Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

Table of Contents

  1. Pirates
  2. The Cursed
  3. Vikings
  4. Barbary Corsairs
  5. Point Count
  6. Summary

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

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

-As always, it’s highly recommended that you read the previous battle reports to understand how the game works and what has happened so far.

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

That’s a whopping 35 custom sets being used! Nearly all custom creators of Pirates CSG game pieces are represented in CG4!

 

The theme of my overall turn was a revamp. Before my turn even started, there were two significant changes related to the VASSAL virtual board game engine the game is played with. cawley333 made some great edits to the Pirates module, adding the missing ship and sea creature types!  This opens up CG4 to a bunch of types that were previously not represented at all. It also eliminates the need to proxy for certain ship types, such as using 1 masted galleys in place of native canoes. The other big change was when I made a new Pirates module specifically for CG4.  This was bound to happen at some point, because we were already running out of deckplate space on the non-play borders of the map. I made a new “CG4 module” that massively expands the border areas, booted up the game in the new module, and then proceeded to move all the game pieces into place so they were in the right spot again. The old module with regular size borders had enough room for around 558 deckplates. I basically 10x’d the size of the non-play (desert/tan color) border edges, so now we should have room for approximately 5500+ deckplates, likely enough space for decades of continued play. Right now each round usually sees at least 70 new ships launched (a rate that will probably increase as new launch points are built), so this was the perfect time to do the module edit and expansion to accommodate the massive and growing game size.

Continuing that theme, I undertook major reorganization efforts. The spreadsheet I use to track each of my fleets was expanded and sections were created for the smaller fleets (Corsairs and Vikings) that didn’t have them before. In addition, I needed a new system to catalog the severe amount of game pieces available for each fleet to launch.  To solve that issue, I’ve made faction-specific versions of both the Master Spreadsheet and the Customs Database for CG4. I control 4 fleets, so that means I now have 8 additional spreadsheets for the game. There are large logistical and tracking challenges involved in commanding over 400 ships. The spreadsheets are mainly to track which game pieces are still available to a faction, to avoid violating the No-Duplicates Rule. When a game piece is launched/hired/bought, I simply hide the row in the spreadsheet. This way the custom MS+CD sheets are a “quick” and handy reference guide to all game pieces still available to that faction when they enter their launch phase.

With the massively expanded deckplate areas, I decided to do a massive reorganization of ALL my fleet deckplate areas. In the past I just added new deckplates to the edges of each row/column for each fleet, creating somewhat of a chaotic and haphazard mess. Finding a specific ship (let alone crew/equipment token) in the pool of deckplates was time-consuming and annoying. Now my fleet areas are generally organized similar to how I section them off in the tracking spreadsheet. Ex: a section for Upgrade ships, a section for a specific combat squadron, a section for copying game pieces, a section for patrol gunships, etc. Below you can see why this is necessary – the Pirate Whirlpool Strike Group (WSG) numbers around 100 total ships now, making a decent organization system a necessity.

CG4 new deckplate area

Not many major events occurred for the other player’s factions, save for the English megalaunch. They used their new riches from the Viking “gift Trove” (Hidden Trove UT) to put many new ships in play.  The Spanish continued sailing away from their home island.

The actual turns I played were rather quiet and peaceful. This round really marked a complete reversal from most “recent” previous rounds from the past 4-5 years: almost no combat, and far more time spent planning/organizing than actually playing. As a result, this battle report will be shorter than the last CG4 BR, and possibly the shortest for a while. At the bottom there is a summary video of my turn as well.

My last overall turn took 72 total hours. This one took 65 hours: 61 for planning and playing, and 4 for the battle report. Play dates ranged from 8/27-10/12. That doesn’t include the hours spent making the module edits and getting the game file ready in the new CG4 module.  I expect this to be an extreme rarity – usually each successive turn takes more hours than the last, and I wouldn’t be surprised if I have a 100 hour turn in the next few rounds. This is probably the first Pirates game where I’ve wondered to myself if it’s “too big to play”. The key is that it’s on VASSAL, so there’s no setup to dismantle, no move that can interrupt the tables, and no sudden obligations that can make finishing a physical campaign game nearly impossible.  We’ve been going since April 2018, and to say there’s no end in sight would be a massive understatement.

 

Pirates

240 Ships, 5797 Points in Play

With all the crazy details in previous reports, here’s a very quick summary of what the next section is about. The Pirates have a ship (Arcane) that can bring in a UT from outside the game on a 6 roll. They have ways of “multiplying” how many rolls they get per turn between a bevy of rerollers, custom abilities, and multiple different sources of copying. They also have multiple auto-6’s via copies of Nemo’s Plans and Runes of Thor brought in earlier in the game. Given that the number of rolls related to this “UT meta” system increases pretty much every round, from now on I’m likely to simply summarize the results of the rolls in a fast format.

Arcane rolls:
Arcane: failed all 3 rolls, used one auto-6 to get it. Brought in: Nemo’s Plans on Sudden Death ship.
Smoke’s Hand: got a 4->boosted to 6 with double bonus. Brought in: Runes of Thor on Sudden Death.
Vesok: failed all 3 rolls, used 2nd auto-6 to get it. Brought in: Nemo’s Plans on Klabautermann.
Nuva/shipwright (copying Vesok->Arcane): fails all 3 rolls, used 3rd auto-6 to get it. Brought in: Runes of Thor on Klabautermann.
Sphinx (EoI>Captain>DJ>Arcane): failed, used 4th (1st of 2 new) auto-6 to get it. Brought in: Eye of Insanity on Jaguar.
Auto-6’s used: 5/5

Shrunken Heads was used to move Jackal’s Teeth into an iceberg – hostility against the Corsairs without breaking their agreement (from last round) and not “attacking” them. Meshud was smashed up in a similar manner, courtesy of the Stormy Night.

The Blackleaf has upgraded the far northeast spice island, making it a Pirate town. She still carries a military port upgrade as well, which she will likely use to further upgrade the island next turn. This island was peacefully and profitably shared by the Corsairs and English, so it may prompt even more combat in this hot region….

CG4 upgrading

The Pirates finally executed on their chain exploring setup, transferring 7 Metals tokens from their southeastern military port to their home island via explore actions rather than move actions. However, since most of the ships in those 2 chains would be better off as WSG supply ships, they likely won’t continue running the chain exploring gimmick for long.

Pirate chain exploring system in CG4

With Gale Force Nine escorting her, the Hai Peng upgraded the big textiles island shared by the English and Corsairs to a Pirate town. She has a military port upgrade aboard as well. This is a very worrying development, as it appears the Pirates are snatching up islands left and right, denying their resources to factions that relied on such islands.

Pirate colony established

The Stormcloud got Robert Alcantara’s EA and went into a fog bank.

The Tempest created a new whirlpool, just northeast of the Pirate metals military port. This could provide a very convenient access point for new ships launched from said port, and ships going there to repair.

The Slash (Pirate WSG attack ship) got an EA to sink the Crown Jewel! (Corsair 10 master that was doomed anyway from last round’s counterattack)

The last Pirate actions of the turn were through their lone AA and Elizabeth’s Piece of Eight (UT). Harbinger sailed into the southeastern fogpool, and the Howler submarine repaired with her new shipwright (gifted to her via the custom Pandora on a dinghy).

The Pirates did a lot of regrouping on their turn. Many WSG ships gathered around whirlpools. All of their fog hoppers either entered fog banks, or exited a fog bank and re-entered it.

“Prepare for slaughter.”

Pirate Launch Phase

Any custom game pieces launched will have their set abbreviation in parentheses so you can use the reference near the beginning of this post to see who they’re from and in the Customs Database if you want to check them out in full (ctrl+h works really well to find things quickly).  There are a few exceptions for very commonly used generic customs, such as Dinghy from PointlessArrow’s Back to War (B2W) set and Gilded Figurehead and Streamlined Hull from Woelf’s Treasure Trove of Fenrir (TT) set.

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

As usual the Pirates megalaunched from all four of their launch points, putting as many new ships in play as possible. They are still a long ways from running out of ships to launch, so this is likely to continue for many more rounds (and then after that, they can still launch duplicate original ships with the “Complete the Fleet” rule).

From now on I might just do what I’ve done below and list (almost) all game pieces introduced, regardless of whether or not some crew or equipment chips are face down in the actual game. I know it’s throwing caution to the wind, but it’s annoying to publish some and write “3 crew, 2 equipment” for others. I also like how always listing everything here serves as a nice look back at when things were introduced, when named crew were hired, etc. My fleets are also so large that I might just be past the point of caring lol. Lastly, I suppose seeing the full names might serve as an intimidation factor for the other players, knowing or researching how nasty some of the setups are.

Home Island: 6 ships, 142 points
Sea Fox + CHOS, exploding shot (23)
Sea Lizard + CH (11)
Sister’s Rage + CHO, stinkpot specialist, CSS (21)
Xi’an + CHO (14)
Hanyu Pinyin + CHO, exploding shot (19)
Jape + CHOS, FPS (22)
+32 points for cargo on ships already there

Many ships were already docked at their HI for repairs/copying/cargo loading/etc, so there wasn’t a lot of room to launch. Here’s the northern half:

Textiles MP: 8 ships, 174 points
Anti-Corsair Defense Squadron:
Morning Star + CHOS, FPS, cannoneer (24)
Lady’s Scorn + CHOS, cannoneer, exploding shot (29)
Dragon’s Breath + CHOS, exploding shot (23)
Black Diamond + CHOS, musketeer (25)
Bloody Throne + CHOS (17)
Empress + CHOS, FPS (21)
Tiger + CHO, musketeer (20)
El Ballista + CHO (15)

Pirate megalaunch again

Metals MP: 6 ships, 176 points
Angelica (19)
Seleucis (15)
Rat’s Lair (OotA) + HSO, Dinghy x2, Ballista x2 (38)
Lucy’s Boot (STM) + HS, 5x oarsmen (18)
Alkatiba (BS) + helmsman, Dinghy, shipwright x2, oarsmen x4 (26)
Tiger Moth (FaSh) + helmsman, Dinghy, shipwright x2, oarsmen x4 (26)
+34 points for cargo on ships already there

Metals MP megalaunch

Skull Valley fort (at Archipelago island): 11 ships, 360 points
Black Phoenix (GS) + Lord Garhelm (GS), Alexandre Exquemelin (AoS), HSO (36)
Spider Queen (FaSh) + Mr. Scrupe (FaSh), CH, oarsmenx3 (31)
Court Jester (OotA) + Blackbeard, CH, oarsmenx3 (36)
Delfín (RotMS) + Beni Gabor (FaSh), CH, oarsmenx3 (29)
Knife’s Edge (GS) + Captain Fletcher (GS), HO (12)
Black Widow (GS) + Liliane Rousseau (GS), James Hawkins (FaSh), HSO, chain shot (36)
Falling Sky (ES) + Captain Jerica Key (FaSh), Arnold Pile (B2W), SO, cannoneer, fire shot, exploding shot, stinkpot shot, grape shot, chain shot, double shot, grapple shot (58)
Highwayman (Godmason) + The Decapitator, CHOS, cannoneer, musketeer (34)
Carnage (RoDJ) + One-Handed John (RoDJ), Trygla (SpMa), HSO, chain shot (40)
John’s Knighthood (ES) + Sir John Kingsbend (ES), HSO, cannoneer (30)
Jamaican Escape (ES) + CHOS (18)

I’ve always thought the megalaunches from an island look kind of like spokes of a wheel, and now the ships gathering around whirlpools have a similar formation.

Massive Pirate gathering at Archipelago in CG4

Launch Totals for the turn: 31 ships, 852 points
Gold remaining: 3453

Overall Fleet Size: 271 ships, 6649 points

Ships Per Squadron
Whirlpool Strike Group (WSG): ~100 total ships
WSG Attack: ~50+ (23 with SAT or EA, 10+ with Sac)
WSG Support: 9+
WSG Supply: 38 (a few not fully crewed yet)

Anti-Viking Defense Squadron: 14
Anti-Corsair Defense Squadron: 8
Anti-Spanish Squadron: 12

“Fog Ships”: 9 (not a concentrated squadron)
Upgraders: 9
Home Defense: 12+
Patrol gunships: 7
Arcane defense/bodyguards: 6
Other/random gunships: 12+
Stock gunships: 19

The Cursed

81 Ships, 3245 Points in Play

Kalfu (on the Flying Dutchman) used his Reroll and “get a 6 to force a 6” abilities to help out Davy Jones to copy Arcane and bring in Nemo’s Plans, placed on the Pale Moon.

Spiral Chaos missed her Arcane rolls, but got bailed out by the original Cursed auto-6 (on Chimeratron Legacy). This was used to place Runes of Thor on the Pale Moon, netting The Cursed their second auto-6.

The Royal Feces missed her Arcane rolls as well, but the auto-6 just obtained was used to force the roll to succeed. With that, The Cursed brought in their third and final UT of the turn, putting Artifacts of the Lost (IofI) on the Insidious hoist.

All fog hoppers that were already in fog banks either exited and re-entered, or fog hopped and moved back into their exit location. This meant that just like the Pirate fog hoppers, all of them would be able to fog hop next turn.

Oya-lansan moved a storm closer to two Barbary Corsair resource runners, after which an L-move was used to yank Golden Peacock (already down to 1 mast) into the storm, sinking the galley!

The Cursed completed two major upgrades during their turn. Their textiles island southeast of their HI was upgraded from a town to a military port, meaning they can launch ships from it starting from the end of their next turn. Their second Guños Fortress was upgraded, which completes their goal of having all 4 “whirlpool forts” available for launching. The impact of this development cannot be understated, especially when considering the possibility of whirlpool creation via the Tempest (via copying), Lost UT (brought in at will via copying Arcane and using auto-6’s), or other means. True to their supernatural status, The Cursed are not limited by geography. The traditional limits of the map can be bypassed, as they potentially whip up fleets out of nowhere from anywhere on the ocean.

The three whirlpool forts that can launch already were moved to new locations – a Figlar Castle in the northwest corner near the Cursed HI, and one each of Figlar and Guños at Whirlpool Island, which is near the Spanish HI.

All 8 fog banks near the Cursed HI have ships in them, mostly a combination of fog hoppers and “camper” ships that will likely stay in the fog while giving out extra actions or rolling for AA’s/etc. (pictured under their HI launch section)

The ship Slaying of the Savior was moved into a whirlpool near home via the Spiral Chaos, bringing the captured Spanish prize De Leon with her.

 

Something New

At this point I will “interrupt” the regular battle report because before the Cursed launch phase commenced, I was in Los Angeles for Talk Like a Pirate Day weekend (September 19th-20th). On Saturday 9/20/25, Xerecs and I had the first live in-person CG4 meeting and negotiations!  It took over an hour, as some of our factions held talks on a variety of topics and issues at hand. While I won’t disclose the exact nature of most of the discussions, all should naturally be revealed in time as the game progresses. Generally I consider what I publish in the battle report to be separate from “public in-game info” – the former being things like admitting to the Corsair-Viking alliance because it enhances the battle reports. An example of the latter would be something like the Pirate and Cursed threats, where the factions are communicating directly to each other at scale. I don’t consider all parts of these BR’s to be public info to the factions involved in the game, if that makes sense. It’s more for the real-life audience and knowledge of the players, rather than the specific factions involved. I will attempt to make it clear when something is “in BR, not in game”/etc. Anything fully public in the game is automatically fair game for the BR and players/factions to share amongst themselves.

Part of the reason for this is so if two players are communicating an alliance but they’d rather not have a specific faction of the 3rd player know that, here on the site it might say “BR-only info:”. But of course that’s the honor system, so if something is to truly remain “game-secret”, it simply cannot show up here.  😀  Although, at some point in the grand future of this game, perhaps it would be quite dramatic to reveal “secret” info to all the players and factions as part of a battle report.  XD

To sum up our friendly visit, the Barbary Corsairs have gained a new ally. By extension, the Vikings essentially do too. In addition, the Vikings and Corsairs both implored the Spanish to get a ship near their HI for potential Hidden Trove gift funding.  Various other topics were discussed including a Conglomerate-Viking conversation, but I will say no more.

 

Cursed Launch Phase

With little reason to hold on to their few resources, The Cursed cashed in their 2 textiles and 1 food, netting them 11 additional gold to get to 2714 gold overall.

Home Island: 8 ships, 299 points
Gog-Clocthoth (KS custom) (20)
Devil’s Orders (ES) + El Fantasma (IofI version), Mauled Slave (ES), Ulima (ES), HSO, FPS (62)
Oriental Devil (ES) + Gorgon Confucius (ES), CHOS, FPS, cannoneer (44)
Klen (SoD) + Brine (ELS), Aiestel (ELS), HSO (52)
Marra (ELS) + Dinghy, HSO (19)
Demise (GrS) + Ghirahim (GrS), The Insane (IofI), HSO, musketeer (38)
Agramon (SoD) + Osiris (JTC), HSO, musketeer, Dinghy (33)
Madness + CHOS (20)
+6 points for 2x shipwrights and 2x oarsmen for Maman Brigitte and 5 points for HSO on Repulsive Waste

Cursed megalaunches in September 2025 - CG4

Figlar Castle in NW corner: 6 ships, 139 points (pictured above)
Sea Dragon squadron:
Shal-Bala (20)
Raptor Maw (16)
Typhon + Fanglord (ES) (39)
Bahamut (ES) (23)
Morgrul (RoDJ) (20)
Smaug (FoBI) (21)

Gunos Fortress: 6 ships, 131 points (pictured below)
Blastbreath (FaSh) (20)
Torch (FaSh) (17)
Black Snout (FaSh) (26)
Scorcher (FaSh) (30)
Quetzal Rey (GrS) (18)
Blackwing (OI) (20)

Figlar Castle at Whirlpool Island: 11 ships, 359 points
Glaurung (SI) (23)
The Phantom (ELS) + Captain Scott Dash (FoBI), Sidorak the Tyrant (DT), shipwright, oarsmenx3 (53)
Sacrifice (ELS) + Dinghy, HO (15)
Ourang Medan (SI) + Ivan Kepler (B2W), The Ghosts of the Demeter (STM), SO (40)
Empire’s Fall (OotA) + Shan Yu (OotA), Ghost Conjurer (ES), Renfro (RoDJ), HSO (48)
Tartarus (ELS) + CHS, oarsmen x3, streamlined hull (30)
Siren’s Song (SI) + Ariel Queen of Atlantis (SI), Magic Jimmy (STM), HSO, musketeer (44)
Frozen Bones (IofI) + Dinghy, H, shipwright x2, oarsmen x5 (28)
Dire Miralis (GrS) + Dinghy, H, shipwright x2, oarsmen x5 (28)
Ragweed (LI) + The Devourer (LI), HSO, FPS, SmPS (34)
Pestilence (F&S) + HSO, Signal Flag (16)

Cursed sea dragon launch in CG4

Launch Totals for the turn: 31 ships, 928 points
Gold remaining: 1786

Overall Fleet Size: 112 ships, 4173 points

Ships Per Squadron (Cursed)
Cursed WSG: 25 ships
WSG Attack: 18
WSG Supply: 6
WSG Support: 1

“Fog Ships”: 17
Upgraders: 8
Movers: 8
Sea Dragons: 13

Vikings

26 Ships, 683 Points in Play

Thor got another 6 with All-Powerful just like last turn!
He took control of the Cursed Flying Dutchman again, rolls were (need one 6): Kalfu>3, FD>4, Reroll>3. So no 6’s and no UT’s brought in.

Straight from the module: * **** Crew – Viking (Kould the Conquerer) revealed by a7xfanben ****
Another Viking All-Powerful crew!! Rolled a 2, so no crazy copying/etc shenanigans.

Asgard (with copier Jord) was up next. The Gilded Figurehead equipment roll was a 6!! Jord and her dedicated reroller (Frigg Sigurdsdottir) both got 4’s, so GF was used to replace her roll with the GF 6.
The Vikings were copying the Cursed Flying Dutchman with Jord, and brought in a Hidden Trove!

They placed it on the Tiger’s Eye, a Corsair ship bringing home spices and about to dock at the Corsair HI! This was to help out their ally, as the Corsairs only had 148 gold on their HI and would certainly run out this round with their launch pace (aka burn rate).

The Corsairs do have their own copier to try for a Trove, but the Vikings and Corsairs are working closely together and want to back each other up. This way, the Corsairs retain the ability to “launch at will” for many more turns without having to rely on the Corsair copying to stay afloat against the Pirates nearby.

The Vikings used move actions to reposition some ships and send some out from home waters in a hurry. Two longships joined the square masted Tyr in the south via round earth. They’re in the bottom middle of the picture. At the left are various Cursed ships including many of their “movers”. To the east lies the southern half of the Pirate HI, with the Jade HI north of them.

south in CG4 ocean

Lars Valgard of the Vikings sent out some correspondence as part of the Viking turn. Jord has also communicated for them in the past, but was understandably very busy this turn with her duties to the fleet.

Viking Launch Phase: 8 ships, 282 points (330 including upgrades/etc)
Ragnarok (KS) + Yrsa Jotunnsdotter (KS), Bruan Longwind (ES), Cedrick the Swift (LI), Danegeld (KS), Leif Jounstoun (LI), streamlined hull, shipwright, oarsman (72)
Glacier of Zeus (ES) + Hammupyklos, Grand Paladin (ES), Ivar the Boneless (LI), HSO (47)
Glacial Mist (IofI) + Darina (ES), Stargazer (IofI), Steel Anchor (TT), Streamlined Hull (TT), oarsman (33)
+48 gold spent for coin+fort upgrade
Sigra Mein (ES) + Olof Andersen (ES), 2 equipment, 1 crew (40). Towing Jäävuori flotilla (KS) (9)
Baldr (ES) + oarsman (17) (new home for Jord)
Cargo for Asgard: Weaponmaster Garson Cannels, 1 equipment, CHO (16)
Fenrir’s Chains (OotA) + CHOS, musketeer (24)
Jormungandr (KS) (20)
Cargo for Frost: captain, chain shot (4)

Viking launch in CG4 - 2025

Gold remaining: 697
Overall Fleet Size: 34 ships, 965 points

Barbary Corsairs

26 Ships, ~573 Points in Play

The Corsairs were still mourning the loss of many captains and other crew from last round’s devastating Pirate counterattack. They missed their only AA roll (+Reroll), but then got a 6 with Gilded Figurehead before even starting to roll for the Nephila’s copying ability! This meant they were guaranteed to be able to bring in a UT when copying Arcane/Flying Dutchman.

Nephila copied the Cursed Flying Dutchman, bringing in an Eye of Insanity UT that was placed on the Noble Glacier, a recently launched Viking icebreaker that is optimized for copy>Arcane/FD rolling. This was the Corsairs’ way of saying thank you to the Vikings for bailing them out with a Hidden Trove, and also serves to further strengthen the Corsair-Viking alliance. That alliance is technically still only public in the battle reports and not the game, but the Pirates and Cursed are likely growing wary of the somewhat obvious friendship. The other cool thing about the Corsairs giving the Vikings an EoI is that it might continually benefit the Corsairs long-term – the more copiers the Vikings have, the more FD rolls they should get to potentially help out the Corsairs again down the line.

The Corsairs docked home the Tiger’s Eye before the mandatory scuttles of their burning ships, thus maximizing the value of Hidden Trove. With 546 ships in play at the time, it was worth 1092 gold. TE also dropped off four spice tokens, which are currently worth 6 gold each, netting them an additional 24 gold. They also cashed in 7 textiles for 21 gold. Add those to their existing 148 gold on their home island and they have a considerable 1285 gold to work with. This should be enough to last them a good 3-4 turns or more, though they hope their “burn rate” of gold will increase with new launch points in the near future.

Corsairs and Vikings (and likely other factions) are very happy that the turn order has the Pirates and Cursed going back to back. Although it’s frustrating in the case of a double attack as we saw against the Corsairs (to a small degree) last round, it makes allied cross-fleet logistics easier. For example, when the Vikings give the Corsairs (or any other faction) a Hidden Trove, they know there is almost nothing the Pirates or Cursed can do to stop it because those faction’s next turns won’t come around again until after the other factions have taken their turns.

Corsair Launch Phase: 5 ships, 188 points
Rachna (ES) + Malophoros (ES), Akila Bennu (PNM), CH (36)
Hapi (ES) + Alkebu-lan The Just (PNM), Ibrahan Vosely (ES), Ardagundas (ES), Gilded Figurehead (TT), HO (36)
Spaniards Folly (OotA) + CHOS (19)
Oman’s Fury (RotR) + Raidamos (ES), Turgut Reis (PNM), Mustafa Kemal (B2W), Powder Kegs (AoS), SO, stinkpot shot (56)
Tomb of Kings (OotA) + CHO, exploding shot, fire shot (22)
+Cargo for Algiers and Tiger’s Eye (19)

Corsairs CG4 launch - 2025

Gold remaining: 1097
Overall Fleet Size: 28 ships, 671 points

 

The Northeast quadrant: Pirate hegemony, or a powder keg ready to blow?

Here is the developing situation in the northeast region. This is easily the busiest and most crowded area of the map, with 4 large factions in the area. The Pirates are of course the most dominant fleet around. However, continued expansion by the Vikings and Corsairs may threaten their home waters a bit. The newest entrant to this apparent arms race is the English, shown with their new ships at the bottom right. Crucially for the Corsairs and English, the Pirates are tightening the noose around them, building a town (and likely military port next round) on the northeast island and the large island just out of frame to the south.  Given that the Corsairs and Vikings have already had combat, this is a tense situation with no resolution in sight. An incredible concentration of power, with multiple thousands of points in just this picture. It’s one of the most interesting situations I’ve ever seen in a campaign game, partly for some reasons that have not yet been disclosed….

Insane northeast quadrant situation in CG4 (2025)

Point Count

The latest in record-breaking fleet and game size totals!

Faction Ships Points Ship % Points % Points/ship
Spanish 4 57 0.7% 0.4% 14.3
Jade Rebellion 4 43 0.7% 0.3% 10.8
The Conglomerate 33 581 6.0% 4.1% 17.6
English 27 514 4.9% 3.6% 19.0
Pirates 271 6649 49.5% 47.0% 24.5
Cursed 112 4173 20.4% 29.5% 37.3
Vikings 34 965 6.2% 6.8% 28.4
Corsairs 28 671 5.1% 4.7% 24.0
Dutch 6 76 1.1% 0.5% 12.7
Americans 15 215 2.7% 1.5% 14.3
Mercenaries 6 91 1.1% 0.6% 15.2
French 8 123 1.5% 0.9% 15.4
Total 548 14158 25.8 

As usual, the Pirates continue to set new fleet records for both ships and points on every turn. They’re looking to become the first 300-ship fleet, an astounding number when considering that a 100 ship fleet is huge even in a campaign game. Speaking of that, The Cursed are the second faction to eclipse 100 ships in play, but probably won’t be the last. The English added 10 ships to their total with their new riches, joining the contenders as one of 6 fleets with more than 25 ships in play and more than 500 points in play. In a strange quirk, the 6 largest fleets go consecutively in the turn order, followed by the 6 smallest fleets bookending each round.

VASSAL Campaign Game 4 is now also the biggest recorded Pirates CSG game of all time by ship count!

The previous record was 509 for my physical Command the Oceans campaign game in 2017. At a ridiculous 548 ships in play, CG4 now has the ship record in addition to the points record (over 14,000!) that it broke a couple rounds ago.

Stats by player: I think this will slowly normalize/even out over the coming years, but it may require some diplomacy on the part of factions who don’t have access to a copier….

Ships Points Ship % Points % Points/ship
Xerecs 68 1195 12.41% 8.44% 17.57
A7XfanBen 445 12458 81.20% 87.99% 28.00
PirateAJ14 35 505 6.39% 3.57% 14.43

Summary

Here is the grand map! I recommend opening it in a new tab (twice, once here then again on postimg) and zooming in to view in full size to give yourself a tour of this crazy game. Here we have over 14,000 points in play.  O_O  You can also see the massively expanded deckplate areas, which should take years or decades to fill.

CG4 Grand Map - 2025 edition. Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

 

Thanks for reading! This game is a dream come true. The sheer size, scope and scale of it is awesome to witness and completely insane to play. For many years I wanted to play a game this large, but it’s almost impossible to do so with the physical game. Now we can command legions, fleets so large they require precise organization and tracking skills to even manage.  The amount of diplomacy, intrigue and grand strategy will only increase as the game continues. A lot of incredible things have already happened in CG4, but I think the best is yet to come. It is truly turning into a game for the ages, and already ranks very high on my all-time list of Pirates games – somewhere in the top 5 out of all 600+ games I’ve played including 9 campaign games, and with a good chance of becoming #1 eventually.

I would love to hear your thoughts on the game in the comments below!

Golden Seas Playtest Game #2 – November 14th 2021

11/14/2021: A7XfanBen vs. Xerecs

This was the second in a series of playtesting games for the new set, Pirates of the Golden Seas. Some game pieces back then were different, and have undergone revisions since then.  We also used the Restarting Rules, though they were also in a somewhat different form back then – the earliest form of that alternate ruleset was finished in July 2021, but the “final” version released with the set in August 2024 more closely resembles the original rules (various rule changes were taken back out, such as the elimination of ram damage). We were using the Points in Play + Gold win condition, with gold values to match.  60 point fleets with 60 gold contributed per player for 240 “total points” available at the start of the game.

A7XfanBen’s Dutch:
Van Der Decken + Captain Berend, Captain Dewitt, captain, helmsman, oarsman
Princes Maria + helmsman
Vers Maan + helmsman, explorer

Xerecs’ English:
HMS Devastator + Captain Armstrong, Oliver Blake, Scholar Episces, cannoneer, helmsman, oarsman
HMS Immortal + helmsman, explorer, oarsman
HMS Hermes’ Sandals

The map was an 8Lx8L square. We each contributed 2 fog banks, whirlpools, reefs and sargasso seas. I rolled to go first. Xerecs chose his home island in the south, while I picked the middle.

Golden Seas Playtest Game #2 - November 14th 2021

The Vers Maan explored the westernmost island, finding Wolves, Rats, a 5 and a 1. The Princes Maria docked at the north island, with HMS Hermes’ Sandals ending up there as well after round earthing. The Van Der Decken (VDD) initiated conflict with HMS Devastator as the two gunships started dueling.

Golden Seas Playtest Game #2 - November 14th 2021

Although the VDD scored 5 hits on the Devastator (one ignored due to Oliver Blake), the English returned fire and dismasted the Dutch flagship. At the northern island the Princes Maria found Rotting Hull and Monkey’s Paw, but also some good coins which she quickly deposited at home.

Golden Seas Playtest Game #2 - November 14th 2021

The Vers Maan continued finding negative UT’s, with Natives slowing her down. It was an all-UT island, with Rum, Manawa no Kowhatu and Homing Beacon also present. Three ships converged on the other eastern island. I debated whether I should try to get rid of the VDD’s oarsman and scuttle her to trigger Eternal, but decided to see if the English would just sink her or try to board her instead.

The Princes Maria found even more negative UT’s that Xerecs had placed, with Fruit taking up her final 2 cargo spaces. I decided to dump her helmsman in favor of a coin, especially since the VDD could pick up the helmsman after the latter’s had been eliminated by the Devastator’s ability. HMS Immortal continued to be behind the curve, always a step behind the Maria’s exploring efforts. The Hermes’ Sandals and Devastator went after the Vers Maan who was still stuck. The Devastator was about to open fire when Manawa no Kowhatu was parleyed away (no Rum bomb which was my intention when using Parley with the Vers Maan) which destroyed the UT and the Vers Maan’s helmsman.

The Princes Maria could not reach home without her helmsman (L+S base move), but was able to reach a fog bank for safety. The Immortal stole a coin from the VDD (the Dutch swapped her captain for a coin), but the VDD grabbed the Maria’s helmsman and rammed the Immortal to try and take the coin back.

Golden Seas Playtest Game #2 - November 14th 2021

The Princes Maria got home with gold while the Vers Maan was finally able to take off for home. However, the Hermes’ Sandals had already stolen her Rum, the only coin worth gold aboard.

Both 1 masters returned home with gold, with Wolves locking up an entire island.

Golden Seas Playtest Game #2 - November 14th 2021

Final Scores:
Dutch: 139 points (55 points in play, 84 gold)
English: 98 (58 points in play, 40 gold)

In the end neither fleet lost many points in play, but the Dutch had a better time collecting gold, between going first and arguably a favorable home island location.

Observations:
HMS Devastator is too slow. Not a competitive ship. L speed without a point increase is probably fine.
The Dutch fleet I made is rather annoying to play against between Eternal, Parley, and can’t be shot at while docked. (not necessarily something to “fix”)
Dutch too good? (very fast and good cargo) – Prinses Maria and Volle Maan would later be made a bit worse

Changes made: HMS Devastator base move changed from S to L. Removed the question marks after the point costs for HMS Hermes’ Sandals and HMS Immortal, though it’s possible they are both overpriced by a point or two. (both would get cheaper later on)

The First Golden Seas Playtest Game – August 29th, 2021

8/29/2021: A7XfanBen vs. Xerecs

This was the first in a series of playtesting games for the new set, Pirates of the Golden Seas. Some game pieces back then were different, and have undergone revisions since then.  We also used the Restarting Rules, though they were also in a somewhat different form back then – the earliest form of that alternate ruleset was finished in July 2021, but the “final” version released with the set in August 2024 more closely resembles the original rules (various rule changes were taken back out, such as the elimination of ram damage). We were using the Points in Play + Gold win condition, with gold values to match.  60 point fleets with 60 gold contributed per player for 240 “total points” available at the start of the game.

A7XfanBen’s English
HMS Blue Whale + Scholar Episces, helmsman
HMS Red Death + Captain Armstrong, helmsman, oarsman
HMS Devonshire + Oliver Blake, captain, helmsman, firepot specialist

Xerecs’ Pirates
Black Phoenix + Lord Garhelm, helmsman, cannoneer, oarsman
Golden Rose + helmsman, explorer, oarsman
Knife’s Edge + helmsman, explorer, oarsman

The English went first. We each placed 3 islands along with 2 of each piece of terrain except icebergs. To reach the requirement of each player contributing 8 coins worth 60 total gold, we simply multiplied the face values of regular coins by 4. This keeps the same distribution system as the original Complete Game rules, where each player contributes 8 coins worth 15 gold. In this way the max of 5 UT’s per player was also maintained, since essentially the minimum gold a player could contribute to get 60 was two 7’s and a 1 (28+28+4). The square represents the edges of the map for round earth purposes.

Playtesting starts!!   Full game video here!
The Red Death hit the Golden Rose twice (eliminating two of her crew) before the Golden Rose round earthed back towards the Pirate HI. The Devonshire went 0/3 against the Black Phoenix.

The First Golden Seas Playtest Game - August 29th, 2021

The Black Phoenix couldn’t finish off the Devonshire thanks to Oliver Blake’s ability of ignoring the first hit, with the Devonshire then escaping to a fog bank. The Red Death round earthed to follow the Golden Rose and dismasted her.

The First Golden Seas Playtest Game - August 29th, 2021

HMS Blue Whale was about to dock home gold when the Black Phoenix got a timely SAT to zoom over and dismast her including 2 fire hits. With no oarsman, the Blue Whale was doomed to burn to her waterline on the English turn, sinking the ship. The English salvaged the situation somewhat by capturing the Golden Rose and landing a firepot on the Black Phoenix when the Devonshire docked home to repair.

The First Golden Seas Playtest Game - August 29th, 2021

The Knife’s Edge is on her second trip for gold when more fireworks erupted in the center. The Black Phoenix got an SAT to come shooting out of a whirlpool, crushing the Red Death even after the BP lost a mast to the whirlpool. This looked like a death blow to the English, who were already far behind in the gold race.

The Red Death was not able to dock home on the next English turn, with her helmsman+oarsman combo of S+S speed coming up just short before she burned to the waterline.
Turns later and the Devonshire has repaired only to be set alight by the Black Phoenix’s fire hits on 6’s ability. Devoid of hope the English attack the Pirates, inflicting some damage on the BP. The Golden Rose has repaired a mast and plans to use Wine to steal a coin from the Pirate HI.

The First Golden Seas Playtest Game - August 29th, 2021

The BP finishes off the Devonshire, leaving the English with only the captured Golden Rose, who docks home to repair. However the Knife’s Edge unloads the final coin and the game ends!

The First Golden Seas Playtest Game - August 29th, 2021

Xerecs’ Pirates: 241 total points in play (200 from gold)
A7XfanBen’s English: 33 total points in play

Observations:
-English need at least one cheap ship (6 points or less ideally) to help them fill out fleets (modifying HMS Hermes’ Sandals would eventually fulfill this)
-As of now the English don’t have access to any extra actions in the set, whereas the Pirates and Dutch do
-Round earth measuring (when round earthing) is wonky/tough to get perfect. Interesting philosophical discussion was had after the game about the physics of round earth, but the rule is more for gameplay excitement and possibilities than any remote amount of realism.
-Lopsided score (not necessarily an issue, but a stark contrast that occurs often when using Points in Play as a win condition)

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

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

Table of Contents

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

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

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

Rule Changes

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

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

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

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

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

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

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

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

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

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

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

~~~~~

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

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

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

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

The Story So Far

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

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

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

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

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

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

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

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

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

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

Pirates

196 Ships, 4697 Points in Play

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

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

Beginning of turn Abilities and Effects

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

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

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

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

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

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

5592 gold.

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

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

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

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

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

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

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

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

Pirate home island in VASSAL Campaign Game 4

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

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

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

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

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

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

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

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

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

The Slash starts the battle with Captain Randy

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

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

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

The Shadowed One fire beam attack

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

?

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

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

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

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

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

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

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

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

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

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

 

 

 

 

WHIRLPOOL STRIKE GROUP

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

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

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

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

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

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

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

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

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

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

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

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

Launch Phase

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

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

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

Skull Valley: 10 ships, 329 points

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

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

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

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

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

Northern half: (8 ships, 155 points)

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

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

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

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

Textiles MP: 6 ships, 223 points

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

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

The Cursed

51 Ships, 2171 Points in Play

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

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

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

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

Cursed upgrade logistics

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

The Spanish get slammed!

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

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

War is upon us indeed.

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

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

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

TaaW=Terrain as a Weapon

Also known as: Weaponizing Terrain

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

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

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

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

All Shall Perish.

Launch Phase

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

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

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

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

From Figlar Castle #1: 11 ships, 532 points

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

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

From Figlar Castle #2: 12 ships, 318 points

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

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

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

Vikings

20 Ships, 488 Points in Play

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

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

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

….

 

It was placed on HMS Alexander!!!!  O_O

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Barbary Corsairs

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

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

The Barbary Corsairs attempted to bring in a UT…

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

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

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

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

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

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

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

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

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

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

Point Count

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

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

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

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

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

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

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

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

Summary

Concepts introduced:

WSG: Whirlpool Strike Group

TaaW: Terrain as a Weapon

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

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

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

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

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

 

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

Curse of the Black Pearl 20th Anniversary Game! July 9th, 2023

Curse of the Black Pearl 20th Anniversary Game!

7/9/2023

20 years ago to the day this game was played, it all began. The movie that changed lives and made fortunes. The movie that led Jordan Weisman of Wizkids to make a Pirate game – the birth of Pirates of the Spanish Main and the CSG subgenre of board games. To celebrate The Curse of the Black Pearl 20th anniversary, Xerecs and I played a 50 point game on VASSAL using only game pieces from the Pirates of the Caribbean set! A brief summary follows, with a full video recording of the short game at the bottom of this post.

He went first as the Pirates, while I followed with the English. I wanted to restrict my fleet to only game pieces actually seen in the first film of the series, which got me to 45 total points using various crew on HMS Dauntless and HMS Interceptor, adding Mercer to get to 48.  They would be facing off against the Black Pearl and Hai Peng.

Curse of the Black Pearl 20th Anniversary Game!

Ragetti helped the Hai Peng snag some Plunder early, while Interceptor used her speed to reach an island quickly as well.  However, my own Marines must have been brainwashed by some natives, as they shot and killed the guvna!  Governor Weatherby Swann was eliminated. Only upon making this report and seeing the video do I realize that I accidentally cheated on the following turn, with Interceptor sailing home when she should have been stuck at the island due to the hangover from Rum.

Curse of the Black Pearl 20th Anniversary Game!

On the Interceptor’s sail home, she was intercepted by the Black Pearl!  The epic battle happens again!!  Black Pearl took off two masts, but the English returned fire for the same on their turn!

Black Pearl vs. HMS Interceptor from Pirates of the Caribbean: The Curse of the Black Pearl

However, this time “Commodore” James Norrington was there to intervene!  HMS Dauntless came whirling onto the scene, with Mercer tossing Murtog overboard to fuel the ship’s extra action, which sank the Pearl!

From there it was a race to get gold home, with Hai Peng’s blazing speed impeded by the Jail UT which had removed her crew and therefore the captain and helmsman speed bonuses.  HMS Dauntless returned to the southwest via whirlpool to explore, but found TWO Aztec Medallions!  One of them eliminated the other coins from the island, though I should have flipped the Jailhouse Dog to reverse that.

HMS Dauntless came through a whirlpool again, with Mercer sacrificing Mullroy to sink the Hai Peng!  However, the Pirates had won 11-10!
Pirates of the Caribbean: The Curse of the Black Pearl 20th anniversary

 

I also played some PotC music on violin that day to celebrate the anniversary, and saw the movie in theater at night to cap the grand day of piracy!  😀

40 Point VASSAL Game with Gazerbeam543 – March 12th, 2023

40 Point VASSAL Game with Gazerbeam543

3/12/2023

I played a 40 point VASSAL game with Gazerbeam543!  It was our first virtual matchup and the first since the PNW Weekend Marathon.  We used the Seattle house rules and all game pieces can be found in the Master Spreadsheet.  I went first with a modified version of a new fleet I’m calling “The Grim Express”. (original version is slightly more optimal)

Cassandra + FN Grim the Savage, RotF Crimson Angel, helmsman
Banshee’s Cry + explorer
Rover + Jonah, Calypso
Le Coeur du Lion + Cissey, Auraa, Deleflote
Terrain: Fog
Coins: Marksman’s Map, Shipping Charts, Homemade Flag, Neptune’s Figurehead, Manawa No Kowhatu, 3 7’s

Peter went next with the Spanish:
La Santa Isabel + Capitan Alarico Castro (SM version), Duque Marcus Vaccaro, Master Bianco (SM), Bianco’s Haulers, helmsman, explorer, oarsman
La Monarca + Dominic Freda (+2 gold version), helmsman

40 point VASSAL game with Gazerbeam543

I went south, picking up some UT’s and unveiling Maps of Alexandria to turn the NW island coins face up.  Pirata Codex wiped out Kharmic Idol and another UT, but both of those were found before Cassandra snagged Manawa no Kowhatu and Neptune’s Figurehead.

40 point VASSAL game with Gazerbeam543

With Peter clearly in the gold lead with both of his ships zooming home with their +2 bonuses, I knew I had to act quickly to prevent the game from ending too soon.  The BC rushed home with Deleflote’s help, flipping her 7 out to the Cassandra’s island to build The Devil’s Maw fort.  This was to give Grim more time to raid the Spanish HI.  During a less active turn, Coeur was able to duck into a fog bank to protect her valuable crew.

40 point VASSAL game with Gazerbeam543

Monarca arrives home to increase Peter’s score to 22, compared to 8 between my fort and the 1 that Cassandra has taken home.  Calypso creates a few whirlpools but I didn’t want to put one right by Peter’s HI just yet, lest the Santa Isabel (SI) come through and take out Calypso in a boarding party.

40 point VASSAL game with Gazerbeam543

Calypso makes more whirlpools, opening an avenue for the Cassandra to raid the Spanish HI from the north (Deleflote giving her a second move action out of the northeastern whirlpool).  Grims steals 3 coins worth 12 gold, more than half the Spanish total.  Banshee’s Cry touches the Cassandra’s stern in case she can assist with any cargo logistics or ramming on the next turn.

40 point VASSAL game with Gazerbeam543

Both Spanish schooners rammed the Cassandra, doing no damage.  However, SI managed to steal a 7 back.  However, this just made me want to HI Hoard again.  BC explored Cassandra to take her 2 (the lowest value coin from the initial heist).  Then Cassandra stole the remaining two coins on the Spanish HI, leaving them with no coins.  Deleflote allowed her to zip back through the whirlpool, arriving back in Pirate home waters.  Rover drops Calypso on my HI, anticipating a blocking/ramming role to support Cassandra.

40 point VASSAL game with Gazerbeam543

SI comes through with an SAT from Castro and steals back the other 7 from Cassandra!  Monarca rams the BC derelict, who I scuttle afterwards.  I debated whether to shoot at SI with Rover and Cassandra, but eventually decided to ram and board with both because I knew I pretty much needed to steal one of the 7’s again in order to win.  Alas, both boards failed!  Jonah and the Cassandra’s helmsman were doomed to the depths.

Making matters worse, I was now pinned, with Peter having designs on capturing Grim.  SI shot 3/4 and Monarca rammed the Cassandra’s last mast off, making her derelict.  I wanted Rover to tow her home with a double action from Deleflote, but the Rover was still pinned to SI.  Thus, now my best chance of winning was by suicide/sabotage (with still no gold on the Spanish HI and my mast count down to 2 with plenty of whirlpools around to eliminate them if SI didn’t).  Coeur popped out of the fog and lost her mast to a whirlpool, leaving me with just the Rover.

It seemed like there would be enough time to dismast the Rover and end the game, but I rolled too well on the whirlpools!  It took a full 3 rounds for the Rover to roll poorly enough to take out her lone mast, by which time SI had returned home with Cassandra, dropping off both 7’s+2 for a narrow gold lead.  I put Rover out of her misery to keep the score closer, with Peter winning 16-14!  Very tight endgame, where I would have won 14-0 if either of the Rover’s previous whirlpool rolls had been negative in nature.

Wow!  What a nice and close-fought 40 point VASSAL game and a great introduction to VASSAL for Gazerbeam543!  This was a big momentum shift game, with Peter loading a ton of gold early only to have it all swiped by Grim, then stolen back in true conquistador fashion!  Notably, no captains were present in either fleet, but there was still plenty of swashbuckling action.  A more excellent contest than we could have expected!

2×60 on VASSAL – December 7th, 2022

2×60 on VASSAL

12/7/2022

This game was Kyle’s first on the VASSAL module!  We set up for a 2×60 game using our regular Seattle Pirates house rules.  All game pieces can be found in the Master Spreadsheet.  He went first with the French:

Le Superbe + Capitaine Arathiel, Jules de Cissey, helmsman, explorer, oarsmen x2
Tepant + captain, helmsman
Le Bon Marin + helmsman
Le Pique + captain
Marianne + Maurice Aristide

I followed with an English fleet from RtSS:
Elthelfleda + Captain Nemo, helmsman, oarsman (got this idea from Ochobrazo2298’s game)
HMS Halcyon + RotF HGold, RotF Trevor van Tyne, 0LR+5 Bratley, cannoneer, oarsman, grape shot
HMS Goodfellow + helmsman, explorer, oarsman
Coins: Weapons, Seastar, Dead Man’s Chest (PotC version), English Royal Decree, four 5’s

The setup:

2x60 Pirates CSG on the VASSAL module

Both fleets headed out for gold, with the Superbe exploring first and the Pique preparing to grab a coin from her.

2x60 Pirates CSG on the VASSAL module

Elthelfleda and Goodfellow loaded some solid coins including the Seastar UT, but a French blockade looked to be brewing.

2x60 Pirates CSG on the VASSAL module

Knowing I had a good amount of “extra firepower” available on the Halcyon in the form of musketeer+cannoneer+grape shot, I charged for home after seeing she would be in range of the Tepant.  She went 4/4 to dismast the Eternal Frenchman!  I went straight for home with my other ships as well to put as much pressure on the Superbe as I could, forcing her to make potentially tough decisions on what to shoot at.

2x60 Pirates CSG on the VASSAL module

However, I had been too aggressive with the Goodfellow and wrongly guessed that an action generator on the Superbe would have already been revealed.  Capitaine Arathiel took the helm and piloted the Superbe to a game-changing attack, sinking HMS Goodfellow and her 10 gold (+Dead Man’s Chest UT) and then taking the Halcyon down to 1 mast!  Great maneuvering by Kyle ensured she stayed out of the range of any potential canceller on the Halcyon.  On my turn I weighed various options, with perhaps docking the Halcyon at home being the smartest.  However, this would allow Kyle to scuttle the Tepant while I tried to get gold from the Mercenary Elthelfleda to my HI via the Halcyon, and letting the Superbe run wild.  He was also amassing good gold through Maurice Aristide, so my chances were dwindling.  Halcyon continued the fight, taking a mast off the Superbe and using grape shot to whittle down her sac options a bit.  Elthelfleda headed straight for Tepant, knowing it was the key to getting some gold home and/or staying alive in the game.

Superbe sank the Halcyon, then sacced her helmsman to ram the Elthelfleda and take her down to 1 mast remaining! (and stealing her 5)  With Mercenary again preventing the E from docking at home, I used Seastar unsuccessfully and then captured the Tepant, who explored the E to grab her oarsman in anticipation of getting home on my next turn.

The Tepant was able to get home rowing S+S (avoiding a sinking at the hands of the Pique sniping at her), but at the cost of losing the Elthelfleda to the Superbe.  In the meantime the Bon Marin was transferring another coin to Marianne, who upped its value by 2 with Aristide.  The game was all but over.

At this point it was worth counting up the gold on Kyle’s HI and the gold remaining in play.  It revealed that I could only hope to ever get 4 gold by some miracle, while Kyle already had way more than that on his HI!

  1. Kyle: 17 gold
  2. Ben: 0

A lopsided 2×60 game but a good introduction to VASSAL!  Kudos to Kyle and his effective French fleet, using pieces synergistically and saccing to devastate the English position at the opportune moment!

“Pure Standard” – A Return to Normalcy with 1v1 at 40 points (October 30th, 2022)

“Pure Standard” – A Return to Normalcy

1v1 40

10/30/2022

For the first time in YEARS I played a game with NO house rules of any kind.  Captain Vendari and I met on the VASSAL module for a “pure standard” game.  No ban list, no house rules, nothing beyond what Wizkids intended this great game to be.  Due to the prevalence of house rules and ban lists in modern game groups that play Pirates CSG, I have even been calling this “hyperstandard” in my head, though in reality it’s basically just “regular Pirates”.

Vendari rolled to go first. These were the fleets: (all game pieces found in the Master Spreadsheet)

Captain Vendari
San Cristobal + Victor de Alva (F&S version), Luis Zuan (F&S version; Helmsman ability), silver explorer
Bloody Jewel + helmsman, silver explorer
Le Coeur du Lion + Vicomte Jules de Cissey, navigator
UT’s: Kharmic Idol

A7XfanBen
Black Swan + Captain Jack Sparrow (common 058 version), Bianco’s Haulers, helmsman, explorer, oarsman
Patagonia + Robinson, Lord Mycron, Administrator Scott Bratley
Le Coeur du Lion + oarsmen x2 (1 Pirate, 1 French)
Oarsmen x2 on home island (1 Pirate, 1 French)
Events: Hidden Cove, Raft
UT’s: Jailhouse Dog, Relics

With his 0LR+5 Vendari brought in both crew on the Bloody Jewel. I anticipated seeing at least one face down event in his fleet, but once I saw none in his complete fleet as Player 2 I realized I could save the 2 points I was anticipating for Favor of the Gods. My 5 extra points went towards my events and the HI oarsmen, as I figured the Coeur would need more crew to fling out to CJS.

As Player 2 I placed the final island, putting it on the western side.  This was to preserve the southeastern island as likely the worst HI location.  We didn’t dive too deep into the strategic meta around island placement, but we certainly talked about it as we set the map up.  Vendari also won the roll to determine how many terrain pieces each player would place – he voted 6, I voted 2.  He placed 3 whirlpools and 3 reefs, while I added 5 fog banks and 1 sargasso sea.  I chose for Vendari to start in the SE corner while he chose for me to start in the NW corner.  We were ready to play some old-fashioned normal Pirates!

Victor de Alva was revealed, and Vendari got his EA roll to zip the San Cristobal out towards the center island at S+S+L+S+S+S+L+S speed.  The Bloody Jewel headed west as the Coeur generated a trade current.

Pure Standard game of Pirates CSG on the VASSAL module

The UPS machine began revving up.  I flipped Hidden Cove to start my turn, and the middle island was the closest.  I was wary of Nemesio Diaz on the SC being able to cancel one of my important abilities, but decided to chance it and dock near the SC anyway, knowing that I could force a decisive action very early if there was no canceller.  (in hindsight, in a hyper competitive environment I would have studied Vendari’s face down crew setups and total points before taking my turn, which would have shown that the final crew on the SC could not have been more than a 3 point crew)  The Black Swan used her first action to redock with cannons in range of the SC.  I flipped CJS and shot before exploring, since exploring first could reveal bad UT’s that might mess up the shooting.  The Black Swan hit 2/3 (definitely above my average with 3S cannons) and then explored, finding some low value coins on the island.  I think it was a regular 2 and the rest silver – 2,1,1.  CJS flipped the silver 2 to the Coeur, who was given an explore action targeting my HI to unload it.

With Mycron giving the Patagonia’s action away, the Black Swan then redocked again to fire her port broadside, hitting the San Cristobal 1/3 to take her down to 2 masts standing.  CJS flung another coin to the Coeur, but she would have to wait until the next turn to unload it.  The Black Swan also loaded one of the 1’s, as I would rather get boarded for it (and possibly only lose my explorer since the loser chooses everything for boarding parties) than have the SC just explore the island and take it.

Pirates CSG 1v1 40 point standard game

Vendari got another EA from de Alva, and docked at the island next to the Black Swan.  However, I was ready to reveal my “trap card”, with Bianco’s Haulers preventing the Black Swan from being shot at while docked!  It was still a decent turn for the SC however, as she was able to use the silver explorer to grab the island’s final coin, then use the EA to sail away to the west.  The Bloody Jewel scurried home with treasure after finding both Relics and Kharmic Idol on the southwestern island.

With no canceller or oarsman on the San Cristobal, I had to take her.  The Black Swan got another Mycron assist to blast the San Cristobal, ramming at the bow as well.  The SC was dismasted, and both players declined to board.

Pure Standard rules for Pirates CSG game on Vassal

The Bloody Jewel returned home with a 3 and a silver 1 that generated an extra 1 gold from the silver explorer’s bonus.

On my turn the Black Swan started towing the SC, then used both actions to dock at the western island where I explored and flipped home a silver 4 to the Coeur who unloaded it.  I then built Paradis de la Mer because it would allow the SC to repair, and because Vendari’s fleet was now likely too weak to be able to contest the gold in Paradis at any point in the future.  (a safer play than some fort builds, so a no-brainer in this case)  The following turn I got de Alva’s EA (quite the generous guy today!) to repair 2 masts on the SC.  However, at this point Vendari decided to forfeit, seeing no path forward for him to win given the momentum swing and how hard it would be to get any more coins home.

  1. A7XfanBen: 13 gold
  2. Captain Vendari: 5

Although the game was shorter than I anticipated, it was nice to get back to a regular game of Pirates.  It’s been so long since I played with all events being legal and things like the normal boarding rules where the winner has no agency to choose.  I think it’s a good idea to do this once in a while, both to satisfy my desire to play competitively and as a way of going old school or back to the roots of the game that Wizkids put out.  After all the house rule craziness in recent years, it’s almost a way to “detox” from a bit of “house rule fatigue”.  Nothing against house rules to say the least, just kind of a fun experiment to do once in a while, both to actually play (not just theorize) in a competitive meta and almost as a tribute to Wizkids’ original creation.

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

What the hell is going on!?

Fleet Status Update

Xerecs

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

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

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

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

A7XfanBen

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

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

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

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

PirateAJ14

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

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

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

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

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

Wars (declarer first): Pirates vs. Spanish

 

A 33 Hour Turn

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

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

Pirates

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

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

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

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

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

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

Chain exploring Pirates in CG4

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

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

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

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

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

The Leviathan uses Neptune's Trident against the Spanish!

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

 

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

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

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

What happened next was nothing short of shocking and evil.

 

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

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

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

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

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

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

Pirate Launch Period

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

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

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

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

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

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

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

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

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

The Pirates launched 18 ships from stock this turn.

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

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

The Cursed

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

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

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

The Cursed press their attack against the Americans in CG4

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

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

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

Colector del Dia on her way out

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

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

 

A familiar WMD, in Evil hands

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

 

Now for a case of severe shock….

BOOM!!

Figlar Castle whirls into Spanish territory

and BOOOOOOM!!!!!!!   O_O_O_O_O

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

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

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

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

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

The Cursed Launch

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

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

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

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

The Reign of Terror has begun….

 

Vikings

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

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

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

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

But wait, there’s more!

Barbary Corsairs

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

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

Corsairs launch another attack on the Pirates!

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

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

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

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

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

Agha's Whip rams the Blackleaf

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

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

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

Barbary Corsair attack and launch in VASSAL Campaign Game 4

 

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

 

THE POINT COUNT

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

9,434 total points in play.

THE BIGGEST GAME OF ALL TIME.

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

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

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

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

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

Breaking it down a bit more:

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

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

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

 

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

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