Archive for the 'Fleets' 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 »

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.

The 80pt Fog of War Fleet

The basic idea for this fleet is hit-and-run: pop out of the Fog Cloud/Smoke Cloud when it dissipates at the beginning of your turn, shoot at anything within range, and then duck back into a new cloud.

Continue Reading »

Jack and the Doombox Fleet – 45pts

The basic idea for this fleet was to take advantage of Captain Jack Sparrow’s “When this ship is given an Explore action, you can swap a treasure on the island for a crew on any friendly ship” ability to instantly get gold to your Home Island. But, I wasn’t able to fit in CJS and a ship for him, so I switched it out with the Rising Sun, which has the same ability. And, to keep the theme of the fleet, all of the generic Oarsmen are named Jack (kind of like George Foreman’s kids.)

Continue Reading »

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 »

The 60pt Evil Submarine Fleet

This was the fleet I ran at last week’s “Rolling Hurricanes” Pirates game. It didn’t work out like I had planned, but I still had fun.

Pyre (14pts)-Submarine. Ghost Ship

Tabatha McWarren(3pts)-Crew of any nationality can use their abilities on this ship

Olof Linstrom(6pts)-Marine

Lawrence(5pts)-Once per turn, one crew or ship within S of this ship cannot use its ability that turn

USS Mercury(16pts)-Submarine. This ship ignores the first hit she takes each turn as long as she has all of her hull pieces.

Christian Fiore(6pts)-Ex-patriot. Once per turn, one crew or ship within S of this ship cannot use its ability that turn.

Helmsman(2pts)-+S base move

Commodore David Porter(7pts)-Broadsides Attack. This ship may move and shoot using the same move action.

Wayne Nolan(0pts)-Limit, Ransom. Choose one American crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

Raft(1pt)

The 55pt Anti-Sea Monster Fleet

Last Wednesday, we had a special scenario for our weekly Pirates game: Sea Monsters Attack. It was a normal 50pt game with treasure, but 2 “Place Kraken” and 2 “Place Sea Monster” tokens were mixed in with the treasure. When you found one of the tokens, a Sea Monster or Kraken was placed near the island the token was on, and 3 gold were immediately placed on the discoverer’s Home Island. If you were able to destroy a Sea Monster or Kraken, you also got 3 gold on your Home Island. After your turn, the Sea Monster or Kraken becomes part of the next player’s fleet.

The Sea Monsters and Kraken worked like this: on the turn they were discovered, they became part of your fleet. You rolled a die to see what actions they could be given: either move, attack, or move and attack. On a roll of a 1, the Sea Monster or Kraken would submerge and be removed from the game.

Here’s the fleet I played:

55pt Anti-Sea Monster Fleet Early in the game, I took the Banshee’s Cry out to a Wild Island. Unfortunately, I found one of the Sea Monsters, and although I tried moving it away from the Cry (since it was a very small ship), the next player moved it back and before I could do anything, the Monster had killed the Cry.:(

Through the rest of the game, I found the other Sea Monster(the Mist Walker, which luckily moved over and killed another small explorer ship), but I was also able to get quite a bit more gold back to my home island. By the end of the game, I had more gold than anyone else, and I won!:)

Next week’s game is a 60pt Rolling Hurricane scenario, which should be fun.:)

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