Command the Oceans – Mystery Ship Appears (9/14/2017)

I should have noted in the previous report that some Command the Oceans content will be released earlier than these battle reports. If you want to hear about things as soon as you can, make sure to follow me on Instagram and subscribe to my youtube channel. There will also be some content exclusive to those apps.

I was able to play 6 turns today!

The Crusher has already loaded a coin from the gold island… when a mysterious new ship appears!!

It’s a GOLD ship!

Mission and his crew stare in awe and wonder. The ship docks briefly at the island but the Pirates are too stunned to man their stations! The ship appears to glow with her appearance:

And just like that, the ship disappears! Mission and his crew are left awed but confused by the near encounter with the strange ship. However, they soon discover that the gold-laden island is brimming with new treasure!!

Worried about the Sea Serpent, who seems to have disappeared without a trace, the Jade Rebels follow orders from Warlord Cavendish and send a squadron of three ships in the direction the Serpent went on her exploratory assignment.

The Apollo discovers the Duke shipwreck, but just misses the San Estaban:

The English hire the Lady Provost with converted textiles from the Durham, and plan to pick up the ladder equipment with the Viceroy.

The San Estaban sails around the obstacles that block her path home:

The Aguila passes the Magdalena, while the Ebro looks to find a faster route to Paradise Island:

The French spend some gold to launch the Glaive and Le Musarde, in addition to buying some army units.

With food currently worth 6 gold per token, the French are understandably quite hungry! Here they hoard the island:

The American resource system, which is in full swing. At the far right, the Minuteman is finding yet more reefs and consults with Preble on the President.

The Pirates have valuable metals come in and go on a spending spree. They opt for some ships with extremely large cargo holds – the Darkhawk II and the Pandora. The Otter and Mermaid are also launched. Notice that the Pirate army units are now gray, as I had them mixed up earlier. The Jade Rebellion will have the green units.

The excited crew aboard the Crusher can’t wait to tell their fellow pirates about what they saw and the vast treasure in store for them at the golden island.

Making good speed towards the west, the Divine Wind, Admiral Yi, and Hansan Island sail past the icewrecks. The bergs don’t move at all.

With a large influx of gold due to somewhat valuable textiles, the Jade Rebellion is too overwhelmed to spend it all! However, two new turtle ships enter the game: the Dragon’s Talon and Proud Tortoise.

The crew of the King John spot the San Estaban! In an act of hostility, the King John sails over and rakes the Spanish ship by the stern, hitting the ship with both shots and sending two masts overboard!! (I forgot about the two hits per mast rule for this broadside, since I essentially haven’t used that rule since my 2013 CotE game)

The first shots of the game have been fired in the Caribbean! The Apollo comes over to assist the King John if she needs it, but doesn’t have a captain aboard.

Spain’s best ship from Economy Edition is not faring well so far in Command the Oceans:

A closeup view of the perfect angle the English had in their attack. You can almost smell the smoke from the guns! XD

The Spanish back home aren’t yet aware of the newly hostile English, and launch El Rafael with a helmsman to gather resources and/or gold. She’s an underrated ship capable of playing an under-the-radar hybrid game.

Back in Karkuda, the Freedom is launched by the Americans! She is crewed with pirate hater Ralph David, a captain, helmsman, and cannoneer. RD immediately begins asking if anyone has seen any pirates lately. He seems to be extremely angry about something and orders his crew to get ready to sail with all speed.

“Time to hunt a pirate”. Wink

Speaking of Pirates, check out this exodus from Mission’s Kingdom. Not all the ships can get out at once, which is one of the weaknesses of having such a strong defensive haven – getting inside is nearly impossible for invaders, but the small entrances make leaving the hideout very difficult after a bunch of ships are launched!

The Jade Rebels find themselves engulfed by dense fog:

With the damaged San Estaban predictably fleeing the scene, the English turn around to check out why the Spanish were in the deep south of the Caribbean in the first place. The crew of the Apollo show the crew of the King John the Duke shipwreck, and discuss whether or not they should try to land near the reef.

The Lady Provost picks up resources for the first time, while the Burma and Viceroy return to the scene of their recent miscue.

A wider shot of the Caribbean, as I will admit that you have now seen pretty much the entire Caribbean.

A spending spree by the French! From 60 gold they purchase two new docks for their Harbor, in addition to a trio of 3 masters from Crimson Coast.

As more ships are launched, the Harbor is becoming more and more useful. The French resource system is working great, but they’re still not satisfied!

Ships coming and going, new docks being built, ships being launched – it’s a busy scene at the Harbor!

The crew of the Wasp are disappointed to find that the luxuries found on Ruby Island have run out! This is a setback for the Americans, and proves that some islands may not simply produce the same resource to infinity.

In a fittingly dark picture, the Freedom makes all sail towards the whirlpool with a brooding Ralph David at the helm. Perhaps she will be the first ship to try a whirlpool?

When word came to him that his new bride had been killed by Blackheart, something broke inside David. This long-standing “gentleman of the south” began to sell off his land to gather a personal fleet to rid the seas of pirates. His money ensures he always has a ship ready and willing to go to “war.”

In the shimmering waters of Karkuda, the Minuteman’s crew find yet MORE reefs. It seems as though their area is boxed in by the terrain, which could pose a problem for them….

Similar to the French, the Americans are sending lots of cargo ships to the valuable food area.

The Cassandra is the first ship to return to the golden island after the “gold ship” visited! Mission told Gunner about the immense riches, and Gunner replied that he would surely sail straight there.

Oh my god, an absolutely incredible haul!! On the coins, from right to left:
-That coin on the right is painted gold with the same paint I used for the gold island and the golden ship. There are a few variations of these coins in play. The ones that have no number on them (the 1 is only just visible since some of the paint has worn off) are gold on both sides, and are worth 100 gold. O_O
-I will be using the same “shiny” rules as I did for my Economy Edition game from 2015, which means shiny silver is worth 3 times its printed value and shiny gold is worth 2 times its printed value.
-You can’t really tell from this picture, but that 6 on the left is actually a “ghost coin” from the DJC SR UT card (The Cursed). These coins are worth normal value but they give the ship carrying them the Ghost Ship keyword. It functions like the regular keyword (as in, it’s optional to use the effect or not), but as soon as the coin is not on the ship, the keyword cannot be used.

For those of you keeping score, that means that the Cassandra now has 124 points’ worth of gold on board!!

The Pirates leave the kingdom, while the “King” himself (Mission) returns to it. Notice the Golden Medusa had left the Widowmaker flotilla by itself, which turned out to be a mistake since it was getting in the way of logistics.

Breaking their own record for this game, the Jade Rebels manage to dock SIX ships at the same resource island on the same turn!

O_O

The trio of JR ships emerge from the fog, and find… what looks like the gates of Hell itself!! O_O

RRREEEEEEE!!!

With a hideous shriek and the deep sound of huge beating wings, a giant creature appears before the Jade Rebels!!

With a huge wingspan that covers the entire width of the “gate”, the creature shocks everyone in the JR squadron.

The sun unexpectedly comes out from behind a cloud, and the rebels turn stone-faced with fear. SHAL-BALA IS HERE! Without warning the dragon attacks!!

In a sudden charge, Shal-Bala flies at high speed towards the Jade Rebellion squadron! Wings bowl over masts. A huge neck scatters debris and bodies everywhere. Defensive panels of the turtle ships are crushed when the dragon uses them as a springboard to launch into the air.

Here you get a unique view: looking down and backwards as Shal-Bala ascends into the skies. Extreme wreckage is immediately evident: the Hansan Island is dismasted and sinking, while the Admiral Yi is capsized. The Divine Wind seems to have survived the attack only due to her size and weight, but she still loses her foremast in the surprise blast attack.

Oh my god! No! The dragon isn’t done!! Now swooping back in from the northeast, the dragon returns to finish the job! The landing in the water sends more debris flying as the capsized Admiral Yi is displaced to land partially on top of the Divine Wind! However, though the Jade Rebels never in their most horrid dreams could have expected this, they knew they were going into unknown territory which may have taken the Sea Serpent earlier! As a result, the guns were preloaded in the case of any emergencies! A few gunners lived to fire off a few shots on the starboard side!

Hissing and shrieking, the dragon has its tail shot off!! This prompts a quick escape, as the dragon immediately ascends into the gloom, leaving the few survivors of the Divine Wind paranoid that another attack will come soon.

Well then. Enough of the Sea of Allost for one day, eh?

Back in Caribbean waters, the English launch HMS London for patrol duty and grab the Starbuck as another resource runner.

Completely predictable by now, but considerable English operations are once again underway at Diamond Rock. Gunn is going to try his next strategy.

The Apollo’s crew decide to risk the reef surrounding the Duke shipwreck, and are rewarded when the shallow draft ship is undamaged:

Completely in the shadow of Diamond Rock, the Aguila loads resources for the first time.

The damaged San Estaban returns home with a shiny silver 6 worth 18 gold. This allows for the purchase of a new gunship, and the captain of the San Estaban makes sure its a vessel that can take on the English ships in the south, namely the King John. He knows just the man for the job, and the Matthias Vospero is launched. (she gets +1 to cannon rolls against the English)
Capitan Raphael Vospero has taken a vow to avenge his brother, whose ship was sunk by HMS Viceroy. Vospero uses his access to naval intelligence reports to mask his quest as service to the Crown. Vospero not only hates the English, but has a personal issue with the Viceroy as well!

Within a few days the French have gone from a 3 ship operation to having one of the biggest fleets! They really lucked out when food returned to its position as the most valuable resource, as it was for the first 8 turns. They are taking FULL advantage of it, as ships are launched as soon as the food is cashed in for gold and they continue to optimize their impressive resource fleet. At the lower left, the Lyon unloads the first army unit to touch soil. You may also notice some new ships docked near the Harbor entrance…

… two of France’s finest! Two of my favorites as well. The Dauphin Royal is crewed to her point capacity, with Monsieur Lenoir, Phillipe Amqui, a captain, a helmsman, and an oarsman all coming aboard. She is tasked with one job: explore new territory! The French know their food won’t be immensely valuable forever, and indeed another resource change is coming soon. They need to have other resources available in the future, and so the French are finally looking to expand beyond their main wild island if they can find other islands. Joining her on the expedition is La Dijon, a good gold runner from the Frozen North. Her crew are eager to help the Royal find new lands, and the Dijon provides the cargo capacity to show off any new findings when she returns home.

Ralph David is so angry and ready to kill Pirates that he steers the Freedom directly into the whirlpool south of the American home island!! What could happen next?!

So, I will be using some special whirlpool rules in this game. As you know or have deduced by now, the factions playing don’t know who else is out there on the seas with them. They are discovering things just as you are. In fact, the English and the Spanish are the only factions who know about each other, though the Jade Rebels now know that a sea dragon is also out there, somewhere. In addition, the factions don’t really know where they’re going when they travel, hence the need to explore to find things. As there are 3 oceans in this game, there needs to be a way to travel between oceans or I’d be essentially playing 3 separate games. However, who said whirlpool travel was remotely safe or predictable?? The factions not only aren’t aware of how many other oceans there are, but they also don’t know anything about them or where they are in the world.

Here are the whirlpool rules for Command the Oceans:
Assign numbers to the different whirlpools across all oceans. When a ship enters a whirlpool, roll a d6. The number is the whirlpool the ship exits from. Once a ship has rolled for the whirlpool, roll another d6 to determine which direction the ship will be facing when she emerges. This follows the compass rose: 1-N,2-NE,3-SE,4-S,5-SW,6-NW. When a faction has used a whirlpool to travel to a new location, they can then travel to that location from that same whirlpool.

Now, time for a practical example! The Freedom rolled a 3 for the whirlpool, which had her end up in the Caribbean!! (We know that’s not what Ralph David wanted, since we know the Pirates are in the Sea of Allost! LOL!) She then rolled a 5 for direction, placing her right alongside the King John!! Now when the Americans go through that same whirlpool the Freedom entered (the one near their HI), they can choose to end up at the same whirlpool in the Caribbean. If they want to emerge from any other whirlpool, they must roll to determine which one they get placed at. Hopefully that makes sense. If the whirlpool rules become too complicated for me to remember stuff, I will go to one of two extremes – either completely random whirlpool travel, or completely normal whirlpool travel. (normal in this case meaning the standard rules apply where you can choose wherever you go all the time)

Aww come on! XD The Argo and Colonial Trader dock at Luck Island, but the spices are gone! The Americans have already drained two islands of their resources, but still have food up north.

The food is still viable, and the Americans have marked their beaches with infantry troops. The Bonhomme Richard has a new task: go farther north around the big island and see what is on the other side.

The crew of the Wasp inform Commodore Preble about the shortage of luxuries on Ruby Island. In the background, 4 canoes and the Louisiana have docked home 12 food tokens for a quick 72 gold payout! This lets the Americans launch the Congress with some interesting stuff aboard, along with the Concord and Delaware with captains and helmsmen.

The Darkhawk II and Pandora head straight for the golden island, while other ships stop at Pistol Island to pick up metals:

A rare but cool shot of the northern arch and crags of Mission’s Kingdom. You can see the glitter on the Doombox.

Leaving a scene of death and carnage behind, the Divine Wind turns around and heads back into the fog. Seems like a wise decision, no?

A confused and soggy Ralph David asks the crew of the King John if they’ve seen any Pirates in the area. The English respond with a truthful no, and appear shocked that a ship could emerge unharmed from below the swirling water. It was a very brief exchange, as David seemed to be in a rush. The English would normally have considered attacking, but the ship appeared so suddenly that the weren’t ready. In addition, the Freedom is much larger than the King John, and the Americans didn’t seem unfriendly. The coins at the lower left are loaded by the Apollo from the Duke shipwreck. The English crew aboard the Apollo are somewhat disappointed by the rest of the gold, and are suspicious that the San Estaban may have been carrying something of great value that they found first….

The Durham leaves the Tower flotilla to further improve the defenses around Diamond Rock, which are starting to look like overkill with almost no other ships even close in the area. The Burma docks at the beach where Gunn is carrying out operations. His crew disembark with supplies, and begin work on the project.

The Matthias Vospero sets sail for the English, and the captain of the San Estaban promises to be right behind as soon as he finishes repairing the ship.

Commodore Preble inspects Ruby Island and is not surprised that it ran out of valuable resources due to its small size. The newly launched Concord and Delaware join him, curious but quickly getting bored by the lack of combat in the area.

The Bonhomme Richard rounds the cape:

The Congress sails northeast, while William Eaton trains the infantry in shooting practice:

“We’ve got to get moving” remarks Ralph David, and suddenly the American schooner disappears into the Caribbean whirlpool! The English are a bit puzzled by the quick and odd encounter, but agree that pirates are a bad thing that need eliminating.

With that, the Freedom goes back to whirling around! This time she rolls a 2, and ends up in an undiclosed location.

Last turn of the day! The Cassandra returns home and the Pirates spend a new in-game (meaning for this game) record of 132 gold in one turn, adding 8 to the 124 the Cassandra unloaded. This fetches them a whole new fleet, which mostly consists of large hybrid ships.

O_O Oh boy! Look who’s here: BLACK BART! Bartholomew Roberts enters the game aboard his ship, the Royal Rover. Off the starboard side of that ship is the Cutlass, a swift and accurate Pirate schooner.

The Fool’s Gold departs the northern entrance, and you can see that the Eagle is one of the new additions.

An awesome closeup of the interior of Mission’s Kingdom! The Queen of Cups is introduced, but perhaps more interesting, the Pirates have purchased some ladders! Notice how the walls are hollowed out near the waterline, allowing for smaller ships to hide deep in the bowels of the kingdom.

Along with the new Grand Barnacle, you can see why the Pirates needed some ladders – they are transporting some major equipment to the flat upper part of the kingdom!

Mission’s Pirate Kingdom operations are in full swing, but what does this mean for the future?? Check out that brand new artillery cannon which was raised to the top. I’m absolutely loving these ladders, and these closeup shots really show how cool they look and how good the scale is!!

The Pirates purchased 3 1L lengths of ladder along with no less than 4 artillery units. Clearly they have plans to optimize and fortify the kingdom, but operations are only just beginning.

The crew of the Divine Wind breathe a sigh of relief when the emerge from the fog on the better side:

Oh! But as soon as the ship resumes her course home, she is slammed on her larboard quarter by another icewreck!!

The loud collision breaks off her foremast, and leaves the ship slightly off course and unable to complete her move action. How strange!

Here we go! Gunn’s plan becomes evident, as climbers and hikers have scaled part of Diamond Rock to help erect a ladder. It’s a very busy spot, as the Half Moon and Starbuck come in for textiles. Peter Sharpe is starting to long for the “old days” when he was the only person on the rock! XD

Gunn isn’t surprised that the ladder can’t reach the summit, but he is happy with the progress thus far. In addition, we know he’s got a bigger ladder with a length of 2L! However, it may take some time to get it properly installed and safe for use.

The Apollo sets sail for the long journey home, while the King John guards her against any incoming whirlpool shenanigans and even the Spanish if they happen to appear.

The Burma gets out of the way so the resource gatherers can dock, but her crew are getting annoyed with how long the operations are taking at Diamond Rock. The crew of the London aren’t bored yet since they are fresh hires, but that ship is simply on patrol duty to the north for now.

In a coincidence, 4 French ships reach their eastern food island at the same time! Some troops are unloaded and many bananas are consumed before starting the short journey home. XD

Well that didn’t take long! The Dauphin Royal finds a new island!

The French cash in food but decide not to launch for once, somewhat satisfied with their resource fleet.

A nice shot of the beauty of Karkuda and the French ships:

The Minuteman passes by the Congress, who has a mission that is almost ready to be carried out!

The Bonhomme Richard finds a beach on the northern side of the big island!

And that is that! I understand there were a number of cliffhangers in this report, but as I said in the introductory post, all will be revealed in time. Smile You are seeing things as the factions see them, which I think is fun and keeps the suspense up. Today saw a lot of launchings, some interesting new discoveries, a mysterious gold ship, the appearance of a dangerous dragon, and weird whirlpool adventures. And of course, the first shots were fired! Stay tuned to find out what happens next!

Command the Oceans – Shocking developments unfold! (9/15/2017)

A few things before I get into the main report:

-Forts can now be set on fire. This is a house rule that started in my Experimental cumulative game and continues with the World ruleset.
The rules for flaming forts will work like this: instead of the fort rolling for each fire every turn, it rolls one die regardless of how many fire masts it has and regardless of whether the fort is given an action during the turn. The roll follows the regular rules for fire masts. The fort will be automatically destroyed if the fire consumes all 8 areas (not how many guns the fort has). A shipwright can only put out one fire per turn, but no flag is raised in the fire’s place until another repair action is given.

-Unlike the Economy Edition rules, building a fort on an island does not shut down resource production on that island.

Clarifying the army unit rules in regards to hits from ships:
-Infantry units are eliminated by a single hit from a ship or fort, but artillery units follow the naval combat rules and must be hit twice overall to be eliminated.

-I am working on figuring out how to have factions launch things outside of their home islands. This could be done a variety of ways, such as a military port from the Economy Edition rules or possibly a fort upgrade for 50 gold that lets a faction launch things from that fort with gold from it.

I was able to play 6 turns today! (9/15)

It was time for another resource change! The 3 meant that textiles were once again worth 6 gold apiece, just as they were after the first change. The values would hold for 6 turns. This continued some trends: the value rolls have only been 5 and 3 through 4 different rolls. They have alternated each time:
5 roll for 8 turns
3 roll for 7 turns
5 roll for 9 turns
3 roll for 6 turns
This also shows that the 5 roll keeps increasing in duration each time, while the 3 roll keeps decreasing in duration. Fun coincidences!

Amongst his fellow Pirates, Bartholomew Roberts sets sail in the Royal Rover:

Logjam! The Foresight cannot fully exit the kingdom due to the Grand Barnacle.

On the northern side of the kingdom, 3 large Pirate ships leave for the super valuable textiles out west. Notice the army unit movements at the lower right: there is some mulling about and getting things “into position”.

Still aghast at their encounter with Shal-Bala, the surviving crew of the Divine Wind make all sail towards the Jade home island! The Proud Tortoise and Dragon’s Talon immediately notice something is wrong, as the ship is missing two masts but more importantly, the crew are wide-eyed and white with fear.

Sounding the alarm! The Jade turtle ships get the report from the Divine Wind, and understand the gravity of the situation. Signal flags are raised, and the chain of messages ends with the Noble Swan docking at the home island and getting people in motion!

Warlord Cavendish catches wind (pun intended I suppose haha) of the situation, and orders a massive launch. The Jade Rebellion springs into action! From their gold reserves they launch 7 ships including the Grand Temple and Grand Mountain! They also hire some infantry and artillery to guard against raids by the beast that killed so many of their comrades aboard the Admiral Yi and Hansan Island.

Nearly the full might of the Jade Rebellion! They are preparing for the worst – an all-out fight to the death with an ancient and powerful dragon!

The English making some big progress at Diamond Rock! Using the 2L length of ladder from HMS Viceroy, they manage to rig it up to the summit! However, getting people and equipment up there is another story, possibly one that will be fraught with peril.

Back at the bottom, you can just make out the two ladders, in addition to England’s newest resource gatherers. With textiles going from 4 to 6 in value, the English will have opportunities to spend big in the coming turns.

And indeed they spend immediately! HMS Victor is launched with a captain and helmsman to patrol the waters around her HI, while the Cheshire is a multipurpose asset tasked with both collecting textiles and supporting equipment logistics at the rock.

Somewhat confused by their orders from the San Estaban’s captain, the crew of the Matthias Vospero pass near the Tower flotilla, with neither side really knowing what to do. The MV is searching for the King John but doesn’t know the area well.

The Spanish were already struggling to put forth new ships, and the latest resource change meant their metals dropped to just 1 gold apiece. Here they are frustrated, as the Aguila was about to cash in her haul of 4 metal tokens for 20 gold, but now they are nearly worthless.

Back in the Sea of Karkuda…

The Dijon finds luxuries! This is great news for the French, since they only had found food until now.

The French resource system coming and going at the Harbor. You probably notice a familiar-looking submarine there in the center…

Ohhhh wow… the French have hired Captain Nemo and the Nautilus!!

The French have a nice selection of hired crew on board, and this launching makes them the first faction to hire Mercenaries! I had to include this picture just for the silly circus/frog/demon shipwright thing. XD (and the nearly as crazed captain and helmsman lol)

Now you can finally see the American plan!! Dropping a loaded keg of gunpowder over the side, the Americans try to time their fuse correctly! They are trying to blow up the reef and eliminate it!!

After finding reefs all along their eastern sea area, the Americans have grown frustrated. Trying an idea cooked up by Commodore Preble and some of his captains, they have gotten into position. If the lighted fused inside the barrel is too short, it may not reach the coral. If it’s too long, water may seep into the barrel and put it out.

The rules for attempted reef destruction are as follows: If a ship with Exploding Shot is within S of a reef, you may use this ship’s action for the turn to drop a charge into the water. Eliminate the Exploding Shot from the game and roll a d6. On a 1-3, nothing happens. On a 4-6, eliminate the reef from the game as well.

Just missed it! The charge explodes but causes no damage to the reef:

The Minuteman confirms the failure and the Argo is ordered to load up more exploding shot for another attempt. *No coral or animals were harmed in the making of this battle report. I do not condone the destruction of natural wildlife. Blame Preble. End disclaimer.* XD

Brent Rice finds gold in the far northwest of Karkuda:

Back in the Sea of Allost, the Pirates have some army units lumbering into positions.

In a very impressive show of force, the Jade Rebellion battle fleet sets out! Their goals are as follows: Definitively explore the region northwest of their home island. Find the “gates of hell” and defeat any dragon that appears. Establish Jade dominance over Allost!

In the meantime, the textile gatherers flock back to the island, which has been very valuable all game (average (unweighted lol) resource value of 5 between the different changes) and the biggest reason the JR’s were able to put forth so many ships immediately after the Divine Wind reported on the stunning developments.

The Grand Wind unloads more textiles for 24 additional gold, allowing for massive fortification of the Jade home island! They are extremely determined to be as prepared as possible for any dragon attack. The home island is turned into a veritable fortress, with guns bristling everywhere and large amounts of musketry corps on alert.

Speaking of alerting, the crew of the King John relay information about the Spanish attack to other ships in the English fleet. The news is received with some interest but little concern, as the English are growing confident in their considerable fleet operations, which seem to grow by the turn.

The Victor patrols the far southeastern reaches of this Caribbean, but sees nothing of importance, value, or danger.

Oops! In her haste to catch up to the Matthias Vospero and get revenge on the English, the San Estaban gets stuck in a sargasso sea! However, it could actually be for the better, since the Tower flotilla has some accurate extra-long-range cannons….

Exploring southwest of the French Harbor, the Dauphin Royal finds some terrain on her own travels:

With food plummeting in value but the new luxuries worth 4 gold apiece, the French concentrate their efforts at the new island. The Nautilus has submerged and begun moving.

This is what Brent Rice found for the Americans on a northern beach of that big island. However, the Bonhomme Richard only had room for the shiny silver 3, which would be worth a cool 9 gold.

The anti-reef operations continue, with the Argo preparing to deliver two loads of exploding shot to the Congress. The Colonial Trader (at the bottom) has sailed north after the apparent demise of Luck Island.

In territory completely untouched by ANY faction, the crew of the Freedom pass by a shipwreck. However, Ralph David has no time to waste finding trinkets!

Oh!! Evidently the Freedom has been sailing in the Sea of Allost since her Caribbean escapade, for we can see her violently slamming into the Smiling Jim!! Ralph David’s anger turns to happiness as a pirate falls overboard:

Unfortunately for the Americans, even with a cannoneer and faction bonus against the Pirates, the Freedom only manages one hit on each “ship”. For now, flotillas will work as follows: it takes 4 hits to eliminate the flag, and 2 hits afterwards to sink it. (which follows the 2 hits per mast rule and the custom sinking rules)

Ouch! Ralph David’s sudden attack looks like a big mistake, as the Pirates arrive at the scene! The crew of the Smiling Jim smartly redock to allow some shots from the Doombox before the 4 masters take over and pummel the Freedom. Note: the tiny dice are used as damage counters, and the ones on ships don’t matter which facing they have since it takes two hits to eliminate a mast. However, the die on the Doombox should be at 1 (1 hit out of 4 required to take out the flag) instead of 6. It is very difficult to maintain this as ships are picked up and the dice constantly fall off and whatnot. The counter is more important for derelicts, since that number is how many hits the derelict has taken.

RD arrived at a terrible time, just as fresh new Pirate hybrids were entering the area and right when the Pirates’ textiles island became their most valuable producing asset.

New Pirate ships near their gold waterfall. The Fool’s Hope and Recreant enter play under the watchful eyes of the artillery troops.

The Jade Rebels charge ahead! In a serious mood, they are eager to discover what has been plaguing their ships. Two turtle ships become engulfed by fog, while the Typhoon is overeager and hits an iceberg.

The Grand Temple is in the lead but finds more fog! What on earth could lie beyond?? The Jades don’t know either, as the dense fog limits their sight to what you can see here:

Trepidation sets in as the Grand Temple disappears….

Even back at the textiles island, the fog seems to swirl and grow in intensity:

With a sudden whooshing sound, A BLADE DESCENDS FROM THE GLOOM!! The Typhoon is hit by what looks like a giant ice pick! Hissing and screeching accompanies the sound of splintering wood, and the Scythe spears her prey!!

Ahh!! At the left, an ice shipwreck surges forward and rams a regular iceberg, pushing it into the Clear Wind like a chain of dominoes!! The bow of the ship is splintered by the impact, but another icewreck suddenly slams the ship’s starboard quarter!

The Clear Wind is smashed up, but it only gets worse as the Crushed Skull appears!

Sailing in from the north, the Samedi’s Curse appears with the Silver Coffin in tow! However, the flotilla scores no hits.

I’ll let you make of that what you want….

Vibe change: dark – light! XD

Back to the Caribbean! In a daring maneuver, the first men climb the ladder to the summit of Diamond Rock!!

And they’re there! The English claim sovereignty over Diamond Rock!

It wasn’t easy and it took some time, but the English have found a way to get their troops up on the rock.

Excited by the development, the English spend a bunch of new gold back home. They launch the Bretwalda, Sultan, and Honu Iki.

The sympathetic crew of the Matthias Vospero nearly hook a line to the San Estaban to get her out of the sargasso sea, but the SE’s captain warns them away from getting stuck themselves!

The French flagships find a rocky piece of terrain, but it doesn’t look hospitable to anything – resources or humans.

Ignoring common sense and any notion of sanity, Ralph David loses his mind and attacks the Fool’s Gold!

The Pirates take their turn after the Americans once the next round starts, and here you can see they’ve taken care of the Freedom easily. It seems like they would want to capture her, but Ralph David completely refuses to surrender.

The Grand Temple finally emerges from the fog, but finds herself alone and facing the so-called “gates of hell” described by the crew aboard the Divine Wind! Scared for their comrades and hearing screams to the southeast, the Tsai has the GT turn around and head back the way they came.

She loses her larboard oars in the maneuver, but the Floating Stone manages to knock a mast off the Scythe!

The Crushed Skull is damaged as well, but the Jade 6 masters manage to sink the Samedi’s Curse!

With desperate cries for help heard to the northwest, the Jades take in an IMMENSE quantity of textiles (19*6=114 gold) all at once and spend it all! They have nearly run out of ships to launch from their own faction already, but here they turn to another minor faction: the Vikings! Sigurd Andersen boards the Polaris and offers Norse help to the Jades in exchange for payment. In this way the Vikings function like mercenaries or privateers for this game. Both Viking icebreakers are launched for obvious purposes, and 3 impressive longships are also purchased.

The Scythe is relentless in her attack, slashing the Typhoon’s final mast down! The Jikininki comes out of the fog with her crew at a full howl! However, the boarding roll fails. In the background you can glimpse the Grand Temple’s position, but the Jades don’t know she’s there and she’s still lost in the fog. (another rare instance where you can see more than what the faction in question sees)

Ouch! With a thunderous broadside, the Monkey’s Paw officially enters the fray and blasts all the panels off of two turtle ships!

The Crushed Skull finishes dismasting the Clear Wind, and another Cursed ship has arrived: the Last Hope! She makes her entrance by obliterating the Proud Tortoise:

After another action given to another infantry unit, the English have more troops atop Diamond Rock, in addition to a ladder.

You can just barely make out all three ladders the English have on the beach, though only one reaches the summit.

The Cheshire loads resources for the first time while at the right, you’d have to believe the Burma will try again but possibly with a different tactic this time….

Whoa! Out of nowhere, the Matthias Vospero sails near the Viceroy and hits 2/2, with the second hit coming from fire shot!

The other two Spanish shots missed the Tower flotilla. At the left you can see why the Spanish attacked: the San Estaban is free!

Note: fire follows the 2 hits per mast rule for shooting, but follows the fire mast rules for spreading/elimination. Basically, to set a ship on fire it has to be the second hit that actually eliminates the mast. However, if a fire mast spreads it spreads normally – it doesn’t cause a damage marker or need a second bad roll, it just spreads like it would under the normal rules. This way fire isn’t a cheap way to ignore the 2 hits per mast rule, but it can still spread and be very effective.

O_O
Just when the Spanish think their resource situation can’t get worse, the GOLD ship appears! Paradise Island lives up to its name once again!

The crew of the Aguila are just as awed and starstruck as those aboard the Crusher earlier

Back in Karkuda, a meeting of the minds. Gaston, the French admiral aboard the Soleil Royal, consults with Lenoir, the commander of the Dauphin Royal. Topics of their conversation include exploration, resources, and how far to venture into the unknown.

To the far west, the Americans fail again! The Congress drops another exploding shot on a reef, but to no avail.

An impressive wide shot of the American fleet, which is entirely north of their HI since Ruby and Luck Island ran out of resources.

Black Bart’s ship:

The Foresight’s name is just visible between the masts:

Mission’s flagship, the shiny and super rare Crusher:

With Ralph David refusing to surrender, the Pirates are forced to pour shot after shot into the Freedom to sink the ship and get it out of their way:

The Fool’s Hope emerges from the kingdom:

The Queen of Cups acting as a guard ship under the ledge out front:

Teamwork! Back in darker waters, Jade ships swarm the Monkey’s Paw to eliminate two masts.

The Last Hope comes under intense fire, from the Dragon’s Talon and Grand Mountain. The Mountain scores a hit with exploding shot!

The Monkey’s Paw flees into a fog bank…

… leaving her attackers strewn with wreckage!

With very loud creaking and groaning, the Scythe makes yet another blade attack on the Typhoon. Incredibly, this time the blade actually begins to splinter the deck and hull of the ship!

Like a great beast rending bone from bone!

Oh no! The Clear Wind has spent too long near the iceberg! The ship seems to slip into an abyss, and becomes an icewreck herself!

A new Viking arrival narrowly avoids being hit by an icewreck:

The Cursed fight back, inflicting several hits on the Grand Mountain but still failing most shots with the Silver Coffin.

-Back to the Caribbean-

The horde of English ships part, making way for their flagship. HMS Viceroy is Thomas Gunn’s favorite, and is abandoning operations at Diamond Rock in a desperate attempt to get home. The concerned sailors aboard the other ships look on helplessly. In fact, the Viceroy should have two fire masts here – I took the foremast out but forgot to add the fire.

The English get some measure of revenge! The flotilla shoots and is followed by HMS Durham, sending three masts overboard in an effective display of English gunnery!

In the first army unit shoot action of the game, one of the 24 pounders on the beach of Diamond Rock dealt the sixth and final hit of the turn!

An ominous sight: hearing the gunfire, HMS London rounds the rock.

Seeing their inspirational leader in danger, the English troops are spurred onward by a desire to fulfill Gunn’s wishes. The ladder on top of Diamond Rock is lowered into position to reach the cave halfway up.

An impressive show of teamwork and logistics have gotten the English this far:

Fearing the worst, Spain’s resource ships sail as far away from the London as possible. The Ebro drops off her flotilla so it can guard Paradise Island. The Aguila and Rafael are content to go the long way if it means they get home safely.

The San Estaban was originally going to join the Matthias Vospero in the attack, but with the MV taking major damage, the Spanish decided to flee.

One of the widest shots of the game so far, with action finally erupting in the Caribbean.

After yet another failure, the Americans buy more exploding shot. The third attempt was their third 3 in a row, meaning they have just missed rolling the 4-6 every time. Preble orders the Colonial Trader to turn around and go check on the southern islands to see if they’re producing anything valuable.

Last turn of the day! With one more turn until another resource change, I was determined to finish strong and complete an entire resource duration round in one day.

With the Widowmaker flotilla nearby, the Cutlass guards the gold island and has orders to fire upon the gold ship and capture it if possible. Mission has gotten over his shock and wants that ship for himself!

Mission’s latest mission was to get the Widowmaker out to a spot where it can defend Pirate territory but not be a hindrance to fleet logistics (aka getting in the way of move actions). He is now satisfied with its positioning. He then signals Bartholomew Roberts on the Royal Rover to return to the kingdom with all haste. The two pirates are planning to hire someone with great capabilities.

Pirate cargo ships on the move:

The Recreant is a great midsize gunship option:

After sinking the Freedom, the Pirates go back to their usual business of gathering resources.

The Smiling Jim receives an AA from Jean Laffite in order to move deep within the kingdom to repair. As you could expect, ships can repair their partial damage as regular repair actions. However, if a ship is missing masts it can also repair those as normal. The flotilla can repair its damage as well without having to lose its flag first.

Fearful of a possible dragon raid on the textiles island, Warlord Cavendish loads some infantry and artillery aboard the Grand Wind:

Damaged JR ships make their way past stunned resource runners. The realities of war and combat become evident.

At the right, note that the Divine Wind has repaired and is returning to the northwest area.

Viking longships make way for the icebreakers:

More carnage up north, where the Last Hope and Silver Coffin take considerable damage:

Oh my god. The Scythe cuts all the way through the Typhoon, ripping the ship apart and sinking her for good:

A truly horrendous scene, with bodies and blood everywhere. Never had a Jade Rebellion ship met a more gruesome end.

An icewreck hits the Muninn! Notice the Clear Wind in her new state at the left.

An effective Cursed counterattack! All ships except for the Sea Lion take damage:

O_O

Shocked Complete and utter disaster for the English!! In a total shock, both fire mast rolls were 2’s, resulting in the ship becoming totally engulfed by the flames! Gunn’s flagship will be no more.

Not only did this stun the English fleet, it was also an utter shock to me. The Viceroy was the English flagship and the first ship selected for their fleet, and even this game possibly. She was Gunn’s favorite as well as being one of the most recent English acquisitions in my collection. After just two lucky hits from the Matthias Vospero, she was set alight, and now has rolled badly 3 times in a row to be completely doomed.

With most other ships sailing away to escape the huge flames and smoke, HMS Lady Provost approaches to rescue Gunn and the captain of the Burma:

The thick smoke nearly obscures HMS Sultan, who is trying to reach Diamond Rock and unload some brand new artillery units.

The English vow revenge, with HMS Bretwalda replacing the Viceroy and Durham at the scene of the skirmish.

The trigger-happy captain of the London is seething and just can’t wait! With one shot in range he finds his mark and lands a hit on the San Estaban:

Both Spanish gunships hurry home to repair their damages, but clearly a nasty conflict is likely just beginning. The Spanish had won a major upset, but also made the English extremely angry.

Knowing the resources will change again soon, France is simply busy getting as many luxuries AND fish as possible.

A familiar scene, as the Argo loads exploding shot in order to supply the Congress.

(You can see some Wizkids tape at the upper left XD)

In a fitting end to this report, Ralph David’s journey is NOT at an end! His Eternal keyword has warped the Freedom back home.

I almost changed the Eternal keyword to be less powerful in this game, but I decided I didn’t want to start messing with keywords in addition to changing many of the core rules.

A very interesting day of Pirating! Clearly the bloodiest day yet, with conflicts erupting in the Sea of Allost and the Caribbean. The arrival of some Cursed warships is an ill omen, while the rash actions of Ralph David and the lucky heroics of the Matthias Vospero provided some truly stunning and bizarre moments. So many questions remain unanswered. Who knows what the future holds?

Well, here is the latest ship and point count. I have decided to just count deckplate areas, so this includes ships and crew but not army units and things on home islands.

Pirates: 21 ships, 303 points
Jade Rebellion: 23 ships, 393 points
English: 15 ships, 212 points
Spanish: 7 ships, 85 points
French: 17 ships, 231 points
Americans: 14 ships, 233 points
Total: 97 ships, 1,457 points

The Jade Rebels climb into the lead, but most of the other factions are quite impressive as well.

Questions for you, as the reader:
-What is your favorite custom island/terrain piece thus far? (if you have one)
-Which faction(s) are you rooting for?
-Do you have a preference for regular or video battle reports? (here is a great example of a video BR, as I would likely have a similar format)

A warning: I will not be able to play nearly this much over the next 4 or so days. However I’d like to play at least one turn per day and report on the developments as they happen. I may be able to ramp things up next Wednesday-Friday again like I did this week.

Command the Oceans – Turn 31 (9/16/2017)

Turn 31 was played today! Indeed, the first 4 resource rolls came to exactly 30 turns total. My Economy Edition game peaked in terms of points on Turn 33, and only lasted 45 turns, meaning that not only is this game progressing at a slower pace points-wise (but a faster pace in terms of turns obviously, with 22 happening in the last 3 days lol), but it also has the potential to be LONG in terms of how many turns occur. However, now that the game is well into “huge” territory (1,000+ points), turns slow down considerably and take a long time for just a single turn to be completed.

Another resource change was needed! With odd luck, I rolled three 4’s! Metals went from being the least valuable resource to the most valuable! This greatly benefits the Spanish and Pirates, the only factions to have found metals so far. Textiles remained the best overall resource in the game, going from 6 gold to 5 gold, meaning it has always been in the upper half of resource values through all 5 of the first resource changes. Food (fish) fell to a new low of 1, meaning the French and Americans would have to suffer through another drought. At this point in the game, the duration becomes more important because turns are taking longer and more events happen on each round of turns.

As planned, the Darkhawk II gives a ghost coin to Mission’s flagship, the Crusher. This means that Mission will be able to make the Crusher ghostly whenever he wants as long as the coin is still aboard.

With the newly launched Fool’s Hope patrolling the waters, Pirate hybrids load textiles west of their kingdom. Much more interesting is the first fort of the game! Dead Man’s Point is purchased for 18 gold. That’s right, I am multiplying the cost of each fort by SIX in order to have them be more of an investment and make them more fair for gameplay, the same change that exists in the World ruleset. A fort will deny any other faction from loading resources from that island, as well as provide a superior defensive position. Couple that with the fact that the 2 hits per mast rule also applies to forts, and it would make no sense if forts costed 3-5 gold when they are arguably more valuable than a fully crewed gunship that costs far more. This way a fort costs as much as most large gunships, but the gold is still moved to the fort and placed inside as usual. (this means that a fort that costs 5 gold in normal games will need to permanently house 30 gold in this game)

Dead Man’s Point protects Pirate interests:

Combining their handful of now-valuable metals with some saved-up gold, the Pirates spend 86 gold! This includes the 18 spent on the fort, but they also launch the Deliverance (with sac captain Havana Black, a helmsman, and oarsmen), Adventure, Paradox, and Nancy Nox. Capacious ships, even with a base move of S, can be pretty valuable in the long run in games like these. At the bottom of the frame, notice the Smiling Jim and Doombox have moved to a deep point of the kingdom to repair without blocking the entrances for other ships.

A wider shot of the general Jade Rebellion situation. In the left foreground, 3 ships join the textile gatherers in going to the home island, but they are there for repairs. Closeups of the action in the next few pictures!

The Grand Temple finally gets a favorable fog roll, and comes out guns blazing! Her shooting is reasonably effective, taking a mast off the Jikininki and Scythe.

Smash! The Beowulf rams an icewreck and breaks the iceberg in two! I love how I’m *actually* breaking icebergs! How cool is that! LOL. I would definitely suggest that players get some random chunks of foam for use as real icebergs, since they are extremely easy to use (no painting or anything required – just rip some off and literally throw it on your map!) and obviously they look fine and can even be broken when you have icebreakers in play. So practical and awesome!

The Muninn makes her entrance! Both shots miss! XD However, check out the stuff happening on her starboard side: the Last Hope has been dismasted, and the Silver Coffin was sunk! I should have mentioned in the first post that not only do forts and flotillas not follow the no-duplicates rule, they also can be relaunched as many times as a faction wants, unlike regular ships. Named crew must be unique, but can be rehired for different versions if the first version is eliminated or removed.

Clearly the Jade Rebellion is winning their battle against their strange foes, but it comes with a cost: the Clear Wind and Typhoon are lost, and major repairs will be necessary for the battle fleet to return to full strength. At the lower left the Polaris has rammed the shipwreck stuck in the iceberg, mostly in a futile attempt to allow the Divine Wind to shoot at the Scythe and/or get to the dismasted Glorious Treasure. What a messy scene!

A seemingly possessed icewreck rams the Grand Temple! However, notice that the Cursed vessels that came out of nowhere appear to be disappearing just as quickly….

Indeed, the Cursed have gone into a general retreat. A few ships didn’t even get into action, namely the Spilled Salt and Pestilence. It remains to be seen where these hordes came from, but Tsai (aboard the GT) suggests they came from the “gates” of hell itself! (the big 6 means the Last Hope has been scuttled)

A sad scene, as HMS Viceroy burns to the waterline. The Lady Provost rescues Admiral Thomas Gunn and the Burma’s captain.

And she goes under. England’s flagship is no more.

The King John shadows the Apollo, making a return trip to the Duke shipwreck but weary of any potential Spanish interference:

HMS Sultan unloads two artillery units at Diamond Rock, which is now even more crowded! Sloops sail in to grab textiles, while the London and Bretwalda patrol the waters, scanning the horizon for hostile Spaniards.

Saddened but vengeful, Thomas Gunn needs a new flagship. He considers a wide variety of options, mostly 5 masted juggernauts. In the end, I couldn’t resist choosing the perfect ship for the situation: HMS Lord Algernon!

How’s that for the perfect flavor text, eh?

There she is! What a beauty! HMS Lord Algernon was my most-wanted ship for many years before I acquired her in 2011. She has been my favorite ship since then. Not for gameplay necessarily, although I love how her armament, speed, and ability are reminiscent of what real ships-of-the-line would be like in this game. She looks more similar to HMS Victory and other Royal Navy flagships than any ship in the game. Due to somewhat lackluster in-game stats, and my extreme cautiousness in handling my favorites, she has barely ever been used in my games, which is a rarity for me in general since I play so much and love using different ships than what I’ve used in the past. However, it is time she gained some experience! Too long has she sat in her box in perfect condition! HMS Lord Algernon will set sail!!

My favorite ship in the game. Here she is in all her glory as England’s new flagship. I also think this is the perfect situation for her, as I hope to make this game my grandest and most epic personal campaign game EVER. Only such an epic would call for a ship like this. It is fitting that she appear at such an amazing time in my Pirates CSG experience, with so much moreamazing stuff to come in this game of Command the Oceans!

She will be crewed by Thomas Gunn (once he arrives from the Lady Provost), LE Griffin, a firepot specialist, and an oarsman. In this way, she will be capable of S+S+S speed with rank-1 cannons firing firepots and boasting her defensive ability along with the oarsman for protection against capture and crew elimination.

HERE WE GO!! The Spanish go from despondent and weak to excited and rich in just a couple turns! With metals skyrocketing in value from 1 to 6, they spent a windfall in gold to get 78 points’ worth of stuff!!

From left to right, the additions are the San Francisco, Alquimista, Diablo flotilla, and La Tartessos. The San Estaban and Matthias Vospero are busy repairing.

Spending a whopping 30 gold, the Spanish make a huge move and build their best fort, Fortaleza Dorada, on Paradise Island! This gives them sole control over the island’s now-valuable metals, not to mention the immense pile of gold courtesy of the Gold ship! Looks like paradise to me! Very Happy

Once again, just insanely perfect flavor text: The Spanish claim it doesn’t exist. Yet natives can be persuaded to speak of the “Golden Fortress,” the apparent source of the Spanish gold flowing along the Crimson Coast. O_O Golden Fortress indeed!

And now we are back in Karkuda, where the French flagships continue to cautiously venture further west, and the French have no good resources around.

Similarly, the Americans have stockpiles of the 3 resources that aren’t currently valuable: food, spices, and luxuries. However, with a fortuitous change, the Americans could become extremely wealthy in time. For now they are trying to maximize their returns from the big northern island and destroy reefs in order to go east without danger. Notice the Freedom heading straight back to the whirlpool. I wonder what Ralph David is thinking? XD Also, Brent Rice is curious to learn from his fellow fleet mates that Luck and Ruby Islands are no longer producing resources. He is aiming the Bonhomme Richard south to investigate, while Commodore Preble aboard the President sends the Colonial Trader to Ruby Island. Preble is of higher rank, but listens to the wise Rice on making decisions.

With that, another turn ends. This BR is a great example of just how much can happen on one turn, and the game will only increase in size from here. The JR battle seems to have ended, while the Caribbean is becoming very interesting. With both the English and Spanish out for revenge (the Spanish are mad the English started the conflict, but the English are p*ssed about the loss of the Viceroy), it could become a war zone very quickly.

A few things I noted:
-With really interesting developments happening in the Sea of Allost and the Caribbean, Karkuda feels quite boring by comparison right now. This is mostly a coincidence of the resource change, but it’s a funny thing I noticed.
-Lumber is nowhere to be found. Of all six resource types, lumber is the only one to not be discovered on an island yet.

I hope to play a turn a day for the next 3 days, and hopefully more after that. Much more to come! Thanks for reading, and feel free to comment your thoughts!

Command the Oceans – Turn 32 (9/17/2017)

Turn 32 passed without incident, and this will be the shortest report so far.

The Pirates have a logjam, with 5 ships leaving the kingdom from the southern entrance while two ships are delayed in getting in.

Jade Rebellion ships returning home for repairs and to unload textiles. At this point, in order to save time and not find and re-find coins over and over again for launchings and saving gold, I have begun to record HI gold tallies on an index card. As of now the Jades have 112 gold saved up in addition to those coins on their home island.

The Battle of Fog and Ice is officially over, with the Jades victorious. However, the Jades have a lot of repairs to carry out, thus why they’re returning to their HI rather than pressing their attack against an unknown enemy of unknown strength. Notice the icewrecks “fleeing” into the fog, including the newly possessed Clear Wind.

This is the somewhat complicated English crew logistics situation. The Lady Provost has docked at their HI, and Thomas Gunn has taken the helm of HMS Lord Algernon, the new English flagship whose crew complement is now complete. The Lady Provost still has the Burma’s old captain aboard, and he has now spent far more time as a passenger on the Viceroy and Lady Provost than as captain of his own Burma! XD The Starbuck is carrying a rope/cable with L length, which cost the same as the ladders. The Burma has used an explore action to take one of the strong cables and temporarily given her helmsman to the Starbuck.

Those crew changes are represented here, but also notice how the English have gotten troops down the ladder from the summit of Diamond Rock to the cave halfway up!

The Aguila docks home 4 metals, netting the Spanish 24 gold which they use to purchase El Galeon de Gibraltar with a captain, helmsman, cannoneer, and exploding shot. The Matthias Vospero will finish repairing next turn, at which point the Spanish will have 4 healthy warships ready to sail out.

Nothing of note happened in the Sea of Karkuda this turn. I hope to play two turns tomorrow and one on Tuesday.

Command the Oceans – Turn 33 (9/18/2017)

With essentially nothing of note happening in the Sea of Allost, we jump straight to the Caribbean, where the English have spent 49 gold for HMS Galapagos, HMS Serapis, the Gibraltar flotilla, and another artillery unit. In the background, HMS Algernon has set sail.

Mostly a coincidence, but the Spanish are sailing in line of battle formation. At the right and head of the line, the San Francisco and Alquimista head for Paradise Island, while the Tartessos, San Estaban, and Galeon de Gibraltar wait for the Matthias Vospero to finish repairing.

The French discover The Flat!! The French admirals aboard those two flagships are excited to tell the rest of the fleet and get some cargo ships out there.

Ralph David steered the Freedom right back to the whirlpool near the American HI, and went through it to emerge with a lucky 2 from the same whirlpool that allowed RD to attack the Pirates from earlier! Now the Americans have a direct link from their whirlpool to this one, and will not have to roll for location when traveling between the two. Now the main question is: can Ralph David instill his hatred for Pirates in other American officers?

The Wasp doesn’t find any gold on the beach previously explored by the Bonhomme Richard, so her crew bravely ventures east and finds gold on an adjacent beach!

The Colonial Trader reaches Ruby Island, where her crew finds metals, a brand-new resource to the Sea of Karkuda!

Similarly, the Bonhomme Richard finds luxuries on Luck Island! This resource was previously on Ruby Island and hasn’t been a valuable resource for much of the game, but the Americans are happy to have productive islands south of their HI again.

Even more importantly, the Congress finally succeeded in blowing up a reef!! This first-ever occurrence looks like it will change the dynamic around American waters, as the rest of Karkuda (possibly…) will now be open to American exploration without danger!

I won’t be able to play more than a turn tomorrow, but I’m generally hoping for at least 2 turns a day Wednesday-Saturday.

Command the Oceans – Two More Turns (9/19/2017)

Somehow, I was able to play two turns today!

Another quick house rule:
-Shipwrights can repair forts while stationed inside

The Pirates cash in newly unloaded metals for a whopping 128 gold, spending 96 of it on 5 new ships. The Lady’s Scorn (SCS version, with lots of shot equipment aboard) and Accused (with firepot specialist and musketeer in addition to captain/helmsman) are tasked with protecting Dead Man’s Point from the Americans, a duty that the Fool’s Hope and Recreant are already assigned to as well. However, the more ships the Pirates assign for protection, the more likely it is that they will use some of them in a more offensive capacity…. The Feathered Hat, Sunrise Fire, and Madagascar are part of a squadron that has been tasked with whirlpool exploration. They plan to enter the whirlpool south of Pistol Island, and they may be joined by other ships as well. As factions get more and more crowded HI areas, they are more likely to send ships farther from home to avoid logjams, which may result in more enterprising expeditions….

Combining the leftover new gold with their old gold, the Pirates also have 69 gold saved up. They are tentatively planning to purchase a fort upgrade for 100 gold, which would allow them to launch ships and crew from the fort using gold from their home island. However, even as they save up, I’m not 100% sure I will implement that rule (being able to launch stuff outside of your HI). The Pirates have been having major issues lately with their kingdom, since it’s extremely difficult to get in and out with so many ships coming and going. I think this weakness of the kingdom needs to have more sway than being able to bypass it by spending 100 gold for a fort upgrade. So, I may simply make the upgrades even more expensive, such as 200 or 250 gold lol.

Warlord Cavendish gets his SAT, but is disappointed to not find more textiles on the island! The Jades manage to uncover some spices instead, but it’s a bit of a blow to a faction who has been incredibly fortunate with resource rolls so far. The Jades only have one wild island they’ve explored, but textiles have always been worth 4+ gold through all 30+ turns thus far.

Back at the Jade HI, ships are busy repairing and others are coming in to dock for repairs.

The English have done it! Using one of the strong cables transferred from the Starbuck, the English have hoisted an artillery cannon to the cave halfway up Diamond Rock! Now all that’s left is to attempt hoisting a cannon all the way up to the summit, but that will require a cable with a length of 2L, which the English still need to purchase.

Thomas Gunn oversees operations from his new flagship, HMS Lord Algernon. He is happy with the progress and looks forward to getting revenge on the Spanish with his powerful new warship. That’s not all that is going on in this picture, though. At the upper right, notice the Galapagos and Serapis headed north, as they’ve been tasked with exploring that part of the sea. However, between intelligence gathered from the London and Victor (both of which have been in the area), the English generally already know that a Spanish presence exists in the northern corner of this Caribbean. Finally, at the lower right, the Metal Dragon and Bath have been launched. They are given a different task: whirlpool exploration. The English are relatively satisfied with their fleet in the area between the gunships and gold runners, and so they task the two capacious ships with going through the whirlpool near the Duke shipwreck (that the Freedom appeared from) and trying to explore new seas, assuming they survive the trip as Ralph David did.

All of the Spanish ships in play right now. They don’t have more metals coming in just yet, but the Matthias Vospero has finished repairing and the squadron of 4 warships has amassed directly west of Diamond Rock! (Note: at this point you may have noticed that I have decided that Caribbean directions will be on the corners, with Paradise Island in the north corner and looking at the table on a diagonal as opposed to looking at it like a square as with the other oceans.)

A pretty (if I do say so myself haha) shot of the French area, where the Soleil Royal has signaled for the Jeux to head west. The Dauphin Royal guards The Flat while some ships in the foreground pick up luxuries.

The Americans break through the opening! The Congress almost immediately spots a new island, while the Minuteman and Concord excitedly join her.

The rest of the American fleet goes about their usual business of gold and resource running. William Eaton and the troops on the HI are happy to hear from Brent Rice that Luck Island is producing resources again.

The Pirates didn’t have an eventful Turn 35, but I wanted to take these two pictures just to show the extent of their frustration. Here, 4 ships have left the southern entrance to their kingdom, but their exit is preventing the Golden Medusa and Adventure from coming in yet. Making things worse, the Otter and Foresight are trying to exit to the south next turn! Speaking of the Otter, the Pirates have realized that galleys are a terrible launching choice for them, since one galley in an entrance essentially blocks the entire path for other ships, whereas they can fit two regular 4 masters side by side. As a result, the Pirates aren’t likely to use many of their galleys in this game, unless they are tasked with far-off war duty or they find a way to launch outside of their HI.

The northern entrance is complicated as well, with the Eagle dropping off very valuable textiles and the Fool’s Gold spending an extra turn under the arch to repair the mast she lost to the Freedom. Those ships prevent the Lady’s Scorn and Accused from leaving for at least a turn. Based on the kingdom’s extreme value as a defensive haven (especially for a ship or gold you REALLY wanted to hide for a long time), I think this is a necessary drawback of the Pirates (the most effective faction in the game) having it at their disposal. However, it remains to be seen if the long-term value of the kingdom will be worth it by the game’s end.

-Back to the Caribbean-

ATTACK! The Tartessos sails towards Diamond Rock and hits 4/4 to damage the London and take out her helmsman with Grape Shot! The San Estaban missed with her firepot specialist, but hit on her other shot to take the London down to 2 masts. Remember no ram damage, but that 6 is actually for the London’s boarding party – she rolled a 6 to tie! Looks weird, but the San Estaban has the Weapons UT which gives her +1 to her boarding rolls for every crew aboard. With a captain, helmsman, and firepot specialist, the SE is basically starting a boarding party with a 6, but she only rolled a 2 here to tie with the London’s eventual score of 8. That 6 saved the London’s captain, and she also has fire shot aboard.

The Matthias Vospero is out for more revenge, but isn’t nearly as effective the second time around, hitting just 1/4 with two shots apiece aimed at the Bretwalda and London. The Galeon de Gibraltar is the only Spanish ship not to shoot this turn, but provides nice support. The English are once again caught somewhat by surprise, and their arrogance has left them with a strong-but-not-strong-enough presence right near Diamond Rock.

The Americans venture deeper into the Sea of Karkuda, with the Minuteman finding the 5th and final beach of the big island! Commodore Preble should probably stay behind to ensure safety of the American HI, but he can’t resist taking the President through the opening in the reef to have a look for himself.

And now it’s clear that Preble isn’t needed to guard the American HI right now anyway! Spending all 57 of their saved up gold, the Americans launch the Concord and Flying Fish as well as two new cargo ships. That’s right – Ralph David returned home and was able to convince his fellow Americans to spend money on some anti-Pirate measures! Citing his quick and effective trip through the whirlpool (now the Americans can go straight from Karkuda to Allost without rolling for location, remember), as well as the abundance of textiles and large Pirate hybrids he found on his first trip, RD was able to argue effectively that the Pirates are a huge threat to American security and that they were even richer than the Americans themselves. With that, David now has 2 more ships to throw at the Pirates. The Americans also launched the Providence and Rattlesnake, for the purposes of exploring and gathering cargo from the newly discovered area northeast of the reef hole. Also note the immense quantity of food on their HI, as the canoes just brought back another 10 tokens of that resource.

After a few turns of stagnancy, the Americans have not only rediscovered resources on their southern islands, but they also have sailed into a new area and are looking great once again.

And that concludes this report! Things are getting more and more interesting, and with a larger amount of turns happening in the near future (possibly 4+ each of the next three days!), many developments are just around the corner! Very Happy

Command the Oceans – SHOCK, AWE, CHAOS (9/20/2017)

I will start by saying that I think this is probably one of my biggest and best reports I’ve written!! Prepare yourself! XD

I was able to play 5 turns today, Turns 36-40. At the outset of Turn 36, there were 3 turns remaining until resources would change again, with metals and textiles the most valuable resources. As a side note, I will admit that I began the day’s play not really “feeling” it like I usually do, in terms of how excited I was about the game. However, by the end of the session I was completely the opposite! Also, I just recently noticed that I have completely forgotten about the return fire house rule, which means I may or may not use it going forward. Oops!

The Pirates gather their whirlpool squadron around the southern whirlpool in the Sea Allost. The Feathered Hat, Madagascar, and Sunrise Fire prepare to take the plunge! In addition, the Deliverance is standing by, with Havana Black considering joining them for protection and for his own curiosity.

SHAL-BALA ATTACKS!! In a sudden, unexpected flyover, the giant sea dragon from hell swoops in on the Jade Rebellion’s own home island! Troops and equipment were scattered in all directions. And just like that, the dragon flew up and away. Clearly this is no ordinary sea dragon, as I’ve taken the liberty of giving it some special rules for this particular game. Here I physically had the dragon swoop over the island itself and simply smash whatever happened to get hit in the swift but deadly attack. However, to be more fair, I ruled that anything on land had survived, so the JR’s only lost one infantry unit and one artillery unit in the sneak attack. (combined that would cost them 4 gold, so trivial as to be completely irrelevant in a game like this)

However, the attack was important, as it demonstrated Shal-Bala’s power and range. This taught the Jades something: in order to combat the dragon, they would have to go to its hiding place and kill it themselves. Even with lots of ships docked at home and plenty of infantry with muskets stationed there, they were no match for the dragon, whose attack was too fast for any damage to be done in return. The Jades had already been planning to go northwest with a stronger squadron than before, but now they doubled their efforts.

Back in the Caribbean, the English strike back! The Bretwalda matches the Tartessos’ effort from the previous turn, going 4/4! Her second hit set the Matthias Vospero aflame. The London was unable to knock a full mast off the San Estaban, but notice HMS Lord Algernon sailing up at the lower right….

Here HMS Victor arrives from around the northern side of Diamond Rock to blast a mast off the Tartessos!

The extremely effective Spanish counterattack! From left to right, the Victor, London, and Bretwalda have all lost masts. However, the Bretwalda was by far the hardest hit – she had been damaged earlier, so three well-placed shots from the Matthias and San Estaban combined to give her two fire masts!

Off on a treasure run with the Alquimista, the gunners inside the Diablo flotilla tested their range using my new S+S cardboard range ruler, and found their mark! They only did a bit of damage to HMS Serapis, but it showed off the range of flotillas, which I anticipate being a reasonably big factor in this game.

The Rafael and Magdalena are nearly home with valuable metals, while other ships have begun the return journey as well. Notice that Diablo had to shoot before the Alquimista moved away from the English gunship – this is another great thing about flotillas, as the flexibility of having their own shoot actions allows a reverse captain type thing with gold runners.

Tasked with exploring east of the Harbor, Nemo surfaces the Nautilus to discover a new island just outside the Harbor walls!

The Jeux is the first ship to dock at The Flat, and will explore next turn! Who knows what she’ll find? In the meantime, other French ships make their way to the large island while Monsieur Lenoir watches from the Dauphin Royal:

Setting out! The Concord and Flying Fish will soon be followed by the Freedom through the whirlpool, with the express purpose of putting some hurt on the Pirates. Do you think Brent Rice aboard the Bonhomme Richard will join them?

The Americans finally discover that they can reach the rest of Karkuda by sailing all the way around the big island to the north! However, this would take far longer than their new route east, so they don’t have any regrets about blowing up that reef. (this confirms that the island in question has 5 beaches, although that would have been obvious if you have read my previous BR’s using that island)

The Congress, Concord, and Delaware are well-armed and ready to mark new territory for America:

The first cargo ships for the Americans venture east!

And more are on the way! The Yankee and Pawtucket are launched, with the same purpose of getting resources and gold from the area east of the reefs.

Turn 36! The Pirates brave the whirlpool for the first time! The flagship of the squadron is immediately spun back out after rolling a 1 to emerge from the same exact whirlpool! XD

The Sunrise Fire and Madagascar roll 2’s to emerge from the other whirlpool in the Sea of Allost, where the Freedom came out! This not what the Pirates wanted, or expected. They are trying to discover new lands and/or discover where the hostile Ralph David came from.

Back in Caribbean waters, the English roll poorly to not even damage the San Estaban! However the Bretwalda got lucky that neither of her fire masts spread. Her captain considered running for home, but between the low probability of making it in time to put out the flames, and seeing his fellow Englishmen in danger (HMS London nearly derelict at the right), he decided to forge ahead and press the attack! Indeed, both sides showed bravery and honor in this fight.

She’s not rolling 1’s! Thomas Gunn announces his huge entrance into the battle with HMS Lord Algernon’s first shots of the game!! The super-accurate gunnery crews obliterate the final two masts aboard the Matthias Vospero, who is now doomed due to her fire mast and zero percent chance of being towed home in time.

The Galapagos only manages two hits on the Galeon de Gibraltar (Galeon for short), but one of them is an all-important Stinkpot Shot!One of the most underrated things in the history of this game, this equipment shuts down ALL crew aboard the enemy ship during their next turn if the shot it’s assigned to is successful. From here I can confirm that shots that don’t eliminate masts do not need to hit on the mast elimination hit (the second hit needed to take out the mast for example, following the 2 hits per mast house rule) in order to take effect. For example, a successful grape shot would eliminate a crew on the enemy ship regardless of how many hits the enemy ship had taken in terms of mast elimination. This applies to stinkpot shot as well of course, and this shut down the Galeon’s impressive cohort of crew for her next turn (captain, helmsman, cannoneer). Since the Galeon’s cannons were not quite in range of the Lord Algernon at this point, this saved Gunn’s flagship from taking damage on the Spanish turn.

At the left, the Victor has scored a hit on the Tartessos while the Serapis enters the fray as well.

I think the San Estaban had her mizzenmast eliminated by HMS London. At this point you are invited to view a video of the situation if you’d like. That was released as a youtube exclusive almost 12 hours before this report was posted, and before the rest of the day’s turns were even played!

This shows the Spanish turn in the battle area, with the fire aboard La Tartessos spreading. However, the Spanish inflicted some fiery hits of their own – the San Estaban has connected with her firepot specialist against HMS London, dooming the ship in a devastating blow to English morale! In addition, although the Galeon’s captain was immobilized by stinkpot shot, she managed to connect on 3 of 4 shots against the Galapagos, getting some measure of revenge by setting the ship aflame with exploding shot. I will remark that it was a big-time shot – the exploding shot not only took out the first mast on the Galapagos (reducing her speed due to her ship’s ability of getting +L with all masts up), but it also killed her helmsman. This meant that the one die roll was responsible for a huge loss of speed aboard the Galapagos – the ship went from a max speed of S+L+S to just S in one turn!

The Matthias Vospero burns and sinks, but both sides are already suffering heavy damage. At the far right, the Metal Dragon has arrived and awaits orders from Admiral Gunn as to her role.

The Spanish take in 42 gold and launch two new gunships! The Catedral del Mar and El Extremadura give the Spanish a half dozen rank-2 cannons to throw at the English. As is becoming somewhat standard, they are also equipped with some variety of fiery equipment or crew. (I wanted to emphasize all sorts of “extra weaponry” in this game, from the different shot equipment to specialists, musketeers, and cannoneers – so far, not only have I been remembering them, but they’ve played large roles in the battles too!)

Also notice that the Spanish have unloaded Power Cannons at their HI – I have house-ruled that face up UT’s can be unloaded to home islands as if they were equipment or crew.

The French find textiles on The Flat! This gives them a third resource near their Harbor, with food and luxuries available as well.

And there it is! My uglier but playable version of the Phare de l’ile de Batz! This is not my idea at all, but rather one from vixenishcoder66 on Miniature Trading. Here is the revised post with other lighthouses, some of which I may also use in this game. Ironically, that post was made around the same time that I was seriously considering starting this game, though I didn’t know how grand it would be or what I could fit into it. At this point, I’m going all-in on everything I can possibly do lol. This is more proof of that.

The smallest island I have from RossinAZ is perfect for a lighthouse – the size of the cylinder I used fits great on the slightly raised grassy part of the island! I found a thick cardboard cylinder at my job, and decided it could be turned into a handful of makeshift lighthouses. I cut it into different pieces with various heights, and added a little paint to them to make them less plain (though this was a trying experience because I hate paint and hardly care about what it looks like lol). Actually, before I painted them (most of them anyway, as a few aren’t painted) I poked some holes where the “light” would come from, in addition to windows and various openings. Clearly the lighthouse is not designed to look like a real-life one – I made the lighthouses randomly and blue is my color of choice for France, and thus they have this one for the lighthouse I chose from the French ones vixenishcoder66 designed. And of course, as I said in the first post of this thread, the aesthetics of the pieces are a joke compared to the actual gameplay, so spending a lot of time on the lighthouses is the opposite of my thesis as a hardcore player. I’m just glad I got lucky and found something I could use to make use of someone else’s custom idea!

As the Vengeance takes off for The Flat (textiles are currently worth 5 gold apiece), you can see I’ve used one of the L-range straws (which I didn’t make either – I received those randomly in a trade or eBay lot a while back) to temporarily represent the lighthouse’s effect range. I don’t plan to cut out clear plastic for the base in this game, especially since they will often be elevated as I’m not planning to use ANY standard islands this whole game! However, now the “light” is coming from the top, which makes sense and works for now.

Believe it or not, this wasn’t just to show off the lighthouse – there was genuine French strategy behind this decision! lol. The French have placed it near their Harbor but on the island that leads to the west, where around 2/3 of the Sea of Karkuda lies. It can give French cargo ships a little boost on their trips out and back into the Harbor, in addition to providing a thematic “light” near the Harbor mouth. The food islands to the east don’t have as much stuff near them, so this island was absolutely perfect for the first (hopefully not last, but they will not just be built for the heck of it haha) lighthouse of the game!

With the Freedom fully repaired and two additional gunships at his disposal, Ralph David is ready to return to his Pirate-hunting antics!

The Providence docks at the new island just beyond the reef opening! Another exploration will happen next turn! You can see more American cargo ships coming up from the southwest, while the canoe team continues to gather food in the northwest corner.

Oh my!! Just east of the island the Providence docked at, the Concord and Delaware discover The Flat! The French are just beyond on the other side, so a meeting between the two factions in the Sea of Karkuda finally seems imminent!

(and yes, that does mean that there is not another faction secretly lurking in Karkuda lol…)

This shows the island in greater detail, although I already talked about it in my Economy Edition reports. It’s still one of my favorite islands I’ve made; even though the foam layers are still visible, it reminds me of the White Cliffs of Dover and features some nice heavy shrubbery and rocks on various parts of it. This picture also shows the wide exploratory efforts by the Americans, with the President, Congress, and Minuteman all checking things out and nearing The Flat.

With the Feathered Hat awaiting her fleetmates, she is rewarded when the Sunrise Fire and Madagascar emerge from the whirlpool. Thus was their plan – if they didn’t all end up at the same whirlpool, go back to the original and compare notes. The Pirates can now travel through the two whirlpools in the Sea of Allost, but must roll for location to get to any other whirlpools. Slow progress, but progress indeed. The poor crew of the Otter have been told to do whatever they want by the Pirates back at the kingdom – galleys are a huge headache for the narrow arch entryways, so the Otter has been dismissed from the active cargo fleet. Her depressed crew perk up when told about the whirlpool expedition by the captain of the Feathered Hat, who is puzzled but determined after the latest event when his ship was simply tossed around the same whirlpool he entered.

The Jade Rebels sail out in force! Realizing that further reinforcing their HI with additional infantry is pointless against such a powerful foe, they send plenty of ships to seek out Shal-Bala.

Leading the pack is mostly hired Viking ships, but also a familiar sight: the Divine Wind. Her captain is now more ready than ever to face what lies at the “Gates of Hell”.

Further strengthening the general Jade position, the Grand Temple moves just west of their sole resource island and readies the guns. The similarly repaired Sea Phoenix and Glorious Treasure join her.

Back to the Caribbean! (obviously I enjoy saying that for some reason haha)

Devastation is unleashed as the Lord Algernon looses a full broadside! Combined with shots from the Galapagos, the Galeon de Gibraltar is reduced to a burning hulk in just one turn!

War at sea! Splintered masts fall everywhere, while smoke from the flames obscures the deck of the Galeon from view of sharpshooters in the main top of HMS Lord Algernon:

War indeed, for the English have declared war on the Spanish!! This happened shortly after the battle commenced, but clearly it seemed like an inevitability at this point. After the London sank due to fire, HMS Burma finally entered combat by dismasting the San Estaban. The captain of the Burma was happy to finally command her in battle, after spending many turns aboard other ships and waiting for operations at Diamond Rock to be completed (which they haven’t been of course, but more on that later!). The Victor has captured the San Estaban for what I believe is the first capture of the game! However, sadly the London is no more. She met the same fate as the Viceroy, with fire dooming both ships.

The Serapis shoots at the Tartessos, who may soon meet a similar fate:

Spending some gold, the English launch 3 ships. You can see their newest purpose-built warships here, as the very accurate Duke of York and Guy Fawkes are launched. They are ready to fight Spain. HMS Duke of York in particular is a bruiser I’ve wanted to use for a while.

But yes, they launched 3 ships. Here is the other one: HMS Malton. She is a beauty, on par with many French ships for aesthetics, at least in my opinion. However, her purpose in this game is more practical. With the Burma off fighting in combat, the Malton has been tasked with continuing the operations around Diamond Rock’s fortifications. She carries a new 2L length of cable, along with the artillery unit you see here and a captain and helmsman. Those crew give her the opportunity to fight Spain sooner rather than later in the case of disaster out west, but in the meantime her current job may also be fraught with perils, although of a different nature.

Amid the deafening roar of his own cannons, Admiral Gunn signals for the Metal Dragon to resume her mission with the Bath to explore whirlpools. Gunn sees that English victory is near, and knows the King John (off the starboard bow of the Bretwalda) can do an admirable job standing in for the Metal Dragon.

With more metals coming in, the Spanish continue to launch, as they should in such circumstances. The Anunciada and Santa Catalina come into play, along with the first duplicate flotilla of the game – another Armada is right behind the Anunciada!

Oh no! My worst fears had been confirmed: another great warship lost to fire! La Tartessos burns to the waterline, marking yet another casualty to fire shot and firepots. I wanted to emphasize them in this game, but they may be becoming too powerful. Despite following the two hits per mast rule and not ignoring it, they are still extremely valuable for their point costs. With the house rules, I really didn’t expect this many ships to be sinking this early in the combat parts of this game. I haven’t decided upon anything yet, but I may rule that fire needs a 1 to spread and a 6 to be put out, instead of a 1-2 and 5-6. I will admit that I am partly annoyed simply because of which ships have been doomed by fire – the first English flagship (HMS Viceroy), and now some of the powerful gunships I was really looking forward to using a bunch (HMS London, HMS Bretwalda, the Tartessos, etc).

Nemo keeps the Nautilus above water and excitedly tells the French about the island east of the Harbor. They seem relatively unconcerned by the considerable development and tell Nemo to inform Admiral Gaston personally.

French ships collect luxuries and textiles near the new lighthouse:

The Dauphin Royal sights the Concord, marking the first Franco-American contact of the game! This also puts an end to the French streak of not discovering any other factions, as they are the final fleet to find another source of humanity in the game. (though what the Jades have found is not particularly human… XD)

Now you can get an idea of the Sea of Karkuda’s layout, with only a handful of wild islands between the American area and the French Harbor.

American canoes in their preferred V formation, heading home with yet more fish/food.

A meeting of the minds! Commodore Preble meets with Monsieur Lenoir. The crews of the Congress and Concord try to listen in for information, but the sound of the waves drowns out the important conversation.

The Rattlesnake and Argo simultaneously dock at the eastern beach of the big island!

HUZZAH!! Lumber has been found! Very Happy This made be very happy, as it’s one of my favorite resources for thematic purposes (essential for ships obviously!) and it took nearly 40 turns to finally discover the last resource.

I don’t think I’ve ever been happier to roll a 1! lol!

Ralph David returns to Allost! The Freedom, Concord, and Flying Fish emerge from the whirlpool in the north.

Turn 39 marked the need for another resource change! Yet another 3 was rolled for value, meaning that textiles were worth 6 once again and crashing the metals market! This was a disaster for the Spanish, but the values would only hold for 5 turns, the shortest duration of the game thus far.

The Pirate whirlpool squadron was ready to try again! With the Madagascar and Sunrise Fire rolling 5’s, they appeared at the southwestern whirlpool in the Sea of Karkuda! Right next to the Americans who don’t like them! XD

With terrible luck, the Otter rolls a 4 and ends up at the northern whirlpool in Karkuda! She is exposed to the powerful Congress and President, and she better hope the Americans don’t spot her! XD

LOL!! For the second time in a row, the Feathered Hat gets spun out of the same whirlpool she entered! XD

With a rare overhead view from the east, the Deliverance showed up next to the Otter to protect her. Now the Pirates have clear routes to 3 of the other 4 whirlpools that currently exist, with the Caribbean whirlpool the only one they haven’t traveled to from their own near the kingdom.

Determined and willing to risk everything, the Jades charge onwards. The Sea Lion has not mounted the icewreck, I just had to make room in the fog bank for both. Despite the supernatural inclinations the icewrecks seem to have, even they cannot locate other ships in the same fog bank.

With a bunch of Jade ships in the fog, the slow 6 masters sail up from the south:

Ouch! The icewrecks come out of nowhere and ram masts off the Grand Mountain and Muninn!

Just as suddenly, a ghostly shadow pops out of a fog bank next to the Jade resource island, and then travels through the Glorious Treasure to shoot directly at Jade cargo ships!! The Crushed Skull has turned ghostly, and takes a mast off the Sea Duck!

Suddenly it’s a Cursed swarm attack! The Jikininki, Spilled Salt, and Banshee’s Wail sail out of the west and descend upon the Grand Temple! However, they only eliminate one mast combined.

An ominous sight: Sammy the Skull shows up in the Monkey’s Paw! This ship was damaged in the Battle of Fog and Ice, but has been repaired somewhere and is ready for action again!

The Pestilence appears! Her blade strikes a mast off the Grand Temple, and you can see other scorpion ships aren’t far behind!

Well what was that all about?! XD

-Back to the Caribbean-

With a very unlucky three consecutive 1’s, the Bretwalda loses her last two masts and the Galapagos loses a mast! This is another blow to English morale, as they will not be able to get the Bretwalda home in time before she burns.

The Bretwalda is doomed. Sad Gunn tells the Victor to drop the captured San Estaban so she can go home and repair. The Lord Algernon takes up towing duty for now, as the Serapis goes home for repairs as well. The Burma guards the area. Despite considerable losses, the English have won the First Battle of Diamond Rock!

New and old English ships sail out, with different tasks to be completed.

With the Spanish threat at least temporarily contained, the Metal Dragon returns to escort the Bath through the Caribbean whirlpool! Funny enough they both roll 3’s to simply get spun around and dizzy! XD

Unfortunately for the English they both lost masts in the effort.

With the loss of all four gunships in the battle (3 burnt and 1 captured), this shows the entire Spanish fleet. They have formed a defensive wall with gunships and the new flotilla to protect their cargo ships. With metals plummeting to 1 in value, the Spanish may not be able to launch for the next bunch of turns.

Armada was already in play, but the second part of the flavor text is fitting: Spain was the last of the nations to create a flotilla, but now uses them aggressively to protect its precious ports in the New World.

Spain’s impressive line of battle, although it wouldn’t hold up if England threw their full might against it.

A wide shot of pretty much the entire Caribbean, with the Duke shipwreck in the deep south and Paradise Island in the north corner.

Back in Karkuda, the French experience a large influx of ships entering the Harbor area, with the new lighthouse providing some assistance.

Another meeting of the minds near The Flat! Although, this one is less cordial. Lenoir shouts a greeting to Havana Black, who seems hurried and tells the French that he made a mistake and will be escorting the Otter back through the whirlpool. Commodore Preble watches the maneuvers, unimpressed. He and the Congress stay where they are and avoid contact with the Pirates, as they don’t want blood on their hands and will wait for Ralph David’s report to determine how to proceed with such criminals.

It is worth noting that the French were previously “alone”, and now find themselves in the company of two other factions in just a few turns, surprising them and alerting them to the fact that they may not be as dominant in these waters as they thought!

A friend of Ralph David, Brent Rice saw the suspicious Pirates emerge from the whirlpool south of the American HI, and orders the Bonhomme Richard to attack! However, the gunners have a miserable day, hitting just once in 5 tries to damage the already-hurting Madagascar. The Colonial Trader loads metals, her crew smelling the smoke of battle for the first time.

The Rattlesnake explores the final beach of the big island up north, finding textiles! She and the Argo load some and prepare to go home. This gives the Americans 5 of the 6 resources relatively close to their HI, which is fantastic for their long-term wealth. Throw in the spices they have saved up from when Luck Island produced that resource, and they are the most diversified faction in the game.

I ran out of textile tokens from M&M so I used the Hammocks one instead. The extra sails token would be next, and I can always just use a face up coin to denote which resource the island or beach produces as I did for Economy Edition.

The Providence and Yankee head back with lumber (now worth 5 gold after the change) while the Pawtucket and Louisiana look to do the same:

The Americans investigate The Flat, impressed by its position and sizing it up as a potential spot for their future operations…. The French will no doubt be sending more ships there soon, as textiles recently became the most valuable resource in the game for the third time in six resource rolls.

With some considerable damage done by the travels, the Pirate whirlpool squadron meets up back in Pirate waters. They are disoriented and disgrunteld, annoyed at how random the results seemed to be. However, they can now travel without rolling for location from this whirlpool to all others except the one in the Caribbean, which they don’t know exists (and therefore they have no idea of the English and Spanish presence in the game lol).

Ralph David was ready for action, and that was exactly what he would get! This time though, the Pirates were more than ready for him. With a squadron of four Pirate gunships tasked specifically with defending Dead Man’s Point, David’s squadron quickly came under attack. The Recreant, Accused, Fool’s Hope and Lady’s Scorn have hit the Americans pretty hard, with the Concord suffering an ominous fire on board. Mission hears the gunfire and gives the Crusher an extra action, trusting the gunships to dispatch the Americans quickly but ready to deal the final blows if necessary…. In fact, this is as close to combat as Mission has gotten in this game, but it’s nice to see that it doesn’t look like he’ll be an “armchair admiral” for the Pirates.

You may have noticed that the Pirates didn’t seem to launch much if anything this session, and you’d be right. This is not just because I’m a little fed up with how difficult the logistics of the kingdom are (bumping it, measuring distance out, logjams, etc). The Pirates have been taking in considerable riches, but they are saving it for now.

Elsewhere in Allost, the Rebels strike back! Turtle ships and the Sea Phoenix team up to take two masts off the Crushed Skull, who is still ghostly and therefore immune to the great ability of the Glorious Treasure (eliminate a mast and crew after being pinned). The Jades are a little shocked and dazed that the Cursed suddenly hit one of their resource ships, but those ships return home and continue to pile up spices.

The Grand Temple uses a reroll from Katsura-chan to get Tsai’s SAT, shooting 6/8 to take three masts off the Pestilence and Spilled Salt combined!

The Beowulf rams an icewreck, actually breaking the ice:

A revelation! Some of the dense fog lifts, but only after the Jade ships inside roll to come out of it. The 6 masters reach a fog bank that stays in play.

The Polaris rams a big icewreck coming out of the fog, while the Divine Wind approaches something she’s seen before!!

Is it? Could it be?? Amid some unfamiliar sails, the Divine Wind comes upon the area she discovered many turns ago!

From the main mast of a hired Viking vessel, it’s obvious: the “Gates of Hell” are upon them!!

Completely optional, but at this point you may want to get some thematic music up to further experience what the JR’s experienced here! (NO connection to the movie or character! Just thought the song fit this part) (and maybe read this part slightly slower to get the effect …. … )

With no dragon in sight and less fog and gloom blocking their view, the Jade Rebels and Vikings look up around the “gates” for the first time… and DREAD fills them up…..

….

As more fog lifts, a view from the Beowulf, who isn’t even that close to the “gate”….

REEE!!

With a shriek, Shal-Bala descends from above!! The dragon swoops again, taking out a mast on the Divine Wind and Polaris.

And then Shal-Bala again flies up, but with most of the fog around this massive structure disappearing, we see where the dragon goes!! Up, and up, and up! O_O

Introducing: The Cursed Dragon Roost!

One of the biggest structures ever used in a Pirates CSG game!!

These aren’t the “gates of hell”! This is THE ROOOOOOOSSSSSSSTTTTTTT!!!!!!! XD Another head-on view (almost from sea level!) for maximum shock value:

The Cursed have been here all along!

Starting the game with the Roost as their home island, and with 30 points to build a fleet, the Cursed have been one of the original 7factions since the beginning of the game! Only now, as the Jades discover the full scale of their operations, is their epic “grand reveal” appropriate!

Cursed cargo ships load luxuries from what I’ve been calling Broken Horn Island, just as they’ve done for nearly 40 turns now! The Dark Pact is a recent launch, but the Grinder and Death Wind have been in play for a while now.

East of the Roost, the Cursed have a gold island that has already replenished a few times! The 100 gold coin and other valuable goodies found there are the biggest reason for their current strength. The Nightmare, Guinee, Sea Monkey, Crypt, and Maman Brigitte are collecting gold from the island, while the Soul Crusher stands guard. The Soul Crusher costed the Cursed 33 points, as she carries Wraith (who has already possessed a few dead crew!) along with a captain, helmsman, and musketeer.

Cursed game summary
The Cursed found gold and luxuries on the southwestern island, but the gold has run dry. They also found tons of gold and UT’s but also Wolves up north with Crypt. The Soul Crusher with her musketeer was launched to eliminate the Wolves, after which the gold could be taken aboard other ships. They got a 60 coin (a 6 with a gold-painted back, as I explained earlier) and a 100 coin (no number, just gold on both sides), and then proceeded to launch 201 points of stuff in 2 separate turns. Shal-Bala savaged the Sea Serpent and ate the crew. They had the biggest fleet (231 points) at first point count, although this was completely unknown since I didn’t report it lol. They had 303 points at the second point count, which would mean that the game had actually reached 1,760 total points at that count! And then they recently found another 100 coin after the Battle of Fog and Ice ended.

And here you see why I’ve called it the Roost – Shal-Bala is nesting on top! The giant piece of foam I used had some natural recessed areas, which is perfect for an evil Cursed Sea Dragon nest. Shal-Bala has finished up eating the remains of the Jade musketeer that was taken from the Divine Wind such a long time ago. This “food” helped Shal-Bala regrow its tail, and yes, that means that Sea Dragons can repair on top of the Roost!! O_O

Shal-Bala has transported a skeletal, pale figure to the top of the Roost… Devereaux!

At this point it is necessary to explain his “experiments” via his flavor text, first with his Revolution version:
Originally a French privateer, Devereaux has lost his sanity to his obsession with finding the Dragon’s Eye, a gem that legend says grants the owner immortality.
Of course, that’s the DJC Cursed version of Devereaux on the Roost: that is who the Cursed started the game with. (their original fleet was the Boneyard with Devereaux and a helmsman, along with the Crypt. However, Devereaux has long since left his ship to tend to his work at the Roost….)
Flavor text from DJC version:
Devereaux found his great obsession, the Eye of the Dragon. It’s power was everything he hoped it was – and more: Its power condemned him to a living death under its control.

And he has indeed found “his great obsession”, but that is not where this story ends. O_O

You may have also noticed some face up UT’s on the Roost. In addition to being able to store face up UT’s at their HI, the Cursed have a special power that lets them store face down UT’s until they are ready to be loaded aboard ships.

Would you believe that all that actually just happened at the conclusion of the Jade Rebellion turn? That’s right, the Roost was revealed as the fog lifted, meaning that the Jades were still taking their turn as they discovered the Roost, and can still spend gold!

Anxiously ready for reinforcements to face whatever bizarre foes emerged from the northwest, the Jades spent well over 100 gold for another anti-Cursed squadron! From left to right, the Grand Path, Grendel, Hrunting, Naegling, and Huginn! The Grand Path is finally unleashed! This is the 5th and final Jade 6 master to be launched in the game.

The Cursed are next! They officially go third in the turn order, behind the Jades and just before the English go in the Caribbean.

A FULL-SCALE CURSED ATTACK!!!! TOTAL CHAOS!

The Crushed Skull turned ghostly to zoom through the turtle ships and for the first time in this game, utilized the house rule where you can shoot at ships docked at their home islands! Alas, her one shot missed the newly launched Grand Path. The Cursed recently launched a fog-hopping squadron! The Sea Hag and Mist Walker started in a fog bank near the Roost, and popped out of the one next to the Jade resource island! They combined to knock a mast off the Grand Wind, flagship of Warlord Cavendish, who was stunned by the development! At the left, the Monkey’s Paw only shoots 2/5 but knocks both panels off the Floating Stone. You may have noticed the Grand Temple is in trouble…

… and she is! The Spilled Salt and Pestilence eliminated a mast apiece, and the GT is really in dire straits because she can’t escape (even with her reverse captain ability, which would normally come in quite handy with so much fog to run into) since the scorpion keyword keeps her pinned!

A big bite from Mist Walker nearly decapitates Warlord Cavendish! XD

Bam! The Scythe wrecks a mast and pins the Beowulf, who comes under attack on both sides by fog hoppers. The Needle and Hangman’s Joke have arrived!

Something the Cursed had been planning nearly all game: Behemoth copies the fog hopper ability and comes out to ram the Polaris and pin her in place!

Near the gateway of the Roost, icewrecks combine with the newly launched Sickle and Hellfire to make short work of the Divine Wind and Asgard!

From the main masts of the Grand Path, you can see the Muninn running home for repairs caused by ice damage, while one of the icewrecks that rammed her is a new big one. If the Jades lose their icebreakers, they may have no defense against the icewrecks! At this point, it is probably obvious to you that the icewrecks have been controlled by the Cursed the entire time. They follow the rules for icebergs (mostly), except that the Cursed can move them S in any direction on the Cursed turns. The icewrecks are formed from wrecked Pirate ships destroyed long ago and possessed by the Cursed to form a barrier between the Roost and any invading factions….

The entire Cursed/Jade situation. The Roost and the new battle take up a huge amount of space. In fact, seeing the extent of the Cursed threat, the Jade Rebellion has declared war on the Cursed!

Whew! Here we are back in the Caribbean, with a wide shot of the English. The Duke of York and Guy Fawkes make their way to the battlefield (though it’s now over), while the Bath and Metal Dragon join the Victor and Serapis as ships headed home for repairs, since the whirlpool expedition was an utter failure. HMS Apollo docks at home to load a captain, she happens to have Claw Cannon aboard as well, which she discovered back at the Duke shipwreck….

The Galapagos rolls good and bad, eliminating one fire mast but gaining one as well. This leaves her with just one mast, and at S speed, it’s unlikely she’ll reach home before it’s too late. The King John has arrived to reinforce the Diamond Rock squadron, but with the Lord Algernon possibly towing the San Estaban home, the English guard is about as weak as it’s been in a while.

However, the Spanish are still reeling from the First Battle of Diamond Rock, and here you can see they’ve taken up a defensive position. This is a rare shot looking from the northwest, showing their whole fleet.

By coincidence/bad timing, the French have a bit of a logjam at their Harbor, as the Nautilus goes west past the cargo ships and the lighthouse:

An alliance is struck! Commodore Preble meets with Admiral Gaston of the Soleil Royal, and the French and Americans make the first alliance of the game!

The Delaware and Minuteman guard some islands, while at the upper left the Argo looks to take a shortcut over a reef using her ability.

The American offensive in the northern part of Allost is somewhat disappointing, resulting in 5 total hits on Pirate gunships but also another fire mast on the Concord:

And that is it! The first 40 turns of the game have been completed! Three turns remain in the current resource duration.

Clearly the game has gone through a lot of interesting developments!
In this report alone:
Shal-Bala strikes the Jade Rebellion HI directly
English win the First Battle of Diamond Rock
French discover new island east of Harbor
Lumber is finally found!
Various whirlpool shenanigans occurred, no doubt with more to come much to my amusement (lol)
Jade Rebels reach the Roost, revealing the extent and history of the Cursed operation

English declare war on the Spanish
Jade Rebellion declare war on the Cursed

French and Americans start alliance together

Thank you so much for reading and commenting! I know that these reports take a while to get through, especially since they take me so long to write up haha. I appreciate the feedback and would love continual thoughts on the game. It’s been an amazing adventure so far but there is SO much more to come it boggles the mind! XD

Command the Oceans – Turns 41-43 (9/21/2017)

I played 3 long turns today, but that will probably be the most I can play in a day for quite some time now… probably!

Turn 41 begins with the Pirates firing at the Americans. Ralph David’s squadron is decimated by cannonballs and fire shot, with the Concord doomed to the flames and the Freedom and Flying Fish down to one mast each.

Elsewhere in the Sea of Allost, the Jade Rebels engage in all-out war with the Cursed! The Crushed Skull is crushed, and suffers three hits while dismasted as well (3 more hits to sink due to the house rule). Jade cargo ships that have been equipped with captains for a while now (the East Wind and Virtuous Wind) shoot 3 segments off Mist Walker, who is quickly in trouble.

Just as she was in the Battle of Fog and Ice, the Monkey’s Paw is tag-teamed by a swarm of small Jade ships, but this is effective as it was before! The Monkey’s Paw loses 3 masts in short order, and will likely have to retreat again in order to stay afloat or avoid capture. In the interests of keeping things mostly consistent and not having OP abilities, I have decided that abilities that eliminate masts (such as the Scorpion keyword, or in this case the ability of the Glorious Treasure, which allows you to eliminate a mast and crew from the enemy ship after being pinned) function the same as a regular cannon hit. This means that those abilities do not automatically eliminate masts, as I had been playing it up until today. Especially with the automatic pinning, scorpions have nearly gone from overpriced to overpowered, so I’m trying to keep things fair.

Speaking of scorpions, the Scythe is in trouble! The Grand Mountain emerges from a fog bank to connect with both fire shot and a stinkpot specialist! (the latter represented by the smoke that originated from a bombardier card)

The Asgard and Hrothgar team up to put some serious hurt on the Hellfire right under the Roost!

Just to the southwest, the Grand Dynasty is struggling against the Sickle: her fire shot backfired, setting the ship alight. Making matters worse, she couldn’t even eliminate a mast from the Sickle with her other cannons! The Jades are unable to scuttle the derelict Divine Wind.

Time for the Cursed turn! The Monkey’s Paw does as expected and flees into a nearby fog bank, but not before she instills some Fearinto the nearby Jade ships! Rolling for the keyword a whopping 6 times, the MP is successful twice, shutting down abilities on the Sea Phoenix and slightly slowing the Dragon’s Talon. However, much worse for the Jades is the considerable empty spot at the top of the frame….

The Grand Temple is captured! With the Pestilence and Spilled Salt gaining the upper hand in the sudden Cursed attack on Turn 40, the GT was not quite strong enough to resist those Cursed attackers in addition to the Jikininki and Banshee’s Wail. Here the Wail has begun towing the giant Jade flagship, arguably their best ship in play so far and a symbol of JR pride. In addition, now that she’s a member of the Cursed fleet, it will be very difficult for the Jades to reverse this event, needing to capture the Wail or somehow hit the GT 12 times before the Cursed dock the GT back at the Roost.

However, satisfied with their work in the area and seeing too many healthy Jade ships just east of the spicy island, the Cursed turn some ships around. The Spilled Salt, Pestilence, and Monkey’s Paw are all heavily damaged, while the Banshee’s Wail and Jikininki don’t have the crew or firepower to do much damage on the way out. In addition, at the top of the frame notice that most of the Cursed fog hoppers have already retreated regardless of casualties – the Cursed consider their fog hopping squadron a major long-term asset, so they will not risk its destruction this early in the combat phase of the game.

The Crushed Skull tries to escape! Turning ghostly and using her helmsman and oarsman to great effect, the ship rows at S+S towards that fog bank with the hoppers safely inside. With only 3 hits required to permanently sink the accurate ship, the Jades are determined not to let her get away. The Cursed attack isn’t over though! The Scorpion herself comes out of a fog bank and slices at the Grand Path! However, her fire shot backfires, which is very bad news for the Cursed. An icewreck rams the Grand Path to finish the elimination of her mizzenmast.

Slightly to the north, the Scythe fares far better than her sister ship, putting out her fire and slicing the final mast off the Beowulf:

Cramped quarters can result in amusing situations! The Sickle engages her blades for the first time to send a boarding party to the Divine Wind, but the ones on the starboard side get stuck in an icewreck’s berg! She does manage to shoot a mast off the Grand Mountain, using her ability to great effect as she rolled a bunch of 3’s today which would not have hit healthy ships.

The Hellfire puts out her fire and stands her ground (water?), blasting off the Asgard’s last mast.

Some Cursed cargo ships returning home with gold! If only the Jades knew what immense riches were contained in the hold of the Maman Brigitte, they might send the Hrothgar to intercept. However, with the cancelling Guinee right there, and the MB nearly home, it would be a futile attempt in the first place.

Cursed cargo ships in the far west of Allost make trips to and from Broken Horn Island, which has produced luxuries all game. Behemoth hasn’t lost a segment yet but is eager to avoid any damage in order for the fog hopping squadron to flourish.

Finally, the long-awaited English attempt to hoist a cannon all the way up to the summit of Diamond Rock! Getting the cable from the Malton in position takes an entire turn, but the English have been patient for a while now and will continue to exhibit that necessary quality here.

With various ships in some states of disrepair, the English fleet is slightly in disarray. They have used a bit of chain towing to get the San Estaban behind the Metal Dragon, who will tow the prize home. Various other ships are going home for repairs, mingling with the resource runners on their way by.

I didn’t need another picture of the familiar Spanish fleet here, but it’s worth noting that the Rafael has picked up a few UT’s from Paradise Island left there by the Gold ship. She may also be the first ship in the game to carry both gold and resources at the same time, though I think I’m mistaken.

The French take in 78 gold from valuable textiles found on The Flat, spending it all on 4 ships! The Gaule is tasked with general island defense, and is equipped with shot to help her in that role. La Possession has a completely new job: whirlpool diplomacy! Guy LaPlante has been chosen by Admiral Gaston as France’s first “diplomat” in the game. The Possession is tasked with going through whirlpools and investigating what she finds, and here she’s crewed with a full complement to emphasize that mission. The shipwright can repair lost masts, while the oarsman helps to protect all 4 vital crew. The French are brave to send the ship off alone into the unknown, but she is one of France’s oldest ships (not just by chronological set order, but also in regards to my personal collection) and LaPlante is eager to see what lies in other areas! The Felicite essentially has 2L guns, which are great for equipment. The face down chip actually represents exploding shot, which I have temporarily run out of. The Petit Dauphin is the fourth ship – her deckplate is not visible, but she will simply be another resource runner for the French.

Using their first two docks, the French launch 4 new ships. Also note the large quantities of fish on their outer docks.

Nemo informs Gaston of the island east of the Harbor, and the French admiral immediately signals for ships to be sent there.

Noticeably quieter since encountering the French and the Pirates (though he didn’t speak to Havana Black aboard the Deliverance), Commodore Preble sets all sail for the American home island. He passes the gunships patrolling the area and gives them new orders.

The Fool’s Hope loses another mast to Ralph David’s squadron, but the Americans are finished.

-Turn 42-

There it is! After saving up gold for a considerable number of turns now, the Pirates have finally spent all of it! With a whopping 250 gold, the Pirates purchase the first fort upgrade of the game! This is represented by a block token, which must be loaded aboard a ship and unloaded at a fort to upgrade it. Once upgraded, a faction can then launch ships and crew from that fort using gold from their home island!! I hope this is a fair cost for the fort upgrade. Cheaper would probably be too easy to exploit, but more than 250 gold starts to become ludicrous even by campaign game standards. Furthermore, when you consider that the Pirates could have outfitted around 10 or a full dozen large warships with great crew complements for that same 250 gold, it really does seem like a huge expense. The Eagle has loaded the upgrade token and will sail straight back to Dead Man’s Point.

If an upgraded fort is destroyed, the token simply disappears, since I do not really want a coin worth 250 gold floating around lol. (although it would be interesting to watch haha)

The Pirates were at 246 gold when they took in 36 from textiles being cashed in. The extra 32 gold got them 5 shipwrights and a couple new ships. Here the shipwrights are gathered on the ledge of the kingdom – better hope they don’t jump! XD

The new Pirate ships are the Neptune’s Hoard (RV version, I can’t stand the OE version especially after using it in Economy Edition lol) and the Shamrock, an underrated ship from Mysterious Islands.

Victory! The Pirates finish off Ralph David’s squadron. The Concord burned, and the Freedom is doing the same here after David once again refused to surrender to Pirate scum. The Flying Fish was dismasted by the Lady’s Scorn and Recreant, with the Pirates embarrassingly having to use Jean Laffite’s AA (Admiral’s Action) on the Recreant after the Scorn only hit like 1/5 lol. The Accused has already gone to the fort to repair, while Mission is telling the Pirates on the island to begin preparations and expect big things soon!

Back to the war! It’s not very practical to actually do, but here I wanted to show the shot from an artillery piece with one of the L range straws. However, the shot missed.

A moral dilemma! Knowing the GT is unlikely to be recaptured, the infantry on the island must decide whether or not to fire on their old comrades. Tsai, Katsura-chan, and the helmsman all scream to be killed outright, fearing that the Cursed will torture them for information or just for fun. Briefly hesitating, the infantry shoot their muskets, but miss the captured crew!

The Jade Rebels pull off a coup! (COO!! XD) Sinking the Crushed Skull (!) to make space, a group of Jade ships shoots the Scorpion until she is ready for capture. Then the Proud Tortoise maneuvers beautifully to tow the ship! It may seem like a waste since the ship is about to burn to the waterline, but the ship has the Eternal keyword and will soon reappear at the Jade home island! The Jades gained a needed morale victory with this development, especially after losing the GT.

If the Monkey’s Paw weren’t in the fog, this would be the view from her mainmast. The Glorious Treasure eliminates a mast from the Spilled Salt amid dense wreckage, mostly from the Grand Temple’s huge sails.

More cannon shots boom out! This time they are from a longship but aimed at one of the icewrecks! I have made a new house rule, where shipwrecks can be separated from their icebergs and sink if they are hit as many times as they originally had masts. In this case, the icewreck was hit 3 times, meaning the wreck would slip into the depths forever, leaving a regular (non-possessed) iceberg behind! The Jades quickly discovered this and were determined to rid the seas of the menace.

More Jade success! The Grand Mountain continues to be a thorn against the Cursed, dooming the Scythe with fire!

Grateful to be released from Behemoth’s grasp, the Polaris darts into a fog bank. The Asgard and Hrothgar wisely do the same, living to fight another day and avoiding capture right at the Cursed HI of the Roost.

Oh jeez. In an utterly pathetic day at the guns, the crew of the Grand Dynasty miss all 4 times against the Sickle, but also roll a 1 with Double Shot to shoot themselves in the mast!! XD

A view of nearly the entire battlefield after the Cursed take their turn. Notice they are retreating just as they did at the conclusion of the Battle of Fog and Ice! The Cursed have lots of ships in need of repairs, and would like to lock up the Grand Temple as their grand prize.

In addition, notice that the Maman Brigitte has docked home her coins, which is another reason for the Cursed retreat…. The Sickle is putting some hurt on the Grand Dynasty, who is likely doomed due to pinning and the horrific failures of her own crew.

Holy Maman indeed!! The MB brought back the best coins I currently have in play, with the 100 coin, the 60 coin, a shiny silver 6 (worth 18 gold), and a shiny silver 5 (worth 15). This means the ship had just unloaded 193 gold at once! The Cursed go crazy, combining it with some saved up gold and spending 211 gold at the end of their turn!

Purchasing a sea monster squadron, the Cursed get the Serpent’s Fang (who is an L booster for sea monsters), Tsuro, Tiamat, Maxehebel, and Squalo! At the right, the Nightmare and Abomination are also launched, both with full crew/equipment arrangements.

With a very rare shot looking west at the Roost, the new Celestine is docked next to the Maman Brigitte. However, I don’t like trade currents and won’t be using them in this game – her ability now gives her +S to her base move on a roll of 3-6, with no effect on a 1-2. Still a very good gold runner for the Cursed.

In the Halls of the Dragon King!! O_O Your first look at the interior of the Roost shows more new ships, with the Fallen Angel (towing the Death’s Anchor flotilla), Madness, and Lilu (towing the relaunched Silver Coffin).

Back in the Caribbean…

The English have gotten their cable affixed to the summit of Diamond Rock! The Malton is ready to hoist the artillery unit up!

This time the operation is successful! The English have done it! They now have an artillery unit on the summit of Diamond Rock!O_O

It took a long time and many many actions, but the English finally have cannons in all three viable areas of Diamond Rock.

On the other hand, the Galapagos finally succumbs to the flames, ironically pictured here in the shadow of the volcano:

Gaston and Lenoir meet aboard their flagships, with many things to discuss. They talk about meeting the Americans and the Pirates, as well as their plans to utilize The Flat and the newly discovered island east of the Harbor.

The Americans cash in and combine that gold with some old coins to go on a spending spree! They spend 127 gold, and for good reasons. Notice Ralph David on their HI! I have made a new ruling for Eternal for this game: if a crew has Eternal, they can only use it on a ship one time, but if that ship sinks again, the Eternal crew alone is returned to the HI. The Freedom had used RD’s keyword once, but her second sinking at the hands of pirates would be her final moment in the game. This is my attempt to curb Eternal shenanigans, although I’m not 100% sure yet what I’ll do with ships that have the keyword. However, David somehow made it home alive, and immediately told everyone around how powerful and rich the Pirates looked (using hyperbole in abundance… ).

David’s second tale, even more impressive (and embellished) than the first, inspired William Eaton to commission another anti-Pirate squadron. However, the Americans at home also had recent orders from Commodore Preble (the American admiral as of now) to launch warships and send them east through the opening in the reefs. Juggling multiple priorities, David was promised a full squadron in time, but for now he would have to wait for more gold to flow in to have a ship for himself. The Georgetown, Gold Eagle, and Paladin (mistakenly not pictured here) were launched to combat the Pirates. The James Madison would assist the Colonial Trader in getting metals from Ruby Island. Finally, the Albany and Seattle were launched to satisfy Preble’s demand for more ships to head east. In total, six ships along with a couple more infantry units.

Another usage of ladders! Now it’s clear why some Pirate ships were gathering under the ledge of the kingdom – the shipwrights will descend from above so the ships don’t create a logjam by entering the kingdom! This was a brilliant move by the Pirates, who were able to keep their resource and gold system running on all sails but still getting shipwrights to the whirlpool squadron. That’s right, each ship of the Pirate whirlpool squadron will be getting a shipwright. That way they can repair outside the kingdom (not needing to spend time inside and create logistical headaches on their way in and out), and also repair after whirlpool travel when they go off on another mission!

The Deliverance and Feathered Hat get shipwrights first. The Madagascar will get one from the Hat while the Sunrise Fire and Otter wait their turn.

Can’t get enough of this ladder idea with the kingdom! XD The climb down is somewhat dangerous, but the Pirates have the equipment and knowledgeable people around to make sure things go smoothly.

The all-important Eagle emerges from the kingdom with the fort upgrade aboard! The Fool’s Gold temporarily goes the wrong way to make room for the ship.

The Pirates are anticipating the arrival of their considerable investment, and have sent ships along the route to guard against any danger. The Cassandra and Grand Barnacle are simply heading home with textiles, but the Queen of Cups, Golden Medusa, and Crusher have all altered course in order to protect the Eagle as she sails out to Dead Man’s Point.

The Pirates complete their victory in the (First?) Battle of Dead Man’s Point, capturing the Flying Fish with the Fool’s Hope. The Lady’s Scorn is the only ship not damaged by the Americans in the battle, but it was still a lopsided victory for the Pirates.

The Scorpion sinks but goes to the Jade home island via Eternal! The Jade Rebels now have a scorpion ship of their own to unleash upon the Cursed. The Floating Stone, Muninn, and Grand Wind are all home for repairs, with the Grand Wind also docking home some spices. Warlord Cavendish is shaken by his close encounter with the Cursed (Mist Walker and the Sea Hag), and sees them as a huge threat to the Jade Rebellion’s survival.

The Sea Phoenix lands a shot on the captured Grand Temple, but the Jades give up the chase, knowing they won’t be able to recapture or sink the former JR flagship. After their first taste of direct combat, the JR cargo ships are back to running spices.

With the GT gone, defense of that wild island is now up to the smaller Jade ships that were undamaged from the battle.

Save the icebreakers! Knowing they’ll need them to combat the icewreck menace, the Jades use chain towing to get the Beowulf out of harm’s way.

The Hrothgar and Asgard get lucky rolls coming out of the fog (both rolled to face in the general direction of home), with the Hrothgar blasting away at an icewreck on the way by.

Predictable at this point, but still pathetic. The Grand Dynasty’s fire spreads as she continues to miss the Sickle.

The Cursed begin their turn, and the Sickle finishes off the Grand Dynasty. The GD has a disappointing run in this game, and is likely finished for the rest of it (unless I need to let weaker factions relaunch ships).

In other news, the Serpent’s Fang has given all four creatures +L on their first move of the game, and they depart the gates of the Roost! No wonder they’ve been called the “gates of hell”! Smile

An impressive cohort of Cursed cargo ships head back to their gold island. The Nightmare and Abomination go to a fog bank, with not much other room available.

Between this picture and the next, notice the fog hopping squadron hiding out for the time being.

The first major Cursed logjam of the game! The GT is a big prize ship in the way, with the Pestilence repairing to port of the Banshee’s Wail. The Loa’s Justice is another new Cursed ship, and one of their best cargo carriers. New ships depart while old ones come back for repairs:

I wanted to take a few wider shots from the Jade HI to show the scale of the JR/Cursed war and their operations:

(In the bottom foreground, notice the infantry unit tipping over to the right – perhaps a little too much rum after the battle ended? Wink)

A much higher view of the similar location: not as impressive, but there’s obviously a lot of points out there, with various debris from the battle still floating around.

The general English area of the Caribbean, with a stalemate just off the northwest side of Diamond Rock. At the lower right, the San Estaban has been docked at her new home, but has not repaired yet. This is because I am forcing derelicts to wait a turn to start repairing even though they normally could, since I like the time delay and it feels more realistic. In addition, it only takes one turn to repair a mast even though two hits are required to eliminate a mast. (very unlikely to change, but important to remember)

Many French ships sail out of the Harbor, with the Soleil Royal and Dauphin Royal continuing to sail slowly east, Gaston and Lenoir still engaged in deep conversation….

ATTACK!!!! In one of the shortest-lived alliances in history, the Americans break trust with the French and surprise them! The Concord dismasts the Bon Marin and continues to the Vengeance!

With a VERY timely AA from Commodore Preble, the Concord shoots at the Vengeance with her second action, freezing the ship for her next turn with a chainshot specialist hit! (represented by the orange die in the water so I remember haha) The Congress comes around the west side of The Flat to capture the Bon Marin, while the Minuteman sails around from the north to finish knocking a mast off the Vengeance!!

An American assault! The Coeur du Lion is also hit, and the Americans have not held up their end of the alliance, to say the least!

There is URGENCY in the American fleet today!! Preble is getting everyone ready for action, in multiple areas of the sea(s), and in multiple ways. Cargo ships depart the home island, with the Albany and Seattle also setting sail for the first time.

The American area, with David’s future anti-Pirate squadron currently in reserve (guarding against intrusion from the whirlpool) until the Americans can find a suitable ship for RD himself and possibly even more ships for the expedition as well.

Preble is determined as of late! He sees a great future of American dominance, with a great resource system expanding by the day and various warships launched by night! Here he makes all sail for the American HI, where he can better control launching operations to further his ambitions. In fact, the President nearly collided with the Providence on her way back, narrowly finding the gap between the ship on her port side and a dangerous reef to starboard.

There have been a few hints recently as to Preble’s disposition, and today things have become clear. Under his guidance, the Americans have big plans. They believe they can take on the French, and would love to control The Flat. They anticipate more fortunate resource changes in the near future, at which point their vast quantities of saved up food, spices, and luxuries make them incredibly rich. Finally, they are urgently carrying out operations and giving everything they’ve got to every task of every day!!

With that, Turn 43 comes to a close. I enjoy opening a day of play and battle report with a resource change, since it is rather fitting, but here I decided to change things up and roll the dice at the end of the day’s session!

UGH!!! Oh no! To my great frustration ANOTHER THREE was rolled, meaning that textiles were still worth 6 and metals were still worth 1. This would be the 4th time in 7 rolls that I rolled a 3 for value! I haven’t even rolled a 1, 2, or 6 for value yet. Even more unbelievable, I rolled a 5 for duration again, meaning that this resource change was exactly the same as the last one. (meaning that nothing changed, and the value roll of 3 is essentially being held for 10 turns)

There are various ways to change up the resource system a bit, which I look forward to unveiling when the time is right! For now this is the action. Unfortunately a heat wave will prevent me from playing as much as I’d like to over the next week. However, I’ll try to do at least 2 turns Friday and Saturday, and one turn per day from Sunday-Wednesday. Turns are really taking a long time, and I’ll do another point count soon as the game has definitely exceeded 2,000 total points by now.

Question: Who do you consider the victor of this latest Cursed vs. JR battle? (both sides heavily damaged, Cursed capture GT but retreat, Jades capture Scorpion but have now lost the Grand Mountain due to fire)

Command the Oceans – Turn 44 (9/22/2017)

With some frustration over the exact same resource change happening again, I have decided to implement a system Xerecs and I may also use at some point in the World game.

-Players may agree to change the resource system. Instead of simply rolling a d6 for values and two d6 for duration, other options may be added for more randomness.
Example: A round of turns begins with the d6 roll. A 1 is rolled (on a 2-6 the resources stay the same, until a 1 is rolled on some other turn). Since a 1 was rolled, roll again. If the second roll is a 2-6 (anything other than a 1), the resources only change value for that turn. On the next turn, they revert back to whatever they were on the previous round, or a different system is once again agreed upon by all players (such as starting over with regular EE rolls, or using the system described in this example). However, if the second roll is a 1, the current EE rolls are disregarded, and new rolls are made (both for values and duration).

This has begun on Turn 44, and as long as I remember to do it at the beginning of each round, it will probably remain that way. For the first roll, I got a 2, which meant that nothing would happen.

Only one turn was played today, but it was definitely a good one!

The Pirates use ladders so recently hired shipwrights can descend to the ships waiting below the ledge! (The Deliverance and Feathered Hat have them as well)

With a fort upgrade worth 250 gold aboard, the Eagle makes all sail for Dead Man’s Point, northwest of the Pirate Kingdom. Mission himself has joined the escort force, which now also includes the Golden Medusa and Queen of Cups.

Speaking of DMP, the fort has a new visitor: the Flying Fish, an American schooner captured in the brief battle. The Fool’s Hope and Recreant will repair there as well, while the Accused rejoins the Lady’s Scorn on patrol duty near the whirlpool.

The Pirates spend 51 gold on 5 small ships! Not quite satisfied with their resource fleet after all, the Hades’ Flame, Bloody Jewel, and Coral will help in the gathering of riches. The Tejon and Carrion Crow are hired for island and perimeter defense.

The Grand Path docks home the Beowulf, while 4 other ships carry out repairs. For this game I am letting turtle ships repair their shell panels.

Clearly the battle has ended. The Jades form up in a defensive line to protect their territory and shield the damaged ships. The line is weaker at the left with small ships, but becomes stronger as you go east with various 3 masted longships still healthy.

The Cursed now have 6 cargo ships running gold from their northern island, while the Nightmare (4 masted DJC version) and Abomination set sail for the first time.

With some difficulty the Cursed resolve most of their logjam out west. The Jikininki guards the new Loa’s Justice while ships sail to and fro, with some going to the Roost for repairs.

This is the general situation in front of the Roost. The fog hopping squadron has been joined by the icewrecks in the fog, who are afraid of sinking or getting broken up by the Polaris and Beowulf. Submerged sea monsters surge forward, though Tsuro uses its action for the turn to roll for its L-mover ability (unsuccessful). The Sickle has officially sunk the Grand Dynasty, eliminating a Jade 6 master from the game. To the left of the Sickle, the Banshee’s Wail has docked home the captured Grand Temple, though she has been moved to the area behind the Roost since she will take a long time to repair.

The English have gotten their artillery unit in position! They are ready to fire it for the first time!

Since the cannons on the ships can hit things L distance away with gunports just above sea level, I knew I would have to do something about higher altitude firing in this game. With the summit of Diamond Rock around L+L up in the air, projectiles fired from the summit would of course have a much greater range than cannons fired from the gun deck of a ship (just like the real Diamond Rock in the Napoleonic Wars). Therefore I have made some custom measuring sticks for this game, and you already saw the S+S one. However, with the summit of Diamond Rock being one of the highest points of any terrain piece ever, I have given any artillery placed there L+L+L range!!

The English fire off a shot from the summit! It sails over the entire defensive wall of Spanish ships and lands a bit short of El Rafael, who is nearly off the map! XD In this case the English would have hit if there was anything there, but I’m still working on the realism of having shots fired from high altitudes. The English may experiment a bit with smaller powder charges, which could enable them to “bomb” things within L+L of Diamond Rock, or go with the full charge and have a wide swath of firing range!

Another view of the impressive firing range. At the upper left, you can see the “edge” of the Caribbean, and how the cannon could potentially limit Spanish activity to that route on the outside of the Sargasso Seas if ships within the range can be hit.

While the English were gleefully testing out their new weapon, their workers got busy at the HI. Three ships were launched: HMS Royal, Ark Royal, and Antelope. The first two are meant for war with Spain! The Antelope will gather textiles for now.

The English are gearing up for an attack on the Spanish! With their artillery at Diamond Rock terrorizing the Spanish fleet and potentially forcing them to sail new sea routes, the English see it as a great time to take advantage of metals being so worthless. The Durham and Gibraltar flotilla are being joined by HMS Lord Algernon and HMS Victor, with the new ships arriving soon as well.

Welcome to the summit! Keep in mind that due to the army unit rules (they must be given move actions to get into position), the English would have to expend an action on the cannon to give it a new line of fire. However, as of now they like how it’s aimed straight to the northwest, directly at Spanish trade!

The view from the English camp at the summit:

Spanish cargo ships are in trouble! The Spanish continue to suffer at the hands of the English.

Looking down from the top of Diamond Rock at the stunned Spanish fleet below:

Spain answers! With 28 gold coming in from Paradise Island, the Spanish spend it all on a new flagship: the Santa Ana! With the capture of the San Estaban, the Spanish have been leaderless lately. Now they will be led by Duque Marcus Vaccaro. He is usually a 0LR reroller crew, but for this game I have modified those crew to function as normal 3 point rerollers with no other abilities.

The Spanish are ready to fight! The Santa Ana is also crewed with a captain, helmsman, firepot specialist, cannoneer, and oarsman.

A new man-of-war is about to set sail. She carries the hopes of Spain with her.

The French explore the wild island east of their Harbor, finding yet more textiles! Textiles has been the most found resource in the game, as well as the most valuable on average.

The French don’t want a war, but are forced to retaliate against the deceitful Americans! The Dauphin Royal lets loose the first French cannon shots of the game, felling the Concord’s mizzenmast.

Immobilized by the Concord’s chainshot specialist, the Vengeance shoots 1/3 against the Congress. The French are angry that the Americans not only betrayed their alliance, but also captured one of their best cargo ships, Le Bon Marin.

The French weren’t in a position to do much damage, but many more ships are coming! The Americans may have picked a bad time to attack the French, as the French just launched 3 new gunships. The Possession, Gaule, and Felicite are speeding towards the battle area. With some help from the lighthouse, the St. Michel nearly reaches an American ship, showing that France is willing to risk some of her cargo ships to provide assistance in the battle.

After some deliberation, the Americans decide to stick it out! This was a big decision, as all three attacking ships could have made it out of the area relatively easily. However, between Preble’s aggressive orders and the possibility of help coming soon, the captain of the Congress leaves his squadron at The Flat and doubles down on the gunnery! The Concord is unable to hit the Vengeance with chainshot this time around, but she and the Congress dole out major damage. Lenoir (aboard the Dauphin Royal) prevents the Concord from moving and shooting, while you may have noticed that the Minuteman is absent….

Since the captain of the Congress sent her to go get help! Knowing how serious Preble was about The Flat and Karkuda in general, and also noting the change in American imperialist attitude recently, the captain of the Congress knew that fleeing was not an option. The Minuteman sped off to the northern whirlpool of the Sea of Karkuda.

Ugh! The Minuteman rolls a 2 to emerge from the northern whirlpool in the Sea of Allost! This is not what the Americans wanted, to say the least. The Minuteman was attempting to come out of the southwestern Karkuda whirlpool near the American HI. Not only was this the wrong whirlpool, but the Pirates lurked nearby, and may see it as another attacking squadron coming through!

Suddenly realizing the seriousness of the situation, the captain of the Delaware decides that if the Minuteman was unable to reach home, there would be no saving the Congress, Concord, and likely the Delaware as well. With a desperate “hard a starboard!” maneuver, the captain swung his ship around to the west, and hastily ran up a signal!! Having not given the President a move action yet*, Preble just managed to see the signal in time! (you can see that the ships barely have a clear line of sight to one another, and could barely “see” each other since I am using vague but important relative distance criteria in this game to make the size more realistic)

*Timing of actions can matter a LOT in CG’s, and it’s often best to do combat first during a turn. However, thinking things through can make a big difference, and contributes to how long these games take! It’s almost always far more strategic than regular small games.

Preble relayed the signal, and Brent Rice spurred the crew of the Bonhomme Richard into action! The Richard was already on whirlpool patrol duty, watching for hostile Pirates, and therefore could easily sail into the southwestern whirlpool. However, needing a 4 to emerge from the northern one since the Americans haven’t traveled there yet, Brent Rice got a 5 to spin out of the same whirlpool! XD

Fearing the worst for his eastern squadron, Preble demanded that more gunships try to reach the southwestern whirlpool. They would attempt to emerge from the northern one and reinforce the Americans fighting the French. The only other ship that could was the newly launched USS Paladin!

O_O Ohh boy!! The Paladin rolls a 1 to emerge from the southeastern whirlpool in the Sea of Allost!! This whirlpool was previously unknown to the Americans, and is a BIG deal. Now they can travel without rolling for location between their HI and this whirlpool, which is closer to the Pirate Kingdom than the whirlpool Ralph David has used twice now. The Paladin loses her mainmast on the voyage, but her crew almost immediately sight various Pirate ships, and know that they’re onto something important, not seeing the various reefs to the south that Ralph David had described in his tale. To the north, they also notice a huge hulking black object in the distance…. (though they can’t quite make out what it is)

The Wasp is alone in the beautiful shimmering waters of the far northwest corner of Karkuda. On a beach that previously held a bit of gold, her crew is surprised to find metal!

Commodore Preble reaches home and immediately begins issuing orders! The Americans are motivated and ready to dominate! However, now they’re a bit worried about the disappearance of the Minuteman and Paladin, not to mention their small squadron by The Flat.

A logjam at the opening of the reefs. Preble himself experienced this on the previous turn, and would have launched a ship with more exploding shot to destroy more reefs if he had the gold. However, the fight at The Flat was of more immediate importance.

And thus, two more American gunships are built to combat the French! The Franklin is just about their most accurate vessel, and carries some firepots to light ships up during battle. The Peacock is a swift, agile, and deadly vessel, who also carries a firepot specialist. (both have the mandatory captain of course, but I’ve been neglecting to mention that because every gunship launched will have one, and 95% of gunships launched will also have a helmsman)

With the Americans on the move and desperate for an empire, another turn comes to a close. It was an entertaining one, and I really enjoyed testing range from the top of Diamond Rock for the first time and the operations of the Americans.

With a good amount of turns passing since the last point count, and various launchings happening frequently, I decided to do another point count! This was done for deckplates only, so any army units, ladders/cables, and forts in play were not counted here.

9/22 ship and point count, in the order of play:

Pirates: 33 ships, 507 points
Jade Rebellion: 28 ships, 482 points
Cursed: 40 ships, 697 points
English: 24 ships, 367 points
Spanish: 14 ships, 167 points
French: 21 ships, 309 points
Americans: 25 ships, 418 points
Total: 185 ships, 2,947 points

O_O_O_O_O_O_O_O

In a complete surprise to me, I have already passed my Economy Edition game record (2,846 points) of the biggest physical game in Pirates CSG history!!!! O_O Shocked

Wow! I wanted to make this game bigger than my EE game from 2015, but I definitely didn’t expect it to get this big after only about 2 weeks of play. To be fair, my EE game reach only 100 points less in 11 less turns (last point count done on Turn 33 in EE), but that was with 5 factions on one ocean about the size of the Sea of Karkuda and oftentimes smaller distances between islands. Although, my EE game likely reached between 3,100 and 3,200 points soon afterwards. Either way, the next record up would be VASSAL Campaign Game 1, which is the biggest game of all time at 3,516 total points, though it likely reached 3,700 soon afterwards. O_O

By ocean:
Sea of Allost: 101 ships, 1,686 points
Caribbean: 38 ships, 534 points
Sea of Karkuda: 46 ships, 727 points

I do find it interesting that the Sea of Allost has a whopping 1,686 of the points in play (57%), although it is the only ocean with 3 factions on it. With another megalaunch of 200+ gold, the Cursed have climbed into the points lead, as they did in the first point count. We already knew the English had a decided advantage over the Spanish in the Caribbean, but with over 2,000 points sailing around the other two oceans, perhaps Spain will call for help at some point? Either way, I am looking forward to more exciting turns and will do another point count sometime, possibly after a big resource change if food spikes in value (meaning the French and Americans would both have a ship-ton of gold to spend lol).

As I said with the previous report, the ill-timed and unexpected heat wave will almost definitely prevent me from playing more than a turn a day for the next 7 or so days. However, with the game about to reach 3,000 total points in size, it’s also getting to the point where the length of a round alone can prevent me from playing multiple turns in a day.

Command the Oceans – Turns 45-47 (9/23/2017)

I was able to play 3 turns today, mostly since the first 2 were some of the easiest and fastest since the game reached 2,000 total points.

The Pirates’ whirlpool squadron receives more shipwrights, while in the background, the Eagle has an entourage…

… as the Pirates are about to complete the first fort upgrade of the game!

The JR-Cursed situation, with the Cursed capturing the Divine Wind and both sides setting up lines of gunships around the perimeter of their islands.

The English continue to cash in textiles and launch immediately, getting the Resolution and Westminster to expand their whirlpool squadron.

The French continue to pummel the Americans! The Concord is dismasted and captured, while the Congress is hit hard by the St. Michel and Possession.

Preble’s Americans continue to send gunships through their whirlpool in an attempt to roll a 4 and emerge from the northern one, but the Bonhomme Richard rolls a 1 to emerge where the Paladin saw the Pirates! Here Brent Rice gets his own view of the piratical activities:

Further failures for the Americans! The Georgetown rolls a 3 to emerge in the Caribbean, and they just can’t seem to roll a 4.

The Minuteman comes back to Karkuda, after a brief and mistaken excursion to the Sea of Allost. She loses a mast on the return trip and therefore is not quite fit for battle, not that the Americans really have a chance at this point anyway.

The Albany and Seattle will be a bit too late to salvage the fight at The Flat.

The Paladin and Gold Eagle return from their unsuccessful whirlpool trip, with the former needing repairs after being damaged by both whirlpools.

The Eagle docks at Dead Man’s Point, and the Pirates have the first fort upgrade of the game in place! Now they can launch things from the fort, which is a BIG deal and should greatly help with the troublesome logistics of their kingdom. I am still hoping 250 gold was enough of a drawback….

A broad overhead shot of almost the entire Pirate operation. Two more 4 masters were launched today: you can see the Black Heart at the upper left and the Dragon’s Breath nestled in the kingdom. The BH carries Captain Elizabeth Swann, their second AA crew after Laffite. The Dragon’s Breath is an expansion of their whirlpool squadron but may be too late to join them for their second adventure.

A wide shot of the western 1/3 of Allost, with various JR ships repairing and the Cursed resolving the logjam that was taking place on the west side of the Roost.

With the flotillas towed by cargo ships back near the Spanish HI, and the newly launched Santa Ana not quite there yet, the English nearly open their attack on Fortaleza Dorada and Paradise Island! However, at the last moment they decide to add some crew to the Durham (who only has a captain and oarsman) and Victor (only a captain since she lost her helmsman in battle earlier) to optimize them and attempt to avoid losing more great gunships to fire. The new arrivals Royal and Ark Royal take their place, while the Lord Algernon herself is in the area along with the repaired Serapis. The English still plan to strike soon. In the meantime, the cannon on the summit of Diamond Rock shot at the Anunciada, but missed twice in two turns.

The French achieve total victory at the First Battle of The Flat! The Felicite has taken up towing duties of the Concord, while the Gaule captures the Congress! Also, the Bon Marin is chain towed by the Dauphin Royal and Soleil Royal to get her out of harm’s way. The French system is still in full swing despite their surprise at the betrayal/sneak attack, with the St. Michel and Triton loading textiles while also looking for enemy ships to intercept. The Possession has already proved herself as a great gunship, as she was more accurate than the Dauphin Royal in the battle. Gaston (aboard the Soleil) has decided that it’s time he gets a new ship and/or gets a proper captain aboard. Duncan Rousseau’s reroll has been ineffective of late to boost his AA chances, and with both aboard the ship runs out of point space quickly. (11/13 points taken up by non-captain and non-helmsman abilities)

The Americans try AGAIN to roll at least one 4 to get access to the northern Karkuda whirlpool, but all 3 ships emerge or stay in the Caribbean! The new captain of HMS Apollo is confused and sails in the opposite direction. XD Whirlpool travel is getting to a frustrating point, but I think it works well thematically and gives faction an interesting hurdle to overcome when traveling between oceans, which is a pretty big deal.

The Minuteman begins the somewhat long journey home to repair, while the Franklin and Peacock make all sail to join up with the 3 ships near The Flat.

Annoyed and unsatisfied, Preble hears of the recent whirlpool failures and decides to brave them himself! He plans to use the President to find the elusive northern whirlpool from the southwestern one, possibly using the ship’s reroll to aid him instead of using it on his own AA ability as he normally does.

The Americans are saving up the 4 resources that have the 4 lowest values, while cashing in the lumber and textiles that have recently been found just beyond the reefs. They have certainly gotten good and diverse resource rolls in this game, similar to my EE game in 2015. The Yankee has loaded two exploding shots aboard… probably to destroy more reefs! The current bottleneck has become a hindrance, and even one more reef out of the way would make a big difference.

A great shot of Mission’s Pirate Kingdom! Here you can see that it IS truly a “kingdom”: nearly 600 points’ worth of piratical activity sails the waves. Three islands produce three different types of resources, two of which have been very valuable for every resource change thus far. A fourth island has produced plenty of gold. The only attacks the Pirates have suffered has been at the hands of small American squadrons led by Ralph David, which were quickly dispatched. The kingdom is in full swing! Notice a new 4 masted schooner at the northern entrance: the Bloody Spear has been tasked with simple island defense. Also check out the Royal Rover nearing the ledge, as a little swap will soon take place.

ATTACK! Eager to get the first strike in their next conflict with the Cursed, the Jade Rebellion opens up the THIRD battle of their war! The Dragon’s Talon goes outside of S range of the Fallen Angel and connects, allowing the Glorious Treasure to finish off the mast with her ability.

Another battle erupts! From left to right: the Sea Phoenix deals damage to the Death’s Anchor flotilla, the Hrunting nearly dismasts the Lilu, and the Silver Coffin, Madness, and Jikininki all take minor damage. The Jades are trying to focus their efforts to the west this time to cut off Cursed access to the “luxurious” Broken Horn Island.

But they also have enough ships to attack the Roost! In an awesome display of firepower, the Huginn hits 6/6 to dismast the Pestilence!

Then, in a brilliant move, the Huginn is awarded Sigurd Andersen’s AA to capture the Pestilence and simultaneously shoot at the Sickle and Banshee’s Wail! However, the scuttle attempt on the Pestilence was unsuccessful. This was a rare example of a faction nearly eliminating an opposing gunship from the game with the efforts of one ship on a single turn. (which is difficult to pull off here due to the house rules around mast elimination and sinking)

The Cursed strike back!! Ready for anything, the Cursed weren’t really surprised by the Jade attack (though they assumed they would wait for more ships to finish repairing first), and sent their new sea monster squadron into action. Two serpents and a shark pin the Muninn and eliminate her helmsman. Tsuro stays behind to use its ability, which drags the Grand Path into range of the Nightmare! However, in a somewhat minor disaster for the Cursed, the Nightmare hits just 1/5 (5th shot provided by a musketeer) and watches her fire shot backfire to set herself aflame! The Abomination, Serpent’s Fang, and Hellfire are on the way but unable to get in range yet.

Viewed from the mainmasts of the Grand Wind, the icewrecks emerge from the fog and are ready to resume hunting Jade Rebels! The Cursed are happy that both icebreakers are repairing, and see it as a good opportunity to terrorize with ice again.

Swift and predictable revenge: the Sickle, Banshee’s Wail, and Needle (!) team up to take the Huginn down to 2 masts. The fog hopping squadron is generally in reserve, but with most JR ships either out west or repairing, the Cursed saw it as an opportune time to take advantage of a few extra shots from the Needle.

Flotilla power! The Death’s Anchor hits 3/4 to nearly dismast the Sea Phoenix, but a much more impressive display is shown to the right of them. The Silver Coffin rotated to shoot 4 shots at the Hrunting, and 3 of them were 6’s! Then, with 5 hits already scored on her (only one hit needed to dismast), the Lilu shot a firepot with her remaining 4S cannon and also got a 6!! Combined the duo got four 6’s in five shots, with the Hrunting possibly doomed for good due to the flames. At the upper right, the Madness and Jikininki are ineffective against the Sea Lion and Hrothgar.

Back in the Caribbean, the English have completed their fortification of Diamond Rock!! After loading one of the artillery pieces from the bottom, the Malton took it out to sea and then hoisted it up to the summit with a big cable!

Here is something new that I haven’t mentioned yet: a faction can exchange a captured ship and its associated crew for an equal total point value if the captured ship is fully repaired, but they must spend those points immediately. (they can’t be saved as gold) The captured ship is removed from play but can be hired by the original faction since it was never sunk.

In this way the English rid themselves of the San Estaban in exchange for HMS Wycliffe with a captain, helmsman, and firepot specialist. (in this case the point costs of the ships and the crew complement happen to be exactly the same, but that isn’t required)

In the southwest part of the Caribbean, the King John and Guy Fawkes get quite close to the Spanish home island:

English domination of Diamond Rock! As part of my personal goal for the game (not necessarily for the English to do it, but any faction), they now have a historically accurate defense of the rock, which I love. Two 24 pounders at the bottom, one in a cave halfway up, and two 18 pounders at the top! Very Happy

The 3rd shot from the first cannon on the summit connects to damage the Santa Ana!

The Spanish take their turn, with the Santa Ana getting an EA for the first time to reach Fortaleza Dorada, where she will repair briefly. By necessity, the Spanish are in defensive survival mode. However, resources will change again soon, and hopefully metals will skyrocket in value to make them more competitive. (I did the rolls at the beginning of the turns today for the rules I laid out at the beginning of the last report, but didn’t roll any 1’s.)

French dominance of The Flat! Paradis de la Mer is built on it, although with a new ability: “This fort ignores the first hit it takes each turn when it has all of its flags.” The Triton will tow the captured Congress home, allowing the Gaule to join the Dauphin Royal on serious patrol duty with numerous (and dangerous) Americans lurking to the north.

The Felicite speeds home with the Concord in tow due to the lighthouse’s bonus. The upper right also has some developments. France has a new gunship, Le Bonaparte (OE version). The Coeur du Lion has repaired and is already headed back to The Flat. The Dijon has a new helmsman and has loaded some army units.

Uh-oh! The Americans desperately continue searching for that northern whirlpool, but the Georgetown emerges in the Sea of Allost! If the Pirates spot her and attack she might be in big trouble.

Very frustrated at this point, the crew of the Gold Eagle find themselves in the Caribbean again.

The whirlpool failures are forcing the Paladin and eventually Bonhomme Richard to go home for repairs. At this point the Concord and Congress are far past saving, but Preble still wants to find the route from whirlpool #5 (at the lower left) and whirlpool #4 (near The Flat). As said above, he will do it himself if necessary. From the approaching cargo ships you can tell the Americans will have some stuff coming in next turn, while at the upper right, the Franklin and Peacock have joined the other 3 American gunships near The Flat to form a solid 5 ship squadron.

One turn remains until the next resource change. With today’s launches, the game has officially exceeded 3,000 total points in size. This makes it the only recorded physical game to officially reach that level! O_O