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Blood Money Pirates CSG In the discussion on the Miniature Review for "Blood Money" by captain_vendari United States send message
volt United States
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I think "Heavily Favors Spain" is a weakness, not a strength, heh. Good review!
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Posted: August 27, 2014 03:24 am
 
Blood Money Pirates CSG In the discussion on the Miniature Review for "Blood Money" by captain_vendari United States send message
captain_vendari United States
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quote from woelf:

Good review!

Even though I'm a little biased because I designed it, this has been one of my favorite UTs. It's pretty much an automatic when playing Spanish, but like you said is good for Mercs too.


A couple things you should consider adding:
-Don't count out the small stuff. Everyone looks for the high-value coins, but sometimes just bumping off an oarsman, explorer, or helmsman can still be worth it even if you can't touch the rest.
-Crew that can't be eliminated don't get a free pass here. If you can't eliminate a crew, you can't take the gold.
-Doctors and Devil's Maw don't work either because the crew must be eliminated and stay eliminated.
-There's not usually much direct "competition" for a UT, but it would be worth mentioning some of the similar ones - most notably Bloody Gold (which is identical, minus the Spanish exception), and Wolves which will also deny access to treasures but in a completely different way.


I just added those bits in. Thanks for the advice, woelf. It's nice to have someone who worked on the game put in some insight.
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Posted: August 26, 2014 12:13 pm
 
Blood Money Pirates CSG In the discussion on the Miniature Review for "Blood Money" by captain_vendari United States send message
woelf Premium Member United States
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Good review!

Even though I'm a little biased because I designed it, this has been one of my favorite UTs. It's pretty much an automatic when playing Spanish, but like you said is good for Mercs too.


A couple things you should consider adding:
-Don't count out the small stuff. Everyone looks for the high-value coins, but sometimes just bumping off an oarsman, explorer, or helmsman can still be worth it even if you can't touch the rest.
-Crew that can't be eliminated don't get a free pass here. If you can't eliminate a crew, you can't take the gold.
-Doctors and Devil's Maw don't work either because the crew must be eliminated and stay eliminated.
-There's not usually much direct "competition" for a UT, but it would be worth mentioning some of the similar ones - most notably Bloody Gold (which is identical, minus the Spanish exception), and Wolves which will also deny access to treasures but in a completely different way.
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Posted: August 25, 2014 07:39 am
 
Deadly Merc Fleet Pirates CSG In the discussion on the Army "Deadly Merc Fleet" by lordstu Canada send message
captain_vendari United States
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quote from woelf:


quote from captain_vendari:

I fail to see how neutralizing the Bashaw Folly makes the Matuku "effectively unsinkable". Could you elaborate on that?
If it's the only ship left, sinking it would force the game to end.

The opposing player would want to make sure they're ahead on gold before doing that (although if they were smart they'd take out Matuku first ).


Ah. That makes absolute sense.
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Posted: August 24, 2014 07:42 pm
 
Blood Money Pirates CSG In the discussion on the Miniature Review for "Blood Money" by captain_vendari United States send message
bootstrapbill Premium Member Canada
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It's good to take a look at the unique treasures from time to time - they can be fun to mix up gameplay
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Posted: August 24, 2014 07:22 am
 
Deadly Merc Fleet Pirates CSG In the discussion on the Army "Deadly Merc Fleet" by lordstu Canada send message
woelf Premium Member United States
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quote from captain_vendari:

I fail to see how neutralizing the Bashaw Folly makes the Matuku "effectively unsinkable". Could you elaborate on that?
If it's the only ship left, sinking it would force the game to end.

The opposing player would want to make sure they're ahead on gold before doing that (although if they were smart they'd take out Matuku first ).
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Posted: August 22, 2014 07:00 am
 
Deadly Merc Fleet Pirates CSG In the discussion on the Army "Deadly Merc Fleet" by lordstu Canada send message
captain_vendari United States
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I fail to see how neutralizing the Bashaw Folly makes the Matuku "effectively unsinkable". Could you elaborate on that?
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Posted: August 20, 2014 10:54 pm
 
100 Point Pure Cursed Fleet Pirates CSG In the discussion on the Army "100 Point Pure Cursed Fleet" by infin8ouroboros United States send message
infin8ouroboros United States
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Also, I've considered posting a Cursed Strategy Discussion in the forums, so look for that if you are interested in the Cursed faction.
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Posted: August 18, 2014 05:47 pm
Modified on August 18, 2014 05:49 pm
 
100 Point Pure Cursed Fleet Pirates CSG In the discussion on the Army "100 Point Pure Cursed Fleet" by infin8ouroboros United States send message
infin8ouroboros United States
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Ok, so it's been a few months and I apologize that I haven't gotten back to this sooner, but I'll try to make up for that. Haven't had much time for pirates until recently, regrettably, but as I do now I thought I'd breathe some new life into the undead.

Since making this fleet I have managed to acquire the Guichuan, Loki's Revenge, Baba Yaga, and the DJC Davy Jones and so my interest in the Cursed has come back with a vengeance. My thoughts on them are as follows:
DJC Davy Jones: A unique, but expensive ability for the cursed. As demonstrated in the above fleet, it can be abused to exceptional effect, the presence of the Limit keyword is the issue. The way the Cursed should use the Limit keyword seems best used on the OE Davy Jones in most situations.

Loki's Revenge: Excellent guns for a 3 mast Longship and a built in SAC-Ability make for a formidable gunship if not for its pitiful speed of S. For me, unless the ship is truly exceptional, S base speed isn't enough.

Baba Yaga: Decent guns (excellent against non-cursed) on a 3 mast Longship ], but not much room for crew on board with only 3 cargo. WOrth consideration, particularly in a fleet with the Behemoth or DJC Davy Jones.

Guichuan: My God I love this ship. I haven't had the chance to use this monstrosity in a fleet yet, but I look forward to it. The guns are the best of all of 10 masted Junks and given the Cursed don't have many effective ways to boost cannon rolls that is more than welcome. The Headhunter is also an amazing crew at 7 points given he has the fleet action (6 points), crew exterminator (7 points), and treasure stealing (5 points) abilities, even if only aboard the Guichuan. Even though this ship has a S base move, it is exceptional enough to warrant consideration. My plan would be to use OE Davy Jones to all but guarantee an extra action for this behemoth, making the S+S movement (with a helmsman) a good bit better. There is also twice the chance to give another ship in my fleet two actions, so something like the Raptor's Maw become twice as dangerous .

I will most likely be making a completely new fleet since fitting the Guichuan in changes EVERYTHING.

P.S. : Exams went well.
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Posted: August 18, 2014 05:46 pm
 
Le Descharges Pirates CSG In the discussion on the Miniature Review for "Le Descharges" by captain_vendari United States send message
volt United States
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Love that you mentioned the S-Board with her! I would add something somewhere about the fact that with a Captain you are dealing with at least 16 points. That's a lot of points for any kind of support role.

Comparing her to a similar ship in another faction would be cool too. =)
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Posted: August 18, 2014 04:43 pm
 
Cody's Sealed Pack Fleet Pirates CSG In the discussion on the Army "Cody's Sealed Pack Fleet" by codyscheer United States send message
codyscheer United States
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Discluding the Neptune's Hoard was a tough call. As a7xfanben mentioned, one of the big reasons was points. Being one more point than the Hammer or Serapis, I would have had to of ditched something.

With the increased base move of the Hoard, I suppose I could have gone without the helmsman. But then what? I suppose I could put in another explorer, but oh well.

I think maybe I just swayed towards the Serapis because it was one of my first ships (and remains to be one of the few PotR ships I have), so it is pretty near and dear to me.

I also play with house rules where collecting gold isn't the number one priority and path to victory. Of course, gold is still very important in my play group, but not to the point where swapping a piece for "maybe" another piece that is 1 or 2 points more.

So to summarize that, I've played "very" few games with the real rules where you win with normal victory conditions by collecting half of the gold. So I think I probably overlooked a ship ability that in the real game is a totally viable and powerful ability.
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Posted: August 15, 2014 01:04 pm
Modified on August 15, 2014 01:06 pm
 
Lord Denton's Seal of Approval Pirates CSG In the discussion on the Army "Lord Denton's Seal of Approval" by lord_denton Miembro Premium United States send message
brettb45 United States
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Nice fleet! Well balanced and decent speed. Nice special abilities too. This should be a contender.
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Posted: August 10, 2014 07:23 pm
 
American Navy Pirates CSG In the discussion on the Army "American Navy" by xerecs United States send message
a7xfanben United States
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quote from xerecs:

perhaps I didn't explain very well in my description. LeBeaux's ability would allow for the Stephens to move and then try to place a trade current. That was how I saw it happening in my head.


Okay, that makes sense now, thanks.
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Posted: August 10, 2014 06:30 pm
 
American Navy Pirates CSG In the discussion on the Army "American Navy" by xerecs United States send message
xerecs United States
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perhaps I didn't explain very well in my description. LeBeaux's ability would allow for the Stephens to move and then try to place a trade current. That was how I saw it happening in my head.
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Posted: August 10, 2014 06:25 pm
 
American Navy Pirates CSG In the discussion on the Army "American Navy" by xerecs United States send message
a7xfanben United States
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I used to have a more limited collection before expanding a bit between 2010-2012, so I know what it's like to not have stuff. I still don't have any Viking ships.

I was talking about how the navigator uses up the move action of the Stephens when you get the die roll. You'd be fine as long as you don't use the navigator too often, it's just that navigators are often placed on tiny cheap ships that don't leave their home island.
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Posted: August 10, 2014 06:02 pm
 
American Navy Pirates CSG In the discussion on the Army "American Navy" by xerecs United States send message
xerecs United States
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My knowledge of negative effect UT's is limited, I don't have access to very many. Also I only actually have about two of the miniatures in this fleet. I have chief PO Charles Richard, and I have the Blackwatch. However since Blackwatch was one of my first ships ever, it is broken beyond repair.

I didn't realize that two of my crew sacrificed actions for the ships they were assigned to, a shortcoming on my part for not reading the ability carefully. Which two are you referring to? One is GWLB, but who is the other. I was also unaware that the plus one on the Blackwatch didn't apply to the broadsides.

To your last question I have played the game before, but have very few ships. As such I use this site to 'make up' for lack of ships and miniatures to build fantasy fleets using miniatures that I would like to use or look interesting.
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Posted: August 10, 2014 05:56 pm
 
American Navy Pirates CSG In the discussion on the Army "American Navy" by xerecs United States send message
a7xfanben United States
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This is a solid fleet, although of course it will be a bit tougher to win without any true gold runners.

There are some questions I have as to the design and your strategy. Your two biggest ships each have a crew on them that requires sacrificing the ship's action for the turn in order to use the ability. The trade-off can be worth it, especially with the SS version of LeBeaux, but you can't afford to lose many actions from your two main fleet pieces.

The Stephens is a beast, but Porter is a little bit out of place on the Blackwatch. Since the +1 bonus doesn't apply to Broadsides Attack, you're limiting yourself to using one of the two abilities on any given shoot action. You'll do better overall by using the bonus and shooting individually, so maybe you could go with someone like Montana Mays instead. Or you could use a regular captain and use the extra 4 points elsewhere.

The Franklin is a little bit slow without a helmsman, but the Navigator should help.

Also, do you use UT's when you play an all-gunship fleet like this? I've found that negative UT's can really help out when you can't run gold effectively. Example

Right now I'd give this a 3.5, but a few small changes would make it a 4. Good start. Have you played it at all?
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Posted: August 10, 2014 04:33 pm
 
Lord Denton's Seal of Approval Pirates CSG In the discussion on the Army "Lord Denton's Seal of Approval" by lord_denton Miembro Premium United States send message
a7xfanben United States
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I think this will be a very competitive fleet! Although you got a bunch of generic crew in the first pack, the second pack had better ships, with both packs being slightly above average for this challenge.

I've had the Algiers for a long time and she has always been one of the best treasure runners.
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Posted: August 10, 2014 03:41 pm
 
Mistress Death HeroClix In the discussion on the Miniature "Mistress Death"
kirr Premium Member Norway
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It should be noted that this figure were made in two variants; one with a human face and one with a skull face.
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Posted: August 6, 2014 04:51 am
 
Sealing the Deal Pirates CSG In the discussion on the Army "Sealing the Deal" by a7xfanben United States send message
lord_denton Premium Member United States
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Between the high base moves and the bonuses of the Helmsmen this is going to be a very speedy fleet, which I'm finding to be a great advantage in my games!
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Posted: July 29, 2014 03:08 pm
 
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