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Subject: A foggy affair   PostPosted: Fri Oct 28, 2016 11:29 pm Reply with quote

This game was between 5 fleets at 50 points each.

Here are the fleets in the order of play:

The English were looking to combine extra actions with the Hoist keyword and Commander Temple's capture ability to snatch enemy ships.


A mixed Corsair/Viking fleet had a big focus on gold. With lots of cargo available, the Donar's defensive ability, and HI raider Grim the Savage, this fleet looked competitive.


The French were next - similar to the English, they had a "pokeship" along with a 3 masted ship for gold running. The Grand Vainqueur carried a firepot specialist and reroll ability to increase her effectiveness, while the Auguste looked to get bonuses on stolen coins via Maurice Aristide.


The Pirates had two big bad ships and two tiny cheap ones. The Shadow was at the forefront - she would try to steal gold, using Mysion's Parley ability to escape. The Greed's Hammer would cause trouble for opponents and act as a hybrid, possibly trying to get the +2 bonus on coins the Shadow stole from enemy HI's.


Finally, the Americans. I saw Crenshaw aboard the Saratoga in one of Cadet-Captain Mike's battle reports, and decided to try the combo. Exploding shot and fire shot were added to make the ship more deadly, while the Colonial Trader and Argo would get treasure.


But something odd happened during setup. The crews found no islands to dock their ships at! Instead, ships had to seek shelter in fog banks. To unload gold, a ship had to enter it's home fog bank, and HI raiders would have to do the same. However, since ships cannot be shot at while inside fog banks, HI raiders were invulnerable while stealing!


Drawing from stuff at the bottom of my Game Ideas post, there would be fog home islands.




The MF took the first action of the game, and here she extends her crane to find some gold and a UT.


Moments later, the French strike! Throwing caution to the wind the Grand Vainqueur (GV) goes after the CV fleet, sinking the Donar! The Grendel has been set alight, and it's a terrible start for the new allies.


The Pirates create some chaos of their own, as the Greed's Hammer dismasts the MF! The Hammer had actually gotten Requin's SAT roll, but Thomas Gunn gave him some kind of potion or brew of some sort, and Requin thought better of attacking again.


Continuing the assault on different fleets, the Americans join the fray! The Mermaid is quickly doomed at the hands of the Saratoga's powerful gun battery.


The Turn 1 chaos:


The Corsairs get gold but the GV is intent on destroying their entire fleet!!


As cool as it looks, the GV managed to miss both fire shots, even jamming the flamethrower cannon. Her latter two shots connected to dismast the Dervish.


The Pirates have pulled off an amazing turn. The Fancy explored and found Letter of Marque, meaning a ship could repair inside another fleet's home fog bank. The Shadow got an SAT to grab some gold from that same beach, and then move back to deposit the loot in her fog bank. The Greed's Hammer captured the MF, and the English were down to the Ajax...


And now the Ajax is in trouble! She had loaded some great coins, but the Saratoga sped around the island and set her stern on fire!




After another turn, the French and Pirates have unloaded gold. The GV sank the Dervish and nearly dismasted the Sultan's Sword, who managed to win a boarding party against the Frenchman. The Grendel has repaired, but doesn't want to leave the fog because the GV is so close by. The Saratoga has round earthed to the west, while one of her victims, the Ajax, burns in the east.


Possibly my favorite picture from this game:


After only a few turns, the English are out of the running.


The Grand Vainqueur turns around to finish the job.


It's happened! Likely the first-ever home fog raid! The Shadow takes a coin from the French, and not only can the French not do anything about it on their next turn, the Shadow has Captain Mysion and his Parley ability to protect her if the French do manage to attack.


The Greed's Hammer grabbed the MF's 5 coin rather than tow the ship back home. The Argo dropped off some high value coins for the Americans, and the Colonial Trader is almost back with more.


The Auguste set out to steal gold from the Pirates, but she was caught by the Shadow! The Greed's Hammer came out to assist, and the Auguste was sunk.


The Saratoga's fire shot backfires, but her other 3 shots hit, leaving the GV a burning wreck!


Just like that, the French have been eliminated! It happened in an instant - they looked like one of the better fleets, but now they have no chance at winning, especially after the Shadow stole a coin.


The Pirates' next target was the Americans, who looked to have the most gold outside of the Pirates and potentially the French.


The Saratoga's fire spreads, and the Fancy somehow isn't hit by any shots!


That gave the Fancy an opportunity to do something remarkable - a 1 masted sloop dismasting a 4 masted schooner with a successful shoot and ram. The Fancy had found an abandoned captain the turn before, which was perfect timing. Alas, the Fancy couldn't deliver, rolling consecutive 1's on the shot and ram, and then losing the boarding party 8-7 after both ships rolled 6's. That gave the Saratoga a 5 coin, and to continue the sudden reversal of fortune for both ships, put out both her fires while hitting the Fancy with exploding shot! It was truly a momentum battle, with the Fancy having all the luck early and a chance to win, before the Fancy failed miserably and the Saratoga completely took over. That exploding shot meant the Fancy would burn to the waterline, and also eliminated the abandoned captain lol. A quick turnaround indeed!


The game soon ended, with the Greed's Hammer capturing the Argo and sinking the Saratoga. That left the Colonial Trader, whose slow speed and inaccurate cannons stood no match for the combined might of the Shadow and Greed's Hammer. At the right you can see the Grendel made a late-game dash to steal a fortune from the Pirates, but she didn't stand a chance.


The Pirates had won a considerable victory:
1. Pirates: 29 gold
2. Americans: 19
3. French: 6
4/5. English and Corsair Vikings: 0

This was a fun quick little game. The Pirates simply had the luck on their side. Almost everything went right for them, from the coins they found, SAT luck, and cannon accuracy. Combine that luck with the fact that they're already the best faction in the game, and it's no surprise that they emerged victorious. The coin the Shadow stole from the French was a 6, so they would have won 23-19-12 if not for that raid. The Americans got to pick their fog bank first as the last player, so they had a nice location for the Argo and Colonial Trader to grab gold while the Saratoga went crazy setting no less than 4 ships aflame. It's tough to award an MVS (Most Valuable Ship) here; both the Shadow and Greed's Hammer played perfect games, using their abilities and taking no damage. The Shadow got more gold, but the Greed's Hammer's cannoneers were simply excellent, barely missing at all and dismasting the MF and Argo. The Saratoga and Grand Vainqueur performed well, but the chaos they caused didn't help their fleets win. The French looked great early on, destroying any hope the CV's had. The English and CV's were essentially doomed after a few turns. The Americans played a good game but couldn't compete with the sheer luck and talent the Pirates possess.

I'd like to do fog home islands again at some point - next time I may have them move each turn, like rolling fog!
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Subject:    PostPosted: Sun Nov 13, 2016 9:42 pm Reply with quote

The Spooky Deathmatch fleet challenge has begun.

The first matchup:
Spooked into oblivion
vs.
No One Expects... (commanded by volt)



As I had planned, I kept my fleet together in a tight formation.


I realized that I didn't have the setup I wanted, since I wanted the Faerie Fire (the one ship without cancelling) to be in reserve since she had no defense. The result was some maneuvering that made it look like I was boxing my fleet into a corner lol.


At last battle was joined! The higher speeds of the cancelling fleet allowed them to get the first shot, and the Kettering and Ghost Walker teamed up to dismast the Cristal. The Guinee was quickly sank by the Spanish, after Grinder got some hits outside of cancelling range. The Rye has maneuvered to cancel the flotilla keyword, which meant that Armada couldn't be towed.


Armada had missed the Rye four times in a row, which allowed the Ghost Walker to sink it.


The Faerie Fire and Catedral came to blows, with the Catedral getting the better of the encounter. However, the Kettering was there to finish off the Spaniard. The Ghost Walker took out the Desesperanza, and the Faerie Fire damaged the Grinder before the Kettering ended the game on the following turn.


Spooked into oblivion moves on, where it will face the fleets of xerecs and evanglazier in the finals.
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Subject: 10th anniversary of MI   PostPosted: Tue Nov 15, 2016 6:05 pm Reply with quote

Today is the 10th anniversary of Pirates of the Mysterious Islands being released!

To celebrate, a 50 point game with all-MI stuff (except for generic crew).

The fleets in the order of play:

Spanish:
La Sirviente + Luis Zuan, helmsman, musketeer
La Manila + The Mask, helmsman, explorer, oarsman


Mercenaries:
Santa Molina + Christian Fiore, captain, helmsman
Barracuda + helmsman, oarsman
Devil Ray + helmsman, explorer


Here is the setup, with all 4 wild islands being mysterious. Wary of the Sirviente attacking on the first turn, the Santa Molina guarded the Barracuda while the Devil Ray started on the other side of the Merc HI.






It quickly became apparent that the Mercenaries would not have the luck of their own set on their side, with the Barracuda rolling a 1 on the first island she docked at. However, the Mercs were able to rectify the situation somewhat by tossing two coins towards the island the Devil Ray was pursuing.


Luis Zuan aboard the Sirviente knows he must get the first strike, but with Christian Fiore aboard the Santa Molina, only half of his cannons (with the musketeer as the fourth) will be in range, and that only with some good maneuvering! Zuan is desperate to win the battle, as the Santa Molina is a former Spanish ship.


The Sirviente descends off a swell, while the "Manila galleon" is about to load gold.


After another turn, the Manila also rolls a 1 at a mysterious island - the Mercs will move her on her next turn. The Sirviente and Santa Molina eye each other from afar, while the Barracuda loads gold and the Devil Ray reaches the island in the far east, which now has 6 coins on it.


The Mercs move the Manila away from her home island, while the Sirviente sails away from the Santa Molina to ambush the Devil Ray when she surfaces!


With a view from the mizzenmast of the Manila, the Devil Ray's crew decide to ram the Sirviente rather than risk getting attacked! However, the ram fails.


With the Devil Ray submerged and the Manila back to normal, the Spanish turn back around.


The Devil Ray is finally able to dock and explore! The need for a crew/treasure swap became apparent...


...as the Devil Ray loaded both Skrew Engine and Power Cannons! A regular coin was loaded as well, while the explorer would have to sit the rest of the game out.


Christian Fiore cancels the Barracuda's Mercenary keyword, allowing the Mercs to score first.


Luis Zuan saw his opportunity! After consulting with his expert helmsman, it was obvious that he could bring all of his long range firepower to bear on the Santa Molina. Cheering his gun crews on, the Sirviente scored two hits! The Santa Molina's firepower had been cut in half, and the Spanish were successful in their first strike.


Between these two ships and La Manila, every "ship" in the game had red or orange sails! The Sirviente is a particularly becoming vessel.


With a lot of luck the Santa Molina absolutely crushes the Spanish!! Both shots connected, killing the musketeer, and the ram dismasted the Sirviente, leaving her derelict. Fiore's boarding party overwhelmed that of Zuan's, and the Spanish helmsman was cut down in the action. In one action the Sirviente had lost all of her masts and 2/3 of her crew complement. In the background, the Devil Ray has used Skrew Engine to move almost all the way home.


The nature of the game has changed, as the Mercs have 3 ships available to the 1 for Spain.


The Santa Molina takes a few shots at the Sirviente while getting into position to support the Devil Ray's landing. Naturally, both shots miss, leaving Zuan yelling on deck about how "why couldn't the earlier shots have missed?!" Fiore finally cracks a smile, his first in quite some time.


With her gold finally unloaded, the Manila is free to pursue the Santa Molina. Since the Merc subs are faster than the Manila, Spain's best hope is to kill Fiore and thus stop any future gold deliveries at the Merc home island. The Mask has a secret weapon to help him do just that: Targeting Scope. The Sirviente has been sunk.


With the Manila approaching, the Mercenaries pulled off a brilliant move. The Devil Ray moved into contact with the Santa Molina, who was given an explore action. Christian Fiore descended into the Devil Ray, while the Santa Molina loaded the DR's Power Cannons. This way, Fiore would be safe underwater, since he could cancel The Mask's S-boarding technique as soon as he came within S range of the Devil Ray. In addition, the Santa Molina would be better equipped to fight off the Manila, since guns with 2L range would be quite effective against such a slow ship. The Barracuda had found Enemy of the State, but it essentially had no effect since the ship was already Mercenary.


The Mercs do their exchange, while the Manila looks to get some gold since she can't get in range of the Santa Molina just yet.


Another great turn by the Mercenaries: the Devil Ray submerges, and Fiore cancels to let the Barracuda unload gold. The Santa Molina opens fire on the Manila at extreme range, scoring a hit and eliminating the Spanish oarsman!




The Manila is immune to ramming, and thus had nothing to fear from the two submarines. She charged in with guns blazing, but only the one with the targeting scope hit! The S-board attempt also failed, allowing the Santa Molina to steal a coin!


This allowed the Santa Molina to shine again, and she did. The Manila lost another mast, along with her explorer. The Mask was furious.


The Manila finally dismasted the Santa Molina, but somehow lost another boarding party to lose her other coin!


Soon afterwards, the Manila looted the derelict to get her gold back, and then sank the Santa Molina for good as she returned to the Spanish home island. Meanwhile, the Mercs load more gold from the far east.


With the Mercs likely in the lead with gold, the Manila has no time to repair after dropping off the two coins. Spain's best hope to win lies with The Mask's S-boarding ability, which could be used to steal one or both of the Barracuda's coins. The problem is, the Merc subs are faster than the Manila, and Fiore could cancel The Mask if the Devil Ray and Barracuda stick together.


As the debris of three ships floats away, the odds are against the Spanish.


And indeed, the Mercs get to their HI first! The Devil Ray stays underwater, and Fiore allows the Barracuda to unload for a whopping third time in the game. The Devil Ray still has a coin on board, but it's irrelevant since the Manila cannot get it with Fiore around.


1. Mercenaries: 16 gold
2. Spanish: 10 gold

With 3 gold left in play, the Mercs were declared the winner! It was an impressive victory, with great shooting by the Santa Molina and effective cancelling by Christian Fiore. Both of those game pieces utilized their abilities to full effectiveness. The Spanish were a bit less lucky, but both fleets had some nasty MI rolls. The loss of the Sirviente gave the Mercs the decisive advantage for the remainder of the game, though the rest of the game was probably more fun! In hindsight, it may have been slightly better to have a shipwright on one of the submarines (to be transferred to the Santa Molina as needed) instead of the explorer and oarsman. The Santa Molina would only be able to repair if she transferred Fiore to a submarine and then had the sub stay within S at the Merc HI.

How fitting that the Mercenaries, of all factions, win the 10th anniversary of MI game!
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Subject:    PostPosted: Tue Nov 29, 2016 8:15 pm Reply with quote

The Spooky Deathmatch Fleet Challenge has continued.

Spooked into oblivion
vs.
Spooks of the Sea!



We maneuvered for a while:


The Guinee and Ghost Walker (GW) started combat, blasting a mast off the Executioner.


Here's the cancelling and chaos in full swing. The GW and Guinee have been dismasted by the Executioner and Deliverance, while the Black Pearl escapes doom at the hands of the Kettering and Faerie Fire.


The Executioner is sunk, but my fleet is down to 5 masts against 9 for Xerecs' fleet.


After more shots were exchanged, only three ships remained, almost all in perfect health: the Black Pearl (missing one mast) and Deliverance against the Kettering. I put the Kettering right between the two ships and let loose! Somehow I hit 5/6 to dismast the Black Pearl (her guns being much more dangerous than those of the Deliverance) and smash the Deliverance a bit.


The Deliverance rammed and shot to take out a mast, but the Kettering won the battle. In the end, the Kettering was left afloat with one mast for a very narrow victory!

Spooked into oblivion
vs.
Spooky McSpookface Challenge (commanded by Xerecs)

My fleet was more aggressive in this one, and the Kettering managed to dismast the Loki's Revenge at the start of combat.


The Kettering and Abomination were soon crippled, leaving my fleet with a firepower advantage.


After I sank the Pyre and Abomination, my rolls started to go south, and the Nightmare went on a nice run of hits!


I nearly lost and decided to retreat. Scuttle attempts on the GW and Guinee failed, allowing the Nightmare to capture both. Xerecs made a nice move and grabbed the Guinee's captain and helmsman since the Nightmare's captain had fallen in battle. Then the Nightmare towed home the GW to repair. The Faerie Fire would repair at my HI, but the Rye was essentially useless once the GW started sailing again.


The Cursed had gained the firepower advantage and went on to win the game!


These games were unique since both featured come-from-behind victories. My fleet was down 9 to 5 in masts but managed to win. Selvaxri's fleet lost its best ship (the Loki's Revenge) before she could fire a shot, but managed to pull out a nice win. Another game will be played; if selvaxri wins, he wins the fleet challenge. If Xerecs wins, volt will likely decide the winner.
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Subject:    PostPosted: Fri Dec 02, 2016 1:03 am Reply with quote

The Spooky Deathmatch Fleet Challenge has concluded!

Spooks of the Sea!
vs.
Spooky McSpookface Challenge (commanded by a7xfanben)

The fleets move out, with Xerecs having a vast speed advantage.


Battle is joined, with the Executioner taking out two masts on the Abomination. The Abomination and Pyre purposely were maneuvering to try and protect the Loki's Revenge and Nightmare.


That turn put the Loki's Revenge in perfect position for a double attack. Saccing an oarsman, she sunk the Executioner and Deliverance with help from the Pyre and Abomination! The Nightmare then started chipping away at the Black Pearl, who put up a good fight. In the end, the firepower disparity was too much, and the Cursed defeated the Pirates! Selvaxri has won the fleet challenge!
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Subject:    PostPosted: Sun Jan 01, 2017 4:51 am Reply with quote

A three way 500 point game was played yesterday and today. Long story short my fleet came out victorious, but at the price of almost all of my ships. I had two monsters set up in the form of the Acorazado as favored by a7xfanben, but minus the re-roll crew in favor of all powerful Jones on the Guichuan. The other monster was the Revolution Constitution, crew decently. I wasn't able to get Diamond Turner on board due to other reasons, but she made a formidable sight.
I also had an armed squad of runenrs consisting of the Raven's Neck, Darkhawk II, Neptune's Hoard, Valeroso, and Shadow. Each ship was capable of defending itself, either by SAC crew or marines.
As stated, my victory came at a heavy price, with all but five of my ships being sunk. The survivors are as follows:
Guichuan, who brought home the gold to win the game.
Darkhawk II, who after being a plauge ship was able to make a comeback and deter the Executioner at the cost of her masts.
Mobilis, who was a constant thron in my opponents side with her submerged cancelling.
Devil Ray, who used her tremendous speed when submerged to be an excellent pest.
HMS Antelope, who safely held Lord Mycron.

I'm in a bit of a rush right now, so I'll post a more detailed report later today/tonight, and will probably make my fleet in the fleet section.
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Subject:    PostPosted: Sun Jan 08, 2017 2:36 am Reply with quote

Played two games on VASSAL with agiantpie.

For his first game in quite some time, we went with a standard setup at 40 points. He went Spanish with the Acorazado and Pescados de Plata, while I fielded a Pirate fleet with the Arabella, Zanzibar, and Fleur de la Mort.


The Arabella and Fleur de la Mort got tangled with the Battleship, whose amazing defenses saved her from terrible dice luck.


After a double shoot action by the Acorazado, the Pirates were in bad shape:


The Arabella took a mast off the Pescado before both her and the Fleur were sunk by the Acorazado. The Zanzibar was chased down and the Spanish won in a shutout, 7-0!


The second game was at 50 points, with two strings of terrain added. A line of reefs and sargasso seas stretched out from the middle island. I completely overhauled my fleet and went with a Crimson Coast Pirates theme, with the Victoire, Raven, and Royal James. agiantpie added the Picador with a captain and cannoneer.


The Raven and Royal James took a nice amount of gold from the center island, while the Victoire headed north. Both Spanish gunships headed straight for the tag team of Pirate schooners.


The Pirates were too quick for the Acorazado, who temporarily retired to the south. The Victoire decided to take the more exciting route (which turned out to be a mistake heh, but at least it was more interesting) and use the Sextant UT to cross the dangerous reefs to attack the Picador, who had sailed north.


The Raven and Royal James wanted to avoid the Acorazado and get more gold, possibly with El Phantasma aboard the Raven.


However, the Acorazado got an SAT from Castro and dismasted the Royal James! The Raven's escort was smashed, but the RJ managed to effectively block the Acorazado by rowing up to her, allowing the Raven to escape.


The Royal James and Picador were sunk by the respective flagships! This left both fleets with 2 ships left.


The Raven managed to sneak by the Pescado after a brief scuffle, stealing a 4 coin from the Spanish HI! The Victoire prepared to run interference if necessary, and she also carried the Letter of Marque UT if there was a chance to repair at the Spanish HI.


But the Acorazado is too much for mere Pirates! Within two turns the Victoire was sunk and the Acorazado barely damaged.


After a closer chase than El Phantasma anticipated, the Raven docked home her stolen loot.


However, the Pescado had time to run off to the northwestern island, bringing back a 6 and 4! We were running out of time, and concluded that the 3 left in play would be sunk or stolen even if the Raven managed to get it without the Acorazado sinking her first. The Spanish won a fun game by a 21-19 margin! This further proves how amazing the Acorazado is, as if we needed more proof. Even in standard smaller games she can shine as the best gunship in history. Congratulations to agiantpie for 2 victories in his triumphant return to Pirates!
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Subject:    PostPosted: Sun Jan 08, 2017 4:01 am Reply with quote

In hindsight I realize that, in the 2nd game, well timed SAT rolls basically handed me the game. Both RJ and the Voltaire were all but destroyed in one turn each when the Acorazado was 4S distance away thanks to the SAT roll. If I hadn't caught up to RJ, or killed Voltaire before it could dock at my HI, things probably would've gone differently. Sending the Picador north was a waste of time. It accomplished exactly nothing in that game (didn't even explore the island it was docked at), so the Acorazado pretty much fought the entire enemy fleet and won.
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Subject:    PostPosted: Sun Jan 08, 2017 7:05 am Reply with quote

Wow, quite the game you two had! I would have been there, but the Campaign has started and i was occupied with that. The first session has ended, and I'll post a Report before the next session which is scheduled to happen on the weekend of the 28-29th.
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Subject:    PostPosted: Sun Jan 15, 2017 5:24 am Reply with quote

The Great Campaign has started! Here is the first report!

Ahoy! My brothers and I, along with our friend have embarked upon an epic campaign! The first session has been played, and the next session will hopefully be played on the weekend of the 28th-29th.
This campaign may be dubbed ‘experimental’ if only because we are trying something new. Here’s how it works: We play for most of a day, record where we leave off, and come back in a few weeks to resume. Also, we’re trying something we’ve never done before; use all Mysterious Islands for Wild Islands. This has already resulted in some peculiar situations in the eastern part of the sea. Furthermore, the nature of this campaign is different from all of our previous campaigns. In past games we have launched nation pure games, not so for this one. For this campaign, we must use ships that we own. This means that I can only use ships that I have in my personal collection and my brothers and friend can only use ships from their personal collections.
Our starting fleets were constructed with 25 points, and the additional rule that they had to contain ONLY pieces received over the holidays (I got my brothers each a revolution tin). In the case of our friend, we stated that he could only use ships for his starting fleet that he had not yet punched out. Additionally all players were given a stern warning to build gold oriented fleets, if a single captain was seen in the starting fleet, that ship would be automatically Mermaided. One brother immediately piped up:
“What if we use a ship that has a built in captain?”
“Then it’s automatically becalmed.”

The Starting fleets of the Admirals:
Xerecs, the Lord Sentinel:
Grinder with helmsman and explorer
Hessian with explorer

Ninja Master Alex:
Golden Medusa
Banshee's Cry with Gentleman Jocard

First Mate Jones:
Cursed Blade with The Patch
Harlequin with Explorer

Commodore Simon:
Hai Peng with helmsman and explorer
Dragon with helmsman and explorer

A few pics of the ocean looking to the east, my HI is in the foreground, with the home island of the Ninja Master's in the back right, and the First Mate’s in the back left. Some shipwrecks are visible, as well as the ‘grand line’ of wild islands going down the middle of the sea. Each island has 9 coins from an un-punched treasure card on it. Additionally, each wild island was placed using the star wars cards, so 2L=4S.



The Far East of the ocean, with a reefed in island at oceans edge, The Home Island of First Mate Jones is on the left.




Looking directly to the east, on the left is the Home Island of Commodore Simon, while mine is on the right. Notice that there are whirlpools very close to our HI’s. This could lead to heated whirlpool combat later in the game, but now in the beginning, it allows us to get to the Eastern reaches of the ocean quicker, as there are two more whirlpools there.



After a few turns, the game has gotten underway and each admiral has got some gold on their ships. First Mate Jones landed at a Mysterious Island that pulled 2 random coins from every other wild island, creating a Paradise Island in the Far East, and a fortune right by his home island. The other Admirals bemoaned this and made plans to get to that island as quickly as possible.
The Grinder made a trip to said island by whirlpool and snagged a few goodies before returning home by whirlpool, but lost a mast in the process.
As soon as gold was brought back, Admirals began launching. Already Commodore Simon has expanded his fleet by building La Joya del Sol, gifted to him from us (his collection is mostly un-punched and is mostly from Ocean’s Edge onward). He immediately sent her through the whirlpool to reach the Paradise, along with the Dragon galley, with each ship losing a mast.
Seeing the vast riches on the sea, and having secured a decent amount of gold in only two turns, First Mate Jones spends every cent he has and launches the Tiger's Eye, the first of his corsair ships.









To keep up in the arms race, all of the Grinder’s gold was used to launch La Monarca with an explorer. The Paradise Island keeps drawing sailors in, Commodore Simon has already filled his ships completely with gold, but while his crew were busy with that, more gold mysteriously appeared, making the island a coveted resource.





First Mate Jones is on a roll, with the Tiger’s Eye bringing back enough gold for him to launch two more corsair ships, the Golden Peacock, and Divan's Punishment.



Deciding to be a tad cautious, Commodore Simon conserves some of his gold and launches the Honu Iki.



We then entered a period of running and launching, with nothing extremely exciting happening. The possibility for alliances exists, but so far no Admiral has explored that possibility. Almost each Admiral launched something at the end of their turn, for three rounds in a row, I for instance launched:

Neptune's Hoard with helmsman
Amity with helmsman

On the same turn and later I put Lord Mycron into the water on the HMS Antelope with the help of Robinson. Later on I would also put forth the Bloody Jewel, Darkhawk II, and Celestine.

The Neptune’s Hoard and Amity



Darkhawk II, Antelope, and Celestine.



I was not alone in my prolific launching however, the Ninja Master was able to keep an even pace with me for a couple turns by putting La Santa Isabel and the Bonny Kate in the water, then next turn launching the Buscador and Peacock.




However he outpaced me soon afterward, by spending the largest sum yet seen in the campaign and putting a fully crewed Baochuan into the water, with some support ships!



Seeing this, the other Admirals all took a collective gasp, since the Baochuan is a floating bank, with enormous gold capacity. All those present grunted and kept going, determined now to accelerate their gold game, or bring the Ninja Masters to a halt. The First Mate Jones had taken a sworn vow to build a fort on the Paradise island, and he commissioned his first non-corsair ship of the game by acquiring Le Pique, and sending her to the Paradise Island to build Paradis.





He finishes his turn by launching a decked out Executioner, the second captained ship of the game!


That was the final round, which passed without much fanfare. So far no one has engaged in combat or obvious acts of hostility toward anyone else. The first day was about gold, and getting lots of it. Out of us four admirals, Commodore Simon has the most gold saved on his HI, and therefore he has the smallest fleet in the water at this point. I the Lord Sentinel have the second most gold on my HI as well as the second largest fleet on the sea. First Mate Jones has less gold and barely less ships at this point; his tactic of launching only corsairs has so far paid off, as they add tremendous potential to his gold fleet. Ninja Master Alex by contrast, has the largest fleet at 14 ships, but has no gold on his HI, and only one ship with gold on it. However he has several gold bonus options that should pay off if he can manage to keep them safe.
That’s all for now, stay tuned for more surprises and fun!
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Subject:    PostPosted: Fri Feb 03, 2017 9:24 pm Reply with quote

The Admirals gathered round for the second session of our Campaign! Taking inspiration from the famous Cadet-Captain, all ships, regardless of previous locations when the last session ended are now all L away from their home island. For this session this benefits me rather well, as most of my ships have a healthy amount of gold on them.
As we gathered, we noticed something odd. In the far west, as second sea had appeared, with two Mysterious Islands on one far end, and a strange Portal on the other, but what really caught everyone’s eye was the red island in the middle, surrounded by icebergs. It was a Blood Island. After briefly explaining what the Blood Island does, and how the Portals will function for this game, we got right into it!



My fleet and Home Island, with the newly launched El Acorazado in the fore, she was launched right before last session ended, and is crewed to the max.


The Home Island and fleet of the Ninjamaster, note that currently there is no gold on his HI, and only one ship has gold on it coming in. However, he has one of the largest fleets yet in the campaign.



The First Mate Jones’s fleet and home island, with his newly built Paradis del La Mer in the foreground. The island upon which Paradis sits is one of those islands that brings coins from other islands to that one. How will this play out over the course of the campaign…..?


With his first batch of gold already in, the Ninjamaster puts forth the first launch of this session, the HMS Hyena joins his ranks.



The Amity of my fleet had gotten stuck when last session ended, and so was still stuck, but managed to get free right away, opening the door for Commodore Simon to try his hand at this pesky Mysterious Island.

Alas! All but one of his ships becomes stuck, and unable to move!


The Ninjamaster is sending his mighty Baochuan west, toward the Lord Sentinel and Commodore Simon……..



The Amity and Darkhawk II have brought home a considerable pile of gold, Mycron continues to direct fleet movements from his berth onboard the Antelope.



Using the whirlpools, the Baochuan, and the Ninjamaster, are the first to enter the second western sea! All admirals now hold their breath, as the Ninjamaster could easily abuse the single Blood Island, which can be seen on the lower left, surrounded by icebergs.



Spending a little bit, the Lord Sentinel puts forth the President with Commodore Edward Preble on board, to both assist in the gold gathering and in overall fleet operations.



Commodore Simon’s Buscador is the first to explore the Portal in the main sea! Unlike their previous usage, these Portals have no super coins on them, only the regular amount of 9.



The Commodore launches the Napolitana with a Navigator at the end of his turn.



In one swoop, the Ninjamaster drains one island in the second sea, and is able to bring the other islands worth right to him as well! However the Baochuan is getting full, and he does not load anymore of the new gold.



The Ninjamaster is clever however, and sends two ships through whirlpools to the second sea, with an eye on the Portal there.



Spending a little more gold, Lord Sentinel launches the Pestilence with a Cursed Chieftain onboard, as well as the Hades' Flame with Coconut the explorer and a helmsman.( the pestilence is proxied here by the calchas, I couldn’t find the pestilence until after the session ended)



The newly launched Cursed Native Canoes at an island not far from my own HI. However, what’s that in the background?



First Mate Jones is getting desperate for some good gold. The past few turns he’s been beaten to an island by the Ninjamaster, and so he brings his Tiger’s Eye to Paradis, and triggers the coin exchange, bringing in a lot of gold, but is it all valuable?



A similar shot, the Eastern Sea is mostly visible, with the fleets of the First mate Jones, and the Ninjamaster dominating. However, the Hades Flame has used ghost ship ability, her considerable speed, and an extra action from Lord Mycron to zoom deep into the East, the heart both the First Mate’s and the Ninjamaster’s territory. Normally for such a small ship, this would not be good, but she has backup in the form of the lumbering El Acorazado, and the recently launched El Garante, who may have replaced the Acorazado as flagship of the Lord Sentinels fleet.
El Garante- Victor de Alva , Almirante Devante del Nero, Comandante Luys de Alva, helmsman, cannoneer, oarsman



The Flame is making for one island in particular, what will happen once she gets there?



To provide even more protection for his little ship, the Lord Sentinel launches the swift HMS Oxford, with a captain helmsman and a face down crew at his HI. There is a whirlpool close, and he intends to send the Oxford through it to catch up to and escort the Flame.



Disaster for the Ninjamaster! he docked his favorite little ship, the Banshee’s Cry at a particularly hostile mysterious island, requiring him to roll dice.


Ouch! And just like that the Cry is sunk!





The Golden Medusa reappears in the main sea, her hold full of gold from the Portal in the second sea.



The Oxford goes through a whirlpool as well, and comes out right next to the Medusa!



The Hades Flame completed her mission to the eastern isle, and the Oxford uses a double from Mycron to pull within striking range to ward off any potential hostiles.



Soon after the Medusa came through the whirlpool, so too did the Baochuan, losing a mast in the process.



Continuing to launch loaded gunships, the Lord Sentinel puts the RV Constitution with Captain Montana Mays, Jonathan Haraden, Chief PO Charles Richard, a face-down crew a helmsman and oarsman in the water, and buys some crew for the La Monarca.



Going full bore in his first spending spree of the game, Commodore Simon launches:
HMS Dreadnought with Carbon Charlie
HMS Apollo
HMS Kirkwall with Mycron
La Espada de Dios(not pictrured)



The Ninjamaster makes a statement with his launchings, putting forth the HMS Westminster, and Enfant Terrible, which hold Capitaine Baudouin Deleflote.



A wide shot of the eastern sea. A sharp eye will notice that the Ninjamaster was busy launching this session, with so many happening that some escaped my eye. The HMS Endeavour has joined his ranks and is his flagship, with some cannons added by Carbon Charlie. Also in his midst is his own Buscador, and the Maui's Fishhook. His fleet is the largest at the moment, with 18 ships.



The Western sea, dominated mostly by yours truly and the Commodore Simon, the Lord Sentinel has the second largest fleet, with one less ship than the Ninjamaster (counting the canoes only once mind you) and he is spending his gold on fighting power.



Since he is the last to go every round, the Lord Sentinel was able to get one last launching in before the session ended, putting Intermediaro and the Divine Dragon with El Fantasma, a captain, helmsman and Cavendish into the water.



The session ended there, and we will pick up again hopefully on the weekend of the 28th-29th of February. Like the first session, not much fighting has occurred, but unlike last session, alliances are beginning to take shape. The Lord Sentinel and Commodore Simon have agreed to a non-aggression pact for the time being, both are more combative admirals and both will have serious firepower, especially the Commodore, since even though he has the smallest fleet, he has the most gold saved up.
The other Admirals knowing this have not engaged each other in a possible alliance with each other, at least not yet. The Ninjamaster has said he badly wants an alliance with the Lord Sentinel, and the Lord Sentinel is seriously considering. The Endeavour has 8 cannons, thanks to Carbon Charlie, five of which are her own, the other three having been added, and she is the one ship so far on the seas that has a chance against both the loaded Acorazado, and Constitution.
The First Mate Jones has so far not motioned for an alliance with any admiral, but he may come around. He is struggling to bring in adequate amounts of gold to keep up in the arms race, but time will tell if he can make a stand at some point.
Stay tuned for more adventure, till next time!
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Subject:    PostPosted: Sun Feb 05, 2017 3:19 am Reply with quote

I was joined on VASSAL by agiantpie! The setup was for 80 points.

I went with a French fleet that had also hired El Fantasma aboard the Hades' Realm, while agiantpie went with an all-SM English fleet. Plenty of fog was around.

In addition, we decided to experiment using basic return fire rules! Once a ship was done shooting at another ship, the second ship could return fire with any cannons it had left, though they would get -1 to their rolls.


With an SAT, the Hades' Realm (HR) made it into a fog bank near the English home island.


The Soleil Royal, Royal Louis, and King Edward all reached wild islands. The HR got an SAT coming out of the fog, and hit the Dover and King Edward with consecutive attacks! The Dover only lost one mast, but the King Edward was nearly dismasted, and Fantasma stole a 5 coin.


With yet another SAT, the HR eventually sank the Dover! This was too much for the English, and the Titan finally caught the Cursed menace and dismasted her. In the meantime, the Montreal had taken up station in the fog bank where the HR was hiding earlier.


The Titan captured the HR and towed her into a fog bank to avoid the Montreal and get the stolen 5 back in English possession. The King Edward docked home gold and started repairing, while the Lord Algernon would explore the middle island. The Royal Louis and Soleil Royal sought the untouched southern island.


The Royal Louis has loaded gold, while the Soleil Royal prepares to defend her, waiting in the fog. The remaining English ships head southwest, while the captured HR repairs.


The Royal Louis parleyed her way out of some sticky situations, but that started to decrease the French gold advantage. The Soleil Royal lost a battle to the Titan after going 2/5 (including losing her grape shot on a 1) and taking major return fire damage (the Titan went 3/3). The Montreal did what she could to help, but it wouldn't be enough. The Royal Louis ended up pinned, which further ruined French hopes. In the end, although the French parley gamble worked for a while (the lowest value coins from the HI were given up), the gold differential kept tilting towards the English, while the French fleet was soundly defeated in the south. The Royal Louis' masts finally fell when she couldn't afford to give away more gold, and the game was over!


The English were up 21-15 at that point, when we decided to call it. The Montreal would have rowed home to repair, allowing the English to get the rest of their gold home and make the final score 33-15.

It was definitely a good game, if not frustrating for both of us lol. The return fire aspect was interesting, though I'm not sure the -1 to cannon rolls is enough moving forward... more playtesting is needed, and hopefully other forms of this oft-discussed but rarely-played house rule will see the light of play.
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Subject:    PostPosted: Sun Feb 12, 2017 4:43 am Reply with quote

Between these games and the Frozen North anniversary games, plenty of BR's coming soon!

hiddenelephant (Peter O'Connor on the module) just played his first game in quite some time!

We used our own fleets:
40pt French Introduction Fleet
vs.
Miniature Englishmen

To keep things fair at 40 points apiece I took out the Gibraltar flotilla and added oarsmen to the Antelope and Sea Tiger.


From top to bottom: the Jaguar and Descharges split up with some help from Deleflote aboard the Bonne Chance, but are pursued by the English gunships. The Antelope and Snipe team up at the center island, while the Sea Tiger is stuck for a turn after finding the Natives UT.


The English strike successfully, but their meager firepower can't dismast either French ship.


The Descharges docked home 4 coins, while the Jaguar fought back, dismasting the Bilge with a ram. The English had a windfall with all 3 gold runners docking on the same turn.


The Bonne Chance finally sailed out, engaging the Cumberland. However, she was ineffective, only taking out one mast.


The Jaguar docked home gold, while the Bonne Chance repaired after sinking the Cumberland. The Antelope tries a ram to distract the Descharges while the Sea Tiger is about to load the game's final coin.


The Descharges sank the Antelope with the help of Deleflote and then stole the final coin from the Sea Tiger!


In the end, hiddenelephant was victorious!

1. French: 26 gold
2. English: 21 gold


Last edited by a7xfanben on Sun Feb 12, 2017 5:56 am; edited 1 time in total
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Subject:    PostPosted: Sun Feb 12, 2017 5:47 am Reply with quote

There she is! Without further ado, introducing my newest 10 master: the Celtic Fury!

After becoming a moderator at Miniature Trading, a gift was sent to me by two extremely generous members of the forum for my contributions. The Celtic Fury came from wantkrakens, while I also received a South China Seas Super Rare pack (which I partially featured on my Instagram) from xeriousone.


The fleets were as follows:

French Mercenaries:
Celtic Fury + Eileen Brigid O'Brien, Duncan Rousseau, captain, helmsman
Royal Louis + helmsman
Floating Stone

English Americans:
Grampus + captain, helmsman, oarsman
Pequod + explorer
HMS Dunlap
HMS Henry VIII + oarsman


It's a combo I've been intrigued by in the past, and putting it on a brand-new (constructed hours earlier heh) 10 master seemed even more perfect. Parley on a gunship, while Rousseau's reroll pairs perfectly with O'Brien's SAT. In addition, with her link the Celtic Fury would be sailing with 4 cargo spaces open.

The Celtic Fury (CF) got a quick SAT and reached a beach on the main wild island. At the right you can see the Floating Stone and Royal Louis heading for other gold.


On the second turn the fast Grampus invaded French waters, dismasting the Floating Stone. The Celtic Fury sailed up, and true to my past form (not just in terms of shooting but especially with 10 masters), missed 7 shots out of 8!! It was an unsurprisingly poor start for yet another disappointing 10 masted behemoth. (though, considering the cannon ranks it was much less bizarre than my Baochuan with world-hater Chang Pao aboard missing 6 shots out of 7 in the RISK game from 2012...)


A better angle on the battle:


The Henry VIII reached an island, but the Royal Louis had already taken most of its gold. The Pequod took most of the gold on the beach opposite the fighting.


With the help of an SAT, eventually my strategy of simply putting more and more firepower on the target won the battle (not dissimilar to my strategy in VASSAL Campaign Game 1). The Grampus did sink the Floating Stone, but was sunk herself soon thereafter.


Perhaps the CF's gunners were just waking up? XD Or they're just inexperienced!


The CF heads to finish off the original beach she explored, while the Royal Louis sails over the debris of battle. The English Americans have gold headed home, and not much remains available.


All ships carrying gold eventually got home. The Celtic Fury got another SAT to cripple the Henry VIII, but after that, O'Brien decided she had caused enough carnage for one day.


The final scores proved how many high-value coins had been picked at random for distribution:

1. French Mercenaries: 49 gold
2. English Americans: 24 gold

A mostly successful debut for the Celtic Fury, with a lot of help from her crew combos. The English Americans had success as well, sinking the Floating Stone and collecting quite a bit of gold in a short time. The differential looks lopsided, but the game was arguably over early on, when the Celtic Fury found at least 19 gold (7,6,5,1 or something) in her first haul. I was happy not to use Parley, as it would have made my fleet seem somewhat OP, but Duncan Rousseau and the Royal Louis remain two of my favorite French game pieces. I find it funny how typical my luck was - rather good with double actions (I believe I got 3 SAT's in a row without needing to reroll), but awful with cannon rolls (as usual, including recently on VASSAL).

More reports coming soon - besides not one but TWO Frozen North 10th anniversary games, Xerecs and I have been joined by Noah from England for a 3 player game that is still in progress! (further proving that time zone differences don't necessarily matter, even for live games)
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Subject:    PostPosted: Mon Feb 13, 2017 10:39 pm Reply with quote

Yesterday (2/12) I won an extremely brief game against hiddenelephant. Xerecs arrived and we set up for a 3 player game, which will hopefully happen sometime soon.

After resuming T2 and stopping in the middle of the second game for a rules question, we decided to have a quick deathmatch. My Acorazado fleet was at 29 wins, tied with my HMS Grand Temple fleet for the most all-time.

Xerecs took the Acorazado on with a crew elimination/boarding strategy:
Flying Dutchman + Hammersmith, Crimson Angel, Tia Dalma, Capitaine Chevalle, oarsman

Each of the FD's hits would eliminate a crew, even if they didn't eliminate a mast. Vega and the helmsman were the first to go, but the Acorazado responded by going 3 for 4.


In a big moment, the FD won a boarding party to kill all of the Acorazado's remaining crew! This left her very vulnerable, but she managed to dismast the FD. However, the FD would win the game if she was sunk, because we ruled that Eternal could still work once. The FD had to be captured, but between her oarsman and the Acorazado's lack of a helmsman or SAT from Castro, that didn't happen. The FD managed to get away to repair, setting up a second clash. This time the FD won since Tia Dalma was able to cancel the Acorazado's ability and the Acorazado had no crew to use. It was honestly one of the most frustrating games I've been involved in, not just because I lost, but because there were so many complex ability interactions and annoying occurrences (such as the boarding roll arguably determining the whole game's result, and the no-win situations that both fleets seemed to be in at various times). It made me think that home islands should perhaps be eliminated from deathmatches once the game begins (or do away with them altogether), between Eternal being undercosted and the temptation to lurk near your home island so your opponent will come to you.
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