Subject: Re: Battle Reports Posted: Sun Oct 04, 2015 6:13 pm
Your color choices, islands, and ocean make for nice viewing. It's really an improvement over the original islands and a tabletop.
Thanks! I know I'll never regret spending ~$17 on the five different ocean fabrics I got, and I would recommend that everyone else do the same, especially if you take pictures for your reports. I was getting quite sick of the brown tables and better-but-not-good-enough Plunder Pack map. Rossinaz was a huge help with the rocks and islands, though I like some of mine as well.
I like the colors theme, although the USS Mercury seems a bit of a stretch. Maybe around Christmas, you could do a new battle of red, white, and green!
Absolutely the Mercury is a bit of a stretch. Basically, CCM always makes things interesting and I've grown a bit tired of saying "Fleet 2", etc, partly because I forget who was Fleet 2 and Fleet 3! Also, it adds a more personal factor to the game. CCM is also good at picking names for his games if you look at his site... I'd like to do the same when I post on BGG, since the whole page of forums just says "2 players, 40 points", "3 players, 40 points", etc.
My fleet (with the Mercury) was picked at random, with no faction-purity or anything like that. However, I did notice a general red color scheme, which must have been why I mistook the Catedral for the Duc (they were in the same little bag instead of my regular box and I grabbed the ship too fast). Also, I thought "The Red Fleet" was fitting because the Mercury and Duc are from ROTF and CC, two sets with red card backgrounds.
I saw mostly white sails in one fleet and mostly brown and grey in the other fleet, so it worked for this game. Here it was purely coincidence - in the future I don't think I'll be so lucky!
A Christmas-themed game would be interesting. I always love getting out my SCS stuff, not to mention trying to find some green ships!
The Coleoptera is a great runner; it's got a fast base move (for a submarine), access to Hammersmith (and Coconut, if you're using Mysterious Islands). It's just a good ship (except for those cannons ).
I definitely underrate her. She's a solid choice; I think I've forgotten her in general because she's a very recent acquisition and because I like most of the other 3 masted subs better (especially Terror, Hephaestus, USS Mercury). It's fun to have non-Merc subs - neither the Coleoptera (don't like the name, feels very weird to type lol) nor the Pyre were shot at as they ran gold effectively.
O'Brien gives SAT, which could be useful; but I don't think that Shap'ng Tsai's SAC is as useful (him+helmsman+3oarsmen costs 23 points as well, but only 3-4 extra actions).
Good combos; however I'd still probably go with Tsai, unless it's a longer game. I'll take 3 guaranteed EA's at the perfect times rather than get 2 irrelevant SAT's on the first two turns and then none for the rest of the game.
Another interesting combo is the Hephaestus or USS Mercury with Broadsides Attack. They have the cannons for it; a surprise broadside could be effective (if you hit!).
Never thought of BA on a sub. I'm generally with woelf on BA - I just don't use it much at all. I think I like rolling as many dice as possible when shooting, just from a psychological standpoint.
Now that I think about it, I'd like to see BA on a 1 master! You'd have nothing to lose!
The home islands were again at opposite ends, but three wild islands with four coins each were in the middle. Terrain was placed throughout, including an iceberg and a fog/reef combo.
The Corsairs are off! However, they can't row in between the dangerous rocks.
The French set sail as well, but the Golden Peacock and Tripoli quickly reached a sandy island. Between the two ships all the gold disappeared! At the far side of the picture, the Terror of Gibraltar has received an SAT from Crimson Angel, allowing her to terrorize the Bonne Chance and dismast her! Crimson Angel's cannon bonus really helped in this early battle.
An excellent shot - you can also see the Sea Rat in the distance.
The Silent Death preferred the fog to a reef, but it looks like the Sea Rat will reach the island first. However, the Bonne Chance won't be able to protect the Rat from whatever comes next...
With one island out, the French then focused on the middle island with their two remaining 3 masters. The Duc shot 1/3 to hit the Golden Peacock, while the Richelieu sailed around to the sandy beach of the center island.
An overhead view of the game. The Terror of Gibraltar captured the Bonne Chance, but decided the game would still be too short to tow her back and use her effectively. Crimson Angel wanted another battle. In the meantime, Kheir on the Silent Death revealed his own plan, coming out of the fog onto the reef to S-board the Sea Rat and steal a coin! On this turn, Kheir's roll was successful, allowing the Tripoli to return home early.
With a coin still on the island, the Sea Rat's crew got greedy even in the face of the relatively dangerous Silent Death.
The Terror of Gibraltar. I love how you can actually see her masts through the sails because of the light. This is one of the more realistic pictures I've taken.
The game is lit up, and you can again make out the Terror's beauty as the light shines through her sails.
The Duc strikes again! Unfortunately, she only hits 1/3 this time too.
The Golden Peacock survives the onslaught to dock home more gold for the BC's. The Silent Death has cornered the Sea Rat in hopes of taking another coin to fill up her cargo hold, but somehow both ships roll a 6 to tie at 8! In the meantime, the Terror of Gibraltar has moved twice to hit the Richelieu twice, knocking her down to one mast.
What a beautiful setting for a game!
Another view of the excitement, as three separate actions have gone down in just the span of one turn!
The Silent Death again tried to steal a coin from the Sea Rat, but finally lost a boarding party! This killed her helmsman, but gave her an extra cargo space to work with. The Richelieu is happy to run from the Terror of Gibraltar, who's been blocked completely by the Duc. The Duc took out a mast on the Terror with her first shoot action, but the Terror has responded with two hits of her own. The Corsairs had luck with them on this day, getting some SAT's from Crimson Angel, two 6's from Kheir, and some good luck with terrible rank-5 cannons boosted by Crimson Angel. In the meantime, the Tripoli and Golden Peacock eye the final two coins left on the middle island.
The French breathe a sigh of relief as the Richelieu and Sea Rat dock home their gold, with both having been harassed by the numerous fast galleys still flying over the waves. The guns of the Duc and Terror are booming, with the Terror's mizzenmast about to fall over the side.
The Duc decided the battle wasn't going to end up in her favor, and decided to take advantage of the reverse captain option to run away. However, the Terror caught her with an SAT from Crimson Angel, knocking out her final mast. The Duc had brought an oarsman along, and so was spared by just barely being able to row back to her home island. The Silent Death is slowed by the loss of her helmsman, but she still manages to reach the center island before her comrades, who are struggling with the fog.
The battered French mock the nearby Crimson Angel, who waits patiently for her next opponent.
The Silent Death takes the final two coins! The Terror again receives the SAT, but only manages to sink the Richelieu. The Sea Rat continues sailing. Carnage is strewn over the battlefield.
The Silent Death and Terror of Gibraltar go one way, while the Golden Peacock and Tripoli shadow the Sea Rat, who is now immune in the fog. The Duc repairs a mast at her home island.
A view from the Corsairs' home island, with the Sea Rat approaching:
As the Silent Death fell just short of her home island, the Golden Peacock tried to block the Sea Rat. The Tripoli rounded off her larboard bow, forcing the Rat to dock right in the middle.
The Duc has come back for more! The rivalry between her and the Terror continues, with the Duc able to catch up at S+L+S. She missed her one shot, however, giving the Terror the upper hand once again.
The Silent Death and Sea Rat docked, with the Rat stealing gold!
At the bottom of the picture, the Terror has finally defeated the Duc for good. The Golden Peacock rams the Sea Rat in an attempt to reclaim the gold.
The Sea Rat rammed the Golden Peacock and dismasted her to take back the coin, but the Corsairs finally put an end to the shenanigans. The Silent Death fired and found her mark, and the Tripoli captured the Sea Rat and towed her home to end the game.
The gold was counted up!
Barbary Corsairs: 23 gold
The coin the Sea Rat stole was a 5! If only the Sea Rat would have made it back to her home island, the scores would be reversed! Alas, the Corsairs' fine gunnery combined with their superior numbers advantage (after the Bonne Chance was taken out early) won them the game.
This was a great game that featured some fun crew and ship abilities, as well as a setup that I really enjoyed quite a lot.
The English went first, and I sailed out me ships with an air of confidence, not trying to succeed at the EA, SAT crew. The pirates sailed out, hesitant in the face of such firepower. The broken Key succeeded at her EA and sailed within striking distance of the Endeavour who rolled successfully for her own EA, and sailed up at L+S+L+S, and raked the Key, sending her to the bottom in a single soot. Next, the GT got her SAT, sailed 6S and shot up the Fool’s Hope, sending all but two masts into the water. Finally the Titan, who failed at her EA even with reroll, moved within cancelling range of the Empress and took out her captain.
On the pirates turn the Empress used her Grape Shot to kill off Lawrence, putting a dent in the English operations and making the Fool’s Hope almost invincible. The Hope rammed into the GT, took out a mast, and failed at the board attempt, but suffered no repercussions because of Ghost Crew.
The English sunk both the Empress and the Fool’s Hope, which surprised them by using oar power to come away from her HI to ram into the Endeavour, attempting to kill her firepot specialist, who is now the only way to kill the Fool’s Hope for good. (we have a rule where a scuttle from fire overrules Eternal) The Hope almost won the board, but ultimately did loose. The Endeavour used her EA to get some breathing room from the still dangerous pirate ship. The Hope turned round and docked at her HI, where she spent five turns repairing, and the English spent five turns sailing in circles out of boredom. The GT did repair her one missing mast however.
The Hope finished repairing and was quickly set upon by the GT, who took off all but two masts. The Endeavour was an EA away and needed the GT to buy time for her. The Titan was near the action, but did not directly engage. The Fool’s Hope rammed into the GT and took out a mast, but failed her board, again. With the Hope now pinned and unable to get away, the Endeavour rolled for Morgan, and sailed in, shooting two firepots, both of which missed.
The Titan circled the Pirate HI, while the GT intentionally shot off one mast, keeping the Hope pinned. The pirates tried to shoot a mast off of the Temple but failed, and the Endeavour hit with her firepot. Since the Hope had no other masts, the scuttling rules came into play and the Pirates rolled successfully. The English moved away from the doomed pirate ship which sank at the start of the Pirates turn, giving the English victory.
That looked lopsided from the beginning. Firepot specialists can technically only shoot once per turn, but I'd rather have it at once per shoot action.
However, I thought of an interesting way to attack Eternal ships, especially in deathmatches: can't you just ram the ship when it's docked at its HI (ideally when it only has one mast left) before it repairs, making it derelict, and then capture it with another ship on the same turn? This becomes irrelevant with an oarsman, but if something like Ghost Crew wasn't around you could board after the ram to take out the oarsman before capturing the ship.
Didn't know they could only shoot once per turn. Unfortunately, the Fool's Hope did have an oarsman, which would have prevented her from capture. Whenever we play games, we normally don't use a build total, instead we agree on a number of ships to be used and go from there.
Didn't know they could only shoot once per turn. Unfortunately, the Fool's Hope did have an oarsman, which would have prevented her from capture. Whenever we play games, we normally don't use a build total, instead we agree on a number of ships to be used and go from there.
I guess I just assumed they were roughly equal, but you had about a 20 point advantage.
If you don't go by points (which is obviously the most fair), I would recommend basing it on the number of masts rather than the number of ships (partly inspired by CCM's random setup tables).
That's a little too complicated for my brothers. We've been using that system for a while now, and changing it would not go over well with them. The only exceptions to that set-up are the CoE game, and other large games.
The setup featured 4 wild islands with four coins apiece. The only terrain was numerous rocky outcroppings. The French rolled to go first. Although it was Trafalgar Day, I was conscious to not let any English bias affect the results of the game. It should also be mentioned that during setup, either no fleets or both fleets would have extra action crew or cancellers, to balance things.
The Maui's Fishhook portrays the Fatalis, while the Aube is a proxy for the Gaule.
The French went first, and sent their runners in pursuit of gold. The Gaule shadowed the St. Michel at a distance, hoping to lure the Fatalis into striking range. The Sea Phoenix headed west, while the Fatalis was just out of range to grab gold with its hoist.
On the second turn, both French runners reached islands, but without explorers they couldn't do much else. The Gaule tried to anticipate the English moves, keeping a close eye on the St. Michel and Sea Phoenix.
The English explored with both of their ships, with the Fatalis stealing treasure right from under the nose of the St. Michel.
The English headed home, with the Fatalis turning west to help protect the Sea Phoenix from the dangerous Le Gaule. The Fatalis sails through the rocky obstructions:
In the meantime, the Rochefort explored her island and took two coins, eagerly spying on the treasure that the English were about to bring back. The St. Michel didn't bother exploring to take the final coin off the center island, instead heading northeast to a new island close to the English HI.
The English docked home 5 coins, while the St. Michel docked at the northeastern island. The Rochefort was headed home, and the Gaule helped out by clearing out the island that she had just left.
The Rochefort dropped off two coins for the French, with two more from the Gaule close behind. However, the St. Michel was in trouble. She had just explored to take 3 of the 4 coins, when she saw the Fatalis approaching from the west.
The Rochefort departed to look for more gold, while the Gaule unloaded her haul. The Sea Phoenix picked up the last two coins from the western island she was accustomed to. However, the real excitement lay to the northeast.
This game featured a decent amount of pre-measuring, which I don't like to spend a ton of time on. On this turn it was crucial, as the Fatalis tried to get positioning on the St. Michel. Hermione Gold wanted at least two cannons in range, but the only way to do that was to rake the St. Michel by the stern as the Fatalis continued sailing east. Gold gave the order, and the Fatalis' powerful guns echoed across the sea. The first shot was a 4, boosted to a successful 5 from Hermione Gold! Two masts of the St. Michel toppled into the water, the first combat of the game. However, the second shot was a 3, and the mizzenmast was out of range. To complete her successful turn, the Fatalis used her hoist arm to grab the last coin from the island the St. Michel had just left.
From the main top of the Gaule:
Move, shoot, and explore!
Although suffering, the French had to breathe a sigh of relief, with the St. Michel still sailing. She almost made it home, while the Rochefort docked at the center island. Looking for revenge, the Gaule sailed in the general direction of the English home island.
The Fatalis reversed direction, looking to get home with another coin.
On the next turn, the Gaule caught up to the Fatalis! Stormy waters meant that the two ships almost collided, with the Gaule able to get all guns in range!
This picture also shows how the Gaule was pitching to and fro, entering the back part of a wave as the Fatalis leaned to port.
The Gaule's guns boomed, and the French flagship went 4 for 4! The Fatalis sunk beneath the waves, with her coin (1 gold) going to the French HI.
Using her unique ability, the Gaule now turned her attention to the Sea Phoenix, the most isolated ship of the game. S+S+S was not quite enough however, and the Gaule couldn't get any cannons in range.
The Sea Phoenix docked home her gold, with the St. Michel and Rochefort doing the same for the French.
The endgame situation:
The gold count:
French: 21 gold
English: 17 gold
This was a fun game that saw two impressive new ships enter the fray for the first time. Time will tell if they set sail again, but for now they both go down as balanced but powerful additions to the Pirates CSG seascape.
Subject: Trafalgar Posted: Wed Oct 21, 2015 8:46 pm
Thanks for putting these ships through trials, a7xfanben! It was very exciting to see a new post here involving my customs.
Overall, they performed about as well as imagined; the HMS Fatalis can function as a gunship with a little help, and Le Gaule has enough firepower to make her ability serious.
I'm not certain (this is a question for Woelf, I suppose) how Le Gaule and Captain interact. I imagine that it would proceed as follows:
1. (Action) moves into range
2. (-Free-) shoots with a captain and sinks the opposing ship
3. (-Free-) moves again BUT cannot shoot (Like how a reverse-captain doesn't combine with captain as the triggers are full actions).
I'll ask Woelf.
Edit: I am correct!
Last edited by el_cazador on Sun Oct 25, 2015 3:05 am; edited 1 time in total
The Loa's Justice reached the first island, which only had four coins compared to six apiece on the other two islands. She was undisturbed as the other fleets raced to the farther islands.
Fleets 1 and 2 didn't bother shooting at each other, despite how easy it would have been for either of them to do so.
As the Loa's Justice sailed home, the Honu Iki was the first ship to reach the middle island. The Sea King made an abrupt turn.
The race to the islands:
Fleet 1's patience ran out when the San Pedro became stuck on a Sargasso Sea. They took their anger out on Fleet 2, knocking out two masts on the Antamasia. Fleet 3, realizing that Fleet 2 would reach the furthest island before them, suddenly turned around.
A nice shot of Fleet 3's sails:
The San Pedro broke loose, entering the area around the middle island:
As the Loa's Justice sailed out again, the Sea King sailed within sniping range and promptly rolled consecutive 6's to dismast the ship!
As the San Pedro explored the middle island, the Antamasia fired a passing shot at the Templar as she turned for home and repairs. The Templar appeared to have trouble cresting a wave.
Fleet 3 was now concentrated in one place and ready to reveal their strategy. The Honu Iki unloaded gold, while the Sea King captured the Loa's Justice. Fantasma hungrily eyed the fresh gold on Fleet 1's home island.
The Meresman and Templar turned around, hoping to stop Fleet 3 from pillaging their HI. They took care to dismast the now-helpless Antamasia on the way by. However, Fleet 2 had finally reached the furthest island and drained it of all 6 coins.
Fleet 1 coming home:
Fleet 3 struck first, using the Sea King to dismast the Meresman. The Honu Iki began towing the Loa's Justice after the Sea King released her. In the meantime, the Rum Runner stole a coin from Fleet 1's HI.
The Templar dismasted the Destiny before being sunk by the Sea King. The San Pedro approached her home island.
The Loa's Justice began repairing as Fleet 3 shifted its attention to Fleet 2. However, the Sea King had lost her helmsman in a boarding party to the Meresman, and this time the Sea King's cannons failed to snipe the Algiers.
The San Pedro docked home 3 coins as well as her +2 bonus, while the Rum Runner and Honu Iki looked to provide support for the daring Sea King. The Sea King had a successful shoot and ram against the Algiers, but lost a mast to the Epee in return.
At this point, the Algiers docked home her gold, only to have some of it immediately stolen by El Fantasma aboard the Rum Runner! The Honu Iki has gone to the right to grab the last coin before the San Pedro can get it.
The Rum Runner docked, and the Epee sunk the Sea King. The Honu Iki was able to grab the final treasure coin, but got rammed by the San Pedro!
The Epee sunk the derelicts Meresman and Destiny, as the Honu Iki was knocked out of the game.
At this point, Fantasma wanted to use a combination of Parley with his HI-raiding ability. However, it was not to be.
The San Pedro was coming home with the final coin, but it was irrelevant after everyone counted up their treasure.
What better way to tribute such a great set than having an all-BC game?
It was a simple 30 point game, partly because these 4 ships are literally the only ships from BC in my current traveling collection! Funny enough, this turned into one of those relatively rare games that, despite being very one-sided, was quite exciting and fun.
To switch things up for a change, the home islands were located right next to each other. In addition, the single wild island was completely surrounded by fog! Lastly, since this was a game featuring 100% Barbary Corsairs, each fleet would have to bring its gold back to the other home island.
Both fleets immediately sailed into the fog, and knew that whoever was lucky enough to roll to reach the island first would hold an advantage.
The Silent Death looked to be an aggressor, while the Terror of Gibraltar wanted to steal gold from the Golden Peacock. As is typical in this game, the exact opposite happened!
The two fleets jostled for position, but neither had any luck whatsoever with the extremely foggy conditions. All game long, a ship would roll for one of the two edges and emerge straight into another fog bank! When an outside roll was made, the ship would duck right back into a different fog bank, careful not to be vulnerable to one of the captained ships.
The Terror of Gibraltar managed to stay on the Peacock's trail, but the conditions were so bad that neither fleet made any gold or combat progress for a while.
At long last, the Tripoli broke through with a lucky roll and docked at the island. Neither fleet had explorers, but the Terror also was able to dock on the same turn.
The Silent Death and Golden Peacock again simply shifted from one fog bank to another, as their enemies started the journey home.
The smaller ships got lucky soon after, with the Tripoli able to dock home her two coins and the Silent Death finally reaching the wild island. The Silent Death was only able to pick up one coin due to her heavy crew complement.
At this point, to speed the game up, whenever a ship rolled a 1 for a fog roll, a random coin would disappear from the island. In addition, if a ship rolled a 6 for a fog roll, the fog bank farthest from the home islands would disappear.
The Tripoli soon reached the island for a second time, and a coin and fog bank quickly disappeared.
Wesley aboard the Terror had a plan - with his one available cargo space, earlier in the game when he explored he took the lone 0 coin, hoping to lure the Golden Peacock into taking it. Due to the nature of this game, he unsurprisingly had his plan ruined!
At this point, the Golden Peacock's frustration reached a high, with the ship rolling to emerge on the outside of the fog ring to sail around the circle. The Silent Death, useless against the escaping Tripoli, sailed out to meet her. Another coin disappeared from the wild island.
The Silent Death and Golden Peacock maneuvered to the opening in the fog. The Tripoli sailed home as the Terror approached her enemies.
The plans now became apparent, and things started to get weird. The Silent Death handed off Murat Rais and her captain to the Golden Peacock, who was immediately rammed by the Terror. Wesley's bonus wasn't even needed, and the Peacock immediately lost Rais in addition to her mizzenmast. In the meantime, the Silent Death went from dangerous gunship to content treasure runner, picking up two coins to augment the one she had loaded earlier in the game, which felt like ages ago.
With the Tripoli home safe with another hefty load of gold, the other Corsairs realized they were in trouble. The Silent Death continued to flounder in the fog as the Golden Peacock fled into a different fog bank.
The role reversal on the part of both original gunships continued. In a move that made it obvious she intended to win the game, the Terror of Gibraltar docked at the wild island, unloaded both Wesley and her helmsman, and picked up two additional coins! Although this made it obvious that their fleet would win the game if the Terror could make it back home, the mutiny (by the lone oarsman left on the ship, lol) angered Wesley, who was left stranded on the fog-shrouded island. This would soon hurt what was left of the Terror's crew.
With a chance for revenge against the Terror, the Golden Peacock emerged from the fog to ram the big ship, scoring a hit! However, the Peacock lost the boarding party, which meant that her essential captain was no more. This left the fleet with just one crew, the helmsman on the hapless Silent Death. That is, unless they could recruit some angry Corsairs...
The gold-laden and slowed-down Terror fled into the fog, where the poor Silent Death was still sailing to and fro. The unscathed Tripoli headed back out for another run.
To complete the civil war aspect of this game and make it even more bizarre, the Golden Peacock, who had lost both of her valuable crew (Murat Rais and captain, which originally came from the Silent Death), now docked at the island and loaded the betrayed crew of the Terror - Wesley and a helmsman! Eager to get revenge on the Terror, they were essentially replacements for the crew the Peacock had already lost in battle. However, they would be sorely needed, as the Terror and Tripoli looked to be close to victory. It was up to the Golden Peacock to sink or steal the treasure from the Terror.
The Peacock had to pull double duty, knowing she also couldn't let the Tripoli get home with another load of gold. With S+L+S speed, the Peacock came around the fog to surprise the Tripoli, but her shot missed. The Terror took advantage of the distracted ship to duck into a different fog bank.
At this point, another 1 was rolled in the fog, eliminating the last treasure from the wild island and eliminating the Tripoli as a gold threat. Now the Tripoli would try to support the Terror, but they were on opposite sides of the fog and the Tripoli had just ducked into the fog to escape the only captained ship remaining, the Golden Peacock. The Peacock raced to intercept the Terror, who was slowly making her way through the fog.
The Terror now made a decision to break for the home island, despite her S+S speed and relative safety of the fog.
The Golden Peacock easily outstripped the Terror and caught her! With the first real broadside of the game, the Peacock missed both shots!
In the background, you can see the Tripoli will be too late to join the fight. The ever-frustrated Silent Death has ditched the fog entirely and began the long journey around the entire ring from the inside out.
The Terror of Gibraltar couldn't quite make it home on her next turn, and the Peacock finally scored a hit, but it was too late. Funny enough, she lost the boarding party and therefore her helmsman. Even if she had won to eliminate the Terror's oarsman, the Terror's Galley keyword would dock the Terror home on the next turn even if she was derelict. You can see how many 6's were rolled late in the game, with lots of fog disappearing on the far side of the island.
The Terror docked and the game finally ended!
Terror of Gibraltar/Tripoli: 17 gold
Golden Peacock/Silent Death: 0 gold (although they had 8 on the Silent Death and 2 on the Golden Peacock for 10 total)
What a strange game! The big/small ship fleet was able to prevail despite having smaller cargo holds and inferior guns, although it was partly due to the Tripoli's fog dice luck. The midsize ships put up a gallant fight, but the civil war is over. The setup was rather unique and interesting, especially when the house rules were instituted mid-game to eliminate gold and fog. The crew killing and swapping made for an especially bloody and emotional conflict, a civil war that will not soon be forgotten in the annals of the Barbary Corsairs.
Twas a strange game indeed, but when you've played as much as me, the context makes you realize in hindsight that it may not be as weird as the beholder beheld it (in this case, me being the one who was beholden to it).
On another note, have you considered putting cotton balls on your Fog Banks to make them more foggy? I think that could be pretty cool, but then you wouldn't be able to put ships in them.
It was considered briefly after seeing one of the many amazing pictures on BGG, but I generally go for practicality over aesthetics. Also, with every single type of terrain in this game (with the possible exception of icebergs), it's hard to capture the real scope of it.
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