Pirates, Ready Your…Tanks?

Ship carrying 33 Russian Tanks seized by Somali Pirates off of the Horn of Africa.

Pretty bold.

Forts: Are they worth it?

Are Forts worth including in your fleet? Yes! Sure, WK hasn’t put out any new Forts since Pirates of the Revolution and Pirates of the Crimson Coast, but that doesn’t mean you can’t use them. There are pleanty of places online to purchase or trade for Forts, and since lots of player don’t use them, you can typically get them at a bargain.

For one thing, they are free! None of the Forts cost any of your build points, so there is no reason NOT to include one in your build. As long as you have a ship of the same nationality, you can use the Fort. And, with the right ships, you can build a fort VERY quickly, and grab that gold!

The rules for Forts are:

Forts are printed on two cards and are assembled like ships. Fort flags represent cannons, and you can customize a fort by placing flags on either its corners or walls. Forts are not placed during setup; rather, they are purchased and built during the game on wild islands you have explored. A wild island may have only one fort on it at a time.

Building Forts: To build a fort, the following three conditions must be met:
· You must have the fort in your collection.
· You must have an amount of gold points on your home island equal to or greater than the fort’s gold point cost.
· You must have a ship docked at a wild island you have explored in order to build a fort there.

If these three prerequisites are met at the end of one of your turns, you may build the fort as a free action. Take the gold used to pay for it from your home island and place it inside of the assembled fort; this gold still counts toward winning the game. Place the assembled fort on any wild island at which you have a ship docked. The fort must be placed on the island such that two of its opposite corners are completely on the island.

Treasure: If there is any face-down treasure on the island where the fort is built, move that treasure inside of the assembled fort; it is now yours. You may use a ship to load treasure from a fort and move it to another fort or to your home island, but a fort must always have a number of gold points inside of it equal to or greater than its gold point cost.

Shooting: Forts may be given only shoot actions. Shooting with fort cannons is just like shooting with ship cannons; use the indicated ranges and ranks on the flags and measure distance from the flags. Lines of fire drawn from forts are not blocked by other ships or islands.

Abandoned Forts: When a fort is hit, its player eliminates a flag. When all of a fort’s flags are eliminated, it is abandoned and may not be given actions.

Destroying Forts: If an abandoned fort is hit, remove it from the game and place all of the gold that was inside of it back on the island, which reverts to an unexplored wild island.

Imagine this scenario:

  • Rising Sun - Pirate shipOn the first turn of the game, you use Hidden Cove to put one of your ships, the Rising Sun, at the nearest unexplored Wild Island.
  • Using the Rising Sun’s action, you un-dock and re-dock, and then reveal the Explorer on board, and Explore the gold on the island.
  • Grabbing the 2 coins with the largest value, and assuming one is worth enough to buy a Fort, you then use the Rising Sun’s ability “When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.” to transfer one coin back to another ship at your Home Island, and put a crew (probably an Oarsman) on the Wild Island.
  • Dead Man\'s PointThen, at the end of your turn, you use the gold that is on your Home Island to “buy” a Fort, either the Devil’s Maw or Dead Man’s Point, and put it onto the Wild Island where the Rising Sun is docked.
  • All of the gold on that island, along with the gold spent, is put inside the Fort, and is protected from your opponents gold runners.

With a properly built mixed Nationality fleet, you could probably built Forts on a couple of islands early in the game. This will severely hamper your opponents ability to grab gold, especially if they few (or no) gunships. Plus, some Forts, like Paradis de la Mer, are very tough to destroy.

Now, remember, even though the gold in a Fort counts towards Victory, even if you have more than half the gold stored in your Fort(s), the game doesn’t end until you get more than half to your Home Island, or you sink/derelict all of your opponents ships.

Good luck!

Pirates of Morevi Cards!

First Queen of MoreviCaptain Rafe RaftonRecently, the guys over at MiniatureTrading held a “Press Gang” contest. One of the members put up a bunch of blank crew card templates, and contestants created new crew cards.

Since I’ve been listening to the Chronicals of Morevi, I decided to make crew cards for Askana, first Queen of Morevi, and Captain Rafe Rafton. I used the artwork of Carrie Seidman. Click on the images for a closer view.

Captain EdWee VikingsIn addition, I updated 2 cards that I had created earlier and entered them. First off, we have “Captain Ed,” myself as a reverse-Captain. And, we have “Wee Vikings,” which is my son, Daniel, in his Viking hat.

If you have an account over at Miniature Trading, go over and VOTE FOR MY CARDS!

Enjoy! I might have another card or two to post in the future.

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.

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Morevi – Pirates of the Caribbean Meets Crouching Tiger, Hidden Dragon

For the past few months, I’ve been listening to Tee Morris’ audiobook/podcast of Billibub Baddings and the Case of the Singing Sword. It’s the story of a fantasy-realm dwarf who falls through a portal and finds himself in 1929 Chicago, complete with Prohibition and Al Capone. Billibub ends up working as a Private Detective in the city, on the trail of the Singing Sword, a dangerous artifact from his home realm.

Anyway, that story has nothing to do with pirates. But, Mr Morris would occasionally mention his plans to rebroadcast another of his books, Morevi: the Chronicals of Rafe and Askana. Unfortunately, he never really mentioned exactly what Morevi was, and I assumed from the title, that it was just another fantasy novel. Since I really wasn’t looking for a fantasy book right now (I’m already partway through listening to the Dresden Files audiobooks and re-reading the Ethshar books), I didn’t check out Morevi until this week.

That was my mistake.

Earlier this month, I finished the Billibub story, and Mr Morris has not started podcasting the second book, The Case of the Pitcher’s Pendant. In the Billibub podcast feed, Mr Morris had put the introduction chapter of Morevi, and on a whim, I listened to it.

Why the heck didn’t Tee mention that Morevi had pirates in it!?!

I was instantly hooked. The story includes a 15th-16th century privateer’s ship that goes through a portal near the Ireland coast and ends up in strange waters with Chinese-style junks, warrior women, and magic. Wow!

So far, I’ve only listened to the first few chapters, but I really like the story so far, although I wish Mr Morris would make things a bit clearer. I’m intrigued about the Portals that are mentioned, and the suggestion that Captain Rafe can travel through the Portals easily, where others can’t. Hopefully, things will be clearer as I get further into the story.

Real Piracy is Alive and Well in the 21st Century

I was going to write about the new Switchblade ships in Fire & Steel, but WizKids hasn’t updated their card gallery, so I don’t know which ships in the new set are Switchblades. I hope to get that article up by the end of the week.
Le PonantInstead, I read an interesting series of new stories last week. The French cruise liner Le Ponant was hijacked off the coast of Somalia by 6 gun-wielding pirates. Continue Reading »

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