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Fleet "HMS Grand Temple v 2.0"

Fleet "HMS Grand Temple v 2.0"
40 Points
created by a7xfanben Premium Member LV95 activity icon envelope icon
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This is another fleet centered on HMS Grand Temple after the first one.

This fleet is generally designed for combat only. With the right UT's it can still be successful in a regular game. However, this can be considered a deathmatch fleet.

This one was built to somehow get a canceller on board while still preserving the extreme speed and effectiveness of the GT's cannons. In order to do this I had to take some "shortcuts" if you will, using Gold to combine the captain and helmsman to save a cargo space and using a discount crew like Crimson Angel (she should cost 7 points) to get the SAT and world-hater abilities. Owen links to Gold and provides a reroll for the SAT while Lawrence is the canceller.

The Rye is the second ship, with another cancel ability. Her fast speed makes her an ideal ship to pair up with the GT. She is extremely vulnerable to ramming, but hopefully she'll be able to potentially hide behind the GT and cancel enemy captains and/or defensive abilities. I thought about putting an oarsman or shot equipment on the Rye but she's already a galley and her cannon is only 5S. Instead the last point went to Divers for when this fleet is played in a standard game.

Not many 40 point fleets have two cancellers, let alone a ship as packed and dangerous as the GT. She'll often be able to move 6S and shoot 12 times, with 8 of those shots hitting on everything but 1. This fleet is better in deathmatches, but it can also go up against a standard fleet quite well because the UT's are just so devastating and the GT is so fast (plus two cancellers can't hurt!).

The UT's are predictable but incredibly effective when playing a standard game with gold.

Thanks for reading; comment and vote!

Edit (12/21/14): This fleet is now 1-2, read the original battle report here.

 
Miniature list Group miniatures by  
Section: Ship #1 (5 miniatures)
1 x Commodore Rhys Gryffyn Owen Commodore Rhys Gryffyn Owen (PofBC)
  • Collector's Number: 058
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

Limit, Ransom. Choose one English 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.

Link: HMS Granville.

Being given a new command on the Barbary Coast would seem like a promotion to any other naval officer, but Owen feels that he is being punished. Did he learn too much about Countess Doone or question the commands of Woodes Rogers too often? The only directive he gets is to destroy the Corsairs at all costs.

1 x Crimson Angel Crimson Angel (PatOE)
  • Collector's Number: 039
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Crew
  • Point Value: 5
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. This ship gets +1 to her cannon rolls against any non-Pirate ship.

Crimson Angel returned to piracy by beating Blackheart at his own game, wagering her own soul for those aboard the Deliverance. The newly free crew will serve her until they die honorable deaths.

1 x HMS Grand Temple HMS Grand Temple (PatOE)
  • Collector's Number: 044
  • Faction Affiliation: England
  • Rarity: R
  • Type: Ship
  • Point Value: 15
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 3S,3S,2L,2L,2L,2L
  • Number of Masts: 6
Miniature text:

Junk. Pirate crew may use their abilities on this ship.

Admiral Kenyon made a great show of the Jade Rebellion surrendering this ship to his forces, and now uses her as his flagship to symbolize English power.

1 x Hermione Gold Hermione Gold (RotF)
  • Collector's Number: 059
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 5
Miniature text:

Captain, Helmsman.

Conscripted to the English for acts of piracy, Hermione uses her tremendous skills as a captain and helmsman to keep her employers happy in their battle against those who oppose the Crown. But it is her knack for piracy (under the good Union Jack) that keeps the crew very, very happy.

1 x Lawrence Lawrence (PofBC)
  • Collector's Number: 056
  • Faction Affiliation: England
  • Rarity: R
  • Type: Crew
  • Point Value: 5
Miniature text:

Once per turn, one crew or ship within S of this ship cannot use its ability that turn.

Link: HMS Durham.

After going "native," Ethan Lawrence was stripped of his commission in the Royal Navy. But his very public exploits as "England's Own Corsair," coupled with his rescue of HMS Durham from a Barbary Corsair sneak attack, forced the Crown to give him back his command.

 
Section: Ship #2 (1 miniatures)
1 x HMS Rye HMS Rye (PofSCS)
  • Collector's Number: 206
  • Faction Affiliation: England
  • Rarity: PR
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 2
  • Base Move: S+S+S
  • Cannons: 5S
  • Number of Masts: 1
Miniature text:

Once per turn, one crew or ship within S of this ship cannot use its ability that turn.

This captured galley has been put to use helping the English navigate the treacherous waters of the Barbary Coast.

 
Section: Events (1 miniatures)
1 x Divers Divers (PofR)
  • Collector's Number: 020B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 1
Miniature text:

You may reveal this event immediately after one of your ships sinks an enemy ship, but you may not reveal it on the same turn an opponent reveals Raft. You receive all gold from the sunken ship. Remove Divers from the game.

 
Section: Unique Treasures (5 miniatures)
1 x Missionary Missionary (PofR)
  • Collector's Number: 109
  • Rarity: R
  • Type: Unique Treasure
Miniature text:

Remove all crew on this ship from the game and then remove Missionary from the game.

1 x Natives Natives (PofR)
  • Collector's Number: 106
  • Rarity: R
  • Type: Unique Treasure
Miniature text:

The ship that reveals Natives may not be given actions for a number of turns equal to number of crew on her when Natives is revealed. Leave Natives face down on its island.

1 x Runes of Death Runes of Death (PofFN)
  • Collector's Number: 125
  • Faction Affiliation: Treasure
  • Rarity: SR
  • Type: Unique Treasure
Miniature text:

This treasure takes up one cargo space. At the beginning of each turn, eliminate one crew from this ship. If there are no crew, eliminate a mast instead. Once all the ship’s crew and masts have been eliminated, eliminate Runes of Death. Runes of Death cannot be unloaded, but it can be transferred to another ship this ship touches.

1 x Scurvy Scurvy (PofCC)
  • Collector's Number: 092
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

Roll a d6 at the beginning of each of your turns. On results of 4-6, elminiate a crew on this ship. Remove Scurvy from the game when this ship docks at her home island.

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

No treasure may be loaded from this wild island until Wolves is eliminated. Wolves is eliminated if successfully hit once by either a Musketeer or a crew with the Marine keyword.

 
Fleet Statistics
Distribution by Base Move
- bar 10  83 %  
S+S bar 8 %  
S+S+S bar 8 %  
 

Distribution by Cargo Space
- bar 58 %  
- bar 25 %  
2 bar 8 %  
3 bar 8 %  
 

Distribution by Faction Affiliation
England bar 42 %  
Pirate bar 8 %  
Treasure bar 50 %  
 

Distribution by Number of Masts
- bar 10  83 %  
1 bar 8 %  
6 bar 8 %  
 

Distribution by Point Value
- bar 8 %  
- bar 42 %  
1 bar 8 %  
15 bar 8 %  
5 bar 25 %  
9 bar 8 %  
 

Distribution by Rarity
C bar 25 %  
PR bar 8 %  
R bar 58 %  
SR bar 8 %  
 

Distribution by Type
Crew bar 33 %  
Event bar 8 %  
Ship bar 17 %  
Unique Treasure bar 42 %  
 



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Author Message
a7xfanben Premium Member
LV95 United States activity icon envelope icon

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Member since
June 27, 2011
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Subject:    Posted: December 21, 2014 03:45 pm

The two fleets were my second HMS Grand Temple fleet (HMS Grand Temple v 2.0) and my fleet with USS Kettering (USS Kettering - Deadly Weapon).

HMS Grand Temple v 2.0

USS Kettering - Deadly Weapon

Two islands were placed 6L apart and the games got under way. The GT (Grand Temple) fleet didn't use Divers or the UT's since it was a deathmatch. The GT fleet went first for the first two games and the Kettering went first in the last game, not that it really mattered. Both fleets simply tried to maneuver to get the first shot. With three cancellers, two flotillas and the Grand Temple things were bound to get heated quickly!

Game 1:
The GT got the SAT from Crimson Angel and moved just out of range of the cancelling Kettering . She had 5 guns in range and hit every time, dismasting the Kettering and Algeciras. The Armada retaliated but only hit once in four tries, although this eliminated CRGO (Commodore Rhys Gryffyn Owen). The Minuteman also went 1 for 4 to take a second mast off the GT. The Grand Temple then sank both the Algeciras and Kettering. The Minuteman sank the Rye and the Armada hit the GT twice, eliminating both H. Gold and Lawrence. The GT eliminated the flag on Armada but only had two guns left so she couldn't sink her, allowing Armada to dismast the Temple and win the game for the Spanish Americans!

Game 2:
For the second game the GT again waited to get an SAT from Angel in order to strike first, taking out both flotillas in a 6 for 6 shoot action. After the first game the GT didn't want to face the flotillas late in the game.

Luis Zuan was cancelled aboard the Algeciras but she moved to ram and dismast the Rye, who was still able to move with her oar power. The Kettering, originally with her stern to the GT, managed to get two of her three guns in range and hit all 4 times, once again leaving the GT with only two masts. However, this was just enough for the GT to shoot and ram the Kettering to dismast her. The Algeciras sunk the Rye but the GT then dismasted the Algeciras, giving the English a victory to even the series at one apiece.

Game 3:
For the third game the Spanish Americans decided to be more aggressive and try to at least get a shot in before the GT got the SAT. The Algeciras maneuvered the Armada to get her S+S range guns just into range, hitting 1 out of 3 times and eliminating CRGO (cargo just like the ability says ). The Minuteman and Algeciras also got a few hits in to leave the GT with three masts. The Kettering missed the GT twice before the GT could retaliate, dismasting the Kettering. However, the flotillas showed their power once again by combining to sink the GT.

For this series, the USS Kettering fleet defeated the HMS GT v 2.0 fleet 2 games to 1.
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