenary but with that much cargo and point space available you’d be able to fit a shipwright on her easily enough.

    Anyways, I feel that the ability as it is worded now is VERY powerful and easy to abuse.

    in reply to: Custom Ships (post your custom game pieces here!) #11445
    Xerecs
    Moderator

    I’m inclined to agree with Woelf about the Longship guy, although I have a question about him. Would they give the entirety of the Longship keyword to a ship, IN ADDITION to any abilities that ship already had? For example, if you were able to place this crew onto a 6 mast junk, would the Junk still be able to draw lines of fire through its own masts?

    Perhaps a way to “fix” or even this crew out is to make it so that he forces the Longship keyword on other ships INSTEAD of their own abilities. Just an idea, but that makes him much more interesting imo.

     

    If a ship or crew has two distinct abilities that are not related or tied together in any way, it’s best to separate them with a period. For example:

    This ship may move and shoot in the same move action. This ship gets +1 to her boarding rolls.

     

    The Mars has an interesting ability, considering that the action is free, you could stack it with regular actions to repair up to three masts in a turn, fairly powerful.

    Horst Wessel might be too fast…..Even for a 1 mast ship that’s frightfully quick. However, her first ability is a serious negative, being unable to dock at wild islands. Her second ability should match the language that WK used, to avoid any confusion.

    Bremse doesn’t seem to have any cargo space listed….. That’s a super powerful ship. I’d recommend changing the ability to once per game, otherwise you could completely break a SAC Captain with this, getting a free oarsman at the beginning of each turn and then eliminating it to get a guaranteed extra action. If you ever get around to making the models for these, I’d be delighted to see this one, a ship larger than five masts that isn’t a junk.

    I’d recommend using more of the WK language on the Hipper. For example:

    Give this ship an explore action but do not look at any coins. Instead, you may eliminate one of this ships crew to send a Unique Treasure from this ship to any other friendly ship in play.

     

    I think I understand what Graf Spee does, but as with some of the others, I would recommend using WK  language. For example:

    If this ship is carrying 4 treasures or more, you may eliminate 4 treasures from this ship to initiate a Duel.

     

    Does Otto Heinrich have the Muskteer ability? To me it’s not very clear if he has that ability or not. I would also recommend changing the ability text to something like this:

    If this crew hits any enemy ship, move that enemy ship S away from this ship in a straight line.

    I think the above would still need some work and refining, but it’s a bit more concise and clear on what the ability is meant to do.

     

    These are all very interesting, can’t wait to see more!

    in reply to: Custom Ships (post your custom game pieces here!) #11424
    Xerecs
    Moderator

    Even for a shark, that might be too powerful. I’m mainly concerned about the the rank 1 cannons. Interesting that it has cargo space for a golden goodie if it wins a boarding party, assuming that it hasn’t destroyed all the good ones yet. 😀

    in reply to: Pirates Lore #11423
    Xerecs
    Moderator

    Something that’s been on the back burner in my mind is a vid detailing the “story” of pirates, from Spanish main through to Return to Savage Shores, and adding in the flavor and fluff from my own custom sets at the end as the continuation.

    I’m uncertain how to frame and format a vid like that, which is why it’s still on the back burner. 😀

    in reply to: Battle Reports #11422
    Xerecs
    Moderator

    Action continues in CG4 as the Pirates attack!

    in reply to: Best Combos! (that work) #11391
    Xerecs
    Moderator

    It should be noted that Duque Marcus Vaccaro is misprinted with a point cost of 5, he should be 0 points.

    in reply to: Best Combos! (that work) #11373
    Xerecs
    Moderator

    You want a true terror for Spain you go:

    El Acorazado (SM)+ Luis Zuan (MI), Captain Alarico Castro (SM), Joaquin Vega (SM), Nemesio Diaz (SM), Helmsman, Duque Marcus Vaccaro (BC).

     

    Vega’s ability to ignore the first hit stacks up with the Acorazado’s built in defense, meaning you’d have to hit her three times to eliminate her first mast, assuming you’re able to get past Diaz’s cancelling ability.

    On offense, Zuan gives a handy bonus to already decent cannons, and Vaccaro’s re-roll can be used either on Castro or anything else that needs a die roll.

    in reply to: Century of Economy 2020 #11369
    Xerecs
    Moderator

    Report 6 is now here! Camera troubles are over!

    in reply to: What other games do you play? #11353
    Xerecs
    Moderator

    In addition to pirates I play a host of things. Bunch of “classic” board games like Monopoly, Clue, Risk and Life.

    A host of different and varying card games, from stuff you play with a regular deck of cards like Gin Rummy, BS, 21, and others; to dedicated card games such as Uno, Unstable Unicorns, Exploding Kittens, and Coup. I’ve also played the Star Wars CSG and I’ve got some of the models around still.

    I’m not sure where Red Dragon Inn falls in terms of type of game. I suppose it’s an optional role-playing card game.

     

    Getting into computer/video games, I don’t have any kind of game console, now or ever, but I do have a PC. I’ve recently gotten into Minecraft and I’m eventually going to set sail on Sea of Thieves.

     

    I haven’t played it yet (because I’m still making it), but there’s a combination board and card game based on some stories I’m writing. It’s similar to Risk in a lot of ways, but has elements of some other games I like included. I also play a card game with my brothers of my own design that uses a smattering of Yugioh cards, Star Wars CSG cards, Lord of the Rings TCG cards, and Lego cards.

    There’s other things I’m into that aren’t board or card games, like Boggle and Jenga.

    in reply to: Best Combos! (that work) #11349
    Xerecs
    Moderator

    I actually asked about this in the rules thread a while ago, since I found this in the code:

    If treasure is transferred to a ship that is already docked at its home island, it does not automatically unload.  That ship must move away from the island and re-dock or it must be given an explore action targeting the home island, at which point all treasure worth gold is immediately unloaded.

    Emphasis added. Woelf replied:

    The ship that received the treasure would have to be given its own explore action targeting your home island to unload, or it has to undock and then return later to unload automatically.

    So you don’t NEED to move away and re-dock. Either way the ship the coins wind up on is given an action, either to move and re-dock or explore the home island to unload her treasure.

    in reply to: Best Combos! (that work) #11330
    Xerecs
    Moderator

    A neat idea in theory, but I’m afraid a couple things are going to prevent that from working.

    Firstly, you can’t stack abilities, so you’d only get one helmsman +S movement bonus. It can come from either Hermione or from the regular helmsman, but the ship won’t get both. Same thing applies to Trevor van Tyne.

    “The Pirate Code”

    -If two or more abilities have the exact same “trigger” (or requirements) and produce the exact same effect they are treated as the same ability and cannot be stacked, even if their text is slightly different.

    -If two or more abilities have different triggers and/or different effects they are considered different abilities and may be stacked.

    -The stacking rule applies only when multiple sources of an ability are on a single ship; it does not apply when each source is on a separate ship, even if their effects are applied to the same target.

     

    Next, Broadsides Attack cannot be used with other abilities, as per the last line of it’s ability text.

    “The Pirate Code”

    -Broadsides Attack prevents the use of all other offensive abilities that could apply to the shoot action, including but not limited to the Longship keyword, the Musketeer keyword, abilities that eliminate crew, abilities that eliminate additional masts, and abilities that can modify or re-roll the die.

     

    “Broadsides Attack”

    No other abilities (including re-rolls, die roll modifiers, offensive abilities of this ship, and defensive abilities of the target)can be applied to this shoot action.

     

     

    in reply to: Questions About Game Rules & The Pirate Code #11313
    Xerecs
    Moderator

    Let’s say that a ship has an Ex-Patriot crew on her, giving her the Mercenary keyword and all that implies. This same ship also has Eternal, as an ability provided by the ship, not coming from a crew. The ship is sunk. If I have Raft, can I flip it and throw the crew onto the nearby island, thus eliminating the Mercenary keyword from the ship and allowing Eternal to function?

    in reply to: Century of Economy 2020 #11253
    Xerecs
    Moderator

    Glad you’ve enjoyed watching/reading along, I’ve enjoyed playing the game.

    Meanwhile, an overlord waits impatiently….

    Hmm….. Now who could that be….?

    in reply to: Custom Ships (post your custom game pieces here!) #11251
    Xerecs
    Moderator

    Yes, they would come from outside the game. I should add some additional text that specifies this, and a line or two about the treasure being regular gold, not Unique Treasures (there were other abilities for that :D).

    Crew that are assigned to that ship with that ability would still take up cargo space as normal, and would still take up point space as normal (unless there was something else on the ship that would change/alter/affect either). The only thing that would change would be the nationality of the crew itself. If you used it to target an American crew, that crew would change flag to match the flag of the crew/ship with that ability.

    in reply to: Century of Economy 2020 #11244
    Xerecs
    Moderator

    Good news, Report 5 is here!

    Bad news, due to some IRL stuff involving my camera I’ve been forced to go on a little hiatus from game-play. I should be able to get it resolved quickly and get back to game-play before the week is out.

    in reply to: How to ship built up ships #11242
    Xerecs
    Moderator

    I’ll throw in my thoughts as well. Do not mail a ship built, ever. It’s just asking for trouble. It’s better to take them apart and put them into bags (snack sized or similar). For packing, I’ve not used packing peanuts much as they and bubble wrap are not ideal for sending miniatures. Both tend to not absorb impacts and will exert force on whatever you’re sending. For non breakable or hardier things this is fine (like a box of boxed candies, decorative candles, etc.) I’ve found that plastic bags (like you can get at a grocery store) are a good option for packing as they’ll absorb impacts better. I’ve also used Easter grass to good effect.

    in reply to: Custom Ships (post your custom game pieces here!) #11226
    Xerecs
    Moderator

    can we creat our own nation with ships here?

    I’ve done that at least twice so sure, go ahead.

    in reply to: Custom Ships (post your custom game pieces here!) #11220
    Xerecs
    Moderator

    First option, within 3L of the ship the Matatu is on.

    in reply to: The eBay Sales thread #11202
    Xerecs
    Moderator

    Jeez, that is a huge lot of stuff.

    in reply to: The non-eBay Sales & Trades thread #11201
    Xerecs
    Moderator

    @Ochobrazo2298, Sorry mate but Ochobrazo doesn’t exist. 🙁 As I’ve heard it he was supposed to be in Rise of the Fiends, even appears on the Checklist, but didn’t make a showing. He got moved to the Savage Shores set but when that set was split in two parts, he didn’t make it into either half. His stats are visible in the Master Spreadsheet under the unreleased tab to the far right.

    in reply to: Weirdest/most unique effects #11200
    Xerecs
    Moderator

    Another tidbit for ya.

    Carbon Charlie was a crew from Spanish Main, English and cost 3 points. he lets you turn one treasure on your home island into a cannon for the ship he’s on. In order to use him though, the same ship needs to be docked at your home island.

    This ability appeared later on Ships, but never again on a crew made by WK.

    in reply to: Questions About Game Rules & The Pirate Code #11199
    Xerecs
    Moderator

    Oooh. Yeah he’s powerful. I’ve finally gotten my hands on the SR pack from DPotC, so he could show up at some point in the summer game, if the pirates ever feel like he’s necessary.

    in reply to: Questions About Game Rules & The Pirate Code #11197
    Xerecs
    Moderator

    It’s overpowered indeed.  Which is part of why I went after him in VASSAL Campaign Game 1.

    Which crew? I didn’t see mention of them in the original post.

    in reply to: Game Ideas #11166
    Xerecs
    Moderator

    This sounds like a decent idea or scenario for a campaign, but it needs a wee bit of modifying, especially when custom ships are taken into account.

Viewing 30 posts - 631 through 660 (of 1,136 total)