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Fleet "Ghost Ships Galore: CC Pirates" Help
Fleet "Ghost Ships Galore: CC Pirates" - 45 Points (extended format) show standard format
created by colringbk Premium Member 

This fleet is the second edition of my series: "1 Set, 1 Nation". The first of the series was Smash 'n' Grab: Brits from PSM which looked at the British from the Spanish Main. In that fleet, I looked at 1 powerful ability as well as keeping the factions the same, offering ships that are easily accessible, and creating a fleet that is fun, different, and found in the same set. I'm going to try that for each of the sets (though we'll see how far I get ).

Ghost Ships Galore focuses on the Pirates faction in the Crimson Coast set. Normally, I don't like using Pirates faction ships because they have every ability under the sun, and thus are generally easy to create a fleet from. However, that doesn't mean they can be fun and downright nasty . This fleet is centered around the two Pirate ships that have the Ghost Ship keyword: Deliverance and Amity.

Two other considerations went into the development of this fleet: Speed and Cargo Space. This fleet had to be able to get the a lot of treasure in as little time as needed.

Ship Makeup and Breakdown

Deliverance is your enforcer. She is one of the fastest 5-masters available, and tying in the Ghost Ship keyword makes her a tad bit faster by cutting through objects and terrain instead of around them. Also, with rank 3 cannons and 4 cargo spaces, she is a threat to be reckoned with. On board, there has to be The Hag of Tortuga. She'll (I think its a she) allow you to build 5 more points into your fleet, turning a 40 point fleet into a 45 point fleet. Those extra points will buy you a Captain for the Deliverance and a Helsman for one of your other ships. Or, you can move the Helmsman here, but she's already pretty fast.

Amity is the other Pirate ship with the Ghost Ship keyword. She also has S+S+S movement, so she's pretty darn fast. She has awful cannons though, so her role is easily defined: Treasure Runner. On board, put on an Explorer, or a Helmsman, or both. My theory is if she's fast, make her faster. No, make her the FASTEST. Putting both an Explorer and a Helmsman on board will limit your cargo space down to 2, but she can get the best gold on an island and back home in a couple of turns. Then, she can go out for more. Just think: S+S+S+S with nothing to block your path. . .hmm thats good movement . She can get away from an opponent, leaving the threatening ship in her wake.

Bonnie Liz is the last ship to have around. Her S+L movement makes her your perfect treasure runner. She's inexpensive, has 5 cargo and her ability allows English crew to use their abilities on her. Originally, I thought you could substitute Administrator Scott Bratley and still get those 5 bonus build points, but I was wrong (see below).

Dead Man's Point is included for the sake of continuity. I really wanted to use Devil's Maw since eliminated crew are sent to this fort and gain the Ghost Ship keyword, but 2/3 of this fleet are already Ghost Ships and Devil's Maw is from the Revolutions set. Dead Man's Point is a "if you wanted a Pirate fort to use" addition. Its not bad because it'll slow down your opponent's treasure runners as they must go around your fort. AND, if they don't go around, you can eliminate one of their treasures with a direct hit from its long cannons.

The Hag of Tortuga is needed to build the Captain for the Deliverance and the Helmsman for the Amity or the Bonnie Liz, so keep them out of your fleet until you setup and reveal Hag.

The Unique Treasures, Buried Treasure,Grease Barrels, and Neptune's Figurehead are here just to enhance the gold, speed, and survivability of this fleet, though they aren't essential since you can't count on exploring and getting them.

Uses and Applications

The goals of this fleet is to get the treasure quickly and remain untouched while doing so. Luckily, the speed of this fleet and the Ghost Ship keyword are great for that. Deliverance can hold 2 gold pieces and chase after any of the opponent's treasure runners. Use her to get that "uncontested" island that both sides usually go after. Amity is also good for taking care of that island since she is S+S+S+S with an Explorer. Amity and Bonnie Liz need to go in other directions and get the other 2 wild islands. It is typically death to split up your fleet all over the game area, but with the speed of these ships and the Ghost Ship-ness, you can spread them out.
Many times, treasure runners and gunships are stopped by annoying ramming and most boarding maneuvers. It'll remove a mast, a crew, or sometimes cargo. However, when the ships turn "Ghostly", you essentially pass through anything you should touch or be touching, which goes for your opponent's ships as well--they can't touch you. So, its best to keep your ships "Ghostly" as much as possible. Remember to turn them "Unghostly" to dock at wild islands and home islands though.

Simple Strengths
With this fleet, her strengths are pretty much in your face:
1. 3 ships with speed equal to or greater than S+L keeps you almost untouchable.
2. Ghost Ship keyword on 2 of your ships keeps you still even almost untouchable.
3. Deliverance can hold her own in a fight and can scare away the opponent's fleet.
4. You get 5 extra build points with The Hag of Tortuga.
5. The crew is interchangeable and work well with any of the ships (except the Captain should never be on the Amity; talk about a waste of space ).

Weaknesses and Counter-Measures
If I were to go up against this fleet and I knew it, I would:
1. Use ability Cancellers to Ghost-bust the Ghost Ship keyword. Then pin and ram those ships. I'll need to stop or slow them down as much as possible.
2. Go after the Deliverance first. Taking her out is a slap in the face of morale and eliminates the gunship option in this fleet.
3. Chase after The Hag of Tortuga. If you catch her, you get 5 points. If you kill her, you get 1 point. Thats something at least.
4. Match speed with speed. I'd make a really fast fleet to counter the speed of this fleet.
5. Maybe I'd use some events to slow things down, like Mermaids or Becalmed.

To Sum Up. . .
1. 2 ships with S+L and one with S+S+S and one helmsman to place wherever you wish.
2. Ghost Ships
3. All Pirates and all Crimson Coast.
4. A fort? Sure, why not.

 
Miniature list Group miniatures by  
Section: Ship #1 (3 miniatures)
1 x Captain (PofCC)
  • Collector's Number: 128
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 3
  • Miniature text:
    This ship may move and shoot using the same move action.
    1 x Deliverance (PofCC)
  • Collector's Number: 001
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 19
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 3S-3L-3L-3L-3S
  • Miniature text:
    Ghost Ship
    1 x The Hag of Tortuga (PofCC)
  • Collector's Number: 027
  • Faction Affiliation: Pirate
  • 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 build total. This crew cannot leave this ship unless it is captured or eliminated.
     
    Section: Ship #2 (3 miniatures)
    1 x Amity (PofCC)
  • Collector's Number: 009
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 4
  • Base Move: S+S+S
  • Cannons: 5S-5S-5S
  • Miniature text:
    Ghost Ship.
    1 x Explorer (PofCC)
  • Collector's Number: 103
  • Faction Affiliation: Pirate
  • 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 Helmsman (PofCC)
  • Collector's Number: 101
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    This ship gets +S to her basic move.
     
    Section: Ship #3 (1 miniatures)
    1 x Bonnie Liz (PofCC)
  • Collector's Number: 015
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 8
  • Cargo Space: 5
  • Base Move: S+L
  • Cannons: 3S-3S
  • Miniature text:
    English crew may use their abilities on this ship.
     
    Section: Unique Treasures (3 miniatures)
    1 x Buried Treasure (PofCC)
  • Collector's Number: 094
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
  • Miniature text:
    This ship may not be given an action the turn after loading Buried Treasure. After loading Buried Treasure rol a d6; Buried Treasure is world gold equal to the total.
    1 x Grease Barrels (PofCC)
  • Collector's Number: 097
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
  • Miniature text:
    Load this treasure face-down. One any one of your turns, you may turn Grease Barrels face p to give this ship +L to her base move that turn. If you do, remove Grease Barrels from the game.
    1 x Neptune's Figurehead (PofCC)
  • Collector's Number: 100
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
  • Miniature text:
    If this ship sinks, dock it fully repaired at its home island, then remove Neptune's Figurehead from the game.
     
    Section: Forts (1 miniatures)
    1 x Dead Man's Point (PofCC)
  • Collector's Number: 031
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Fort
  • Point Value: 0
  • Cannons: 3L-3L-3L-3L
  • Miniature text:
    When this fort hits an enemy ship, you may also eliminate one cargo from that ship.
     
     
    Fleet Statistics
    Distribution by Base Move
    - 73 %  
    S+L 18 %  
    S+S+S 9 %  
     

    Distribution by Cargo Space
    - 73 %  
    4 18 %  
    5 9 %  
     

    Distribution by Faction Affiliation
    - 9 %  
    Pirate 64 %  
    Treasure 27 %  
     

    Distribution by Point Value
    - 45 %  
    1 9 %  
    12 9 %  
    19 9 %  
    2 9 %  
    3 9 %  
    8 9 %  
     

    Distribution by Rarity
    C 64 %  
    R 36 %  
     

    Distribution by Type
    Crew 36 %  
    Fort 9 %  
    Ship 27 %  
    Unique Treasure 27 %  
     



    Rating
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    Discussion about this Fleet
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    Author Message
    vladsimpaler 



    Subject:    Posted: December 1, 2007 12:20 am Reply with quote  Report content icon

    Great fleet colringbk, however one little thing: Scott Bratley can't be used on the Bonnie Liz. Otherwise, great work!
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    colringbk 



    Subject:    Posted: December 1, 2007 09:49 am Reply with quote  Report content icon


    quote from vladsimpaler:

    Scott Bratley can't be used on the Bonnie Liz. Otherwise, great work!


    OK, I feel pretty dumb, but I have to ask why? If Bonnie Liz lets English crew use their abilities on her, and Scott Bratley is English, then why can't you build 5 extra points if he is on that ship? Does it have something to do with when his ability comes into play and when Bonnie Liz lets her ability come into play? Are they different times during setup and game time then?
    Back to top Modified on December 1, 2007 09:51 am 
    darrin 



    Subject:    Posted: December 2, 2007 01:09 pm Reply with quote  Report content icon


    quote from colringbk:

    OK, I feel pretty dumb, but I have to ask why? If Bonnie Liz lets English crew use their abilities on her, and Scott Bratley is English, then why can't you build 5 extra points if he is on that ship? Does it have something to do with when his ability comes into play and when Bonnie Liz lets her ability come into play? Are they different times during setup and game time then?


    According to the rulebook, 0-point crew *must* be assigned to a ship with the same nationality. Although Bonnie Liz does allow English crew to use their abilities, this doesn't override the stipulation for 0-point crew. Having an ability that allows other nationalities to use their abilities does not change the actual nationality of the ship. The Bonnie Liz is still a Pirate ship, and thus Bratley (or Robinson) couldn't be assigned there.

    It's a very old ruling and very difficult to find (I'm not even sure if I can dig it up), but that's how Woelf currently interprets 0-point crew and multi-national ships.

    And yeah, it's kinda dumb, but it was designed to prevent Clonah abuse. Otherwise you could load Jonah, Robinson, and Princess Arii on the Black Swann for free SAC food.
    Back to top  
    colringbk 



    Subject:    Posted: December 2, 2007 09:26 pm Reply with quote  Report content icon

    I made the changes as far as un-suggesting Admin. Bratley. I like it better this way anyway, it keeps with the Pure Pirate Theme.

    Other than that, is this a pretty solid fleet?
    Back to top  
    darrin 



    Subject:    Posted: December 3, 2007 07:29 am Reply with quote  Report content icon


    quote from colringbk:

    Other than that, is this a pretty solid fleet?


    Looks solid. Only one very minor nitpick: I'd move the Explorer on the Amity over to the Bonnie Liz, since you've got the space over there to strip an island as soon as you dock. This frees up three cargo on the Amity, which makes her a more viable treasure runner.

    At S+S+S, though, she's plenty fast enough without the Helmsman... I'd be tempted to put the Helmsman on the Deliverance, which gives it an unprecidented L+S+S striking distance (in addition to the 3L cannons). This helps put your opponent on the defensive and ensures you get in the first shot. It may be plenty fast enough without it though... probably requires some playtesting to find the right balance.
    Back to top  
    colringbk 



    Subject:    Posted: December 3, 2007 09:24 am Reply with quote  Report content icon

    Thanks. Thats a good point you brought up about going offensive to put your opponent on the defense. One of my favorite strategies with designing a fleet using all of the same nation is that the crew members can be placed on whatever ship to fit your fancy.

    Thanks for the comment and vote.
    Back to top  
    bioniclefan 



    Subject: WOW!   Posted: August 13, 2008 02:43 pm Reply with quote  Report content icon

    I cant get over how awesome this fleet is! I must get all the ships and crew to build it! the only problem with it is if your enemy uses ability Cancellers.
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