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Fleet "milbarber's "Mini" Fleet" Help
Fleet "milbarber's "Mini" Fleet" - 40 Points (extended format) show standard format
created by milbarber 

For the challenge of a single nation fleet of 2 masted or smaller ships, my first inclination was to see if I could use Lord Mycron with both the Tower and Gibraltar flotillas. Unfortunately I couldn't work out the combos I wanted to use within the 40 point limit. Why flotillas? See all the yummy goodness of flotillas in the latest FAQ:

http://forum.wizkidsgames.com/showthread.php?t=179718

But my initial idea for flotillas didn't work out, so I figured, "how about a little sub with a marine and a canceller?" There are no Merc or Cursed Marines, so that left the Americans. The USS Lamon will just hold Eaton and the canceller version of Turner. Add in the Hessian for a second canceller and you're unbeatable right?

Then I thought again about all those extended range flotillas running around out there. The Hessian will be a sitting duck! But how likely would it be for a fleet with flotillas to have two cancellers? So I started working, and I came back to the English flotillas:

HMS Rye is the key. With S+S+S speed, towing the Tower, it has 5S striking range with crew elimination. Not a sitting duck! The Bilge, loaded with Lawrence, towing the Gibraltar also has excellent range at L+3S, plus it's tough and can protect Lawrence well from boarding.

If this combo runs into the Hessian and Lamon, they can shell the Hessian into non-existence, catch the Lamon easily, double cancel it to bring it to the surface, and blast away with the flotillas.

Similar strategy applies to "endless ship" combos like the Niagara with Capt. Mays, Ralph David and an oarsman.

The oarsman aboard each ship in my fleet is there to keep them from becoming derelict to prevent capture. If either ship loses its mast, since towing the flotilla would keep it from using the oarsman or turtleship keywords to move, it would have to cut and run for home. The flotilla could cover the retreat.

Favor of the Gods protects against Mermaids. I'll have to steer clear of islands to avoid Foul Winds trouble, but with the speed of the ships and the range of the flotillas, that shouldn't be a problem.

I just wanted to add, I did NOT see darrin's fleet before posting mine. I don't look at the other fleet's until after posting mine.

 
Miniature list Group miniatures by  
Section: Ship #1 (2 miniatures)
1 x HMS Rye (PofSCS)
  • Collector's Number: 206
  • Faction Affiliation: England
  • Rarity: PR
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 2
  • Base Move: S+S+S
  • Cannons: 5S
  • Miniature text:
    Once per turn, one crew or ship within S of this ship cannot use its ability that turn. Link: Admiral Robert Blake.
    1 x Oarsman (F&S)
  • Collector's Number: 126
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 1
  • Miniature text:
    Oarsman
     
    Section: Ship #2 (1 miniatures)
    1 x Tower (F&S)
  • Collector's Number: 019
  • Faction Affiliation: England
  • Rarity: R
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 0
  • Base Move: T
  • Cannons: 2S, 3S, 3S, 2S
  • Miniature text:
    Flotilla. Extended Range. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
     
    Section: Ship #3 (3 miniatures)
    1 x Bilge (PatOE)
  • Collector's Number: 214
  • Faction Affiliation: England
  • Rarity: LE
  • Type: Ship
  • Point Value: 6
  • Cargo Space: 3
  • Base Move: L+S
  • Cannons: 2L
  • Miniature text:
    Turtle Ship. When this ship is hit, remove one of her turtle shell panels. When no panels remain, remove masts as normal. This ship cannot be boarded if she has turtle shell panels. If derelict, this ship gains a base move of S.

    An English crew took the hull of a scuttled ship, put a lid on it, and sailed their new ship proudly into battle

    1 x Lawrence (PofBCU)
  • 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.
    1 x Oarsman (F&S)
  • Collector's Number: 126
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 1
  • Miniature text:
    Oarsman
     
    Section: Ship #4 (1 miniatures)
    1 x Gibraltar (RotF)
  • Collector's Number: 015
  • Faction Affiliation: England
  • Rarity: R
  • Type: Ship
  • Point Value: 7
  • Cargo Space: 0
  • Base Move: T
  • Cannons: 2S-2S-2S-2S
  • Miniature text:
    Flotilla. Printed cannon ranges are doubled.

    The English created this “sea tank” after Cursed attacks became too bold and occurred too near their own borders.

     
    Section: Events (1 miniatures)
    1 x Favor of the Gods (PofSCS)
  • Collector's Number: 058B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 2
  • Miniature text:
    Reveal this event at the beginning of one of your turns: Remove all events from the game.
     
     
    Fleet Statistics
    Distribution by Base Move
    - 50 %  
    L+S 13 %  
    S+S+S 13 %  
    T 25 %  
     

    Distribution by Cargo Space
    - 50 %  
    - 25 %  
    2 13 %  
    3 13 %  
     

    Distribution by Faction Affiliation
    England 88 %  
    Treasure 13 %  
     

    Distribution by Point Value
    1 25 %  
    2 13 %  
    5 13 %  
    6 13 %  
    7 13 %  
    9 25 %  
     

    Distribution by Rarity
    C 38 %  
    LE 13 %  
    PR 13 %  
    R 38 %  
     

    Distribution by Type
    Crew 38 %  
    Event 13 %  
    Ship 50 %  
     



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    Discussion about this Fleet
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    Author Message
    darrin 



    Subject:    Posted: June 26, 2008 07:47 am Reply with quote  Report content icon

    Wow, apparently we think a lot alike. Only you think better than I do.

    I hadn't thought about flotillas. The marine on the Lamon can't get rid of a flotilla by himself. Against my fleet... hmm. If I can get close enough to ram, I might have an advantage, except you cancel. I cancel back, but then you have a 2nd cancel... and my fleet is in a lot of trouble. The Maryland can shrug off one or two hits from the Tower, but then you can capture it or sink it.

    Unless I can keep the Lamon outside the range of at least one of your cancelers, looks like you have the upper hand. Nice job.
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    milbarber 



    Subject:    Posted: June 26, 2008 08:50 am Reply with quote  Report content icon

    darrin,

    Thanks for the kind words. I don't think I think better than you, I just am bored riding the bus to and from work, so I have a lot of time to second guess my thinking.

    I also think, now that I've been reading over everything on this site and the Wizkids forums for several months, I've been exposed to everybody else's great ideas, including yours. Hopefully it's rubbed off some.
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