Challenge of Snails: Broadside Heaven

Originally published to Miniature Trading on September 9th, 2011

CoS: Broadside Heaven

This is for Nemo’s Challenge of Snails fleet contest.
My favourite ship of all time is the HMS Lord Algernon, and although not usually very practical, this is a good chance for me to include her. The defensive ability helps the Algernon early on, while the Galapagos’ ability is possibly even more important, giving her a distinct advantage in this particular contest (at least until she gets hit).

The Lord Algernon will be helped by the SAT, with a better chance of success due to Doone. She can be the escort, or sink any enemy ships that have a hold full of gold.

The Galapagos goes out at S+L and takes the best two treasure from two islands.

I originally had both as gunships, but saw a decent opportunity (with Ismail) to have a balance. The biggest vulnerability is when the Galapagos gets hit. Then my gold-running strategy dies quickly. As usual, crew-killers also pose a threat. The Algernon especially can’t afford to lose any crew.

Leave your comments and votes below on this Challenge of Snails entry!

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSM EC-CA Crew U
1 x Countess Diana Doone PofBC 208 Crew PR
1 x HMS Lord Algernon PofSMU 043 Ship R
1 x Sir Christopher Myngs PofSMU 058 Crew R
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofSM EC-EX Crew C
1 x First Mate Ismail PofBC 059 Crew C
1 x HMS Galapagos PofSCS 048 Ship U

 

Challenge of Snails - Broadside Heaven

Fleet page at Miniature Trading

HMS Grand Temple – One of the All-Time Great Fleets

HMS Grand Temple Fleet

Originally published to Miniature Trading on August 21st, 2011

In my 500 point game and my recent cumulative game (treasure is spent along the way), my HMS Grand Temple (acquired in the summer of 2011) was atrocious in play, being easily sunk in both games without barely touching my opponent. I was very disappointed with the performances, but since she has great stats and people on here rave about her like she’s a saint, I decided to give her one more chance to prove her greatness. And has she proved me wrong so far!

The main reason I am posting this fleet is because it has been very successful. 29-13, as of 2/17/2017 (and 15-0 before that). This fleet was designed with just fighting in mind, so it is safe to call it a deathmatch fleet. The help she has consists of the HMS London with captain and helmsman, who are let onboard by Administrator Scott Bratley (the backup ship used to be HMS Meresman). The Temple is decked out with OE Calico Cat and OE Lord Thomas Gunn, as well as a helmsman.

The strategy is obvious and fun, but it has worked so far. I stay out of range of all enemy gunships and wait for an extra action from Cat. This is speeded up quite a lot by Gunn, who provides reroll (2/3 EA’s instead of 1/3), and the necessary captain ability. Cat also gives me world-hater, so that two of my guns (S-range) hit 4/6 times, and the L-range guns hit 5/6 times (twos hit  ). The Temple waits till the enemies are close enough, then moves 6S suddenly and swoops in and is able to dismast almost any ship (Harbinger was sunk in one broadside) unlucky enough to be there.

The London is the backup (now that I have acquired her), with 4 guns that hit 2/3 of the time. Before I strike, I position her to somewhat block the lines of fire to the Temple.

The first fleet that was mauled was a fleet with Enterprise, Recreant, and Ladron (with captains, +5 crew). The second fleet, with the Longshanks, Recreant, and Silverback, fell even quicker. Then I destroyed a fleet with the SM Harbinger and SM Sea Nymph. The fourth fleet I don’t remember what ships I used. The last fleet, a swarm fleet with 10 ships, was blown out of the water (I could take out 3-4 ships per turn). All these fleets faced the HMS Grand Temple fleet in a series of three 40 point deathmatches, and all lost. I may not test this fleet again soon, so she goes on hiatus with an undefeated 15-0 record.

Edit: Just added a few nasty UT’s if I run this fleet in a regular game (not deathmatch).

Edit: Fleet’s record is now 18-6, read comment below.

Edit: Switched out Griffin for Lord Thomas Gunn, and made the helmsman English, so a canceler wouldn’t be able to cancel all three crew at once by cancelling the Temple’s ship ability.

Edit (1/6/13): Switched out HMS Meresman for the London, thanks to the suggestion by relvar99. This dramatically improves the potential of the backup ship to aid the Temple, as the firepower more than doubles with twice the quantity (4 guns vs. 2) and added quality (rank-2’s with 2 being L-range). I will test this improved version of the fleet, possibly next month.

Edit (2/2/13): Another series of three games had this fleet facing an all-treasure fleet consisting of the Tiger’s Eye, La Dijon, Le Bon Marin, Le Coeur du Lion, Coral, and Rover. It was no contest, with the GT fleet winning all three times in dominating fashion.

The final three games pitted the GT fleet against the Pirate fleet with the Darkhawk II, Raven, and Bonnie Liz. This fleet was harder for the Grand Temple and the London to defeat, but the English still won all three games. In addition, there was no English bias involved, as I even made the English HI extra-far-away from the rest of the islands for the last game, to give the Pirates a head start running gold.

This brings the record of this fleet to 24-6, and it appears that the GT fleet is only to be defeated by fleets utilizing defensive abilities or cancellers  .

Edit (2/3/13): Today three games were played: 40 point deathmatches between the HMS Grand Temple fleet and the Acorazado fleet. It was the first time the GT fleet faced the Acorazado fleet with the London instead of the Meresman, so I expected the English to do better than before. They didn’t. El Acorazado won all three games, and never lost more than two masts in any one game. Now this fleet is 24-9.

Edit (2/20/13): This fleet beat Norvegia in all three games. The GT was able to crush the treasure runners before they got back home. The devastating UT’s helped a bunch, but the English still won the third game despite not using the UT’s. The fleet’s record is now 27-9.

Edit (1/20/17): After losing in the second round in VASSAL Tournament #2, this fleet’s record is now 29-13 for a .690 winning percentage. At 42 games it’s my most-tested fleet, and not many fleets out there have been put to the test like this one has.

Leave your comments and votes below!

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Calico Cat PatOE 038 Crew R
1 x HMS Grand Temple PatOE 044 Ship R
1 x Helmsman PofSMU 110 Crew C
1 x Lord Thomas Gunn PatOE 054 Crew R
Section: Ship #2 (4 miniatures)
Miniature Set Number Type Rarity
1 x Administrator Scott Bratley PofCC 046B Crew C
1 x Captain PofSM EC-CA Crew U
1 x HMS London PofCC 034 Ship U
1 x Helmsman PofSM EC-HM Crew C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Maps of Hades PofDJC 103 Unique Treasure R
1 x Missionary PofRU UL109 Unique Treasure R
1 x Monkey’s Paw PofDJC 101 Unique Treasure R
1 x Natives PofRU UL106 Unique Treasure R
1 x Wolves PofBCU 103 Unique Treasure R
HMS Grand Temple Fleet

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HMS Grand Temple comments

Page 2 of the comments

Extra Action Gold Runners – One of My Classic Fleets

Extra Action Gold Runners

Originally published to Miniature Trading on August 21st, 2011

I wanted to create a 40-point standard fleet using at least two fast ships with good cargo holds that would utilize the same-action twice/extra action capability. Here it is.

12/19/14: I’ve edited this fleet to make it better. Now both crew are extra action crew rather than SAT crew because it’s harder to use SAT crew with gold runners.

The fastest ship is the Pirate ship Star of Siam (originally the Raven), and she has Gallows on board for the possibility of moving 6S (S+S+S+S+S+S) per turn, and still has three cargo hold left to take treasure from the island that is farthest away. The oarsman is insurance for the potentiality of becoming derelict or losing a boarding party.

The second ship is the Spanish ship (it is a mixed fleet) La Joya Del Sol, and she is equipped with a helmsman, Capitan Alarico Castro from BC, Vaccaro to help him with the EA, and an explorer.

These are the main ships, and the other is for support.

L’Intrepide was the original support ship for this fleet with a captain and Cissey, but when I decided to use Vaccaro instead of Cissey I needed to cut costs. I wanted to add the Algeciras with Luis Zuan, but since Zuan is hostile to Pirates I had to use a regular captain. In this way I switched out the Raven for the Star of Siam in order to save two points, which let me put a captain on the Algeciras and add Raft back in.

I added UT’s that hopefully I will discover first because my ships are so fast. I also included Raft to fill in the last point and try to provide my runners with any emergency assistance.

When I finished this, I was quite satisfied because I didn’t have to think too hard about how to configure it. Now for the problems that I quickly realized:

1. Counting on the 5-6 die roll at least once in the game isn’t good, I might not get any help from those two.

2. Not enough firepower/no true gunship. The Star of Siam could easily be sunk/dismasted, and if captured with gold on her, I could easily lose the game. The Joya Del Sol is more durable, with four masts, and since she will be carrying the most treasure, this could be very important. This is good, but she can’t really fight back, as she has no captain and all her cannons are rank-4.

3. Bad UT’s. Something like Wolves/Missionary would really throw me for a loop. That would wreck my gameplan while allowing my opponent enough time to sink my runners.

4. All but one ship only takes two hits to be dismasted. A couple of well-placed broadsides from any enemy gunship could destroy my strategy and I would lose. This is where I bank on the EA-bolstered speed of my two runners.

5. The important runners, the Star of Siam and Joya, don’t have escorts. They will be all alone and will have to rely on their speed/Extra Action capability to evade enemy gunships(not easy in enemy territory), mostly because the Algeciras is not designed to keep up with them.

It’s unlikely, but in a best case scenario I can take almost all the treasure in the game while using the L’Intrepide to occupy the gunships while my runners get 5’s and 6’s to zoom to the islands and get back to my HI, ending the game in the blink of an eye!

Edit (12/23/14): This fleet was involved in a game!

Check out this battle report.

The final two games have been played: Battle Report

After this series the fleet is now 1-2.

Another series was played: Battle Report

After this series this fleet is now 1-5.

Edit (9/10/2016): This fleet is participating in VASSAL Tournament #1!

Edit (6/1/2017): After winning a 12 fleet game and participating in both T1 and T2, this fleet’s overall record (counting the 4-4 record before it was modified) is now 9-13 in 22 total games (5-9 as it appears in the fleet below against very tough competition).

Old description:

In terms of options, thought about using the Longshanks with a helmsman (8 points) instead of the Algeciras+captain (6) and du Lion (2). Then I wouldn’t have a single captain, though. I could use the the English ship Plantagenet with Bratley/captain/helmsman while doing away with the Crow and explorer, but I wanted more than three ships. I also could go back to having SM Calico Cat on the Raven, and have the Pirate ship Cutlass with better guns than the L’Intrepide, but I figured that the EA was better than SAT because of the explorer deficit. Options, but I like how it is now. I am testing the fleet very soon, so there may be quick changes made accordingly.

Edit: I tested this fleet against a 40-point fleet with the Asesino de la Nave and the Monte Cristo (both beefed up with crew), and this fleet beat that gunship fleet two out of three times. The fleet was the older version of this fleet, with the Coeur du Lion, Carrion Crow, and Algeciras instead of the L’Intrepide and Dominic Freda. The Joya Del Sol was a target, and not everything worked out. The Algeciras and Le Coeur du Lion were the surprises, the Algeciras doing good damage to the de la Nave, while the Lion’s treasure was the winning treasure once. I noticed that the Sol attracted the most attention, because she had the most gold-carrying capacity, and was captured once and sunk another time. Raven’s SAT wasn’t always relevant, I would roll a 6 but would not need all of the 8S to get to the island. Therefore I think it would be best to use a crew that gives an extra action instead of SAT/helmsman, but I don’t have any crew like this in my collection of pirate crew. The Crow did almost nothing, but the fleet performed admirably, hopefully will run it out again soon.

~~~~~

Like all my fleets, this is by no means a finished product, and I am open to suggestions. I’ve already edited this fleet multiple times and I’m willing to do so again.

Thanks for reading all this stuff…

Comment and vote! 

Section: Ship #1 (2 miniatures)
Miniature Set Number Type Rarity
1 x Sean “Cannonball” Gallows RotF 020 Crew R
1 x Star of Siam PofR 142 Ship SR
Section: Ship #2 (5 miniatures)
Miniature Set Number Type Rarity
1 x Admiral Alarico Castro PofBC 071 Crew C
1 x Duque Marcus Vaccaro PofBC 072 Crew C
1 x Explorer PofSM SC-EX Crew C
1 x Helmsman PofSMU 111 Crew U
1 x La Joya del Sol PofSM SS-005 Ship U
Section: Ship #3 (2 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofSMU 106 Crew U
1 x El Algeciras PatOE 067 Ship U
Section: Events (1 miniatures)
Miniature Set Number Type Rarity
1 x Raft PofR 037B Event C
Section: Unique Treasures (5 miniatures)
Miniature Set Number Type Rarity
1 x Cross of Coronado PofR 107 Unique Treasure R
1 x Homing Beacon PatOE 103 Unique Treasure R
1 x Screw Engine PofMI 107 Unique Treasure R
1 x Trees PofCC 096 Unique Treasure R
1 x Turtles F&S 094 Unique Treasure R

 

Extra Action Gold Runners 1

Fleet page at Miniature Trading

 

Extra Action Gold Runners 2

Second page of comments

Common Fleet Challenge Entry – A7XfanBen

Published to Miniature Trading on August 8th, 2011

COMMON – A7XFANBEN

This is my first fleet I have submitted, this one for the Common Fleet Challenge. I used Administrator Scott Bratley to push the points to 50. I would say the HMS Victor and HMS Lord Walpole are almost co-flagships (Victor has shipwright already built in  ). Strategy is quite obvious, just blast away with at least one gunship while the other helps out/guards the Provost. Somewhat simple, a good fighting fleet, although probably not as good in multiplayer games. Advice is welcome, still learning the complexities/combos of game after on-and-off obsession through the years (I like to do a fantasy scenario type thing where fleets are built as the war progresses, not modeled on the game, but history). Please vote, thank you! 

Edit:

Took out the Meresman and FotG and switched some stuff around to add the common HMS Lady Provost. Now vulnerable to Mermaids, but hopefully people would realize this is overused and don’t want it. I put Ducie Chads on the Victor instead because I like the thought of possibly repairing two masts in one turn, and because Gunn’s ability can’t be doubled (although then the Walpole wouldn’t have a helmsman, if both 5 point crew were on her). Still lacking speed, but hopefully I am getting over my “fighting syndrome”, this is because of the books on the history of the Royal Navy I’ve read.

Edit (3/30/2013): My first fleet of the week! Thanks to all who commented and voted. I forgot to add this in at the time, but back in June 2012, this fleet went 1-2 against a Pirate fleet. I put HMS Lord Walpole outside her usual section so that she would appear on the homepage, since she’s my second favourite ship, after only HMS Lord Algernon.

Leave your comments and vote in the section at the bottom of this post!

Section: Ship #1 (4 miniatures)
Miniature Set Number Type Rarity
1 x Administrator Scott Bratley PofCC 046B Crew C
1 x HMS Lord Walpole PofSMU 056 Ship C
1 x Helmsman PofSMU 110 Crew C
1 x Thomas Gunn the Younger PofSMU 064 Crew C
Section: Ship #2 (3 miniatures)
Miniature Set Number Type Rarity
1 x Captain PofCC 129 Crew C
1 x HMS Victor DPotC 054 Ship C
1 x Lieutenant Henry Ducie Chads PofMI 043B Crew C
Section: Ship #3 (3 miniatures)
Miniature Set Number Type Rarity
1 x Explorer PofCC 106 Crew C
1 x HMS Lady Provost PofCC 041 Ship C
1 x Helmsman PofSMU 110 Crew C

 

Common Fleet Challenge Entry 1

Fleet page on Miniature Trading

 

Common Fleet Challenge Entry 2

Page 2 of the Comments

First 5 fleet 500 point game – August 2011

Originally posted to Pojo in August 2011

August 5th, 2011

I am extremely excited to start my next project: a five-way 500-point game! Cumulatively, 2500 total points! O_O  (2520 if we add the ransom crew +5’s)

The factions for this massive enterprise remain the same. It will be the English v.s. Pirates v.s. Spanish v.s. French v.s. Amercursedcorsairebels. I have already constructed the fleets with crew (had to write all of it down last night, it was quite fun!, never built fleets that big). In total, I am using 151 ships and six sea monsters. Many very prestigious and well-known ships will be participating, including: HMS Grand Temple, HMS Titan, Nautilus, Enterprise, Divine Dragon, El Acorazado, Revenant, Harbinger, Raven, Lechim Namod, El Toro, Darkhawk II, Magnifique, Soleil Royal, Jarvis, and Asesino de la Nave. I am planning on using 20 islands, with ten of them being mysterious. I am also planning on using 5 reefs, 5 fog banks, 4 sargasso seas, 4 icebergs, and 3 whirlpools. I am using all of my unique treasure (22, I think?). Hopefully it will live up to my expectations.

August 6th, 2011

Today I started the much anticipated five way 500 point game (the 2500 is in total between the fleets).

The 20 islands and 21 pieces of terrain were placed, home islands chosen, treasure buried, and dies rolled. I, as the English went first, followed by the Pirates, French, Amercursedcorsairebels, and Spanish, in that order. The Leicester, HMS Grand Temple, and HMS Titan used extra actions/SAT’s to get a jump start. The Pirates set out, and had a balanced strategy that included collecting, stealing, and sinking the gold (not surprising, eh?). The French had their own corner, and had the most ships since I don’t have very many crew for them. The Amercs set out not sure of their strategy but knowing they could create havoc with their best ships (Divine Dragon, Enterprise, and USS Stephens). The Spanish were going to try to avoid conflict while providing their treasure ships with adequate cover.

Turn one passed almost without incident. During the Amercs’ turn, they revealed the All Powerful Davy Jones! Obviously the Pirates were quite ignorant of the fact that the Cursed would use him, placing two of their best gunships, the decked out Harbinger and the similarly loaded Prussian Crown, both five-masters, right next to each other! Now I know that what happens next is technically illegal, but I like to keep my games full of surprises! The Amercs rolled a six! (FYI: The OE Davy Jones has guaranteed extra action capabilities, 1-4 is for the ship he is on, 5 for any friendly ship, 6 for any enemy ship) Arguably the most feared man (?) on the sea gave his order, and the Prussian Crown began firing on her own ship, the Harbinger!!!!!  Behold the incredible power and almost limitless possibilities of DAVY JONES!

At the beginning of the second turn, I rolled for my SAT with the HMS Leicester, and got a 6. I also had Myngs and the Gentleman for reroll on board (I know triple actions are also frowned upon, but you’ll see how badly I got paid back!), so I decided to go take on the Harbinger. Using my helmsman, I put my gunship right in the narrow space between the Harbinger and Prussian Crown, the Harbinger already missing three masts. Then I let the dice do their thing, and when it was all said and done both five masters had been sunk!!!!! The Leicester’s superb ability of eliminating two masts per hit let me hit the Harbinger twice, sinking her, then turn to the Prussian Crown, and with the help of Sir Christopher Myngs, sink her, too!

The revenge the Pirates exacted on me was very painful. The Revenant came up and dismasted my Leicester with one broadside! Then I tried to get the Leicester out of there, but accidentally ended up in a horribly undesirable fight! A complete disaster, the Leicester sunk without any crew being saved. The Titan was forced to stop and fight, and was able to dismast the Revenant before the Titan was dismasted by the Broken Key. Even worse for my morale, my HMS Grand Temple, newly built (out of the 151 ships participating in the game, she was the most highly anticipated) and decked out with Calico Cat, Griffin and helmsman, was sunk by a combination of Pirate ships, including the underrated Xiamen’s Claws. I thought I was going to lose all three of my best gunships before getting any treasure/captured ships, but through a small miracle I was able to extricate the HMS Titan from the action through my version of chain-towing (I checked on the Rules thread of MT, this is legal). I used one ship to tow the Titan, placing her at the stern of the nearest ship, then releasing her, then towing her and placing her behind the next ship, and so on down the line till she was out of harms way. I lost the HMS Concorde in the process, but that was a small price to pay for the salvaged ship, probably paid thirty plus points with the crew I had on the Titan.

Both the Pirates and I were happy to disengage and lick our wounds as we headed back to our respective home islands, the Pirates managing to capture the Sea Tiger with Commander Temple on board in the process. Meanwhile, I had signed an imaginary non-aggression pact with the nearby Spaniards, as we were both feeling like being nice and sharing the few nearby islands. The Pirates were doing some simple treasure running with their Darkhawk II’s, and they are trying CCMike’s idea of using a crew (Genny Gallows here) to add +2 to every treasure. Another 6+ ships and the two sea monsters, Seleucis and Teach, tried unsuccessfully to get to the battle with the British, the Britons already sailing away. It was not a large scale battle, but the Broken Key was also sunk.

The French slowly made their way away from their corner to the southeast and started to gather gold. The Soleil Royal possessed the only extra action crew in the fleet, and pounced on the Cursed ship Dark Pact, dismasting her before she could use Wraith to eliminate all the French crew, but then fell into a similar situation as the Leicester. She was isolated and didn’t have access to backup in time before she was also sunk, by the USS Stephens. The Amercs weren’t interested in a full-scale fight, so they let the French eventually capture the Dark Pact, Bashaw Folly and USS Quigley while letting the rest of their ships get away. The Divine Dragon continued to create havoc with Davy Jones as the HMS Bretwalda lost three masts after being fired on by fellow English ship HMS Granville.

The Amercs and Spanish didn’t do too much, although the Spanish got some treasure while the Amercs encountered problems. The Nautilus had Captain Nemo, Luc Savard, and a helmsman on board when she docked at a mysterious island. She rolled for effect just fine, but upon turning over the treasure, found the UT Missionary! Goodbye crew!(16 points worth, too) The new terrain I got, icebergs and whirlpools, didn’t play a role so far, but I expect that to change.

Overall, a very satisfying start (albeit a sad one) to my very anticipated game! I will be away tomorrow but will hopefully play some turns Sunday. I think things through, so moving more than two dozen ships per faction takes a while. Great time I had!

August 10th, 2011

I’ve played a few more turns, and I, as the English, was able to capture the Cursed Blade (with Captain Mission, Lucky the Parrot, and a captain aboard), after she came through a whirlpool looking to steal UT’s from my HMS Lord Walpole. The English also formed an alliance with the Spanish, and now the fleets are collaborating on what to do next. The Spanish seem content to help me get back the Sea Tiger (I want her back for Commander Temple, who is still on board). It’s possible I might go after the Divine Dragon with Davy Jones on board, but this would be difficult. The Amercursedcorsairebels have not been hostile towards anybody(besides with Davy Jones), but seem to be biding their time doing almost nothing. The Nautilus went through a whirlpool to escape the French Rocher Noir (can shoot at submerged ships within S of her), but didn’t have to lose any masts due to her finding of the UT Protection from Davy Jones earlier in the game.

Meanwhile, the Pirate ships damaged from their battle with the English are back at their HI and repairing, while some ships recently brought back some treasure.

The French are about to capture the derelict L’Aguila, who, along with the Alquimista, went in the opposite direction of the Spanish fleet, heading east for gold. Now they are both in trouble! Earlier in the game the French captured the Amercs’ Dark Pact, Bashaw Folly, and USS Quigley, and seem to be developing an effective strategy of hunting in wolf packs of ships that close in on enemy targets who have been separated from the main fleet. They are doing this because I don’t have very many French crew, so instead they have mostly empty ships (37 in the fleet to start), and want to make up for lack of crew by having the largest fleet by a decent margin.

The French and Amercs are the only factions lacking gold right now, but there should be some coming in soon for the French. The Enterprise just passed by some of the Pirate fleet without firing on them, so either a non-aggression pact or alliance may come to fruition between the Pirates and Amercs. It remains to be seen what the goals of the Amercs are, but the English/Spanish are planning to go on the attack as soon as they can repair their damaged gunships and formulate a plan of action (or a plan of extra actions, haha). 

BTW: the icebergs actually were a factor today, taking down 4-5 masts in three turns.

Additional Comment:

Today I got through four more turns.

The English finished repairing their damaged ships and set out to punish the Pirates. They also managed to capture a Longshanks that was out looking for treasure alone. The English got there first, however, and now have some impressive UT’s: Dry Powder, Mines, and Marksman’s Map, although they also have Albatross, so he’s been limiting the number of extra actions ships get (-1 to die rolls made for the ship).

The Pirates are almost done repairing, and the Pandora was able to bring in some more treasure. The Black Diamond and Muerta de la Corona were out raidng the Spanish, but on their way back were surrounded by these same determined Spaniards. The Spanish sunk both ships, but the Pirates were able to put their valuable crew (OE Jack Hawkins and a helmsman, among others) on a few Darkhawk II’s that were nearby. They then proceeded to run away! I don’t have Captain Jack Sparrow, but it seemed like he was in charge, as the Pirates quickly fled from any contact with the Spanish gunships, including the loaded Acorazado.

The French completed the dismasting and capturing of the Alquimista and L’Aguila and began towing them back. The French lost some masts in the process, but not from the Spanish, but icebergs! The die rolls for the icebergs were very effective today, taking out three masts on La Vengeance and both masts on the L’Amazone. The rest of the French fleet slowly turned to the south, seeing a couple of Pirate ships separated from the main group, but the Pirates quickly thought better of it. The highlight today for the French was the building of my only fort, St. Pierre!

The Amercs continued to baffle their opponents, first reversing direction after heading due west the day before, turning back to the east where they came from. Even more surprisingly, they turned down the Pirates’ offer of having an alliance. Then they turned to the southwest to avoid coming into contact with the French. They didn’t see how close the Spanish were to them, and disaster struck (albeit a small one). I, as the British, wanted to capture the Divine Dragon with Davy Jones as her captain, and my allies the Spanish shared the same goal. The normal action for the Divine Dragon was used to explore the Nautilus (finally at the surface) to take the UT’s Protection from Davy Jones and Screw Engine. Davy Jones used another six to move the powerful Acorazado out of striking distance, but allowing the Santa Ana (SCS) to move in and pummel her! The other Spanish ships were too far away to assist, but nonetheless turned toward the sight of the Divine Dragon finally seeming mortal. The Santa Ana’s die rolls were some of the most dramatic yet, the Spanish pausing after each one to yell and celebrate. Out of four possible hits, the Santa Ana scored three, including a firepot, so now the Dragon is on fire and has three masts remaining.

The problem for the allies is that the Dragon has many possible escape routes, and has the entire Amerc fleet nearby. She can dock at the nearby island and use the UT there, Trees, to repair. Or she can use the Screw Engine/extra action to get back to her home island (probably about 8S away) before taking more damage, then repair and sit there until the enemy moves far enough away. The third alternative is to go use the whirlpool to teleport to the remote northwest part of the sea, while not taking more damage due to Protection from Davy Jones. She will not fight because she only has three cannons left, doesn’t have the reverse captain keyword available, and the Acorazado is near with a crew-killer on board. Whatever Davy Jones chooses, it is sure to cause difficult decisions for the rest of the ships involved in the skirmish: whether or not to follow the Dragon through the whirlpool (on both the Spanish and Amerc sides), and if the Spanish want a large-scale battle with the Amercs, having already gotten involved with the Pirates.

The very near future has the possibility of changing the game immensely for the duration, and we will see what exciting developments unfold! 

August 11th, 2011

The Divine Dragon decided to use the Screw Engine and extra action from DJ to escape to her home island. There she was able to fully repair, but not before the captured Cursed Blade rammed her and used her ability to steal the UT Protection from Davy Jones. The Lechim Namod finally entered the fray to try to protect the Dragon from being hit before reaching her home island, and managed to dismast the crew-killing HMS Granville.

Some other Amerc ships returned home for repairs, among them the Congress and Clear Wind. The Santa Molina managed to use Broadsides Attack to sink the powerful Acorazado, and then the Amercs used the Congress’s last mast and the Concord to sink the SCS Santa Ana, which was the only other ship the Spanish had with extra action/SAT capabilities. Now they are in trouble, as the huge French fleet is now sailing for the remaining Amerc ships from the east, while the Spanish are coming at them and engaging them to the west. The Enterprise was cornered by a dozen or so Spanish ships, and decided to go out with a bang, sinking the colorful La Sirviente before being sunk in turn by L’Aguila and the Selkie (captured). The USS Stephens, back at the home island of the Amercs, used Commander Stephen Decatur to get extra actions two turns in a row so she could repair her two remaining masts, then she went and rammed the Cursed Blade, trying to reacquire Protection from Davy Jones. This she did, easily winning the boarding roll and then dismasting the Blade with her built-in captain ability. The only problem is that the Blade can (I think) use her ability next turn to take the UT right back, as she is still touching the Stephens, then have the nearest English ship take it away (maybe I’m overrating UT’s, but they are fun to use).

Meanwhile, those same Englishmen were busy chasing the Pirates, who seem to be getting the better of the battle so far, sinking the HMS Titan before she could wreak havoc. The Titan still managed to dismast two medium-size Pirate ships after being damaged, though . The Pirates are fleeing far to the southeast, but they have reached the French harbour and will soon be at Ocean’s Edge .

The French are going after the Amercs with almost all the ships they have, but the stragglers that were towing damaged ships away from the icebergs of the Frozen North were sunk unexpectedly by the Enterprise.

The Spanish are also going after the Amercs, but from a different direction, creating a trap from which it is unlikely that the Amercs will emerge victorious. Despite the Jarvis and Louisiana sunk, and Santa Molina and Bosun’s Bane being dismasted, the Amercs pressed on, and the Swamp Fox used captain/Broadsides Attack to eliminate one of the giant crabs, El Toro.

These are just the highlights, many other ships have been sunk, and many more will go down in the near future!

August 12th, 2011

The chaos continued, with more and more ships being sunk/dismasted. The Amercs continued to fight off the combined forces (though not actually allies) of the French and Spanish, but they were overwhelmed. The USS Stephens sunk, while the Amercs managed to use the nearby whirlpool to warp to the deserted southwest area, although they were only able to get four ships there, the Divine Dragon, the Nautilus, the Boston, and the cursed junk Clear Wind.

In the southeast corner, the English appeared to be losing the battle, having their HMS Gargantuan sunk and other ships dead in the water, derelict. The French were attacking the Amercs with everything they had, losing one Valois, both Bonapartes, and some masts. The Spanish continued to press from the opposite direction, and the Amercs would have lost the battle…

Now for the moment of truth! The two Spanish Concepcions, loaded with gold after exploring the last island, in the deserted northwest corner of the sea, had the last treasure on board. They didn’t have helmsman (I only have two for the Spanish), and so were sailing at only L speed. The Dragon and her Amerc comrades were possibly within striking range, and knowing that they wouldn’t win anyway, decided to cause some last-minute end-of-game chaos! The Dragon raced towards them as the Spanish approached their home island. The Spanish fleet directly to the east turned around and headed towards the approaching Amercs to try to intercept them before reaching the Spanish treasure galleons. Davy Jones suddenly loomed very large. The Dragon rolled a one and a four on consecutive turns, allowing the Dragon to catch the treasure ships just before they reached their home island (not making this up, they were literally within L of it!). The Dragon had been fully repaired from her battles earlier in the game and made short work of the Spanish ships, sinking both in one turn!  The treasure is not divided between the two players in a multiplayer game with 4+ players, so it was removed from the game.

Now it was time to count the treasure. This was very dramatic, and between the first three fleets, very close as well. The final count:
1. Pirates: 48
2. Spanish: 45
3. English: 43
4. French: 28
5. Amercursedcorsairebels: 9

After I finished the final count (disappointed that the Pirates, of all nations, won, and because I came in close, but still only third), I realized just how important it was that the Divine Dragon had sunk both Spanish Concepcions. Guess how much treasure was on them: 11! This would have been enough if they had made it back to their home island, but instead it was removed, allowing the Pirates to win by a tiny margin of three. Now the what-ifs start: If the Dragon had been sunk back when she was in trouble, being hit by the Santa Ana with El Acorazado not far away. If the Spanish had put a helmsman on even just one of the Concepcions, she probably would have made it back. If the HMS Granville had gotten more than one hit on the Dragon not long before she went through the whirlpool (this is significant because the Granville has crew-killing built in, so she could’ve eliminated another crew on the next turn).

Alas, it was not the Spaniards’ day; the Pirates are once again victorious. They were fighting the English on the other side of the ocean when the Dragon interfered, which appears controversial. The Pirates and Amercs apparently never made a deal for an alliance, but they may have made a secret one, as they never fired on each other and the Amercs appeared to have helped the Pirates win. We will never know, this is just speculation. Maybe it was on purpose, but it does seem like Davy Jones to want to go out with a bang rather than just running perpetually from his adversaries. In cahoots, or not?  On that note, I say goodbye to the biggest game I have played of Pirates, which included many great moments, excitement, and a mysterious ending that will puzzle us all…

Thanks for reading!  Check out my other Battle Reports for more adventures!

The 2011 cumulative game – Pirates CSG Battle Report

Originally posted to Pojo and Miniature Trading on November 10th, 2014.

I haven’t played a game yet, but I wanted to document an old game to the best of my ability. Plus, I don’t want this thread to get locked up. 😀

I started the Pojo version of the Battle Reports thread on July 24th, 2011, about a month after I joined MT and Pojo. I was getting back into the game for the first time in multiple years, and started playing again.

I don’t know exactly how many games I played between mid-June of 2011 and July 24th, but I don’t think it was very many. There were three reasons:
1. I was spending a bunch of time on MT and Pojo getting to know the sites.
2. I believe I did a Historical Fantasy Scenario (HFS), which is basically using the ships to wage huge naval wars without using the actual rules of the game.
3. I played a MASSIVE game that was never fully written about.

#3 has always been a very interesting topic when I occasionally think about it, which isn’t very often. Since I started the Battle Reports thread on Pojo after the game ended, a lot of the finer details have been forgotten. However, here I will write what I remember. This particular game holds a special place in my personal Pirates CSG “lore” if you will – all of my older games are documented, so I can go back and remember what happened. This one is a murky subject that is a legendary game in my book, sort of akin to the SiaB discussions and old eBay posts, among other famous posts here at MT. I have found some limited documentation of the game in the first thread I ever started at Pojo.

Back in those days, when I did HFS’s, I used an entire room of floor space, although the particular room isn’t huge, and of course has many things on the floor to inhibit space (but also provide natural obstructions  🙂 ). Because of the huge sea, ships took longer to reach their destinations.

Each faction had a harbour. The English were in the far east, the Spanish in the south, the Pirates in the north, the French in the northwest, and an alliance of the Americans, Cursed, Barbary Corsairs, and Mercenaries in the southwest. The harbours were made out of dozens of duplicate ship deckplates, with “unlaunched” ships sitting on the deckplates waiting to be bought, whereas launched ships would dock in different places in the harbour. I used to punch out all of my duplicates because I used them for HFS’s and because I hadn’t started trading here yet.

Edit (7/22/2015): I’ve made a harbour example. Here’s what a typical harbour would look like:
2011 cumulative game

The game was a cumulative one, where points are spent as the game goes along to build up your fleet. However, there was a distinguishing factor that set this game apart from all others that I’ve played: the treasure distribution.

Normally for a cumulative game, each island starts out with maybe 3 or 4 treasure coins each, and treasure magically replenishes itself at the end of each turn until the original max is reached. However, when I did HFS’s, I would simply stack as much treasure on the islands as possible. When I say stack, I mean STACK. Each stack of coins would be at least 10 coins high (usually more I think), and there would be a minimum of (probably) around 6 or more stacks per island. This was the case for EVERY island, not just some “Paradise Island” in the middle. (You can see where this is going  O_O)

Since I was so used to placing treasure like this, I did the same for the cumulative game. I can’t remember if I ever had the treasure replenish itself as well, but either way there was basically so much gold on every island that you could barely see the island itself, not to mention that the stacks were taller than some of the ships. XD

Edit (11/27/2015): Here’s an example of what an average wild island would look like for this game:
2011 cumulative game

Also, I used custom rules with the introduction of infantry and artillery units from RISK, but they didn’t play a big factor in the game.

EDIT: I wrote all of this before I found the old thread on Pojo, which I’ll quote from occasionally to supplement the report I wrote today.

06-20-2011

a7xfanben wrote:
I am starting a long game where each player starts with 20 points for ships/crew. I placed 20 islands in my room, 14 of them mysterious. I placed all of my unique treasure, and I am going to experiment using the infantry and artillery units from Risk (I don’t have any forts, sadly). Here are my rules for them (still in the early stages):

Infantrymen units (cost two points): They can be stationed at home harbour (or home island, I use harbours so I can fit all the ships) or on island. A player with an infantry or artillery unit on an island is occupying the island. The infantrymen are eligible for invasions/shoot actions. Invasions: An invasion counts as a general action. Therefore, a ship cannot dock at an island and invade that same turn unless her ability lets her dock and explore in the same move action.

The infantry units act as returning fire, not as an actual cannon. When an enemy ship fires on them, and misses twice in a row, one mast from the enemy ship is eliminated. Boarding parties: When an enemy attempts to invade, they roll on a boarding party as normal. For the designated infantry unit, roll a d6 and add one. If the ship has the higher result, the infantry unit is eliminated and the controller of the ship is allowed to place one of their own infantry units from that ship on the island. Each infantry unit represents one short-range three-rank cannon, for land combat (these cannons can only shoot at other infantry/artillery units). An infantry unit is not allowed a land shoot action the turn it is landed successfully. Infantry units take up one cargo space.

Artillery units (six points): Can be used in invasions, and can be stationed on island or at harbour. On land, they are a long-range two-rank cannon and require two hits from the same infantry shoot action to be eliminated. They can shoot at enemy ships as a regular shoot action, and are mobile (you can position them at any place on the island for optimum range), but cannot be given any extra actions. Artillery units take up two cargo spaces.

 

This game was bizarre in many ways: unspeakable amounts of gold, huge distances between harbours that hindered battling, and weird rulings that came up as part of my house-rulings and somewhat limited collection.

06-21-2011

a7xfanben wrote:
I am making progress on my big game today. The French and alliance of American/Mercenary/Cursed/Corsair have had terrible luck with island placement and mysterious islands. The Spanish were the first to purchase infantry and artillery units for the defense of their harbour. It has been all gold collecting so far, but now the Pirates are gunning to take down what looks to be the fastest-starting faction, the Spanish (mainly because of the Joya del Sol with a helmsman). The Pirates are sending the Revenant and some supporting ships (Muerta de la Corona for +1 to cannon rolls against Spanish ships, and Freedom for gold stealing) to wreak havoc. I am playing as the English, and my harbour is somewhat isolated, at one end of the room, but I have been able to buy some good ships for this gold-running start (HMS Hyena is 9 pts. for S+S and five cargo spaces, HMS King Edward has six cargo spaces).

 

The Pirates began a small fight against the Spanish in the middle of the ocean between their two harbours, but the first action didn’t last long at all. However, it made the Pirates hate the Spanish, which would become more important later on.

I remember the English having to travel the furthest distance to get to their wild island(s), and so they wanted to expand to some more. The Spanish were the closest harbour, and so the English picked on them. (the Pirates were to the north, but their harbour lay around the corner of a cape, so they were harder to get to.) Some English ships including HMS Leicester began attacking the Spanish, inflicting heavy losses on both sides. The attack was eventually repulsed because it was so close to the Spanish harbour, so the Spanish had a much easier time getting reinforcements to the front lines.

Probably the most memorable part of this game was the system of chain exploring set up by the Spanish. The following is a quote from the Rules Thread.

 

a7xfanben wrote:
Warning: This is extremely specific and impractical. It only would only be feasible in huge games, and games where the islands have more treasure on them than normal (a non-standard game with stacks of treasure on islands, or treasure that replenishes each turn). Line up a bunch of empty ships touching at the bow and stern, with the lead ship in the line docked at a wild island. The final ship is docked at your home island. Ideally the island is as close to home as possible. Also, it would help if all of the ships had the same cargo hold. The lead ship explores the island, and each ship on down the line explores the ship in front of her, taking the treasure all the way to the last ship, where it is automatically unloaded.

This is too wacky to even try in 99.9% of games, but in this way you could have a supply line of ships that automatically transports treasure from an island to your home island.

 

Due to the fact that cumulative games don’t have a point limit, this particular game lent itself well to exploiting this idea. The Spanish had a perfect storm going: there were huge stacks of treasure on the wild islands, one of these islands was close to their harbour, and they had bought a lot of ships (the only ones I know for sure were two copies of the Cazador del Pirata) with around 3 masts and at least 3 cargo hold.

With the nearby island to the north of their harbour, the Spanish set up the system. One ship docked at the island, and then another ship lashed herself to the stern of the first ship, with the last ship being docked at the Spanish harbour. The line was at least 5 ships long, maybe 7 or 8. There may have actually been TWO lines, but I don’t know for sure. In addition, they still had a handful of ships sailing to and from the island as normal and bringing back gold. I would estimate that the whole operation consisted of at least 20 ships, all at this one island. (I think they almost were able to set up a second line of ships to another island, but they got attacked before it could be completed.)

Naturally the Spanish were getting rich very fast, milking one island for probably an average of at least 5 coins per turn overall. They launched more ships, both goldships and gunships, making their fleet even more impressive. This is not to say that all of the other factions struggled, for they were generally successful in running gold in a normal fashion. The Spanish were the only ones to set up the chain-exploring system, which hasn’t been seen since.

The other extremely memorable part of this game concerned a single game piece. It wasn’t a ship or even a named crew, but a UT: the Cursed Conch. The Cursed Conch lets you sacrifice one of your ships to move an opponent’s sea monster. However, my collection at the time didn’t contain a single sea monster, and so I house-ruled the ability to say “ship” in place of sea monster. I didn’t think much of it at the time, but soon it became apparent just how dangerous this UT had become.

Which faction discovered the once-legendary Cursed Conch? Naturally, the Spanish.   :/    XD

I’m not sure whether it was discovered on the island they had built a chain to, but it was discovered relatively early on in the game, and therefore had a huge impact.

Now, for a word about the harbour system: the harbours function much differently than home islands. They serve the same purpose, but each harbour was much bigger (probably about 2 feet wide by 2 feet long), with docks coming out from the wall of the room. Each harbour had designated places where ships were launched (on the outside where they could immediately start sailing), and ships were repaired (inside the harbour). The large number of docks and passages lent well to “hiding” ships if a faction wanted to do so.

After the Spanish discovered the Cursed Conch, I think they put it on a 4 master, and began “saccing” her each turn to cause havoc and chaos in other fleets. The Conch was later transferred to either a 1 or 2 master, because the Spanish wanted to use the bigger ship since it was more valuable.

Since the Pirates were the closest harbour (to the north), they were messed with the most. This further angered the Pirates, who had already lost a short skirmish against the Spanish earlier in the game. The Americans were also a target of the Conch, and they were the first to attempt to retaliate.

After the Conch was transferred to one of the smallest Spanish ships, the Spanish docked her deep within the bowels of their harbour, so she could “hide” and be “safe” from enemies looking to sink her or steal the Conch. However, the Spanish harbour was consisted mostly of docks facing due north, and they didn’t have a place to hide their ship in the recessed southeast corner of their harbour. Therefore they docked her almost all the way to the back against the wall in one of the inner docks on the west side. This became important later on.

Edit (7/22/2015): Here’s another mockup picture showing a harbour example with the Honu Iki at the top of the picture approximately how far back the Spanish sloop was:
2011 cumulative game

Again, pretend it’s a Spanish ship, but this is basically what the Pirates and the Cursed Blade were after:
2011 cumulative game

The Americans quickly grew weary of their ships being moved about by the Spanish, and sent some ships (the Enterprise was one of them) east to attack. Their goal was to sink or steal the Conch, but their efforts were too scattered. The Spanish either held on to it or stole it back, and the losses the Americans suffered as a result of these disorganized attacks dealt them losses that were hard to overcome. Additionally, I didn’t have as many good gold ships for the Americans, Cursed, and Barbary Corsairs as I do today, so the Americans weren’t likely to win the game anyway.

06-23-2011

a7xfanben wrote:
In my game today, the Revenant was quickly repelled from her attack on the Spanish harbour when two of her masts were knocked out from the harbour’s artillery batteries.

The infantry haven’t played a role yet, but then again there have not been any real battles (the Revenant action was the first and it was brief-she didn’t have enough backup). The Spanish have had luck with the mysterious islands-the one closest to them lets you take two treasure from every other wild island in the game and put it on this one before you explore, if you roll a five or six.

On the other hand, the French have had their Petit Dauphin sunk, Danae dismasted, and Courageaux damaged at a single island (Roll 5d6. For every 4-6 result, eliminate one of this ship’s masts). The Spanish are calmly and steadily accumulating more gold, while the nearby pirates are scrambling to put a good fleet together to wipe them out (or die trying).

I am using all of my unique treasure, including the Cursed Conch, but I don’t have any sea monsters (normally it lets you give a sea monster an action instead of the ships it is on), so I changed the ability to let the controller move any ship in play. This has had an undesirably overpowered effect. The Cursed Blade has been thwarted from stealing it by being sent back to where she came from, and the Enterprise was moved onto a reef, losing two masts.

Tomorrow the Pirates will attack and we will see which fleet is stronger. As the English, I sent a squadron to steal unique treasure from the other factions, the French and American/Mercenary. Then I finally bought the Leicester for 18 and decked her out with Admiral Morgan (5-6:extra action), Ducie Chads (5-6 same action twice, +1 against Pirates) and the Gentleman (captain ability and die re-roll for the above effects).

 

With one attack repulsed (pun intended; I think I actually used La Repulsa in this game), the Spanish went about their business of chain-exploring. However, they realized what a threat the Conch was to other factions’ security, and so transferred it to a smaller ship that they hid in the back of their harbour. It wasn’t long before it was the center of attention once again.

With the Americans weakened and the French and English having slow gold fleets, the Pirates had in the meantime built a fleet that was surpassed in size only by the Spanish. As a result, the Spanish began using the Conch exclusively against the Pirates, which led them to the conclusion that they must attack the Spanish or face elimination. A battle fleet was gradually launched and assembled, and they began clustering in the ocean to an area to the northwest of the Spanish harbour, but still out of striking distance.

More than anything, the Pirates wanted the Conch. They wanted to steal it and use it against the Spanish. For this they launched the Cursed Blade, one of my favourite ships and the perfect ship for the job. They also considered the Raven because of her speed, but they didn’t want to risk losing a boarding party. With the strategy they were planning, they would have just one shot at the Conch.

The Pirates knew that the small Spanish ship had the Conch and no other treasures. The Cursed Blade didn’t need to win a boarding party to steal the Conch, but only to make contact with the Spanish ship. The Blade was crewed with a helmsman to boost her speed to S+S+S, and Calico Cat to give her an extra action to move twice for a total of 6S. She probably had other crew aboard such as a captain and/or oarsman, but I don’t remember if I had a Pirate reroller back then.

The Cursed Blade positioned herself at the southeast edge of the cluster of Pirate ships accumulating in anticipation of the upcoming battle. The Blade would go in first in an attempt to take the Conch. She had to wait a few turns for the SAT from Calico Cat, turns that were spent in anxious anticipation. There was also a lot of time spent measuring distances and ranges, for the Pirates knew they had one shot at it. They would end their move deep in the Spanish harbour with ships sailing to block the entrance off before she could escape.

The Cursed Blade finally got the SAT, and she zoomed in 6S straight into the Spanish harbour, crashing into the small Spanish ship. I believe the ram took out a mast, and it may have been a 1 master, which would mean she was totally dismasted. Either way, the Blade was successful in grabbing the Conch. The problem was, she couldn’t use it or transfer it to safety until she made it out of the harbour. I don’t think she did.

This is where my memory fails me. All I remember is that all hell broke loose. The Spanish panicked, the chain broke, and the Pirates attacked! I can honestly say that the Cursed Blade’s action that turn altered the game forever, in a single, solitary moment of brilliance that caused a chain reaction that would be felt for the rest of the game.

I want to say that neither the Cursed Blade nor her crew got out of the harbour alive. If they made it out, I think they were sunk soon thereafter. The entire cluster of Pirate ships (probably 2/3 of their overall fleet) sailed down upon the Spanish, and the battle was on! Due to the Spanish being backed up against their own harbour, the battle was extremely close-fought, and I remember a lot of ramming and boarding. The chain broke because the Spanish wanted more of their numbers in the main battle area, which quickly spread a little bit towards the east, where the chain was originally docked. The battle was very chaotic, because the Pirates were in a manic rage to kill as many Spaniards as possible, and the Spanish didn’t expect such a large battle.

The other factions took notice of this epic clash between the two largest navies. The English joined the main battle, but they did so from the east, near where the chain had been. This meant that the Spanish were fighting two foes at once, since most of the Pirate ships were more to the west and south. In the end, the Spanish were generally eliminated through all the carnage, and the Pirates eventually retreated back to their harbour to repair their considerable losses. However, the English had arrived late to the battle, and still had fresh ships sailing up as the battle was ending. Therefore, they kept on sailing west through the area where the battle had been.

In the meantime, the Americans somehow managed to get the Cursed Conch during all of the chaos:

06-25-2011

a7xfanben wrote:
The Pirates are almost finished wiping out the Spanish, and the English eventually got involved also. The Americans/Mercenaries managed to get the Cursed Conch with the Santa Molina (with help from the Enterprise), but now they are under attack from the French.

Many ships were sunk today (the highlights being the Leicester, Revenant, Harbinger, and Acorazado), and now the fleets are trying to salvage what they can after the long melee and distribute shipwrights (because their home harbours are too far away, and they don’t have treasure to repair, I usually require a ship to pay two treasure points to repair at her home island if she doesn’t have a shipwright there, this is what I have done for years with my fantasy scenarios).

The French were exposed to the battle the least and have the most fresh ships. I am looking forward to the final conclusion of what looks like a week-long game, which will probably happen near the American/Mercenary harbour (where they headed after they got the conch).

 

The French (with their harbour based in the northwest) had started to sail southeast towards the main battle as well, but they didn’t get there in time. However, they arrived in the middle of the ocean just as the English were sailing west, and another battle became imminent!

The English and French didn’t have fleets nearly as large as the Pirates and Spanish, so the battle was shorter and less grand overall. I’m not sure who won, but both fleets were battered and weak by the end of it.

At this point, the Pirates had done a bunch of repairs and were ready to have another battle. They weren’t at the full strength they had been at before the Spanish battle, but they were plenty large enough to defeat any of the remaining fleets. They spotted the winner of the English/French battle and promptly sailed southwest to clean up the scraps. It was relatively easy for them to win, and for reasons I don’t remember the Americans had been eliminated as well (possibly as part of the English/French battle). The Pirates were the last fleet sailing, and therefore were the winners of this long cumulative game!  😀

That’s the best I can remember. It was one of the most memorable games I’ve ever played, and now that I’m done writing this it’s much longer than I expected it to be.

06-26-2011, 06-27-2011

a7xfanben wrote:
I am finishing up an unlimited point game where the fleets accumulate ships/crew as you go along, and it has taken about a week. At one point I had well over 100 ships in play at once…

The Pirates ended up winning, as the English and the French got tied up in a decent fleet action, which allowed the Pirates plenty of time to repair, regroup, and bring back some of their sunken ships.

December 29th, 2011 – Short HFS + Beginning of 7 fleet game series

A new Historical Fantasy Scenario

Finally, I was able to get my ships out again. Christmas break, so ten days off for me. I have recently acquired an additional 143 ships from three Fairfield boxes, trades on MT, and a DJC booster box, bringing the total to 524 (see Collections thread for details). I put together all of them except for my ROTF SR pack on Friday, Saturday, and Sunday, and today was able to start a new historical fantasy scenario. As usual, 5 masts, or 20 points worth of treasure, got each faction started. A new development occurred before the start, however. The Cursed had had enough of the Amercursedcorsairebel alliance (Americans, Mercenaries, Cursed, Corsairs, and Rebels combined because they aren’t big enough to be on their own for lack of ships), and defected in a relatively peaceful split, going to the Pirates, who reluctantly agreed, not wanting to be allied with the Cursed, but realizing that it might be necessary to regain the numerical advantage (my new acquisitions put Pirates at 118 ships, while the English took the numbers lead, with 128). The French are now at 75 ships total, the Spanish at 96, and the Cursed at 37. Therefore, the new alliance of the Cursed Pirates gives them 155.

I placed 18 islands, and a handful of fog banks, reefs, and sargasso seas. To change things up, I switched the harbours around. The French are now where the Spanish used to be, in the north. The Spanish are where the Pirates used to be, in the south. The Pirates are where the French used to be, in the southeast, essentially rotating the factions anticlockwise. The Amercs and English stayed put, the Amercs in the northeast and the English in the far west as usual.

All of the fleets started with five one-masters and set them out to gather treasure. The luck of the draw favoured the French, Spanish, and the Cursed Pirates, who had more islands close to their harbour, and also enjoyed finding treasure coins with greater point values than usual. These three factions grew more quickly than the English and Amercs, who weren’t as aggressive as normal. Gold was brought back, counted, and spent as dozens of ships were launched and sent out to find gold in the first handful of “turns” (not using game rules, just going in an order based on harbour locations).

The Spanish and Cursed Pirates soon encountered a problem. Right in between their two harbours (which are somewhat close) is an island that would inevitably be fought over. Sure enough, the Spanish got there first, but the Cursed Pirates got there as they were hauling the gold out to their ships, and you can bet the Cursed Pirates weren’t very happy about the Spaniards taking gold that they thought was rightfully theirs! The Nosso Lar fired on the Spanish galley Sol, and the fight was on! This small frigates-only skirmish didn’t last long, but had enormous consequences, as both sides quickly declared war on each other. Ships raced back to their harbours, new ships were launched, and the new additions set sail for the opponents’ harbour. Since then, the action has been very confused and chaotic, with new ships entering the battle every few hours.

The Spanish are having a hard time so far with the numerical superiority of the Cursed Pirates, but the small number of ships in the Amerc fleet have now attacked the allies from the north after witnessing a Pirate ship-of-the-line (SOL) fire on a Spanish frigate. The Cursed Pirates are in the process of flooding the rapidly expanding battle area with more and more ships. The Spanish are being surrounded on the east, south, and north, while the sea monsters of the alliance recently rose from the depths to sink Spanish ship at their rear, in the west! The battle goes badly for the Spanish, but they have recently made a cry for help to the French, who accepted, eager to help their old allies. Just before this happened, the Amercs chanced upon the new French harbour and these two nations signed an alliance.

It appears as though the Cursed Pirates will now have to fight three factions, but since they are not coordinated in their movements, the Cursed Pirates might just be able to overpower them. Meanwhile, the English have built some ships, but are unaware of the conflict across the sea, and seemingly content for the moment. There is no end in sight for the massive battle between the Cursed Pirates vs the Spanish (as well as the Amercs and eventually the French), so there is much progress to be made.

It was great to get everything back out again, and I hope everyone had a good Christmas! 

Additional Comment:

I am already done with this newest historical fantasy scenario. The Spanish were beaten badly in most areas of the battle, but the Cursed Pirates lost heavily as well. In the north, the frigate battle grew in size as the Amercs entered the fray. This battle the Cursed Pirates would have lost in time, if not for the dismal situation back at the Spanish harbour. The Cursed Pirates had an overwhelming numerical advantage over the Spanish ships stationed at their harbour, and the Spanish fled to the north, getting out just in time. The Cursed Pirates ransacked the harbour, as the Spanish met up with their new allies, the French, in the north. They were then joined by the Amercs and began sailing east, to try to then go south to attack the enemies’ harbour while their forces were divided between there and the Spanish harbour. This did not work, however, as a few stray Pirate ships sighted the large fleet sailing east, and alerted the admirals of this new development. All the Cursed Pirate ships at the Spanish harbour turned to go back to their own harbour, and the nine sea monsters of the Cursed Pirates appeared in front of the allied fleet. Correctly assuming the Cursed Pirates would know they were coming, the allies turned back. The two navies now retreated to their own harbours, and decided to make peace. Only the English didn’t participate in this short but intense war.

Additional Comment:

Today I started a seven-player 40-point game. I tried to use mostly my new stuff, especially in terms of ships, and I am using 20 islands (half mysterious) and 21 terrain. The combatants: English (HMS Victoria and Aberdeen Baron), French (Conquerant, Aquilon), Spanish (Cristal del Obispo and San Pedro), Pirate (Lady’s Scorn, Belladonna, and Lightning), Americans (Blackwatch and Argo), Cursed (Poor Adams, Fallen Angel, and Death’s Anchor), and Mercenary/Corsairs (Forward, Algiers, and Griffin).

The action began, and the English began sailing northwest towards a treasure island. The French, with the Conquerant moving 6S (S+S with helmsman and EA w/reroll) became separated. They realized they were playing more for fun because they had no gold ship(s), so they wanted to create chaos (more of a fun fleet to try out my only Bombardier). The beautiful Cristal del Obispo escorted the San Pedro to the nearest wild island. Then the Pirates departed, followed by the Americans, Cursed, and Mercorsairs, who immediately ran into bad luck-the Algiers was hit by an iceberg, leaving her with two masts.

Three actions quickly developed: The Lady’s Scorn took out two masts on the Forward, but the Forward retaliated with her Fire Shot equipment, scoring a fire mast and another splintered gaff mast. Next turn, the Scorn took out the remaining two masts on the Forward, but now has two fire masts and only her mainmast to guide her.

Meanwhile, just to the north, the Conquerant missed with her flamestrike cannon, but hit with her others, taking out the remaining two masts on the Algiers and one on the Griffin. The galleys fled for home and plan to rescue the Forward. The problem for the French was that the Conquerant was in the way of the English, and so the next turn the HMS Victoria promptly sunk the new ship to get her out of the way.

To the south, it looked as though the Blackwatch and Cristal del Obispo would be content to escort their treasure ships to islands and back home, but the feisty Americans became restless (and reckless, perhaps?). The Blackwatch moved closer to the Spanish ships, but was burned badly. With the help of a helmsman, the Cristal moved S+S+S and took out three masts on the Blackwatch. The Blackwatch has 2L guns with world-hater (TWOS HIT), however, along with EA from Commander Stephen Decatur. The die roll gave the big American gunships two shoot actions, and the guns hit three of four times, taking out three masts on the Cristal, so now both ships have two masts remaining.

To the west, the Cursed one-master Fallen Angel is towing the Death’s Anchor, using it to dismast the American Argo (now with no help because the Blackwatch is too far away), who has been captured by the Poor Adams.

The Lady’s Scorn was able to return home safely and remove her fire masts, sinking the Forward on the way by. The HMS Victoria sunk the Aquilon after finishing the Conquerant, so she single-handedly took out the French fleet. Then the Victoria moved on and sunk both the damaged Barbary galleys, the Algiers and the Griffin.

The duel between the five-masters Cristal del Obispo vs Blackwatch ended with the Blackwatch sinking the Spaniard with her more effective guns. This left the Blackwatch with only one mast, which was quickly eliminated by the Death’s Anchor, and then she was captured by the Poor Adams. The Cursed wanted to tow their new ships (Argo was captured as well) home and repair them and set them loose, but were alarmed to realize the Pirates’ strategy. The Belladonna snuck up on the Spanish harbour and used her ability to take all of the Spaniards’ gold! The San Pedro tried to stop her, but she was rammed and boarded by the swift Lightning. As the San Pedro limped back home to her now-empty harbour, the Cursed appeared to the west of the Pirates looking for a fight just as the newly repaired Lady’s Scorn sailed in from her short battle with the Victoria, who she almost dismasted with four hits. The battle was on, with the Belladonna ramming and boarding the Fallen Angel, taking out her one mast and shipwright she planned to use to repair it. The Lady’s Scorn then missed with all four of her guns!  That’s why it pays to pay for world-haters. The Cursed retaliated as Pirate morale sunk. The Poor Adams sunk the Lady’s Scorn over the next few turns as the Death’s Anchor dismasted both the Lightning and the Belladonna.

Sadly, this brought the action to a close, with four of seven (more than half) fleets now unable to give any possible future actions to their ships (French and Mercorsairs sunk, Pirates sunk and derelict, both American ships captured by the Cursed). Time to count treasure. What wasn’t as exciting as the battles was the superb performance of the English five-master Aberdeen Baron, hauling in coins worth 18 gold, as much as the next two fleets combined! With a large cargo hold, built-in explorer, and the help of a helmsman, this ship was lucky to be unscarred after all the carnage. The Spanish came in second, the San Pedro bringing in gold after the Pirates stole her first runs’ worth. The Pirates came in third with gold aboard the derelict Belladonna. The Cursed came in fourth with two coins aboard the captured Argo. The French, Americans, and Mercorsairs came in dead last with a comination of bad luck and bad strategy. Finally the English won , soon I may start a similar game but with double the fleet sizes (80 points).

August 31st, 2011 – End of cumulative game + HMS Grand Temple

I finished my cumulative game today. Simply put, the Amercursedcorsairebels, with the duo of gunships, Enterprise and Divine Dragon, took over the game. First they came after me. They sunk the Dover, Bolingbroke, Nautilus, and Alexander within two turns. Meanwhile, the Spanish Titan El Toro sunk my HMS Lady Provost and my captured Raven. I was quickly out of it, with all my ships sunk. The duo then took out the Toro, who was to the south. In the north, the Spanish had bought a Musketeer, and put him on La Ebro (MI) to take out Wolves so the last treasures could be loaded. The Amercs, not interested in treasure, would have no part of this. They sunk all six ships (a mix of Spanish and Pirate) that were clustered around the island. In the short one-sided battle, the Spanish managed to dismast the Enterprise with El Alquimista. The Dragon took over and dismasted the Pirate Treachery and sunk the Spanish Santa Ana (CC). That decided it! The two gunships worked together to dominate the sea and sunk everybody in sight. Based on my winning condition of most points in play when any endgame condition is met, the Amercs won easily. They totaled 84 points. The Pirates had captured La San Jose, and she was being towed by the derelict Treachery, and they also had some unspent gold on their HI (4 gold), so the Pirates actually came in second with 17. The Spanish had no ships in play, but had two gold left on their HI. They came in third. Bringing up the rear, with absolutely no gold or ships, was me.

The game ended earlier than I thought (the last cumulative game took me a week), and it was somewhat good, although of course I was disappointed. Now I am going to try to make good 40 point fleets utilizing good gunships (deathmatch, but not necessarily). The first one has HMS Grand Temple  with OE Calico Cat and OE Griffin + a helmsman, as well as HMS Meresman with captain and helmsman. This fleet just matched up against a fleet I mentioned earlier, a fleet with the Enterprise, Ladron, and Recreant. The British won all three times.

Additional Comment:

The last few days I have not played so much, but used the fleet with HMS Grand Temple and HMS Meresman to great effect (Temple seems to be proving me wrong). The 3-game sweep of that first fleet featuring the Enterprise, Recreant, and Ladron was followed by many others. I faced a fleet with the Longshanks, Recreant, and Silverback, and won all three. I faced a fleet with the Harbinger and Sea Nymph, and won all three. I faced another fleet, with ships I just can’t remember, and won all three. Lastly, I faced my swarm fleet (10 ships for 40 points), and won quite easily all three times. This brings my fleets record to an impressive 15-0. I think I will submit it at MT, although nobody will see it. It appears to me that I was losing the Temple in the huge (500 point) games/cumulative games because she got ganged up on before she could do much damage. Now she is facing only a few ships at a time, and can swoop in at 6S, with the small support of the Meresman coming behind her (World-hater from OE Cat lets me dismast any ship in one broadside, the key to that is this: TWOS HIT!).

August 24th, 2011 – Smaller adventures

I have been playing more “standard” (40-point) games lately since I got back. I created a fleet using the Asesino de la Nave. I also created a 40 point fleet using two SAT crew on gold-runners that went 4-4 (.500) against other 40 point fleets. Another fleet, one with the Enterprise and two supporting ships (Recreant and Ladron) was able to cream this fleet twice in a row though, which puzzled me . Then I made a 40 point “swarm” fleet that utilized ten different ships of various nationalities. This fleet performed well, winning two games, including a four-player multiplayer game. I’ve played many individual games over the last few days, so I can’t remember all the details. Yesterday I played a 100 point four-player game, and the Spanish won.

Today I started a cumulative game, where I use the treasure found to buy new ships and crew. I did this before, but on a much larger scale. This time I put much less treasure on the islands (12 per island instead of huge stacks that take forever to lug back to the HI). Four fleets, starting with the standard 40 points. I am for the most part using the standard multiplayer rules, but there will not be treasure left at the HI’s, as it will be spent to launch new ships. Instead, the end of the game will be determined by the amount of points in play when any one endgame condition is met (last treasure unloaded/sunk, 2+ players with no move actions). The points from all the ships and crew (and any treasure still left on ships) will be added up to determine the winner. The participants: English (me), Pirates, Spanish, and Amercursedcorsairebels.

Each fleet started off with just gold-running in mind. The Amercs, lacking the ships/crew to do this, encountered problems, with the Enterprise exploring an island only to discover the UT Wolves (treasure can’t be loaded until eliminated, only by Musketeer/Marine). I used the HMS Hyena and Lady Provost to buy the HMS Dover and HMS Nautilus early on. The Pirates had even worse luck than the Amercs, and appear to be almost out of the running already. The galley ship Griffin docked at a Mysterious island and rolled a 6. “Move an enemy ship using this ship’s base move.” Uh-oh! The Amercs then placed the nearby Darkhawk II broadside to the Enterprise, and promptly three of the Darkhawk’s four masts went by the board! Fearing more damage, the Darkhawk limped home after this most lamentable of circumstances, and the Pirates were again on the wrong side of Lady Luck when the Cursed Blade lost a mast to an iceberg. The Spanish, farthest away (to the east), were able to quickly accumulate enough gold to launch the Alquimista, the San Jose, the Algesiras, the Ebro, and in a big surprise, also bought El Toro, my one Titan. They also discovered the Cursed Conch, which would become important later on.

The game progressed rather quickly, and the Amercs splurged on their fourth ship, the Divine Dragon. They bought OE Davy Jones and a cursed captain to beef her up. Sound familiar? This is the same way she was set up in the 500-point game. The Pirates made the mistake of trying to catch the Enterprise (quickened by a helmsman and the occasional extra action), and they were burned. The Enterprise reached the Amerc HI just as the Divine Dragon loaded on Davy Jones and a captain, and the Pirates were suddenly up against two of the most powerful ships I have. The Cursed Blade and the one-master Lightning were dismasted, and the Darkhawk II, with many crew on board, sunk (and this was after she fully repaired!). This put the exclamation point on a dismal day for the Pirates… although it was about time they had one!

I launched the other six-masted junk in my collection, the HMS Grand Temple, and she used Protection from Davy Jones UT to warp across the game area to the Spanish fleet, and sunk the Joya del Sol, the best treasure ship the Spaniards had, in one shoot action. The Spanish didn’t like this, however, and I paid the price. Thinking El Toro was a safe distance away, I forgot she had a captain and the Santa Ana, docked at the home island of the Spanish, had the UT Cursed Conch. 2L was still too far away to reach my flagship, though. Then the Spanish revealed their secret weapon, Screw Engine (the ship can move twice in one turn) which would be the key to yet another HMS Grand Temple disaster (maybe I should be more careful with her, or maybe I overrate her and think she won’t be sunk early on, idk). The Toro, with the help of two UT’s, was able to swoop down on my beautiful flagship, and with the Titan keyword, pin her with the ram attempt (which wasn’t successful, she would’ve had to roll a 7!). I couldn’t escape, and help was too far away, so the battle was on! The Toro still had her captain, and the shoot action took out half my masts (the usually unreliable 3-rank guns hit 3/4 times!?). Then I somehow managed to roll a three and two twos with my next broadside. Where’s Hermione Gold when you need her!? Incredibly frustrating. The Toro made short work of my remaining masts, and as of now the Temple is sitting there derelict, waiting to be sunk. The rest of my fleet has been doing good, though, and I think I am in the lead as far as points in play, especially after capturing the Pirate schooner, Raven (Pirates couldn’t catch a single break today).

I originally believed the Spanish were my biggest competition, but now, in addition to them, the Amercs are looking somewhat intimidating, with two big gunships capable of teaming up to sink multiple ships in one turn. They are not too far away from my HI, so I will have to keep an eye on them.

August 5th, 2011

The English worked out their peace treaty with the Amercs. The Amercs were forced to abandon their islands they controlled and take everything back to their harbour. The treaty ended the war and determined that the Amercs could not expand to islands, attack the English, or do any kind of enterprising actions.

The Pirates, ready to attack the very well-defended French harbour housing the Franco-Spanish fleet of over 100 ships, were not aware of a massive hurricane brewing to the east. The Pirates attacked, causing incredible carnage and confusion. The Teach and Seleucis sank Allied ships left and right while the Toro did the same to the Pirates.

Then the hurricane struck! Rock them like a hurricane!
Don’t think there’s much else to say. The fleets were annihilated by the bad timing of mother nature. It didn’t help that the wind was blowing due south, forcing ships onto the rocks. Lightning struck down masts as the rain and wind combined to swamp ships, foundering while their crews tried in vain to bail. The few hundred survivors managed to return to their respective harbours, knowing the forgotten war was over. This brings my HFS (historical fantasy scenario) to an end!

I picked up the islands and reefs while putting ships back on the deckplates of their harbours. I was sad, but extremely excited to start my next project: a five-way 500-point game! Cumulatively, 2500 total points! 😮 (2520 if we add the ransom crew +5’s)

The factions for this massive enterprise remain the same. It will be the English v.s. Pirates v.s. Spanish v.s. French v.s. Amercursedcorsairebels. I have already constructed the fleets with crew (had to write all of it down last night, it was quite fun!, never built fleets that big). In total, I am using 151 ships and six sea monsters. Many very prestigious and well-known ships will be participating, including: HMS Grand Temple, HMS Titan, Nautilus, Enterprise, Divine Dragon, El Acorazado, Revenant, Harbinger, Raven, Lechim Namod, El Toro, Darkhawk II, Magnifique, Soleil Royal, Jarvis, and Asesino de la Nave. I am planning on using 20 islands, with ten of them being mysterious. I am also planning on using 5 reefs, 5 fog banks, 4 sargasso seas, 4 icebergs, and 3 whirlpools. I am using all of my unique treasure (22, I think?). Hopefully it will live up to my expectations.

Feel like I’m forgetting something…whatever.