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Subject:    PostPosted: Tue Feb 14, 2017 12:32 am Reply with quote

The home island serves no pvrpose in a 1v1 deathmatch.
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Subject: FN anniversary game #1   PostPosted: Tue Feb 14, 2017 2:50 am Reply with quote

Today is the 10th anniversary of Pirates of the Frozen North! Over the course of two sessions on VASSAL a 3 player game using only game pieces from FN was played.

These were the combatants, in the order of play:

Cursed (agiantpie):
Loki's Revenge, Baba Yaga, Serpent's Fang

French (xerecs):
La Delacroix, Marie Antoinette, La Dijon

Vikings (a7xfanben):
Muninn, Donar, Sleipnir

We changed the setup rules slightly, with 4 wild islands (just like a 2 player game) and 6 coins of any value or type (as long as the UT's were from FN) on each island. The VASSAL module doesn't have icebergs, but the fog banks look great as icebergs and even have the same dice markings on the edges, so fog was ice in this game.

The fleets after a turn:


I forgot to take pictures for a while, and you can see here that a lot of UT's have been discovered and played. Of the 8 coins that I contributed to the mix, all were UT's from FN! Throw in an extra Runes of Death and one Odin's Revenge, and things were bound to get crazy. The Dijon found the first Runes of Death very early in the game. However, she was very close to her home island... but the Loki's Revenge sank her! A whopping 13 gold was sent to the bottom of the sea, and the French had their main gold runner sunk. The French experienced further woes when the Marie Antoinette found many UT's at the northeastern island, among them Odin's Revenge. That UT hurt the Vikings the most, dismasting the Sleipnir. The Vikings were smart to explore with the Sleipnir on their turn, for she found the second Runes of Death that could have been loaded by the Donar! With no crew or masts remaining, death was averted, at least for the time being.

However, the Cursed soon played Runes of Magic, moving an iceberg towards the fragile Viking fleet, whose Muninn and Donar would take damage from the iceberg. The Delacroix and Marie Antoinette descended upon the crippled Viking fleet, but they weren't as successful as anticipated. The Delacroix took damage from an iceberg and a ram from the Sleipnir, while the Muninn engaged the Marie Antoinette. Runes of Thor was played on the Vikings' Sigurd Andersen to guarantee an Admiral's Action, since it looked like the Donar (the ship carrying Runes of Thor) would be captured by the MA.


This is when the game began to turn odd. The Delacroix and Marie Antoinette captured the Sleipnir and Donar respectively, temporarily giving the French 4 ships. However, this was but a mirage of success for France, as the Muninn dismasted and captured the MA, while the Delacroix lost her final mast to an iceberg! Suddenly the French only had two usable ships, both former Viking ships with gold aboard. In the west, the Cursed have set out once more, while a double iceberg has been formed between the 3 home islands.


The miraculous Viking comeback continues! The Muninn recaptures the Donar, brings her back to unload gold, and uses her reverse captain ability to cripple the Baba Yaga only after the Baba Yaga missed the derelict Donar twice in a row! Not to mention the Marie Antoinette being repaired to full strength, and the mega iceberg dismasting the Baba Yaga! #tombrady #johncena #nevergiveup. lol. (just kidding, the Vikings never had much of a chance in this game, and unfortunately for me they didn't win at the end heh)


The Muninn and MA stopped the Loki's Revenge from getting home with a coin, but the Serpent's Fang brought home a few more for the Cursed. The final coins on the northeastern island wouldn't have mattered, as the game had been decided.


1. Cursed: 16 gold
2. French: 5
3. Vikings: 2

The Cursed win a fun one! The French and Vikings got embroiled with UT's and each other, while the Cursed found a 6 and a 4 early in the game. The Cursed essentially clinched their victory by sinking the Dijon and her 13 gold. The late-game surge by the Vikings was fitting considering it was an FN-only game, but it turned out to just be some late fireworks. The icebergs were a big factor, and between them and the Runes, it was a very thematic way to celebrate Pirates of the Frozen North.
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Subject: FN anniversary game #2   PostPosted: Tue Feb 14, 2017 5:35 pm Reply with quote

Today is the 10th anniversary of Pirates of the Frozen North! To commemorate the occasion I played a game using ONLY stuff from FN, with the exception of generic crew so the game would be more fair.

Here are the fleets in the order of play, as the Vikings rolled to go first!

My current traveling collection actually has some of the better Viking gold runners, though I was disappointed to leave the Donar out. However, with the Grendel, Sleipnir, and Kalaallit (abbreviated KL) getting gold, the Vikings looked to be in good shape. The Wodin looked to function as a hybrid, with 3 spaces open for gold, the captain and helmsman ability with good guns, and the gold capture ability for yet another option. The Hrothgar was the flagship of the 100 point fleet, carrying two of the best Viking named crew (Shayna Deux and Sigurd Andersen) as well as a proxy helmsman as my Viking crew options are lacking.

The opposition: a conglomeration of ships from the Big 5 factions, which is almost all the other FN ships in my traveling collection!

The rarely used Seminole would try to give the already-deadly Tartessos and Orkney an extra cannon bonus, making for an intimidating gunship squadron. The Marie Antoinette (MA) led a group of four gold runners, the rest of which were small, uncrewed ships. The MA had Leander Arnaud aboard, who would try to take advantage of the MA's S-boarding and steal lots of Viking loot. This would be my first time using the Seminole, Tartessos, and Ahura Mazda, as they are all recent acquisitions.

Welcome to the Frozen North!!

The Big 5 picked an island near lots of icebergs to be the Viking home island. The Vikings didn't want to deal with the Orkney and Tartessos, choosing one of the furthest islands away, and hoped the arches and some icebergs could give them trouble. The straws at the upper left and right are the round earth boundaries.

The 3D foam icebergs would function as icebergs numbered 1, 2, and 3, with the largest being 1 and the smallest being 3 since you want to roll high in this game. For their direction, 1=NE, 2=E, 3=SE, 4=SW, 5=W, 6=NW (essentially clockwise from the north with no due north/due south).

6 regular icebergs were also in play, with 6 FN islands making up the home and wild islands. I didn't use my custom islands (with lots of green foliage heh) since I wanted the setup to be as thematic as possible.



Arches always seem to lead to great picture opportunities, and this game was definitely no exception.




Both home islands and both arches:


The Big 5 had 7 ships to the Vikings' 5, but both fleets had plenty of ships on the small side.


Which fleet would weather the cold and emerge victorious?


The west:


The east:


The arch on the left is usually flipped to the right to put gold on it, but here I liked it a bit different, allowing the little nook you see at the closer end. Each island had 6 coins, except for an accidental 7 on the southern island.


They're off! Eager to take advantage of two nearby northern islands, and to avoid the gunships of the Big 5 fleet, all the Viking ships fittingly sailed north.


The Big 5 is confident that their diverse fleet will prevail. The gold runners scatter while the Orkney, Tartessos, and Seminole begin sailing towards the Vikings.


This was the ideal formation, with the gunships leading from the front but still withing S of the sheltered Seminole. The Orkney and Tartessos were willing to take an iceberg hit if it meant protecting the Seminole and keeping her speed at L+S to keep up with the gunships.


Bam! The first iceberg hit of the game and the MA is down a mast.


I love how realistic the foam icebergs are. They're very easy to make, as there's no painting/gluing/etc involved. I'd recommend trying some, especially if you like icebergs (which I usually don't lol).


The Sleipnir found the first Rune of the day, Runes of Magic, which could be very valuable with so many icebergs around.


Trying to avoid an iceberg, the formation splits up as the Tartessos prepares to navigate an archway.


The MA has round earthed to the north, while the sneaky Grendel may have similar ideas.


The KL finds more runes! Runes of Thor could have been used on Runes of Wealth to turn the 1 into a 6, but the Vikings figured they might want the 6 for a guaranteed extra action from Sigurd Andersen at some point in the future. There were better treasures than the 1 on the island, but the KL smartly grabbed a 1 and promptly turned it into a 4 via Runes of Wealth with a decent die roll.


Here, an iceberg has smashed up the stern of the Tartessos, while the Wodin has returned to the Viking home island, wary of a possible blockade or attempted interception of the Viking gold runners.


I'd wanted La Tartessos for a long time, especially after she proved herself in VASSAL Campaign Game 1. It was great to build the ship and see the unique artwork on the hull.


With the Wodin and Hrothgar relatively near, the squadron sails under the arch.


Looking at English, American, and Spanish flags through the arch and seeing Viking flags beyond:


The Cantabrian and MA have reached wild islands; at the top right Grim the Savage aboard the Grendel has realized it will be some time before the Big 5 get some gold to their home island, so he docks at the KL's island to load gold while postponing any raiding attempts.


Watch out for the imperialists!


The Hrothgar in heavy seas, ready to defend the Sleipnir if necessary.


I love pictures that look through archways: here you can see the massive iceberg beyond the Wodin.


This picture almost makes it look like the ships are sailing very fast:


No more maneuvering - the Wodin attacks! However, after using her stern turn to get both cannons in range, the Wodin utterly fails, missing four consecutive shots, failing to eliminate a mast via the ram, and losing her helmsman in a disastrous boarding party. This time, getting the first shot backfired with very poor dice rolls. The Sleipnir has docked home gold, while the KL and Grendel aren't far behind with more.






This left the Wodin as a sitting duck for the Orkney, who sank her with the help of the Seminole's bonus.


The Tartessos has turned around, while the Hrothgar had docked at the Viking home island in a similar fashion as the Wodin, ready to break up a blockade and/or protect the gold runners.


On the Vikings' next turn, Sigurd Andersen rolled a 6! This gave the Hrothgar two actions and up to 12 shots!! The Hrothgar's first action sank the Seminole and crippled the Orkney, while her second was a dud. (only 4 cannons were in range of the Orkney on the second action since the Hrothgar returned to the safety of her home island in anticipation of a counterattack)


The Tweed has finally reached the southern island, finding valuable gold. The MA, Cantabrian, and Ahura Mazda all have gold for the Big 5.


Chaos reigned during this period of the game, with the Orkney dismasting a departing Sleipnir and the Tartessos basically running away from the Hrothgar, who couldn't be shot at while docked at her HI.


An impressive sight, but unfortunately for the Big 5 those guns were more useful in last year's CG1 than this effort.


Through an arch: Viking flags, a desperate Englishman, and the carnage of battle.


The KL has returned home with gold, while the Grendel is almost back. The loss of the Wodin was not in vain, as the event partially helped the Vikings turn the tide.


With perfect timing, the Vikings reveal their secret weapon - Runes of Thor! This UT changed Sigurd Andersen's die roll to an automatic 6, allowing the Hrothgar another pair of devastating actions!


The Hrothgar's guns are mediocre, but the sheer volume of firepower allowed her to sink the Orkney...


...and dismast the Tartessos.


The Grendel docks and the KL goes out for more gold:


All four of the Big 5 gold runners are close to unloading, while at the right, the Tartessos tries to run with her helmsman and oarsman. You may have noticed something terrible happening to the Grendel...


!!


Unlucky enough to get smashed by an iceberg at her own home island, the unthinkable then occurred: the EXACT same die rolls were made for icebergs at the beginning of the Viking turn, which slammed the iceberg into the Grendel once more, this time dismasting her! I nearly made a house rule where icebergs could sink derelicts (or the giant iceberg eliminated two masts per hit, etc), but it wouldn't be fair to the Viking fleet in particular to make it up on the spot.


Luckily the oared Sleipnir was nearby to try a rescue attempt:


The Hrothgar sinks the Tartessos, eliminating the last remnant of the Big 5's gunship squadron. The Hrothgar has had an impressive game indeed, in no small part because of her excellent crew.


The Tweed, knowing the faster Hrothgar would likely come after her, took a risk that didn't pan out! She sailed too close to an iceberg, which moved to dismast her at the beginning of a turn. The MA sails out to rescue her, but the Hrothgar is faster than any of the ships remaining in the Big 5 fleet. At the top left, the Ahura Mazda will try to add value to each coin the Cantabrian brings back. The Sleipnir has successfully taken the poor Grendel under tow, while the KL loads gold from the southern island.


With another AA from Andersen, the Hrothgar wrecks any chance of getting the Tweed's 8 gold home. The MA is sunk and the Vikings look close to being able to control the final part of the game.


Indeed, the Vikings have the momentum here. The KL unloads yet more gold, while the Sleipnir and Grendel repair.


The Hrothgar prepares to annihilate the final two ships in the Big 5 fleet, but the Ahura Mazda stays docked at home and the Cantabrian sails out for more gold with Runes of Speed.


Knowing both ships must survive somehow, the Pirates go into desperation mode, ramming a mast off the Hrothgar while the Cantabrian looks to evade or get lucky if the Hrothgar misses. To make matters worse for the Big 5, the Grendel is fully repaired and Grim the Savage is finally ready for his highly anticipated home island raid!


BAM! The KL dismasts the Ahura Mazda, while Grim steals 3 coins from the Big 5 home island!


The Hrothgar intercepts the Cantabrian and dismasts her, abruptly ending the game!


The Big 5 has no future move actions available, while most gold has been unloaded to home islands.


The Vikings win 21-6! If not for Grim's last-minute raid, it would have turned out 21-16, so in reality the game was much closer and quite exciting!


It was great to pay homage to the Frozen North set, which has never been one of my favorite sets actually. However, it has some very cool stuff in it, and I like all the sets heh. It was nice to play some ships that are new to my collection. Fittingly, the Vikings won! The Hrothgar was definitely the "MVS" (Most Valuable Ship), sinking or dismasting the entire opposing fleet! The Runes of Destruction and Magic were also used, but not with much consequence. I didn't want to use Runes of Odin since it's a bit OP heh, especially when combined with Runes of Magic.

Thanks for reading!
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Subject:    PostPosted: Mon Feb 20, 2017 9:34 pm Reply with quote

The third session of the campaign has been played!

For this session I did something radically different......





Moving Picture....







There is over 5 hr. of footage, and I'm not sure if I can upload all of that to Youtube, and I do not have the time to process and edit all of that today, so I will try to get it up sometime next weekend (assuming people want to see 5hr. of pirates). A write up of action will come soon.
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Subject:    PostPosted: Mon Feb 20, 2017 9:55 pm Reply with quote

xerecs wrote:
There is over 5 hr. of footage, and I'm not sure if I can upload all of that to Youtube, and I do not have the time to process and edit all of that today, so I will try to get it up sometime next weekend (assuming people want to see 5hr. of pirates). A write up of action will come soon.


Shocked

Wow, how exciting! I'll admit I probably won't see all of it (I often watch youtube/movies while eating), but this is fantastic! It may also be somewhat ground-breaking, as I haven't really seen videos of people playing outside of solitaire demos and whatnot.

(I have nearly forgotten about the live stream idea I proposed a while back, but if this garners enough interest/views then I may try it at some point (I need to play more physical games rather than VASSAL to have a chance though heh). I'm mostly worried about lack of interest, the game going too long, not being able to follow what's going on if you can't hear what players are saying, identities being revealed, and even poor video quality compared to my standard picture quality.)
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Subject:    PostPosted: Mon Feb 20, 2017 10:43 pm Reply with quote

I'm figuring that if I do upload to YT, it wont garner much attention, since it is over 5hr. and most people do not want to sit through that, especially since it was another 4-5 hr. of mostly gold gathering and no combat until the literal last turn. I initially took the footage to have a more reliable way to recall what happened for a write up.

I've thought about Live-Streaming some smaller games myself, but haven't looked into it too much. I'm planning on doing more in this media area for Pirates though.
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Subject:    PostPosted: Sat Mar 04, 2017 6:43 am Reply with quote

So the video experiment has not been what I thought it would be. The footage is still on my camera and I havent had time to look at it and get it off there and to my computer. So as not to have an extended delay for the battle report I think it will be best if I write a little summary now of how each player's session went.

Commodore Simon:
The Commodore continued to gather gold and add cannons to his investment ships (Dreadnought and FS Apollo). His few gold ships are enjoying the non-aggression of the Lord Sentinel, and he has the most saved up gold in the campaign at over 150 gold on his home island, even after putting a crewed up Delusion into the water, his only launch of this session.

Ninjamaster Alex:
So far the Ninjamaster is playing the most aggressively without actually shooting at anything so far. He has laid claim to the second sea and the few islands there. Furthermore he has the largest fleet of us four admirals at this point with 33 ships in the water. Few of them are crewed for combat, but those that are such as the HMS Endeavour have excellent crew compliments, and in the case of the Endeavour, have a few added cannons. He as cemented an alliance with yours truly, the Lord Sentinel, though he has expressed some regret, given the final actions of this past session.

First Mate Jones:
The First Mate had a rough session, with his runners thwarted by the Mysterious Islands they were trying to get to. Despite a fleet of mostly Corsair runners, he has not brought in the gold like the rest of the admirals. As a result he has the third smallest fleet, with the Lord Sentinel and Ninjamaster both having several more ships in the water. He so far has been the only admiral to be directly attacked, and the attack wsa devestating and took place after his turn but before the session ended.

Xerecs, Lord Sentinel:
In terms of pulling a plan together, this was a very good session for the Lord Sentinel. After cementing an alliance and farming another UT, the Lord Sentinel has put a dastardly plan into motion. He was able to add several good fighting ships to his fleet, including a crewed up Le Gaule with SAC'er Arathiel and Captain Nemo on-board to cause havoc. Also among launches for this session include a Celtic Fury with Jordan Dumas, Barstow, Guy LaPlante and some generic functionaries. His pride launching though, was putting the Guichuan with Davy Jones into the water.


The Lord Sentinel is so far the only admiral to engage in combat, using his last turn to turn the Le Gaule loose on the Enterprise of the First Mate Jones. The shooting brought the American down to one mast, and a SAC action enabled the Gaule to S-Board and capture Montana Mays, opening the door for the Celtic Fury to swoop in and S-Board as well, capturing ransom crew Wayne Nolan! This was the first combat of the Campaign, and the last action of the session, all ships will rebound to within L of their home islands. The First Mate has sworn revenge on the Lord Sentinel, and his venomous hostility has made the Ninjamaster reconsider his alliance with the Lord Sentinel, who has made it known he intends to be much more aggressive for next session.

We as of now do not have a date set for the March session of the Campaign, though we think it will be sometime closer to the end of the Month, furthermore we are thinking about when to end it so as to have time to prepare for the third annual Summer game (CoEC). Stay tuned for next time!
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Subject:    PostPosted: Mon Apr 03, 2017 9:29 pm Reply with quote

This 3 player 40 point game was between morgull (Jose on the module), nickster5000, and myself.

Nick went first with a Pirate fleet, using the SM Harbinger and Recreant. Morgull followed with his own Pirate fleet, which included the Black Swan, Longshanks, and Bloody Jewel. I used a variation of my "Miniature Englishmen 2.0" fleet.


Maps of Alexandria revealed the treasures, and I had the best home island position. That's exactly what I needed, as my fleet was at a firepower and speed disadvantage. Here the Comet manages to hit the Black Swan, while the Rye gets into cancelling position.


The Black Swan sank the Rye while also revealing Havana Black. The English tried their best to position themselves optimally on their turn, with the Comet simultaneously shooting and turning for home. The Bartlesville shot at and rammed the Black Swan while trying to block her from getting at the Comet. You can see that the other ships have reached islands.


With the Black Swan approaching from the south, and the Harbinger breaking from her position in the north with the help of Calico Cat, the Comet was in trouble. However, she somehow survived the dual threat and was able to dock home a 6 coin, taking a mast off the Harbinger in the process! The Bartlesville's rowers weren't quite able to ram the Black Swan in time, and the Patagonia now looked to be in trouble in the southwest.


The Harbinger engaged the Black Swan, who then broke off to dismast the Patagonia. The Comet harassed the Harbinger, but it was likely too late for the Patagonia. The other ships have gold aboard.


The Black Swan sank the Patagonia and her load of 14 gold! This netted a 1 gold payout from Bratley's Ransom keyword. In addition, the Harbinger sank the Comet, eliminating the English from active contention! The Bloody Jewel and Recreant speed home.


The Harbinger chases down the Black Swan and dismasts her:


Only Pirates are left on these seas: the Black Swan is captured with the Harbinger's ability and the Recreant docks home her gold, suddenly giving Nick's fleet 3 ships at his home island.


The face down crew were finally revealed, and the Recreant and Longshanks became locked in battle! Morgull missed with his firepot specialist (as he expected to), allowing the Recreant to win the battle soon afterwards. The Bloody Jewel looked for more gold while the two 5 masters repaired.


The Harbinger can't quite reach the Bloody Jewel...


... and the game ends.


Since Morgull already had 16 gold and Nick wouldn't be able to get more than 14, Morgull has won his first game on the VASSAL module! It was a great game by all players, with more excitement then you'd expect. The English put up a good fight and had a few miraculous moments, and they would have had 20 gold if the Patagonia had 2 more turns to row home. They were eliminated before the action shifted to a Pirate civil war. If Nick had gone after the Bloody Jewel instead of the Black Swan, the result may have turned out differently, or maybe not. In the end, double actions and big cargo holds won the day.
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Subject:    PostPosted: Sat Apr 08, 2017 6:00 am Reply with quote

Avast! The 2017 campaign continued! This is the report for the March session, the April session has yet to be played, but will most likely happen in the next week or so what with Spring break next week we admirals should be able to gather for at least one session if not more. In other news, the Lord Sentinel has gotten a new camera and used it for this session, which is why the pictures may look different from previous reports. Now onto the action!

The homeward bound rule was used again, placing all ships within L of their home islands. The home islands of the Ninjamaster, and First mate Jones before their ships began moving.






Commodore Simon’s fleet around his HI. Some ships are going out, some are coming in for more cannons…..



The First Mate’s fleet moves out, wary of his neighbors. The Lord Sentinel has already declared his hostilities, and the Ninjamaster is allied with him and VERY close to the First mate.

Adding to his troubles, Ralph David is hostile: Pirates, so the First Mate had to ground the Enterprise immediately to avoid the penalty of David’s Hostility.



The Ninjamaster uses Calypso’s ability to place a whirlpool right near his a Home Island, and another one in the second sea! Already he has flung several ships there, runners and fighters to defend them.





In a curious act, the Ninjamaster used the Vodoo Doll UT (which he picked up in the last session) to shut down the ability of Jordan Dumas on the Celtic fury, thus preventing the Fury from benefiting from Barstow’s ability for a turn. This irked the Lord Sentinel but not overly.



The Ninjamaster sends the Baochuan to the nearest island using a SAC action to dock and completely empty it!



Commodore Simon’s Home Island, the Delusion, Dreadnought, and FS Apollo are all adding cannons, while his runners bring in a healthy stream of gold, which can be seen piling up on his HI around the docked ships.
The HMS Merlin, L'Auguste and HMS Victor are among his recent launches, and are visible on the far side of his HI.



The Lord Sentinel used the Hessian to cancel the Mercenary keyword of the Celtic Fury, allowing her to dock and turn in Wayne Nolan for 5 gold, infuriating the First Mate Jones.

Not only that, but the Lord Sentinel has sent his battle squadron west, the HMS Grand Temple and Le Gule are bringing up the rear in that formation and can be seen in the background with the Oxford.



The First Mate Jones used the UT Elizabeth's Piece of Eight to move the Neptune’s Hoard into the path of the Bloody Jewel, trying to block the ship from going to her island destination and muck up the Lord Sentinel’s gold system.



Commodore Simon strikes gold! The Hai-peng rolled to bring two coins from every other island to the one she has docked at creating a fortune right within the Commodore’s and Lord Sentinel’s reach!



The Commodore quickly brings in La Joya del Sol to take the best coins, but she rolls poorly and winds up stuck!



Using a small par of his fortune, the Commodore Simon commissions the Pirate flotilla’s Widowmaker and Doombox, placing them within L of his HI to be picked up by a friendly ship.





Using the Piece of Eight again, First Mate Jones sends the Neptune’s hoard into the fog, greatly annoying the Lord Sentinel.



The Ninjamasters gold ships are traversing between seas with little to no harm. The first ship to lose a mast this session was one of his runners who lost it to a whirlpool.

Here the damaged East wind and White Rose dock at the same island and load some valuable gold coins.



The Baochuan docks at the portal in the second sea, and loads all the gold there!



Despite the efforts of the First Mate Jones, the Neptune’s hoard docks at an island in the west, and takes some tasty gold.



The battle squadron of the Lord Sentinel: The Celtic Fury is bringing up the rear with the Guichuan looking to join them on the left of the frame behind the gold runners. In the background the Divine Dragon is leading the charge, with the Acorzado, Garante, Constitution, Le Gaule, and HMS Grand Temple not far behind.



The First Mate Jones spends around 50 gold and puts ten ships into the water at his Home Island! He has also grounded Ralph David, placing him on his HI so as to avoid the Hostile penalty.



A closer to ground shot of the Lord Sentinel’s fleet, the Guichuan has decided to not join the battle squadron, at least not yet. The Celtic Fury is still bringing up the rear, while the rest of the squadron groups up, getting ready to lead a strike into the waters of the First Mate!

Off to the left around the Guichuan, Intermediaro helps the Lord Sentinel’s gold ships get the gold faster, and without having to worry about the docking penalty.



In his first launching of the session, the Lord Sentinel puts four ships into the water:
Grand Barnacle + Kheir-ed-din
Concepcion
Coleoptera + Anamaria + facedown cursed crew
Philadelphia + helmsman



First Mate Jones manages a measure of vengeance and a first strike against the Lord Sentinel by using Jean Desailly to move the Acorazado onto a nearby reef! The Lord Sentinel rolled the die, hoping for a 5 or 6, but got a 1, stripping off 4 of the Acorazado’s masts!

This was a huge event, as it stalled the Lord Sentinel’s plans and forced a canceller out of the active battle squad which would be telling later on.





In another brilliant move, the First Mate builds St. Pierre on the island that allows for a UT to be brought into the game, thereby denying easy access to anyone but him. However there is one other such island in the game and it is located in the second sea and firmly in the grasp of the Ninjamaster.



Commodore Simon launches El Tirador:



One of the Ninjamasters runners becomes stuck at the easternmost island on the sea!



A long shot looking from east to west, the fleets of the Lord Sentinel and Commodore Simon are in focus, while the fleets of the Ninjamaster and First Mate are not so.

The Lord Sentinel’s battle group is gathered near the mid sea, about level with the Portal, with its eyes on the relatively unprotected fleet of the First Mate Jones, whose only capable gunship is the Executioner in the right mid-ground.

The Ninjamaster is employing his favorite tactic for large games, and has formed a physical circle around ‘his’ territory, visible (though blurry) on the left of the frame.

Commodore Simon is content to let the major powers fight, for now. He has been adding cannons to the Delusion, Dreadnought, and Apollo at a steady rate, soon those ships will have extreme firepower at their disposal…..



In a troubling move, the First Mate purchases several Events….. The Lord Sentinel blanched when he saw the four tokens show up on the First Mate’s home island, for he knows who they would be played against….



Having picked up a significant fortune at an island, the Guichuan comes about, and points her bow toward the HI of the Lord Sentinel. Behind her out of focus is the Lord Sentinel’s battle squad, minus the Acorazado who has come home to repair her extensive damage (you can see her main mast on the bottom left).

Next to her, the submerged Coleoptra, along with the slow Hessian head directly East- toward the waters of the Ninjamaster- while the Celestine and Hades Flame head home with valuable gold.



Realizing the trouble he could be in, the Lord Sentinel purchases his own, singular event.



The Lord Sentinel’s battle squad, from left to right: HMS Grand Temple, El Garante (with cursed Native Canoes), HMS Oxford, Constitution, Celtic Fury, Philadelphia, Divine Dragon, and Le Gaule; altogether an impressive display of firepower.



The Commodore Simon sends hi La Joya del Sol into the second sea, making him the third Admiral behind the Ninjamaster and Lord Sentinel to send a ship there. Now only the First Mate Jones is the only Admiral to not send a ship there.



The chaos begins! The First Mate Jones plays rolling fog on a fog bank near the Lord Sentinel’s battle squad. He then uses Jean Desailly to move the Divine Dragon onto a shipwreck reef, where the Dragon loses all but one mast!

Next the submerged Lamon moves into range with canceller Turner on-board, forcing the Lord Sentinel to reveal the hidden crew on the HMS Oxford, canceller Lawrence! The cancellers canceled out, allowing the Executioner to get into range and rip off most of her cannons, taking two masts off of the Oxford. The First Mate tried to land a firepot on the mighty Constitution, but failed!


The Rolling Fog event……


The Divine Dragon’s fall…..




The Lamon and Executioner’s attack.



The First Mate expected to get shredded on his next turn, but something odd happened. The Executioner was moved away by the Ninjamaster!



Immediately the effect of Rolling Fog is felt, as the fog bank moves to the right and engulfs the Constitution and Oxford, denying the very handy usage of the canceller Lawrence until the Lord Sentinel can free her!



The Constitution and Grand Temple both get their respective SAT and move aggressively to intercept two of the First Mate’s chief gold runners, the Golden Peacock and the Frontier. Incredibly, both ships survive their encounters with the Lord Sentinel’s gunships. Poor die luck was a contributing factor, even though the Constitution has world hating…..



In a fiendish move, the Lord Sentinel used a 6 from Ocean’s Edge Davy Jones to move the Executioner into easy firing distance of the Celtic Fury, who moved up shot two masts off, and then used Mycron to S-Board the Executioner, easily winning the board with Barstow taking the 9 point El Fantasma!

In the background, El Garante moves to support the Grand Temple and Constitution against the surprisingly resilient runners of the First Mate.



The Lord Sentinel finished his turn building El Castillo del Infanata, his only fort, on a nearby island, providing a place to repair ships away from his home island.



Looking East at the shared waters of the First Mate and Ninjamaster, Le Gaule is passing within firing range of Paradis, but the Lord Sentinel is confidant his ship will not be damaged heavily, thus choosing not use a SAC to get her closer to the fight around the Executioner.

In the background, the other capable fighters of the First Mate can be seen, La Lyon, Le Superbe and USS Eagan are his next best gunships in the water, but each are a turn or two away from any of the Lord Sentinel’s ships…. However, he recently launched the Tepant from his Home Island, and the Enterprise is almost done repairing, both ships are combat ready and could provide a tipping force in the coming battle.



Rolling Fog continues to be an irritant to the Lord Sentinel, here it envelops the Philadelphia.



Amazed to find that all his ships are still floating, the First Mate uses the Lamon to cancel Bonny Peel on the Grand Temple, and ram a mast off the ship from underneath.

He then employs a swarm tactic, bringing one of his ten single mast ships to bear, and attempts to ram another mast off of the Temple, but fails to do so.





The Tepant weighs in on the Constitution, hitting all four times to take out two masts on her! Continuing his attack, the First Mate sent the nigh-unhittable Nubian Prince to attack the Grand Temple, who went 4/5, hitting with the stern 5L cannon!

The Lord Sentinel looked in in stunned disbelief, never has the First Mate shot this well with cannons.





Using a double action, the Nubian Prince turned around and tried to draw a bead on the Constitution, and managed to take one more mast from the powerful American warship!



The First Mate sent in La Lyon next, who took the final masts from the HMS Grand Temple! The Lord Sentinel was stunned beyond belief; his mighty battle squadron was being laid low before his very eyes!



To finish off his turn, the First Mate directed the gunners of Paradis de la Mer to fire on Le Gaule! Most of their shots went wide, but one managed to hit, taking off Le Gaule’s stern mast.



To add further woes to the Lord Sentinel, Le Superbe came around the Fort and managed to knock off one more mast, and give Le Gaule a firemast with a successful firepot hit!



Continuing his swarm tactic, the Rover is directed to ram into El Garante, but to no effect.



The Ninjamaster rejoices as his beloved peacock is freed at last from her island trap. She had been stuck at the easternmost island for most of this session.



The Lord Sentinel’s battle fleet had taken a thrashing, but the Celtic Fury and El Garante were still healthy and Le Gaule could put out her firemast at the newly built Castillo del Infanata. While he was formulating a plan to strike back, the Ninjamaster slid the CC Deliverance (represented here by the Fool’s Hope since we couldn’t find all of the Dleiverance’s masts) up next to the Cletic Fury. The Lord Sentinel looked on in stunned anguish as the pirate gunship tore into the Celtic Fury eliminating 4 masts!



To emphasize his betrayal and declaration of war, the Ninjamaster brings the Fallen Angel into play, who is towing the Cursed flotilla Death's Anchor, and rips off more shots on the Celtic Fury as well as taking the final regular masts from Le Gaule.





The next ship in line to attack is the HMS Lord Cauldwell, who tries to sink Le Gaule, but misses both shots! The Lord Sentinel’s relief was short lived as the Noble Swan came up and fired the shot to sink Le Gaule!





This marked the first ship to be sunk in combat so far. Other ships had sunk before, but those were the result of Island effects, and not combat. The sinking of Le Gaule also signified the end of the alliance between the Lord Sentinel and the Ninjamaster.

Further infuriating the Lord Sentinel, the Ninjamaster sank the damaged Divine Dragon, who returned home with El Fantasma’s Eternal, but lost the two UT’s the Lord Sentinel had spent so much time and energy getting! Glowering at the Ninjamaster, the Lord Sentinel began making plans to avenge his fallen ships and get his UT’s back…..



In a last move, the Ninjamaster tried to attack the Hessian, but forgot about her built-in cancelling. He then directed the HMS Algiers to attack the now badly damaged Celtic Fury and hit with Captain Percival Blake's Broadsides Attack, taking the Fury down to one mast standing!





The Lord Sentinel was hungry for some revenge, and got it right away, with Jones rolling a 6. Looking over at the Ninjamaster, he directed the docked Endeavor (with 3 added cannons mind you) to fire upon the incoming Baochuan. Incredibly the Endeavor missed enough times with all cannons to leave the Baochuan afloat with two masts, her other shots on the nearby Buscador also missed.



Acting quickly the Lord Sentinel derelicted and took the HMS Algiers with the Oxford and Philadelphia, here both ships have gone back to the crowded HI of the Lord Sentinel.



In addition to Mycron, all of the Lord Sentinel’s Fleet Admiral crew succeeded with their rolls of 6, meaning up to three ships could be given EA’s. One was spent on the Philadelphia to move her into position and take the Algiers, and one was spent right after on the Oxford, getting her into position to attack the Julius Caesar with the Hessian.
Across the sea, El Garante got her EA from Victor de Alva, and wreaked havoc on the First Mate’s immediate ships, and took the HMS Grand Temple in tow.





The final Fleet Admiral action was given to the Hessian, who sank the Julius Caesar.


Finally to cap off his turn, and the session, the Guichuan managed to dock at an island and drain all the good coins from it.



That concludes this session of the 2017 campaign! The Ninjamaster has betrayed the Lord Sentinel, who has now forgotten all about the First Mate and is focused entirely on the Ninjamaster.

The next session should prove to be an interesting one, with all ships rebounding to within L of their Home Islands, which for the Lord Sentinel means his ships are probably safe from immediate harm…….
The next session should be interesting to see pan out, as two admirals are practically broke (Ninjamaster and First Mate) while the other two have the most gold saved up (Lord Sentinel and Commodore Simon). Who will strike back first in the new war between the Lord Sentinel and Ninjamaster? Who will emerge victorious overall? Stay tuned to find out!


Last edited by xerecs on Sat Apr 15, 2017 6:15 pm; edited 1 time in total
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Subject:    PostPosted: Sat Apr 08, 2017 9:52 pm Reply with quote

Awesome report! The pictures really make a difference, as this is probably the most aesthetic report you've submitted. There are some really beautiful shots here - my favorites were the ones with the 10 masters, the zoomed-out/mast level ones, and the one with the Bloody Jewel and Neptune's Hoard. The pictures remind me of my Economy Edition game, which is the type of thing I miss a bit nowadays. I would venture a guess that those are some of the worst turns you've ever had in Pirates... I thought the betrayal was perhaps even a bit overkill given how big of an upset the First Mate was already improbably pulling off....

You probably already house ruled it, but normally MI abilities don't work when forts are on them.

This is also inspiring... reminds me to not forget about my future plans... I dream of playing huge games with real people on giant oceans at some time in the distant future... ah what I want to accomplish and do with this game....
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Subject:    PostPosted: Sat Apr 08, 2017 11:30 pm Reply with quote

I actually haven't house ruled that.... That'll change things.....
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Subject: 10th anniversary of OE   PostPosted: Tue Apr 18, 2017 1:01 pm Reply with quote

Today is the 10th anniversary of Ocean's Edge! Due to lack of interest and some annoying no-shows, there weren't any VASSAL games played for this anniversary after all, so I had to play by myself. However, ironically enough the game turned out extremely well, despite using some of the most maligned ships ever!

Using only game pieces from OE, there were 4 fleets participating at a 50 point build total. After some die rolls, the order of play was Cursed, Spanish, Americans, Pirates. Each faction brought at least one sea creature; the Pirates brought two. To further emphasize the Ocean's Edge/At World's End aspect, flat earth rules were used, though they didn't come into play (though if round earth rules were used perhaps the game would have been slightly different).


Here is the setup, with 5 coins on each of the 5 wild islands. 5 whirlpools were also present.


The Americans had two S speed ships and their sea serpent Champ.


The Spanish had some nice diversity - a crab to cause terror, a slow but capacious gold runner, and a small but similarly capacious home island raider.


The Pirates were simply out for blood. They had only two open cargo spaces, but they were on the powerful Jape. Angelica and Teach were ready to eat plenty of man flesh with their sharp teeth!


The Cursed looked similar to the Americans, with two ships and a sea serpent. The Nosso Lar and Nightmare aren't two of their better ships, while Maxehebel isn't one of their best sea creatures. However, the Cursed sized up their arguably pathetic competition and knew they had a fighting chance.


After a turn, it looks like the Spanish and Cursed may clash over the northern island. The Americans stick together, while the Pirates do the opposite: they've decided to split their "fleet" into three, sending the Jape after the Americans, Angelica after the Cursed, and Teach after the Spanish.


The Mezquita was the first ship to explore, and found the first UT, which sent her through a whirlpool and out another one. The Santa Lucia turned east towards the same island to avoid the Cursed, but a submerged shark appeared off her larboard bow!


The Mezquita lost a mast, but was actually closer to her home island than if she hadn't found the UT. El Toro has decided to not engage the Cursed, instead guarding the Spanish HI to make sure the Mezquita gets home in case of a sneak attack by the Jape.


With a swoop attack Angelica savagely rips apart the Nosso Lar! In a rare opportunity to sail the ocean, the poor little Cursed ship barely gets a chance to prove her worth!


The next turn started with the Nightmare finding Lost and Homing Beacon on the northern island! 4 reefs showed up underneath a whopping 5 different ships! Angelica flew away from harm, but the Jape, Mezquita, and Aaron Burr all lost a mast each, with the Oregon losing two. Suddenly the Americans weren't looking good at all, especially with the Jape hot on their tail.




Both American ships were almost to the island before running into the sudden reef!




After coming through a whirlpool, Teach popped up and tried to bite off one of El Toro's arms!!


The attack failed and El Toro viciously ripped the shark to shreds with its huge claws!! It was a rare sea monster-only battle, with El Toro easily winning.


More combat! Chaos erupts in the southeast, as Champ can't quite block the Jape from hitting one of the two American ships. Sadly USS Aaron Burr will have to sail another time, as the Jape sunk her with one shoot action.


Angelica uses flamethrower! It's super effective against the Nosso Lar! A nice UT (Protection from Davy Jones) and a 7 sink to the locker.


Champ emerges to go 2/4 against the Jape, but the Jape escapes becoming a shipwreck to sail across the reef, ram the Oregon, and steal a 4 coin! The Americans can't catch a break, and the Cursed and Pirates have really messed with their game.


With one victim already sent to the depths, Angelica flies to an area where she's in range of the Mezquita and Nightmare, sizing up her prey. El Toro makes sure the Santa Lucia gets home safely while keeping an eye on the newly repaired Mezquita.


Champ rams off the Jape's last mast, but the Jape can still row at S+S with the stolen coin while her captain dies. The Oregon gets home, ensuring the Americans won't get shut out.


In a bold but disastrous move, Angelica swoops on El Toro, coming up short! The Pirates have fallen apart, though the Jape survives another hazardous trip across the reef while trying to row away from the Americans.


In another brutal attack, El Toro rips Angelica's head off!! (I got a little carried away and now I could use a new Angelica... however, the tape job I did after the game worked remarkably well for now, so I don't have a headless dragon.)


Maxehebel had tried to block the Mezquita, but the Spaniards aboard decided to duck into a whirlpool rather than face the beast, taking a slight shortcut in the meantime at the cost of another lost mizzenmast.


The Santa Lucia and Nightmare are already engaged in a chess match of sorts, with the Santa Lucia's HI raiding ability containing huge potential for the Spanish. Champ finally eliminates the Jape's oarsman, officially eliminating the Pirates from the game!


Will El Toro, now feeding on the dead carcass of Angelica, be distracted long enough to give the Cursed an opening in the south?


The Mezquita is cornered...


Maxehebel is successful, but the Nightmare utterly fails! The Mezquita has a whopping 13 gold aboard, and the Spanish already have 4 gold at their HI. The Cursed are in the lead with 5, while the Americans also have 4. The Pirates are already out of it, but they caused some sufficient chaos before exiting.


El Toro's answer is a clear no! Urged onward by Victor de Alva, the giant crab continues its reign of terror, this time grabbing Maxehebel by the tail and yanking it off! The Mezquita escapes, but the CHAMP is here! lol


The Santa Lucia has robbed the Cursed home island! The Oregon heads northeast to capture the Jape and her stolen loot, while at the bottom of the picture you can just see the tail of Maxehebel still in El Toro's grasp.


In a brilliant maneuver, the Cursed use Maxehebel's reverse captain ability to dismast the Mezquita and then move out of the Nightmare's way, as the Nightmare promptly boarded the Spaniard and robbed her of 10 gold! This left 11 total gold on the Nightmare and 3 on the Mezquita. However, El Toro approached from behind once again, taking a chunk out of Maxehebel and a mast off the Nightmare. Then Victor de Alva overplayed his hand in a typically melodramatic manner! Swinging on a rope from Toro's biggest claw, he led an S-boarding party with his entire crew! But the evil Wraith was waiting for him aboard the Nightmare, and the Cursed brutally cut down every last Spaniard, leaving the Toro with no human support! (In hindsight, this could be argued to be a Spanish mistake, but they had a boarding advantage and Wraith could have still been face down if it wasn't solitaire, so it wasn't a total bonehead move. It's also a good example of how overpriced, ineffective, and overrated the "+1 to boarding rolls" ability is, for the Spanish essentially had this advantage but lost the boarding attempt 8-5.)


Here, the Nightmare tries to escape even after losing her second mast. Maxehebel and Champ both ram El Toro, and the crab is down to two claws. More importantly, it can't quickly pursue the Nightmare and use its claws at the same time.


The crew of the Santa Lucia suddenly realized they had room for more Cursed loot, and went back to rob their HI again! At the far right, the Oregon has taken the Jape under tow.


This was when the game started to get even more complicated. The Nightmare lost Wraith to a whirlpool (she couldn't afford to lose her final mast or helmsman), while the Santa Lucia loaded up the final Cursed coin from their HI, giving her 5 gold on two coins aboard. The SL still had a cargo space open, and the Nightmare was about to deposit valuable gold. The Spanish knew she had at least a 6 and a 4 aboard, since it was stolen from the Mezquita. This could potentially lead to a standoff, with the Santa Lucia waiting for the Nightmare to unload the gold, but the Nightmare unwilling to since the SL would just steal it and likely get away with her faster speed. With just his head above water, Maxehebel abandoned the fight against El Toro and swam towards a whirlpool to assist the Nightmare and/or try to cut off the Santa Lucia before she could get home. Champ and El Toro were left staring at each other with the derelict but valuable Mezquita nearby.


The Spanish thought about what the Americans would likely do on their turn. El Toro was already touching an island and could explore it and load the last two coins, which the Spanish knew they were only worth 2 gold total. They also knew the Americans didn't know this, and thought they could deke the Americans into keeping El Toro alive for longer, since they would have to bring the Oregon or Jape over to win the gold in a boarding party since Champ didn't have any cargo space. The Spanish realized this could keep the dangerous El Toro alive even longer, and the giant crab had already claimed the lives of both Pirate sea creatures and numerous masts and segments from other ships. The Spanish also saw no downside to this, since the Toro was unlikely to win the battle against Champ, being down 4-2 in firepower with equal "cannon" ranks. There was also no way the Toro could tow the Mezquita home without one or both of them being sunk by Champ. El Toro decided to load the gold. The Americans thought the situation through as well, and decided to kill El Toro because it was such a chore to retrieve the gold (with a regular boarding party from the Oregon, mostly likely), and because keeping El Toro alive could hurt Champ and the Oregon. Finally, the Americans also reasoned that the Oregon could likely tow the Mezquita home for her remaining coin, similar to what they did with the Jape (since the ocean was less crowded and the Cursed and Spanish were already in a tense standoff up north with only a few masts standing for either side). Champ finished off the crab, and El Toro was no more! The Americans breathed a sigh of relief when it looked like the coins involved wouldn't have won or lost them the game, though it was looking tight enough to possibly be the case at this point in the game. (the Spanish loaded the 0 to make it look like the Toro had more gold to deceive the Americans)


The situation up north has been forced by the Nightmare, who broke off the stalemate with the Santa Lucia by sailing southwest towards the one island that still had coins on it. The Spanish, now with just the Santa Lucia remaining in their fleet, decided to save their stolen loot and sailed the SL home (knowing they could turn her around if the Nightmare also turned around). In a surprise twist, Maxehebel has gone through a whirlpool in the east, in the hopes of ramming the Jape to eliminate her 4 coin! However, with just one segment left, he couldn't emerge from the whirlpool within range of the Oregon's guns, leaving him in a bad spot. The Oregon eliminated the chance of any shenanigans by moving straight towards her HI, and the Jape looked to be safe for the moment. However, it was a dual plan by the Cursed, as Maxehebel could now potentially block the Santa Lucia from docking at her HI or simply shadow the sloop and try to prevent further HI raids.


The Nightmare moves within S+S (one move action) range of her HI, ready to dock on her next turn if the SL moves further away, or turn towards the western island if the SL comes back. The newly free Champ nearly throws a wrench into that plan, moving through the whirlpool and hungrily eyeing the Nightmare's helmsman. Maxehebel moves towards the SL, who has no choice but to save her 5 gold and moves towards home (or face being surrounded by the Nightmare and Maxehebel caught in between the HI's). The Oregon docks home with the Jape, who unloads her 4 gold and immediately starts repairing. This puts the Americans in the lead with 8 gold; the Spanish with 4 and the Cursed actually with 0.


The Nightmare finally docks home her gold, with most of it stolen from the Mezquita! This gives the Cursed a brief lead with 11 gold, and the Americans are quickly in last after the Santa Lucia bumps the Spanish total to 9 gold (11-9-8 ). The SL scoots past Maxehebel, careful to stay out of ramming or shooting distance. The Spanish know they can't save the Mezquita against the now-mighty Americans, but they can hope to get some of their stolen gold back from the Cursed. Indeed, in this picture the Americans have 3 relatively healthy ships for 10 total masts against 4 masts remaining in the other two fleets combined. In the west, Champ has taken up station to guard that final wild island, while the Oregon hurries to capture the Mezquita.


At this point, the Cursed have 11 gold but know the Americans and Spanish might have more (especially the Spanish since they had 6 total coins against 3 for the Cursed). The Nightmare must risk another gold run to guarantee victory, and might be able to evade Champ at the western island. The Cursed have some problems in their plan, with Maxehebel too slow and weakened to provide adequate HI defense against the raiding Santa Lucia. However, the Nightmare can't hang around until Maxehebel returns, since the Jape is fully repaired and sailing to a whirlpool to get the gold on the western island. Therefore, there is no time to waste and the Nightmare sails again! Sure enough, the SL saw a chance to raid and comes through the northwestern whirlpool to attempt it. The Oregon has begun towing the Mezquita, and the Americans now have 4 ships in their fleet, more than they started with! The Jape lost her crew to Champ, but is still a formidable ship at this stage of the game and the Nightmare would very much like to avoid confronting her in the west.


Knowing the western island has just 6 total gold on it (3,2,1 for the coins from when the Nosso Lar explored early in the game), the Nightmare pursues the SL after she re-steals the 6 from the Cursed HI. Unfortunately Maxehebel is likely a non-factor at this point, but he's had a good game. In a break for the Cursed, the Santa Lucia rolled badly while whirlpooling, and was forced to lose her helmsman! (rather than the coin or her lone mast, her oarsman having died earlier in the game) Champ is still guarding the western island, and is rewarded when the Jape appears through a whirlpool. The Oregon docks home the Mezquita for her 3 coin, and the Americans lead once more (11-9-5, 5 gold for the Cursed currently).


The Spanish had to hope for a miracle, but they didn't get it. The Nightmare would have to roll a 1 on the ram and lose the boarding party for the SL to dock home her 6 successfully. The Spanish were officially out of the game! In a bizarre turn of events, the Americans have gone from having almost no ships (when the Aaron Burr and Oregon were damaged by reefs and nearly both sunk by the Jape) to having an empire of sorts, with ships to throw at every opportunity they see! The Oregon goes out for yet another mission, this time her first designated combat mission.


The Jape is about to explore the western island, while Champ looks to kill Maxehebel for fun, or block the Cursed HI if the Nightmare somehow escapes the Oregon. The barely-seaworthy Mezquita sails with one mast, looking to join the fray somehow! At this point, the Americans could say they were "playing with house money" in Pirates form... the endgame was extremely tactical and strategic, but the Americans just so happened to dominate the final few turns of the final phase of this game.


Maxehebel was eliminated, leaving the Nightmare desperate for some kind of miraculous boarding party and escape route. She nearly succeeded despite the Mezquita blocking her and the Oregon sailing off with the 6 coin that originally belonged to the Mezquita when she was in Spanish possession. Champ arrives on the scene for support, while the Jape arrives via whirlpool as well, with 6 gold aboard. After most of the game was played over many different areas, it fittingly came down to just a small area with all 5 remaining ships in one spot.


The USS Oregon, of all ships, is the MVS (Most Valuable Ship) of the OE 10th anniversary game! She survived a reef placed by Lost, an attack by the Jape, and an attack by the Nightmare. She captured two ships and essentially brought back 17 gold! The Jape also docked before Champ finished off the Nightmare, giving the Americans 23 total gold. The Spanish were second with 9, the Cursed third with 5. The Pirates of course had 0.


This was an amazing game and a fantastic celebration of the Ocean's Edge set for the 10th anniversary of its release! Despite the many lackluster ships used, it turned out to be one of the best games in recent memory and a cool example of parity within a set, using a handful of relatively equal game pieces instead of the typical OP ones (Zeus, HMS GT, Pirate named crew, etc). I was glad that Lost didn't completely wreck the game, since the faction most hurt by it went on to win. Indeed, the Americans had a cool underdog story in this game. The Spanish and Pirates were almost like the antagonists for me, with the Pirates simply menacing everybody and the Spanish dominating the early game with healthy ships and the huge presence of El Toro. The Cursed actually felt like the good guys, losing a ship early, somehow taking gold from the Spanish and getting into the lead, but only to be stretched thin later on before falling to repeated HI raids and the emergence of American firepower. Champ somehow didn't lose a segment all game long, while the other 4 sea creatures were eliminated. The Nosso Lar and Aaron Burr didn't get a chance to prove themselves, but it's safe to say that the Oregon, Nightmare, Santa Lucia, and Toro all outperformed what players might normally expect from them. I loved how much of an effect the whirlpools had on the game, but I was a little disappointed to see Protection from Davy Jones sunk so early on. There were definitely a few game-changing moments, such as the failed swoop attack on the Toro and the Toro's failed S-board against the Nightmare and Wraith (among others). Of course, neither of these involved the winning fleet, so it was a very even game that seemed like a very fair outcome for all sides. Hooray for Ocean's Edge!
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Subject:    PostPosted: Sat Apr 22, 2017 1:24 am Reply with quote

A quick 50 point game between these two fleets. There would be no damage due to ramming.




The Fool's Hope, one of my favorite ships for aesthetics and intimidation factor.


The allied fleet was in a very close formation early:


Both of the smaller Pirate ships were heading for the middle island, but the Nox cut them off! The Congress also approached the Ningpo, but the allies went a predictable 1/6 in a dismal attack.


A tale of two ships: the Ningpo utterly fails against the Congress, but the Fool's Hope makes up for it by going 4/5 against the Nox and setting the Frenchman ablaze! The Plague of the East docks home to repair, letting the captained Pirate ships do the damage.


With one salvo, the beautiful Nox is ravaged within minutes of the game's start.


As the Nox burns to the waterline, the remaining allied ships break off the engagement. However, the Fool's Hope aggressively pursues them and the Ningpo takes extra-long-range shots at the Congress.


Hawkins (did he steal another of Blackheart's ships?) sailed too far, allowing the Montenez and Congress to blast his ship apart!


The Congress carries an impressive broadside, but now her crew must tend to a dangerous fire on the main deck.


The Fool's Hope also won a boarding party to take out the Montenez's captain, but the Ningpo was ineffective once again.


The allies have a decisively fantastic turn! The Montenez hits twice to dismast the Fool's Hope, while the Congress dismasts the Ningpo despite her fire spreading.


The allies capture the Fool's Hope, while the Plague of the East arrives on the scene to tow the Ningpo and attempt to block the Montenez, now moving at S speed.


The Plague of the East misses a shot, and the Montenez may be able to slip by!


As the Plague of the East trained all of her cannons on the Montenez, I realized that the Montenez should have been missing a mast after the FH's boarding party, since Hawkins' ability would have killed the captain via pinning and the FH's ability would have eliminated a mast via boarding (meaning the FH wouldn't have been dismasted). As a result the PotE got an extra shot, but couldn't hit worth gunpowder anyway. The Congress arrived to sink the Ningpo and dismast the Plague of the East.


The Americans had won a combat-heavy victory, though it was slightly marred by the rules gaffe. However, it's likely the repaired Congress would have been able to defeat the Pirates anyway. It was a bit odd to see no islands explored, but the setup and HI placement (along with 5/6 ships having captains) was a factor in that. The fleets definitely missed out on some interesting coins, including two 5's, a 7, and a 0.
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Subject: A new player on VASSAL   PostPosted: Fri May 12, 2017 11:27 pm Reply with quote

Just played 2 games on VASSAL with pirateaj14!

The first game was at 45 points, and featured these fleets.

a7xfanben:
Large Fry - Spanish Swarm (due to the higher build total I swapped in a regular captain and put an explorer on the Morning Star)

pirateaj14:
Enterprise + captain
La Vengeance + captain
La Monarca

5 wild islands with 4 coins each:


The San Cristobal managed to get the first shot against the Enterprise, dismasting her after a brief battle. Though, she was lucky that the Enterprise didn't get an extra action on the allies' turn. The Vengeance has set upon the Neptuno, but fares poorly. This game featured above-average luck for me, as I rolled to go first and experienced accurate gunnery with the San Cristobal's average cannons.


The Vengeance hit 3/3 to take the Neptuno down to one mast, but with the help of the SC, the Spanish teamed up to dismast the Vengeance. Both her and the Enterprise were captured, leaving the allies with just La Monarca.


In the end the Spanish won 47-30!

Game 2

pirateaj14:
USS Kettering + captain
HMS Apollo + captain
Bloody Jewel

a7xfanben:
Cyclops + captain, fire shot
Dark Pact + El Fantasma + helmsman
Nightmare + fire shot

This was a somewhat unique 41 point game, to accommodate the extra stuff we wanted in our fleets. (the treasure distribution was the same but with different coins)


The allied gunships were content to run gold, so the Cyclops had an easy escort duty protecting the Dark Pact.




This is where things got interesting - all 4 larger ships meet near the middle, with El Fantasma looking to use a ghostly surprise and somehow evade the powerful gunships in the opposing fleet. The Kettering's canceller and the Cyclops as a potential sacrificial/blocking ship loomed large.


The Kettering hits the Cyclops, but the Cyclops returns the favor by hitting with fire shot! The longship is set aflame while the Dark Pact uses Ghost Ship (a tiny bit lol, tough to maneuver at S+S speed) to make a break around the quiet northern side of the island.


The Kettering and Apollo dismast the Cyclops, but that lets the Nightmare get her 2L cannon in range of the Apollo. However, her fire shot misses.


In a small miracle, the Kettering's fire spread, she missed her shots against the Nightmare, and the Nightmare set her final mast aflame before sinking her for good! The Cyclops also sank, but the Dark Pact gave the Cursed hope - she made it to the allied home island!


The Dark Pact grabbed a coin with El Fantasma before being blasted by the Bloody Jewel and Apollo. The Ghost Ship keyword came in handy here, giving the Dark Pact a better chance at survival than if she had simply turned around. (she went through the allied home island)


Here we ruled that the Bloody Jewel could shoot at the Dark Pact because she had a clear line of fire between the two islands that made up the larger allied HI. The Apollo later dismasted the Dark Pact to end the game!


The gold was counted and the allies had won a 29-23 victory! (32-23 if the Dark Pact and her stolen coin was recaptured) The Cursed nearly pulled off an upset, but their slow speeds and English gunnery made it impossible. This was also the first games where I've used the snipping tool to take pictures rather than just using the picture function within the module (taking screenshots rather than editing pictures of the whole ocean). It definitely saved time and is very useful for anyone who looks to take pictures on VASSAL in the future.

This was a fun day of piracy that saw a new player on VASSAL. Welcome him into the community and we hope to play again soon! Join us on VASSAL!
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Subject:    PostPosted: Sat May 13, 2017 10:24 pm Reply with quote

Played another game with pirateaj14, this time at 60 points.

pirateaj14:
San Cristobal + captain, helmsman
La Resolucion + captain, helmsman
El Alquimista
La Monarca + explorer

I used an English Caribbean fleet to celebrate the new movie coming out in a few weeks!

a7xfanben:
HMS Dauntless + captain, helmsman, Murtog
HMS Interceptor + Admiral James Norrington + helmsman
Edinburgh Trader + helmsman



The SC lost three masts to a reef, while the Dauntless prepared to shield the Interceptor from the oncoming Spaniards.


Much gold was loaded, with the Edinburgh Trader finding Holy Water and Rum, providing an eclectic concoction for her helmsman to consume...

The San Cristobal was unsuccessful in her assault on the Dauntless, who promptly sank her.


The Resolucion outdueled the Dauntless, prompting the Englishman to flee into a fog bank. The crew of the Edinburgh Trader sobered up for the journey home, where they were passed by Norrington in his speedy Interceptor. The Alquimista and Monarca have unloaded gold for the Spanish.


I noticed how much gold was left in play, and decided to send the Dauntless back into action. However, she was ineffective against the Resolucion and Murtog sadly died in the fiasco. The Edinburgh Trader unloaded some nice coins, while the Interceptor had no choice but to enter a fog bank on her way east.


The Interceptor intercepted the Monarca and sank her! Soon afterwards, pirateaj14 had to leave, so we counted gold. The initial count was 33-32 in favor of the Spaniards! However, there were two caveats. The real score was 35-32 because the Alquimista would have given the Spanish 2 more gold with her ability. In addition, there was some gold left in play (a 6 and a 2), which likely would have been English by the end of the game. Therefore, a win with an asterisk for the Spanish, but a win nonetheless!
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