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Fleet "Pocket Canceler V1.0" Help
Fleet "Pocket Canceler V1.0" - 45 Points (standard format) show extended format
created by danomight 

Extra actions are for pansies - here's a fleet that does without them quite effectively! This build nets you the three best treasure runners in the game, a fantastic gunship, and protection from events via Favor of the Gods.

With this much treasure running potential, the 'burden of attack' will almost certainly be on your opponent, forcing him to send in his gunships. They will first have to deal with Franklin, which can stop an enemy gunship in her tracks and return fire with 3x 1 rank cannon and a 1 rank firepot attack.

The canceler is such an amazingly versatile crew since it not only functions as a powerful defensive weapon but also provides insurance against submarines, seamonsters, L/S range invulnerable ships, and other unwelcome surprises.

 
Miniature list Group miniatures by  
Section: Ship #1 (5 miniatures)
    Miniature Set Number Type Rarity
1 x Captain PofR 132 Crew C
1 x Diamond Nelson Turner PofBC 216 Crew PR
1 x Firepot Specialist PofR 102 Crew U
1 x Franklin PofRU UL148 Ship LE
1 x Helmsman PofR 133 Crew C
 
Section: Ship #2 (2 miniatures)
    Miniature Set Number Type Rarity
1 x Bloody Jewel PofR 008 Ship C
1 x Explorer PofR 126 Crew C
 
Section: Ship #3 (1 miniatures)
    Miniature Set Number Type Rarity
1 x Le Bon Marin PofR 059 Ship R
 
Section: Ship #4 (2 miniatures)
    Miniature Set Number Type Rarity
1 x Banshee's Cry PofR 013 Ship R
1 x Explorer PofR 126 Crew C
 
Section: Ship #5 (2 miniatures)
    Miniature Set Number Type Rarity
1 x Jolly Mon DPotC 005 Ship R
1 x The Hag of Tortuga PofCC 027 Crew C
 
Section: Events (1 miniatures)
    Miniature Set Number Type Rarity
1 x Favor of the Gods PofSCS 058B Event C
 
 
Fleet Statistics
Distribution by Base Move
- 62 %  
L+L 8 %  
S+L 15 %  
S+S 15 %  
 

Distribution by Cargo Space
- 23 %  
- 38 %  
1 8 %  
4 23 %  
5 8 %  
 

Distribution by Faction Affiliation
America 38 %  
France 8 %  
Pirate 46 %  
Treasure 8 %  
 

Distribution by Point Value
- 8 %  
1 23 %  
13 8 %  
2 23 %  
3 15 %  
5 8 %  
6 15 %  
 

Distribution by Rarity
C 54 %  
LE 8 %  
PR 8 %  
R 23 %  
U 8 %  
 

Distribution by Type
Crew 54 %  
Event 8 %  
Ship 38 %  
 



Rating
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Discussion about this Fleet
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Author Message
phymatine 



Subject:    Posted: February 20, 2008 12:03 am Reply with quote  Report content icon

I agree that extra actions are a cheap way to try and win the game. Still, a canceler might not be enough alone to stop them. They can simply use another of their many actions to blow your ship away. The trick would be to find a way to negate their gunfire AND have a canceler so that they cannot cancel back. Still, I like the fleet you have created, it looks like a lot of fun to play.
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darrin 



Subject:    Posted: February 20, 2008 09:06 am Reply with quote  Report content icon

This is a pure power fleet... the best, cheapest treasure runners in the game with the Franklin, one of the cheapest high-power gunships in the game. Going up against this fleet would be very tough.

I'm not sure how it would do against a fleet with one or more SAC captains though. You have to be within S to cancel the SAC ability, and more often than not you use that SAC ability at least L+S+L+S away, pouncing in with a gunship that was staying out of cannon-range to start with. Likewise, a treasure runner using SAC would never get near the Franklin.

I like the "swiss army knife" utility of a canceller, though. They are an excellent trump card with an incredibly wide variety of uses. I was disappointed, for example, with the anti-submarine crew that showed up in Frozen North. For 5 points you can shoot at submerged ships. For the SAME points, you can just bring a canceller instead, and cancel the keyword that allows them to submerge, and also cancel *so much more*, not only on your turn but on your opponent's turn. The anti-sub ability should have been 3 points at most.
Back to top Modified on February 20, 2008 09:11 am 
danomight 



Subject:    Posted: February 20, 2008 03:38 pm Reply with quote  Report content icon

Look at the base speed of your opponent's gunship(s) and add on an S for a helmsman (or more if its a ship like Christobal) and an S or so for cannon range and stay that far away from your opponent. Then they'll have to use an extra action just to move into range, allowing you to cancel their captain and their entire attack. If you get hit by a triple action gunship though, you're in serious trouble. Like I said, this build has such great treasure running potential that you practically force your enemy to send his gunships after you (unless he's playing a swarm fleet or some related variant).
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captain_arrr 



Subject:    Posted: February 21, 2008 02:54 pm Reply with quote  Report content icon

I have had experience with cancellers, and when they swing in, cancel the captain ability. If they have triple actions or more (usually not) you'd better figure on weathering some gunfire. Otherwise if you stop the Captain, all they can do is ram you.

But be careful, if they get wise to it, they'll just pummel you from L range.
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danomight 



Subject:    Posted: February 24, 2008 04:58 am Reply with quote  Report content icon

Since 45 point fleets usually only allow for one main gunship, your opponent shouldn't have any time to 'get wise.' One volley from Franklin with a Firepot usually does the job.
Back to top Modified on February 24, 2008 05:01 am 
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