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Fleet "Small Fright"

Fleet "Small Fright"
40 Points
created by woelf Premium Member LV73 activity icon envelope icon
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This fleet is my entry for the "Small Fry" fleet challenge. (Details Here)


This setup posed an interesting challenge because it forces players to rely on the little ships rather than always loading up the monster gunships or treasure galleons. That still leaves a massive collection of ships for players to use, some of which are the cheapest and most cost-effective ships in the game, so to add an extra (personal) challenge I intentionally avoided using any of them. On top of that I went with an all-Cursed fleet, which is a nation I've rarely used, and one that's generally not known for its small ships, for being good at treasure-running, or even for being particularly good at combat. They're known best for their gimmicks and crazy-powerful crew... most of which you won't find here.



The "flagship" of this fleet is Celestine with its link the Master Scribe aboard. The main purpose of this ship is to blanket the sea with trade currents that all of the others can use to reach their destinations more quickly. On the turns when the ability gives a speed bonus instead of a current it can switch to doing some treasure-running of its own.


Lizard's Sting and Nightmare are the primary treasure-hunters of the fleet. Neither will win any contests when it comes to speed, but with help from Celestine's trade currents they'll save a lot of time heading out to islands. Lizard's Sting comes with an ability that will make it extremely resistant to enemy gunships by rendering their cannons mostly ineffective. If they get try to get close enough to ram, it's got a nice short-range defensive cannon that can take a big bite out of any one- or two-masted ship. Nightmare's slightly slower base move is offset with the addition of an Explorer who will reduce the time it needs to spend at islands. It has a pair of nice cannons of its own, so any attacker had better make sure to knock them both off at once or it's going to be in for some hurt.

The Hunter/Killer of this fleet is Fallen Angel, which has the speed (especially when boosted by a current) to catch virtually anything else in the water, and comes with a built-in ability that, like Lizard's Sting, will make it difficult to attack. The standard Captain is a must for any gunship, plus this one comes with a nasty surprise in the form of a Firepot specialist that will be utterly devastating to any small ship it can hit. It's a great "fire-and-forget" weapon because there will be little need to stick around to make sure the target sinks, because the flames will take care of that.

Rounding out the fleet are a pair of (Pirate) Forts that fit in somewhat thematically with the Cursed, particularly Devil's Maw. I don't expect to see much use out of their abilities, but they'll make very nice forward operating bases, and with only small ships sailing around they'll be much safer places to store gold than in normal games.


As an added surprise for opponents, the seldom-seen Cursed Natives will take out some crew and severely restrict how much treasure can be taken while having no effect whatsoever on my own ships.



Overall, there's nothing too fancy about this fleet, but it should get the job done. The greatest threat will be fast-moving gunships, but with the defensive abilities and generally very good cannons of most of these ships they won't be pushovers either.

 
Miniature list Group miniatures by  
Section: Ship #1 (2 miniatures)
1 x Celestine Celestine (SS)
  • Collector's Number: 007
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 3
  • Base Move: L+S
  • Cannons: 4S
  • Number of Masts: 1
Miniature text:

Galley. When this ship is given a move action, roll a d6 before moving her. On a result of a 5 or 6, place a trade current. On a 1 or 2, eliminate a friendly trade current. On a 3 or 4, this ship gets +S to her base move that action. Link: Master Scribe

Long ago this ship embarked on a mission to chart the known world. Now her crew is cursed to sail for eternity, their task doomed to never be completed.

1 x Master Scribe Master Scribe (SS)
  • Collector's Number: 028A
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

Explorer, Navigator. Link: Celestine

 
Section: Ship #2 (1 miniatures)
1 x Lizard`s Sting Lizard's Sting (F&S)
  • Collector's Number: 213
  • Faction Affiliation: The Cursed
  • Rarity: LE
  • Type: Ship
  • Point Value: 6
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 2S
  • Number of Masts: 1
Miniature text:

Two hits from the same shoot action are required to eliminate one of this ship’s masts.

As he was thrown overboard to the deep, a gypsy merchant laid a curse upon the Lizard’s Sting that quickly led her and her crew to their doom—then brought them back, denied death until they find the gypsy’s corpse and return it to his family.

 
Section: Ship #3 (2 miniatures)
1 x Explorer Explorer (PofDJC)
  • Collector's Number: 128
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

This ship may dock and explore a wild island using the same move action.

1 x Nightmare Nightmare (PofDJC)
  • Collector's Number: 021
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Ship
  • Point Value: 4
  • Cargo Space: 3
  • Base Move: L
  • Cannons: 2S-2L
  • Number of Masts: 2
Miniature text:

Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.

Captain Robinson raises a crystal goblet to each foe he personally executes. His crew say that at the stroke of midnight , the goblet glows green and the souls of Robinson’s victims can be heard crying for revenge.

 
Section: Ship #4 (3 miniatures)
1 x Captain Captain (PofDJC)
  • Collector's Number: 109
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

This ship may move and shoot using the same move action.

1 x Fallen Angel Fallen Angel (PofDJC)
  • Collector's Number: 022
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Ship
  • Point Value: 10
  • Cargo Space: 2
  • Base Move: S+S+S
  • Cannons: 2L
  • Number of Masts: 1
Miniature text:

This ship cannot be shot at by ships within S of her.

On their maiden voyage, the crew of the Fallen Angel discovered an ancient cult dedicated to worshipping Gog-Clocthoth. The crew joined the cult, and ever since the ancient sea God seems to protect them from enemies.

1 x Firepot Specialist Firepot Specialist (PofDJC)
  • Collector's Number: 033
  • Faction Affiliation: The Cursed
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship's controller replaces one of her masts with a fire mast. At the beginning of every turn, roll one d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

 
Section: Unique Treasures (1 miniatures)
1 x Cursed Natives Cursed Natives (RotF)
  • Collector's Number: 067
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

"When revealed, roll a d6. On a result of 1–3, eliminate the crew on this ship that has the lowest point value; on a 4–6, eliminate the crew that has the highest point value. Then this ship can load one more treasure (only). Then put Cursed Natives face down on the island; this ship must leave the island on your next turn. Cursed ships and crew are not affected by Cursed Natives."

 
Section: Forts (2 miniatures)
1 x Dead Man`s Point Dead Man's Point (PofCC)
  • Collector's Number: 207
  • Faction Affiliation: Pirate
  • Rarity: PR
  • Type: Fort
  • Cannons: 3L-3L-3L-3L
Miniature text:

Gold Cost: 3

When this fort hits an enemy ship, you may also eliminate one cargo from that ship.

"Dead Man's Point became more than just a name when the Plague killed its entire company. Now ghosts man the fort, taking over the jobs they did in life."

1 x The Devil`s Maw The Devil's Maw (PofR)
  • Collector's Number: 022
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Fort
  • Cannons: 2S-2S-3L-3L-3L
Miniature text:

Gold Cost: 5

Place your eliminated crew on this fort. They gain the Ghost Ship keyword.

Rumors say that The Devil's Maw holds a king's ransom in gold, but you must give up your soul to claim it - a price even pirates hesitate to pay.

 
Fleet Statistics
Distribution by Base Move
- bar 64 %  
L bar 9 %  
L+S bar 9 %  
S+S bar 9 %  
S+S+S bar 9 %  
 

Distribution by Cargo Space
- bar 55 %  
- bar 9 %  
2 bar 9 %  
3 bar 27 %  
 

Distribution by Faction Affiliation
Pirate bar 18 %  
The Cursed bar 73 %  
Treasure bar 9 %  
 

Distribution by Number of Masts
- bar 64 %  
1 bar 27 %  
2 bar 9 %  
 

Distribution by Point Value
- bar 27 %  
1 bar 9 %  
10 bar 9 %  
11 bar 9 %  
2 bar 9 %  
3 bar 18 %  
4 bar 9 %  
6 bar 9 %  
 

Distribution by Rarity
C bar 45 %  
LE bar 9 %  
PR bar 9 %  
R bar 27 %  
U bar 9 %  
 

Distribution by Type
Crew bar 36 %  
Fort bar 18 %  
Ship bar 36 %  
Unique Treasure bar 9 %  
 



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