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Fleet "Fleet, featuring the Urd."

Fleet "Fleet, featuring the Urd."
55 Points
created by cursedfan99 activity icon
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Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Devereaux PofDJC 027 Crew C
1 x Helmsman RotF 075 Crew U
1 x Mourning Star F&S 207 Ship LE
 
Section: Ship #2 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x El Fantasma RotF 017 Crew R
1 x Musketeer PofDJC 115 Crew C
1 x Urd PofFN 123 Ship SR
 
Section: Ship #3 (2 miniatures)
  Miniature Set Number Type Rarity
1 x Helmsman PofDJC 121 Crew C
1 x Loa's Justice PofDJC 019 Ship C
 
Section: Unique Treasures (1 miniatures)
  Miniature Set Number Type Rarity
1 x Metal Hull PofMI 103 Unique Treasure R
 
Fleet Statistics
Distribution by Base Move
- bar 73 %  
L bar 9 %  
S bar 18 %  
 

Distribution by Cargo Space
- bar 73 %  
3 bar 18 %  
6 bar 9 %  
 

Distribution by Faction Affiliation
The Cursed bar 10  91 %  
Treasure bar 9 %  
 

Distribution by Number of Masts
- bar 73 %  
2 bar 9 %  
3 bar 9 %  
5 bar 9 %  
 

Distribution by Point Value
- bar 9 %  
10 bar 9 %  
13 bar 9 %  
2 bar 18 %  
3 bar 36 %  
7 bar 9 %  
9 bar 9 %  
 

Distribution by Rarity
C bar 55 %  
LE bar 9 %  
R bar 18 %  
SR bar 9 %  
U bar 9 %  
 

Distribution by Type
Crew bar 64 %  
Ship bar 27 %  
Unique Treasure bar 9 %  
 



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Discussion about this Fleet
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a7xfanben Premium Member
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Subject:    Posted: December 31, 2017 04:48 am

This looks solid considering what the Cursed have. I would replace the musketeer on the Urd with a helmsman to boost the speed (up to a max of L+S+L+S with the SAT). I like your (presumed) strategy of putting Dereaux's ability on the slower ship to max out those 5 cannons. If you can get 5 shots in at 2S on what was a 10 point ship, that's a good deal. The Urd is a decent ship for the Cursed, and here she's got a bevy of keywords available. I also like how the Metal Hull won't slow down the Loa's Justice; I may have to try that out with other gold runners like the Paradox . Nice play there.

Why no description? I think other people would be more willing to comment and vote if you had some kind of writeup. Also, if you ever test the fleet out, you can edit the description to include the fleet's record.
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cursedfan99
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Subject:    Posted: December 31, 2017 06:30 am


quote from a7xfanben:

This looks solid considering what the Cursed have. I would replace the musketeer on the Urd with a helmsman to boost the speed (up to a max of L+S+L+S with the SAT). I like your (presumed) strategy of putting Dereaux's ability on the slower ship to max out those 5 cannons. If you can get 5 shots in at 2S on what was a 10 point ship, that's a good deal. The Urd is a decent ship for the Cursed, and here she's got a bevy of keywords available. I also like how the Metal Hull won't slow down the Loa's Justice; I may have to try that out with other gold runners like the Paradox . Nice play there.

Why no description? I think other people would be more willing to comment and vote if you had some kind of writeup. Also, if you ever test the fleet out, you can edit the description to include the fleet's record.



I've tried helmsmen on the Urd quite often and find that in games with more confined space the speed is less of a drawback than it's lack of firepower. Adding that extra cannon seems to give it a little boost that kicks it up a notch from a ship that doesn't have a clear purpose into a support gunship. Rather effectively. This is of course all said while acknowledging inherent drawbacks of the ship.

The metal hull was quite deliberate for the Loa, since it's the only cargo hauler here. Couldn't afford to lose it as easily so metal hull adds some heft.

No writeup because I hadn't had the time. And I could explain what everything is but it's pretty basic. So I was intending to do a synopsis once I had played a few more games with this setup.

Thanks for the vote, and comment!
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a7xfanben Premium Member
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Subject:    Posted: December 31, 2017 01:43 pm


quote from cursedfan99:
I've tried helmsmen on the Urd quite often and find that in games with more confined space the speed is less of a drawback than it's lack of firepower.


This is exactly what the fleet description could be used for - if I had known that you usually play games with the islands closer than 3L or closer than 2L apart, speed becomes less of a dominant theme in the game and yes that would make the L more relevant without adding to it.

Somewhat minor, but the other thing I like about having the helmsman instead of the musketeer is that it allows you to add an oarsman to the Urd as well. This helps ships with Eternal since your opponent must take out the oarsman in order to capture it. Without the oarsman, your opponent could dismast the ship, capture it with another ship that same turn, and then immediately make a scuttle roll to try and warp it back to their HI via Eternal for a quick ship-steal.
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