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brettb45
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Subject:    PostPosted: Tue Nov 10, 2015 4:51 am Reply with quote

Here are the full rules that we came up with for the Water World scenario.

Water World Game Rules:
No home islands, only floating forts that can be "sunk".
Wild islands go away/"sink" when they have no normal treasure (Unique Treasure or crew that stays on an island is lost with the island).
Game immediately ends when there is no more dry ground.
All gold sunk on ships or forts that are sunk are lost forever, unless Raft of Divers is used.
Raft works on forts, but the island they go to must be a true wild island, not a cannonless fort.
Divers also works on forts if the owner has their fort still left; no home island, no Divers.
An abandoned fort (no cannons) could be raided as a normal island.
Forts would all have 8 cannons and no abilities, cannons on the generic fort are 3L x 4 and 3S x 4.
Home forts are treated as home islands (for the sake of abilities) until the last cannon is removed, then they are treated as wild islands
(although gold on them still counts towards the owner's score) until one more shot sinks them.
Since the fort is treated as a home island while it has cannons, home island raiders could steal straight from the fort, so long as they don't mind the cannons.
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Subject: El Cazador's Miniature Game   PostPosted: Sat Nov 14, 2015 2:55 am Reply with quote

Today (11/13/15) I played a small solitaire of 50 points. Note that I only used new ships but I "had" crew from other sets.

The teams:

Los Españoles:

La Manila + Dominic Freda + Helmsman
La Colera + Luis Zuan
La Sirviente + Captain

Motley Crew:

Terror + Osvaldo de Deus Celemente + Yeshaji Angria
HMHV Plunder
Shamrock + Explorer

The map was rectangular, with 6 islands (2 cards are "home islands," one island is out of frame).


(Disclaimer: I gave some rerolls when I shouldn't have, but not many in the late game. Embarassed)

The Spanish went first, spreading out. The Motley crew split for islands, the Terror heading toward the Spanish home island.

One Mysterious Island allowed a free "crew take up no cargo space" on a 5-6, which the Shamrock soon discovered. The Terror also took advantage of this island.

La Sirivente took the first action of the game, chasing down the HMHV Plunder. La Colera had rolled high at a Mysterious Island, pushing it into the line of fire.


Stuck, the Plunder desperately rammed, hoping to kill the captain in a boarding party.

She won the ram, but the captain lived.

La Sirviente was not amused:


The Mask's daring ship then ran into the Shamrock. The Shamrock acted like the Plunder, but failed the ram and lost her explorer:


La Sirviente shot one for two, but it was enough:


The Terror had been sneaking up on La Colera, finally surfacing, but missing her broadside.


La Colera did likewise, and the Terror sailed behind her. You can see the die result-

-of her broadsides:


La Sirviente's daring crew boarded the submerged Terror, but her crew repelled the swashbuckling Spaniards. They tried again the next turn, losing their captain to the mercenaries.
La Manila safely unloaded five coins just prior; the Terror stole one as she she fired 2/3 to derelict La Sirviente.


The Terror raided over a few turns. Thanks to bad maneuvering (deliberate), she caught La Manila. You can see the four-


-indicating a successful broadside:


While docked, Fear triggered, enabling the Terror to derelict her prey, which soon repaired. The Terror finished what she started, sinking La Sirviente:


Shots were exchanged while the Terror raided:


Eventually, the Terror, unable to dock, stashed her gold on a friendly derelict, where she planned to stow as much as she could to win the game by having the treasure on her home island greater than the nothing left on the Spanish home island. La Manila's officers noticed the activity and sailed toward the Shamrock:


After several ineffectual exchanges, the Terror broadsided La Manila, ending the game:


Final Tally:

Motley Crew: 12


Los Españoles: 17


Despite the Mercenary effort, the gold on the Spanish home island was still greater than the few coins on the Motley crew's.

El Cazador
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Subject:    PostPosted: Sat Nov 14, 2015 3:22 am Reply with quote

Great game! Very engaging report. I like how it had a unique old-school feel to it, with the card home islands and the tiny dice. The lack of helmsmen was also interesting, but it's good that it was a shared trait of both fleets (except for the Manila of course).

Taking a quick look at the fleets, I thought the Spanish were going to win, which they did. However, it was much closer than I thought! The Spanish had two captains and a durable treasure runner while the Motley Crew only had one ship bigger than 2 masts and a lackluster gold game. It was nice to see some broadsides, and I generally like the sunken ships being displayed with a hull piece missing. The fact that the Terror didn't have a helmsman and was still able to steal as much gold as she did (once every two turns since she only had one move segment per action) is impressive, though it was due in part to Celemente's excellent shooting to crush the early threats.

Looking forward to more, as always! Very Happy

PS: A report of mine will be up very soon. Very Happy
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Subject: Pirates of the Tabletop   PostPosted: Sat Nov 14, 2015 3:35 am Reply with quote

a7xfanben wrote:
Great game! Very engaging report. I like how it had a unique old-school feel to it, with the card home islands and the tiny dice. The lack of helmsmen was also interesting, but it's good that it was a shared trait of both fleets (except for the Manila of course).

It's nice to play a "simpler" game every now and then! Very Happy

Quote:
Taking a quick look at the fleets, I thought the Spanish were going to win, which they did. However, it was much closer than I thought! The Spanish had two captains and a durable treasure runner while the Motley Crew only had one ship bigger than 2 masts and a lackluster gold game. It was nice to see some broadsides, and I generally like the sunken ships being displayed with a hull piece missing. The fact that the Terror didn't have a helmsman and was still able to steal as much gold as she did (once every two turns since she only had one move segment per action) is impressive, though it was due in part to Celemente's excellent shooting to crush the early threats.

I told you I wanted to put Broadsides Attack on a sub! Razz I like it and may do it more often. Laughing The before and after pictures are especially fun as well. (KABOOM!)
I thought the Spanish had the better fleet too, but the Motley Crew did surprisingly well (except for the fact that the Terror couldn't offload gold Laughing).

Quote:
Looking forward to more, as always! Very Happy

PS: A report of mine will be up very soon. Very Happy

I'm excited for that! I'm looking forward to more, too. I may even start my own playtesting--if I can squeeze time out of my schedule. Laughing

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Subject:    PostPosted: Sat Nov 14, 2015 4:31 am Reply with quote

I recently had a few more ideas for games. One of them was quite "out-there" if you will - a game with ONLY islands and terrain. There would be almost NO open ocean, and there was only a little bit because I ran out of the terrain I had on hand.

To continue the trend of using small fleets, this time a 20 point build total was used. There were five fleets, going in this order:

Providence + Brent Rice, captain, oarsman

Rum Runner + Hammersmith, explorer, oarsman

La Manila + captain, helmsman, explorer, oarsman

Le Pluton + captain, helmsman

HMS Interceptor + Hermione Gold, explorer

You can see that each fleet opted for just one ship that had at least 4 masts, in order to combat the extremely dangerous setup:


The French were the only fleet crazy enough to pick a home island completely surrounded by terrain, and the Pluton began the game in a fog bank!


On the first turn, the Manila was the first ship to reach an island, using a whirlpool to take three coins. This began the woes of the Americans, who were headed towards the same island. As a side note, icebergs were allowed to move over other pieces of terrain, and push each other around. Unlike the Other Worlds game from earlier this year, icebergs would simply move over whirlpools instead of being drawn into them. Also, icebergs were only rolled at the beginning of each "round" starting with the second turn, rather than every player's individual turn.


The Manila was also the first ship to have trouble with the terrain, losing a mast to an iceberg.


The Pluton received a lucky fog roll for the second turn in a row to dock at a northern island. The Interceptor and Rum Runner explored as well.


The Pluton navigated a Sargasso Sea to quickly unload her haul, and the Manila docked her gold home as well while avoiding further damage. The Providence finally docked, but the Americans were disappointed with what the Manila left them.


The setup continued to take a toll on the ships. The Rum Runner suffered an unlucky iceberg hit right before she was able to dock home her gold, and the Pluton risked a reef to quickly sail over to the other middle island, losing one mast.


The Providence continued east to take what was left of the Pluton's northern island. In the meantime, the Pluton avoided taking more damage from the reef and quickly had 6 coins sitting on her HI. This annoyed the Pirates, who saw the French as their main competition at this point.

Each fleet had been relatively isolated so far, but trouble was brewing in the east as the English opened fire on the Spanish!




The Manila kept sailing straight ahead and crashed into the Interceptor's starboard quarter! A stormy sea made this fight even more dramatic as the two big ships exchanged shots!




The Americans were the only fleet yet to bring back treasure. The Rum Runner had just returned with her second haul when the Pluton made a surprise move and whirlpooled her way towards the eastern battle, where the English had the upper hand. The French wanted to grab the remaining three coins on the wild island while the combatants were distracted. Hammersmith, on board the Rum Runner, saw this and told his crew not to let the Pluton out of their sights.




Icebergs continued to chase the Providence as the Rum Runner emerged from a whirlpool to chase the Pluton. Conceding defeat to the English, the Manila docked at the eastern wild island that began all this conflict and loaded all three coins. The Interceptor quickly dismasted her, but lost her explorer in the failed boarding attempt in addition to the mast she had lost in battle, knocking her speed down to L+S.




The French had arrived! The Pluton struck, using S-board to steal all three coins from the Manila. She also shot a mast off the Interceptor, which disappointed the Pluton's captain. The Pluton was ready to take off, but the faster Rum Runner wasn't far behind.


At this point, four of the five ships were concentrated on the eastern edge of the sea, while the Providence was all alone in the west. The Interceptor attacked the Pluton, but failed miserably. She only knocked out one mast between the shoot and ram, and to top it off, Hermione Gold was killed in the boarding party. At this point the English looked to be out of the game, but they were willing to give any assistance possible to the Pirates in order to subdue the hated French.


A closeup of the carnage in the east:


The mostly deserted west. The majority of the gold in the foreground is on home islands, and you can see some open spaces where icebergs have moved out of their original positions.


The Pluton ducked into a fog bank, with the Rum Runner in hot pursuit! The Interceptor started the game as the swiftest on the seas, but was now relegated to moving L in an attempt to get home and repair.


A view of the entire setup - the Providence has fully repaired. The Pluton chose a lesser of two evils, coming out of the fog to sail in between two icebergs. This path was relatively free of obstacles, since she could ignore the whirlpool and dock home within two turns. The other path was fraught with the peril of no open ocean, including an iceberg and up to three reefs.


However, to start the next turn, the Americans got in on the action by blocking the Pluton's path! The Providence emerged from a whirlpool ready to fight. The Rum Runner caught the Pluton and despite missing all of her shots yet again (possibly 0 for 9 at this point, much to Hammersmith's disgust), the ram succeeded to dismast the Pluton and finally knock the French out of the active game. They were rich, but they wouldn't get any richer. The Pirates had finally caught the Pluton, but they hadn't finished their goal yet.


The Providence towed the Pluton and tried to shoot at the Rum Runner, but the Pirates parleyed a 1 (stolen from the Pluton on the previous turn) to the American home island instead.

Then, with great fury and anger, the Rum Runner sailed full speed into the Providence's larboard quarter, knocking the ship sideways!


The Rum Runner's cannons finally found their mark at point blank range, and together with the extreme force of the ram, heeled the Providence out of the water! A devastating broadside killed the American oarsman and showed that the Pirates were determined to win this fight, if not on anger alone.


Wanting no part of the Pirates, the Providence sailed through a whirlpool to chase down the last island that had more than 1 coin left on it. At this point there was one island with 2 coins and two islands with 1 coin each. The Pirates took the remaining gold off the Pluton, and the Interceptor finished repairing.


An iceberg sank the Pluton as the three remaining ships took gold from the three remaining islands. The coins weren't valuable anyway, so the game quickly ended.


When it was all said and done, the French made a surprisingly good decision to brave the terrain and pick a HI in the middle of the ocean, and they won despite the efforts of all four other fleets trying to stop them.

French: 22 gold
Pirates: 16
English: 10
Spanish: 7
Americans: 6

This was a very unique game that saw a brand-new setup idea. I generally liked it, but when I play it again in the future I'm definitely going to use a larger build total, which should be quite fun and chaotic. Also, I may change how the icebergs function a little bit, especially in regards to whirlpools.

There will be another report within the next few days!
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Subject:    PostPosted: Sat Nov 14, 2015 1:08 pm Reply with quote

Wow, ben. That is a fabulous idea creating the playing area with connected terrain and islands. I never would have thought of that, but it sure sounds like fun.
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Subject: Sheer Madness!   PostPosted: Sat Nov 14, 2015 3:59 pm Reply with quote

What a fight! That was a strange map; many more points would be chaotic!!! Thanks for the report! <salute>

It's cool that we both used La Manila in our battles. Would that have anything to do with "Packs Showcase" on K-PRT? Razz Laughing Razz Mr. Green

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Subject:    PostPosted: Sat Nov 14, 2015 6:15 pm Reply with quote

captain_vendari wrote:
Wow, ben. That is a fabulous idea creating the playing area with connected terrain and islands. I never would have thought of that, but it sure sounds like fun.


Thanks! It's fun and I would recommend trying it at least once. It probably comes with playing so much - like I've said before, once you play dozens of "standard" games, it's inevitable that you get the itch to do something different - like Economy Edition, Century of the Empires, 10 point games, and games like this. I have other wacky ideas to try out, so stay tuned! Very Happy

el_cazador wrote:
What a fight! That was a strange map; many more points would be chaotic!!! Thanks for the report! <salute>

It's cool that we both used La Manila in our battles. Would that have anything to do with "Packs Showcase" on K-PRT?


Yes indeed, I'm looking forward to another game with a similar setup but with more points. Again, this is ALL the terrain I have in my traveling collection right now (aka I'd want more for a bigger game), so I'm not sure when this setup will happen again, but it will.

La Manila was a coincidence - I almost mentioned in my reply to your report that I had used her, but I knew you'd read the report. Assuming you played your game yesterday as well, we probably used her at almost the same time! Shocked

La Manila was a good choice for this small game - cheap enough to fit the necessary crew aboard, but big enough to deal with the terrain. Unfortunately for the Spanish the circumstances led to their elimination. The Interceptor chose to attack the Manila instead of the Providence mainly because of the matchup - the Manila with rank-4 cannons and the Providence (due to Brent Rice and the ship's built-in English hatred) with rank-1 cannons.

PS: Another report is coming soon, which I think both of you will be even happier with. Wink
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Subject:    PostPosted: Sun Nov 15, 2015 7:16 am Reply with quote

Another game was played, this time at 5 fleets, 60 points.

The fleets went in the following order. In parentheses are the usernames of each individual who created the custom game piece.

French:
Froide Vengeance (selxaxri) + Radi Jaeger (el_cazador), Mademoiselle Josephine Godiva, helmsman
Le Gaule (cazador) + Michel Dubois (cazador), chieftain
Native Canoes (cazador) + one canoe with Exploding Shot

Froide Vengeance (proxied at 15 points for this game)
Nat. French
Masts 3
Cannons 3L-2S-4S
Cargo 3
Movement L
Icebreaker
This ship may tow Icebergs.
Still at war with the English, one general who skirted the floes of the northern waters concocted a hare-brained scheme- blockading the british fleet using the floes themselves.

Radi Jaeger
Type: Crew
Nation: Empire/France
Points: 6
Link: Lupus, Lupus Regnum
Captain, Born Leader.

Flavor: Radi Jaeger fights for the Russian Empire under the promise that they will grant Fhirald, his homeland, independence in reward for his service. He encourages his crew of this fact, although he has reservations.

Le Gaule
Type: 5-mast
Nation: France
Points: 17
Masts: 5
Cargo: 4
Move: S+S
Cannons: 3L,2S,2S,2S,3L
Link: None
When this ship sinks another ship, give this ship a free move action.

Flavor: After decisive action against the Cursed near the coast of French Indochina, this legendary vessel has come to the Atlantic to fight the English.

Michel Dubois
Type: Crew
Nation: France
Points: 4
Link: None
Captain, Explorer

Flavor: Dubois fights for gold and will turn down opportunities to sink the English in favor of obtaining more money.

Canots Indigènes
Nation: France
Points: X (13)
Masts: X
Cargo: 1 (x5)
Move: S+S
Cannon: 3L (x5)
Link: None
Native Canoes, Captain

Flavor: The natives of Indonesia have been trained in the art of war by French capitaines, and they pursue the monsters of the deep.

Chef de Tribu
Nation: France
Points: 13
Link: None
Tribal Chieftain
Before you give any of this chieftain's canoes an action, roll a d6. On a 5-6 they may shoot at submerged ships.

Flavor: This chieftain's men have had conact with the Monster Hunter's guild.

English:
HMS Fatalis (cazador) + Hermione Gold, helmsman
HMS Puma (cazador) + Thomas Gunn, Trevor van Tyne
HMS Growler (cazador) + explorer

HMS Fatalis
Type: 3-mast hoist
Nation: England
Points: 16
Masts: 3
Cargo: 5
Move: L
Cannons: 4L,4L,4S
Link: None
Hoist
This ship eliminates two masts with one hit.

Flavor: The HMS Fatalis was comissioned to pillage and plunder and and rifle and loot; occasionally she even burns the town down. She's really a fright.

HMS Puma
Type: 4-mast
Nation: England
Points: 13
Masts: 4
Cargo: 4
Move: L
Cannons: 3L,3L,3L,3L
Link: None
This ship gets +1 to her cannon rolls against crew, forts, and ships within S of her.

Flavor: The HMS Puma's captain has little patience and will often sail straight into combat, even though the Puma carries long-range cannons.

HMS Growler
Type: 3-mast square rigged
Nation: England
Points: 10
Masts: 3
Cargo: 4
Move: L
Cannons: 3S,3S,3S
Link: None
Schooner. This ship gets +L to her base move if she starts her move action within S of an island.

Flavor: The Growler, called by some the Prowler, slinks along coasts and archipelagos, looking to use her relatively shallow draft to seize a first strike.

Pirates:
Rusty Hook (captain_vendari) + Tetra (cazador), Purlo (cazador)
Torpedo (xerecs)
Last Shot (a7xfanben) + captain

Rusty Hook
Nation: Pirate
Points: 15
Masts: 4
Cargo: 4
Base Move: L
Cannons: 3L, 2S, 2S, 2S
Ability: You opponent cannot initiate a boarding party against this ship.
Flavor Text: ???
Link: Donovan Richtarian

Tetra
Type: Crew
Nation: Pirate
Points: 6
Link: Arbiter
Hostile: Cursed, Captain, Explorer. Hylian crew may use their abilities aboard this ship.

Flavor: Tetra had been captaining for years before Hyrule emerged as a sea power. While not all of her work has been ethical, she is effective at what she does and is always willing to lend Hyrule her aid against the Cursed.

Purlo
Type: Crew
Nation: Hyrule
Points: 5
Link: None
Hostile: Cursed, Helmsman. Once per turn, this ship may randomly take one treasure from any ship she touches.

Flavor: Purlo was a con artist in Castleton until he was caught by the Ranging and Enforcement corps. Noting his skill, they referred him to the navy, where he began a new life leading boarding parties and raids.

Torpedo
Pirate
18 pts
Masts: 2
Cargo: 1
Movement: L+L
Cannon: 4S-4S
Ability: Portburner- This ship may dock at an enemy Home Island, and roll a d6. On a 4-6 she explodes and is immediately eliminated from the game. Roll another d6 the result is the number of treasure coins removed from the Home Island. On a 1-3 she may take one treasure and leave on her next turn if able.

Last Shot
Faction Affiliation: Pirate
Rarity: C
Type: Ship
Point Value: 13
Cargo Space: 3
Base Move: S+L
Cannons: 2S-3L-3S
Number of Masts: 3

You may double the range of the last cannon this ship shoots each turn.

Cursed: (two of the three ships are Mercenary, but I didn't want to refer to different Merc fleets)
Tenfold (cazador) + Onox (cazador), Koloktos (cazador), Gentleman Jocard, helmsman
Lamprey (cazador) + explorer
Hare's Luck + helmsman

Tenfold
Type: 3-mast hoist
Nation: Mercenary
Points: 22
Masts: 3
Cargo: 5
Move: S+S
Cannons: 4L,3S,3S
Link: Zedekiah
Mercenary, Hostile: Caesar, Hoist, Turbine. Two hits from the same shoot action are required to eliminate one of this ship's masts. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: Zedekiah's ironclad ship has been in the employ of several nations, most recently the French. His hope is to repurchase the ancient land of the Jews with the lucrative profits he makes from shipping. As he is fond of saying, if you hire him, your investment will repay tenfold.

Onox
Type: Crew
Nation: Mercenary
Points: 5
Link: Ganondorf's Revenge
Ganonite, Ex-Patriot, Black Mark, Captain.
Pirate crew may use their abilities aboard this ship.

Flavor: Onox is secretly recruiting men for Ganondorf's future Second Gerudo Empire. It is said that there is no ruthless, traitorous fiend he won't turn down.

Koloktos
Nation: Cursed
Points: 8
Link: None
This ship gets +1 to her boarding rolls. This ship may dock at an enemy home island and take as much treasure as she can carry. She must leave (if able) on her next turn.

Flavor: The dark magic that powers this automaton has given it a keen sense of when to raid enemy ports.

Lamprey
Type: 2-mast longship
Nation: Cursed
Points: 8
Masts: 2
Cargo: 3
Move: S+L
Cannons: 5S,5S
Link: None
Longship

Flavor: This abomination from the Frozen North seems to have suffered permanent damage to her firing accuracy.

Mercenaries:
Gladius Dei (cazador) + Caesar (cazador), helmsman
Bashaw Folly + Osvaldo de Deus Celemente + helmsman, oarsman
Devil Ray + explorer, oarsman

Gladius Dei
Nation: Mercenary
Type: Submarine
Points: 15
Masts: 3
Cannons: 4S,4S,5S
Cargo: 4
Move: L
Link: Caesar
Mercenary, Submarine
This ship gets +S to her base move and +1 cargo spaces if she doesn't carry crew.

Flavor: The "Sword of God" is rumored to have been built by the Vatican in an attempt to safely move Catholic wealth and artifacts around the globe.

Caesar
Nation: Mercenary
Type: Crew
Points: 9
Link: Gladius Dei
Limit, Ex-Patriot, Navigator
As a free action, friendly Mercenary-faction ships may unload treasure at your home island if they are within S of it. Gold unloaded in this way loses one point of value, to a minimum of zero.

Flavor: "Render to Caesar the things that are Caesar's, and to God the things that are God's." - Mark 12:17 - Caesar draws Ex-Patriots to himself like few others, often leading cooperative efforts to gather the wealth needed by his fellow exiles. Caesar takes twenty percent of the haul as his dues; what few know is that he gives half of that to parishes of the Roman Catholic Church.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The setup featured rossinaz's big island with 5 beaches as the home island for every fleet! Round earth rules were used. It was going to be an icy affair, and I even used all three of my custom foam icebergs, including that giant one you see towards the left. There were 5 wild islands, with two of them being mysterious. Each island had 8 coins on it, with some UT's present. Also, the two widest arches were showcased, and each arch had 4 coins where a ship could dock. There was also some fog, 4 whirlpools, and some rocks to add to the mayhem. As I normally play, icebergs began moving on turn 2, although unlike last game, the normal iceberg rules were used - rolls were made at the beginning of each player's turn rather than the beginning of each round of turns. The custom icebergs acted as "1" icebergs, continuing the game's theme of trying to roll high for good things to happen. In addition, icebergs could combine together to form a larger iceberg, in which case the whole thing could move if either of the numbers were rolled. Lastly, icebergs could traverse whirlpools, with a third die roll being used to determine the exit location: the northeast whirlpool (upper right in the first picture) was #1, southeast #2, and so on.

As usual, each fleet picked its HI in the opposite order of the play order. The Mercs wanted to utilize the Gladius Dei's link to Caesar, which could give the Mercs a boost at either of the nearby MI's. The Cursed took the opposite side, also looking to take advantage of the fact that each arch was partially above wild islands, meaning that 12 total coins were in a very close area. The other fleets picked their beaches, and the game was ready to begin! (Interestingly enough, the French made a bold move by placing their native canoes on the opposite side of their HI (HI still means the home island or "home beach" in this case), partly because of round earth and partly because of their Captain keyword which gave the French more confidence they could get home if they ran into trouble.)



The eastern area. You can see the exploding shot underneath the middle French canoe:


The middle area:


The western area:


The French took the first action of the game, and the Froide Vengeance immediately made history and towed an iceberg! Other factions were eager to avoid them, but there were so many that it was only a matter of time before the ice started taking a toll on the ships.


The Mercs dove underwater, and on the second turn the Froide ditched one iceberg to tow another, much larger iceberg!


The French let their canoes explore, and in addition to some gold they picked up, they found Turtles!


England was the first nation to feel the brunt of the ice, with the Fatalis losing a mast. HMS Puma wanted no part of the dangerous Froide, especially with her SAT capabilities.


The Cursed got off to a good start. Here the Lamprey sits in the fog to avoid any ice while waiting to pop out and explore on the next turn. Just around the corner, the Tenfold hoists gold to herself and the Hare's Luck, finding Power Cannons and an abandoned oarsman.




The Mercenaries took a turn to dock. The Gladius Dei used a mysterious island effect to move the Tenfold into an iceberg, showing hostility between the two Merc fleets. The Devil Ray explored and found an abandoned musketeer, who the Bashaw Folly would soon take for her helmsman.




The English continued to suffer bad luck, with the Puma getting hit. To complicate matters, she was stuck between a rocky outcropping and the iceberg that hit her. However, she would soon encounter something more dangerous...


The Pirate ships Last Shot and Rusty Hook began chasing the French, who started to flee the area. However, the turtles could only move S and were a long ways from home. The large wave to the right marks the eastern boundary of the sea, and once across it, ships would be in the west.


The decision making soon became complicated, which is part of what makes this game so interesting. The French could turn their canoes around and take on the Pirates to protect the turtles, but they also knew that the gold they held on the canoes was worth more than the turtles. In addition, round earthing to the west meant that they would be near their main gunships, the Gaule and Froide Vengeance. Lastly, the submarines Gladius Dei and Devil Ray were in the west, and the French chieftain allows the canoes to shoot at submerged ships on a 5 or 6.

The Gladius Dei has surfaced and is about to explore. However, the slow (S+S) Gaule lurks about, looking to possibly explore as well, attack the Gladius Dei, or even head south towards the English. Michel Dubois, in command of the French fleet and the Gladius Dei's captain, decides to take up a flexible position where the Gaule can intercept any homecoming canoes or turtles and possibly take on any Pirate ships that emerge from the east.


The French didn't have to ponder their next decision! With an SAT from Jaeger, the Froide Vengeance towed the giant iceberg into the stern of the Growler, taking out two masts on the way by. The iceberg finished the dismasting. The Vengeance used her second move action to rake the Puma's stern, and miraculously shot 3/3 to crush most of the English fleet in a single turn!


A look at the devastation:


A turtle narrowly avoids a nearby iceberg. (which can't eliminate the turtles anyway, it's just for flavor!)


The English got immediate revenge, but the damage had been done. You can see that three icebergs are still in the immediate vicinity, and this catastrophic turn of events would hold up the English for a long while.


As turtles and canoes alike flee, the Last Shot is faster than all of them! Her "last shot" (and only in this case!) narrowly misses a canoe. But where has the Rusty Hook disappeared to?


She's whirlpooled her way into the west already, losing a mast in the process. The Rusty Hook hopes to cut off the French gold "fleet" (of canoes and turtles, no less, but quite sizable in number right now), but it won't be easy with Le Gaule around.


The Cursed are unconcerned with the conflict in other parts of the sea. The Lamprey explores while the Tenfold and Hare's Luck head home.


Another angle, where you can see the Hare's Luck and Tenfold's hoist through the hole in the arch. (Legend says Vieil Homme was so powerful he just flew right through the rock!)


The Mercenaries suffered a setback, finding Wolves with the Gladius Dei. Conveniently enough, the Bashaw Folly grabbed the Devil Ray's abandoned musketeer. However, the French didn't want anything to interrupt their already-thriving gold game.


The French sent two canoes over Ocean's Edge along with 6 turtles, but the remaining three canoes turned to attack! The lack of the Rusty Hook's commanding presence gave the French an opportunity to surprise the weaker Last Shot. They hit 2/3, including landing an exploding shot, which knocked out the Last Shot's captain and set the stern gallery aflame.


The French weren't about to stop there, as the Gaule took advantage of the fact that the Gladius Dei needed to stay surfaced for two turns because she didn't have an explorer, blasting the sub to pieces.


The Last Shot tried to sail, but the fire overtook her mainmast and she was a burning hulk. To add insult to injury, a uniquely shaped iceberg surrounded her bow as her remaining crew abandoned ship.


The overall scene just a handful of turns into the game. The only new developments in the picture are the Torpedo at the top right, bringing back a coin for the Pirates, and the English situation. Despite their hatred of the French, the English are wise enough to know that they could use the Froide Vengeance, so they've captured her and Godiva. The Rusty Hook hides in the fog waiting to pounce.


In order the help the vital Gladius Dei (Caesar's ability is the only way the fleet can get gold home), the Bashaw Folly has taken on the much larger Gaule! The Folly is counting on her new musketeer and boarding bonus ability to help out in the fight.


The Bashaw Folly only knocked down 2 masts, but the Devil Ray has deposited a coin for the Mercs. The Cursed ships are approaching home, and the Lamprey has moved back into her familiar fog bank. Just to her left, a regular and a custom iceberg have joined forces to form a cluster iceberg.


Trouble in the west! The fighting continued, with the Gaule managing only one hit on the Bashaw Folly. The Gaule didn't move away to ram and board the Folly, since the Gaule's current position where she had broadsided the Gladius Dei meant she blocked the Bashaw Folly's path to the GD. The Gaule wanted to keep the Bashaw Folly pinned so she couldn't assist the Dei or kill the Wolves before the French had some cargo spaces open to run gold. At this point, the French had the luxury of not even caring about the loss of the Froide Vengeance, since they had relative control over the west with plenty of gold slowly making its way home. Two canoes were in range of the now-submerged Gladius Dei, but the chieftain's roll for the turn didn't result in a 5 or 6.


Save the wee turtles!


The Fatalis has returned her prize (the Froide Vengeance) home, receiving 5 gold as a ransom payment. This gold was un-stealable and indestructible, which was important with the presence of Koloktos and the Torpedo, the latter of which has lost a mast to an iceberg.


The French chieftain failed to deliver once again! The Rusty Hook gets a cannon in range of a canoe, but misses.


After losing another mast to an iceberg, the Tenfold uses her hoist to empty all three ships in her fleet in one turn! The Cursed now led the gold race, but the Tenfold couldn't dock at her HI and didn't have a shipwright available, so her defenses were proving to be useless in a game with so much ice. However, her various named crew and Turbine keyword assured that she would stay a force in the game until a ship managed to sink her.


Battle under the arch! The Bashaw Folly scores another hit on the Gaule.


The west is an absolute war zone! After missing one canoe, the Rusty Hook is shot at by four, and three hits make her a derelict! At this point, the Torpedo is the Pirates' only hope, which isn't saying much. The sea is abnormally crowded for a relatively small game, with 10 turtles, 5 canoes, multiple ships and mast wreckage all over the area.


The Last Shot has been scuttled, and now the Rusty Hook is doomed as well. This makes the Pirates hate the French, and the Torpedo plans to attack the French HI, once they actually get some gold there at least!

The Devil Ray has sped off to the northernmost island, while the Cursed head back out. The Fatalis and Froide have finished repairing, the latter with the help of an SAT from Radi Jaeger.


French victory! The Rusty Hook has been sent to the depths, while the Gaule has captured the Bashaw Folly and her musketeer, the only way in the game to eliminate the nearby Wolves and access the gold. Turtles swim by the derelict Gladius Dei, who again avoids elimination.


Finally repaired from the huge southern mess, the English head out to start round 2 of the recovery process: getting their derelicts working again.


Now the French faced an annoying conundrum: the Gaule had a full crew complement in terms of points, so she couldn't load the Folly's abandoned musketeer without losing Dubois, which gives her the captain and explorer abilities. In addition, with just two masts left, the Gaule could be vulnerable to any attack by another fleet on the way back. All the canoes had full holds, and the Froide was long gone, now in English hands. The Gaule left the Folly where she lay to return home for repairs. The Torpedo made a feint towards the French HI, but there was nothing there for her to steal or eliminate. At the upper right, the Devil Ray has explored the island and found, what else but an abandoned shipwright! Now, if only the Devil Ray could successfully get this shipwright to the Gladius Dei, the Mercs could be back in business! She also found Runes of Loki, which could be used at an opportune time to change the French chieftain's die roll to a 1 so the French canoes wouldn't be able to hit the Gladius Dei, saving the sub from being sunk!


With an SAT from Jaeger, both derelicts (the Growler and Puma) are taken in tow.


At the left, the English continue cleaning up their fleet. The French canoes are gradually finishing their long and harrowing journey from the eastern wild island back to home, accompanied by the damaged Gaule. The Torpedo has retreated into a fog bank, and the Pirates are not going to win the game with a fragile ship with one cargo space. However, they still want some measure of revenge on the French. At the top of the frame you can just make out the Tenfold picking up the scraps of what the Devil Ray didn't want, while the Devil Ray speeds west underwater to help the Gladius Dei (the Devil Ray left her explorer on the island to make room for the shipwright). At the right, the Cursed continue to have bad ice luck (see what I did there?), with the Lamprey being dismasted on her way to the southeastern island. The Hare's Luck has fared better and reaches the easternmost island where the canoes started the game.


The French are almost back. The French chieftain misses his roll AGAIN, and the French still aren't able to sink the Gladius Dei.


How's that for a change of pace! The English, once with just two masts standing in their entire fleet, have captured the powerful French icebreaker and towed back their derelicts to fight another day. Their tiny home beach is barely big enough to fit the now-largest fleet in the game.


This shows all three Cursed ships. The Lamprey has explored, while the Tenfold and Hare's Luck head back. The Tenfold suffers an unlucky iceberg hit, leaving her with no masts, which isn't a huge problem with her Turbine keyword. However, the only way she can repair is the Devil Ray's abandoned shipwright, currently in the west on a submerged submarine.


Ahhh! The Devil Ray surfaces and begins attacking the turtles!


The French canoes are FINALLY home!


As the Fatalis goes out to get gold, the Froide Vengeance tows an iceberg to get it out of the way. The Puma and Growler continue repairing.




The Tenfold deposits her gold and the gold from the Hare's Luck on her HI, but the Cursed have only two masts standing in their fleet. The Tenfold gives Power Cannons to the Hare's Luck since the Tenfold can't shoot. To the right, a cluster iceberg has smashed into the Puma, taking a mast off as soon as it was repaired! This greatly annoys the English, and the captured Froide Vengeance will have her work cut out for her making her new owners happy.


The Devil Ray has taken out another turtle, and the French canoes go out to defend the turtles they discovered way back on turn 2. Even the canoe stationed to sink the Gladius Dei rounds an iceberg, which is exactly what the Devil Ray wanted...

Also, to the right, notice the open ocean! The Froide got a timely SAT from Jaeger, and moved to eliminate both of the icebergs that formed the cluster! The Puma is safe for now (hint hint), but another cluster has formed with the giant iceberg just to the west.


In a flash, the Devil Ray dives and speeds S+L+S to meet up with the Gladius Dei, still derelict and still submerged. She's been waiting ages for this, and the Mercenaries are close to completing their comeback. The turtles relax, and they're almost home!


The French chieftain FINALLY rolls a 5/6 to allow the French canoes to shoot at submerged ships, but the Mercs reveal their secret weapon: Runes of Loki! The die result is changed to a 1, and the French chieftain has failed yet again. This saves the Mercs for another turn, but they're running out of options and luck.


After a huge delay, the English have finally explored an island!


The Fatalis found Buried Treasure, and it was worth 6 gold! They also found Whirlpool, which was inconsequential. The Growler sails out to pick up what the Fatalis didn't, and the Froide has begun towing the huge cluster of ice.


The moment has arrived! The Devil Ray and Gladius Dei both surface, and the Devil Ray exchanges her helmsman and abandoned shipwright for Caesar! (Caesar went to the Devil Ray because with the canoes nearby, he had a slightly better chance of surviving on the Devil Ray than the Gladius Dei.)

The Gladius Dei has repaired:


... (disappointed voice) and just like that, the Mercs are blown to pieces. The canoes shot a perfect 3/3, including an exploding shot hit on the Gladius Dei. The Mercs have no shot at winning the game, though it was a long shot anyway ever since the Wolves were discovered and the Bashaw Folly captured.


A pair of French canoes engage their former ally, knocking a mast off the Froide Vengeance, who returns fire to take out a canoe, the first one eliminated. The Puma is finally back to full health.


During all this chaos, the Cursed were making their way around the north side of the middle island with the Tenfold and Hare's Luck. Between the Turbine keyword, Koloktos' HI raiding ability, and the offensive capability of the Hare's Luck (now with an abandoned captain and oarsman in addition to Power Cannons), the Cursed decided to have a go at the French home island, which had the most coins other than the Cursed themselves.

The Cursed have eliminated two more turtles, and the fully-repaired Gaule could only manage to get one gun in range of the Hare's Luck. In the meantime the French canoes sunk both subs to eliminate the Mercs from the game and took another mast off the Froide.


The Puma pursues the slowed Lamprey, looking to use Trevor van Tyne's hatred of the Cursed and S-boarding to steal gold.


The Cursed have done it! The Hare's Luck eliminates a turtle and shoots a mast off the Gaule, while Koloktos moves the Tenfold in to steal three coins from the French beach!


This picture was taken at a difficult angle, but you can just see a coin on the Cursed beach through the opening. Unfortunately for the Tenfold, she would have to go all the way back around.


The Froide sunk a second canoe and towed the huge iceberg into French waters, blocking the Tenfold from taking the easy path home. The Gaule reversed direction and dismasted the Hare's Luck, but couldn't reach the Tenfold, who she wanted to capture and not sink.


With some slick maneuvering and S+S+S speed, the Tenfold makes a break to the north. The slow Gaule can't quite reach her bow, while a canoe sunk the Hare's Luck.


Another French canoe dismasts the Froide, and the end of the game is near. The Fatalis is back with gold, and the Growler is on her way with more. The English have displayed brilliant resilience and good strategy, using their captured gunship to clear their waterways of ice and then blocking the Cursed and French with ship and ice to prevent any spillover of that conflict into their home area. To the right, the Puma has stolen a coin from the Lamprey, but also loses a mast to an iceberg.


The Tenfold is obviously making a break for the northwestern whirlpool, from which she can emerge from the southeastern whirlpool and dock home her stolen loot with her hoist within a few turns. The canoes and Gaule are moving a full S slower and won't be able to capture the Tenfold. Michel Dubois has no choice but to give the order: "Sink the Tenfold". He doesn't want to watch his hard-earned gold go to the bottom, but he really doesn't want it in the hands of the Cursed.

A canoe moves within range, shoots, and misses. Another canoe does the same, and misses. The Gaule moves forward and can only get her 3L jib in range. SHE MISSES! Dubois screams in agony and disgust as the Tenfold gleefully churns away. (At the right, the Torpedo is still lurking in the fog; the Pirates were [i]really patient in their desire for revenge today!)


As the Tenfold emerges in the south, there's nothing any fleet can do to stop her, with the Fatalis unable to get there in time and the Growler only able to move L. At the right, the damaged Puma is a familiar sight... wait, didn't she repair?! Yes, and she got hit three times in the course of a turn or two by hostile icebergs. The Puma had the worst "ice luck" of this game - truly abysmal and, almost unbelievable.


A canoe chases the Tenfold through the whirlpool, but it's too late. The Tenfold returns home all three coins she stole, a remarkable display of... luck? Either way, the successful raid was an impressive feat. The Growler has returned home with gold, and the Puma is approaching.


The Fatalis eliminates a canoe but is hit with exploding shot in return. The Gaule gets hit by the Fatalis after towing the Froide to recapture her after all this time. That French canoe that came through the whirlpool actually sunk the Tenfold to eliminate the Cursed from the active game, but it was too late for revenge. The Pirates disagree with that attitude, with the Torpedo finally emerging from the fog to approach the French HI, sensing the end of the game and an opportunity to strike while the French are as weak as they've been. The Puma is just happy to make it home!


What a mess! The war continues:


On the French turn, the Gaule couldn't quite block the path of the Torpedo. The English went next, scuttling the Fatalis and repairing the Puma. Then the Torpedo made her move: sailing in at L+L, the Torpedo docked at the French HI... and rolled a 3. This meant that she could only steal treasure rather than eliminate it.


After an unsuccessful shoot and ram by the Gaule, the Torpedo had another chance! This time she exploded! The final die roll of the game was just a 1, meaning that one random coin would be eliminated from the French HI, and the randomly chosen coin was also a 1! Alas, the Pirates wanted revenge, but the Torpedo went off like a dud.

After 300 total points and many turns of carnage, this was all that remained:


With 3 of the 5 fleets eliminated, the game ended! (I wanted to go until all the gold was gone or there was only 1 fleet, but the game had already taken too long at this point.)

The final count:

1. Cursed: 35 gold
2. English: 27
3. French: 6
4. Pirates: 3
5. Mercenaries: 2

What a game! The final scores may look somewhat lame, but this was a memorable and fun contest. The French won the previous game, so there was some desire to hinder them, especially after their luck continued: Turtles, a successful gold run with their canoes, the Mercs being stopped by Wolves and then finished by the French, and the devastating attack on the English by the Froide Vengeance. The French had it all early on, but the long game meant that everything could change, and it did. The Cursed played an excellent game, staying out of trouble for a while and only doing their usual crazy and gimmicky antics (HI raiding with a hoist in this case) after they got a bunch of gold. If anyone is wondering, the Tenfold's heist (see what I did there?) gave the Cursed 11 gold, so it did matter. They were eventually eliminated, but the Cursed managed to explore three different wild islands and one of the two arches, bringing back a variety of gold. The English also played an excellent game, and like I said made a good strategy play with the captured icebreaker. It was also good to repair their derelicts, and with a little more time they could have eclipsed the Cursed's gold total. The Pirates didn't have the best gold game from their fleet build, but they should have done a bit better. The Last Shot and Rusty Hook were both eliminated before they could really do anything, courtesy of the French native canoes. The Torpedo didn't have enough cargo to run much gold, and sat in the fog for a while before an ineffective strike to end the game. The Mercenaries would have done fine, but they had to contend with Wolves, the dangerous French fleet, and a dependence on Caesar's ability to have any gold game. The Bashaw Folly is one of my favorite Merc ships, but a 2 master is just too weak to stand up to much competition. The Devil Ray made a heroic effort to eliminate some turtles and revive the Gladius Dei, but it was too much of a long shot.

Notes on custom pieces: (perhaps unnecessary due to the report, but possibly of interest to their creators)
captain_vendari (Rusty Hook): The Rusty Hook really wasn't able to shine; I'd like to see her again, maybe even with the same crew combo from el_cazador.

selvaxri (Froide Vengeance): The Froide was a fantastic ship, but I put so many icebergs out there because I wanted to see what she could do; most games wouldn't have this many icebergs. Still, she proved a potent force, able to tow icebergs into enemy ships at S+S and potentially disrupt shipping lanes. I pegged her at 15 points for this game, which I think may be about right. Her cost could rise, but again, this game was catered to seeing her in action.

xerecs (Torpedo): The Torpedo's game-changing Portburner ability didn't work too well, but her rolls were as bad as they could get. With such low cargo and low durability, she's effectively a one-trick pony, which makes her a tough choice in any game smaller than 80 or 100 points. Her high price tag should perhaps come down, unless a revision makes her viable to use in an alternate role.

a7xfanben (Last Shot): Similar to the Rusty Hook, the Last Shot wasn't able to provide much to the Pirate fleet, and the canoes took care of her quickly. I think her cost of 13 points is fine... it's just another example of one game not being enough to really get to know what a ship can do.

el_cazador (various): Oh my, where to start... I know you'll read the report and provide your own comments, so I'll keep it short. Tetra, Purlo, and Onox didn't really get to use their abilities much, but Koloktos shined in the late game with that daring raid. Caesar is probably fine, but I may make a post about him and the Gladius Dei in Custom Ships soon... the French named crew Radi Jaeger and Michel Dubois were worth their costs, not surprising given their abilities and their "old-school" nature (existing abilities rather than brand-new ones like Caesar). As for the ships... The Fatalis is fun to use with HGold, I still think her cost is fine. The Puma and Growler are relatively simple ships and are also good to go as far as I can tell. The Tenfold is quickly becoming one of my favorite ships (I'm becoming slightly obsessed with it lol), and her power is undeniable. Just like the first time I used her, terrain neutralized her defenses and she still shined... I would want to test her again at this point cost of 22 before raising it or making any changes... again, the original cost of Turbine is more underpriced than the ship itself. The Lamprey is funky for a longship but fine. The Gladius Dei is definitely the piece that needs the most testing along with the Tenfold - I'm still not sure what to think of her (post in Custom Ships coming soon). I think the Gaule and Native Canoes are fine... the canoes are definitely powerful and versatile, but I think their speed and the fact that it's hard to find a ship that's appropriate for their chieftain does enough to keep their cost where it is at 13. The Gaule actually didn't sink an enemy ship during all of that, I don't think.

Wow, that was a long report. I may be crazy enough to do another game relatively soon with these fleets mostly the same, but add 20 or 40 (more likely 20) points to the build total.

(I'm doing this from my own personal curiosity and love and interest in this game, so no need to thank me or anything. Nobody has requested that I use their game pieces, which I appreciate. I'm doing this because it's awesome!) [Hoping that didn't come off too strangely... it's a Pirates' life for me!]
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xerecs
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Subject:    PostPosted: Sun Nov 15, 2015 8:34 am Reply with quote

Most...interesting. First off awesome report, loved reading it, all custom pieces, yay! Cool Can't wait to see more!
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Subject:    PostPosted: Wed Nov 18, 2015 3:25 am Reply with quote

Well, naturally I had to make post number 1805 a battle report!

This game was played on 11/16, and featured similar fleets as the last game, but this time the build total was 80 points.

The fleets went in the order as follows; note some changes from the last game:

Mercenaries:
Gladius Dei (cazador) + Caesar (cazador), helmsman
Terror + captain, helmsman, shipwright
Bashaw Folly + Osvaldo de Deus Celemente, oarsman
Devil Ray, oarsman

Gladius Dei
Nation: Mercenary
Type: Submarine
Points: 15
Masts: 3
Cannons: 4S,4S,5S
Cargo: 4
Move: L
Link: Caesar
Mercenary, Submarine
This ship gets +S to her base move and +1 cargo spaces if she doesn't carry crew.

Flavor: The "Sword of God" is rumored to have been built by the Vatican in an attempt to safely move Catholic wealth and artifacts around the globe.

Caesar
Nation: Mercenary
Type: Crew
Points: 9
Link: Gladius Dei
Limit, Ex-Patriot, Navigator
As a free action, friendly Mercenary-faction ships may unload treasure at your home island if they are within S of it. Gold unloaded in this way loses one point of value, to a minimum of zero.

Flavor: "Render to Caesar the things that are Caesar's, and to God the things that are God's." - Mark 12:17 - Caesar draws Ex-Patriots to himself like few others, often leading cooperative efforts to gather the wealth needed by his fellow exiles. Caesar takes twenty percent of the haul as his dues; what few know is that he gives half of that to parishes of the Roman Catholic Church.

French:
Froide Vengeance (selxaxri) + Phillipe Jordan (el_cazador), Mademoiselle Josephine Godiva, helmsman, shipwright
Le Gaule (cazador) + Michel Dubois (cazador), chieftain
Native Canoes (cazador) + one canoe with Exploding Shot
La Crete Argentee + helmsman

Froide Vengeance (proxied at 15 points for this game)
Nat. French
Masts 3
Cannons 3L-2S-4S
Cargo 3
Movement L
Icebreaker
This ship may tow Icebergs.
Still at war with the English, one general who skirted the floes of the northern waters concocted a hare-brained scheme- blockading the british fleet using the floes themselves.

Phillipe Jordan
Type: Crew
Nation: France
Points: 8
Link: (The Submarine)
Ex-patriot, Captain
This ship gets +1 to her cannon rolls against any ship.

Flavor: Jordan's anger at the French Admiralty's decisions has led him to dock at French ports as rarely as possible, instead resupplying at islands and foreign ports.

Le Gaule
Type: 5-mast
Nation: France
Points: 17
Masts: 5
Cargo: 4
Move: S+S
Cannons: 3L,2S,2S,2S,3L
Link: None
When this ship sinks another ship, give this ship a free move action.

Flavor: After decisive action against the Cursed near the coast of French Indochina, this legendary vessel has come to the Atlantic to fight the English.

Michel Dubois
Type: Crew
Nation: France
Points: 4
Link: None
Captain, Explorer

Flavor: Dubois fights for gold and will turn down opportunities to sink the English in favor of obtaining more money.

Canots Indigènes
Nation: France
Points: X (13)
Masts: X
Cargo: 1 (x5)
Move: S+S
Cannon: 3L (x5)
Link: None
Native Canoes, Captain

Flavor: The natives of Indonesia have been trained in the art of war by French capitaines, and they pursue the monsters of the deep.

Chef de Tribu
Nation: France
Points: 13
Link: None
Tribal Chieftain
Before you give any of this chieftain's canoes an action, roll a d6. On a 5-6 they may shoot at submerged ships.

Flavor: This chieftain's men have had conact with the Monster Hunter's guild.

Cursed:
Tenfold (cazador) + Onox (cazador), Koloktos (cazador), Gentleman Jocard, helmsman
Lamprey (cazador) + explorer
Hare's Luck + captain, helmsman, firepot specialist
Calypsos

Tenfold
Type: 3-mast hoist
Nation: Mercenary
Points: 22
Masts: 3
Cargo: 5
Move: S+S
Cannons: 4L,3S,3S
Link: Zedekiah
Mercenary, Hostile: Caesar, Hoist, Turbine. Two hits from the same shoot action are required to eliminate one of this ship's masts. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: Zedekiah's ironclad ship has been in the employ of several nations, most recently the French. His hope is to repurchase the ancient land of the Jews with the lucrative profits he makes from shipping. As he is fond of saying, if you hire him, your investment will repay tenfold.

Onox
Type: Crew
Nation: Mercenary
Points: 5
Link: Ganondorf's Revenge
Ganonite, Ex-Patriot, Black Mark, Captain.
Pirate crew may use their abilities aboard this ship.

Flavor: Onox is secretly recruiting men for Ganondorf's future Second Gerudo Empire. It is said that there is no ruthless, traitorous fiend he won't turn down.

Koloktos
Nation: Cursed
Points: 8
Link: None
This ship gets +1 to her boarding rolls. This ship may dock at an enemy home island and take as much treasure as she can carry. She must leave (if able) on her next turn.

Flavor: The dark magic that powers this automaton has given it a keen sense of when to raid enemy ports.

Lamprey
Type: 2-mast longship
Nation: Cursed
Points: 8
Masts: 2
Cargo: 3
Move: S+L
Cannons: 5S,5S
Link: None
Longship

Flavor: This abomination from the Frozen North seems to have suffered permanent damage to her firing accuracy.

Pirates:
Rusty Hook (captain_vendari) + Tetra (cazador), Purlo (cazador)
Dead Man's Revenge (xerecs) + captain
Torpedo (xerecs)
Skipping Stone + helmsman

Rusty Hook
Nation: Pirate
Points: 15
Masts: 4
Cargo: 4
Base Move: L
Cannons: 3L, 2S, 2S, 2S
Ability: You opponent cannot initiate a boarding party against this ship.
Flavor Text: ???
Link: Donovan Richtarian

Tetra
Type: Crew
Nation: Pirate
Points: 6
Link: Arbiter
Hostile: Cursed, Captain, Explorer. Hylian crew may use their abilities aboard this ship.

Flavor: Tetra had been captaining for years before Hyrule emerged as a sea power. While not all of her work has been ethical, she is effective at what she does and is always willing to lend Hyrule her aid against the Cursed.

Purlo
Type: Crew
Nation: Hyrule
Points: 5
Link: None
Hostile: Cursed, Helmsman. Once per turn, this ship may randomly take one treasure from any ship she touches.

Flavor: Purlo was a con artist in Castleton until he was caught by the Ranging and Enforcement corps. Noting his skill, they referred him to the navy, where he began a new life leading boarding parties and raids.

Dead Man's Revenge
Pirate
20 pts
Masts: 3
Cargo: 2
Movement: L+L
Canon: 3L-2S-3L
Ability: Shipburner - Once per game if this ship is within S of enemy ships, roll a d6. On 4-6 she explodes, remove her immediately from the game and for every enemy ship within S, eliminate one mast, replace another with a fire mast, and eliminate one crew, cargo or equipment. On a 1-3 remove all of this ships masts and eliminate all her crew.

Torpedo
Pirate
18 pts
Masts: 2
Cargo: 1
Movement: L+L
Cannon: 4S-4S
Ability: Portburner - This ship may dock at an enemy Home Island, and roll a d6. On a 4-6 she explodes and is immediately eliminated from the game. Roll another d6 the result is the number of treasure coins removed from the Home Island. On a 1-3 she may take one treasure and leave on her next turn if able.

English:
HMS Fatalis (cazador) + Hermione Gold, helmsman
HMS Puma (cazador) + Thomas Gunn, explorer
Edelweiss (cazador) + captain, helmsman, firepot specialist
HMS Growler (cazador) + explorer

HMS Fatalis
Type: 3-mast hoist
Nation: England
Points: 16
Masts: 3
Cargo: 5
Move: L
Cannons: 4L,4L,4S
Link: None
Hoist
This ship eliminates two masts with one hit.

Flavor: The HMS Fatalis was comissioned to pillage and plunder and and rifle and loot; occasionally she even burns the town down. She's really a fright.

HMS Puma
Type: 4-mast
Nation: England
Points: 13
Masts: 4
Cargo: 4
Move: L
Cannons: 3L,3L,3L,3L
Link: None
This ship gets +1 to her cannon rolls against crew, forts, and ships within S of her.

Flavor: The HMS Puma's captain has little patience and will often sail straight into combat, even though the Puma carries long-range cannons.

Edelweiss
Nation: Gallia/England
Type: 3-mast Windcatcher
Points: 18
Masts: 3
Cargo: 3
Move: S+S
Cannons: 2L,3L,2S
Link: Alicia Melchiott, Welkin Gunther
Windcatcher. Two hits from the same shoot action are required to eliminate one of this ship's masts. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: Purchased from the Americans and modified by Gallian nautical engineers, the Edelweiss has proved a capable ship. Her high price is all that has precluded further orders by the Principality of Gallia.

HMS Growler
Type: 3-mast square rigged
Nation: England
Points: 10
Masts: 3
Cargo: 4
Move: L
Cannons: 3S,3S,3S
Link: None
Schooner. This ship gets +L to her base move if she starts her move action within S of an island.

Flavor: The Growler, called by some the Prowler, slinks along coasts and archipelagos, looking to use her relatively shallow draft to seize a first strike.

I purposely made the setup the opposite of the last game. The play area featured 5 separate home islands around the borders of the sea, which would once again utilize round earth rules. A whopping 17 coins were placed on the middle island. The northern and southern island both received 8 coins, while a wreck of HMS Sultan received 5. Some UT's were present, which would affect the game once again. All of the icebergs used were either 1's, 2's, or 3's, with a total of 9. The custom icebergs would again function as "1" icebergs. Two whirlpools and a few reefs were placed as well.

You can see the double arch to the left of the middle island, beneath which the shipwreck lies. The arch to the right is a difficult one to use since it's so low and difficult to maneuver in, but it adds a nice scenic touch. The Mercenaries picked their home island last, but luckily for them, nobody picked the northeastern HI, which was closest to the arch. Everybody else wanted to avoid the low arch with their tall ships, while the Mercs knew they'd have no problem with it in their sleek submarines. The English are at the lower right, while the west is comprised (bottom to top) of the Cursed, Pirates, and French.


On the very first turn, the Mercenaries have entered the arch! The Bashaw Folly is short enough to make it through, while the Gladius Dei and Devil Ray lead the way. The Terror has gone slightly to the south out of the frame.


This is a fantastic view of this great setup. At the left foreground, the dangerous reef that the Sultan fell victim to. At the far left, the edge of the huge iceberg can be seen. The main arch in the foreground is a double archway, and you can see how the wider arch slopes a bit, leaving more clearance towards the right (I thought of doing that while making the arch so it's not universally accessible at every point of the arch!). At the far right, the other archway is taller but rather narrow. In the middle of the ocean, a gold-laden island beckons. Beyond, you can see the Mercs making their way through the other arch, which is wavy inside from all of the water ricocheting back and forth. To the right of the arch, you can just see the submerged Terror going the long way.


All of the fleets have begun sailing! The Froide Vengeance grabs the huge iceberg and starts towing it. At the right, HMS Puma sails north instead of west with the rest of the fleet.






On the second turn the Gladius Dei is the first ship to dock at the middle island!


The Tenfold uses her hoist to explore the southern island, finding some nice UT's: Wine, Power Cannons, and English Royal Decree.


With HI raider Koloktos already on board, the Tenfold transfers Wine to the Lamprey:


The French canoes have explored the northern island, finding Spices in addition to an abandoned musketeer.




The Terror has rejoined the Mercs. At the left, the two Pirate gunships guard the Torpedo, who prepares to explore the Sultan wreck.






The Mercs have deduced that no other fleet can explore the middle island next turn either, and therefore the Devil Ray surfaces to dock, while the Gladius Dei submerges and allows Caesar to place a trade current behind the eastern arch.


First blood goes to the French! The Froide Vengeance turns around and hits 2/2 against the Rusty Hook. In addition, the Hare's Luck turned around and shot at the Skipping Stone, but was foiled by the Catamaran's defenses!


The Pirates tried to get revenge, but failed miserably. The Rusty Hook executed a shoot and ram against the Froide, but only succeeded in taking out one mast, while the boarding party was a tie. The Dead Man's Chest sails north to help the Rusty Hook, but that leaves the Torpedo vulnerable to the nearby Calypsos. The Skipping Stone shoots 1/2 against the Hare's Luck.


There are some developments in the south as well: an iceberg moved right into the path of the Fatalis and Edelweiss, forcing the English to take a different route to avoid possible attacks by the Tenfold or Terror. The Growler has explored the southern island as the Cursed turn around. HMS Puma also turns, realizing that the French native canoes have taken most of the northern gold, and if the Puma went through the whirlpool, she would be an easy target for Le Gaule.


To start the next turn, the Devil Ray became the first ship to explore the middle island! Here's what she found:


The most important one was Wolves, which meant that the Devil Ray couldn't take any gold. Also, the other abandoned musketeer was on the island as well, meaning that the first abandoned musketeer, aboard a French canoe, was the only way to take out the wolves and access the treasure on the middle island!

Trouble in the south! The Bashaw Folly takes advantage of one of Caesar's trade currents to surprise the Edelweiss, just getting both cannons in range. Celemente's Broadsides Attack hit! The Edelweiss' defenses were irrelevant for the time being, and the submerged Terror wasn't far behind.


Although a conflict had begun in the south, the west was still the location of the hottest action. As you can see from the next picture, total chaos has erupted. The French moved first, using the Froide Vengeance to first tow the huge iceberg right into the Rusty Hook! This left the Hook with one mast standing. Then, Phillipe Jordan's +1 cannon bonus gave the Froide a perfect 2/2 to send the Rusty Hook to the bottom! For the second straight game, the Rusty Hook had been easily sunk by the aggressive French. The French weren't done though. The Gaule sailed up to the Devil Ray and surprised the Mercs with a brutal attack! The Devil Ray was no match for the French gunship, and sunk below the waves. The Gaule then used her unique ability to move again, which put her in range of the Skipping Stone. The Gaule's guns opened fire once again, shattering the outrigger of the Skipping Stone and leaving her with just one mast. At the far left, the Dead Man's Revenge has taken an iceberg hit, further increasing the woes of the Pirates.


For the second game in a row, Wolves and Le Gaule have destroyed the plans of the Mercs.


The Cursed were up next, right before the Pirates. The Hare's Luck shot with her final cannon, and miraculously landed a firepot on the Skipping Stone! This left the catamaran a burning derelict.

Through the arch: (you can tell how big these arches would appear to the ships in real life!)


The Cursed gave the Tenfold a move action to deposit her gold on the home island. The Lamprey continued west to the puzzlement of the other fleets. In the background, Calypsos has taken a mast off the Torpedo and stolen her lone coin.


The Pirates are in major trouble:


The Pirates took their turn, which made their situation even worse, as if that were possible! The Skipping Stone was automatically scuttled having all fire masts, and the Rusty Hook was gone. The Torpedo actually managed to hit Calypsos with her remaining 4S cannon, but was pinned and a sitting duck.

Where did the Dead Man's Revenge go? As you may have guessed, she blew up! True to her name, the Pirates wanted revenge against the French, who had ruined their plans for the second game in a row. However, once again, the Pirates couldn't do much of anything about it. The Dead Man's Revenge maneuvered herself near the reef edge of the arch and the big iceberg, just barely getting within S of both the Froide Vengeance and Gaule. Her captain missed with both cannons, and the shipburner ability failed, eliminating the DMR from the game and leaving the French as healthy as before.


The English had enough firepower to get revenge on the Mercenaries, blasting the Bashaw Folly with the Fatalis while the Edelweiss was towed by the Puma.


The overall situation. The Mercs have already lost the Devil Ray and Bashaw Folly, while the Pirates have essentially been eliminated from the game.


The Terror joins the Gladius Dei while the French regroup and unload treasure.




Calypsos has finished off the Torpedo, and the Tenfold grabs the coin. The Lamprey appears to be on a round earth mission, but which home island is she after?






The Cursed suddenly make their intentions clear! The Tenfold uses Power Cannons to stun the French and sink the Froide Vengeance with an improbable 3/3, which also nets them a coin from the middle island due to the English Royal Decree. The Lamprey emerges from the south to come out of the northwest, looking to exchange Wine for a high-value coin!


The English have brought back a small amount of gold via the Growler and look to get the Edelweiss back in action.


After the early-game battles, the sea doesn't look crowded enough...


With help from a trade current, the Terror has emerged from the depths to attack Le Gaule! The Mercs were hoping to kill the tribal chieftain and therefore gain some control of the canoe that carried the vital musketeer. The attack knocked over two masts and killed Michel Dubois, leaving the Gaule vulnerable. The Terror declined to use Fear out of the fear (pun intended) of cancelling the chieftain, which can actually make the canoes more dangerous.


The Gladius Dei has resurfaced at a safer point of the island in case the French try to eliminate the wolves.


The canoes team with Le Gaule to sink the Terror, leaving the Mercs with just the Gladius Dei:


But the French also have to deal with the Cursed! Luckily for the French, the Tenfold misses her shots against the canoes. The Lamprey unloads Wine for a 3 at the French HI.


As the game progresses, one thing is clear: the English are coming.


Le Gaule didn't have access to the captain ability, but the canoes did, and the Tenfold lost a mast. The Gaule won the boarding party to steal the 3 that Calypsos originally took from the Torpedo. The canoes also wounded Calypsos.


Calypsos runs a suicidal interference mission, pinning the Gaule but failing to remove a mast or kill the chieftain. The Tenfold uses the opportunity to move away from the action and grab some gold from the shipwreck without having to roll for the reef. At the top of the picture you can see the Lamprey escaping.


The English have entered the center area, and the Gladius Dei is forced to submerge in their presence. The Edelweiss has finished repairing and it won't be long before she joins her fleetmates. However, most of the gold lies on the home islands of the Cursed and French, while the middle island is largely untouched. The French still have the abandoned musketeer, the key to the late game chaos that approaches.


The canoes take another mast off the Tenfold, while the Gaule repairs with an abandoned shipwright (from the northern island) transferred to her by the Crete Argentee, whose bonus was important in the sinking of the Terror and the shots against the Tenfold and Calypsos, who is now dead. Seeing the gold on the Cursed HI, the Gladius Dei is hoping to take out the Tenfold, but needs to avoid the dangerous canoes on the way.


The Lamprey brought back her gold from the French HI, and the Tenfold unloaded her shipwrecked treasure, giving the Cursed a gold advantage. Then, they both sailed south to round-earth their way to the northwest, where the French began sailing. At this point, the Fatalis was pretty much going after the French, while the Growler sailed north to try and grab the last coins from the northern island. The English had the luxury of being able to split their forces, but they needed to since there were so many threats. Also, the Cursed and French both had more gold than the English.


The Puma takes out two canoes, with the Edelweiss following her under the arch. As with the previous game, the French chieftain continually failed to allow the canoes to shoot at submerged ships, and the Gladius Dei pursued the Tenfold. The game was becoming more urgent in nature, with exciting developments occurring.


The Tenfold and Lamprey split up in the north! The Lamprey sailed east to deter the Growler, while the Tenfold headed west, making it fairly obvious she intended to raid the English HI rather than the French. This was probably the Cursed's plan all along, but the French confirmed it by docking the Gaule home. She unloaded treasure and provided a deterrent to any would-be raiders. The Gaule was temporarily invulnerable, but the Crete Argentee was not, being dismasted by the Fatalis.


A tense situation, with ships scattered everywhere: Le Gaule has fully repaired, while the Lamprey rams the Growler and takes a coin from her. The Puma came under attack by the canoes, but fought back with her comrades to eliminate all but the one canoe which had the musketeer. The remaining factions essentially couldn't eliminate that canoe, since it held the only way to get gold from the middle island. The Cursed could gamble and try to eliminate it, but were greedy and wanted a piece of the middle island too. The Gladius Dei is to the far southwest out of the picture while the Tenfold approaches the deserted English HI. The Fatalis and Edelweiss sail towards the Cursed HI, hoping to cut off the Tenfold.


On the next turn, the matchup was finally seen: the Gladius Dei with Caesar aboard taking on the Tenfold! Of course, it didn't last long, with the Gladius Dei eliminating the Tenfold's final mast with a submerged ram before the Tenfold used Turbine to raid the English HI. The final canoe knocked the Puma down to one mast, while the Fatalis and Edelweiss prepared to sink the Tenfold. In a clutch 1v1 victory, the Growler fought back to dismast the Lamprey and take back the gold!


The Gladius Dei rams again, this time on the surface. The GD steals a coin.


The severely weakened French have no choice - it's the best opportunity to get at the middle island! The last canoe's musketeer fires and misses! In the meantime, the Growler is limping home after going through the northern whirlpool, near where the Gaule approaches the middle island. The Tenfold also speeds towards the island, so the Fatalis and Edelweiss do the same. It's a showdown in the center!




As the musketeer misses again, everyone draws closer except for the Puma, who captures the Crete Argentee hoping to take advantage of her bonus.


The French miss yet again, which can only serve to help the English. The battle begins, with the Edelweiss hitting the Gaule as the Puma misses the Lamprey. The Fatalis tries to corner the Tenfold, who is essentially uncaptureable with Turbine and no cancellers present.




As the Gladius Dei returns to the island, the French go next and finally eliminate the wolves! The Gaule docks but since Dubois is gone she can't explore! Naturally, the Cursed are somehow the first fleet to explore the middle island, even though they were the last fleet to reach it in the game and were already winning! The Tenfold loads a whopping 17 gold in addition to the 1 she stole from the English, making her a target of the English once again.


However, the Tenfold was also subject to the other UT's on the island, and Plague killed all of her crew, while the other UT's wouldn't help at all. To top it all off, the Whirlpool UT sent the Tenfold through one whirlpool and out another, which actually shortened her journey home.


The Fatalis is the second ship to take gold from the middle island:


As the Growler repairs, the Edelweiss emerges from a whirlpool to chase the Tenfold!


At long last, the Mercenaries are finally able to load some gold! The Puma attacks Le Gaule, while the Fatalis plays a hybrid role with gold aboard, keeping a lookout for the Tenfold, soon to emerge from the west with round earth.


Having lost her helmsman, the Tenfold was no match for the Edelweiss, who sank her and eliminated all 18 gold from the game. The English breathed a sigh of relief now that the Cursed couldn't get any more gold (the Lamprey had been sunk as well), but they still had to stop the French. However, with the Cursed and Pirates out of the game, the English didn't want to trigger any endgame conditions by eliminating the French before they could get gold back (I tried to keep it consistent with the previous game). Therefore, they decided to let the final canoe go while trying to capture the Gaule. The Gladius Dei was out of range and untowable anyway, so the English concentrated on the Gaule.


The last canoe has left the musketeer on the island for the final coin in the game, while the English will inevitably capture the weakened Gaule.


An epic picture! The stealthy and submerged Gladius Dei is about to hit an old trade current on her way home, while through the archway, you can see part of the beautiful center island and the Gaule's mainmast, which has fallen dramatically against the hoist of the Fatalis.


The Mercs use Caesar to deposit their gold! It won't be nearly enough to win, but it's a small victory nonetheless.


As the French canoe runs home the Puma tows the Gaule, completing the English plan.


The game's final turn saw the French deposit their final coin with their only game piece still under their command, while the English formed a defensive formation around the Gaule to prevent her sinking. The English returned home her gold and that of the Fatalis, but it wasn't much.


The final count:

1. Cursed: 20 gold
2. French: 9
3. English: 8
4. Mercenaries: 3
5. Pirates: 0

What a game! I think for some reason I enjoyed this game slightly more than the previous one, but funny enough they turned out oddly similar in a lot of ways. The Tenfold was center stage once again, and the Cursed are victorious! (xerecs will be happy haha) The English played another good game where they had firepower and enough time to repair and do good in the late game, but once again it wasn't enough. The final French canoe gave the French 9 gold instead of 8, so those fleets were about equal. The French used the Crete Argentee, their main addition, to good effect, but lost the Froide Vengeance in the middle of the game. The Mercenaries were thwarted once again by Wolves and the French, but the Terror and Bashaw Folly made gallant attempts to slow the other fleets. The Pirates struggled mightily, being set upon early by the Cursed and French. The shipburner (dud) and portburner (not used) abilities provided nothing for their substantial costs, while I'd still like to see the Rusty Hook get another chance at some point. Overall, this was another fun game that saw lots of experimenting with custom ships and crew!
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xerecs
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Subject:    PostPosted: Wed Nov 18, 2015 4:58 am Reply with quote

Quote:
the Cursed are victorious! (xerecs will be happy haha)

You betcha I'm happy, sail on my Cursed brethren, sail on! Very Happy

Quote:
The shipburner (dud) and portburner (not used) abilities provided nothing for their substantial costs


I made a post about them in custom ships, for their abilities and what you've experienced, about how far down should their costs go?

Cant wait to see more! Very Happy
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a7xfanben
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Subject:    PostPosted: Wed Nov 18, 2015 1:47 pm Reply with quote

xerecs wrote:
I made a post about them in custom ships, for their abilities and what you've experienced, about how far down should their costs go?


It's hard to say since I haven't seen either ability at its full potential. Right now I would say perhaps 3 or 4 points, but more playing is needed to really know.

(And the rest of this should move to Custom Ships)
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Subject: The Game   PostPosted: Wed Nov 18, 2015 6:45 pm Reply with quote

First off:

A7xfanben, you may have been playing Le Gaule wrong. She gives a free move action after sinking a ship, which means that she can't use a captain again. However, you've been treating it like a full move action (which I might change it to--that's more interesting), which counts against the action limit and allows use of a captain.

You also treated the defensive abilities incorrectly, but I saw that you got clarification about that from Woelf. Also, I don't think a canoe can use an abandoned musketeer once revealed, as it becomes a crew. Neutral

That aside:

The Tenfold is once again a polarizing force in the game! The Mercenaries and Pirates again don't do much; I may give the Puma Schooner based on your portrayal, and the French dominate. I'm starting to wonder if the "Canots Indigènes " are too good. Razz They're very good for their cost.

The broadside against the Edelwiess was fantastic. Very Happy It looks like you hit my tank in her radiators. Laughing

El Cazador
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P.S. I want to play some more games soon, but it might have to wait until the holiday (maybe some solo, hopefully a few with des Anges). We'll see.
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Subject: Re: The Game   PostPosted: Wed Nov 18, 2015 7:22 pm Reply with quote

el_cazador wrote:
A7xfanben, you may have been playing Le Gaule wrong. She gives a free move action after sinking a ship, which means that she can't use a captain again. However, you've been treating it like a full move action (which I might change it to--that's more interesting), which counts against the action limit and allows use of a captain.


Okay, yes I read it as you can give the ship another move action, and therefore use a captain as part of the move. I wouldn't mind seeing it changed.

Quote:
You also treated the defensive abilities incorrectly, but I saw that you got clarification about that from Woelf. Also, I don't think a canoe can use an abandoned musketeer once revealed, as it becomes a crew. Neutral


Again, these discrepancies have more to do with my personal take and bias on the rules than the custom pieces themselves. I assumed that when a chieftain gives the canoes an action, it all counts as the same action (but instead each is treated as a separate ship). Also, the abandoned crew rules are another issue that I mentioned in the rules thread, and I find it annoying that they're treated as treasure while face down and crew while face up (though I guess that's probably the best solution). The canoe should have been forced to keep the musketeer face down until transferred to the Gaule after Dubois was killed.

woelf wrote:
It is a little weird how its properties can completely change when it's revealed, but that is how it's set up to work.
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