Now that CG1 is over, I want to repost some BR's so this thread is complete.
Two games were played: one at 60 points and another at just 20. The first game featured an English fleet taking on a Mixed fleet.
HMS Lord Kettering and HMS Bath set out:
The Dunlap ambushes the Bath, and it's English civil war!
The Lord Kettering takes care of some Pirate scum.
The Bath survived the attack, and the English have brought back a bunch of gold.
The civil war continues as the Empress takes on the Dunlap!
As the 1v1 battle rages, the Pequod loses a mast to the Lord Kettering but gets home with a Homing Beacon.
The Lord Kettering sank the Black Mongoose on her way to the Pequod:
The Lord Kettering round earthed her way to the west, dismasting the Moulin Rouge. The Empress was victorious against the Dunlap, and the Bath had the final treasure coin.
Total carnage! The fleets wage war with ferocity, with masts and spars falling everywhere.
In the end, the English were victorious 36-22!
The second game featured 4 20 point fleets, with each person controlling 2 fleets. The stipulation was that similar to CG1, each person had to play their fleets independently.
The Selkie started the action, going 1/3 on a sniping run against the Santo Columba.
The Sea Nymph and Pequod became locked in a fierce engagement, with the captained Pequod predictably getting the better of it.
The Selkie also took damage from the Pequod, who dropped her explorer at the island for more gold. I controlled the Spanish, so it was no surprise that I played them aggressively because of CG1.
After some more cannon fire and round earth shenanigans, the Pirates appeared to be the only fleet not in the running.
The Santo Columba used her S-boarding ability to rob the Black Mongoose, and after losing two more masts she was able to get it home. However, the Henry VIII was home with more gold for the English Pirates.
In the end, the Spanish were too shortsighted, going after the Pequod as the biggest threat but not paying enough attention to the English Pirates!
1. English Pirates: 24 gold
2. Spanish: 20
3. Americans: 15
4. Pirates: 0
What a great pair of games! The second one was especially intriguing for me, and the fun of playing tiny games with lots of fleets cannot be understated.
5 new players were taught at a game night! Due to the sheer number of questions and game pieces, it was a bit chaotic, but the game was played to completion. The circumstances also led to an interesting setup, but each fleet did have about 40 points.
I went first to demonstrate taking a turn, and the race was on! There were 4 wild islands with 3 coins on each of them. As you can see here, the rares pulled from the OE packs included HMS Grand Temple
, USS Constitution
, and Maxehebel
. In addition, I believe 3 of USS Sea Tiger
made it out of the 10 packs given away. The small table required a small ocean, which would naturally decrease the importance of speed and increase the excitement at the islands.
A handful of conflicts broke out; the Gold Eagle dismasted the Afrique, but was soon sunk by the Afrique's fleet mate the Grand Temple. The Georgetown damaged the Atlanta, but she was able to return home with gold. In the east, Maxehebel picked on the Clear Wind, but was eliminated by the Constitution before he could sink anything. One of the players had to leave during the game, taking their islands with them.
The last third of the game saw the two gunships dominate the sea. HMS Grand Temple crushed all opposition in the west, while the east saw the Constitution kill Maxehebel and dismast the Lady Newport.
The Constitution chased the tiny Colibri away, missing with both of her S-range guns. I suddenly realized that the Colibri had gold on her, so she sailed back, lucky to escape. In the meantime, the Atlanta repaired and the Georgetown was towed back.
After a Sea Tiger and the Lady Newport were towed back, the game ended in a tie!
1. HMS Grand Temple/USS Constitution fleets: 9 gold
3. Maxehebel/Lady Newport fleet: 4 gold
4. Colibri fleet: 1 gold
5/6. Georgetown/HMS Concorde fleets: 0 gold
Another game has been played, this one at 80 points.
+ captain, helmsman, oarsman
+ captain, helmsman
, Sammy the Skull
, White Crew
, helmsman, oarsman
+ helmsman, explorer
+ captain, helmsman, oarsman
The Dark Pact and Pequod sail towards the nearest beach, barely able to fit through the dangerous terrain.
However, the classic 4 masted schooners were there, dismasting the Dark Pact and spelling major trouble for the Cursed!
The Pestilence turned around to interfere:
The Dunlap and Grampus teamed up to cripple the Pestilence and sink the Dark Pact:
The Pestilence continued to fight, winning a boarding party and eliminating the Dunlap's crew via White Crew. However, the Americans were in control of the area.
The Cursed knew they had almost no shot of winning, but decided to have a little fog-hopping fun. The Hangman's Joke anticipated a possible American blockade and prepared to sail all the way around the huge island in the hopes of joining up with Mist Walker.
The Americans have won the battle around the Cursed home island; the Jackal's Teeth has explored the beach with the most gold on it.
The Pequod has sailed out for more gold while the Grampus prepares to intercept the remaining Cursed.
When the Grampus sank the Hangman's Joke the game ended, with the Americans winning 24-0!
A year after the first one
, a second "Other Worlds" game has been played! My opponent was different, but the setup remained quite similar. The fleets were 100 points instead of 80. For a change, the winner of the initial die roll deferred to let the other player go first.
+ Gus Schultz
, captain, helmsman, oarsman
USS New Orleans
+ captain, helmsman, oarsman
+ captain, helmsman, oarsman
+ Master CPO Charles Richard
, Diamond Nelson Turner
, firepot specialist
+ Major Peter Sharpe
HMS Henry VIII
Once again the setup featured home islands in one ocean, with one whirlpool that led to two other oceans where the gold was.
I didn't have much luck with whirlpool rolls at first, but that changed on the return trip. Many an oarsman were lost on this day.
The French Americans were eager to get gold, while the English Americans had a different strategy.
As the Freedom and New Orleans collected gold, the Hudson opened fire on the Henry VIII!
The French Americans were trying to capture the Englishman with the New Orleans' ability, which may sound familiar...
And there it is! I made the apparent mistake of sending the battle report of the last game (linked above) to my opponent beforehand. I assumed it would deter them from trying to use a blockade strategy, but I was wrong. Instead, they were inspired to try it because a blockade understandably sounded and looked cool. Though disappointed, I was just as determined as last time to teach a lesson and deter such tactics in the future.
The other ocean saw lots of French American ships collecting lots of gold.
After a few turns of waiting, I finally was forced to return home. The Henry VIII continued to hide in the fog, so the New Orleans gave up her pursuit.
The Freedom started the battle, but missed all three shots.
The English Americans brought the Pequod home, and the Hudson and New Orleans pounced!
Deja vu! The New Orleans is given an explore action, and she teleports home with the Pequod and all of the gold aboard both ships. However, the Oregon has sank the Freedom.
The Oregon and Shark were doing rather well holding off the French Americans, partly because of my typically bad gun rolls. However, the English Americans had a major problem when the New Orleans began shooting at the Dunlap.
The Libellule towed the Shark to allow the Emeraude to dock home, and the Oregon was sunk. The Grampus sank the Cleopatre, but the English American blockade had failed miserably and they were now fighting an unwinnable fight.
The Hudson took on the Grampus, weakening both ships. This allowed the New Orleans to sail back out and dismast the Grampus, while the other French American ships went after the Henry VIII, who was trying to sneak home.
The game ended in an absolute French American victory after they towed the Henry VIII. The final score was 31-0, mirroring last year's 32-2 score in a very similar game.
I was disappointed with how similar the game turned out, but it taught me a lesson as well as my opponent. For the next Other World game, I'm going to change the setup a lot, partly to disincentivize the blockade strategy (which seems particularly alluring with whirlpools around!) and also to incentivize more fighting around the wild islands. One idea I have is to make the HI's on separate tables, and then have all the gold on one table, possibly with each player controlling 2 or 3 independent fleets.
PS: I may get to use one of my 150 point fleets in April, which is exciting. There may be another game this weekend or next week, but other than that, the attention shifts back to the VASSAL campaign games!
Three games were played using Cadet-Captain Mike's Random Pirates Set-Up Tables
Game 1: 24 points for ships, all crew free
The Americans used the Grampus
and USS Sea Tiger
, while the Spanish Corsairs went with the Pescados de Plata
, and Sahara
. Both fleets had numerous crew on their home islands to start the game.
The Grampus got the Americans off to a fast start in the gold game, while the Sea Tiger took out the only opposing gunship.
The Halcon tried to run interference while the Pescado grabbed gold, but was entirely unsuccessful.
The Halcon was quickly dismasted as well, but the Pescado was able to transfer home some gold with the classic SM-only Master Bianco/Bianco's Haulers combo.
The Sea Tiger continued her assault, sinking the Sahara and damaging the Pescado.
The Pescado was sunk, which technically gave the Spanish Corsairs a 14-10 win. However, my opponent was unaware that the game could end in such a way, since in the past we used the house rule where the rest of the game is simulated to give the lone player the remainder of the coins. As a result, the game wasn't counted.
Game 2: Free ships totalling 10 masts; 4 free crew (No more than 3 ships)
The second game featured a setup I had used before, and once again it was a good opportunity to bring out my Viking ships. This time, I used two new ones I got in a trade: Wodin
, with the Grand Mountain
taking up the other 6 masts. The Americans stuck with the Grampus and Sea Tiger, adding the Pequod
The Grand Mountain and Grampus quickly engaged, pitting the two flagships against each other.
The Grand Mountain won the battle of attrition, but couldn't capture any crew with Dragon Eyes.
The Donar was going long, far to the east, while the Sea Tiger and Grand Mountain battled it out.
The minor faction alliance appeared to prevail, but unsurprisingly, my horrid die rolls ruined the day for my fleets.
The Wodin managed to snag Diamond Nelson Turner
off the Grampus, but Dragon Eyes and the Jade helmsman had fallen in other boarding parties, which meant that the mighty Grand Mountain couldn't capture any crew.
The Grand Mountain was able to sink the Sea Tiger and run interference for the Wodin, but the Pequod was coming!
The Pequod began her reign of terror, first dismantling the Grand Mountain. The Donar has begun her voyage back.
The Pequod then crushed the Wodin and killed Shayna Deux:
The Pequod then captured the Donar and prepared to fight the Wodin once more.
Without a captain, the best the Wodin could do was ram the Donar and hope to steal gold. This allowed the Pequod to dock home her prize. Then the Pequod sailed back out and predictably dismasted the Wodin once more!
The Americans ended up winning 25-15. The Viking Rebels were only able to get 15 between Turner (worth 8 gold) and a stolen 7 from the Donar.
Since we were running out of time, for the last game we decided to choose the most simple option from the table rather than rolling.
Game 3: 30 points; roll on Normal Crew (No limits or bonuses; single-nation fleets)
The Americans relied on the Grampus and Sea Tiger, while the Corsairs made a return with the Nubian Prince
Once again the two flagships faced off, and once again the Americans came out on top.
The Grampus sunk the Sahara, and the Nubian Prince was barely able to make it home after a chase around the big island.
The Americans won 23-6!
These games further demonstrated the excitement of using CCM's tables; they really throw you for a loop in terms of fleet construction and pregame strategy. I'd highly recommend them for a change of pace!
A 150 point game has been played! This was a new record high build total for my opponent.
He rolled to go first, using a Cursed American fleet. He used some new ships, such as the Poor Adams, Locker and Pyre. He also pulled a Needle from an RotF pack, giving him a fog hopper.
I was finally able to use the fleet I'd been looking forward to for a while.
Monsters, hoists, and canoes!
Slarg Gubbit was subbed in for Champ, allowing for a third oarsman on the Serpent's Fang. One of my Cursed canoes has disappeared, so the Scepter was used as a proxy canoe.
The outer four islands contained 8 coins apiece, with the center island having 10.
All three sea monsters got both +L bonuses on the first turn, swimming submerged across the sea and towards the enemy fleet. To my dismay the Pequod found the Cursed Conch
Master Scribe put a trade current in front of the Cursed gunships, while the Buscador hoisted gold from the center island.
The Pequod tried to return home but was quickly struck by Slarg Gubbit and Tiamat! The Cursed couldn't eliminate the Conch, but at least they had the ship pinned.
At this point, chaos reigned for a while. Slarg Gubbit was quickly taken out, while Tiamat suffered damage.
The sea monster assault allowed the Cursed to run gold without any threat of interference. I'm annoyed with Photobucket; the site doesn't let me rotate my photos anymore.
The Nightmare and Tiamat teamed up to sink the Pequod, but not before the Nightmare stole the Cursed Conch. El Fantasma sacced an oarsman to get the Serpent's Fang in on the carnage, hitting the Needle. Calypsos surfaced and rammed the Shark, winning a boarding party to eliminate DNT and a captain.
The Americans fight back, killing Tiamat and damaging both Calypsos and the Serpent's Fang.
Calypsos was killed, meaning all three Cursed sea monsters were dead. The Serpent's Fang and Nightmare used abilities (sac and Ghost Ship) to move over and target the Locker. However, they were ineffective.
The Serpent's Fang was sunk, while the Nightmare was captured.
The Grampus managed to eliminate some Cursed canoes, but the game was essentially over.
The Cursed conceded the remaining gold to the Americans, and won by a score of 47-14!
This was a fun game, especially the first 2/3 of it. I was happy to execute my strategy correctly, which allowed the gold game to go uncontested. The Cursed Americans fought well however, capturing or eliminating the entire attack squadron.
After such a large game, we may go the complete opposite route and play tiny games next time to change it up once again!