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Fleet "colringbk's Cinco de Mayo" Help
Fleet "colringbk's Cinco de Mayo" - 85 Points (extended format) show standard format
created by colringbk Premium Member 

This fleet is set up only for a deathmatch game as per the Fleet Challenge: Cinco de Mayo. There is no reason or purpose to save cargo space for treasure, because thar ain't be any to be had. Its meant to be hard hitting and able to take a couple of punches. Plus, each vessel contains a piece of equipment from the Fire & Steel set. 3 ships to equal 3 different levels of hurt, but they also had to counter some of the new, more annoying abilities to play against.

Ship makeup and Breakdown
HMS Endeavour is my flagship. Before you go on thinking, "Oh, sure, each hit eliminates two mast with five 2L cannons, thats easy to win with that massive ability", remember, this is a Deathmatch game. I've got to hit below the belt because I'm going to get sucker-punched from other abilities. PLUS, you need to know that there are no combos in my fleet that have "5 or 6=extra action + 5 or 6=same action + 6=extra action + eliminate crew for extra action." Sure, thats an awesome combo, but not very sportsmanlike. To counter all of those extra action moves, the Endeavour needs to decimate the opponent's ship in one swift volley. Griffin helps out with that. Since there is a Captain keyword on board from Thomas Gunn, she gets +1 to her cannons, forcing them to miss only when a 1 is rolled. Plus, Griff provides an extra +S move to her base move, making her speed L+S+S (the extra +S is provided from Gunn's Helmsman keyword.) Thats pretty good, but it gets better. Ask yourself, "What is the only ability that keeps a ship from being taken out of the game?" That's right, Eternal. So, Lawrence is on board to cancel the Eternal keyword. Now that the annoying Eternal-ness is gone, the Endeavour's guns can send that ship-of-the-line down to Davy Jones', and quick too. The only non-standard addition to this ship is the Firepot Shot which has the potential burning up the enemy ship. But seriously, this ship doesn't need equipment. She is powerful enough on her own. Perhaps, she'd be good with Chain Shot instead, but we'll leave it to fire.

To back up the HMS Endeavour is a friend from across the Channel--Le Soleil Royal. This is a great addition to any fleet. With only 13 points, she offers 5 cargo spaces, long and short range cannons, and with the first mast blasted off, she eliminates a crew as well, which is key to slow the opponent down in this fight. The crew on board is pretty standard: Captain and Helmsman. Also, Vicomte Jules de Cissey is there just to give this fleet an extra 5 build points (which is sorely needed). Grape Shot is there as a little extra security, being able to take out some more crew that could cause problems.

Finally, in this corner representing the 'Ol US-of-A, in the Red, White, and Blue Star-Spangled Banner, the all-powerful, all-intimidating, Enterprise!! With her built in S+S move, 2S cannons, and extra action on 5 or 6, she rivals her 20th century counterpart. On board is the standard crew, Captain (couldn't afford a Helmsman, but also paired up with Diamond Nelson Turner and Ralph David. The Promo version of Turner cancels abilities (like that infernal Eternal), while Ralphie provides the Enterprise with that glorious ability, Eternal. Now there'll always be a ship afloat of these waters to win this Deathmatch, uh, unless, of course, the Eternal gets cancelled. Oh, and an Oarsman comes on board to keep Enterprise from being boarded and switch sides.

Uses and Applications
Well, its best to keep your ships together in a fight like this, but each of these ships could hold their own in a fight. Each combo on board each ship is meant to destroy the ship in one volley, given that each volley is perfect. Thats a big "if", I know, but its what you've got to rely on.

Simple Strengths
1. HMS Endeavour's ability can crush an opponent ship.
2. Enterprise has Eternal, so you should always be in the fight.
3. Cancel abilities to end your opponent's hope.

Weaknesses and Counter-Measures
1. No extra actions, so if the oppenent gets in range, better be ready to cancel it.
2. Not much in the speed compartment, given the newer, super-duper fast ships.
3. Cancel abilities will end this fleet's hope.

To Sum Up . . .
1. HMS Endeavour is your money ship.
2. Cancelling is a key to victory.
3. Enterprise is Eternal.

 
Miniature list Group miniatures by  
Section: Ship #1 (5 miniatures)
1 x Fire Shot (F&S)
  • Collector's Number: 057A
  • Faction Affiliation: Neutral
  • Rarity: U
  • Type: Equipment
  • Point Value: 1
  • Miniature text:
    Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling a d6. If it hits, the target's controller replaces one of her masts with a fire mast. If the cannon roll is a 1, eliminate Fire Shot from the game and replace one of this ship's masts with a fire mast.
    1 x Griffin (RotF)
  • Collector's Number: 062B
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 5
  • Miniature text:
    "If this ship has a crew with the Captain keyword, she gets +1 to her cannon rolls and +S to her base move."

    "Griffin’s iron mask might scare those not used to seeing worse things on the seas, but to his crew he is both a leader and an inspiration. English sailors have requested to travel with him as he goes about his business. Asking him just what that business is receives only a cold stare in reply."

    1 x HMS Endeavour (DPotC)
  • Collector's Number: 003
  • Faction Affiliation: England
  • Rarity: R
  • Type: Ship
  • Point Value: 21
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 2L,2L,2L,2L,2L
  • Miniature text:
    This ship eliminates two masts with one hit.
    1 x Lawrence (PofBC)
  • Collector's Number: 056
  • Faction Affiliation: England
  • Rarity: R
  • Type: Crew
  • Point Value: 5
  • Miniature text:
    Once per turn, one crew or ship within S of this ship cannot use its ability that turn. Link: HMS Durham.
    1 x Thomas Gunn (RotF)
  • Collector's Number: 021
  • Faction Affiliation: England
  • Rarity: R
  • Type: Crew
  • Point Value: 5
  • Miniature text:
    "Loyal:England, Captain, Helmsman."

    "Having been given command of the English flagship by the Crown, Thomas Gunn has followed in his father’s footsteps. Immaculate pedigree in tow, Gunn knows that the eyes of all of England are watching his every move—just the way he likes it."

     
    Section: Ship #2 (5 miniatures)
    1 x Captain (RotF)
  • Collector's Number: 073
  • Faction Affiliation: France
  • Rarity: U
  • Type: Crew
  • Point Value: 3
  • Miniature text:
    Captain
    1 x Grape Shot (F&S)
  • Collector's Number: 107
  • Faction Affiliation: Equipment
  • Rarity: U
  • Type: Equipment
  • Point Value: 1
  • Miniature text:
    Once per turn when this ship is given a shoot action, one of her cannons can shoot a grape shot. Declare which cannon will shoot the grape shot before rolling a d6. If it hits, eliminate a crew instead of a mast. If the cannon roll is a 1, remove Grape Shot from the game.
    1 x Helmsman (RotF)
  • Collector's Number: 079
  • Faction Affiliation: France
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    Helmsman
    1 x Le Soleil Royal (PofR)
  • Collector's Number: 048
  • Faction Affiliation: France
  • Rarity: R
  • Type: Ship
  • Point Value: 13
  • Cargo Space: 5
  • Base Move: L
  • Cannons: 2S-3L-3L-3L-2S
  • Miniature text:
    Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
    1 x Vicomte Jules de Cissey (PofCC)
  • Collector's Number: 089
  • Faction Affiliation: France
  • 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.
     
    Section: Ship #3 (6 miniatures)
    1 x Captain (RotF)
  • Collector's Number: 074
  • Faction Affiliation: America
  • Rarity: U
  • Type: Crew
  • Point Value: 3
  • Miniature text:
    Captain
    1 x Diamond Nelson Turner (PofBC)
  • Collector's Number: 216
  • Faction Affiliation: America
  • Rarity: PR
  • Type: Crew
  • Point Value: 5
  • Miniature text:
    Once per turn, one crew or ship within S of this ship cannot use its ability this turn.
    1 x Enterprise (PofR)
  • Collector's Number: 070
  • Faction Affiliation: America
  • Rarity: R
  • Type: Ship
  • Point Value: 18
  • Cargo Space: 5
  • Base Move: S+S
  • Cannons: 2S-2S-2S-2S-2S
  • Miniature text:
    Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action. Link: Commodore Edward Preble.
    1 x Exploding Shot (F&S)
  • Collector's Number: 109
  • Faction Affiliation: Equipment
  • Rarity: U
  • Type: Equipment
  • Point Value: 1
  • Miniature text:
    Once per turn when this ship is given a shoot action, one of her cannons can shoot an exploding shot. Declare which cannon will shoot the exploding shot before rolling the d6. If it hits, the target's controller replaces one mast with a fire mast and eliminates a crew. If the cannon roll is a 1, remove Exploding Shot from the game and eliminate a mast from this ship.
    1 x Oarsman (F&S)
  • Collector's Number: 128
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 1
  • Miniature text:
    Oarsman
    1 x Ralph David (RotF)
  • Collector's Number: 060
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 1
  • Miniature text:
    "Hostile:Pirate, Eternal."

    "When word came to him that his new bride had been killed by Blackheart, something broke inside David. This long-standing “gentleman of the south” began to sell off his land to gather a personal fleet to rid the seas of pirates. His money ensures he always has a ship ready and willing to go to “war.”"

     
     
    Fleet Statistics
    Distribution by Base Move
    - 13  81 %  
    L 13 %  
    S+S 6 %  
     

    Distribution by Cargo Space
    - 13  81 %  
    4 6 %  
    5 13 %  
     

    Distribution by Faction Affiliation
    America 31 %  
    England 25 %  
    Equipment 13 %  
    France 25 %  
    Neutral 6 %  
     

    Distribution by Point Value
    - 6 %  
    1 31 %  
    13 6 %  
    18 6 %  
    2 6 %  
    21 6 %  
    3 13 %  
    5 25 %  
     

    Distribution by Rarity
    C 31 %  
    PR 6 %  
    R 31 %  
    U 31 %  
     

    Distribution by Type
    Crew 10  63 %  
    Equipment 19 %  
    Ship 19 %  
     



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    Discussion about this Fleet
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    Author Message
    vladsimpaler 



    Subject:    Posted: May 8, 2008 08:00 pm Reply with quote  Report content icon

    Hmm...we'll have to fight ship-to-ship, then.

    Looks like a very painful fleet to go against...except that there's one problem: Le Soleil Royale. P.S.-She doesn't have Broadsides.

    With no extra actions, she's going to lag behind. And, she'll either be a lone target with nothing to protect her, or you're going to have to slow down your whole fleet.

    That would be my first target, definitely.

    The Endeavor is a mighty beast to behold, it scares me a lot.

    As is the Enterprise.

    Nothing a little bit of sniping wouldn't be able to handle, but still. A very nice fleet, Colringbk!

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    darrin 



    Subject:    Posted: May 9, 2008 08:16 am Reply with quote  Report content icon

    Grape Shot on the HMS Endeavor? No... eliminating two masts with every shot is pretty much begging for Double Shot.

    La Soleil Royal, great ship, but it doesn't have broadsides (nor would you really want broadsides in this scenario, since it doesn't work with equipment). I'd actually recommend moving the Grape Shot here instead of the Stinkpot. Stinkpot removes crew abilities for one turn, but eliminate the crew and that ability is gone for the rest of the game. Doubling up on the crew-killing means La Soleil Royal can eliminate up to two crew per turn. Most gunships can stand to lose one crew and still be dangerous, but losing two is going to put a serious dent into their effectiveness.

    Hmm... might be worth it to switch the Enterprise with the HMS Titan. Titan's a bit slower, but has L-range cannons, which can make the most of that exploding shot.
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    colringbk 



    Subject:    Posted: May 9, 2008 09:20 am Reply with quote  Report content icon

    Good comments and suggestions. I changed around the equipment on two of my ships to try to meet their needs better. It was actually difficult putting something on HMS Endeavour since she's already really powerful.

    vlad--I'm not a big fan of using extra actions. Although its a sure fire way to gain victory, or at least the upper hand, I don't think its a fun way to play the game. I try to keep extra actions down to only once chance a turn. Also, in a deathmatch, I keep every ship together, even if it means skipping the extra action or using part of a base move. A lone ship is a sunk ship.

    darrin--I see what you mean with the Double Shot. I went with Fire Shot, but probably would never ever use the equipment. Why risk losing a cannon on such a powerful ship? I was trying to fit RotF Trevor Van Tyne in, but couldn't. Also, I'm not a big fan of HMS Titan--overused.

    Le Soleil Royale doesn't have the Broadsides--thats hilarious! I was thinking about 3 different combinations of fleets and got mixed up with what had what abilities. My first fleet was a Cursed fleet of the 3 5-masters they have, but it was too costly and no crew cancelling, besides Fear. Thanks for catching that mistakes. Dang, Broadsides sure would have been nice.
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    darrin 



    Subject:    Posted: May 9, 2008 10:11 am Reply with quote  Report content icon


    quote from colringbk:

    darrin--I see what you mean with the Double Shot. I went with Fire Shot, but probably would never ever use the equipment. Why risk losing a cannon on such a powerful ship? I was trying to fit RotF Trevor Van Tyne in, but couldn't. Also, I'm not a big fan of HMS Titan--overused.


    I'm not sure why you'd ever use Fire Shot when Exploding Shot is at least twice as effective for the same cost and less risk (fire shot gives you a fire mast which can spread to other masts, exploding shot eliminates a mast and you don't have to worry about it anymore). I still like Double Shot on the HMS Endeavor, but then again unless you're up against a 10-masted junk, you should be ripping off so many masts that there'd be no reason to use Double Shot.


    quote from colringbk:
    Dang, Broadsides sure would have been nice.


    If you're trying to use equipment, not so much. The French actually don't have a lot of broadsides... just three ships, and La Magnifique isn't all that magnificent.

    I forgot about Enterprise + Eternal (Ralph David)... that might be more interesting than Yet Another Titan Build.
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    colringbk 



    Subject:    Posted: May 9, 2008 10:50 am Reply with quote  Report content icon

    Thanks for the input. I glanced at your fleet (I'll look more thoroughly later), but one word can best describe it: BEASTLY!
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