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Fleet "Phantom Express" Help
Fleet "Phantom Express" - 40 Points (extended format) show standard format
created by mercenary30 

Here is an efficient fleet for 40 points that has the deadly Deliverance and still fields two ships for running treasure.

It is a very simple concept, and takes advantage of one of the most dangerous but hardly used events; Duel.
With only three crew in the whole fleet you can feel free to put every nasty crew killing UT’s you got.

I like to put the Deliverance into ghost mode, and for the most part I never take it out; there usually isn’t any need to.
Both of the other ships go hunt for treasure while the Deliverance keeps watch over them.
If the enemy gets to close show them why the Deliverance is one of the most expensive and sought after ships in Pirates!

Use the Duel event to eliminate the crew member that will cause the most grief. SAC captain removal is key, and if they don’t have one, then go after any crew that allow extra turns.

The Hag’s extra fleet points are not accounted for in this fleet to allow maximum flexibility. I would suggest a couple of events to round out your game plan.

 
Miniature list Group miniatures by  
Section: Ship #1 (3 miniatures)
1 x Deliverance (PofCC)
  • Collector's Number: 201
  • Faction Affiliation: Pirate
  • Rarity: PR
  • Type: Ship
  • Point Value: 19
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 3S-3L-3L-3L-3S
  • Miniature text:
    Ghost Ship.
    1 x Geoffery Flores (PofCC)
  • Collector's Number: 022
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Crew
  • Point Value: 6
  • Miniature text:
    Broadsides Attack. This ship may move and shoot using the same move action.
    1 x Helmsman (PofCC)
  • Collector's Number: 101
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 2
  • Miniature text:
    This ship gets +S to her basic move.
     
    Section: Ship #2 (1 miniatures)
    1 x Lightning (PofRU)
  • Collector's Number: UL014
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 5
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 3S
  • Miniature text:
    Schooner.
     
    Section: Ship #3 (2 miniatures)
    1 x Banshee's Cry (PofR)
  • Collector's Number: 013
  • 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 The Hag of Tortuga (PofCC)
  • Collector's Number: 027
  • Faction Affiliation: Pirate
  • 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.
     
    Section: Events (1 miniatures)
    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.
     
     
    Fleet Statistics
    Distribution by Faction Affiliation
    Pirate 86 %  
    Treasure 14 %  
     

    Distribution by Point Value
    - 14 %  
    19 14 %  
    2 14 %  
    3 14 %  
    5 29 %  
    6 14 %  
     

    Distribution by Rarity
    C 43 %  
    PR 14 %  
    R 43 %  
     

    Distribution by Type
    Crew 43 %  
    Event 14 %  
    Ship 43 %  
     



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    Discussion about this Fleet
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    Author Message
    yankeeprivateer 



    Subject: One humble suggestion   Posted: January 12, 2007 01:36 pm Reply with quote  Report content icon

    My only comment is that there might be a better value than using a captain + broadside character when your guns are rank 3. However, you still have the Hag's build points so it might not be necessary. Having never used Duel in a game before it would be interesting to hear how this fleet plays out for you.
    Back to top  
    mercenary30 



    Subject:    Posted: January 13, 2007 10:50 am Reply with quote  Report content icon

    I have used it twice in multiplayer, and once in one on one. This fleet has never lost.

    This fleet was an expirement in the use of Duel, and I chose Flores because of his cost and abilities.

    I have sunk 2 five masters with the broadsides, one was held with mermaids, the other because I got the jump by exposing the helmsman after he thought he was safe enough distance away.

    Duel has removed a SAC Captain, and a 5/6 extra action crew, thus removing the multi turn advantage from my opponents. We have determined that mult turns are a sure game winner, barring bad luck dice or poor form.

    For a 40 point fleet, the Deliverance and two runners is very hard to stop. Using events appropriate to control the flow based on your opponents fleets is the other main key here. The other thing is that I never bring the Deliverance out of ghost mode.
    Back to top Modified on July 27, 2007 05:32 am 
    mercenary30 



    Subject:    Posted: January 15, 2007 08:55 am Reply with quote  Report content icon

    This fleet was designed around the Duel Event. I wanted to use a crew that had a higher point cost than the SAC Captains and the 5/6 extra action crews. Flores was the most useful for the price.

    The other key was to keep it a 40 point fleet, so going for a more expensive one was not really an option either.
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    captain_arrr 



    Subject:    Posted: January 15, 2007 12:35 pm Reply with quote  Report content icon

    Is there a reason you picked Geoffery Flores? You almost waste the hit with Broadsides on a 5 master, unless you plan on outright sinking or are facing a 6 master.

    Now this is all just my opinion, what you have is fine. I'm just saying if it was me I would use SCS Calico Cat for the Reroll potential.
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    mercenary30 



    Subject:    Posted: January 16, 2007 12:19 pm Reply with quote  Report content icon

    My opponents tend to have one or two fivemasters in the game. There are times when I need them gone, and the 50/50 chance is worth it.

    I often use Mermaids against that scenario, which give the Deliverance ample opportunity to send the boats to Davy.
    Back to top  
    captain_arrr 



    Subject:    Posted: January 16, 2007 02:04 pm Reply with quote  Report content icon

    Hey, if the strategy works, do it. My dice rolls are usually horrendous hence why I coose a reroll over broadsides.
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