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Subject: Turns 41-43   PostPosted: Fri Sep 22, 2017 12:29 am Reply with quote

xerecs wrote:
Mysterious mysteries, looking forward to the next report. Are you by chance going to have it up later today?


It is here! Very Happy

pirateaj14 wrote:
Keep it coming man, keep it coming! I am loving this. Words cannot describe the immense enjoyment I get reading these reports. Great job so far:) The First Battle of Diamond Rock represents the power of the English navy in the Age of Sail. Even though they have lost some good ships, they are my favorite right now.


Thank you! I love seeing such an awesome comment, and I'm very happy that people are greatly enjoying it. It's been a special game so far, and I hope it becomes my greatest ever with time.

I played 3 long turns today, but that will probably be the most I can play in a day for quite some time now... probably!

Turn 41 begins with the Pirates firing at the Americans. Ralph David's squadron is decimated by cannonballs and fire shot, with the Concord doomed to the flames and the Freedom and Flying Fish down to one mast each.


Elsewhere in the Sea of Allost, the Jade Rebels engage in all-out war with the Cursed! The Crushed Skull is crushed, and suffers three hits while dismasted as well (3 more hits to sink due to the house rule). Jade cargo ships that have been equipped with captains for a while now (the East Wind and Virtuous Wind) shoot 3 segments off Mist Walker, who is quickly in trouble.


Just as she was in the Battle of Fog and Ice, the Monkey's Paw is tag-teamed by a swarm of small Jade ships, but this is effective as it was before! The Monkey's Paw loses 3 masts in short order, and will likely have to retreat again in order to stay afloat or avoid capture. In the interests of keeping things mostly consistent and not having OP abilities, I have decided that abilities that eliminate masts (such as the Scorpion keyword, or in this case the ability of the Glorious Treasure, which allows you to eliminate a mast and crew from the enemy ship after being pinned) function the same as a regular cannon hit. This means that those abilities do not automatically eliminate masts, as I had been playing it up until today. Especially with the automatic pinning, scorpions have nearly gone from overpriced to overpowered, so I'm trying to keep things fair.


Speaking of scorpions, the Scythe is in trouble! The Grand Mountain emerges from a fog bank to connect with both fire shot and a stinkpot specialist! (the latter represented by the smoke that originated from a bombardier card)


The Asgard and Hrothgar team up to put some serious hurt on the Hellfire right under the Roost!


Just to the southwest, the Grand Dynasty is struggling against the Sickle: her fire shot backfired, setting the ship alight. Making matters worse, she couldn't even eliminate a mast from the Sickle with her other cannons! The Jades are unable to scuttle the derelict Divine Wind.


Time for the Cursed turn! The Monkey's Paw does as expected and flees into a nearby fog bank, but not before she instills some Fear into the nearby Jade ships! Rolling for the keyword a whopping 6 times, the MP is successful twice, shutting down abilities on the Sea Phoenix and slightly slowing the Dragon's Talon. However, much worse for the Jades is the considerable empty spot at the top of the frame....


The Grand Temple is captured! With the Pestilence and Spilled Salt gaining the upper hand in the sudden Cursed attack on Turn 40, the GT was not quite strong enough to resist those Cursed attackers in addition to the Jikininki and Banshee's Wail. Here the Wail has begun towing the giant Jade flagship, arguably their best ship in play so far and a symbol of JR pride. In addition, now that she's a member of the Cursed fleet, it will be very difficult for the Jades to reverse this event, needing to capture the Wail or somehow hit the GT 12 times before the Cursed dock the GT back at the Roost.

However, satisfied with their work in the area and seeing too many healthy Jade ships just east of the spicy island, the Cursed turn some ships around. The Spilled Salt, Pestilence, and Monkey's Paw are all heavily damaged, while the Banshee's Wail and Jikininki don't have the crew or firepower to do much damage on the way out. In addition, at the top of the frame notice that most of the Cursed fog hoppers have already retreated regardless of casualties - the Cursed consider their fog hopping squadron a major long-term asset, so they will not risk its destruction this early in the combat phase of the game.

The Crushed Skull tries to escape! Turning ghostly and using her helmsman and oarsman to great effect, the ship rows at S+S towards that fog bank with the hoppers safely inside. With only 3 hits required to permanently sink the accurate ship, the Jades are determined not to let her get away. The Cursed attack isn't over though! The Scorpion herself comes out of a fog bank and slices at the Grand Path! However, her fire shot backfires, which is very bad news for the Cursed. An icewreck rams the Grand Path to finish the elimination of her mizzenmast.


Slightly to the north, the Scythe fares far better than her sister ship, putting out her fire and slicing the final mast off the Beowulf:


Cramped quarters can result in amusing situations! The Sickle engages her blades for the first time to send a boarding party to the Divine Wind, but the ones on the starboard side get stuck in an icewreck's berg! She does manage to shoot a mast off the Grand Mountain, using her ability to great effect as she rolled a bunch of 3's today which would not have hit healthy ships.


The Hellfire puts out her fire and stands her ground (water?), blasting off the Asgard's last mast.


Some Cursed cargo ships returning home with gold! If only the Jades knew what immense riches were contained in the hold of the Maman Brigitte, they might send the Hrothgar to intercept. However, with the cancelling Guinee right there, and the MB nearly home, it would be a futile attempt in the first place.


Cursed cargo ships in the far west of Allost make trips to and from Broken Horn Island, which has produced luxuries all game. Behemoth hasn't lost a segment yet but is eager to avoid any damage in order for the fog hopping squadron to flourish.


Finally, the long-awaited English attempt to hoist a cannon all the way up to the summit of Diamond Rock! Getting the cable from the Malton in position takes an entire turn, but the English have been patient for a while now and will continue to exhibit that necessary quality here.


With various ships in some states of disrepair, the English fleet is slightly in disarray. They have used a bit of chain towing to get the San Estaban behind the Metal Dragon, who will tow the prize home. Various other ships are going home for repairs, mingling with the resource runners on their way by.


I didn't need another picture of the familiar Spanish fleet here, but it's worth noting that the Rafael has picked up a few UT's from Paradise Island left there by the Gold ship. She may also be the first ship in the game to carry both gold and resources at the same time, though I think I'm mistaken.


The French take in 78 gold from valuable textiles found on The Flat, spending it all on 4 ships! The Gaule is tasked with general island defense, and is equipped with shot to help her in that role. La Possession has a completely new job: whirlpool diplomacy! Guy LaPlante has been chosen by Admiral Gaston as France's first "diplomat" in the game. The Possession is tasked with going through whirlpools and investigating what she finds, and here she's crewed with a full complement to emphasize that mission. The shipwright can repair lost masts, while the oarsman helps to protect all 4 vital crew. The French are brave to send the ship off alone into the unknown, but she is one of France's oldest ships (not just by chronological set order, but also in regards to my personal collection) and LaPlante is eager to see what lies in other areas! The Felicite essentially has 2L guns, which are great for equipment. The face down chip actually represents exploding shot, which I have temporarily run out of. The Petit Dauphin is the fourth ship - her deckplate is not visible, but she will simply be another resource runner for the French.


Using their first two docks, the French launch 4 new ships. Also note the large quantities of fish on their outer docks.


Nemo informs Gaston of the island east of the Harbor, and the French admiral immediately signals for ships to be sent there.


Noticeably quieter since encountering the French and the Pirates (though he didn't speak to Havana Black aboard the Deliverance), Commodore Preble sets all sail for the American home island. He passes the gunships patrolling the area and gives them new orders.


The Fool's Hope loses another mast to Ralph David's squadron, but the Americans are finished.


-Turn 42-

There it is! After saving up gold for a considerable number of turns now, the Pirates have finally spent all of it! With a whopping 250 gold, the Pirates purchase the first fort upgrade of the game! This is represented by a block token, which must be loaded aboard a ship and unloaded at a fort to upgrade it. Once upgraded, a faction can then launch ships and crew from that fort using gold from their home island!! I hope this is a fair cost for the fort upgrade. Cheaper would probably be too easy to exploit, but more than 250 gold starts to become ludicrous even by campaign game standards. Furthermore, when you consider that the Pirates could have outfitted around 10 or a full dozen large warships with great crew complements for that same 250 gold, it really does seem like a huge expense. The Eagle has loaded the upgrade token and will sail straight back to Dead Man's Point.

If an upgraded fort is destroyed, the token simply disappears, since I do not really want a coin worth 250 gold floating around lol. (although it would be interesting to watch haha)

The Pirates were at 246 gold when they took in 36 from textiles being cashed in. The extra 32 gold got them 5 shipwrights and a couple new ships. Here the shipwrights are gathered on the ledge of the kingdom - better hope they don't jump! XD


The new Pirate ships are the Neptune's Hoard (RV version, I can't stand the OE version especially after using it in Economy Edition lol) and the Shamrock, an underrated ship from Mysterious Islands.


Victory! The Pirates finish off Ralph David's squadron. The Concord burned, and the Freedom is doing the same here after David once again refused to surrender to Pirate scum. The Flying Fish was dismasted by the Lady's Scorn and Recreant, with the Pirates embarrassingly having to use Jean Laffite's AA (Admiral's Action) on the Recreant after the Scorn only hit like 1/5 lol. The Accused has already gone to the fort to repair, while Mission is telling the Pirates on the island to begin preparations and expect big things soon!


Back to the war! It's not very practical to actually do, but here I wanted to show the shot from an artillery piece with one of the L range straws. However, the shot missed.


A moral dilemma! Knowing the GT is unlikely to be recaptured, the infantry on the island must decide whether or not to fire on their old comrades. Tsai, Katsura-chan, and the helmsman all scream to be killed outright, fearing that the Cursed will torture them for information or just for fun. Briefly hesitating, the infantry shoot their muskets, but miss the captured crew!


The Jade Rebels pull off a coup! (COO!! XD) Sinking the Crushed Skull (!) to make space, a group of Jade ships shoots the Scorpion until she is ready for capture. Then the Proud Tortoise maneuvers beautifully to tow the ship! It may seem like a waste since the ship is about to burn to the waterline, but the ship has the Eternal keyword and will soon reappear at the Jade home island! The Jades gained a needed morale victory with this development, especially after losing the GT.


If the Monkey's Paw weren't in the fog, this would be the view from her mainmast. The Glorious Treasure eliminates a mast from the Spilled Salt amid dense wreckage, mostly from the Grand Temple's huge sails.


More cannon shots boom out! This time they are from a longship but aimed at one of the icewrecks! I have made a new house rule, where shipwrecks can be separated from their icebergs and sink if they are hit as many times as they originally had masts. In this case, the icewreck was hit 3 times, meaning the wreck would slip into the depths forever, leaving a regular (non-possessed) iceberg behind! The Jades quickly discovered this and were determined to rid the seas of the menace.


More Jade success! The Grand Mountain continues to be a thorn against the Cursed, dooming the Scythe with fire!


Grateful to be released from Behemoth's grasp, the Polaris darts into a fog bank. The Asgard and Hrothgar wisely do the same, living to fight another day and avoiding capture right at the Cursed HI of the Roost.


Oh jeez. In an utterly pathetic day at the guns, the crew of the Grand Dynasty miss all 4 times against the Sickle, but also roll a 1 with Double Shot to shoot themselves in the mast!! XD


A view of nearly the entire battlefield after the Cursed take their turn. Notice they are retreating just as they did at the conclusion of the Battle of Fog and Ice! The Cursed have lots of ships in need of repairs, and would like to lock up the Grand Temple as their grand prize.


In addition, notice that the Maman Brigitte has docked home her coins, which is another reason for the Cursed retreat.... The Sickle is putting some hurt on the Grand Dynasty, who is likely doomed due to pinning and the horrific failures of her own crew.


Holy Maman indeed!! The MB brought back the best coins I currently have in play, with the 100 coin, the 60 coin, a shiny silver 6 (worth 18 gold), and a shiny silver 5 (worth 15). This means the ship had just unloaded 193 gold at once! The Cursed go crazy, combining it with some saved up gold and spending 211 gold at the end of their turn!


Purchasing a sea monster squadron, the Cursed get the Serpent's Fang (who is an L booster for sea monsters), Tsuro, Tiamat, Maxehebel, and Squalo! At the right, the Nightmare and Abomination are also launched, both with full crew/equipment arrangements.


With a very rare shot looking west at the Roost, the new Celestine is docked next to the Maman Brigitte. However, I don't like trade currents and won't be using them in this game - her ability now gives her +S to her base move on a roll of 3-6, with no effect on a 1-2. Still a very good gold runner for the Cursed.


In the Halls of the Dragon King!! O_O Your first look at the interior of the Roost shows more new ships, with the Fallen Angel (towing the Death's Anchor flotilla), Madness, and Lilu (towing the relaunched Silver Coffin).


Back in the Caribbean...

The English have gotten their cable affixed to the summit of Diamond Rock! The Malton is ready to hoist the artillery unit up!


This time the operation is successful! The English have done it! They now have an artillery unit on the summit of Diamond Rock! O_O


It took a long time and many many actions, but the English finally have cannons in all three viable areas of Diamond Rock.


On the other hand, the Galapagos finally succumbs to the flames, ironically pictured here in the shadow of the volcano:




Gaston and Lenoir meet aboard their flagships, with many things to discuss. They talk about meeting the Americans and the Pirates, as well as their plans to utilize The Flat and the newly discovered island east of the Harbor.


The Americans cash in and combine that gold with some old coins to go on a spending spree! They spend 127 gold, and for good reasons. Notice Ralph David on their HI! I have made a new ruling for Eternal for this game: if a crew has Eternal, they can only use it on a ship one time, but if that ship sinks again, the Eternal crew alone is returned to the HI. The Freedom had used RD's keyword once, but her second sinking at the hands of pirates would be her final moment in the game. This is my attempt to curb Eternal shenanigans, although I'm not 100% sure yet what I'll do with ships that have the keyword. However, David somehow made it home alive, and immediately told everyone around how powerful and rich the Pirates looked (using hyperbole in abundance... ).

David's second tale, even more impressive (and embellished) than the first, inspired William Eaton to commission another anti-Pirate squadron. However, the Americans at home also had recent orders from Commodore Preble (the American admiral as of now) to launch warships and send them east through the opening in the reefs. Juggling multiple priorities, David was promised a full squadron in time, but for now he would have to wait for more gold to flow in to have a ship for himself. The Georgetown, Gold Eagle, and Paladin (mistakenly not pictured here) were launched to combat the Pirates. The James Madison would assist the Colonial Trader in getting metals from Ruby Island. Finally, the Albany and Seattle were launched to satisfy Preble's demand for more ships to head east. In total, six ships along with a couple more infantry units.


Another usage of ladders! Now it's clear why some Pirate ships were gathering under the ledge of the kingdom - the shipwrights will descend from above so the ships don't create a logjam by entering the kingdom! This was a brilliant move by the Pirates, who were able to keep their resource and gold system running on all sails but still getting shipwrights to the whirlpool squadron. That's right, each ship of the Pirate whirlpool squadron will be getting a shipwright. That way they can repair outside the kingdom (not needing to spend time inside and create logistical headaches on their way in and out), and also repair after whirlpool travel when they go off on another mission!


The Deliverance and Feathered Hat get shipwrights first. The Madagascar will get one from the Hat while the Sunrise Fire and Otter wait their turn.


Can't get enough of this ladder idea with the kingdom! XD The climb down is somewhat dangerous, but the Pirates have the equipment and knowledgeable people around to make sure things go smoothly.


The all-important Eagle emerges from the kingdom with the fort upgrade aboard! The Fool's Gold temporarily goes the wrong way to make room for the ship.


The Pirates are anticipating the arrival of their considerable investment, and have sent ships along the route to guard against any danger. The Cassandra and Grand Barnacle are simply heading home with textiles, but the Queen of Cups, Golden Medusa, and Crusher have all altered course in order to protect the Eagle as she sails out to Dead Man's Point.


The Pirates complete their victory in the (First?) Battle of Dead Man's Point, capturing the Flying Fish with the Fool's Hope. The Lady's Scorn is the only ship not damaged by the Americans in the battle, but it was still a lopsided victory for the Pirates.


The Scorpion sinks but goes to the Jade home island via Eternal! The Jade Rebels now have a scorpion ship of their own to unleash upon the Cursed. The Floating Stone, Muninn, and Grand Wind are all home for repairs, with the Grand Wind also docking home some spices. Warlord Cavendish is shaken by his close encounter with the Cursed (Mist Walker and the Sea Hag), and sees them as a huge threat to the Jade Rebellion's survival.


The Sea Phoenix lands a shot on the captured Grand Temple, but the Jades give up the chase, knowing they won't be able to recapture or sink the former JR flagship. After their first taste of direct combat, the JR cargo ships are back to running spices.

With the GT gone, defense of that wild island is now up to the smaller Jade ships that were undamaged from the battle.

Save the icebreakers! Knowing they'll need them to combat the icewreck menace, the Jades use chain towing to get the Beowulf out of harm's way.


The Hrothgar and Asgard get lucky rolls coming out of the fog (both rolled to face in the general direction of home), with the Hrothgar blasting away at an icewreck on the way by.


Predictable at this point, but still pathetic. The Grand Dynasty's fire spreads as she continues to miss the Sickle.


The Cursed begin their turn, and the Sickle finishes off the Grand Dynasty. The GD has a disappointing run in this game, and is likely finished for the rest of it (unless I need to let weaker factions relaunch ships).


In other news, the Serpent's Fang has given all four creatures +L on their first move of the game, and they depart the gates of the Roost! No wonder they've been called the "gates of hell"! Smile


An impressive cohort of Cursed cargo ships head back to their gold island. The Nightmare and Abomination go to a fog bank, with not much other room available.

Between this picture and the next, notice the fog hopping squadron hiding out for the time being.

The first major Cursed logjam of the game! The GT is a big prize ship in the way, with the Pestilence repairing to port of the Banshee's Wail. The Loa's Justice is another new Cursed ship, and one of their best cargo carriers. New ships depart while old ones come back for repairs:


I wanted to take a few wider shots from the Jade HI to show the scale of the JR/Cursed war and their operations:

(In the bottom foreground, notice the infantry unit tipping over to the right - perhaps a little too much rum after the battle ended? Wink)

A much higher view of the similar location: not as impressive, but there's obviously a lot of points out there, with various debris from the battle still floating around.


The general English area of the Caribbean, with a stalemate just off the northwest side of Diamond Rock. At the lower right, the San Estaban has been docked at her new home, but has not repaired yet. This is because I am forcing derelicts to wait a turn to start repairing even though they normally could, since I like the time delay and it feels more realistic. In addition, it only takes one turn to repair a mast even though two hits are required to eliminate a mast. (very unlikely to change, but important to remember)


Many French ships sail out of the Harbor, with the Soleil Royal and Dauphin Royal continuing to sail slowly east, Gaston and Lenoir still engaged in deep conversation....


ATTACK!!!! In one of the shortest-lived alliances in history, the Americans break trust with the French and surprise them! The Concord dismasts the Bon Marin and continues to the Vengeance!


With a VERY timely AA from Commodore Preble, the Concord shoots at the Vengeance with her second action, freezing the ship for her next turn with a chainshot specialist hit! (represented by the orange die in the water so I remember haha) The Congress comes around the west side of The Flat to capture the Bon Marin, while the Minuteman sails around from the north to finish knocking a mast off the Vengeance!!


An American assault! The Coeur du Lion is also hit, and the Americans have not held up their end of the alliance, to say the least!


There is URGENCY in the American fleet today!! Preble is getting everyone ready for action, in multiple areas of the sea(s), and in multiple ways. Cargo ships depart the home island, with the Albany and Seattle also setting sail for the first time.


The American area, with David's future anti-Pirate squadron currently in reserve (guarding against intrusion from the whirlpool) until the Americans can find a suitable ship for RD himself and possibly even more ships for the expedition as well.


Preble is determined as of late! He sees a great future of American dominance, with a great resource system expanding by the day and various warships launched by night! Here he makes all sail for the American HI, where he can better control launching operations to further his ambitions. In fact, the President nearly collided with the Providence on her way back, narrowly finding the gap between the ship on her port side and a dangerous reef to starboard.


There have been a few hints recently as to Preble's disposition, and today things have become clear. Under his guidance, the Americans have big plans. They believe they can take on the French, and would love to control The Flat. They anticipate more fortunate resource changes in the near future, at which point their vast quantities of saved up food, spices, and luxuries make them incredibly rich. Finally, they are urgently carrying out operations and giving everything they've got to every task of every day!!

With that, Turn 43 comes to a close. I enjoy opening a day of play and battle report with a resource change, since it is rather fitting, but here I decided to change things up and roll the dice at the end of the day's session!

UGH!!! Oh no! To my great frustration ANOTHER THREE was rolled, meaning that textiles were still worth 6 and metals were still worth 1. This would be the 4th time in 7 rolls that I rolled a 3 for value! I haven't even rolled a 1, 2, or 6 for value yet. Even more unbelievable, I rolled a 5 for duration again, meaning that this resource change was exactly the same as the last one. (meaning that nothing changed, and the value roll of 3 is essentially being held for 10 turns)


There are various ways to change up the resource system a bit, which I look forward to unveiling when the time is right! For now this is the action. Unfortunately a heat wave will prevent me from playing as much as I'd like to over the next week. However, I'll try to do at least 2 turns Friday and Saturday, and one turn per day from Sunday-Wednesday. Turns are really taking a long time, and I'll do another point count soon as the game has definitely exceeded 2,000 total points by now.

Question: Who do you consider the victor of this latest Cursed vs. JR battle? (both sides heavily damaged, Cursed capture GT but retreat, Jades capture Scorpion but have now lost the Grand Mountain due to fire)
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Subject:    PostPosted: Fri Sep 22, 2017 4:32 am Reply with quote

To answer your question, I do not think either side can claim a victory in the second battle of Fog and Ice(?). I think this mainly because the Jades DID loose their flagship, and are about to loose another. However, they inflicted a good deal of damage on the Cursed, capturing the dangerous Scorpion and sinking the Crushed Skull as well as heavily damaging (again) the Monkey's Paw, the Cursed Flag imo.
I will say that I think the long term fight favors the Cursed, simply because they have more pieces to draw from, as well as very powerful crew, while the Jades do not have as many ships, and their named crew selection is limited.

I really hope the Americans do not overreach and bite off more than they can chew, since it looks like eventual war on the Pirates, and war in the immediate against the perceived weak french. The Flat will be a strategic fighting space, since ships can dock at the far sides and land infantry to fight on it, in addition to having enough room for both factions to conceivably build a fort on (I know it's technically one island, but the crack down the middle of it leads me to believe/want a house rule to allow non-friendly forts on it!).

The Pirates are clever, using the terrain to their advantage, and they took care of the American squad. If they decide to go en masse into American waters it will throw a MASSIVE wrench into Preble's plan, since he will be forced to divert resources from the expansion to defending the home waters and pushing the Pirates out.

The English-Spanish stalemate is intriguing, as the Spanish seem to have lots of resources that can become valuable, and the English have lots of valuable now resource. It seems that both fleets got a good taste of what it will take to carry out their war, and are now preparing for it, or at least the Spanish seem to be. The English seem more concerned about making Diamond Rock un-touchable and are not focusing or planning on getting more ships into the sea.

Great reports, stay cool and keep em coming!
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Subject:    PostPosted: Fri Sep 22, 2017 6:33 pm Reply with quote

xerecs wrote:
To answer your question, I do not think either side can claim a victory in the second battle of Fog and Ice(?). I think this mainly because the Jades DID loose their flagship, and are about to loose another. However, they inflicted a good deal of damage on the Cursed, capturing the dangerous Scorpion and sinking the Crushed Skull as well as heavily damaging (again) the Monkey's Paw, the Cursed Flag imo.
I will say that I think the long term fight favors the Cursed, simply because they have more pieces to draw from, as well as very powerful crew, while the Jades do not have as many ships, and their named crew selection is limited.


You know what I think that name works after all - the Second Battle of Fog and Ice. Originally I didn't know what to call it, but there was still a lot of ice and fog involved so that works. XD

The more I think about it, the more I feel the Cursed won, even though it felt like the Jades won while playing since the Cursed were the ones to retreat. These Cursed are a little different, perhaps the most cautious Cursed faction I've seen and really trying to conserve their long-term strength.

Quote:
The Flat will be a strategic fighting space, since ships can dock at the far sides and land infantry to fight on it, in addition to having enough room for both factions to conceivably build a fort on (I know it's technically one island, but the crack down the middle of it leads me to believe/want a house rule to allow non-friendly forts on it!).


As I said in the first post when I previewed it, The Flat is an old rock that has been glued back together. The fracture is still visible but I was not planning to treat it as 2 separate islands for any purposes. Also, I think whoever controlled the island would be able to prevent the other faction from building a fort there in the meantime.

Quote:
The Pirates are clever, using the terrain to their advantage, and they took care of the American squad. If they decide to go en masse into American waters it will throw a MASSIVE wrench into Preble's plan, since he will be forced to divert resources from the expansion to defending the home waters and pushing the Pirates out.


True, but Mission has only seen 4 total American ships (the Freedom twice, which did puzzle him haha) attack the Pirates, and none of them came close to sinking a Pirate ship. Mission is relatively unconcerned with the Americans right now, partly because he trusts his "border gunships" to stop any future whirlpool attacks.

Quote:
The English-Spanish stalemate is intriguing, as the Spanish seem to have lots of resources that can become valuable, and the English have lots of valuable now resource. It seems that both fleets got a good taste of what it will take to carry out their war, and are now preparing for it, or at least the Spanish seem to be. The English seem more concerned about making Diamond Rock un-touchable and are not focusing or planning on getting more ships into the sea.


That's a good point, and yeah the English have slowed their launchings a little bit for the time being. They are still dealing with a bunch of logistics, with ships repairing from battle, cargo ships beginning their routes again (after some were interrupted by the effects of the battle), and operations at Diamond Rock nearing "completion". However, they are wary of the Spanish, and would like to begin preparations for an assault. As for the Spanish, they probably seem prepared because of their defensive line. The Spanish will simply have trouble launching much in the next handful of turns, so they're kind of hunkered down and preparing for the worst until they can get more ships out there. I will say that the Spanish have briefly had thoughts of sending a few ships through the Caribbean whirlpool looking for help, but between the unknown consequences of whirlpool travel (for them, since they haven't tried it yet) and the fact that it would weaken their home fleet even more, they're not likely to do that unless the situation worsens.
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Subject: Turn 44   PostPosted: Sat Sep 23, 2017 1:09 am Reply with quote

With some frustration over the exact same resource change happening again, I have decided to implement a system Xerecs and I may also use at some point in the World game.

-Players may agree to change the resource system. Instead of simply rolling a d6 for values and two d6 for duration, other options may be added for more randomness.
Example: A round of turns begins with the d6 roll. A 1 is rolled (on a 2-6 the resources stay the same, until a 1 is rolled on some other turn). Since a 1 was rolled, roll again. If the second roll is a 2-6 (anything other than a 1), the resources only change value for that turn. On the next turn, they revert back to whatever they were on the previous round, or a different system is once again agreed upon by all players (such as starting over with regular EE rolls, or using the system described in this example). However, if the second roll is a 1, the current EE rolls are disregarded, and new rolls are made (both for values and duration).

This has begun on Turn 44, and as long as I remember to do it at the beginning of each round, it will probably remain that way. For the first roll, I got a 2, which meant that nothing would happen.

Only one turn was played today, but it was definitely a good one!

The Pirates use ladders so recently hired shipwrights can descend to the ships waiting below the ledge! (The Deliverance and Feathered Hat have them as well)


With a fort upgrade worth 250 gold aboard, the Eagle makes all sail for Dead Man's Point, northwest of the Pirate Kingdom. Mission himself has joined the escort force, which now also includes the Golden Medusa and Queen of Cups.


Speaking of DMP, the fort has a new visitor: the Flying Fish, an American schooner captured in the brief battle. The Fool's Hope and Recreant will repair there as well, while the Accused rejoins the Lady's Scorn on patrol duty near the whirlpool.


The Pirates spend 51 gold on 5 small ships! Not quite satisfied with their resource fleet after all, the Hades' Flame, Bloody Jewel, and Coral will help in the gathering of riches. The Tejon and Carrion Crow are hired for island and perimeter defense.


The Grand Path docks home the Beowulf, while 4 other ships carry out repairs. For this game I am letting turtle ships repair their shell panels.


Clearly the battle has ended. The Jades form up in a defensive line to protect their territory and shield the damaged ships. The line is weaker at the left with small ships, but becomes stronger as you go east with various 3 masted longships still healthy.


The Cursed now have 6 cargo ships running gold from their northern island, while the Nightmare (4 masted DJC version) and Abomination set sail for the first time.


With some difficulty the Cursed resolve most of their logjam out west. The Jikininki guards the new Loa's Justice while ships sail to and fro, with some going to the Roost for repairs.


This is the general situation in front of the Roost. The fog hopping squadron has been joined by the icewrecks in the fog, who are afraid of sinking or getting broken up by the Polaris and Beowulf. Submerged sea monsters surge forward, though Tsuro uses its action for the turn to roll for its L-mover ability (unsuccessful). The Sickle has officially sunk the Grand Dynasty, eliminating a Jade 6 master from the game. To the left of the Sickle, the Banshee's Wail has docked home the captured Grand Temple, though she has been moved to the area behind the Roost since she will take a long time to repair.


The English have gotten their artillery unit in position! They are ready to fire it for the first time!


Since the cannons on the ships can hit things L distance away with gunports just above sea level, I knew I would have to do something about higher altitude firing in this game. With the summit of Diamond Rock around L+L up in the air, projectiles fired from the summit would of course have a much greater range than cannons fired from the gun deck of a ship (just like the real Diamond Rock in the Napoleonic Wars). Therefore I have made some custom measuring sticks for this game, and you already saw the S+S one. However, with the summit of Diamond Rock being one of the highest points of any terrain piece ever, I have given any artillery placed there L+L+L range!!


The English fire off a shot from the summit! It sails over the entire defensive wall of Spanish ships and lands a bit short of El Rafael, who is nearly off the map! XD In this case the English would have hit if there was anything there, but I'm still working on the realism of having shots fired from high altitudes. The English may experiment a bit with smaller powder charges, which could enable them to "bomb" things within L+L of Diamond Rock, or go with the full charge and have a wide swath of firing range!


Another view of the impressive firing range. At the upper left, you can see the "edge" of the Caribbean, and how the cannon could potentially limit Spanish activity to that route on the outside of the Sargasso Seas if ships within the range can be hit.


While the English were gleefully testing out their new weapon, their workers got busy at the HI. Three ships were launched: HMS Royal, Ark Royal, and Antelope. The first two are meant for war with Spain! The Antelope will gather textiles for now.


The English are gearing up for an attack on the Spanish! With their artillery at Diamond Rock terrorizing the Spanish fleet and potentially forcing them to sail new sea routes, the English see it as a great time to take advantage of metals being so worthless. The Durham and Gibraltar flotilla are being joined by HMS Lord Algernon and HMS Victor, with the new ships arriving soon as well.


Welcome to the summit! Keep in mind that due to the army unit rules (they must be given move actions to get into position), the English would have to expend an action on the cannon to give it a new line of fire. However, as of now they like how it's aimed straight to the northwest, directly at Spanish trade!


The view from the English camp at the summit:


Spanish cargo ships are in trouble! The Spanish continue to suffer at the hands of the English.


Looking down from the top of Diamond Rock at the stunned Spanish fleet below:


Spain answers! With 28 gold coming in from Paradise Island, the Spanish spend it all on a new flagship: the Santa Ana! With the capture of the San Estaban, the Spanish have been leaderless lately. Now they will be led by Duque Marcus Vaccaro. He is usually a 0LR reroller crew, but for this game I have modified those crew to function as normal 3 point rerollers with no other abilities.


The Spanish are ready to fight! The Santa Ana is also crewed with a captain, helmsman, firepot specialist, cannoneer, and oarsman.


A new man-of-war is about to set sail. She carries the hopes of Spain with her.


The French explore the wild island east of their Harbor, finding yet more textiles! Textiles has been the most found resource in the game, as well as the most valuable on average.


The French don't want a war, but are forced to retaliate against the deceitful Americans! The Dauphin Royal lets loose the first French cannon shots of the game, felling the Concord's mizzenmast.


Immobilized by the Concord's chainshot specialist, the Vengeance shoots 1/3 against the Congress. The French are angry that the Americans not only betrayed their alliance, but also captured one of their best cargo ships, Le Bon Marin.


The French weren't in a position to do much damage, but many more ships are coming! The Americans may have picked a bad time to attack the French, as the French just launched 3 new gunships. The Possession, Gaule, and Felicite are speeding towards the battle area. With some help from the lighthouse, the St. Michel nearly reaches an American ship, showing that France is willing to risk some of her cargo ships to provide assistance in the battle.


After some deliberation, the Americans decide to stick it out! This was a big decision, as all three attacking ships could have made it out of the area relatively easily. However, between Preble's aggressive orders and the possibility of help coming soon, the captain of the Congress leaves his squadron at The Flat and doubles down on the gunnery! The Concord is unable to hit the Vengeance with chainshot this time around, but she and the Congress dole out major damage. Lenoir (aboard the Dauphin Royal) prevents the Concord from moving and shooting, while you may have noticed that the Minuteman is absent....


Since the captain of the Congress sent her to go get help! Knowing how serious Preble was about The Flat and Karkuda in general, and also noting the change in American imperialist attitude recently, the captain of the Congress knew that fleeing was not an option. The Minuteman sped off to the northern whirlpool of the Sea of Karkuda.


Ugh! The Minuteman rolls a 2 to emerge from the northern whirlpool in the Sea of Allost! This is not what the Americans wanted, to say the least. The Minuteman was attempting to come out of the southwestern Karkuda whirlpool near the American HI. Not only was this the wrong whirlpool, but the Pirates lurked nearby, and may see it as another attacking squadron coming through!


Suddenly realizing the seriousness of the situation, the captain of the Delaware decides that if the Minuteman was unable to reach home, there would be no saving the Congress, Concord, and likely the Delaware as well. With a desperate "hard a starboard!" maneuver, the captain swung his ship around to the west, and hastily ran up a signal!! Having not given the President a move action yet*, Preble just managed to see the signal in time! (you can see that the ships barely have a clear line of sight to one another, and could barely "see" each other since I am using vague but important relative distance criteria in this game to make the size more realistic)

*Timing of actions can matter a LOT in CG's, and it's often best to do combat first during a turn. However, thinking things through can make a big difference, and contributes to how long these games take! It's almost always far more strategic than regular small games.

Preble relayed the signal, and Brent Rice spurred the crew of the Bonhomme Richard into action! The Richard was already on whirlpool patrol duty, watching for hostile Pirates, and therefore could easily sail into the southwestern whirlpool. However, needing a 4 to emerge from the northern one since the Americans haven't traveled there yet, Brent Rice got a 5 to spin out of the same whirlpool! XD


Fearing the worst for his eastern squadron, Preble demanded that more gunships try to reach the southwestern whirlpool. They would attempt to emerge from the northern one and reinforce the Americans fighting the French. The only other ship that could was the newly launched USS Paladin!

O_O Ohh boy!! The Paladin rolls a 1 to emerge from the southeastern whirlpool in the Sea of Allost!! This whirlpool was previously unknown to the Americans, and is a BIG deal. Now they can travel without rolling for location between their HI and this whirlpool, which is closer to the Pirate Kingdom than the whirlpool Ralph David has used twice now. The Paladin loses her mainmast on the voyage, but her crew almost immediately sight various Pirate ships, and know that they're onto something important, not seeing the various reefs to the south that Ralph David had described in his tale. To the north, they also notice a huge hulking black object in the distance.... (though they can't quite make out what it is)


The Wasp is alone in the beautiful shimmering waters of the far northwest corner of Karkuda. On a beach that previously held a bit of gold, her crew is surprised to find metal!


Commodore Preble reaches home and immediately begins issuing orders! The Americans are motivated and ready to dominate! However, now they're a bit worried about the disappearance of the Minuteman and Paladin, not to mention their small squadron by The Flat.


A logjam at the opening of the reefs. Preble himself experienced this on the previous turn, and would have launched a ship with more exploding shot to destroy more reefs if he had the gold. However, the fight at The Flat was of more immediate importance.


And thus, two more American gunships are built to combat the French! The Franklin is just about their most accurate vessel, and carries some firepots to light ships up during battle. The Peacock is a swift, agile, and deadly vessel, who also carries a firepot specialist. (both have the mandatory captain of course, but I've been neglecting to mention that because every gunship launched will have one, and 95% of gunships launched will also have a helmsman)


With the Americans on the move and desperate for an empire, another turn comes to a close. It was an entertaining one, and I really enjoyed testing range from the top of Diamond Rock for the first time and the operations of the Americans.

With a good amount of turns passing since the last point count, and various launchings happening frequently, I decided to do another point count! This was done for deckplates only, so any army units, ladders/cables, and forts in play were not counted here.

9/22 ship and point count, in the order of play:

Pirates: 33 ships, 507 points
Jade Rebellion: 28 ships, 482 points
Cursed: 40 ships, 697 points
English: 24 ships, 367 points
Spanish: 14 ships, 167 points
French: 21 ships, 309 points
Americans: 25 ships, 418 points
Total: 185 ships, 2,947 points

O_O_O_O_O_O_O_O

In a complete surprise to me, I have already passed my Economy Edition game record (2,846 points) of the biggest physical game in Pirates CSG history!!!! O_O Shocked

Wow! I wanted to make this game bigger than my EE game from 2015, but I definitely didn't expect it to get this big after only about 2 weeks of play. To be fair, my EE game reach only 100 points less in 11 less turns (last point count done on Turn 33 in EE), but that was with 5 factions on one ocean about the size of the Sea of Karkuda and oftentimes smaller distances between islands. Although, my EE game likely reached between 3,100 and 3,200 points soon afterwards. Either way, the next record up would be VASSAL Campaign Game 1, which is the biggest game of all time at 3,516 total points, though it likely reached 3,700 soon afterwards. O_O

By ocean:
Sea of Allost: 101 ships, 1,686 points
Caribbean: 38 ships, 534 points
Sea of Karkuda: 46 ships, 727 points

I do find it interesting that the Sea of Allost has a whopping 1,686 of the points in play (57%), although it is the only ocean with 3 factions on it. With another megalaunch of 200+ gold, the Cursed have climbed into the points lead, as they did in the first point count. We already knew the English had a decided advantage over the Spanish in the Caribbean, but with over 2,000 points sailing around the other two oceans, perhaps Spain will call for help at some point? Either way, I am looking forward to more exciting turns and will do another point count sometime, possibly after a big resource change if food spikes in value (meaning the French and Americans would both have a ship-ton of gold to spend lol).

As I said with the previous report, the ill-timed and unexpected heat wave will almost definitely prevent me from playing more than a turn a day for the next 7 or so days. However, with the game about to reach 3,000 total points in size, it's also getting to the point where the length of a round alone can prevent me from playing multiple turns in a day.
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Subject: Turns 45-47   PostPosted: Sat Sep 23, 2017 8:28 pm Reply with quote

I was able to play 3 turns today, mostly since the first 2 were some of the easiest and fastest since the game reached 2,000 total points.

The Pirates' whirlpool squadron receives more shipwrights, while in the background, the Eagle has an entourage...


... as the Pirates are about to complete the first fort upgrade of the game!


The JR-Cursed situation, with the Cursed capturing the Divine Wind and both sides setting up lines of gunships around the perimeter of their islands.


The English continue to cash in textiles and launch immediately, getting the Resolution and Westminster to expand their whirlpool squadron.


The French continue to pummel the Americans! The Concord is dismasted and captured, while the Congress is hit hard by the St. Michel and Possession.


Preble's Americans continue to send gunships through their whirlpool in an attempt to roll a 4 and emerge from the northern one, but the Bonhomme Richard rolls a 1 to emerge where the Paladin saw the Pirates! Here Brent Rice gets his own view of the piratical activities:


Further failures for the Americans! The Georgetown rolls a 3 to emerge in the Caribbean, and they just can't seem to roll a 4.


The Minuteman comes back to Karkuda, after a brief and mistaken excursion to the Sea of Allost. She loses a mast on the return trip and therefore is not quite fit for battle, not that the Americans really have a chance at this point anyway.


The Albany and Seattle will be a bit too late to salvage the fight at The Flat.


The Paladin and Gold Eagle return from their unsuccessful whirlpool trip, with the former needing repairs after being damaged by both whirlpools.


The Eagle docks at Dead Man's Point, and the Pirates have the first fort upgrade of the game in place! Now they can launch things from the fort, which is a BIG deal and should greatly help with the troublesome logistics of their kingdom. I am still hoping 250 gold was enough of a drawback....


A broad overhead shot of almost the entire Pirate operation. Two more 4 masters were launched today: you can see the Black Heart at the upper left and the Dragon's Breath nestled in the kingdom. The BH carries Captain Elizabeth Swann, their second AA crew after Laffite. The Dragon's Breath is an expansion of their whirlpool squadron but may be too late to join them for their second adventure.


A wide shot of the western 1/3 of Allost, with various JR ships repairing and the Cursed resolving the logjam that was taking place on the west side of the Roost.


With the flotillas towed by cargo ships back near the Spanish HI, and the newly launched Santa Ana not quite there yet, the English nearly open their attack on Fortaleza Dorada and Paradise Island! However, at the last moment they decide to add some crew to the Durham (who only has a captain and oarsman) and Victor (only a captain since she lost her helmsman in battle earlier) to optimize them and attempt to avoid losing more great gunships to fire. The new arrivals Royal and Ark Royal take their place, while the Lord Algernon herself is in the area along with the repaired Serapis. The English still plan to strike soon. In the meantime, the cannon on the summit of Diamond Rock shot at the Anunciada, but missed twice in two turns.


The French achieve total victory at the First Battle of The Flat! The Felicite has taken up towing duties of the Concord, while the Gaule captures the Congress! Also, the Bon Marin is chain towed by the Dauphin Royal and Soleil Royal to get her out of harm's way. The French system is still in full swing despite their surprise at the betrayal/sneak attack, with the St. Michel and Triton loading textiles while also looking for enemy ships to intercept. The Possession has already proved herself as a great gunship, as she was more accurate than the Dauphin Royal in the battle. Gaston (aboard the Soleil) has decided that it's time he gets a new ship and/or gets a proper captain aboard. Duncan Rousseau's reroll has been ineffective of late to boost his AA chances, and with both aboard the ship runs out of point space quickly. (11/13 points taken up by non-captain and non-helmsman abilities)


The Americans try AGAIN to roll at least one 4 to get access to the northern Karkuda whirlpool, but all 3 ships emerge or stay in the Caribbean! The new captain of HMS Apollo is confused and sails in the opposite direction. XD Whirlpool travel is getting to a frustrating point, but I think it works well thematically and gives faction an interesting hurdle to overcome when traveling between oceans, which is a pretty big deal.


The Minuteman begins the somewhat long journey home to repair, while the Franklin and Peacock make all sail to join up with the 3 ships near The Flat.


Annoyed and unsatisfied, Preble hears of the recent whirlpool failures and decides to brave them himself! He plans to use the President to find the elusive northern whirlpool from the southwestern one, possibly using the ship's reroll to aid him instead of using it on his own AA ability as he normally does.


The Americans are saving up the 4 resources that have the 4 lowest values, while cashing in the lumber and textiles that have recently been found just beyond the reefs. They have certainly gotten good and diverse resource rolls in this game, similar to my EE game in 2015. The Yankee has loaded two exploding shots aboard... probably to destroy more reefs! The current bottleneck has become a hindrance, and even one more reef out of the way would make a big difference.


A great shot of Mission's Pirate Kingdom! Here you can see that it IS truly a "kingdom": nearly 600 points' worth of piratical activity sails the waves. Three islands produce three different types of resources, two of which have been very valuable for every resource change thus far. A fourth island has produced plenty of gold. The only attacks the Pirates have suffered has been at the hands of small American squadrons led by Ralph David, which were quickly dispatched. The kingdom is in full swing! Notice a new 4 masted schooner at the northern entrance: the Bloody Spear has been tasked with simple island defense. Also check out the Royal Rover nearing the ledge, as a little swap will soon take place.


ATTACK! Eager to get the first strike in their next conflict with the Cursed, the Jade Rebellion opens up the THIRD battle of their war! The Dragon's Talon goes outside of S range of the Fallen Angel and connects, allowing the Glorious Treasure to finish off the mast with her ability.


Another battle erupts! From left to right: the Sea Phoenix deals damage to the Death's Anchor flotilla, the Hrunting nearly dismasts the Lilu, and the Silver Coffin, Madness, and Jikininki all take minor damage. The Jades are trying to focus their efforts to the west this time to cut off Cursed access to the "luxurious" Broken Horn Island.


But they also have enough ships to attack the Roost! In an awesome display of firepower, the Huginn hits 6/6 to dismast the Pestilence!


Then, in a brilliant move, the Huginn is awarded Sigurd Andersen's AA to capture the Pestilence and simultaneously shoot at the Sickle and Banshee's Wail! However, the scuttle attempt on the Pestilence was unsuccessful. This was a rare example of a faction nearly eliminating an opposing gunship from the game with the efforts of one ship on a single turn. (which is difficult to pull off here due to the house rules around mast elimination and sinking)


The Cursed strike back!! Ready for anything, the Cursed weren't really surprised by the Jade attack (though they assumed they would wait for more ships to finish repairing first), and sent their new sea monster squadron into action. Two serpents and a shark pin the Muninn and eliminate her helmsman. Tsuro stays behind to use its ability, which drags the Grand Path into range of the Nightmare! However, in a somewhat minor disaster for the Cursed, the Nightmare hits just 1/5 (5th shot provided by a musketeer) and watches her fire shot backfire to set herself aflame! The Abomination, Serpent's Fang, and Hellfire are on the way but unable to get in range yet.


Viewed from the mainmasts of the Grand Wind, the icewrecks emerge from the fog and are ready to resume hunting Jade Rebels! The Cursed are happy that both icebreakers are repairing, and see it as a good opportunity to terrorize with ice again.


Swift and predictable revenge: the Sickle, Banshee's Wail, and Needle (!) team up to take the Huginn down to 2 masts. The fog hopping squadron is generally in reserve, but with most JR ships either out west or repairing, the Cursed saw it as an opportune time to take advantage of a few extra shots from the Needle.


Flotilla power! The Death's Anchor hits 3/4 to nearly dismast the Sea Phoenix, but a much more impressive display is shown to the right of them. The Silver Coffin rotated to shoot 4 shots at the Hrunting, and 3 of them were 6's! Then, with 5 hits already scored on her (only one hit needed to dismast), the Lilu shot a firepot with her remaining 4S cannon and also got a 6!! Combined the duo got four 6's in five shots, with the Hrunting possibly doomed for good due to the flames. At the upper right, the Madness and Jikininki are ineffective against the Sea Lion and Hrothgar.


Back in the Caribbean, the English have completed their fortification of Diamond Rock!! After loading one of the artillery pieces from the bottom, the Malton took it out to sea and then hoisted it up to the summit with a big cable!


Here is something new that I haven't mentioned yet: a faction can exchange a captured ship and its associated crew for an equal total point value if the captured ship is fully repaired, but they must spend those points immediately. (they can't be saved as gold) The captured ship is removed from play but can be hired by the original faction since it was never sunk.

In this way the English rid themselves of the San Estaban in exchange for HMS Wycliffe with a captain, helmsman, and firepot specialist. (in this case the point costs of the ships and the crew complement happen to be exactly the same, but that isn't required)


In the southwest part of the Caribbean, the King John and Guy Fawkes get quite close to the Spanish home island:


English domination of Diamond Rock! As part of my personal goal for the game (not necessarily for the English to do it, but any faction), they now have a historically accurate defense of the rock, which I love. Two 24 pounders at the bottom, one in a cave halfway up, and two 18 pounders at the top! Very Happy






The 3rd shot from the first cannon on the summit connects to damage the Santa Ana!


The Spanish take their turn, with the Santa Ana getting an EA for the first time to reach Fortaleza Dorada, where she will repair briefly. By necessity, the Spanish are in defensive survival mode. However, resources will change again soon, and hopefully metals will skyrocket in value to make them more competitive. (I did the rolls at the beginning of the turns today for the rules I laid out at the beginning of the last report, but didn't roll any 1's.)


French dominance of The Flat! Paradis de la Mer is built on it, although with a new ability: "This fort ignores the first hit it takes each turn when it has all of its flags." The Triton will tow the captured Congress home, allowing the Gaule to join the Dauphin Royal on serious patrol duty with numerous (and dangerous) Americans lurking to the north.


The Felicite speeds home with the Concord in tow due to the lighthouse's bonus. The upper right also has some developments. France has a new gunship, Le Bonaparte (OE version). The Coeur du Lion has repaired and is already headed back to The Flat. The Dijon has a new helmsman and has loaded some army units.


Uh-oh! The Americans desperately continue searching for that northern whirlpool, but the Georgetown emerges in the Sea of Allost! If the Pirates spot her and attack she might be in big trouble.


Very frustrated at this point, the crew of the Gold Eagle find themselves in the Caribbean again.


The whirlpool failures are forcing the Paladin and eventually Bonhomme Richard to go home for repairs. At this point the Concord and Congress are far past saving, but Preble still wants to find the route from whirlpool #5 (at the lower left) and whirlpool #4 (near The Flat). As said above, he will do it himself if necessary. From the approaching cargo ships you can tell the Americans will have some stuff coming in next turn, while at the upper right, the Franklin and Peacock have joined the other 3 American gunships near The Flat to form a solid 5 ship squadron.


One turn remains until the next resource change. With today's launches, the game has officially exceeded 3,000 total points in size. This makes it the only recorded physical game to officially reach that level! O_O
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Subject:    PostPosted: Sun Sep 24, 2017 1:47 pm Reply with quote

This is not an actual battle report, but simply a few old pictures of the Cursed when they were "off camera". Smile

These pictures were taken on 9/13. Sort of a "flashback" when the game was considerably smaller.


The Monkey's Paw was a recent purchase:


After the Soul Crusher and crew was bought for 33 gold:

(Also when the Samedi's Curse was still afloat)

The "gates" before it was truly... THE ROOST! XD


Shal-Bala watches over the Cursed fleet:


And that was the Cursed and their Roost before things got crazy... and will get MUCH crazier....
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Subject:    PostPosted: Sun Sep 24, 2017 5:07 pm Reply with quote

I mentioned a few things on VASSAL, I'll mention them again here, with some elaboration.

Firstly, I almost feel bad for the Americans and their whirlpool troubles. However, as a backstabbing conqueror (their mindset right now) I have a little less sympathy. XD Now that they are in active conflict with the French, getting resources for them may be harder, especially if the French send most of their battle squadron toward the Americans.
I love that the French put a fort on the Flat, and I was shocked when I saw a Paradis, but got over it a little when i saw your house rule for her ability. I think it's fairer that way, since forts are also subject to the two hits to remove rule.

The Dead Man's Point is going to be important, if not now, then when the Pirates engage in active combat with another faction. They've had skirmishes with the Americans, but nothing close to a full out war. Since they share the sea of Allost with the Jades and Cursed, the Pirates could be dragged into that war by either side, or enter it as a third player seeking to wipe out both factions. When that happens, their ability to launch away from their Home Kingdom will be advantageous.

Speaking of the Jade and Cursed war, I'm surprised that the Jades initiated the conflict this time around. The Battle of the Broken Horn will be interesting to see unfold, since the Jades have lost some of their previous firepower, but the Cursed cargo vessels are typically slower and even LESS well armed. That said, I think the Jades are underestimating what the Cursed are capable of, and they're going to need help, either from another faction (pirates maybe?) or from some hired help (mercs perhaps?). Also I feel like the Jades now lack a 'flagship' with the Temple and Dynasty now lost. The only ship left in their ranks currently in the water capable of being a flagship is either the Grand Wind (starting fleet) or the Grand Path. However a certain ten would remedy that problem, and the Jades certainly have the gold to make that happen.....

Finally the Caribbean. I truly feel bad for the Spanish. Lowe resource values, on top of the aggressive English, and now the cannon on Diamond Rock, hitting them from beyond flotilla range! Shocked I'm glad they launched the Santa Ana, she should give them much needed center to operate around, tactically. I like their current defense against the English, with reasonably accurate runners and flotilla, however i worry that one or two turns of English pounding will leave them in tatters. Fortaleza will be tough to take down, but the English can probably do it, provided they land enough S range cannons in the vicinity.
Hopefully the resources will change in Spain's favor and they can give a little bit of what they've taken recently, most importantly however, they NEED to keep the English from getting paradise island, with resources AND gold a plenty, the Spanish need it to stay alive.

Something you mentioned on VASSAL, if the Spanish brave a whirlpool, looking for help, they could wind up right back where they started, or in the middle of a hostile conflict. While going for help may seem like a smart idea, they have no idea that ANY OTHER faction is out there, other than the English. This is something that i quite like, with factions not knowing who (or what) is out there until the run into it.

Anywho, keep the reports coming, an stay cool!
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Subject: Thanks for the comment   PostPosted: Sun Sep 24, 2017 11:56 pm Reply with quote

xerecs wrote:
Firstly, I almost feel bad for the Americans and their whirlpool troubles. However, as a backstabbing conqueror (their mindset right now) I have a little less sympathy. XD Now that they are in active conflict with the French, getting resources for them may be harder, especially if the French send most of their battle squadron toward the Americans.


I think the American resource system will be fine for the time being, since most of it is very close to their HI and somewhat protected by reefs from the French. The lumber island is pretty close to The Flat, but even though the French finally have some true gunships, the Americans have 5 of their own standing in the way right now.

Quote:
The Dead Man's Point is going to be important, if not now, then when the Pirates engage in active combat with another faction. They've had skirmishes with the Americans, but nothing close to a full out war. Since they share the sea of Allost with the Jades and Cursed, the Pirates could be dragged into that war by either side, or enter it as a third player seeking to wipe out both factions. When that happens, their ability to launch away from their Home Kingdom will be advantageous.


Good points, although it's interesting that the Pirates don't know about the Jades and Cursed (and vice versa). The JR-Cursed war is already intense and full of hate on both sides, so it could go for quite some time. However, there's no guarantee the Pirates would want to get involved, especially in a "helper" fashion. Also, there's the fact that the Kingdom and Roost have not been shown in the same picture yet....

Quote:
Also I feel like the Jades now lack a 'flagship' with the Temple and Dynasty now lost. The only ship left in their ranks currently in the water capable of being a flagship is either the Grand Wind (starting fleet) or the Grand Path.


Warlord Cavendish (aboard the Grand Wind) is the JR admiral, but they do still have the Grand Mountain in addition to the Grand Path, although the GP is their current flagship for warfare.

Quote:
Something you mentioned on VASSAL, if the Spanish brave a whirlpool, looking for help, they could wind up right back where they started, or in the middle of a hostile conflict. While going for help may seem like a smart idea, they have no idea that ANY OTHER faction is out there, other than the English. This is something that i quite like, with factions not knowing who (or what) is out there until the run into it.


I've been enjoying it quite a lot as well, and it feels more realistic and thematic than having the factions know about each other for no reason. (along with the reader seeing the oceans from the perspective of the factions) And yeah, the Spanish would like help but aren't sure that even if they DO send for it, that there will be anybody out there, let alone someone that is willing to help. XD
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Subject: Turn 48 - full of fails! Utter failures everywhere. XD   PostPosted: Mon Sep 25, 2017 2:53 am Reply with quote

The Georgetown comes under attack from the Feathered Hat and Deliverance! However, the Pirates roll an abysmal 1/5.


The Grand Path veers off from her conflict with the Nightmare to target that ship and the Abomination simultaneously. Of course, the only miss was a 1 for exploding shot, which took off her mizzenmast (after it hit the Nightmare however). The Muninn hit 3/6 against the sea monsters pinning her.


In a masterstroke of tactical strategy, the Huginn took off for a fog bank with the Pestilence in tow, after the scuttle roll for the prize was unsuccessful. The Pestilence was then released from the towing once the ships were inside the fog, meaning the Pestilence is doomed, forever sitting in the fog bank! XD Although, perhaps the Cursed can manage a way to pull her out somehow.... At the left, the Grendel has taken a risk and gone all-out against the Needle, but fails miserably. She hit once in two shots but lost the S-board despite getting +1 to boarding rolls against the Cursed (lol, just further demonstrating how overrated +1 to boards is).


More "epic failures"! Well, sort of. The Hrunting let the Naegling take her place in the battle line, with the Naegling dismasting the Lilu and nearly sinking the Silver Coffin if she hadn't rolled a 1 on one of the shots. The Sea Lion continues to be the least effective ship in the entire war, as I would now estimate her shooting record to be about 1/10. Her guns are rank-4, but I usually hit with those about as often as rank-3 lol. However, the Hrothgar hits 3/4 to dismast the Jikininki, taking the Cursed pest out of action.


A bit of a strange sight: ships fail miserably while sea monsters are effective! The Nightmare and Abomination have been HORRIBLE for the Cursed, with the Nightmare's fire spreading and missing both her shots against the Grand Path. Then, just like the Nightmare last report, the Abomination rolled a 1 on her fire shot to set herself aflame! Ugh, what a pathetic display in this war today. Although, the triple-headed sea monster threat managed to hit 7/8 to completely dismast the Muninn!

The Nightmare and Abomination have set themselves on fire and managed exactly one hit on the GP combined (the mast was eliminated via the backfiring exploding shot). The Muninn is a suddenly derelict ship floating amid her own wreckage.

The Fallen Angel tries to row the damaged Death's Anchor flotilla out of harm's way, but not before the DA damages the Glorious Treasure and Sea Phoenix. The Cursed were absolutely inept today. The Lilu was derelict and couldn't tow the Silver Coffin into a better position. As a result, the SC's only target was the Proud Tortoise, but that ship is immune to L-range guns. XD The Madness did manage a firepot specialist hit on the Sea Lion, the latter of which I wouldn't mind seeing at the bottom of the ocean lol. The derelict Jikininki prevents the Spilled Salt from attacking the Hrothgar, so the Salt turns away and heads southwest instead. At the far right, I have ruled that icebergs and icewrecks can only damage a ship with one hit out of the two required to eliminate a mast, rather than mast elimination outright (which still happens when equipment backfires). The icewrecks have seemed too powerful to me. At the upper right, the Needle goes home to repair, not wanting any part of the Cursed-hating Grendel. The Monkey's Paw is visible, fully repaired and ready to return to the war.

The Jades are already on the cusp of blasting away at Cursed trade, but the pathetic nature of both fleets' efforts may prevent them from a decisive victory.

The English whirlpool squadron reaches the Caribbean whirlpool, where the captains of the Westminster and Gold Eagle exchange words. The Gold Eagle's captain seems in a hurry and appears confused, leaving the captain of the Westminster to raise his eyebrows. The English wanted to make sure they could all enter the whirlpool on the same turn, and now with the Resolution caught up, they plan to take the plunge next turn!


An array of American operations over their full turn. Preble does indeed brave the whirlpool himself! However, he gets a 5 (which would spin him out of the same whirlpool) and then a 6 with his reroll, a 6 meaning that the ship stays in the same place and doesn't even get spun out of the same whirlpool (meaning it also doesn't have to roll for damage). Having experienced the bizarre whirlpool shenanigans himself, Preble now understands the plight and confusion shown by his officers aboard other ships. He is still determined, but realizes he must be more patient. Word of the French captures reaches him, and he is understandably disappointed. The Gold Eagle returns from the Caribbean. The Georgetown returns from her harrying journey to the Sea of Allost. They will join the Paladin and Bonhomme Richard as whirlpool victims in need of repairs. At the far right, the Yankee rolled a 6 with exploding shot to destroy another reef! This nearly doubles the gap available to the Americans, and should really help them going forward in their quest to expand. At the home island, lumber and textiles are unloaded and cashed in! Preble shows how serious the Americans are, launching two of their best ships: the Frontier and Intrepid!


Turn 49 will see new resource rolls! Hopefully I won't get a 3 and 5 again. Ugh. Anyway, there will probably be a lull in the game here since I can't play many turns over the next few days. In the meantime, feel free to speculate. Very Happy
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Subject: Only half a turn, but exciting stuff   PostPosted: Tue Sep 26, 2017 5:40 pm Reply with quote

Play continued, although only for about half a turn. That's because activities in the Sea of Allost alone took about 2 hours, mostly due to a Pirate megalaunch! Very Happy

Turn 49: new resource rolls! I was a bit disappointed to get a 4 for values, since I still haven't rolled a 1, 2, or 6 for values. In fact, the last 5 changes including this one have all been rolls of 3 or 4. However, the duration was a positive - only 3 turns, the shortest duration of the game so far! This continued a trend of resource changes lasting less and less time - the first 5 changes were all for 6 turns or more, but the last 3 have been 5 turns or less. The value change meant that metals were the most valuable resource again! The Spanish rejoiced! The other factions were generally fine with the change, with textiles valuable as usual. The Cursed and JR saw their values drop even lower, but it's doubtful that it will stop them from waging all-out war on each other....


The Pirates! They combined some saved gold with new gold via cashed in metals and textiles, and also cashed in a ton of saved up metals! With a massive windfall, the Pirates suddenly have 393 gold, and they spent every ounce of it. O_O

The next 3 pictures show what the Pirates got for the biggest single-turn purchase of the game so far. They could basically buy whatever they wanted, and with a very effective resource system already in play and more cargo ships only making more logjams at the kingdom's entrances, they bought gunships almost exclusively! Three capital ships were launched, which will be the flagships outside of Mission's command from the Crusher. The Harbinger and Victoire have sac abilities and a combined nine oarsmen between the two ships, providing for massive extra action potential. The Revenant will also be extremely deadly, with Griffin rerolling Calico Cat's EA and firing her cannons at rank-1 with the standard captain/helmsman combo also aboard of course. From the top left on down you can see more standard gunships with the regular crew complements in addition to the random specialist/cannoneer/musketeer crew. The Rum Runner with HI-raiding Villanueva aboard is the only ship the Pirates launched that doesn't have a captain aboard!


The spending continues, with ship after ship after ship brought into play via the spending spree. The Ballista is well-equipped to be a very effective suicide attack ship, while the 2 masted Pirate support gunships I love so much are outfitted to the max. For example, the Raven is a 10 point ship but carries 5 crew for the maximum 10 total points! I like pairing specialists with 2S guns (since you don't have the shorten the range of an L-range cannon) and shot equipment with L-range guns (since you can take advantage of the extra range). The Raven, Royal James, Executioner and Panda are some of my favorite Pirate ships. Also, it's worth noting that the Freedom's Hand will be towing the Pirates' second copy of the Widowmaker flotilla to have 6 shots at S+S range moving around at S+L speed. Nice combos everywhere!

I've generally memorized the stats and abilities of most or all the ships I have over time with my 400+ games played and time spent making fleets on Miniature Trading, so I can afford to cover things up and save space in the deckplate areas (which I need since they are very crowded already with how massive this game is getting!).

The last few ships the Pirates picked out, with somewhat less extravagant "extra weaponry" but still lots of pure firepower quantity.


Only a few turns after being completed, the fort upgrade comes in VERY handy!! Without that option, the Pirates wouldn't even be capable of launching all 393 points' worth of stuff, so they'd have to split it up into smaller launches over more turns. That said, this launch was so big that the fort is completely covered with new ships! They are beginning to look like the Pirate fleet from my Economy Edition game, a Pirate Empire that was previously unrivaled in historic size. However, with how this game is going, Mission's Pirate Kingdom may even exceed that!!


The launch was so big that they couldn't quite fit all the ships at the upgraded Dead Man's Point, so the Rum Runner, Charles, and Xi'an are berthed inside the kingdom.


With 507 points in their fleet at the last point count, and 393 gold spent here, the Pirates have now become a 900+ point fleet! Their efforts will soon allow them to exceed 1,000 points. O_O The megalaunch also means that the Sea of Allost alone has over 2,000 points' worth of stuff on it!


The Pirates do have plans to use their new ships, to say the least. Mission is now very content with his home waters, and plans to send at least a squadron (if not a large one) after the Americans, especially since the Pirates can travel from their southern whirlpool (though not the northern one close to the fort) to both whirlpools in the Sea of Karkuda. In addition, Mission plans to sail west soon, towards unknown and foggy waters....

Mission's Pirate Kingdom, perhaps starting to grow to an unmanageable size?


Back to the dominant war of the game! The Jade Rebels have a decent turn, taking off the flag on the Death's Anchor and nearly dismasting the Spilled Salt (both courtesy of the Naegling). The fire aboard the Sea Lion spread, dooming the ship. I can't say I'm unhappy about that, since the ship has been so ineffective and lame the entire game lol.


The Hrothgar does damage to the Jikininki and an icewreck, while the Grendel hits the Hellfire twice in a row to set the Cursed vessel aflame!


The Grand Path dismasted the Abomination and nearly killed Squalo. In the foreground you can see 3 newly repaired Jade ships returning to the war effort - the Polaris, Grand Mountain, and Asgard are back in action!

The Jades are also piling up the spices, with 56 of them in addition to what's on their HI, but that resource has been the least valuable in the entire game, never being in the top half of values.

The Cursed take a turn, though they don't have many ships on the western front with which to defend their cargo ships. The main development here is the Monkey's Paw, who has returned to battle after another extensive repair effort. Her firepower combined with both flotillas to eliminate two masts from the Naegling, a ship the Jades really don't want to lose and will therefore retire from the battle on their next turn. At the upper right, the Madness and Spilled Salt sail home for repairs, while the Fallen Angel slowly tows the Death's Anchor away from the battle.


In a nice reversal of fortune from the failure-filled Turn 48, the Hellfire puts out her fire and combines with the Banshee's Wail to eliminate a mast from the Grendel!


The Cursed sea monsters were very effective once again, and the Muninn is sunk! However, after being dismasted by the Grand Path, the Abomination succumbed to the flames and sank as well. This meant that each side of the battle had lost a large gunship on the turn, which is pretty damaging considering the house rules around mast elimination and sinkings. The Abomination left a hole which was conveniently filled by the Serpent's Fang, who shot effectively to damage the Grand Path (missing with her firepot specialist however). At the left, the Nightmare has put out one of her fire masts and turned ghostly in order to sprint home for repairs if she can make it back in time.


That is all for now, as operations in Allost took about 2 hours today lol. I hope to finish this rather grand turn tomorrow, when the Spanish will definitely cash in metals and get new ships! I expect the English and Americans to launch as well, so it's possible that the game would become the biggest game EVER by the end of tomorrow! (I'm not planning a point count, but since it surpassed 3,000 points the other day and saw about 400 points of Pirate stuff introduced today, plus the launchings tomorrow during the second half of the turn, it may theoretically exceed the 3,516 of CG1!)
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Subject:    PostPosted: Tue Sep 26, 2017 9:41 pm Reply with quote

Oh, boy.... Pirates don't have a kingdom anymore, they have an EMPIRE! That many ships catapults them into a 'lead' if you will for the game as a whole. If the pirates really wanted to, they could go looking for someone to fight, and they'd probably win....

Wow, the DMP was very important, and the fact that it cost almost what they spent is a good thing, otherwise the Pirates would've had either an additional 100-200 gold to spend! Shocked

They're going to look for the Americans, so i hope the Americans can repel their attack. Also, if the Pirates go west and find the Jade/Cursed war, well, they may not have been there for the start, but they could very well finish it.....

Hopefully you get some interesting resource rolls soon, especially one that causes textiles to be worthless, since that would put a wrench into almost everyone's plans, and force them to fight over resources and not territory so much.

I'm hoping the Spanish are able to get some good warships to counter the English. They should know what it will take to combat the English, so they should launch accordingly, at least that's what I'd do if I were them....

I'm not sure who to root for in the Jade/Cursed war, since I like both factions, and both have good things going for them.

Keep em coming!
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Subject:    PostPosted: Wed Sep 27, 2017 7:07 pm Reply with quote

The second part of Turn 49 was finished today, with activities in the Caribbean and Karkuda providing little excitement but much in the way of long-term operations.

With no Spanish ships docked at or right near the home island, the English have struck directly! HMS King John opened her gunports and hit twice in a row to destroy the lone Spanish artillery unit stationed there. HMS Guy Fawkes didn't have a target but sailed west as well.


The English whirlpool squadron was ready to take the plunge! All 4 ships went through the whirlpool, hoping to discover new areas. Incredibly, just as they did before, the Metal Dragon and Bath both rolled 3's to reemerge from the same whirlpool, albeit with damage! The Resolution rolled a 6 so nothing happened to her, which leaves only the Westminster...


... who rolled a 1 to come out of the southern whirlpool in the Sea of Allost! The directional heading of 5 left her right next to Pirate warships of that faction's whirlpool squadron! Havana Black spun around at the helm of the Deliverance, and his eyes narrowed at the sight of a Royal Navy vessel....


The English cash in 11 textiles for 55 gold and combine it with the 20 gold they had saved on their HI, spending 75 gold at the end of their turn. In the foreground, the Caradoc carries CRGO, the first of two English AA crew. At the right you can see three new English warships: HMS Lord Kettering, HMS Resistance, and HMS Granville. The English plan to augment their battle squadron sailing off of Paradise Island with even more ships. The tension has already been rising for several turns now, so a strike seems imminent and inevitable!


However, with metals luckily worth 6 gold apiece once again, the Spanish do a considerable launch of their own! They spend 101 gold on 5 ships. From right to left: the Cristal del Obispo, Voz de Dios, Granada, Corazon del Mar, and Reconquistador. Not only do those 5 ships just about double the fighting capacity of the Spanish Navy, they also give them a presence at their HI to deter the English from starting to cut off gold runners before they can reach home. Most of the ships are crewed and equipped to the max, but note that the Cristal only has a captain, helmsman, and oarsman aboard, in order to leave 3 spaces open. The Spanish plan to use her as a super durable hybrid since their resource/cargo system could still use some work. (they have been forced to buy for war due to the English)


Back in the Sea of Karkuda, the French have a small logjam at their Harbor but things are progressing smoothly for them. At the bottom left, the Dijon has army units aboard which are en route to The Flat.


Nemo goes rogue! Tasked with defending the island just east of the French Harbor (visible in the background at the upper right), Nemo has become extremely bored with his orders! He anticipated being in the thick of the fight, not defending a boring island in some far-flung corner of the sea. In addition, he doesn't see his vision lining up with French plans. He has changed the course of his Nautilus to point southwest, and speeds away from French waters. Who knows what he's up to??


Preble goes through the American whirlpool again, but instead of being spun out of it, he ends up in the Caribbean! Yet another instance where the Americans just cannot seem to roll a 4 to guarantee passage from their whirlpool to the other one in Karkuda. He arrives next to the English whirlpool squadron, who are similarly confused and disoriented. XD


Whoa! The southwest beach of the big island has suddenly stopped producing food, which was found readily there the whole game so far! However, luckily for the Americans and their canoes, textiles are discovered instead!


Continuing a big turn of big spending, the Americans cash in 16 metals and add 36 gold to the mix to spend 132 gold on a bunch of stuff! They have a very diversified launch, which I'll explain over the course of these last 3 pictures. First off, Ralph David finally has another ship! With a reasonably large windfall, the Americans could afford a proper ship for the Pirate hunter. What better ship than the OE Constitution, which gets +1 to her cannon rolls against Pirate ships! A firepot specialist and oarsman join the standard crew aboard the new vessel, and Ralph David is ready to go hunting again!


American operations around their home island. Along with Ralph David getting a new ship, the Bonhomme Richard and Paladin are now fully repaired, giving RD a proper squadron! Of course, the Americans aren't yet aware of the Pirate megalaunch, in which case David would certainly want to wait for the Georgetown and Gold Eagle to repair as well. Notice the new set of canoes at Ruby Island.


The Brandywine was launched for her ability to ignore terrain, as the Americans plan to send her east of Ruby Island and into new territory. The Sioux, Cleveland, and Saratoga were all purchased to further reinforce the squadron that Preble eventually anticipates taking The Flat with. At the top of the frame, the Springfield was launched to carry the tribal chieftain for the new canoes, and also to serve as a cheerleader ship in home waters. She currently tows the Minuteman flotilla, the first one launched by the Americans! The Springfield is certainly a very odd ship, with an extremely high point cost and base move for a 3 master (along with low cargo), but these games allow her to shine a bit more than usual. They certainly aren't new ships, but the Providence and Louisiana have loaded some army units to be taken to the lumber island west of The Flat. The Americans are preparing for potential war with France, and want to defend their border as best they can if the French strike first. (which you can tell is unlikely from what little French gunships there are, but keep in mind that even the Americans aren't aware of the Harbor itself yet...)


A few notes to flesh out this shorter report.

-I have begun running out of not just actual crew and equipment chips, but even the little paper ones that I originally made for new players that have the main generic crew (captains, helmsmen, explorers, oarsmen) on them. To solve this problem I am planning to write things on the back of the ones I'm not using, which are mostly just the explorers. I will most likely abbreviate, so if you see things like that in a deckplate picture, my general plan is FPS=firepot specialist, FS=fire shot, GS=grape shot, SPS=stinkpot specialist, etc etc.

-Partly because they technically have no masts and partly because they are very effective for their point costs, I have decided that native canoes are not subject to the 2 hits per mast elimination rule. Therefore each canoe will still sink after a single hit. (and partly because it would be very difficult to balance a marker die on any part of them!)

With that, the heat wave is nearly over!! Between that and my vastly increased availability on Wednesday-Saturday (in this case Thursday-Saturday since today was still very hot), things are about to REV UP in this game!! Very Happy I am hoping to play quite a bunch the next three days, although with the game likely surpassing 3,500 total points with today's launches, one turn per day may still be quite a lengthy affair haha. Many exciting developments are likely just around the corner, as well as some new discoveries even after about 50 turns have passed! (and since I am excited about breaking the record from CG1, I may do another point count as early as Saturday)
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Subject:    PostPosted: Thu Sep 28, 2017 12:51 am Reply with quote

I wonder if Nemo will go and start a Merc/Corsair faction in Karkuda...... Shocked Of perhaps he'll defect to the Americans,and come aboard the Zhanfu....

The Americans are in for a shock when the Pirates arrive, even among my own games and the first VASSAL campaign, I've NEVER seen a fleet with that much firepower at it's disposal. The closest thing I can compare is the English from the most recent CoEC, but even that pales in comparison to what I've seen the Pirates put out.

Speaking of the Pirates, I'm wondering how they will handle and Englishman appearing in their waters, I personally am hoping for them to attack the English viciously, or at least sink that ship that came through the whirlpool.

Go Spain, kick the English! I REALLY want the Spanish to have a strong strike against the English, maybe not strike first, but definitely hit back hard.

If the English wind up the sea of Allost and find the jades, the Lord Kettering would be the ideal ship to attack them XD. The English position seems very strong, though they may be overreaching, striking at the Spanish home island, while it had convertible resources on it... However the English have every right to confident (maybe even overconfident?) since the couple of battles they've had with the Spanish they've decisively won.

Looking forward to more in the coming days!
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Subject:    PostPosted: Thu Sep 28, 2017 2:13 am Reply with quote

Quote:
The Jade Dragon fights
a Demon risen from the depths
And soon one must die


I think the pirates are going to crush the other factions and keelhaul their leaderships. That's one mighty (invincible?) armada! So many points, tons of great crew, some of the best ships in the game, and a fairly secure resource area with no direct competition. I think we might call it now unless a7xfanben throws in a surprise 1588.
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Subject:    PostPosted: Thu Sep 28, 2017 2:55 am Reply with quote

xerecs wrote:
The Americans are in for a shock when the Pirates arrive, even among my own games and the first VASSAL campaign, I've NEVER seen a fleet with that much firepower at it's disposal. The closest thing I can compare is the English from the most recent CoEC, but even that pales in comparison to what I've seen the Pirates put out.


I have to disagree with this, along with what el_cazador said. (unless you're talking potential firepower with future launches but I assume you are not)

The Pirates spent 393 gold, which pales in comparison to the 549 they spent on their home island raiding squadron in Economy Edition. And remember, nearly all of those HI raiders also carried captains and helmsmen, not to mention the launches they carried out afterwards, peaking at 104 ships. When you multiply that number times the average number of points per ship from the last point count (17.46), you get 1,816 points!! Therefore, it is possible that the Pirates of EE peaked at TWICE the overall size of this current Pirate fleet that sits at about 900 points. Shocked I WANT this game to be my biggest and most epic game ever, and I think it can certainly become that, but let's not let recency bias over a few impressive pictures overshadow past epics. Smile

The Pirates are just one of SEVEN factions, and they don't even control a majority of the points! Or even anywhere close really, since I would estimate things right now to be about 900 points for the Pirates out of around 3600 total for 25% of the points in play. Not to mention, the Americans have made great strides lately and they are the Pirates' main (or only) "rival" if you will.

I also ask that you remember the end of the first post...
Quote:
If this thing somehow, someway, works out, we are all in for a wild, WILD ride. O_O

Would you really say that this game has been all that wild yet? Wink

Unless there is a disaster of some kind or I have to pack things up suddenly for some unexpected reason, the game is FAR from over. In fact, I would even say that it's still in the early stages as far as combat goes... Shocked
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