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Fleet "Cursed Grinder/Scythe Fleet" Help
Fleet "Cursed Grinder/Scythe Fleet" - 45 Points (extended format) show standard format
created by captain_arrr Premium Member 

This fleet is designed to go on the offensive with the Pyre and the Grinder on the attack. It is designed as a kind of steam punk fleet that should pose a threat to most fleets.

The Grinder is built to be a speedy warship. Not to mention its turbine ability allows it to get away with a helmsman should the fighting get rough. The Turbine ability also can come in handy with the Musketeer. not only does the musketeer add a cannon fully repiared, but it can still attack if she is derelict!

The Pyre should be the real terror. I doubt many people will bring the USS Eagan or the Prussian Crown. And since to shoot subs you need a 5 point crew, the Pyre should travel unmolested in the high seas. I just hope I can get those good ram rolls!

I plan to use this in a duel scenario. Pretty much the Grinder and Pyre work in tandem to attack the enemy fleet. While the Sea Duck runs treasure. The Grinder can run treasure in a pinch, while the Jolly Mon, sits there and is just a vessel for the Hag.

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
1 x Captain (PofDJC)
  • Collector's Number: 109
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 3
  • Miniature text:
    This ship may move and shoot using the same move action.
    1 x Grinder (RotF)
  • Collector's Number: 098
  • Faction Affiliation: The Cursed
  • Rarity: SE
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 2L, 2L, 2L
  • Miniature text:
    Turbine. This ship cannot be pinned.
    1 x Helmsman (PofDJC)
  • Collector's Number: 121
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    This ship gets +S to her base move.
    1 x Musketeer (PofDJC)
  • Collector's Number: 115
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 3
  • Miniature text:
    This ship gains one 3S cannon that may not have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).
     
    Section: Ship #2 (2 miniatures)
    1 x Helmsman (PofDJC)
  • Collector's Number: 121
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    This ship gets +S to her base move.
    1 x Pyre (PofMI)
  • Collector's Number: 305
  • Faction Affiliation: The Cursed
  • Rarity: PR
  • Type: Ship
  • Point Value: 14
  • Cargo Space: 3
  • Base Move: L
  • Cannons: 3S-3S
  • Miniature text:
    Submarine, Ghost Ship.
     
    Section: Ship #3 (1 miniatures)
    1 x Sea Duck (PatOE)
  • Collector's Number: 160
  • Faction Affiliation: The Cursed
  • Rarity: SE
  • Type: Ship
  • Point Value: 8
  • Cargo Space: 3
  • Base Move: L+S
  • Cannons: 3L,3S
  • Miniature text:
    Junk. You may double the range of this ship’s cannons each turn, but you must roll a 6 on the die to hit.

    The crew rubbs their cannonballs in the blood before they shoot them. The blood, given to them from Davy Jones, is said to give them special powers.

     
    Section: Ship #4 (2 miniatures)
    1 x Jolly Mon (DPotC)
  • Collector's Number: 005
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 1
  • Cargo Space: 1
  • Base Move: S+S
  • Cannons: 4S
  • Miniature text:
    This ship’s base move becomes S when she reaches her cargo limit
    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.
     
     
    Fleet Statistics
    Distribution by Base Move
    - 56 %  
    L 11 %  
    L+S 11 %  
    S+L 11 %  
    S+S 11 %  
     

    Distribution by Cargo Space
    - 56 %  
    1 11 %  
    3 22 %  
    4 11 %  
     

    Distribution by Faction Affiliation
    Pirate 22 %  
    The Cursed 78 %  
     

    Distribution by Point Value
    - 11 %  
    1 11 %  
    12 11 %  
    14 11 %  
    2 22 %  
    3 22 %  
    8 11 %  
     

    Distribution by Rarity
    C 56 %  
    PR 11 %  
    R 11 %  
    SE 22 %  
     

    Distribution by Type
    Crew 56 %  
    Ship 44 %  
     



    Rating
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    Discussion about this Fleet
    Add your comments
    Author Message
    ziotoo4 



    Subject:    Posted: March 30, 2008 11:02 am Reply with quote  Report content icon

    Hi cap! As promised, here is my comment on this fleet.
    First of all, as i pointed out in the forums, having no extra actions puts you in a condition of inferiority. To add that extra action, i think you should remove one of your ships, and add a "stealing crew solution", wich is what i'm going to do.
    But you're probably going to lose this way...hmm...the problem is if you play for fun or to win...

    IF YOU PLAY FOR FUN:
    The cursed have two kidnappers: Papa Doc and Edward Low. Also, there is Davy Jones wich copies enemy abilities, but it's far too expensive to use in a 40 points game.
    If,as i see, you're looking for a cool, innovative gameplay, i think you should use this crew stealing ability: it will both frustrate your opponent and let you take that extra action crew you need.
    The problem is how to protect your ship: Papa Doc requires an action to possess enemy crew, so enemy ships will blow Papa's ship while she's sitting in the water trying to steal a crew. What can we do then? Simple:we'll use a submarine! The cursed have 2 of them: Locker and Pyre. We'll use Locker because it has a link to Ed low. So, we have 13 points of Locker and 6 of Ed low. this leaves 2 points of helmsman. 21 points total-just like Shythe! Still, no captain at all...if you like playing for fun, this configuration is fit for you. If you suppress Nightmare, you will manage to throw in the event Mermaid as well as a captain on Locker...great!

    IF YOU PLAY TO WIN:
    Go ahead and remove Shythe or Grinder. If you remove Shythe you'll gain 21 points, if you do that with grinder you'll gain only 17 points to use, so i think taking away Shythe is the best thing to do.
    So: if you want to use scorpion ships, take Havana Black (5), an helmsman (2) and some sac fodder (3 oarsmans) and and put them on Crusher (a pirate scorpion ship that is similar to Shythe, but only moves L and doesn't have the boarding bonus.) This way you'll have extra actions, and you'll increase your chances of winning: this fleet is not a pure cursed fleet, but brings to light the new types of ships as you wanted to do.


    If you modify it a bit, this fleet can become deadly or funny...good luck!

    Fede
    Back to top Modified on March 30, 2008 11:03 am 
    vladsimpaler 



    Subject:    Posted: March 30, 2008 01:53 pm Reply with quote  Report content icon

    Good call on the Grinder, it's a pain in the you-know-where to play against.

    You can't pin it, and it just goes about on its merry way.
    If I were you, I would automatically include a Musketeer on the Grinder. Since it can move when derelict, you can still keep firing at your enemies, which is ALWAYS a good thing.

    I actually foresee the Grinder being used incredibly often in Cursed fleets. It's just too good to pass up.

    I'm not a big fan of the Scythe.
    Since it's 16 points, just remove it and add in the OE Divine Dragon. You get 3 more masts, which is double the amount you'd get with the Scythe.
    And you could keep your original crew.
    Back to top  
    darrin 



    Subject:    Posted: March 31, 2008 08:27 am Reply with quote  Report content icon

    The weakest part of this fleet isn't the Grinder or Scythe, it's your treasure runner, the Nightmare.

    Ugh. Treasure-running with the Cursed is certainly a nightmare... almost as bad as Vikings or Mercenaries, but the Cursed have been in more than one set, and still... no decent treasure-runners!

    The closest thing they have is the PatOE Sea Duck for 8 points, but I can't figure out how to squeeze another 2 points into this fleet without ditching the Scythe.
    Back to top  
    captain_arrr 



    Subject:    Posted: March 31, 2008 09:39 am Reply with quote  Report content icon

    Well, I plan on changing the fleet soon here. I decided to take out the Scythe for the Pyre, add a musketeer to the Grinder, the switch out the Nightmare for the Sea Duck.

    What do you think?
    Back to top  
    darrin 



    Subject:    Posted: March 31, 2008 12:06 pm Reply with quote  Report content icon


    quote from captain_arrr:

    Well, I plan on changing the fleet soon here. I decided to take out the Scythe for the Pyre, add a musketeer to the Grinder, the switch out the Nightmare for the Sea Duck.

    What do you think?


    Better, although I think I'd take the Locker over the Pyre. Same speed, a little more durable, one more mast, and one point cheaper. With the Pyre, I'm not sure how often Ghost Ship will be useful on something that's supposed to spend a lot of time submerged. Then again, I can't imagine the Locker would be doing a lot of boarding, either.
    Back to top  
    captain_arrr 



    Subject:    Posted: March 31, 2008 12:54 pm Reply with quote  Report content icon

    I chose the Pyre because:

    A. I like it better

    B. Better cannons in case I have to sink something

    C. I have the points to do it.

    D. If someone decides to throw in icebergs, I can now not worry about them with ghost ship.
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