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Fleet "Gimmick: Solar Flare"

Fleet "Gimmick: Solar Flare"
60 Points
created by woelf Premium Member LV74 activity icon envelope icon
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As many of you know by now, my fleets are almost always based on a "gimmick" of some sort. Some are more effective than others, but I always try to put together something that hasn't been seen before or at least has never been given much attention.

Honestly, this is probably one of the least "gimmicky" fleets I've ever built, so that in and of itself is somewhat unique.

It's your standard big Gunship + big Treasure-Runner combo, and their speeds are matched up so they can sail together or split off in separate directions. Opposing tactics will be pretty standard. Either go for the Gunship first to make the Runner an easier target, or...


Hey! Why is that gunship running away? And why did that treasure-runner just turn to attack!!!??


Behold, the "gimmick". In this fleet, San Cristobal (note, it's the LE version) is the runner and against all odds, La Joya del Sol is the gunship.

Thanks to the combined support of Almirante del Nero and Santana, La Joya will be sporting a nice spread of rank-2 cannons, and thanks to its own ability will be boarding like it's a 5-master (with lots of room for stolen goods). Capitan Castro backed up by Duque Vaccaro will be [statistically] doubling the ship's S+S+S move slightly more often than every other turn, so it'll be able to reliably run down almost anything.

San Cristobal has a respectable 4 cargo spaces open for treasure even with three crew aboard, and it's no slacker in the speed department either. (A less aggressive player could always put Vaccaro on this ship instead to accelerate treasure gathering).

El Villalobos is thrown in mostly just to fill out the points. It can throw down a few trade currents to make the other two ships even faster, while providing some protection against home island raiders. The Navigator could be easily swapped for a Helmsman if you'd prefer to sail along with the other two ships.

(Note that if you drop Villalobos, its Navigator, and the Oarsman on La Joya this will fit perfectly into a 50 point fleet limit.)



The UTs include the standard Blood Money and Turtles, while Jailhouse Dog and Kharmic Idol are included to mess with any UT-based gimmicks that could be in play. Heart of Stone is there just to fill out the spread, for no particular reason other than that it could be fun to play around with.

 
Miniature list Group miniatures by  
Section: Ship #1 (7 miniatures)
1 x Almirante Devente Del Nero Almirante Devente Del Nero (PofBC)
  • Collector's Number: 209
  • Faction Affiliation: Spain
  • Rarity: PR
  • Type: Crew
  • Point Value: 4
Miniature text:

This ship gets +1 to her cannon rolls against any non-Spanish ship or fort.

While he hunted pirates, Spain lost ground to all the other nations on the Crimson Coast. Now Del Nero has expanded his personal crusade to include any who oppose Spain - not only pirates.

To use this card, replace the ability and point cost of SM090 with this card's ability and point cost.

WIZKIDS APPROVED PLAY

1 x Capitan Alarico Castro Capitan Alarico Castro (PofSM)
  • Collector's Number: SC-001
  • Faction Affiliation: Spain
  • Rarity: R
  • Type: Crew
  • Point Value: 3
Miniature text:

Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.

Link: Castro's Loyalists.

Castro is a dedicated man, but ultimately not to Spain. He "overcame" his Moorish heritage to rise to the top of the Spanish Navy, but he plots against every Castilian who has wronged him. Castro does his duty, but he patiently waits to make his move.

1 x Duque Marcus Vaccaro Duque Marcus Vaccaro (PofBC)
  • Collector's Number: 072
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

Limit, Ransom. Choose one Spanish crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

[Official Errata: This crew has a point cost of 0 (zero). His card was incorrectly printed with point cost of 5.]

1 x Helmsman Helmsman (PofSM)
  • Collector's Number: T-017
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

"This ship gets +S to her base move."

[Errata: The Captain, Cannoneer, and Helmsman treasure cards for this set do not list the crew's ability, but instead refer to the rules, which is what's quoted above.]

1 x La Joya del Sol La Joya del Sol (PofSM)
  • Collector's Number: SS-005
  • Faction Affiliation: Spain
  • Rarity: U
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 8
  • Base Move: S+S
  • Cannons: 4S-4L-4L-4S
  • Number of Masts: 4
Miniature text:

This ship gets +1 to her boarding rolls.

An imposing armed merchant ship, "The Jewel of the Sun" can move quickly with a large cargo. Built by a consortium of merchants, she was outfitted with decent guns, but her crew is trained in little other than repelling boarders.

1 x Luis Zuan Luis Zuan (RotF)
  • Collector's Number: 022
  • Faction Affiliation: Spain
  • Rarity: R
  • Type: Crew
  • Point Value: 2
Miniature text:

Hostile:Pirate, Loyal:Spain, Captain.

Luis Zuan spent his youth living down the reputation of his uncles, both anti-Spanish pirates. He knows that the only way to repair his family’s reputation is to take the fight to any ship flying the Jolly Roger.

1 x Oarsman Oarsman (PofSM)
  • Collector's Number: T-024
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

If derelict, this ship gains a base move of S. This crew takes up no cargo space.

 
Section: Ship #2 (4 miniatures)
1 x Dominic Freda Dominic Freda (RotF)
  • Collector's Number: 062A
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 4
Miniature text:

Explorer. This ship gets +1 cargo spaces. This crew takes up no cargo space.

"Italian by birth and a merchant by trade, Dominic was recruited to open up new ports, establish new trade routes, and discover pockets of gold hidden in the jungles of newly discovered islands."

1 x Helmsman Helmsman (PofSM)
  • Collector's Number: T-017
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

"This ship gets +S to her base move."

[Errata: The Captain, Cannoneer, and Helmsman treasure cards for this set do not list the crew's ability, but instead refer to the rules, which is what's quoted above.]

1 x Roberto Santana Roberto Santana (F&S)
  • Collector's Number: 085
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Miniature text:

Loyal: Spain. Once per turn give any ship in your fleet +1 to all of her cannon rolls.

1 x San Cristobal San Cristobal (RotF)
  • Collector's Number: 202
  • Faction Affiliation: Spain
  • Rarity: LE
  • Type: Ship
  • Point Value: 15
  • Cargo Space: 5
  • Base Move: S+S
  • Cannons: 3S-3L-3L-3L-3S
  • Number of Masts: 5
Miniature text:

Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship can be given the same action twice.

The flagship for the Spanish fleet, the San Cristobal has maintained the dignity of her captain, De Alva; the power of the Spanish Crown; and the righteousness of her patron, St. Christopher.

 
Section: Ship #3 (2 miniatures)
1 x El Villalobos El Villalobos (PofMI)
  • Collector's Number: 062
  • Faction Affiliation: Spain
  • Rarity: U
  • Type: Ship
  • Point Value: 7
  • Cargo Space: 2
  • Base Move: S+S
  • Cannons: 4S-5S
  • Number of Masts: 2
Miniature text:

On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.

Since being disastrously boarded, the disgraced captain of El Villalobos keeps several deck cannons constantly loaded with chain shot for the next time an enemy comes too close.

1 x Navigator Navigator (SS)
  • Collector's Number: 038
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

When this ship is given a move action, instead of moving her you may roll a d6. On a result of 3-6, put a trade current within S of any friendly ship.

 
Section: Unique Treasures (5 miniatures)
1 x Blood Money Blood Money (RotF)
  • Collector's Number: 066
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

"Instead of loading Blood Money, put it face-up on the wild island. Then reveal all treasure on the island. Each time a ship loads a non-unique treasure from the island, eliminate a crew on that ship that has a point value equal to or greater than the value of that treasure. Eliminate Blood Money when there is no non-unique treasure on the island. Spanish ships are not affected by Blood Money."

1 x Jailhouse Dog Jailhouse Dog (DPotC)
  • Collector's Number: 082B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

You can load this treasure face down. Reveal Jailhouse Dog to remove a unique treasure from the game. Then remove Jailhouse Dog from the game.

1 x Kharmic Idol Kharmic Idol (PofSCS)
  • Collector's Number: 103
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

When revealed, remove all face-up unique treasure from the game. If such a unique treasure changed the value of a treasure coin, that coin regains its printed value.

1 x Manawa no Kowhatu Manawa no Kowhatu (SS)
  • Collector's Number: 032
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

Choose a crew on this ship; if this treasure or that crew is removed from this ship for any reason, eliminate this remaining treasure or that remaining crew. This ship gains the Eternal and Fear keywords. If there is no crew on this ship when this treasure is loaded, this treasure is ignored.

1 x Turtles Turtles (F&S)
  • Collector's Number: 094
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

When revealed, put this treasure and up to nine other Turtles from outside the game within S of the wild island. At the beginning of each of your turns, the Turtles move S toward your home island, avoiding all islands and terrain. Eliminate a Turtle if it is touched by any ship or sea monster. Each Turtle that touches your home island is worth 1 gold.

 
Fleet Statistics
Distribution by Base Move
- bar 15  83 %  
S+S bar 17 %  
 

Distribution by Cargo Space
- bar 15  83 %  
2 bar 6 %  
5 bar 6 %  
8 bar 6 %  
 

Distribution by Faction Affiliation
Spain bar 13  72 %  
Treasure bar 28 %  
 

Distribution by Number of Masts
- bar 15  83 %  
2 bar 6 %  
4 bar 6 %  
5 bar 6 %  
 

Distribution by Point Value
- bar 33 %  
1 bar 6 %  
12 bar 6 %  
15 bar 6 %  
2 bar 22 %  
3 bar 6 %  
4 bar 11 %  
6 bar 6 %  
7 bar 6 %  
 

Distribution by Rarity
C bar 44 %  
LE bar 6 %  
PR bar 6 %  
R bar 33 %  
U bar 11 %  
 

Distribution by Type
Crew bar 10  56 %  
Ship bar 17 %  
Unique Treasure bar 28 %  
 



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Discussion about this Fleet
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Author Message
a7xfanben Premium Member
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Subject:    Posted: January 25, 2013 04:38 pm


quote from woelf:
Honestly, this is probably one of the least "gimmicky" fleets I've ever built


That's actually what I saw right away . I think your opponent(s) could be in for even more of a surprise if they think it is the more common version of the San Cristobal.

Naturally, you picked the Spanish, but managed to combine two world-haters onto one ship. I love cannon bonuses .

I also like how you put a handful of crew on the main treasure runner, but she still has room (and speed) to haul gold. I'm used to using the Aberdeen Baron, so I know how nice it is (and how valuable it can be) to have durability in a gold ship.

The UT selections are okay, if not somewhat random (although your strategy is not supposed to depend on them). It would be better if they were included to help your gimmick (rather than potentially stop others), but that's alright. Something like Gun to help out the Cristobal and take advantage of having crew on a gold ship, or to make her a potential gold-stealing threat if she couldn't run gold. I wouldn't count on getting the Turtles with just one gold ship, but I know you love that UT .
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woelf Premium Member
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Subject:    Posted: January 31, 2013 07:37 am

As fleets go, I think this one would have been much better as a plain old standard fleet rather than trying to stretch it to fit into the Gimmick contest.


Oh well...



quote from a7xfanben:
The UT selections are okay, if not somewhat random (although your strategy is not supposed to depend on them). It would be better if they were included to help your gimmick (rather than potentially stop others), but that's alright. Something like Gun to help out the Cristobal and take advantage of having crew on a gold ship, or to make her a potential gold-stealing threat if she couldn't run gold. I wouldn't count on getting the Turtles with just one gold ship, but I know you love that UT .
There are plenty of UTs that could have easily replaced any of the ones I selected, but since they weren't a direct part of the gimmick I went with a more "generic" set. That way the fleet could stand on its own and wouldn't need to rely on getting lucky with the right UTs before it would work - it also minimizes the chance that a powerful UT could get used against me if the other player finds it first.

Tossing maybe an Abandoned Captain into the pool could be interesting for SC to help get it into the fight and wouldn't be of much use to a typical runner.

Kharmic Idol is very much a defensive pick. I generally avoid using it because I don't like losing the variety that a buch of UTs can bring to the game, but when it's in a specialized game where Nemo's Plans is likely to show up, it's a necessary addition.
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a7xfanben Premium Member
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Subject:    Posted: January 31, 2013 05:25 pm


quote from woelf:
Kharmic Idol is very much a defensive pick. I generally avoid using it because I don't like losing the variety that a buch of UTs can bring to the game, but when it's in a specialized game where Nemo's Plans is likely to show up, it's a necessary addition.


No hard feelings meant by this:
Yes, but the thing is, the fleet should be about your gimmick, not purposely inhibiting the gimmicks of others. We want to see gimmicks versus gimmicks, but we don't want to see them fail because of an anti-gimmick measure. I probably should have mentioned this in the original thread before fleets were submitted, but since I don't own Kharmic Idol (or Jailhouse Dog), I didn't think of them.

Basically, my theory behind this whole thing was to maximize the fun, chaos, and carnage that gimmicks can unleash. Whether or not you win the game isn't of utmost importance, but it would be a mood-killer (especially in a multiplayer game) to see Kharmic Idol wreck strategies that make this Challenge fun.

However, good effort, especially considering that your favourite (I think) gimmick fleet has been submitted in various incarnations multiple times before: crew-gold converters (I never know what to call them
).
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woelf Premium Member
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Subject:    Posted: February 1, 2013 10:53 am


quote from a7xfanben:
No hard feelings meant by this:
Yes, but the thing is, the fleet should be about your gimmick, not purposely inhibiting the gimmicks of others. We want to see gimmicks versus gimmicks, but we don't want to see them fail because of an anti-gimmick measure. I probably should have mentioned this in the original thread before fleets were submitted, but since I don't own Kharmic Idol (or Jailhouse Dog), I didn't think of them.

Basically, my theory behind this whole thing was to maximize the fun, chaos, and carnage that gimmicks can unleash. Whether or not you win the game isn't of utmost importance, but it would be a mood-killer (especially in a multiplayer game) to see Kharmic Idol wreck strategies that make this Challenge fun.
Maybe I just read too far into the setup description then, particularly the part where you say that the fleets would be for "a regular game".

Obviously that didn't mean they had to be competitive against the most brutally efficient 60-point fleets out there, but they can't exist in a bubble either. The best gimmick ever devised is useless if you can't get it to work, so the setup for it should at the very least acknowledge the fact that an opponent could easily mess with it, whether that's by taking out a critical support ship, by clearing out an island first, or even by the addition of something simple like Kharmic Idol/Pirata Codex into the treasure pool. The more "fragile" the design of the gimmick, the more that opponent interference needs to be considered.

That's why I used ships that were already relatively good at certain tasks and swapped their roles, rather than taking garbage ships and trying to make something happen with them. Did that "soften" the gimmick somewhat? Most certainly, and I even acknowledged that in the description, but the end result was a fleet that could still face off against even a relatively good "standard" fleet and do well.


It comes down to different philosophies on fleet building, I think.
--When I build a fleet, no matter what goes into it, keeping it viable as a fleet is always still one of my goals.
--As I understand now, what you were really looking for in this challenge was a "pure" gimmick setup that didn't necessarily need to be a viable as a fleet.



quote:
However, good effort, especially considering that your favourite (I think) gimmick fleet has been submitted in various incarnations multiple times before:
That was actually by far the greatest challenge of this fleet challenge. With over 1000 fleets in the system now, pretty much anything that could be called a "gimmick" has been done before in some form or another. Maybe not always as the centerpiece of a fleet, but definitely as a smaller part or at the very least in various discussion. Dig deep enough into the system and you'll find an older counterpart for every entry that's been submitted (this one included, most likely).

That's not a bad thing, especially when there are a bunch of people that haven't been around for years and never would have seen the older stuff, but it does present an extra challenge for those that do remember it.





quote:
crew-gold converters (I never know what to call them ).
I usually just call them all "Capture" crew - whether they keep the target as a helper or cash them in for gold is a minor detail.
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a7xfanben Premium Member
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Subject:    Posted: February 1, 2013 11:37 am


quote from woelf:

--As I understand now, what you were really looking for in this challenge was a "pure" gimmick setup that didn't necessarily need to be a viable as a fleet.


Exactly. That won't be the case in any future challenges I might run, but it was for this one.

You make a good point about gimmicks that have already been used. After seeing some of the entries for the Challenge, it occurred to me that this wasn't an easy Fleet Challenge in which to have a good entry. My personal favourite gimmick fleets, the Altar of the Loa fleet (by ziotoo4) and my Mind Control fleet, are (in my opinion) a bit more advanced, but as such, those ideas (and others) have already been taken.

I find this fleet interesting from another standpoint: the gimmick fleet I was thinking of submitting is a combination of the two - a fleet that can do well in a standard game (doesn't rely on the gimmick), but is submitted as a gimmick fleet because the gimmick is what makes it interesting.

Edit: I've just submitted said fleet.
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