WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

Table of Contents

  1. Rule Changes
  2. The Story So Far
  3. Pirates
  4. The Cursed
  5. Vikings
  6. Barbary Corsairs
  7. Point Count
  8. Summary

All rules can be found in the first Battle Report for the game.

Reference Links: All previous CG4 Battle Reports | Wizkids game piecesMaster Spreadsheet which includes Return to Savage Shores and Unreleased | Customs Database

Rule Changes

-Revision to the Duplicates Rule (changes underlined): -There cannot be duplicate Wizkids ships in play until a faction has purchased every single standard ship (including flavor duplicates (such as all three versions of the 5 master HMS Apollo, for example, but not including customs)) available to them. Once a faction has every official Wizkids ship in its fleet in play, that faction can launch duplicates of those official Wizkids ships. Only one duplicate ship is allowed, but if a faction has two of every ship in play, they can begin a third set of duplicates. However, once a ship is sunk, it MUST be replaced before duplicates can be launched again (This is also known as the “complete the fleet” rule). Unreleased game pieces designed by Wizkids are not included in the Duplicates Rule.  Wizkids faction fleets cannot have duplicate custom ships.  Since the Dutch and Conglomerate factions have no official Wizkids ships, their entire fleets of custom ships are subject to the Duplicates Rule.  For example, if ALL custom Dutch ships are in play at once, they can begin a second set of each custom Dutch ship.

-Minor revisions to the Resources errata and how they work (changes underlined): -Resources are represented through tokens; players may choose whatever kind of tokens they wish as long as all players agree. Ships can carry any number of any resource types up to their cargo limit. After a ship rolls for the resource type and loads resources, the ship will load face-up gold coins that correspond to the numbered resource (for example, a ship with lumber on board would have 1’s). When the ship unloads the resources at the home island, the 1’s (in this case) may be unloaded just like treasure.  At any point during a player’s turn (usually at the beginning of the launch phase, after the play phase ends), any resources on the home island can be swapped out for the value of the resource in gold. If the value of lumber was 4, the 1’s are swapped for face-down gold 4’s on the home island (HI), which can then be used to purchase ships and crew during the launch phase at the end of the turn. Players may use UT tokens to represent total gold or resource quantities on their home islands, but should keep in mind that a UT worth 400 gold could be stolen by a home island raider with a single open cargo space.

-2 hits/mast rule addition: Flotillas must be hit 4 times overall in order to eliminate their flag (none of the hits have to come from a specific shoot action).

-Encampment clarification: Abilities that remove explored island markers eliminate encampments.

-Face-up Unique Treasure can be loaded and unloaded to and from islands as part of the free transfer rules. (slight clarification)

-Ships can load face-down treasure and resources from their home island with an explore action. Face-up Unique Treasure can be unloaded to islands as part of the free transfer rules. Ships can load face-up Unique Treasure from their home island as part of the free transfer rules.

-If both players agree to it, opposing ships can touch without ramming, boarding or pinning. While touching, they can be given an explore action to transfer cargo freely between them.

-Submarines can do ram damage while both surfaced and submerged.

-Only up to 3 copies of each unique set of native canoes can be in play at a time.

-There are currently only two storm terrain in play, but I have added their rules to the main post as well.  From Xerecs’ Century of Economy games: Storms are a Custom terrain piece. At the end of a round of turns, a d6 is rolled. Match the result to the number printed on any Storms in play. Roll the d6 again. Match the result to the number printed around the edge of the Storm and move the Storm L in a straight line in that direction. If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If any part of a game piece touches a Storm, it is immediately placed inside of it. Roll a d6, the result is the number of masts, segments, flags or damage points removed from the game piece. If the result is more than the number of remaining masts, segments, flags or damage points, the game piece is eliminated from the game. If a storm spends more than three rounds over a body of land, it is removed from the game.

Additions to the Ban List: Odin’s Revenge, Kharmic Idol, Pirata Codex, Flood UT, Missionaries UT (those last two are customs)

~~~~~

Clarifying which tokens are for each type of island upgrade:
Encampment: Faction color token used to mark islands explored (under Markers)
Fort upgrade: Shipyard token (under Structures)
Lighthouses=Taverns (under Structures)
Town=Infantry unit (these last three all under Army Units)
Trading Port=Cavalry unit
Military Port=Artillery unit

Starting this turn, factions may start naming islands if they want to. Especially islands they’ve explored or taken control of through island upgrades.  For example, an obvious one is “Whirlpool Island”, the island surrounded by whirlpools south of the Spanish HI.

Custom Sets in play (by the end of this report) with abbreviations and creator name. (from now on, only the set abbreviation will be used for the launch phase specifics – that way you can find the customs used in the Customs Database if desired)
Age of Sail (AoS), Epic Seas (ES) – A7XfanBen
Return of Davy Jones (RoDJ), Fiends of the Blood Islands (FoBI), Spherus Magna (SpMa) – Xerecs
Great Sea (GS), Rise of the Moon Sorcerer (RotMS) – El Cazador
Dark Tides (DT), Seas of Doom (SoD), Eldest Seas (ELS) – JW Darkhurst
Vengeance of the Cadet Captain (VotCC) – Cadet-Captain Mike
Back to War (B2W) – The Grandmaster/PointlessArrow
Dutch East Indies (DEI) – Avery
Treasure Trove of Fenrir (TToF) – Woelf
Lost Isles (LI) – Shockwave
Godmason’s Customs
Marhawkman’s Customs
Obsidian Isles (OI), Siren Islands (SI), Oceans of the Apocalypse (OotA) – projekt355
Islands of Ice (IofI), Age of Extinction (AoE), Search for Golden Shores (SfGS), Rise of the Rebellion (RotR) – Pirate Captain Andrew/DoubleAAsauce
Baltic Sea (BS) – Skelebone
Treacherous Waters (TW) – Ochobrazo2298
Pirates Who Never Met (PWNM), Pirates Who Spent Too Much Time Together (STMTT) – Gazerbeam543
Forgotten Coast (FC) – Riz
Treachery on the High Seas (T), The Golden Age (TGA), – Vladsimpaler
Kraken Sea (KS) – mr_awesome
Lighthouses by The9ofSpades
Pirates of the Sendoran Coast (SC) – Captain Vendari’s customs

That’s a whopping 34 custom sets being used! Nearly all custom creators of Pirates CSG game pieces are represented in CG4 by the end of this turn and report!

The Story So Far

Here is a video describing the general events of the game over the first 5 years of its existence – from April 2018 to spring 2023.

If you’d like more details of some of the early stages of the game, you can also check out Xerecs’ CG4 BRs and the ones I did linked above. If you just need a quick recent events refresher, here’s the last report.

Here are a few things I held back from saying in previous reports that seem fine to reveal now….

Very old (probably from 2019): Jade Rebels probably pissed at the Pirates after Dungeon gave Plague to the Virtuous Wind.
5/8/2020: Dungeon explores island SW of Archipelago, uses Pirates’ extensive spying network to strategically trade Davy Jones’ Key for a Necklace of the Sky (latter grabbed from the middle Archipelago island).
7/13/2020: The Cursed lie to the Spanish that an anonymous source told them that the Americans were coming to attack them. The Cursed are looking for a reason to look pissed at the Spanish so it looks more natural when they go on the offensive.
7/24/2020: “The Cursed Pirates are teaming up to harness the power of the Norse gods to unleash true Hell upon the seas.”

Here is a color-coded “faction locations” map picture from the last round, before PirateAJ14 and Xerecs took their latest turns. The main colored areas are labeled with each faction, with the Pirates having some additional clusters of ship activity in the dark gray areas and The Cursed having a presence next to the Spanish HI.

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

Here is a giant map picture also showing the entire ocean, this one taken after PirateAJ14 and Xerecs’ latest turns before I started my turn. The Americans have continued to retreat eastward away from the Cursed, while the Spanish have mostly made all speed away from the Cursed 10 masters launched next to their HI.

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

After a 2 year wait from my previous turn, it was finally time for another epic session of CG4 chaos and carnage!  I do recommend watching the play videos for this turn, as I explained things in much more detail and avoided any music-only combat footage and whatnot.  I’m trying to make better battle reports (especially for CG4), so feel free to give feedback in the comments at the bottom!

The playing aspects of my turn took a whopping 51 hours, which doesn’t include the time spent planning and strategizing before playing, which was about 12 hours. Then add 9 hours for this battle report, and we get a grand total of 72 hours on this CG4 turn overall.  O_O (up from about 42+ last turn)

Pirates

196 Ships, 4697 Points in Play

The Pirates eagerly started another gigantic turn. Becoming more infamous with each passing round, they have used their “Infinite Money Glitch” to become the richest faction in the history of any Pirates CSG game. “Arcane abuse” has completely destabilized all notions of parity, leading to a bizarre situation where many factions may have to team up quickly in order to stop piracy from taking over the entire sea.

Tensions between the Pirates and their neighbors (the Corsairs and Vikings) began four years ago when the factions were fledgling fleets, content to slowly build up a foundation of strength. Now that tension is boiling over into all-out war. It is too soon to say what will ultimately transpire, but the possibility of a prolonged and bloody war is certainly there.

Beginning of turn Abilities and Effects

It was time to start!  Each of my CG4 turns begins with much anticipation and excitement.  However, there is always a lot of “housekeeping” to do – remembering and reviewing where things left off, consulting my notes for strategic ideas and order of operations optimizations, etc.  There are also a number of “beginning of turn” abilities or effects that are resolved early to start getting a picture of what the turn will look like.  This involves rolling for all of a faction’s AA (Admiral’s Action) abilities, as well as any Arcane rolls they can do.

The Pirates were disappointed to only get 1/9 AA’s, but their EPoE (Elizabeth’s Piece of Eight) was acting as a guaranteed “Mycron” via the Jolly Mon (a ship who of course was hidden in a fog bank next to their home island).  They then used their Global Surveillance Program (GSP) to spy on some Barbary Corsair assets, to make sure they knew full well what they’d be getting into if they committed to a full counterattack on the Corsairs.

The GSP is now better than ever since spying can happen on every faction’s turn! (multiplies spying efforts by 12!) I think it will be best to just do it at the beginning of each faction’s turns for all the factions that took their turn before the current faction playing.

Next it was time for the Arcane rolls!  If you’re unaware of this particular “theme” of CG4, I explain it in full in this video:

UT #1: Hidden Trove. UT #2: Evenstar. (both placed on Shadow Thief) UT #3: Eye of Insanity (placed on Sphinx).

393 ships in play x2=786 gold from Hidden Trove. x3 w/Evenstar=2358 gold. x2 w/Silverback John=4716 gold. +876 they already had=….

5592 gold.

O_O  Another new record!  The most gold ever raked in by a single faction in a single turn.  The Pirates estimate their “gold burn rate” at a minimum of 1200 gold per turn, which allows them (hopefully) at least 4 turns of megalaunching without having to use Arcane rolls for gold production.  Now they can bring in other UT’s next round….

Trove optimization: 1 Trove + Evenstar = 3 Troves. x2 from John=4716. Vs. bringing in a Trove every turn. No Evenstar-1572 gold (Trove doubled with John)
Evenstar gives 3x gold in the short term to allow for more choice flexibility in the long term. Better than having to constantly bring in Troves to support the crazy spending sprees.

A new “Eye of Insanity meta” is starting to emerge. Each EoI can be used to copy the Arcane, through the Cursed version of Davy Jones. This can be used to bring in additional copies of Nemo’s Plans and Runes of Thor, which can be used to guarantee that those EoI Arcane rolls are 6’s on future turns, which can be used to bring in additional Eyes on other ships.  Of course, at any point the Pirates could decide to stop simply “optimizing the system” and go into full brutality mode, bringing in many copies of devastating UT’s such as Neptune’s Trident in one turn and placing them on various attack ships.  The combos and possibilities are nearly endless, and the Pirates and Cursed both have a long list of UT’s that they’d like to bring in….

I got in touch with Woelf to answer a question about the Eye of Insanity UT: “A crew targeted by the Eye retains its original ability, so it would still count normally toward other abilities regardless of what got copied.”  I asked this because the Sphinx gets +1 to her d6 rolls with a Captain aboard (per her ship ability), but she might have to use that Captain with the Eye.  With that ruling answered, she can still succeed at copying the Arcane on a 5 or 6 due to the +1, even if the Captain is used with the Eye.

These “eyes” also pair well with the idea of the Global Surveillance Program….

At long last it was finally time to start giving out normal actions to the other 193 ships in the Pirate fleet!

The Smiling Jim took the Plague from the Noble Swan (lower left of the next picture), finally freeing the prize from her last negative UT. The Noble Swan explored the Smiling Jim to give her Runes of Wealth, a UT that was needlessly taking up a cargo space on a ship that will probably need it for something else in the future.

The Pirates are optimizing their “chain exploring” system at their metals island. They’re going to have ships at both ends of each line have either the Dinghy equipment (which allows you to explore an island or ship within S as a free action) or an “unload within S” ability. That way, no ships in the chain have to remain docked for the chain exploring system to work. This frees up space at both islands, which is great for maximizing how many ships can be launched from those islands.  It also opens up a sea lane where ships can easily traverse from the east or west side of those islands to the other without having to sail all the way around the chain.  The Pirates expect to have the optimized system finished next turn, at which point their metals income will be automated, likely at 6-7 metals per turn.  This is so they don’t have to spend as much time giving actions to their resource runners, and also to minimize traffic jams near those launch points.  However, with their near-unlimited gold income via Hidden Trove funding, there is a chance the Pirates will abandon resources altogether and simply outfit those resource runners with crew and equipment so they can fight if needed.

Pirate home island in VASSAL Campaign Game 4

The tavern token that the Raven unloaded at the Pirates’ textiles island last turn is now a full-fledged Plumb Point Lighthouse!  This means that all Pirate ships within L+L of the lighthouse get +S to their base move during that action, kind of like a giant trade current.

The Stormy Night rolled a 5 for her ability with the help of a reroll from Norman Spells. It allowed the Pirates to move any enemy ship S into terrain (therefore the enemy ship must already be within S of a terrain piece). The Sultan’s Riches was the easiest target – a Barbary Corsair resource runner approaching a storm.  She got sucked in, and had the misfortune of rolling a 4, sinking the ship instantly!  She went down with a helmsman and 3 textiles tokens, eliminating 6 points from the Corsair fleet.

The Blackleaf’s Studding Sails equipment malfunctioned, taking down her mizzenmast with it.

Iolkos, captain of the Bombay (custom 6 masted junk), has sent a strange “dowry demand” to Ekimu, the Grand Admiral and Supreme Commander of the Ionic Navy (part of The Conglomerate faction). He did not specify to whom he wishes to be married, having spied no female crew in the Conglomerate fleet at the time of the letter.

The Pirates realized they had made a gaffe with The Leviathan, though not a consequential one. Since the ship “sank” via Eternal scuttling, her Nemo’s Plans and Neptune’s Trident UT’s were removed from the game.  It definitely makes The Leviathan less of an automatic (and broken) superweapon, and the Pirates will be more careful about how they use her in the future.

Here’s a broad overview of the Pirate-Corsair situation, showing the Corsair attack from last turn at the center left.  The northern half of the Pirate HI is just out of sight to the upper left, while you can see the English HI southeast of the Corsair HI.  Things were about to explode.

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

The Pirates declared war on the Barbary Corsairs on July 3rd!  The massive counterattack would now commence!!  Here is the video if you’d like to see the raw footage of the entire assault, with both my narrative explaining everything and background music. A picture+caption summary is below if you prefer that.

After the damaged ships moved out of the way as best they could, The Slash (custom 4 master) got things started!  She carries my good friend Captain Randy, who was ready to take the fight to the Barbary Corsairs!  Both bow cannons hit the Great Desert, a sign of good luck for the Pirates to start the battle so well!  Not including the Great Desert, you can count 8 Corsair ships (including the flotilla and two submarines) in the main Corsair attack force. The Pirates wanted to neutralize as many of them as possible. Various options were considered for this counterattack – including committing as few forces as possible.  However, the Pirates realized that although going all-in on the counterattack might delay their short-term plans for the WSG (to be revealed soon!), it would be better to completely smash the Corsairs, neutralize the threat, and teach them a harsh lesson.

The Slash starts the battle with Captain Randy

As the shots began to ring out across these battle-torn red waters, both sides gritted their teeth for the carnage to come.

Next up was the Shadow’s Hand, who carried the Shadowed One – a devastating custom crew from Xerecs!  His primary ability: “Give this ship a shoot action. A beam S wide and 2L long leaves this ship in one direction. Replace up to two masts with fire masts for every ship in the path of the beam. This ship cannot be given an action on its next turn.”

A “fire beam” attack of godlike power!! It was time to unleash one of the many Pirate Weapons of Mass Destruction!

The Shadowed One fire beam attack

6 ships are set alight for a total of 11 fire masts!  O_O

🔥

Now it was time for another flame weapon!  Though far less powerful, it’s one that probably all of us know….

The Queen Anne’s Revenge greek fire attack!  From my “movie version” custom from Pirates of the Epic Seas: “Once per turn, you may eliminate one of this ship’s crew to shoot a flame S wide and 2S long directly forward of the ship’s bow. For every ship in the path of the blast, replace one of that ship’s masts with a fire mast.”  HMB Sayyida is set alight as the Nubian Prince and Anubis become raging infernos!

Queen Anne's Revenge greek fire attack in VASSAL Campaign Game 4

With the flashy WMD’s providing some serious firepower, now it was time for the conventional weaponry of the massive Pirate fleet to get to work.  Vortex and Slave Revolt set upon the Crown Jewel (Corsair 10 master), eliminating 4 of her masts.  With the latter’s Crew Protect cancelled by the Vortex, Vincenzo Gambi led a boarding party from the Slave Revolt to massacre all of the Crown Jewel’s crew.  A large number of effective Corsair crew were killed in action: Gazim, Ardagundas, Murat Rais, Sheik Al-Wahed, helmsman, oarsman.

Flotillas took some shots at the Sayyida, while the Crescent Rose used Extended Range (via my Powder Kegs equipment), shooting over the top of a burning submerged submarine to damage the Elephant flotilla.  The Misfortune’s Keep sailed into the fray, though her captain ability was cancelled by the Anubis (which is what the Pirates wanted, having intentionally waited until now to approach the Anubis).  At the bottom of the frame you can see some support ships doing towing logistics in order to get the derelict Splinter out of the way, making room for gunships to surge forth.

One last look at the severe carnage before the sinkings began:

Severe carnage in VASSAL Campaign Game 4 - CG4 counterattack of July 2023

The Pirate attack was in full swing. More gunships poured into the area, sinking the Anubis, Elephant, and Majestic.  This opened a gap that allowed more shots to fall in range of the Crown Jewel, which quickly became a wildly burning mastless hulk.  Despite the Crown Jewel’s Iron-Plated Hull equipment preventing some damage, the sheer volume of cannonade put forth by the Pirates crushed her in one turn. At the right, that’s a brand new iceberg brought in by Odin himself!  It was an Odin Missile!  The Pirates used their Rune combo to eliminate the Grand Desert from the game. Sickening devastation.

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

With the Slave Revolt and Shadow’s Hand both getting second actions coming out of the whirlpool, I felt that this round was a proper time to finally reveal the meaning of WSG… a foreboding acronym that the Pirates began using amongst themselves years ago….

 

 

 

 

WHIRLPOOL STRIKE GROUP

A terrifying concept whose true power has still yet to be seen… the WSG is at the core of Pirate combat philosophy. It’s what they’ve been building towards for years now.  A massive, multi-faceted strike group that can utilize whirlpools to hit enemy targets anywhere, anytime. There are a number of key pieces to the WSG, among them the Tempest – the custom 5 master that can create a new whirlpool anywhere on the map if she rolls a 6 with her ability.  Many of the recent Pirate launches were specifically to build up the WSG, as it fast becomes the largest battle fleet in Pirates CSG history. At the end of last turn I estimated the total size of the force at 50+ ships, with more being launched every single turn.

The criteria for a “WSG ship” is simple – either a ship that can generate its own second action (via Sac/EA/SAT/etc), or supply/support ships that have abilities like the Cheerleader ability (+1 to cannon rolls for friendly ships nearby), or high-cargo supply ships that carry extra oarsmen and shipwrights to replenish the attack ships when they run low on crew or equipment. It is a vast enterprise that the Pirates have been working very hard to optimize. They realize how costly whirlpool travel can be – going into enemy territory and coming back via whirlpool can easily cost a ship an oarsman and a mast, not to mention any damage or casualties sustained while fighting abroad. For that reason, the Pirates have invested heavily in a large supply chain network.  They have many ships whose sole purpose is to resupply ships with oarsmen (primarily Sac-powered ships that have a high burn rate of oarsmen, losing them both in whirlpools and while generating extra actions), as well as shipwrights so that combat ships can repair themselves if whirlpools take out some of their masts.  The idea is to have a self-sustaining combat force that can fight anywhere at any time for prolonged periods.

There is a massive number of attack ships dedicated to the WSG. Nearly every single “action generator” ship and crew in the Pirate arsenal of game pieces has been launched as a “WSG attack ship”. This is due to the sheer quantity requirements of the WSG – many EA and SAT rolls fail every turn, and sometimes Sac-powered ships have to hang back to replenish their sac fodder stores with new oarsmen.  As a result, large numbers of gunships with similar action generation tactics are on hand to keep the strike group strong and flexible.  Ex: If 8/10 SAT ships fail to get their SAT rolls, perhaps the EA ships will get luckier to bail them out. Or, Sac ships will make up the difference with their guaranteed double actions.  This is also because whirlpool attacks are inherently limited by the 2-action limit: one action is always required to go through a whirlpool, meaning that a ship can only ever be given one additional action on the other side where the combat will occur. As a result, large numbers of attack ships help the odds of a whirlpool attack success by making sure there is enough firepower to achieve decisive victory over the enemy, preferably on the first turn of the attack.

Recently the Pirates have begun to realize just how expensive and demanding it will be to keep the WSG operating in full for many rounds on end. Sometimes supply ships may have to follow the attack ships through whirlpools to attack zones, depleting their stock and strength more quickly.  Therefore, the Pirates have begun to launch “resupply” ships – ships that will supply the suppliers. This is to optimize the flow of oarsmen and shipwrights that help keep the gunships healthy and ready for action at all times.  As more combat occurs, the demands on the WSG supply system will grow and cargo logistics become quite complicated.  My CG4 tracking spreadsheet has a row for nearly all the ships in each of my fleets, with many ships in the Pirate fleet having notes about “needs S+O” (for example) to remind myself that next turn that ship should be supplied with a shipwright and oarsman if possible.

Lastly, the WSG has some extremely powerful weapons in it. If the main bulk of action generator ships cannot do the job… there are WMD’s to back them up. The Pirates have four 10 masters in play right now, as well as various superweapons like the Shadowed One that can provide ample firepower as a last resort if they are not part of the main initial assault.  The Pirates are flexing their might, and we could see the WSG become quite the deterrent force over time.  With the ability to create whirlpools at will and surge through them with game-changing firepower, no faction on the sea is safe from potential Pirate wrath.

ALL OUT WAR.  The Pirates have slaughtered the Corsairs in a grand display of strength. At the upper right, 9 ships (most or all from the WSG) came out of the brand new whirlpool created by the Tempest near the Corsair/English spice island!  They wreaked absolute havoc, smashing up the Corsair resource runners and effectively cutting off Corsair access to that valuable island.  At the bottom of the frame, Plague of the West got a second action to eliminate masts from the Corsair runners gathering textiles.  At the left, one of the most ominous signs of all – the Zeus and Hera have returned home from their excursion to Spanish waters.  They’re getting a few brief replenishments but staying near whirlpools in case the Pirate fleet needs their flagships.  Off their port sides, you can see newly minted ships of the WSG making their way to the whirlpool area.  Another handful of ships wait in the fogpool nearby, primed and ready to enter that whirlpool next round.  At the far left, a squadron of 10 warships (mostly stock gunships launched last turn) makes their way around the west side of “Textiles Island” to take up position against the growing Viking fleet in the north.

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

That marks 6 Corsair ships sunk by the Pirates this turn, with 3 additional ships dismasted and 7 ships partially damaged.  By my count the Pirates had 20 ships fire shots at the Corsairs, with 16 Corsair vessels either sunk or damaged.  At long last, the full scale combat of CG4 can begin….

The Pirates would also like to make a few PSAs known. They have generally been iterated to the other players, but just for full disclosure:

-Attempts to eliminate the Arcane will be met with extinction.

-Jailhouse Dog (reusable once per round with Nemo’s Plans) will be used to cancel out Fountain of Dreams if it is brought in. Not playing JD to cancel Hidden Trove or Evenstar.

-When using the Sac (Sacrifice) ability where crew are eliminated to gain extra actions, keep this in mind (from the Pirate Code) regarding Captain Davy Jones’ ability to possess crew on 6’s: “If a ship (or crew) has the ability to eliminate a crew to gain an extra action, this ability may be applied. If the roll is successful, the crew is placed on this ship normally and the ship does not gain the extra action because the crew did not remain eliminated.”
Captain Davy Jones is on the Slave Revolt in the Pirate fleet, and he will choose to roll whenever any non-Pirate or non-Cursed game pieces try to use Sac. The Pirates also have some auto-6 capability, so if some high-stakes combat occurs, there is a chance they might use that to force rolls to 6’s in order to shut down Sac for a ship or two (very unlikely however).

Launch Phase

As usual, the Pirates went on a massive spending spree across their 4 launch points.  Many new customs will see play for possibly the first time ever!  Any custom game pieces launched will have their set abbreviation in parentheses so you can use the reference near the beginning of this post to see who they’re from and in the Customs Database if you want to check them out in full (ctrl+h works really well to find things quickly).  There are a few exceptions for very commonly used generic customs, such as Dinghy from PointlessArrow’s Back to War (B2W) set and Gilded Figurehead and Streamlined Hull from Woelf’s Treasure Trove of Fenrir (TToF) set.

C=Captain | H=Helmsman | O=Oarsman | S=Shipwright | E=Explorer | WH=World Hater | FPS=Firepot Specialist | CSS=Chainshot Specialist

Skull Valley: 10 ships, 329 points
Bane (SoD) + Mr. Constantine (BS), Gilded Figurehead, oarsman (she also will have Vesok aboard)
Golden Medusa + Henry Every (OotA), CHO, shipwright (30)
Dark Trance (STMTT) + Three Eyed Roger (STMTT), CHO, shipwright (26)
Cunning Calypso (OotA) + Raveneau de Lussan (AoS), helmsman, shipwright, oarsman (21)
Devil’s Float (STMTT) + Captain Leviathan (BS), Dinghy, shipwright, oarsmen x2 (34)
Grim Spectacle (STMTT) + Captain Sally Silver (OI), Master Gunner Jarvis Johns (OI), The Mad Finn (BS), helmsman, shipwright, oarsmen x2 (46)
Royal Rover (SI) + Hugh S. Shine (RotR), Rosie Richards (SI), captain, shipwright, oarsmen x2 (38)
Pyorremyrsky + Edward Lewis (B2W), CHO, shipwright (28)
Zloty Kot (BS) + CHO, shipwright, exploding shot (22)
Spirit of Freedom (BS) + CHO, shipwright (17)
Gilded Figureheads (32)
Thok (12)

Skull Valley: 10 ships, 329 points

Home Island: 15 ships, 284 points (504 points with island upgrades included)
Southern half: (7 ships, 129 points (349 including the island upgrades))
Banshee’s Cry + HE, 3 coin, and fort upgrade (49)
Blinding Sun (STMTT) + Karmiine Klovisk (SC), helmsman, Dinghy (23), carrying town and military port (MP) upgrades (60)
Fickle Fiend (STMTT) + helmsman, explorer, oarsman (14), carrying town and military port (MP) upgrades (60)
Pirates Booty (STMTT) + helmsman, explorer, oarsman (13) carrying town and military port (MP) upgrades (60)
Rum Stealer (STMTT) + Evil Scott (STMTT), CHO (25)
WSG supply
Blubber (RotR) + H, oarsmen x4 (12)
HMNV Naval (AoE) + helmsman, Dinghy, shipwright x4, oarsmen x3 (32)
+1 oarsman

This picture also shows the ships launched from the Metals military port (MP), detailed below.

Home Island: 15 ships, 284 points (504 points with island upgrades included)

Northern half: (8 ships, 155 points)
Mercy + CHO (14)
Fancy + CH (10)
Crow’s Foot (ES) + CHO (14)
Ripped Canvas (ES) + CHO, chain shot (15)
Cuerno de la Cabra + CHO, shipwright (19)
Anti-Viking Defense Squadron
Stradlin (SoD) + CHO, FPS, exploding shot (23)
Witchfire (SoD) + CHO, FPS, exploding shot, Dinghy (28)
Red Dragon (ELS) + Spike Vicious (ELS), helmsman, FPS, oarsman, exploding shot, double shot (32)

The Mercy and Fancy are dedicated “tugboats”, while those next three are mainly for defending the Arcane. The Arcane is so valuable that she is beginning to have her own defense squadron, which may reach over a half-dozen ships.  The Vikings’ recent Hidden Trove acquisition has made them a serious threat to the Pirates’ western border, so the Pirates are beefing up the stock gunship squadron launched last turn with more weapons.

Northern half: (8 ships, 155 points)

Metals MP: 13 ships, 275 points
Spirit Folly (TW) + “Foggy” Lem (TW), CHO (24)
Vari (BS) + CH, smokepot specialist (16)
Jaguar (AoE) + shipwright, oarsman (14)
Klabautermann (BS) + helmsman, shipwright, oarsman, Gilded Figurehead (14)
Sudden Death (BS) + CHO, Gilded Figurehead (21)
Madagascar + CHO, shipwright, smokepot specialist (24)
Black Cat + CHO, shipwright, smokepot specialist (24)
WSG supply
Smiling Djinn (OI) + HS, oarsmen x3 (14)
Manacle (OI) + HS, oarsmen x4 (16)
Urgent Undertaker (SI) + HS, oarsmen x4 (16)
Thievery + CH, shipwright x3, oarsmen x2 (26)
Grey Hind (OotA) + helmsman, shipwright x4, oarsmen x2 (24)
King’s Ransom (TW) + helmsman, shipwright x2, oarsmen x5 (22)
For ships already docked there: 2x Dinghy, 5x shipwrights, 4x oarsmen (20)

Here we start to see the true scale of the WSG – simply launching half a dozen supply ships for the grand scale of the venture. Just those new ships alone carry 20 oarsmen and 12 shipwrights.  However, the Pirates want all their supply ships to have a “permanent shipwright” aboard in addition to any extras meant to be given away – that way the supply ships can repair themselves after whirlpool travel, not just the gunships. The WSG attack ships are likely to operate wholly at sea for very long periods of time, while the supply ships might come back to a launch point eventually to replenish their cargo, or simply be resupplied en route by yet another ship in the supply chain.

Textiles MP: 6 ships, 223 points
34 points of crew and equipment for various ships that docked on the play turn: Darkhawk II, Dragon, Star of Siam, Triton’s Fury, Raven, Pandora, Agnis Crystalis.
Anti-Viking Defense Squadron
Cat’s Curse (SI) + Calvin the Wicked (SfGS), Los Diablo Rojo (OI), CHO, FPS, shipwright (46)
Fallen Eagle (BS) + Scout the 3rd (STMTT), CHO, shipwright (31)
Polska (BS) + Kazimierz Lux (BS), HSO, FPS (30)
Death’s Hand (BS) + Anne Bonnie (SI), captain, oarsman, Bow Chasers (AoS) (33)
Revenant + CHO, 2 equipment (30)
Gruesome + CHO, FPS (19)

The Pirates finally let a bunch of their older ships dock at this MP in order to come in for repairs and/or get some needed cargo. On recent turns the Pirates just wanted to max out their launches no matter what, but now they finally feel somewhat satisfied with the size and power of their fleet.  This will allow many Pirate ships in need of things to come in and get them rather than waiting off the coast as endless new ships are built in rapid succession.  It could be said that the Pirate policy of “maximum launching” is over, but of course it might resume in a crisis situation.  Every launch point will still likely resemble spokes of a wheel for many more rounds, as eventually I may want the Pirates to control every single ship ever made for them, both Wizkids and custom.  O_O  You can see where the WSG attack ships have gone east, diverging from the weaker anti-Viking squadron that heads northwest.  Both have formed impromptu lines of battle.

Textiles MP: 6 ships, 223 points

Launch Totals for the turn: 44 ships, 1111 points (1331 points including island upgrades)

Overall Fleet Size: 240 ships, 5797 points (at least 6017 total including upgrades)

The Cursed

51 Ships, 2171 Points in Play

The Cursed also start their turn with various d6 rolls – over a dozen with more every round!

Hidden Trove was now worth 864 gold (388 ships in play after the Pirate combat, but then they launched 44 ships for 432 total). Tripled with Evenstar=2592 gold. Plus what they already had=3943 gold.  Just like the Pirates, The Cursed wanted to guarantee megalaunches for a few turns, estimating their burn rate at no less than 1000 gold per turn (so this should cover them for at least 3 turns, potentially less if they put up enough launch points).  The Cursed got 5 AA rolls to work (+Barst, a Mycron crew), giving their burgeoning fleet a lot of flexibility.

Magnesis yanked the Ivory Star into the Gauntlet of Pestilence fog bank next to the Corsair home island, killing her oarsman in the gloom.

The Cursed are on a frenetic pace with both launches and island upgrades, upgrading their custom “whirlpool forts” (Figlar Castle and Gunos Fortress, two of each in play) at breakneck speed.  To that end, they realized they’d have to do some logistical “magic” this turn.  Using one of their trade currents, the Dinghy equipment, and an intermediary ship to support bridging the gap, they managed to get both island upgrades from the Devil’s Child to the Sea Duck, and the DC’s fort upgrade to the Gerudo Gale, the latter of which was already docked at the Gunos Fortress needing the upgrade.  Originally the DC was going to upgrade both the island and the fort afterwards, but the Cursed really want to expedite how fast they can get launch points up, specifically the whirlpool forts.  Soon they will have no less than FOUR upgraded forts that can essentially megalaunch from any whirlpool in play.  O_O  Talk about weaponizing terrain!  Arguably just as intimidating as the Pirate WSG….

Cursed upgrade logistics

The shipyard token is placed and The Cursed will be able to launch from this fort next turn!

The Spanish get slammed!

The Spanish have been crushed. 7 ships sunk, 1 ship captured, 4 ships left in play.  2/3 of their fleet was wiped out in one turn by the 10 master strike squadron.  O_O  The Pirates also have their “Anti-Spanish Squadron” sailing north towards the Spanish HI…. War is upon us indeed.

The Cursed assault the Spanish! 10 Master Strike Squadron slams Spain in their home waters!

War is upon us indeed.

A familiar voice whispered from shadow, aboard the Devil’s Kiss of the Pirate fleet…

“The Dead have taken command of the sea….”

The killing was not over yet.  It was time for a new menace to reveal itself….

TaaW=Terrain as a Weapon

Also known as: Weaponizing Terrain

In yet another instance of the Pirates getting help from The Cursed (or vice versa), the Sargasso Nightmare teleported into the area to provide some extra firepower support, making The Cursed an enemy of the Barbary Corsairs if they weren’t already.

In yet another instance of the Pirates getting help from The Cursed (or vice versa), the Sargasso Nightmare teleported into the area to provide some extra firepower support, making The Cursed an enemy of the Barbary Corsairs if they weren't already.

Nearly all terrain types have now been weaponized.  The Pirates can create whirlpools at will and surge forth deadly legions.  The Cursed continue to build up their fog hopping squadron, which will be larger and more deadly than ever before.  Odin Missiles rain down from the sky every turn as icebergs from the heavens sink ships.  Now even seaweed is something to avoid, because you never know when a swampy Cursed fiend will pop out and shoot you.

The Cursed and Pirates will be using increasingly aggressive rhetoric in their dealings with other factions as their patience continues to wear thin.

All Shall Perish.

Launch Phase

Home Island: 6 ships, 210 points (390 including island upgrades)
For Wisp: helmsman, oarsman, Dinghy (6), +42 for gold+fort upgrade token.
For Maman Brigitte: Streamlined Hull, oarsman (4)
For USS Mercury: equipment (14)
For the Grand Misfortune: Melegaunt (ES), Streamlined Hull, exploding shot, stinkpot shot, chain shot (11)
Obsidian Sun (OI) + Maleficent (OotA), helmsman, oarsman (18)
Pale Moon + Lilith (OI), Tzilacatzin (RotMS), Gilded Figurehead (26)
Insidious (STMTT) + Rapunzel (SI), helmsman, shipwright, Dinghy, oarsmen x3, gold, fort upgrades x2 (26 for ship, 92 additional)
Cursed Chalice (SI) + Merrow, Tidal Fiends, helmsman, Dinghy, oarsman, gold, fort upgrade (21 for ship, 46 additional)
Voodoo Child (STMTT) + Marie Laveau (STMTT), Vodyanoy (BS), Chirox (SpMa), HS, oarsmen x10 (66)
Bloody Cutlass + helmsman, shipwright, Dinghy, oarsman (18)

Home Island: 6 ships, 210 points (390 including island upgrades)

From Figlar Castle #1: 11 ships, 532 points
End of Days (ES) + Lord Hellsing (ES), Carnal Sinner (ES), Wraith (SS version), Madame Maria (RoDJ), Dhornikov – Prime Executioner (ES), SO, Streamlined Hull (TToF), smokepot specialist, stinkpot specialist, grappleshot specialist, exploding shot, grapple shot, chain shot (114)
Calamity (ES) + Acronius The Calamitous (ES), Jolly the Skull (OI), Phantom (OI), Skell (RoDJ), Streamlined Hull, shipwright, oarsmen x4 (88)
Cataclysm (ES) + Volgaad The Volcano God (ES), Sorcerer Jafar (OotA), Deranged Spider (ES), Vamprah (SpMa), Streamlined Hull, helmsman, shipwright, oarsmen x5 (95)
Blood Sacrifice (MS) + CHS, oarsmen x3 (27)
Moctezuma’s Revenge (MS) + helmsman, Streamlined Hull, shipwright x3, oarsmen x5 (36)
Rat’s Circle (IofI) + CH, oarsmen x2 (17)
Eternal Curse (ELS) + CHS, Dinghy, oarsmen x3 (31)
Arabian Nights (OotA) + The Nightsister (OI), helmsman, shipwright, Dinghy, oarsmen x4 (38)
Spinax (SoD) + CHO, shipwright, Dinghy (26)
Specter (OotA) + Lord Icarus of Destral (DT), Heir to the Satanic Temple (ES), CHOS (36)
Krikun (BS) + helmsman, Dinghy, shipwright x2, oarsmen x3 (24)

One of the most sickening and incredible launches of the game sees The Cursed spend over 500 gold at a single fort.  The 10 master expenditures average 99 points each. Even more sinister… it appears that The Cursed may be building their own WSG….

From Figlar Castle #1: 11 ships, 532 points

From Figlar Castle #2: 12 ships, 318 points
Farore’s Cataclysm (GS) + Vaati (GS), CHO, Gilded Figurehead (38)
Fiend’s Plot (ES) + CHO, shipwright, Streamlined Hull, Gilded Figurehead (27)
Banshee’s Wail + “Screaming” Mimi, CHO (29)
Dance + Tabitha McWarren (F&S version), helmsman, oarsman (19)
Crypt + Heiress of the Apocalypse (ES), helmsman, oarsman (22)
Siren’s Stone (B2W) + CHO (21)
Black Jar (OotA) + CHO, shipwright x3 (25)
Mauled Mermaid (SI) + Captain Nachtmare (OI), oarsmen x4 (29)
Hellish Stench (ES) + Maxis Penumbra (SoD), oarsman (20)
Man O War (AoE) + helmsman, smokepot specialist (10)
Hanging Tree (RotR) + CHOS (19)
Flesh of Oman (RotR) + Icarax (SpMa), Kaulu Kaikamahine (SI), HSO (48)
The Necromancer placed in fort (ES) (11)

This Figlar Castle whirled into the middle of a fog cluster, which was perfect for what The Cursed had in mind.  They’ve put in play a “mover squadron” full of abilities that can wrench enemy ships around against their will.

From Figlar Castle #2: 12 ships, 318 points

Cursed PSA that all the other factions know about: The Cursed now have SS Wraith in play (aboard the End of Days), meaning there are two “d6 possess” abilities in play. From the Code: “-If a crew is eliminated and multiple different players have this ability available, each may attempt the die roll using the normal player turn order, starting with the current player, until a roll is successful or all able players have rolled.”
Following through the play order, the Pirates will roll first followed by The Cursed. Just like the Pirates, The Cursed are intentionally going to use this to try and impede Sac and similar abilities from the other factions.

Launch Totals: 29 ships, 1060 points (1240 including island upgrades)

Overall Fleet Size: 81 ships, 3245 points (3721 including upgrades)

Vikings

20 Ships, 488 Points in Play

Since they didn’t have nearly as many beginning of turn rolls as the Pirates or Cursed, I decided not to record the start of the Viking turn. This proved to be a mistake, as the Vikings pulled off a grand coup of luck.

The Vikings got a 6 with All-Powerful Thor! They had tons of options for it, with many hundreds of enemy ships in play, including some nasty pirates nearby. They didn’t want to bring in the legendary Fountain of Dreams UT as they didn’t fully trust all of the other factions – too many variables with what could be brought in.

In the end, the Vikings took control of the Cursed Flying Dutchman! They got a 6 for Kalfu (“Once per turn roll a d6. On a 6 you may change the result of any die roll to a 6.”) (!!!)
The Flying Dutchman roll to bring in a UT and place it on an enemy ship didn’t work, so the roll was forced to a 6 to bring in a Hidden Trove!!

….

 

It was placed on HMS Alexander!!!!  O_O

The Vikings have immensely helped the English by giving them a massive windfall, with Hidden Trove to be worth over 900 gold on the next English turn!!

This was a grand moment of much anticipation. For a few years now, the Vikings and Corsairs have started to consider “gift Troves” for other factions by using their copiers to copy the Cursed Flying Dutchman instead of the Arcane, allowing them to place a UT from outside the game on an “enemy” ship instead of their own ship.  However, the Vikings did not expect it to come from All-Powerful, which allowed the Vikings to control the FD and effectively use All-Powerful to copy the FD’s special ability.  The English could be rich as soon as next round, and perhaps the greatest thing for the possible “allies” is – there’s no Pirate or Cursed turn in between in which it could be stolen by one of the major powers.  An interesting thing about the Pirate-Cursed cooperation is that they go after each other in the turn order, so all 10 of the other factions have their turns in between, uninterrupted by the “great evils”. It’s a double-edged sword because it also allows the Pirates and Cursed to potentially execute absolutely devastating coordinated attacks in back-to-back fashion.  However, in the case of UT generation it may help.

This is also a massive deal because it could change some of the power dynamic in the northeast.  The Pirates have likely irked the English of late, sending the Blackleaf into the northeast corner with island upgrades to possibly take over the spice island the Corsairs and English have been profiting from. That island was explored with a Dinghy on the Pirate turn, meaning the Corsairs and English are quickly running out of time to prevent yet another Pirate launch point from surrounding their home waters. In addition, the Corsairs have been severely weakened, and could really use some help.  They have made contact with the English about combating the Pirates together, but until now the English had very limited means to do so. If this turn made it look like the Pirates were about to completely take over the northeast corner, this Hidden Trove gift from the Vikings to the English could change or delay that.  The Vikings also like this outcome for the sake of their positioning. They are located just west of the Pirate home island and textiles MP.  The Corsairs are their allies on the eastern side of the Pirate launch points. However, the Corsairs have been so badly beaten that the Pirates might be able to turn all their home waters might against the Vikings, which would mean a quick and certain Viking defeat.  However, if the English (east of the Corsair HI) build a battle fleet that draws Pirate attention, the Vikings have a better chance in any local combat zones.

The Vikings had wanted to give a Trove to… the Spanish!  They have been on a “gift list” of both the Corsairs and the Vikings for a few turns now.  This turn was almost the perfect moment for it, with the Vikings feeling somewhat secure with their new launches and an “extra” crack at the UT generation shenanigans via the lucky 6 on Thor’s All-Powerful.  It was all set for the Spanish to get rich instead of the English… until the Vikings realized that no Spanish ship was within docking distance of the Spanish HI.  If a Hidden Trove was placed on a Spanish ship, it would have to be at sea where it was likely to be stolen by the Pirates or Cursed (or someone else) before the Spanish could get it home.  The Vikings didn’t want to waste their luck on that, and so pivoted to the English instead.

Next it was time for the Viking copier, Jord.  Having already given out a Trove to a possible future ally, the Vikings would definitely be copying the Arcane to try and benefit themselves.

Jord rolls to copy Arcane. First Gilded Figurehead, then Jord, then Reroll via Shayna Deux:
*** <a7xfanben> rolls White D6 -> [2] ***
*** <a7xfanben> rolls White D6 -> [5] ***
*** <a7xfanben> rolls White D6 -> [6] ***

Another successful roll!!  Used to place a Hidden Trove on the Timperswayd!!  O_O  😀

With that, the Vikings raked in another huge windfall, increasing their gold reserves further so they could launch for multiple turns without fear of bankruptcy.

This picture shows most of the Viking ship movements.  Their recently launched warships are headed south towards a fog cluster, where the Muninn attempts to spy on Pirate movements to the east.  Some of their “lumber squadron” has broken off from their usual trade route to join up with the main force, as the Vikings anticipate needing all the ships they can spare in a possible battle with the Pirates – which they anticipate could be coming soon.  Even some resource runners are turning east, simply to beef up numbers and provide support as tugboats or block ships.  There is little need to run the lumber trade, with Hidden Troves providing a steady supply of gold from which to fund the fleet.

This picture shows most of the Viking ship movements.  Their recently launched warships are headed south towards a fog cluster, where the Muninn attempts to spy on Pirate movements to the east.  Some of their "lumber squadron" has broken off from their usual trade route to join up with the main force, as the Vikings anticipate needing all the ships they can spare in a possible battle with the Pirates - which they anticipate could be coming soon.  Even some resource runners are turning east, simply to beef up numbers and provide support as tugboats or block ships.  There is little need to run the lumber trade, with Hidden Troves providing a steady supply of gold from which to fund the fleet.

The Barbary Corsairs and Vikings have been reaching out over the past few years in regards to forming alliances with some of the other factions in play, possibly to combat the Pirates together. However, the Vikings have a more… brusque approach when it comes to communicating. XD  It remains to be seen if that impacts their alliance hopes, not just with the English, but other factions as well….

Launch Phase: 6 ships, 195 points (347 including upgrades)
For Timperswayd: Dinghy, town+MP upgrades (3+60)
For Noble Glacier: Shayna Deux (already in play), helmsman, equipment x3 (5)
9x Gilded Figureheads (9)
Eagle’s Brood (LI) + HSEO, Dinghy, gold, fort upgrade (22 + 48 for gold+upgrade, 70 total)
Ratatoskr (IofI) + HSO, Dinghy, gold, fort upgrade (21 + 44 for gold+upgrade, 65 total)
Berserker (IofI) + Blakenos Arnfoot (ES), CHO, Dinghy (29)
The Norse Anvil (LI) + Kould the Conquerer (IofI), CHOS (40)
Naegling + Wilhelm Hadraade (OotA), Galnarl the Terrible (ES), helmsman, oarsman, Streamlined Hull (36)
Ruby Ice (ES) + Zaura Vikman (LI), Powder Kegs (ES), oarsman, stinkpot shot (30)

Without revealing their exact plans, it’s clear that the Vikings are investing heavily in the upgrade game.  They hear about what the Pirates and Cursed are doing, and want to get a slice of the pie.  There are only so many islands in play (36 wild at the start of play), and the Pirates and Cursed appear to be snatching up a fair number of them. In addition, the Vikings are severely hampered in their launch phases by the physical size of their ships.  With most of their ships available being oared, their average ship width is quite big, comparable to the Corsairs and all their galleys. This means they can’t launch as many ships per turn because they run out of space at their home island sooner than most factions would. As a result, more launch points are needed to get the Viking fleet built up at an adequate speed.

Overall Fleet Size: 26 ships, 683 points (895 including upgrades)

Barbary Corsairs

22 Ships, 422 Points in Play (down from 30 Ships, 575 Points in Play at the end of their last turn)

The Corsairs are down in the dumps.  They have been absolutely devastated by the Pirates and Cursed, losing 8 ships and 153 points in the time between their last turn and this one. Morale has never been lower.  Even compared to when the Corsairs lost a battle squadron to the Pirates years ago.  Some of their best fighters perished in the Pirate counterattack, and there is absolutely no way the Corsairs can launch enough new warships to keep up this war effort against the Pirates right now, especially if the Pirates keep pushing east to the Corsair HI.

The Barbary Corsairs attempted to bring in a UT…

Making matters even worse, the Corsairs failed to get the roll – the only one of my factions to not bring in any UT’s this turn.  The black days are upon them… depression and hopelessness are starting to set in across some parts of the Corsair fleet.  They do not have the gunships available to defend their resource system, which has come under attack by the Pirates and the WSG.  (I may be upbeat in the above video, but the Corsairs are anything but)

The Corsairs did their best to regroup and reprioritize, negotiating a tense truce with the Pirates on some strict terms. The Pirates agreed not to attack next turn if the Corsairs made concessions – they would not fire a single shot against the Pirates this turn, nor would they launch a 10 master or a full battle squadron (some new ships could have captains, but not all). The Corsairs are angry at the Pirates, but are more sad and shell-shocked than anything else.  They currently also have a female leader (Galina) who is mourning the loss of many Corsair captains, including Gazim, the admiral who perished when Vincenzo Gambi mercilessly slaughtered the crew of the Crown Jewel. The Corsairs are actually rethinking their strategy a bit – their plan just one round ago was to push the Pirates to the brink and wage all-out war with tons of gunships launched from their home island. However, facing extinction, the Corsairs realize they should play the long game and try to get off the Pirates’ radar a bit.

The Nubian Prince was the only burning ship capable of movement, but her fire spread even further above deck, completely engulfing the ship in flame.  The Crown Jewel and both submarines are doomed.  With those 4 ships all very likely to sink due to the automatic scuttle next turn, it would bring total casualties from the Pirate attack to 10 Corsair ships sunk, 12 if we include the pair of ships sunk by The Cursed.  The warships launched last turn sail out to form a wall line of defense against any further Pirate encroachment, with 3 war galleys north of the iceberg and one east of it.  The Crescent Moon pulls into port to stock up on some cargo the Corsairs have been planning to give her.  Corsair resource runners generally headed east to a rendezvous point near the new whirlpool by the spice island.  With nowhere to run or hide, the Corsairs are praying the Pirates don’t go back on the truce and attack them next turn.  It is a rough time when your life depends on trusting fickle pirates.

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

However, the turn was not without hope.  Receiving an AA from Kheir-ed-din, the Djinn of the East sped through the new whirlpool and emerged in an area completely new to the Corsairs – and for that matter, any faction.  She is the first ship to take The Vortex, a reef formation shaped by a whirlpool in the middle of it.  This is a distinct feature of the map, though unlikely to see much use due to the obvious dangers.  However, the Corsairs were desperate, and the whirlpool was near an untouched wild island they may have designs on.  It’s in between Viking and American outposts, and far from any Pirate or Cursed influence so far.

However, the turn was not without hope.  Receiving an AA from Kheir-ed-din, the Djinn of the East sped through the new whirlpool and emerged in an area completely new to the Corsairs - and for that matter, any faction.  She is the first ship to take The Vortex, a reef formation shaped by a whirlpool in the middle of it.  This is a distinct feature of the map, though unlikely to see much use due to the obvious dangers.  However, the Corsairs were desperate, and the whirlpool was near an untouched wild island they may have designs on.

Launch Phase: 6 ships, 208 points (374 points including upgrades)
Gilded Figureheads x10
Nephila: added Dinghy and shipwright (5)
Crescent Moon: shipwright, oarsmen x2 (4)
Zeitgeist (RotR) + Prince Numidia (RotR), Baahir The Brave (PWNM), Dinghy (30)
Orion’s Belt (SfGS) + Pallamir (ES), Bomb Box (ES), HSO, Dinghy, gold, town and MP upgrade (28+60)
Rabat (ES) + Cleopatra The Wise (PWNM), HSO, Dinghy, town and MP upgrade, gold, fort upgrade token (33+106)
Camel (SfGS) + helmsman, shipwright x2, Dinghy x3, oarsmen x3 (36)
Dieu-Le-Vuit (LI) + Ramoran (ES), CHSO, Dinghy, stinkpot shot (30)
Anubis (OotA) + Rajastos (ES), Vorash (ES), HSO, Dinghy (32)

The Corsairs got busy launching just as many ships as the Vikings did. 4 new 4 masted galleys, as well as a large new submarine and a schooner!  They were digging deep into all the various new custom game pieces that have been added to the Customs Database since the last CG4 turn (much like my other factions).  Indeed, the sheer quantity of sets and customs out there at this point is likely to satisfy even the smallest of minor factions.  This Anubis is a 4 master, not a relaunch of the cancelling 3 master sunk earlier in the round.  Although the relaunching rule would allow for the Corsairs to get some of the best combat assets back quickly, I simply dislike the flavor implications of relaunching stuff that just sank less than a round ago.

Launch Phase: 6 ships, 208 points (374 points including upgrades) Gilded Figureheads x10 Nephila: added Dinghy and shipwright (5) Crescent Moon: shipwright, oarsmen x2 (4) Zeitgeist (RotR) + Prince Numidia (RotR), Baahir The Brave (PWNM), Dinghy (30) Orion's Belt (SfGS) + Pallamir (ES), Bomb Box (ES), HSO, Dinghy, gold, town and MP upgrade (28+60) Rabat (ES) + Cleopatra The Wise (PWNM), HSO, Dinghy, town and MP upgrade, gold, fort upgrade token (33+106) Camel (SfGS) + helmsman, shipwright x2, Dinghy x3, oarsmen x3 (36) Dieu-Le-Vuit (LI) + Ramoran (ES), CHSO, Dinghy, stinkpot shot (30) Anubis (OotA) + Rajastos (ES), Vorash (ES), HSO, Dinghy (32) The Corsairs got busy launching just as many ships as the Vikings did. 4 new 4 masted galleys, as well as a large new submarine and a schooner!  They were digging deep into all the various new custom game pieces that have been added to the Customs Database since the last CG4 turn (much like my other factions).  Indeed, the sheer quantity of sets and customs out there at this point is likely to satisfy even the smallest of minor factions.  This Anubis is a 4 master, not a relaunch of the cancelling 3 master sunk earlier in the round.  Although the relaunching rule would allow for the Corsairs to get some of the best combat assets back quickly, I simply dislike the flavor implications of relaunching stuff that just sank.

Overall Fleet Size: 28 ships, 630 points (961 including upgrades)

Point Count

Starting this round, I am attempting to track ships and points in play for each faction on an action-by-action basis.  This means that whenever a boarding party results in crew elimination, I immediately subtract that crew’s point cost from that faction’s point total in the spreadsheet I use for the game.  It does make combat take a little longer, but I expect it to be fully worth it as it eliminates the need to go around the map at the end of my overall turns and count up everything each faction has in play.  This will likely result in some minor discrepancies in the numbers over time as a few crew or equipment eliminations or additions might be missed once in a while, but it’s worth the time saved. The last full point count took about 4 hours, so I’d prefer to avoid doing that each round.  I know tracking the points in play is not required, but I really love keeping track of how big each fleet is and seeing the crazy records grow with each round.

Here are the latest faction totals!  I know a lot of it is extremely lopsided, but that may change a bit over time if more “gift Troves” can be handed out or procured.  There are three fleets in the 25-30 ship range that have the best hope of contending with the Pirates (and/or Cursed).  However, almost half the factions (5/12) have less than 10 ships in play. Of course, perhaps that makes them less likely to draw interest from the power factions, possibly allowing them to slip under the radar. The Pirates’ percentage of points in play actually decreased slightly this round, but they could still become a ridiculous statistical anomaly in that regard – if they cross 50%, they’ll be just one faction out of twelve and still in control of a points majority!

Faction Ships Points Ship % Points % Points/ship
Spanish 4 57 0.9% 0.5% 14.25
Jade Rebellion 4 43 0.9% 0.4% 10.75
The Conglomerate 30 531 6.5% 4.5% 17.70
English 17 230 3.7% 2.0% 13.53
Pirates 240 5797 51.6% 49.5% 24.15
Cursed 81 3245 17.4% 27.7% 40.06
Vikings 26 683 5.6% 5.8% 26.27
Corsairs 28 630 6.0% 5.4% 22.50
Dutch 6 76 1.3% 0.6% 12.67
Americans 15 215 3.2% 1.8% 14.33
Mercenaries 6 91 1.3% 0.8% 15.17
French 8 123 1.7% 1.0% 15.38
Total 465 11721 25.21

Last turn saw this game become the largest in Pirates CSG history. This turn, the game broke through the 10,000 point threshold.  O_O  For some years now I have fantasized about playing a game that went into 5 figures worth of points in play. After my Command the Oceans campaign game in 2017 passed 9000, I began to think it was inevitable. Now we have reached it!  However, we didn’t just get to 10K points – we blew past it, reaching an astounding 11,721 total points in play.

We are indeed in the Reign of Terror. It remains to be seen just how allied the Pirates and Cursed are, but they currently control over 9000 points, nearly 80% of all points in play. They also own 69% of all ships afloat, meaning you could double the fleet sizes of all other factions and they’d still have more.  Next round is likely to see The Cursed become the second fleet in play to reach 100 ships, truly a huge milestone for any massive campaign game fleet. In the meantime, the Pirates will continue their assault on the record books. Already the biggest fleet ever, they will easily blow past 6000 total points next round and look to eventually become the first 300-ship fleet.  O_O

Stats by player. Things have ballooned to a size not seen before. Technically I did control more ships during CTO in 2017, but that game never reached a 5 digit point total. Now I’m not the only player playing, and I still control over 10000 points.  O_O

Ships Points Ship % Points % Points/ship
Xerecs 55 861 11.83% 7.35% 15.65
A7XfanBen 375 10355 80.65% 88.35% 27.61
PirateAJ14 35 505 7.53% 4.31% 14.43

10 masters in play: 24 – 4 new this turn, all Cursed. (16 Cursed, 4 Pirate, 2 Viking, 1 Corsair, 1 Conglomerate)

Summary

Concepts introduced:

WSG: Whirlpool Strike Group

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.

Here is the grand map!  I recommend opening it in a new tab and zooming in to view in full size to give yourself a tour of this crazy game.  You’re looking at the first documented Pirates CSG game to surpass ten thousand points.  This picture shows nearly 12,000 points in play.

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023

With that, another one of my mammoth turns is in the books! This round saw brutal and decisive attacks on the Corsairs and Spanish by the Pirates and Cursed. Both battles appear to be over, with capitulation nearly inevitable in the short term.  However, the Vikings have rivaled the Conglomerate and Corsairs as perhaps the third most powerful faction, even “playing god” to decide who gets rich this turn!  Could the Hidden Trove gift to the English backfire, or will the English be eager to join the cause against the Pirates and ally with the Vikings and/or Corsairs?  What could happen next?  I’d love to hear your predictions in the comments!

As dusk sets across the ocean, a voice of black speech whispers across the waters… “All Shall Perish.”

 

Comment below your thoughts on the game, predictions for what will happen, and how I can improve my reports! If you’d like to support my efforts with Pirates CSG, feel free to check out my Patreon or buy things through the affiliate links throughout my website. This site contains affiliate links for which I may be compensated. Thank you so much for reading about this game and following along with the epic developments!  😀

CG4 Battle Reports (sorted chronologically)

CG4 Battle Reports (sorted chronologically)

Rules and Beginning of Game (mid-2018; the game started 4/22/2018)

VASSAL Campaign Game 4 continues after 5 month hiatus (11/25/2018)

VASSAL CG4 continued – July 2019 (7/28/2019)

CG4 Turn on VASSAL – August 2019 (8/27/2019)

More Turns of VASSAL Campaign Game 4 – Late 2019 (12/8/2019)

HUGE Resource Change and Big Pirate Launch – March 2020 (3/31/2020)

Tensions Rising (4/1/2020)

Another EPIC Campaign Game Attack!! (4/7/2020)

Huge Pirate Turn and Unveiling of a WMD (4/17/2020)

Pirates Launch More Epic Customs and The Cursed Attack!! (5/9/2020)

A More Relaxed Turn in CG4 (6/10/2020)

The Pirates Attack as the Buildup Continues! (7/3/2020)

BREAKING THE GAME | + A Global Biological Terrorist Attack Threat (7/27/2020)

RECORD BREAKING GOLD. EXTORTION. ARMS RACE. (8/16/2020)

Second Point Count of the Game! +Threats and Cursed Crew Swap (8/22/2020)

A LONG Turn – Including 2 Attacks and 57 New Ships Launched! (10/26/2020)

THE BIGGEST GAME OF ALL TIME | The Reign of Terror has begun…. (8/7/2021)

WAR IS UPON US! New records | Unreal Combos | CG4 turn of July 2023 (7/31/2023)

 

Xerecs also does video battle reports for CG4!

 

Also see: Naval Wars: The Last Campaign (A Pirate’s Story) (CG4 hype video)

THE BIGGEST GAME OF ALL TIME | The Reign of Terror has begun….

What the hell is going on!?

Fleet Status Update

Xerecs

Spanish (home island is in the southeast): 15 ships, 243 points. Recently attacked by the Pirates through whirlpools at the spice island southwest of their home island (HI).

Jade Rebellion (south central): Approximately 5 ships for 50 points. They have struggled to grow.  Although they were the first faction to reach The Archipelago, their Noble Swan was captured by the Pirates, netting the Pirates a key UT combo that has pretty much permanently destabilized the game.

The Conglomerate/The Alliance: ~27 ships total.  Recently hired Mata-Nui gives them the Copier ability, and since bringing him into the fold they’ve gotten Hidden Trove twice, netting them over 1000 gold in a short period of time.

English: 16 ships in play. The English have been pretty average so far, gathering reasonably valuable resources and staying out of conflict.

A7XfanBen

Pirates (home island is northeast and southeast due to round earth rules): Already the dominant faction of the early game, the Pirates are quickly reaching all-time great status.  Combining the captured Runes of Thor+Nemo’s Plans combo with the custom Arcane ship has vaulted them into a new stratosphere of fleet size, recently topping out at 148 ships and ~3740 total points in play!  They have become the de facto favorite, with a staggering amount of firepower that grows by the turn (41 ships launched last turn!) along with a growing collection of WMD’s – Weapons of Mass Destruction.  The sheer amount of ability and UT combos available to the Pirates gives them striking range and power unlike anything ever seen in a Pirates CSG game.

Cursed (northwest): With some intriguing help from the Pirates along with Davy Jones’ Copier ability, The Cursed have gone from an average faction to the second largest fleet in play.  Among their 37 ships are a whopping five 10 masters, with more possibly on the way given that they’re still sitting on around 2000 gold.

Vikings (north central): The Vikings have basically just collected lumber, and lost the Sleipnir to the nearby Pirates. However, 14 ships is not terrible considering their severe factional limitations.  They have a Copier (Jord), but have had no luck copying the Arcane thus far.

Barbary Corsairs (northeast): The Corsairs have been an instigator, teaming up with the Vikings in a somewhat anti-Pirate/local alliance.  They attacked the Pirates with some of their best custom 4 masters; although their initial attack was devastating, they lost all 4 of the ships.  However, a Copier of their own has allowed them to resurge, with 26 ships and nearly 500 points in play.

PirateAJ14

Dutch (southwest): ~7 ships. The Dutch have some interesting ships and UT’s.  It looks as though they may be trying to establish an alliance with the French.

Americans (northwest): 16+ ships. The Americans have done quite well for themselves, raking in metals to launch a bunch of their best ships.  Recent attacks by The Cursed have left them in a state of some disarray.

Mercenaries (east): 6 ships.  It took them a while to get going, but now the Mercenaries have some ships beyond just their starting fleet.  They have been rather “anonymous” and are located far from any conflicts.

French (southwest): 8+ ships.  The French have been stuck with poor resources for a while, and have not yet had the chance to make a mark for themselves in the game.

Alliances: Corsairs and Vikings (not publicly announced in game, so for thematic purposes only these factions know along with whoever they may have told about it)

Wars (declarer first): Pirates vs. Spanish

 

A 33 Hour Turn

As a general reminder, if you haven’t read the previous battle reports for CG4, this will be harder to understand.  I recommend starting with the rules and first reports, followed by the rest in the tag.  The tagged posts start with the most recent, so going bottom up from the last page is in chronological order.

This turn with my four factions took approximately 33 hours, up from last turn’s previous record of 30.5 hours.  It was played from late May 2021 until July 31st 2021, with approximately 15 different sessions of playtime.  The longest sessions were 5 hours on May 30th and about 4 hours on July 24th.  I think the point count took about 4 hours, with the battle report taking about another 5+, so what you’re looking at represents over 40 hours of dedication just for this turn.

Pirates

I started my party of a turn listening to this excellent mix.  I am absolutely drunk on power…. XD

Arcane Rolls: Vesok allowed Gilded Figurehead to work, which was used to replace the bad Arcane roll with a 6.  This allowed the Pirates to place a Hidden Trove on the Shadow Thief!  This would not be the last of their successes….

It is almost crazy just keeping track of the Pirates’ AA (Admiral’s Action) rolls – they now have nine of those abilities in play.  8 of them have Reroll with them on the ship in question, while the 9th is Ching Shih whose AA hits on a 4-6 due to Vesok being aboard the Smoke’s Hand with her.  O_O  So at the beginning of each Pirate turn, I am just doing around 20 d6 rolls to see how many AA’s I get and which Arcane rolls/rerolls/etc work out.  XD  In addition, the Shadow’s Hand now carries the Antikythera Mechanism, which just hit on this turn with a 6, allowing the Pirates to give an action to an enemy ship!

The Smiling Jim brushed up against the Noble Swan, giving the former the Plague but allowing the Noble Swan to explore the Smiling Jim, also giving her Enemy of the State.  The Smiling Jim was launched specifically for this purpose, so the Noble Swan will be able to dock at the Pirate HI (finally!) when the Warring Tribes gets her there.

The Tempest got Cannonball Gallows’ EA to move out of the whirlpool area near where the attack on the Spanish took place.  She emerged from the fogpool near the Pirate home island, using her second action to touch the Inferno.  The Inferno was given an explore action, swapping a face down crew for the Tempest’s Aert van Tuyl, the historical custom chieftain for the Natives of Madagascar native canoes.  The Tempest is even more loaded now….

Chain exploring is back in vogue!  With the ability to yank in Hidden Trove at will every single turn, the Pirates have less need for gold runners.  At some islands, the Pirates are now planning to go with a more passive gold running approach, chaining together their resource gatherers so they barely have to sail them around at all.  Ideally the last ship in the chain that would normally be docked at the home island will have some kind of ability that allows her to unload at the home island if she’s within S of it.  This allows ships to transit the busy waters right around the home island rather than create a blockage where ships would normally have to sail all the way around the chain of exploring ships in order to get to the other side of the home island area. (or break up the chain to allow a ship through the line, which slows down the flow of resources)  Due to their guaranteed (and massive) income with essentially infinite Hidden Troves, the Pirates aren’t worried about whether or not the chain exploring is truly optimal for resource collection (they might get X less of metal per turn compared to regular operations where each ship is given a move action, though I haven’t done the math on all that).

Chain exploring Pirates in CG4

In what would normally be a large coup, the Harbinger sacced to capture the Joya del Sol and warp her home, netting the Pirates a grand Spanish prize along with her cargo of 7 spices, suddenly worth the max of 42 gold under the new resource change! O_O Of course, that is now chump change compared to the Pirates’ near-unlimited wealth….

The Tempest used Avak’s help to get a 6 on the ship’s special ability, which allows her to place a whirlpool from outside the game anywhere on the ocean!  This would become important later on….

For reference, here is the Pirate-Spanish situation towards the end of this Pirate turn.  Some of the gunships that attacked last turn left the area already, with the Pirates cleaning up a bit.  The 10 masters continued circling the spice island.  Despite the fact that a state of WAR exists between the two factions, the Pirate ships made no moves towards the Spanish home island (HI).

BUT THAT WAS NOT THE END OF IT!!  THE LEVIATHAN IS HERE!  The custom Pirate 5 master with D movement came swooping in, but she was not without some extra help!  The Pirates got ALL THREE Arcane rolls this round (with some help from Runes of Thor of course! lol), allowing them to put UT’s on The Leviathan.  Here is the footage of what happened next!!

14 masts eliminated from 7 Spanish ships, from a UT that is now reusable!!!  O_O

The Leviathan uses Neptune's Trident against the Spanish!

The Leviathan is dismasted… but the Pirates have a plan for that… at least, … someone does….

 

Now it was time for another Odin Missile!  The WMD that the Pirates introduced last turn is still fully operational!  The Pirates don’t care much for the Jade Rebellion, so why not hit them?  Runes of Odin introduced a new deadly iceberg to the game, and then Runes of Magic was used to slam it into the Virtuous Wind, removing her from the game!!  O_O

The VW was carrying a bevy of UT’s when the icy missile broke her to pieces:

The Stormy Night moved the Tycoon into the iceberg that destroyed the Virtuous Wind.

What happened next was nothing short of shocking and evil.

 

Summary: With the Pirates controlling her, the Chimeratron Legacy captures 8 American crew and scores 8 hits combined on the Mercury and Blackwatch.  Making matters much worse for the Americans, The Cursed are next in the play order, which means the CL can probably get 2 more actions before the Americans can even respond….

The Tempest used her ability to place a whirlpool… right next to The Leviathan….  O_O  Anyone paying close attention to the customs in play may have an idea of what this means… very soon….  oh no…..

In the northeast, the Pirates continued moving their mass of gunships to the southeast towards the whirlpool and fogpool.  Perhaps they’re forming some sort of defensive line against the Corsairs?  Even in zoomed-in pictures like this you can see the massive scale of campaign games.  So many ships in one area, and true fleet movements occurring as they did in the Age of Sail, rather than a handful of ships scurrying about in a 40 point game.  XD

The Blackleaf was given the final AA of the turn to teleport from the fogpool to a whirlpool in the far northeast that is surrounded by sargasso sea (at the far right in the above picture). The whirlpool is close to the spice island the Corsairs and English have been making trips to, which is now rather valuable given the resource change making spices worth 5 gold each. The Blackleaf also carries town and military port upgrades….

At the upgraded Skull Valley fortress, the Pirates gave actions to their newly launched ships there.  Along with some random-looking maneuvers, it once again appears that the Pirates are generally just trying to clear as much room as possible at their launch points….

And that is exactly the case!!  The Shadow Thief docked home a Hidden Trove. 334 ships in play meant it was worth 668 gold. Silverback John doubled that to 1336, which got added to the Pirates’ existing 565 gold for a grand total of 1901 gold!

Pirate Launch Period

C=Captain; H=Helmsman; O=Oarsman; FPS=Firepot Specialist; B2W=Back to War (Pointless Arrow’s custom set)

Launched from Skull Valley: 9 ships, 207 points
El Dorado + CH, Dinghy, Streamlined Hull
Ranger (B2W) + CHO, Ballista; towing Guinea (B2W)
Broken Wind + Iolkos (Captain, S-Board, crew kill on every hit), helmsman, oarsman, Streamlined Hull
Prussian Crown + CHO, Ballista, 68lb Carronade, Swivel Gun
Sea Keg + CHO, Ballista
Foresight + helmsman, Dinghy, 2 shipwrights, 5 oarsmen
Dharma + helmsman, shipwright, Dinghy, 4 oarsmen
Sunrise Fire + helmsman, Dinghy, 2 shipwrights, 3 oarsmen

Launched from the textiles military port: 11 ships, 247 points
Berserker+ CHO, Dinghy, 2 equipment
Burnt Bones + CHO, Dinghy, Carronade, 2 equipment
Recreant + CHO, firepot specialist, fire shot
El Ladron + CHO, firepot specialist, fire shot
Revenge (PotC version) + CHO, firepot specialist, fire shot
Accused + CHO, firepot specialist, musketeer
Silverback + CHO, firepot specialist, fire shot, Dinghy
HMS Rickets + CHO, firepot specialist, fire shot
Fortune + CHO, firepot specialist, fire shot
Plague of the North + CHO, firepot specialist
Dart + CH, Dinghy, facedown crew

Launched from metals military port: 15 ships, 335 points
Bruja + François l’Olonnais, helmsman, oarsman
Bloody Spear + Fidel Zuan, CHO, FPS, Streamlined Hull
Flying Death + Richard Sawkins (Captain, +1 to boards, +1 to d6 rolls against the Spanish), helmsman, Dinghy, oarsman
Charles + Jean L’Escuyer (+1 to cannons against the Spanish), CH, FPS
Black Gentleman + Daniel Johnson (+1 tod6 rolls against the Spanish and +1 to boards), CHO, Ballista (one of the very few ships in the Pirate fleet utilizing Silverback John’s cargo master +1 bonus)
-This completes the Anti-Spanish Squadron (for now?) at 12 ships.

Greyhound + CH, FPS, shipwright
Mocha + CHO, FPS
Panama Sun + CHO, FPS, shipwright
Poison Dagger + CHO, FPS
Pillage + CHO
Foultrader + CHO, Ballista
El Diablo Negro + Jacques Tavernier, Judy Rodriguez (Helmsman+Cannoneer), oarsman, Ballista, Dinghy
Viper + CH, Dinghy, Ballista
Santiago + CHO, Ballista, fire shot
Zanzibar + CHO, FPS

Launched from their home island: 10 ships, 238 points (seen in the previous 2 pictures)
(Northern half)
The Deserter + CHO
Black Arrow + CHO, chainshot specialist, Dinghy, stinkpot shot
Ningpo + Captain, Ballista
Delight + CHO, Ballista
Dolphin + CH, shipwright
Plague of the East + CHO, shipwright, fire shot
(Southern half)
Charming Mary + Calico Cat (already in play), CHO, shipwright, Streamlined Hull
Silver Dagger + CHO, Streamlined Hull, gold coin, fort upgrade
Bonny Kate + CHO
Royal Fortune + CHO
El Chico + CH

+the Harbinger received a Dinghy and restocked oarsmen; she is one of the VERY few ships in the Pirate fleet actually taking advantage of Silverback John’s cargo master bonus and therefore she will sail out next turn with 5 oarsmen.  (I despise the usage of cargo masters in campaign games because it breaks their ability, so I use it as little as possible and generally just ignore the fact that all my Pirate ships in this game have an extra cargo space.)

The Arcane is essentially up to 4 “bodyguard” ships now. This is like the military policy of Defense in Depth.

You may notice that a lot of the launches are rather lackluster.  This is partly because they’ve already launched a ton of the really good ships I wanted them to launch, and because it’s easier to launch cheaper or “basic” ships to save time so my turn can take about 3 months instead of maybe 4.  XD  It’s finally gotten to the point where the Pirates are so big and powerful that it doesn’t feel remotely necessary to fully optimize their launches every single turn like I usually do in campaign games.  The term I’ve been using for a ship like Poison Dagger (average across the board but more likely to be a gunship than a gold runner) is “stock gunship”.  The Pirates, having the most ships ever released in this game, inevitably have a lot of 2-3 masters that are sometimes quite good (like the Recreant) along with a lower tier of similar ships that blend together and just aren’t usually that notable on their own.  These are generally what I call stock gunships (at least, in campaign games).  Almost like pure “numbers” gunships that wouldn’t normally carry named crew, but can stock up on “extra weaponry” (as I call it) such as cannoneers, musketeers, specialists, and offensive equipment.

The Pirates launched 18 ships from stock this turn.

The Pirate launch phases have now transitioned from fully optimal, to more of a numbers game where they continue rapidly expanding the size of their fleet, but nowadays filling it out with “stock” as they run through ship after ship from the Master Spreadsheet and Customs Database in a frenetic pace to “launch ’em all”.  Time will tell if they slow down on purpose despite their massive wealth, or if they splurge onwards and continue adding 40+ ships to their fleet every turn….

This Pirate Turn By the Numbers
Ships Launched: 45 (new high for them this game, and likely for any fleet in any game; 86 ships added to their fleet in the last 2 turns)
Gold Spent: 1,027
Gold Remaining: 874
New Fleet Totals: 196 Ships, ~4,700 Points  (continue reading for the point count…)

The Cursed

-Got the FD’s UT ability to work with Kalfu’s regular Reroll. This was used to put a copy of Runes of Thor on the Shadow’s Hand, completing the Pirate trifecta of THREE auto-6’s!! (three ships in their fleet now have both Nemo’s Plans and Runes of Thor aboard)  This is also certainly not the first time The Cursed have used the FD to give the Pirates a positive UT….
-The Pantheon got her Arcane roll to work! Nemo’s Plans placed on the Chimeratron Legacy!  O_O   Uh oh….
-The Pirates use one of their Runes of Thor copies on the Royal Feces’ Arcane roll that goes through Eye of Insanity and Davy Jones! This is used to bring in Nuva, which was placed on the Pantheon! (Any crew ability on this ship may be used by another crew within S of this ship.) Just like the Pirates have done with the Smoke’s Hand, this will allow the copying of a Copier, giving The Cursed yet another chance at Arcane rolls every turn! (just like the Pirates, they will now have 3 cracks at it every turn, and you can trust they will do everything they can to optimize the system with Reroll/Gilded Figurehead/etc.)
-The Spiral Chaos used Nuva to copy Davy Jones (and the Arcane through DJ) through her oarsman. The 6 was used to bring in Runes of Thor which was placed on the Chimeratron Legacy!  O_O

The Chimeratron Legacy was up next… dare to watch the carnage unfold??  See it here….

She sank the Blackwatch, damaged the Kettering, and captured the Mercury!  O_O  The deed is done.  But the turn is not.  Devil’s Storm, continue the slaughter.  And that she did, capturing the Kettering and hitting the Bonhomme Richard.

The Cursed press their attack against the Americans in CG4

Funny enough the attack was not complete!  I forgot one of the recently acquired Cursed weapons!  Tridax (a custom ship from Xerecs) got a 5 to warp to an island and shoot the Americans, sinking the Lynx and further damaging the Bonhomme Richard!

With just a few ships The Cursed have thrown the American fleet into disarray.  Some American ships have been captured or sunk, while others flee with significant battle damage.  What was already a gloomy situation for the Americans is made even more horrendous with the arrival of Chimera, Divine Beast of the Apocalypse – the newest Cursed 10 master on the scene!  With the CL about to warp out of the picture by capturing the Mercury via Lord Jonathan Morgenstern and Dinghy, the Chimera serves as the CL’s replacement on the battlefront.  (not that she needed a relief)

The Spiral Chaos used Kalfu’s global reroll to get her ship’s ability to work on a 6!  “Once per turn, roll a d6. On a 5-6, move any ship within L of a whirlpool into that whirlpool. You may choose the exit location of the ship.”  The Cursed chose the Spanish!  The Colector del Dia spun through a whirlpool…

Colector del Dia on her way out

…and got sent to Davy Jones’ Locker by Figlar Castle #2!!  O_O   Imagine the shock the Spanish felt as one of their ships was mysteriously yanked into a new whirlpool (created by the Pirates…), only to never see her again as she was sunk far away across the ocean by a new whirlborne Cursed fortress of doom!!  O_O

The Cursed ships scattered from their home island, likely making room for new launches in addition to the Chimeratron Legacy, who warped home with the Mercury after exploring her via Dinghy.  You can also see a good number of Cursed ships entering fog banks.

 

A familiar WMD, in Evil hands

O_O   The Cursed combine their old copy of Runes of Odin (that they found normally quite a while back) with a new copy of Nemo’s Plans to introduce their own version of the Odin Missile!  Oya-lansan is used to shove the iceberg into the Fuerza de Dios, instantly removing the Spanish 5 master from the game!

 

Now for a case of severe shock….

BOOM!!

Figlar Castle whirls into Spanish territory

and BOOOOOOM!!!!!!!   O_O_O_O_O

The Cursed launch 4 10 masters right next to the Spanish home island!!!!!

The Cursed launch 4 10 masters right next to the Spanish home island!!!!!  O_O

Figlar Castle: This fort can only be built on a whirlpool when a Cursed ship is touching the whirlpool. Starting the turn after construction, this fort can travel through whirlpools like a ship, but without having to roll for damage. Ships docked at the fort do not travel with the fort. Cursed crew can use their abilities in this fort.

The Cursed warped the recently upgraded 1st Figlar Castle through her original whirlpool to arrive in what still looks like Spanish territorial waters!  And during their launch period they launched 5 ships from the fort including 4 10 masters!!  Holy cow and What The Hell!?   LOL!  Not only does this look really bad for the Spanish, but the fort and 10 masters just so happen to completely cover the dismasted Leviathan and likely block the Spanish off from doing her any harm.

Now you can see why I said in the last report regarding the second copy (only 2 of each custom fort allowed in this game) of Figlar Castle being built by the Solenostomus: “This should seem… far more than ominous….

The Cursed Launch

From the Figlar Castle by the Spanish Home Island: 5 ships, 329 points
Berzerker + Berserk Overlord, helmsman, oarsman, Ballista, Streamlined Hull, 2 crew and 1 equipment
Devil’s Wrath + helmsman, oarsman, 4 crew, 2 equipment
Diabolic Monstrosity + helmsman, oarsman, Streamlined Hull, 3 crew, 2 equipment
Slaughter of Innocents + helmsman, oarsman, Streamlined Hull, 3 crew, 1 equipment
Slaying of the Savior + helmsman, oarsman, 4 crew
+High Command, Throne of the Antichrist with Underworld Maniacs as the 10+ point crew

From the Cursed Home Island: 9 ships, 416 points
Colossal Rupture + Taiken, Magnesis, helmsman, oarsman, Streamlined Hull, 2 crew
World of Apathy + Demonwraith, The Shadow King, Bitil, helmsman, oarsman, Streamlined Hull, stinkpot shot
Black Star + Moon Sorcerer, helmsman, oarsman, Streamlined Hull, 3 crew
Great Apostasy + Archbishop Fiend, helmsman, oarsman, Streamlined Hull, 2 crew
Porphyrion + Marcus Augustine, helmsman, oarsman, 1 crew, 2 equipment
Courtship of Evils + Archfiend of the Apocalypse, Ring Besis, Archdiocese of the Apocalypse, Witch Queen Salem, Senosis, helmsman, oarsman, Streamlined Hull (48 points of crew and equipment on a 29 point ship!)
Fallen Angel + captain, shipwright, oarsman, stinkpot shot, Dinghy
-towing the Devil’s Fireball flotilla
Severance + captain, helmsman, shipwright, oarsman

Total: 14 ships, 745 points (a sickening 53 points per ship…)

Reading that again… 5 ships for 329 points… doesn’t even make sense!  XD  Almost only possible with customs, or maybe like a Wizkids launch of 5 fully loaded (or overloaded) 10 masters.

The Reign of Terror has begun….

 

Vikings

With the help of Shayna Deux’s reroll… Jord got a 6 while copying the Arcane!!  O_O It brought in a new Hidden Trove that the Hrothgar redocked to unload for a massive payout of 778 gold!! O_O (I had the game at 389 ships in play at the end of the Cursed turn based on previous counts and adding to them)  This is a game changer!!

The effect was immediate. Viking ships abruptly stopped. Most of their lumber gatherers simply turned around and started heading at full speed towards the home island. The Muninn (patrolling southeast of their home island) ducked into a fog bank, anticipating becoming a target of the all-powerful Pirates. Everything changed. Jord and the other Viking leaders immediately started serious strategic discussions about which ships to launch and how soon they could be ready. The secret alliance with the Barbary Corsairs from years past suddenly looked viable again. Perhaps this means that old plans… could be revived….

Launched from the Viking Home Island: 6 ships, 314 points
Monjuer + Streamlined Hull, 4 crew (+2 facedown UT’s from the Viking HI….)
Hringhorni + helmsman, Streamlined Hull, 5 crew
Storm’s Eye + Streamlined Hull, 5 crew
Njord + Dinghy, 6 crew
Säl + 4 crew, 1 equipment
Tyr + Dinghy, 2 crew, town and military port upgrade
2 crew and 1 equipment for the Hrothgar
+5 other points on HI

The Vikings are wary of the Pirate “spy network” as they call it (officially known by the Pirates as the GSP or Global Surveillance Program), and have placed almost as many new crew and equipment face down as possible. This will force a longer spying process out of the Pirates if the Pirates want to try and see all the Vikings’ face down stuff.

But wait, there’s more!

Barbary Corsairs

The Corsairs pulled out all the tricks they use to get an Arcane roll to work, and eventually they did! (Nephila is their ship copying Arcane)  With 395 ships in play, Hidden Trove was now worth a whopping 790 gold to the Barbary Corsairs!!

But first, it was time to get down to business.

Corsairs launch another attack on the Pirates!

With that, the Corsairs have launched ANOTHER major attack against the game’s most powerful faction in the Pirates!!  O_O   Is it madness?  Or brilliance?!

At the end of the attack, HMB Sayyida got her SAT and was able to get in range of the Osiris! Getting stuck on a sargasso sea on an unlucky roll of 6 at the end of her movements would not stop her cannon barrage! With that she revealed the Ballista equipment (ship gets 3 extra 3L cannons) along with Captain and Cargo Wrecking abilities! Although the Osiris has Crew Protect, it wouldn’t stop the Sayyida from taking out the ship’s final mast. In addition, the Corsairs noticed that the Anubis (built in Canceller) was just within S of the Osiris, meaning that the latter’s Eternal could be cancelled to send her to the depths! If the Sayyida hit 3 times out of 5 that is…

With some important rolls, it was a bit of a roller coaster attack. The Sayyida’s regular 2 cannons in range were 1’s! Then the crew got to firing the Ballista, of which the first 2 hit! However, the final roll was a 1, backfiring to eliminate the Sayyida’s oarsman and failing to deliver a fatal blow to the Osiris, which would have been the ultimate revenge for the Corsairs! Alas, one of the many Pirate sources of AA (with Reroll) is still alive, and is quite likely to be saved through some combination of moving and blocking on the next Pirate turn.

All told, the Corsairs eliminated 10 masts and have made any Pirate counterattack somewhat harder by leaving crippled ships in the way of their fresh gunships.

Crazy enough, the attack didn’t even end there!  The Agha’s Whip has been the lame duck of the Corsairs for a while, carrying The Cursed and Monkey’s Paw UT’s.  However, she was in the perfect position to intercept the Blackleaf, the fast Pirate 4 master who may be headed to the spice island pictured with multiple island upgrades!  The galley rammed but could not win the boarding party.  However, she partly slammed into the Blackleaf just in an attempt to slow the Blackleaf down, in case the Corsairs, English, or another faction can potentially get help to the area soon in an attempt to stop the Pirates from colonizing the far northeast and thereby cutting off an important (and currently valuable) island from both the Corsairs and the English.

Agha's Whip rams the Blackleaf

Barbary Corsair launch: 5 ships, 107 points
Ivory Star + 3 crew, 1 equipment
Jackal’s Teeth + 4 crew
Meshud + 5 crew
Gallows + 3 crew
Divan’s Punishment + 4 crew, 1 equipment
-They also spent 120 gold on two town upgrades and two military port upgrades which are sitting on their home island. This is partly because the Corsairs are wary of the Pirates potentially trying to rob them of their Hidden Trove spoils.

Sadly the Corsairs have very little room to launch a lot of ships at their home island, between the Nephila (copier ship) sitting there, the Gauntlet of Pestilence fogbank off their north shore from the beginning of the game, and the considerable width of each galley from the space their oars take up.  However, if they can get a military port or two up eventually, it will help alleviate their limited launching capabilities.

This shows the general Pirate-Corsair front and battle area, which has opened up once more with a vengeance.  The Agha’s Whip has expanded the conflict to a spot east of the Corsair home island, with more Pirate and Corsair gunships coming into play every turn.  Neither the Pirates nor the Corsairs have declared war on the other, though I have a feeling that could change soon.

Barbary Corsair attack and launch in VASSAL Campaign Game 4

 

What a turn!!  This turn with my factions saw hostility from the Pirates and Cursed against the Spanish and Americans, while the Vikings finally got lucky with Jord to jump into the rapid fleet building sweepstakes.  The Corsairs got another Hidden Trove as well, but launched only after a brash attack on the Pirates!

 

THE POINT COUNT

Faction Ships Points Ship % Points % Points/ship
Spanish 11 194 2.8% 2.1% 17.64
Jade Rebellion 4 43 1.0% 0.5% 10.75
The Conglomerate 27 531 6.9% 5.6% 19.67
English 16 230 4.1% 2.4% 14.38
Pirates 196 4697 50.3% 49.8% 23.96
Cursed 51 2171 13.1% 23.0% 42.57
Vikings 20 488 5.1% 5.2% 24.40
Corsairs 30 575 7.7% 6.1% 19.17
Dutch 6 76 1.5% 0.8% 12.67
Americans 15 215 3.8% 2.3% 14.33
Mercenaries 6 91 1.5% 1.0% 15.17
French 8 123 2.1% 1.3% 15.38
Total 390 9434 24.19

9,434 total points in play.

THE BIGGEST GAME OF ALL TIME.

With that, VASSAL Campaign Game 4 eclipses Command the Oceans as the biggest recorded Pirates CSG game EVER!!

CTO held the previous record for most points in play, at 9,078 in November 2017.  Now CG4 is even bigger, although a lot less balanced across the factions.  CG4 has kind of lumbered along slowly for a while, and still hasn’t seen much combat compared to other campaign games like CTO.  However, that seems to be starting to change… it’s time for CG4 to live up to the hype!!!  XD   😀

The Pirates have almost exactly half the total number of both ships and points in play.  They have expanded on their existing records from last turn, and next turn they should eclipse some truly staggering numbers: a fleet of over 200 ships, with over 5000 points in play.  O_O  The Jade Rebellion accounts for nearly a standard fleet at 43 points, which represents only half a percentage point of the total number of points in play.  The Pirate number of nearly 24 points per ship is impressive (representing a lot of named crew and expensive gunship builds), but The Cursed have accomplished something downright sickening – a very large fleet that averages over 42 points per ship.  O_O  This is unheard of to my knowledge, and speaks to the vast numbers of 10 masters and hyper-expensive weapons of war that they have put in play so far.  51 ships is not a ridiculous number for a fleet in CG’s, but with nearly 2200 points in play, they’re quickly climbing the list of biggest fleets of all time by point count.  The Conglomerate, Vikings and Corsairs have all made big strides lately, but still pale in comparison to the Pirates.  If the Vikings can climb ahead of the Conglomerate, I will control all 4 of the biggest fleets….

As a little caveat, the points in play totals generally reflect the points in play from ships, crew and equipment assigned to ships, and gold used to build forts and lighthouses.  For this point count, it generally does not count points from island upgrades, crew and equipment “attached” to islands (such as the 300 points the Pirates have invested in HI defense with Catapults and the oarsmen used to crew them), and sometimes other little things.  With these included, the Pirate total comes to 5371, The Cursed to 2481, the Vikings to 548, and the Corsairs to 735.  This brings the GRAND total to, technically, 10,638 points in play.  O_O  However, I’d like to reach the ridiculous (and likely unseen to this day) 5 figure point total the “regular way” without including all the easy upgrade/etc purchases before making it official.  Of course, the game is on a crash course to far exceed the sickening number of 10,000 total points in play, so we’ll surely pass it next round!! (or even this one if PirateAJ14 is able to launch at least 566 points of stuff).

There are currently 137 points of crew assigned to the Chimeratron Legacy.  O_O  (another record I guess!)  The ship costs 90 points by itself, which makes for 227 total points for one ship, which accounts for 2.4% of the points in play and more points than 5 of the 12 fleets participating in the game!

Breaking it down a bit more:

Ships Points Ship % Points % Points/ship
Xerecs 58 998 14.87% 10.58% 17.21
A7XfanBen 297 7931 76.15% 84.07% 26.70
PirateAJ14 35 505 8.97% 5.35% 14.43

The insane concentration of points in the Cursed fleet boosts my overall points per ship number higher than any individual non-Cursed faction!

Another new record: 20 10 masters!! (12 Cursed, 4 Pirate, 2 Viking, 1 Corsair, 1 Conglomerate)  The Cursed alone put 7 10 masters in play this round, which is also very likely a record.

 

Here is the unprecedented game in full glory, with the map slowly filling in….  (open in a new tab to view full size)

Thanks for reading!  Feel free to comment what you think of the game!

A LONG Turn – Including 2 Attacks and 57 New Ships Launched!

Two Attacks and Tons of New Ships Launched

October 2020 in VASSAL Campaign Game 4

This was quite a long turn for me in CG4 – I tracked the time spent and including this battle report and everything else, the turn took over 30 hours to complete.  O_O

New Rules:

-Forts can be given repair actions if they have a shipwright in them. They cannot repair and shoot on the same turn unless they have an extra action available.

-Relaunching Rule: Non Big-6 factions (Big 6 being England, France, Spain, Pirate, America, Cursed) can relaunch Wizkids AND custom game pieces without restrictions other than the No-Duplicates rule being applied to their own fleet. (this is to give the minor factions more of a chance if their best ships are captured and not traded in)

The Master Spreadsheet has information on all the Wizkids game pieces mentioned in this report, while the Customs Database has the custom ones.

PirateAJ14 and Xerecs Factions

PirateAJ14’s Americans cashed in metals to launch the Franklin and Ghost Walker.

Xerecs’ turn marked the start of a new round, and it would be the final round for this LONG duration of resource values!

The Spanish launched the Viento Enfermo, while the Jade Rebellion launched the Sea Fang and Tycoon, both from the_grandmaster’s Back to War set.

It was a huge turn for the Conglomerate!  Mata-Nui copied the Arcane, and with the help of Helyrex’s reroll ability, got the 6!!  Hidden Trove was brought in to give the Conglomerate over 500 gold!!!   O_O

The Conglomerate got busy spending and launching, putting 10 new ships into the water.  Among these were a pair of 10 masters, the Outbound Flight and Okoto!  Among other ability hightlights, the Outbound Flight is a 40 point 10 master with L-immunity moving S+S+S (!), while the Okoto has Treasure Ship and a base cargo hold of 9!  Suddenly the Conglomerate look like a real threat, especially in the western half of the sea, which has been a bit less populous and active thus far in the game.

The English launched HMS Howell, a high-quality unreleased ship.

One of the Longest Turns of All Time

First, I was able to resolve the Pandora’s Box chaos from the previous round.

A review of what they demanded to receive:
The Cursed: Nemo’s Plans (done)
Vikings: Antikythera Mechanism (done)
Barbary Corsairs: Mask of Concealment (not complied with-Skull Spiders instead)
Dutch: Runes of Thor (FN)
Americans: Aegis Shield (The Vengeance of the Cadet Captain)
Mercenaries: Nightmare’s Knot (Fiends of the Blood Islands)
French: Garai (Pirates of Spherus Magna)
Spanish: Mask of Valor (Pirates of Spherus Magna)
Jade Rebellion: The Ring (Seas of Doom)
The Conglomerate: Mask of Wisdom (Spherus Magna)
English: Neptune’s Figurehead (CC)

Here are the UT’s the Pirates actually received from the other players:
Dutch: Runes of Magic
Americans: Plague
Mercenaries: Dead Man’s Chest (OE version)
French: Runes of the Serpent
Spanish: Forged Papers
Jade Rebellion: Abandoned Oarsman
The Conglomerate: Nemo’s Charts
English: Bad Plans

THIS MADE THE PIRATES EXTREMELY ANGRY!!!!

Using the Bomb Box, the Pirates threw out Plague and Bad Plans. The Pirates were irked that the Americans and English gave them negative UT’s. However, almost NONE of the factions in the game gave the Pirates what they wanted! We’ll see how that turns out!

 

With Studding Sails the Gale Force Nine and Blackleaf took off from the home island at L+L+S+S, as fast as the Hai Peng!  Some resource gatherers got home with valuable metals, while a lot of ships seem to be making a beeline for that fogpool….

Some ships at the metals island deferred docking for now to allow room for inevitable Pirate launches coming at the end of the turn.  Between Hidden Trove, Evenstar, Silverback John, and a likely change in resource values, the Pirates aren’t too concerned anymore with maximizing their metals production.

First the Hera arrived!  She sacced an oarsman to broadside the Diablo flotilla and the ship towing it, El Algeciras!  She hit 8/10 to sink the flotilla and nearly dismast the 2 master!  The Deceit came through next, providing a canceller in the area for the Pirates.  She was also using Phineas Bunce’s ability on the Zeus, giving the latter an extra cannon bonus on top of Lord Henry McLean’s regular bonus.  This basically made the Zeus have all 1S cannons for this turn!  She blasted away at the Joya del Sol and Castigue, shooting 6/9, causing considerable damage.

The Slave Revolt was next, saccing an oarsman to get a move and shoot after arriving through the whirlpool.  Her cannon barrage was disappointing, not coming close to dismasting the Castigue as she was supposed to.  However, with Capitaine Chevalle’s Cargo Wrecking ability, her 2 hits on the Castigue still took out 2 of her 3 crew.

The Howler was the next ship through the whirlpools, revealing both Grim the Savage (F&S version) and Richard Berry!  With a pair of Marines, this submarine was able to shoot a pair of 2S shots while still submerged!  One of them connected, causing further damage to the Castigue.

The Pirates were growing frustrated that their incredible firepower couldn’t even take out this relatively simple Spanish squadron, and so they surprised even themselves by sending the Tempest into the fray with an extra action via Elizabeth’s Piece of Eight (EPoE) on the Jolly Mon.  She hit 3/5 to beat up on the Castigue, who was now nearly dismasted.  The Leviathan warped into the area, using Edmund Cooke’s +1 cannon bonus against the Spanish to help eliminate 2 canoes and dismast the Algeciras.  The Harbinger arrived and took a second action via Sac, but my poor dice luck would not stop, with the Harbinger rolling four 1’s and only hitting once to eliminate a single canoe.

All in all the Pirates were very disappointed with the final result of their sudden, brutal surprise attack.  Still, they had managed to dismast 2 ships, nearly dismasted another, and eliminated 3 native canoes.  This shows a couple interesting things – for one, whirlpool attacks can be limited in scope because ships can only be given one extra action after arriving via the whirlpool on the same turn, so the immediate damage output of a surprise attack is somewhat limited (for example, imagine if the Zeus had 18 shots instead of 9).  In addition, the game is still in the very early stages of combat, and this attack showed how huge the 2 hits per mast rule is.  If not for that, the Pirates would have had an easier time taking care of business.

At the end of their turn, the Pirates declared war on the Spanish!

This shot shows the battle area in what is being called The Battle of Whirlpool Island.  You can see the Spanish home island where most of their masts and firepower is concentrated.  It will be interesting to see if the Spanish try to retaliate in the short term.

The Archipelago was rather quiet overall this turn, with the Deliverance docking at Skull Valley to replenish an oarsman.  The Stormcloud uses her shipwright to repair a mast.  The Black Pearl was the ship to get the Arcane roll this turn… placing Runes of Odin on the Zeus!!  O_O

What a sight!  Over a dozen Pirate ships strive to reach the whirlpool created earlier in the game by the Tempest.  The Pirates show their strength, as many of these ships will be able to support and back up the Pirate 10 master squadron against the Spanish if things go wrong.  Ships launched last turn from the textiles military port (MP) simply scatter, with orders to get as far from the island as their turn’s action(s) will allow.  This is because the Pirates still have a MASSIVE amount of gold, and they certainly plan to use it….

The Pirates are not quite as concerned with the Barbary Corsairs as you might think.  Although the Corsairs have their own super squadron ready to set sail this round, the Pirates have a lot of firepower still in the area, not to mention another megalaunch from the MP after their play turn ends.  However, the Splinter and Flying Dutchman (both just east of the whirlpool) are moving into a defensive position to potentially be the first Pirate ships on the front lines if the Corsairs charge and try to block the whirlpool/attack the military port/etc.

At the home island, various small ships (two with flotillas) swarm off the Arcane’s stern.  The Osiris got SAT this turn, so she is off and running at 6S speed towards the possible confrontation with the Corsairs.  The Corsairs are certainly close enough to see her heading towards them – what a horrible sight it must be, to see your former flagship heading out to fight you while in Pirate hands.  🙁

You might have noticed something abnormal compared to the last few turns – Pirate resource runners docking at the home island!  It is the last round for this resource value, so the Pirates wanted to get some extra textiles home.  They had been delayed for a while due to all the megalaunches from Hidden Trove windfalls.  However, now the Pirates have 4 launch points instead of 2 (starting this turn), and it actually felt really good as a player to just dock them home normally.  This is a more normal way of playing campaign games, instead of holding off because of all these crazy massive windfalls brought in by custom game piece combos.  It was also nice to dock some of them home because the Akua Lapu and Hades’ Flame have needed repairs ever since the short but intense battle with the Corsair squadron of 4 masters. (which was back in April)

 

The Pirates wanted to end their turn with a statement.  Something so epic and powerful that it would scare the hell out of every other fleet.  Something truly god-like.  They knew they had the pieces put together to pull it off….

 

 

ZEUS IS HERE!!

(these are not my pictures)

THE GODS ARE IN THE SKIES NOW.  THEY HAVE BEEN CALLED BY THE PIRATES!

The Zeus has a certain UT aboard from earlier in the turn…

 

Runes of Odin!!

Load this treasure face down. When revealed, place an iceberg from outside the game anywhere in the play area not within S of an island. If the iceberg touches any ship, remove the ship (and any crew and treasure aboard her) from the game. Then remove Runes of Odin from the game.

 

ZEUS THROWS ODIN’S ICEBERG DOWN INTO THE SEA!!

 

The Pirates placed the iceberg just off the Conglomerate home island!!

Then it was time for… Runes of Magic!!  Given to the Shadow’s Hand by the Dutch via Pandora’s Box, this UT would prove decisive!

Load this treasure face down. When revealed, move any iceberg L in any direction. Then remove Runes of Magic from the game.

 

The iceberg was moved directly into the Outbound Flight, the Conglomerate’s brand-new custom 40 point 10 masted junk!!!!!

O_O

With that, the Outbound Flight and all her crew were removed from the game!!

 

Introducing: The Odin Missile

It’s almost as if the Pirates have direct control over the gods now.  It started with Thor last turn, with Runes of Thor being used on the Cursed turn with the custom Flying Dutchman’s ability so the Cursed could place Nemo’s Plans on the Zeus… Zeus!  The Pirates got Runes of Odin to Zeus this turn, playing it in conjunction with Runes of Magic to complete one of the most powerful combos in the entire game.  The best part is, the “Odin Missile” is reusable.  Both Runes are on ships with Nemo’s Plans, so the Pirates retain both elements of this absurdly nasty combo.  This means that once per turn, the Pirates can essentially just pick any ship in play (that isn’t in a fog bank), and just remove it from the game.  O_O

The order was given.  Zeus and Odin eyed the tiny ships below from up in the clouds.  Odin creates a massive iceberg and hands it to Zeus, who will throw it in lieu of his trademark lightning bolts.  Zeus winds up and hurls the iceberg at high speed down towards the water… thousands of sailors from across the fleets look up towards the sky, noticing what looks like a meteor, something from the heavens coming down upon them.  The large new fleet of The Conglomerate navy is peacefully docked at their home island.  Many new sailors are excited to set sail for the first time, having only recently joined the service.  With horror they look to the sky at a massive iceberg plummeting towards their new fleet.

In a flash it is upon them.  With a massive sudden impact, the iceberg comes crashing down amidships on the Outbound Flight, the newly launched 10 masted junk.  The ship is split in half, with the bow and stern rising out of the water as the iceberg plummets through the ship and blows up the powder magazine, sending a vast explosion full of wood, ice, fire and body parts flying in all directions.  A new Weapon of Mass Destruction is now in the hands of the Pirates.

With that, the Pirates have an auto-hitting precision strike missile WMD capable of knocking out a ship every turn.  This brings them one step closer to having a full scale GMS….

The Pirates have been planning to introduce the Odin Missile for some time now.  However, recent events accelerated the development of their WMD program.  Even if it was a total accident, by giving the Pirates Runes of Magic, the Dutch helped the Pirates eliminate a Conglomerate ship! We’ll see if that leads to any tension between the Conglomerate and Dutch….

Pirate Launch Period

The Pirates raked in 139 gold from resources, adding it to their existing 1596 for a total of 1735 gold!  O_O  With 4 locations available for new ships to be launched at, it was inevitable that the Pirates would get busy spending big!  😀 The Pirates don’t have a lot to hide with their quadruple megalaunch (!), and so I will provide more detail than usual regarding what each ship has on board. Naturally, some things should start face down. 🙂 (these are from my notes so some things may be overly abbreviated)
CHO=Captain, Helmsman, and Oarsman (C+H=Captain and Helmsman) | WH=World Hater | FPS=Firepot Specialist | CSS=Chainshot Specialist

From Skull Valley: 9 Ships, 308 Points
The Pirates launched my version of the “movie” Queen Anne’s Revenge (from On Stranger Tides) with a big crew setup: Evan Stern (Captain+SAT), Jean Hamlin (Helmsman+World Hater except against the French), Nidiki (transferred from the Branwen), Coconut (Reroll+Explorer), Dinghy (+1 cargo), oarsman. She will be resupplied by Cadet-Captain Mike’s Quedagh Merchant, who is the QAR’s personal support and supply ship.
The Arbiter was launched to provide a new place for Nuva to copy Vesok/Arcane to so the Black Pearl can get back to her regular gunship duties.
Cor’dahk + The Mastermind (EA), Hernán Sanchez (C+WH), helmsman, oarsman.
Freedom Fighter + Captain Archer Rook (Sac+Gold Capture), One-Eyed Bennett (C+H), 4 oarsmen.
Fiasco + Roger Hawkins (C+H), The Headhunter (Sac+World Hater), Volting Junipau (FPS, CSS, crew kill on 6’s), Streamlined Hull, 4 oarsmen.
Victoire + Howard Hook (Sac Captain + spying), helmsman, 4 oarsmen
Albino and Destiny’s Bounty, each with CH, Dinghy and 5 oarsmen.

Pirate megalaunch from Skull Valley fort at Archipelago

From the textiles military port: 13 Ships, 397 Points
Toruk + Chen Tianbao (C+H), Trainer (SAT+Dark Hunter), Bessho Kai (used as World Hater), oarsman.
Kingpin + Christopher Condent (Captain+WH+Filching Gold), Cai Qian (EA), Iron-Plated Hull, helmsman, and Streamlined Hull.
Crescent Rose + CHO, Ballista, equipment
Lilac + CHO, Ballista.
Fool’s Hope (LE) + CHO, equipment
Misfortune’s Keep + Le Requin (SAT), El Mulato Grillo (WH+Spanish Massacre), CHO, shipwright.
Red Sky at Morning + Emanuel Wynn (Captain, +S w/in S of enemy ship, +1 to boards against English), helmsman, shipwright, oarsman.
Dead Man’s Revenge + CHO.
Screecher + CHO, shipwright.
Shadow Stalker + stuff
Eclector + helmsman, shipwright, 5 oarsmen, Dinghy, Streamlined Hull.
Pandora (Seas of Doom) + helmsman, shipwright, 4 oarsmen, Dinghy, Streamlined Hull.
Oyster + helmsman, 2 shipwrights, 3 oarsmen, Dinghy

Pirate megalaunch from military port in CG4

From the metals military port: 12 Ships, 260 Points

Introducing: The Anti-Spanish Squadron!
With their declaration of war against Spain, the Pirates have invested a considerable chunk of points into a new anti-Spanish squadron. Every ship in the squadron gets at least +1 to their cannon rolls against Spanish ships, and some get +1 to all their d6 rolls against Spain. The Fame’s Revenge is the flagship of the squadron, which the Pirates hope to expand to at least 10 ships (7 for now) in the near future.
Fame’s Revenge + Daniel Montbars (arguably the most anti-Spanish pirate to ever live), CHO, FPS.
Muerta de la Corona + CHO, FPS.
Claudia + Guilder (Captain+S-Board), Vincenzo Alessandri (Musketeer, +1 boards), helmsman.
Ranger + Michiel Andrieszoon (Captain, +1 to d6 rolls against Spanish), Jan Willems (+1 to boards against Spanish), helmsman, +more.
Broken Key + John Cooke (Captain, +1 to cannon rolls against Spanish), David Marteen (+1 to d6 rolls against Spanish), helmsman, oarsman, equipment.
La Morte de Yarborough: Jean Thomas Dulaien (Captain, +1 to d6 rolls against Spanish), helmsman, +more.
Batavian Bat + Michel de Grammont (Captain, +1 to cannon rolls against Spanish, +1 to boards against Dutch), helmsman, oarsman.

These will likely be patrol gunships – the first 4 all rather similar and all some of my favorite classics from the original sets.
Executioner + C+H, others
Panda + CHO, Ballista, equipment
Royal James + CHO, FPS
Cutlass + CHO, crew
Zui Quan + Mo Guanfu (Captain+Cannoneer), helmsman, oarsman, Ballista
-Once in a while the Pirates like to just throw something out there in full view to show some might. The Zui Quan can shoot 5 cannons as a 2 master, hitting at L+L range on 6’s to eliminate 2 masts per hit. 🙂

Home Island: 7 Ships, 246 Points
Dark Aster + Lars Gathenhielm (Captain, global +1 to cannons like Roberto Santana), Richard Noland (Crew Protect+reducer), helmsman, musketeer, oarsman, Streamlined Hull
Wicked Wench + Crew, helmsman, oarsman, Dinghy
Belladonna + Crew, helmsman, oarsman, Streamlined Hull
Bombay + Iolkos (Captain, S-Board, Crew Killing), helmsman, oarsman, Ballista, equipment
Draconum (my custom version) + Hendrick Lucifer (Captain, Smokepot Specialist, +1 to boards), helmsman, oarsman, FPS, shipwright, Dinghy
Sea Devil + CHO, Ballista, equipment
Apocryphia + CH, Dinghy, Ballista, equipment

Some of these are… very scary.

Pirate megalaunch from military port and home island in VASSAL Campaign Game 4

You may notice a trend developing between this and the previous recent Pirate launches… perhaps an “assembly” of sorts….

This Pirate Turn By the Numbers
Ships Launched: 41
Gold Spent: 1,211
Gold Remaining: 524
New Fleet Totals: 148 Ships, ~3,740 Points

O_O

The Pirate fleet was already #1 all-time with their point total from last round, and now they have become the largest fleet of all time by ship count!!  😀

O_O

Just bonkers crazy numbers!!!

A 41 ship fleet for 1211 total points is a nice total for any fleet to reach in a campaign game.  The Pirates just added it in one turn!  In addition, their fleet size by point total is now larger than almost all other recorded huge games ever played.  Their long term vision and plans are rapidly coming to fruition!!

The Cursed Play Turn

The Cursed rolled successfully on both the custom Flying Dutchman’s ability and Davy Jones copying the Arcane!  With the FD they brought in Runes of Thor, giving it to the Pirates!!  It was placed on the Zeus, who already carries Nemo’s Plans.  This meant the Pirates now have two ships that carry reusable versions of Runes of Thor, due to Nemo’s Plans.  O_O

The successful Arcane roll was used to bring in Hidden Trove, placed on the Maman Brigitte!  The custom ship The Rock copied Davy Jones (and through him, the Arcane) via the Eye of Insanity UT.  After failing the roll and reroll, the Pirates intervened!  They used their original Runes of Thor (on the Noble Swan) to force a 6!  This allowed the Cursed to bring in Evenstar, placing it on the Maman Brigitte!!  The Maman Brigitte was given an explore action targeting the home island, unloading both UT’s for a supermassive windfall!!!!!  The God of Thunder has spoken. By Thor’s decree, The Cursed will be FILTHY RICH, OVERNIGHT!!!

307 ships in play at the beginning of the Cursed turn means Hidden Trove is worth 614 for The Cursed. Evenstar triples it to 1842 gold!! Add in their existing 617 and they have 2459 total gold!!  O_O

The Pirates use their second RoT on a failed Cursed AA! It is used to propel the Chimeratron Legacy towards the Americans!  She speeds out from the home island at an absolutely sickening speed of S+S+L+S+L(Python bonus)+S(trade current)(first action)+S+S+L+S+L(Python bonus)!!!!  O_O

Video footage of the Legacy’s first turn of actions!

https://www.youtube.com/watch?v=X6jouv6GPow

Here comes the superweapon!!  Isaiah van Tyne L-boards the Kettering!  Between her crew and bonuses, the CL has a base boarding score of 21!  O_O   This made rolling a non-issue; there was no way this supermassively overloaded maxed out 10 master was going to lose this boarding party!  The CL wins and Captain Shamshere captures ALL four of the Kettering’s crew!!  O_O   How’s that for an entrance!

Then it was time to start shooting.  The CL used Bow Chasers to slightly damage the Bonhomme Richard, then shot a grapple shot at S+S range to board the Richard.  The CL won and stole all the crew from the BR!!  O_O  Both American gunships were suddenly devoid of crew, with all 7 now residing on the CL.  The CL then managed to finish shooting a mast off the Kettering.

Chimeratron Legacy first action for a superweapon

Then the Devil’s Storm turned around and shot up the stern of the Bonhomme Richard, eliminating 2 masts!  In more bad news for the Americans: Chimera, Divine Beast of the Apocalypse is on her way.  And the same for the Python and Devil’s Frenzy!  This shows the Cursed-American situation in the northwest.  At the far right, you can see that on their turn, the Pirates got the Stormy Night’s ability and used it to move the Rattlesnake onto the sargasso sea where the Harlequin is still stuck.

Indeed, ships were departing the Cursed HI en masse. Ships generally scattered, all going off on different missions.  At the bottom of the frame, the Solenostomus has upgraded Figlar Castle!!  O_O  The Cursed used Barst (just like Lord Mycron; on the Tomb of Lucifer) to give the Opal Shrine an extra action, which she used to enter the whirlpool and arrive in the northwest corner (you can see her at the top left).  There she used her gold to build another copy of Figlar Castle!!  O_O    This should seem… far more than ominous….

Figlar Castle doubled up!

Cursed Launch Period

With a decent amount of room at their home island and over 2400 gold, The Cursed did a megalaunch!  For the second turn in a row, they placed as many ships as they possible could at their home island.

Tridax + 3 Crew, Ballista
Call of the Sea + 3 Crew, helmsman, shipwright, oarsman, Dinghy
Royal Feces takes over for The Rock on Eye of Insanity (Davy Jones proxy) duties.
Spiral Chaos + The Sister of Tortuga (Shipwright+can’t be pinned), helmsman, oarsman, Gilded Figurehead
Sargasso Nightmare + Duogoth Vonnagos (Captain+Grapeshot Specialist), Ole Gregory, equipment specialist, helmsman, oarsman, Dinghy, Ballista
Ganon’s Phantom + CHO, Dinghy, equipment
Sea Hag + Crew, CHO.
Cerberus + CHO, equipment
Apparition + CHO, equipment
Hangman’s Joke + CHO, Ballista, equipment
Ghost Wind + CHO, Ballista
Needle + CHO, Streamlined Hull
Alligator + Captain, Streamlined Hull, smokepot shot

The Cursed spent 363 gold on 13 new ships! They completed their fog hopping squadron, in addition to adding some more ships for specific purposes.

Cursed megalaunch in CG4 October 2020

The new Cursed totals: (last time at 24 ships, 961 points)

37 ships, 1324 points

The Cursed are expanding rapidly, increasing the size of their fleet (by ship total) by just over 50% in one turn.

 

Vikings and Corsairs

The Vikings once again couldn’t get Jord’s copied Arcane roll to work even with Shayna Deux’s reroll to help out.  However, the Hrothgar returned home with three lumber tokens, allowing them to cash in for 12 gold to get the Timperswayd (from Pirates of the Kraken Sea) with a helmsman.  This brings their fleet to 14 ships and 239 points.

The Corsairs sent some of their newest ships (the super squadron launched last turn) west, appearing to aim them straight at the Pirates. It seems unlikely they would actually try to attack the Pirates at such a numbers disadvantage, as a more foolish idea can hardly be imagined.  The Corsairs brought home enough resources to launch a bit, but they didn’t get any Arcane rolls to work (all on the Nephila, but 4 total tries between Gilded Figurehead, a 2d6 ability, and Reroll).

The Corsairs launched:
HMB Sayyida + helmsman, 3 other crew and 1 equipment
Great Desert + C+H, Ballista

2 ships launched for 53 points.  This brings their totals to 26 ships and 477 points.

Here is a wide view of the northeast, showing (from left to right) the home islands of the Vikings, Pirates, Corsairs, and English.  With massive megalaunches happening every turn, the Pirate deckplate areas have been overflowing in all directions lately.  At the upper right, notice that a huge percentage of recently hired Corsair crew are face down.

With that, my turn was over!  There are now 323 ships in play, with my factions adding 57 this round!  Throwing some numbers together, I can also come up with a new point estimate.  My factions spent a total of 1644 gold this round (1211+363+12+58).  The Conglomerate spent most of their Hidden Trove, which we can estimate at 500 gold now at around 2144 new points in play this round).  Some other factions launched but some crew were lost in combat, so we’ll be conservative and not assume a point gain from that.

Using last turn’s point count of 5297 and adding 2144…

~7,441 Total Points In Play

O_O   This means that CG4 could be the second biggest game of all time behind only Command the Oceans!!  O_O

Here is the massive ocean!!

A LONG Turn in VASSAL Campaign Game 4 - over 30 hours in October 2020

References: First Zeus picturesecond Zeus picture

RECORD BREAKING GOLD. EXTORTION. ARMS RACE.

RECORD BREAKING GOLD. EXTORTION. ARMS RACE.

As always, VASSAL Campaign Game 4 continues to explode.  The weekend of August 14th-16th of 2020 saw the biggest single-round total gold income I have ever seen or comprehended!!  O_O

As always, it could be useful to have the Customs Database up for reference while digesting the events of the report.

We start with the Spanish, currently Xerecs’ most numerous faction.  They launched a new set of native canoes (Savage Shores version).

Next comes the Conglomerate, another fleet that Xerecs launched things for on his turn.  In a hugely newsworthy event, the Conglomerate have introduced another Copier into the game!!  Mata-Nui!  Helyrex is on the same ship with Reroll, meaning that if the Conglomerate wants to copy the Arcane’s ability, they’ll have two cracks at it, much like the other factions and pretty much identical to the Vikings’ Arcane rolling situation.  This whole Arcane business is becoming a meta game within the game!  XD

The English launched as well.  They added an AA with Reroll combo.  Here is a shot showing much of the northeastern chunk where 3 factions are in somewhat close proximity to each other.  From west to east, the Pirates, Corsairs, and English.  The Pirates have their own textiles island, while the Corsairs and English are sharing the one at the bottom of the picture.

Showing Off a Bit

Before Xerecs’ turn, the Pirates decided to randomly interject and reveal one of their new 10 master setups. Partly to remove any suspicions of the setup being illegal (not that anyone thinks I’m cheating), but also to serve as knowledge for the other factions to know how powerful these ships are looking. 🙂 Tee-hee! 🙂

Slave Revolt (from my Pirates of the Epic Seas custom set)

Crew: Havana Black (Sac Captain), Vincenzo Gambi (Massacre + World Hater), Captain Davy Jones (repossess the dead on 6’s; Fear), Capitaine Chevalle (Cargo Wrecking), Blackfoot Bill (WK unreleased-“When this ship is damaged, remove any crew member, except this one, instead of a mast.”), The Stump (2 point reducer) Grappleshot Specialist, helmsman, oarsman.

Equipment: Streamlined Hull (makes base move L instead of S)

In sum, the Pirates have a 10 master moving L+S with sac capability that utilizes a “sadistic recycling strategy”.  The ship has multiple ways to kill a ton of enemy crew (Massacre with grappling for extra boards + Cargo Wrecking with 10 cannons that are essentially boosted to almost all rank-3’s or better via Gambi), and then comes the nasty part.  CDJ can potentially repossess the victims, who are then sacced by Havana Black to further fuel the ship’s malicious intents.  When the ship comes under fire, repossessed victims will be placed in the line of fire by Blackfoot Bill so enemy shots kill their own instead of taking any masts off.  I may make a new name for this: the “zombie loop”.

(A few clarifications to avoid any future confusion- “This ability may be used when any crew is eliminated, regardless of previous ownership.”  From the Code, meaning CDJ’s ability is voluntary as with most other abilities.  Crew need to remain eliminated for effects to apply properly, so it’s good that I can’t loop it indefinitely with HBlack and Blackfoot Bill – their abilities require crew to stay eliminated)

The ship also gets +1 to her boarding rolls for every crew assigned to her, so with 9 crew aboard her base boarding roll starts at 19.  O_O  XD

This wild setup comes to 68 points total.  The cargo comes to 37 points compared to the ship cost of 31, but The Stump subtracts 1 point each from the other 8 crew aboard for 26 points of crew (34 originally), bumped to 29 TOTAL points that count with Streamlined Hull at the modified cost of 3.  The ship has 9 cargo spaces because Havana Black links to the ship, and 8 cargo that take up space (8 crew) along with the equipment and oarsman that don’t.  Whew!  XD  (so somehow there is still technically room for 2 points and 1 cargo lol)

 

And now that I’m writing the full battle report… why not do a reveal of the Hera as well?!  XD Some random abilities excluded.

Hera (from Epic Seas)
Crew: Red Legs Greaves (Captain+Helmsman), Cheng I (AA+cheerleading effect), El Castellano (Reroll+Parley), Kerkah (+2 to cannons and boards), Derrik the Red (Sac+World Hater), Jonah, oarsmen x2.
Equipment: Dinghy (This ship gets +1 cargo spaces. This equipment does not take up cargo space. This ship may explore an island or ship within S of this ship as a free action.)

Here we have a 10 master with (essentially) nearly all rank-1 cannons along with Sac capabilities and a Zeus-based movement bonus.  She will have plenty of support.

 

Pirate Play Turn

The Pirates have so much going on every turn that I’ve made a spreadsheet documenting many of the ships in their fleet.  It provides a quick and easy reference on each ship’s total speed, abilities aboard, and mission.  For some of the ships it also includes current open cargo spaces, and cannons (if the ship has the Captain ability and especially if the cannons are modified with bonuses/etc).

At the southern part of the Pirate HI, a large number of resource gatherers go to and from the metals island.  Plumb Point Lighthouse has its first turn in action!  The light emitted L+L from its base immediately helps many of the cargo ships sailing about.  6 ships docked home resources for the Pirates this turn, netting them 112 gold.  That included the Hai Peng, who returned with a lumber token from an island to the west of this area that the Jade Rebels have also explored.  The Turbulence sped out towards the metals island and used Dinghy (which allows the ship a free action to explore a ship or island within S of it) to transfer the newest Military Port upgrade to the Cursed Blade.  The Cursed Blade docked at the metals island and unloaded the token, giving the Pirates another Military Port!  At the left, the Sapphire Sea is towing the captured Morning Star through the fogpool.

Just like last turn, Pirate ships near the northern part of their home island are told to stay away.  The Pirates have something big coming.  The still-damaged Darkhawk II simply heads south, with her captain figuring that even if he can’t repair at the first military port to the south, the ship can at least grab some textiles and take them home as normal.  There is room at the home island for the Agnis Crystalis to dock and start repairing… but she hides in a fog bank instead.  Ships heading home take in sail and avoid coming close enough to dock.  These are strange times indeed… but for VERY good reason….

The Pirates are becoming more brash, with the newly launched Stormy Night using her ability to move the American ship Harlequin (far to the northwest) onto a sargasso sea.  The Gale Force Nine revealed my Copper Sheathing equipment to boost her base move to L+L.

Off to the races!  The new Pirate ships launched last turn from the textiles MP (Military Port) generally head east.  The Splinter is the first to reach and cross the whirlpool… perhaps the Pirates are heading to attack the hated Corsairs?  This extremely impressive squadron is just beginning.  Above the Splinter, note the Harbinger continuing to head south while the Flying Dutchman turns around, pointing her bow north.  At the lower right, hostilities between the Pirates and Corsairs recommence!  This time it was the Pirates striking first, with The Leviathan teleporting broadside to the Golden Peacock and shooting 2/5 to knock a mast off.

RECORD BREAKING GOLD

Of course, the Pirates had already rolled for the Arcane.  And Vesok, and Nuva.  All three of them rolled for the Arcane’s ability to bring a UT into the game on a 6.  For reference, the Arcane’s ability: “Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, you may place a Unique Treasure on any ship in your fleet.”  Vesok is a copier on the Smoke’s Hand (a 5 master in the middle of the map at the Archipelago), and copied the same ability.  Nuva allows a ship within S of Vesok’s ship to have one of their crew copy a crew from Nuva’s ship.  This was once again a generic crew on the Black Pearl, copying Vesok to copy the Arcane in turn.  And this is how the rolls went….

TWO SUCCESSFUL ROLLS!!!

FIRST THE PIRATES BRING IN HIDDEN TROVE…

AND THEN THEY BRING IN EVENSTAR!!!

From Xerecs’ Return of Davy Jones custom set:

Hidden Trove: Load this treasure face up, Hidden Trove is worth 2x the total number of ships in the game.

From Xerecs’ Fiends of the Blood Islands custom set:

Evenstar: Load this treasure face-down, it takes up 3 cargo spaces. When this ship docks at your home island, triple the value of the lowest gold coin, then remove Evenstar from the game.

O_O

They were both placed on the Shadow Thief.  And she revealed….

 

 

 

 

 

 

 

 

 

SILVERBACK JOHN!!!

From JW Darkhurst’s Seas of Doom custom set:

Silverback John: Ransom. Cargo Master. Once per turn, when this ship unloads treasure at your home island, double the value of the lowest-value coin.

O_O

With both UT’s aboard, the Shadow Thief moved away from the home island… and simply redocked!!  XD

As of the Pirate turn, there were 213 total ships in play.  This means Hidden Trove was worth 426 gold.

Upon docking, Evenstar tripled that to 1,278 gold.  O_O

Then both coins were automatically unloaded at the home island, triggering Silverback John’s ability to double the value… to….

 

 

 

 

 

 

2,556 GOLD.

O_O

The Pirates also had 112 gold from resources this turn, bringing their record-breaking single-turn grand total… to an unprecedented, dizzying, somewhat incomprehensible….

 

 

 

 

 

 

 

 

 

 

 

 

2,668 GOLD.

Two thousand six hundred sixty eight gold.  O_O

 

Vince McMahon reaction to sextupling Hidden Trove

 

 

We are in the end days….  O_O

 

Last turn was absurd.  This turn is unbelievable.  The Pirates are rich to a degree not even close to anything I’ve seen before in any of my games.  2,668 is a very large point total to reach in a campaign game of Pirates CSG, between all points in play from all the fleets.  The Pirates just raked in that much gold in a single turn.  XD  O_O

This is becoming a sickening affair….

 

But Wait, There’s More

^That is now my catchphrase for this game.  It applies to almost every turn I’ve taken this year and it only keeps accelerating – a trend that shows no signs of slowing down.  The ludicrous gold income number may have been the craziest thing to happen this round, but it was far from the last exciting thing to happen in the game this turn.

With their GSP (Global Surveillance Program) allowing them to see just about all the face down treasures in play, the Pirates knew exactly what they wanted to try next.  Davy Jones’ Key was on the middle Archipelago island.  Pandora’s Box was on the island within the Turbulence area (southeast corner of the map).  The Shadows Hand had fog hopped to the Archipelago originally to explore a different island of the Archipelago, with the eyes of her crew set on a pretty decent UT.  However, a far more interesting and important mission now presented itself – especially now that the Shadows Hand was within docking distance of the middle island of the group.  She had come out of a fog bank ready to assist in the fight against the Spanish, but wasn’t needed there.  Now one of her cargo, originally meant for that other island, would prove incredibly useful.

From my Pirates of the Epic Seas custom set:

Bomb Box: This equipment takes up no cargo space. When this ship explores a wild island, you may eliminate this equipment to eliminate or remove from the game any Unique Treasures on the island before their effects are applied.

This is a neat little 1 point equipment designed as an option for gold runners that are often ruined by extremely negative UT’s like Plague, Runes of Death, and Natives.  Here it would prove even better.

For reference, here is the Archipelago after last turn. The Shadows Hand is the northernmost ship, just south of the eastern canoes.

Archipelago dominated by the Pirates

 

The Shadows Hand docked at the island and was given an AA (Admiral’s Action) to explore it.  She swapped Davy Jones’ Key for Pandora’s Box, triggering a climactic event:

Pandora’s Box: When revealed, each player must choose and put a unique treasure from outside the game aboard this ship.

O_O  More UT shenanigans!!!

Here is the full Pirate Code entry on Pandora’s Box, which proved to be extremely important: (emphasis added)

Pandora’s Box
-When this unique treasure is revealed, starting with the player to your left and ending with yourself, each player chooses and reveals one UT and places it on your ship. After all UTs have been chosen they are resolved per the standard rules.
-If a chosen UT can be loaded facedown it is not revealed until used.
-All UTs received from Pandora’s Box are treated as if they were on the island when it was explored.
-A UT chosen for this ability may duplicate one that is already in play and/or one that has been chosen by a preceding player. The “no-duplicates” rule applies to UTs only when placed in the treasure pool during setup.

By “player to your left” I’m going with the next “player” in the turn order, which is The Cursed.  Keep in mind it says “REVEALS”.  Meaning that everyone knows what each fleet gives to the Pirates, and the Pirates know which UT came from each faction.  The Bomb Box is being used here as a way to throw out the negative UT’s before they can do anything.  That is where the third point from the Code comes into play – since they’re treated as if they were on the island when it was explored, the Bomb Box can be used to eliminate any UT’s before their effects are applied.  O_O  😀

Mass Extortion on a Grand Scale

The Pirates would like to make it clear that they will simply throw out ANY AND ALL negative UT’s.  In addition, if they are given a negative UT from a faction, that faction may be subject to extremely harsh punishment in the extremely near future.  Aka, possible annihilation. If a faction gives the Pirates a bad UT, they might get slaughtered!  You might as well be nice!!  XD  There is no anonymity to hide behind here.  So make your choices wisely and consider the pros and cons of paying tribute to the all-powerful Pirates.  “Now line up!  And offer me a tribute.”  LOL!

This is what the Pirates are demanding from each faction: (this is also technically the order the UT’s should be chosen, which could be important for alliance/diplomatic purposes/etc)
The Cursed: Nemo’s Plans (done)
Vikings: Antikythera Mechanism (done)
Barbary Corsairs: Mask of Concealment (not complied with)
Dutch: Runes of Thor (FN)
Americans: Aegis Shield (The Vengeance of the Cadet Captain)
Mercenaries:  Nightmare’s Knot (Fiends of the Blood Islands)
French: Garai (Pirates of Spherus Magna)
Spanish: Mask of Valor (Pirates of Spherus Magna)
Jade Rebellion: The Ring (Seas of Doom)
The Conglomerate: Mask of Wisdom (Spherus Magna)
English: Neptune’s Figurehead (CC)

The Cursed and Vikings gave the Pirates what they requested.  The Corsairs didn’t, instead placing Skull Spiders (from Spherus Magna) on the Shadows Hand, but it was immediately tossed out via the Bomb Box.  ALSO: This should technically happen in real time on the Pirates’ turn.  This means the Pirates would give themselves a UT before it even became The Cursed turn.  The Pirates have given themselves Jailhouse Dog.  Fair warning that negative UT’s brought in via Copiers/etc that would hurt the Pirates will be cancelled by the Jailhouse Dog.  That is also likely to apply if someone tries to yank in Fountain of Dreams.

Also from the Code, regarding Jailhouse Dog:

-This ability may be used at any time during the game.
-This ability may be applied as an “interrupt” to avoid any immediate effects that would apply when another unique treasure is first revealed.

This was something the Pirates had been planning for a while.  They were originally going to send a ship with a Bomb Box to the Turbulence island to trigger Pandora’s Box.  However, once the Shadows Hand was already in the Archipelago, they figured… why wait?  This way they could get a good look at where the other factions were at (regarding compliance… lol) and possibly speed up their UT plans….

I was listening to this mix during the Pirate turn and one of the songs is called Pandora’s Box and another is called Dark Tides (the name of one of JW Darkhurst’s custom sets) lol.  Talk about ironic….

 

To finish off the Pirate turn, the Smoke’s Hand unloaded her fort upgrade to Skull Valley in the Archipelago.  When combined with the new military port on their metals island, this means the Pirates will have four launch points next turn instead of two.  O_O   The horror…. 😉

Pirates trigger Pandora's Box in the Archipelago

 

Pirate Launch Period

With 2,668 gold at their disposal, there was almost no way to run out.  The Pirates got busy, launching a ton of ships just as they did last turn.

Here are the ships they launched from their military port southwest of their home island, with custom creator name in parentheses. (in the picture, these go clockwise from the top starting with the ship pointed due south)

Scarlet Star, Lhikan II (both by JW Darkhurst), Plague of the West (the_grandmaster/Pointless Arrow), The Slash (JW Darkhurst), Acre (the_grandmaster/Pointless Arrow), Vortex, Kanohi Dragon (both by JW Darkhurst), Typhoon, Diamond Strike, Silver Casket (the_grandmaster/Pointless Arrow), Blue Heron (stats by Woelf for one of the 1 of 1 Ships in a Bottle).

Another Pirate megalaunch from their military port

The Slash carries my friend Captain Randy!!  He is now in the game!!  😀

None of these ships are picked at random – in fact, the complete opposite.  Each one is selected for a specific reason, and each one carries a complement of crew/equipment that will help to optimize the mission for each and every vessel in the Pirate fleet.  Optimizing fleets is one of my biggest passions within Pirates CSG, and in a grand campaign with near-unlimited spending ability, I can really execute plans perfectly.  There are so many moving parts to the Pirate machine that it will start to become unprecedented.  Gunships, equipment placement, managing how many total rerollers there are (between Wizkids and customs), making sure I don’t miss any ships that should get launched, making sure each ship has a specific purpose, supply ships… the Pirates are always hard at work on their turns!  In time the grand scope of their plans and launches will become more evident.

The Pirates didn’t have a lot of room at their home island, but managed to put two more AA w/Reroll combos in play; “Admiral” Scathe (JW Darkhurst) on the Stoneheart, and the Mammoth (vladsimpaler) with James Browne.  Gotta throw some history curveballs in this crazy game!  ;P  XD

At the southern tip of their HI the Pirates launched the Smokescreen (Xerecs), Beast’s Belly, and Rhino (mr_awesome/JuliusPepperwood).

A home island too crowded and busy to dock at… even for ships coming home with valuable textiles, and there will be a resource change soon that could crash their value!  A really weird sight.

The Black Jack (mr_awesome/JuliusPepperwood) is launched from the southern part of their HI with a town AND military port upgrade aboard… and the Blackleaf (Riz) has the same!  The Wrath is now in play as well – one of my favorite customs I’ve made for Epic Seas.  Her linked crew Bloodbeard is aboard, one of the fiercest to sail the seas.  She is configured as a shooting and boarding monster.  Here’s a little preview of my note taking from the spreadsheet document… after 9+ years playing big games of Pirates CSG, I like to abbreviate and put almost an inside joke type thing on most of the things I write for myself.

CHO. Massacre w/S Boarding and Grapple Shot. WH, so Cargo killing on 5-6. Currently at +7 to boards bonus with 5 crew.

The Pirates also went a little crazy with the Catapults (2 points each) from Xerecs’ Pirates of Spherus Magna set:

“This equipment may be used on an island or on a ship. If used on a ship; she gains one 4L cannon that can shoot from any mast (even an eliminated mast). If the cannon roll is a 1, turn this equipment face-down. You may give this ship a repair action to turn it face-up again instead of repairing a mast. If used on an island, this equipment becomes a 3L+L cannon that can only fire from one point on the island. To fire a catapult on an island, a friendly crew must be present on the same island; if the roll is a 1, turn the catapult equipment face-down and remove the associated crew from the game. Catapult must be loaded back onto a ship to be turned face-up again.”

The Pirates spent 300 gold to get 100 Catapults (!) and 100 oarsmen to crew them with. I consolidated all the Catapults into one equipment token and all the oarsmen into one crew token. This is to save space on the HI, but mostly to limit lag in the module. If combat/drama does ensue at the Pirate HI (good luck ;), I can adjust the numbers as necessary or even make a note in the module/etc to keep track of numbers. As it stands now they have near-unlimited firepower at their HI and have turned it into an insane stronghold. Any ships that come within L+L of the Pirate home island are likely to be dismasted (100 3L+L shots could result in 50 total hits).

A recap:

Hidden Trove: 213 ships in play x2=426 gold. w/Evenstar: 1278; w/Silverback John: 2556. +112= 2,668 Gold to spend!
Pirates spend 1072 gold!
592 gold on assorted ships and crew.
300 gold on 100 Catapults and 100 oarsmen to man the Catapults. (all placed on HI)
180 gold on 3 town and 3 Military Port upgrades. (one of each on home island)

20 ships launched:
Ships launched from home island: 8 (5 at northern half, 3 at southern half)
Ships launched from textiles MP: 12
Pirates have spent 1822 gold in the past 2 turns.  O_O  (750, and now 1072)
Last turn: 25 ships launched, 20 this turn. The Pirates have expanded their fleet by 45 ships in two turns!!

New record single-turn spending: 1,072 gold  (a record as far as I know – I will certainly have to update that page this year)

This all in just two turns with two launch points.  Imagine four launch points at the end of their next turn when they still have ~1600 left to spend!!  I’m just not sure what will run out first – my time or their gold!  XD

Now there are 233 ships in play.

 

Cursed Play Turn

The custom Flying Dutchman submerged and ducked into a fog bank.  The Python and Tomb of Lucifer scattered from the home island, anticipating the end of turn events.

The Wisp fog hopped locally and ended her move action touching the whirlpool just south of the Cursed HI…

 

 

TO BUILD A FORT!!

Figlar Castle
10 gold
Cannons: 3S-3S-3S-3S-3S-3S
Ability: This fort can only be built on a whirlpool when a Cursed ship is touching the whirlpool. Starting the turn after construction, this fort can travel through whirlpools like a ship, but without having to roll for damage. Ships docked at the fort do not travel with the fort. Cursed crew can use their abilities in this fort.

Flavor text: The Cursed have built this monstrosity, which could spell doom for all humanity. They have now created a water-borne fortress that can harness the power of the sea to warp into various locales. Hearing of the shocking development, some sailors have already given up hope, preferring to simply stay on land.

O_O

Doom indeed!!

 

But before that even happened… I rolled some dice.

Remember how there’s always more in CG4?   Here we go again.  XD

The Cursed use a trio of +1 to d6 roll abilities to trigger another Arcane event!!!

The Cursed bring in Hidden Trove again!!  Then they bring in Evenstar!!!

Both are placed on the Maman Brigitte!  She redocks and The Cursed are RICH!!!  Again!!

 

 

 

 

 

 

 

 

 

1,398 Gold.

233 ships in play.  This led to Hidden Trove being worth 466 gold – tripled with Evenstar for 1398 gold!

The Cursed spent 780 of it!    (1852 gold spent this turn between the Pirates and Cursed!!)

The Cursed managed to get both Arcane rolls to work, triggering another Hidden Trove + Evenstar event. O_O This netted them a massive windfall. The Pirates used Runes of Thor on the custom Flying Dutchman’s ability, forcing it to work. The Cursed placed a Nemo’s Plans on the Zeus.

This was not the first time the Pirates had played Runes of Thor for the Cursed… they also did it when the Devil’s Sneer blew up the Jarvis with Explosives.  This also marks the second Nemo’s Plans given to the Pirates by The Cursed… this very turn.

 

Cursed Launch Period

The Cursed bought 9 ships.  Here they are, listed counterclockwise from the top with the Chimera pointed almost due south. (not in order due to ships already at the HI)

Chimera, Divine Beast of the Apocalypse (A7XfanBen), Interloper (El Cazador), Devil’s Frenzy, Nemesis (both by A7XfanBen), The Rock (the_grandmaster/Pointless Arrow), Guichuan (southernmost 10 master), Howl, Devil’s Child (A7XfanBen), Gerudo Gale (El Cazador).

Cursed megalaunch from home island in CG4!!

Another epic deckplate as The Cursed delve into my ship-ton of custom 10 masters they have….

Chimera, Divine Beast of the Apocalypse deckplate in VASSAL

The Cursed bought 10 Catapults along with 10 oarsmen to crew them for 30 total gold, placed on their home island.

They also spent a ton of money on island upgrades.  3 fort upgrades, 2 towns, and 2 military ports.  O_O  This could be bad….

I would love to give more details on The Cursed launchings… but by nature of the game, the future, and plans, it is best to keep things as secret as possible for now.  In due time some of The Cursed stuff will be used and then some of the wild setups will come to light.  Let’s just say that most of the ships are absolutely stacked.  I have been consistently running out of point cap space before running out of cargo space or crew to use, so most of the gunships coming into play lately have as many points aboard as their point cost allows.  This is the case for Chimera and the Devil’s Frenzy… which means 192 points between them.  O_O

Cursed had 15 ships coming into the turn. 9 new ships brings them to 24 total.

242 ships in play brings the value of Hidden Trove to 484 gold.

 

The Vikings…

… didn’t get lucky!  XD

<a7xfanben> – Jord copies Arcane
*** <a7xfanben> rolls White D6 -> [1] ***
<a7xfanben> – reroll
*** <a7xfanben> rolls White D6 -> [2] ***

They do have a pretty respectable resource gathering fleet for how underpowered they are compared to most of the other factions.  Their deckplates are being pushed west by the rapidly expanding Pirate fleet.

 

The Barbary Corsairs Get In On The Festivities!

THE CORSAIRS HAVE A COPIER!  They get some help from Woelf’s Gilded Figurehead equipment to pull in a UT!!  O_O

 

The Corsairs get Hidden Trove!!!

It is worth 484 gold!!  Combined with textiles from Marrakesh for 499 gold total!

This shows the entire Corsair fleet at the end of their turn and their general situation.  Especially after giving the Pirates a bad UT via Pandora’s Box instead of what the Pirates were demanding, they are extremely worried that a Pirate attack from the west is imminent.  Hidden Trove couldn’t have come at a better time!

 

The Corsairs with their version of a megalaunch!!  They spend 331 gold to launch 8 new ships!

Counterclockwise from upper left: Nubian Prince, Sea Tiger (the_grandmaster/Pointless Arrow), Anubis towing Elephant flotilla (both by A7XfanBen), Crown Jewel (mr_awesome/JuliusPepperwood), Desert Wind, Sultan’s Bride (Riz; her flavor text by AlanQSmithee), Majestic.

Barbary Corsairs megalaunch from home island in CG4!

On their home island… the Corsairs placed Mons Meg!!  O_O

(5 points) Only one of this equipment can be used per fleet. This equipment can only be used on islands following the Marine rules. This equipment has a cannon (5L+L) that eliminates 3 masts with one hit and can sink ships.

For additional home island defense, the Corsairs also matched The Cursed, buying 10 Catapults with 10 oarsmen to crew them with.  This along with the new ships massively beefs up the Corsair HI defenses.

As with The Cursed, it would be unwise to reveal the crew setups of the Corsair ships.  What I can say is that this is about the closest thing to a super squadron the Corsairs can assemble.  Drawing on both Wizkids and extensive customs, the Corsairs have placed in the water a 10 master, two submarines, two “S-Immunity” ships, a canceller (the Anubis), and a cheerleader.  The ships are stacked and loaded.  The Corsairs are going all out in case the Pirates attack soon.  Suddenly the Corsairs have become substantially more powerful, which is just what they needed.

 

A few other notes:

Corsairs started their turn with 15 ships. Launch 8 so now they have 23 total.

8 additional ships brings the grand total to… 250!!  This means the next Trove will be worth 500 gold!!  XD

Total gold spent on the weekend of 8/14-8/16: 2,183   O_O   This is less than half of what was brought in. 2183/4565=47.8%  (2668+1398+499=4565)  Just absolutely staggering numbers.  And more to come soon too… a point count is coming….

2183 new points in play. Point count in April showed 2067 points in play.  So the game is definitely bigger than CG1 ever was!!  (3516 official, likely topped 3700)  Which means it’s already the biggest virtual/VASSAL Pirates campaign game of all time!

~~~~~

I could hardly believe it when Doragon the Magnificent appeared in the music mix!  Maybe it’s a sign he should enter the game soon….

 

Here it is!!  The whole ocean!  With over 2000 new points of stuff in play, you can finally see some huge activity even when zoomed all the way out!  The 5 Cursed 10 masters in the northwest stand out, while the northeast becomes even more of a hub than it already was.  Click to see the full size version where you can zoom in easily.

VASSAL Campaign Game 4 - Mid August, 2020

 

Big News:

-At the end of today’s play on August 16th, the Vikings recommitted to their alliance with the Barbary Corsairs.  Both factions see the need to stay together at a time when unprecedented and rapid growth of their unpredictable Pirate neighbors threatens their very existence.

-The Pirates and The Cursed have independently threatened violence against all three of the other factions with copiers (Vikings, Corsairs, Conglomerate).  The messages basically said if you copy Arcane/etc to bring harm to the Pirates or Cursed, they will respond with immediate aggression.  Even going so far as to say a faction that does the wrong thing may face extinction in short order.  O_O

-The game is becoming more complicated from a diplomatic or political perspective.  This crazy turn is resulting in more messages being sent among the factions than usual.  This could mean a lot for the game going forward.  Just what though, we don’t know….

BREAKING THE GAME | + A Global Biological Terrorist Attack Threat

BREAKING THE GAME

Plus: A Global Biological Terrorist Attack Threat

If I had to pick my own “MUST READ” battle report for 2020, this is it.

VASSAL Campaign Game 4 has continued (introduction and rules here).  The previous battle report is probably worth a refresher before getting into the events of this past… weekend.  Indeed, my turn took up a huge portion of my weekend from Friday-Sunday.  Things have spiraled out of control to a degree not seen before in any other game of Pirates CSG, at least that I know of in its recorded history.  Game balance is a thing of the past.  Welcome to a new era – “exploits of the power gamer”.  😉  I listened to this epic mix for most of the Pirate play turn.

A turn this long and epic deserves a long report to do it justice.  Especially given the “injustices” that have taken place… and of which there are likely more to come.  If you make it through the whole thing, please consider leaving a comment at the bottom, as it should help my fansite and the visibility of this post that apparently has 5625 words.  It would be useful to have the newly released Customs Database available while reading, as there were a LOT of customs involved….

As usual for my turns, we start with the Pirates.  The Eagle gave Resurrection Codex to the Zeus. (a pretty big deal in a more “normal” game or even a campaign game) 

Having crushed Xerecs’ Spaniards in the Archipelago last turn with a grand display of powerful weaponry, their combat of this turn was mostly about cleaning up in the center of the ocean.  The Deliverance got the Pirates started by eliminating two Spanish canoes (revealing Isandro Ramirez to be her captain).

From there, things quickly got… unprecedented.

The Smoke’s Hand got two actions and used the second to sink the final canoe and shoot at the Morning Star, who was dismasted by the Stormcloud.  This allowed the Sapphire Sea to tow the Spanish galleon, with the Pirates capturing her!  Given she was loaded with textiles (a valuable resource right now) and additional cargo, in any normal circumstance this would be a major deal and win for the Pirates.  This was, however, arguably even for me the least normal turn EVER taken in a Pirates game…..

As you may have seen in the video, the Arcane herself rolled for her signature ability.  “Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, you may place a Unique Treasure on any ship in your fleet.”  First try of the entire round, and she got a 6.  O_O

The Pirates brought in…

 

 

 

 

 

 

 

 

 

 

 

 

HIDDEN TROVE!!!!!!!!!!!!!!!!!!!!!!

From Xerecs’ Return of Davy Jones custom set:

Hidden Trove: Load this treasure face up, Hidden Trove is worth 2x the total number of ships in the game.

O_O

Reaction to bringing in Hidden Trove

LOL!!!!  Hidden Trove was placed on the Osiris, who naturally was already docked at the Pirate home island.

The report goes a bit out of order here… XD

Naturally it begs the question: how many ships are in play?  Well, at the end of the Pirate play turn: 173.  O_O

This means that Hidden Trove is worth 346 gold.  O_O   XD

But Wait, There’s More

😀  Of course there is!

The Pirates were not even CLOSE to being done yet!  XD

As mentioned in the May 9th report, the Pirates have a mass surveillance program.  They call it the “Global Surveillance Program”, or GSP (not to be confused with GMS).  Think of it like the NSA.  XD   If you’ve got something and want to hide it, odds are the Pirates already know about it.  I believe the Pirates know where every single face down UT on the map is.  O_O   They also know about most of the face down crew in play.  This allows them to make focused decisions that do not rely on assumptions or wild predictions.  They have also become extremely self-sufficient, not needing to bargain with other factions for intelligence purposes.  The Pirates already knew about something they wanted… something that would combo perfectly with their new Hidden Trove….

The Leviathan was put into action!!  In her first turn in play, The Leviathan (from vladsimpaler’s Treachery on the High Seas set) was immediately ready to show off how much of an asset she could be to the burgeoning Pirate fleet.  With D movement, she was able to “fly” anywhere on the ocean at will.  She got her orders to intercept a Dutch ship far from Pirate waters, off in the southwest.  The Prins Willem carried Ivory, a custom UT created by the legendary Cadet-Captain Mike:

Ivory: When unloaded, this treasure is worth as much as the most valuable treasure coin currently on the ship.

O_O     … You may see where this is going.

The Leviathan warped out to meet the Prins Willem, careful not to ram the ship and become pinned.  She simply brushed ever so slightly up against the hull of the Dutch 3 master, and fired off a full broadside of 5 shots just for good measure, courtesy of Captain crew Gregory Rose (a custom by JW Darkhurst).  All shots missed!  However, blood was not what the Pirates were after.  That laid elsewhere.  The Prins Willem had 2 other UT’s aboard: Barrel o’ Monkeys (created by Woelf!!) and Letter of Marque.

Barrel o’ Monkeys: When this ship leaves a wild island, randomly choose one of her treasures and put it face down on that island. When this ship touches another ship, randomly choose one of this ship’s treasures and put it face down on the other ship; eliminate the treasure instead if the other ship’s cargo is full.

Emphasis added; the random part was where my Pirates needed some luck.  I assigned Letter of Marque a 1-3 and Ivory a 4-6; sure enough, the d6 roll came up 6!!  😀   This put Ivory on The Leviathan!

With great haste she flew home, carefully landing to just barely touch the Osiris, who still hadn’t been given an action on the turn.

Now it was time for a true rarity: using SAT (Same Action Twice/Born Leader) to explore twice in a row.  O_O  I don’t know if I had ever done that in a game up until this point, but it was certainly the perfect time.

*** <a7xfanben> rolls White D6 -> [6] ***
<a7xfanben> – O_O   Got Danvian Arrestelos’ SAT on the Osiris, which is suddenly key because both AA’s were already used

With SAT available, the Osiris used her first explore action to explore The Leviathan, taking Ivory.  With her second explore action she targeted the home island, unloading both Hidden Trove AND Ivory at the same time!!!!!

Hidden Trove was worth 346 gold!!  Ivory was worth the same amount as Hidden Trove!!

Suddenly the Pirates had a fortune on their home island!!!

 

 

692 GOLD!!!!!!!!!!

O_O   XD

The Pirates also brought in a fair quantity of metals and textiles this turn, still the game’s 2 most valuable resources for now.  This gave them an additional 58 gold, which would be a pretty good total for them under normal circumstances.

This left them with a grand total of….

 

 

 

 

 

750 GOLD.

O_O

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

Anticipating one of the biggest megalaunches in memory, Pirate ships immediately scattered away from the home island, with the Pirates desperate to make as much room at their launch points as possible.  Get out of the way!! Make room, make room!!  XD  Despite needing more repairs, the Agnis Crystalis and Darkhawk II simply sail straight out away from the home island, with priority going to the new ships that will inevitably be launched in short order….

I almost never do bulk copy+paste of the module chat in actual battle reports, but this is one turn where I think it is fitting.  🙂

<a7xfanben> – HIDDEN TROVE HAS BEEN PLACED ON THE OSIRIS BY THE ARCANE.
<a7xfanben> – Load this treasure face up, Hidden Trove is worth 2x the total number of ships in the game.
<a7xfanben> – O_O
<a7xfanben> – !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
<a7xfanben> – Its worth will be calculated….
<a7xfanben> – But first
<a7xfanben> – Time to try out the newest superweapon
<a7xfanben> – THE LEVIATHAN!!
<a7xfanben> – O_O
<a7xfanben> – Here’s hoping this works XD
<a7xfanben> – D movement
* [The Leviathan] moved by a7xfanben*
<a7xfanben> – (not her final location for this move)
* [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
* UNDO: * [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
<a7xfanben> – Placed alongside, touching but not ramming…
* **** Crew – Pirate (Gregory Rose) revealed by a7xfanben ****
<a7xfanben> – Gregory Rose: Captain. Eternal. This ship gets +1 to her cannon rolls against English ships.

(shots miss lol)
<a7xfanben> – Now for the key, and maybe a little luck.
<a7xfanben> – Prins Willem has Barrel o’ Monkeys aboard.
<a7xfanben> – When this ship leaves a wild island, randomly choose one of her treasures and put it face down on that island. When this ship touches another ship, randomly choose one of this ship’s treasures and put it face down on the other ship; eliminate the treasure instead if the other ship’s cargo is full.
<a7xfanben> – From the Code: Barrel o’ Monkeys is not included in the random selection
<a7xfanben> – It comes down to Ivory and Letter of Marque.
<a7xfanben> – D6 roll: 1-3 Letter of Marque is transferred, 4-6 Ivory is transferred.
<a7xfanben> – Here goes
*** <a7xfanben> rolls White D6 -> [6] ***
<a7xfanben> – O_O
<a7xfanben> – Oh my god….
<a7xfanben> – This is absolutely staggering…
* Coin moves Ocean -> Player 1 Locker *
* Coin moves Player 1 Locker -> Ocean *
<a7xfanben> – Ivory goes to Leviathan
<a7xfanben> – Elizabeth’s Piece of Eight on the Jolly Mon to give The Leviathan another action!!
<a7xfanben> – Not pinned since no ram 🙂
<a7xfanben> – Bye
* Coin moves Ocean -> Player 1 Locker *
* [The Leviathan] moves Ocean -> Player 1 Locker *
<a7xfanben> – She knows just where to go…
* [The Leviathan] moves Player 1 Locker -> Ocean *
* Coin moves Player 1 Locker -> Ocean *
* Coin moved by a7xfanben*
* Coin moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
* [The Leviathan] moved by a7xfanben*
<a7xfanben> – Touching the Osiris
<a7xfanben> – O_O
<a7xfanben> – Her first action is to explore The Leviathan and take the Ivory
* Coin moved by a7xfanben*
<a7xfanben> – O_O
<a7xfanben> – Now her second action…
<a7xfanben> – Is used to explore the home island!!!!!!!!!!!!!!!!!!!!!!!!
<a7xfanben> – Hidden Trove: Load this treasure face up, Hidden Trove is worth 2x the total number of ships in the game.
<a7xfanben> – Ivory: When unloaded, this treasure is worth as much as the most valuable treasure coin currently on the ship.
* Coin moved by a7xfanben*
* Coin moved by a7xfanben*
<a7xfanben> – O_OOO_O_O_O_O_O_O_O
<a7xfanben> – LOLOLOLOL
<a7xfanben> – A MULTIPLIER!!!!!
<a7xfanben> – HIDDEN TROVE IS DOUBLED!!
<a7xfanben> – UNLIMITED POWER!!!!!!!!!!!!!!!!!!!!
<a7xfanben> – (force lightning spews from eyes in all directions)
<a7xfanben> – The craziest part is… IT IS NOT OVER. Not for another faction………
<a7xfanben> – The Pirates have not even used their Runes of Thor this round.
<a7xfanben> – O_O
<a7xfanben> – Someone else eagerly awaits….
<a7xfanben> – All shall perish.

Things have gotten a bit strange in Pirate waters.  Multiple damaged ships are almost stranded in between the two launch points of the Pirate HI and their military port, with orders not to dock at either given the mass influx of valuable new ships about to enter play.  At the bottom left the Giza tries to row away from the island at an angle that will allow the maximum number of ships to be docked at the port by the end of the overall Pirate turn.  The Triton’s Fury could have docked and loaded textiles but simply doesn’t.  At the bottom right, 3 Pirate gunships are headed in the direction of the whirlpool created by the Tempest.

Round earthing to the other side of the Pirate home island, the Amity has unloaded 3 gold at the metals island to build Plumb Point Lighthouse!

At the end of their turn the Pirates followed through with their plan to build a fort on an Archipelago island.  They built my custom Skull Valley fort, which has Extended Range. (The fort shuts down resource production on the island; this snapshot was taken before I removed the textiles token or added the 5 gold cost of the fort)

A true pirate stronghold, the Skull Valley is located on an undisclosed and unnamed island either in the Caribbean or the Pacific, depending on who you talk to. More of a town than a fortress, the valley is inside hilly terrain that prevents enemies from getting a clear look at their target. Massive mortars and a huge cache of old Spanish culverins provide ample firepower over the hills.  [Ironically fitting flavor text given that the Spanish were just here and had explored that island]

Then it was time for the launch period.  The Pirates had 750 gold at their disposal, more than any fleet I’ve controlled with the exception of the English in CG1.  With near-unlimited options…

The Pirates spent… ALL OF IT.  O_O

I didn’t know if it would be possible with just 2 launch points, but it was.  The Pirates spent 750 gold in one turn, eclipsing my personal record of 628 that the English spent in CG1.  50 of it was spent on a military port upgrade, with most of the rest of it going to ships and crew of course.

The Pirates are putting Catapults (custom equipment from Xerecs’ Spherus Magna set) on their textiles island to fortify it even more (12 “island cannons” between those and the 8 3S’s from the MP).  The Catapults are manned by new oarsmen.  The Catapults are 3L+L cannons that can fire from only one point on the island.

The Pirates completed their fleet of 10 masters, launching the last 2 that I am aware of.  Both customs of mine: the Slave Revolt and Hera.  Despite the massive costs, both 10 masters actually needed “reducer” crew to make their mammoth setups work.  The Slave Revolt has The Stump aboard to allow (I think) 37 points of crew to fit onto the 31 point ship.  The Hera is even more extreme – Jonah had to be hired in order to fit (I think) 38 points of crew onto the 23 point ship.  O_O  Helping out the Slave Revolt’s poor speed was Woelf’s custom Streamlined Hull equipment, which shows up on a handful of the ships I launched this turn:

Streamlined Hull

We have house ruled it to 3 points for CG4 due to the no ram damage house rule and after feedback from Woelf himself.  This comes from Woelf’s Treasure Trove of Fenrir equipment set, and not the last of it you’ll see….

As ships potentially get into combat and some face down crew are eventually revealed, I hope to talk more about the crew setups on some of the ships.  For now my fellow players (Xerecs and PirateAJ14) can gawk at the epicness of what is not face down (unless they have spyers of course to look at face down crew/cargo!).  🙂    I listened to Dawn of the Villains while the Pirates were launching.

From the following picture you can see that both 10’s were launched from the military port south of the Pirate HI; starting above the Giza (derelict galley) and going anti/counterclockwise from that ship, the Pirates launched (custom creator in parentheses): Deceit (Riz), Shark (mr_awesome/JuliusPepperwood), Howler (the_grandmaster/PointlessArrow), Coleoptera, Fantasia, Chasseur (vladsimpaler), Karda-Nui (JW Darkhurst), Scepter, Challenger (JW Darkhurst), Silent (mr_awesome/JuliusPepperwood).  😀

Pirate megalaunch at military port in CG4

The Pirates are putting together a certain type of squadron… however, it involves so many game pieces and parts that it is not currently possible to put it in the water all at once.  It will be more of an intermediate-term assembly of various things.  You can see that the Pirates are massing some 10 masters; the Zeus and Hera are thematically and practically the perfect “pair”, while the Slave Revolt has some truly terrifying combos aboard.  There is also a theme of submarines and cheerleaders….

But wait, there’s more!  From the northern half of their home island, the Pirates launched two ships, both created by Xerecs: the Inferno and Shadow Thief.  In the deckplate area you can see 7 of the new ships’ cards; the Slave Revolt is absolutely loaded.

Another 10 new ships were introduced at the southern half of the Pirate HI.  Docked at the island, clockwise from lower left with custom creator name (if applicable) in parentheses: Smiling Jim, Albatross (El_Cazador), Wretched (Avery), Gale Force Nine, Turbulence+Divination+La Mosca (all by mr_awesome/JuliusPepperwood), Coastal Ranger (JW Darkhurst), Stormy Night (A7XfanBen).  You can also see more of the Pirate deckplate area, which is quickly expanding and looking rather impressive.

Pirate megalaunch in CG4 July 2020

Nearly every ship the Pirates launched is maxed out in some way – either her point cap space has been filled (14 points of crew/equipment on a 14 point ship), or her cargo hold is full.  With the overstuffed 10 masters adding an excess +~21 points of crew, it’s possible (but unlikely) that I actually spent more gold on crew and equipment than ships this turn.  O_O  The Pirates are trying to optimize every build from the point of launch so ships don’t have to go back into port to pick up new crew/equipment they could have had the first time out.  Plus, it helped to spend all the gold the Pirates took in, which was a fun goal to achieve.  There are a few logistics ships in the mix, such as the Silent – carrying extra crew to replenish those who might be in need of them in the future.

In order to expedite the completion of a short-term plan, the Pirates also launched a new set of native canoes from the middle Archipelago island.  These are the ones from RtSS that have the home island raiding ability built in.  How crazy that 2 turns ago this area was dominated by peaceful Spaniards, with 10 of their canoes here.  Now it is Pirates-only, with 10 of their canoes instead.  With a 10 master and a new fort to boot!

Archipelago dominated by the Pirates

The Pirates launched 25 total ships – 12 from their home island, 12 from their military port on the textiles island south of their home island, and RtSS native canoes at the middle Archipelago island.  This left the game at 198 total ships in play….

The Pirates didn’t even need to use Runes of Thor! Or maybe… they didn’t want to….

 

Whew.  Of course there’s MORE!  That was only one of my four factions!!  😀

Now it was time for The Cursed.  The Devil’s Storm came out of the fog bank she was in to shoot at the Boston!  She shot 3/4 to nearly dismast the schooner.  Although the fleeing Americans had lost their brief skirmish against The Cursed, the Devil’s Storm was all alone with no backup.  It would be very easy for the Bonhomme Richard to blast the Devil’s Storm on the American turn.

Devil's Storm hits Boston schooner

However, there was a reason for the Cursed aggressiveness and confidence… a good reason indeed….

The Opal Shrine uses the Eye of Insanity to copy Davy Jones on the Cursed home island to her oarsman, which is used to copy the Arcane’s ability!!  A 6 is rolled!!!!!!!!!

O_O

TIME TO BRING IN ANOTHER HIDDEN TROVE!!!!!!!!!

XD

Hidden Trove was yanked into the game again, this time placed on the Maman Brigitte, fittingly one of the most hated ships in the game.  She was a move action away from the home island, docking home to unload textiles and Hidden Trove.

198 ships in play x2= 396 gold for The Cursed!!

Combined with 1 gold on their HI and 30 from converted textiles…

 

 

427 GOLD.  O_O

Here we go again!!  Time to megalaunch!!  😀

The Cursed have a vastly different situation than the Pirates.  The Pirates have been the “favorites” (in quotes because there’s been almost no combat and I believe it to still be early in the game) for a while, but The Cursed had only 8 ships in play going into this turn.  Their small fleet was struggling to grow quickly.  Hidden Trove would change all that.

However, the Cursed went straight to the top.  Straight to the top of the customs hierarchy if you will, to the top of the heap.  To something horrific and awesome at the same time.  A superweapon of epic proportions…

 

 

 

 

 

 

 

 

 

 

 

CHIMERATRON LEGACY!!!!!!!!!

Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 90
Number of Masts: 10
Cargo Space: 12
Base Move: L
Cannons: 2S-2S-3L-3L-3L-3L-3L-3L-2S-2S
Ability: Junk. Eternal. Turbine. Sniping.* Two hits from the same shoot action are required to eliminate one of this ship’s masts. This ship gets +1 to her equipment rolls. This ship must be assigned at least 7 crew at the start of play.
Link: Any 1 10+ point Cursed named crew, (and) Aliktoril Bellen

*Sniping: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.

Flavor text: Filled to the brim, with a ludicrously massive cargo hold, technical innovations aplenty, and well over a thousand fiends to defend her, this ship is the best of all worlds. No one knows where the ship came from, or if it was built in a visible shipyard somewhere in the world. The ship is said to be the heaviest afloat, with huge amounts of metal aboard given the technological aspects that seem to indicate that the Cursed are growing at a faster rate than even the English. With enough gunpowder to supply an entire small fleet, and some steel plating on her hull, the vessel could be the first truly “unsinkable” ship. Although her crew is made up of demons and fiends, the despicable and vicious Aliktoril Bellen has come aboard to provide a steadying hand. He plans to drive the ship to unparalleled heights of power as the Cursed machine of death revs up for a grand campaign of terror that will end human existence.

“God mode 10 master with defenses”; End of All Things

O_O   XD

We are entering new territory now, sailing into new waters.  The CL comes loaded like no other ship in the history of the game… but first, a look at the glorious deckplate:

Chimeratron Legacy deckplate

A familiar theme began playing….

 

 

 

Now for the elaborate setup that took probably at least an hour (maybe two) to come up with and actually put in the game file:

Chimeratron Legacy CG4 crew setup

If you don’t want to look up all the customs, here’s a summary: a 10 master that can move S+S+L+S with Captain, all rank-1 cannons (effectively) that have Extended Range and two extra 4L+L’s from the bow, super-Nemo capture, Commander Temple steal-a-ship ability, “global” Possession of cheapish crew, L-board, Sac, the potential to board up to 3 enemy ships in a turn without ramming, stinkpot shot, and more.  This is a doomsday superweapon that comes with a full loadout price tag of 180 gold.  180 points!!  O_O

The CL is optimized for maximum efficiency.  As soon as she starts capturing crew via boarding parties and Captain Shamshere’s super-Nemo capture, she can start sacrificing them to Isaiah Van Tyne for extra actions.  If they run out, Makuta can provide fodder from afar.  The ship may have unparalleled striking range, likely to eventually be greater than even HMS Swallow with Power Cannons and extra actions, a combo seen in the English fleet of CG1 fame.  The CL will not be operating without support….

Her speed may be aided by the Python, who carries First Mate Hamlet, a custom from the_grandmaster/PointlessArrow and his epic Back to War custom set: If a sea monster or ship begins its turn within L of this ship, it gets +L to its base move.  Adding to the insanity is the classic Cursed support ship Celestine and her linked crew Master Scribe.  Between them The Cursed may be able to place 2 trade currents per turn with some luck.  In addition, Barst is now in play, a Lord Mycron clone created by Xerecs and placed onto my custom Tomb of Lucifer turtle ship.  Between the bonuses and a guaranteed extra action (whether from Barst or eventually Sac), the Chimeratron Legacy should be able to move up to S+S+L+S+L x2 +S in one turn.  O_O  Python + CL will be moving at “WARP MACH SPEED”.  Another theme plays…

You would think that The Cursed would want to keep such a powerful thing a secret.  However, with such a massive price tag and ludicrous crew+equipment loadout, I decided to just put it all out there, at least with this setup.  The ship alone is a massively intimidating presence on the water.  The Cursed are basically letting everyone know that they mean serious business and are not to be trifled with.  Mess with them, and you may just see the Legacy on your doorstep moments later.  This is why the Devil’s Storm felt so confident going after the Americans.  If she gets attacked, there is at least a chance that the CL will be able to reach the combat area next turn.  Besides, if the Cursed lose the longship, it’s not a big deal because they are almost literally swimming in gold.  XD

The Cursed saw the potential of the Arcane last turn with the Pirates’ exploits, which is why they rushed to hire Davy Jones.  They made sure they could copy the ability as soon as possible and yank in the Trove for a massive windfall that would allow them to simultaneously beat off a possible American attack in the future, and also begin to finally put their MANY plans into place via launching and logistical efforts.  For the CL was just the beginning!

I listened to Soundtrack For a Supervillain for most of the rest of the Cursed launch period.  The Cursed launched the Solenostomus as well, one of my newest customs and based on nature.  Uh… she is carrying a fort upgrade…. ?!

The Cursed have launched one of my favorite and oldest customs: the movie version of the Flying Dutchman!

Flying Dutchman
Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 30
Number of Masts: 5
Cargo Space: 3
Base Move: S+S
Cannons: 2L-2S-2S-2S-2L
Ability: Broadsides Attack. Fear. At the beginning of each of your turns, determine whether or not this ship is submerged. If she is submerged, her base move becomes S+L, and she may be given only move actions. She has to surface to shoot, repair, dock, and explore. While she is submerged, she cannot shot or be shot at, pin or be pinned, ram or be rammed, and tow or be towed. Once per turn, roll a d6. On a 6, you may place a unique treasure (that can be loaded) from outside the game on an enemy ship. Bow Chasers equipment does not take up cargo space on this ship.
Link: Davy Jones

The FD carries some crew, including customs Wendigo (Fear+Canceller; from Cadet-Captain Mike) and Guardian Corps (Crew Protect; from El_Cazador).

However, Davy Jones was not boarding the Dutchman… he was boarding… the Pantheon!!

Pantheon
Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 40
Number of Masts: 10
Cargo Space: 8
Base Move: S
Cannons: 4S-4S-4L-4L-4L-3S-3S-2L-3S-3S
Ability: Junk. This ship ignores the first hit she takes each turn as long as she has all of her masts. This ship gets +1 to her cannon rolls against forts within S of her. When this ship reaches her cargo limit, she gets +1 to her cannon rolls. If this ship’s point limit is reached by her assigned cargo, she gets +1 to her boarding rolls. If this ship is assigned at least 3 Cursed crew that cost at least 10 points each, she gets +1 to her d6 rolls.

Flavor text: There have been so many powerful Cursed officers joining the ranks that Xenthalos doesn’t always have a ship to assign them to. The Pantheon was raised from the depths of an ancient underwater Cursed city to house all manner of powerful creatures. The ship excels when crewed with great leaders, with near-certain doom befalling her enemies when fully optimized. The ship’s original constructors took the fore and after “castles” to new heights, with top-heavy stonework at the bow and stern of the ship slowing her down but making her a monster in close-quarters combat.

The Pantheon loaded up on some crew, and it was already over!  Having spent an ungodly amount of gold on just a few ships and various extremely expensive crew, The Cursed were out of gold!  They had spent all 427 of it on just 7 ships and the fort upgrade!  O_O  (even minus the fort upgrade cost of 40 gold, this comes out to a sickening 55 points per ship; 387/7)

The haul with new ships clockwise from right: Chimeratron Legacy, Solenostomus, Flying Dutchman, Celestine, Pantheon, Tomb of Lucifer, Python.

 

Now it was time for the Vikings.  They too saw the Arcane stuff get crazy last turn.  And guess what: they too have a copier!!  O_O  Jord from Pirates of the Kraken Sea!  (created by mr_awesome/JuliusPepperwood)

Jord and Shayna Deux were hired last turn and are currently aboard the Asgard, Shayna’s ship.  Although the Vikings didn’t get as lucky as the Pirates or Cursed, they look forward to using the Copier ability again next turn.  The Pirate GSP/NSA did not see Jord, as she was just put in play and the Pirates weren’t looking at Viking crew this round.  (The Cursed have Shipping Charts but have been using it to spy on the Americans)  As a result, this is an unexpected twist that may anger both the Pirates and The Cursed.  The Vikings did bring in 12 gold on their turn, combining it with 6 saved to launch the Noble Glacier, a custom icebreaker of mine from Epic Seas.

The Barbary Corsairs got home some valuable textiles and used it to launch 2 custom ships – one of mine and one from the_grandmaster’s Back to War.  I purposely made this a wide shot to show the dire situation the Corsairs find themselves in… two Pirate 5 masters are just off their west coast, with the megalaunch from the military port not far off in the distance.  At the lower right you can see the English have made some solid launching progress lately.

As my 4 faction turns came to a close, The Cursed had not quite yet had their fill.  They made a grand announcement to ALL players and factions in the game, a “general announcement” of sorts:

(please do not be offended, this is a game and The Cursed being The Cursed)

 

THE CURSED ARE THREATENING TO BRING THE CORONAVIRUS INTO THE GAME.

O_O

(This is meant to shock but not offend. I am not trying to make light of the actual virus and how devastating it has been. It is an analogy given what’s happening in real life and how the Cursed are the supreme evil in Pirates CSG. Not meant to offend anyone.)

Obviously this doesn’t make much sense as the game is theoretically taking place in the Age of Sail long before the recent discovery of the virus (maybe The Cursed can see into the future?), but there it is.

The Cursed have made a global biological terror threat.  O_O  This is a bad day.  And we thought 2020 couldn’t get worse!  :/    It remains to be seen if this general threat is directed at the Americans, who are (as far as “we” know?) the only faction to have specifically annoyed The Cursed thus far in the game.  It will certainly be interesting to see if The Cursed are serious about this, or if it is more of a bluff.  Serious thought went into the massive, offensive threat.  The Cursed considered not making it, but are determined to make other factions “play ball” their way and not do stupid things.  If The Cursed are angry enough, they might release biological or chemical agents of terror into the game.

(sorry if I have “gone too far”; my passion for Pirates campaign games is intense and I have been very immersed in my turns for the game this year – it is the perfect escape from everything else)

 

From my notes:

After Cursed launch 7 ships, it makes for 205 total ships in play.
Increased to 207 total after Vikings and Corsairs launch one ship each.
-From Pirate launch of 25 ships, this netted the Cursed an extra 50 gold!
Total gold spent this turn between my four factions: 1,236!!!! (Pirates: 750, Cursed: 427, Vikings: 18, Corsairs: 41)
-Total income: 1223 gold
34 ships launched (Pirates: 25, Cursed: 7, Vikings: 1, Corsairs: 1). This rounds up to a 20% increase in one round (34/173=19.65%).
-Will have to do a point count this year to top CG1 as the biggest overall virtual CG ever!

The 1,236 total gold spent in one round may be my highest total ever; realistically only Command the Oceans could be higher.

 

Throughout the turn I was stunned and in disbelief. All previous standards have been completely shattered. If the game was an egg that the Pirates had been poking holes in with a fork, as of this weekend they have obliterated the egg with a massive sledgehammer.

It’s almost like the game has been broken into a thousand pieces, or; a thousand gold pieces that have gloriously fallen into Pirate and Cursed coffers.

The Pirates are trying to create “closed loop systems” of ultimate efficiency. That way, the beast feeds itself. Each combo feeds into the next so that abilities and UT’s aren’t wasted. Every time Hidden Trove is brought into the game and used to launch ships, it makes the next Hidden Trove windfall payout even bigger.  You can already see this happening – the Pirates’ Hidden Trove was worth 346 gold, but now with 207 ships in play, the next Trove will be worth at least 414 gold – an increase of 68 gold, enough to launch a fully loaded 10 master.  Or better yet, perhaps 7 ships that make the next Trove worth 14 more gold than the last.  XD  The beast feeds itself!!

I am topping even my prior VASSAL campaign game efforts now. I am arguably putting more effort into the game than I need to, simply because I LOVE it so much. I love optimizing fleets, strategy and epicness in campaign games above almost all else.
Compounding Combos. I love how none of this is my fault. The game pieces involved are basically not mine at all. Arcane, Hidden Trove, The Leviathan, Ivory – none of the absolutely key customs used to pull off this insanity came from me. XD

From the report prior to this one:

In time, it could become surreal and bizarre unlike anything anyone has ever seen in Pirates CSG.

Yes, yes indeed.  XD  😀   And this “part” is still in the very early stages…

 

Finally, a view of the huge ocean.  1,236 additional points worth of stuff is in play, though a huge percentage of that is concentrated in the deckplate areas.  Four new 10 masters in play!

Thanks for reading!  Please consider leaving a comment below with your thoughts!  What did you think of my turns?  What was the craziest part?  Who are you rooting for?  What do you think will happen next??  😀

CG4 after turns in late July 2020

Pirates CSG Podcast #48: A7XfanBen and Xerecs Talk Campaign Games

Pirates CSG Podcast #48: A7XfanBen and Xerecs Talk Campaign Games

You can listen to the audio via ShoutEngine!

You can also listen on Archive.org.

Xerecs’ profile page at Pirates with Ben: https://pirateswithben.com/members/xerecs/

CoEC 2019: https://www.youtube.com/playlist?list=PLY5ESzOKns5gkP98K49iP–589KmYKaNf

The Huge Game Legacy Thread: https://pirateswithben.com/the-huge-game-legacy-thread/

Question of the Day: If you’ve read more than one entire campaign game battle report, which campaign game is your favorite and why?

Battle Reports Compendium: https://pirateswithben.com/battle-reports-compendium/

The Pirate Code: https://pirateswithben.com/wp-content/uploads/2018/05/The-Pirate-Code-FAQ-Dec-2016.pdf

Find all the game pieces in the Master Spreadsheet: https://docs.google.com/spreadsheets/d/18Z-x-z9gaWiKFLk-kw1weamc0A1-NxMN3xLjWWKsUmA/edit?usp=sharing

Thanks for listening!

A7XfanBen and Xerecs playing CG1

The grand ocean during VASSAL Campaign Game 1, played between A7XfanBen and Xerecs in 2016.

 

Past podcasts: http://shoutengine.com/PiratesCSGPodcast/

Take the podcast survey! https://goo.gl/forms/CsnwVmi3qhtqik323

Feel free to rate and review the podcast on iTunes: https://itunes.apple.com/us/podcast/pirates-csg-podcast/id1258016060

Pirates packs on eBay: https://ebay.us/S14uSE This site contains affiliate links for which I may be compensated.

Sign the Petition!  https://www.ipetitions.com/petition/bring-back-pirates-of-the-cursed-seas

Join the Forum at Pirates with Ben!  https://pirateswithben.com/forums/forum/pirates-csg/

 

The following should eventually be updated from ShoutEngine so they will be available when they get the podcast.

iTunes: https://itunes.apple.com/us/podcast/pirates-csg-podcast/id1258016060

Overcast: https://overcast.fm/itunes1258016060/pirates-csg-podcast

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Stitcher: https://www.stitcher.com/podcast/a7xfanben/pirates-csg-podcast?refid=stpr

My Best Games and Plays

Admiral A7XfanBen’s Best Games and Plays

Warning: This may be my most arrogant and self-congratulatory piece of content I have ever made or will ever make for Pirates CSG.  It is a way for me to look back at my best and favorite game moments where my obsession with the game’s strategy and my vast experience with playing the game culminated in big wins.  After thousands of hours spent on the game in general, I’m happy with what I’ve accomplished in terms of playing the game.

For a long time I only played solo games.  I didn’t play my first game against a human opponent until January 2015.  Since then I’ve played against a few dozen players, some in physical games but even more on the VASSAL module.  This post documents some of my greatest moments as an experienced and extremely passionate player of Pirates CSG.

VASSAL Campaign Game 1

My first non-solo campaign game featured a ton of amazing moments, and it remains as possibly my favorite huge game.  It was smart for my Spanish to optimize their gold system very early on, purposely launching pretty much all of their ships and crew with gold bonus abilities.  The massive fleet of native canoes peaked at 35 total (7 sets), which helped the Spanish rake in a ton of gold throughout the game.  This allowed them to spend on battle fleets, which were used to take on the other factions.  The Americans were forced to pay tribute, and ironically became a vassal state of the Spanish Empire.  The French put up an amazing fight but were crushed by the strength of the Spanish war fleet.  The Pirates were next.  The Cursed and English were also smashed by my Spanish, who steamrolled through the game.  Even though my English fleet looked superior in the endgame, the Spanish managed to wear them down and pull out a well-deserved victory.  My superior launching strategy (of not saving gold for almost any reason) gave me the win.  Check out the factional analysis in the reflection at the bottom of the reports to get a better idea of how dominant the Spanish were.

Here is the retrospective video for a quick summary of the game, with the Spanish theme of the game playing:

VASSAL Campaign Game 2

This game was short compared to CG1, but still featured some interesting plays.  My theme in this game was attacking the Pirates (the main rival of my English) through whirlpools.  I pulled off multiple whirlpool raids, most of which were successful in general.  The final one was a huge move that swung the momentum permanently to the English side.  At that point I was building up an insurmountable points lead, and the game ended somewhat prematurely after my English intervened in a battle between the Pirates and French.  I was able to use 10 masters and submarines to devastate opposing forces, and eventually controlled seven 10 masters and six cancellers!  I mostly accomplished my goals within the game, which were to capture the Zeus, hinder or eliminate Captain Jack Sparrow, and of course win in the end.  Check out my path to victory in this video:

VASSAL Campaign Game 3

CG3 would be perhaps my greatest test yet.  In CG1 I controlled half the fleets (3/6), and in CG2 I still controlled a third (1/3).  In CG3, I’d be at just 1 fleet out of 6 total, with 5 other players trying to win the game.  I still thrived.  Lying low early due to bad resource rolls for my islands, the Americans watched as the Spanish burned brightly but then fizzled out.  After some long-awaited changes in the resource values, my Americans began to have serious spending power.  As usual, I first concentrated on optimizing my gold system, and then began to steadily launch ships for war.

The game’s turning point was an epic display of momentum shifting – the French crushed the Spanish at the central Gateway island, but then my Americans struck and crushed the French in the same location.  From there it was a matter of eliminating the other factions.  My fleet ranged far and wide, with the Zhanfu and others going to the far west to take out the Spanish and English.  The French were eliminated after trying to invade my home waters through a whirlpool.  I correctly anticipated a betrayal by my Pirate allies, and launched a preemptive strike to take care of that threat to my gold system.  The Cursed were the toughest opponent to beat, but yet another whirlpool strike (like in CG2) with the first shot advantage proved to be decisive.  You can even see my epic opening turn of that conflict here.  A long battle at the Cursed home island eventually saw the American numerical superiority victorious, with a massive wave of cancellation coming to dominate the Frozen North.

This grand victory was my third consecutive non-solo campaign game victory in as many efforts, improving my record to a perfect 3-0 and initiating comparisons to Tom Brady and Thanos in terms of utter dominance and early “championship” success.  At the bottom of the battle reports you can see my long strategy explanation for the game.  In this retrospective video you can see the dominance of the American fleet play out.

200 Point Game of Water World

This is one of those extremely rare games where everything goes according to plan.  My strategy was applied, and it worked flawlessly.  Everything I did went right.  It was a bizarre combination of luck, timing, and good gameplay on my part.

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!

FB Group 10 Year Anniversary Game

Calypso Shutout

To be fair, this was against a slow fleet.  However, it was still one of my most impressive wins, with Calypso going ballistic with whirlpools to give the Pirates every single coin in the treasure distribution for a 55-0 victory!  O_O

In a huge blowout, the Pirates defeat the Spanish 55-0! This is one of the only games I’ve ever played where a fleet gets every single coin in the treasure distribution. No gold was sunk, and the Pirates collected and stole the rest for a massive victory. This game made me want to use Calypso more, and it’s also one of the best gimmick games/fleets I’ve seen.

3 Player Circle of Blood game

This 5-hour long game was captured in full on video, found at the bottom of the battle report linked above.  I scored two massive coups that helped me pull out a narrow victory in the end.  The first involved a brilliant combination of using the Harbinger’s ship-stealing ability in conjunction with the special rules of the scenario, where the first island your fleet explores becomes your home island.  This happened early in the game, but there was a ton of action left.

The second “coup” netted me another capture.  I was able to capture a derelict galley and then row her S+S towards the Europa, who used an extra action and Commander Temple’s ability to warp the galley home.  Making it even sweeter was the fact that the 2 gold runners captured in these incredible game moves are two of the best to ever sail: the Banshee’s Cry and Star of Siam.  Quite the prizes indeed!

This second coup of the game for me was triply effective – it made the Hound less of a target, it got the SoS and Europa out of harms’ way (the Black Pearl), and it gave me another capable gold runner in my fleet. All in all one of my favorite moves I’ve pulled off in this game, showing how important it is to consider all options and really think through how you want to tow or “untow” things to your greatest benefit.

I then captured the Black Pearl a la Captain Jack Sparrow retaking his favorite vessel.  In the end it appeared that my moves were needed to keep me in the race, as I won a narrow 85-81 victory.  Truly a memorable game.

VASSAL Tournament #1 and VASSAL Tournament #2

These massive tournaments full of uber-competitive fleets were played between myself and Xerecs.  23 games in T1 and 53 in T2 combined for 76 games of competitive high-stakes action.  I played my ass off consistently, winning a lot of games and having a lot of incredible strategy moments.  A lot of it was gold calculation and making decisions based on available gold and fort strategy.  Really fun and incredible, and Xerecs had plenty of great moments as well.  I also made the somewhat incredible pick of choosing UPS 2 as the fleet to win T2 before the 16 fleet tournament even started!  (so technically 6.25% chance of picking the right fleet, though UPS 2 was an obvious favorite among some others)  This was based on my prior experience using UPS 2 in physical games and knowing how ridiculously effective, efficient, and overpowered that fleet is.  It was a total crapshoot, but I also won the 16 fleet game (using every fleet from T2) by 1 gold, and you can see footage of that game in my Games playlist.

8 Fleet Game after T1

This game was a bit controversial at the end, but my American Pirates fleet made things right with an impressive victory.  Not necessarily my best game in terms of strategy or specific plays, but it was one of the games I was happiest to win.

Blockade BreakerTwice

That was the first of two games with the “Other Worlds” scenario, where you use whirlpools to access multiple tables to dramatically change the setup compared to most games.  My opponent tried to use gunships to blockade my home island after I returned with gold from the other oceans – that way he didn’t have to brave the whirlpools.  I foiled that real quick.  The Philadelphia’s ability (ship stealing just like the Harbinger and Commander Temple) warped home a capture and I charged right back in.  I proved the ineffectiveness of the blockade strategy, and won in a 32-2 blowout.  I basically did the exact same thing a year later against a different opponent.  That game ended up 31-0 in my favor.

3 Player VASSAL Game in 2017

Here I used a gimmicky home island raiding strategy with the Spanish to win by a decent margin.

 

My record speaks for itself.  I have by far the most wins of any player on VASSAL (at least since it’s rebirth in 2016), and I am the only player to win a campaign game on the module that I know of, having won all 3 thus far.

Admiral A7XfanBen, Master Strategiest - VASSAL record as of July 2019

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

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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.

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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…)

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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.