Archive for the 'Event Results' Category

Gentlemen, Start Your Sails: Pirate Racing!

Recently, we had a special Pirates event: Pirate Racing. The rules for the event were:

  • Bring a 50pt fleet. All ships must be of the same nationality, although crew can be from any faction, following normal assignment rules.
  • All ships MUST race. You cannot leave any ships docked at your Home Island.
  • The race course (see image below) is a relatively straight channel with a loop at the end. Ships need to race up to the far end, go around the island, and then come back and dock at their Home Island. The First ship to Dock back at their Home Island wins!
  • Any ships automatically have the Eternal keyword. If they are sunk during the race, they appear docked at their Home Island with any crew they had on board. Crew eliminated through other means (sacrificed, eliminated through enemy action, thrown overboard) do not re-appear.
  • Sea Dragons are not allowed in the event. Also, other ship “teleport” abilities, like those of the El Dorado and Harbinger, are also not allowed.

The race course looked like this:

Pirates Racing Course

We had 6 players, counting myself. After rolling off to see which Home Island we started at, the competitors were off! Continue Reading »

Lots of Pirates

This is a special Monday edition of the blog…mainly because I missed Friday’s post. :)

At last weeks Pirates game, A Price on Yer Head, we had 9 players (and one observer) show up. While this wasn’t a record number of players at our venue, it was a lot more than the normal 4-5 players we regularly get. So, to make sure that everyone played, we split into 2 games of 4 and 5 players each. I was in the 4 player game. Continue Reading »

Lots, and Lots of Junks

Large central islandLast week’s game was an 80pt, 2 ship-max, Last Captain Standing/King of the Hill game. The goal was to unload crew onto a large central island, and make sure that your crew were the still there at the end of the game. Marines were able to shoot at crew on the island, and at ships within S (like normal). Also, your fleet needed to be the last one on the board.

Lots of Junks

Players were restricted to 2 ships each (plus Flotillas) to speed up play. Because of this restriction, every player had one 10 masted junk; we had 3 Delusions and 2 Zeuses. (In the pictures, one of the Zeuses is standing in for the Delusion).

Getting CrowdedAnd, even though the large central island had lots of shore to dock at, many of the ships ended up crowding close to each other, and things go really interesting.

Ramming SpeedMy fleet was based around the idea of killing/eliminating other player’s crew, snagging them with Captain Davy Jones (from PotC), and then sacrificing them myself to get extra actions. As it turned out, I was never able to get DJ to snag any crew. But, I was able to have both of my Junks ram into opponents ships before both were sunk.

The game ended up with 2 winners: one player hung back until opponents ships were damaged and/or pinned, and swooped into to sink them, and finally was able to sink the last ship and be the Last Captain Standing. Another player landed 2 Marines onto the central island before getting sunk herself, and spend the rest of the game shooting at other crew on the island, or at passing ships.

Everyone had fun, and we will have to try this scenario again.

Ultra Speedy 40pt San Cristobal Fleet

Last week, we had a Last Captain Standing 40pt game. There was no gold or no Home Island immunity. This was a pure gunbattle. We had 3 players, including myself, with the other 2 players using 5-masted gunships towing Flotillas. I opted for a different strategy based around the San Cristobal, a very fast ship.

Here is what was in my fleet:

  • San CristobalSan Cristobal (17pt, RotF): If this ship has a crew with the Captain keyword, she gets +L to her base move.
    • Contessa Anita Amore (0pts, CC): Limit, Ransom, +5 build points. This crew cannot leave this ship unless captured or eliminated.
    • Luis Zuan (0pt, RotF): Hostile: Pirates, Loyal: Spain, Captain.
    • Almirante Devante del Nero (3pts, SM): This ship gets +1 to her cannon rolls against Pirate ships.
    • Helmsman (2pt): This ship gets +S to it’s base move.
    • Exploding Shot (1pt, FnS):
  • SlipstreamSlipstream (12pts, MI): Submarine, Mercenary, Crew of any nationality can use their abilities on this ship.
    • Lord Mycron (6pts, FnS): Instead of giving this ship an action this turn, you may give any ship in your fleet 2 actions.
    • Helmsman (2pt): This ship gets +S to it’s base move.

The basic idea for this fleet is to have the Slipstream submerge, hopefully keeping it out of reach of the enemy. While it’s submerged, Lord Mycron gives the San Cristobal 2 actions, meaning the speedy ship can move S+S+L+S and shoot, and then move S+S+L+S away. FOOM!

Trying it out: I tried this fleet in a 3 player gunbattle. My main gunship, the San Cristobal, was the fastest ship on the table. The other 2 players were playing big gunships towing Flotillas.

For the first couple of turns, we head toward the middle of the table. I kept Lord Mycron hidden (face down) on the submerged submarine, and I also kept Luis Zuan and the Helmsman face down to lure the other ships into striking distance. Eventually, One player’s HMS Endeavour got close enough, and I was able to sail in, fire all three L range cannons (I was concerned about cancelers), and sail away. After 2 turns of that, and not doing much damage, I ended my move too close to the Endeavour. That player managed to roll his “5-6 for extra action” ability, sailed up and did massive damage to the San Cristobal.

On the next player’s turn, she rolled a 6 for Davy Jones (OE version), and so she gave a Shoot action to the Endeavour, and sank the San Cristobal. :(

After that, I tried to use the sub’s underwater ram to sink the other players Flying Dutchman, but wasn’t able to roll high enough to knock off a mast. Then, the canceler on board canceled my sub’s keyword, which brought me to the surface, where she was able to shoot and sink me.

The game continued with the slow Flying Dutchman chasing the HMS Endeavour, but eventually, the Dutchman was able to sink the Endeavour and win the game.

I think my fleet is a good build, with some possibilities, but you have to be careful about cancelers and Davy Jones/Emperor Blackheart. If you are playing a game that includes Home Island immunity, you can probably save a few points by putting Lord Mycron onto a cheaper ship and just leaving it docked at home.

Ok, so the prison won! (Review of the Prison Break Scenario)

Last Wednesday, we ran the Prison Break scenario that I posted earlier. While the scenario was good in concept, in play things went downhill very quickly.

Here's the Prison Island and the surrounding Islands

First off, we randomly picked a Fort from the ones that Privateer had, and ended up with El Castillo del Infanta, which has 5 4L cannons. Now, those cannons don’t sound very good, but in play, we found that you were likely to get hit by at least one or two when you docked at the Prison Island.

An overhead shot of the Prison Islands

We also made some mistakes and underestimated the deadliness of 2 Marines on each surrounding island. Each Marine has a 2S cannon, and we decided that as soon as a ship got within range, then at the end of that players turn the player to their right would get to roll for the Marines and choose where to shoot. Those 2S cannons hit quite a bit in the first round, so after everyone had a chance to act once, we eliminated one Marine from each island. Even so, those Marine were very effective..that is, until we started shooting back at then and killing then off.

Everyone swarms toward the Prison, not knowing what's to comeAnother mistake we made was that the surrounding island were too close to the Prison Island, which led to some nasty traffic jams. And, since some ships were stuck and couldn’t move away, they got shot again by the Prison and Marines. By the end of the game, there were lots of derelict ships.

Prison Break 4We finally ended the game when one player has lost or had made derelict both of her ships. At that point, no one had been able to unload crew on their Home Island. In fact, no one had really left the Prison with any crew, although one player was able to steal crew from several derelict ships, and had 9pts of crew on board.

Things are getting tight!I would like to try this scenario again with a few changes:

  • Only one Marine per Island, and possibly it only shoots once per round (after all players have acted).
  • The surrounding Islands need to be farther out, maybe 2S or even 3S from the Prison.
  • The Prison can also only shoot once per round, and only at ships that are docked. Shots could be spread evenly.

Traffic Jam!

How things ended up at the end of the game

One of the players had a suggestion of having multiple Prisons, but I’m not sure that would work due to space limitations, especially if I spread the Islands out. But, I have an idea in a similar vein (“Sorry, your Princess is in the other castle“) that might work. I’ll post that scenario once I get it fleshed out.

Pirates, and Horroclix

I’ve played quite a few games in the past week, including 3 Pirates games and my first Horrorclix game.

First off, we had a sealed pack Pirates game last Wednesday. Each player opened 4 packs of Rise of the Fiends, and built a 40pt fleet. The winner was whomever brought home the most gold. I did pretty well, but only came in second.

On Saturday, I went over to Itsnotacon for a couple of hours. I needed to get out of the house for a while, and there were a couple of Pirates games planed. As it ended up, there were only 3 players, but we had fun.

The first game was a 40pt constructed game called “The Wreck of the Black Galleon.” All of the gold was placed onto a wrecked ship in the middle of the board, and we had to go get as much as we could. Of course, with lots of ships in close proximity, a few fights broke out. ExecutionerUnfortunately, after putting 2 fast gold runners in my fleet, I only had a few points left, and I could only afford the 2 masted Executioner for protection…and it didn’t last too long. I was able to sink one of the other player’s gold runners first, though. And, I had some bad pulls on gold, and only ended up with 10 gold or so at the end (the winner had 24). At least, because there were only a few players, I was able to get a prize ship.

RazorvixenAfter that, the guy running the events had a Horrorclix game planned, so I hung around and played that. I’ve only played a demo of Heroclix before (which is similar), so this was pretty new to me. I was setup with a team of 5 figures, including the Razorvixen seen here. The goal was to kill as many victims as possible…and to kill the other player’s monsters.

Overall, I had fun. I’m not ready to get into another collectible game right now, and I really couldn’t afford one, but it’s still a fun game. The Clix mechanics is pretty simple: when your figure takes damage, you click down the figs baseplate and their statistics change. Some figs actually get better as they take damage, and some have abilities that only function at certain levels on their click wheel. the other Privateer at our venue also plays the MechWarrior Clix game, and I may just have to try that one out some night.

USS KentuckyAfter that, there was a Pirates sealed pack game. Since it was still the same players, and the guy running the game didn’t want to buy more packs, me and the other player bought 3 packs each and had a short gun battle. I didn’t pull anything really special, and we had 3 ships each, but I was able to get her fleet into a position so that I could sink 2 of her ships. After that, my 2 remaining ships had to chase down her one remaining ship, the USS Kentucky. Eventually, I sank it, and got another prize ship.

Nickels and Dimes – A Pirates Scenario

Nickels and Dimes - A Pirates ScenarioThis past Wednesday, I came up with a new scenario to run called Nickels and Dimes. The idea was that each player (we had 3, including myself) would start out with 30pts of ships, and 15pts of crew. Crew was initially NOT loaded onto any ships, and 0pt crew were disallowed. As each player was able to get gold back to their Home Island, they would be able to “buy/hire” crew on a 1 gold=1 point basis. Crew could be loaded face down, but the money spent had to be announced. To make sure there was enough gold, I increased the normal starting amounts to 12 pieces totaling 24 gold. Continue Reading »

The 85pt Hide and Seek Fleet

This past week, I played Pirates, and won, at an 80pt pure gunfight. Continue Reading »

The Amazing Near-Single Turn Gold Running Fleet

Arr everyone!

Last week, I had the opportunity to try a new fleet idea that I had. Things didn’t work like I had planned, but it was fun. Continue Reading »

Whitebeard Must Die!

Arr Everyone!

Sorry about the lack of updates. Things got kind of busy in both my personal and professional lives, and so I haven’t had a lot of time to post to this blog. Hopefully, things will cool down in the future.

But, I had to post about last night’s Pirates game “Whitebeard is Coming to Town!” The Privateer played Whitebeard (aka Santa), along with 2 Viking Longboat “reindeer”. Her goal was to touch each of the Wild Islands, and leave a number of gold coins on each. The players goal was to grab as much gold as possible. Continue Reading »

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