Epic Seas – My Custom Fantasy Set is “Done”!

Pirates of the Epic Seas – A Custom Fantasy Set of Epic Proportions

I started making custom game pieces for Pirates CSG back in 2011, but up until 2018 I mostly just made historical customs.  Around February 1st of 2018, I started making some “fantasy”, or non-historical, custom game pieces.

It only took me about a week to really rev up “production” and I was off to the races creating a TON of fantasy customs.  On February 9th I officially announced my second custom set, which would be an all-fantasy set to be the utter opposite of my main custom set, Pirates of the Age of Sail.

Eventually I decided to name the new set: Pirates of the Epic Seas (you can see it on the 4th sheet).  I generally enjoy the “epic” side of things, which you can see in my favorite movies and music.  Throughout the process of making the set I constantly underestimated how big it would get.  The set quickly grew to over 100 game pieces in February 2018:

There is more coming, but I would estimate that I won’t add more than a few dozen more pieces eventually. That could change, but for now the set is mostly done.

Boy was I WAY wrong!!

I am happy to say that Pirates of the Epic Seas has reached ONE THOUSAND total game pieces!!!  O_O

Lately I have been finalizing the set in various ways – almost every game piece should now have flavor text.  The only exceptions should be some of the stuff that normally didn’t have flavor text – UT’s and equipment.  I’ve also been working through some of the unfinished or partly finished customs, to the point where now there shouldn’t be any customs in the set that are “not ready for playtesting”, which I like to denote with a question mark somewhere with the ship stats/abilities.  The “Collector’s Numbers” are mostly inaccurate and simply reflect which game pieces have been publicly released on a forum such as the Custom Ships thread that you can post in.

I’ve also completed the set description that would theoretically be on the back of any packs for the set:

Chaos reigns. Strife is rampant. With the global political situation teetering on the edge of absolute catastrophe, conflict seems inevitable. The Cursed have risen again, and appear to be far stronger than ever before. A prolonged worldwide arms race and increasing tensions in every ocean can lead to only one thing: WAR. Gold will be lost, and glory will be found. Which side will you take in Pirates of the Epic Seas?

I’ve been wanting to do a “set analysis” for quite some time, and now that I’m pretty satisfied with the set’s progress, hitting 1,000 game pieces is the perfect time to finally look at the numbers.

Pirates of the Epic Seas: By The Numbers

Cursed

Ships: 157 (127 C/U/R, 6 SE, 24 LE)

Crew: 102 (81 C/U/R, 3 SE, 18 LE)

Forts: 13

Total new game pieces: 272

Jade Rebellion

Ships: 57

Crew: 36

Forts: 5

Total new game pieces: 98

Barbary Corsairs

Ships: 40

Crew: 43

Forts: 2

Total new game pieces: 85

Americans

Ships: 32

Crew: 35

Forts: 3

Total new game pieces: 70

French

Ships: 26

Crew: 24

Forts: 4

Total new game pieces: 54

Spanish

Ships: 18

Crew: 19

Forts: 2

Total new game pieces: 39

Pirates

Ships: 43

Crew: 33

Forts: 3

Total new game pieces: 79

Vikings

Ships: 12

Crew: 23

Forts: 1

Total new game pieces: 36

Mercenaries

Ships: 96

Crew: 118

Forts: 6

Total new game pieces: 220

Neutral

Ships: 3

Crew: 3

Forts: 2

Total new game pieces: 8

English (All LE, as they were never supposed to be in the set)

Ships: 8

Crew: 4

Forts: 1 (Lighthouse)

Total new game pieces: 13

Equipment: 10

Unique Treasures: 15

Super Rares: 5

Special Editions: 34

Limited Editions: 89

Pirates of the Caribbean movie pieces: 10

Islands: 1 (designed to be played as a set of 5)

Unreleased/No Rarity: 2

Total Ships: 492

Total Crew: 440

Total Forts: 42

Total new game pieces: 1,002 and counting (including the 2 “Unreleased” whose designs are confirmed)

The set was NEVER meant to be balanced, in terms of factional parity or in terms of ship/crew ratios within each faction.  That’s part of the reason it’s pretty random.  However, I’m actually quite satisfied with how it has turned out.  Below you can see part of the new sheet with the breakdown of game pieces.

Epic Seas breakdown March 2019

 

Thanks for checking out my custom set!

Pirates of the Epic Seas

“Ain’t No Grave…”

“Ain’t No Grave…”Delusion glow in the dark ship (Ain't No Grave fleet)

Originally published to Miniature Trading on June 3rd, 2017

159 Points

This is simply a fleet that is designed to not die. Everything in the fleet is based on surviving through hell and back. The main goal is to keep the ships afloat and keep the crew alive. Before continuing, I will admit that this fleet has two major weaknesses: Stinkpot Stuff and cancellers.

Here is the setup for each of the ships:

Delusion
-Eternal
-Ghost Ship (can’t be rammed or boarded)
-Can’t sink (Davy Jones copies the Republique’s ability)
-Cancelling (Papa Doc)
-Fear (can act as a secondary canceller)
-Shipwright ability
-Third potential cancelling action with Stinkpot Shot
-Oarsman (prevents capture and scuttling)
-Fantasma is immortal (he is there for thematic reasons and can represent Captain Salazar from Dead Men Tell No Tales)

Papa Doc
RtSS-028b, Common
Cursed
Points: 8

Ability: This ship gets +1 to her boarding rolls. Once per turn, one crew or ship within S of this ship can’t use its ability that turn.

Concordia
-Built in offensive ability
-Eternal
-Oarsman (prevents capture and lets the ship shoot 5 cannons with no masts, must be eliminated for capture)
-Crew cannot be eliminated (lol)
-Most offensive ship in the fleet (EA + reroll w/captain and helmsman)

Mercury
-Submarine
-Ignores first hit w/ all hull pieces
-Eternal
-Cancelling
-Oarsman prevents capture
-Crew cannot be eliminated

La Republique
-Can’t sink (but “can be scuttled”)
-Oarsman prevents capture and dereliction, and therefore the ship can’t be scuttled (lol)
-Cancelling
-Perfect combo because Ex-Patriot wouldn’t work with Eternal anyway, and ship provides Davy Jones with an ability to copy for a cheap point cost

The point total quickly escalated above what I had originally intended, and the Republique and Davy Jones weren’t part of my original idea. At 160 points, your opponent could certainly craft a fleet that could take this apart, but it would still be incredibly annoying to deal with.

Section: Ship #1 (10 miniatures)
Miniature Set Number Type Rarity
1 x Davy Jones PofDJC 025 Crew R
1 x Delusion RotF SE01A Ship SE
1 x El Fantasma PofSCS 136 Crew SR
1 x Helmsman PofDJC 121 Crew C
1 x Oarsman PofDJC 129 Crew C
1 x Papa Doc PofDJC 024 Crew R
1 x Sammy the Skull F&S 021 Crew R
1 x Shipwright PofDJC 130 Crew C
1 x Sir Edmund F&S 082 Crew C
1 x Stinkpot Shot F&S 108 Equipment U
Section: Ship #2 (6 miniatures)
Miniature Set Number Type Rarity
1 x Commander Steven Decatur PofBC 094 Crew R
1 x Gus Schultz RotF 063B Crew C
1 x Helmsman PofR 133 Crew C
1 x Jonathan Haraden PofR 091 Crew R
1 x Oarsman PofR 138 Crew C
1 x USS Concordia F&S 006 Ship R
Section: Ship #3 (6 miniatures)
Miniature Set Number Type Rarity
1 x Diamond Nelson Turner PofBC 216 Crew PR
1 x Helmsman PofR 133 Crew C
1 x Montana Mays F&S 030 Crew R
1 x Oarsman PofR 138 Crew C
1 x Ralph David RotF 060 Crew C
1 x USS Mercury PofMI 300 Ship PR
Section: Ship #4 (3 miniatures)
Miniature Set Number Type Rarity
1 x Christian Fiore PofMI 025 Crew C
1 x La Republique PofBC 079 Ship U
1 x Oarsman PofCC 121 Crew C

 

This fleet was inspired by the song used for the trailer for Dead Men Tell No Tales.

Fleet picture from MT isn’t loading, so you can see the fleet here as well.

Tom Brady is Thanos, and Admiral A7XfanBen is Tom Brady

Tom Brady is Thanos, and Admiral

A7XfanBen is Tom Brady

Warning: Self-congratulatory stuff ahead… I know how big my ego is around playing the game; I’m self aware of how silly it sounds haha.  But I’ve won the Pirates CSG games that are most important to me and I love epic stuff more than any Pirates CSG fans I’ve seen, and I can’t help but notice amusing parallels to other things. 🙂 

Silly fun post not to be taken seriously!

Spoilers Ahead

Last night (February 3rd, 2019), myself and many others witnessed a thoroughly unsurprising event.  Tom Brady won his 6th Super Bowl ring, further extending his legacy as the greatest player in the history of football.  As he always does, Tom proved the doubters wrong.  After his previous success, especially the historic comeback against the Falcons in Super Bowl LI, NO ONE should have been betting against Tom Brady.  He is the god of football, and now there is simply no debating that.

Tom Brady is Thanos

With his 6th championship ring, Tom Brady now has as many Super Bowl rings as Thanos has/had Infinity Stones.  At any time now he could do a snap and erase half of all people, or perhaps just half of the NFL.  XD  Tom is now 6-3 in his nine Super Bowl appearances, breaking a tie with Charles Haley for the most championships by a single football player and moving into a tie with the Steelers for the most championships of any TEAM.

Tom Brady is Thanos

TB12 sitting on his throne with an Infinity Gauntlet of Super Bowl rings. (not my picture – full credit to BeatATrexx on Imgur)

Tom Brady and Admiral A7XfanBen

After winning VASSAL Campaign Games 1, 2, and 3, I became “the Tom Brady of campaign games”.  This is because Tom was 3-0 in his first three Super Bowls, and now I am 3-0 in my first three non-solo Pirates CSG campaign games.  You can see how I did it in my Epic Videos playlist.  CG4 has begun, although it is likely to last FAR longer than any of the previous VASSAL campaign games.

There are a number of additional parallels between Tom’s Super Bowl legacy and my own campaign game legacy.  CG1/2/3 were all played in a 2 year period from February 2016 (start of CG1) to March 2018 (end of CG3), which covers the three calendar years from 2016-2018.  It took Tom only 4 years to accumulate 3 wins, similar to how it took me only about 2 years (and one month) to accumulate 3 wins.

Opponents

In terms of opponents, Tom was a massive underdog to the Rams in his first Super Bowl (SB).  Xerecs and I faced off in CG1, the first-ever VASSAL campaign game.  It could be argued that neither player was really a favorite or underdog.  I did not control the best faction in the game, the Pirates, nor the French, another very competitive faction.  I ended up winning as the Spanish, dominating the game in general.  The Patriots were the favorites in Tom’s second SB, just as I would have to be favored to win CG2 against 2 other players.  The Patriots were also the favorites in Tom’s third SB, just as I would be to start CG3 (as the most successful and experienced player in that game).

Margins of Victory

A more stark contrast lies in the margins of victory, which are necessarily opposite due to the nature of the radically different games.  Tom’s Super Bowls are pretty much always decided by a tiny margin, often by 3 points.  With the shortest VASSAL campaign game (CG1) requiring a full 3 months of play to finish, and with Last Fleet Afloat rules in effect, it’s inevitable that my CG wins would be lopsided at the finish.  However, there were some close moments, notably when the Pirates nearly attacked the Spanish in CG1, when the Pirates had a points lead over the English in CG2, and when multiple factions had better starts than the Americans in CG3.

Thanos and Admiral A7XfanBen?

What if someday I get to 6 victories in Pirates CSG campaign games?  Will I “retire”?  Nope, I’m going nowhere!  I also don’t like to think about what would happen in a “snap” comparison – by the time I win my 6th, it’s possible that half of the current community will be gone.  🙁   Let’s not let that happen!!  😀

What’s Next?

Tom has already stated that he will not be retiring, so a potential 7th ring is already in his sights.  While CG4 and the Caribbean game slowly languish on, I have turned my attention to The Hourly Campaign, a solo campaign game, for want of players.  Thanos will presumably look to defend his Infinity Stones in Avengers: Endgame.

The interesting thing about what lies ahead is that Tom lost consecutive Super Bowls and went a full 10 years before winning his fourth.  Incredibly, something vaguely similar could happen with me, though of course I am confident in my abilities.  It’s certainly possible I may not win CG4, which will likely take multiple years to conclude.  Instead, I will try to break from this “Tom Brady and the Patriots” campaign game tradition and continue my undefeated streak.  😀

Click here to get your Tom Brady Thanos gear!  If you want to beat me in a campaign game, you better buy some packs (This site contains affiliate links for which I may be compensated) to get started, cuz I’ve got a 500+ game advantage.  🙂  If you’re like me, the following video will motivate you to WIN.  (not my video; full credit to GoobzTV on youtube)  Finally, it looks like Joseph Vincent is going to make a sequel to his EPIC 5 Rings video.  Edit: It’s here!  Tom Brady – Six Rings (An original Documentary)

 

Here is my hype video for VASSAL Campaign Game 4.  If I can win it in due time, I would be 4-0 in Pirates CSG campaign games.

 

Edit (11/24/2020): Adding this relevant video to this post; hopefully my best one yet.

Greatest Rivalries between Factions in Pirates CSG games

Originally posted to Miniature Trading on October 9th, 2016

Greatest Rivalries between Factions

As the title says, what are the factions that fight each other the most in your games? Which rivalry has the bloodiest history? Story time!

~~~~~

For me, it has to be Spanish vs. Pirates. For some reason, they almost always seem to be at odds with each other. It’s not on purpose at all, and never has been. I’ve had plenty of the classic English/French wars and plenty of different wars between all the factions, but the Spanish/Pirate rivalry is so consistent, legendary, and brutal that it has to take the cake.

Warning: spoilers ahead!

My “Guide to huge games” thread has links to all the different huge games (1,000+ points total) I’ve played in the past, which I will reference here. The Spanish and the Pirates have been at it since the very beginning. My first two packs contained two Spanish ships and two Pirate ships! My first cumulative game from 2011 was most memorable for the war between these two great factions. The Pirates hated the Spanish so much in that game it was unbelievable. They attacked in full force and effectively forced the Spanish out of the game, although it was partly due to other factions getting involved as well. The Pirates went on to repair their battle fleet and win the game, though the Spanish were the early favorites.

Then came the first 5 player 500 point game. The end of the game was controversial: Davy Jones’ Divine Dragon managed to sink two Spanish galleons right before they docked home gold, giving the Pirates a 48-45 victory! This further fueled the Spanish/Pirate rivalry, with the Cursed acting as a temporary sideshow.

Those games happened in 2011, and although I’m sure there were plenty of smaller games featuring battles between the Pirates and Spanish in the meantime, there was a bit of a “cool down” period. That is, until 2013’s Century of the Empires (CotE) game. That setup had the Americans in between the Spanish and Pirates, which would seem to act as a buffer. However, once the final battles began, the Pirates and the Spanish went at it again, utterly destroying the Americans in the crossfire! The Spanish eliminated the Pirates from CotE, exacting some measure of revenge…

Until the legendary Economy Edition game! After forming an alliance with the Franco-Spanish, the Pirates then proceeded to break their promise in the biggest betrayal in Pirates CSG history. That, coupled with non-allied attacks by the Americans and Cursed, wiped the FS from the game at the hands of the Pirates. This was the ultimate disrespect for the Spanish, and they were sick and tired of being on the losing end of things.

VASSAL Campaign Game 1 changed all that. The Spanish Empire flourished, and the Pirates weren’t ready. The Spanish swept down upon the Pirates at their fort, winning the Battle of the Devil’s Maw and later the battle at the Pirates’ home island. It took a long time, but the Spanish finally eliminated the Pirates and went on to win the game. It was a well-deserved victory for the Spanish, and between the records they set along the way (biggest fleet, etc) and the dominant fashion in which they won (with the exception of the late-game English battle fleet), the Spanish are relatively satisfied with the rivalry for now.

Looking ahead to more epic conflicts, the future is murky. The Spanish aren’t participating in CG2, so the Pirates don’t have to worry about them there. The World game is due to begin at some point, but the home territories of Spain and Singapore promise to keep the factions apart for at least a little longer. Of course, it’s only a matter of time before they clash again.

Even in my latest game they were at it again!

January 2019 update:

Crazy enough, the Pirates and Spanish have home islands near each other in BOTH The Hourly Campaign AND VASSAL Campaign Game 4!  I don’t want to speak too soon, but it’s hard to imagine them NOT clashing in at least one of those games, especially given the history between the two factions.  In fact, there’s already some tension between them in THC….

Xerecs wrote:

There hasn’t been a rivalry like that in any of my campaign games, yet. There have been game to game animosity and hatred, such as Spanish and American in the first and second CoE test games.

In CoE in 15, there were two main rivalries, the Spanish and Pirates; and the Americans and Cursed. The Spanish and Pirates started the first war of the game, with the Pirates launching a small HI raiding squad that was repelled by the Spanish. The Spanish followed the Pirates home and almost eliminated them. They were forced to spare the Pirates due to Cursed activity. Later on after re-building a little, the Pirates assembled a sizable fleet and sailed en-mass on the unguarded Spanish HI. The Spanish responded by fighting their hardest and repelling the Pirate attack, effectively taking them out of the game.

The Americans were dominant in their western part of the sea, putting down the English and expanding their empire. The Cursed launched a significant battle fleet, and used Becalmed twice to get the first shots on the Americans. However the Americans fought back and eliminated most of the Cursed battle fleet, effectively taking THEM out of the game, combat wise. The Americans then fought an English battle fleet, backing the English all the way to their HI, and were eventually proclaimed as winner of the 2015 CoE.

In the Economy game, the Pirates and Cursed were not present,and the great rivalry of that game was the two fold, the Americans and French, and the French and English. Though the Spanish were present, they were not a factor until late in the game, thus taking them out of rivalry contention. The battle between the English, French and Americans dominated that game and made each faction hate the other.

The next campaign game was this year’s CoE, in which their was only one real rivalry: Cursed v. Everyone except the English. The Cursed and Americans contested the middle ocean, with the Cursed pushing the Americans back, for a time. The Pirates tried to take gold and resources from within the Cursed’s sphere of influence, for which the Cursed attacked them with almost everything they had, sinking the Pirate launched Baochuan, and destroying the Devil’s Maw fort for a time. The French sailed south around the English and Spanish and tried to forcibly take Cursed territory, which met with mixed success. The Cursed fought back, but were weakened from the ongoing conflicts with the Pirates and Americans, and Spanish to boot. This resulted in a slow decline for the Cursed, which opened the door to the renewal of the French-English rivalry.

For this Winter’s campaign game, there will be no factional divisions, it will instead be player divisions, with me against my two brothers and perhaps our friend from the Economy game. Thus it will be a rivalry of persons, like CCM’s great campaign in 2011.

Also, the examples don’t have to be from campaign games or anything – I’m aware that Xerecs and I are mostly the only ones that play them. I just remember them a lot better than all the little games I’ve played, and a larger and longer game naturally has more potential for a rivalry than an hour-long game.

As a matter of fact, I can’t really think of specific factional rivalries within smaller games over the long haul – I’ve played so much that everyone has warred with everyone multiple times throughout history! laughing

Greatest rivalries between factions

Original thread on Miniature Trading

The Huge Game Legacy Thread

The Huge Game Legacy Thread

Originally posted to Miniature Trading on December 27th, 2017

Definitions:
-A huge game is any game of Pirates that totals at least 1,000 points at any given time.
-A campaign game is any game of Pirates CSG that uses gold to purchase additional game pieces during the game, rather than the game ending under the normal rules.
-There isn’t really a difference between a “campaign game” and a “cumulative game”. I would suggest that the main difference is that a campaign game (CG for short) often uses a custom ruleset to make it a campaign, while a cumulative game is generally a “regular” CG without any custom ruleset used aside from a few house rules.

(I was originally going to call this thread the Campaign Game Legacy thread but thought better of it after realizing how confusing the definitions would be if I grouped my “regular” huge games under the CG definition.)

If you’re interested in playing your own campaign games, I’d recommend the Guide to huge games thread. This thread heavily borrows from that, but is more of a reflection and analysis with less how-to and more spoilers.

I have documented the epic history of my huge games, with links to the games played by Xerecs (and his brothers and friend) as well. (he may create entries for his games at some point) Enjoy!

Click on a game’s title to read the battle report.

1. Cumulative game from June 2011

Summary: My first cumulative game, at least as far as I can tell. This may be my favourite battle report I’ve ever written, even though I wrote most of the report years after the game took place. This is my most nostalgic game of Pirates. It’s the only actual game to feature the harbour system, which was mostly used during Historical Fantasy Scenarios.

Factions participating: English, French, Spanish, Pirates, AMerCursedCorsairs (permanent alliance of Americans/Mercenaries/Cursed/Barbary Corsairs)

Starting conditions: 20 points per fleet, 20 wild islands (14 mysterious), many UT’s.

Unique features:
-Harbor system instead of home islands
-Huge ocean using my entire room
-Unprecedented amount of gold on each wild island
-Due to a smaller collection at the time, the opportunity to use duplicate ships and custom rulings for a few game pieces
-Infantry and artillery rules from RISK (hardly used during game however)
-Chain exploring by the Spanish

Battles: (for this entire thread, the instigator will be listed first if known)
-Pirates vs. Spanish: Short skirmish in the middle of the ocean (Spanish tactical victory, made the Pirates hate the Spanish)
-English vs. Spanish: Heavy losses on both sides, English tactical failure and small Spanish strategic victory
-Americans vs. Spanish: Spanish victory (retained the Cursed Conch and dealt the Americans heavy losses)

(there is a break here to denote how much the game changed as a result of the next battle)
-Pirates vs. Spanish (and later vs. English): Largest battle of the game. Spanish eliminated from the game. Very heavy losses for the Pirates. Pirate victory.
-French vs. Americans: Unknown victor, French likely failed in their efforts to steal the Cursed Conch.
-English vs. French (and later vs. Pirates): English and French nearly eliminated each other, making it relatively easy for the Pirates to deal with the leftovers and win the game. Pirate victory.

Wars: (for this entire thread, the instigator will be listed first if known)
Pirates vs. Spanish (essentially started early in the game, though declarations of war weren’t as common in my games back then)
Possibly English vs. French, though this wasn’t important compared to the above rivalry.

Alliances: (for this entire thread, the instigator will be listed first if known)
None known other than the permanent alliance to beef up the smaller factions.

Most notable game pieces:
Cazador del Pirata
Cursed Blade
Various 5 masters
Cursed Conch UT

Most important things:
Spanish (chain exploring from powerful mysterious island)
Cursed Conch
Pirates

Results:
1. Pirates
-I didn’t record the order of eliminations for all the factions, so I’ve left this blank for my spreadsheet.

Reflection

Pros: Epic battles, massive fun with the Cursed Conch and it’s effect on the game, and using the harbour system in a real game.

Cons: Far too much distance between islands and harbours, not to mention the locations of the harbours themselves on the ocean. I used an entire room for this game, and as a result the English and French harbours were considerably more isolated than the Spanish, Pirate, and American harbours near the middle of the sea.

Overall size: Unknown. I never did a point count, but according to my original reports, there were over 100 ships in play at some point. Estimated size between 1,200 and 2,000 total points, the peak size likely occurring right before the outbreak of the big battle between the Pirates and Spanish. I used almost my entire room for the ocean, so it was a very long rectangle with another rectangle for part of it (shaped somewhat like “00oo”, if you pretend that the shape is floor/ocean space). After measuring the same area, the total length was about 15 feet. The narrow end of the rectangle had the English and Spanish harbors (3.5 feet wide), while the bigger end with the Pirate, American, and French harbors was 6.5 feet wide. When combining these two areas (8.5×3.5 and 6.5×6.5), it gives a total ocean size of 72 square feet!

Biggest fleet: Spanish before their elimination at the guns of the Pirates and English

Total length: About a week

Records:
-72 square feet of ocean, the largest for any of my games
-Likely one of the biggest and most chaotic battles of all time with the Pirates vs. Spanish vs. English changing the game for the remainder, eliminating the then-favorite (Spanish), and just causing a huge mess. If the Pirates had suffered smaller losses, they might not have actually won, as the losses forced them to return to their harbor while the other factions fought and weakened each other, allowing the Pirates to return at decent strength.

Favorite quote:

Quote:
All I remember is that all hell broke loose. The Spanish panicked, the chain broke, and the Pirates attacked!

Signature picture: (none were taken during the game, but this gives an example of the harbor system)
Historical Fantasy Scenario of Pirates CSG Harbor example

2. First 5 fleet 500 point game (August 2011)

Summary: Still the largest “regular” game I’ve played, this was the first of three 5 player 500 point games. The first one was definitely the best of the three, and it remains one of the absolute best games I’ve ever played. It featured a lot of memorable moments, and the finish was downright epic, including the top 3 fleets being within 5 gold of each other!

Factions participating: English, French, Spanish, Pirates, AMerCursedCorsaiRebels (permanent alliance of Americans/Mercenaries/Cursed/Barbary Corsairs/Jade Rebellion; referred to as the Amercs in the battle reports)

Starting conditions: 500 points per fleet, 20 wild islands, 21 pieces of terrain, many UT’s.

Unique features:
-Likely the largest game ever by points outside of true campaign games (2,500 total points)
-Possibly the first documented use of chain towing
-Potential for triple actions (based on rereading the battle reports)

Battles:
-English vs. Pirates: Indecisive and short; various capital ships on both sides sunk.
-French vs. Amercs: Indecisive, minor losses on both sides.
-Pirates vs. Spanish: Small stakes; Spanish victory.
-Spanish and French (not allied) vs. Amercs: Amercs would have eventually been eliminated if not for the game ending due to all gold being unloaded.
-English vs. Pirates: Indecisive chase battle. English suffered heavier losses but battle was irrelevant to end results.

Wars:
Anglo-Spanish vs. Amercs: Likely without a declaration of war, but the closest this game came to having a true war. The allies had the upper hand in combat and would have eliminated the Amercs in the long run, but the Amercs got the last laugh by “unintentionally intentionally” giving the Pirates (a rival of both the English and the Spanish) the win via Davy Jones.

Alliances:
English/Spanish

Most notable game pieces:
Davy Jones
Divine Dragon
Missionary
Santa Ana
Enterprise, HMS Titan, USS Stephens, Nautilus, HMS Granville

Most important things:
Davy Jones/Divine Dragon
Anglo-Spanish alliance
Davy Jones vs. allies dilemma
“Last-minute end-of-game chaos”

Results:
1. Pirates: 48 gold
2. Spanish: 45
3. English: 43
4. French: 28
5. Amercursedcorsairebels: 9

Reflection

Pros: Start out with long turns, and then the game gets faster as you go along (the opposite of cumulative games). Very fun and fast-paced gameplay, with a lot of big decisions affecting the outcome.

Cons: None.

Overall size: 2,520 points at the start of the game. This includes the four 0LR +5 crew. Essentially a 2,500 point game. 157 total ships.

Total length: 1 week

Records:
-Tied with the other two 2500 point games for the largest total build points used in a “regular” game.

Favorite quote:

Quote:
…the English/Spanish are planning to go on the attack as soon as they can repair their damaged gunships and formulate a plan of action (or a plan of extra actions, haha).

(plus the entire final battle report from August 12th, 2011)

3. Second 5 fleet 500 point game (February 2012)

Summary: Similar to the first one, just not as exciting and memorable.

Factions participating: English, Spanish, Pirates, France/Americans/Barbary Corsairs (referred to as the French Americans), Cursed/Mercenaries (referred to as the Merccursed in the battle reports)

Starting conditions: 500 points per fleet, 15 wild islands, 14 pieces of terrain, 16 UT’s.

Unique features:
-Likely the largest game ever by points outside of true campaign games (2,500 total points)

Battles:
-Spanish vs. Merccursed: Spanish victory
-French Americans vs. Pirates: Likely Pirate victory; capital ships lost on both sides
-English vs. Pirates: English victory; Pirates lost almost half their fleet
-English vs. French Americans: Small skirmish; English victory
-Merccursed vs. Spanish: Spanish victory
-Merccursed vs. French Americans: Decisive Merccursed victory
-Spanish vs. English: Tactical Spanish victory; irrelevant to final results
-Pirates vs. French Americans: Indecisive skirmishes
-Merccursed vs. French Americans: Unknown victor; irrelevant to final results
-Spanish vs. English: Tactical English victory

Wars:
Not any true wars in this game, it was a somewhat chaotic free-for-all and there wasn’t as much bad blood and defined rivalries as in most huge games.

Alliances:
None known

Most notable game pieces:
Mostly capital ships
Forward
Wolves
HMS Bath, HMS Lady Provost, HMS King Edward

Most important things:
English dominance of Pirates
Capturing ships
Round earth rules

Results:
1. English: 81 gold
2. Pirates: 25
3. French Americans: 21
4. Spanish: 0
5. Merccursed: 0 (I put them behind the Spanish because they never had a single coin at any point during the game).

Reflection

Pros: Same as the other 5 fleet 500 point game.

Cons: Not as exciting as the first 2,500 point game. For me, the least memorable huge game I’ve played.

Overall size: 2,520 total points. 165 total ships.

Total length: 3-4 days

Records:
-Tied with the other two 2500 point games for the largest total build points used in a “regular” game.
-One of the highest totals of ships used in a “regular” game, especially one with an actual battle report (165 ships)

Favorite quote: (not many from this game)

Quote:
The English used the “round earth” rules to go to the other side of the sea and try to get to two far-off islands, but things became much more complicated than that. The English ended up having to send some of their best gunships over to take care of the Pirates, heading for the same islands, and took out 24 masts in one turn of furious broadsides (mostly the work of the HMS Grand Temple, HMS Titan, Bretwalda, Ark Royal, and Apollo).

4. Pirates CSG combined with RISK (June 2012)

Summary: This remains my only personal custom ruleset. Combining the land warfare of RISK with the naval warfare of Pirates, this game was epic indeed. Coming up with the rules and designing a global ocean took a lot of time, but I was eventually satisfied with the setup. This was also my first time playing a huge game that utilized a custom ruleset.

Factions participating: English, French Americans, Spanish, Pirates, MercCursedCorsairRebels (a fleet combining the factions of the Cursed, Mercenaries, Barbary Corsairs, and Jade Rebellion; referred to as the MCCR’s)

Starting conditions:
-20 points per fleet
-Each faction gets a home territory (HT) from the RISK board
-House rules for RISK portion found in the Battle Report

Unique features:
-Combination of two board games
-Land warfare!
-Two maps: the regular RISK board used for land combat, with another area for the world ocean where the ships were.

Battles:
-MCCR’s vs. Pirates: tiny Pirate victory (Fallen Angel captured)
-English vs. French Americans: English victory (establishing dominance at the Battle of the Caribbean)
-English vs. Pirates: Pirate victory in the Indian Ocean
-English vs. Spanish: Decisive English victory in the Pacific
-MCCR’s vs. Pirates: Decisive MCCR victory, Pirates eliminated
-English vs. French Americans: English victory, blockade of French HT set up
-English vs. Spanish: Decisive English victory, Spanish effectively eliminated
-French vs. English: English victory
-Battle for Asia (land warfare): French victorious early on, but eventually pushed back and overwhelmed by MCCR army (French Americans eliminated shortly afterwards)
-Battle of the Atlantic: English victory to win the game

Wars:
None declared that I know of, though the English vs. Spanish and MCCR vs. English (at the end) rivalries could certainly be considered full-scale wars.

Alliances:
French Americans/Spanish (mostly irrelevant)

Most notable game pieces:
HMS Victor
Grim Reaper
Delusion/Baochuan/Shui Xian (in a bad way, as they were horrifically inaccurate)
Ramsgate
English capital ships

Most important things:
Flawed land rules (couldn’t acquire gold via army units, now fixed in updated rules)
Aggressive expansion (English and MCCR’s dominated game after taking the initiative at sea)

Results:
1. English
2. MCCR’s
3. French Americans
4. Spanish
5. Pirates

Reflection

Pros: Truly realistic “global” scale, using real-life territories, continents, and locations. Very interesting take on the world of Pirates CSG to combine it with another game. Grand scale that makes you feel like you’re playing a game of life rather than just a petty war in the Caribbean.

Cons: The RISK portion was underpowered. If I play this game again I’m going to edit the ruleset so troops can acquire gold over land.

Overall size: Unknown. Definitely a huge game, but probably under 2,000 total points. The only clue is that at the beginning of the final battle, the two combatants combined for 62 total ships, with the other fleets having already been eliminated.

Biggest fleet: English

Total length: About a week I think.

Records:
-None that I know of, other than one of the only games (or the only one) to use two maps that represent the same ocean in the same game.
-10 master futility: Shui Xian and Baochuan (the latter with a world hater ability) go 2 for 13 combined during a turn. English won the final battle somewhat easily despite having no 10 masters against 3 for the MCCR’s.

Favorite quotes:

Quote:
The Spanish wanted to control all of North America, as well, and the English HT of Greenland was the only territory left that they hadn’t occupied. They had built the fort Puerto Blanco on Hawaii, and were transporting troops from there to Alaska when the English rounded Alaska and began their assault. The Spanish panicked and asked if the English would stop their attack if the Spanish retreated from Hawaii and stopped the apparent invasion preparations. The English went on with their attack, with nothing to gain from letting the Spanish get away.
Quote:
…the Spanish decided on a desperate cheap shot, using the Santos Romanos to sink both the Victoria and her prize. Furious, the English turned around the untouched HMS Apollo (F&S version) and blew the Spanish blockade runner out of the water at point-blank range. With that, the Spanish lost their last ship and are officially out of the naval war.
Quote:
Shap’ng Tsai, captain of the obtrusive Shui Xian, seems a bit confused on how to help out, as he thought he would be fighting, not watching and carrying troops.

 

5. Third 5 fleet 500 point game – Defence of St. Helens Island (June 2012)

Scenario

Summary: The biggest deathmatch I’ve ever played. A fun scenario, but the fleets were probably too big for it (maybe the only time you’ll hear me say that!). It was more memorable than the second 2,500 point game but slightly disappointing overall. However, the scenario itself is brilliant and rather interesting.

Factions participating:
Attackers: English, Pirates, and MercCursedRebels (Mercenaries/Cursed/Jade Rebellion all in one 500 point fleet)
vs.
Defenders: Spanish, French Americans

Starting conditions: 500 points per fleet, 1,500 total points for the attackers and 1,000 total points for the defenders. The picture shows the rest.

Unique features:
-Likely the largest game ever by points outside of true campaign games (2,500 total points)
-Fun scenario!

Battles/Wars:
The entire game!

Alliances:
Just the 3 on 2 nature of the scenario.

Most notable game pieces:
10 masters (negative)
HMS Bretwalda (successful Broadsides Attack may have made the difference at the end to take out El Acorazado)

Most important things:
Baochuan goes 7/20 in a double action with a world hater aboard, which seemed to anger me so much that it nearly ruined the game and almost definitely made the battle report shorter than it would have been. (the Shui Xian and Delusion doing similarly awful contributed as well)
Tight spaces to sail such huge fleets through
Incredibly massive logistical maneuvering nightmare!

Results:
The attackers won on turn 14, one turn before the time limit would have expired and given the defenders the win.

Reflection

Pros: HUGE deathmatch! Lots of chaotic fighting, especially around the forts and entrance points.

Cons: Fleets were a bit too big – lots and lots of rolling dice.

Overall size: 2,520 points. 137 total ships.

Total length: 1-2 days

Records:
-Tied with the other two 2500 point games for the largest total build points used in a “regular” game.
-Possibly the largest deathmatch ever

Favorite quote: (extremely short battle report)

Quote:
I would play more today, but the ten masters have ruined my gaming experience for the day Sad. I would rather not go on a long rant, but if they keep disappointing me I think I will flip out. Basically, they all stink.

(I do not think I have ever been more frustrated when playing Pirates)

Signature picture: (not my original photo or scenario!)
Defence of St. Helens Pirates CSG scenario

6. Century of the Empires (June 2013)

Ruleset

Summary: A monumental achievement for me on so many levels. The MT era of battle reports was born, as well as the advent of pictures. This was the first cumulative game ruleset created by someone other than me that I played. This game and its reports redefined my standards for battle reports, and I’d like to think they’ve only gotten better and clearer since then. The game itself was absolutely fantastic; CotE is one of the best rulesets created for this game.

Factions participating: English, French, Spanish, Pirates, Americans/Jade Rebellion (referred to as the Americans), Cursed/Barbary Corsairs (Cursed Corsairs or just the Cursed)

Starting conditions: 20 points per fleet, 6 home islands, 12 wild islands, along with a Frozen North and Sargasso South.

Unique features:
-Sariouriel’s ruleset!
-Every ship requires two hits (overall) to eliminate one mast; derelicts only sink when they’ve been hit twice as many times as they originally had masts

Battles:
-English vs. French: English victory
-Americans vs. Pirates: American victory
-Spanish vs. Americans: Spanish victory
-English vs. French: English victory
-Pirates vs. Americans: Minor Pirate victory
-Cursed vs. English: Cursed victory

(these battles started after the gold was removed and the endgame began)
-Cursed vs. English: Decisive English victory, Cursed eliminated
-Spanish vs. Americans vs. Pirates: Spanish victory, all sides taking severe damage, Americans and Pirates eliminated
-English vs. Spanish: Decisive English victory

Wars:
-English vs. French
-Americans vs. Pirates
-Cursed vs. English
-Spanish vs. Americans vs. Pirates (free for all near the end)

Alliances:
None

Most notable game pieces:
Lost/Runes of Magic/Runes of Odin
HMS Gallows
Divine Dragon, Flying Dutchman
HMS Endeavour
Santo Columba, Santa Ana (SCS)
Alquimista, San Pedro
L’Heros
Revenant, Enterprise, Constitution
Various other ships (more than usual since ships stayed healthy and afloat longer than usual due to the house rules)

Most important things:
-2 hits to eliminate a mast, ships rarely sinking from combat
-Colonies and upgrade strategy
-Cessation of gold production (unfortunately)

Results:
1. English
2. Spanish
3. Pirates
4. Cursed
5. Americans
6. French

Reflection

Pros: Epic ruleset, huge ocean, big fleets. There are certain things in the ruleset that mimic real life, colonization, and empire in ways that RISK cannot. I love upgrades and the slow but natural pace of the game. Definitely a ruleset worth playing over and over again.

Cons: Inevitable rich-get-richer/poor-get-poorer nature of a cumulative game. Also takes forever, which I didn’t realize. 3 weeks was a decent start, but not long enough.

Overall size: 1,212 points in the sea at the end of turn 41, when gold production stopped. This sounds low based on the scope and nature of the game; it felt bigger than 1,200. The game ended up taking 62 total turns. The ocean was somewhat of a giant square, as you can see in the pictures, somewhere around 6 feet by 6 feet.

Biggest fleet: English

Total length: 3 weeks, 62 turns

Records:
-My first huge game with pictures
-Not really any numerical records, other than possibly tying the record for most hits required to dismast a ship (21 for the Acorazado with Joaquin Vega aboard)

Favorite quotes:

Quote:
The upside down SM island is actually a Cursed trade current that was placed by the UT Lost that was dumped on the Viper’s Bite via Pandora’s Box.
Quote:
The immense carnage of war at sea, with a view from the mizzen top of the Constitution

Signature picture:
2013 Century of the Empires Pirates CSG game

7. Economy Edition (June 2015)

Ruleset

Summary: After two years of smaller games, it was finally time to take on my most ambitious project yet. The ruleset was key, and it proved to be possibly my favourite ruleset yet, mostly because it limits the rich-get-richer/poor-get-poorer aspect that usually dominates cumulative games.

In the back of my mind, I kept thinking to myself that I wanted to make this game bigger than anything I had ever done. I accomplished that goal, but at what cost?

Factions participating: English, Franco-Spanish (FS), Pirates, Americans, Cursed

Starting conditions: 40 points per fleet, 26 wild islands

Unique features:
-Cannonfury’s ruleset!
-Unique custom terrain (arch, lagoon, shipwreck) that also provided a way to use super-valuable gold and silver

Battles:
-English vs. Americans: Small American victory
-Cursed vs. Pirates: Small and inconclusive
-English vs. Americans: English victory
-Cursed vs. Americans: Cursed victory in the Lagoon
-FS vs. Americans: American victory
-English vs. Americans: American victory, English eventually eliminated
-FS vs. Cursed: FS victory
-Americans vs. FS: American victory
-Pirates vs. FS: Pirate victory, FS eliminated
-Cursed vs. Pirates: Unfinished

Wars:
-English vs. Americans
-Franco-Spanish vs. Americans
-Franco-Spanish vs. Cursed
-Pirates vs. Franco-Spanish

Alliances:
English/Cursed (not fruitful or relevant, weren’t able to collaborate)
Pirates/FS (broken)
Pirates/Cursed (broken)

Most notable game pieces:
Maui’s Fishhook
HMS Pacificum
Devil Ray
Thompson’s Island
San Estaban (one of the luckiest ships of all time, shooting 8/9 with average cannons and surviving two full-scale Cursed attacks before being eliminated by the Pirate assault)
Brachyura
San Cristobal
Paul Revere
Calypso
HMS Swiftsure
Akua Lapu

Most important things:
-Resource system and strategy
-The Arch and Lagoon

Results:
1. Pirates
2. Americans
3. Cursed
4. Franco-Spanish
5. English

Reflection

Pros: Biggest physical game ever. Best-looking game I’ve ever played. Unique, custom made islands, terrain, and locations used for the first time ever. New concepts including the lagoon, arch, and gold-laden shipwreck. A blue ocean was used for the first time. MASSIVE fleets, huge launchings, epic strategy plays, incredibly diverse fleets, extremely unique ruleset that made the game more fair, shiny gold, shiny silver, chain exploring with native canoes, tons of fun, very intense battles, crazy house rules. Also introduced stuff from my custom set, CC Mike’s set, and RtSS. Nuff said?

Cons: The biggest disaster in my history of Pirates CSG. A horrific accident destroyed the entire setup and many ships were destroyed beyond repair. The bigger the stakes, the bigger the potential fall.

Overall size: 2,846 points at the end of turn 33. At the time, this was the biggest game I’ve ever played. Turn 33 alone saw over 1,000 points’ worth of purchases, meaning that one turn saw more stuff introduced than entire games start off with! Those 2,846 points accounted for 163 total ships, showing how heavily crewed a lot of them were. A number of turns later, another ship count revealed 181 ships in play, making this one of the biggest games ever by ship count as well as point count. In addition, with a higher number of ships the second time around, it’s likely that the game exceeded 3,000 total points. The ocean was about 5 feet long by 3 feet wide.

Biggest fleet: Pirates at 104 ships and possibly over 1,800 points

Total length: 1 month

Records:
-Possibly the fastest elimination of a major faction when the FS went from 700+ points to eliminated in just a handful of turns
-Notably held the record for largest physical game until Command the Oceans

Favorite quotes:

Quote:
…the Americans actually lost money on the fiasco
Quote:
Papa Doc cancelled Champ to the surface, allowing Brachyura to rip the serpent’s head off!
Quote:
Notice how the Moulin Rouge is heeled over to starboard from three submarines all ramming her on the same turn, blown backward from the impact
Quote:
The point count exceeded even my expectations, showing the absolutely epic and grand nature of this ridiculous cumulative game!
Quote:
After 38 turns, the carnage and chaos continues to mount.
Quote:
However, the Black Mamba rolled 0/3 and even rolled a 1 to eliminate one of her own masts for one of the least effective shoot actions in recent history, losing masts and not damaging the enemy in the process!
Quote:
…the Black Mamba went 0/3 once again and rolled two more 1’s. This means she’s 0/6 and has lost all of her masts based on her ability, not from any hostile ships shooting at her!
Quote:
An incredibly bizarre sight, the lagoon’s island has been temporarily displaced with gold still on it.

Signature picture:
2015 Economy Edition game (Pirates CSG)

8. Century of Empires (June-August 2015)

9. Economy (December 2015 – February 2016)

10. VASSAL Campaign Game 1 (February-May 2016)

Summary: After reviving the VASSAL module, Xerecs and I became excited by the possibilities of campaign games on the module. We hastily planned the first one, which would be a “regular” cumulative game with no special campaign ruleset or many house rules. Each of us controlled 3 fleets, which we HAD to play independently.

Factions participating: French, Pirates, Americans (controlled by Xerecs), Spanish, Cursed, English (controlled by a7xfanben)

Starting conditions: 30 points per fleet, 18 wild islands

Unique features:
-VASSAL system (virtual gaming platform)

Battles:
-Battle of Thompson’s Island: Spanish victory
-Battle for Cursed Captain Jack and the Cursed wild islands: Cursed victory
-Battle of the Two Paradises: Spanish victory
-Battle of the Devil’s Maw: Spanish victory, Pirates retreat
-Battle of El Puerto Blanco (eastern): Strategic Spanish victory
-Battle of the Pirates’ home island: Spanish victory
-Battle of Dread Isle: Spanish victory
-Battle of the Cursed home island: Spanish and English (not in an alliance) soundly defeat the Cursed
-War for CG1: Spanish outlast and outplay the English to win the game
(Other minor battles took place as well; many had the Cursed as the aggressor.)

Wars:
-Spanish vs. French
-Spanish vs. Pirates
-Spanish vs. Cursed
-Spanish vs. Americans
-Spanish vs. English

Alliances:
-Americans/French
-First Coalition between the Americans/French/English, with the goal of eliminating the Cursed (didn’t officially declare war, and the Cursed were eliminated by the Spanish)

Most notable game pieces:
Spanish native canoes
Cursed Captain Jack
OE Davy Jones (and LOTS of other Cursed game pieces that can move enemy ships, including some customs)
Acorazado, Garante, Augusta, Muerta
Le Bonaparte
Grand River, Harbinger, Swift
Carolina, Frontier
Divine Dragon, Loki’s Revenge, Hell Hound
Dreadnought, Apollo, Grand Temple, Endeavour
Amiral Stephan Dupuy, Emperor Blackheart, Elizabeth Swann, Commodore David Porter, unnamed Spanish admiral (aboard El Garante), Luis Zuan, Davy Jones, and the English Lords Beckett, Mycron, and Gunn
Celestine’s Charts

Most important things:
-a7xfanben launching more often early in the game than xerecs, who preferred to save up gold (which led to the Spanish, English, and Cursed to have faster starts in the arms race and eventually dominant fleets)
-Overarching fleet strategies: the Spanish were my imperial faction from the start, while the Cursed were a trouble-maker and the English would play “nice” (compared to past CG’s) and save gold. Xerecs had his own strategies for his fleets, but they were mostly wrecked somewhat early in the game by the Cursed and Spanish.

Results:
1. Spanish
2. English
3. Pirates
4. Americans
5. Cursed
6. French

Reflection

Pros: First campaign game played remotely (as far as we know). The first of many campaign games between Xerecs and a7xfanben! Plenty of custom game pieces were used. In addition, the interaction between leaders through the VASSAL chat was very unique (much of it wasn’t recorded, but the game was more complex than the battle reports show). It also became the largest game of all time (since broken by Command the Oceans).

Cons: Typical negatives of a standard CG. The rich got richer, and the poor got poorer, almost without exception throughout the entire game. As the game swelled to enormous size, the map started to look a bit too small, but the chaotic and bloody War for CG1 brought the game to a relatively quick end. This was about as “normal” as campaign games get, but it was a fantastic test of VASSAL’s capability (as well as Xerecs and I’s capability!) to run a long campaign game. One of the biggest problems concerned the lag – when the game size reached ~2,000+ points, zooming out to see more of the ocean produced a lag in the module. This was countered by simply ignoring the lag, and sometimes by not zooming out at all.

Overall size: 3,516 total points

Biggest fleet: Spanish at 1,631 points

Total length: 3 months

Records:
-Biggest virtual game ever
Largest single-turn launching: 628 gold (English battle fleet)
Most native canoes used in a game by a fleet: 35 (7 Spanish sets)

Favorite quotes: (also pretty much all my strategy summaries lol)

Quote:
The French might want to be a little more careful with their choice of words in the future, given the short fuse the Cursed have
Quote:
THE SPANISH DEMAND PAYMENT!
Quote:
the Spanish decided to punish the Americans (still not declaring war on them of course, as they are essentially a vassal (pun intended) or tributary state to the Spanish)
Quote:
VIVA EL IMPERIO ESPANOL!

Signature picture:
VASSAL Campaign Game 1 (Pirates CSG 2016 game)

11. Century of Economy (June-August 2016)

12. VASSAL Campaign Game 2 (February-December 2016)

Summary: For the second VASSAL campaign game, which started just a few days after the first one began, Xerecs and I wanted more than just 2 players. The game would be played at a slower pace than CG1, and we managed to bring El_Cazador and ownage98 into the fold. This brought us to a whopping 4 players, a large number of people to play a campaign game with, let alone remotely using VASSAL. Each player would control 1 faction-pure fleet, and just like CG1 there was no special ruleset.

Factions participating: French (controlled by el_cazador), Pirates (controlled by xerecs), English (controlled by a7xfanben), Americans (controlled by ownage98 who dropped out after one turn)

Starting conditions: 30 points per fleet, 13 wild islands

Unique features:
-VASSAL system (virtual gaming platform)

Battles:
-First battle of the whirlpool: minor English victory over the Pirates
-Pirates vs. French: minor French victory
-Second battle of the whirlpool: Tactical Pirate victory/English strategic failure (minor losses on both sides)
-French vs. Pirates: Pirate victory
-Third battle of the whirlpool: Decisive English victory over the Pirates (and the beginning of the end)
-Battle of the deep south: Decisive English victory over the Pirates
-Battle of the southeast whirlpool: French begin to defeat Pirates; English intervene and defeat the French but accidentally trigger the endgame with the French going suicidal and essentially quitting

Wars:
-French vs. Pirates
-French vs. English

Alliances:
None

Most notable game pieces:
-10 masted ships
-Submarines

Most important things:
-Superior English strategy (including getting the first strike in their battles) (possibly my most masterful game along with CG1, this time beating 2 experienced (real, not a solo game) players in mostly dominating fashion)
-el_cazador not understanding how long the game could go/disappearing for weeks or months at a time/not trying to win after a while
-ownage98 dropping out of the game almost immediately after starting, leaving us with 3 players instead of the planned 4

Results:
1. English
2. Pirates
3. French

Reflection

Pros: This gave El_Cazador his first campaign game experience, and allowed Xerecs and I to have a distraction from the intensity of CG1. It was also a great chance to try out some custom game pieces, which we did. As the game took longer than CG1, an edit to the module was completed during the game, which allowed the first usage of 10 masters on VASSAL, during a campaign game no less.

Cons: A huge disappointment. After committing to the game, ownage98 realized he was in way over his head, leaving the game after just a few turns. This took the Americans out of the game and left a void in the western area of the sea. It also left us with 3 players, which was only 1 more than CG1. Other problems began to develop. The ocean was a bit “tall”, and I should have made it as wide as the ocean for CG1. El_Cazador’s frequent absences and hiatuses were a much bigger problem, as he was too busy and/or disinterested to pursue remotely consistent play. As you can see from the battle reports, the game went for long stretches with no turns being played, and even when turns were played, they often ceased soon afterwards for another hiatus. There was no combat until late June, after starting the game in February. You’d think that would spark more playing, but again the game suffered a huge delay, with the next turn happening in late September. El_Cazador tried to sail his fleet off the map before Xerecs and I convinced him to keep playing. The game became lopsided towards the end, and an interference by the dominant faction unintentionally caused the game to stop and end prematurely after a chain reaction which would have led to a predictable finish even had we kept playing.

Overall size: Final point count: 82 ships, 1,417 points

Biggest fleet: English at 1,222 points

Total length: 10 months

(Possible) Records:
-One of longest campaign games I’ve played by how long it took (10 months), but certainly not remotely close by how many turns were played or total time in hours spent playing the game.
-Seven 10 masters in the English fleet (though “only” 6 for most of the late-game action)

Favorite quotes: (+ my strategy summaries)

Quote:
Whirlpool sub squadron ATTACK!
Quote:
The English were not going to fail in their objective again! The first raid was 2 10 masters and 3 subs, but this raid has 3 10 masters and 5 subs, with the Leicester backing them up to boot!
Quote:
The English are gunning for Emperor Blackheart, and for good reason. While the English have built up their battle fleet with sheer firepower and a possible numbers advantage, EBH threatens to throw everything off course with a single lucky die roll. Lord Thomas Gunn doesn’t see that as fair, and thus has ordered EBH’s execution.
Quote:
Now that the PC and Corcoran have been taken out of action, the English get closer and closer to being able to run unrestricted submarine warfare against the Pirates if they need to.
Quote:
At this point negotiations broke down.
Quote:
In a single turn the 3 English-controlled 10 masters in the deep south fired off around 50 shots to absolutely devastate the Pirate resistance.
Quote:
TIME TO CAPITULATE!!!!!!!
Quote:
The MF will be a busy ship helping out with crew logistics. … This situation is one of my favorite things about campaign games – strategies that aren’t viable in regular games become fun side diversions in CG’s, and the flexibility and grand strategy involved just make it a much more rewarding experience.
Quote:
At this point the English decided to intervene!

Signature picture:
VASSAL Campaign Game 2 (Pirates CSG game)

13. Century of Economy (June-September 2017)

14. Command the Oceans (September-December 2017)

Summary: I wanted to play a campaign game to show off some of my custom stuff I created for the third Ocean Terrain Contest. Funny enough, as I played more and more, it became FAR more about the game itself than simply revealing the new islands and terrain in grand style! With more ocean space than I had for Economy Edition, and determined to top myself after that game and CG1, soon after play began I realized that I would be trying to play my most epic and biggest game EVER!

Factions participating: Pirates, Jade Rebellion, Cursed (officially revealed on Turn 40), English, Spanish, French, Americans, Mercenaries (officially an independent faction starting on Turn 52)

Starting conditions: 30 points per fleet, 3 oceans across 2 rooms, not everything revealed at the start due to faction-based perspective of the battle reports

Unique features:
-TONS of unique islands and terrain used, many of them brand-new with grand reveals happening all over the place! (no regular cardboard islands!)
-“Real” foam icebergs, and breaking them up too!
-Introduction of ladders
-Army units/land combat
-EE resource rules
-House rules
-Custom lighthouses in physical form

Battles:
-First Battle of Fog and Ice: Indecisive, Jades and Cursed suffer reasonable losses
-First Battle of Diamond Rock: English gain decisive victory but lose multiple ships to fire
-Ralph David’s attack: Decisive Pirate victory
-Second Battle of Fog and Ice: Inconclusive, heavy losses on both sides. Jades suffer slightly worse losses but Cursed are the first to retreat.
-First Fight at The Flat: French victory
-Third JR-Cursed battle: Indecisive
-Battle of Paradise Island: Both sides suffer heavy losses; Spanish lose Fortaleza Dorada but English lose multiple ships
-First Battle of the American whirlpool: American victory over the Pirates
-Second Fight at The Flat: French victory over the Americans
-Second Battle of Diamond Rock: Indecisive, stopped with abrupt truce

-Second Battle of the American whirlpool: Decisive American victory
-Fourth JR-Cursed battle: Eventual Cursed victory with unintentional Pirate help, both sides suffer heavy losses
-Battle of the Harbor: Decisive French victory, Cursed suffer light losses
-French-American line of Battle: French victory
-Battle of the northern Karkuda whirlpool: French victory over the Pirates
-Battle for the Castle: Eventual Franco-Spanish victory
-Battle for the Tunnel: Eventual Cursed victory over Pirates with Jade and English help

These were huge battles classified as full wars that dominated the endgame:
War for the Sea of Allost: Anglo-Cursed victory over Pirates, Jade Rebellion and Pirates eliminated
War for Karkuda: Franco-Spanish victory over the Americans, Mercenaries and Americans eliminated
-“Second” War for Karkuda: French victory over the Cursed, Spanish, and English

Wars:
-English vs. Spanish (concluded with a peace)
-Jade Rebellion vs. Cursed (approximately 4 major battles)
-Americans vs. French (French victory)
-Americans vs. Pirates (American victory)
-Cursed, Jade Rebellion, and English (separately but nearly simultaneous) vs. Pirates (Anglo-Cursed victory)
-Franco-Spanish vs. Americans (Franco-Spanish victory)
-Anglo-Cursed (and eventually Spanish) vs. Franco-Spanish (French victory)

Alliances:
French/Americans (broken)
Pirates/French (broken/betrayed)
Spanish/French (broken at end)
English/French (broken/irrelevant)
Cursed/English

Most notable game pieces:
Shal-Bala, Angelica
Crusher/Captain Mission
HMS Lord Algernon
Cassandra
HMS Viceroy
All Jade 6 masted junks
Santa Ana
Bonhomme Richard
President
Flotillas
Nautilus
Dauphin Royal, Soleil Royal, L’Hercule
Celtic Fury
Namazu, Behemoth
Endeavour/Titan/Apollo/Leicester
Admirals: Captain Mission, Warlord Cavendish, Devereaux, Thomas Gunn, Duque Marcus Vaccaro, Gaston de St. Croix, Monsieur Lenoir, Commodore Edward Preble, Captain Nemo

Most important things:
Unique HI situations (Pirate Kingdom, Roost, Harbor, etc)
Terrain boundaries (mainly fog and reefs in Allost and Karkuda respectively)
Unique islands and terrain and their associated rules (Diamond Rock, Tunnel, castle, whirlpool travel to different oceans)
Resource changes from Economy Edition rules (along with resources/gold running out periodically)

Results:
1. French
2. English
3. Spanish
4. Cursed
5. Pirates
6. Americans
7. Jade Rebellion
8. Mercenaries

Reflection

Pros:
I got to show off many of my cool island/terrain pieces. However, the game became much more than just that, since now this game is more about its own legacy than OTC3. I experimented with various house rules. I got into some video content for the first time for a physical game. I did a lot of awesome narrative stuff to make the game exciting and fun to read about, including some big surprises and twists. I had a lot of fun with the strategic and tactical side of things, especially with a whopping EIGHT factions participating. For some factions, I got to use almost my entire collection since the game got so big. I have over 3,500 awesome pictures to use for years to come. The battle reports have inspired multiple people with their own CG efforts, and tons of people have enjoyed reading about the game. Almost the same things about EE could be said here, as it became the greatest campaign game ever by most aspects you could consider.

Cons:
The most frustrating, trying, and difficult game I’ve ever played. The physical hardship of EE was multiplied by 3, both for the length of the game (1 month vs. 3) and the points involved. A full round of turns in a 9,000 point game can take 8 hours, so things progress at a glacial pace regardless of how often you play. There was a lot of bumping things, knocking stuff over, moving between rooms to check a crew setup for a gunship, etc etc. Overall it’s an experience I would not want to repeat again. The lessons hold though – have an unlimited amount of time to play the game, and try to play entirely on tables. You need serious real estate and literally unlimited time to get these things right.

Overall size:
Official new records:
Total points: 9,078
Total ships: 509
Largest recorded single-fleet point total: Pirates at 2,347
Largest fleet of any faction: Pirates at 131 ships
Ocean size: 42 square feet between the 3 oceans involved (Sea of Allost about 6×3, Caribbean 3×3, and Sea of Karkuda about 5×3)

Biggest fleet:
Pirates at 131 ships and 2,347 points

Total length:
About 112 turns over the course of 3 months and a week. (9/9/2017-12/15/17)

Records:
-Biggest physical game of all time
-Biggest overall game of all time
Biggest fleet ever seen in a game (since surpassed briefly by Americans in CG3)

Favorite quotes: Basically all the grand reveals, not just of the HI’s and terrain, but also the ladders, Cursed, events at the Tunnel, and more. These two certainly top things off for me:

Quote:
The Pirates pull off a huge masterstroke of grand strategy, weakening two huge rival fleets with one deal while simultaneously able to focus on their other rival.
Quote:
Charizard+Lord of the Rings+Tunnel=Epicness.

Signature picture: (of 3500+, this was quite difficult)
Command the Oceans - The Sea of Karkuda

15. VASSAL Campaign Game 3 (September 2017-March 2018)

Summary: After having 3 different players combined between CG1 and CG2, CG3 set a big new record at 6 players, with 4 of them being new to campaign games. It was decided that the Economy Edition ruleset would be used, and the ocean would be the same size as CG1.

Factions participating: Spanish (pirateaj14), Cursed (xerecs), Pirates (wifey), French (vixenishcoder66), Americans (a7xfanben), English (repkosai)

Starting conditions: 40 points per fleet, 12 wild islands

Unique features:
-VASSAL system (virtual gaming platform)
-Economy Edition rules

Battles:
Major Battles:
-First Battle of the Gateway Island: French decisively defeat the Spanish
-Second Battle of the Gateway Island: Americans decisively defeat the French (immediately after first battle)
-Battle of the American home island: Americans decisively defeat the French and Pirates
-Battle of the Cursed home island: Americans decisively defeat the Cursed

Minor Battles:
-Skirmishes won by Spanish against English and French
-Battle for Davy Jones: American victory over Cursed
-Battle of the Pirate home island: Americans eliminate the Pirates
(there were some other minor skirmishes)

Wars:
-Americans vs. French
-Americans vs. Cursed
-Americans vs. Pirates

Alliances:
Americans/Pirates (failed at end)
Americans/Spanish (irrelevant)
Anti-American coalition between Cursed, French, English, Pirates (wiped out)

Most notable game pieces:
-10 masted ships
-AA crew

Most important things:
-Superior American strategy (including getting the first strike in their battles) (arguably my most masterful game along with CG1 and CG2, this time beating FIVE other players in mostly dominating fashion despite getting a poor start with resources and having the reputation coming in as the most experienced veteran and still able to pull off a big win)
-String of resource changes that allowed the Americans and Cursed to continue launching a lot while effectively dooming the French
-Early Spanish aggression that caused the French and Americans to play more aggressively, resulting in a domino effect where 3 of the 6 factions (English, Spanish, Pirates) hardly got to play and didn’t stand much of a chance in the long run

Results:
1. Americans
2. Cursed
3. Pirates
4. French
5. English
6. Spanish

Reflection

Pros: Having a lot of players was fun, and gave them some valuable experience with a large game. The EE rules are good, and some players utilized game pieces from RtSS along with some customs.

Cons: The game eventually became lopsided and one faction was able to run away with the game. Unfortunately there was a domino effect that resulted in 3 of the 6 players hardly getting to play, so their first CG experience was quite limited.

Overall size: Final point count: American fleet at 127 ships, 2,414 points

Biggest fleet: Americans at 2,414 points

Total length: 6 months

Records:
Largest recorded single-fleet point total: Americans at 2,414 points
Most cancellers ever seen in a fleet? (likely): 9 (Americans)
Most players ever seen in a campaign game? (impossible to know for sure): 6
Most players ever seen in a virtual/VASSAL campaign game: 6

Favorite quotes:

However, the Americans spent last night plotting and strategizing, planning out their launches for a while in what looks to be a borderline-unprecedented 8 turn spending spree as high volumes of textiles and lumber are cashed in for new ships. The American leaders will have to juggle difficult operations on two fronts, though they will now have the spending power to potentially make aggressive moves at both locales. In the south, they face the fact that it is extremely difficult to eliminate a faction entrenched at their home island. In the north, powerful customs and a “blanket” of cancelling surrounding Cursed operations will require serious efforts to contain or overwhelm.

 

So all in all, you could say “the Americans hit the nuclear option”. XD Declaring war on the second-largest faction, launching a new 10 master, potentially wrecking their only alliance, and going ballistic on the game in an attempt to dominate this ocean. All of this (except the attack on the Pirates) has been in the works for weeks, but only now was it the perfect time to strike. It has now been about 5 hours since I downloaded the new file and started my turn, which took over 3 hours. Thanks for reading, and thank you to those who are playing this huge game! 😀

Signature picture: The Turning Point
VASSAL Campaign Game 3 - The Turning Point

16. Century of Economy 2018

17. Century of Economy 2019

18. Century of Economy 2020

19. Century of Economy 2021

20. VASSAL Campaign Game 4 (April 2018-Present)

Summary: Having completed a 6 player CG in only 6 months (CG3), we didn’t know that halving the player count would result in an “infinite game”. However, that’s exactly what CG4 has turned into, becoming the biggest and longest Pirates CSG game of all time!

Factions participating: All 10 original factions, plus the Dutch and Conglomerate custom factions. In the order of play, Xerecs: Spanish, Jade Rebellion, The Conglomerate, English. A7XfanBen: Pirates, Cursed, Vikings, Barbary Corsairs. PirateAJ14: Dutch, Americans, Mercenaries, French.

Starting conditions: 30 points per fleet, 48 total islands

Unique features:
-VASSAL program (virtual board game engine)
-Custom ruleset featuring Economy Edition and various house rules, all seen in the first battle report for the game.
-All custom game pieces allowed

Battles:
Major Battles:
-Barbary Corsair attack on the Pirates (2021)
-Coordinated Pirate-Cursed assault on the Spanish home island (8/12 Spanish ships sunk or captured)

Minor Battles:
-Pirates capture of the Noble Swan (netting them important UT’s)
-Cursed defense of their HI against the Americans using UT’s and an assist from the Pirates
-Corsair-Pirate skirmishes in the northeast
-Pirates defeated the Spanish at the Archipelago and Whirlpool Island
-Cursed capture of some American ships in the northwest
(plus other minor skirmishes)

Wars: (instigator listed first)
-Pirates vs. Spanish
-Pirates vs. Barbary Corsairs (Pirates declared war based on repeated Corsair attacks they started)

Alliances:
Pirates/Cursed (not declared/public but obvious from gameplay)
Barbary Corsairs/Vikings (public in BR’s, not the game itself)
-Others that are still secret

Most notable game pieces:
Ships: Arcane, Stormcloud, Tempest, Smoke’s Hand, The Leviathan, Chimeratron Legacy, Flying Dutchman, Nephila, etc.
Crew: Silverback John, Copiers including custom ones like Jord and Mata-Nui (+lore/in-game commanders such as Robert Alcantara, Lord Henry McLean, and others)
UT’s: Hidden Trove, Evenstar, Nemo’s Plans, Runes of Thor, Runes of Odin, Runes of Magic, Eye of Insanity

Most important things:
-Sailing into the map and choosing a home island location during gameplay allowed factions to choose where they’d set up (coupled with the home island change house rule)
-Custom game piece combos breaking the game, especially when combined with original game piece combos. Pirates combining Arcane, Hidden Trove, Nemo’s Plans and Runes of Thor guarantees them near-infinite wealth whenever they want.
-Launch points (military ports and upgraded forts)
-Whirlpool Strike Group (WSG) allows the Pirates to strike fleets anywhere on the map
-Global Surveillance Program (GSP) gives the Pirates severe information advantage – can’t keep facedown game pieces secret from them. This led to their capture of the Noble Swan.
-Pandora’s Box (+Bomb Box equipment) extortion scheme fiasco: Pirates attempted mass extortion of the other factions; they are likely still enraged at factions that didn’t cater to their demands.
-The general concept of a multi-faceted arms race for launch points and UT combos (rather than just fleet size)

Thoughts so far

Pros: Massive and epic beyond reason. No end in sight, so it’s just part of our lives now. The ocean and fleets are so big that it gives us the opportunity to fight massive battles and wars unlike anything ever seen in the Pirates game, especially because there’s no time limit unlike a physical game. There is also the potential for extremely complicated diplomacy, as 12 different fleets allow for a ridiculous number of permutations for alliances/wars/deceit/etc.

Cons: Turns take so long that the game moves at a glacial pace. We’re generally aiming for at least one round per year as of 2025. Some of my turns will soon eclipse 100 hours. There is also a difficulty factor in simply tracking all of the information for the game. Once fleets exceed a few dozen ships, it’s best to have detailed tracking spreadsheets for each faction a player controls. These tracking elements can get monstrous and cumbersome as the game continues growing.

Overall size: As of October 2025, there are 548 ships and 14,158 points in play, both records for any recorded PCSG game!

Biggest fleet: Pirates at 271 ships, 6649 points

Total length: 7.5 years and counting

Records:
Most fleets ever seen in a campaign game: 12
10 masters in play: 24+
Many other records that I hope to detail if the game ever finishes. Points records for overall size, fleet sizes, launches, etc.

Favorite quotes:

Even in a campaign game, this is beyond belief….

TaaW: Terrain as a Weapon

Burn rate: Total gold spent per turn by a faction. Good for a faction to know for when they’ll need more Hidden Troves or are likely to run out of gold. Variable by the turn but generally in the 1000-1200 range for the megafleets that have 3+ launch points.

The Reign of Terror has begun….

RECORD BREAKING GOLD. EXTORTION. ARMS RACE.

Things have ballooned to a size not seen before.

“All Shall Perish.”

The amount of diplomacy, intrigue and grand strategy will only increase as the game continues.

Plus many more anticipated over the coming years….

Signature picture so far: Insane northeast quadrant situation as of 2025 (home islands of Vikings, Pirates, Corsairs and English all shown)
Insane northeast quadrant situation in CG4 (2025)

~~~~~~~~~~

With that, we can analyze the results and come up with some all-time standings and leaderboards. Since it was very short and a team game with permanent alliances (not to mention a deathmatch), I have not included my Defence of St. Helens game in the results.

Here are my huge games and the finishes for each along with additional stats:

It’s interesting that the Pirates and English won the first 6 huge games I played. It wasn’t until I got on VASSAL that a different faction would win, but then the English won yet again in CG2. The English have won about half of the huge games I’ve played. Until CTO, the French were winless, and they had not even finished higher than 3rd in any of the games. The Americans have only played by themselves in 6 of the 9. The Spanish were either 2nd or 4th in all the games before breaking through for a big win in CG1. Before CTO, the French finished last in 3 out of 4 games played since 2013, and second-to-last in the other one.

The results of Xerecs’ games:

Xerecs campaign game results through 2020

The epic all-time standings!

Overall results
Pirates CSG campaign game results through 2020

(Through the end of 2017) As you can see, the English and the Pirates are generally the best factions for huge games. The English do hold a decided advantage in the combat department (last fleet afloat), which really helps in the huge battles and long endgames not seen in smaller games. The English do a little better than you would expect them to based on popular opinion and smaller games, while the French do a little worse than expected.

With a very impressive 3 wins in 2 years, the French have caught the Pirates for second-most all time victories. They have been very up-and-down, literally with first or last place finishes in 5 of the past 6 CG’s! (and second to last in the other) However, they have certainly redeemed themselves and more after a terrible run from 2011-2015.

The Spanish are consistently quite good, but only have one victory to show for it. Especially since 2015, the Americans seem to do quite well or quite bad. The Cursed have yet to win, but have finished twice when you count the RISK game where they commanded the alliance. The 7.5 for “Other” in CTO refers to the Jade Rebellion finishing in 7th and the Mercenaries in 8th.

The Pirates haven’t won a huge game since 2015’s Economy Edition, which I see as kind of a “turning point” or landmark game since it inspired Xerecs and spurred a “new era” of CG’s that has resulted in a whopping 9 campaign games since June 2015 (not counting the unfinished 2017 Campaign by Xerecs).

After a long drought (for them) of 5 straight campaign games where they didn’t win, the English have surged back to win 2 of the last 3 concluded games and second in the other. Quite impressive for a faction that some would consider (understandably so) to be the 4th-best faction behind the Pirates, Spanish, and French.

For now, the English claim the title of best all-time faction in huge games, with the Spanish and Pirates a ways back but close to each other (which shows the Spanish consistency). The French, Americans, and Cursed are together in the next group, surprisingly close together in fact. The “Other” factions are likely to never win, but they made some big waves in the RISK game and the JR’s in CTO.

~~~~~~~~~~

Superlatives

True winner of each category listed first when possible; others are similar to honorable mentions, or dishonorable mentions in some cases haha. These are also for games I’ve been involved in, though I have a few shoutouts to Xerecs’ games when I remember enough.

Most dominant: Spanish in CG1, English in 2nd 2500 pointer, English in CG2, Americans in CG3, Pirates in EE

Most pathetic: Americans in CG1, French in CotE, Pirates in RISK, Mercenaries in CTO, Spanish in 2nd 2500 pointer, English in CG3 (dishonorable mention to the Pirate ship Black Mamba, who in EE shot 0/6 with three 1’s to dismast herself without doing any damage to enemies)

Best alliance: French Americans in 2nd 2500 pointer and RISK: French did worse on their own beforehand, and both factions did worse after separating for CotE (France really needs them since Americans beat them in EE and technically CG1, where America needed France more)
However, this has been made mostly a thing of the past now that France and America have 4 victories on their own between them.

Most aggressive: Spanish in CG1 (all declarations of war and essentially all eliminations)

Most passive winner: Pirates in EE (though due to disaster)

Fastest/most sudden eliminations: Pirates in RISK, Franco-Spanish in EE

Most underrated/dark horse: Other (last in first 2 games, but weren’t really trying; then finished 2nd in RISK in the only game where they had a chance) (deserve another chance as CursedCorsairRebelVikings or Cursed+minor factions to make a true Big 6)
Honorable mention to the English and French perhaps: the English kinda stank for a while but have recently surged back to nearly win 3 in a row. The French underperformed for a while but have the most victories since 2016 and are habitually underrated by Xerecs and other players.

Most controversial: Pirates in 1st 2500 pointer (Cursed essentially helping them win and denying the Spanish)
-Likely even more controversial is Xerecs’ winter Economy game, which is still a murky and strange subject.

Best revenge: Spanish taking down English in CG1 after England wins final battle of CotE. Pirates vs. Spanish rivalry in general (2011 CG, 1st 2500 pointer, CotE, EE, CG1 (5 out of 8 they both participated in that are counted)

Closest finish: 1st 2500 pointer (gold scores 48-45-43) (also most “robbed”, or controversial)
-Also Xerecs’ winter Economy game

Most lopsided: CG2 (likely more points in the English fleet than twice the other 2 put together), CG3 (Americans had over 1500 of the 2300 points in play even before the final handful of turns)

Longest win streak: English at 3 consecutive wins (4 if you include the 3rd 2500 pointer deathmatch after the RISK game where they won as the attacking alliance in the Defence of St. Helens scenario), honorable mention to the Pirates for winning both of the first 2 and to the English once again recently with two wins in a row (and only a handful of gunships away from winning CTO for a second streak of 3 wins, truly incredible)

Longest drought: French were technically 0 for 9 in my games before finally breaking through for the win in CTO. The longest current drought goes to the Pirates, who have not won a huge game since 2015’s Economy Edition. (though the Cursed and “Other” have never won).

Most disappointing: obviously French, but also the Cursed a bit; arguably Pirates in recent years

Most durable: English (best average finish in last fleet afloat games)

Most fragile: French (worst average finish in last fleet afloat games with the exception of Other)

Most wealthy: Pirates (best average finish in most total points games)

“Poorest”: Spanish (worst average finish in most total points games)

Most greedy/rich: Pirates (best average finish in most gold games)

Least greedy: Other (last place in both gold games, but due to factional weaknesses)

Most wild/chaotic faction: Cursed in CG1

Most imperial faction: English in general, but also Spanish in CG1, Americans in CotE, Americans in CG3

Best year: English in 2012 (essentially winning all 3 huge games counting Defence of St. Helens)
-Honorable mentions:
Pirates in 2011 (won both)
Americans in 2015 (first and second)
English in 2016 (a win and never finishing last)
Kind of the French in 2016 (won 2, but last in the other 2 lol)

Worst year: 2014 (no CG’s)
Dishonorable mention to Spanish in 2012 (4th out of 5 in both major CG’s and on the losing end at the Defence of St. Helens)

Most satisfying story? Spanish coming very close to winning both 1st 2500 pointer (Cursed interference at the very end) and CotE (somewhat close final battle, closer if the Acorazado hadn’t been eliminated by a UT combo). Then brutally destroying everybody in CG1 for the most dominant and deserved victory of all time.

Most flawed rules: RISK (need to acquire gold over land in future)

Most parity/fairness: Most all, probably more so in VASSAL due to more rigid map construction/lack of real life elements

Least fair: 2011 CG (harbor locations too far from some islands, most dominant factions had a central location in the room, though massive conflict nearly led to neither of them winning)

Biggest game: CTO (9,078 points at peak)  (see also: All Time Records post)

Most ships: 509 (CTO)

Largest single-turn launching: 1211 gold – Pirates in CG4 (Runner up: 1072 by Pirates in CG4, 628 gold (English battle fleet in CG1))

Largest single-fleet point total: Spanish at 3,209 in CoEC 2020 (honorable mentions to Pirates at 2,533 points in CG4, the Americans at 2,414 points at the end of CG3, and the Pirates at 2,347 points in CTO)

Largest fleet by ship total of any faction: Spanish at 163 ships in CoEC 2020

Largest ocean: 2011 CG (~72 square feet), honorable mention to CG1/CG3 at 40.56 square feet and CTO at 42 square feet
-Also Xerecs’ 2015 CoE game (difficult to determine size)

Smallest game: likely CotE (1,212 at point count but possibly higher earlier in the game), also CG2 which peaked at just over 1,400

Best CG? Very tough to pick between 2011 CG (nostalgia), 1st 2500 pointer (nostalgic but close and exciting/classic), EE (aesthetics, epicness/records), CG1 (big and GRAND scope, then-records, extremely enjoyable), CTO (biggest, most aesthetic, most epic physical, etc)

Middle CG’s: RISK/CotE (both great but with some major flaws, especially lack of grandness in hindsight), CG3 (decent but paling in comparison to the best)

Worst CG? CG2 (not a lot of combat, not optimal ocean shape/configurations too formulaic, English dominance, long hiatuses, lame ending with basically 2/4 players dropping out including 1 who essentially didn’t play at all), Dishonorable mention to 2nd 2500 pointer for being somewhat lame and boring

Ranking the CG’s?
1-CG1/CTO
2-EE
3-2011 CG
4-1st 2500 pointer
5-CotE
6-RISK
7-CG3
8-3rd 2500 pointer (deathmatch)
9-2nd 2500 pointer
10-CG2

Very tough to pick between CG1 and CTO; CG1 had way less headaches for me, but CTO was bigger and infinitely more pleasing to look at (and probably more fun to read about, but I truly think CG1 is underrated). I think I need more time to digest CTO to rank it properly and try to forget about how difficult it was at times, after which I’ll probably rank it #1 without a doubt. (for now…)

~~~~~~~~~~

I mostly made this for my own enjoyment and something cool to look back on. I will do my best to update with future huge games.

Naval Wars: The Last Campaign (A Pirate’s Story)

Naval Wars: The Last Campaign (A Pirate’s Story)

This is my first attempt at actually “making” a video through editing and putting something together versus just recording. Although the quality may be a joke compared to many of the epic things on youtube, I’ve been VERY excited about it and it’s been AWESOME to make it and watch it. Please give feedback! I want to make more videos like this and improve if possible.

This is a parody of sorts – CG4 is NOT meant as the last campaign game (VASSAL or otherwise) of Pirates CSG. Just wanted to have the title connection. I combined the titles of both “Star Wars: The Last Jedi” and “Rogue One: A Star Wars Story” to get the title the way I wanted it. (worked out perfectly!)

I got the idea from some of the other epic trailer-style videos, especially these:
NFL 2017: The Last Quarterback – A Star Wars NFL Trailer: https://www.youtube.com/watch?v=PrByNSyjB5Y
2018 Yankees Hype Video: https://www.youtube.com/watch?v=_1h59_bBS3g
Xerecs’ Savage Seas trailer: https://www.youtube.com/watch?v=lnP8hWWd7Sk

I’ve always loved epic stuff so this sort of thing is exactly what I want to create. I LOVE this game and campaign games are my favorite thing about the world of Pirates CSG, so naturally I’m excited about both the past and future of them. I thought it would be cool to showcase my illustrious history of playing campaign games, while using that as a way to preview this upcoming game.

I know there are some inconsistencies with the character parallels, but naturally I have to portray myself as the “First Order” with the other CG4 players as the rebels. With the “it does now”, I was originally going to have that feature my own avatar with the two player 1000 point game post by mastercommander before it, but I decided it would be much better to showcase a current player. Plus, it makes Xerecs seem epic XD, which his games have been. I also was going to have a picture from one of his games fade in right after his avatar first appears, but I think it would be too fast before the next transition. Funny enough my name is Ben, which is perfect for the Ben Solo comparison. (I actually hate Kylo Ren though haha) Baseball is the only sport I really care about at this point, but I’m a Yankees and Patriots fan (go dynasties!!), and Tom Brady was 3-0 through his first 3 Super Bowls, just as I am 3-0 in my first 3 non-solo campaign games, thus why I’m the “Tom Brady of campaign games”. (it also acts as an homage to the Patriots hype videos that partially inspired this one)

Since this is my first real “edited” video, I hope to improve in the future. I already have a solid half-dozen more ideas for this kind of video, but it will take a while to make each of them. Indeed, I was actually going to make retrospective videos for CG1/2/3 before this one, with this video as an epic “finale” of sorts that outdoes all the rest.  However, a number of things have led to this being first, although this is the one I’m most excited about anyway.

Disclaimer: Not trying to take credit from Disney or Star Wars. XD

Leave a like and subscribe if you want to see more!  You can see the CG1/CG2/CG3 retrospective videos in the Epic Videos playlist.

Naval Wars - The Last Campaign - VASSAL Campaign Game 4

VASSAL Campaign Game 4 has begun!

Battle Reports Compendium

Battle Reports Compendium

This is my attempt to organize all of my best battle reports in one place.  I will add to the list over time.  For tips on playing some huge games, check out my Guide to huge games.  You can see summaries of my huge games on this page.  My best strategic moments and well-played games can be found here.  The bolded ones are “extra good”.  🙂

Campaign Games

The 2011 Cumulative Game (2011)

Pirates CSG with RISK (2012)

Century of the Empires (2013)

Pirates: Economy Edition (2015)

VASSAL Campaign Game 1 (2016)

VASSAL Campaign Game 2 (2016)

VASSAL Campaign Game 3 (2017-2018)

VASSAL Campaign Game 4 (2018-present)

Command the Oceans (2017)

The Hourly Campaign (2018-present; on hiatus)

The Caribbean Game (2018-present; on hiatus)

 

Other Huge Games

First 5 fleet 500 point game (2011)

2nd 500 point game (2012)

Defence of St. Helen’s Scenario, 3rd 500 point game (2012)

 

Tournaments

VASSAL Tournament #1 (2016)

VASSAL Tournament #2 (2016-2017)

Tournament #3 (2024)

 

Other Games

The Acorazado Trials (2012)

El Acorazado vs. HMS Endeavour (2013)

My first game with a blue ocean (2015 – some of my best pictures)

Halloween Game – 4 Fleets at 60 Points (2015)

One of the best games I’ve ever played! (2015)

Smallest cumulative game ever (2015)

The Experimental Cumulative Game (2016)

8 fleet game after T1 (2016)

Legend of the Giant Turtle (2019)

4 Fleet 100 Point Game (2019)

6×150 (2019)

Water World – at 200 points! September 2nd, 2016

VASSAL Game 17 
9/2/2016

Xerecs and I have played a 200 point game of Water World!

I went first with this fleet while Xerecs used a similarly powerful fleet with multiple 10 masters. When creating my fleet, I was quite inspired by some of the ideas I presented here. With 200 points at my disposal, any combo was possible, even that monster one with the Guichuan. I’ll admit this report is a bit biased towards my perspective on things, but that’s entirely because this was one of the best games I’ve ever played. (as in, I played it really well, not that the game itself was that exceptional) Hopefully it won’t sound too conceited haha!

My strategy going into the game was as follows. The whole premise of the fleet was to basically sail the Guichuan up to the enemy fort, flip Grim to steal all the gold (or at least 7 coins anyway), and then be immune to cannon fire with the Haulers. Then, after stealing all the gold from said fort, proceed to sink it to add insult to injury! The Oxford is the sidekick to the Guichuan, chosen for her speed (able to keep up with a Guichuan going 4S per turn with Mycron’s help) and ability. The canoes provide transfer backup if needed. Honestly, the rest of the fleet was just created as a distraction. Realistically, the only thing that can distract an opponent from the Guichuan is another 10 master. Thus, the Celtic Fury. I chose her because France has some crew with the Parley ability, and using Parley as offense is another thing I’ve been wanting to test further. Roimata’s captain/SAT was the perfect complement to Lenoir’s reroll, while a stinkpot specialist was added to fill out the points and provide some insurance against tough foes. The support gunships are other distractions – with this many points available the Constitution was a support gunship! The Black Coral was added for another RtSS piece, and I thought she could be a backup gold runner, with Secret Hold being extra-useful in the Water World scenario. The Mercure is a ship I’d like to use more often, and was the perfect fiery pest to fill out points with.

I wondered to myself if this grand plan was even plausible. Somehow, it worked.

6 wild islands, 8 coins per island, round earth rules.
Water World

The canoes explored, and the first island sank beneath the waves. I was hesitant to make my strategy obvious early on, but knew I needed to strike Xerecs’ fort when he was least expecting it, preferably early in the game soon after some gold had been unloaded there. The Celtic Fury was to be a distraction, and a suicidal one if need be. She and the Mercure headed straight for the enemy 10 masters, with the Constitution not far behind. The San Cristobal grabbed a bunch of gold but also found Scurvy.

The Frontier grabbed the SC’s gold with her hoist, and I began to maneuver the Guichuan and Oxford into position in anticipation of Xerecs unloading gold at his home fort. After the Black Pearl was distracted by Natives at a northern wild island, the Celtic Fury moved to strike. With Lenoir still face down, I actually gave Mycron’s action to a native canoe in order to get some gold in my fort. I wanted Parley ready in case the Zeus was able to strike first with an SAT from Crimson Angel.

Xerecs was able to drain two islands completely, meaning that half of the wild islands were already gone. This worried me, since I didn’t know if the Guichuan’s potential haul would even be enough to tip the treasure game in my favor, especially if the heist didn’t go as planned.

I nearly attacked the Black Pearl since she was a sitting duck with the Natives UT affecting her for 3 turns, but decided not to risk it. Tia Dalma aboard the Zeus could easily cancel Lenoir’s Parley, leaving the Celtic Fury open to a devastating broadside. The Constitution was coming, but she wouldn’t arrive in time. At the bottom of the frame, I decided to not explore with the Black Coral since I knew some of the negative UT’s I put into the mix, and to provide support for the Guichuan from the west if needed.

Xerecs moved the Zeus west a bit, allowing the Celtic Fury to SAT into position. However, she only knocked one mast off the Pearl, being careful to stay out of Tia Dalma’s cancelling range. The Mercure ducked into a fog bank to hide from the Zeus, while the Constitution arrived on the scene. In the meantime my canoes had finished unloading gold, while the San Cristobal did the same on the opposite side of the sea. With the Celtic Fury getting some action going in the north, the distraction was in place. The Guichuan and Oxford turned their bows west, towards Xerecs’ fort accessible via round earth.

The Zeus sped north, while the Baochuan took over against the Celtic Fury. However, I flipped Lenoir to Parley my way out of the situation! The random coin chosen from my home fort was a 1, and the Celtic Fury was safe!

The Celtic Fury responds with a thunderous broadside, crippling the Baochuan! The Constitution and Mercure team up and sail north, possibly to pursue the Zeus. At this point the game was in a relatively flexible state, but I knew one thing for sure: I was going for it. The Guichuan and Oxford round earthed their way to the east, where the San Cristobal was the only ship guarding the home fort. In the meantime, the Black Coral attacked the Joya del Sol, who was headed north with an abandoned musketeer to take out the Wolves that were found on the same island with the Natives.

Attack! The Celtic Fury dismasts the Baochuan, while the Constitution and Mercure team up to take the Black Pearl down to 1 mast. The Morning Star went through a whirlpool and aimed her bow at my home fort, which funny enough, I had left unguarded! I interpreted this as a potential raid, but my ships weren’t close enough to deter it. However, the Guichuan was ready to strike, while the San Cristobal sailed away from danger.

The Frontier discovered a mess of UT’s at a middle island, which sent the hoist into a whirlpool. The Morning Star turned south, alleviating my fears for a moment. However, the Zeus was on her way to my home fort. Uh oh. The Joya escaped into a fog bank, while the Black Pearl joined the Zeus with her high speed and an EA from Calico Cat. I was a bit worried, but my excitement level was also very high, as the game was about to hit its climax.

Chaos! The Guichuan raids the home island! Grim steals everything! Bianco’s Haulers is also flipped, and I realized something. Originally I planned to dock, steal as much gold as possible, and then sink the fort all in one turn. However, with the Haulers available, I could purposely stay docked while not sinking the fort, meaning the Guichuan couldn’t be shot at until I sailed away or sank the fort. It worked to perfection – the Guichuan damaged the fort on the approach and while docking, getting a lot of help from the Junk keyword. Once the loot was loaded, it was the Oxford’s turn. She blasted the final cannons off the fort while simultaneously firing at the still-dangerous San Cristobal. However, I was just getting started. The native canoes round earthed to the east, and the full extent of my plan became clear – the canoes could use their transfer ability to grab gold from the Guichuan and then scatter! This was a variation on my Golden Cranes idea.

With the Joya in the fog, the Black Coral turned her attention to a new opponent: the Frontier. She hit once, but it was a good example of the Black Coral being my ultimate utility ship in this fleet. To the north, the Constitution began sailing back to my home fort, desperate to get there before the Zeus did. The Mercure stayed in the northeast, and nearly sunk the Baochuan (which in hindsight is what I probably should have done haha). What about the Celtic Fury? Well, I knew I’d need her for home defense, so I sent her through a whirlpool to intercept the Zeus. With an SAT from Roimata she was able to dismast the Morning Star after teleporting! All in all, this turn saw me dismast one ship, damage two others, and steal 6 coins all at once!

Knowing full well that Parley would be cancelled, the Celtic Fury had to make a stand – she was only in the fleet to be a distraction anyway. She positioned herself right between the oncoming ships and her home fort. The Constitution was going to be late, similar to the earlier battle. The Joya emerged from the fog to kill the Wolves, but was set aflame by the Mercure. The grand plan was nearly complete! The Guichuan began sailing for home with her stolen gold, while the Oxford easily sank the remains of Xerecs’ home fort, leaving the Black Coral utility player to deal with the weakened San Cristobal (making the SC the 3rd ship the Black Coral engaged during this game).

Here the Zeus has blasted the Celtic Fury to pieces! 8 shots hit their mark, and a second 10 master was ruined.

For trivia reasons I wanted to do what could have been the first inter-world (?) gold transfer: using the canoe’s ability to transfer a coin from a canoe in the west to a canoe in the east. It didn’t quite happen, partly because I was in a rush to get home. Predictably, the Celtic Fury hit with a regular cannon but not with her stinkpot specialist, which could have given the Zeus some big problems if it had hit. In other news, the Black Coral missed the San Cristobal all three times while the Mercure captured the Baochuan! Knowing how unlikely it would be to tow her home and use her, I was mostly after the Baochuan for Zheng He’s admiral ability, which would give me two along with the Headhunter. At this point I wasn’t worried about the gold remaining on islands – I knew I had enough to win between the gold in my fort and the gold coming home from the Guichuan’s heist. The last thing I wanted was the game to end since the islands had disappeared, because I knew I had an inferior gold fleet.

The Zeus sinks the Celtic Fury! The showdown is at hand! (and the Black Coral finally dismasts the San Cristobal heh)

The Zeus reaches my fort and blasts away! She hits 6 times in 9 shots – if all 9 had hit, my fort would have sunk. Alas, the odds were not in Xerecs’ favor at this point. I returned fire with my fort, the Constitution, and the Guichuan, who was just able to get some guns in range. The ending was rather bizarre, with two 10 masters fighting with a floating fort in between them. The canoes had just docked home some gold from the heist. To add to the strange finale, Lord Mycron’s ship (the Patagonia) was actually in the Guichuan’s way of getting more cannons in range, but the Patagonia couldn’t move out of the way since that would mean Mycron wouldn’t give his action to the Guichuan and the Guichuan wouldn’t have any guns in range in the first place!! The Mercure abandoned the Baochuan in the fog (I just wanted her for Zheng He’s ability, which I never rolled a 6 with haha), going after the Frontier. The Black Coral sank the San Cristobal.

I docked home my stolen loot and sank the Zeus and Frontier to end the game! To make things even more strange, the gold I originally had in my home fort was gone! The Guichuan’s heist totaled 22 gold, but in reality the final score was about 35-0. I had won the game in a complete shutout despite the big build total. I only lost one ship, the Celtic Fury (plus one canoe haha). I had captured or destroyed Xerecs’ entire fleet.  I was also happy because I was intimidated when I saw the enemy fleet – the Zeus and San Cristobal (by some people’s accounts the 2 best gunships in the game), along with the Baochuan and some of the best gold runners in the game. However, with some negative UT’s, effective crew placement, and brilliantly executed gimmick strategy, I was able to pull off the victory!

I have to admit, this is one of the best performances I’ve ever had. There aren’t many games that go this well – almost my entire gameplan worked to a T. It was truly a perfect game.

First 5 fleet 500 point game – August 2011

Originally posted to Pojo in August 2011

August 5th, 2011

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

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

August 6th, 2011

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

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

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

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

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

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

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

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

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

August 10th, 2011

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

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

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

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

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

Additional Comment:

Today I got through four more turns.

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

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

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

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

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

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

August 11th, 2011

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

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

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

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

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

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

August 12th, 2011

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

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

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

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

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

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

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

The 2011 cumulative game – Pirates CSG Battle Report

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

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

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

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

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

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

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

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

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

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

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

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

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

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

06-20-2011

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

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

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

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

 

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

06-21-2011

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

 

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

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

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

 

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

06-23-2011

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

06-25-2011

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

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

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

 

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

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

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

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

06-26-2011, 06-27-2011

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

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