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Fleet "Gimmick#2 - Chain of Fools"

Fleet "Gimmick#2 - Chain of Fools"
65 Points
created by volt LV29 activity icon envelope icon
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*As a gimmick fleet, this fleet is not meant to be able to stand up to a regular fleet of its point value. Also, I hope this works - I have not seen this used yet, so it makes me worried hah! Lastly, I built this with a multiplayer game in mind, thus more than 4 wild islands*

For my second entry into this challenge, I again focused on getting gold in unusual ways. Here I focus on the ability of the American Native Canoes, using it to form a chain to literally extend the home island connection and save on trips to wild islands.

Here is how I intend for it to work: the Canoes will start at the closest wild island. The Banshee's Cry will use Hidden Cove on the first turn to go to that island, and then use its action to explore (since the explorer can't be used with Hidden Cove). The Canoes will then empty the island, spreading out the gold between 4 canoes, and then move toward home. After they empty themselves, they will reorient themselves in a line. One canoe will stay at home, and each of the other 4 will be exactly S away from each other, forming a line toward any of the remaining wild islands. This will form a chain around 6S long (4S of space, plus the size of the actual canoes).

Meanwhile, the Banshee's Cry, Mermaid, and Bloody Jewel will rush out toward the other wild islands (Mermaid taking the second closest). They will fill up (dropping off explorers if necessary, and then head back toward the chain.

The Bonnie Liz will be stationed in between the chain and the 3 explorers. She will do a few different things, depending on the situation. One, she can stay within S of the chain, extending it to about 8S. When the exploring ships come back (hopefully staggered), they can touch the Bonnie Liz to use Swann's ability to transfer their gold to the Bonnie Liz. The canoes can then use their free action to take one gold and move it from canoe to canoe. The last canoe docked will use the canoe's action to explore and unload the gold.

[**here is the part I am not sure if it works. Does this free action happen simutaneously? If so, then the chain won't work since they all do not have gold on them... if this is true, then they will not unload the original island gold, and instead keep one each on every canoe except the one that docks. This will make the chain work.**]

The Bonnie Liz could also use Cat's 2nd action to move toward a ship, touch, and then use its second action to move back within S. Obviously, there can be a backup since the canoes can only transfer one gold per turn. Larger gold values will be transferred to the Bonnie first, to make sure they get home.

The Intrepid is there for the simple task of protection - not just of the chain itself, but the chieftain who must stay alive for the chain to keep working. Alas, I could not fit an oarsmen on the Intrepid (did not want to use Richard), so even though she is a scary ship, she will attempt to keep her distance from ships to avoid ramming/boarding. She will of course engage any ship attempting to interfere with the chain or the gold ships. Raft is here as an extra way to make sure the Chieftain is not eliminated.

Besides the obvious lack of gun power, UTs can also cause a real issue for this fleet.

Thanks!

 
Miniature list Group miniatures by  
Section: Ship #1 (5 miniatures)
1 x Captain Captain (RotF)
  • Collector's Number: 074
  • Faction Affiliation: America
  • Rarity: U
  • Type: Crew
  • Point Value: 3
Miniature text:

Captain

1 x Commodore Matthew Perry Commodore Matthew Perry (PofSCS)
  • Collector's Number: 096
  • Faction Affiliation: America
  • Rarity: R
  • 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 game’s build total. This crew cannot leave this ship unless captured or eliminated.

1 x Helmsman Helmsman (RotF)
  • Collector's Number: 080
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

Helmsman

1 x Intrepid Intrepid (PofBC)
  • Collector's Number: 088
  • Faction Affiliation: America
  • Rarity: U
  • Type: Ship
  • Point Value: 15
  • Cargo Space: 4
  • Base Move: S+S
  • Cannons: 2L-3L-3L-2L
  • Number of Masts: 4
Miniature text:

Link (Commander Steven Decatur)

Schooner. If this ship has a Captain crew, she gets +1 to her cannon rolls.

Decatur has the Intrepid's crew in their dress whites at all times. He wants the Old World to see that the New World always means business.

1 x Native Canoes Native Canoes (SS)
  • Collector's Number: 017
  • Faction Affiliation: America
  • Rarity: U
  • Type: Ship
  • Point Value: 10
  • Cargo Space: 2
  • Base Move: S+L
  • Cannons: 2S
  • Number of Masts: 1
Miniature text:

Native Canoe. Once per turn as a free action, you can transfer one treasure from a friendly ship within S of this ship to this ship.

In return for better sail materials, some island dwellers ferry cargo for American ships.

 
Section: Ship #2 (4 miniatures)
1 x Bonnie Liz Bonnie Liz (PofCC)
  • Collector's Number: 015
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 8
  • Cargo Space: 5
  • Base Move: S+L
  • Cannons: 3S-3S
  • Number of Masts: 2
Miniature text:

English crew may use their abilities on this ship.

Sailing under the secret patronage of Countess Doone, the commander of the Bonnie Liz is a relatively patriotic man who charges far less ransom for English prisoners than for others.

1 x Calico Cat Calico Cat (RotF)
  • Collector's Number: 056
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

"Loyal:Pirate. 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."

[Official Errata: This crew member's point cost is 3. The card was incorrectly printed with a point cost of 5.]

"The Calico Cat is the most powerful female pirate on the cursed seas. Afraid of nothing, she has single-handedly put down a variety of enemies, from mighty England to beasts from the depths. Nothing stands in her way, and she happily collects treasure from those she deems unworthy of possessing it."

1 x Governor Weatherby Swann Governor Weatherby Swann (DPotC)
  • Collector's Number: 072A
  • Faction Affiliation: England
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

When touching a Pirate ship, this ship can load as much of that ship’s treasure as she can carry.

1 x Helmsman Helmsman (RotF)
  • Collector's Number: 076
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

Helmsman

 
Section: Ship #3 (1 miniatures)
1 x Mermaid Mermaid (PofCC)
  • Collector's Number: 020
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 2
  • Cargo Space: 1
  • Base Move: L+L
  • Cannons: 3S
  • Number of Masts: 1
Miniature text:

This ship cannot carry crew.

A tiny vessel with few crew, the Mermaid is the ideal bait for greedy vessels. A favorite tactic is to have the captain's sister, Maud, masquerade as a captured noblewoman.

 
Section: Ship #4 (3 miniatures)
1 x Banshee`s Cry 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
  • Number of Masts: 1
Miniature text:

This ship cannot shoot when she carries treasure.

1 x Explorer Explorer (RotF)
  • Collector's Number: 082
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

Explorer

1 x Helmsman Helmsman (RotF)
  • Collector's Number: 076
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

Helmsman

 
Section: Ship #5 (3 miniatures)
1 x Bloody Jewel Bloody Jewel (PofR)
  • Collector's Number: 008
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 6
  • Cargo Space: 5
  • Base Move: S+L
  • Cannons: 3L-3S
  • Number of Masts: 2
Miniature text:

American ships get +1 to their cannon rolls against this ship.

The Bloody Jewel preys on merchant ships sailing to and from Charleston. Anyone who brings the ship's masthead to Ralph David will be rewarded with a plot of Carolina land as bounty.

1 x Explorer Explorer (RotF)
  • Collector's Number: 082
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

Explorer

1 x Helmsman Helmsman (RotF)
  • Collector's Number: 076
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

Helmsman

 
Section: Events (2 miniatures)
1 x Hidden Cove Hidden Cove (PofSCS)
  • Collector's Number: 057B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 2
Miniature text:

Reveal this event at the beginning of one of your turns: As a free action, dock one of your ships at the nearest unexplored wild island or the nearest wild island with no treasure on it.

1 x Raft Raft (PofRU)
  • Collector's Number: UL064B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 1
Miniature text:

You reveal Raft immediately after one of your ships sinks. Place all crew and gold onto the nearest wild island. Remove Raft from the game.

 
Fleet Statistics
Distribution by Base Move
- bar 12  67 %  
L+L bar 11 %  
S+L bar 17 %  
S+S bar 6 %  
 

Distribution by Cargo Space
- bar 12  67 %  
1 bar 6 %  
2 bar 6 %  
4 bar 11 %  
5 bar 11 %  
 

Distribution by Faction Affiliation
America bar 28 %  
England bar 6 %  
Pirate bar 10  56 %  
Treasure bar 11 %  
 

Distribution by Number of Masts
- bar 12  67 %  
1 bar 17 %  
2 bar 11 %  
4 bar 6 %  
 

Distribution by Point Value
- bar 6 %  
1 bar 17 %  
10 bar 6 %  
15 bar 6 %  
2 bar 39 %  
3 bar 17 %  
6 bar 6 %  
8 bar 6 %  
 

Distribution by Rarity
C bar 44 %  
R bar 17 %  
U bar 39 %  
 

Distribution by Type
Crew bar 10  56 %  
Event bar 11 %  
Ship bar 33 %  
 



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a7xfanben Premium Member
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Subject:    Posted: January 27, 2013 07:57 am

Awesome!

I actually brought this up in the Rules Thread a while back - I haven't tried it in a real game yet (at least I don't think I have - maybe once in a huge cumulative game where points are of no object). I love the idea, and if it worked to actually win some games, it would be very fun and innovative.


quote from volt:
Here is the part I am not sure if it works. Does this free action happen simutaneously? If so, then the chain won't work since they all do not have gold on them... if this is true, then they will not unload the original island gold, and instead keep one each on every canoe except the one that docks. This will make the chain work.


From his post in the Rules thread from that discussion:


quote from woelf:
The American Native Canoes can use their ability to do a modified version that actually works fairly well, but they can only pass one coin at a time and you still have to get them set up for it in the first place.


We'll wait for woelf on this, but I'll house-rule it in even if it's not legal, because I think it should be (and in the interests of the Challenge).

The difference between what you have here and what I wanted to do lies in actually docking at an island. The Canoes will act as an extension of your HI, whereas I would actually have a line of ships touching at the bow and stern, from the HI to a wild island.
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volt
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Subject:    Posted: January 27, 2013 08:51 am

Missed this in the rules thread, lol. Didn't even think of looking there. I did look at the fleets with the American Canoes and didn't see them used this way.

My "other" idea was what you suggest, although I wasn't going to use canoes, I was going to use ships that free transfer with touching ally ships. I actually tried that first, but 65 points was just not enough with the limited ships available, heh.
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a7xfanben Premium Member
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Subject:    Posted: January 27, 2013 09:23 am


quote from volt:
Missed this in the rules thread, lol. Didn't even think of looking there. I did look at the fleets with the American Canoes and didn't see them used this way.


That's fine - as long as it's not in a preexisting fleet, we're all good. You didn't copy me or anything, either, and even if you had, I would still love to see a fleet like this in the Fleets section .


quote from volt:
My "other" idea was what you suggest, although I wasn't going to use canoes, I was going to use ships that free transfer with touching ally ships. I actually tried that first, but 65 points was just not enough with the limited ships available, heh.


Definitely. You would need build totals in the hundreds (or a cumulative game, infinite) to pull that off. I still think I may have done it in a cumulative game with the Spanish, but it was so long ago that there is no record of it in the Battle Reports thread over at Pojo. I'll probably try it sometime, especially in a time of peace, with no enemies to disrupt the line.
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woelf
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Subject:    Posted: January 27, 2013 01:37 pm


quote from a7xfanben:

quote from volt:
Here is the part I am not sure if it works. Does this free action happen simutaneously? If so, then the chain won't work since they all do not have gold on them... if this is true, then they will not unload the original island gold, and instead keep one each on every canoe except the one that docks. This will make the chain work.


From his post in the Rules thread from that discussion:


quote from woelf:
The American Native Canoes can use their ability to do a modified version that actually works fairly well, but they can only pass one coin at a time and you still have to get them set up for it in the first place.


We'll wait for woelf on this, but I'll house-rule it in even if it's not legal, because I think it should be (and in the interests of the Challenge).
Actions never occur simultaneously.

One canoe takes its free action to pass a coin, then another canoe, than another, and so on.

---------------------------------------------------------------



In any case, by leaving the canoes parked within S of each other the entire time you are MASSIVELY squandering the sheer potential of the chain.

Effortlessly passing a coin 6S or 8S through the chain sounds impressive, but you can do so, so much more with this.

Right now you've got this:
X --s-- C --s-- C --s-- C --s-- C --s-- C - HI
That's five canoes, with roughly 4s of open space between them for passing the coin, plus one extra S to the feeder ship (X).


Consider this, instead. Use them as actual movable ships, rather than just stationary buoys:
X --s-- C [--MOVE S+L-->] --s-- C [--MOVE S+L-->] --s-- C [--MOVE S+L-->] --s-- C [--MOVE S+L-->] --s-- C [--MOVE S+L-->] HI

The next turn you simply reverse the S+L moves to set the chain back in the original position for the next series of hand-offs. You won't be able to send a single coin the entire length of the chain each turn, but once you get a couple of them into the "system" you'll be just as efficient as with the single-shot setup. More importantly, you will have more than tripled the reach of the chain without adding a single extra ship, and you'll have made it far more mobile and versatile. Swinging it over to another island or shifting to avoid incoming danger is as easy as changing the "reset" positions of the canoes.
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volt
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Subject:    Posted: January 27, 2013 04:47 pm

You know Woelf, I did think of that, and you make it sound a lot better than I thought, lol. I was turned off because I really wanted to get gold home as fast as I could, but you are right - your way definitely makes it more gimmicky, heh.

Either way, I am going to try this in a real game sometime heh.
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a7xfanben Premium Member
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Subject:    Posted: January 28, 2013 05:51 am


quote from woelf:
The next turn you simply reverse the S+L moves to set the chain back in the original position for the next series of hand-offs. You won't be able to send a single coin the entire length of the chain each turn, but once you get a couple of them into the "system" you'll be just as efficient as with the single-shot setup.


Interesting. I forgot about the 'free action' part of the ability. Now the chain could potentially stretch out farther than the nearest wild island(s)!
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woelf
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Subject:    Posted: January 29, 2013 10:08 am

The gimmick behind this fleet is great in concept, but suffers somewhat in execution.

As it's originally written in the description you're using the canoe chain in the least-efficient configuration possible, which still works obviously, but as the comments above explain there's far more that you could do with the idea.


The other big thing that's bugging me a little with this fleet is, frankly, the rest of the fleet. You've got several of the best runners in the game as "back-ups" here plus there's the inherent goodness of the American canoes themselves. Set aside the chain gimmick for a moment and you still have an extremely effective treasure-based fleet.

You could play this one straight and it would probably be even more successful in a standard game than it could ever be by forcing the chain together. You could (and should) still use a few short "links" of it here and there, but in the time it takes to get the whole thing lined up you could just run all of the ships out and back like normal and be done with it.
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a7xfanben Premium Member
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Subject:    Posted: February 11, 2013 03:40 pm

This fleet has won the Gimmick Challenge!
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a7xfanben Premium Member
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Subject:    Posted: January 13, 2015 01:01 pm

This fleet was involved in a game!
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