With a HUGE amount of help from Redgoat and Witch, I met up with a ton of people at Mox Boarding House in Portland Oregon for a whopping ELEVEN player game of Pirates CSG!!! O_O Witch has a group that plays in Vancouver Washington, with 7 of the players coming from him and his group. Redgoat brought along Sir Steevn Basil Drakestongue, another founding member of PDXYAR. Add in myself and Koltyre of the discord server and we had 11! This completely shattered my previous high, which was 6 players set in 2016 and tied earlier this year in Los Angeles.
-No Unique Treasure
-No Limit crew
-Ramming only succeeds on a 5 or 6
-Fleets are faction-pure
-Round earth is the default unless otherwise specified. Ships cannot shoot over round earth, they must be on the same side of the map to shoot.
-No minimum distance between islands (understanding that most will still be placed at least 2L apart)
-Terrain can touch islands and other terrain.
-Winners of boarding parties choose whether to eliminate crew or steal treasure, and can choose which treasure to take (loser still chooses which crew is eliminated)
-Whirlpools have negative effects on rolls of 1-3 instead of 4-6.
-Generic crew may use their abilities on ships of any nationality.
-Sea Monsters get the Captain keyword built-in.
-Shipwrights do not take up cargo space.
-Home Island Raiders can look at all treasure on an enemy home island when they dock and choose which treasure(s) to take. Ban List
Ships: DJC Le Bonaparte
Crew: Lord Mycron
Drakestongue rolled to go first, choosing his home island last. The order of play was as follows clockwise around the table: Drakestongue, Redgoat, Koltyre, A7XfanBen, Witch, English, Barbary Corsairs, Raven’s Neck Pirates, White Rose Pirates, Spanish, Providence Americans.
The “Core Four” community members of myself, Redgoat, Witch and Koltyre made the setup, and as discussed way prior to the game, we would be using only half as many wild islands as players, with only a couple extra coins per island to compensate. This was to keep the game length to a theoretically reasonable limit, and to prevent us from needing a second table for the ocean. 5 wild islands were used with 6 coins on each of them. With so many players and so few gold options, things promised to get ugly and desperate rather quickly.
Who would win this crazy crapshoot for the ages??
This was my fleet. Basic idea was to use the LP’s speed to grab coins early and then use her ability later on to steal some more. Temple would remain facedown on the Oxford until I could steal a ship or two, hopefully increasing the size of my fleet to give me more options in the endgame. Strategizing as much as I normally do felt pointless with the amount of randomness involved, and theoretically each player had just a 9% chance of winning the game when it started. XD
HMS Oxford + Commander Temple, captain, helmsman
HMS Lady Provost + helmsman, explorer, oarsman
Witch was using a modified Carcharodon where it doesn’t have the Massacre ability and costs 8 points as a result. Le Bourbon was a proxy for La Possession.
Home island placement anywhere was allowed, but players ended up with home islands close to their location at the table. On the eastern half are the wild islands of Drakestongue, Redgoat, myself, Witch and Koltyre, while the 6 players Witch brought with him are on the western half with the lighter blue.
Drakestongue takes the first move action and the eleven player game has begun!
Koltyre was using a fleet of American schooners:
With plenty of time in between my turns, it was the perfect opportunity to record some game footage! Here is all of it in one video:
Partway through round 1 and most fleets are sticking together:
The Wicked Kareen draws first blood, knocking a mast off HMS Interceptor:
The other English fleet:
USS Mercury gets an EA from Commodore Peregrine Stern to sink the San Cristobal! Redgoat’s 5 masters (Black Swan and Revenant) team up to sink the Marrakesh.
Drakestongue’s Black Arrow has gone through a whirlpool to rejoin his other ships, increasing competition for the gold in the northeast. The Lady Provost and Oxford have loaded 5 of the island’s 6 coins.
But the French are the ones who deal the damage! Witch reveals Capitaine Arazure and Gentil de la Barbinais on La Possession, allowing the 4 master to round earth and slam the English with 4/4 shooting!
I took the Oxford into a nearby fog bank, but the Lady P could not row there fast enough at S+S speed. Drakestongue’s Pirates converged on the island, setting up a potential clash with La Possession.
Redgoat reveals probably the niftiest crew surprise of the game, with the Black Swan’s SM El Fantasma stealing a coin from the Corsair home island! The White Rose is doing some raiding of her own in the southwest corner, but the Raven’s Neck is making her pay for it. Two of Koltyre’s American schooners arrive via round earth in the same area. At the upper right, the San Pedro is under attack by the other American fleet.
The Black Swan loses masts to the Wicked Kareen, but the latter is then captured by Redgoat with some help from Captain Blackheart on the Revenant! The Possession has sunk the Lady Provost and Eagle, and the Flying Dutchman could be next!
The Carolina and Intrepide are getting some gold at the upper left, but both Witch and Koltyre have made it clear the whole island is barely worth anything.
USS Mercury dismasts the San Pedro, eliminating the Spanish from contention!
A look at PDXYAR legend Redgoat’s growing fleet:
HMS Dauntless engages the Revenant near the center. At the upper right, La Possession has crippled the Flying Dutchman.
The Providence has returned home with another haul of 3 coins for the Americans, making them the favorite to win. At some point the Raven’s Neck Pirates revealed that through spying, they learned that the Americans had amassed a total of 18 gold. HMS Interceptor is repairing, the Intrepide brings home gold for the French, and the Flying Dutchman whirled to escape the Possession’s cannonade.
Some time later and things have gotten more interesting. The partially repaired FD is about to grab some of the last gold in play. I was talking some strategy/rules with Redgoat and it looked like he was looking to team up with his old rival/nemesis Drakestongue. If the FD could stay alive with gold on her, it would extend the game and potentially allow Redgoat to raid the American home island for enough gold to win.
The Gruesome has pinned herself on the Providence (docked at her home island), allowing the Americans to finish her.
The Americans are clearly in the lead and thus face some opposition at their home island in the form of the Raven’s Neck, HMS Interceptor, and Wicked Kareen. However, an uncoordinated effort may be in vain. Redgoat repairs his 5 masters but fears he will run out of time to steal gold with El Fantasma. Calico Cat was clutch earlier in the game but now takes a backseat, further delaying Redgoat’s plans. Koltyre’s Freedom and Minuteman have been sunk in the far west.
The Raven’s Neck is dismasted by USS Mercury, but the White Rose lies in wait in the big fog bank southwest of the American HI….
The Black Swan whirled to the southeast to check out what gold Koltyre had left on his home island (he left, taking the Carolina with him). However, the pesky French pounced, causing a surprisingly busy situation in a formerly dormant area of the sea. HMS Oxford is finally repaired to full health after a long journey waiting in fog for carnage to dissipate and then repairing at home.
With Drakestongue’s Black Arrow ramming a mast off the Possession, the unlikely “PDXYAR alliance” is made more obvious as Redgoat turns the Black Swan towards my home island. My desire to not be shut out overcame my desire to see Redgoat win (the latter since I realistically had no chance at this point with just 2 gold), as the Oxford defended English territory and dismasted Redgoat’s favorite ship.
In other big news, the Providence was sunk! The White Rose has emerged from the huge fog bank to steal gold from the American HI! This was the endgame climax we had been building towards. The Corsair player left, making them a non-factor from here on out.
Redgoat was actually eliminated in short order, with the Possession sinking the Black Swan and the Dauntless sinking the Revenant and Wicked Kareen. HMS Interceptor has been sunk as well. The White Rose is redocking to steal more American gold, and the Mercury can only trigger Captain Mysion’s Parley ability rather than damage her!!
With the White Rose continually redocking and the Mercury continuing to try to shoot at her, a “Parley loop” is observed where the White Rose steals a coin and then Parleys it back to the American HI when the Mercury tries to shoot her. Drakestongue brings the Flying Dutchman home via whirlpool, avoiding the Oxford in the process. The Possession is finally spent, with Arazure her final crew left and down to 1 mast after whirling towards home.
Stern failed an EA roll on the Mercury, allowing the White Rose a better chance to escape with 2 or 3 coins intact in her hull. The Mercury hit 2/3, and the White Rose sped back into the huge fog bank. With her home island on the other side of it, it looked as though the Pirates would get away with some valuable loot. On the right, the Oxford has captured the Black Arrow. I was finally able to reveal Commander Temple and warp her home on my next turn, but it wouldn’t matter at all.
The White Rose emerged from the fog bank to dock home her stolen loot to end the ~3.5 hour game! In the end it mattered immensely!!
1. White Rose Pirates: 14 gold
2. Redgoat: 12
3. Raven’s Neck Pirates: 10
4. Providence Americans: 8
5. Corsairs: 7
6. English: 6
7. Witch: 5
8-10. Ben, Drakestongue, Koltyre: 2
11. Spanish: 0
Wow! A close and exciting finish that saw a reversal of fortune! It does look like the HI Raider choosing house rule is overpowered to some extent. Overall it was a fun game and a really cool experience to play with so many people at once! Thanks for reading!
I met up with Captain Redgoat in Portland Oregon! One of the founding and leading members of PDXYAR (also known as “the Portland group” among the Pirates CSG community) for many years, this was essentially a dream come true for me and a bucket list goal accomplished. Although PDXYAR has long moved on from playing Pirates and has been dormant lately, former member Redgoat still had all of the huge foamboard ships and game pieces he made way back in the day! He hadn’t used them in many years and was looking to give them a new home, and thus gave all of it to me! 😀 (I gave him $100 since I didn’t want him to have nothing for it) They are now in Washington where I plan to play games with them at parks near Seattle with my group! 🙂
We did a podcast before setting up for a casual game at 40 points. We drafted the 3 ships each of us wanted, with some basic mixed fleets ready for action. I rolled to go first:
Grand Path + captain, helmsman
Terror of Gibraltar
President + captain
Proud Tortoise + helmsman
HMS Sea Phoenix + helmsman
With that we were ready to set sail! Redgoat picked Cathedral Park as the location for the game because it’s where PDXYAR played with the epic scale ships at two of the Portland Pirate festivals back in the day. In fact, you can still see the pictures from 2008 and 2009!
The ships are quite a sight to behold. For reference, the total length of one of the Grand Path’s hull pieces is 24 inches long! The plastic skulls are explored island markers.
(I’m aware the turtle ship is built wrong)
The Terror of Gibraltar sets out. It’s quite a change from the tabletop game since it involves far more exercise. You constantly have to walk around and get down to pick up the ships. Extremely tangible experience every step of the way!
The measuring sticks are fun in their own right. Redgoat said many were broken over the years as a result of the inevitable impromptu sparring matches. How could you not use them as swords??
The Grand Path emerged from fog to hit 3/6 against the President! The schooner dipped into fog, eager to escape the Jade warship’s grasp.
The Proud Tortoise has snagged some coins for Redgoat, but each of my three ships is now poised to explore the other 3 wild islands.
Epic Scale Pirates!!
I was happy to have one of those “homecoming parties” somewhat common in Pirates CSG where a bunch of ships come home nearly at the same time. This was useful for keeping the HI Raider Sea Phoenix at bay.
The President is nearly finished repairing here. I was hoping to get some of the final coins to lock up a probable win, but the Proud Tortoise had grabbed the President’s captain and blasted a mast off the Cazadora!
HMS Sea Phoenix robbed a 5 under the house rule that HI Raiders could look at all the gold and choose which to take. However, she was quickly dismasted by the Grand Path!
Redgoat takes the derelict under tow with Proud Tortoise and hits the GP, but getting any stolen loot back home will require a miracle.
The Terror of Gibraltar finally comes in handy during combat, winning a boarding party to steal back the 5! Boarding is super fun since we just throw the dice at each other. They’re about the size of dodgeballs and of similar weight!
The Cazadora comes home to repair while simultaneously blocking the Proud Tortoise a bit. The Grand Path re-engages the President, dismasting her at last!
The Terror of Gibraltar returns my 5 coin as a Jade civil war breaks out just off the coast!
The Grand Path shot off the turtle ship’s panels and the Cazadora rammed her derelict to end the game! (nothing Redgoat could have done with her rowing around to swing the tide in his favor)
Gold wins the game!
Ben: 17 gold
In a strange irony, the numbers mirror the proposed numbers of Obago Deuces in existence! (since under debate as there may be more out there) Supposedly 17 Obago Deuces went to PDXYAR back in the day, with another 13 in existence that didn’t go to the Portland pirates. Almost spooky!
HUGE thanks to Redgoat for unearthing his epic collection of supersized ships, and for entrusting me with their future! Next stop for them will be Washington! 😀 Thanks for reading and come out to Seattle if you want to play some epic scale Pirates CSG!
After lots of messaging with friends and fellow players on the Discord server, I was able to coordinate a meetup with a whopping 6 different players! While in San Diego on Navy business I knew there might be good opportunities to drive up to LA for Pirates CSG and EDM events. This was the culmination of a decent amount of planning, as various house rules had to be agreed on, a venue was eventually chosen, and in this case it worked out perfectly with 6 people from the online community meeting up to play a big in-person game of Pirates CSG! 😀
The game was played between myself, Xerecs, JW Darkhurst, Gingerninja (those three are all brothers who live together), Gazerbeam543, and projekt355. We met up at Fire and Dice games in Winnetka California, near where the Bowen brothers live and in the valley northwest of LA. We each came with a prepared 100 point fleet, which promised some absolute mayhem in a game of historic proportions. I cannot think of a larger meet up (in terms of total players or total points in play for a game) that the online community has organized so far. It was great to meet everyone and I highly recommend trying to play Pirates with these great people if you are in LA!
Here were the fleets!
Here is the setup! We used the Gale Force Nine islands, a moderate amount of terrain, and round earth rules. Simply for ease of reporting the events of the game and reading about them, the top of the ocean here is north, right is east, etc.
It was no surprise to see four 10 masters, including two Zeuses and the Fortaleza from RtSS. Not to mention the other big players such as HMS GT, San Cristobal, and Neptune’s Hoard.
Gazerbeam went first and we were off to the races! JW moved his San Cristobal near a whirlpool that was within striking distance of my Zeus, which happened to be a 3D printed glow in the dark Zeus that Vulkan made for me. I revealed Calypso on the Floating Stone, whose whirlpools could give my fleet a lot of striking distance and attack options around the sea. I was tempted to take on the SC to potentially capture her eventually using my strategy of Commander Temple on HMS Oxford, but I was extremely worried that Gazerbeam’s Zeus would come through the whirlpool near his home island and slam my Zeus on the next round. It turned into a huge regret of mine, but I decided to go after Gazerbeam’s Zeus. I knew from experience and reading Xerecs’ CoEC campaign game battle reports that JW is more passive than the average player, and I didn’t know what kind of gameplay Gazerbeam would be up to. Hoping the SC wouldn’t warp through a whirlpool to tag team my Zeus with assistance from Gazerbeam’s Zeus, I put all my cards on the table on Turn 1. The Zeus went through a whirlpool, emerged by Gazerbeam’s home island (HI), received an extra action from Lord Mycron on the Patagonia, and revealed Grim the Savage!!! O_O That’s right, Grimm them bois!! XD The Zeus loaded up the gold that Gazerbeam had already put on his home island from his turn, and then proceeded to shoot a miserable and game-changingly bad 2 for 10 (I think all cannons were in range) against Gazerbeam’s Zeus! O_O This was a huge momentous event in the first round that would affect various parts of the rest of the game. I misjudged how aggressive Gazerbeam would be and overestimated how much damage I could do to his Zeus with my 3S cannons. I can’t trust my cannon luck!
The first round home island hoard and Zeus civil war was certainly the story of the first round, but barely anything had happened in the game so far. You can see various ships searching for gold.
The Baochuan and Fortaleza have round earthed:
Retaliation! Gazerbeam’s Zeus fires on mine, using two actions to dismast her twin!!
I quickly realized I would need to play pretty aggressively to make up for likely losing my Zeus, so HMS Oxford zoomed over to dismast the Rocinante. The 3 represents how many masts are missing from the hoist.
At the upper left, Xerecs’ fleet is concentrated in the northwest corner. In the middle, my Longshanks has explored an island, but the Fortaleza and Algeciras (with flotilla in tow) lurk to the north. JW’s fleet has established a perimeter around the exploratory actions of HMS London.
The Baochuan is headed towards gold with the Neptune’s Hoard observing from ocean’s edge.
Xerecs strikes! HMS Grand Temple and HMS Swallow pulverize Gingerninja’s Buscador.
My worst fears had been realized, with Gazerbeam capturing my Zeus. He was now in possession of both, with mine having Home Island Hoard on it to boot! (via Grim the Savage)
I was able to pull off a tactic I quite enjoy, warping home the Rocinante via Commander Temple on the Oxford. It was a homecoming party, with the Longshanks docking home gold this turn as well. I believe the Oxford was given an extra action via Mycron, which she used to dismast the Algeciras.
A view looking from north to south. The Neptune’s Hoard has whirlpooled towards the center.
With a double action, HMS Oxford snags the Algeciras and sinks the Diablo flotilla!
The Baochuan has walloped the Black Pearl in the northwest, with Xerecs’ remaining two ships ducking into a fog bank to the south. Gazerbeam’s fleet regroups at his home island, with various repairs occurring and about to commence.
The southwest gets even more testy, with JW’s Thomas Jefferson arriving on the scene where a derelict and gold-laden Buscador lays derelict.
Both Zeuses repair, while the Baochuan carries a bunch of gold. In the south, the Oxford and Longshanks have dismasted Gazerbeam’s San Jose.
But it proves to be a costly move! The Zeus arrives through the whirlpool and is given an extra action to sink the Oxford and eliminate a mast from the Longshanks! Other ships explore nearby….
The War of the Brothers continues! The Baochuan had become quite a target, and now JW Darkhurst decided to get in on the action! The San Cristobal and HMS GT made short work of the 10 master, making her a ripe prize.
The Longshanks barely escapes her encounter with the Zeus, losing a second mast to a whirlpool on her way home.
At the left, you can see my desperation kicking in as Gazerbeam appears the clear leader in the gold race. The Algeciras rams the Neptune’s Hoard to no avail. I made some attempts to rally the other players against Gazerbeam, but it didn’t work. The Zeus tows the San Jose through a whirlpool while La Dijon arrives back at the HI. The Buscador repairs at Gingerninja’s home island, but his Baochuan is approached by the Fortaleza…
… who captures the original 10 master!
A unique and fascinating sight!
This is where Gazerbeam was able to seal the deal. He used my Zeus to hoard from Gingerninja’s home island, netting him yet more gold as the Buscador and Fortaleza struggle to stop the bleeding. The Algeciras rams HMS Ram at her HI, but killing Mycron won’t do enough to stop the momentum now. Calypso is unloaded to my HI, as more whirlpools are not needed at this point.
At the top right, this does create an opportunity for Gingerninja to reclaim his Baochuan and her gold:
The San Jose did have the Wine UT aboard which was possibly worth fighting for, but the Rocinante failed to steal it after whirling over the Gazerbeam’s HI. The Longshanks rams a mast off the Dijon as the final gold in play dwindles down. In a smart move, Gazerbeam unloads Grim the Savage to his HI to prevent someone from potentially keeping the game alive if they managed to capture his weaker Zeus.
JW is happy to dismast the captured Zeus with HMS London, while I scrounge for any gold I can find via the Longshanks.
Gingerninja managed a small miracle by not permanently losing either the Buscador or Baochuan, but their crews’ hopes at riches have been dashed by the carnage of play….
The game ended here.
Gazerbeam: 53 gold
JW Darkhurst: 22
Although a bit lopsided, it was still a memorable game. I came away quite frustrated with myself for losing my main asset and strategy ploy in the first 2 rounds, but had to be somewhat content with getting second place after such a horrific fiasco. Gazerbeam made the right plays throughout, earning him an impressive win in a game against 5 other players with 600+ total points involved. Craig had some poor luck and was hit pretty hard by my HMS Oxford. The Bowen brothers got entangled in a civil war that distracted them from Gazerbeam’s running away with the game. Overall it was a really cool experience to play with so many people from the online community at once, and to do it in such a large game! 😀
Documenting my hoarding habits from purchases made in the time period of November 2020 through September 2021. Most of it is contained within this youtube playlist, with 18 separate videos showing the stuff I got!
Before it was all unveiled. The 11 boxes totaled 138 pounds!!
Phase 1 Comics and Games order:
The same order at the bottom right. 8 Ocean’s Edge Special Edition boxes from the UK at left, Troll and Toad order at upper right.
Packs of SM, RV, and OE along with some Plunder Packs:
Super awesome to get a set of Revolution from Holofernes himself. (one of the most legendary and complete supercollectors ever, and the main editor behind the Wikipedia page for the game as far as I know)
Finished the boxes with one from Matt L. Quite excited to finally get most of the CC LE’s, MI SR’s, the Independence and HMS Mirage.
This weekend it took quite a while to get everything sorted and organized. My way of organizing ships is by faction (based on a combination of history, preference, and size), then mast count (biggest to smallest), then ship type (ex: 5 masted square rigged before giant squids), then set (chronological), then collector’s number. In this way, English 5 masters from SM would be the first ships in my collection, followed by those from CC and so on until the 4 masters start with SM again.
Here are some in progress sorting pics. The big stack at lower left is 133 Unique Treasures. Left of that are a bunch of Ocean’s Edge megacard ships, with punched deckplates above those. In the middle section are each faction’s ship and crew piles, with the huge stacks at the back being the second stacks of unpunched ships for each of the Big 5 factions.
Sorting English ships by mast count:
Absolutely ridiculous towering stacks of unpunched ships and crew:
This is after I got the Big 5 into a 5000 count storage box. The box can hold over 1000 ships, as it is not full here with 970 unpunched ships in it. For now I thought it would be fitting to store the UT’s in the treasure chest tin. 🙂
I’ve always wanted to have a massive card box full of Pirates stuff after seeing artisturn’s collection, and here it is! Almost 1000 ships! O_O
And now it is time! The full grand pictures!
So there you have it. 870 packs, 3109 ships including over 1100 not even in packs, 509 crew, 133 UT’s, and a dream come true.
I think this concludes UNBOXING THE MOTHERLODE. XD I am officially a Hoarder!!
I met up with former Wizkids product manager Tiffany O’Brien for a game at Mox Boarding House in Bellevue WA, near the location of the Wizkids offices they used when the game was still in print! O_O 😀
Having done a podcast last year, Tiffany and I met at a very cool gaming venue. My ship’s relocation has provided the perfect opportunities to meet up with various Pirates CSG players and former Wizkids employees located near Seattle.
She brought 2 regular packs and 2 megapacks of Ocean’s Edge, which we used for the game! I got a “mirror” or duplicate megapack, and neither of us ended up using many crew. It would be a 40 point game with round earth using my Basic Rules.
El Acorazado (OE version)
HMS Hermes + oarsman
We used the Gale Force Nine islands and put some terrain wherever we wanted it.
El Toro pinned El Acorazado in place, but no ram damage and no crew on either game piece meant no damage of any kind could be done!
Hostilities commence, with the Spanish flagship blasting away the creature’s arms before the crab can gain the upper hand!
The Strix and Hermes have reached islands. The Ghost Walker cancelled the Hermes’ Catamaran keyword but missed badly!
The Battleship finishes off The Bull!
The Hermes dropped off gold, being shadowed by the Ghost Walker. The Juggernaut and Acorazado are headed home with gold, with the Strix looking for a second haul of her own.
Two turns later and Tiffany was getting rich!
The Ghost Walker finally got some more shots in, cancelling Catamaran again and dismasting the Hermes. However, she would also need to get a coin and hope the Strix could rob the Juggernaut….
The Ghost Walker explored the island to grab the loot but the Acorazado blocked her easy route home:
The Strix did manage to ram the Juggernaut, but to no avail!
The Ghost Walker round earthed to find a route home, while Tiffany’s fleet regrouped. The Juggernaut brought home more gold as the Acorazado took the Hermes under tow.
The Ghost Walker docked home the final coin and it was decided!
Tiffany: 27 gold
Ben: 13 gold
We had a fun time with the great game of Pirates CSG! Thanks for reading and stay tuned for more!
Spanish (home island is in the southeast): 15 ships, 243 points. Recently attacked by the Pirates through whirlpools at the spice island southwest of their home island (HI).
Jade Rebellion (south central): Approximately 5 ships for 50 points. They have struggled to grow. Although they were the first faction to reach The Archipelago, their Noble Swan was captured by the Pirates, netting the Pirates a key UT combo that has pretty much permanently destabilized the game.
The Conglomerate/The Alliance: ~27 ships total. Recently hired Mata-Nui gives them the Copier ability, and since bringing him into the fold they’ve gotten Hidden Trove twice, netting them over 1000 gold in a short period of time.
English: 16 ships in play. The English have been pretty average so far, gathering reasonably valuable resources and staying out of conflict.
Pirates (home island is northeast and southeast due to round earth rules): Already the dominant faction of the early game, the Pirates are quickly reaching all-time great status. Combining the captured Runes of Thor+Nemo’s Plans combo with the custom Arcane ship has vaulted them into a new stratosphere of fleet size, recently topping out at 148 ships and ~3740 total points in play! They have become the de facto favorite, with a staggering amount of firepower that grows by the turn (41 ships launched last turn!) along with a growing collection of WMD’s – Weapons of Mass Destruction. The sheer amount of ability and UT combos available to the Pirates gives them striking range and power unlike anything ever seen in a Pirates CSG game.
Cursed (northwest): With some intriguing help from the Pirates along with Davy Jones’ Copier ability, The Cursed have gone from an average faction to the second largest fleet in play. Among their 37 ships are a whopping five 10 masters, with more possibly on the way given that they’re still sitting on around 2000 gold.
Vikings (north central): The Vikings have basically just collected lumber, and lost the Sleipnir to the nearby Pirates. However, 14 ships is not terrible considering their severe factional limitations. They have a Copier (Jord), but have had no luck copying the Arcane thus far.
Barbary Corsairs (northeast): The Corsairs have been an instigator, teaming up with the Vikings in a somewhat anti-Pirate/local alliance. They attacked the Pirates with some of their best custom 4 masters; although their initial attack was devastating, they lost all 4 of the ships. However, a Copier of their own has allowed them to resurge, with 26 ships and nearly 500 points in play.
Dutch (southwest): ~7 ships. The Dutch have some interesting ships and UT’s. It looks as though they may be trying to establish an alliance with the French.
Americans (northwest): 16+ ships. The Americans have done quite well for themselves, raking in metals to launch a bunch of their best ships. Recent attacks by The Cursed have left them in a state of some disarray.
Mercenaries (east): 6 ships. It took them a while to get going, but now the Mercenaries have some ships beyond just their starting fleet. They have been rather “anonymous” and are located far from any conflicts.
French (southwest): 8+ ships. The French have been stuck with poor resources for a while, and have not yet had the chance to make a mark for themselves in the game.
Alliances: Corsairs and Vikings (not publicly announced in game, so for thematic purposes only these factions know along with whoever they may have told about it)
Wars (declarer first): Pirates vs. Spanish
A 33 Hour Turn
As a general reminder, if you haven’t read the previous battle reports for CG4, this will be harder to understand. I recommend starting with the rules and first reports, followed by the rest in the tag. The tagged posts start with the most recent, so going bottom up from the last page is in chronological order.
This turn with my four factions took approximately 33 hours, up from last turn’s previous record of 30.5 hours. It was played from late May 2021 until July 31st 2021, with approximately 15 different sessions of playtime. The longest sessions were 5 hours on May 30th and about 4 hours on July 24th. I think the point count took about 4 hours, with the battle report taking about another 5+, so what you’re looking at represents over 40 hours of dedication just for this turn.
I started my party of a turn listening to this excellent mix. I am absolutely drunk on power…. XD
Arcane Rolls: Vesok allowed Gilded Figurehead to work, which was used to replace the bad Arcane roll with a 6. This allowed the Pirates to place a Hidden Trove on the Shadow Thief! This would not be the last of their successes….
It is almost crazy just keeping track of the Pirates’ AA (Admiral’s Action) rolls – they now have nine of those abilities in play. 8 of them have Reroll with them on the ship in question, while the 9th is Ching Shih whose AA hits on a 4-6 due to Vesok being aboard the Smoke’s Hand with her. O_O So at the beginning of each Pirate turn, I am just doing around 20 d6 rolls to see how many AA’s I get and which Arcane rolls/rerolls/etc work out. XD In addition, the Shadow’s Hand now carries the Antikythera Mechanism, which just hit on this turn with a 6, allowing the Pirates to give an action to an enemy ship!
The Smiling Jim brushed up against the Noble Swan, giving the former the Plague but allowing the Noble Swan to explore the Smiling Jim, also giving her Enemy of the State. The Smiling Jim was launched specifically for this purpose, so the Noble Swan will be able to dock at the Pirate HI (finally!) when the Warring Tribes gets her there.
The Tempest got Cannonball Gallows’ EA to move out of the whirlpool area near where the attack on the Spanish took place. She emerged from the fogpool near the Pirate home island, using her second action to touch the Inferno. The Inferno was given an explore action, swapping a face down crew for the Tempest’s Aert van Tuyl, the historical custom chieftain for the Natives of Madagascar native canoes. The Tempest is even more loaded now….
Chain exploring is back in vogue! With the ability to yank in Hidden Trove at will every single turn, the Pirates have less need for gold runners. At some islands, the Pirates are now planning to go with a more passive gold running approach, chaining together their resource gatherers so they barely have to sail them around at all. Ideally the last ship in the chain that would normally be docked at the home island will have some kind of ability that allows her to unload at the home island if she’s within S of it. This allows ships to transit the busy waters right around the home island rather than create a blockage where ships would normally have to sail all the way around the chain of exploring ships in order to get to the other side of the home island area. (or break up the chain to allow a ship through the line, which slows down the flow of resources) Due to their guaranteed (and massive) income with essentially infinite Hidden Troves, the Pirates aren’t worried about whether or not the chain exploring is truly optimal for resource collection (they might get X less of metal per turn compared to regular operations where each ship is given a move action, though I haven’t done the math on all that).
In what would normally be a large coup, the Harbinger sacced to capture the Joya del Sol and warp her home, netting the Pirates a grand Spanish prize along with her cargo of 7 spices, suddenly worth the max of 42 gold under the new resource change! O_O Of course, that is now chump change compared to the Pirates’ near-unlimited wealth….
The Tempest used Avak’s help to get a 6 on the ship’s special ability, which allows her to place a whirlpool from outside the game anywhere on the ocean! This would become important later on….
For reference, here is the Pirate-Spanish situation towards the end of this Pirate turn. Some of the gunships that attacked last turn left the area already, with the Pirates cleaning up a bit. The 10 masters continued circling the spice island. Despite the fact that a state of WAR exists between the two factions, the Pirate ships made no moves towards the Spanish home island (HI).
BUT THAT WAS NOT THE END OF IT!! THE LEVIATHAN IS HERE! The custom Pirate 5 master with D movement came swooping in, but she was not without some extra help! The Pirates got ALL THREE Arcane rolls this round (with some help from Runes of Thor of course! lol), allowing them to put UT’s on The Leviathan. Here is the footage of what happened next!!
14 masts eliminated from 7 Spanish ships, from a UT that is now reusable!!! O_O
The Leviathan is dismasted… but the Pirates have a plan for that… at least, … someone does….
Now it was time for another Odin Missile! The WMD that the Pirates introduced last turn is still fully operational! The Pirates don’t care much for the Jade Rebellion, so why not hit them? Runes of Odin introduced a new deadly iceberg to the game, and then Runes of Magic was used to slam it into the Virtuous Wind, removing her from the game!! O_O
The VW was carrying a bevy of UT’s when the icy missile broke her to pieces:
The Stormy Night moved the Tycoon into the iceberg that destroyed the Virtuous Wind.
What happened next was nothing short of shocking and evil.
Summary: With the Pirates controlling her, the Chimeratron Legacy captures 8 American crew and scores 8 hits combined on the Mercury and Blackwatch. Making matters much worse for the Americans, The Cursed are next in the play order, which means the CL can probably get 2 more actions before the Americans can even respond….
The Tempest used her ability to place a whirlpool… right next to The Leviathan…. O_O Anyone paying close attention to the customs in play may have an idea of what this means… very soon…. oh no…..
In the northeast, the Pirates continued moving their mass of gunships to the southeast towards the whirlpool and fogpool. Perhaps they’re forming some sort of defensive line against the Corsairs? Even in zoomed-in pictures like this you can see the massive scale of campaign games. So many ships in one area, and true fleet movements occurring as they did in the Age of Sail, rather than a handful of ships scurrying about in a 40 point game. XD
The Blackleaf was given the final AA of the turn to teleport from the fogpool to a whirlpool in the far northeast that is surrounded by sargasso sea (at the far right in the above picture). The whirlpool is close to the spice island the Corsairs and English have been making trips to, which is now rather valuable given the resource change making spices worth 5 gold each. The Blackleaf also carries town and military port upgrades….
At the upgraded Skull Valley fortress, the Pirates gave actions to their newly launched ships there. Along with some random-looking maneuvers, it once again appears that the Pirates are generally just trying to clear as much room as possible at their launch points….
And that is exactly the case!! The Shadow Thief docked home a Hidden Trove. 334 ships in play meant it was worth 668 gold. Silverback John doubled that to 1336, which got added to the Pirates’ existing 565 gold for a grand total of 1901 gold!
Pirate Launch Period
C=Captain; H=Helmsman; O=Oarsman; FPS=Firepot Specialist; B2W=Back to War (Pointless Arrow’s custom set)
Launched from the textiles military port: 11 ships, 247 points
Berserker+ CHO, Dinghy, 2 equipment
Burnt Bones + CHO, Dinghy, Carronade, 2 equipment
Recreant + CHO, firepot specialist, fire shot
El Ladron + CHO, firepot specialist, fire shot
Revenge (PotC version) + CHO, firepot specialist, fire shot
Accused + CHO, firepot specialist, musketeer
Silverback + CHO, firepot specialist, fire shot, Dinghy
HMS Rickets + CHO, firepot specialist, fire shot
Fortune + CHO, firepot specialist, fire shot
Plague of the North + CHO, firepot specialist
Dart + CH, Dinghy, facedown crew
Launched from metals military port: 15 ships, 335 points
Bruja + François l’Olonnais, helmsman, oarsman
Bloody Spear + Fidel Zuan, CHO, FPS, Streamlined Hull
Flying Death + Richard Sawkins (Captain, +1 to boards, +1 to d6 rolls against the Spanish), helmsman, Dinghy, oarsman
Charles + Jean L’Escuyer (+1 to cannons against the Spanish), CH, FPS
Black Gentleman + Daniel Johnson (+1 tod6 rolls against the Spanish and +1 to boards), CHO, Ballista (one of the very few ships in the Pirate fleet utilizing Silverback John’s cargo master +1 bonus)
-This completes the Anti-Spanish Squadron (for now?) at 12 ships.
Greyhound + CH, FPS, shipwright
Mocha + CHO, FPS
Panama Sun + CHO, FPS, shipwright
Poison Dagger + CHO, FPS
Pillage + CHO
Foultrader + CHO, Ballista
El Diablo Negro + Jacques Tavernier, Judy Rodriguez (Helmsman+Cannoneer), oarsman, Ballista, Dinghy
Viper + CH, Dinghy, Ballista
Santiago + CHO, Ballista, fire shot
Zanzibar + CHO, FPS
Launched from their home island: 10 ships, 238 points(seen in the previous 2 pictures)
The Deserter + CHO
Black Arrow + CHO, chainshot specialist, Dinghy, stinkpot shot
Ningpo + Captain, Ballista
Delight + CHO, Ballista
Dolphin + CH, shipwright
Plague of the East + CHO, shipwright, fire shot
Charming Mary + Calico Cat (already in play), CHO, shipwright, Streamlined Hull
Silver Dagger + CHO, Streamlined Hull, gold coin, fort upgrade
Bonny Kate + CHO
Royal Fortune + CHO
El Chico + CH
+the Harbinger received a Dinghy and restocked oarsmen; she is one of the VERY few ships in the Pirate fleet actually taking advantage of Silverback John’s cargo master bonus and therefore she will sail out next turn with 5 oarsmen. (I despise the usage of cargo masters in campaign games because it breaks their ability, so I use it as little as possible and generally just ignore the fact that all my Pirate ships in this game have an extra cargo space.)
The Arcane is essentially up to 4 “bodyguard” ships now. This is like the military policy of Defense in Depth.
You may notice that a lot of the launches are rather lackluster. This is partly because they’ve already launched a ton of the really good ships I wanted them to launch, and because it’s easier to launch cheaper or “basic” ships to save time so my turn can take about 3 months instead of maybe 4. XD It’s finally gotten to the point where the Pirates are so big and powerful that it doesn’t feel remotely necessary to fully optimize their launches every single turn like I usually do in campaign games. The term I’ve been using for a ship like Poison Dagger (average across the board but more likely to be a gunship than a gold runner) is “stock gunship”. The Pirates, having the most ships ever released in this game, inevitably have a lot of 2-3 masters that are sometimes quite good (like the Recreant) along with a lower tier of similar ships that blend together and just aren’t usually that notable on their own. These are generally what I call stock gunships (at least, in campaign games). Almost like pure “numbers” gunships that wouldn’t normally carry named crew, but can stock up on “extra weaponry” (as I call it) such as cannoneers, musketeers, specialists, and offensive equipment.
The Pirates launched 18 ships from stock this turn.
The Pirate launch phases have now transitioned from fully optimal, to more of a numbers game where they continue rapidly expanding the size of their fleet, but nowadays filling it out with “stock” as they run through ship after ship from the Master Spreadsheet and Customs Database in a frenetic pace to “launch ’em all”. Time will tell if they slow down on purpose despite their massive wealth, or if they splurge onwards and continue adding 40+ ships to their fleet every turn….
This Pirate Turn By the Numbers
Ships Launched: 45 (new high for them this game, and likely for any fleet in any game; 86 ships added to their fleet in the last 2 turns)
Gold Spent: 1,027
Gold Remaining: 874 New Fleet Totals: 196 Ships, ~4,700 Points(continue reading for the point count…)
-Got the FD’s UT ability to work with Kalfu’s regular Reroll. This was used to put a copy of Runes of Thor on the Shadow’s Hand, completing the Pirate trifecta of THREE auto-6’s!! (three ships in their fleet now have both Nemo’s Plans and Runes of Thor aboard) This is also certainly not the first time The Cursed have used the FD to give the Pirates a positive UT….
-The Pantheon got her Arcane roll to work! Nemo’s Plans placed on the Chimeratron Legacy! O_O Uh oh….
-The Pirates use one of their Runes of Thor copies on the Royal Feces’ Arcane roll that goes through Eye of Insanity and Davy Jones! This is used to bring in Nuva, which was placed on the Pantheon! (Any crew ability on this ship may be used by another crew within S of this ship.) Just like the Pirates have done with the Smoke’s Hand, this will allow the copying of a Copier, giving The Cursed yet another chance at Arcane rolls every turn! (just like the Pirates, they will now have 3 cracks at it every turn, and you can trust they will do everything they can to optimize the system with Reroll/Gilded Figurehead/etc.)
-The Spiral Chaos used Nuva to copy Davy Jones (and the Arcane through DJ) through her oarsman. The 6 was used to bring in Runes of Thor which was placed on the Chimeratron Legacy! O_O
The Chimeratron Legacy was up next… dare to watch the carnage unfold?? See it here….
She sank the Blackwatch, damaged the Kettering, and captured the Mercury! O_O The deed is done. But the turn is not. Devil’s Storm, continue the slaughter. And that she did, capturing the Kettering and hitting the Bonhomme Richard.
Funny enough the attack was not complete! I forgot one of the recently acquired Cursed weapons! Tridax (a custom ship from Xerecs) got a 5 to warp to an island and shoot the Americans, sinking the Lynx and further damaging the Bonhomme Richard!
With just a few ships The Cursed have thrown the American fleet into disarray. Some American ships have been captured or sunk, while others flee with significant battle damage. What was already a gloomy situation for the Americans is made even more horrendous with the arrival of Chimera, Divine Beast of the Apocalypse – the newest Cursed 10 master on the scene! With the CL about to warp out of the picture by capturing the Mercury via Lord Jonathan Morgenstern and Dinghy, the Chimera serves as the CL’s replacement on the battlefront. (not that she needed a relief)
The Spiral Chaos used Kalfu’s global reroll to get her ship’s ability to work on a 6! “Once per turn, roll a d6. On a 5-6, move any ship within L of a whirlpool into that whirlpool. You may choose the exit location of the ship.” The Cursed chose the Spanish! The Colector del Dia spun through a whirlpool…
…and got sent to Davy Jones’ Locker by Figlar Castle #2!!O_O Imagine the shock the Spanish felt as one of their ships was mysteriously yanked into a new whirlpool (created by the Pirates…), only to never see her again as she was sunk far away across the ocean by a new whirlborne Cursed fortress of doom!! O_O
The Cursed ships scattered from their home island, likely making room for new launches in addition to the Chimeratron Legacy, who warped home with the Mercury after exploring her via Dinghy. You can also see a good number of Cursed ships entering fog banks.
A familiar WMD, in Evil hands
O_O The Cursed combine their old copy of Runes of Odin (that they found normally quite a while back) with a new copy of Nemo’s Plans to introduce their own version of the Odin Missile! Oya-lansan is used to shove the iceberg into the Fuerza de Dios, instantly removing the Spanish 5 master from the game!
Now for a case of severe shock….
and BOOOOOOM!!!!!!! O_O_O_O_O
The Cursed launch 4 10 masters right next to the Spanish home island!!!!! O_O
Figlar Castle: This fort can only be built on a whirlpool when a Cursed ship is touching the whirlpool. Starting the turn after construction, this fort can travel through whirlpools like a ship, but without having to roll for damage. Ships docked at the fort do not travel with the fort. Cursed crew can use their abilities in this fort.
The Cursed warped the recently upgraded 1st Figlar Castle through her original whirlpool to arrive in what still looks like Spanish territorial waters! And during their launch period they launched 5 ships from the fort including 4 10 masters!! Holy cow and What The Hell!? LOL! Not only does this look really bad for the Spanish, but the fort and 10 masters just so happen to completely cover the dismasted Leviathan and likely block the Spanish off from doing her any harm.
Now you can see why I said in the last report regarding the second copy(only 2 of each custom fort allowed in this game) of Figlar Castle being built by the Solenostomus: “This should seem… far more than ominous….”
The Cursed Launch
From the Figlar Castle by the Spanish Home Island: 5 ships, 329 points
Berzerker + Berserk Overlord, helmsman, oarsman, Ballista, Streamlined Hull, 2 crew and 1 equipment
Devil’s Wrath + helmsman, oarsman, 4 crew, 2 equipment
Diabolic Monstrosity + helmsman, oarsman, Streamlined Hull, 3 crew, 2 equipment
Slaughter of Innocents + helmsman, oarsman, Streamlined Hull, 3 crew, 1 equipment
Slaying of the Savior + helmsman, oarsman, 4 crew
+High Command, Throne of the Antichrist with Underworld Maniacs as the 10+ point crew
From the Cursed Home Island: 9 ships, 416 points
Colossal Rupture + Taiken, Magnesis, helmsman, oarsman, Streamlined Hull, 2 crew
World of Apathy + Demonwraith, The Shadow King, Bitil, helmsman, oarsman, Streamlined Hull, stinkpot shot
Black Star + Moon Sorcerer, helmsman, oarsman, Streamlined Hull, 3 crew
Great Apostasy + Archbishop Fiend, helmsman, oarsman, Streamlined Hull, 2 crew
Porphyrion + Marcus Augustine, helmsman, oarsman, 1 crew, 2 equipment
Courtship of Evils + Archfiend of the Apocalypse, Ring Besis, Archdiocese of the Apocalypse, Witch Queen Salem, Senosis, helmsman, oarsman, Streamlined Hull (48 points of crew and equipment on a 29 point ship!)
Fallen Angel + captain, shipwright, oarsman, stinkpot shot, Dinghy
-towing the Devil’s Fireball flotilla
Severance + captain, helmsman, shipwright, oarsman
Total: 14 ships, 745 points (a sickening 53 points per ship…)
Reading that again… 5 ships for 329 points… doesn’t even make sense! XD Almost only possible with customs, or maybe like a Wizkids launch of 5 fully loaded (or overloaded) 10 masters.
The Reign of Terror has begun….
With the help of Shayna Deux’s reroll… Jord got a 6 while copying the Arcane!! O_O It brought in a new Hidden Trove that the Hrothgar redocked to unload for a massive payout of 778 gold!! O_O (I had the game at 389 ships in play at the end of the Cursed turn based on previous counts and adding to them)This is a game changer!!
The effect was immediate. Viking ships abruptly stopped. Most of their lumber gatherers simply turned around and started heading at full speed towards the home island. The Muninn (patrolling southeast of their home island) ducked into a fog bank, anticipating becoming a target of the all-powerful Pirates. Everything changed. Jord and the other Viking leaders immediately started serious strategic discussions about which ships to launch and how soon they could be ready. The secret alliance with the Barbary Corsairs from years past suddenly looked viable again. Perhaps this means that old plans… could be revived….
Launched from the Viking Home Island: 6 ships, 314 points
Monjuer + Streamlined Hull, 4 crew (+2 facedown UT’s from the Viking HI….)
Hringhorni + helmsman, Streamlined Hull, 5 crew
Storm’s Eye + Streamlined Hull, 5 crew
Njord + Dinghy, 6 crew
Säl + 4 crew, 1 equipment
Tyr + Dinghy, 2 crew, town and military port upgrade
2 crew and 1 equipment for the Hrothgar
+5 other points on HI
The Vikings are wary of the Pirate “spy network” as they call it (officially known by the Pirates as the GSP or Global Surveillance Program), and have placed almost as many new crew and equipment face down as possible. This will force a longer spying process out of the Pirates if the Pirates want to try and see all the Vikings’ face down stuff.
But wait, there’s more!
The Corsairs pulled out all the tricks they use to get an Arcane roll to work, and eventually they did! (Nephila is their ship copying Arcane) With 395 ships in play, Hidden Trove was now worth a whopping 790 gold to the Barbary Corsairs!!
But first, it was time to get down to business.
With that, the Corsairs have launched ANOTHER major attack against the game’s most powerful faction in the Pirates!! O_O Is it madness? Or brilliance?!
At the end of the attack, HMB Sayyida got her SAT and was able to get in range of the Osiris! Getting stuck on a sargasso sea on an unlucky roll of 6 at the end of her movements would not stop her cannon barrage! With that she revealed the Ballista equipment (ship gets 3 extra 3L cannons) along with Captain and Cargo Wrecking abilities! Although the Osiris has Crew Protect, it wouldn’t stop the Sayyida from taking out the ship’s final mast. In addition, the Corsairs noticed that the Anubis (built in Canceller) was just within S of the Osiris, meaning that the latter’s Eternal could be cancelled to send her to the depths! If the Sayyida hit 3 times out of 5 that is…
With some important rolls, it was a bit of a roller coaster attack. The Sayyida’s regular 2 cannons in range were 1’s! Then the crew got to firing the Ballista, of which the first 2 hit! However, the final roll was a 1, backfiring to eliminate the Sayyida’s oarsman and failing to deliver a fatal blow to the Osiris, which would have been the ultimate revenge for the Corsairs! Alas, one of the many Pirate sources of AA (with Reroll) is still alive, and is quite likely to be saved through some combination of moving and blocking on the next Pirate turn.
All told, the Corsairs eliminated 10 masts and have made any Pirate counterattack somewhat harder by leaving crippled ships in the way of their fresh gunships.
Crazy enough, the attack didn’t even end there! The Agha’s Whip has been the lame duck of the Corsairs for a while, carrying The Cursed and Monkey’s Paw UT’s. However, she was in the perfect position to intercept the Blackleaf, the fast Pirate 4 master who may be headed to the spice island pictured with multiple island upgrades! The galley rammed but could not win the boarding party. However, she partly slammed into the Blackleaf just in an attempt to slow the Blackleaf down, in case the Corsairs, English, or another faction can potentially get help to the area soon in an attempt to stop the Pirates from colonizing the far northeast and thereby cutting off an important (and currently valuable) island from both the Corsairs and the English.
Barbary Corsair launch: 5 ships, 107 points
Ivory Star + 3 crew, 1 equipment
Jackal’s Teeth + 4 crew
Meshud + 5 crew
Gallows + 3 crew
Divan’s Punishment + 4 crew, 1 equipment
-They also spent 120 gold on two town upgrades and two military port upgrades which are sitting on their home island. This is partly because the Corsairs are wary of the Pirates potentially trying to rob them of their Hidden Trove spoils.
Sadly the Corsairs have very little room to launch a lot of ships at their home island, between the Nephila (copier ship) sitting there, the Gauntlet of Pestilence fogbank off their north shore from the beginning of the game, and the considerable width of each galley from the space their oars take up. However, if they can get a military port or two up eventually, it will help alleviate their limited launching capabilities.
This shows the general Pirate-Corsair front and battle area, which has opened up once more with a vengeance. The Agha’s Whip has expanded the conflict to a spot east of the Corsair home island, with more Pirate and Corsair gunships coming into play every turn. Neither the Pirates nor the Corsairs have declared war on the other, though I have a feeling that could change soon.
What a turn!! This turn with my factions saw hostility from the Pirates and Cursed against the Spanish and Americans, while the Vikings finally got lucky with Jord to jump into the rapid fleet building sweepstakes. The Corsairs got another Hidden Trove as well, but launched only after a brash attack on the Pirates!
THE POINT COUNT
9,434 total points in play.
THE BIGGEST GAME OF ALL TIME.
With that, VASSAL Campaign Game 4 eclipses Command the Oceans as the biggest recorded Pirates CSG game EVER!!
CTO held the previous record for most points in play, at 9,078 in November 2017. Now CG4 is even bigger, although a lot less balanced across the factions. CG4 has kind of lumbered along slowly for a while, and still hasn’t seen much combat compared to other campaign games like CTO. However, that seems to be starting to change… it’s time for CG4 to live up to the hype!!! XD 😀
The Pirates have almost exactly half the total number of both ships and points in play. They have expanded on their existing records from last turn, and next turn they should eclipse some truly staggering numbers: a fleet of over 200 ships, with over 5000 points in play. O_O The Jade Rebellion accounts for nearly a standard fleet at 43 points, which represents only half a percentage point of the total number of points in play. The Pirate number of nearly 24 points per ship is impressive (representing a lot of named crew and expensive gunship builds), but The Cursed have accomplished something downright sickening – a very large fleet that averagesover 42 points per ship. O_O This is unheard of to my knowledge, and speaks to the vast numbers of 10 masters and hyper-expensive weapons of war that they have put in play so far. 51 ships is not a ridiculous number for a fleet in CG’s, but with nearly 2200 points in play, they’re quickly climbing the list of biggest fleets of all time by point count. The Conglomerate, Vikings and Corsairs have all made big strides lately, but still pale in comparison to the Pirates. If the Vikings can climb ahead of the Conglomerate, I will control all 4 of the biggest fleets….
As a little caveat, the points in play totals generally reflect the points in play from ships, crew and equipment assigned to ships, and gold used to build forts and lighthouses. For this point count, it generally does not count points from island upgrades, crew and equipment “attached” to islands (such as the 300 points the Pirates have invested in HI defense with Catapults and the oarsmen used to crew them), and sometimes other little things. With these included, the Pirate total comes to 5371, The Cursed to 2481, the Vikings to 548, and the Corsairs to 735. This brings the GRAND total to, technically, 10,638 points in play. O_O However, I’d like to reach the ridiculous (and likely unseen to this day) 5 figure point total the “regular way” without including all the easy upgrade/etc purchases before making it official. Of course, the game is on a crash course to far exceed the sickening number of 10,000 total points in play, so we’ll surely pass it next round!! (or even this one if PirateAJ14 is able to launch at least 566 points of stuff).
There are currently 137 points of crew assigned to the Chimeratron Legacy. O_O (another record I guess!) The ship costs 90 points by itself, which makes for 227 total points for one ship, which accounts for 2.4% of the points in play and more points than 5 of the 12 fleets participating in the game!
Breaking it down a bit more:
The insane concentration of points in the Cursed fleet boosts my overall points per ship number higher than any individual non-Cursed faction!
Another new record: 20 10 masters!! (12 Cursed, 4 Pirate, 2 Viking, 1 Corsair, 1 Conglomerate) The Cursed alone put 7 10 masters in play this round, which is also very likely a record.
Here is the unprecedented game in full glory, with the map slowly filling in…. (open in a new tab to view full size)
Thanks for reading! Feel free to comment what you think of the game!
This was quite a long turn for me in CG4 – I tracked the time spent and including this battle report and everything else, the turn took over 30 hours to complete. O_O
-Forts can be given repair actions if they have a shipwright in them. They cannot repair and shoot on the same turn unless they have an extra action available.
-Relaunching Rule: Non Big-6 factions (Big 6 being England, France, Spain, Pirate, America, Cursed) can relaunch Wizkids AND custom game pieces without restrictions other than the No-Duplicates rule being applied to their own fleet. (this is to give the minor factions more of a chance if their best ships are captured and not traded in)
PirateAJ14’s Americans cashed in metals to launch the Franklin and Ghost Walker.
Xerecs’ turn marked the start of a new round, and it would be the final round for this LONG duration of resource values!
The Spanish launched the Viento Enfermo, while the Jade Rebellion launched the Sea Fang and Tycoon, both from the_grandmaster’s Back to War set.
It was a huge turn for the Conglomerate! Mata-Nui copied the Arcane, and with the help of Helyrex’s reroll ability, got the 6!! Hidden Trove was brought in to give the Conglomerate over 500 gold!!! O_O
The Conglomerate got busy spending and launching, putting 10 new ships into the water. Among these were a pair of 10 masters, the Outbound Flight and Okoto! Among other ability hightlights, the Outbound Flight is a 40 point 10 master with L-immunity moving S+S+S (!), while the Okoto has Treasure Ship and a base cargo hold of 9! Suddenly the Conglomerate look like a real threat, especially in the western half of the sea, which has been a bit less populous and active thus far in the game.
The English launched HMS Howell, a high-quality unreleased ship.
One of the Longest Turns of All Time
First, I was able to resolve the Pandora’s Box chaos from the previous round.
A review of what they demanded to receive:
The Cursed: Nemo’s Plans (done)
Vikings: Antikythera Mechanism (done)
Barbary Corsairs: Mask of Concealment (not complied with-Skull Spiders instead)
Dutch: Runes of Thor (FN)
Americans: Aegis Shield (The Vengeance of the Cadet Captain)
Mercenaries: Nightmare’s Knot (Fiends of the Blood Islands)
French: Garai (Pirates of Spherus Magna)
Spanish: Mask of Valor (Pirates of Spherus Magna)
Jade Rebellion: The Ring (Seas of Doom)
The Conglomerate: Mask of Wisdom (Spherus Magna)
English: Neptune’s Figurehead (CC)
Here are the UT’s the Pirates actually received from the other players:
Dutch: Runes of Magic
Mercenaries: Dead Man’s Chest (OE version)
French: Runes of the Serpent
Spanish: Forged Papers
Jade Rebellion: Abandoned Oarsman
The Conglomerate: Nemo’s Charts
English: Bad Plans
THIS MADE THE PIRATES EXTREMELY ANGRY!!!!
Using the Bomb Box, the Pirates threw out Plague and Bad Plans. The Pirates were irked that the Americans and English gave them negative UT’s. However, almost NONE of the factions in the game gave the Pirates what they wanted! We’ll see how that turns out!
With Studding Sails the Gale Force Nine and Blackleaf took off from the home island at L+L+S+S, as fast as the Hai Peng! Some resource gatherers got home with valuable metals, while a lot of ships seem to be making a beeline for that fogpool….
Some ships at the metals island deferred docking for now to allow room for inevitable Pirate launches coming at the end of the turn. Between Hidden Trove, Evenstar, Silverback John, and a likely change in resource values, the Pirates aren’t too concerned anymore with maximizing their metals production.
First the Hera arrived! She sacced an oarsman to broadside the Diablo flotilla and the ship towing it, El Algeciras! She hit 8/10 to sink the flotilla and nearly dismast the 2 master! The Deceit came through next, providing a canceller in the area for the Pirates. She was also using Phineas Bunce’s ability on the Zeus, giving the latter an extra cannon bonus on top of Lord Henry McLean’s regular bonus. This basically made the Zeus have all 1S cannons for this turn! She blasted away at the Joya del Sol and Castigue, shooting 6/9, causing considerable damage.
The Slave Revolt was next, saccing an oarsman to get a move and shoot after arriving through the whirlpool. Her cannon barrage was disappointing, not coming close to dismasting the Castigue as she was supposed to. However, with Capitaine Chevalle’s Cargo Wrecking ability, her 2 hits on the Castigue still took out 2 of her 3 crew.
The Howler was the next ship through the whirlpools, revealing both Grim the Savage (F&S version) and Richard Berry! With a pair of Marines, this submarine was able to shoot a pair of 2S shots while still submerged! One of them connected, causing further damage to the Castigue.
The Pirates were growing frustrated that their incredible firepower couldn’t even take out this relatively simple Spanish squadron, and so they surprised even themselves by sending the Tempest into the fray with an extra action via Elizabeth’s Piece of Eight (EPoE) on the Jolly Mon. She hit 3/5 to beat up on the Castigue, who was now nearly dismasted. The Leviathan warped into the area, using Edmund Cooke’s +1 cannon bonus against the Spanish to help eliminate 2 canoes and dismast the Algeciras. The Harbinger arrived and took a second action via Sac, but my poor dice luck would not stop, with the Harbinger rolling four 1’s and only hitting once to eliminate a single canoe.
All in all the Pirates were very disappointed with the final result of their sudden, brutal surprise attack. Still, they had managed to dismast 2 ships, nearly dismasted another, and eliminated 3 native canoes. This shows a couple interesting things – for one, whirlpool attacks can be limited in scope because ships can only be given one extra action after arriving via the whirlpool on the same turn, so the immediate damage output of a surprise attack is somewhat limited (for example, imagine if the Zeus had 18 shots instead of 9). In addition, the game is still in the very early stages of combat, and this attack showed how huge the 2 hits per mast rule is. If not for that, the Pirates would have had an easier time taking care of business.
At the end of their turn, the Pirates declared war on the Spanish!
This shot shows the battle area in what is being called The Battle of Whirlpool Island. You can see the Spanish home island where most of their masts and firepower is concentrated. It will be interesting to see if the Spanish try to retaliate in the short term.
The Archipelago was rather quiet overall this turn, with the Deliverance docking at Skull Valley to replenish an oarsman. The Stormcloud uses her shipwright to repair a mast. The Black Pearl was the ship to get the Arcane roll this turn… placing Runes of Odin on the Zeus!! O_O
What a sight! Over a dozen Pirate ships strive to reach the whirlpool created earlier in the game by the Tempest. The Pirates show their strength, as many of these ships will be able to support and back up the Pirate 10 master squadron against the Spanish if things go wrong. Ships launched last turn from the textiles military port (MP) simply scatter, with orders to get as far from the island as their turn’s action(s) will allow. This is because the Pirates still have a MASSIVE amount of gold, and they certainly plan to use it….
The Pirates are not quite as concerned with the Barbary Corsairs as you might think. Although the Corsairs have their own super squadron ready to set sail this round, the Pirates have a lot of firepower still in the area, not to mention another megalaunch from the MP after their play turn ends. However, the Splinter and Flying Dutchman (both just east of the whirlpool) are moving into a defensive position to potentially be the first Pirate ships on the front lines if the Corsairs charge and try to block the whirlpool/attack the military port/etc.
At the home island, various small ships (two with flotillas) swarm off the Arcane’s stern. The Osiris got SAT this turn, so she is off and running at 6S speed towards the possible confrontation with the Corsairs. The Corsairs are certainly close enough to see her heading towards them – what a horrible sight it must be, to see your former flagship heading out to fight you while in Pirate hands. 🙁
You might have noticed something abnormal compared to the last few turns – Pirate resource runners docking at the home island! It is the last round for this resource value, so the Pirates wanted to get some extra textiles home. They had been delayed for a while due to all the megalaunches from Hidden Trove windfalls. However, now the Pirates have 4 launch points instead of 2 (starting this turn), and it actually felt really good as a player to just dock them home normally. This is a more normal way of playing campaign games, instead of holding off because of all these crazy massive windfalls brought in by custom game piece combos. It was also nice to dock some of them home because the Akua Lapu and Hades’ Flame have needed repairs ever since the short but intense battle with the Corsair squadron of 4 masters. (which was back in April)
The Pirates wanted to end their turn with a statement. Something so epic and powerful that it would scare the hell out of every other fleet. Something truly god-like. They knew they had the pieces put together to pull it off….
ZEUS IS HERE!!
(these are not my pictures)
THE GODS ARE IN THE SKIES NOW. THEY HAVE BEEN CALLED BY THE PIRATES!
The Zeus has a certain UT aboard from earlier in the turn…
Runes of Odin!!
Load this treasure face down. When revealed, place an iceberg from outside the game anywhere in the play area not within S of an island. If the iceberg touches any ship, remove the ship (and any crew and treasure aboard her) from the game. Then remove Runes of Odin from the game.
ZEUS THROWS ODIN’S ICEBERG DOWN INTO THE SEA!!
The Pirates placed the iceberg just off the Conglomerate home island!!
Then it was time for… Runes of Magic!! Given to the Shadow’s Hand by the Dutch via Pandora’s Box, this UT would prove decisive!
Load this treasure face down. When revealed, move any iceberg L in any direction. Then remove Runes of Magic from the game.
The iceberg was moved directly into the Outbound Flight, the Conglomerate’s brand-new custom 40 point 10 masted junk!!!!!
With that, the Outbound Flight and all her crew were removed from the game!!
Introducing: The Odin Missile
It’s almost as if the Pirates have direct control over the gods now. It started with Thor last turn, with Runes of Thor being used on the Cursed turn with the custom Flying Dutchman’s ability so the Cursed could place Nemo’s Plans on the Zeus… Zeus! The Pirates got Runes of Odin to Zeus this turn, playing it in conjunction with Runes of Magic to complete one of the most powerful combos in the entire game. The best part is, the “Odin Missile” is reusable. Both Runes are on ships with Nemo’s Plans, so the Pirates retain both elements of this absurdly nasty combo. This means that once per turn, the Pirates can essentially just pick any ship in play (that isn’t in a fog bank), and just remove it from the game. O_O
The order was given. Zeus and Odin eyed the tiny ships below from up in the clouds. Odin creates a massive iceberg and hands it to Zeus, who will throw it in lieu of his trademark lightning bolts. Zeus winds up and hurls the iceberg at high speed down towards the water… thousands of sailors from across the fleets look up towards the sky, noticing what looks like a meteor, something from the heavens coming down upon them. The large new fleet of The Conglomerate navy is peacefully docked at their home island. Many new sailors are excited to set sail for the first time, having only recently joined the service. With horror they look to the sky at a massive iceberg plummeting towards their new fleet.
In a flash it is upon them. With a massive sudden impact, the iceberg comes crashing down amidships on the Outbound Flight, the newly launched 10 masted junk. The ship is split in half, with the bow and stern rising out of the water as the iceberg plummets through the ship and blows up the powder magazine, sending a vast explosion full of wood, ice, fire and body parts flying in all directions. A new Weapon of Mass Destruction is now in the hands of the Pirates.
With that, the Pirates have an auto-hitting precision strike missile WMD capable of knocking out a ship every turn. This brings them one step closer to having a full scale GMS….
The Pirates have been planning to introduce the Odin Missile for some time now. However, recent events accelerated the development of their WMD program. Even if it was a total accident, by giving the Pirates Runes of Magic, the Dutch helped the Pirates eliminate a Conglomerate ship! We’ll see if that leads to any tension between the Conglomerate and Dutch….
Pirate Launch Period
The Pirates raked in 139 gold from resources, adding it to their existing 1596 for a total of 1735 gold! O_O With 4 locations available for new ships to be launched at, it was inevitable that the Pirates would get busy spending big! 😀 The Pirates don’t have a lot to hide with their quadruple megalaunch (!), and so I will provide more detail than usual regarding what each ship has on board. Naturally, some things should start face down. 🙂 (these are from my notes so some things may be overly abbreviated)
CHO=Captain, Helmsman, and Oarsman (C+H=Captain and Helmsman) | WH=World Hater | FPS=Firepot Specialist | CSS=Chainshot Specialist
From Skull Valley: 9 Ships, 308 Points
The Pirates launched my version of the “movie” Queen Anne’s Revenge (from On Stranger Tides) with a big crew setup: Evan Stern (Captain+SAT), Jean Hamlin (Helmsman+World Hater except against the French), Nidiki (transferred from the Branwen), Coconut (Reroll+Explorer), Dinghy (+1 cargo), oarsman. She will be resupplied by Cadet-Captain Mike’s Quedagh Merchant, who is the QAR’s personal support and supply ship.
The Arbiter was launched to provide a new place for Nuva to copy Vesok/Arcane to so the Black Pearl can get back to her regular gunship duties.
Cor’dahk + The Mastermind (EA), Hernán Sanchez (C+WH), helmsman, oarsman.
Freedom Fighter + Captain Archer Rook (Sac+Gold Capture), One-Eyed Bennett (C+H), 4 oarsmen.
Fiasco + Roger Hawkins (C+H), The Headhunter (Sac+World Hater), Volting Junipau (FPS, CSS, crew kill on 6’s), Streamlined Hull, 4 oarsmen.
Victoire + Howard Hook (Sac Captain + spying), helmsman, 4 oarsmen
Albino and Destiny’s Bounty, each with CH, Dinghy and 5 oarsmen.
From the textiles military port: 13 Ships, 397 Points
Toruk + Chen Tianbao (C+H), Trainer (SAT+Dark Hunter), Bessho Kai (used as World Hater), oarsman.
Kingpin + Christopher Condent (Captain+WH+Filching Gold), Cai Qian (EA), Iron-Plated Hull, helmsman, and Streamlined Hull.
Crescent Rose + CHO, Ballista, equipment
Lilac + CHO, Ballista.
Fool’s Hope (LE) + CHO, equipment
Misfortune’s Keep + Le Requin (SAT), El Mulato Grillo (WH+Spanish Massacre), CHO, shipwright.
Red Sky at Morning + Emanuel Wynn (Captain, +S w/in S of enemy ship, +1 to boards against English), helmsman, shipwright, oarsman.
Dead Man’s Revenge + CHO.
Screecher + CHO, shipwright.
Shadow Stalker + stuff
Eclector + helmsman, shipwright, 5 oarsmen, Dinghy, Streamlined Hull.
Pandora (Seas of Doom) + helmsman, shipwright, 4 oarsmen, Dinghy, Streamlined Hull.
Oyster + helmsman, 2 shipwrights, 3 oarsmen, Dinghy
From the metals military port: 12 Ships, 260 Points
Introducing: The Anti-Spanish Squadron!
With their declaration of war against Spain, the Pirates have invested a considerable chunk of points into a new anti-Spanish squadron. Every ship in the squadron gets at least +1 to their cannon rolls against Spanish ships, and some get +1 to all their d6 rolls against Spain. The Fame’s Revenge is the flagship of the squadron, which the Pirates hope to expand to at least 10 ships (7 for now) in the near future.
Fame’s Revenge + Daniel Montbars (arguably the most anti-Spanish pirate to ever live), CHO, FPS.
Muerta de la Corona + CHO, FPS.
Claudia + Guilder (Captain+S-Board), Vincenzo Alessandri (Musketeer, +1 boards), helmsman.
Ranger + Michiel Andrieszoon (Captain, +1 to d6 rolls against Spanish), Jan Willems (+1 to boards against Spanish), helmsman, +more.
Broken Key + John Cooke (Captain, +1 to cannon rolls against Spanish), David Marteen (+1 to d6 rolls against Spanish), helmsman, oarsman, equipment.
La Morte de Yarborough: Jean Thomas Dulaien (Captain, +1 to d6 rolls against Spanish), helmsman, +more.
Batavian Bat + Michel de Grammont (Captain, +1 to cannon rolls against Spanish, +1 to boards against Dutch), helmsman, oarsman.
These will likely be patrol gunships – the first 4 all rather similar and all some of my favorite classics from the original sets.
Executioner + C+H, others
Panda + CHO, Ballista, equipment
Royal James + CHO, FPS
Cutlass + CHO, crew
Zui Quan + Mo Guanfu (Captain+Cannoneer), helmsman, oarsman, Ballista
-Once in a while the Pirates like to just throw something out there in full view to show some might. The Zui Quan can shoot 5 cannons as a 2 master, hitting at L+L range on 6’s to eliminate 2 masts per hit. 🙂
You may notice a trend developing between this and the previous recent Pirate launches… perhaps an “assembly” of sorts….
This Pirate Turn By the Numbers
Ships Launched: 41
Gold Spent: 1,211
Gold Remaining: 524 New Fleet Totals: 148 Ships, ~3,740 Points
The Pirate fleet was already #1 all-time with their point total from last round, and now they have become the largest fleet of all time by ship count!! 😀
Just bonkers crazy numbers!!!
A 41 ship fleet for 1211 total points is a nice total for any fleet to reach in a campaign game. The Pirates just added it in one turn! In addition, their fleet size by point total is now larger than almost all other recorded huge games ever played. Their long term vision and plans are rapidly coming to fruition!!
The Cursed Play Turn
The Cursed rolled successfully on both the custom Flying Dutchman’s ability and Davy Jones copying the Arcane! With the FD they brought in Runes of Thor, giving it to the Pirates!! It was placed on the Zeus, who already carries Nemo’s Plans. This meant the Pirates now have two ships that carry reusable versions of Runes of Thor, due to Nemo’s Plans. O_O
The successful Arcane roll was used to bring in Hidden Trove, placed on the Maman Brigitte! The custom ship The Rock copied Davy Jones (and through him, the Arcane) via the Eye of Insanity UT. After failing the roll and reroll, the Pirates intervened! They used their original Runes of Thor (on the Noble Swan) to force a 6! This allowed the Cursed to bring in Evenstar, placing it on the Maman Brigitte!! The Maman Brigitte was given an explore action targeting the home island, unloading both UT’s for a supermassive windfall!!!!!
307 ships in play at the beginning of the Cursed turn means Hidden Trove is worth 614 for The Cursed. Evenstar triples it to 1842 gold!!Add in their existing 617 and they have 2459 total gold!! O_O
The Pirates use their second RoT on a failed Cursed AA! It is used to propel the Chimeratron Legacy towards the Americans! She speeds out from the home island at an absolutely sickening speed of S+S+L+S+L(Python bonus)+S(trade current)(first action)+S+S+L+S+L(Python bonus)!!!! O_O
Video footage of the Legacy’s first turn of actions!
Here comes the superweapon!! Isaiah van Tyne L-boards the Kettering! Between her crew and bonuses, the CL has a base boarding score of 21! O_O This made rolling a non-issue; there was no way this supermassively overloaded maxed out 10 master was going to lose this boarding party! The CL wins and Captain Shamshere captures ALL four of the Kettering’s crew!! O_O How’s that for an entrance!
Then it was time to start shooting. The CL used Bow Chasers to slightly damage the Bonhomme Richard, then shot a grapple shot at S+S range to board the Richard. The CL won and stole all the crew from the BR!! O_O Both American gunships were suddenly devoid of crew, with all 7 now residing on the CL. The CL then managed to finish shooting a mast off the Kettering.
Then the Devil’s Storm turned around and shot up the stern of the Bonhomme Richard, eliminating 2 masts! In more bad news for the Americans: Chimera, Divine Beast of the Apocalypse is on her way. And the same for the Python and Devil’s Frenzy! This shows the Cursed-American situation in the northwest. At the far right, you can see that on their turn, the Pirates got the Stormy Night’s ability and used it to move the Rattlesnake onto the sargasso sea where the Harlequin is still stuck.
Indeed, ships were departing the Cursed HI en masse. Ships generally scattered, all going off on different missions. At the bottom of the frame, the Solenostomus has upgraded Figlar Castle!! O_O The Cursed used Barst (just like Lord Mycron; on the Tomb of Lucifer) to give the Opal Shrine an extra action, which she used to enter the whirlpool and arrive in the northwest corner (you can see her at the top left). There she used her gold to build another copy of Figlar Castle!! O_O This should seem… far more than ominous….
Cursed Launch Period
With a decent amount of room at their home island and over 2400 gold, The Cursed did a megalaunch! For the second turn in a row, they placed as many ships as they possible could at their home island.
Tridax + 3 Crew, Ballista
Call of the Sea + 3 Crew, helmsman, shipwright, oarsman, Dinghy
Royal Feces takes over for The Rock on Eye of Insanity (Davy Jones proxy) duties.
Spiral Chaos + The Sister of Tortuga (Shipwright+can’t be pinned), helmsman, oarsman, Gilded Figurehead
Sargasso Nightmare + Duogoth Vonnagos (Captain+Grapeshot Specialist), Ole Gregory, equipment specialist, helmsman, oarsman, Dinghy, Ballista
Ganon’s Phantom + CHO, Dinghy, equipment
Sea Hag + Crew, CHO.
Cerberus + CHO, equipment
Apparition + CHO, equipment
Hangman’s Joke + CHO, Ballista, equipment
Ghost Wind + CHO, Ballista
Needle + CHO, Streamlined Hull
Alligator + Captain, Streamlined Hull, smokepot shot
The Cursed spent 363 gold on 13 new ships! They completed their fog hopping squadron, in addition to adding some more ships for specific purposes.
The new Cursed totals: (last time at 24 ships, 961 points)
37 ships, 1324 points
The Cursed are expanding rapidly, increasing the size of their fleet (by ship total) by just over 50% in one turn.
Vikings and Corsairs
The Vikings once again couldn’t get Jord’s copied Arcane roll to work even with Shayna Deux’s reroll to help out. However, the Hrothgar returned home with three lumber tokens, allowing them to cash in for 12 gold to get the Timperswayd (from Pirates of the Kraken Sea) with a helmsman. This brings their fleet to 14 ships and 239 points.
The Corsairs sent some of their newest ships (the super squadron launched last turn) west, appearing to aim them straight at the Pirates. It seems unlikely they would actually try to attack the Pirates at such a numbers disadvantage, as a more foolish idea can hardly be imagined. The Corsairs brought home enough resources to launch a bit, but they didn’t get any Arcane rolls to work (all on the Nephila, but 4 total tries between Gilded Figurehead, a 2d6 ability, and Reroll).
The Corsairs launched:
HMB Sayyida + helmsman, 3 other crew and 1 equipment
Great Desert + C+H, Ballista
2 ships launched for 53 points. This brings their totals to 26 ships and 477 points.
Here is a wide view of the northeast, showing (from left to right) the home islands of the Vikings, Pirates, Corsairs, and English. With massive megalaunches happening every turn, the Pirate deckplate areas have been overflowing in all directions lately. At the upper right, notice that a huge percentage of recently hired Corsair crew are face down.
With that, my turn was over! There are now 323 ships in play, with my factions adding 57 this round! Throwing some numbers together, I can also come up with a new point estimate. My factions spent a total of 1644 gold this round (1211+363+12+58). The Conglomerate spent most of their Hidden Trove, which we can estimate at 500 gold now at around 2144 new points in play this round). Some other factions launched but some crew were lost in combat, so we’ll be conservative and not assume a point gain from that.
Using last turn’s point count of 5297 and adding 2144…
~7,441 Total Points In Play
O_O This means that CG4 could be the second biggest game of all time behind only Command the Oceans!! O_O
10/22/2020: I’m a day late for a Trafalgar Day game, but this is the game I’ve been wanting to play for almost a month, ever since my package from Cloud of Craft Gaming arrived and in the same week I 3D printed my first ship. 😀
I’ve had mixed success with 3D printing ships so far, having initial success very early before running into a myriad of issues (all my fault lol, I’m a total beginner). However, I have made some progress and improvements (don’t use “soft” PLA for Pirates stuff!), and now have an additional 4 master in addition to a 5 master. I did not create any of the files used to 3D print any of the stuff used in this game. Here are the resources I used:
-Both forts and the Skull Island volcano were printed at about 50-65% size, with 10-20% infill.
This was a “concept game” to test what it would be like to play with a combination of regular Wizkids ships, the wooden ships, and 3D printed PLA ships – along with 3D printed island/fort stuff. The setup and fleet makeup was secondary to showcasing the stuff and trying it out, but nicely enough the game turned out surprisingly great!
I am not concerned with artwork yet, which is why things are bare and white. I hope to delve into that eventually, but for now my focus is on 3D printing (ex: getting more ship types available in terms of files/etc).
Here are the fleets used in the order of play – 4 at 50 points each. All game pieces from Wizkids can be found in the Master Spreadsheet, while most of the customs are from my Epic Seas set in the Customs Database.
Devil’s Glory + Ebenezer Foxe (from Riz; has Captain+Helmsman), Disciples of Lucifer (Cannoneer+Crew Protect), oarsman
Just using basic crew chips to proxy in for the other crew. (C+H for Foxe, blank for Disciples)
Tempest + Emperor Blackheart, helmsman, oarsman
Fortaleza + captain, helmsman, oarsman
El Neptuno + helmsman
The Spanish were the one faction “civilized” enough to have an actual building on their home island. 🙂
Cascade + Jonathan Haraden, John Paul Jones, helmsman, oarsman
Jarvis + explorer
Skull Island volcano has a special house rule – when a ship docks at it, they have to roll a d6. On a 1-2, choose one crew from the ship to be removed from play. Dead spirits haunt the island and are looking for new recruits.
I love how intricate this one is, and how the staircase leads up to the top:
With the Pirate deathbat flag (and podcast logo) fittingly in the background:
Maybe the island will take flight?! 😉
The circular fortress has 12 cannons, all at 3L and they can only fire in a straight line from where the cannons are actually pointing. The fort can be hit normally, and each hit eliminates a cannon (ships actually choose which cannons to shoot at to eliminate). On the 12th and final hit, the fort is destroyed and the fleet that got the final hit automatically gets 10 points/gold towards their final score.
The Torus fort has no cannons, but must be stormed to get to the gold inside. When a ship docks here, they can roll for a boarding party against the fort. The fort has a base boarding roll of 2 (like a 2 masted ship). When a ship wins, they can take a number of coins from the fort equal to the boarding score difference. If the fort wins, no gold can be taken and the losing ship eliminates a mast.
Ready for action! Round earth rules in effect! Also, no damage from ramming.
It doesn’t take long for shots to ring out! Guided by Blackheart’s All-Powerful, the Tempest smashes 2 of the fort’s cannons right away.
The Cursed and Spanish both head east. What a sight! A 3D printed 5 master and fort, a wooden 10 master and wooden sea serpent, and El Neptuno! 😀
The Cascade shuts down two more of the fort’s guns – could this lead to a conflict between the Americans and Pirates?
The Jarvis is brave enough to sail for Skull Island volcano!
The Devil’s Glory is the first to storm the Torus fortress! She succeeds and loads 3 coins! (should have been more but I forgot about Hidden Gold)
The circular fort is proving to be rather inept, missing the Tempest and not finding any good ranges to the Cascade:
The Pirates go rogue and blast the Cascade! Both the ship and fort take damage!
With a double action via All-Powerful, the Tempest lays waste to the American ship! Blackheart purposely kept the Cascade in between the fort and the Tempest, making sure the fort would have trouble reaching the Tempest if any cannons were in range.
El Neptuno’s crew storm the castle! Both sides fight admirably but the Spanish come out on top! 3 coins are loaded after the 11-8 score differential.
Here comes the Fortaleza!! She rounds the big island and gets her bow L range cannons in range of the Devil’s Glory! One connects, no doubt angering The Cursed.
The Americans have a decent turn, taking 3 coins from Skull Island as the Jarvis avoids getting spooked, while John Paul Jones gets the Cascade home to repair with SAT.
Submerged prior to now, Namazu has surfaced! I have a bad feeling I know what that S range straw means….
TIDAL WAVE ATTACK!!
Namazu’s wave attack blasts through two thirds of the Spanish fleet, dismasting El Picador and doing damage to the Fortaleza:
The Fortaleza’s “fort” mast has fallen on the Torus fort:
Spanish forces watching at home are horrified by what they witness. Unfortunately for the Spanish the atrocities will continue!!
Wave attacks like Namazu and Neptune’s Trident are one of the most fun things in Pirates CSG!
The Cursed aren’t done yet! The Devil’s Glory shoots 4/4 to smash the Fortaleza even more!
Barely needed Wizkids stuff to play this game 😀
With the Glory’s Cargo Wrecking ability, the cannonade also eliminated all three of the Fortaleza’s crew!!
Back in the east, the Tempest does work, eliminating an additional 5 cannons from the fort.
The Fortaleza gets some measure of revenge, taking two masts off the Devil’s Glory:
The Neptuno headed for home, towing the Picador on her way back. However, this slight deviation of course proved unfortunate for Spain, because they had unwittingly put themselves into the line of fire (or line of tsunami) again….
Another tidal wave attack by Namazu blasts another 4 masts off the ships!!
The Fortaleza is really hurting now:
The Pirates finish off the circular fort, netting them 10 gold automatically! Then the Tempest heads even further east, probably looking to round earth towards the chaotic western area!
Realizing their mistake of towing the Picador, and wanting to get gold home before the Tempest potentially arrives with a bang, the Neptuno scurries home to unload her coins. I put them under the cube building, which is the perfect size for coins.
The Fortaleza hits on both of her shots to kill Namazu! The great beast is dead, but not before taking out 8 masts in successive tsunami blasts!
An overview of the small sea, showing that the Americans have gotten back on their feet with gold and repairs.
Not bothering to repair, the Devil’s Glory comes out for another round! She hits twice to dismast the Fortaleza!
Emperor Blackheart is here to take over the game! However, his crew barely wins a boarding party (8-7) against the Torus fort, only escaping with one coin.
El Neptuno plans to round earth and join the Jarvis at Skull Island, but the excitement here lies with the Cascade joining the other gunships in the west!
The Devil’s Glory pulls off a sweet maneuver, angling into the island to tow the Fortaleza as she docks at the fort to steal its final coin!
But Emperor Blackheart is All-Powerful!! He sinks the massive junk and prepares to wheel around the stern of the Devil’s Glory!
The Tempest knocks down the DG’s final masts:
The Cascade arrives, taking two masts off the Tempest and killing her oarsman! She captured the Devil’s Glory (oops) and had her explore the Cascade, grabbing her coin. This shouldn’t have happened since the DG had both Crew Protect and Oarsman aboard.
I was just playing this game to showcase the new stuff and I got a horrid bloodbath! O_O
The Tempest shoots at the Cascade and hits her with a wave attack!! Namazu’s not the only one who can do that in these parts…
The Jarvis isn’t so lucky this time, with her explorer abandoning ship to join the dead at Skull Island.
The Cascade rows away at 4S and the DG at 2S (realizing my mistake on the latter, keeping the Cursed alive).
Blackheart continues to take over the game, sinking both ships!!
The Tempest finally succeeded at her whirlpool generation ability, placing one next to the Pirate home island in case they would be able to make a quick getaway soon (if another whirlpool was placed elsewhere). The 1 on their HI just represents the 10 from the destroyed fort.
The Neptuno loses her helmsman to the spirits of Skull Island! The island may have been drained of gold today, but it gained two new souls… perhaps we will see it again….
The desperation of the endgame has begun. Blackheart gets his first 6 with All-Powerful and commands the Jarvis to shoot at the Neptuno! However, she shoots 0 for 3! XD
The Neptuno flees, but gets rammed by the Jarvis again. The Jarvis again loses the boarding party, failing consistently here at the end of the game. Blackheart arrives in the Tempest to bring the Neptuno down to 1 mast, with all 3 ships nearly at Ocean’s Edge!
The Jarvis does something I try to avoid but could not in this situation: a round earth ram! She finally wins a boarding party to steal a coin.
El Neptuno does a high wire act, reminiscent of the Black Pearl at the end of Dead Men Tell No Tales:
The Jarvis wouldn’t fit on the other side, leading to the main awkward thing about using round earth. Still worth it though!!
The uncaptained ships were content to make their way home with a coin apiece, but as Thanos said, “destiny still arrives.” In Pirates CSG that destiny takes the form of All-Powerful Emperor Blackheart, rolling another 6 to force the Neptuno away from her own home island. The Tempest round earths and slaughters her final mast, eliminating the Spanish from the game.
The Tempest captured the Neptuno and brought her to the Pirate HI, while the Jarvis got home with another coin for the Americans. With all gold unloaded, it was finally over.
I had no idea the game was going to be this bloody and full of carnage, with nearly all ships sunk or dismasted:
In the end, The Cursed claim victory!
The Cursed: 18 gold
Americans: 14 gold
Pirates: 12 gold
Spanish: 7 gold
What a game! Not only was it exciting and a bit crazy throughout, there were even close scores at the end. This game was like a love letter to Pirates in a way – even with a rushed setup and quick gameplay, it was absolutely incredible! It really showed how great the game is overall.
The new stuff was great to see in action for the first time. The wooden ships have really neat artwork, while the 3D printed ships feel about as sturdy as the original styrene models. Some improvements should be made with the 3D printed stuff, since the ships aren’t perfect (not saying this is the fault of the file creators, I think it’s just somewhat inevitable). However, playable is awesome to have so soon after getting my printer. I also really like the 3D printed forts and island, though I think in the future I’ll change the fort rules a bit, probably making them more difficult to face if in the same category of an NPC. They could also be regular forts, or maybe even start as NPC before being taken over and used by a player. Tons of possibilities and fun house rules!
If you love Pirates CSG, I do recommend the Ender 3 V2 as it led to exactly what you saw in this report! Now that I’ve played this game I plan to continue working on 3D printing Pirates stuff when I have time. If you have any contributions of your own, feel free to post them in the 3D printing thread.