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Fleet "Phymatine's Grand Melee" Help
Fleet "Phymatine's Grand Melee" - 100 Points (extended format) show standard format
created by phymatine Premium Member 

My fleet can be divided into three easy sections:

1) The Bloody Blade

2) Fog Goons

3) Return Portal (Pestilence)

The Bloody Blade is an unusual capital ship in that it only has three masts. Its scorpion ability makes it extremely useful though. I threw on Davy Jones for his all around usefulness in a melee, anything my opponent can do I can copy. I didn't bother putting a captain on because I figure I will not need one. Rather, I plan to begin the game by dropping Mermaids on my first turn. Ideally this will remove my opponent's capital ship, however I figure most fleets will incorporate Favor of the Gods. The real purpose for Mermaids is to prevent my Cursed Zone from being removed later. Davy Jones will be used to copy the ability that most suits my needs at any given moment, likely the ability of the Pestilence. Ignoring the first shot also greatly helps my survival, you need two sixes to make a dent. Once I catch an opponent with the scythe-blade I plan to drop Cursed Zone in the area. That, combined with the ability from the Pestilence makes Bloody Blade unable to be shot. My shooting would also be very poor, so I will simply hack the other ship to shreds with my blade.

My fog goons are mostly to swarm enemy ships. Sea Hag will be towing Death's Anchor so that I can use the schooner turn to position the flotilla. If necessary I can put the Bloody Blade through fog as well. I figure that if the enemy steers clear of fog banks, it will work to my advantage for chasing him down. Mist Walker also can hold enemies while the Bloody Blade catches up.

Pestilence sits safely at my home island and can put up a fog bank to allow my fog goons to teleport back for quick repairs.

This fleet was tossed together in a short time, so I know that it will have many weaknesses. I added Duel to combat some of them. Often by removing a critical crew member (perhaps a sac-captain, canceler, or Lord Mycron) I can likely cripple another teams offense. There isn't a canceler in the game that can beat Jones in a Duel (Fiore can tie 1/36 times), so unless there is redundancy I ought to be okay. As far as subs go, they must fight the Bloody Blade on the surface. Otherwise I will just keep repairing rammed off masts.

 
Miniature list Group miniatures by  
Section: Ship #1 (5 miniatures)
1 x Bloody Blade (RotF)
  • Collector's Number: 012
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Ship
  • Point Value: 16
  • Cargo Space: 3
  • Base Move: L
  • Cannons: 2L-3L-3S
  • Miniature text:
    Scorpion. This ship ignores the first hit she takes each turn as long as she has all of her masts.

    The all-too-human crew of the Bloody Blade keep their giant “stinger” coated in the blood of their victims.

    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 Helmsman (PofDJC)
  • Collector's Number: 121
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    This ship gets +S to her base move.
    1 x Oarsman (F&S)
  • Collector's Number: 123
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 1
  • Miniature text:
    Oarsman
    1 x Shipwright (PofDJC)
  • Collector's Number: 130
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    This ship may repair at sea or at any island.
     
    Section: Ship #2 (1 miniatures)
    1 x Sea Hag (F&S)
  • Collector's Number: 031
  • Faction Affiliation: The Cursed
  • Rarity: U
  • Type: Ship
  • Point Value: 15
  • Cargo Space: 3
  • Base Move: L
  • Cannons: 3S, 3S, 3S, 3S
  • Miniature text:
    Schooner. If this ship ends her turn in a fog bank, on her next turn she can use her move action to move out of any other fog bank in play.
     
    Section: Ship #3 (1 miniatures)
    1 x Hangman's Joke (PofDJC)
  • Collector's Number: 018
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 2S-2S
  • Miniature text:
    If this ship ends her turn in a fog bank, on her next turn she may use her move action to move out of any other fog bank in play.
     
    Section: Ship #4 (1 miniatures)
    1 x Mist Walker (PofDJC)
  • Collector's Number: 135
  • Faction Affiliation: The Cursed
  • Rarity: SR
  • Type: Ship
  • Point Value: 14
  • Cargo Space: 0
  • Base Move: L+L
  • Cannons: 2L-3S-3S-2S
  • Miniature text:
    Sea Monster. If this sea monster ends its turn in a fog bank, on her next turn it may use its move action to move out of any other fog bank in play.
     
    Section: Ship #5 (2 miniatures)
    1 x Pestilence (F&S)
  • Collector's Number: 007
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 3S
  • Miniature text:
    Masts on this ship can't be eliminated by shots unless the cannon roll is a 6.
    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.
     
    Section: Ship #7 (1 miniatures)
    1 x Death's Anchor (RotF)
  • Collector's Number: 013
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Ship
  • Point Value: 7
  • Cargo Space: 0
  • Base Move: T
  • Cannons: 3S-3S-3S-3S
  • Miniature text:
    Flotilla. Printed cannon ranges are doubled.

    Death’s Anchor proves that the Cursed are all too capable of taking the technology of the time and adapting it to their own brand of evil.

     
    Section: Events (3 miniatures)
    1 x Cursed Zone (PofSCS)
  • Collector's Number: 083B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 3
  • Miniature text:
    Reveal this event at the beginning of one of your turns and place its token anywhere on the play area (except on an island or terrain): Any die rolls made for ships within L of the token get -2 to their results.
    1 x Duel (PofSCS)
  • Collector's Number: 084B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 5
  • Miniature text:
    Reveal this event at the beginning of one of your turns: Choose one of your crew and one enemy crew. For each chosen crew, roll a d6 and add the result to the crew's point cost. Eliminate the crew with the lowest result. In case of a tie, remove both crew from the game. Then remove Duel from the game.
    1 x Mermaids (PofR)
  • Collector's Number: 063B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 3
  • Cargo Space: 0
  • Miniature text:
    Reveal this event at the beginning of one of your turns and place its token on a non-docked enemy ship. That ship may not be given an action for a number of turns equal to the number of crew on her when Mermaids was revealed. After those turns have elapsed, remove Mermaids from the game.
     
     
    Fleet Statistics
    Distribution by Base Move
    - 57 %  
    L 21 %  
    L+L 7 %  
    S+S 7 %  
    T 7 %  
     

    Distribution by Cargo Space
    - 50 %  
    - 21 %  
    3 21 %  
    4 7 %  
     

    Distribution by Faction Affiliation
    Equipment 7 %  
    The Cursed 10  71 %  
    Treasure 21 %  
     

    Distribution by Point Value
    1 14 %  
    11 14 %  
    14 7 %  
    15 7 %  
    16 7 %  
    2 14 %  
    3 14 %  
    5 7 %  
    7 7 %  
    9 7 %  
     

    Distribution by Rarity
    C 50 %  
    R 29 %  
    SR 7 %  
    U 14 %  
     

    Distribution by Type
    Crew 29 %  
    Equipment 7 %  
    Event 21 %  
    Ship 43 %  
     



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