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a7xfanben
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Subject:    PostPosted: Fri Jul 28, 2017 1:24 pm Reply with quote

Nice report! I must admit, I fully expected the Pirates to win after seeing the fleets. Similar to the game with that feisty Libellule, you overcame the odds and found a ton of great gold values.

I like that note about Santana's more accurate writings being found, as I've seen some similar things on Wikipedia with true heroes of battle not being recognized at the time.
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Subject:    PostPosted: Fri Jul 28, 2017 8:28 pm Reply with quote

I played a four-player version of Circle of Blood with the rules for Cadet-Captain Mike's economy game.
It was pretty fun with the Spanish ending up with 9 ships and 88 gold for the win!
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Subject:    PostPosted: Sat Jul 29, 2017 4:14 am Reply with quote

pirateaj14 wrote:
I played a four-player version of Circle of Blood with the rules for Cadet-Captain Mike's economy game.
It was pretty fun with the Spanish ending up with 9 ships and 88 gold for the win!


Wow that sounds amazing! How did you like the cumulative/campaign game style of playing?

Definitely an interesting concept to combine a scenario with cumulative rules. I myself wouldn't mind playing Circle of Blood again soon. (though a campaign game is farther off heh)
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Subject: Trying out something exciting   PostPosted: Mon Jul 31, 2017 2:56 am Reply with quote

This was a 3 player game on VASSAL between myself, repkosai, and wifey.

With some inspiration from this epicness, we decided to play by a new rule. The winner of the game would be whoever had the most points in play PLUS gold. Essentially, you'd start with X points and try not to lose any, and get gold along the way to maximize your score.

We kept it simple for the first time trying out the idea, with standard 40 point fleets. Also, since the new rule could potentially make the gold race irrelevant, we contributed high value coins (only worth 4 gold or more). Here was the turn order:

Repkosai's Corsairs
El Leon + Castro (SAT version), captain, helmsman
Wicked Kareen + captain, helmsman
Queen of Sheba + helmsman

Wifey's Spaniards
Asesino de la Nave + captain
El Duque + captain, helmsman
La Monarca + explorer

a7xfanben's Unconventional Pirates



The Duque and Raven are the first to reach islands:


After some maneuvering, the Leon knocked the flag off the Doombox flotilla before being attacked by the Cutlass and Raven. Barstow nabbed the Spanish captain, but the Raven couldn't dismast the Spanish ship. To make things more complicated, the Asesino was approaching.


The Unconventional Pirates dismast the Leon and nearly do the same to the Asesino! The Monarca lurks north of the wild island the Pirates looted with the Paradox and Cutlass.


The Pirates clean up with a big turn! The Paradox captured the Leon, while the Raven dismasted the Asesino and the Cutlass did the same to the Monarca. At this point I had realized that my strategy of capturing crew for gold with Barstow wasn't a very effective strategy with the new endgame rule, so I adapted and tried to capture as many ships as possible to control a lot of points. However, the Spanish were certainly winning the gold race, as the Duque brought home her second haul.


The Pirates capture the Asesino and Monarca, giving them 6 ships to double the size of their fleet!


The Pirates repair two of their new ships and maneuver so the Paradox can tow the Asesino, allowing the Raven to unload her captured captain. The Duque passes by in a convenient route, allowing the Pirates to attack her as well!


The Duque was captured, giving the Pirates 7 ships and their flotilla! The Leon was sent through a whirlpool to steal gold from the Queen of Sheba, which she did with moderate success. Another captured Spanish ship from a different fleet, the Monarca, grabbed a coin from the northeastern island. The Pirates had already begun celebrating - check out the welcoming parade for the Leon and Monarca! With the Spanish eliminated and the QoS docking home her gold for the Corsairs, the game was over with no gold left to collect.


The points and gold of each fleet were tallied up!

1. Pirates: 139 total points (93 in their fleet, so they more than doubled their starting build total)
2. Corsairs: 49
3. Spanish: 36 (all from gold)

The Pirates ruled the seas in this game, using a dual strategy of gold capture crew and later adapting to capture ships normally to maximize the size of their fleet.

I must say, I like this new endgame variation, and not just because I won. It's rather practical, and adds more realism to the game. Ships were very important, and losing a ship could be as bad or worse than losing a cargo full of resources. It really emphasizes keeping your fleet healthy, and trying to make a decisive engagement with another player so you can take ships and crew (and therefore points) from their fleet and add them to your own. In addition, it makes sinking ships less practical, and incentivizes the winners of battles to keep derelicts afloat and capture them. This is also more realistic, as ships didn't sink from cannon fire very often in the Age of Sail. Finally, it makes combat more enticing since the gold scores aren't the end-all be-all like they usually are. This is great because various people expected the game to be more of a combat game and wish there was more battling, and because gold running is usually more boring than the combat. I'd love to hear feedback on this idea!
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Subject:    PostPosted: Mon Jul 31, 2017 3:18 am Reply with quote

Played another today. I used Chum Maker + Sammy the Skull +Helmsman+Cannoneer and Sea Rat +Helmsman against a pair of pick-up fleets. Some really bad strategic decisions meant I ended up finishing in the middle of my two opponents, giving my dad a second consecutive win. Next time, I'm going to treat him to the same home island blockading that I found myself on the receiving end of by parking Minuteman and Destiny off shore of his home island Laughing [/width]
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Subject:    PostPosted: Mon Jul 31, 2017 3:51 am Reply with quote

godmason wrote:
Played another today. I used Chum Maker + Sammy the Skull +Helmsman+Cannoneer and Sea Rat +Helmsman against a pair of pick-up fleets. Some really bad strategic decisions meant I ended up finishing in the middle of my two opponents, giving my dad a second consecutive win. Next time, I'm going to treat him to the same home island blockading that I found myself on the receiving end of by parking Minuteman and Destiny off shore of his home island Laughing


Good luck with that. Rolling Eyes
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Subject:    PostPosted: Tue Aug 01, 2017 2:46 am Reply with quote

"The Ballad of San Cristobal"

Played a game with pirateaj14 yesterday, using Cadet Captain Mike's random setup tables. After a few rolls, the results decided upon were as follows:

-4 free ships, each with a different hull design or number of masts; roll on Special Crew
-Four generic crew, one named crew (all free)

And now the fleets, as they were compiled

Repkosai's Curse
Loa's Justice
Cargo Master
Davy Jones

Divine Dragon
Captain

Monkey's Paw
Captain

Pestilence
Helmsman

Pirateaj14's Homage to Xerecs' Flash Fleet
San Cristobal
Victor de Alva
Helmsman

Black Pearl
Captain
Helmsman

Tiger's Eye
Captain

Banshee's Cry


As the morning sun rose o'er sea the down below;
Ol' Davy Jones was a-searchin' for souls.
But, on this fine day, no easy prey to be found;
As the San Cristobal charged, ready for her foe!


Indeed, as the game started, the San Cristobal and Loa's Justice each opened on a south-easterly heading. This caused pause for the undersized keystone of the Cursed fleet, who shifted course northward. The confusion only aided the efforts of the speedy Tiger's Eye and Banshee's Cry, whose unfettered access to islands gave the mixed nation fleet an early advantage in the gold game.



However, the imposing Cursed fleet, in their northern advance, force an isolated Black Pearl to seek refuge in a fog bank. The Pestilence and Divine Dragon lead the push to the wild island. Meanwhile, the San Cristobal makes it to the southeastern island in record time, capitalizing on the inspired leadership skills of Victor de Alva. Upon exploring the island, additional good fortune was bestowed upon the Spanish 5-master in the forms of two exceptionally useful unique treasures - Martyr's Amulet and Relics !


Well, the fiends of the deep, on command of their chief;
Waved their dead, ghoulish limbs to alter the tide.
Then, the San Cristobal, caught in Ol' Davy's grip;
Made a sudden right turn and ran up on a reef!




Indeed, Jones's ability sent the San Cristobal into the reef, though she managed to escape with minimal damage. Much to the Cursed's implied chagrin, the crew of the proud ship remained undeterred, boldly rejoining the battle to fend off the attackers of the Black Pearl, who'd managed to eliminate both her captain and Helmsman in close-quarters combat!


The battle rejoined, San Cris heightened the quarrel;
She, with the Pearl, shot the Cursed full o' holes.
But Davy, Ol' Davy Jones, the King of Fiends,
Coerced the San Cristobal once more to coral!



But that Ol' Davy Jones, even at his foul worst;
Could not dissuade the San Cris from the fight.
And with cannons aimed true, sank Ol' Jones and his ship;
Truly a deathblow to the hopes of the Cursed!


With the Loa's Justice disposed of, and the Monkey's Paw dis-masted, the San Cristobal retreats to friendly waters. The Divine Dragon heads south, to finish off the battered Black Pearl. The Pestilence braves a whirlpool, hoping to cut the Banshee's Cry off before she can make it home with her treasures. Trailing the northern action is the Tiger's Eye, carrying a sizeable haul of her own!



In perhaps the most tragically bad timing of the game, the Pestilence failed to catch the Banshee's Cry, and wound up square in the sights of the returning San Cristobal! Caught between the enemy's Home Rock and two encroaching ships' worth of hard place, the Pestilence had little to do but goal-tend and await her fate. That fate didn't take long, as the first hit upon her came from a cannon roll of 6, making sport of her unique defensive ability and preparing the small vessel for a 'Welcome Home' sinking at the hands of her battle-tested adversaries! The Divine Dragon Makes it home, now the only able ship left in her fleet. With a sole coin remaining in play, the stage is set for a final showdown.


With the King of the Fiends dispatched to the deep;
The San Cristobal headed home for repair.
But while home in port, Capitan de Alva,
Knew the Dragon still lurked, and gained no more sleep!


Indeed, the San Cristobal's repairs open the door for the Divine Dragon to snatch the remaining coin!. The Banshee's Cry makes use of the whirlpool, in an attempt to circle south of the Dragon and abscond with the derelict Monkey's Paw in tow! As the repairs finish up, the Tiger's Eye takes a more traditional route southward, awaiting the Spanish flagship to take the lead in battle.



And, indeed, the wait would not be long. The hyper-active Victor de Alva, using one of his NINE extra action triggers this game, hazards the whirlpool. Though she loses the Martyr's Amulet in the process, she still possesses Relics, leaving her more than adequately equipped to take on the Dragon! A few rounds of 'Relics Volleyball' ensued, until de Alva's EA trigger finally left the Dragon open for the finishing blows!

With the outcome all but decided in the early game, it was little surprise that Pirateaj14's fleet carried the day with a decisive victory, tallying 33 gold to Repkosai's 15!


Sail! Sail! Sail, San Cristobal!
Onward, to glory, and onward to fame!
Though Ol' Davy Jones tried to shatter yer bones;
You battled Pure Terror, and stood proud through it all!



Apologies for the tacky attempt at a ballad throughout the writing of this report. See, in addition to the 9 other actions the San Cristobal benefited from over the course of the game, Davy Jones's ability gave her two additional moves, giving the ship a staggering 11 bonus actions in a single game! While I'm not sure what the record in a game is for extra actions (assuming a 2 action limit), but this was activity on a level in-game I'd never seen before, and wanted to try something additional in the report to honor that performance. The game itself was very enjoyable, and though my plans hadn't turned out so well as I'd hoped, I managed to pick up a few things throughout the game, and look forward to the next!
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Subject:    PostPosted: Tue Aug 01, 2017 3:08 am Reply with quote

repkosai wrote:
See, in addition to the 9 other actions the San Cristobal benefited from over the course of the game, Davy Jones's ability gave her two additional moves, giving the ship a staggering 11 bonus actions in a single game! While I'm not sure what the record in a game is for extra actions (assuming a 2 action limit), but this was activity on a level in-game I'd never seen before, and wanted to try something additional in the report to honor that performance.


Huge/campaign games would no doubt have higher numbers, but for a "regular" game that doesn't look like it took a lot of turns this is probably a record at least for recent games (which could mean the past 3-4 years even). I'm just impressed it happened without Vaccaro's help!

The result is no surprise though - 4 of the best ships in the game against an all-Cursed fleet. You did well to finish with about half as much gold.
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Subject:    PostPosted: Tue Aug 01, 2017 3:08 am Reply with quote

Great job re telling the amazing story of the San Cristobal's action-filled voyage (pun intended). Thanks for doing the battle report:)
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Subject:    PostPosted: Tue Aug 01, 2017 5:09 am Reply with quote

Excellent report! I quite like the little breaks for 'song' as I tried to fit a tune to them. Perhaps if you could wordsmith those parts into rhyming double, like a Limerick it'd get the feel more effectively.

I hate to be the bearer of bad news but I noticed a flaw in your fleet Repkosai. How did 12 point Davy Jones fit aboard the 9 point Loa's Justice? Did you use a house rule, or was it part of the random set-up table that I missed?
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Subject:    PostPosted: Tue Aug 01, 2017 1:20 pm Reply with quote

xerecs wrote:
Excellent report! I quite like the little breaks for 'song' as I tried to fit a tune to them. Perhaps if you could wordsmith those parts into rhyming double, like a Limerick it'd get the feel more effectively.


Surprised Next thing we know repkosai is a full member of Alestorm... XD

Quote:
I hate to be the bearer of bad news but I noticed a flaw in your fleet Repkosai. How did 12 point Davy Jones fit aboard the 9 point Loa's Justice? Did you use a house rule, or was it part of the random set-up table that I missed?


Ah, I noticed that when I saw the fleets but forgot about it by the time I finished the report. Throw in the cargo master, and the LJ has almost twice as many points aboard as her own cost.
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Subject:    PostPosted: Tue Aug 01, 2017 2:26 pm Reply with quote

Wow I didn't even notice it at all. Shocked
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Subject:    PostPosted: Tue Aug 01, 2017 2:29 pm Reply with quote

pirateaj14 wrote:
Wow I didn't even notice it at all. Shocked


Also there isn't technically a Cursed cargo master, so that would have to be a custom.

You can fit Davy Jones on the Divine Dragon while keeping a captain and helmsman, but in that case you need Sir Edmund.
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Subject:    PostPosted: Tue Aug 01, 2017 8:57 pm Reply with quote

Yeah.... whoops.

Guess I got a little carried away with the interperatation of 'free' crew. My bad
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Subject:    PostPosted: Tue Aug 08, 2017 4:15 am Reply with quote

Inspired by some of the reports of campaign and longer-style game play, I sat down yesterday to play a simple test rules set for a campaign style. There would be three fleets in the running: the English, the Pirates, and the Spanish. Each fleet would start with two ships, totaling 15 points. 60 gold was distributed among 4 wild islands, and combat was barred for the first 10 turns (in an effort to allow each nation a chance to bank some gold for future purchases). What ensued is a game I'll call...

Echoes of the Spanish Main
Chapter 1 - The Age of Exploration

At the game's start, the fleets consisted of the following ships:

ENGLISH
HMS Antelope
HMS Lord Cauldwell

SPANISH
El Picador
Napolitana

PIRATES
Freedom's Hand
Proud Tortoise

By virtue of die roll, the English, sailing from a Home Island on the northern edge of the map, would go first. The Pirates would move second, positioned on the eastern edge of the map, and the Spanish would travel from their southern port last.

With the 10 turn 'Trade Truce' in effect, each nation took advantage, sending their ships without escort, on missions to the closest Wild Islands. The early speed of the Pirate ships was evident, as the Proud Tortoise and Freedom's Hand had each explored an island by the 4th round of play. That round also saw explorations by the English HMS Antelope and Spanish El Picador, respectively, meaning that each fleet had gold coming back home by their 5th turns.

Turn 5 for the English also saw an explore action taken by the HMS Lord Cauldwell, leaving Spain's Napolitana as the only ship unaccounted for since leaving her home port. She would not explore her designated island until Spain's 7th turn, putting them in an early hole. Indeed, by the time the Napolitana would explore her island, the English would already have 9 gold banked for their cause, and the Pirates stowing away a speedy 12 points themselves. El Picador would return to the Spanish port the following turn, depositing 9 gold for King and Country. Meeting similar fanfare up north, the HMS Lord Cauldwell delivered 5 additional gold for the English, setting the stage for each fleet's initial purchases.

The English, knowing that the truce was due to expire in hours, sought to protect their sovereignty at sea in the way they best knew: with swift, accurate cannons. The HMS Gallowglass was commissioned to this end, and crewed with a Captain. A Helmsman was added the the HMS Lord Cauldwell, giving the English a balanced fleet of three ships.

The Pirates, for their part, sought to legitimize the threat of combat from their rag-tag fleet without dipping too deeply in the coffers. A Captain was hired to command the Freedom's Hand, and the Queen of Cups was set to follow her out, sailing the Jolly Roger from her stern.

As for the Spanish, having little gold and still missing half their fleet at sea as the truce that protected ships for commerce was winding to an end, decided their resources were best spent training able crewmen for future expeditions. To this end, a Captain and Helmsman were bought and kept in the Spanish Home Island, awaiting commission to a worthy vessel. Additionally, a Helmsman was hired aboard El Picador, in the hopes that her increased handling could help the Spanish catch back up in the gold game.

For ten turns, the three nation-cities had enjoyed the spoils of commerce under flags of truce. The same could be said for the trading ports established at Wild Islands, established by crews seeking kinder shelter than crude make-shift lodgings when ashore. These cities traded openly with what they had to offer, and had, in fact, started to become profitable unto themselves (IN GAME: At turn 10, I distributed an additional 50 points of treasure among the islands). With the truce ending, these cities knew the trade would be more frantically handled from this point out, as ships docking would no longer be guaranteed safe passage home.

Trade would not immediately see a slow-down in frequency, though the value of said trades diminished in a tangible fashion. The Pirates, fearing the fate her small ships might encounter if isolated, sail her ships under the watchful eye of the Freedom's Hand. Where earlier excursions might have called for the ships to fan out in hope of maximizing the value of the haul home, their ships instead choose to frequent the same port, resulting in hurried trades for a slighter monetary value. While the Pirates (3 gold aboard 2 ships) and the English (2 gold aboard the HMS Antelope) continue to tally diminishing returns, the Spanish rejoice at a welcome sight: the prodigal Napolitana, weary, but laden with a haul of 6 gold points, has finally come home. Now crewed by the Captain and Helmsman, Napolitana makes an impressive switch: going in a single turn from the slowest active ship (S), to the fastest (S+L+S).

Sailing in westerly headings in efforts to expand their respective fleets' sphere of influence among the burgeoning trade ports in the are, the HMS Lord Cauldwell and El Picador pass without incident, perhaps as a last nod to the peace that had offered them chances to explore previously.

El Picador makes her target first, but does so in full view of the main force of the English navy. Wagering her ship's speed is enough to escape any hostile encounter, the Spanish crew elect to sail into port and trade. The port, previously only found by the English is swiftly defended by a patrolling HMS Gallowglass, with the HMS Antelope, freshly restocked and ready for action, trailing. The Spanish crew prepare to leave the island with a 5 gold haul aboard, when gunfire from the Gallowglass signal the official start of active warfare in the area. Losing a mast, the crew decide to try making a run south, hoping to outpace her pursuers. While able to maneuver to a position that negated the presence of the Antelope, El Picador was unable to shake off the initial English aggressor. The following turn, the Gallowglass dis-masted the Spanish runner and killed her Helmsman (named Suerte Rios), making the ship a prized commodity in its own right - 5 gold already aboard, and a fine addition to a capturing navy. Any plans to rename her were quickly dashed by silhouettes on the horizon. The Pirates, seeking ports who weren't depleted by constant, hurried, and repetitive trades, arrived with their full compliment to the scene of two small ships, one completely unable to fight.

In the south, the Lord Cauldwell docks at a trading city under Spanish protection. The Napolitana, tasked with rescuing her sister ship from its imperiled state, spies the intruding English vessel and readies for combat. Though unsuccessful at damaging the ship, the Lord Cauldwell's Helmsman, Lucky Pryce, perishes in the fray (NOTE - Never, ever name anything 'Lucky' and put it in harm's way). The Lord Cauldwell removes one of the Napolitana's masts, and after a round of stale-mated gunfire each way, decides to make a break for it. The Napolitana heads back home, knowing that the English ship wouldn't pursue it, and also that she was in no condition to enter heavy combat in her current state.

Amidst this chaos, the promise of open war between the three fleets forced the respective commands to enlist capable crew and rush them to ships in the fleet. A new Helmsman, by the name of Smith 'Smitty' Smythe, was dispatched to the HMS Lord Cauldwell. The Queen of Cups was buoyed by the arrival of a Firepot Specialist. The Spanish, now desperate for a decisive win, trained a captain to be ready for command of Spain's next commissioned ship. While the debate rages on throughout time as to what ship in this encounter could definitively lay claim to being the fastest throughout this period, scholars often point to the mysterious slips, little more than life boats, that managed to ferry crew to ship in active war zones without being detected by enemy forces as the true 'lightning fleet' of the age. (NOTE - In my excitement to get the crew to where they were going, I neglected to have them wait at their Home Islands until the ships requiring them re-docked. What can I say, enthusiasm got the best of me!)

Round 17 opened in the northwest theater with more combat, as a second battle seamlessly bled into the aftermath of the first. The HMS Gallowglass continued her show of skill under duress, aiming true once more and removing a plate from the Proud Tortoise. To secure a numbers advantage, an advancing Freedom's Hand opened fire on the HMS Antelope, wounding the English runner and sending her on a direct heading back to port. The English gunship then entered a game of cat-and-mouse, maneuvering carefully to avoid the accurate ranges of the Pirate galley's cannons. As the Queen of Cups swung low to set of a burning salvo, she was blind-sided by the HMS Lord Cauldwell, who was desperately attempting to bring her treasure home to the English port. The English ship fired true at her target, negating any threat the fire shot may have held, allowing the HMS Gallowglass to set her sights upon the Freedom's Hand. The English gunship, however, failed to score a hit, leaving an opening the Pirates would not hesitate to take. With two quick shots, the Gallowglass found itself derelict in the very waters it has wreaked so much havoc, a fitting close to the 'Age of Exploration'...

After 20 rounds of play, the Fleets stand as follows:

ENGLISH
HMS Antelope
HMS Lord Cauldwell , with Helmsman
HMS Gallowglass , with Captain , derelict

PIRATES
Proud Tortoise
Freedom's Hand , with Captain
Queen of Cups , with Firepot Specialist , derelict

SPANISH
Napolitana , with Captain and Helmsman
El Picador , derelict

To be Continued...
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