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Treasure for the Win! Pirates CSG In the discussion on the Army "Treasure for the Win!" by woba_fett United States send message
a7xfanben United States
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I like this fleet. With the canoes you'll have a lot of ships for your opponent to chase down, so even with no captains you have a better chance than some other all-gold fleets. I also like that your support ships are 2 masters rather than 1 masters.

If you really want to use the American native canoes (which I might since they're faster than the Spanish and have a very useful ability), you could swap in USS James Madison for the San Pedro. The Americans don't have a ship quite like the Pedro (with that +2 bonus), but the Madison is one of the best American treasure runners and would do a nice job. This would also solve the issue with the +5 because then you'd have an extra point which you could use to put an explorer on the Hound, making the fleet even better.

Nice fleet so far.
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Posted: February 20, 2015 09:15 am
Modified on February 20, 2015 09:17 am
 
Treasure for the Win! Pirates CSG In the discussion on the Army "Treasure for the Win!" by woba_fett United States send message
captain_vendari United States
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quote from woelf:


quote from captain_vendari:

Looks good, but you forgot to add a Tribal Chieftain for those canoes. I would assume you would place him on the San Pedro?

The canoes would have to be switched to the Spanish version to make that work.


Haha. I''m used to using the Spanish ones so that's why I assumed XD
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Posted: February 17, 2015 10:26 pm
 
Treasure for the Win! Pirates CSG In the discussion on the Army "Treasure for the Win!" by woba_fett United States send message
woelf Premium Member United States
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quote from captain_vendari:

Looks good, but you forgot to add a Tribal Chieftain for those canoes. I would assume you would place him on the San Pedro?

The canoes would have to be switched to the Spanish version to make that work.

Also...
Paradis de la Mer isn't legal because there are no French ships in the fleet. You could however use any Pirate, English or Spanish fort.

There are only four points of crew (the Navigator and Helmsman) that can be "pulled out" for Cannonball, so the point totals don't quite work. When using that ability you must first build a legal fleet up to the standard limit (40 in this case), and only then do you use that ability to add 5 extra points of stuff.


You can of course house rule any or all of that, but keep it in mind if any other players start to question it.
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Posted: February 17, 2015 10:26 am
 
Treasure for the Win! Pirates CSG In the discussion on the Army "Treasure for the Win!" by woba_fett United States send message
captain_vendari United States
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Looks good, but you forgot to add a Tribal Chieftain for those canoes. I would assume you would place him on the San Pedro?
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Posted: February 16, 2015 11:37 pm
 
Good Human Warrior Pathfinder Battles In the discussion on the Miniature "Good Human Warrior"
stephengroy Premium Member United States
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Looking for v1 paintjob, with silver shield boss
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Posted: February 7, 2015 06:12 am
 
Americans V2! Pirates CSG In the discussion on the Army "Americans V2!" by xerecs United States send message
xerecs United States
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Actually, she didn't do all that much, speaking of Blackwatch. As I mentioned in the description, I was on one side of a barrier reef all by myself, my opponents were on the other side, and killed each other before coming after me with their surviving runners. By then victory was all but assuredly mine, between the Frontier and the occasional coins grabbed by Brandywine and Blackwatch, it didn't matter that she was slow. Besides, for this game I favored speed over firepower, and used trade currents to my advantage.
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Posted: February 1, 2015 07:22 pm
 
Americans V2! Pirates CSG In the discussion on the Army "Americans V2!" by xerecs United States send message
a7xfanben United States
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Was the Blackwatch sunk because she didn't get the first shot? I only ask because I pretty much never send out a gunship moving L without a helmsman.

That being said this is a nice fleet. Right now I'd only give it a 3 because a ship like the Blackwatch really needs a helmsman to maximize her effectiveness. The specialist could easily be swapped out.
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Posted: February 1, 2015 03:48 pm
 
HMS GT (No Cannonball) Pirates CSG In the discussion on the Army "HMS GT (No Cannonball)" by captain_vendari United States send message
captain_vendari United States
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This fleet was used in a game!
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Posted: January 30, 2015 05:29 pm
 
Maman Brigitte Pirates CSG In the discussion on the Miniature Review for "Maman Brigitte" by captain_vendari United States send message
cannonfury United States
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She's not too bad a ship in an all Cursed fleet to be honest. Sure, she's super slow, but I made a chain of trade currents for her with Master Scribe that allowed her to move efficiently between islands. Her large cargo hold gives her an advantage over most other affordable Cursed ships, so even though she's moving slowly she can make fewer trips. She's an unsung work-horse for this nation.
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Posted: January 29, 2015 10:41 pm
 
HMS GT (No Cannonball) Pirates CSG In the discussion on the Army "HMS GT (No Cannonball)" by captain_vendari United States send message
captain_vendari United States
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quote from a7xfanben:
Between your fleets and my 4 GT fleets I think we have enough for now lol.


lol Agreed. No more GT builds XD
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Posted: January 24, 2015 10:05 pm
 
HMS GT (No Cannonball) Pirates CSG In the discussion on the Army "HMS GT (No Cannonball)" by captain_vendari United States send message
a7xfanben United States
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Interesting. I would actually consider ditching the helmsman on the GT and using the explorers. You have a lot of points tied up with the GT already, but if you're trying to make this a "standard" fleet (not geared towards a deathmatch like my GT fleets) I think S+S would be enough since it will be doubled sometimes. I would put the explorers in as long as you can use Doone, since without the reroll the GT is a bit slow. The runners are quick but the Cry is easily rammed into oblivion and the Hoard could use the explorer to save valuable time (plus you don't need all five spaces, even if you wanted to hit two islands for two coins apiece).

Between your fleets and my 4 GT fleets I think we have enough for now lol.
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Posted: January 24, 2015 10:27 am
 
Crimson Angel Pirates CSG In the discussion on the Miniature Review for "Crimson Angel" by captain_vendari United States send message
xerecs United States
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Oh.....oops. I didn't know that, and now I do! Besides, with that cleared up for me, does MT offer 6 as a score?
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Posted: January 24, 2015 08:08 am
 
Crimson Angel Pirates CSG In the discussion on the Miniature Review for "Crimson Angel" by captain_vendari United States send message
captain_vendari United States
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(This has been a repeat post and should be ignored)
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Posted: January 24, 2015 05:19 am
Modified on January 24, 2015 05:23 am
 
Crimson Angel Pirates CSG In the discussion on the Miniature Review for "Crimson Angel" by captain_vendari United States send message
captain_vendari United States
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quote from xerecs:

Excellent review, I'm sold! However, I'm not sure her cannon bonus stacks on the Deliverance. Deliverance gets plus one to cannons against the cursed, which is fine. But I thought that abilities like that couldn't stack. So her giving plus two to a cannon role is illegal, I think. I could be wrong, and that is the only issue I have, but a minor one. 5.


Thanks for the 5!

So, according to the Pirate Code, only the same abilities cannot stack on a single ship. It defines "same" ability by looking at what sets it off as well as what it does. Because the triggers are different (One checking specifically for Cursed, while the other non-Pirate), they are considered different abilities, and therefore may stack on top of each other. Since a Cursed ships fills both a) being Cursed and b) not being a Pirate, the Deliverance would receive +2 to her cannon rolls against that ship.


quote from The Pirate Code:

Stacking Abilities
-If two or more abilities have the exact same “trigger” (or requirements) and produce the exact same effect they are treated as the same ability and cannot be stacked, even if their text is slightly different.
-If two or more abilities have different triggers and/or different effects they are considered different abilities and may be stacked.
-The stacking rule applies only when multiple sources of an ability are on a single ship; it does not apply when each source is on a separate ship, even if their effects are applied to the same target.
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Posted: January 24, 2015 05:12 am
Modified on January 24, 2015 05:23 am
 
Crimson Angel Pirates CSG In the discussion on the Miniature Review for "Crimson Angel" by captain_vendari United States send message
xerecs United States
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Excellent review, I'm sold! However, I'm not sure her cannon bonus stacks on the Deliverance. Deliverance gets plus one to cannons against the cursed, which is fine. But I thought that abilities like that couldn't stack. So her giving plus two to a cannon role is illegal, I think. I could be wrong, and that is the only issue I have, but a minor one. 5.
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Posted: January 23, 2015 11:13 pm
 
Crimson Angel Pirates CSG In the discussion on the Miniature Review for "Crimson Angel" by captain_vendari United States send message
cannonfury United States
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I think you've covered all the bases, she is definitely a good piece to use, and she doesn't seem to really have any flaws. A discounted price, a good ability pairing so that if she doesn't get the reroll, she always has the cannon bonus. On top of that she's a pirate, so the Angel has access to basically anything she could want!

Very good, a 5 from me!
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Posted: January 23, 2015 02:57 pm
 
HMS GT (No Cannonball) Pirates CSG In the discussion on the Army "HMS GT (No Cannonball)" by captain_vendari United States send message
xerecs United States
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quote from woelf:


quote from xerecs:
I don't quite know what makes people here rave about the HMS Grand Temple, but since two of the people doing all the raving are experienced players, she must be worth all the hype.
It's a big ship with a lot of cannons, a nice base move, and a useful ability for a good price.

It's not the ultimate power in the game, but it's certainly formidable. It would be a lot scarier (but also more expensive) with a decent cargo hold.

Ooh.....with more cargo spaces........That would be quite formidable. However to ascertain this for myself, I'd still need to play a game with her.
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Posted: January 23, 2015 10:19 am
 
HMS GT (No Cannonball) Pirates CSG In the discussion on the Army "HMS GT (No Cannonball)" by captain_vendari United States send message
woelf Premium Member United States
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quote from xerecs:
I don't quite know what makes people here rave about the HMS Grand Temple, but since two of the people doing all the raving are experienced players, she must be worth all the hype.
It's a big ship with a lot of cannons, a nice base move, and a useful ability for a good price.

It's not the ultimate power in the game, but it's certainly formidable. It would be a lot scarier (but also more expensive) with a decent cargo hold.
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Posted: January 23, 2015 10:15 am
 
HMS GT (No Cannonball) Pirates CSG In the discussion on the Army "HMS GT (No Cannonball)" by captain_vendari United States send message
xerecs United States
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I don't quite know what makes people here rave about the HMS Grand Temple, but since two of the people doing all the raving are experienced players, she must be worth all the hype. That said, this looks marvelous. Plenty of room to run gold, and enough fire power to deter pesky gunships.
This and other fleets make me wish I had a Grand Temple of my own.
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Posted: January 22, 2015 11:21 pm
 
CV's HMS Grand Temple Build Pirates CSG In the discussion on the Army "CV's HMS Grand Temple Build" by captain_vendari United States send message
captain_vendari United States
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quote from a7xfanben:

I experienced the exact same problem with my first Grand Temple build, except I have Calico Cat (OE) instead of Crimson Angel.


I used Crimson Angel over Calico Cat for two reasons:

1. She's one point cheaper (though I suppose I could be willing to ditch Banshee's Cry's explorer)

2. SAT is a little more cost effective than d6EA on a war ship (now, granted if I lost my captain in a boarding party of something, that EA could allow for move-shoot, but I don't usually find myself in the position of losing my captain anyway.)
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Posted: January 21, 2015 09:40 pm
Modified on January 22, 2015 06:34 pm
 
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