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Fleet "Mycron/Seleucis Shuffle" Help
Fleet "Mycron/Seleucis Shuffle" - 55 Points (extended format) show standard format
created by milbarber 

Darrin and ziotoo4 have posted some great fleets trying to take advantage of Lord Mycron's ability and Sea Dragons. Woelf has rendered these less effective by ruling that Mycron's ability may not be used more than once on the same ship in the same turn, but I think he has left room for a Mycron/Seleucis combo that may be very effective.

Here's the idea: Mycron on the HMS Patagonia and Seleucis stay docked at your home island. Together they provide extra actions/moves for Calim, a sea monster (so Seleucis works), and your treasure runners. Seleucis also provides pretty good protection for Mycron (especially with the right shaped island - think boomerang shape with Seleucis covering the mouth of the cove and the Patagonia docked in the cove.)

Mycron gives Le Bon Marin an extra action on the first turn, unless the nearest wild island is still too far for it to reach, then give it to Banshee's Cry instead. Seleucis gives its move to Calim, so Calim can keep up with whichever treasure runner will reach an island first, making sure it is the nearest sea monster in case Chariot of the Gods is found. Continue this until that UT is found or Calim needs to attack.

When Calim attacks it can make use of it's own action, one from Mycron and a move from Seleucis if needed. That gives it a ramming distance of 9S, and if it has the captain with Chariot, a striking distance of 10S. With that captain though, Calim could ram, board and shoot up to 3 targets up to 3S apart each. This could eliminate up to 21 masts (and 4 crew and/or treasure with the exploding shot) in one turn with a lot of luck. If the chain shot hit the first target, it hopefully will be left out of range of Calim after its last move of the turn. The stinkpot is to get rid of annoying abilities like "ramming cannot eliminate masts".

The Abandoned Crew are both captains to be used with Chariot of the Gods.

An alternate version could use Mist Walker with Witch's Brew and Smokepot shots on some of the ships.

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
1 x Administrator Scott Bratley (PofCC)
  • Collector's Number: 046A
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 0
  • Miniature text:
    Limit, Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the build total. This crew cannot leave this ship unless it is captured or eliminated.
    1 x HMS Patagonia (PofSCS)
  • Collector's Number: 207
  • Faction Affiliation: England
  • Rarity: PR
  • Type: Ship
  • Point Value: 4
  • Cargo Space: 4
  • Base Move: S
  • Cannons: 2L
  • Miniature text:
    Galley. Spanish ships get +1 to their cannon rolls against this ship. Link: Admiral Robert Blake.
    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 Robinson (PofRU)
  • Collector's Number: UL037A
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • 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 result 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.
     
    Section: Ship #2 (1 miniatures)
    1 x Seleucis (PatOE)
  • Collector's Number: 023
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 15
  • Cargo Space: 0
  • Base Move: L
  • Cannons: 3S,3S,3S,3S,3S
  • Miniature text:
    Sea Monster. Give this monster a move action, but do not move it. Move any other sea monster instead.

    The pirates who know her claim that Seleucis rose from the brine of the Black Sea, and she now terrorizes ships and lays waste to those who do not respect the sea.

     
    Section: Ship #4 (4 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 Chain Shot (F&S)
  • Collector's Number: 106
  • 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 chain shot. Declare which cannon will shoot the chain shot before rolling the d6. If the shot hits, do not eliminate a mast; instead the target can't move on her next turn. If the cannon roll is a 1, remove Chain Shot from the game.
    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.
    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 #5 (1 miniatures)
    1 x Le Bon Marin (PofRU)
  • Collector's Number: UL059
  • Faction Affiliation: France
  • Rarity: R
  • Type: Ship
  • Point Value: 6
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 4S
  • Miniature text:
    This ship may dock and explore a wild island using the same move action.
     
    Section: Ship #6 (2 miniatures)
    1 x Banshee's Cry (PofRU)
  • Collector's Number: UL013
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 3
  • Cargo Space: 4
  • Base Move: L+L
  • Cannons: 5S
  • Miniature text:
    This ship cannot shoot when she carries treasure.
    1 x Explorer (RotF)
  • Collector's Number: 082
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
  • Miniature text:
    Explorer
     
    Section: Unique Treasures (4 miniatures)
    1 x Abandoned Crew (PofCC)
  • Collector's Number: 098
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Miniature text:
    When placing treasure, you may place one or more of these crew rather than a treasure on a one-for-one basis; you must still place the required value of gold. These crew may use their abilities on any ship. Follow all other treasure-placement and crew rules.
    1 x Abandoned Crew (PofMI)
  • Collector's Number: 303
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
  • Miniature text:
    When placing treasure, you may place one or more of these crew rather than a treasure, on a one-for-one basis; you must still place the required value of gold. These crew may use their abilities on any ship. Follow all other treasure-placement and crew ru
    1 x Chariot of the Gods (PofDJC)
  • Collector's Number: 108
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
  • Miniature text:
    Place this treasure on the nearest sea monster: It may now be assigned one crew, per the transfer rules.
    1 x Curse of Davy Jones (PatOE)
  • Collector's Number: 104
  • Rarity: R
  • Type: Unique Treasure
  • Miniature text:
    Sea dragons, sea monsters, and Titans get +1 to their cannon rolls against this ship. Curse of Davy Jones cannot be unloaded from this ship.
     
     
    Fleet Statistics
    Distribution by Base Move
    - 11  69 %  
    L 6 %  
    L+L 6 %  
    S 6 %  
    S+L 6 %  
    S+S+S 6 %  
     

    Distribution by Cargo Space
    - 11  69 %  
    - 6 %  
    4 19 %  
    5 6 %  
     

    Distribution by Faction Affiliation
    - 6 %  
    England 25 %  
    Equipment 19 %  
    France 6 %  
    Pirate 19 %  
    The Cursed 6 %  
    Treasure 19 %  
     

    Distribution by Point Value
    - 19 %  
    - 19 %  
    1 25 %  
    15 6 %  
    17 6 %  
    3 6 %  
    4 6 %  
    6 13 %  
     

    Distribution by Rarity
    C 19 %  
    PR 6 %  
    R 56 %  
    U 19 %  
     

    Distribution by Type
    Crew 25 %  
    Equipment 19 %  
    Ship 31 %  
    Unique Treasure 25 %  
     



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    Discussion about this Fleet
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    Author Message
    cabinboy88 



    Subject:    Posted: July 17, 2008 04:23 pm Reply with quote  Report content icon

    I love the idea, but only one question about the Patagonia, being able to hold Lord Mycron. Mycron's point value is 6 and the ship's is 4. This is the only part I am confused about, other that that I love the fleet and its idea.
    Back to top  
    captained 



    Subject:    Posted: July 18, 2008 09:04 am Reply with quote  Report content icon

    The only way to get Lord Mycron onto the Patagonia is to use Robinson. He just forgot to include it into the build. But, since Robinson costs 0pts, it's not going to change much.
    Back to top  
    captained 



    Subject:    Posted: July 18, 2008 09:12 am Reply with quote  Report content icon

    He just forgot to add Robinson to the HMS Patagonia, so that Lord Mycron would fit.
    Back to top  
    captained 



    Subject:    Posted: July 18, 2008 09:13 am Reply with quote  Report content icon

    He just forgot to include Robinson on the HMS Patagonia.
    Back to top  
    milbarber 



    Subject:    Posted: July 18, 2008 12:23 pm Reply with quote  Report content icon

    Oops! Sure did forget! Thanks for pointing that out. It also made me remember I can just use Bratley for my 0LR crew. With the point I save that Jolly Mon would cost, I can add in a stinkpot shot for Calim.
    Back to top  
    cabinboy88 



    Subject:    Posted: July 18, 2008 12:39 pm Reply with quote  Report content icon

    can this combo also be used with a sea dragon? can we actually give a lovely dragon three actions? move and shoot from mycron, and the extra move from seleucis.
    Back to top Modified on July 18, 2008 02:28 pm 
    cabinboy88 



    Subject:    Posted: July 18, 2008 02:32 pm Reply with quote  Report content icon

    why not make the stinkmpot a fire shot for added mayhem. Woelf ruled that both could be used on the same ship. It would make for quick destruction from a well equiped sea creature.
    Back to top  
    milbarber 



    Subject:    Posted: July 18, 2008 02:41 pm Reply with quote  Report content icon

    Seleucis can only help out fellow Sea Monsters, not Sea Dragons or Titans.

    I prefer not to use Fire shot, since it can set your own ship afire. Calim is fast, so it could get home quickly to put the fire out, but it can't repair, so it might be permanently crippled.
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