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a7xfanben
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Subject:    PostPosted: Wed Feb 10, 2016 8:56 pm Reply with quote

xerecs wrote:
part of the reason their HI's were so close was that I didn't want to make a Portal island an HI. If say a ship traveled through a Portal and wound up at the HI of another fleet, I figured it wouldn't be good, so last minute I placed a couple islands that were not tied to either Portal, which is how the French wound up so close to one, and how the English and Americans wound up right next to each other. For future games I might just go ahead and make a Portal island an HI just to see what happens.


Couldn't you also change which islands were Portals islands and which islands were HI's? Once you have everything set up and have the right number of islands, have HI's picked first, and then determine which island will be assigned which number.
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Subject:    PostPosted: Wed Feb 10, 2016 9:03 pm Reply with quote

I suppose that's the way I should've done it. Ah well, info for the next time. Very Happy
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Subject: EXPERIMENTAL Cumulative game   PostPosted: Thu Feb 11, 2016 5:12 pm Reply with quote

The Economy Edition game being played right now by xerecs has inspired me to start another (but considerably smaller and shorter) cumulative game. Things have come full circle after my CotE and Economy games inspired him to play those!

This game won't last much more than a week and a half, if that. As the title suggests, it's not your average cumulative game. There are going to be some things that I wasn't able to do during my Economy game, as well as some other ideas I've been wanting to try out. This will also make for a unique style of battle reports. Be ready for anything!

Without further ado, here is the setting:

Shap-'ng-Tsai has succeeded. "With over 100 junks at his disposal and bases hidden along the Chinese coast, Tsai claims that he will be the one to topple the English empire." He has now done it. The English presence in the South China Sea is a remnant of its former self. The Jade Rebellion can now be more properly called a Jade Empire, as they are rightfully the dominant presence in their home waters.

However, the age of imperialism is not at an end. Other imperialist nations threaten to cause more damage to the Jades and their way of life, mostly as a result of the so-called "endless" gold deposits on the local islands. Just in the past few weeks, Spanish and French ships have entered the waters patrolled by Jade Rebellion ships. These two nations have teamed up once again to form the Franco-Spanish alliance, although here they've decided to split their forces to maximize their odds of taking down the Jade Rebellion empire. The Jade Rebellion has already sent away many of the gunships that helped to win the war against the hated English. Unfortunately for them, this means that only one capital ship remains in the area. The Jade presence is still strong, but the Spanish and French are a huge threat that Tsai and his fleet must deal with.

The Spanish and French may have underestimated their opponent, for they didn't send large fleets to guarantee victory. However, one such ship, El Príncipe de Asturias, has considerable battle experience already, and her crew is thirsty for more. "El Principe de Asturias was reassigned to the South China Seas after leading several successful campaigns in the Mediterranean. Now her crew use their considerable experience against the Jade Rebellion." It's obvious that fighting is inevitable, and in fact the Spanish and French have already made a joint declaration of war on the Jade Rebellion.

To complicate matters even further, one English ship remains in the area, a veteran of the JR-English war. HMS Galapagos has suffered extreme losses in battles against the JR, making her tiny remaining crew anxious for revenge. Tsai recently let the Galapagos escape, knowing his fleet could easily take the ship at their leisure. However, with the Spanish and French now in the area, the Galapagos may slip under Tsai's watchful eye since the FS (Franco-Spanish) are a much bigger threat.

The fleets sailed out in this order of play:

Jade Rebellion (100 points)
Grand Temple + Shap-'ng-Tsai, Katsura-chan, helmsman, oarsman
Sea Wind + captain, explorer
East Wind
Sea Lion
Sea Crane + explorer
Admiral Yi
Dragon's Talon + helmsman

Spanish (50 points)
La Voz de Dios + captain, helmsman
El Príncipe de Asturias + captain, helmsman
San Agustín

French (50 points)
La Gaule + captain, helmsman, oarsman
La Geographe + Nicholas-Thomas Baudin
La Fureur
L'Argus + oarsman

English
HMS Galapagos

As you can see, this game starts out as an all-SCS game. This is the beginning theme, but only that. As a result, the only three UT's present at the start of play were also from SCS.

For the first time in any of my games, wind would be used! A while back I searched in the depths of the files section at BGG and found different wind rules. For this game, I'm using this from way back in 2004. Thanks to headlouse for coming up with it.

There are also some Sandbars present, which are similar to Sargasso Seas, but worse for large ships than small ships. Other ideas will be explored as well. For example, Marines can fire on EVERY player's turn, not just on their owners' turn. Also, to continue the experimental theme, ramming cannot do damage. In addition, some "ghost gold" has made its way into the setup.

- Transparent coins give the ship carrying them the Ghost Ship keyword, as long as they're still on the ship.

The game's area is limited by the table it's being played on, and only non-standard islands and terrain were present at the start. There are currently four home islands (HI's) and six wild islands (emphasis on "currently"). The English and Spanish HI's are in the west, while the French have set sail in the northeast. The Jade Rebellion empire starts the game as the favorite to win, with the biggest HI located in the general center of the sea.

Flat earth rules are being used, for now.

Each wild island has 5 coins on it, and the new "shipwreck cove" area has three different sets of 3 coins on different shipwrecks, which must be docked at like they're independent wild islands (and ships have to roll for effect on the reef when "docking"). The wild islands will replenish back to a maximum of 5 coins only after all 5 previous coins are gone from the island. The replenishment happens at the end of each round of turns.

This picture shows most of the sea. The bottom of the frame is south, while the top is north. The English and Spanish HI's are at the edge of the table, while the Jade Rebellion sits in the middle. The French can just be seen at the top right in the northeast. Notice how the huge sandbar separates the Spanish and the Jade Rebellion, while the shipwrecks are a dominating factor of the northwest.


Also looking south to north, here's the rest of the sea, showing the east where the Jade Rebels and Frenchmen reside. The Jade Rebellion has easy access to four of the six wild islands, but this is not the case for the other fleets.


Here is the ocean again, but this time looking from west to east:




The Jade Rebellion, with a HI that has 3 beaches, are completely unaware that their HI lies on convergent tectonic plates.


The Spanish are ready for war, with two gunships in the area already.


The French are ready to assist, especially with La Gaule.


The northern half of the sea looking from west to east.


The southern half:






Shipwrecks of a long-forgotten war between the Jade Rebellion and Pirates reveal similarly forgotten gold aboard the wrecks of the Thrud, Deliverance, and Flying Dutchman.


One last look for the time being - a unique shot showing the beautiful water of this contested sea.


As the English were the last fleet to take their turn, they chose the initial wind direction, choosing northeast (NE).


Without further ado the fleets set sail! The wind rules immediately affected things, since any ships sailing in the southwest direction lost S from their speed. This slightly slowed all the fleets except for the English, but the game was just beginning.


The Sea Crane was the first ship to reach an island, but the Gaule approached.


For the time being, the wind would be rolled for at the start of each round of turns, rather than at the start of each fleet's turn. This could change. For now, a 4 was rolled, meaning that the wind shifted to blow due east, slowing ships headed west.


The French proved they weren't about to shy away from a fight! On just the second turn, with war already declared, the French instigate the first conflict! La Gaule sinks the Sea Crane and her two 5 coins!


Tsai responds angrily by using his SAT powers to sink the Gaule and nearly dismast the Geographe!


In the meantime, the Sea Wind has found Rotting Hull, but she's also brought back the first coin for the JR. The other JR ships have docked in the south and are exploring. The Geographe managed to mark that eastern island as explored and therefore knocked out the Sea Crane's JR presence there. (This third turn saw the wind stay blowing from west to east.)


Using the wind's +S boost, the Voz de Dios sails around the sandbar and rams the Sea Lion! With the Grand Temple off fighting the French in the east, the Spanish capitalize on an easy chance to hit Jade trade. The action is somewhat unsuccessful, with the Sea Lion only losing 1 mast after 4 shots by the Voz (and also remember no ram damage). However, the Voz did win the boarding party to steal one of the Lion's coins. To make matters even more tense, the East Wind used her treasure trading ability to trade a 1 on that island for a 4 on the island that the other Spanish ships were docked at.


The English and Spanish have docked at western islands as separate skirmishes have already occurred in the south and east.


To get the +S wind boost, a ship must move in the correct direction (here anywhere between NE and SE) for one move segment. In this way, the Geographe was able to tack back to her HI in one turn, which meant she could repair. The Argus and Fureur turned around, desperate to stay away from the Grand Temple, who had already crippled the French fleet in just one turn. In addition, the Principe found Fireworks and the first ghost coin. The Dragon's Talon had Trade Route aboard.


After just three turns, two separate battles have occurred and two fleets have already lost ships! This unique experimental game is just beginning...

The fourth turn of play marked the second day's action. The Jade Rebellion hired two captains, one for the East Wind, and one for the Dragon's Talon. However, the Dragon's Talon still had Trade Route aboard, and so had to wait for the Grand Temple to sail up and take it off her in order to load the captain. This turn marked another change in the wind, though it shifted back to NE, the direction it was blowing when the game began. The Sea Lion and East Wind managed to avoid further trouble with the Voz de Dios, who appeared reasonably content with the coin she stole from the Sea Lion. The approaching presence of the Grand Temple gave her another reason to head home.


On their turn, the Spanish used almost all of their gold to commission La Habana with a captain and helmsman aboard, continuing the SCS theme by choice.

The Voz de Dios sails home with stolen loot while her fleet mates enjoy the comforts of their home island.


The Argus and Fureur head west to an island, while the Geographe repairs (top left).


However, with the wind behind her, the Sea Wind reaches that same island for the second time, as the newly-captained East Wind departs to the south. The Jade-French tension is obvious.


As the Voz rounds the sandbars, her proud fleet mates sail south to greet her. The San Agustin is slow, but her large cargo hold means she can empty the southwestern island when she isn't carrying crew.


In the northwest, the Galapagos heads home with gold. To the east, the Argus docks but can't explore just yet. The slow Fureur gets into position to dock and take gold next turn.


At the top of the frame, the East Wind has joined the Sea Wind on the north side of the Jade HI, giving the Jades two of their three gunships in close proximity to the French gold runners. Far to the south, the Grand Temple guards the southern island for the Sea Lion.


You may have noticed a few additional ships at the Jade HI. At the end of their turn the Jades launched two new turtle ships, the Proud Tortoise and Floating Stone.


With the Grand Temple facing southwest, the Spanish turn around and head north up the huge sandbar. The Voz docks home gold, while the San Agustin loads some. At this point, at least one of the six wild islands was replenishing at the end of each round, and many of the day's turns saw two islands replenish in one turn.


With a meager haul of 7 gold from 4 coins, the English manage to launch HMS Patagonia with a helmsman and also add an oarsman to the Galapagos.


The Grand Temple shadows the Spanish, as the Jade gunships up north appear to sail in such a way as to cut off the French.


The Jade Rebels are still angry that La Gaule sunk the Sea Crane, and things don't look good for the French.


Looking west to east, the Habana has been sent north to explore the mysterious shipwrecks of the northwest.


On their turn, the French did well to position their ships for possible attack, with the newly-repaired Geographe sheltering the Argus. However, the Fureur was a sitting duck.


The island that once sat in the middle of the lagoon in Economy Edition isn't so lucrative anymore, but it's the best option the English have.


War resumes! The East Wind takes on the Fureur!


With a devastating blow, the French are nearly defeated! The Fureur sank beneath the waves. Then the Proud Tortoise sailed towards the Geographe and hit with her fire shot! To finish up the successful attack, the Sea Wind hit the Argus and Geographe once each.


The Sea Wind carefully maneuvered to avoid illegally docking at the French HI while staying out of S-range of the Argus.


Luckily for them, the French had placed an oarsman on the Argus at the game's start, and with the wind aiding her, she was able to return home and save herself! Her coin was only a 2, but the French had hope. That hope temporarily diminished when the Geographe continued to burn, but she got home as well. The French narrowly avoided being the first fleet eliminated.


The Spanish continue to play cat and mouse with the Grand Temple.


The East Wind and Sea Wind grab some gold on their way back to the Jade HI. The Jades have dealt with threats efficiently and have successfully intimidated the Spanish into staying in their own waters up to this point. As a side note, this day of action saw the wind blow east for four consecutive turns.


The Spanish were very worried that even with the help of La Habana, the Grand Temple could potentially cripple the Spanish battle fleet in one turn with Tsai's SAT. As a result, they launched another ship from SCS, one of Spain's finest: Santa Ana + Almirante Carlos Pavón y Miranda, Bianco's Haulers (finally breaking the SCS theme), Comandante Antonio de Silva, helmsman, and oarsman.


In the meantime, the English launched an addition of their own: HMS Hyena + Sir Meyer Hampstead. This gave them a ship that could harass enemy gold runners while still having enough cargo spaces open to run gold normally if no targets were available. However, the English should have paid more attention to the man they hired...

"Hampstead knows that money—not the Crown—is what keeps the world turning, and he’ll do whatever is necessary to keep that money flowing back to the investors in London. Flags, kings, and courts are all secondary."

The Jade Rebellion was obviously still the fleet to beat, but they were getting a little worried that they wouldn't be able to deal with all of the growing threats at once.

The Patagonia has explored the wreck of the Deliverance, while the Habana is exploring the wreck of the Flying Dutchman, whose bulk obscures the Spaniard's bow.


In the northeast, the French have repaired most of their battle damage, while to the south, the Jades have multiple ships coming back with gold.


All is well in the southern part of the sea... - hang on, what's that in the southeast corner?!


IT'S THE BARBARY CORSAIRS! The Barbary Pirates have invaded the South China Sea!


The Grand Temple and Dragon's Talon immediately head southeast to counter this unexpected threat! Seeing their opportunity, the Spanish gunships round the north side of the sandbar for the first time, entering Jade waters! The Jade HI is loaded with gold, but they may have to use some of it soon to deal with the madness that's beginning to unravel! The Barbary 2 masters have docked at the southeastern island, while the Persian Victory heads straight towards the Grand Temple in open defiance of the Jade Empire! The Sea Dragon and Viper's Bite sneak north.


The Jades are strong, but the Spanish have now massed all of their firepower in one spot! The returning Habana watches as her fleet mates round the sandbar in the largest display of firepower seen in the game so far. 16 masts on 4 ships, all with captains.


The 12th turn of the game finally saw a dramatic shift in the wind, as a 6 meant that the wind reversed direction from blowing NE to blowing SW!

The Jades have the opportunity to take the battle to the Spanish, and they do so! With war declared long ago, the Proud Tortoise has no hesitation sailing up to the Principe de Asturias and blasting her with fire shot!


But in the meantime, another battle is erupting at the same time! The Grand Temple shows her might once again - even with no SAT from Tsai, she dismasts the Persian Victory and takes out a mast on the Pasha's Delight.


The Dragon's Talon finished off the Persian Victory! The Admiral Yi has decided to go to the Sea Lion's island to avoid having her gold stolen by the Barbary Corsairs.


Chaos! The other battle rages on, as the East Wind hits 2/3 on the Principe, bringing her down to 1 mast. The Sea Wind gets the cannon bonus from the East Wind, but still misses both her shots against the Habana.


With their aforementioned capital ships in another part of the world after the conclusion of the JR/English war, the Jades couldn't launch any more of their own ships, for they had run out of building supplies. As a result, they turned to hired Mercenaries, purchasing the Meropis with Herr Fuchs, Count Gustov, and a helmsman, leaving just 10 gold on their HI.


The Spanish started their turn by rolling for the Santa Ana's extra action (EA). They got it, and decided to let the Habana continue sailing home with gold. The Habana almost made it all the way back with the new NE wind pushing her home. The Spanish were confident their two remaining gunships could deal with the Jades, and they were right. The Principe started things badly by completely catching on fire, dooming the poor ship. The Santa Ana then used her double action to cripple the East Wind and sink the Sea Wind!


The Voz finished the Spanish counterattack by sinking the East Wind, but her long range guns couldn't hurt the pesky Proud Tortoise.


The fully-repaired and now-ignored French make their way west, careful not to stray too far south.


The English went next, and began by exploring with the Galapagos so her cargo was full after the island replenished at the end of the previous round. Then they ordered Hampstead's Hyena to continue sailing north and explore the Thrud shipwreck, but he had other plans! Caring only about money and profits, he rammed the Galapagos and stole all her gold in a ridiculous act of betrayal!


As the sun sets on another day's action, one thing is for sure: these fleets are in for the unexpected!


But wait! The Barbary Corsairs took their turn as well, using the Bey's Revenge to explore the southeastern island! Then the Pasha's Delight used a repair action while docked, claiming that island as the new home island for the Corsairs! Finally, to end a crazy day, they launched the Ivory Star immediately with the gold they found on the island! She's immune to the Grand Temple's L-range guns and can't be shot at right now since she's docked at her HI!


Turn 13 saw the southwesterly wind continue. The Grand Temple and Dragon's Talon scooted away from the BC ships who couldn't be shot at. However, the Meropis got into action immediately, but only went 1/3 to dismast the Viper's Bite and failed to damage the Sea Dragon. The Proud Tortoise returned home to avoid being trounced by the Spanish. At the upper left, the Principe de Asturias is about to slip under the waves.


The Spanish had lost one of their four gunships, but had dealt the Jade Rebellion major losses in return. Now the Santa Ana and Voz de Dios headed east while the Habana returned home with gold. To the north you can see the French getting some much-needed gold.


The Barbary Corsairs respond! The Ivory Star has docked at the southern island to the left, while the Meropis is under attack. She was subject to three boarding parties during the turn, one from the Bey's Revenge and two from the Sea Dragon via S-board. She lost her helmsman, but the Corsairs boarded because they had no crew to lose, which meant they didn't have captains either.


The BC's swarm the Meropis:


Furious at Hampstead's betrayal of the English, the Galapagos fires a full broadside. She only hit once! The Hyena sails off with her stolen gold, with the weak Patagonia unable to do anything about it.


The following turn saw the wind shift to a northerly wind, which would benefit any ships sailing south. The Jade Rebellion launched a successful counterattack, damaging the Pasha's Delight and Bey's Revenge. In a rare instance where the reverse captain ability came in very handy, the Meropis used it to sink the Viper's Bite before scurrying away from the frenzy of Corsair ships. Her guns were rather poor once again, however, since she needed all her shots to sink the Viper's Bite and therefore didn't have a chance to hit the Sea Dragon, which would come back to hurt her.


The Sea Dragon uses the wind to her advantage and catches the Meropis! With another double-board, she eliminates Count Gustov from the game! The 6 represents the fact that both ships rolled a 6 on the second boarding party, meaning no crew were eliminated with a 9-9 tie! (which happened after the Sea Dragon rolled a 6 to win the first boarding party) The 2 masted galleys returned home for safety and repairs, while the Ivory Star explored to the west. Towards the top of the picture you might notice some other things...


The Spanish continue their advance, though somewhat cautiously. The Floating Stone was off on her own, and the Santa Ana pounced, taking out both turtle shell panels. However, the Santa Ana couldn't bring her last gun to bear since she wanted to dock at the same wild island in order to activate Bianco's Haulers (this ship cannot be shot at while docked) and avoid getting hit with the Floating Stone's exploding shot. The Spanish had the Voz de Dios shadow the Santa Ana, careful not to split their gunships up.


Here's a broader shot of the situation. The main new development concerns the Habana, who has docked at the large sandbar for some reason. That longer, noticeably taller sandbar can't be passed over by ships, but the two to the south (on the right here with one out of the frame) follow the custom sandbar rules.


The wind continued to blow south, and the Jade Rebellion empire continued to show its might. From left to right: the Grand Temple knocks out two masts on the Ivory Star (with her 3S cannons since the IS can't be hit by L-range guns), the Floating Stone uses her initial segment to get the wind boost and escape from the Spanish, and the Meropis uses reverse captain again to hit the Sea Dragon before running away. The Dragon's Talon hit with her lone cannon to dismast the Sea Dragon, but she can easily row home to repair. Knowing this, the JR's are becoming tired of fighting the Corsairs so close to their HI, since it's ineffective.


The Santa Ana got an extra action with that 6, and moved to redock at the island, and then explored. This was a puzzling move, since the Santa Ana could only take one coin aboard. The Voz followed suit, but there had to be some other motive.


To the west, the Habana "explored" the sandbar, and the Spanish finished their turn by putting Fortaleza Dorada on it! The fort's two long range guns reached almost to the Jade HI, so their ships were blockaded in the south from the west! The Santa Ana's explore action became obvious...


And the Spanish construct El Castillo del Infanta on the eastern island! The L-range guns again reach almost all the way to the Jade HI, and now the Spanish have lines of fire drawn on both sides of the Jade HI! This cuts the Floating Stone off from the rest of the fleet in the south, and immediately denies Jade access to the island the Castillo is on as well as the northern island at the top left. In addition, it kind of traps almost the entire Jade fleet in the south, making it harder to avoid the BC's. Lastly, the wind was not favorable for the JR's, since the Spanish had the weather gauge and the wind was blowing the JR's back into the southeast.


The Hyena docks at the aforementioned northern island, and in a stunning move Hampstead reveals his new allegiance: to America! The new "American" fleet has been borne once again out of distrust of the weakened British, and the Americans claim the island as their own! With the Hyena's stolen loot from the Galapagos, the Americans commission USS Overton with a helmsman! Hampstead comes aboard the Overton to command his new ship.


The ever-frustrated Jade empire responds after the wind shifts to the NW (blowing SE), and Tsai's SAT gives the Grand Temple enough shots to sink the Ivory Star, who carried the hopes of the Corsairs with 15 gold on her. Now that treasure is at the bottom of the sea, and the Corsairs are struggling. They repair their 2 masters and row the Sea Dragon back. The JR's, however, have their gunships in the southwest corner, fighting the wind to get back to their HI.


The English continue to slowly accumulate gold while their former fleet mate, the Hyena, repairs at the new American HI. The Overton has set a course for the tumultuous southern area.


With the wind at her back, La Habana has quickly moved south to the sandbars she can traverse. The Spanish may have a pincer attack in mind, with the Habana coming from the west and the Santa Ana and Voz coming from the east, while the forts prevent or delay escape to the NW/NE. At the bottom of the frame, the Pasha's Delight is capitalizing on the JR's dilemma and grabs a 7 from the southern island.


But once again the Jades strike first! The Grand Temple takes two masts off the Habana, further proving that the Jades are strong enough to handle the threats presented to them. The Spanish are frustrated with their slow progress in taking down the empire, but they know they need to proceed cautiously since the GT can move 6S (or more with the wind!) and rip off 12 shots in one turn with Tsai's SAT.


Here you can see some gold on the JR HI, and they've done a decent job regrouping their gunships considering the pesky Corsairs and the unfavorable wind.


The Habana's best option is to retreat, as the San Agustin docks home another load of gold. All of the factions appear to be saving up some gold at this point, and the English, Spanish, and Jade Rebellion all have at least 20. Notice the Overton on the right, sailing past the Spanish fort. The Spanish gunners hold their fire, dumbfounded at seeing an American ship in these waters.


Another picture to cover the eastern areas, this shows a good portion of the sea. The big Spanish gunships in the east have moved south! However, with a NW wind, they're worried the wind will shift to a westerly wind and the JR's will gain the weather gauge. Who do you think will win?


Turns 18-21 have been played, and the wind stayed at a constant NW (blowing towards the SE) for turns 18-20.

At the beginning of turn 18, the Grand Temple turned around but knew she couldn't go too far east for fear of being jumped by the Spanish gunships. However, the Jade Rebellion empire is smart. They knew that their window of opportunity to hit the Spanish hard was diminishing. They also knew that the Spanish would continue to get stronger as long as the Jades didn't do anything about it. Therefore the Jades decided their best option was to take the initiative. The Floating Stone moved away from her HI and into range of the Castillo del Infanta's cannons. She would do her best to cut off the Spanish escape route to the north. Then, the Proud Tortoise once again showed extreme bravery, and for the second time sailed up and fired upon a vessel much larger than herself! Her successful fire shot was instrumental in taking down the Principe de Asturias, and here it caused a fire on the Santa Ana! With the tough wind blowing southeast, the Meropis and Dragon's Talon were forced to sail slowly back towards the Jade HI and the developing action.


The Spanish, seeing the dangerous fire upon the Santa Ana, order a temporary retreat! They're very cautious this game, and we'll see if it pays off. The Santa Ana got an extra action and eliminated her fire mast. Her first action was used to blast both turtle shell panels off the Proud Tortoise, and her second action was used to move north. The fort missed the Floating Stone, but the Voz de Dios managed to sink the ship instead.


The Overton, with Sir Meyer Hampstead and a helmsman aboard, continued to curiously sail south towards the Jade fleet. The ship then reached the Grand Temple and pulled alongside despite not having a captain! Then something strange happened...

Flavor text for Katsura-chan: "Some say that Katsura-chan was a member of a secret warrior caste that trained women in the art of deception and espionage. Since falling in love with an American sailor, however, she has taken to the sea to follow her heart."

That "American" sailor turned out to be Hampstead! And Katsura-chan left the Grand Temple and the Jade empire to join the crew of the Overton!!


That was that. Tsai, the main commander of the remaining Jade Rebellion fleet, was stunned. He ordered his crew to hold their fire even as his second-in-command deserted for the Americans. He couldn't fire on his friend, especially so soon afterwards! With everyone on the Grand Temple in complete shock, there was nothing they could do.

To change things up, the launchings for turn 18 happened at the end of the round, rather than at the end of each fleet's turn. The historical "big three" got busy spending:
Spanish: Granada + captain, helmsman, firepot specialist, explorer
French: Le Bourbon + Benoit de Marsilles, captain, helmsman
English: Polaris + Hermione Gold, Commander Temple, helmsman

The Spanish were anxious to replace the Principe de Asturias, and the Granada has a nice complement of crew in addition to bonuses against the pesky Corsairs, should they try to bother the Spanish. The French used an oft-forgotten ship of reasonable value, but the real story was the marine: remember from the first post that marines can fire on ANY turn for this game (though the French would forget lol). The English launched one of my newest ships, a massive and wide Double Catamaran with an interesting crew complement.

Here you can see the new Granada and Polaris at their HI's, while the Habana has arrived to repair.


Le Bourbon has arrived. The Geographe and Argus split up. The French plans remain murky, though the Franco-Spanish remain allied against the Jade Rebellion empire.


With more daring and excellent sailing, the Proud Tortoise easily catches the fleeing Santa Ana and lights her on fire again!


With Katsura-chan gone, Tsai had lost his captain and the reroll for his own SAT ability. Seeing the fleeing Spanish, he decided to press the attack despite the loss of such an important crew member. With a successful SAT roll, the Grand Temple flew across the waves and rammed the Voz de Dios, taking out her helmsman!

It's finally happened! The Grand Temple, the Jade flagship, takes one of the Spanish capital ships head on!


A nice shot of the southern island, where the Pasha's Delight is currently docked. Her immunity to L-range guns makes the Meropis feel even more helpless, as she's forced to sail at just S speed going into the wind. The Admiral Yi and Sea Lion are headed back with gold.


The Spanish were next. The Santa Ana, once again aflame, needed to get back to the Castillo del Infanta to repair. However, she rolled low and gained another fire mast, leaving her with just one mast! In the meantime, the Spanish were relieved to not see Katsura-chan aboard the Grand Temple, giving the Voz de Dios the opportunity for the first broadside. The Grand Temple knew her guns were relatively inaccurate, but then the Spanish revealed their secret weapon: Fireworks!


The Voz connects! Disappointed to hit only three times, the UT was still very helpful because only one mast would have fallen without it.


Another angle:


The French continued to sail south, but the bad blood between the English and French was present throughout the world at this time, so the South China Sea was no different. However, the Polaris only managed one hit against the Geographe. To the right, it looks like the other French ships may be sailing to help out their Spanish allies.


Not the center of attention anymore, the Corsairs bring back enough gold to launch the Fire Djinn! This gives them another empty ship with S-board, and they've fully embraced the swarm/boarding ideal. With empty ships, they can board without restraint and try to steal gold and kill crew. The Sea Dragon and Fire Djinn can board twice in a turn with a ram, while the Pasha's Delight and Bey's Revenge have a nice tag-team gold system going at the southern island.


A closeup shot of the beautiful Barbary Corsair ships at their nice home island.


The Proud Tortoise continued to harass the Spanish, and hit once again with fire shot to burn down the last mast on the Santa Ana! With an oarsman aboard, the Santa Ana couldn't be scuttled from the fire, but it was a very close call since the Santa Ana would have sunk if she wasn't so close to the Castillo. In the meantime, the Grand Temple shot off two masts from the Voz de Dios as the big ships poured a heavy fire into each other.


In another instance where reverse captain was useful, the Grand Temple moves to ram and board after the broadside! The boarding party was a 9-9 tie after both ships rolled a 6, just like the Sea Dragon vs. Meropis earlier in the game!


To finish off the attack on the Voz, the Dragon's Talon made it to the battle in time to knock another mast off.


The Spanish respond with a Broadsides Attack! As usual, it misses.


The Spanish took their chance at dismasting the GT with one die roll, but came up empty.


As the Santa Ana burns, the Jade Rebellion continues to surprise the FS with their resilience and fighting ability.




A rare angle looking from north to south, and you can see that the Santa Ana has managed to row over to the Castillo and eliminate her fires! The JR's almost had a huge victory in sinking the current Spanish flagship, but once again decisive action is not to be found (which is ironic given the historical nature of this game so far).


The French have arrived with the help of the northwesterly wind! With a stunningly successful shoot action, the Bourbon goes 4/5 (including Benoit's shot) to dismast the Grand Temple and knock a shell off the Dragon's Talon! The Argus doesn't have a captain, but she can't be shot at within S and carries a 2S cannon.


The Bourbon raked the GT by the bows, firing a devastating broadside that increased the carnage in the battle area. The mizzenmast of the Voz has fallen between the two ships and further hinders the gunners' visibility.


The Spanish have been having a rough time, and therefore see no reason to slow their expanding battle fleet. They launch La Manila + captain, helmsman, cannoneer, musketeer, oarsman. The Manila is heavily crewed to support her numerous but inaccurate cannons. The Habana finishes repairing and the Spanish have 3 healthy gunships, more than any other fleet. However, their unhealthy ones are on the front lines. The "USS" Hyena appears to have interest in exploring the southwestern island, partly because the Americans can't go to the English island in the northwest and the FS haven't shown hostility to the Americans so far.


In the foreground, the brand-new Granada has used the wind to quickly make it to Barbary waters, where she corners the obnoxious Pasha's Delight. In the background, the Geographe continues sailing south, possibly in search of gold. With the American HI in the north, the Americans and French both have to travel considerable distances to get gold, and they were already two of the weaker fleets in the first place. This may serve to increase American/FS tension, though the Overton calmly sailed past the Geographe and Fortaleza Dorada without so much as a word. Hampstead seems to be content in reuniting with Katsura-chan, and the Overton has simply sailed for home. To the east however, there is more shots flying at once than the game has seen thus far, with the Corsairs now appearing to have a desire to join the fight.


The Sea Dragon and Fire Djinn increase the scope of the eastern battle, which is essentially a 3 on 1 fight against the Jade Rebellion empire. The Sea Dragon S-boards the Dragon's Talon to eliminate her helmsman.


Turn 21 saw a 6 rolled for the wind and it shifted completely to blow towards the northwest!

The Spanish were smart to put an oarsman on the Santa Ana, as it recently saved her from a fiery doom. The Jade Rebellion put an oarsman on the GT to protect her valuable crew (but from shots, not an "English" nobleman!), but here the oarsman combines with the helmsman to let the GT return to her home island to repair!


The hostilities between the French and Jade Rebellion have recommenced, as the Meropis opens up another conflict by dismasting the Geographe!


The Jades are simply a force to be reckoned with this game! They won't go down without a fight, as the two turtle ships ram the Santa Ana in an attempt to take out her crew. The Dragon's Talon needed the wind's assistance since she had lost her helmsman, but she also lost this boarding party to lose her captain. However, both turtle ships connected on the Bourbon, who was quickly down to two masts and aflame.


Total carnage in the east!


The Spanish won't be friends with the Americans! Their gunships fire upon the Hyena, but somehow manage to hit once in eight tries! (Counting the musketeer and cannoneer since the latter two masts on the Manila weren't in range)


Going 2/2, the Granada hits with her S-range guns to set the Pasha's Delight on fire. I thought this was a cool picture, and later noticed it had a lot of orange/brown: the sandy/rocky island, the gold on the island, the gold on the PD, the PD's deck, and the Granada's masts and sails.


The Voz sails to the Castillo to repair. She manages to get her guns in range of the Dragon's Talon and hits once to knock off a shell panel. The fort has one cannon in range, but misses the shot and reroll. While the Santa Ana repairs two masts with an extra action, Benoit (aboard the Bourbon) suddenly realizes he can keep shooting and dismasts the Dragon's Talon!


The fire aboard the Bourbon spreads, but she manages to sink the Dragon's Talon.


Courtesy of the Proud Tortoise, the Bourbon is now running north to her HI to put out fires and repair, exactly the same situation the Santa Ana was just in! Somehow, after all that has happened, the Proud Tortoise is still sailing.


The Sea Dragon eliminates the Voz's captain, leaving the big Spaniard with no crew. This also made it clear the BC's were at war with the Spanish, and by extension, the French.


Here are a few overhead shots looking from west to east to give an idea of the overall nature of the game. The English are getting gold with the Galapagos and Patagonia, but they've sent the Polaris east. The Overton is headed to pick up the last coin from the wreck of the Flying Dutchman, as the eastern battle still rages on.


The same angle but slightly south to expose the rest of the sea. In the far south the Pasha's Delight has put her fire out, but the Granada can sink her. The Hyena has decided to run away from the Spanish, and the Americans haven't really been able to gather any gold so far. The 4 gold on their HI is the gold left over from when the island was a wild island. A sharp eye will notice a peculiar fire marker lying on the deck of the Geographe, which was placed there to remind the Jades that she rolled for a successful scuttle attempt. The French don't want the ship in enemy hands, as the Bourbon and Argus won't be able to rescue her.


The wreckage of turns 18-21 sets up another very interesting day of action tomorrow!


8 turns were played today, turns 22-29. The first two turns saw the wind stay blowing to the northwest.

With an SAT from Tsai, the Grand Temple has repaired two masts already. The Proud Tortoise connects with another fire shot hit, dooming the Bourbon.


Without the weather gauge, the Meropis can't fight the Granada yet, so Herr Fuchs settles for sinking the Geographe. This leaves the French with just one mast standing in their fleet, L'Argus.


The Spanish take their turn, and between the guns of El Castillo del Infanta and the Voz de Dios, dismast the Sea Dragon.


The English spent some gold and finally got some crew for the Galapagos - Commodore Rhys Gryffin Owen, Thomas Gunn, shipwright, oarsman.

Then the Corsairs bought another 4 masted galley - the Crescent Moon!


The Fire Djinn used S-boarding to eliminate the same oarsman who saved the Santa Ana, but the Sea Dragon was unsuccessful.


The Habana dismasts the Hyena:


The Granada quickly takes care of the Admiral Yi, setting her aflame with a firepot hit. The Spanish have successfully invaded JR trade.


With no captain, the best the Grand Temple could do was get in range of the Voz while staying out of range of the fort's guns.


The Santa Ana got an extra action and dismasted the Fire Djinn! Notice the Polaris lurking behind the island.


And the Grand Temple gets her revenge! With another SAT, she shoots twice to dismast the Voz de Dios, almost sinking the ship. With the help of the wind, which is now blowing due west for the first time in the game, the Proud Tortoise is quickly trying to row back to the Jade HI and escape the angry L'Argus.


The Granada and Meropis engage each other in a predictable fight (as in, it had looked like it was going to happen). Both ships take damage. The Crescent Moon uses the opportunity to grab gold from the southern island.


The Jades have spent 39 of their 54 gold and used it to hire some more Mercenaries! 10 of the gold was spent on Dragon Eyes, who waits on their HI for the GT's return. The Forward is crewed with Luc Savard, Ibrahan Ozat, and a helmsman.


With an extra action from Owen aboard the Galapagos, the Polaris joins the fray! She sank the Proud Tortoise (finally!) and caused some damage to the fort.


As the Sea Lion bravely ventures back to the tumultuous waters around the southern island, the Forward supports her by taking two masts off the Crescent Moon.


The Grand Temple has done it! The Voz de Dios is no more!


The Santa Ana immediately responds by making the GT derelict once again and eliminating her oarsman!




In the meantime, the Spanish have gained the upper hand in the south, and the Jade empire is crumbling. After a turn of unsuccessful broadsides by both ships, the Granada finally wins her battle against the Meropis. On this turn 25, the wind dramatically shifted to a westerly wind blowing due east, which let the Manila make great progress and arrive at the southern battle!


However, the Spanish suffer a setback when the San Agustin finds Wolves on her gold island! The Spanish don't want to wait for the slow Manila (and her musketeer) to return, especially considering the change in the wind, so they decide to launch a new ship instead.


An overview of the situation: the game is actually shrinking a bit with so many ships being sunk. The Sea Dragon and Fire Djinn were finished off, leaving the Corsairs with just one ship. The new development here is the Habana (up north) speeding east to assist the fort against the possible danger of the Polaris, and also to help protect the Santa Ana, Spain's flagship.


However, instead of continuing to bombard the Spanish fort, the Polaris has sailed south to touch her bow to the bow of the Grand Temple...


... and with an extra action from Owen, uses Commander Temple to warp both ships back to the English home island! The English have gotten revenge on the Jade Rebellion and captured the Grand Temple!!


To get even with the Spanish for the sinking of the Hyena, the Overton uses the wind to catch the Habana and dismast her!


In this picture, the Meropis has succumbed to fire, the Forward must fight the westerly wind, and the Crescent Moon has returned home.


Despite having the weather gauge and the first strike advantage, the Manila and Granada only manage two hits on the remaining two Jade ships!


The Spanish end their turn by commissioning the Pamplona with Diego Cesar Olano.


At the English home island, shipwrights busily get to work giving the Grand Temple a new paint job. With another extra action from Owen, the Temple raises two masts in one turn, and is rechristened HMS Grand Temple!!


The Barbary Corsairs saw that their swarming and boarding tactics weren't working, so they gave up and decided to get some crew for the Crescent Moon - Kheir-ed-din, helmsman, shipwright, oarsman. However, some recently discovered Rats cut into their profits. The Crescent Moon loaded the new crew and repaired.


The Overton captures La Habana:


The Forward hit 1/2 on the Manila to set her alight.


Olano misses the Wolves:


Taking advantage of a great set-specific combo, the English then hired Calico Cat, Griffin, and a Pirate helmsman to crew the HMS Grand Temple!

With the Galapagos down to one cargo space open with her recent crew acquisitions, the English needed some more treasure runners to assist the slow Patagonia. They built HMS Discovery and HMS Tweed, both literally acquired yesterday in a trade with manicdrake!


The only English ship not docked at their HI in the above picture is the Polaris, who sank the captured Habana! This served to lessen Anglo-FS tensions, since the Spanish didn't want the Habana in enemy hands. It also served as a way for the English to get some revenge on the hated Americans, for Hampstead still sailed the Overton. Between all that and the three new English ships, one of which was the mighty Grand Temple, the English were taking on a powerful position in the game.


The Overton wouldn't be able to get all of her guns in range of the Polaris because of the wind, so instead Hampstead sailed her downwind and inflicted major damage on the Santa Ana!


Olano killed the Wolves, which allowed the San Agustin to take treasure once again. However, what she found was similarly horrible: Plague and Enemy of the State! The San Agustin had no crew aboard, but the UT's meant that Spain's only gold runner had issues.


On the previous turn the Granada had set the Sea Lion alight and dismasted her. On the next turn, the Sea Lion burned to the water line, and the Manila sank the Forward! Finally, the Jade Rebellion empire was no more! Note the Granada fleeing to the fort to repair, which is also what the Santa Ana has in mind. Bianco's Haulers mean the Santa Ana can't be shot at by the Overton while docked at the fort.


As the new gold runners set a course for the northwestern island, Calico Cat's EA gives the GT her last two masts, and next turn she'll be ready to sail for England once again!


With the repairing Santa Ana invulnerable, the Overton has turned for home, but the Polaris may be waiting for her. The Argus, the last French ship remaining, passes by the Granada on her way to the southern or southwestern island. The Manila is still burning a little bit, but she still has three masts standing. The BC's new philosophy is to avoid combat if it's impractical, so the Crescent Moon maneuvers around the Spanish 5 master. With her fire mast and (so far) extremely ineffective guns, the Manila isn't likely to continue hostilities. The eastern and southern battles have concluded, and the English are the only faction not completely worn out at this point. The Jade empire is gone, but Dragon Eyes is still stranded on their former home island. Speaking of Dragon Eyes, he was the first to feel an ominous rumbling, which wasn't from cannon fire but rather from the earth itself that he was standing on!


BOOM!


The pent-up pressure was released, and the former Jade home island was consumed by multiple explosions from below! Lava bombs flew high into the sky, and descended onto ships and forts in the nearby vicinity. Dragon Eyes and the gold on the island was long gone, but a new island with volcanic peaks took its place!

Here you can see the devastation. The Manila, Overton, Argus, and Granada (out of the picture) have been set on fire, as well as both Spanish forts. Ships were also thrown off course by the ensuing shock waves and water waves. The Polaris lost her starboard outrigger, and you can see the Crescent Moon has been thrown off course despite being undamaged. The Argus was tossed against the side of the BC home island, while the Santa Ana was driven backwards away from the fort.




Fortaleza Dorada on fire. The rules for flaming forts will work like this: instead of the fort rolling for each fire every turn, it rolls one die regardless of how many fire masts it has and regardless of whether the fort is given an action during the turn. The roll follows the regular rules for fire masts. The fort will be automatically destroyed if the fire consumes all 8 areas (not how many guns the fort has). Just like in my Economy Edition game, fleets can place a shipwright inside the fort to give it repair actions. If this is done, a shipwright can only put out one fire per turn, but no flag is raised in the fire's place until another repair action is given.


Here you can finally see the Granada, who was heading north when the eruption occurred. She's now heading east, and the Overton has been blown from heading west to heading north.


With their fleet and forts aflame and in shambles, the Spanish are desperate. With no enemy ships around, the San Agustin unloads the Plague onto the Pamplona, killing Olano! The Pamplona is given an explore action to take Enemy of the State from the San Agustin so she can ferry treasure once more.


At the top of the frame, the fire in Fortaleza Dorada spreads. At the bottom, the Manila puts one fire out but another spreads, for a negative overall effect.


The Santa Ana and Granada are both headed towards El Castillo del Infanta to repair, but the fort is in more trouble than they are!


After a brief discussion, Calico Cat and Griffin come to an agreement. With their HMS Grand Temple and no English crew aboard, the Pirates set sail for the first time, betraying English orders and firing a full broadside at the Galapagos!!! The hired Pirates have turned on the English! Almost as soon as the English take the former Jade ship, the Pirates have commandeered her! With the loss of all crew members, HMS Galapagos, the final English ship in SCS waters after the JR-English war, sinks beneath the waves in her own harbor. How ironic that it's at the hands of Tsai's old flagship (the way he would have wanted it if the FS didn't invade the area), though not in his command, but in the command of pirates.


With an extra action from Calico Cat, the Grand Temple moves on and dismasts the Polaris!!


In an instant, half of the English fleet and all of their gunships are gone. The Polaris and Galapagos are finished, while the Grand Temple has been commandeered by pirates while the stunned one masted treasure runners look on.


The Grand Temple lays in shadow, an ironic twist given her turn to the "dark side". The burning Overton hopes to return to the American HI.


And with that, the Jolly Roger was raised!! Cat and Griffin signaled their secret fleet that now was the time to strike! Pirate ships swarmed the area, including some ships and Pirates that the English really didn't want to see:
Revenge + Captain Villanueva, helmsman
Greed's Hammer + Mistress Ching, helmsman
Black Mongoose + captain, shipwright
Empress + Captain Sao Feng, captain, helmsman
Mocha + Kanhoji Angria, helmsman
Plague of the East + helmsman
Plague of the North + captain

(Notice some SCS crew and the Jade-inspired POTC crew)



Captain Sao Feng leads the Pirate fleet, which is a ragtag bunch of former Jade Rebels turned true rebels against the JR empire. Now that the once-strong empire has fallen, the Pirates are looking to seize their chance at controlling the area. Their hatred of the English stems from their jealousy at the English initially getting the better of the Jades during the JR-English war, which many of these Pirates fought in. These Pirates deserted the Jade Rebellion cause during the war since they had faith that the English would win. When the Jade Rebellion won the war, they were forced into hiding and exile. Feng is the best example of this band of Pirates: "There is no honor in remaining with the losing side. Leaving it for the winning side, that's just good business."


The effect wasn't obvious at first, but it's now apparent that the volcanic activity created two natural whirlpools and three reefs!


During this day of action, a whopping 15 ships were sunk in the 8 turns that were played, including 8 ships from SCS. The wind has now blown due east for 5 consecutive turns, and the game's end is starting to approach...

4 turns were played (30-33). The wind blowed east on turn 30 and southeast on turns 31-33.

The Pirates have begun their assault. The Discovery has been dismasted, while the Grand Temple shoots at Fortaleza Dorada and the Polaris at the same time. The Revenge rams the Patagonia and steals some of her gold.


At the bottom of the frame, the Mocha has blocked the San Agustin from docking at her HI. The burning La Manila is making her way towards Fortaleza Dorada, which is also on fire.


The Argus burned to the water line, which officially eliminated the French from the game! Their HI became a new wild island.


In her attempt to eliminate her fire masts and repair at the fort, the Manila must cross one of the reefs created by the volcanic activity, but she rolls a 1!


The Spanish have truly fallen hard. The Manila is now a flaming wreck, blocking part of the southern sea from the north.


Fire has consumed more than half of Fortaleza Dorada, and the smoke can be seen for miles around.


Using the wind to her advantage, the Pamplona rams the docked Crescent Moon and gives her the Plague, killing all four of her crew!


With no helmsman or weather gauge, the San Agustin can't quite make it home. This allows the Pirates another chance to catch her...


The Pirates are cleaning up the west by wrecking everything in their path. The Black Mongoose has sunk the Discovery, while the Empress will soon do the same to the Tweed.


The San Agustin was sunk when the Grand Temple turned around and used an extra action from Calico Cat to arrive at the Spanish home island!


The Spanish still have hope in the east: the Santa Ana and Granada have almost finished repairing, while El Castillo del Infanta managed to put out her fires. However, the Plague-ridden Crescent Moon is now looking to get revenge on the Spaniards. At the top of the frame, notice the Overton docked at the former French HI, but she'll need to explore next turn.


In the far southwest, the Greed's Hammer and Plague of the East look to plunder the Spanish gold island, while the Mocha rounds the sandbars and heads east. The Grand Temple has begun moving north, towards the end of the Pirate/English battle.


The Patagonia put up a fight and set the Revenge on fire, but the Pirate forces are far too much for the little galley. The Empress has finished off the Tweed.


Fortaleza Dorada has finally been destroyed!


The Spanish know they must act quickly to have any hope of survival, so they send their ships on different missions. The Granada will try to set the Grand Temple aflame with her firepot specialist, while the Santa Ana takes care of the Crescent Moon and her Plague. Continuing the Spaniards' unfortunate woes however, the Santa Ana only hits 3/6 on the Crescent Moon!


The Corsairs get revenge and eliminate the final three crew (Carlos Pavon, Bianco's Haulers, and a helmsman) on the Santa Ana!


The Overton explores the former French HI-turned wild island, and finds the Whirlpool UT! This drags her into the nearest whirlpool, which is just to the south. However, mysteriously, she doesn't appear at the southwestern whirlpool as she should. Instead, she seems to have disappeared!


The waters of the northeastern whirlpool where the Overton disappeared began to froth and bubble. Foam and steam flew in the air, and suddenly, demonic beasts and bloody ships came flying up from beneath the ocean!!!

(The above picture was purposely taken like that, to illustrate how quickly the Cursed came up - in a flash!)



Grinder + El Fantasma, helmsman, oarsmen x3
Skin Flayer + Sammy the Skull, White Crew, Wraith, helmsman, oarsman
Brachyura + captain, helmsman
Cyclops + captain, helmsman
Shal-Bala
Squalo

The Pirates immediately summon all of their ships to attack the Cursed! The Grand Temple leads the charge, while the Revenge, Black Mongoose, Empress, and Plague of the North follow. The Patagonia was sunk, officially eliminating the English from the game!


The Pirate ships in the southwest explore the Spanish gold island, but the Greed's Hammer finds The Red Skull, turning her into a Cursed ship!


After 33 turns, who could have pictured a scene like this?


Turns 34+ have been played! The wind shifted from the SE to the NW on turn 35, but after that it was a whirlwind and I didn't keep track of the wind or turn count.

At the top of the picture, Squalo has sunk the Granada. The Santa Ana and Pamplona run from the Grinder and Mocha respectively, knowing that they stand the best chance when fighting together. The Grinder has sunk the Crescent Moon, eliminating the Barbary Corsairs from the game.


With her recent turn to the Cursed, the Greed's Hammer fires and sinks the Plague of the East. In the background, the main battle has begun.


With the sun setting on the game and glinting off the switchblades of the Skin Flayer, the Cursed are in control. The Skin Flayer and Cyclops team up to crush the Grand Temple, while Brachura waits behind them. White Crew eliminated all of the Pirates aboard the GT, but Wraith couldn't reanimate any of them.


The Pirates have arrived! However, they do minimal damage. The Revenge makes an ill-advised ram against the Skin Flayer, and loses her crew. The hulk of the Grand Temple is blocking the path for either faction to proceed.


The Cursed launch another attack, and it's just as deadly as the last. The Revenge is dismasted, while the Grand Temple is finally sunk! Shal-Bala swoops on the Empress, and the Pirates are down to three usable ships.


The Grinder sacs another oarsman to sink the Santa Ana! The Pamplona is waiting, while the Mocha also wants to sink the Grinder.


The Pirates manage to dismast the Skin Flayer, but their time is running out!


Shal-Bala takes care of the Plague of the North, but the Black Mongoose and Cyclops continue to miss each other at point-blank range. The Greed's Hammer has arrived via whirlpool, while an impatient Brachyura has whirlpooled to the south to approach the battle from a different angle.


Total carnage on the high seas!


The Pamplona went 1/2 against the Grinder, but soon afterwards paid the price.


Shal-Bala prepares to savage the Black Mongoose:


In the meantime, Squalo looks to take a bite out of the GT's mast!


The Grinder has finished off the Pamplona, but now the Mocha is upon her.


The Black Mongoose is finally derelict!


Brachyura has sunk the Empress, and the Pirates are all but finished.


Or are they? A forgotten shipwright on the Black Mongoose gives the Pirates another chance!


As Shal-Bala flies off to deal with the Mocha, Brachyura unleashes her fury on the Black Mongoose. The Greed's Hammer had captured the Revenge, and they scuttled her. The Hammer then sunk the Plague of the North, ending the northern battle with no Pirate survivors.


The southeastern area will see the final action take place:


The Pirates continue to show their resilience as the Mocha dismasts the Grinder!


Shal-Bala is given a shoot action, and the game ends!!


The Cursed have won this short experimental cumulative game!

After around 40 turns, nobody could have predicted this! None of the original starting factions are in the game, while one island has been completely transformed by nature. Dark times have fallen upon the area, with Pirates and then Cursed taking turns to dominate the waters. Debris is strewn over the northern area, while a shipwreck blocks a trade route south. What a crazy game!


This was a good game, and I'm happy that I finally did some things I'd been meaning to do. The biggest one was trying out one of the various wind rules. I liked it quite a bit - it affected gameplay but not overly so. It didn't make or break every situation.

One interesting aspect of the wind is for gold runners - in general, on a trip to a wild island they'll have the advantage one way, but usually have it hinder them on the other way (to or from their HI). This balances things nicely, but for longer voyages it can be a major nuisance, or a major help (and when it's a major help, the voyage won't turn out to be so long after all!). I waffled back and forth on how to determine the wind's +S/-S for extra actions: at first I had the wind only affect one of the actions, but later on I wanted it to be more prominent so sometimes I had it affect both actions. For example, when the Santa Ana gets an extra action, her first move with the wind might be L+S+S, but the second could be the regular L+S even if she's still going with the wind. To make things more complicated and more interesting, sometimes ships would be going into the wind with their first action but with it for their second, so the net effect was neutral. Also, ships were occasionally able to "tack" in order to gain an extra S by sailing slightly out of their way to go with the wind for a moment before continuing on the original direction with that extra S boost.

I'm glad the game looked good - it's my first cumulative game I've played using exclusively 3D islands and terrain (excluding those whirlpools and reefs at the end). This made it look more realistic, something I was going for when I started the game with a semi-historical scenario of sorts. It was also my first cumulative game that I played on a table, and I mostly enjoyed that aspect of it. The fabric used was the unique one - I have 4 more "regular" fabrics but this 5th one is the silky, shinier one that kind of looks more like water in the way it can shimmer. (the pictures don't usually do it full justice) There were also certain aspects that looked very cool - the forts on fire, the burning wreck of the Manila, and the classic shiny blades of the Skin Flayer glinting in the sun.

I will admit that the game became somewhat rushed towards the end. The Jade Rebellion held out for far longer than I expected them to, so that delayed the entrance of the Pirates and Cursed. When they did show up, my other priorities and events conspired to give them less of a showing, but the game was still completed and it worked out fine. However, as a result of this rushing at the end, I do have one regret about this game of something that I wanted to include but couldn't: fireships. I still need to try this out. With the semi-historical nature of the majority of this game, they would have fit reasonably well, especially as a last-ditch effort by the Jade Rebellion or perhaps the English. I was happy to get lots of fire into the game in general, and having forts ablaze is something I look forward to seeing more of.

With all that said, I have a feeling that my next cumulative game will take place not on a table or a floor, but on VASSAL. Idea
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Subject:    PostPosted: Fri Feb 12, 2016 2:44 am Reply with quote

This game was played on 2/6/2016. It was a 60 point game, notable for being possibly the last physical game I'll play with the first person I ever taught Pirates to (but maybe not the last!). Also, as part of the upcoming 10th anniversary of SCS, I've got quite a lot of SCS in my current traveling collection.

Jade Rebellion:
Grand Mountain + Dragon Eyes, helmsman, oarsman
Sea Wind + captain
Hansan Island + captain, helmsman, fire shot

Mixed:
HMS Victor + captain, oarsman
Templar + helmsman
HMS Clear Wind + helmsman
Scorpion + explorer
El Duque + helmsman, explorer

The setup featured the shipwreck cove, as well as three places to get gold. There were two coins placed on a beach on the same island where the home beaches were located. A few more coins were on an island near the main wild island, which lay in the cove.


Almost 10 years since the release of South China Seas, and the junks look as good as ever!


After the relative monotony of VASSAL pictures, it was refreshing and almost stunning to see this quality return!




The Duque grabs the nearby gold, while all the other ships make for the far islands.




Here the Sea Wind's colors actually blend in well with the ocean.








The fleets converge on the main wild island:


The Sea Wind explores as the Hansan Island and Grand Mountain split up. All three Jade ships have captains.


The Jade Rebellion declares war! The Hansan Island sets the Victor ablaze, while the Sea Wind sprints for home and hits 2/2 on the Duque in passing.






The Victor repaired at sea, only to have the Hansan Island connect again with another fire shot! The Grand Mountain dismasted the Templar, and the Jades were doing well.




Dragon Eyes got busy capturing crew, but the Clear Wind rammed the Hansan Island derelict, ending that threat.




The Sea Wind returns for more gold, but loses a mast trying to go the shorter way over the treacherous reefs.




The Clear Wind has captured the Hansan Island!




The Victor hits the Grand Mountain, and the momentum is shifting!


The Grand Mountain fights back and captures the Victor's captain!


As the Hansan Island is towed away, the Jade Rebellion is becoming surrounded.


The Sea Wind re-engages the Duque but fails to inflict damage and loses another mast to the reef! The Grand Mountain and Victor are locked in battle.


A great shot of the failed ram and board, and a good shot of the wrecked Flying Dutchman with her stern in the air.




As the battle rages, the Grand Mountain loses her oarsman.


The Duque rams the Sea Wind derelict! The Scorpion tries to sink the junk but misses.




The Duque captures the Sea Wind, while the Clear Wind drops the Hansan Island to help the Victor against the Grand Mountain.




The Jade Rebellion has only one ship left, and it's doubtful that she'll make it home safely. However, at this point she has 8 points of captured crew aboard in addition to 2 gold!


The Victor has fully repaired while the Grand Mountain slowly sails home.


As expected, the Grand Mountain has been cornered by the Mixed fleet. Note the unintentional (weak) line of battle sailing to the Mixed HI! They now control 7 of the 8 ships in the game.


Just a turn from her HI, the Grand Mountain is rammed and blocked!


The Grand Mountain shot a mast off the Scorpion, but the galley's block meant she couldn't get home...




After all that carnage, the Mixed fleet rammed the Grand Mountain derelict to end the game!


1. Mixed fleet: 19 gold
2. Jade Rebellion: 13

(If the Grand Mountain had just an extra turn to return home, it would have been 23-13 in favor of the Rebellion! Another great game!)
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Subject: VASSAL battle reports   PostPosted: Fri Feb 12, 2016 4:53 am Reply with quote

A HUGE thanks to el_cazador for reaching out to me! And once again, a HUGE thanks to B.J. for getting this module up and running. I literally had VASSAL on my to-do list for today (part of a series of VASSAL ironies that keep happening - el_cazador literally PM'd me a few minutes after I responded to B.J.'s email), where I was going to experiment with it and play around a bit. Instead, my (and el_cazador's) first game was played on VASSAL!!

I think VASSAL is going to be an extremely valuable tool. It's the only known reliable way of people being able to play Pirates remotely, which is huge. This forum is full of the absolute, hardcore, diehard fans of the game that are still left supporting it and keeping it alive. The fact that we can play games of Pirates with each other for free and without the hassles of traveling is so cool!

This is a Battle Report of the game that myself and el_cazador played on 1/29/2015. It's my first BR using "pictures" of a virtual game, which is crazy cool and crazy unique. You can't get angled shots or closeups, but the pros include not needing a camera of any kind, not having to worry about how the shot will look, and of course the nature of an overhead shot: every picture gives the viewer a great idea of what's going on everywhere on the ocean.

Neither of us had much experience at all with VASSAL prior to this impromptu game. Nevertheless, we were determined to see it happen!! (I'm very excited about this lol.)

First, we didn't even know how to set up the ocean. I'll make a post within the next 24 hours where I do my best to give a comprehensive sort of "setup guide" for everyone. For now, I will focus on the report. This will eventually go in Battle Reports, but I think that this first game should definitely go in this thread, not to mention xerecs' massively epic Economy Edition game going on right now. As always I'll post it on BGG and Pojo (and I think reddit this time too!), so hopefully that will drum up additional interest.

I began creating a fleet. A day or two I was on VASSAL very briefly, and I created HMS Dover just to refresh my memory of how to create a ship and its associated deckplate card. As a result, she was the first ship I chose. My fleet was constructed somewhat randomly and haphazardly, but the English are my favorite faction and the Lord Algernon is my favorite ship, so it should come as no surprise that my first game on VASSAL featured them.

English: (Ben)
HMS Lord Algernon + Administrator Scott Bratley, captain, helmsman
HMS Dover + Thomas Gunn, explorer
HMS Hound + explorer

el_cazador, on the other hand, had a fleet ready.

Spanish: (El Cazador)
Spanish Cursed Seas Showcase

At this time it is necessary to explain the dumb setup. Once we had an ocean created, we got excited and started dumping stuff everywhere! However, once you place islands and terrain on the ocean, you can't move or delete them. (Edit: You can move them by shift-clicking.) To my knowledge, everything else can be deleted and/or moved, but not islands and terrain. As a result, the setup was very abnormal and unfairly biased in favor of the English. Once our first ship was introduced to the sea, we both simply gravitated towards the nearest islands, so the HI placement was random as well. However, the treasure distribution was fair, with 4 coins on each of the 4 wild islands. There are no native canoes in the module so they're represented by the 1 masted galleys.

The English rolled to go first, and the fleets were off! The Hound and Dover were quick to exploit the bad setup, docking and exploring nearby wild islands on the first two turns. The Lord Algernon headed out as the most dangerous but also slowest ship in play.

The Spanish sailed out, with the San Pedro easily navigating a reef successfully. The native canoes, however, couldn't explore on the first turn.

The Dover docked home treasure, while the Lord Algernon moved within firing range of a native canoe!!

(Important: Photobucket was having major issues when I was typing up this report, so I used postimage.org instead. Click on each picture to see the full-size version.)


The Lord Algernon easily blasted the canoe to smithereens, and war was on! The remaining canoes had no choice but to run from the English flagship, but the Castigue had something to say about the Lord Algernon, hitting 2/3 to take out a mast!


Here the San Pedro docks and explores. a7xfanben, commander of the English forces, knew how valuable the +1 and +2 gold abilities (aboard the canoes and San Pedro) are, and therefore prioritized eliminating those ships from the game.


The Hound has docked home while the Morning Star takes gold from the western island. However, the English used their two gunships to sink the Castigue! This netted them 1 gold for eliminating the Ransom crew Anita Amore. The dots on the islands are explored markers, something el_cazador was brilliant enough to think of and find on the module. Nicely enough, they're color-coded by player, and here they turned out to match the nationalities as well!


Surprising the English, the Spanish now attacked the Lord Algernon with their treasure runners! The San Pedro rammed and boarded. However, she failed with both rolls, losing her explorer. The canoes began to head towards the Lord Algernon, which El Cazador would later admit was a "canoe screen" to help shield the Morning Star. Mid-turn, you can see the S and L rulers in the directions ships have moved and are going to move.


The English strike again, and sink the San Pedro! After a brief discussion, it was decided that any gold on ships would sink to the bottom with the vessel carrying it. (Woelf does this and it's obviously more historically accurate.) At this point the English finally remembered to use the Hound's ability and revealed a 2 on the Morning Star, who was heading towards the southern island while the English were distracted by the canoes.


Here, the Morning Star has docked at the southern island, where she explores and finds some UT's that were placed by a7xfanben. However, I didn't define what they were when I placed them, so I decided to let El Cazador use them as "wilds" since the setup was so biased in my favor. This meant he could pick any value for the two "UT's" from 1-7. Naturally, he picked 7 for both of them.


With a powerful broadside, the Lord Algernon stays put and sinks the remaining native canoes! The Dover returns home for the time being, while the Hound added to the English treasure haul.


The Morning Star began sailing away, but the Lord Algernon shot two of her masts off. The Dover docked home, only for me to realize that she didn't have any gold on her after all!


The Morning Star continued to run, but the English continued to shoot! The Lord Algernon connected twice more, and the Dover moved into position to end the game.


The Dover fired and hit, sinking the final Spanish ship! The Royal Navy reigns supreme! (My shoot action die rolls were much better for this game than they are in the physical world, a promising sign for me lol.)


This image simply shows the English gold revealed on their HI, and they won by a 24-0 blowout! (The gold in the water is from the sunken San Pedro.)


Again, another post about VASSAL coming soon!

3 impromptu games were played between myself and xerecs! Since they were all rather lopsided and quick, the reports will be short as well. The three games only took about 3 hours, so the concern of VASSAL games taking longer than regular games continues to lose steam.

The first game featured a7xfanben's Minimal Crew fleet against a Cursed fleet made by xerecs.

Cursed:
Revenant (custom Cursed version) + captain, helmsman, explorer
Fallen Angel
Lizard's Sting

A great barrier reef stretched across the sea to cut off access to the wild islands.




The Revenant successfully navigated the reef, but the Stephens rolled a 1 to lose 4 of her 5 masts!


As ships began exploring, the Stephens tried to sail back home to repair, but was promptly wrecked!








The Revenant targeted the San Pedro before she could cross the reefs, but missed.


The San Pedro rammed and boarded to take a coin from the Revenant!


The Lizard's Sting dismasted the Bon Marin with a ram while the Revenant sunk the San Pedro, and the Cursed were victorious 21-13!


The second game was a 60 point game, and featured a7xfanben's Clones of the South China Sea fleet against an American fleet created by xerecs.

Americans:
Venture (custom ship) + Commander Steven Decatur, captain, helmsman, oarsman
Nene-nui + explorer
Jarvis + 1 crew

This time, the previous setup was "moved and rotated randomly" until a feasible setup was found. The wild island in between the two HI's has 5 coins on it, with 3 apiece for the other two.


The Grand Wind sacced an oarsman to move S+S+S+S, and the fleets were off and sailing.


The Grand Path received a ludricrous amount of 6's this game, as the dice luck from the previous game shifted completely in a7xfanben's favor! Here the junk has rammed the Venture!


The Venture is dismasted!


The Venture ducks into the fog while the Grand Wind returns home. The Grand Path hunts the remaining American ships.


The Venture is sunk, and the Americans look to be doomed.


The Nene Nui tries to return home, but is set upon by the Grand Path, who receives yet another SAT from Warlord Cavendish.


The Nene Nui is captured while the Grand Wind explores the center island.




The captured Nene Nui docks at the same time as the Grand Wind, giving the Jade Rebellion a huge windfall.


The Grand Path sinks the Jarvis, and the Jade Rebellion claims a whopping 31-0 victory!


The final game was the most unique. It featured 50 point fleets, with one wild island holding all the gold, defended by an old Viking fort with six 3L cannons. The island was completely surrounded by reefs and fog.

Cursed: (xerecs)
Revenant (custom ship) + captain, explorer
Divine Dragon + Davy Jones

Pirates: (a7xfanben)
Deliverance + Calypso, Calico Cat, captain, exploding shot, oarsman
Eagle + Hammersmith, Gunner, oarsman

My strategy was to use Calypso's whirlpool-creating ability to warp into the area around the wild island, but it failed miserably. Further serving this goal and furthering the similarities to the epic Economy Edition, I secretly placed three UT's: Bad Maps, Turtles, and Whirlpool.



Davy Jones got a 6 on the second turn, but the Pirates were smart to split up their ships in his presence.


Unfortunately for Calypso, she wasn't such a surprise, since the Pirates waited too long to reveal her. As a result, the Cursed found the Whirlpool and Bad Maps UT's, and figured out what was going on. Shades of Economy Edition indeed, but it didn't work nearly as well. Further making the game a complete failure, we forgot to have the fort fire!

Chaos reigns as the island is displaced from the fake "lagoon" of reefs while the turtles start scrambling.


In my frustration, the Deliverance rammed the Revenant and destroyed the fort.


As the island does an Economy and returns to it's former station, the fleets are flabbergasted.


The Divine Dragon and Deliverance are locked in a pitched battle.




The Deliverance sinks the Divine Dragon, while the Eagle heads to cut off the Revenant.


The Revenant is wrecked while moving over a reef, just like the Stephens in the first game! This ended the game, with the Cursed having no available ships. Neither fleet had any gold on their HI, so xerecs was decided the winner since his fleet had gold "in the water" while a7xfanben had no gold on his ships.


The last game was a complete disaster, but as usual in Pirates, "everything that can go wrong will go wrong". However, all three games were fun and will now be forever known as the first confrontations between the legendary admirals a7xfanben and xerecs, players of Economy Edition and Century of the Empires!

Looking forward to the game tomorrow night between myself, xerecs, and captain_vendari! (and whoever else wants to join - 7pm EST!)

An abbreviated game took place between myself, Captain Vendari, and xerecs.

The fleets went in this order.

a7xfanben: Small Fry Rebellion

xerecs' Pirates:
Darkhawk II + captain, helmsman, explorer
Eagle + Calico Cat, Hammersmith, The Hag of Tortuga
Bloody Jewel + explorer

Vendari's Frenchmen:
Le Lyon + Guy LaPlante
Le Descharges + Lenoir, captain
Le Coeur du Lion + Vicomte Jules de Cissey, navigator

JR's in the south, Pirates in the east, French in the west.


The Tiger's Breath sprang out and gave Ben 3 coins early. The Sea Phoenix was picking up the scraps at the same island when the Darkhawk II initiated combat and dismasted the small junk. The Jade turtle ships turned around and attacked the Lyon! In the far north, the Descharges took out two of the Eagle's masts.


The Lyon shot off one of the Proud Tortoise's shell panels and rammed off her mast.


With a shoot and ram, the Noble Swan dismasted the Lyon. The Tiger's Breath decided to forsake the gold in the southwest in an attempt to save the Sea Phoenix. She won the boarding party but couldn't dent the Darkhawk, and she would pay for it on the next turn when the DHII dismasted her. In the meantime, the Eagle had rammed the Descharges. At this point it was noticed that the Bloody Jewel had inconspicuously gone missing!


The Tiger's Breath and the Proud Tortoise rowed home to repair, while the Noble Swan captured the Lyon. At this point the game was called because xerecs couldn't continue. The Jade Rebellion won 14-0-0.


Two more games on VASSAL have already been played! I was about to edit my fansite when I hopped on reddit and got ownage99988 to join me on VASSAL! It was their first game in about 11 years!

Game 6
ownage99988: Minimal Crew

a7xfanben: Sealing the Deal (My fleet for the Sealed Pack fleet challenge)

Though it turned out to be a very good thing, there was so much going on in the VASSAL chat during this game that I almost forgot to take pictures and only got 2! VASSAL is truly taking over! ownage and I got started and then xerecs joined the chat soon afterwards once the game had commenced.


In an abnormal twist, the game featured fighting at the start and gold running thereafter. The Overton and Stephens were engaged in battle, but the Stephens won because of the help of the Bon Marin (no kidding!) and the San Pedro. The Minimal Crew fleet towed the Overton home and got the +5 gold bonus from Nolan's Ransom keyword. The Belle Etoile took some damage from the Stephens, but managed to return home before going out on a gold run. If she had a captain, she could have sunk the Overton before Nolan was unloaded, but it was not to be (if only I had pulled another captain for that fleet challenge!). The Martillo de Dios made a successful treasure run before being sunk by the Stephens on her second trip. That's when she carried the final gold coin, and the game ended! Incredibly, it was a 17-17 tie!! ownage was awarded the victory since he had more masts and points afloat than I did. What a great return to Pirates for ownage! This was possibly the best VASSAL game yet.


ownage left, leaving xerecs and I to play a second game.

Game 7
xerecs:
Blackwatch + Commodore Peregrine Stern, Commodore Matthew Perry, helmsman, oarsman
Nene-nui + Ralph David, explorer

a7xfanben:
Jewels of the Fine Sea (my latest challenge fleet!)



The Blackwatch hunted the Jewels fleet, who headed for the outer islands. The Tiger's Eye was immune to the Blackwatch's guns, and therefore she turned south. However, the Emerald was waiting for her, and she pounced first, dealing damage.


At this point it got strange. The Blackwatch rammed and boarded the Emerald with two of her remaining three guns in range. Then the impossible happened: the Blackwatch, one of the most feared gunships in history, rolled FOUR 1's in a row!! This left the door wide open for the Emerald, and the Blackwatch was toast. The Emerald then went after the Nene Nui to try and end the game.


And thus it was ended! The Jewels fleet finished with 22 gold (with +1 from eliminating Perry), while the Americans finished with 10 (+2 from Ralph David).


ownage and I might be back on VASSAL tomorrow. The campaign game is coming...

Another game was played between ownage98 and myself, with a 50 point build total.

ownage98:
Flying Dutchman + Davy Jones, captain, helmsman
Mourning Star + captain, helmsman

a7xfanben:
COMMON - A7XFANBEN



The Lady Provost couldn't quite make it to an island, and the Cursed had the advantage of going first.


The Victor got an SAT from Chads and missed twice on the Dutchman and failed the ram and board to lose her captain. Then the Lord Walpole went 0/3!


Then Davy Jones rolled a 6 and the Lord Walpole sunk the Victor! The Mourning Star finished off the Lord Walpole while the Flying Dutchman sank the Lady Provost! The game ended with ownage98 winning by eliminating the entire English fleet, with no gold unloaded to home islands!


A ninth game has been played between myself and xerecs. The game featured a Portal, one of the hallmarks of xerecs' Economy Edition game.

The game featured a return to the 30 point format, with both fleets being comprised coincidentally of SM-only game pieces.

Spanish: (xerecs)
Asesino de la Nave + captain, helmsman
La Joya del Sol + explorer

Pirates: (a7xfanben)
Longshanks + captain
Silver Dagger
El Chico
Treachery

The Portal is represented by the formation in the middle, while the numbers at the wild islands tell you which island you dock at after going through the Portal.




The Pirates sent most of their ships through the Portal, and were very lucky to have a different ship dock at each of the wild islands!




The Pirates come out to meet the Spanish:


The Asesino de la Nave dismasted the Chico, but two other Pirate ships were racing home with gold.


The Silver Dagger also fell to the Asesino. We experienced some strange cloning issues in this game; I'd advise not hitting "sychronize" after the game starts when right-clicking a person's name, but I'm not sure if that's what caused the problems.






The Pirates went back through the Portal, but the Longshanks wasn't close to the Asesino. However, she had lost her helmsman in a boarding party to the Silver Dagger.


The Longshanks catches the Asesino!


They battled it out a bit, but by that point the Pirates already had the game well in the bag. The Pirates won 28-10.


Current VASSAL standings:
1. a7xfanben: 5 wins in 9 games
2. ownage98: 2 wins in 2 games
3. xerecs: 2 wins in 6 games
4. El Cazador: 0 wins in 1 game
4. Captain Vendari: 0 wins in 1 game
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Subject: VASSAL campaign game 1!   PostPosted: Fri Feb 12, 2016 7:09 am Reply with quote

The first-ever VASSAL campaign game is about to get underway!! Two of the greatest admirals in history, a7xfanben and xerecs, meet in an epic clash on the high seas!

After a number of smaller adventures, both admirals have agreed to take part in the ultimate challenge - a giant cumulative game where gold is spent along the way to build bigger and better fleets. The game has no time limit, and it will go until only one fleet remains or until both admirals agree to stop the game, at which point the fleet with the most combined points afloat and gold on their home island will be declared the winner.

The game is being played with a unique style - each admiral gets to control 3 different fleets, with all of the major factions being present (the minor factions can be hired as privateers). However, each admiral MUST control these fleets independently - they can still form alliances with their own fleets, but each fleet is a separate entity.

Without further ado, here are the starting fleets in the order of gameplay, under a 30 point limit:

Xerecs

French:
La Geographe
Enfant Terrible + Capitaine Baudouin Deleflote

Pirates:
Neptune's Hoard + explorer
Swift + helmsman
Banshee's Cry + explorer
Mermaid

Americans:
USS James Madison + Tribal Chieftain
Wasp + explorer
Native Canoes

a7xfanben

Spanish:
El Alquimista + Tribal Chieftain
La Saragoza + helmsman
Native Canoes

Cursed:
Divine Dragon + Davy Jones, helmsman

English:
HMS Dover
HMS Hound
Sea Tiger
HMS Trepassey

Here is the grand ocean!


Here's the northwest corner, where the English have settled. I purposely made the corner islands harder to get to, since the fleet nearby could otherwise take extra advantage of them. The French have generally the most central fleet location, though they're not really in the actual middle. Here you can see them to the far right.


This is the northeast corner, where the Cursed lie. There's some overlap with the pictures, as you can now see the French at the far left. To the right lies a barrier reef and some fog dangerously close to the shallows.


The southeast corner, with the Americans on the right and the Spanish on the left. I placed those wild islands close together on purpose, so the setup didn't look too artificial with the same distance between all neighboring islands. How fitting that 10 canoes are already docked at those islands!


Finally, the southwest corner, where the Pirates are waiting to sail out. You can also see the French in the upper right corner, while the English HI is almost due north of the Pirates' HI.


Right now there are 18 wild islands in addition to the 6 home islands (HI's). Each wild island starts with 7 coins on it. All wild islands will refill to their maximum of 7 coins when at least 4 of the wild islands are completely empty. UT's will probably make appearances eventually. Flat earth rules are being used.

The current house rules state that when a ship wins a boarding party, the winner chooses which coins to take, and that turtle ships are immune to ram damage. Other house rules will be instituted if needed.

The game will start tomorrow! The other campaign game will start sometime early next week, but I'm planning to create a separate thread for that one to avoid confusion and because this one starts first.


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Subject:    PostPosted: Sat Feb 13, 2016 3:32 am Reply with quote

The first VASSAL campaign game has gotten underway!

The Geographe took the first action of the game, and all of the fleets raced for the gold!


In the southeast, both the American and Spanish native canoes have explored their islands, while in the northeast, Davy Jones on the Divine Dragon is powering the Cursed to a fast start.


Of all the factions, the Cursed make the first launchings of the game! The Loa's Justice and Nightmare join the ranks, both crewed with helmsmen.




The Americans and French have some gold, while the Pirates, Spanish, and English are all about to unload some.


Here you can see some of the islands that have been explored. In the order of play, here are the explored marker colors: French (green), Pirates (gray), Americans (blue), Spanish (yellow), Cursed (black), English (red).


The English spent some gold and bought HMS Lady Provost and a helmsman and explorer for her.


A flurry of launchings soon followed!

Pirates:
Bloody Jewel + Jean Laffite
Dragon + Captain Elizabeth Swann
Rover + navigator

Spanish:
La Santa Isabel + Capitan Alarico Castro, helmsman, oarsman
San Pedro

Cursed: Sea Monkey + helmsman, oarsman

English: HMS Alexander

The Sea Tiger is returning with gold from the remote northwestern island, while the Wasp looks to do the same in the far southeast.


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Subject:    PostPosted: Sat Feb 13, 2016 6:35 am Reply with quote

The game has continued!

The Spanish have built El Castillo del Infanta on the island in the southern middle area! Just like in xerecs' Economy Edition game, forts can be rebuilt as many times as a player wants.


Notice the Spanish flocking to their island to the east.


Responding to the Spanish, the Americans quickly build Thompson's Island, but the Spanish counter with Fortaleza Dorada just to the south! Xerecs has been using navigators, which are now a part of all three of his fleets. The Spanish launched the first true gunship of the game with La Tartessos + captain, helmsman, and fire shot.

The Cursed and English got busy spending as well:

Cursed:
Sea Monkey + helmsman, oarsman
Executioner + El Fantasma, captain, helmsman, oarsman

English:
Edinburgh Trader + helmsman
HMS Durham + captain


The Pirates navigated some reefs in the southwest to reach a corner island with the help of some trade currents.


Davy Jones on the Divine Dragon finally rolled a 6, and seeing that the Americans were the biggest threat to the Cursed, forced the Wasp off the map! Xerecs had forgotten about her way over in the southeast corner, and now she's been moved off the flat earth and removed from the game.

Here's an overview of the situation in the southeast:


The Swift had the honor of being the first ship to lose a mast, while crossing over a reef! However, the Pirates did launch the Cassandra with a helmsman.


The Cursed have been doing surprisingly well for themselves; their newest additions are the Maman Brigitte and Fallen Angel. The Executioner seems to be headed straight for that whirlpool; I wonder why?


Admiral A7Xfanben's favorite faction is the English, so it should come as no surprise that they are launching ships all the time. In addition to building Ramsgate south of their HI, they've purchased numerous ships:
Aberdeen Baron + helmsman
HMS Cheshire
HMS Antelope
HMS Oxford + captain




The fleets have rapidly expanded, with no less than 39 ships already in play! The close of the first day's action saw the French nervously eyeing the expanding English fleet. An interesting part of the game so far has been the differing philosophies of the admirals. Xerecs saves gold more often, belying the potential strength of his fleets, while a7xfanben knows the value of getting lots of gold runners out on the sea as fast as possible to increase the gold flow.

Another interesting aspect is even just writing the battle reports; I have to watch what I say because I don't want to tip off xerecs or make any odd mistakes!


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Subject:    PostPosted: Sat Feb 13, 2016 6:31 pm Reply with quote

Same goes for me and anyone else who collabs on the BR's for the VASSAL games.
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Subject:    PostPosted: Wed Feb 17, 2016 2:06 am Reply with quote

Here's the game after another turn. The main developments are that the Pirates launched the Black Heart with Cursed Captain Jack, and the Executioner has gone through a whirlpool to arrive in the west.



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Subject: The 400th post in Battle Reports and my 2,400th post!   PostPosted: Sat Feb 20, 2016 9:15 pm Reply with quote

A TON of progress has been made on Campaign Game 1!

The French finally spent some more gold:
La Possession + helmsman
Royal Louis + helmsman
Le Courageux
Le Bon Marin

The Spanish purchased another gunship with La Habana + captain and helmsman.

The Cursed launched the Fiddler's Green with "Screaming" Mimi and a helmsman.


The Spanish have instigated the first combat of the game! The Tartessos had been lurking off Thompson's Island, and she finally got the perfect positioning and fired a full broadside at the American fort! Only one hit landed, but it sent a clear message. However, the Spanish assured the Americans that they were NOT declaring war.


On the Cursed turn, Davy Jones rolled a 6! All eyes turned to his wrath, as he could now move any ship in the game however he wanted.

Suddenly HMS Oxford surged forward and fired a broadside into the Aberdeen Baron, taking her down to 2 masts! Davy Jones was wreaking havoc in the English home waters!

Then, the Executioner, who had sailed through a whirlpool the last time the game was played, sailed up and dismasted the Aberdeen Baron!

This shows the first real "battle" of the game, though it was a strange one. The English used the Antelope (who went 2/2!) and Oxford to sink the Executioner, but Fantasma's Eternal sent her back to the Cursed HI!


The Spanish launched two ships: Concepcion (with a helmsman) to further their gold system and the Colector del Dia (with a captain and helmsman) to further their eastern expansion. The Colector del Dia is a 3 masted junk from RtSS very similar to the Cazador del Pirata.

The English began towing the Aberdeen Baron with the Hound and launched HMS Galway.


The next turn was a rare one, with no launchings by any fleet. Thompson's Island was fighting hard against the Tartessos, hitting 2/3 before the Spaniard knocked the fort down to 2 guns. The Executioner used Fantasma's SAT to repair two masts in short order.


With the English in the west and the Cursed in the east, the French have been getting the majority of their gold from the center area south of their HI, where you can see a bunch of trade currents. Each fleet has their own area right now, but fleets are quickly expanding. As more and more ships come into play, treasure replenishments happen more and more often.

Despite the Tartessos losing two more masts to Thompson's Island, the Spanish finally silenced the fort's cannons!

In a huge move, Davy Jones rolled another 6 and forced the Oxford to sink the Aberdeen Baron!! She went down with plenty of gold aboard right near her home island, and one of England's best gold runners is gone for the rest of the game. The Aberdeen Baron also is the first ship to officially sink, though the Wasp was eliminated via round earth and the Executioner was "sunk" before Eternal kicked in.


On the following turn, the Americans made some interesting purchases:
Jarvis + chieftain, helmsman (+ another set of native canoes)
Gator + GWL (RtSS version, the American version of Lord Mycron)

The Spanish immediately responded, launching another set of canoes at the island that Thompson's Island was recently destroyed on (the Spanish weren't declaring war but rather claiming the island), as well as El Garante with a chieftain, captain, helmsman, firepot specialist, oarsman, and fire shot.

The English got busy spending as well:
HMS Apollo + Lord Cutler Beckett, captain, helmsman, oarsman
HMS Patagonia + Robinson, Lord Mycron

The Apollo took over for the Dover as the official English flagship. The English saw the two Pirate fleet admirals and decided to use their own as well.


The new American canoes loaded gold from the island in the far southeast, while the new Spanish canoes loaded gold from the island Thompson's Island was on. The Spanish ended their turn by building their third and final fort, El Puerto Blanco, on the island! This ended their short-term objective of controlling those two nearby islands. Also, forts can be rebuilt as many times as a faction wants if they are destroyed. An agreement has been reached where up to 2 of the same fort can be present at the same time, but flotillas follow the same rules for ships in that they can only be purchased once and can't be brought back if sunk.

The Tartessos repaired at the southern Fortaleza Dorada, while something interesting was brewing up north. The USS James Madison "shot" at the French ship Royal Louis, who parleyed a coin to the American HI. Xerecs (the controller of both fleets) then announced that the French and Americans were agreeing to some kind of alliance, as both factions felt pressure from the fleets around them. Taking it even further, the French then went so far as to make it clear that they considered the English and Cursed to be "enemies", which puzzled and frustrated Beckett and Davy Jones respectively, as no fleet has done anything hostile against the French so far. The French might want to be a little more careful with their choice of words in the future, given the short fuse the Cursed have in addition to their dangerous named crew.

Speaking of dangerous named crew, the Cursed recruited Tabitha McWarren to crew the Lizard's Sting. a7xfanben doesn't dislike trade currents and navigators nearly as much as cargo masters, and so the Cursed also got the Celestine with Master Scribe.

The English then bought 5 new ships, including one named crew: Commodore Rhys Gryffin Owen (CRGO), the other English fleet admiral. The English also received the first home island expansion! As the game gets bigger and bigger I'll probably do more and more pictures of the deckplates since it's faster than typing everything in.


The whole situation:


The gold running pace intensified, and treasure replenishments were happening every turn or two. The Pirates had been saving for a while, and suddenly spent 91 gold on three new ships, including the first use of privateers!


All three ships were ready to capture crew and turn them into gold, while the Grand River is actually a custom of mine (Xerecs is the Pirate controller).

Grand River
Collector's Number: 124
Faction Affiliation: Jade Rebellion
Rarity: SR
Type: Ship
Point Value: 16
Cargo Space: 5
Base Move: S+S
Cannons: 3S,3S,3L,3L,3S, 3S
Number of Masts: 6

Junk. This ship’s base move becomes S when she reaches her cargo limit.

The Spanish then cashed in some gold of their own to get the Isabela, another set of native canoes (their third), and the Afortunado with a navigator. This left the English as the only fleet not to utilize trade currents.

During the actual turn (which happened before the launchings), some interesting stuff went down (literally). The Cursed, annoyed with the English but also the Americans (remember them moving the Wasp off the flat earth as the first ship eliminated), moved a native canoe off the map and sunk another with the Executioner!

The Americans' woes continued. The Spanish decided they needed to make a statement. Despite the destruction of Thompson's Island and the building of El Puerto Blanco on the same island, the Americans didn't seem to be getting the message, with the James Madison sailing into now-Spanish waters. The Colector del Dia shot 3/3 to dismast the JM, though she managed to lose the boarding party 5-4 after rolling a 1. The Spanish still have not declared war on the Americans, but the message is clear: the waters around Spanish forts belong to Spain, and nobody else.

Ominously, the Cursed got the first submarine of the game with the Locker and Edward Low.

The English launched two more treasure runners, HMS Goodfellow (from RtSS) and HMS Lord Kenyon.


At the end of their next turn the Americans finally spent a bunch of gold to get both of their hoists (Frontier and Strongarm, the latter from RtSS), as well as a custom by Xerecs.

USS Mississippi
Faction Affiliation: America
Type: Ship
Point Value: 15
Cargo Space: 6
Base Move: S+S
Cannons:
Number of Masts: 4

Steamboat. (+L to base move, no helmsman allowed) One of this ship's treasures is worth +2 gold when unloaded at your home island.

The Frontier and Mississippi carried the American Eternal crew, while the Strongarm carried a cargo master.

For this game, hoists are represented by 4 masted square rigged ships with no jib sail, where an S range tool can be proxied as the hoist arm.

The Spanish followed by capturing the James Madison with the Habana! This was the game's first capture.

In a brutal display, the Cursed continued to be hostile to the English, using McWarren and Mimi to move the Sea Tiger and Discovery off the map and eliminate them from the game.


The day's action was almost at an end! The French got things started by launching three of the finest ships: the Libellule (with Maurice Aristide), Belle Etoile, and Favori. The Pirates built Dead Man's Point on an island south of their HI.

The Spanish went overboard and bought two more sets of native canoes, bringing their overall total to 5 sets (25 canoes) and breaking my Economy Edition record of most sets of canoes in a single game by one fleet!

The Spanish have already dealt with some moderate traffic jams, but things are about to get a LOT more interesting!


With great drama the Cursed rolled successfully for both Tabitha and Mimi, and threw the Jarvis off the map and out of the game! This took out their last chieftain, and the Americans had to eliminate 3 more canoes! The Cursed were proving to be a major annoyance to the English and Americans, but they're far enough away that going to war against the Cursed would take a major effort. The Cursed are taking huge advantage of the flat earth rules and Davy Jones' 6's. The English have learned not to sail their ships too close to the edge on their trips to and from that northwestern island, which is why the Jarvis got flung next.

Speaking of the English, they launched a set of their native canoes from RtSS!

Here is the overall situation, with the Pirates, English, and Spanish having the biggest treasure fleets. You can see a lot of French trade currents, with the Pirates and Americans (Xerecs' other fleets) laying some down as well. The Spanish and Cursed have gotten started with their navigators.


With all that was accomplished on this great day of Pirating, I thought it would be a great time for the first ship and point counts! For the ship count, each set of native canoes is counted as one ship, while forts are not counted. Forts were not included in the point counts either.

In the order of gameplay:

French: 10 ships, 120 points
Pirates: 12 ships, 180 points
Americans: 7 ships, 91 points
Spanish: 16 ships, 208 points
Cursed: 11 ships, 186 points
English: 21 ships, 266 points

Total: 77 ships, 1,051 points

That means that after just a few days of playing, this game has already reached the status of being a "huge" game! (at least 1,000 total points) Who knows how big it could get? Very Happy


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Subject: Rather interesting developments   PostPosted: Mon Feb 22, 2016 4:11 am Reply with quote

More turns have been played!

The Spanish had to pay for their mistake of launching two additional sets of canoes without having their associated chieftains on ships. The Spanish immediately purchased the Morning Star and San Jose, and a turn later paid a penalty of 6 gold. However, once that was figured out they had a new-record 5 sets of native canoes for 25 total in play! As impressive as it sounds it's rather obnoxious to move them all each turn!

The Cursed continued to have great luck with Mimi and Tabby, throwing the Grand River onto a reef, where she lost 5 out of her 6 masts! This marked the 3rd fleet that the Cursed had annoyed with their antics. Nobody has declared war on them, partly because they're in their northeast corner and haven't been a huge detriment.


Soon afterwards, the French launched La Charlemange with Capitaine Arathiel (with oarsmen) and La Richelieu with Jean Desailly, captain, and oarsman. This gave the French their second major gunship along with the Possession, as well as one of those annoying crew with the same ability as the Cursed Mimi and Tabby.

The Americans launched the Louisiana with a captain and other crew.

Mimi and Tabby were successful in their rolls yet again! The Grand Path was chucked onto a reef but didn't lose any masts. The American turtle ship Gator was yanked backwards away from the American HI. Davy Jones gave the submerged Locker (with Edward Low aboard) an extra action and rammed the mast off the Gator, and on the next turn she would have had a chance to possess GWL, the American Mycron! Alas, it was not to be, as the Gator rowed home with the help of a trade current and unloaded GWL. Still, it was a narrow escape for such an important crew, and another example of the gimmicky but powerful Cursed named crew.

Check out the Gator and Locker on the far right near the American HI. Also note the considerable gold piles on the Spanish, Cursed, and English HI's.


Over the past two days of action, Cursed Captain Jack has rolled 6's twice. This has greatly annoyed the fleets, as it severely hampers their efforts and essentially just makes the game more boring, as no abilities of any kind can be used. Much grumbling follows his antics....

The fleets continued to run gold, and the Spanish and English were eager to spend. The Spanish had already received a HI expansion and now proceeded to buy El Príncipe de Asturias and the Buscador, both with chieftains for two additional sets of native canoes! This brought them to a grand total of 7 sets of canoes for 35 canoes in play!

With little outward fanfare but much internal excitement, the English launched HMS Dreadnought! She was a long-term investment, and a great example of a naval deterrent. Her crew was picked from the best English sailors of old.

Carbon Charlie

George Anson
Collector's Number: 044
Faction Affiliation: England
Rarity: R
Type: Crew
Point Value: 11

Captain. Canceller. This ship’s crew cannot be eliminated unless she sinks.

Job Hartop
Faction Affiliation: England
Type: Crew
Point Value: 7

Eternal. This ship gets +1 to her cannon rolls against any non-English ship. If this crew would be eliminated OR removed from the game, place it on your home island instead.

(And a helmsman and oarsman!)



The Cursed were the next fleet to make a major launching, and they bought a fog-hopping squadron! This consisted of the Sea Hag, Hangman's Joke, Needle, Howl, and Alligator, all with captains and helmsmen.

Then the English spent some more gold. To celebrate the 10th anniversary of SCS, the English launched the Virtuous Wind, Sea Wind, Tiger's Breath, and Sea Crane. They also got HMS Interceptor.


At the far right, notice the Locker lurking near the Gator and Destiny. Just south of the French home island, the Isabela and San Jose have docked at a wild island. The Dreadnought begins making cannons from 1 coins. The Cursed have made their displeasure with Cursed Captain Jack obvious, using Mimi or Tabby to hinder the Black Heart's movement.


The last few turns of play were quite interesting. The French used Jean Desailly in combination with Deleflote to move both the Divine Dragon and the Locker! The French appeared to be helping their American allies. The Dragon wound up on a reef, losing almost all of her masts just like the Grand River. The Locker was moved away from the American home island temporarily. The Americans launched the Carolina with Commodore David Porter (captain + Broadsides Attack). Speaking of the Grand River, she was almost done repairing in the southwest at Dead Man's Point.

The Spanish joined in on the SCS anniversary festivities, launching some turtle ships (Glorious Treasure, Noble Swan, Proud Tortoise). They also launched some other ships, among them the Espada de Dios (with Bianco's Haulers, just like my latest fleet challenge entry), Bahama, Santa Lucia, and Villalobos. This and their giant native canoe traffic jam required them to get their 3rd and 4th home island expansions.

The Cursed purchased the Tenfold, one of El Cazador's most famous custom ships! Her linked crew, Zedekiah, is Hostile: Cursed, so she's only crewed with a helmsman for now.

Tenfold
Type: 3-mast hoist
Nation: Mercenary
Points: 22
Masts: 3
Cargo: 5
Move: S+S
Cannons: 4L,3S,3S
Link: Zedekiah
Mercenary, Hostile: Caesar, Hoist, Turbine. Two hits from the same shoot action are required to eliminate one of this ship's masts. This ship ignores the first hit she takes each turn if she has all of her masts.

This was the first Mercenary ship in the game, but not nearly the first hoist. Speaking of hoists, the English finished their turn by launching the Maui's Fishhook.


As the day's action came to a close, the English and Spanish suddenly saw new French forts on the wild islands they were (respectively) sailing towards and docked at. This puzzled both nations, as neither had done anything hostile to the French whatsoever. As a matter of fact, the French remain the only faction not to be bothered by anyone, and they're one of only two factions (along with the Spanish) not to be bothered at all by the Cursed. The English and Spanish are somewhat perturbed by this development, though it's far from an act of open hostility.

The game has seen a lot of progress thus far. No factions have declared won on one another. There haven't been many skirmishes. The Spanish established dominance over the pair of islands east of their HI, unseating the Americans in the process. The Spanish are feeling a bit chaotic and disorganized, and their admiral is a bit unsatisfied with their gold system. The Cursed managed to anger the English by sinking the Aberdeen Baron through Davy Jones commanding the Oxford, but the English got some revenge by sinking the Executioner (who came back via Eternal). The English have mostly gotten over the emotional loss of having the Sea Tiger and Discovery moved off the round earth. The Cursed have also caused a lot of tension with the Americans, moving numerous canoes and more importantly, the Wasp and Jarvis, off the ocean. With the still-recent Franco-American alliance, the Cursed appear to have a new enemy they didn't intend to have, though the French haven't actually engaged any fleets yet. The Cursed have also been at odds with the Pirates from afar (Cursed in the NE, Pirates in the SW). However, Cursed Captain Jack has caused rising tension in more than just one fleet.

The fleets are still feeling each other out and are mostly content to build up their navies, and it remains to be seen what long-term strategies they might have in mind.


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Subject:    PostPosted: Tue Feb 23, 2016 12:40 am Reply with quote

I've played my latest turn with the Spanish, Cursed, and English.

The Spanish had a mass departure of ships from their HI, and at the end of their turn they launched La Joya del Sol with Dominic Freda, just about completing their "gold factory" system of +1 and +2 gold bonus abilities.

The Cursed took their turn, with the Divine Dragon repairing and the Master Scribe placing another trade current. The submerged Locker was within S of the Carolina, and Edward Low tried to take possession of David Porter! With much drama a 5 was rolled, almost enough to succeed!

The Cursed made their intentions clear: the fog hopping squadron is coming to kill Cursed Captain Jack.

The English launched HMS Bath and the Growler with helmsmen.

HMS Growler
Type: 3-mast square rigged
Nation: England
Points: 10
Masts: 3
Cargo: 4
Move: L
Cannons: 3S,3S,3S
Link: None
Schooner. This ship gets +L to her base move if she starts her move action within S of an island.



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Subject:    PostPosted: Sat Feb 27, 2016 8:42 pm Reply with quote

With much anticipation, play has resumed!

The Cursed had taken the Pirates by surprise with the fog hopping squadron! The Black Heart docked at the southwestern island and unloaded Cursed Captain Jack, to much shock in the Cursed fleet. Blackheart, the Pirate admiral, didn't realize that enemy ships could pick up crew from islands, even if their abilities couldn't be used. The Sea Hag used an extra action from Davy Jones to dock at the island and load up Cursed Captain Jack! With him on the island, he couldn't use his Parley ability, but he also couldn't be killed in a boarding party against the Black Heart. The Cursed couldn't kill him immediately, so they settled for the next-best thing: torture, Cursed-style.

This whole saga ironically parallels the Pirates of the Caribbean movies in multiple ways. The Cursed are extremely annoyed with Jack, similar to Barbossa and company in Curse of the Black Pearl. They manage to essentially capture him, and in this case Jack has been taken to the brig, much like how he was a captive during the BP's battle with the Interceptor. However, now it's Davy Jones who's after him, similar to the events of Dead Man's Chest. Another parallel would soon emerge...

Here you can see the Sea Hag docked. The Alligator and Needle have stayed in the area to make sure the Sea Hag can get home safely, while the Hangman's Joke and Howl have gone back into the fog, trusting the trio of Cursed ships to finish the mission successfully. At the right, the Fleur de la Mort and Grand River are a turn or two away from interfering, which would prove key.


On the Pirates' next turn, there was a long series of exchanges between the admirals of the two fleets. The Black Heart's crew loaded the guns and ran them out, but Davy Jones warned the Pirates not to shoot, and reiterated that the Cursed had not declared war on the Pirates. Blackheart (the Pirate admiral) didn't want to listen, but consulted with Elizabeth Swann. Blackheart asked the Cursed if they would return Cursed Captain Jack to the Pirates in return for holding their fire, at which point the muttering started... part of the crew, part of the ship... part of the crew, part of the ship... part of the crew, part of the ship....

Swann told Blackheart there was no reasoning with the Cursed. There was clearly no getting Jack back. part of the crew, part of the ship

And with that, the Black Heart opened fire! She hit twice, but the deed was done (or not done... undone!).


The Pirates were not happy with the Cursed. They pulled a surprise of their own, launching three sets of their RtSS native canoes at the three wild islands the Cursed had been going to!

Tribal Chieftain & Native Canoes
RtSS-019
Pirate
Points: 11
Masts: X (Canoes)
Cargo: 1
Move: S+S
Cannons: 4S
Native Canoe. This ship can dock at an enemy home island and load one treasure. If able, she must leave on your next turn.

The Pirates apparently intended to rob gold from the Cursed by appearing on their doorstep! The ships housing the chieftains were no small threat either: Harbinger, Fool's Hope, and the Black Pearl!

On the Cursed's turn, the Alligator sacrificed herself to the cause of destroying Jack. She used her smokepot shot to create a smokebank that the Sea Hag and Needle ducked into. This left her vulnerable, and she was quickly sunk by the Fleur de la Mort and Grand River. The rare sinking further angered the Cursed, but it was necessary to complete the mission of killing Jack.


Here's a closeup of the Cursed HI situation. At the bottom, the Executioner has gotten busy eliminating Pirate canoes, while the Divine Dragon finishes repairing at the home island. The hired Tenfold is immune to the canoes with her immense defenses, while reinforcements arrive in the northeast with the Hangman's Joke and Howl returning from the short expedition.


The next turn saw a few intimidating launches.

French:
Le Superbe + Capitaine Arazure, oarsmen x5
L'Hercule + captain, helmsman, firepot specialist

Cursed:
Loki's Revenge + Wraith, Keith Atkinson (one of Xerecs' custom crew with the 3 point reroll ability), captain, helmsman, oarsman

The Spanish also purchased the first fort upgrade! Xerecs and I have agreed to fort upgrades, where a faction can pay 50 gold to upgrade their fort, which means that ships and crew can be launched there. The cost is so high because we want to mitigate the rich-get-richer/poor-get-poorer nature of campaign games, and because we want it to be risky, since the fort is still relatively fragile. Getting a fort upgrade can be a big deal. The Spanish chose Fortaleza Dorada, the southern island of the pair east of their HI. I don't recall if I said it yet, but factions can also build up to two of the same fort, which the French have already done with Paradis de la Mer.

In the northeast, the Sea Hag and Needle return home from the expedition, with Jack aboard the Sea Hag. In the southwest, Mimi has moved the Harbinger onto a reef, but the new Pirate flagship wasn't damaged.


In the southeast, the Buscador uses her hoist to take gold from that island, the first time the Spanish have done so! The Spanish also have a group of ships nearing the American HI; however all appears well between the factions as they haven't had any issues for quite some time now.

The English are finally satisfied with their gold system and appear to have begun saving gold.


Another closeup of the northeast. The Sea Hag has docked home to repair and unload Cursed Captain Jack, who can now be tortured on the Cursed HI. The Nightmare lost a mast to a canoe, but they've been mostly neutralized by the Executioner, Divine Dragon, and Loki's Revenge. Only the northernmost set remains, and that's been knocked down to 4 canoes after Mimi moved one off the map.


A treasure replenishment was done after that turn.

Another ship count!
French: 14 ships
Pirates: 15 ships
Americans: 8 ships
Spanish: 31 ships
Cursed: 17 ships
English: 29 ships

Total: 114 ships!


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Subject:    PostPosted: Sun Feb 28, 2016 5:43 am Reply with quote

After another turn, there are some launchings to report on.

The Americans launched the Ghost Walker.

The Spanish spent every penny in their possession (177 gold!) and launched a fire squadron!

La Ebro + captain, helmsman, exploding shot
(This ship was launched at Fortaleza Dorada with the new fort upgrade while the rest were launched at the Spanish HI.)

San Cristobal + Almirante Devante Del Nero, El Bombero, captain, helmsman, fire shot
La Cazadora + captain, helmsman, fire shot
La Sirviente + captain, helmsman, fire shot
La Voz de Dios + captain, helmsman, exploding shot, fire shot
El Argonauta + captain, helmsman, exploding shot, fire shot
La Resolucion + captain, helmsman, firepot specialist, fire shot
Soberano del Mar + Roberto Santana, navigator
El Picador

El Bombero
Nation: Spain
Points: 3
Link: None
Firepot Specialist. This ship gets +1 to her d6 rolls when attempting to extinguish a fire mast.

The Cursed got busy as well:
Dire Miralis
Nation: Cursed
Points: 14
Masts: 2
Cargo: 8
Move: S
Cannons: 2L,2S
Link: None
Longship. Secret Hold.

Lamprey
Nation: Cursed
Points: 8
Masts: 2
Cargo: 3
Move: S+L
Cannons: 5S,5S
Link: None
Longship.

Ghast's Bell (a custom from selvaxri)
Point cost: 12 (For now)
Masts 1
Cannons 4S
Cargo 3
Movement L
Ghost Ship.
If this ship ends her turn in a fog bank, on her next turn she may use her move action to move out of any other fog bank in play.
This ship may take a shoot action after moving out from a fog bank.

The Dire Miralis had a captain and helmsman aboard, while the Ghast's Bell had a captain, helmsman, and smokepot shot, to replace the sunken Alligator.



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