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Fleet "colringbk Challenge Fleet" Help
Fleet "colringbk Challenge Fleet" - 45 Points (extended format) show standard format
created by colringbk Premium Member 

This is my challenge fleet via phyamatine's challenge. Sure, my fleet doesn't have much flash, but its strength comes in its speed and its sneakiness. I typed this in the color "white", so if you want to see it, just select all (I got this idea from darrin).

Ship makeup and Breakdown

Terror Here's the flagship. Right, she's only got three shots per turn, albeit rank 3 at L-range. But here's the plan, she stays submerged, ramming until the target is sinkable with those guns. Plus, her awesome ability--Fear--she can either cancel all of the ship's abilities plus crew abilities (on a 5), or she can reduce the target's base speed to only S (on a 6). An excellent gunship, aggressive to her dark soul. On board, there's a Helmsman and a Captain, standard crew for any gunship.

The second ship, HMS Gibraltar, has a special purpose: to steal treasure from someone's home island. This can be tricky since you have to move in when the island is unguarded, and there needs to be a clean get away. She has S+S+S speed, which is darn fast, but to do her job, she needs to be FASTER. Give her a Helmsman for an extra boost to get away. I've learned that when it comes to taking someone else's treasure, its the principle of the whole act, not what you got from the take. What is it Joshamee Gibbs says: "Take all that you can, give nothing back"? While waiting for the perfect time to strike, she can make a short, quick treasure run and bring back two gold from a wild island.

Devil's Pay is one of my favorites. Like the Gibraltar she has an important job: to provide cannon fire at a really cheap price. She could escort one of the treasure runners, though she is really too slow to keep up with them. She's also sent out to harrass any treasure runners she can get to. She's an awesome ship for 4 points, and she has 2L cannons to boot!

Banshee's Cry serves as my cheap way to get another treasure runner. Everyone's pretty familiar with this ship, but she's fast at L+L speed, inexpensive at 3 points, and can empty an island at 4 cargo. Aside from running treasure, she escorts Cannonball Gallows, who provides the 5 extra points to purchase a Captain on Devil's Pay and the Helmsman for the Gibraltar. Unfortunately, as soon as you pick up treasure, you can't fire that rank 5S cannon. Oh darn.


Uses and Applications

This fleet has a good range of several different abilities. Each ship serves a purpose. The Terror terrorizes ships. HMS Gibraltar steals from the rich and gives to the poor--me. Devil's Pay is just a punk that takes cheap shots (literally). Banshee's Cry gets all the treasure. Like I said, each ship goes in different directions and does several jobs.

The Terror however will follow the Gibraltar when the home island raiding is to begin. She can slow down any threat and possibly stop a captain's ability to shoot at the Gibraltar.

Like I said, its pretty easy to figure out the uses of this fleet.


Simple Strengths
Oh Boy Oh Boy, thar's some strength to be had:
1. The Terror is the submerged attacker. Unless there's a canceller or shoot at submerged ships, she's invincible.
2. What's better than working for your own treasure? Stealing someone else's.
3. Banshee's Cry and Devil's Pay are cheap additions with some powerful advantages.


Weaknesses and Counter-Measures
Well, I shouldn't tell you this, but. . .
1. These ships will be spread out, so attack them one at a time.
2. If there is a canceller or shoot against submerged ships, act like you don't have one. Let the Terror ram once so she is definitely S away after the ram. Then, drop the cannonballs overboard onto her iron hull. BONG. . .BONG. . .BONG
3. Keep something close to home at all times. If your home island is open, the Gibraltar will swoop in faster than you can say "LOXLEY!!" (--Alan Rickman)


To Sum Up . . .
1. Subs are good.
2. A really fast HI raider.
3. Pretty fast treasure runners overall.

 
Miniature list Group miniatures by  
Section: Ship #1 (3 miniatures)
1 x Captain (PofMI)
  • Collector's Number: 109
  • Faction Affiliation: Mercenaries
  • Rarity: C
  • Type: Crew
  • Point Value: 3
  • Miniature text:
    This ship may move and shoot using the same move action.
    1 x Helmsman (PofMI)
  • Collector's Number: 122
  • Faction Affiliation: Mercenaries
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    This ship gets +S to her base move.
    1 x Terror (PofMI)
  • Collector's Number: 002
  • Faction Affiliation: Mercenaries
  • Rarity: R
  • Type: Ship
  • Point Value: 16
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 3L-3L-3L
  • Miniature text:
    Fear, Mercenary, Submarine. Link:
     
    Section: Ship #2 (2 miniatures)
    1 x HMS Gibraltar (PofCC)
  • Collector's Number: 039
  • Faction Affiliation: England
  • Rarity: C
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 3
  • Base Move: S+S+S
  • Cannons: 2S-2S
  • Miniature text:
    This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn. Link: Admiral Robert Blake.
    1 x Helmsman (PofCC)
  • Collector's Number: 104
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    This ship gets +S to her basic move.
     
    Section: Ship #3 (2 miniatures)
    1 x Captain (PofR)
  • Collector's Number: 112
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 3
  • Cargo Space: 0
  • Miniature text:
    This ship may move and shoot using the same move action.
    1 x Devil’s Pay (PofMI)
  • Collector's Number: 034
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Ship
  • Point Value: 4
  • Cargo Space: 2
  • Base Move: L
  • Cannons: 2L-2L
  • Miniature text:
    This ship cannot shoot when she carries treasure.
     
    Section: Ship #4 (2 miniatures)
    1 x "Cannonball" Gallows (PofMI)
  • Collector's Number: 042A
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 0
  • Miniature text:
    Limit. 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. Link:
    1 x Banshee's Cry (PofR)
  • Collector's Number: 013
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 3
  • Cargo Space: 4
  • Base Move: L+L
  • Cannons: 5S
  • Miniature text:
    This ship cannot shoot when she carries treasure.
     
     
    Fleet Statistics
    Distribution by Base Move
    - 56 %  
    L 22 %  
    L+L 11 %  
    S+S+S 11 %  
     

    Distribution by Cargo Space
    - 44 %  
    - 11 %  
    2 11 %  
    3 11 %  
    4 22 %  
     

    Distribution by Faction Affiliation
    England 22 %  
    Mercenaries 33 %  
    Pirate 44 %  
     

    Distribution by Point Value
    - 11 %  
    12 11 %  
    16 11 %  
    2 22 %  
    3 33 %  
    4 11 %  
     

    Distribution by Rarity
    C 67 %  
    R 22 %  
    U 11 %  
     

    Distribution by Type
    Crew 56 %  
    Ship 44 %  
     



    Rating
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    Discussion about this Fleet
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    Author Message
    colringbk 



    Subject:    Posted: February 19, 2008 07:36 pm Reply with quote  Report content icon

    Crud. I just looked at the other challenge fleets, and mine SU-UCKS! Especially with the uber fast San Cristobal. I feel all old school, using small ships that I thought were quick. Well, at least I can hold my chin up high knowing I didn't use a SAC and 20x action ships
    Back to top  
    phymatine 



    Subject:    Posted: February 19, 2008 11:03 pm Reply with quote  Report content icon

    And hold your chin up you should! You're not as bad off as you might think...the Terror sneak harmlessly by most of the cheesy gunships to go after the runners. It won't catch them on the way out, but if you make for the home island, you ought to at least be able to get a shot in. The captain on it will also do some good if you get a shot in at the runners. If you happen to face my fleet, our subs would likely pass by each other and wave, as I would be going for your gold runners and you likely would be after mine. (Still, it would be tempting to cancel the Submarine keyword and ram the Terror.) If you have Sir Christopher Myngs, he might be good to put on the Gibraltar instead of a captain on Devil's Pay. (You needn't necessarily have your extra five points chosen until you see the enemy fleet.) Drop the English captain on your home island, and you can (probably) outrun your enemies. Your setup has potential if played carefully. Also, it is neat to see another sub. Nice fleet!
    Back to top Modified on February 19, 2008 11:04 pm 
    vladsimpaler 



    Subject:    Posted: February 19, 2008 11:12 pm Reply with quote  Report content icon


    quote from colringbk:

    Crud. I just looked at the other challenge fleets, and mine SU-UCKS! Especially with the uber fast San Cristobal. I feel all old school, using small ships that I thought were quick. Well, at least I can hold my chin up high knowing I didn't use a SAC and 20x action ships

    Well, THAT is true. Kudos to you for that.
    Although, I must admit that the Terror scares me. If you roll a a 5 or a 6 for Fear (I forget which one) then all crew abilities are canceled, and there goes my whole strategy.
    Hopefully though, I can evade it.
    Back to top  
    ziotoo4 



    Subject:    Posted: February 20, 2008 06:44 am Reply with quote  Report content icon

    hmmm...terror is not so bad...but neither so good. For 16 points, try the Nautilus, that has a better defensive ability. Also, i don't really like fear, because it's limited on a 5 or a 6 and i'm not lucky i rolling. Also, playing mercenaries,i learnt that a shipwright is mandatory, becuse they can't repair at your HI, and with only 3 masts....
    ciao! Fede
    Back to top  
    colringbk 



    Subject:    Posted: February 20, 2008 08:45 am Reply with quote  Report content icon


    quote from vladsimpaler:

    If you roll a a 5 or a 6 for Fear (I forget which one) then all crew abilities are canceled, and there goes my whole strategy.
    Hopefully though, I can evade it.


    Before or after you break the sound barrier? (SONIC BOOM!)


    I like the Fear ability, and I had considered Nautilus, but its the whole Fear thing I like. I don't plan on popping up that much, and I'm praying that there is no canceller out there to force my sub to come above water. I see Fear as a bonus ability. Yeah, it might not happen that much, but when it does: BO-NUS! Its like a freebie, that I had to spend extra points for.

    Ideally, if I could break away from my collector's shell, I would punch out the sub USS Mercury, work in Captain Montana Mays, and use that one. She could be a gunship or an untouchable treasure runner.

    And Christopher Myngs! What was I thinking? Thats a perfect addition to the HI raider. Thanks for the comments.
    Back to top Modified on February 20, 2008 08:49 am 
    captain_sothoth 



    Subject:    Posted: February 22, 2008 04:06 am Reply with quote  Report content icon

    ahh very cool.. i'm a big fan of subs.. they scare the heck out of newbie players, and can be quite deadly in the right hands...

    you also get bonus points for writing an invisible fleet description, and because you said "BONG"!
    Back to top  
    jwal 



    Subject:    Posted: March 27, 2008 09:47 am Reply with quote  Report content icon

    The sub is definetly scary to newbies like myself and I love the HI. This fleet will cause terror and havoc and more than likely disgruntle any player who hasn't had much expierence with the game. I also gave bonus points for using "BONG".
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