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XerecsModeratorI feel like I’ve already seen the Sentence and Kontos….
Sentence has an interesting ability, making it mandatory to eliminate a crew, either from itself or another ship nearby. It could get ugly in close quarters battles, with so many ships crammed together.
Would Kontos be able to use his ability in conjunction with range extenders, like traditional sniping or Extended range?
XerecsModeratorI chimed in on the FB poll, and I’ll reiterate most of what I said there. I think the game is fine as-is, and re-costing or ‘fixing’ the agreed OP pieces would lead to a can of worms. I can envision a scenario where someone thinks a piece is OP (just because of bad experiences) and calls for it to be nerfed to high heaven, when it doesn’t need to be.
I think if the game was still in production then I might have a different opinion, but with the game so far out of production, calling for ‘fixes’ to pieces seems silly and possibly a waste of time. If people feel strongly about it, then they should communicate with their playgroup well before hand if the game is to be taken in a more casual manner or if it will be hyper competitive.
XerecsModeratorHuzzah, I can post again. 😀
Gunos Fortress is interesting, I quite like the concept.
Figlar I think takes the concept of Gunos and dials up to an eleven, not even needing gold to travel through a whirlpool, and being able to use crew inside of it.
XerecsModeratorWeirdness continues. When I’m on the main forum page, I’m shown as not logged in. However, once I click on a thread and go in, I’m suddenly logged in. I haven’t checked the Customs thread yet though. I’m fairly sue that the oddity is on my end, though I’m not sue what to do about it, since I’ve already removed some cookies and stuff.
XerecsModeratorAre you accessing the thread from the main forum, from the notification in the top right corner, or from an email notification link?
I was just able to post there after going to the latest post from the main forum, but that might just be because I’m the admin.
I’ll get an e-mail when a new post is made, at the bottom is a post link URL, which I click on to go here to the forum and read it. I got one today, followed the URL on the bottom, and it took me to the thread, but I wasn’t logged in, and the most recent post was the 90 point ten mast.
I suspect this has something to do on my end with cookies and stuff.
XerecsModeratorHuzzah! I currently seem to be ranking #2 in google for “Pirates CSG” behind only Miniature Trading! 😀
Nice, break out the special reserve rum, for parties and other extravagant affairs!
Edit: I’m having a problem with the Custom Ships thread, it keeps logging me out when I click on it. Could be a problem on my end, but heads up.
XerecsModeratorThe Beating seems like a nice support gunship, o a stand alone ins a smaller game. Nice set of cannons, a very good ability and decent speed. Only 2 cargo will limit some options I think, but fine otherwise.
repository has some interesting potential, I’d have to look at all the crew with ‘Fiend’ in their name, though I think some might not function efficiently in a fort.
XerecsModeratoroooh, some wonderfully nasty Cursed.
I agree the Epidemic might be OP in long/large games, as well as campaigns. As evidenced by the Conglomerates poor start and performance in CG4, Plague can slow a fleet down significantly. That said, I do like the ability, as it seems to be a twist on your Flying Dutchman ability.
Wormking’s ability seems very specific, I’d much rather see a broader bonus to sea monsters crew.
Dragon’s Lair reminds me of Aguinvari-Gakhali, but less wordy and limited to Dragons
XerecsModeratorNataliya is a ship I would definitely use. Given he speed, I’d put just a captain and helmsman on he to chase after gold runners, and use the last cargo spot to steal a coin given he second ability.
Conversely, I’d try and optimize that second ability as much as possible with some boarding oriented crew.
Volk seems like a very solid mid-size gunship, excellent cannons to stat, he ability is just gravy imo, since the est of he stats are very good. Decent speed for a three mast, and good cargo to boot.
I quite enjoy the flavor text of the Suffering and Duogoth, decidedly vile. 😀 Given the Sufferings ability, I’d probably use he as a scout gunship, or try to keep he away from fleet operations until absolutely necessary.
XerecsModeratorSila already looks like a monster gunship, quite impressive with all rank 2 cannons.
I think the Opyt is fine, price wise, as-is, since the cheerleader ability is sometimes over costed, especially on smaller ships.
Are you going to try and be historical about you customs? I ask because the Russians o Russian empire wee not that active on a global scale, and primarily used oared craft in their navy.
Halifax strikes me as a hybrid ship, captain and oarsman at minimum to get the trigger for her ability. Helmsman optional for even greater speed.
XerecsModeratorExactly, all “measured ranges” would include cancellers, shots that go underwater, Fear, etc. If it turns out to be too powerful, I could increase the cost, or more likely decrease the turn limit to every 3-4 turns instead of 5.
Yikes, that’s some extreme defense. Its good that it can’t also target stuff while underwater as well. I think limiting the time it can be underwater is a good balance, but 4consecutive might be too many, perhaps 2-3 could be better and would prevent too much abuse.
XerecsModerator“The Decent speed and cannons make me inclined to turn her into some kind of gunship, but her cargo is somewhat limited.”
I don’t see 3 cargo on a 12 point gunship being a problem. 2 gets a little iffy, but 3 is plenty. I think it’s the type of ship that would do well without a lot of crew beyond captain+helmsman.
Fair enough, I suppose I’m just looking for a way to pack he full of non-specialist generic crew.
I’m having little trouble with the Canyon’s ability, since I’m not sure what it implies or protects the ship from. If it prevents even a canceller from getting at it, then yes it might be OP since the only things that I think would be able to get at it would be an All-Poweful 6 o some kind of L/S-move ability.
XerecsModeratorI was half expecting Shiva’s Rage to be a galley, given the name. 😀
This is a funky ship, with some interesting abilities. The Decent speed and cannons make me inclined to turn her into some kind of gunship, but her cargo is somewhat limited. Ghost Ship adds another layer of interest to her, since I’d want to try and maximize that ability, though it would be difficult I think.
XerecsModerator<div class=”bbp-reply-content”>
Random underrated ship – Centurion from PotC.
Never hear anyone talk about this ship, but she’s a great budget hybrid. Reasonably strong in all areas except speed.
I think my Pirates used he briefly in last yeas CoEC, she was part of a battle squadron that the Pirates put together to attack either the Cursed or the Spanish.
I agree, she’s reasonably good in all areas, but I don’t think I’d use he as a hybrid. With the offensive ability and decent cannons, I’d go full gunship with her, captain, helmsman, musketeer, cannoneer, use all 4 cargo spots.
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XerecsModeratorI quite like the Evening Sta, even with limited cargo shes a monster gunship with that ability and the point space to put some of the high-power crew the Americans have.
This ship gets +1 to her cannon rolls and boarding rolls against Russian ships.
Interesting, when will we see some of these Russian ships? I’m always interested to see new factions and the like.
XerecsModeratorThe Stormdove could be interesting in set ups with lots of terrain packed closely together, that +S could happen more frequently.
I like the SoP, seems exactly like what he flavor implies, a good second o back up runner in a large game o a campaign.
XerecsModeratorSure, I’d be down to try something like that. If you wanted to make it a permanent rule or variant, you could get actual cards (like playing cards) that have the name of the ship/crew/UT on them, which would correspond to the actual game piece.
XerecsModerator
XerecsModeratorSea Dragons are fun if a little difficult to use imo. To best take advantage of their unlimited movement and swoop attack (or their regular cannons and abilities) I find it advisable to have some kind of fleet action available, be that Lord Mycron, or one of the many ‘roll a 6 one ship in your fleet gets an extra action’ crew. Those will allow them to move and shoot in the same tun, which makes them quite powerful.
However given that, you still need to be careful with them, since there is no way for them to repair once they get hurt and have segments eliminated. For that reason, I’d only use them against smaller ships, like 3 masters and below, or I’d use them as a finishing strike on a ship that is already damaged.
Another option with Sea Dragons is ‘zone control’. Park your dragon at the farthest wild island and have it sit there, waiting for the enemy to come within Swooping range. Since most everyone knows the range of a swoop attack, they’ll likely avoid that island until they have to go there, while you could go there as soon as you’d like.
XerecsModeratorAs a general question, how would these loyal: Merc or dual nationality crew be used in a campaign?
I like anything Eternal, so I’m quite fond of Xelomenos, and Haltharad seems to be made for campaigns/large games.
XerecsModeratorI 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.
Heh, I’ve done some of that. 😀 When i cost things, if I’ve used an established ability, like +1 to boarding rolls, I try and find pieces that WK made that have the same ability and try to go with what they costed it. In the case of +1 to boards, it was best as a 2 point ability(as opposed to late sets when they made it 4 o more), so I try and factor that in when making a ship/crew. On the flip-side of that example, an ability like Fear or reverse Captain (Which many can agree are overpriced), then I try and use what might be a more acceptable cost. In the case of Fear, the way it is worded you could put it between 1-3 points and not many people would loose their minds, same goes for reverse captain.
If I’m creating a whole new ability that never had a point cost before (like the +1 to boards for every crew, that ability was on a couple of UT’s which didn’t have point costs) then I try and find or think of something similar and go from there. Of course sometimes I just pull a cost from how I feel an ability will impact a game or piece.
XerecsModeratorI feel that the Garmr should be a little bit more, but not by much. I think 13 might be good, if only because that boarding ability is much better when the ship it is on has more cargo to take advantage of more crew.
Usually ships with the Acorazado ability deserve to be expensive, however I feel that the Skidbladnir should be less than 20, say around 17 points.
If you don’t mind, could you try and explain you thought process for costing ships and crew?
XerecsModeratorUSS Vesuvius
Type: Ship
Nationality: American
Point Cost: 23
Masts: 3
Cargo: 3
Base Move: S+S
Cannons: 3S,3L,3L,2S
Link: David Porter
Ability: Bombardier. You own any derelict that this ship explores; both ships become docked at your home island.I like this Bombadier, though I think it’s a little too expensive. WizKids didn’t really price these things correctly to begin with(or so is the consensus in most Pirate communities) so giving one a lower cost before any abilities are added is fine I think. That said, I do feel this needs to have a point cost greater than 15, but less than 20.
HMS Seaford
Type: Ship
Nationality: English
Point Cost: 10
Masts: 2
Cargo: 3
Base Move: S+S
Cannons: 2L,3S
Ability: When this ship is given a move action, roll a d6 before moving her. On a result of 5 or 6, place a trade current. On a 1 or 2, eliminate a friendly trade current. On a 3 or 4, this ship gets +S to her base move that action.The Celestine has this exact ability, and is a point more. For a point less you get one more mast, and much more usable cannons. I feel that this should be more expensive than the Celestine (which is priced at 11), but I don’t think it should be much more expensive, perhaps 12 or 13.
XerecsModeratorI like the ability of the Deathless, BUT I feel it might be too good, even at 17 points. She has VERY good cannons and decent speed for a ship that size, couple that with her ability and it becomes very hard to sink her for good. Perhaps I’m overreacting, but that’s my gut reaction to it.
XerecsModeratorWhen this fort hits an enemy ship, also eliminate one crew from that ship. If an enemy ship is within S of this fort you can roll a d6. On a result of 6, one target crew is immediately assigned to this ship. Its nationality changes to match the nationality of this ship. If any ship is moved into contact with this island, that ship and all crew aboard have their nationality changed to Cursed and become part of this fleet.
Bold added for emphasis, do you mean fort here instead of ship?
Nice fort otherwise, I like the zone control aspect along with the decent firepower.
More Sea Monsters should have the ability of the Serpent. I quite like this beastie.
Nifty ability on the Fleeting Star. I like that you’ve tied the mast elimination to a move action, so you could only repair up to two masts in a tun (considering EA’s and other sources of extra actions for the star).
Outside of he ability I think I’d use the FS as a gold hauler, give he a helmsman and maybe an explorer and send he off to get the goodies. He size would most likely keep he from being one shot if she gets caught by a mid-size to second rate gunship.
Alternatively I would use her as a boarding only ship, where she doesn’t even fire her cannons, but uses her 4 masts and good speed to swoop in on already damaged or derelict ships and board them, either with Captain Nemo, or some other boarding focused ability.
XerecsModerator“The SoS is a pure gunship”
I completely disagree. I think she immediately becomes one of the best hybrids in the entire Cursed fleet, though mostly because they don’t have that many of those. Having her be from one of the imperial nations was my flavor excuse of making this good of a Cursed ship that wouldn’t normally be Cursed. XD
Fair enough, she reminded me of high cargo gunships that WK made. Running her as a hybrid could work, kind of like the Neptune’s Hoard.
Speaking of Hybrid, the Celtic Sage looks like he’d be a perfect fit for a Jade gold fleet. Place him on the Virtuous Wind with Ms. Cheng for re-roll and away you go.
I think Le Baron could be 14 points, since I’d say the Jarvis from RV is still superior at 15 points. With the Georgetown from OE at 14 being not too great of a ship, you might get away with 13 actually.
I agree, the Baron does seem overpriced.
JW, when you write out the abilities of keywords, try to use the same vernacular as WK. For Blockade Runner it should read, “ramming cannot eliminate this ships masts” which is the same as what WK wrote for that ability.
Wow, heckuva ship thee with the Calamity. I imagine that she’d only make an appearance in a huge game, in excess of 100 points, since I’m not even sue if 100 points would be enough to fit this thing. I really like the ‘firebomb’ thing it has going, especially the range. This is one ship that if you surround, you want to completely sink, since it doesn’t even need a shoot action to trigger the firebomb.
XerecsModeratorThe SoS is a pure gunship, one level of something you’d see from the English, or French. Lots of cargo and good speed, a little on the expensive side, but that’s fine. This is worth every one of those 18 points.
XerecsModeratorThe JC is one of the few sips where there is a difference between the Unlimited version and the regular version. I think the UL version is the one with the extra text. However according to the code:
The complete ability text for…….should read: “Schooner. Broadsides Attack.” Certain printings included additional text in the ability box that should be ignored.
One of my brothers tried to cheese that version with the copying Jones to get Broadsides on a ten mast.
XerecsModeratorI feel that BA shouldn’t have been put on crew, and should have been limited to a ship only keyword. As for it’s mechanics, I wouldn’t change much, but I would (unless it’s been done already) explain what the ‘no other abilities’ would cover. I know that you can’t couple a WH or a re-roller crew with a Broadsides Attack, but you can use it in conjunction with a captain (unless I’m wrong), which has caused some confusion and salty situations more than once. Also to that end, I would make it more obvious that it will ignore almost all defensive abilities of a target ship.
XerecsModeratorI suspect a temporary server issue or some other hosting problem on their end. I’m assuming they’ve fixed whatever problem they had, since I can access the site and it seems to be operating as normal.
This happened at least once before, before the new owners took over, the site went down for a few days. When I tied to access it then I got a ‘problem loading page’ message.
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