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Fleet "colringbk's IND fleet"

Fleet "colringbk's IND fleet"
40 Points
created by colringbk activity icon
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When Anglo meets Saxon

I wanted this to be a tough fleet to create since I've never used a Doctor crew or a member of the Viking nation. AND, the idea of a Viking "doctor" strikes me as amusing. Plus, in honor of a fellow fleet-builder, I kept out the 0 Limit, Ransom crew so don't even comment "with an extra 5-points you could BLAH BLAH BLAH." I know what I can do with another 5-points. Again, don't comment on that.

Ship Makeup and Breakdown

Sleipnir is the Viking ship. Sure she's got one mast, but it counts as two rolls. Not too bad. Ideally, it'd be nice to get Double Shot or Exploding Shot on board, but there's only two cargo spaces and to use this ship effectively, I put a Captain on board. Also, Lars Valgard is my doctor. Without him, my Captain would be on his way to Valhalla. I know the ideal place for the Doctor would be on my other ship, HMS Dover since Sleipnir's goal is to be up close and personal and get her shots in, but she's probably not going to last too long. Her speed is average with S+S and her cannon is ranked 2 Short. But, add on a Musketeer and now I've got an extra 2 shots. Let's get back to Lars: putting a doctor on this ship is not the best choice. Crew members on a 1-mast ship do not need to be protected, but if by some off chance that the crew gets targeted, Lars can feel useful. Oh, and ramming and boarding are useful. The Longship keyword brings in a +1 to boarding, and if you lose, there's good old Lars (See, I knew he'd be helpful).

HMS Dover is the gunship. I like this ship since she's pretty average, but has enough versatility to really be powerful. On board, there's the standard crew:Captain and Helmsman. But, she's also got equipment, beautiful equipment: Double Shot and Exploding Shot.

Uses and Applications

OK, so here's the justification for the equipment. First, how many standard shots do I have without the equipment? Sleipnir gets me 2, plus 2 more from the Musketeer. There's four. Then, HMS Dover brings in 4 more average-ranked shots. If all rolls go great, I've taken out 8 masts. OK, and if ramming is an option, there's another 2 masts out.

But, really, that's not enough against the mega-action 5-masters this fleet is going up against. There's where the equipment comes in to play. Double Shot gives the Dover another shot and Exploding Shot can take out a mast and burn down some more. Now we're in the game.

Simple Strengths
1. Double the fire power on theSleipnir.
2. Some good equipment on the HMS Dover.
3. Lars Valgard allows the boarding power of Sleipnir some room to work with.

Weaknesses and Counter-Measures
1. There's just not enough defensive power on this fleet to go toe-to-toe with a 5-master.
2. Cannons are sub-par for deathmatch game.
3. Movement is a bit slow and no extra actions.

To Sum Up. . .
1. Longship keyword comes in handy.
2. Lars Valgard is a great thing for boarding.
3. Equipment on HMS Dover to bring the vanilla scoop to a tasty ice cream sundae!

Variations
Here's a new section I'm adding:
1. Instead of Sleipnir, Hildskjalf or Naegling were considered and if there were enough points, either of them would have been a better option.
2. Instead of Lars Valgard, putting a doctor crew on HMS Dover may have better, but not as challenging.
3. Some sort of equipment on a Viking Longship is a great thing to consider.

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain RotF 070 Crew R
1 x Lars Valgard PofFN 025B Crew C
1 x Musketeer PofFN 111 Crew C
1 x Sleipnir PofFN 014 Ship C
 
Section: Ship #2 (5 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofFN 098 Crew C
1 x Double Shot F&S 110 Equipment U
1 x Exploding Shot F&S 109 Equipment U
1 x HMS Dover PofSMU 049 Ship U
1 x Helmsman RotF 077 Crew U
 
Fleet Statistics
Distribution by Base Move
- bar 78 %  
S+S bar 22 %  
 

Distribution by Cargo Space
- bar 78 %  
3 bar 11 %  
5 bar 11 %  
 

Distribution by Faction Affiliation
England bar 33 %  
Equipment bar 22 %  
Viking bar 44 %  
 

Distribution by Point Value
1 bar 22 %  
10 bar 11 %  
12 bar 11 %  
2 bar 11 %  
3 bar 33 %  
5 bar 11 %  
 

Distribution by Rarity
C bar 44 %  
R bar 11 %  
U bar 44 %  
 

Distribution by Type
Crew bar 56 %  
Equipment bar 22 %  
Ship bar 22 %  
 



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Discussion about this Fleet
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Author Message
darrin
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Member since
July 22, 2007
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Subject:    Posted: May 15, 2008 07:37 pm

I almost did a Viking fleet... Lars Valgard links to Shayna Deux, and they do have a Marine: Olof Linstrom. However, combining them all on the same ship is difficult... requires at least 17 points, and that's darned near your whole fleet.

I was going to say, you can shave a point and free up some cargo space by using Hermione Gold + Trevor Van Tyne (RotF versions) on the HMS Dover, but the benefit of a musketeer on a longship is too good to pass up. (I don't believe a Marine gets to take advantage of any shooting abilities on the ship, since they are given a shoot action of their own.)
Adding an Oarsman to the Sleipnir so the Musketeer can still fire without any masts would probably be advisable.

I'm not sure how equipment would work with longships... if you did exploding shot, would that apply to both your cannon rolls or just the first one? I would think just the first one... but masts are so important on a Viking ship, you'd probably want to avoid anything that eliminated a cannon on a roll of "1".
Back to top Modified on May 15, 2008 09:47 pm 
colringbk
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Subject:    Posted: May 16, 2008 09:38 am

Yeah, I thought trying out the Vikings would be fun, but all of their good stuff is half a 40 point fleet! Whats that about?? I really wanted to use their Marine, too, but a Musketeer is good enough.

I think the Equipment, like Double Shot would only affect one cannon roll. So, one mast could fire 3 times in a turn. I think.

Thanks for the comments.
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