Ranking: Windcatchers

1. Libellule
No argument here, and one of the best overall gold runners in the game. Also an absolute beast in tiny games at under 40 points.

2. Ghost Walker
Canceller on a mid-size ship with 2L cannons and good cargo? Sign me up! Less important to the Americans because of the Kettering than she would be to other nations, but still an amazing ship that can shine in standard games and campaign games.

3. Sskwa’aluk
Perhaps the most frustrating name of any ship ever created by Wizkids, but also one of the most incredible Cursed cargo ships. She doesn’t exist in physical form, but she did well for the Cursed when I proxied her into Economy Edition and used her as a “schooner” ship type in VASSAL Campaign Game 1.

4. Babieca
The type of ship I like – good stats in almost every category, with the ability and cargo making up for the lack of speed. I like her but the two above her definitely outshine her as one of the better 3 masted gunships in the game and one of the best Cursed gold runners. Could play an interesting hybrid role, but I’d still prefer the Cazador del Pirata or her faster counterpart from RtSS, the Colector del Dia.

5. Mystic
Her “hybridity” just barely keeps her ahead of the next ship.

6. USS Mercury
Surprisingly good, I’ve used her well in CG3 so far. I will say that these S+L windcatchers are incredibly quick ships, especially if you dock a bunch and therefore have to essentially reverse direction. With a helmsman and the windcatcher keyword, they can really get somewhere in a hurry. This is the fastest attack ship of the bunch, being able to bypass terrain and get the first strike against unknowing enemies. Underrated and possibly deserving of the 5th spot.

7. HMS Mirage
Yes I love the English, but this one falls just short of the two above ships. She’s quite playable but falls in between roles. Not great as a gunship or gold runner, but cool-looking IMO (I imagine the Swaluck looking similar). The only one I don’t have or haven’t used (Babieca was also in CG1).

Ranking-Windcatchers

The original thread on Miniature Trading

Ranking: Sea Dragons

1. Raptor Maw
2. Angelica
3. Shal-Bala
3. Vieil Homme
(tossup for me, and I’ve never used Vieil Homme or Raptor Maw)

godmason wrote:
the high cost of Shal-Bala makes it prohibitively expensive in all game sizes

Not in Command the OceansShocked Shocked Laughing XD (I know CTO is a one-of-a-kind game that has never been seen before, but between Xerecs’ epics and CG3, I’m certainly not the only campaign game player out there at this point)

Quote:
can actually knock itself out without doing any damage to enemies. Ask a7xfanben about that scenario…

Yeah to me that ability is just garbage due to how luck works. A certain person will be successful with it and love it (usually someone young and/or new to the game it seems…). For me, it’s like Fire Shot. When I take a shoot action, I’ll roll some 2’s and 4’s or something. Then I go to shoot the fire shot, and it gets a 1. With this ability, I’ll roll three 5’s and two 6’s in a row with another ship, and then when it’s time for Vieil Homme, it’s time to roll 1’s. Rolling Eyes

I’ve always thought Raptor Maw was overrated, but I guess you’re right about the cost effectiveness in most games.

Ranking: Turbines

  1. Grinder
  2. Valeroso
  3. USS Conscript
  4. Demoiselle
  5. Soul Crusher
Ranking-Turbines

Original thread on Miniature Trading

Ranking: Icebreakers

  1. Polaris
  2. HMS Granville
  3. Beowulf
  4. Le Breton
  5. USS Cheyenne
  6. Urd
  7. La Hada
Ranking-Icebreakers

Original thread on Miniature Trading

Ranking: Submarines

Posted to Miniature Trading on Sep 26, 2017

Ranking: Submarines

14. Brave Selkirk
13. Pyre
12. Fathom
11. Locker
10. Barracuda
Never liked this one and don’t think it’s particularly useful for anything.
9. Hephaestus
Love the firepower but it’s tough to catch anything.
~ These next three were the hardest for me to order, so I wouldn’t strongly disagree with putting them in the opposite order I have them in here.
8. Terror
7. Slipstream
6. USS Lamon
~
5. Mobilis
Sickeningly disgusting in campaign games (almost single-handedly forced a tie at the end of CG1…) and one of the only ways for the Mercs to function on their own.
4. Devil Ray
Wanted to rank higher but crew options are night and day lol.
3. Coleoptera
2. Nautilus
1. Mercury

Quote:
Just a Helmsman, Captain, and Gustov will give you a ship that’ll overwhelm most 40 and 60 point fleets, if they’re not built to counter the threat posed by subs.

This I don’t agree with though; I don’t think the Terror alone can do that without better speed or a reroller or something. Plenty of ships will simply be able to avoid the Terror’s range (you probably won’t get that EA often enough to stop many runners), and any 5 master would pose a large problem since you’d have to roll a 6 with submerged ramming or face a firepower disadvantage on the surface.

For the Slipstream, I don’t know if you’ve considered Bianco’s Haulers or Mistress Ching . (the former could allow for the link and a helmsman for 20 points with 3 cargo moving L+S – great gold runner for the Mercs at least)

Ranking the Sets

Ranking the Sets

Here are my rankings based on godmason’s criteria, originally posted on Miniature Trading. However, I have some different opinions on how to apply the different categories, which you can tell from my comments. Also, I’m almost treating the Collectibility as /3 and Miscellaneous as /2 for the total of 5 for that score. This is partly to add extra points for overall set greatness, or “likeability”. (Also, I had a little too much fun bashing stuff in the “new content” section, so some of my comments there can be taken with a grain of salt haha)

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Spanish Main
– Art: 4/5. Great historically-based artwork that set the foundation for how the hulls and decks would look for the rest of the sets. It may look bland nowadays but I’ve always liked the historical theme of Pirates a lot. The cards are the perfect parchment color for the 17th/18th century.
– Set Quality: 5/5. Tons of great ships, most of which are at least playable today. Large numbers of ships per faction meant that each was quite competitive. The standout ships are some of the most beloved and useful in history.
– New Content: 5/5. Tough not to give a 5 here – without this set, there’s no game. Things were fun right from the start, with enough abilities and combos to keep things interesting.
– Collectability/Misc: 4/5. Relatively easy to find, both back then and today. Not extremely difficult to get a full set, and rares were plentiful enough to keep you happy and not get bored with the typical rarity of CCG’s. Loses a point due to the somewhat inferior numbering system used in the first print runs, which becomes more confusing with the Unlimited edition’s release.
= Overall: 18/20. The gold standard and foundation for everything that came afterwards. Still a fan favorite!

Crimson Coast
– Art: 4/5. More nice historical designs, with slightly more flair than SM. Nice red background on the cards.
– Set Quality: 5/5. Large quantity of good or great ships for all main factions. For me, the forts make it from a 4.5 to a 5. Also, some rather memorable UT’s.
– New Content: 5/5. The final entry to the “Big 4”, France was immediately established as a powerhouse faction. Terrain was a HUGE addition, while forts were a great mechanic – very aesthetic and fun, while providing a nice diversion from the usual naval affairs.
– Collectability/Misc: 5/5. Picked up where SM left off with the faction-based checklist. A perfect little introduction to the super rare concept, and plenty of fantastic commons and uncommons for people with less money to spend. Almost loses a half point due to the cards seeming to fingerprint easily, but perhaps that’s just my experience.
= Overall: 19/20. I actually prefer SM, but CC could be considered a more “perfect” set.

Revolution
– Art: 5/5. Absolutely agree with godmason above – simply fantastic!
– Set Quality: 4/5. The “best” set for gameplay, but unfortunately it was plagued by a small handful of OP (and arguably game-breaking) pieces. Also, I haven’t seen it discussed much, but the small Spanish representation and lack of inspiring named crew don’t help.
– New Content: 4/5. The Americans are the highlight, with events as the lowlight. Another batch of interesting UT’s and the SR pack help make things interesting.
– Collectability/Misc: 4/5. Collectibility gets a 3/3 here, but a point is lost due to the overall “likeability” being lower than SM and CC in my opinion. Indeed, the named crew options are rather atrocious for 3 out of the 5 nations, while the massive mistake that was events has not been fully corrected (banhammer please).
= Overall: 17/20. The favorite of many old-school players, and for good reason. The reasons listed above keep it from being the best set ever.

Barbary Coast 
– Art: 5/5. Tons of great artwork – the Barbary Corsairs are arguably the prettiest faction, while the crew art feels very thematic.
– Set Quality: 4/5. The Corsairs are the strongest minor faction in the game and arguably better overall than the Cursed, one of the eventual Big 6 factions. Many other quality ships from the other factions, and the set feels very balanced overall – a return to normalcy after some problems in RV. However, the lack of the Pirate faction and (for me at least) the lack of any larger (4 or 5 masted) square rigged ships hold this set back from being a standout.
– New Content: 4/5. Corsairs and galleys are welcome additions, but sometimes the set feels rather lackluster, especially in comparison to the first 3 sets. However, the combination of good named crew, fun UT’s, an awesome SR pack, and new editions of SM crew make up for the set being a little boring.
– Collectability/Misc: 3/5. The Corsairs hogged almost all of the rare ships, while the cardboard crew PR’s were somewhat obnoxious and bizarre after the already-established crew chips. IMO, this set feels like the least likable of the first 5, so it loses a point for miscellaneous/intagibles as well, partly due to the above deficiencies.
= Overall: 16/20. Interesting and cool, but doesn’t stand the test of time as well as SM/CC/RV.

South China Seas
– Art: 5/5. Godmason already nailed it: “Huge variety of artwork. Creative, yet keeps the factions distinct.” Very colorful, pretty, diverse. Throw in the crew and UT’s, and possibly the best set for artwork.
– Set Quality: 5/5. Absolutely amazing – as I’ve said before, I’ve fallen in love with this set over the past year and a half or so. The brief return of events can’t even keep it from a perfect 5, especially with the surprisingly good PR’s and the cool SR pack.
– New Content: 5/5. I agree that the Junk and Turtle Ship keywords were somewhat underwhelming, but the Jade Rebellion faction makes up for it. Throw in the first 10 master, and there’s not much to dislike.
– Collectability/Misc: 3/5. The hardest set to collect by far – commons from SCS can be harder to acquire than rares from other sets. It’s simply tough to get, and not quite as much fun to acquire since it will usually cost you a lot. However, this can also make you appreciate the ships more, as you’ll treasure them. The common PR’s make for a truly bizarre rarity distribution, as they can be cheaper than commons!
= Overall: 18/20. Probably my favorite set of the last 2 years, but imperfect due to collectibility problems and the return of events.

Davy Jones’ Curse
– Art: 4/5. The wacky advent of the Cursed highlights an underwhelming set for artwork. However, the crew art, American ships, and SR pack certainly keep the score from being a 3.
– Set Quality: 4/5. This set began the long slow decline of Pirates CSG. A reverse power creep started, and wouldn’t be reversed back until the final set. Sea monsters stink in-game, and the set features more boring ships than previous sets. However, a nice selection of named crew and a few standout ships per faction make it somewhat memorable.
– New Content: 2/5. The Cursed have always been the worst faction of the Big 6, even with their introductory set. Sea monsters have always been overpriced. A large portion of the existing customer base was alienated by the overemphasis on the supernatural and magical elements, which is arguably what started the end. Very close to a score of 1, if not for the inherent “coolness” factor.
– Collectability/Misc: 4/5. A point deducted for the low quality first print runs, but otherwise a fun one to buy. All 6 major factions for the first time, which leads to much collecting. I’m actually glad the Guichuan and LE’s are rare (they should be), and the SE boxes and cool SR pack are great reasons to buy DJC.
= Overall: 14/20. The beginning of the end. The glory days of Pirates were over, with the dark cloud of Cursed madness threatening to take over the beloved game. OK, I’m being too dramatic! Heh, definitely a good set but the reputation is somewhat horrible between how many people left the game soon afterwards and the scratching issues.

Mysterious Islands
– Art: 3/5. Some boring ships with a small handful of incredible standouts (including those little-known SE’s), along with decent artwork overall. Submarines were the highlight of the set, but they’re very lackluster and even hard to tell apart. I also didn’t enjoy the boring gray cards, though it fits with the Mercenary faction. (perhaps a tropical look would be too much)
– Set Quality: 3/5. The Mercenaries introduce an interesting dynamic to the game, and some of their game pieces have affected fleet-building ever since. Each faction got some solid if unspectacular ships, but plenty of mediocre/boring ships were introduced as well.
– New Content: 2/5. I enjoyed the Mysterious Islands, but some of them can be OP. The Mercenaries have always been the worst faction in the game, and submarines are often either useless or borderline OP (think deathmatches, marines, cancellers, etc). Novelty and excitement barely keep the score from being a 1. (for the second set in a row – when a lot of people can agree that the new stuff stinks, you know things are in decline)
– Collectability/Misc: 2/5. Not entirely collectible, between the low playability and lackluster PR’s (with the exception of the MiaB pack). The miscellaneous score has to suffer as well – this set can be rather boring and hasn’t stood the test of time that well for me. It doesn’t help that this set came out at a bad time – soon after the general brilliance of the “golden age” and when DJC (a superior set) and its sales likely set expectations too high. In addition, I noticed that the ships are generally more brittle than usual, which is especially bad for newer players.
= Overall: 10/20. As godmason said, bad execution. Perhaps more playtesting could have improved the new mechanics.

Frozen North
– Art: 3/5. Pretty much all of the longships are interesting, but most of the regular ships are not. The repetitive UT’s and mostly boring named crew don’t help. However, the French and Americans have some very pretty ships, and I think the rather dull look actually fits the theme rather well, keeping the score from being a 2. Though the white look of the cards is also very thematic, it’s hard not to prefer the vibrancy and color of the first 5 or 6 sets in terms of cards.
– Set Quality: 3/5. FN continues the trend of more mediocre ships where MI left off. I’ve noticed that the named crew, UT’s, and LE’s seem either fantastic or terrible. Plenty of playable ships, just not a lot that people prefer to use. In addition, I believe Cadet-Captain Mike proved that this was the slowest set for ship speeds.
– New Content: 1/5. Wow… where do you even start with this one? Icebergs are by far the most obnoxious terrain type – of course they should damage your ships, but moving them at the beginning of each player’s turn has consistently been the most-forgotten aspect of gameplay in my experience. They’re annoying to no end, and they look silly compared to the reefs and sargassos because they would never be flat. Then we have the Vikings, where the historicity of the set comes into question. Many people have lamented the Viking faction even more than the Mercenaries, simply because the timing of their exploits in real life is so far from the Age of Sail. However, I think the Longship keyword takes the cake for worst new content in this set. Viking longships didn’t even carry cannons as far as I know, but here they get the most potent offensive ability in the game just because they have small ships. The Vikings would be far better off with a different version of the keyword while functioning as a swarm nation.
– Collectability/Misc: 4/5. Not much to say here, other than the fact that FN remains one of the pricier sets.
= Overall: 11/20. A decent set strictly from a gameplay perspective. A rather strange direction to take the game in, and the reverse power creep continues.

Ocean’s Edge
– Art: 1/5. The ugliest ships are from this set. Overall the artwork is quite boring (Le Musarde lol – even the French got it), with a couple standouts (Zeus). Some of the ships are absolutely garish, and not in a good way (Salte el Tiburon).
– Set Quality: 3/5. A lot of mediocre and extremely boring ships. However, I didn’t give a 2 because there are some absolutely amazing finds here – the brief return of 6 masted junks, a few cool SE’s, two All-Powerful crew, surprisingly playable sea creatures, and some good 5 masters (except for the “new” Acorazado). In addition, the sheer quantity, especially when including the SE’s and LE’s, gives a ton of options for playing, which is great.
– New Content: 3/5. Titans are the best sea creatures by far, and can be rather good. Sea dragons aren’t so hot, but they’re also few in number. The sharks are absolute trash, so thank Wizkids for not releasing any more in later sets (or condemn them for even releasing them in the first place!). Catamarans have always seemed overrated to me, and their disproportionate size looks silly. Windcatchers have always seemed like a glorified 3 masted schooner, but the ones that came out are certainly interesting to play. I happen to love whirlpools, despite them not being realistic at all. Obviously a ton of new stuff – once again the sheer quantity helps the score because it gives options and pleases most people to some degree even if you only like one or two of the new things.
– Collectability/Misc: 5/5. I rate the collectibility as a 3/3 easily, and though I would normally put the miscellaneous score as 1/2, the collectibility is so high that I’m giving the overall category 5/5 (collectibility breaks the scale heh). The biggest set ever, extremely cheap packs (great for new players), very easy to get most of the main set. SE tins rereleased some older ships, while they and the SE’s weren’t terribly difficult to find. Throw in megapacks, the legendary Zeus, and a tough LE set to collect, and you have a crazy collector’s dream while still being the most accessible set to new players due to how common it is and the low price.
= Overall: 12/20. A set famous for being very diverse, common, and cheap. The prevalence of OE makes it very easy to get sick of; I have once again tired of it after a short renaissance last year.

Caribbean
– Art: 3/5. Design changes actually annoyed me, as I found the old look more pleasing and I like using pennants. However, limiting how often the ships break is definitely a good thing. In addition, more rounded hull and mast tabs usually make for easier assembly.
The actual artwork was pretty cool and fun to look at. However, a bunch of it was reused from earlier sets, but the biggest problem was the total failure to make the Endeavour, Dauntless, and Interceptor look ANYTHING like the ships from the movies. An inexcusable gaffe that nearly ruins the experience of playing those ships (so silly looking that the excellent Flying Dutchman and Black Pearls don’t make up for it). Notable for introducing the split card colors which stayed until the end. I did enjoy the crew and UT pictures, as it really ties the movies into the game quite well. I think the kraken design and artwork is about as good as could be expected.
– Set Quality: 3/5. Lots of good ships with a few great ones as well. This gave the Pirates and English that many more options (including very nice crew options), which neither of them really needed. I deducted a point for not having other factions, and another point for the OP stuff (mostly Captain Jack Sparrow, but the Endeavour, Cursed Captain Jack and Kraken Gong have all had somewhat detrimental effects on the game).
– New Content: 3/5. Krakens were quite well done overall, as a relatively playable sea creature that effectively incorporated the movie theme. The Parley keyword can be confusing at first and is probably underpriced a little, but it’s definitely a cool addition to the game and another effective movie tie-in. Going a little deeper, this set also introduced a handful of new “1 of 1” game pieces such as CJS, Calypso, the Hai Peng, and Jailhouse Dog. Most of the unique stuff was either confusing or ruined some of the fun, but there’s no denying the importance of those and other game pieces on modern competitive play.
– Collectability/Misc: 3/5. Mostly negatives here unfortunately – a small set is easier to collect (which can be a good thing), and there wasn’t much extra stuff (SE/LE/PR pieces) to get. The real problem was when the distribution went awry, with some packs having all commons, and in extreme cases, “god boxes” full of SR packs. Throw in just 2 factions, and even the PotC name can’t save the set from having major collectibility problems. However, the partnership with Disney was absolutely perfect for a game like Pirates, so the Miscellaneous score is definitely a 2 and could be bumped to a 4/5 overall if you value intangibles more than collectibility (or are just a huge PotC fan heh). Though, the change to a rarity-based checklist was a negative.
= Overall: 12/20. A great effort with Disney’s help, but with some glaring flaws that make the set quite polarizing.

Rise of the Fiends
– Art: 4/5. Very colorful ships and crew – many great, but some a bit over the top. Most of the larger ships are quite beautiful. Using different artwork for generic crew is cool, but it does make it a bit confusing and harder to use for new players. Actually one of the most interesting sets for artwork, but too much focus on the red theme was detrimental (mostly with the red island/terrain cards, which look truly disgusting next to any other set’s). I don’t like the cards either – the red and yellow looks great with SM and CC, but combined and brighter it seems unappealing for some reason.
– Set Quality: 3/5. I’ve underrated this set many times, but it has a lot of interesting game pieces. However, there’s a bunch of mediocre stuff as well. Most ships are either slow or have small cargo holds, so it’s not a good set for getting gold at all. There are a few balance issues with the extremes of the set – mostly the San Cristobal and Blood Money being OP, while stuff like Merrow and some of the 1 masters should not have been made.
– New Content: 1/5. I nearly put 0/5 and said “am I allowed to do this?”, but flotillas and the glow in the dark stuff just barely make up for the atrocity of scorpions and the Hostile/Loyal stuff. Scorpions are my least favorite ship type, though the sharks are up there as well. Only one of them stands out, while all the flotillas are usable and quite good. The Hostile/Loyal keywords feel like an unnecessary gimmick to lower point costs (Eternal for one point?), though I do like when flavor text is part of the gameplay. The Turbine and Double Catamaran randomly thrown in at the end of the set really show that the game was completely coming off the rails at this point. The Turbine keyword is underpriced and weird from a historical perspective, while the Double Catamaran ship type is way too wide and big, not to mention awkward. Though the ship types weren’t new, I love the glow in the dark concept.
– Collectability/Misc: 3/5. Another small set, but a decent one to collect. Positives included a cool variety of SE’s and LE’s, some of which are very expensive to acquire. Negatives include a silly rarity distribution with generic crew and an SR pack that was too common. Not much to say about the story inserts. Throw in the mythical Ochobrazo, and it’s definitely a unique set for collectors. The Miscellaneous score is 1/2 since the set is just not that great when you consider everything. Throw in the odd name, “Rise of the Fiends”, and you can’t even find a sea creature outside of an SE kraken nor an abnormally strong Cursed presence. (sure they got Scorpions and a 10 master, but any of the large gunships from the set easily outclass them)
= Overall: 11/20. Not one of my favorites, but the positives of the set are pretty cool.

Fire & Steel
– Art: 4/5. Plenty of variety and good designs, with some ugly ones as well. The named crew portraits seem below average.
– Set Quality: 2/5. The gold standard for mediocrity in Pirates. So much quantity, and so much of it boring and/or below average.
– New Content: 2/5. Another colossal failure that partly led to the game’s downfall. Giant flamethrowers and freaky blades that pop out from the sides of a hull. Not as bad as Scorpions, but two Pokeship designs instead of one is just sad. On the other hand, equipment would have been perfect to introduce early in the game, such as CC or RV. However, at least it was great when it arrived – lots of variety, mostly historical, and good point costs (once you see the errata). The 0-value gold coins provide an interesting twist to the game.
– Collectability/Misc: 2/5. Somewhat fun to collect due to the sheer number of game pieces, including cool SE’s and LE’s. However, it’s a little TOO hard to collect – beyond the LE’s being pricey, you’ve got a Big 3 of very tough acquisitions – the Chum Maker, Raptor Maw, and the big one, the Obago Deuce (and I’m not even including the SiaB’s!). I would say this is the most boring set, so the intangibles are bad. It gets a 1/2 for Miscellaneous due to the Historical Pack and having just enough cool stuff to be worth investigating.
= Overall: 10/20. The most boring set in my opinion. I still enjoy all the sets, but I usually enjoy this one the least.

Savage Shores/Return to Savage Shores (latter not released but found here)
– Art: 4/5. Definitely stands out, but some ugly ships keep it from a perfect score. I think the named crew artwork was exceptional.
– Set Quality: 4/5. Some great stuff, mostly good. The sea monsters, lack of generic crew, and somewhat unbalanced pieces (navigators, cargo masters, American canoes, Libellule, hoists) keep it from a 5 for me.
– New Content: 4/5. Canoes and hoists are both fantastic, arguably too much so. Hoists are the most excusable Pokeship (if they are even considered to be one) simply due to how interesting they are in terms of gameplay. Navigators and cargo masters are both frustrating to deal with in large games, but they’re a welcome addition to most players.
– Collectability/Misc: 4/5. The set was almost too easy to acquire, and the box idea caused some consternation among people who didn’t or couldn’t (or still can’t!) complete 10 masters. The SR’s were relatively common as well, but I give the set a 2/3 for collectibility. The Miscellaneous score gets a 2/2 due to the set’s good reputation and a kind of positive farewell after the long decline. The set is generally viewed with very positive vibes due to it being so unique in so many ways, and a beacon of hope that unfortunately never was.
= Overall: 16/20. Very good but not all-time great. RtSS is sort of included since it’s so similar.

Best to Worst:
19/20: Crimson Coast
18/20: Spanish Main
18/20: South China Seas
17/20: Revolution
16/20: Barbary Coast
16/20: Savage Shores/Return to Savage Shores
14/20: Davy Jones’ Curse
12/20: Caribbean
12/20: Ocean’s Edge
11/20: Frozen North
11/20: Rise of the Fiends
10/20: Mysterious Islands
10/20: Fire and Steel

Compared to my original or “favorites” list, CC jumps to the top spot! As I expected the top 4 are all very close, with the “perfection” of CC and the flaws of RV narrowly keeping them from a 4-way tie. SS climbed ahead of DJC, while FN and MI dropped a bunch. Very interesting. It will be interesting to see how my favorites change over the years, and if I edit any of the ratings to reflect more comprehensive experience with the sets.

Ranking: Top 10 Gold Runners

Top 10 Gold Runners of Pirates CSG

Here is my current list of the Top 10 gold runners in the game. Feel free to post your list. Ranking gold runners is usually easier than ranking gunships because they’re a lot less complex. However, this list became very difficult, similar to the gunship list. In particular, I found it very hard to determine what sort of “theme” to have for my list – I found it hard not to rank similarly-sized ships one after another. As a result, all of the larger ships are in a row, so if they moved down on the list they’d probably move down as a group.

1. Banshee’s Cry

Banshee's Cry

2. Bloody Jewel

Bloody Jewel

With a helmsman and explorer: 9 points, S+L+S speed, 3 open cargo spaces.

3. Le Bon Marin

Le Bon Marin

With a helmsman: 8 points, S+L+S speed, 3 open cargo spaces. In my book, I’d definitely pay the extra point for the extra mast of durability, hence why the Bloody Jewel is ranked second.

4. La Santa Isabel

La Santa Isabel

This ship is stacked. She’s not a dirt-cheap option, but she shouldn’t be. If anything, she’s still a bargain. That +2 gold ability is still a bit underrated.

5. Darkhawk II

Pirates CSG Darkhawk II

I generally favor large treasure runners when I can afford them because they give you much more durability for a very reasonable price.

6. La Joya del Sol

La Joya del Sol

This ship also has a huge cargo hold and fantastic durability. For 15 points (with a helmsman and explorer) you’ll still have 6 cargo spaces available with S+S+S speed!

7. La Monarca

La Monarca

A quintessential gold runner.

8. Libellule

Libellule Savage Shores Pirates CSG

A very unique ship, the Libellule only has the durability of a 2 master, but she easily makes up for it with her extremely low cost, massive cargo hold, and fast base move. With a helmsman and explorer she’d be moving S+L+S with 4 open cargo spaces for 12 points, arguably better than some of the ships ranked above her.

9. American Native Canoes
American Native Canoes

This may be a controversial pick, but I cannot exclude their value from this list. These are easily the best native canoes because of their speed and cargo hold, and that ability can really speed up a gold system, especially with good support whether it’s Chain of Fools or simply more canoes.

10. Star of Siam

Star of Siam

The last spot goes to another classic Pirate gold runner. This ship edges out some others that don’t give quite as much value. The Star of Siam with an explorer gives you S+S+S speed with 3 open cargo spaces for 9 points.

Very close to being in the Top 10, in no particular order:
Dragon
Bonnie Liz
Raven
Neptune’s Hoard
Hai Peng (this ship just about vaults into the top 5 when crewed with Captain Jack Sparrow and enough support in the rest of the fleet)
L’Intrepide
Tiger’s Eye
Frontier

Other honorable mentions (and obviously there could be more):
Longshanks
Le Triton
Aberdeen Baron
HMS Lady Provost
Virtuous Wind
Tiger’s Breath
San Cristobal
Le Pique
L’Artesien
HMS Hound
El Alquimista/San Pedro
Spanish Native Canoes
Morning Star
Grinder
USS Annapolis
Algiers
Griffin
Queen of Sheba

Ranking: Top 10 Gunships

Top 10 Gunships of Pirates CSG

I have to give a shoutout to godmason for his point system, as this post inspired the one you’re reading now. I thought to myself: I’ve ranked the top gunships and gold runners for each faction; why not rank them against each other and compile a true top 10 for the whole game?

As many of you know, I’ve played a lot of games and I like to change up which ships I’m using. However, I know that a lot of others always like to use the best of the best, so this thread for you!

In addition, I’m open to changing my list here. As with the other threads, I’d love for each person to critique my list and then give their own top 10 in their post and critique the lists of others. I wish I had changed some of my other Rankings after hearing the discussion, but the threads are locked right now. Either way, my list will probably change. It’s rather subjective, and depends on what you value and your own personal experience. Also, one could argue that coming up with an overall top 10 (rather than limiting yourself to one faction) is harder than any of the previous Rankings we’ve done. I found this to be quite difficult. As a result, these lists may vary widely, which should make for some very interesting discussion (aka please post!).

I’ll say right off the bat: I like accurate guns more than anything. I’ve had generally poor dice luck with shoot actions, though my dice luck with other aspects (boarding, extra actions, etc) tends to make up for it somewhat. This is also rather ironic because I’m so into Royal Navy history and naval warfare in general, but I digress. Beyond that, I value practical results. I’ve played over 260 games of Pirates, and by this point I’ve gotten some hefty experience with a lot of these ships, which is a HUGE reason they’re ranked the way they are. Also, it’s worth noting that I play a lot of games over the standard 40 point limit, and I’m ranking the ships based on overall value, not just what value a ship can provide in a 40 point game. If that was the case, the list would look a bit different. (And yes woelf, that might mean that El Algeciras could make that list.)

I also didn’t want to include any flotillas, since I think they should be kept separate at least for the overall Top 10.

Now that MT is gone, you can find all the game pieces in the Master Spreadsheet.  To see if some of the original miniature pages are still available, plug the URL’s into the Internet Archive.

With that criteria out of the way, let’s get to the list!

1. El Acorazado

El Acorazado Pirates of the Spanish Main

This should come as no surprise to those of you who have followed my fleets and reports over the years. Again, I value practical results, not just theory. I have plenty of proof that the Acorazado is likely the best overall gunship in the game, and here it is.

My extremely successful (27-9 record in 36 games played) HMS Grand Temple fleet faced a classic Acorazado deathmatch fleet on 6 occasions. The Acorazado fleet won every single time (see fleet comments), even when the GT had HMS London backing her up. Two of the best gunships in the game failed to defeat the legendary “Battleship”. In addition, though the GT had no canceller, she did have EA capabilities and four 1L (with world-hater) guns, so it’s not like she couldn’t touch the Acorazado. In short, defensive abilities are better than offensive abilities, but this rare one takes it to an extreme, especially with Joaquin Vega.

The Acorazado has taken on numerous opponents in 1v1 deathmatch action, to see which gunship is better. After four 3-game series, the Acorazado was 11-1.

In a series on intense duels, the Acorazado then went 9-10 against HMS Endeavour. However, three of these games saw the Acorazado try to utilize a shipwright, which backfired and caused her to lose those games. Without that anomaly, the Acorazado went 9-7 that day against arguably the most brutally effective gunship in the game. (Her record over all of these games would be 26-11 against very stiff competition.)

The Acorazado might seem too slow, but when you actually USE her a lot in 1v1 scenarios, you realize that the defense more than compensates.

To conclude, El Acorazado is truly “THE Battleship”.  😀

(The Constitution would probably be second on this list, but the ships are different enough that I didn’t want to combine them, which is why you won’t see her here. The Constitution is slightly faster but suffers in other departments.)

2. HMS Endeavour

HMS Endeavour Pirates CSG

Good luck beating a loaded HMS Endeavour!

This ship ranks second in large part because she went 10-9 (more like 7-9) against the Acorazado a few years ago. This ship is the most potent offensive force in the game. With a world-hater and extra action crew aboard (along with the standard captain and helmsman), she can realistically eliminate 20 masts in one turn!

Since this list is reserved for the absolute best of the best, every ship’s weaknesses need to be looked at. I absolutely love L-range cannons, but not having any at S-range is something to consider. Ships like the Jarvis could potentially pick the Endeavour apart. Because of this, a canceller crew becomes even more important to the Endeavour, especially in a 1v1 situation.

The Endeavour is a force to be reckoned with, especially with the right crew.

 

3. HMS Grand Temple

HMS Grand Temple

I feel like I’m giving in to the hype on this one, lol. I ranked HMS Titan above the HMS GT in my first Ranking thread, but at this point I’m on the fence. The Endeavour gets #2 since here I’m really not ranking based on 40 point games, but just as a whole.

With the obvious HMS GT fleet linked above, I’ve also come up with some variations which show you how flexible and awesome this ship is.

Second
Third
Fourth

With all that content on the GT between the BR’s and fleet descriptions, there’s not much else to say. There are a few weaknesses, but the point cost and overall firepower more than make up for them.

4. HMS Titan/Enterprise

HMS TitanEnterprise

I didn’t really want to rank these ships together, but that allows for another ship to make the list. Both have been strong forces since the early years of Pirates, and they’ve held up over time. The Titan has an edge in gun range at a slight discount, but the Enterprise is faster. The English are my favorite faction and I love L-range guns, so I prefer the Titan, but the Enterprise is absolutely fantastic and happens to be my second 5 master ever after only La Magnifique.

5. Zeus

Zeus, massive Pirate 10 masted junk!

This is the first and only ship on this list that I don’t own. As a result, I cannot speak to how effective the Zeus is. This ranking pretty much assumes the use of a world-hater crew for just 4 extra points, which makes all 10 cannons 2S. Cadet-Captain Mike makes a good point by saying that world-hater crew are better on bigger ships since more cannons get the bonus. The Zeus is tailor-made for a crew like Bruce GreyCalico Cat, or Crimson Angel. With that out of the way, the Zeus is a 10 master, and 10 masters have routinely disappointed me so far. However, the Zeus is very cost-effective, and with the right crew (ideally world-hater, captain, helmsman, extra action crew of some kind, and probably an oarsman) this ship can be a huge threat in just about any game.

Other than her large cost (which is low compared to other 10 masters), her main downside is that all of her cannons are S-range. This is a huge downside because not only do junks have a lot of bulk to shoot through (especially when a ship is towards her bow or stern), it also makes her vulnerable to ships like Le Bonaparte. It will be very difficult to get more than half of her guns to bear on any one ship, unless you have enough movement to pull perfectly alongside.

At this point, things got a LOT harder. I found it very difficult to separate ships. This will almost definitely change.

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6. Blackwatch/HMS Gallows

BlackwatchHMS Gallows sailing ship Pirates CSG

When you actually think about it, these ships are actually extremely similar. They cost the same and have the same speed. The Gallows trades a mast for an extra cargo space. Their effective cannon ranks are similarly amazing (1L,1L,1L,1L vs. 1L,1L,2L,2L,2L). The Gallows isn’t as famous, but that cargo space could come in handy and the English have a better selection of named crew than the Americans.

6.5 Franklin

Franklin

 

After volt’s comment, this ship jumps into the Top 10 after I realized how similar it is to HMS Gallows.

7. USS Kettering

USS Kettering

Without question the best longship in the game. This ship combines fast speed with decent cannons for a very reasonable price tag. The built-in canceller just puts this ship way over the top. The low cargo is annoying, but it’s enough for something like Jonathan Haraden/Commander Steven Decatur/Ralph David/oarsman, which is honestly pretty brutal.

8. San Cristobal

San Cristobal

Ugh… I’ve held off long enough. I would never want to use this ship as a true gunship without a crew like Almirante Devante Del Nero aboard, but the speed is more than impressive. This ship is one of the best hybrids in the game, especially given her linked crew. The combos and crew setups are endless.

9. HMS London/HMS Halcyon

HMS London

The London provides some of the absolute best firepower in the game for a very cheap price. The Halcyon is an almost identical ship from RtSS.

These last two spots are very up for grabs right now, and could easily change multiple times for me.

10. Harbinger/Le Superbe/Black Pearl

Harbinger from Pirates of the Spanish MainLe Superbe sailingBlack Pearl

Obviously I haven’t really decided on this last spot yet. I like all three ships, but I’m biased towards 5 masters. However, the Black Pearl combines great speed with formidable long range firepower, though one could argue the Superbe does similar things at a lower cost with more durability. The Harbinger has some S-range guns (which is good) and that great ability, not to mention her factional strengths.

Very honorable mentions that could jump into my Top 10, in no particular order:
San Cristobal (reminds me of the Titan/Enterprise)
Revenant
Le Soleil Royal

Some more honorable mentions that I don’t think will make my Top 10. I could list more, but I tried to limit myself.
HMS Oxford
Le Bonaparte
La Resolucion
Asesino de la Nave
Santa Ana
Black Pearl
Ghost Walker
USS Thomas Jefferson
USS Mercury
Grinder
Executioner
Loki’s Revenge
Grand Temple
Grand Path

(And a little shoutout to the Viking 3 masted Longships and the Mercenary 10 masters.)

Ranking the Factions

Ranking the Factions

Disclaimer: This is not conclusive or objective. I made these rankings around the mid-2010s and they might be a bit flawed, biased, or based too much on some campaign game results. It’s a subjective ranking not meant to be conclusive.  It is also based on my personal experience of playing, which will always vary from player to player individual experience, and isn’t based on statistical analysis such as cargo spaces per ship/cannon accuracy/etc.

Factions-Overall
1. Pirates
2. Spain
3. France
4. England
5. America
6. Barbary Corsairs
7. Jade Rebellion
8. Cursed
9. Vikings
10. Mercenaries

Factions-Fighting
1. England
2. Pirates
3. France
4. Spain
5. America
6. Cursed
7. Jade Rebellion
8. Mercenaries
9. Vikings
10. Barbary Corsairs

Factions-Gold
1. Pirates
2. Spain
3. France
4. Barbary Corsairs
5. England
6. America
7. Jade Rebellion
8. Cursed
9. Vikings
10. Mercenaries

Ranking: Top 5 Mercenary Gold Runners

Top 5 Mercenary Gold Runners

1. Celtic Fury

With the Dories keyword the two ten masters have to take the top spots on this list as they did last week because you need at least one canceller just to make a Merc treasure runner viable.

2. Shui Xian

I switched the order on these two – I have some vague notion that the French have more gold-running type crew than the English.

3. Devil Ray

This ship could use another cargo space or two, but her speed is quite good for a Merc ship when underwater, which is where you’ll want her most of the time.

4. Matuku

This is the only “normal” gold runner the Mercs have. Add an explorer and you’ll have 3 open spaces moving S+L for 13 points, comparable to other factions.

5. Corcoran

This is another rare Merc ship with S+L speed, although she’s not as well-known as the Matuku because of her rarity.

Honorable mentions (in no particular order): Bosun’s BaneDuncanSlipstream