NOTICE: This fleet is illegal. Woelf has ruled that you cannot eliminate El Fantasma with a SAC crew if there is no chance that he will remain eliminated.
"When it absolutely, positively has to be plundered overnight."
One of the problems with using the "swap a treasure with a friendly crew" ability is if you try to use it repeatedly, you run out of crew pretty quickly. If you want to empty out another island, it can be difficult or time-consuming to ferry all your oarsmen back to start the combo over again.
Back when this ability first appeared in the DPotC set, it occurred to me that a crew that could easily transport himself back to your home island would be ideal. And indeed, there is such a crew: the Super-Rare version of El Fantasma from the SCS set. "Whenever this crew would be eliminated, place it on your home island instead."
However, up until RotF, there was no easy way to put both Captain Jack Sparrow and El Fantasma on the same ship. Together they cost 11 points, plus another 3 for a SAC ability, plus another 3 for an "any nationality" ability, and you're already looking at 17 points of crew just to start with.
And then the rosy finger of dawn appeared on the horizon... or rather, the Rising Sun arrived, with a swap a treasure for crew ability already on board. Combined with El Fantasma, the combo starts to look much more viable: Add Jimmy Legs, Anamaria, and an Explorer, then park Ahura Mazda at home. The Rising Sun isn't really fast enough to be much of a treasure runner, so use Hidden Cove to get her out to a wild island on your first turn.
1. Move away and re-dock to explore.
2. Swap one coin with El Fantasma on the Ahura Mazda.
3. Use Ahura Mazda's action to unload the coin for +2 gold.
4. Use free action to unload the Explorer and load El Fantasma onto the Rising Sun.
5. Use Jimmy Legs' SAC ability to send El Fantasma back to your home island. [Note: you don't get another action, since El Fantasma doesn't stay eliminated.]
6. Use a free action to load El fantasma onto the Rising Sun.
7. Next turn, rinse and repeat.
This leaves about 13 points left over for a gunship or escort. I'm still not sure what to do with those points... I considered the Raven, Royal James, or Fallen Angel, but I'm not sure which would work best. I settled on the LE Minerva with Captain Jack Hawkins as a 3-masted ship with two ways to eliminate crew.
Another really cool, thought provoking fleet. A few possible problems with this one:
1. I don't think you can explore when you dock using Hidden Cove to get out to a wild island. You'd have to use your move to re-dock, which shouldn't be too hard with S+S.
2. Rising Sun only has 3 cargo, so I think more free crew shuffling would be required than you list, although I think it would still work as long as you do it after the explore action is complete.
3. You didn't mention using the extra action from sacrificing El Fantasma, so you probably already know that he would have to stay eliminated to get the action. This way he just teleports.
1. I don't think you can explore when you dock using Hidden Cove to get out to a wild island. You'd have to use your move to re-dock, which shouldn't be too hard with S+S.
Yes, that's what I meant. You can't use an explore action with Hidden Cove because you weren't docked at the island at the beginning of the turn. You have to move away and re-dock.
quote from milbarber:
2. Rising Sun only has 3 cargo, so I think more free crew shuffling would be required than you list, although I think it would still work as long as you do it after the explore action is complete.
Yes, I should have made that clear. You dump the explorer off as a free action after the explore action is done. This opens a space for El Fantasma.
quote from milbarber:
3. You didn't mention using the extra action from sacrificing El Fantasma, so you probably already know that he would have to stay eliminated to get the action. This way he just teleports.
I'll add that to the description to make it clearer. Yes, you don't get any extra action from sacrificing El Fantasma, since he doesn't stay eliminated.
It's too bad that Woelf has outlawed "trying and failing" to sacrifice crew. If you try to eliminate a crew, and for some reason that crew doesn't stay eliminated (doctor ability, El Phantasma, Devil's Maw, etc), then you can't even attempt to eliminate the crew (per Woelf's ruling).
Apparently, you can still try to sac the crew even when someone has PotC DJ in play, because that isn't a definite prevention of the crew being eliminated.
It's too bad that Woelf has outlawed "trying and failing" to sacrifice crew. If you try to eliminate a crew, and for some reason that crew doesn't stay eliminated (doctor ability, El Phantasma, Devil's Maw, etc), then you can't even attempt to eliminate the crew (per Woelf's ruling).
Huh. Well that kind of buggers this whole fleet...
It's too bad that Woelf has outlawed "trying and failing" to sacrifice crew. If you try to eliminate a crew, and for some reason that crew doesn't stay eliminated (doctor ability, El Phantasma, Devil's Maw, etc), then you can't even attempt to eliminate the crew (per Woelf's ruling).
Huh. Well that kind of buggers this whole fleet...
I should probably email Woelf to confirm.
I just asked him about in yesterday. Check in the WK rules forum under "El Phantasma + SAC crew".
It's too bad. I really like the idea of cycling EP around.