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Subject:    PostPosted: Sun Sep 18, 2016 10:09 pm Reply with quote

The final round of Tournament 1!

UPS 5 (commanded by Xerecs)

American Pirates

CJS aboard the Zeus made a mistake in putting the home island of the AP fleet right in the middle of the new setup. This would allow them to hit three of the four wild islands relatively easily.


I was able to make separate trips to the 3 islands while the Zeus returned home the other island for UPS 5.


After the Roanoke and Bandido got home, it was clear that the AP's were victorious! Their 16-9 win meant that UPS 5 is no longer undefeated!


The second game featured different home islands:


The AP's went with a different strategy, using Hidden Cove on the Amity, who then began sailing even further west. Once again I wanted to hit more than half the wild islands, sending the Roanoke to the middle and the Bandido west. The Roanoke managed a couple hits on the Zeus with a double action.


The Zeus is loose! The 10 master nearly dismasted the Roanoke while also sending home a coin via CJS.


The Roanoke repairs as the other ships bring in gold:


The Amity grabs the final coins from the southwestern island, while the Roanoke heads to grab the final coin in the far west. The Coeur, now empty, looks to get gold in the north. The Bandido is now an expendable block ship, but the Zeus turns south...


A few turns of mayhem! The Zeus managed to catch the Amity with some sac actions, taking off a mast. However, her other 2 guns in range missed, allowing the Amity to dock home valuable coins. Knowing the Zeus could probably blockade my home island effectively, and seeing the vulnerable Coeur more than a turn away from docking at her HI, I decided to change course and send the Roanoke northeast! She got there just in time, blocking the Coeur. Her guns missed the little ship, and the Zeus turned around.


Knowing a victory was within reach, I managed to play the end of the game quite effectively. The Roanoke sank the Coeur with gold aboard, then turned around to ram and board the Jolly Mon, eliminating the Hag of Tortuga for an additional 1 gold. These differentials would turn out to be important... I wasn't worried about the 1 on the Roanoke at this point, having prioritized sinking the Coeur. The Bandido appeared just off the bow of the Zeus, hindering her movement. The Amity was sailing up as well, but the game was over. The AP fleet wins 16-13!


For various reasons, I wanted to play at least one more game despite the AP fleet winning two games in a row. We swapped fleets, and T1 continued.


This game featured an explosive start! The Roanoke used Hidden Cove to appear at the middle island right next to the Zeus! With a double action from Blackheart the Roanoke went 6/10 to damage the behemoth! However, with a double action of her own, the Zeus responded by dismasting the Roanoke! The Amity and Bandido had hardly begun sailing, and the flagships had already lost 11 masts between them!


The Roanoke tried to escape at 4S speed via a combination of helmsman, oarsman, and sac action, but it wasn't quite enough - the Zeus sank her! This was a big deal, for it meant that the Zeus and her firepower was essentially unobstructed for the rest of the game. However, the fierce battle in the center had cost UPS 5 valuable time.


After a few more turns, things have become peaceful. The Zeus unloaded gold and picked up the remaining sacrificial oarsmen. The Amity and Bandido headed home with gold. I opted not to repair the Zeus because it would cost me too much time (even if I just repaired 1 or 2 masts), and with 4 3S cannons at the bow of the ship and no captains remaining in the enemy fleet (not to mention potential sac actions), the Zeus could dictate any battle she found herself in.


The Amity headed for the northeastern island, but the Zeus scared her off. The Zeus claimed the gold on that island, while the AP fleet finished off the rest of the gold. UPS 5 was victorious 19-12! (one extra gold from sinking Perry aboard the Roanoke)


After this third game, it was even less clear which fleet is superior. As a result, at least one more game will be played, hopefully in a matter of hours!
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Subject: T1 has ended!   PostPosted: Mon Sep 19, 2016 4:49 am Reply with quote

The last day of play in Tournament #1!

UPS 5

American Pirates (commanded by Xerecs)

With the AP fleet up in the series 2-1 heading into Game 4, they had a chance to win glory as the winner of a competitive tournament!


Early in the game the Zeus managed to catch the Roanoke and take her down to one mast!


UPS 5 had the Coeur grab some coins, while the Zeus followed the Amity:


The Amity was sunk and UPS 5 remained in control of the game. They ended up winning 18-12 to even the series at 2 games apiece!


The setup for Game 5, with the HI's close together:


This game was short and without combat. Faced with a choice between trying to catch one or both of the AP runners (Bandido and Amity) or simply emptying a second island, I made the wrong move. The northeastern island happened to have both of the 1's in the treasure distribution, which meant it was too late to salvage the game. The AP's won a close 16-14 victory!


With the American Pirates up in the series once more (3-2), we decided to swap fleets again: Xerecs took over for UPS 5 while I regained the AP fleet (just like the first 2 games of the series, which in hindsight is funny given the 2-3-2 nature of the series and the similarities to playoffs in the NBA and MLB heh).

Game 6!!


I used Hidden Cove to fling the Amity as far as possible, but it wasn't enough. I expected Xerecs to turn the Zeus home to dock the gold, but instead he went after the Amity, sinking her easily. This destroyed my game, and it was a quick win for UPS 5 afterwards. The final score was essentially 12-0 (12-4 if counting the 4 gold on the Bandido).


Now the series was tied 3-3, which meant... you guessed it...

Game 7! The final series of the first tournament was coming to an epic conclusion!

Open fire! I knew I had to strike, but the Roanoke's guns weren't good enough. After Hidden Coving to the middle island, she went 4/10 in a double action.


After having some trouble maneuvering, the Zeus only managed two hits of her own! This gave the AP's another chance, which was also squandered. The Roanoke went a whopping 0/6 with 3L cannons, and the game was effectively decided. The Zeus blasted the Roanoke to pieces, and the Amity and Bandido couldn't get enough gold to make up the difference! Don Pedro Gilbert's treasure swapping also helped the UPS fleet in this final game, but the Roanoke's own abysmal shooting was the primary cause of the quick demise. UPS 5 wins Game 7 by a score of 17-14!


UPS v. 5.0: Zeus style has won VASSAL Tournament #1!

It was a fitting end, for the Universal Pirate Shipping strategy pioneered by darrin is simply one of the best (if not the best) ways to win this game. It was fitting on a personal level as well - one of my fleets won the tournament, but Xerecs controlled it for the final game (and 4 of the 7 games in the final series), so we're both champions! Very Happy

The final bracket. For the gold scores, the first number is the gold total of the upper fleet.


Looking back on the first VASSAL tournament, it was a great experience. The first round saw 3 sweeps in 4 series, with all 3 of my fleets advancing. It wasn't nearly so lopsided after that, with the final two series being especially interesting. EA Gold Runners is almost like the dark horse of the tournament, having barely missed a trip to the finals. The final round was a bit of a mess, but it turned into a rather epic 7-game series in which UPS 5 prevailed 4-3.

Here are the current records of the fleets involved in T1 after its conclusion:
UPS 5: 8-3
American Pirates: 8-7
EA Gold Runners: 9-11
Volt's VASSAL FC fleet: 2-3
dakmor's swarm fleet: 2-3
Xerecs' GT fleet, Barbary Untouchables 2, Dread Galley speed fleet: 0-2

Of course, the last two rounds were mostly for bragging rights and seeding for VASSAL Tournament #2, which is the real deal - whichever fleet wins that tournament will hold the current status of the best fleet ever! The four fleets that advanced to Round 2 (UPS 5, dakmor's swarm fleet, EA Gold Runners, and American Pirates) have advanced to Tournament #2, where they will compete against absolutely brutal fleets. Before T1 even started I picked 6 fleets to have a "bye" into T2, which includes 4 fleets based around the UPS strategy. The other two are my HMS Grand Temple fleet and the classic Norvegia fleet. It will be something to behold...

BUT! First we play the 8 fleet multiplayer game with all the fleets from T1! As I explained previously, if a fleet that didn't advance to Round 2 of T1 wins the multiplayer game, they automatically advance to T2! The stakes could not be higher for the fleets that got swept in T1, as well as Volt's FC fleet.

Coming soon: a picture of the setup for the multiplayer game, with all 16 islands and 8 fleets. We've also established the turn order, so we're ready to begin, probably sometime next weekend. In the meantime, thanks for reading about Tournament 1, and as always, just hop on the module if you'd like to join us on VASSAL! (and let us know if you'd like to play fleets in Tournament 2!)


Last edited by a7xfanben on Thu Sep 22, 2016 12:16 am; edited 1 time in total
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Subject:    PostPosted: Mon Sep 19, 2016 5:36 am Reply with quote

Quote:
One way to settle this would be with a 'versus' series on VASSAL. We could start with only ships that have been brought up in this thread, either mentioned on someone's list or in the Honorable mentions and we can have 1 on 1 death-matches to determine which ships are better.
The ones that make it to the top ten go on to the top ten list, and then we play them against one another to determine order.


I found this in the top ten gunship thread, perhaps once T2 has concluded we could start this......? Very Happy

I seemed to get luckier as the Tournament went on, remember the first day, when I couldn't roll for an SAT/EA or cannon to save my life? I also think that I adapted reasonably well, since this was my first competitive tournament ever. As such I was used to more laid back approaches, and different strategies. However I was able to adapt by the end and put up some good fights heh. Very Happy
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Subject:    PostPosted: Mon Sep 19, 2016 1:23 pm Reply with quote

xerecs wrote:
Quote:
One way to settle this would be with a 'versus' series on VASSAL. We could start with only ships that have been brought up in this thread, either mentioned on someone's list or in the Honorable mentions and we can have 1 on 1 death-matches to determine which ships are better.
The ones that make it to the top ten go on to the top ten list, and then we play them against one another to determine order.


I found this in the top ten gunship thread, perhaps once T2 has concluded we could start this......? Very Happy


I've done my fair share of that already, and the trio of the Acorazado, Endeavour, and Constitution (in that particular order) is pretty entrenched as the top 3.

There are two main problems:
1. The people who potentially disagree (volt, woelf, el_cazador) aren't on VASSAL enough to defend their points in actual games... yes that is a challenge to you all. Smile
2.
volt wrote:
And in thinking more about this list, I think the real issue here is "Best Gunship made" vs. "Best Gunship I would actually use in a game." hehe. Since we favor different kinds of games, this is where our disagreements come in.


1v1 deathmatches can decide the first list mentioned, but the second is far more difficult to prove.

I'd be up for some games of this nature, but there's something I'm MUCH more interested in... (hint: it starts with a "W")
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Subject:    PostPosted: Thu Sep 22, 2016 12:25 am Reply with quote

Here is the setup for the 8 fleet multiplayer game!


And here is the turn order:

Fleets controlled by a7xfanben:
1. Vassal La dominación española
2. American Pirates
3. UPS v. 5.0: Zeus style
4. Extra Action Gold Runners

Fleets controlled by xerecs:
5. The "Dread Galley" Speed Fleet
6. Barbary Untouchables V 2.0
7. dakmor's swarm fleet
8. Xerecs' HMS GT fleet
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Subject:    PostPosted: Sat Sep 24, 2016 5:10 am Reply with quote

Xerecs and I have begun the 8 fleet multiplayer game!

Here is the setup once again:


And here is the turn order:

Fleets controlled by a7xfanben:
1. Vassal La dominación española
2. American Pirates
3. UPS v. 5.0: Zeus style
4. Extra Action Gold Runners

Fleets controlled by xerecs:
5. The "Dread Galley" Speed Fleet
6. Barbary Untouchables V 2.0
7. dakmor's swarm fleet
8. Xerecs' HMS GT fleet

The American Pirates (AP's) used Hidden Cove on the Amity to put her at a wild island in the center of the map. She found the turtles UT on the first turn! My other fleets also got off to fast starts, with the Zeus building Dead Man's Point on an island for UPS 5, while both the Star of Siam and Joya del Sol got extra actions for the EA Gold Runners fleet.


Xerecs' fleets sail out! The swarm fleet began to split up, but the Intrepide was shot at by the Algeciras of the EA gold runner fleet. There were 3 different Algeciras' in this game, as well as multiple copies of the Banshee's Cry and the Hag of Tortuga. HMS Grand Temple has struck! Using a whirlpool, the GT ambushed the Joya del Sol (of the EA gold runner fleet, not volt's fleet), dismasting her and capturing Castro with Bonny Peel! Despite the Amity finding Missionary, the AP's were off to the fastest start, with 8 gold aboard the Amity and essentially 10 more swimming home in the form of sea turtles. The Roanoke looked to empty that same center island, but there was a long way to go....


Another turn by Xerecs, and more carnage! The Star of Siam was set upon by swarmers, while the Banshee's Cry rammed the Tiger's Eye in the northeast! The other Star of Siam (of the Dread Galley speed fleet) found Monkey's Paw and Runes of Death, and decided to leave the island's gold to the Tiger's Eye and Algiers. At the lower right, some swarmers have round earthed to the southeast, but they may have to deal with the wrath of volt's loaded Santo Columba. In the far north, the Longshanks of the GT fleet has found more turtles, while the GT herself stole another crew from the derelict Joya del Sol!


Volt's fleet finally had an eventful turn. The Algeciras hopped through a whirlpool to the northeast, where she would try to either stop the Longshanks or the turtles. Both the AP and GT fleets looked very good, with turtles found close to their HI's in addition to regular gold making its way home. However, any fleet taking on the AP's would have to contend with the Roanoke, so the Algeciras went north. In the meantime, the Joya del Sol docked at the southeastern island, confident that the Santo Columba could hold off the swarmers. The SC smashed the Lezard and Venture, but more ships were coming.

Speaking of the AP's, the Amity returned home with valuable loot. A situation was brewing in the center, and a familiar one at that: the Roanoke vs. the Zeus! In a rematch of the final round of Tournament 1, the AP's and UPS 5 were about to clash! The Roanoke loaded the final two coins from the center island and maneuvered to defend her turtles. The Zeus, having deposited a nice cache of coins, now sailed out to cause mayhem for the other fleets. Seeing the AP's about to get rich, and just to the west, it was an easy choice. The Zeus loaded up the oarsmen remaining on the HI, and sailed to war. After a sac action, both of her guns in range hit! The Coeur du Lion rammed the Roanoke and another mast fell! In a quick attack UPS 5 had left the Roanoke crippled, and essentially unable to launch a counterattack (the Roanoke would be able to hit the Zeus at most 4 times with a double action, which would still leave the Zeus with 6 masts). The EA gold runner fleet was in shambles, but the Star of Siam managed to get an EA from Gallows to dock home a few coins.


Bonny Peel on the GT managed to capture the entire crew complement of the Joya del Sol, which would make for an impressive gold haul. The Barbary Untouchables fleet was starting to make some waves: the Tiger's Eye docked at the northwestern island for gold, while the Nubian Prince sailed out of a whirlpool to emerge right next to the Zeus! Her immunity to ships within S meant the Zeus was relatively powerless against her, but in a game with this many fleets and whirlpools, UPS 5 would have no trouble finding an alternative target.... In a way, the NP's arrival may have saved the Roanoke and some of the AP's turtles, which could eventually have implications in the final gold count.

In the far north, the Pique managed a successful ram and board against the Longshanks, but was quickly dismasted for the effort. As for the Dread Galleys, the Tiger's Eye had escaped via round earth, while the Star of Siam was almost home to eliminate the dreaded Runes of Death. The Algiers took up exploring duties, and was promptly set upon by the same brave Banshee's Cry! At the lower right, the swarmers are successful against the Santo Columba, taking her down to 2 masts.


Volt's fleet had a rough turn at the beginning of the next round, with the Santo Columba failing miserably against the Carrion Crow and Coeur du Lion. Making things worse, the Joya del Sol found Natives and mediocre gold values. The AP's frantically tried to make the right decisions, with the Roanoke returning home both to deposit gold and to repair. With no obvious sac options left and both of the Amity's crew eliminated due to Missionary, the Roanoke's offensive capability was limited. The Bandido, after making a trip to the same island the Dread Galleys explored, was incredibly able to grab two of the last three coins from the island! Many turns ago I intended to use her to ram the Banshee's Cry if she loaded gold. Once the Dread Galleys showed up, I figured there wouldn't be gold left to take once the Bandido was finally able to explore. Instead, circumstances left the Bandido unharmed and (now) full with treasure! It wasn't all perfect for the AP's, as the Coeur eliminated a turtle. However, they breathed a sigh of relief to have the Zeus off their backs...

That's right, the Zeus is loose! Wanting no part of the extremely obnoxious Nubian Prince, Captain Jack Sparrow saw a golden opportunity. The Zeus used a whirlpool to emerge right next to the HMS Grand Temple! Using Skrew Engine, the Zeus was able to move a second time and rip off 8 shots, 6 of which found their mark! Suddenly the GT was a mastless hulk! A rematch of the first series of the first round of T1! I decided to not sink the GT, hoping to tow her home with her vast riches of captured crew. In hindsight, even though things would soon go terribly wrong, perhaps getting the GT's gold was the only hope UPS 5 had of winning this game?


In a brilliant move, Xerecs used the Banshee's Cry to tow the derelict Joya del Sol out of the GT's path! With an SAT from Myngs the GT was able to go through the whirlpool at S+S (helmsman and oarsman) and safely dock home 13 gold worth of captured crew!! I sat there in utter shock and anger, kicking myself for my mistake. I was naive enough to think the BC was going to explore, and I think I told myself that the BC in question belonged to the swarm fleet, not the GT fleet (wanting to believe it). Alas, I had made a huge mistake, and I was afraid it would cost one of my fleets the game. With 13 gold already on their HI and a full "fleet" of 10 turtles not far from reaching that HI, the GT fleet was the most obvious target for the Zeus. The AP fleet was also rich, but their turtles were essentially already safe (with no way to block them) and the Roanoke and Amity already home with gold. The GT fleet had 10 turtles 2 or 3 turns from home, in addition to a damaged Longshanks with gold aboard. The Zeus went through the same whirlpool as the GT, with a uniquely angry Captain Jack Sparrow aboard.

In the meantime, the swarmers grabbed gold and the Roanoke (barely) dismasted the Coeur du Lion of the UPS 5 fleet. The AP's had fantastic luck with gold (finding turtles and NOT finding Wolves, Natives, or Runes of Death, etc), but terrible luck with cannons. The Roanoke had to sac her helmsman just to end the Coeur's threat to the turtles, which effectively took the Roanoke out of the game, with just L speed at this point. The AP's were also lucky not to have their gold runners attacked in any way - the Bandido was about to return with gold, while the Amity had gone through a whirlpool towards the northwestern island, which was less volatile than the other WI's with gold on them. In the east, the Dread Galleys have unloaded gold, volt's Algeciras has unsuccessfully attacked the Longshanks, and the Santo Columba and swarmers have fought to a stalemate of sorts, with neither side having much of anything left at the end of that battle.


After another turn by Xerecs, more gold has been loaded and unloaded. The Nubian Prince follows the Zeus, but without the help of extra actions there will be no chain shotting today! In the southeast, the Santo Columba has fallen to the swarm ships, but the Joya is finally ready to set sail after spending two full turns docked at the island (one to explore, another to wait after Natives affected her helmsman).


In the northwest, the Star of Siam and Amity race to a wild island. The AP's have a sudden influx of gold, taking in 9 turtles and 2 coins from the Bandido in one turn! The hardships of the Roanoke have not been in vain, for the AP's look like the fleet to beat! (so far heh) As expected, things are going to get messy in the far northeast. The Zeus got busy, eliminating two turtles with a double action. The GT was repairing, while the Nubian Prince didn't have the speed to catch the Zeus.


After another turn, exciting developments unfold! Volt's Joya del Sol is almost home with gold, though her comrades (the Santo Columba and Algeciras) have sank beneath the waves. The Tiger's Eye of the Untouchables fleet has docked home an impressive haul, while the swarm fleet has some gold of their own on its way to their HI. The Zeus eliminated two more turtles with another double action, but even more importantly she sank the Longshanks with a whopping 10 gold aboard!! That could prove important later on, though there wasn't anything the GT fleet could do about it. The final action of the night was a major stroke of luck on the part of the EA gold runners, the winners of my historic 12 fleet game from early 2015. The Star of Siam had used Runes of Speed the turn before to dock at the northwestern island ahead of the Amity. Since neither ship had explorers, this meant the SoS would explore first. The AP's go right before the EA fleet in the turn order, and the Amity rammed the final mast off the SoS. The EA fleet's only remaining ship was the SoS, so the pressure was on her alone. Gallows gave her an EA, meaning she could explore and slowly begin to row away. The Star then explored, finding a few low-value coins, but also a very well-timed UT: TREES! The UT meant the SoS had both masts fully repaired! Anticipating a base move of only S, suddenly the Star of Siam was back in action with Trees! With her second action the Star sped into a fog bank, where she patiently waits... as this was the last turn of the night! Stay tuned for more, because this is a very interesting, exciting, close game! We are nearing the end, but perhaps more twists await?
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Subject:    PostPosted: Tue Sep 27, 2016 12:32 am Reply with quote

Last night saw a ton of Pirates action! Not only did CG2 continue, but the 8 fleet game as well! It was a bit crazy playing two games at once, and this battle report skims over some of the details that I cannot remember.

In the southwest, the Star of Siam (SoS) has escaped through a whirlpool:


The northeast became very chaotic. The Zeus finally was able to move again, and I had to sac her helmsman just to get her out of the Nubian Prince's range. In the far northeast, the Dread Galleys have gold, which attracts the Amity to the area. The Grand Temple has repaired and is sailing once more.


The Bandido predictably finds Wolves on one of the northwestern islands, meaning that island is essentially irrelevant. Ships continue to flock to the east: the Zeus is slowly trying to get into position to protect the Dead Man's Point fort, which is about to come under attack by both a Tiger's Eye and the Roanoke. The fort holds gold, which is becoming quite scarce indeed. The Joya has whirlpooled to the southeast, where the Dread Galleys are round earthing their way home. The swarm fleet is also concentrated in the east at this point, and there's sure to be some desperate battles for low-value coins!


The Amity boards the Jolly Mon of UPS 5, killing that Hag of Tortuga to net another gold for the AP's! The Nubian Prince hit the Zeus with chainshot again, while the Grand Temple moved southwest. The Roanoke damaged the fort, inadvertently getting in the way of the Tiger's Eye lol. But in the far south, things were even more exciting! The Joya del Sol (of volt's fleet) stole a coin from the Dread Galleys, and then the Star of Siam from EA gold runners came through a whirlpool with an EA and rammed the Star of Siam of the Dread Galley fleet! Battle of the Stars! XD


Ships began scattering. The Joya and SoS whirlpooled near home in order to dock their stolen loot. The GT appeared in the southwest, Bonny Peel intent on capturing the swarm fleet's Hag of Tortuga. The Nubian Prince held the Zeus in place with chain shot while hitting with her regular cannons, a trend that would continue for 3 straight turns! The Dread Galleys had already run into trouble with having their gold stolen, and they weren't done yet. The AP's and swarmers were the next to pick on them.


The Joya and SoS have docked home their gold, while the Amity managed to steal a coin. The fort is no more! The Roanoke managed to dismast the Coeur on the same turn, but the swarmers had a plan.... In the far west, the unthinkable happened: the mighty Grand Temple rolled a 1 when ramming the Jolly Mon, meaning that she would be pinned as long as the JM didn't move away!! Bonny Peel captured the Hag of Tortuga, but the swarmers had a perfect opportunity to deny the GT fleet her 5 gold payout in addition to keeping the other swarm ships safe from the big gunship.


The Coeur explored with her last gasp, and the Banshee's Cry moved in right beside her to take the gold formerly held in the fort! In the meantime, the Roanoke had come under attack from other swarm ships! With gold aboard the BC and the GT pinned, things looked great for the swarm fleet. The Nubian Prince has knocked the Zeus down to just one mast, but UPS 5 would have a few more fireworks in them...


At this point, Xerecs did something I may never fully understand, but here's his explanation after I asked him about it through email:
xerecs wrote:
The swarm thought and figured that the gt would go after ships with crew on them, like the Zeus or NP. The swarm has a mentality of meat shields for their few remaining runners, also they know that the gt wont bother with them since now that the hag is gone, the gt has no more business with them.

All eyes turned to the southeast. The Roanoke was in major trouble, while the Tiger's Eye of the Untouchables fleet had loaded the final coin from the island that had Dead Man's Point on it. It was a congregation of survivors, and things were about to get even more interesting!


That's right, UPS 5 has captured the Roanoke! In a last-ditch effort to deny the Roanoke's gold (or 10 gold payout from her two crew if Bonny Peel captured them) via towing her back home or scuttling her, the Zeus made a big move. Even crazier was the other parts of UPS 5's turn. Unfortunately I had to sacrifice Captain Jack Sparrow to get the Zeus into position, something that is extremely rare. But then the Jolly Mon won a boarding party to steal a coin from the Tiger's Eye! It was an improbable turn, but the winner of T1 was too weak to sustain these brief advantages.


Utter confusion in the southeast. Many rams and boards were happening at this time, some of them likely irrelevant. The whole process of boarding, stealing a coin, and then the other ship stealing the coin back began in earnest. What I do know is that UPS 5 successfully rolled to scuttle the Roanoke, while the Zeus got into position to block the GT, who surprisingly didn't blow the nearby Raton to smithereens.


More chaos! The Dread Galleys captured the Roanoke, but the Roanoke had her coin stolen by the TE of the Untouchables fleet! The GT captured Don Pedro Gilbert, leaving the Zeus (and UPS 5 as a fleet) with no crew! The Banshee's Cry looked like she would escape, though not before the SoS would steal one of her coins! The Amity then stole it from the SoS, who lost Gallows in trying to get it back! The game was just plain messy!


This shows more rams and boards, and general combat. XD Who will win this epic battle!?
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Subject:    PostPosted: Tue Sep 27, 2016 3:13 am Reply with quote

The Temple is most likely going to try and go after either the remaing crew on the Roanoke, or try to get the crew on the Nubian Prince, which will be difficult since the Prince cannot be shot at within S.......
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Subject:    PostPosted: Fri Sep 30, 2016 8:20 pm Reply with quote

The 8 fleet game has finally concluded!

The Roanoke was sunk!! This denied Bonny Peel from getting her crew, and also gave the Untouchables fleet 1 gold from drowning Commodore Perry. In the southwest, the Joya has turned around - I forgot that the Banshee's Cry was carrying a helmsman, so the sloop was able to dock home her gold without getting attacked. In the north, the Amity has escaped the mess in the southeast and looks to dock home her stolen gold.


A few turns later, and the action has shifted! The Tiger's Eye of the Untouchables fleet has both of the last few coins in play, making her a magnet to be mauled by the other fleets! The Dread Galley TE and volt's Joya each steal a coin, making themselves the new targets. Bonny Peel unloads some captured crew for the GT fleet, while the Jolly Mon tows the Zeus for UPS 5.


The ensuing chaos results in the Untouchables' TE stealing her coin back from the Joya. The Star of Siam of the EA gold runners fleet was sunk, eliminating them from the game.


However, that same TE is captured by the swarm fleet's Banshee's Cry after losing a mast to a whirlpool! The lost mast meant the TE couldn't get home on oar power at one third her normal speed. The Dread Galley TE docked home her coin for the speed fleet. The Amity has been scuttled, eliminating the AP's from the active game. Volt's Joya has also been sunk, eliminating his fleet from contention. Most of the days' action concerned Xerecs' fleets, for I came into the day with exactly one functioning ship in each of my four fleets. By the end of the game I could only do stuff with the Jolly Mon of UPS 5!


Numerous galleys sailed through the whirlpool to try and catch the Banshee's Cry, but she was too quick. Using the captured TE's action to give herself the coin, the BC was able to dock home the final coin! This ended the game, after which the GT fleet docked home Bonny Peel's final two captured crew.


The gold was counted up, and the American Pirates have won the 8 fleet multiplayer game!!

Final scores:
1. American Pirates: 31 gold
2. Xerecs' HMS GT fleet: 28 gold
3. UPS 5: 15 gold
4. Barbary Untouchables 2: 14 gold
5. EA Gold Runners: 13 gold
6, 7, 8: Volt's FC fleet, Dread Galley speed fleet, dakmor's swarm fleet: 12 gold

Shocked

An incredible game! The final scores were extremely close - a group of two elites at the top, followed by a pack of SIX fleets all within THREE gold of each other!! We couldn't have asked for a better game - it was just about perfect. Not only did every single fleet get some gold (a rarity for a game with this many fleets), but the last 3 fleets all tied with 12, so no fleet stands out as getting "last" place! The game also featured lots of twists, turns, decisions, and exciting moments. Early UT luck was predictably a major factor, but things evened out in the long haul, especially as ramming and boarding became a major tactic.

The ending avoided controversy by a hair. If the Grand Temple had docked home Bonny Peel's captured crew before the Banshee's Cry had docked, the GT fleet would have won with 35 gold! However, after woelf's answer in the Rules thread, nothing is in doubt. If the GT fleet had won, they would have advanced to Tournament #2! Alas, the AP's were already in T2 after making it past the first round of T1, and thus simply further prove themselves as one of the more competitive fleets out there. I personally find it fitting that the GT fleet didn't win, because the AP fleet easily could have won by a larger margin. After the swarm fleet's (another fleet controlled by Xerecs) Jolly Mon "unpinned" the previously trapped Grand Temple at the swarmers' HI, the GT went on to capture numerous crew, and indeed, eventually enough to win if another turn had passed. Therefore the questionable decision was almost enough to have the GT fleet win but only with the help of the swarm fleet. Nothing against Xerecs, but perhaps a lesson in playing all the fleets equally in multiplayer games, a bit of "karma" if you will. Smile

It was now time to hand out some awards! Xerecs and I did this on a whim; it may become a tradition depending upon the game(s) played. It usually won't be worth doing for standard 40 point games, but in a series of games (such as these tournaments) or a multiplayer game it's more applicable.

MVS (Most Valuable Ship): Amity (of the AP fleet)
The Amity was a workhorse from the beginning, being one of the first ships to explore. Both of her crew were killed by the Missionary UT on the first turn, but somehow she survived almost the entire game. She brought back 8 gold on her first trip, discovering valuable turtles at the same island. Only 1 turtle was killed, resulting in a net of 17 gold from one wild island, which turned out to be higher than the totals of almost all the other fleets! The Amity then went on different raiding missions, and I believe two were successful. Either way, you could say she truly made the difference, for one of those raids brought home a 2 coin, while another killed UPS 5's Hag of Tortuga for 1 gold, resulting in the difference of 3 gold in her fleet's 31-28 margin of victory!
Honorable mentions: Roanoke, Banshee's Cry, HMS GT, etc.

MVC (Most Valuable Crew): Bonny Peel (of the GT fleet)
Bonny managed to capture a whopping 30 points' worth of crew, although 7 gold was left aboard when the game ended. 13 gold came from the EA runners' Joya del Sol, whose entire crew complement was ransomed off. She then went on to terrorize other fleets, stealing the swarm's Hag of Tortuga (which could have been the last crew she swiped), Don Pedro Gilbert of UPS 5, and the last two crew of the Nubian Prince (captain and Murat Rais for the unloaded 7). In the end, the GT fleet didn't actually have any gold on their home island - they had 23 gold from crew captures and 5 turtles! This is made all the more amazing by the fact that it's exactly the same amount of gold that Dragon Eyes captured in my epic game from last fall! However, Bonny Peel captured crew worth 30 gold in the game overall, which can stand as a record! (they are tied at 23 each for most captured crew unloaded in a single game)

With that, the AP's improve to 9-7 overall. In terms of fleet records, Xerecs and I have agreed to only count games as losses if less than 4 players/fleets are involved. Therefore, in games with 4 or more fleets, the winning fleet is credited with a win (of course), but the other fleets aren't charged with a loss. I think 3 fleets is a reasonable cutoff; once you have 4 or more players the chances of winning the game really decrease, and obviously 8 fleets is quite a large game.

It's also nice to see some parity in the scores; my fleets were 1 and 3, Xerecs' 2 and 4, etc. I collected 71 total gold against Xerecs' 66 total gold, but Xerecs had all his fleets active at the end while I only had the Jolly Mon from UPS 5.

It was a memorable game, and now that it's over, we look to VASSAL Tournament #2! This is the big one - the fleet that wins T2 will be declared the best fleet of all time!! 16 fleets will be participating, in the same elimination style bracket as T1. We are in the process of choosing our fleets and setting up the bracket. Tournament 2 will soon begin!
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Subject: Fleet Challenge reports   PostPosted: Mon Oct 03, 2016 3:14 am Reply with quote

These battle reports concern the following:
Fleet Challenge: Sink The Battleship

4 competitors would face El Acorazado to determine the winner of the fleet challenge!

First up: The Dread... (Xerecs)


The Acorazado maneuvered to get the first shot, and took out three masts.


The Dreadnought returned fire twice with all cannons but missed a few times! This left the Acorazado with two masts, which was enough to sink the Dreadnought with an SAT. The Patagonia was also eliminated, and Xerecs was out of the challenge!


Next up: Allies in Fire (Volt)


The Acorazado maneuvered, staying close to her home island and waiting for a chance to strike.


She struck the Victor, since I believed the Victor's Exploding Shot to be the most dangerous weapon that I could not cancel or deal with. The Fortune had to come within S to shoot firepots, and so the Victor was sunk.


Volt's fleet struck hard afterwards, and there was simply too much to cancel. I decided to cancel the Fortune's captain if she came within S range, but in the meantime the Glorious Treasure and Maryland eliminated masts. The Battleship was soon ablaze!


The Acorazado didn't get Castro's SAT, so she had to stand and fight. Dismasting the Glorious Treasure and Coeur was the best I could do.


The smaller ships closed in and dismasted the Acorazado! Volt's fleet has beaten the ship in 4 turns!


The third challenger: Gonna Sink You!


With no extra action or canceller capabilities, it was difficult for the smaller ships to get the first shot. The Acorazado struck with a double action, and purposely shot a mast off each of the two masters, meaning that their guns would be completely useless for the rest of the battle.


The ships had no choice but to ram. All 4 rams failed, and the Acorazado quickly destroyed the fleet and claimed a second victory in three games!


The final test for the Acorazado: Cheeseland VS The Battleship


The Swallow made sure to stay out of the Acorazado's range.


The Acorazado simply sailed away from the Swallow, looking to frustrate the English and leave her vulnerable. The Swallow took the bait, but not only because Griffin and Lawrence were frustrated - they knew that Thomas Gunn's fleet had already beaten the Acorazado in 4 turns, and time was running out. They had to make a move in order to make El Cazador victorious. Sailing up to the Acorazado on the third turn, they loosed a Broadsides Attack and missed with a 1!


The Acorazado only hit 3 times after failing to get the SAT from Castro. This opened the door for the English, who could tie Volt's fleet if they sank the Battleship this turn. Turn 4 proved to be the climactic (or anticlimactic) one: the Swallow hit with her first broadside (a 4), but missed with her second on a 3!


Turn 5 wasn't necessary, but the Acorazado finished off the Swallow just to prove a point. Not only did the Acorazado win 3 out of the 4 games with a considerable point disadvantage, she had also sunk or dismasted 3/5 of Volt's fleet in her only loss!

@El Cazador: I forgot to copy and paste the chat transcript for the final game before I closed VASSAL. What's funny is that I forgot about the Swallow's strategy at first: before undoing the turn, I had the Swallow sail up and broadside the Acorazado on the very first turn (with her second action, after the Acorazado had gone first). However, that BA roll was a hilarious 1. Looks like the Swallow needs some more gunnery practice!

Volt has sank The Battleship and won the Fleet Challenge!! Congratulations! Now it's up to you to determine the next challenge. Thanks again to all who entered.
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Subject:    PostPosted: Tue Oct 04, 2016 8:01 pm Reply with quote

The Acorazado faced another English fleet (created by El Cazador) in a deathmatch. This one tried to utilize the Gargantuan's reverse captain ability, L-range guns, and double cannon bonus (via TGunn the Elder and Griffin) when combined with Mycron on the Patagonia. The Victor served as support with more L-range firepower.

The Acorazado decided to chance an early attack, and hit 2/2 against the Victor.


The Victor rammed a mast off the Acorazado, who had a new strategy: eliminate Lord Mycron. However, the Gargantuan caught her and was able to blast some masts off. Eventually the Battleship fell to the English.
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Subject:    PostPosted: Wed Oct 05, 2016 4:07 am Reply with quote

In my first solitaire game since last fall (I think), I decided to do something totally different.

Following the Water World rules introduced by brettb45, there would be no home islands. However, similar to a few other games I played last fall, there would also be no home forts. There was absolutely nowhere to store or unload gold - only gold on ships would count towards victory at the end of the game. The game would end once all the wild islands had sunk, when they had no more gold on them.

To make things even more bizarre, there were 5 fleets at 30 points, but no ship could have ANY cargo spaces open to start the game. Every ship had to be full to the brim with crew and/or equipment, which meant that to load gold, crew would have to be either left on the island or killed in combat! It was a whole new approach to the game, with new strategies, tactics in fleet construction, and odd gameplay. It turned out to be great fun! I also happened to be in a rush playing the game, so all of this happened very quickly.

These were the fleets - one from each of the Big 5. Making the fleets was rather strange - given the constraints of my traveling collection, there were only so many options. It was also tough to fit named crew, especially without defaulting to a one-ship setup. The play order went in the reverse faction order, with the Americans going first, and then the Pirates. Each of the 4 wild islands had 5 coins.






The Pirates unfurled their sails but the Spanish were right behind them! The Furia quickly took out the Fancy, but the Cantabrian struggled mightily against the Selkie, managing to win a boarding party after missing both shots and failing to damage the ship with a ram.


The other 3 fleets were content to sail towards wild islands without interference:


The Selkie fought both broadsides against the Spanish, but missed 0/3 and rolled a 1 with her exploding shot to lose a mast! The Furia punished her afterwards, scoring a hit to dismast the Selkie and eliminate the Pirates from the game before a single island had been explored! In the meantime, the Americans had ominously turned the United States around - why bother getting a few coins early in the game (which would come at the expense of some very valuable crew) when you could wreck havoc first?


The Maui's Fishhook (MF) finds Plague! The UT wipes out all 5 of her generic crew, but it does allow her to load 3 regular coins without making any tough crew decisions. She left a 0 coin on the island as a decoy, and to keep the game alive in case she would be able to load more gold and/or use the Plague to terrorize other fleets.


The United States sank the Fancy and Selkie to destroy both Pirate ships, but the Furia sailed up and shot away two of the American's masts! In the meantime, the Cantabrian had explored an island and loaded a couple coins, leaving her captain and helmsman behind. The Spanish were looking good...


But so were the French! The Missionary actually made it easier for them - the Floating Stone was their main gold ship anyway, so losing the helmsman and explorer wasn't a big deal. The French had a plan for the island's gold.


The Floating Stone loaded two 1's and the Weapons, which would soon be transferred to the Marie Antoinette, who swapped her explorer for the final 1 coin. It was a good "resource management" turn - the MA would now have a +2 bonus on boards, which was a great combo with her built-in S-boarding ability.


An overview of the situation:


Not wanting to risk a Broadsides Attack with a world-hater aboard, the United States went 1/3 to take a mast off the Furia! It wasn't enough once the Cantabrian and Furia teamed up to eliminate the Americans from the game! The Spanish had their own resource management plan: maximize gold aboard ships by transferring the Cantabrian's gold to the United States, and then have the Cantabrian go back to the island to pick up more gold. It was definitely a strange game for strategy, but a fun and refreshing one at that!


The northwestern island sank, and the Marie Antoinette was looking to attack the Spanish before turning on the English because the MF's Plague could render the MA relatively weak to the Furia.


However, I then realized that due to the Plague (using the old version), the MF couldn't dock, so she headed straight for the MA!


The Furia sailed bravely into battle to protect her fleet's gold, but missed her shot against the MA. The MA utilized her S-boarding prior to moving, but remarkably, she couldn't even win the boarding party with extra Weapons aboard!! With two crew aboard and a die roll of 1, the MA had a boarding score of 7, which was tied when the Furia rolled an improbable 6!


The MA used her move action to smartly get away from the sickly MF, instead dismasting the Cantabrian and sinking the United States with 4 gold aboard! As a result the MF dumped the Plague onto the Furia to eliminate all 3 of her crew, and France now had the upper hand against Spain.


The MF actually won her boarding party against the Furia to take the Plague right back! This made her a target for the MA, who dismasted her with (ironically) help from the Furia. (with no crew the Furia couldn't ram or shoot the MA on her turn)


However, the French still had a logistical issue in the way of them winning the game. The only gold they controlled was the three 1's on their two ships, which could not be counted on against the 3 coins aboard the MF, who was captured by the Spanish. The French countered by capturing the Cantabrian. It was a race to see who could control the most gold the fastest, but the key lied with the MA's still-healthy crew complement.


The Marie Antoinette used her captain and helmsman to sail up to the Spanish, sinking the MF and dismasting the Furia! The game had ended not with all the islands sinking, but with only one fleet remaining!


The French had won with 5 gold! All the other fleets had not a single coin between them. The extremely low values were explained after the game by the unexplored southeastern island, which held a nice cache of 15 gold. Even if the United States had grabbed that gold early in the game, it's not likely she would have held onto it with the dangerous Furia and MA opposing her.


This was a really fun setup, and I'd recommend it if you want a quick, desperate, and exciting match. I'd like to do it again soon, possibly with other variations (such as making it mandatory to fill up each ship's point cost with crew, rather than cargo spaces) and likely a higher point limit.
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Subject:    PostPosted: Sat Oct 08, 2016 4:49 pm Reply with quote

A 70 point game of Water World was played between myself and El Cazador. He went with a Pirate fleet with three ships each having double action crew aboard, while I went multi-faction with the Grand Path, Rocinanate, and Renard a Ailes.


The Pirates attacked immediately, with the Akua Lapu going 4/4 to cripple the Grand Path. The Cassandra flew through a whirlpool and came out to dismast the Renard. The Rocinante hit the Cassandra twice but the Grand Path's counterattack failed.


The Pirates then sank the GP and Renard, leaving the Rocinante alone.


The Rocinante put up a fight but the Pirates sank her to win the game!
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Subject: Water World (Blub Blub)   PostPosted: Sat Oct 08, 2016 6:19 pm Reply with quote

The main reason I went aggressive is that I thought the Grand Path was going for my home fort. I did not intend to blitz at all, but I was worried that losing the Home Fort would make the game much more difficult.

After I started the attack, I decided that I may as well try to finish it.

Extra actions OP, please nerf! Laughing

My fleet consisted of:

Akua Lapu + Hammersmith + Calico Cat + Lady Baptiste

Cassandra + Bartholomew Roberts + Helmsman + Gunner

Coleoptera + Gentleman Jocard + Le Requin + Coconut

The intended purposes were to run treasure, with the Akua Lupu having fighting abilities (and the Cassandra surprisingly having some too). The Coleoptera can go a maximum 4S with 2 open cargo, so that's not too bad.
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Subject: More strange fun   PostPosted: Sat Oct 08, 2016 11:15 pm Reply with quote

Another solitaire game has been played. As before, the Water World rules were the basic rules. However, similar to last time, there would be no home forts.

This time, instead of maxing out the cargo space of each ship, each ship had to carry crew up to its point cost! This meant that a 15 point ship would have 15 points worth of crew aboard.

As you can see, this led to some interesting setups! Unfortunately I forgot about some of the Water World rules when making the fleets, partly because I was in a rush.


The English were ready to go with guns blazing. The Auguste looked formidable for the French. Originally their plan was to use Calypso (aboard the Floating Stone) to have the Auguste raid enemy home islands, but there were none! The French then wanted to use Calypso to let the Auguste get to islands before the opposition. Maurice Aristide's bonus would count towards any gold aboard the Auguste at the end of the game, since it couldn't be unloaded. Carcharodon was an interesting way to "cheat" the setup restriction - with no cargo space the French were free to add the monster without maxing out the point cost with crew!


The Spanish went with a couple of 3 masted schooners. That face down equipment is actually my custom equipment:

Bow Chasers
Faction Affiliation: Neutral
Type: Equipment
Point Value: 5
This ship gains two additional cannons that can only shoot from the foremost mast of the ship. The cannons follow the range of the foremost mast of the ship, but they have 4 rank and the Extended Range keyword. The cannons can only fire in a straight line directly forward of the ship's bow. Other pieces of equipment cannot be used with Bow Chasers.

In addition to the extra forward-firing guns, the Sirviente was ready for a fight. She also carried Fire Shot (courtesy of Master Bianco aboard the Cervantes). She had S-boarding, +1 to boarding rolls, and reroll! What a stacked ship! The reroll was multipurpose: use it for a botched S-board, rerolling a 1 with fire shot, or try to get another hit with the chasers. The Cervantes was by far the best gold ship in all the fleets, with 4 open cargo spaces in addition to the Secret Hold, explorer, and S-explorer abilities. The Spanish looked competitive given the restrictions.

The Pirates went next with their own batch of fun. The Greed's Hammer had an eclectic mix: Barstow, helmsman, oarsman. Barstow would try to grab both coins and enemy crew (crew wouldn't have to be unloaded b/c no HI's), assisted by the other Pirate ships. They were ready to fight, and fight they would.

Going last would be the Cursed, with Davy Jones and a captain aboard the Scythe. The Demon Gate got a rare appearance, crewed by none other than RtSS Papa Doc (canceller and +1 to boarding rolls) and a helmsman.


4 wild islands with 5 coins apiece. The other coins are at the low point of the arch on the other side.








On the first turn Davy Jones rolled a 6! The Hibernia opened fire on the Orkney and shot two masts into the water with the help of Nigel Hardwicke!






Careful to stay out of Papa Doc's cancelling range, the English respond by dismasting the Demon Gate!


Chaos! The Scythe blades the Orkney but misses with her cannon. Her other cannons were destroyed by the Plague of the East! The Pirates were eager to capture Davy Jones and Papa Doc with Barstow, who could turn them into 20 gold total!


A closeup of the action: Davy Jones uses an extra action to blade the Hibernia as well!


Unpredictable seas were factor today; here the Orkney rolls to port as the Scythe rips down another mast.


In the meantime, the French were struggling. Calypso's rolls failed, so the Floating Stone simply trailed the Auguste, who found not only Wolves on the southeastern island, but also the abandoned musketeer who was supposed to eliminate the Wolves! This left Nigel Hardwicke as the only way to get the island's gold, and he was fighting for his life against the Cursed. Carcharodon got bored and swam off to eat people.


More fighting in the southeast as the English get the better of the Scythe. The Orkney's ram took the Cursed out of the game! However, this made the English a target of the Pirates, who still wanted the Cursed crew for gold payouts. Now that they noticed the English, the Pirates began sizing up the pricey English crew as well...


During all of this, the Spanish Cervantes had made off with some riches. The Sirviente protected her, but knew she'd have to fight sooner or later. The Spanish tentatively headed south towards the French, with Carcharodon following.


Tensions in the south: the Fancy and Greed's Hammer look to join the fray against the English, who were severely weakened in their battle against the Cursed.


Commander Temple strikes! I didn't want him to be a complete waste of 6 points, so I house ruled his ability to say "wild island" instead of home island. The English explored the Scythe and warped both ships to the nortwestern arch, furthest from the hostile Pirates.


The only problem was that it left the Hibernia alone to battle the Pirates. She grabbed the Demon Gate to capture Papa Doc and gain his valuable canceller ability.


But the Pirates simply ram, and then own the south! The Demon Gate is captured, while Barstow captures Nigel Hardwicke (ending any possibility of getting gold from the southwestern island, which is fine with the Pirates) after ramming the Hibernia's second mast off. It was truly a great turn for the Pirates, as the Fancy even rolled a 6 at doubled range to snipe a mast off the Auguste, who had sailed to the southeastern island after discovering Wolves.


But here come the Spanish! With a surprise attack, the Bow Chasers are run out and fired at the Greed's Hammer! Surprisingly they both hit!


The angry Pirates suddenly split, and give up control of the south to the French, who have moved in with their entire fleet. The Pirates turn their wrath on the Sirviente, but they only manage one hit in four tries! The Greed's Hammer has no captain and decides to run for it. At the bottom of the picture, the Cervantes is biding her time, hoping for the game to end while she still has all her gold aboard. At the left, the English experienced a miracle at the arch. The Orkney explored and found the Trees UT! This repaired 3 of her fallen masts and the dangerous English gunship was ready to fight once more!




Absolutely relentless, the Spanish pursue the Greed's Hammer! With improbable luck and help from Miranda's reroll, they score two more hits!! The Greed's Hammer sinks!


At this point the game devolved into chaos. The Pirates, more furious than ever, sank the Sirviente. However, the damage was done. South of them, Carcharodon munches on Cursed helmsman. The French are still under the radar, with a gold plan. The Cervantes and Orkney are still important...


The Cervantes turned around, but the Plague of the East hit 2/2. The Auguste had failed an S-board, and was then dismasted by the Fancy. The French had their plan in place though: the Floating Stone dumped Calypso on an island to load 7 gold, while the Auguste carried another 3 with a 1 +2'd by Aristide. The problem was keeping that gold alive.


The Pirates dismasted the Cervantes, but the shark dismasted the Fancy. The Floating Stone looks to make a getaway.


The Orkney managed to miss a bunch of times, but eventually dismasted the Plague of the East and sank the Cervantes!


At this point the Floating Stone had to tow the Demon Gate (with Papa Doc still aboard) in order to contest the Orkney, who easily killed Carcharodon.


Blam! In an impressive display of firepower, the Orkney hits 2/2 with her L-range guns (avoiding the canceller) to pulverize the turtle ship's defenses.


The Floating Stone rammed on her next turn, but her attack failed. The English were victorious with just 3 gold! They had captured the Auguste with her 1 gold, which was worth 3 with Aristide's bonous. However, the English had also outlasted all the other fleets, albeit with some help from a house rule concerning Commander Temple and some lucky Trees!

I would recommend these odd restrictions on crew! They make for a nice change of pace, and a fun challenge when building fleets.
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