Command the Oceans – Things are a changing (10/12/2017)

Turn 60! New resource rolls!

A 2 roll for 5 turns! The 2 was the first time that came up for a regular roll, though it did occur on one of the random one turn changes. Lumber was worth 6, with luxuries 5 and spices 4. Not only that, but the duration roll was for exactly 5 turns, the 4th time in the last 5 changes that a 5 was rolled for duration!

Captain Villanueva’s hunch pays off! The Rum Runner loads newly discovered gold from the Sultan shipwreck! Northwest of her, Blackbeard returns from the Caribbean, satisfied with his captive English captain. He would have liked to abduct more crew, but the English gunships turning around from battle would have wrecked the QAR quickly.

The Pirates have a solid position within the Tunnel. The Harbinger and Victoire are still guarding the western approach while hiding in the fog. The Sea Nymph and Royal Rover are patrolling inside the Tunnel, while Mission (in the Crusher) and Calico Cat (in the Revenant) head east on important business.

The Silver Dagger is also speeding east after her quick trip out with the ladders.

Not the French turn yet, but the Pirate whirlpool squadron is busy in the Sea of Karkuda. At the right, the Feathered Hat meets up with the Celtic Fury, and the Pirate captain has a discussion with Eileen Brigid O’Brien. The FH’s captain makes sure to emphasize how rich and powerful the Pirates are, and how they have a golden island right near their “huge” kingdom. Smile O’Brien is impressed and will inform Nemo but not the French, who are still unaware of the Mercenary situation. At the left, the Madagascar and Otter will soon take textiles from The Flat but French repair and regroup efforts are blocking their path somewhat.

With a rare view seen from the Noble Swan’s only mast, you see what the crew of the NS doesn’t: the Sea Crane has rolled to emerge from the fog on the OTHER side, exposing the huge southern wall of the Tunnel. The Sea Crane is the first Jade ship to go east of the fog! Funny thing is, it happened by accident. The SC was only in the fog after a Cursed L-mover put her there. Who knows what this will result in – possibly some Jade scouting of the Tunnel, or the full scope of the Pirate operations finally revealed to them.

The Cursed are on the move! About six gunships appear to be making a break for the Tunnel! Just above them, you can see a cargo ship logjam.

Fog hoppers attack!! Using the Eye on a tactical strike for the first time, the Sea Hag, Needle, and Hangman’s Joke emerge in the Sea of Karkuda! This is the first time the Cursed have showed up in that ocean!! The Sea Hag somehow hit 4/4, making it easy for the Hangman’s Joke to capture the Brandywine!

The Needle was going to capture the ship, but she got a bad fog roll so the Hangman’s Joke hopped between oceans as well.

Just when you thought the Cursed turn couldn’t get any better, the Gold ship appears! …

… at both of their wild islands!! However, both times the ship disappears just as suddenly, with the Cursed unable to communicate with it or fire at it.

The Cursed have been gathering lumber, and combined some of that with a large chunk of saved up luxuries and spices that were cashed in! They spent all 213 gold on a megalaunch! No less than 5 new sea creatures emerge from the depths, including the Super Rare version of Brachyura, who will (tentatively) have Eternal built-in to accommodate for the sparklyness. XD

The Flying Dutchman is a new Cursed flagship, as they’ve been operating with multiple flagships throughout this game. The Monkey’s Paw and Soul Crusher (where Wraith lies) have been the others in general, though the Soul Crusher has not been in combat yet. The Roost is quite crowded! In addition, this launch likely put the Cursed at just over 1,000 total points in their fleet, making them the fourth fleet to reach that huge milestone! O_O (FOUR 1,000 point fleets in one game… wow…)

The Poor Adams does a fog hop of her own, getting a nice roll out of the one where the Executioner now sits to move to the next one, taking advantage of a break in the JR line of battle. This gets the Poor Adams pretty close to the Jade HI, and she’s a ship with the HI raiding ability. The Executioner may be looking to do the same next turn if the Jades don’t close that gap.

It was a quiet day in the Caribbean, with the first turn of a 10 turn truce passing peacefully. Both fleets took their final derelicts under tow and began the journey home for repairs.

French operations with their huge fleet. At the lower right, the Ange and Bourbon look to defend the eastern food island and possibly explore new territory. At the end of their turn, the French cashed in a lot of luxuries but didn’t spend any gold, an uncommon occurrence in this game of hyper-spending and megalaunches.

The extremely strong French position at The Flat, which now stands at nine 5 masted capital ships with many more gunships sailing in from the east. The French wanted to put their best fleet forward, and they’ve done that. It’s slightly similar to another cumulative game I played a while back, when the French had a line of battle with just 5 masters from end to end. An impressive display of firepower, and ANY faction would now be very hard-pressed to dislodge the French from The Flat. Thinking the Mercs are still on their side, French ships make sure a path is clear for the Celtic Fury’s move action next turn.

Hearing gunfire and commotion to the east, and wanting to help, the captain of the York sails his ship towards what eventually becomes evident as a Cursed incursion! The Americans are shocked and unhappy to see the Cursed in the game. The York misses her only shot against the Sea Hag.

As you may have seen from the previous picture, the Castle has some openings that are perfect for schooners to sail through, which the Gold Eagle takes advantage of here. The Mercury’s crew are still exploring the Castle, and are finding it rather dilapidated. The Philadelphia’s crew call for help across the reef barrier! They fear the worst for the Brandywine, who has disappeared.

Preble himself hears the call, and sends the lumbering United States over the reef! Improbably, that ship rolls a 6 to avoid damage but the Saratoga (RotF version, all three versions are in play haha) rolls a 1 to lose two masts! With such unpredictable results, Preble is not likely to risk the President on the reefs, especially when 5 new exploding shot barrels will be arriving shortly.

The Americans are sending some gunships and their troop transports south towards the Castle. At the right you can see the foresail of the Mercury as if the ship sits in drydock, while the Gold Eagle ducks under the narrow arch built long ago as part of the Castle.

A rare view showing how long the western wall of the Castle is, with various American ships visible.

A possibly unprecedented situation at the American home island, with 14 ships at various stages in the repair process. The logistics have become so hampered by the cleanup of the two battles that various ships cannot even dock. The canoes, Lynx, Pawtucket, and others must wait their turn. The continual difficulties have led to frustration for Preble and the rest of the Americans. Preble is intrigued by the Castle as a possible second base of operations, and may dedicate considerable spending to renovate and restore it. That’s his best case scenario, but interference by the French, Pirates, or even Cursed may hinder his plans. He is proceeding with cautious optimism and plans to oversee things at home and at the Castle from his current post near Ruby Island in between the two areas.

Turn 61 begins with a surprising random resource change! Just a turn after the regular change, I rolled a 1 to change things yet again. The two means the new change would only last for a turn, just like the previous random changes, as I haven’t rolled two 1’s in a row yet for this. However, the final die was a 1 as well, the first time in the game that a 1 came up for resource values! Everything would be worth its face value, with lumber plummeting to 1 for a turn while luxuries and spices increased to 6 and 5. As I mentioned in the last report, many factions are sitting on big stockpiles of spices, so this will be a LONG turn!

I only played the Pirate turn of this round so far, since it took quite a while.

Mission and Calico Cat emerge from the Tunnel in a picturesque Pirates CSG scene:

Wow! With Cursed ships approaching the western entrance to the Tunnel, Captain Blackheart and Hammersmith emerge from the fog aboard the Harbinger and Victoire! However, this time the Pirates are able to actually talk to the Cursed, instead of being hissed at by the ill-tempered Wraith. El Fantasma himself appears from the deck of the Divine Dragon. A very long conversation is had. Many things are discussed, most of which I won’t discuss here. XD I can say that the Cursed had planned to infiltrate the Tunnel, possibly to access the Pirate gold island and/or to circle back around the eastern entrance for a surprise attack on the Jades’ unprotected eastern front. However, the Pirates talked and threatened them out of it: not only do the two Pirate 5 masters have sac crew aboard (being able to rip off 20 shots between them this turn alone), but the Pirates have a strong squadron stationed off the northern whirlpool which could trap or intercept any Cursed squadron entering the Tunnel. (the conversation was actually quite long because the more I thought about the situation, the longer it took me to figure things out!) Things are getting complicated in this game. Oh yeah. Very complex. With 3 oceans, over 6,000 points, now 8 fleets, and various alliances, lies, truces, and wars occurring, the game is finally reaching a level of complexity I don’t think I’ve seen in ANY of my games. At the end of the day, no hostile actions or words were exchanged. Instead, you could say that the Pirates made a deal with the Devil – literally. O_O

The Pirates were one of the factions sitting on spices until they were worth 5 or 6, and now they cash in all their chips! Spending 315 gold on the second megalaunch of the day, the Pirates put 16 new ships in the water. Those first 5 on the left are for various roles, with Bonny Peel and Will Turner looking to join Blackbeard in the kidnapping festivities. XD The Stoneheart has built-in reroll for Calypso, a crew that came up huge for the Pirates in Economy Edition and whose one-of-a-kind ability could do the same here in CTO. The Draconum is the second bombardier launched after the French Conquerant, while the Amity will use Ghost Ship to avoid logjams at the kingdom when unloading resources, just like the Hades’ Flame has done recently.

The other 11 ships launched are part of a task force whose goal is known only to the Pirates as of now. Most of the ships (some quite colorful) are launched from Dead Man’s Point, which is full once again.

With this launch, the Pirates have almost exactly the same number of points in play as the Americans, passing the French and nearly tying the Americans at around 1,365 points each. O_O Not only that, but with around 500 points between the Cursed and Pirates, the game has reached 6,500 total points and may even reach a ridiculous 7,000 by turn’s end.

The Stoneheart and Amity begin their journey in the game inside the kingdom:

More action coming soon! I’m getting quite excited about the possibilities, and like I said, things are getting VERY complicated. The strategy and diplomacy will require both finesse and strength in order for a faction to prevail! More is coming soon, though with large quantities of spices still to be cashed in, Turn 61 promises to be one of the longest yet. In fact, how about I record what is currently on my index card of saved up gold and resources for the factions who have stuff: (this doesn’t include what is still physically on their HI’s!)

Jades: 56 spices (with maybe 20+ in physical form too, so they could cash in for nearly 400 gold this turn)
Cursed: 17 textiles (not valuable now)
English: 38 spices (booyah! lol)
Mercenaries: 5 fish, 2 textiles
French: 7 textiles, 8 fish, 178 gold
Americans: 10 textiles, 196 gold

 

Command the Oceans – Turns 61-63 (10/13/2017)

Finally everything came together for the first time in quite a while for a BIG day of play! 😀 Not counting the Pirate turn played yesterday, I essentially played a whopping THREE turns even as the game size approaches 7,000 points!

With the Pirate turn of Turn 61 over, I started the day with the Jade Rebels. In a strange move that displayed a new strategy, the Jades sent the Grendel as “bait” in an attempt to get the Cursed to attack. The Grendel missed both her shots against the Juggernaut, the first ship in the Cursed squadron still pointed at the Tunnel. By the end of their turn, the Grendel was given an AA by Sigurd Andersen to return to the Jade defensive position.

Continuing the tiny-scale attack, the Wiglaf and Wodin team up to knock masts off the Spilled Salt, a ship that is damaged for I think the third time in this game. The Wodin captured the Cursed musketeer with a boarding party, but this was the extent of the Jade strike.

With a large war fleet ready to go, it’s a bit puzzling why the Jades didn’t launch a full attack. Quite frankly, they are scared. They are afraid that the Pirates and Cursed agreed to an alliance on the Pirate turn (which they didn’t, but merely struck a deal), and are wondering if a huge Pirate fleet will suddenly emerge from the foggy Tunnel….

Cashing in a whopping 81 spices for 405 gold, the Jades save most of it but launch the Hlidskjalf and Grand River, the latter of which is a custom Jade 6 master I created way back in late 2011. The GR will be proxied by the Grand Dynasty, which was sunk earlier in the game.

Grand River
Jade Rebellion, 16 points, 6 masts, 5 cargo, S+S speed, Guns: 3S,3S,3L,3L,3S,3S
Junk. This ship’s base move becomes S when she reaches her cargo limit.

After snagging the Brandywine in a brilliant fog raid against an isolated ship, the Sea Hag and Hangman’s Joke take their prize back to the safety of the fog:

Another fog attack! This time the Needle and Behemoth (who has been copying the fog hopper ability) use the Eye to catch the Sea Crane in between the Tunnel and the Jade HI! Behemoth pins the ship, which is likely doomed.

With a rare view looking out of the west, the Cursed strike back! The Jikininki and Fallen Angel are ineffective, but the Death’s Anchor and Executioner team up to doom the Wodin with fire!

However, the Cursed don’t take the bait! They are showing some great patience as of late and seem to be biding their time. However, they are certainly preparing for something….

After agreeing with the Pirates to not invade the Tunnel and the eastern half of Allost, the Cursed turn their ships around. Suddenly almost all Cursed gunships are heading west.

In the Caribbean, an appearance by the Dragon’s Breath has the English on edge and ready for anything. However, the Pirates assure the English they mean no harm unlike Blackbeard and Havana Black. The captain of the Dragon’s Breath says another ship will soon be arriving through the whirlpool, though not a Pirate one….

Cashing in 43 spices for 215 gold, the English launch 9 ships! Most of them are for a squadron that may do whirlpool expeditions. With a 10 turn truce with the Spanish secured, the English are hoping to expand into the other oceans they know about but haven’t been to. (outside of the Westminster who has been presumed lost at sea by the English command)

The first big English launch in quite some time! If not for the truce the Spanish would likely be in big trouble.

Speaking of the Spanish, here are 4 of their ships repairing along with most of their operations.

The French go about their business. With excess ships, the French can afford to have multiple squadrons for different purposes. Currently, the bulk of their battle fleet is stationed around The Flat.

The line of troop transports advances with the help of the lighthouse towards The Flat, which the French plan to turn into a stronghold.

As Pirate ships finally take textiles, the French have a massive concentration of firepower on all sides of the island:

The French arrive in the Caribbean for the first time!! Using directions from the DB’s crew, Guy LaPlante was able to find the Caribbean without having to roll for whirlpool location. Playing a hunch in addition to general orders from Lenoir, LaPlante is in the Caribbean not for the English but for the Spanish. Deleflote’s action allowed the Possession to move towards the Spanish fleet right after exiting the whirlpool, as LaPlante’s mission is one of some urgency.

The crew aboard the York have their worst fears confirmed: the Brandywine has disappeared! Between the gunshots and the Sea Hag giving them the slip, the Americans assume the ship was captured and taken by the Cursed.

Beyond the Brandywine’s masts, you can see a cracked wall of the Castle.

The American venture further east into the Castle area, impressed by its size and height. The crew of the Saratoga moor their ship inside, but will find repairs impossible until more assistance and supplies arrives.

Looking from directly above the west wall of the Castle, American operations on Turn 61. The Louisiana and James Madison are carrying exploding shot into position for attempts at clearing reefs. The American assembly line of ships continues to round the reefs and fog to the north, with the troop transports slowly approaching the Castle.

Cashing in some spices and adding it to their reserves of gold, the Americans spend a whopping 291 gold! However, 250 of it is spent on the third fort upgrade purchased in this game! You can see it on a new American capital ship, the Enterprise! The Enterprise was my second 5 master EVER and is such a veteran of HFS battles and various games that her masts are somewhat loose simply from being taken out and repaired dozens of times.

You’ll also notice the new infantry troops aboard the Nene-nui and Colonial Trader, in addition to even more infantry on the home island.

With Turn 61 in the books, Turn 62 saw a return to the resource value roll of 2, meaning spices would be back down to 4 with lumber king once again.

After speaking with O’Brien, the crew of the Feathered Hat take a little time to explore their surroundings, finding the Castle! However, having only seen the north face of it, the Pirates aren’t fully aware of the Castle’s size or potential.

With a VERY successful trip, some of the Pirate whirlpool squadron returns home! Havana Black is disappointed he missed out but is excited to learn about the developments. The captain of the Dragon’s Breath informs him of the new alliance with the French, in addition to LaPlante’s recent excursion to the Caribbean, where the English look ready for a potential Pirate attack. The Madagascar and Otter will eventually unload their small quantities of textiles at the kingdom, which will be the first time the Pirates have that resource since the DMP island stopped producing it.

With a great view from above, here is the Pirate Kingdom!

The western half of Allost is much more tense, but neither side engages. Hearing shots beyond the fog, the Grand Temple and a Viking 1 master enter the fog west of the Tunnel. The Wiglaf flees from the Cursed, but the Wodin burns to the waterline and is eliminated from the game.

The Cursed continue to move west:

The new English squadron sets sail! In addition, the Ark Royal has been repaired and crewed with a captain, helmsman, and oarsman once more.

Even as one of the smaller fleets in the game, the English are still capable of a “forest of masts” if the picture is taken at the right angle:

Sighting the French tricolor speeding towards them from the Possession’s mainmast, the Santo Columba surges forward to greet the new faction! (new to the Spanish, that is) LaPlante is able to row over in a boat and immediately engages in conversation with the SC’s captain. By the time he climbs back into the boat, the Spanish are furious.

With a line of signals exchanged, Marcus Vaccaro (the current Spanish admiral) becomes knowledgeable of the development. He sails over and hails Admiral Thomas Gunn aboard HMS Lord Algernon. In a surprisingly cordial meeting of the flagships, a deal is struck – the Spanish and English have PEACE! O_O

Clearly something has changed Spanish minds, and the Spanish have lost interest with the War on England. The truce has been abandoned for a full, indefinite period of peace between the two factions. A milestone in the Caribbean for sure!

The Mercenaries take their turn, and Eileen Brigid O’Brien pilots the Celtic Fury towards the whirlpool! She then takes the 10 master through it!! O_O THIS WAS NOT THE PLAN!!

Following instructions laid out by the captain of the Feathered Hat, O’Brien brings her huge ship to the Sea of Allost! Suddenly the Celtic Fury is in Pirate waters! What could this mean??

The French go immediately after the Mercs in the turn order, and L’Heros meets with the Sunrise Fire. The crews exchange many words, with the captain of the Sunrise Fire somewhat puzzled but mostly playing dumb, knowing the sly nature of the Feathered Hat’s captain….

The plan was for the Celtic Fury to reinforce the French squadron at The Flat, making that area by far the most stable in the entire game with nearly a dozen French 5 masters and now a 10 master right around the island. However, the CF has disappeared from Karkuda entirely. Now, we know that the Mercenaries are playing on their own and have duped the French. However, it’s unclear if Nemo ordered O’Brien to do this or something else entirely. Perplexed but calm, the French use their southern squadron of 6 gunships to approach the submerged Mercenaries running resources to their sub hideout. Also, it’s worth noting that although they heard gunshots beyond the north wall of the Castle, the French don’t know about the Cursed.

At The Flat, L’Afrique drops off 4 infantry units. The Geographe approaches with more as the Felicite speeds off on her own business as a fast support gunship that has been given autonomy by Lenoir. At this point, due to the considerable distances involved, Lenoir is acting commander of the French battle fleet, while Gaston oversees operations closer to home. Gaston is still the main French admiral, but Lenoir is currently in command of far more firepower.

Again similar to that old game I played, I can’t get enough of this massive display of firepower the French have. Between the beauty of their ships, my love of 5 masters, and how similar their 5 masters are for gameplay, it’s just a perfect fleet!

Gaston himself turns around to sail towards the sub hideout, having got wind of the recent development. Since you see what the faction sees, check out what is visible to the Bourbon and Ange – shipwrecks in the distance!

Not wanting to believe the French, the captain of the Santo Columba calls Guy LaPlante (Diplomat of France! lol) over for an extended visit. The more the Spanish hear, the more they believe. The Spanish are outraged.

The York and Gold Eagle meet up and word is passed on about the Brandywine’s likely fate. The Americans have a bit of a morale loss, as the Brandywine had been an accurate vessel during the battle against the Pirates, setting at least one Pirate ship aflame while taking no damage. She was also one of the first ships to explore the Castle and the only ship to scout the eastern side until now. At the bottom, the Speedy Return loses a mast to the reef barrier, which the Americans are getting more confident with.

The Americans are in operating mode. With both wars somewhat on hold, the Americans are devoting major efforts to the Castle. The Louisiana was successful at blowing up a reef! This will help clear the way for American ships to access the eastern 2/3 of Karkuda more easily. In addition, note the impressive spending headed towards the Castle, with a fort upgrade, army units, and various ships sailing there.

With a view of the American HI from the west this time, many of the captured Pirate ships are finishing repairs. However, the Americans plan to trade them all in at once for a big influx of points to spend that turn. The Americans also rearrange their army units and resources to point their cannons and muskets more to the east.

This gives a small idea of the scope of this huge game. American logistics are slowly being optimized, but more reefs will need to be cleared before Preble is satisfied. The American-French truce is becoming a little more tense, as both sides have lines of battle set up within shooting distance of each other. The French line guards The Flat while the American line guards troop transports and fragile ships heading south towards the Castle. It remains to be seen what interest the French have in the Castle, if any.

Turn 63!

Mission uses his own EA to sail over and greet O’Brien! Eileen is extremely impressed with the Pirate operation and has agreed to join the Pirates!! It started with Nemo giving her some autonomy over how to handle certain situations, but it was mostly the Feathered Hat’s captain that persuaded O’Brien to take the CF into Pirate waters to at least check out their activities. O’Brien chose the Pirates after being disappointed by how tiny the Mercenary fleet is and seeing how controlling the French could be. With the Pirates she hopes to find her own way and not answer to the whims of Nemo or Gaston. In addition, the Pirates have offered higher pay than Nemo did. XD However, Mission already has a mission (lol) for the Celtic Fury….

Calico Cat takes the Revenant near the kingdom for the first time, while the Pirates now have quite the force near their southern whirlpool. The Deliverance and Fool’s Hope may join up with the Pirate whirlpool squadron. At the right, Calypso is in play aboard the Stoneheart, a ship the Pirates will want to keep safe.

Using a ladder she later takes aboard, the Ranger loads infantry units. A ship launched solely for ferrying random cargo (shipwrights, army units, ladders, etc), this is her first mission of the sort after sailing around aimlessly after being launched. In the background are some colorful sails, namely the Bloody Jewel and Rum Runner.

The Pirates still have good support around the eastern end of the Tunnel. The various 2 masted gunships have been patrolling for many turns now. On the contrary, recent launches sail south on a mission. Bonny Peel aboard the Akua Lapu and Will Turner aboard the Fleur de la Mort hope to capture enemy crew and turn them into gold! The question remains: which faction might they go after? The Jades and Cursed aren’t far away, but both have massed fleets full of warships. The whirlpool opens up any of the other factions as potential prey, and of course the Pirates could always split up as well. You can also just see the outline of the Royal Rover not even halfway in the Tunnel.

The most recently launched Pirate squadron meets with even more gunships at the northern whirlpool!

I count 22 ships ready to sail through the whirlpool on the next turn or two, and I believe all but the Thrud have captains and helmsmen.

Not satisfied with their infantry numbers, the Pirates cash in lumber from the Hades’ Flame to launch the Panama Sun with a helmsman and three infantry units aboard. You can also see the gold waterfall, the Pandora, and the Darkhawk II. The Pirates continue to source metals from Pistol Island, which may result in another big windfall eventually.

The Sea Crane predictably loses her fight against Behemoth and the Needle!

The Behemoth prepares to hop home while the Needle takes the Jade ship under tow just like the Hangman’s Joke did with the Brandywine.

Speaking of the Brandywine, the Cursed got her home quickly with another fog hop to the Roost!

Halls of Valhalla? Cursed sea monsters head west along with the regular gunships.

The Cursed are sailing towards the edge of the ocean, while 4 cargo ships dock at Broken Horn Island to load valuable lumber.

The English take in 9 spices while their new gunships head west:

The Santo Columba speeds southeast towards the English and the only Caribbean whirlpool.

Puzzled by the Aube, Voleur, and Bourbon trying to get his attention, Nemo actually surfaces the Nautilus! However, he keeps up the lie that the Mercs are actually helping the French and still under their command. Part of the reason he came to the surface is that he himself doesn’t understand why O’Brien took off, and he’s truthful about that to the French. The French are being fooled by Nemo, but both factions are left in the dust by Ms. O’Brien.

The French discover Fish Island but the Mobilis and Devil Ray refuse to surface.

At the eastern food island, the crew of La Dijon finds that metals have replaced food as the island’s resource! French cargo ships are always coming and going, but the Harbor is more deserted than it’s been in a while.

The Geographe drops off army units, and the French continue to fortify The Flat. At the left, you can see the French line of battle, full of capital ships. There are eight 5 masters in the staggered line with two more and the Hercule up north. At the right, another 10 gunships are sailing slowly along the west wall of the Harbor.

The French-American situation in Karkuda. The Americans have a very impressive line of their own, which now stretches just about the entire distance from the south to north. The Georgetown is at the southern edge of the ocean near the Castle, with the Paul Revere and Yankee the northernmost ships above the lumber island. At the bottom right, the Vermont and Speedy Return could discover Nemo’s Submarine Hideout and the French on the next turn. You can also see the Carolina ducking under a Castle arch.

Part of the reason I was able to play nearly 3 full turns was due to the lack of combat, which will likely change soon. Throw in less time overall to play, and things will slow back down again in terms of how many turns can be played in the short term. However, the game is getting more exciting and it’s basically a convoluted mess at this point between all the possibilities, alliances, and lies going around! Stay tuned!

Command the Oceans – Start of Turn 64 (10/14/2017)

Warning: short report here, and the next few will likely be as well.

Turn 64 begins with yet another random resource change! For this one turn, metals would be worth 6 again and textiles 5! This would result in a bunch of launches since those resources haven’t been valuable in a while.

The Pirates send the Xiamen’s Claws through the whirlpool and she arrives in the Sea of Karkuda!! Christoper Moody is in a bad mood! XD

Using an AA from Jean Lafitte, the Xiamen’s Claws spots the American flagship and rams the President! Preble himself is under attack! The XC hit with her 2S guns to damage the President and eliminate a canoe heading home with spices from Ruby Island. However, the 5 is the boarding roll for Preble, who narrowly escaped a brutal fate. The XC rolled a 3 to lose the boarding party 9-8 (the XC gets +1 to boards), losing her helmsman. The President had reroll to save the American crew, but if both their rolls had been low, Preble himself would have been massacred along with the captain and helmsman by Moody! O_O Making a statement, the Pirates strike the American core directly with a surprise whirlpool assault.

The Americans are under attack! Or, they will be once the Pirates take their next turn to actually shoot. Including the Xiamen’s Claws (an underrated Pirate gunship option I must say), the Pirates send 14 ships through the whirlpool! The Thrud is the only one without a captain aboard, and some HI raiders are among the lot. It’s a decent squadron of mostly average gunships that will put American defenses to the test yet again. However, this time the Pirates plan on fighting harder and longer, as their spending indicates….

To give you a sense of what the Pirates have been thinking about (since I’ve mostly just done that in detail for the Americans so far), they were not planning this as of last night. That squadron of ships and some others were actually going to invade the Caribbean and attack the English instead! O_O However, a few things changed their mind. First, the Dragon’s Breath reported back last turn, saying that the English had some ships defending against whirlpool attack and possibly a large squadron heading there in the distance (which is true). Second, the Pirates are generally aware that the Americans have one of the biggest fleets in the game, while the English likely do not. The Pirates certainly know this between their defeat at the hands of the Americans and their alliance with the French providing information about the Second Fight at The Flat. Finally, the Pirates would still like to strike the English (and hopefully soon), but for now they are concentrating their war effort against a faction they want revenge on, and a faction that we know (as the witnesses of the point counts) MIGHT be the Pirates’ biggest rival long-term especially with the French as an ally.

Cashing in 26 metals for 156 gold, the Pirates spend it all on 9 additional gunships!! After their “meh” gunships went through the whirlpool to Karkuda, it was evident that some of them weren’t crewed well enough. Hence, a medical barge. The Raven’s Neck carries regular fighting crew but has the cargo available to also carry 3 shipwrights. She will sail to Karkuda in the hopes of providing repair assistance to Pirate ships in need. Medical barges are best as durable ships that can fight if need be but usually stay back from a fight to distribute shipwrights to retreating vessels, possibly elongating their stay on the battlefield. It’s likely that the battle against the Americans will be too chaotic and crowded for this kind of finesse strategy to work, but the Pirates want to properly support their attack unlike the first battle. Below the RN’s deckplate are 7 more average or somewhat subpar gunships that the Pirates consider expendable (unlike the Revenant for example). The Pirates are simply going to throw massive points at the Americans in an effort to weaken them, distract them, and possibly even raid their HI. However, though these ships may even be less effective than the ones that just entered Karkuda, they are crewed better. All the ships have an oarsman and/or shipwright aboard, ensuring that they will be ready for battle after any potential whirlpool damages. (losing the oarsman or repairing for a turn AT the battlefield rather than having to lose an important mast or helmsman) At the top, the Obago is separate because she will stay behind with the other anti-English ships (such as the Revenge and Black Mongoose, who get +1 to cannon rolls against the English). Therefore it was a dual launch, with most of the ships launched to combat the Americans but at least one to augment the slowly growing squadron which may infiltrate the Caribbean at some point.

Mission leads the Celtic Fury and other ships towards the Tunnel. Up top, sheer firepower awaits the Americans and (probably at some point) the English. The Full Moon, Fuchuan, Zanzibar, and Poison Dagger can reach the whirlpool next turn, and they’ll probably join the fight against the Americans. The Golden Medusa and White Rose will likely stay behind from the battles and be reserved for conflicts later in the game. The Black Mongoose and Revenge will wait for reinforcements, while Blackbeard has his own agenda. The Recreant and Accused will likely stay behind after their disastrous experience in the first American battle, but add them and the Kirbac to the squadron just launched from Dead Man’s Point, and the Pirates have some serious firepower at their disposal near whirlpools. In fact, doing a quick count reveals about 34 gunships between the ones in Karkuda and the ones at DMP or near the northern whirlpool!

The Jade Rebellion turn was mostly uneventful, save for this. The Hlidskjalf AND Grand Temple both got very favorable fog rolls to luckily come out near the Needle to give the captured Sea Crane assistance! However, even with decently accurate cannons, the two ships only shot 2/6! This leaves the Needle able to sail back into the fog on the Cursed turn, at which point the Sea Crane will be lost.

Command the Oceans – Turn 64 continues (10/17/2017)

The Cursed had an uneventful Turn 64, but are saving up.

In the Caribbean, English ships go to and from the home island. New gunships are departing while old ones come in for repairs. At the left, a long-awaited sight: HMS Westminster returns! The English on the other hand are shocked to see the ship, who spent a long journey in Karkuda repairing at the French Harbor. Her remaining crew tell the English fleet about how massive and impressive the French Harbor and fleet is. The English and French are probably the factions closest to having an alliance without actually having one right now…

… although the potential for a Franco-Spanish alliance continues to grow! Vaccaro has a personal meeting with Guy LaPlante, incredulous at the topics that came up. LaPlante has now spoken with the Spanish admiral in addition to the Santo Columba’s captain.

Speaking of the Santo Columba, she went through the Caribbean whirlpool! However, she rolled a 2 to emerge in the Sea of Allost! This is not what the Spanish had hoped for, but the captain was too eager to wait for LaPlante’s guidance through the whirlpool. Not only is this the first time a Spanish ship has traveled via whirlpool, but it’s also the first direct Pirate-Spanish contact of the game! The Pirates ready their guns, but ask what business the Spanish have. The captain of the SC quickly responds that they are on a mission after an unfortunate conversation with a French diplomat. The Pirates perk up and welcome the Spanish, as they’re allies of France.

The Santa Ana’s extra action propels her towards the whirlpool following Vaccaro’s conversation with LaPlante. Other French gunships head southeast, and the Spanish put forth 3 more after cashing in some textiles and combining it with gold: the Corazon Dorado, Monte Cristo, and Lepanto can be seen at the Spanish HI.

Hoping to play more consistently after this brief little hiatus! It’s just a combination of being busier on certain days of the week, and almost all non-Pirates stuff (well, Pirates stuff too actually XD) taking far longer than I ever anticipate.

Command the Oceans – All roads lead to war? (10/18/2017)

Nemo continues to speak with Gaston and the French captain of the Aube.

However, he grows frustrated, as even he cannot explain the mysterious disappearance of Eileen Brigid O’Brien and the Celtic Fury. Mid-conversation, he abruptly goes below into the Nautilus and orders the submarine to dive!!

The Nautilus speeds into the Mercenary sub hideout, and the doors close for the first time since they were opened! Nemo is gone!

Over on the south side of the hideout, the Devil Ray and Mobilis have also gone into the hideout, with the doors closing behind them! The Mercenaries surface inside, unloading some food and cashing in textiles for gold.

The French begin their turn. Finally coming to terms with the likelihood that the Mercenaries are no longer under their employ, Gaston orders the Aube to open fire! The big warship shoots at the sub hideout but the cannonballs simply bounce off the thick metal doors!!

The French surround the sub hideout and blast away! However, the other ships can’t dent it or get at the subs either. Gaston plans to run a close blockade to contain the Mercs and punish them.

The French spend just over 200 of their 300+ gold to get 12 new ships! Le Loup-Garou is tasked with exploring other potential oceans, while most of the others are launched for war. Some may head to The Flat, while others might defend local islands or the Harbor itself. The Favori is meant as a dual-purpose cargo ship: she will carry resources, but will also be a priority ship for army units. (S2=shipwright, etc… I’m having to use tiny crew chips instead of any existing ones (though I’ve mostly run out of those too) just because of space constraints… with the tiny ones I can fit many more deckplates in those areas than if I had the big square chips for all the crew)

6 of the ships are launched in the Harbor, with the other 6 launched at The Flat.

The Americans open fire on the Pirates! They also attempted to surround them, but don’t have quite enough gunships in the area to fully contain them. The Americans concentrated on stopping the Pirates from going due north on their next turn, which would be problematic with many cargo ships and the American HI nearby. At the right, the James Madison has knocked out a reef, giving the Americans easier access to the Castle!

Under Preble’s urgent command, the President scored some hits on the Xiamen’s Claws, the most offensive invader thus far. The Americans are furious a Pirate ship was able to invade and strike Preble’s ship directly. In a rare sight, the canoes are given a shoot action, and they respond with 2 hits in 3 attempts. At the right, the Nene-nui and Enterprise head to the Castle with army units and an important fort upgrade. Above the President, the Colonial Trader simply sailed in the opposite direction she had been heading, in order to make room for the Concordia. That ship and others will try to enter the fray next turn.

However, in the actual battle area, the Americans had an abysmal turn at the guns. I can honestly say it was one of the worst single-turn offensive efforts in the history of my games. An absolutely pitiful performance, it left the Pirates in good position for a counterattack for their turn, and may signal a momentum shift compared to the first Pirate-American battle. At its worst, the turn saw the Americans not just missing, but missing badly. One string of six shots saw five of them miss with a 1! O_O

At the bottom, numerous American gunships turn around after hearing the commotion to the west. The Mercury will guard the southeastern approach to the Castle against the French and/or Mercenaries. In the middle, the Carolina has unloaded the first American troops to enter the Castle! The Jackson will unload more next turn, with 3+ additional ships headed there as well.

Going on a big launch, the Americans put forth 10 new ships! This was a direct response to the Pirates’ second invasion through the whirlpool. The fully repaired Pirate gunships were traded in for their point values, combining with their crew to make up 105 of the ~200 gold the Americans spent. Notice some of the best American ships (Kettering and Ghost Walker) and some of the worst (Oregon, Shark, Superior, etc). It was a bit of an odd launch, but for a good reason: the Americans are running out of ships. That’s right, this game has gotten to be so big that some factions may even run out of ships to launch! O_O In that case, there are still minor faction ships out there in addition to various customs, so it’s not like a faction will lose the game due to lack of quantity. However, as more and more factions approach the point at which they exhaust themselves, the biggest factions in the game by overall ship count (Big 4 of English, French, Spanish, and Pirates) do gain somewhat of an advantage long-term.

The repairing Ranger is the only Pirate capture not traded in yet, as 10 new American gunships prepare to take on the Pirates. At the upper right, an ominous sight for any opponent: the newly repaired Albany and Constitution have headed out, bringing their 9 combined rank-2 cannons back into play.

Darkness falls on the Sea of Allost as Turn 65 begins. I didn’t roll a 1 for a random resource change, so lumber is worth 6 again, though the roll of 2 will only hold for 2 more turns. The Tunnel is becoming quite crowded, with the Akua Lapu (not visible), Celtic Fury, Crusher, and Fleur de la Mort all entering.

Up north, the newest Pirate squadron sets sail for the whirlpool!

Back to Karkuda! The Pirates attack! Attempting to push the Americans back in order to make room for new gunships arriving via whirlpool, the Pirates suffer almost as bad a turn as the Americans. They fail to do major damage, although the Lenox is set on fire.

The Gruesome, Minerva and Devil’s Kiss all rammed. This battle could see more ramming and boarding than others, since even though no ram damage makes it less of an offensive move, the battle may be even more crowded and close-fought than the previous one between these factions. In this case the Pirates are literally just trying to surge forward and push the Americans back towards their HI. The more room there is around the whirlpool, the more Pirate gunships can flood the area and make a victory more likely.

My personal favorite of the battle so far. The Devil’s Kiss and Georgetown are burning, while fallen Pirate masts threaten to cover up the whirlpool entirely. The Lucky Seven has been the luckiest Pirate ship in the battle so far, hitting 3/4 (with a musketeer) against the Georgetown. However, the Freedom, Black Cat and Ningpo were not nearly as effective.

Four more mediocre Pirate gunships come through the whirlpool! However, the final ship to emerge is a surprise: the Queen Anne’s Revenge! Blackbeard himself enters the fray, using an EA from Sean Gallows to ram the OE James Madison. However, the QAR missed, and the JM managed to tie the boarding roll with a 6 (9 total with the boarding bonus) to avoid having a crew captured! At the bottom left, two Pirate HI raiders go through the opening south of Luck Island, and El Dorado follows them. Having suffered heavy damage without even shooting, the Mystic has returned to Pirate waters where she can repair at Dead Man’s Point.

Showing they mean serious business, the Pirates spend 230 gold on a megalaunch! A full dozen ships are launched at Dead Man’s Point, and ALL of them are launched for the war against the Americans. The Pirates bought back the 7 ships the Americans had traded in, so they will get another chance at glory. The Mocha, Cacao, and Pillage are all pretty basic gunships that follow the trend the Pirates have set in recent launches. However, the Pride is one of their fastest warships, while the Belladonna adds another HI raider to the mix. Notice that they are extremely well-crewed, with every ship having at least one extra crew in addition to the standard captain and helmsman. Those oarsmen and shipwrights will come in handy to combat whirlpool travel damage, while the firepot specialists may mean a permanent end for some American vessels.

Yet again Dead Man’s Point is extremely crowded. The Pirates have an amazingly balanced and effective resource system, and they continue to put out squadron after squadron of new ships. They continue their strategy against the Americans: throw huge amounts of points at the American fleet and they will have to retreat or be worn down into surrender. Some Pirate ships will reach the whirlpool next turn, with more coming after that. Then, another big wave will arrive. All told, the Pirates may throw over 30 ships at the Americans in this multi-layered battle. It will be interesting to see if the Americans can hold up over time, and if they will be able to continue their Castle operations or cease them altogether. The French aren’t fully aware of the Pirate attack, but an alliance exists between those two. If the Pirates can convince the French to break their truce with the Americans, the Americans will be in big trouble, with two of the strongest factions in the game hammering them from two angles.

An overhead look at the fort, with 12 new Pirate ships in play. At the upper right, the Fancy and Smiling Jim have been running resources all game (literally, since they were in the starting Pirate fleet!), but now they have been given captains and will be on patrol duty. The logjams at the kingdom entrances are not worth 2 ships having just 3 cargo spaces between them, as recent Pirate launches have seen more effective cargo ships launched.

These events took quite a while to play out, with the three largest factions in the game (France, America, Pirates) becoming even larger with about 10 new ships each! Some faction turns alone can take over an hour with launchings, so a full turn can take more time than I have available for this game in a day. The game keeps ballooning to higher and higher point levels, which will likely result in another point count within a week or so. However, keeping in mind the general deadline of Thanksgiving, I may have to enforce artificial endgame rules to avoid suddenly stopping the game when there is still thousands of points sailing around. This is because I know from past experience that playing an “endgame” with a game of this size could easily take over a month alone, not to mention if it gets bigger. The most likely solution would be to have islands gradually stop producing resources. I feel that this actually makes sense too, since factions have really been taking a lot of stuff from these wild islands lol, to produce such astronomically large fleets. XD

Command the Oceans – Play continues (10/19/2017)

Was listening to some Tchaikovsky while I wrote this, and I suppose it would work for reading as well!

The Cursed had another uneventful play turn, but continued moving their ships west towards the edge of the Sea of Allost.

However, that picture doesn’t show what they launched! The Guichuan is here!! Possibly even more importantly is who comes aboard to helm the ship…

… DAVY JONES!!!! The DJC version of Davy Jones comes aboard the second 10 master to enter the game. He will partner with the Headhunter to make a very imposing ship. In addition, since the Cursed have the Eye, they can see any ability on any of the three oceans, which means that DJ will be able to copy ANY ability, not just ones the Cursed have been exposed to! I wanted to add more named crew to the ship, but with the Headhunter/DJ/captain/helmsman quartet coming in at 23 points, there wasn’t a lot I could do. Various generic crew will make the ship more of a threat, including being an 11-gun ship. The Locker and Pyre are also launched with some crew. You may remember that Behemoth is also in play, but as I’ve done in the past with the Cursed during CG’s, they can have more than one Limit game piece in play at the same time.

In the Caribbean, the English make way for the French and Spanish, both of whom seem to be in a hurry. The captain of the Metal Dragon speaks with Guy LaPlante, and the English try to form an alliance with the French! However, though LaPlante says an alliance is likely, he cannot guarantee Gaston and Lenoir will be completely on board with it (pun intended).

English ships surround the whirlpool, and their squadron of gunships will likely take the plunge soon!

At this point the English have quite a fleet, but many of their gunships will likely depart the Caribbean soon. I’m a little sad that current circumstances may see somewhat of an exodus from the Caribbean, but I certainly haven’t reached the final part of the game yet, so I’m hopeful it will be active once more.

A full squadron of eight Spanish gunships follow Vaccaro’s lead southeast towards the Caribbean whirlpool….

As Vaccaro himself meets up with LaPlante! Vaccaro is wiser than the captain of the Santo Columba, who went through the whirlpool only to end up in the Sea of Allost. Vaccaro will follow LaPlante’s lead through the whirlpool to avoid exiting at a random whirlpool.

The French enact a close blockade of Nemo’s sub hideout! The French aren’t taking any more chances with the rogue Mercenaries.

The captain of L’Ange de la Mer gets bored and explores the southeastern edge of Karkuda! Beyond my shipwreck cove, he spots a new wild island!

The French have a bit of a logjam at the Harbor. At the left, fortifications at The Flat are complete for now. The French now have 11 infantry units and 1 artillery unit stationed on the island in addition to the 5 cannons of Paradis de la Mer. Not to mention the 27 gunships defending the area on patrol duty. O_O XD Indeed, this French defense of The Flat is one of the most impressive displays of firepower I’ve ever seen in a game. At the whirlpool, the LLG (Le Loup-Garou) spins out attempting to find a new whirlpool. Next to her is the Possession, as LaPlante has returned from his important Caribbean excursion!

And now for the American turn. XD

The Americans have troops at the Castle! The Jackson and Nene-nui unload infantry and artillery, while other troops make their way to the ramparts. How exciting!

The Atlanta and Bartlett have more army units coming soon, while the Carolina takes a shortcut to leave the Castle.

Carolina coming through, with the Atlanta’s name visible along with the artillery unit she’s carrying:

And the opposite!

Wayne Nolan is desperately trying to unload the Enterprise’s fort upgrade so he can then turn the powerful warship against the hated Pirates on the battlefield. Near the Enterprise you can see about 8 American gunships trying to get to the battle. The Niagara is the only one of those to shoot so far, blasting away at the Lucky Seven.

And now we really get into the thick of the action. The Americans have rallied with a war cry of “FIRE!!!” and it’s working well! The Georgetown used her reverse captain ability to shoot at and then ram the Freedom. The Niagara shot 1/2 to take a mast off the Lucky Seven, while the James Madison (a cargo ship but playing the role of block ship here to try and stop the Pirate advance) hit 1/3 to damage the Black Cat. The Appalachian was ineffective against the Devil’s Kiss, but the Saratoga is ready to back her up.

Right in the hottest part of the fight! Preble is not running away this time! The American admiral will lead from the front!! In a thematic display of leadership, the President went a whopping 4/4 to shoot masts off the Gruesome and Xiamen’s Claws, the latter of which was later captured. Just like the Georgetown to the south, the Lenox put out her fire mast. The Gruesome has been completely dismasted, while the Minerva is shattered and has lost all 3 of her crew. (her captain was possessed by Wraith, unbeknownst to the Pirates or Americans) The Hudson cannot compete with the Silverback’s L-immunity, but the Minuteman flotilla managed to knock a mast off with her 2S guns finding an open lane to shoot through. Some debris is beginning to pile up, but this is still the opening of the battle, so there will be MUCH more….

A beautiful shot of the American war fleet answering the call to arms! Indeed, the effective shooting allowed for the XC to be captured early in the turn. This made some room for the Quigley, Concordia, Julius Caesar, Blackwatch, and Grampus to approach the battle faster. The Minuteman (ship) helped dismast the XC, which is why her bow is pointed away from the battle.

The Minuteman (flotilla) and James Madison combine to go 4/6 and severely damage Blackbeard’s ship! The QAR loses two masts and will likely retire as her crew are a big asset for the Pirates. Also notice the nice color on the various sails.

The ten American gunships launched last turn sail out! They will inject some life into the American resistance, which did FAR better this turn than last turn. The Americans were taken off guard at first, but now they are in do-or-die mode and Preble roused them to an effective turn. The 6 gunships at the top of the frame (Superior is behind the Oregon) aren’t likely to be too effective, but the Americans just need them to stem and hopefully HALT the Pirate advance. However, the two cancellers (Ghost Walker and Kettering) could provide a solid advantage for the Americans, especially with their abundance of L-range guns as well.

An overview of the battle area, with the Pirates the next faction to go as the next round begins….

With all that effort down south, you’d think the Americans would have exhausted their fighting capacity. However, with one of the biggest fleets in any game ever, that is not the case! The Americans are holding their line strong against any potential French attack, with 13 gunships stationed north of the Castle.

With the southeastern island finally revealed, here is the Sea of Karkuda! Very Happy

Command the Oceans – Turn 66+ (10/21/2017)

Huzzah for a battle report on Trafalgar DayVery Happy Well not quite by the time this is posted, but oh well haha. This has become somewhat of a tradition for me, as I try to honor such an important event each year in my own way through playing this game. I was even able to play through most of the battle time (afternoon), though in EST haha.

The Pirates have purchased another ladder so the Madagascar and Otter can unload textiles from The Flat without adding to the logjam at the kingdom entrances.

The Pirates venture further into the Tunnel:

At the other end you can see that Bonny Peel and Le Requin have nearly taken the Akua Lapu into Cursed waters:

Another batch of Pirate gunships approach the whirlpool:

On the battlefield, carnage mounts as the Jaguar’s Spirit, Chico and Bonny Kate make their entrances.

The Gilded Monkey used an AA to nearly reach the American home island! Her cannons dismasted the Lynx, and the Pirates continue to anger the Americans by hitting them in places they feel safe. First it was Preble’s flagship, and now it’s nearly an HI raid despite so many American gunships in the area.

The Pirates were mostly ineffective on their turn. With the QAR pinned to the James Madison, Blackbeard cannot escape to repair.

A big problem for the Pirates is that their ships simply cannot dismast or sink American ships yet. The battle has quickly turned into an attritional struggle with little damage being done each turn.

The JR’s use the Huginn to sink the captured Sea Crane before she can be towed home by the Needle! The Jades would rather see the ship at the bottom of the ocean than in the skeletal hands of the Cursed.

This shows how effective the Cursed L-movers have been lately. Tsuro and Tabby (McWarren) are throwing JR ships into the wall of fog that blocks the Tunnel. At that point it is quite likely that the ships will roll to move into a different fog bank or emerge on the wrong side of the wall. This delays Jade efforts and may even prevent an attack on the Cursed.

The Cursed spend a bunch of gold to launch the Rook’s Folly, Pestilence, and a set of their native canoes!

On to the English!

The Metal Dragon exits the Caribbean whirlpool at the Sea of Karkuda! Suddenly the ship is in the middle of the second Pirate-American battle!

Very intrigued and also excited by the possibilities this discovery holds, the Metal Dragon uses an AA from CRGO to return to the Caribbean. There the crew tell the English fleet about the battle. After some quick conversations a big decision is made!

The English enter the fray and they’re here to fight!! Four English gunships arrive in the Sea of Karkuda, ready to kill some Pirates. The Resolution, St. George, Ark Royal and Henry VIII represent the first multi-ship English presence in Karkuda, in addition to a continuation of English policy to explore other oceans through the Caribbean whirlpool. Having secured a truce with the Spanish, the English are now free to get revenge on the Pirates, which has been on their minds since the Pirate whirlpool squadron attacked. Blackbeard’s raid has only compounded English hatred of pirates.

The Spanish turn begins and sure enough they follow LaPlante through the northern whirlpool of Karkuda! The Santa Ana gets an EA to move south while the Santo Columba is the second Spanish ship in the sea.

The French try to find a new whirlpool, but LLG rolls a 3 to emerge in the Caribbean, a whirlpool the French are already familiar with.

The Americans take their turn, with the battle area looking even denser. Indeed, in the middle of this picture it’s almost a solid block of ships from the bottom of the frame to the top.

The Lucky Seven is dismasted, and the Georgetown is completely covered and obscured by multiple masts of debris:

The Black Cat also lost a mast, but some Pirate ships are simply out of range since they’re behind other ships.

Incredible destruction. The Minerva joins the Gruesome on the list of Pirate derelicts. The Hudson stopped towing one of the Minuteman flotillas and sailed north since the Silverback is immune to her L-range guns. This allowed the fresh USS Emerald to enter the battle, and Commodore David Porter connected with a Broadsides Attack! This took out 1.5 of the Silverback’s final two masts, and later in the turn the Ghost Walker cancelled her ability to dismast her.

SLAUGHTERFIELD:

The Americans are deploying a stalling and logjam strategy. If they tow Pirate derelicts or eventually sink them with constant cannon fire, the Pirates will have additional room on their next turn that they can use to put fresh ships on the front lines. The current logjam and unexpected English entrance is severely limiting how many new ships can arrive from the whirlpool each turn as well, furthering the American strategy thus far.

With derelict and weakened Pirate ships everywhere they look, some American ships are actually retreating since they’re not needed yet. The Hudson and President hope to repair at the HI, while the Concordia gets out of the way so the Adventurous can continue towing the Xiamen’s Claws. The Kettering, Quigley, Minuteman and others are ready to assist immediately when needed.

The QAR is dismasted!

The Thrud is dismasted as well, though not by the Fly. After that ship missed both her shots, the Swamp Fox came over and shot away both masts in a single die roll via Broadsides Attack.

Predictably, the Americans are able to dismast the Gilded Monkey right after her encroachment of American territory. As the Lynx repairs, 4 ships team up to wreck the schooner, with the Roanoke being given her first shoot action of the game to finish the job.

The Americans are almost there! They have troops on the Castle, and now just need to unload the fort upgrade from the Enterprise!

Total American domination of the Castle, with their numbers growing by the turn:

Things are considerably calmer north of the American HI. The Aaron Burr, Hancock, and Albany actually turn away from the southern battle, hearing that it is a complete mess and that the American ships in reserve will be able to hold off the Pirates for considerably longer than what was anticipated in a worst-case scenario. However, with Pirate-hating abilities, the Flying Fish and Constitution inevitably head towards the battle area. The Franklin may go either way depending on the circumstances. The captured Ranger was finally traded in after being repaired, and USS Lamon comes into play! She’s the second submarine launched outside of the Mercenaries after the French hired Nemo and the Nautilus.

Turn 67 begins! A full, scheduled resource change was necessary! For the first time in the regular changes, a 1 was rolled for value! Every resource was worth its face value, while a 6 is now the only value roll to not appear yet. In addition, the duration was for a whopping 8 turns, tied for the second-longest of the game!

The Pirates hardly manage any damage against the Americans, but put forth 4 new ships from the whirlpool.

Blackbeard’s ship is now dead in the water, but if the Americans and English can’t combine for 6 hits on their turns, El Dorado can warp the ship to the kingdom next turn using her ability. At the upper right, USS Destiny has been sunk! However, the little sloop is not large enough to make a lot of room for the Pirate advance, which is completely stuck. The unexpected entry of English warships has only complicated matters further, as the Pirates now face opposition from all sides.

Finally unable to put forth a large squadron at Dead Man’s Point, the Pirates still manage to launch 5 new gunships at the end of their turn, though the Snipe will not go to Karkuda. With immunity to ships within S, the Sister’s Rage and Black Arrow will be extremely annoying to the Americans, while the Princess and Morte de Yarborough provide additional cheap firepower.

After a brief lull in the new arrivals, many Pirate ships are poised to enter the whirlpool next turn. This includes many larger ships that can pack more of a punch than the Pirate ships currently in Karkuda. However, with such a ludicrously crowded battle area, how many of them will even be able to make the journey anytime soon? This further proves how effective the American strategy has been: if the Pirates fill Karkuda with their own derelicts which prevent them from getting to the Americans, they may be forced to scuttle those ships (thus losing them for the rest of the game, not a fun thought for any faction) just to make room for new arrivals that can continue the fight.

The Pirate squadron nearly reaches the western end of the Tunnel:

Indeed, you can see the Celtic Fury and other ships from the other side. The Victoire and Harbinger are still guarding that entrance, while the Akua Lapu slowly ventures into new territory….

With horrendous timing, the Jades find that their island has changed resources from food to textiles! The new resource change has food at 4 gold apiece and textiles at 2, so the Jades may finally have to look elsewhere for resources in order to continue their gold flow.

O_O With a megalaunch, the Jades reach deep into their pockets and put forth a big new fleet! The Barbary Corsairs are here!!

This picture shows all the new ships. ALL SEVEN BC 4 masted galleys were launched! They are carrying very effective and diverse crew complements, so they’re ready for anything. Aruj Barbarossa will command the Corsairs (under the command of the Jades of course) from the Nubian Prince. The Crescent Moon’s crew give the Jades a second AA crew in addition to a fast, medical barge lite. The right column contains various other ships, nearly all of which are ready for war. Their crew complements are also quite optimized, and all BC named crew are now in play. The massive launch costed the Jades 318 gold of the 525 they had, so they still have 207 left! They had 369 saved up but added 156 to that by cashing in 39 food tokens at 4 gold apiece. They would have spent more but ran out of room to put ships at their HI! To that end, more BC ships are likely coming soon. With only a couple JR and Viking ships left to launch and the independent Mercenaries somewhat having “first dibs” on their own ships, the Jades were almost forced to go to the Corsairs at some point.

The English fire their guns in Karkuda for the first time! They’re not too effective, but the Ark Royal succeeds at a Broadsides Attack to cripple the already derelict Queen Anne’s Revenge!

Wow! Continuing the English policy of exploration through whirlpool travel, HMS Forge takes the Westminster’s route to the northern whirlpool of Karkuda! The English hope to cement an alliance with the French!

England’s most daring and experienced whirlpool explorer, the Metal Dragon, takes the plunge once again. However, the result is awful. A 1 is rolled to emerge from the southeastern whirlpool in the Sea of Allost! The Zephyr also goes for random travel in an attempt to find new seas, but gets the same result.

Oof! Just like the Jades, the English get a nasty resource change considering the new value roll. At Diamond Rock, spices have run out and are replaced by more textiles, the same resource that made the English rich early in the game!

The English are simply in between right now. Between their point advantage and the current truce, they are not worried about the Spanish. However, they want revenge on the Pirates. After the Metal Dragon got lucky last turn by discovering the Pirate-American battle, the English have sent some ships there. However, between the battle area being extremely crowded and it not evidently being the same area where the Pirate HI is, the English are hesitant or unable to send more ships there. Additional ships are ready to take the plunge, and many options exist for combating the Pirates. They can try to force the issue in southwest Karkuda, or go through the northern whirlpool of Karkuda and try to find the Pirates from there, possibly with French help (the English aren’t aware of the Franco-Pirate alliance). Or, with this turn’s result, they can risk the Sea of Allost and send gunships directly into Pirate home waters. Then there’s the issue of the Spanish exodus, which the English have a hunch may result in complicated relations going forward….

O_O The English cash in spices and spend 189 gold on seven ships!! Showing serious interest in a Pirate beat down, the English invest major money in anti-Pirate activity. On the left, Governor Lynch, HMS Raven, and Jun Suong all get +1 to cannon rolls against Pirate ships. We know how much Norrington despised Pirates, and his Dauntless is outfitted with some serious firepower and extra weaponry. On the right, the third 10 master of the game is launched! With Nemo currently blockaded and his Mercs struggling, it’s only natural that the Shui Xian’s crew would go to the highest bidder. The English crew her with some brilliant options, with Owen’s reroll complementing Portland’s SAT. Now that I’m writing this report I realize that CRGO is already in play aboard the Caradoc, so we’ll pretend that it’s his brother. XD (the Pirates will likely do this with Jack Hawkins since the Jades just got the BC version of him) Woodes Rogers is another anti-Pirate Englishman, while the Hibernia is similarly crewed to take whirlpool travel head-on. The Swiftsure filled out the points and will patrol the Caribbean.

Of the 7 new ships, 6 are ready for the War against Piracy! Indeed, it may be called just that if the English declare war on the Pirates. The SX will get a head start with the Mercenary keyword, but the English gunships will follow with major firepower. Between this, the English squadron to the south, and the 6 English gunships already near Pirate ships in two different oceans, a major clash between England and Pirates is looking more and more likely.

In a reversal of fortune, the Spanish find luxuries instead of textiles on Paradise Island! This is incredibly good for the Spanish, who have generally struggled to find consistently valuable resource production from the island, which is their only source of wealth. In addition, this recent resource change would have favored the English over the Spanish, but with both major Caribbean islands changing, the opposite is now true.

Spanish gunships continue to leave the Caribbean! The Asesino de la Nave, Granada, and Corazon Dorado appear at the northern Karkuda whirlpool.

At this point the game is getting very “global”, with many factions in oceans not native to their HI’s. It’s become a complex and intriguing affair, with many more developments still to come.

Command the Oceans – End of Turn 67 (10/22/2017)

The French find that their eastern food island has run out of bananas! XD

General French operations, with some gunships headed south and the Possession failing to find the Sea of Allost. LaPlante rolled a 5 to emerge from the southwest Karkuda whirlpool, but since there was no room for the ship to be placed there, the ship simply didn’t go anywhere but still rolled (successfully) for damage. In the middle, the Sunrise Fire S-explored the original French island on the Pirate turn. Off her stern, the French lighthouse island produces luxuries, now the most valuable resource in the game. That island will no doubt see more ships than usual dock at its lone beach in the coming turns.

I purposely left the flash off here, to show the dense forest of masts on the battlefield. From the area south of Luck Island to the American HI to the Castle in the east, it is nearly a solid block of ships. O_O

The Americans shot well on their turn, dealing major damage. The Black Cat and Devil’s Kiss have been dismasted, while one more hit on the Ningpo will do the same to that vessel.

The Queen Anne’s Revenge sank and Blackbeard is dead! Well-placed shots from the James Madison and Minuteman flotilla doomed the QAR after she was hit by a BA from the Ark Royal on the English turn. The other Minuteman flotilla in the area teamed up with the Ghost Walker to dismast the Fuchuan. On the left, the Swamp Fox has gone 2/2 with Broadsides Attacks, her second blast knocking two masts off the Poison Dagger who was then finished off by the Fly.

North of the battle, various maneuvers are carried out despite the logjams. The Lynx captured the Gilded Monkey, while the Adventurous reached home with the Xiamen’s Claws. The President and Hudson are home for repairs, and the Montezuma and Lenox hope to join them soon. Those 4 ships are eagerly replaced on the front line by the Septem Maria, Kettering and Quigley. Three VERY intimidating 5 masters are waiting in reserve, but the Pirates are being soundly defeated at this point. The trend of failed whirlpool attacks has really emerged… the Pirates have had success with a few small Caribbean raids, but Ralph David’s attacks in Allost and both battles at the SW Karkuda whirlpool have gone miserably for the aggressors. In fact, this second Pirate loss may become so embarrassing and one-sided that it may make the Pirates change their policy….

The Enterprise has unloaded the fort upgrade at the Castle!! The Americans will now be able to launch ships from the Castle as if it were a fort. However, some repairs still need to be carried out for the Castle to reach its true potential. The Americans also move their army units S into different positions, further optimizing the defenses. They now have infantry on almost all the ramparts, and the Colonial Trader will eventually arrive with more.

Preble got his AA roll this turn, and the last action of the turn went to the Springfield of all ships. The Springfield is a “cheerleader” ship (she gives friendly ships within S +1 to her cannon rolls) not meant for the front lines of battle. However, the Pirate attack necessitated block ships to stop the Pirate advance early on, and the Americans have done a great job so far despite their occasionally poor shooting. In this case, a very strange thing happened: the Seminole has the same ability of the Springfield, and is within S of the ship. Therefore the Springfield was able to use her own ability from a different source in her two shots against the Satisfaction, a new Pirate arrival. Incredibly both shots were 4’s, which meant they both hit to knock a mast off the Satisfaction but they would not have hit if not for the Seminole being within S! O_O Just a bizarre happening that would only happen in a game of this size, since those ships are hardly EVER worth the points even in large games with 100+ point build totals.

I will conclude this report with some confessions and give an idea of what to expect going forward.

-With this game ballooning to completely unprecedented heights (over 7,000 total points now I would guess, DOUBLE the previous all-time CG high set in VASSAL Campaign Game 1), I have become less motivated to play turns. I love the game more than anyone on earth, but a single turn of play is a very intimidating endeavor. It just takes SO LONG to complete a turn, and launches and resource changes only compound that time.

-The game has had an emotional and physical toll on me. The lack of motivation comes from often starting play as soon as I’m ready to in the morning, and playing nearly non-stop for many hours, sometimes at the rate of 8+ hours a day spent on the game. The longest battle reports have taken me over 2 hours to write, which means that the game has sometimes resembled an overtime job in terms of the time commitment. On the longest days (mostly just Wednesday and Friday) I would estimate that I’ve sometimes spent 12-14 hours in a day on this game alone between playing, planning, thinking strategy, writing the battle reports and posting them on all 3 sites and then putting pictures from the day’s play on Instagram and BGG. I’ve made debatable sacrifices in other areas that I may come to regret if I continue at this current pace.

-The physical toll comes from sitting and kneeling in often cramped positions on the floor for multiple hours a day, as 80+% of the points are concentrated in the Seas of Allost and Karkuda right now. The inevitable tipping things over and setting them back up again is further made annoying by the sheer scale of the game, as I move 250+ ships in a single round of turns. (there may be over 400 ships in the game by now but the Jade, Cursed, and French battle fleets have been largely inactive for the past handful of turns which helps a bit lol) Xerecs is the only one who can even remotely relate to what this game has entailed, but even his CG’s have been non-solo efforts and none of them have gone over 6,000 points to our knowledge lol. Combine that with the game exceeding even my greatest ambitions (I vaguely thought 5,000 could be possible back in September but now at around 7,000 it’s just crazy), and even a player as dedicated as me is now in completely unknown territory.

-The time pressure of trying to finish the game by Thanksgiving has made me worry that I will not be able to reach a satisfying conclusion by then. As a result, there is a POSSIBILITY that the game will continue past Thanksgiving weekend and into December. O_O I would say the odds of this happening are currently about 50/50. Once I make a decision on that I will announce it of course. It all depends on how the next 4 weeks go. I’m also working on Thursdays now at a shift that is not conducive to playing, so Thursdays are nearly out for the next 2 weeks (at least), whereas before I had that day almost completely free. The potential for an extra month of play can also take some stress and pressure off of me and help my life to be a little more balanced compared to going crazy over the game for the next 4 weeks. It could also result in a more satisfying conclusion (last fleet afloat for real this time, but likely still with some artificial resource droughts), which is something I’ve REALLY struggled to achieve in these physical CG’s lol (in fact, not since the RISK game in 2012 has one of my physical CG’s concluded appropriately). So basically, there is a CHANCE that the game could conclude just a few days before Christmas if it gets that far. O_O

Some final notes:

-At 67 turns, this game has exceeded both my Century of the Empires game (62 turns) and Economy Edition (45 turns) for the longest physical campaign game I’ve played. Back in September I thought 100 turns was likely, but the sickeningly massive influx of points since Turn 50 has completely made turns take forever so I have no idea what kind of turn count I’ll end up with.

-I now have over 1,250 pictures for this game, which is more than double the 454 for Economy Edition. (which was my previous high for a CG)

Command the Oceans – Start of Turn 68 (10/25/2017)

Turn 68 has begun.

The Pirates pounce on the Metal Dragon and Zephyr! After those English ships came through the whirlpool closest to the kingdom, the Pirates predictably tried to take them out. However, the Metal Dragon barely has a mast standing and will likely return to Caribbean waters next turn. This will only serve to make English-Pirate relations even worse than they already were.

In the ridiculously crowded American-Pirate-English battlefield, the Pirates manage to get two 4 masters through the whirlpool and into Karkuda. The Thirty Tyrants and Jape are back! After being defeated and captured by the Americans in the first battle of this whirlpool, they have returned for revenge. What’s left of Pirate cannons in the area actually shot pretty well this turn, with the Springfield, St. George and Resolution losing masts. Two of the three Minuteman flotillas had their flags knocked off. In the first Pirate scuttle attempt in this battle, the Devil’s Kiss failed her roll. However, the Pirates aren’t likely to scuttle their more valuable gunships, since they don’t want to lose them for the rest of the game. It’s such a messy logjam right now that some ships on both sides cannot even be given actions on their turn, whether move OR shoot! O_O

El Dorado returns to Allost, as the Pirates don’t want to lose her ability. Her captain informs the waiting Pirates that the battle is going poorly but sheer numbers may help in the long run. However, with no more room at the whirlpool, these Pirate gunships are stuck here for now.

The Pirates have done it! The Celtic Fury hoists a ladder from one of her main masts and it reaches the ceiling of the Tunnel!!

Didn’t mean for this one to have such a contrast in the foreground vs. background, but the flash made that happen.

The Pirates have the only ship type in the entire game tall enough to reach the top of the Tunnel: a 10 masted junk! O’Brien’s betrayal of Captain Nemo is paying big dividends for Captain Mission, who was stuck in his operations at the Tunnel before she showed up.

I love this picture, since it’s from a rare (and difficult) angle and really shows the scale and size of the Tunnel. It’s a big and imposing natural structure, and this picture does it justice better than most of the others. Imagine being in the crow’s nest on one of these large sailing ships and seeing what you see here! O_O At the left you can also see some of the Pirate ships waiting at the whirlpool.

The Jades spend all of their 231 remaining gold on 14 new Barbary Corsair ships!

Here are the impressive crew setups on the various vessels. At this point the Jades have launched nearly all the Jade Rebellion, Viking, and Barbary Corsair ships in the game.

A VERY impressive fleet, which also makes the western half of Allost more crowded than ever! Perhaps they will soon recommence hostilities against the Cursed?

I actually like this picture better since I find it more impressive. The Jades certainly have the prettiest and most colorful fleet, and this is a great shot that shows what the minor factions are capable of.

If things go as planned I hope to play a bunch on Friday and Saturday! I also hope to do another point count somewhat soon, but I’m trying to catch it on a peak that I’m not sure about yet.

Command the Oceans – A Romance Rekindled (10/26/2017)

Theme music for this short BR!

The Cursed are up next! A plan is revealed! The romance of the seas has returned!!!!! Davy Jones copies Calypso’s ability!! Shocked

After failing for a couple turns, the roll is finally successful! A whirlpool appears within L of the Guichuan at the Roost!!

Now the main question would be: where will the other whirlpool be placed?? It must be within L of a wild island… with the Eye, the Cursed can see everything on all the oceans!! Therefore they know where to put the whirlpool near any wild island they choose!!

With a frothing swirl of seawater, the second whirlpool is created by Davy Jones/Calypso in the Sea of Karkuda!! It’s near the French food island and almost right at the entrance to the Harbor!! O_O

Shal-Bala is here!! Flying all the way to the Sea of Karkuda, the dragon arrives with a hideous screech!!

Beating its huge wings and launching itself at French ships, Shal-Bala tosses them away from the whirlpool!!

The dragon raises its wings in triumph, with most of the French ships out of the way…

… uh oh… this could only mean one thing…. O_O

THE CURSED ARE HERE!!!!!!!! O_O In an utter shock to the French, the Cursed have arrived in the Sea of Karkuda!! No less than 10 ships come through the whirlpool, not counting the Silver Coffin flotilla. Fantasma himself leads the squadron from the Divine Dragon!

From inside the Harbor walls: the French have a Cursed Invasion right on their doorstep!!

Using the Kraken ability to “chain” between ships, Terrox surrounds the Geographe!

In a flash the kraken is nearly inside the Harbor walls!

Terrox’s advance makes room for more of the Cursed horde! The Leviathan, Nightmare, and Hellfire emerge from Allost, making it a 13-ship squadron that has arrived on this turn.

At Broken Horn Island, the Cursed are elated to find food instead of lumber! With the current resource values (lumber 1 and food 4), this will certainly help their launching efforts. At the upper right, many more gunships and creatures are preparing to take the plunge next turn….