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Fleet "The Jade Path to Destruction"

Fleet "The Jade Path to Destruction"
65 Points
created by woelf Premium Member LV75 activity icon envelope icon
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This a Jade Rebellion fleet I built and used successfully a few days ago against an English fleet.

A few things to note about how we typically play:
1) The build total is randomly determined by rolling 2d6, a d12, or a d20 and multiplying by 10. (We used the d12 this time.)
2) Fleets are built "on the spot", so we know prior to building which nations are being used. We also make it known if including any "specialty" ships that require unique counters (specifically, submersibles) in a fleet, so the other players can adjust accordingly. (This minimizes unfair advantages and helps avoid wasting points on contingencies that would be useless without their specific targets.)
3) Treasure (including UTs) is completely randomized after building fleets. We make it a point to mix a variety of different colors - light gold, dark gold, silver, and even transparent.
4) Events and Forts are generally not used. (They aren't explicitly forbidden, but we just never bother with them.)
5) We play until only one player has ships remaining or there is no treasure left to be unloaded at home islands.


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Grand Path is obviously the flagship, and is packed to capacity with deadly crew. Katsura-chan provides the essential Captain ability, and her reroll providies nice backup for Shap-'ng-Tsai's SAT ability. The +1 against English is almost completely unnecessary, but it came as a package deal with the SAT; at least with an English opponent it didn't go entirely to waste. Kian Ng pretty much speaks for himself. He is undeniably overkill on a monster ship like Grand Path, yet he's far too much fun to leave behind.

Glorious Treasure was Grand Path's "escort", and is along simply to help soften up other targets.

Virtuous Wind and Tiger's Breath are the treasure runners, and they can head in opposite directions to bring home as many goods as possible. Virtuous Wind has the option of taking a shot at an opposing home island, but if Grand Path does its job that won't be necessary.

--------------------------

In the actual game, the English drew first blood by getting just close enough to knock off both of Grand Path's aft sails. However, it quickly returned the favor and two turns later a pair of English warships (HMS Gallows and a "small" 5-master) were taking the express route to the ocean floor while Grand Path suffered no additional damage.

The two runners brought back a pretty good haul, while Grand Path and Glorious Treasure went on to play "cat & mouse" with the remains of the English fleet. Virtuous Wind took a beating from a surprise reveal of Dry Powder, but it remained afloat and was able to start limping home with the help of an Abandoned Oarsman it had picked up a few turns earlier.

The game ended when Grand Path caught and obliterated the last surviving English ship, but the final scores were still fairly close at 36-31. Had it gone on for another 2 or 3 turns it could have tipped in favor of the English, due to a large bale of turtles swimming for their shores. Overall it ended up as great fight to the finish, despite the extremely one-sided battle at the beginning.

 
Miniature list Group miniatures by  
Section: Ship #1 (6 miniatures)
1 x Grand Path Grand Path (PofSCS)
  • Collector's Number: 005
  • Faction Affiliation: Jade Rebellion
  • Rarity: R
  • Type: Ship
  • Point Value: 17
  • Cargo Space: 5
  • Base Move: L
  • Cannons: 2S,2S,2S,2S,2S,2S
  • Number of Masts: 6
Miniature text:

Junk. This ship gets +1 to her boarding rolls.
Link: Shap-’ng-Tsai.

The Grand Path is crewed by those who adhere to old warrior codes. These skilled warriors have gained a reputation for fierceness in battle, causing many captains to shy away from facing them.

1 x Helmsman Helmsman (PofSCS)
  • Collector's Number: 115
  • Faction Affiliation: Jade Rebellion
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her base move.

1 x Katsura-chan Katsura-chan (PofSCS)
  • Collector's Number: 025
  • Faction Affiliation: Jade Rebellion
  • Rarity: R
  • Type: Crew
  • Point Value: 6
Miniature text:

This ship may move and shoot using the same move action. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

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.

1 x Kian Ng Kian Ng (PofSCS)
  • Collector's Number: 026B
  • Faction Affiliation: Jade Rebellion
  • Rarity: C
  • Type: Crew
  • Point Value: 4
Miniature text:

When this ship hits an enemy ship, you may also eliminate one cargo from that ship.

Kian Ng is a pyrotechnic savant. He can not only blow up an enemy ship, but also do it with colorful patterns and with such style that even other enemy ships will sit and watch rather than continue their attacks.

1 x Li Quin Li Quin (PofSCS)
  • Collector's Number: 029B
  • Faction Affiliation: Jade Rebellion
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

Limit, Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the game’s build total. This crew cannot leave this ship unless captured or eliminated.

A Hong Kong trader and middleman, Li Quin knows everyone, from the lowliest dock worker to England’s royal ambassador. Nothing is out of his reach, and if he hasn’t heard about it, then it just doesn’t exist.

1 x Shap-`ng-Tsai Shap-'ng-Tsai (PofSCS)
  • Collector's Number: 024
  • Faction Affiliation: Jade Rebellion
  • Rarity: R
  • Type: Crew
  • Point Value: 5
Miniature text:

Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship gets +1 to her cannon rolls against English ships.

Link: All Jade Rebellion Ships.

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.

 
Section: Ship #2 (2 miniatures)
1 x Fire Shot Fire Shot (F&S)
  • Collector's Number: 057A
  • Faction Affiliation: Equipment
  • Rarity: U
  • Type: Equipment
  • Point Value: 1
Miniature text:

Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling a d6. If it hits, the target's controller replaces one of her masts with a fire mast. If the cannon roll is a 1, eliminate Fire Shot from the game and replace one of this ship's masts with a fire mast.

1 x Glorious Treasure Glorious Treasure (PofSCS)
  • Collector's Number: 020
  • Faction Affiliation: Jade Rebellion
  • Rarity: R
  • Type: Ship
  • Point Value: 6
  • Cargo Space: 2
  • Base Move: S+S
  • Cannons: 3S
  • Number of Masts: 1
Miniature text:

Turtle Ship. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship. Link: Shap-’ng-Tsai.

The Glorious Treasure’s name stuck when her crew—a bunch of thieves and murderers—realized that the name encourages large ships with stupid captains to investigate her.

 
Section: Ship #3 (2 miniatures)
1 x Explorer Explorer (PofSCS)
  • Collector's Number: 122
  • Faction Affiliation: Jade Rebellion
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

This ship may dock and explore a wild island using the same move action.

1 x Virtuous Wind Virtuous Wind (PofSCS)
  • Collector's Number: 010
  • Faction Affiliation: Jade Rebellion
  • Rarity: C
  • Type: Ship
  • Point Value: 14
  • Cargo Space: 5
  • Base Move: S+L
  • Cannons: 2L-2L-2L
  • Number of Masts: 3
Miniature text:

Junk. This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn. Link: Shap-’ng-Tsai.

 
Section: Ship #4 (1 miniatures)
1 x Tiger`s Breath Tiger's Breath (PofBC)
  • Collector's Number: 134
  • Faction Affiliation: Jade Rebellion
  • Rarity: SR
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 4
  • Base Move: S+S
  • Cannons: 3S-3S
  • Number of Masts: 2
Miniature text:

Junk. This ship may dock and explore a wild island using the same move action.

The Tiger's Breath sails only at night, and yet even by lantern light her crew can find gold other ships can't see even in the day.

 
Fleet Statistics
Distribution by Base Move
- bar 64 %  
L bar 9 %  
S+L bar 9 %  
S+S bar 18 %  
 

Distribution by Cargo Space
- bar 64 %  
2 bar 9 %  
4 bar 9 %  
5 bar 18 %  
 

Distribution by Faction Affiliation
Jade Rebellion bar 10  91 %  
Neutral bar 9 %  
 

Distribution by Point Value
- bar 9 %  
1 bar 18 %  
14 bar 9 %  
17 bar 9 %  
2 bar 9 %  
4 bar 9 %  
5 bar 9 %  
6 bar 18 %  
9 bar 9 %  
 

Distribution by Rarity
C bar 45 %  
R bar 36 %  
SR bar 9 %  
U bar 9 %  
 

Distribution by Type
Crew bar 55 %  
Equipment bar 9 %  
Ship bar 36 %  
 



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Discussion about this Fleet
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burnthills
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Subject:    Posted: May 25, 2010 05:01 am

Nice clean fleet, extra points for aesthetics. Although if your opponents face you often and know that you have one ship that's crew-heavy, they usually gear up for it with boarding bonuses/crew elimination or cancelling abilities.

How would the game have gone if you lost your captain early, for example?

Was there some rules about Fire Masts on Turtle Ships that give an advantage to using Fire Shot on it? I've seen this done before but don't remember any special circumstances that would allow you to not get a Fire Mast and sink quickly.

As a side question, how many ships do you have punched and ready to play?
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woelf Premium Member
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Subject:    Posted: May 25, 2010 06:25 am


quote from burnthills:

Nice clean fleet, extra points for aesthetics. Although if your opponents face you often and know that you have one ship that's crew-heavy, they usually gear up for it with boarding bonuses/crew elimination or cancelling abilities.

How would the game have gone if you lost your captain early, for example?
Neither I nor the friend I usually play against ever use the same fleets twice and it's rare for either of us to even use the same nationality twice in a row, so stagnation is never an issue. We've found that it makes the game a lot more interesting to never know exactly what the other person is going to throw at you, and it also opens up a lot more interesting tactics and strategies because you can't rely on the same thing working every time.

The last time we played I had a Corsair fleet that was almost the exact polar opposite of this. It had only the bare minimum of combat capabilities, so the typical anti-gunship setups like boarding abilities, crew killers, and cancellers would have been nearly useless against it.

I don't recall what he used last time, but it was drastically different from the English fleet he had this time. Next time I might do something with canoes or submarines, and he might have a a sea dragon and a kraken. It's impossible to know until we pull out our stacks of cards and start building fleets.


quote:
Was there some rules about Fire Masts on Turtle Ships that give an advantage to using Fire Shot on it? I've seen this done before but don't remember any special circumstances that would allow you to not get a Fire Mast and sink quickly.
No, there isn't any specific advantage to it. I threw that on there because there was a point left under the build total and no better way to spend it. Grand Path was already at capacity so an Oarsman wouldn't fit, and neither of the other two ships really needed an extra crew onboard.

Glorious Treasure's main attack is its ability combined with ramming and boarding. The fire shot was there just as backup in case it was still pinned (and floating!) when the next turn came around, but I never had to use it. I could have maybe taken Divers instead, but that would have ended up being just as useless because no ships sank with treasure onboard.

quote:
As a side question, how many ships do you have punched and ready to play?
Zero.

We build everything everything we're going to use before the game and take it all apart afterwards. It adds a little time to setup, but it makes storing them far easier and no one feels compelled to keep using the same ship(s) over and over just because they're already assembled. Plus, building the ships is almost as fun as playing the game.
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woelf Premium Member
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Subject:    Posted: May 25, 2010 06:39 am


quote from woelf:


quote from burnthills:
As a side question, how many ships do you have punched and ready to play?
Zero.

We build everything everything we're going to use before the game and take it all apart afterwards. It adds a little time to setup, but it makes storing them far easier and no one feels compelled to keep using the same ship(s) over and over just because they're already assembled. Plus, building the ships is almost as fun as playing the game.
...Or did you mean punched versus unpunched?

Almost every card in my collection has been punched at some point, but every once in a while when setting up I'll pull one out that hasn't been used yet (typically from the newer sets, or if I just recently opened a few packs and got something "new").


I haven't done any online trading in a long time, but the only cards I use for that are unpunched duplicates of something already in my collection - I never trade away something if it's my only copy.
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benbatman
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Subject:    Posted: May 25, 2010 07:38 am

Very nice combination on the Grand Path
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rizz Premium Member
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Subject:    Posted: May 25, 2010 07:38 am

This is something I would love to see in action. I may have to try it out when I get all the cards for it.
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lordstu
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Subject:    Posted: May 25, 2010 06:39 pm


quote from burnthills:
Although if your opponents face you often and know that you have one ship that's crew-heavy, they usually gear up for it with boarding bonuses/crew elimination or cancelling abilities.


If they go after the Grand Path with that crew complement, they better be "throwing seven kinds of smoke" themselves, I don't think too much else is going to cut it - I mean, this last guy sent the Gallows after her and still lost - and especially with the Glorious Treasure there to run interference, one well-placed ram and their own ship will start losing valuable crew. Who, or what, is a canceller even going to cancel? Then, do they decide to stick around to fight it out? Without their own uber-ship, they'll either end up getting rammed and mast/crew-depleted again, being set on fire, or facing a SAT-generated double shoot action by the Grand Path and Kian Ng - might as well kiss whatever masts or crew they had left good-bye!

(The USS Kettering might be able to pull it off... )
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strawfoot
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Subject:    Posted: May 26, 2010 02:31 pm

Cool fleet and I enjoyed reading the recap of your game. I keep all my ships in their cards also, and agree that building them every time is half the fun. I'm also usually the shipwright for our play group because I'm the only one that doesn't break boats.
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trox Premium Member
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Subject:    Posted: July 8, 2010 04:40 pm


quote from woelf:

light gold, dark gold, silver, and even transparent.


Hey... if you don't mind me asking. What is light gold, and dark gold?
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woelf Premium Member
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Subject:    Posted: July 8, 2010 08:55 pm


quote from trox:


quote from woelf:

light gold, dark gold, silver, and even transparent.


Hey... if you don't mind me asking. What is light gold, and dark gold?
The light gold comes from the very first print run of Spanish Main. For that initial batch they used different printers or different ink or something, which lead to all of the cards being significantly lighter than the cards in the reprint and all later sets. They look almost faded compared to normal cards.

Dark gold coins are the ones found in pretty much every set made since then, although you can still sometimes see some minor variances in the color if you compare different sets.
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trox Premium Member
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Subject:    Posted: July 10, 2010 08:06 am


quote from woelf:


quote from trox:


quote from woelf:

light gold, dark gold, silver, and even transparent.



Hey... if you don't mind me asking. What is light gold, and dark gold?


The light gold comes from the very first print run of Spanish Main. For that initial batch they used different printers or different ink or something, which lead to all of the cards being significantly lighter than the cards in the reprint and all later sets. They look almost faded compared to normal cards.

Dark gold coins are the ones found in pretty much every set made since then, although you can still sometimes see some minor variances in the color if you compare different sets.


OK.... now I understand. I always wondered about the lighter colored cards. I don't have many of those, and usually would set those back in the collection. Not only are they lighter in color, but the card seems to have a grainy texture, rather then the glossy texture of the regular cards. Thanks for the info!
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