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Fleet "SEPFC#2 - relvar99 - Pirates"

Fleet "SEPFC#2 - relvar99 - Pirates"
45 Points
created by relvar99 activity icon
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First of all, my first fleet was over the limit, and if non-editing is enforced, I understand. Egg on my face with that one, apologies to everyone.

This is a modified version of the previous fleet, and is unbalanced for sure. The treasure runners are pathetic, but are cheap, and one is really there to allow for the extra build total (the Rover) who holds the Hag of Tortuga.

Both gunships have great speed, L + S + S, and the Deliverance can double that twice thanks to the two sacrificial explorers (no oarsmen for the pirates in this expansion). The only other faction capable of SAC is the French I believe, although there are SAT out there, and could be an issue a third of the time. Depending upon the opposing fleet, these two will work in tandem or separate, and we will discuss that further on.

Treasure Runners(?): The Mermaid and the Rover, both at two points, are not going to be bringing the gold home, but both have decent if not great (for the Mermaid at L + L) speed, and could be used as sacrificial ramming instead of gold running. Depends.

Primary Gunship: Deliverance. I know, its expensive, but her speed for a 5 master is unmatched in this set. Actually there is but one 4 master, the American Providence that can match her speed with a helmsman. The Americans are woefully underrepresented in this expansion however. There are 3S speed ships, but the only "fighter" might be the Amity, but with 5S cannons, she's a gold runner for sure.

Unique Treasure: This fleet does not really rely on picking up treasure, so anything that may hinder the opposition seems warranted. Scurvy and Ghostly Encounter do that pretty well. However GT may backfire of course, speeding the endgame.

Secondary Gunship: Royal James. I love this ship. With identical speed to the Deliverance and a nasty ability, eliminate crew on a hit, she's a good support.

Tactics1:: Against the English, Spanish, Pirates (who do not have the same set up), and Americans, with careful play, I should always get off the first volley against the opposing gunship, thanks to the LSS + LSS +shoot with Havana Black and a sac explorer. Or better yet, if the Royal James can get in there first, a few volleys that may take a crew or two, may leave the opponent not quite as intimidating. The fleet's speed helps here.

Tactics2:: The two one masters run a blocking scheme. Kind of like putting a punter and a kicker to run interference, but hey it may work. The point for these two is to use up one maybe two actions of the opposing gunship, whether a simple move+shoot from a captain, or a SAC in the case of the French, or SAT on the odd occasion. Waiting behind the blockers are the gunships. Here's where the Ghost Ship ability really aids this offensive position. The Deliverance ran simply run through its blockers, if they are still around (following the football theme, like Jerome Bettis or someone from my era, Earl Campbell saying, get the heck outta my way will ya!) and hopefully open fire twice, 10 cannon volleys at rank 3 is nothing to scoff at.

Counteract: Opposition with lots of gold runners may simply put the game away, especially if their holds are large. In that case, running straight at them with tactic two may help.

As with anything, SAT rolls can cripple this fleet (as with any other), which is why tactic two tries to "eat up" those extra actions.

Fighting another SAC captain is akin to the previous point.

A well balanced fleet, smaller but effective gunships, with good speedy gold runners may have a difficult time against this fleet since it's primary purpose is to seek and destroy, which it can do very well.

Again I want to thank Dakmor for setting up this challenge, it has been a blast so far.

 
Miniature list Group miniatures by  
Section: Ship #1 (5 miniatures)
  Miniature Set Number Type Rarity
1 x Deliverance PofCC 001 Ship R
2 x Explorer PofCC 103 Crew C
1 x Havana Black PofCC 024 Crew R
1 x Helmsman PofCC 101 Crew C
 
Section: Ship #2 (3 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofCC 128 Crew C
1 x Helmsman PofCC 101 Crew C
1 x Royal James PofCC 016 Ship C
 
Section: Ship #3 (1 miniatures)
  Miniature Set Number Type Rarity
1 x Mermaid PofCC 020 Ship R
 
Section: Ship #4 (2 miniatures)
  Miniature Set Number Type Rarity
1 x Rover PofCC 018 Ship R
1 x The Hag of Tortuga PofCC 027 Crew 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+L bar 7 %  
S+L bar 21 %  
 

Distribution by Cargo Space
- bar 10  71 %  
1 bar 7 %  
2 bar 7 %  
3 bar 7 %  
4 bar 7 %  
 

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

Distribution by Point Value
- bar 29 %  
1 bar 14 %  
19 bar 7 %  
2 bar 29 %  
3 bar 7 %  
5 bar 7 %  
8 bar 7 %  
 

Distribution by Rarity
C bar 57 %  
R bar 43 %  
 

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



Rating
Current score for this Fleet, based on 11 votes:

bar 4.09
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Discussion about this Fleet
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captain_nemo
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Subject:    Posted: July 18, 2011 09:18 am

You have a problem with the set up...as you can see your at 59 points--not 40.

This is due to the fact that Jonah's ability to make crew "cost no points" is in terms of the ship. The crew still cost points in terms of build limits, but not on the ship. It's so you can fit expensive crew on a cheaper ship. You'll need to modify this fleet for it to be legal.

~Nemo
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puma_03
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Subject:    Posted: July 18, 2011 10:15 am

Yeah, as Nemo said Jonah does not actually remove the cost from a fleet-building perspective. He only allows you to fit say 20 points of crew on a 15 point ship.
Unfortunately we can't vote for you until you eliminate 14 points from your fleet, which probably will require a complete rebuilding.
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maciver
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Subject:    Posted: July 19, 2011 08:09 am

RULES
~All game pieces will be considered to have errata and all correctional text and rulings in accordance with the current Pirate Code. (in case a piece has a wrong point cost/ability text, go by what the Pirate Code says.)

~You can only build 1 fleet for each Expansion, it must appear in Fleet/Armies section with special subject line 'SEPFC#' to identify it for use in this contest. # - related to which round it is.

~You are not allowed to make any changes to your fleet after it is published* to the public and at which time you must message me when it is up so I can get a screenshot of the pieces you used. If there is a change your fleet will be disqualified for the round. If I do not recieve the message, I will not count it in the contest.

~The winner is decided by the fleet with highest score, as voted on by members.

* Publish, meaning that I and others can see it. Until you hit that "Publish" button, you can make any changes you want, but the longer you wait by making changes, the fewer votes you may recieve.

Here are the rules that Dakmor posted in the forums. From what I see here, you are disqualified if you make ANY changes. (I wish I could fix my title and spelling erors)
Back to top Modified on July 19, 2011 08:11 am 
relvar99
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Subject: comments are welcome   Posted: July 20, 2011 05:48 am

I know I am DQ'ed from this round, but comments and constructive criticism are still welcome. "This fleet would ... but I would have given it a 2". "I Like the idea ... maybe a 3"
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darrin
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Subject:    Posted: July 20, 2011 08:10 am

The Deliverance + Royal James is quite a frightening combo. Big D + SAC = L+S+S+L+S+S is one heck of a first strike, and RJ is L+S+S with two 2S cannons and "eliminate a crew". That is some very serious *ouch*.

Unfortunately, your treasure runners are... glorified rowboats, more or less. But your gunships are so fast, you can probably hunt down and kill anything slower than S+S+S+S. So with a fast start and a lot of aggressive shooty-stuff, it might not matter if you can't run any gold. You can either sink or capture your opponent's treasure runners.

So... I'd probably give you a "4".
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maciver
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Subject:    Posted: July 20, 2011 08:18 am

I like this fleet. You got some good gold runners and a gunship that can outrun most anything. Great job. To bad you are disqualified. I could see you winning or at least comeing in second. I will give you a 4.
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relvar99
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Subject: thanks   Posted: July 21, 2011 05:00 am

Thank you for the comments, it is appreciated! Agreed, the rowboats are really there to run interference as indicated in the tactics section, not as gold runners (although they could, but most likely will not). Good luck everyone.
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volt
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Subject:    Posted: July 21, 2011 05:21 pm

I have to give you props for using the deliverance... I know I was too scared to =) I like the fleet, although am wary of the lack of gold ability. Still, the Deliverance is scary, even if she can only double action a max of 3 times.

I would give it a 4 =) 4.5 if I could... heh
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dakmor
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July 14, 2010
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Subject:    Posted: July 21, 2011 07:09 pm


quote from volt:

I would give it a 4 =) 4.5 if I could... heh


havent heard anythign about getting the vote system changed to allow such a vote.

anyway, you all should vote on the fleet. i have it specially noted that this entry won't matter, so don't be afraid. it gets him points, gets you points, encourages others to vote, yadda ydda yadda.

ill start off with a 4. pushed up from a 3.6 well written, and got me scared to face the Delivereance. it just cant run gold all that well, but somehow i think it'll do all right.
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mercenary30
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Subject: Deliverance is one of my all time favorite ships....   Posted: July 22, 2011 01:21 pm

Nice fleet using two of my favorite ships. I have a similar fleet, without the SAC cap, that I love to use.

I think it is posted in the armies list......titled Phantom Express
Back to top Modified on July 23, 2011 07:05 am 
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