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Fleet Challenge 6-09-08: One Nation, One Set

 
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phymatine
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Subject: Fleet Challenge 6-09-08: One Nation, One Set   PostPosted: Tue Jun 10, 2008 3:45 am Reply with quote

This is a 51 point deathmatch. (51 because I am tired of coming up with great ideas that cost 1 point too much.) Choose one nation from a single set (Example: England, Mysterious Islands) and only use ships, crew, and events from that set. This is a strictly nations pure tournament, no using other nationalities in your fleet. (This makes Brother Virgil useless.) Home islands will be used, but no treasure.

Only one person can represent a nation! To claim a nation, you may post it on this thread. First come, first serve. (i.e. reserve your nation as soon as you read this!) Yes, this restricts total number of people participating, but I doubt that we will have a dozen people enter. You may only claim one nation.

A few other restrictions to level the playing field:
Only Barbary Corsairs may use extra action crew.
Only Vikings may use helmsmen or helmsmanlike crew (I'm warning you Cotton...)
Only Jade Rebellion may use firepot specialists (a dozen happy yay's echo from the turtle ships)
Only Cursed may use equipment
Mercenaries get +20 build points (71 total) but...
No submarines are allowed
No Krakens or Octopi
No Mermaids or Favor of the Gods

Last ship floating wins!

Post fleets as Name's Nation One Set.
Example: Phymatine's English One Set
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Subject: Re: Fleet Challenge 6-09-08: One Nation, One Set   PostPosted: Tue Jun 10, 2008 7:08 am Reply with quote

phymatine wrote:

but...
No submarines are allowed

What's a merc whithout his sub?

phymatine wrote:

but...
No Krakens or Octopi

What's a cursed whithout his eight-arms playmate?

And what about 0LR crew? Are they allowed?

BTW i think i will use Barbary Corsairs of the 0LR is not allowed...

ciao! Fede
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phymatine
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Subject:    PostPosted: Tue Jun 10, 2008 7:49 am Reply with quote

Mercenaries have a few other decent ships, but the faction is heavily sub dependent...hence the extra large build total. I'm trying to encourage fleets we haven't yet seen.

0LR crew, and any crew not explicitly blocked by the rules, are allowed. The nations without them are given substantial bonuses to compensate. You can't just toss one in though, it must be part of your chosen set. (Mostly in PotCC, which was a great set, incidentally.) Also, not all sets have full complements of generic crew.

Pirates are the ones with the most Krakens...the last thing I want to provide is yet another excellent option for the most privileged faction in the game. The Cursed lose Terrox, but they have plenty of other formidable critters.
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Subject:    PostPosted: Tue Jun 10, 2008 12:31 pm Reply with quote

I'll take the Vikings. Arr!
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Subject:    PostPosted: Tue Jun 10, 2008 2:55 pm Reply with quote

I'll take the Americans.
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Subject: Re: Fleet Challenge 6-09-08: One Nation, One Set   PostPosted: Tue Jun 10, 2008 5:05 pm Reply with quote

phymatine wrote:
No Krakens or Octopi


Surely you mean "No Krakens or Octopodes" ?
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Subject:    PostPosted: Wed Jun 11, 2008 2:29 pm Reply with quote

I'll take the Jade Rebellion!


Last edited by Canceled user on Thu Jun 12, 2008 12:34 am; edited 1 time in total
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Subject:    PostPosted: Wed Jun 11, 2008 5:42 pm Reply with quote

If events other than Mermaids and Favor of the Gods are used, do they have to be from the same set as the crew and ships in your fleet, or does that restriction not apply to events?
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Subject:    PostPosted: Wed Jun 11, 2008 6:00 pm Reply with quote

So if we pick one nation and one set, and that set doesn't have certain generic crew...that means we can't use that generic crew?
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Subject:    PostPosted: Wed Jun 11, 2008 6:19 pm Reply with quote

apollak wrote:
I'll take the Barbary pirates!


Sorry, Apollak, i already took them, you can see it in my 2nd post: it hasn't been edited...

Sorry! Fede
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phymatine
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Subject:    PostPosted: Thu Jun 12, 2008 11:47 am Reply with quote

@milbarber ALL pieces including events must be from the same set.

@captain_arrr If it isn't in that particular set, you can't use it, even generic crew.

The one set part is meant to make you carefully choose a single set.
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Subject:    PostPosted: Fri Jun 13, 2008 11:55 am Reply with quote

One more clarification needed. The restriction on extra action crew, does that apply only to crew that specifically say "extra action" or all crew that can provide any additional actions beyond the normal one/ship allowed?
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phymatine
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Subject:    PostPosted: Fri Jun 13, 2008 2:25 pm Reply with quote

It refers to all crew that can give a ship more than one action. This includes same action twice, sac crew, OE Davy Jones, etc. Ships aren't restricted, which is something worth noting.
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Subject:    PostPosted: Fri Jun 13, 2008 6:04 pm Reply with quote

I'm taking the Mercs.
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phymatine
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Subject: Winner   PostPosted: Mon Jun 16, 2008 5:26 pm Reply with quote

The winner this week is milbarber.

ziotoo4's Barbary Corsairs does the best that can be done with BC, but they lack the ability to ram and the firepower necessary to take out either the American or the Merc fleet.

darrin's Mercenaries take good advantage of the extra 20 point bonus, Fiore is certainly a must for this fleet. This fleet could likely handle both the reverse-captain smokepot specialist ships. Including the Bosun's Bane was a bright idea, as it would be very effective against both BC and Viking ships. Between this fleet and the Americans, whichever fleet stikes first will win, and the extra action plus Crenshaw seal the deal for the Americans.

captained's Vikings have an excellent flagship and concept in the smoke-hiding Muninn. Muninn ought to be able to get the first shot off and likely damage the America fleet severely. However, after the initial volley, the remaining American ship(s) would be able to strike back with enough force to destroy Muninn and Grendel. In my opinion, Grendel wasn't the best possible support ship, as it lacks the longship keyword and costs 15 points for two masts. Another Viking longboat (Huginn perhaps?) would have turned the tables, but Grendel simply lacks the armament.

milbarber chose wisely for his Americans. It was close, but the crew that really determined his win was Crenshaw. By shooting at L range, he can successfully avoid Fiore, Bosun's Bane, and the Nubian Prince. He also picked a great support ship with the Franklin. The extra action on the Enterprise and the rerolling adds both the chance of extended range and great firepower. Fog hiding ships would prove the greatest challenge, but all that is needed to defeat them is to stay away from the fog bank. Even if a fog based ship gets the first strike, they still will likely lose to the overwhelming firepower of both American ships.

Well done all, congratulations milbarber.
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