What better way to commemorate the utter destruction of Napolean III's troops by peasants armed only with farm implements and cattle?
Giant squid armed with napalm and grappling hooks, of course.
(I stumbled into something of a loophole... sea monsters count as 5-masted ships, and I'm not entirely sure but I think they can carry equipment.)
So, how do we make sure Calim and Calypsos can best take advantage of that equipment? Lord Mycron + Davy Jones lets me give Calim and Calypsos two actions a turn. Unfortunately, it means half my fleet just sits there doing absolutely nothing (although Jerky can give a speed boost without using any actions).
Some thoughts on equipment:
Grapple Shot goes to Calim, since he eliminates a mast when he successfully boards. This allows him to move+ram+board on his first action, then shoot+board on his second action. And he has room for extra cargo, so if he successfully boards another ship, I can plunder some Exploding Shot from an enemy ship.
Exploding Shot goes to Calypsos, since he's got the best cannons. His boarding ability... meh. Better for Calypsos to just keep shooting.
I wasn't planning on putting any equipment on the Grand Barnacle or Judas, but the rules require it, so... I put Stinkpot Shot on the Grand Barnacle as a cheap canceller, and Smokepot Shot on the Judas with the idea that if that ship got in trouble, it could use the smoke to hide or block LOS. I suspect neither the Stinkpot or Smokepot will get much use.
With only two minimally-equipped sea monsters attacking and the rest of my ships doing nothing, I don't think this fleet would be terribly effective. I doubt the sea monster abilities would make up for the lack of crew. But goshdarnit it'd be awfully fun to play.
Section: Ship #1 (2 miniatures)
1
x
Calim (PofDJC)
Collector's Number: 004
Faction Affiliation: The Cursed
Rarity: R
Type: Ship
Point Value: 17
Cargo Space: 5
Base Move: S+S+S
Cannons: 2S-2S-4S-4S-4S
Miniature text: Sea Monster. If this sea monster succeeds at a boarding party, it also eliminates a mast.
1
x
Grapple Shot (F&S)
Collector's Number: 104
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 grapple shot. Declare which cannon will shoot the grapple shot before rolling the d6. If it hits, do not eliminate a mast; instead this ship can initiate a boarding party against the target. If the cannon roll is 1, remove Grapple Shot from the game.
Section: Ship #2 (2 miniatures)
1
x
Calypsos (PofDJC)
Collector's Number: 003
Faction Affiliation: The Cursed
Rarity: R
Type: Ship
Point Value: 15
Cargo Space: 5
Base Move: L
Cannons: 2S-2S-2S-2S-2S
Miniature text: Sea Monster. If this sea monster succeeds at a boarding party, you may choose two crew, two treasure, or one crew and one treasure, instead of only one crew or treasure.
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.
Section: Ship #3 (6 miniatures)
1
x
Captain (PofSMU)
Collector's Number: 106
Faction Affiliation: Spain
Rarity: U
Type: Crew
Point Value: 3
Miniature text: This ship may move and shoot using the same move action.
1
x
Countess Diana Doone (PofSMU)
Collector's Number: 062
Faction Affiliation: England
Rarity: C
Type: Crew
Point Value: 2
Miniature text: Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1. Link: Brother Virgil.
1
x
Grand Barnacle (DPotC)
Collector's Number: 004
Faction Affiliation: Pirate
Rarity: R
Type: Ship
Point Value: 13
Cargo Space: 5
Base Move: S+S
Cannons: 4S,3S,3S,3S,4S
Miniature text: Crew of any nationality can use their abilities on this ship.
1
x
Jerky Johnson (PofDJC)
Collector's Number: 047B
Faction Affiliation: Pirate
Rarity: C
Type: Crew
Point Value: 4
Miniature text: If a sea monster begins its move within L of this ship, it gets +L to its base move. Link: Pequod.
1
x
Lord Mycron (F&S)
Collector's Number: 027
Faction Affiliation: England
Rarity: R
Type: Crew
Point Value: 6
Miniature text: Loyal: England. Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.
1
x
Stinkpot Shot (F&S)
Collector's Number: 108
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 stinkpot shot. Declare which cannon will shoot the stinkpot shot before rolling the d6. If it hits, do not eliminate a mast; instead, the target's crew can't use their abilities this turn.
Section: Ship #4 (4 miniatures)
1
x
Davy Jones (PofDJC)
Collector's Number: 025
Faction Affiliation: The Cursed
Rarity: R
Type: Crew
Point Value: 11
Miniature text: Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this character has that ability. You may make a different choice each turn. Link: Flying Dutchman.
1
x
Jonah (PofCC)
Collector's Number: 029A
Faction Affiliation: Pirate
Rarity: C
Type: Crew
Point Value: 0
Miniature text: Always place this crew face-up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a reult of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.
1
x
Judas (PofDJC)
Collector's Number: 211
Faction Affiliation: Pirate
Rarity: LE
Type: Ship
Point Value: 5
Cargo Space: 3
Base Move: L
Cannons: 4S
Miniature text: Cursed crew may use their abilities on this ship.
1
x
Smokepot Shot (F&S)
Collector's Number: 105
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 smokepot shot; you do not need to target a ship. Simply place the center of the fog bank within S of this ship; it can't touch any island or ship. Remove the fog bank at the beginning of your next turn.
Good fleet! Still, Lord Mycron: Loyal:england. And so is davy jones when copying it.
That is, the only way to do that is:
put Mycron aboard an average, low cost english 1-2 master (25% of your fleet)
put Davy Jones on a good eglish 5 master(i.e. HMS Titan) using Brother Virgil.
You have 46 points to spend, so:
HMS Cumberland (5)
equipment (1)
Mycron (6)
Robinson (0) 12
HMS Titan (17)
Davy Jones (12)
equipment (1)
Brother Virgil (3)
equipment (1) 46
This way Davy can be used also to copy nasty abilities for the mighty titan (that unfortunately couldn't afford a captain...
there's no room for jonson, but...who cares?
I suggest to put on HMS titan a Stinkpot shot and a Fire shot, and a Smokepot shot on Cumberland.
Good catch! I switched the Stump for Diana Doone (or I could put on an English captain, but I'm considering ditching the captain... he's kinda dead weight.) That takes care of Lord Mycron.
As for Davy Jones... it's my understanding that Loyal: England is a separate keyword, and would not be copied with the extra action ability. Davy Jones can only copy one ability, which you choose at the beginning of the turn. It might be worthwhile to check with Woelf on that, though.
Also, I think the Black Swan is overloaded. SHe can carry 4 cargo, but I think there is 5.
As far as Davy Jones and Lord Mycron, I think you don't have to choose his Keywords, but if you wanted to just use his 2 action ability, you can. Davy Jones' ability allows him to copy an "ability" of a ship or crew, not all abilities of that ship or crew. Double check that, though.
I find the idea of a kraken holding a grapple hook gun very comical. Nice way to think outside of the box.
Good choice and an easy switch. I thought you were going to use the Flying Dutchman promo?? What happened to her?
I got sidetracked by the sea monsters. I was trying to fit in Seleucis and maybe Slarg Gubbit, but Seleucis couldn't carry any equipment. I was also toying with the idea of putting Lord Mycron on a flotilla, but there wasn't room for equipment on that, either.
And besides that, Vlad had already used El Neptuno. But I was thinking a "Long Guns" fleet might be nice:
USS Atlanta 13
- Brent Rice 4
- Captain 3
- Exploding Shot 1
Honestly, I don't care if you make another fleet with El Neptuno in it.
I didn't patent my fleets and my crew and ships, so you're free to use them. In fact, the long guns fleet looks pretty sweet.
Also, I'm really liking this fleet. It's too bad that you have to give up so many points for Mycron and Davy Jones, but if it succeeds in making the fleet better, then I'm all for it.
Grand barnacle is Pirate, and Mycron is Loyal: england, so this fleet isn't legal.
Or maybe i'm mistaken...anyone can help?
Loyal X: In order for a game piece with this keyword to be in your starting fleet, whatever is indicated by the X must also be in your starting fleet, whether that be a specific crew, ship or any game piece of a specific nation.
So Countess Diana Doone (English) counts for Mycron.