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Fleet "SEPFC #2 Maciver's"

Fleet "SEPFC #2 Maciver's"
45 Points
created by maciver LV28 activity icon envelope icon
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Arg ye pirates! Once ye meet me ships, either death or fourtune shall befall ye. (Hopefully the former)

For the second round (Crimson Coast) of Dakmor's Single Expansion Pure Faction Contest, I have decided to build a pure Pirate fleet. They do have the most ships and some of the cheapest gunships but they are a little lacking on the cheap treasure runners. I have compensated for this by basing the strategy of my fleet around going to the enemy, not letting the enemy come to me. My idea, if everything goes as planned, is to let the Rover and the Adventure do the gold running while the Eagle and the La Morte de Yarborough go to the enemy.

I will send the Adventure and the Rover (only 1 for it) out to the closest island for a load of gold. When the Rover gets back, I will send it out to where the action is most evident to set up Dead Man's Point to provide a drydock, dropoff station, and extra cannons for the two ships nearer the enemy.

Meanwhile, I will send the Eagle, with the Hag onboard for the extra 5 points, and the La Morte out towards the enemy. Having the Hag onboard the Eagle will be a little risky but I need the space on the cargo runners. Hopefully, the Eagle has enough masts to beat off a boarding attempt. Along the way the Eagle could pick up a few choice gold but this might delay it reaching its targets. Both are equiped with helmsmen to pick up their slow base move. With the help of Le Requin, the La Morte can move an inpressive speed of L+L+S+S. This will hopefully overtake any enemy treasure runner that is out to far. True, this does leave the Eagle behind, but I won't reveal Le Reqin until I am close to the enemy where it will create alarm and panic at an increase of speed. Thanks to the La Morte's sweet ability, I can move L+L+S+S, ram, hopefully remove a mast on the ram, eliminate a crew, shoot all my guns (one being equiped with a stink pot), and then hopefully eliminate another crew with a boarding party. Another use for the stinkpot would be if there was more than one opposing gunship I could cancel all of his crew for his next turn. This would be ideal.

This would hopefully cripple of sink the oppossing gunship. If it doesn't, (and I don't see how it wouldn't) , the Eagle can come in the next trun and finish off anything that is left. If, during this, either of my ships take damage, they can quickly be relocated to my fort that should be somewhere close by. The UT's that I have put in are meant for my enemy to find. Meaning that they are all useless. This will hopefully hinder him enough for me to get to him before it is to late. Hope you enjoyed this, and pelase don't forget to vote.

Thanks
Maciver

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofCC 128 Crew C
1 x Eagle PofCC 004 Ship U
1 x Helmsman PofCC 101 Crew C
1 x The Hag of Tortuga PofCC 027 Crew C
 
Section: Ship #2 (5 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofCC 128 Crew C
1 x Helmsman PofCC 101 Crew C
1 x La Morte de Yarborough PofCC 007 Ship U
1 x Le Requin PofCC 029A Crew C
1 x Stinkpot Specialist PofCC 116 Crew C
 
Section: Ship #3 (1 miniatures)
  Miniature Set Number Type Rarity
1 x Rover PofCC 018 Ship R
 
Section: Ship #4 (1 miniatures)
  Miniature Set Number Type Rarity
1 x Adventure PofCC 011 Ship C
 
Section: Unique Treasures (2 miniatures)
  Miniature Set Number Type Rarity
1 x Ghostly Encounter PofCC 099 Unique Treasure R
1 x Scurvy PofCC 092 Unique Treasure R
 
Section: Forts (1 miniatures)
  Miniature Set Number Type Rarity
1 x Dead Man's Point PofCC 031 Fort C
 
Fleet Statistics
Distribution by Base Move
- bar 10  71 %  
L bar 21 %  
S+L bar 7 %  
 

Distribution by Cargo Space
- bar 10  71 %  
2 bar 7 %  
4 bar 7 %  
5 bar 14 %  
 

Distribution by Faction Affiliation
Pirate bar 12  86 %  
Treasure bar 14 %  
 

Distribution by Point Value
- bar 29 %  
10 bar 7 %  
2 bar 29 %  
3 bar 21 %  
9 bar 14 %  
 

Distribution by Rarity
C bar 64 %  
R bar 21 %  
U bar 14 %  
 

Distribution by Type
Crew bar 50 %  
Fort bar 7 %  
Ship bar 29 %  
Unique Treasure bar 14 %  
 



Rating
Current score for this Fleet, based on 12 votes:

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Discussion about this Fleet
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volt
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Subject:    Posted: July 18, 2011 06:06 am

I love the Pirate faction in CC. The Eagle is a good choice - love the 9 pt 4 master, even with a neg ability. My only critique is that I think the Bonnie Liz is superior to the Adventure - yes its only 2 masts, but moves faster (equal to the rover) has same cargo and is one pt less (for an explorer maybe?)
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maciver
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Subject:    Posted: July 18, 2011 08:22 am

Yah, I see that know that you said that. I goofed Oh well, there is always a next time. Please don't forget to vote!
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puma_03
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Subject:    Posted: July 18, 2011 10:37 am

Ahh, I'm not sure if Morte will come through the way you are hoping. First of all, you can't count on Le Requin, as the ability will only work one third of the time. Also, a 3-mast can't be counted on to win a boarding action against a real gunship. And I'm not so sure about the ramming of a 4 or 5 mast ship.
My Fleet: London is faster than either of your gunships. Therefore, I think the first shot would be mine. You can't count on La Requin's ability, but if it does come through I still don't see your ram/shoot doing too much damage. If you do leave the Eagle behind, then London will salvo off her cannons into La Morte, likely derelicting her. Then when Eagle gets closer, London will move at S+S+S and Broadside her with a 2 in 3 chance of a hit. After your fighters are gone, my HI robbers will take all your gold while London hunts down Rover + Adventure.
It's not a bad fleet maciver, but I think you placed too much stock in Morte. The SAT would've been better on the Eagle, and if I was you I might find a different secondary fighter. A 3 from me.
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darrin
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Subject:    Posted: July 18, 2011 11:03 am

Using the stinkpot means that if that cannon hits, you don't eliminate a mast. This reduces the average number of masts on Le Morte de Yarbarough from 1.66 mast per shoot to either 1.0 or 1.16 masts per shoot, depending on which cannon you use.

Against a large gunship the odds of the ram are fairly low: 16.667% on a 5-master, or 33.333% on a 4-master. Your odds of successfully boarding from a 3-master are also somewhat dodgy... assuming you get a shot off and a successful ram, most likely you've got a 50/50 chance, probably worse against a 5-master.

While revealing Le Requin may be a surprise, it's only going to work 33.333% of the time (I'm pretty sure you have to reveal him before you roll).
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mercenary30
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Subject:    Posted: July 19, 2011 12:04 pm

My pirate fleet for this contest was similar, except I used Ranger for the gun ship and I had the Raven in it....4S per turn move....

The stinkpot argument is the same used to argue that one should NEVER use stinkpot specialists in the game, by powergamers who only like to optimize and win.....

So please enjoy the feeling of silencing the multi-turn behemoth gun ships as their crew spew chunks all over the deck....."Gawd that STINKS!!"
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maciver
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Subject:    Posted: July 19, 2011 01:03 pm


quote from mercenary30:

My pirate fleet for this contest was similar, except I used Ranger for the gun ship and I had the Raven in it....4S per turn move....

The stinkpot argument is the same used to argue that one should NEVER use stinkpot specialists in the game, by powergamers who only like to optimize and win.....

So please enjoy the feeling of silencing the multi-turn behemoth gun ships as their crew spew chunks all over the deck....."Gawd that STINKS!!"

Thanks for the encouragement. I have noticed that they are a little hard on those who have something that could shut them down. Hopefully. Thanks for the imput and the vote.
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relvar99
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Subject: aye   Posted: July 20, 2011 05:32 am

As with most extra action on a 5-6d6 a strategy can't rely on a successful roll, which is why guaranteed double actions should get in the first offensive action, whatever that may be. This set has a few, so although puma brings up a good point, his fleet is susceptible to the same thing, but unlike his fleet you have two valid gunships with move then shoot. I like your chances. Good job.
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maciver
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Subject:    Posted: July 20, 2011 08:18 am

Please everyone! Don't forget to vote!
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puma_03
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Subject:    Posted: July 22, 2011 06:49 pm


quote from relvar99:

As with most extra action on a 5-6d6 a strategy can't rely on a successful roll, which is why guaranteed double actions should get in the first offensive action, whatever that may be. This set has a few, so although puma brings up a good point, his fleet is susceptible to the same thing, but unlike his fleet you have two valid gunships with move then shoot. I like your chances. Good job.


True, but if I get the first shot one of his ships should be gone. Then even if he does some damage to London, a Broadside will still hurt.
Not saying mine is actually better, I just like to debate things
Nice job maciver
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maciver
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Subject:    Posted: July 22, 2011 07:21 pm

Thanks puma! I don't think we will really know what is the top fleet except by actually playing them.
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