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Floating Fortresses Pirates CSG In the discussion on the Army "Floating Fortresses" by xerecs United States send message
xerecs United States
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quote from a7xfanben:

Unfortunately this is illegal as of now:


quote from The Pirate Code:
Treasure Ship
-Crew on this ship always cost their full value, so abilities that reduce the costs of other crew have no effect.


~~~~~
Check out my fansite at Pirates with Ben!




Heh, this wasn't a very good fleet to begin with. I think it was one of my first ones on the site. I could probably do a much better job building a fleet based on two ten masts now than I could then.
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Posted: July 18, 2018 04:31 pm
 
120 Guichuan build Pirates CSG In the discussion on the Army "120 Guichuan build" by xerecs United States send message
a7xfanben Premium Member United States
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quote from xerecs:


quote from a7xfanben:

If the Divine Dragon doesn't have a helmsman, no need for Sir Edmund. I'd switch the helmsman over from the Grinder or simply drop some sac food - 10 might be overkill. XD

~~~~~
Check out my fansite at Pirates with Ben!



Heh, it might be overkill, but I like assurances; besides, the way I would use this would be to use some of those SAC food for move actions to get to islands.

I was trying to use your combo for the Divine Dragon, but I couldn't remember it completely. I think that version has a helmsman...... Ah. I remember how it's done now. Yeah a helmsman can def fit in this build. I think I'll edit the description.


And get nixed by Missionary ? If most of the support ships are just going to run gold anyway, why risk (likely) losing the game by exploring with the juggernaut?

Yeah for the DD, if there's no helmsman, there's no need for Eddie to manage the points.
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Posted: July 18, 2018 04:29 pm
 
120 Guichuan build Pirates CSG In the discussion on the Army "120 Guichuan build" by xerecs United States send message
xerecs United States
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quote from a7xfanben:

If the Divine Dragon doesn't have a helmsman, no need for Sir Edmund. I'd switch the helmsman over from the Grinder or simply drop some sac food - 10 might be overkill. XD

~~~~~
Check out my fansite at Pirates with Ben!



Heh, it might be overkill, but I like assurances; besides, the way I would use this would be to use some of those SAC food for move actions to get to islands.

I was trying to use your combo for the Divine Dragon, but I couldn't remember it completely. I think that version has a helmsman...... Ah. I remember how it's done now. Yeah a helmsman can def fit in this build. I think I'll edit the description.
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Posted: July 18, 2018 04:26 pm
 
120 Guichuan build Pirates CSG In the discussion on the Army "120 Guichuan build" by xerecs United States send message
a7xfanben Premium Member United States
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If the Divine Dragon doesn't have a helmsman, no need for Sir Edmund. I'd switch the helmsman over from the Grinder or simply drop some sac food - 10 might be overkill. XD

~~~~~
Check out my fansite at Pirates with Ben!
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Posted: July 18, 2018 04:15 pm
 
Floating Fortresses Pirates CSG In the discussion on the Army "Floating Fortresses" by xerecs United States send message
a7xfanben Premium Member United States
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Unfortunately this is illegal as of now:


quote from The Pirate Code:
Treasure Ship
-Crew on this ship always cost their full value, so abilities that reduce the costs of other crew have no effect.


~~~~~
Check out my fansite at Pirates with Ben!
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Posted: July 18, 2018 04:12 pm
 
Defensive Spanish Treasure Fle Pirates CSG In the discussion on the Army "Defensive Spanish Treasure Fle" by louissparks76 United States send message
a7xfanben Premium Member United States
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Solid start! Welcome to Miniature Trading.

I would swap the shipwright on the Matthias Vospero for a helmsman to make the main gunship more effective. The faster speed will allow more flexibility and should allow the MV to get the first shot more often and possibly catch enemy gold runners.

Other nice pros:
-All the ships have open cargo space, so it's a dual threat with no ship limited to strictly fighting duty
-Both gold runners can defend themselves reasonably well

Overall, the speed is the main thing holding it back from a 5 for me. Nice fleet though.

~~~~~
Check out my fansite at Pirates with Ben!
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Posted: July 17, 2018 06:50 am
 
60 point British Fleet Pirates CSG In the discussion on the Army "60 point British Fleet" by irishbandit89 United States send message
irishbandit89 United States
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Yeah, I meant Fire Shot.
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Posted: July 16, 2018 04:52 pm
 
60 point British Fleet Pirates CSG In the discussion on the Army "60 point British Fleet" by irishbandit89 United States send message
a7xfanben Premium Member United States
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quote from irishbandit89:

I did end up adding an exploding shot to the HMS London to round out to 60 points.

I definitely would have used a 0 point LR crew, but I was playing with friends who were relatively new to the game and didn't want to go with an OP meta, even though London/Titan with captain helmsman is pretty standard.

However, for future games I will most definitely be looking into that more as an option.

Thanks!


If you're using the uncommon version of Exploding Shot , it technically costs 3 points (misprint) as per the Pirate Code.


quote from The Pirate Code:
Exploding Shot (FS-109): This equipment’s point cost is 3. The Limited Edition Exploding Shot (FS-215) is correct as printed (1 point).


Fire Shot would work, but it's slightly more risky. I just prefer the oarsman because TGunn/HGold are extremely exposed on their ships - one lost boarding party really cripples the effectiveness of either ship. If you could eliminate the equipment in a lost boarding party, then I wouldn't bother mentioning it of course. An oarsman on the Titan provides some insurance, and plus, if everything else goes wrong, you might be able to row at 4S which is always fun and amusing.

And yeah, HMS Titan and both English captain/helmsman crew is a pretty OP thing to start with in the first place. XD

~~~~~
Check out my fansite at Pirates with Ben!
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Posted: July 16, 2018 02:20 pm
 
60 point British Fleet Pirates CSG In the discussion on the Army "60 point British Fleet" by irishbandit89 United States send message
irishbandit89 United States
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I did end up adding an exploding shot to the HMS London to round out to 60 points.

I definitely would have used a 0 point LR crew, but I was playing with friends who were relatively new to the game and didn't want to go with an OP meta, even though London/Titan with captain helmsman is pretty standard.

However, for future games I will most definitely be looking into that more as an option.

Thanks!
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Posted: July 16, 2018 02:13 pm
 
60 point British Fleet Pirates CSG In the discussion on the Army "60 point British Fleet" by irishbandit89 United States send message
a7xfanben Premium Member United States
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quote from irishbandit89:
My two opponents came with max ships and no crew fleets. The cursed fleet came towards me so the London and Titan overpowered them due to sometimes getting the extra action, and captain ability on both. I ended up having the Lady Provost tow the Flotilla and it provided adequate protection while she treasure ran.

The pirate fleet was able to walk away with most of the treasure due to my ships being tied up with the cursed plight.


Like true pirates, they took the opportune moment and ran with it! That can be an unfortunate problem in 3 player games though, with one fleet not being in combat as much.

This is a very good fleet though, and I have no doubt it will win in the future. Might you add a simple oarsman to the Titan for optimization?

~~~~~
Check out my fansite at Pirates with Ben!
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Posted: July 16, 2018 07:01 am
Modified on July 16, 2018 07:02 am
 
60 point British Fleet Pirates CSG In the discussion on the Army "60 point British Fleet" by irishbandit89 United States send message
irishbandit89 United States
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Thanks!



My two opponents came with max ships and no crew fleets. The cursed fleet came towards me so the London and Titan overpowered them due to sometimes getting the extra action, and captain ability on both. I ended up having the Lady Provost tow the Flotilla and it provided adequate protection while she treasure ran.

The pirate fleet was able to walk away with most of the treasure due to my ships being tied up with the cursed plight.

The Lady Provost was able to steal some gold from the Pirate player at one point but it wasn't enough.
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Posted: July 16, 2018 06:58 am
 
The Northern Gale Pirates CSG In the discussion on the Army "The Northern Gale" by imashootsya United States send message
a7xfanben Premium Member United States
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Do you use the No-Duplicates rule? Most people do, so this fleet might not get a lot of attention.


quote from The Pirate Code:
The No-Duplicates Rule
-A player cannot have two or more of the same character, ship, sea creature, event token, or fort in their fleet at the same time unless it is captured from an opposing player. Generic crew and equipment are not limited in this way.
--Some characters have slight changes in the spelling of their names and/or different titles, but they are still considered the same character and cannot be used together unless they can be clearly identified otherwise.
--Some ships have the same or similar names but completely different physical configurations (different ship types, a different number of masts, etc.); these are not considered duplicates and may be used together.
--If two ships can be clearly identified as the same ship but at different points in its history they are considered duplicates and only one can be used within a fleet at any given time.
-Flavor text may be used for the purposes of determining whether two game pieces are duplicates. Since this only helps determine what can be included in a fleet and does not alter how the game is actually played, it is not a contradiction of the rule stating that flavor text has no effect on game play.
-If an ability or effect allows you to bring in a named crew, event token, or other game piece from outside of the game, you may choose one that was previously removed from the game or eliminated without violating the no-duplicates rule, provided that both “copies” of that game piece are not in your fleet at the same time.
-The no-duplicates rule applies to unique treasures only during setup, when placing them in the treasure pool. If an ability or effect allows you to bring in additional unique treasures, you may duplicate ones that are currently in play.


Also, it would be very useful to have a description where you explain the fleet and the strategy behind it rather than just pictures of the ships. (which we can see by clicking/hovering on them or using the expanded format)

I highly suggest adding crew to make the ships more effective.

~~~~~
Check out my fansite at Pirates with Ben!
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Posted: July 16, 2018 06:27 am
 
Venom Hulk HeroClix In the discussion on the Miniature "Venom Hulk"
satter89 United States
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Looking for this guy have some stuff to trade and or trade and some cash
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Posted: July 15, 2018 02:33 am
 
Venom Hulk HeroClix In the discussion on the Miniature "Venom Hulk"
satter89 United States
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Looking for this guy have some stuff to trade and or trade and some cash
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Posted: July 15, 2018 02:27 am
 
60 point British Fleet Pirates CSG In the discussion on the Army "60 point British Fleet" by irishbandit89 United States send message
a7xfanben Premium Member United States
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Saw this on the Facebook group; very impressive.

I highly recommend having the Lady Provost tow Gibraltar - if London does, she can't use her helmsman to move S+S+S. The Lady Provost has a base move just fast enough to justify towing a flotilla and not need a helmsman. Also, that ensures the Lady Provost has some protection if both gunships get taken out or it becomes advantageous to split the fleet or send the LP off on an HI-raiding mission.

The hybrid setups on the gunships make it a bit weak to boarding parties (if either loses, you lose both essential abilities at once). Actually it says you're only at 59 points - I'd put an oarsman on the Titan to give Thomas Gunn some insurance against boarding, crew killers, grape shot, etc. It's still very impressive for the English at this point level. Kind of incredible actually. And I like how it proves that the English don't have as much trouble getting gold as some people think - they can often hold their own against the better gold factions.

If your group is fine with 0LR crew, you could add Commodore Rhys Gryffyn Owen to the Titan to reroll EA. Or, Administrator Scott Bratley on the London so you could add oarsmen to maybe all the ships, and/or exploding shot or something to the London/etc.

Great fleet, worthy of a 5 from me.

~~~~~
Check out my fansite at Pirates with Ben!
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Posted: July 12, 2018 06:26 am
Modified on July 12, 2018 06:27 am
 
Cursed Beta Fleet Pirates CSG In the discussion on the Army "Cursed Beta Fleet" by wulfsdad United States send message
a7xfanben Premium Member United States
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Lots of cargo, but not a lot of actual firepower. I'd prefer to nix a ship to have good crew setups.

The larger ships could all use captains and helmsmen, while the Sea Rat could use a helmsman. Even just adding some crew to make it a 90 point fleet would make it better than it is now at this point level.
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Posted: July 6, 2018 05:54 pm
 
Frozen North Americans, 2 Pirates CSG In the discussion on the Army "Frozen North Americans, 2" by lord_denton United States send message
a7xfanben Premium Member United States
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Solid fleet given the tough restrictions. Vermont strikes me as an underrated ship - she's got the guns, cargo, and ability to be a solid small hybrid ship. I'm not sure I'd go with the setup you have here though, given how the Maryland and Cheyenne have faster speeds and better or more cannons than the Vermont.
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Posted: June 22, 2018 03:10 pm
 
Americans V2! Pirates CSG In the discussion on the Army "Americans V2!" by xerecs United States send message
xerecs United States
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quote from a7xfanben:


quote from xerecs:


quote from a7xfanben:

I'd swap Richard out for a regular captain/helmsman/oarsman setup, allowing you to keep the FPS on the Blackwatch. No real need for an explorer on a Hoist keyword ship, so I'd put an oarsman on the Frontier instead.


Done and done.
i was thinking of a way to make this a 40 point fleet, but decided it's better off at 50-55.


You could... Blackwatch + captain/helmsman for 21, then Frontier + helmsman for 19. Perry on Blackwatch would allow you to have oarsmen on both ships, perhaps exploding shot or FPS on Blackwatch, etc. It's debatable how much the Brandywine/navigator is really adding (to paraphrase Woelf I believe). She's a solid ship but might be stuck in between with this kind of setup.


My thoughts precisely. I may eventual do that, but for now I'll leave it at a 50-55 point fleet.
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Posted: June 15, 2018 05:52 pm
 
Americans V2! Pirates CSG In the discussion on the Army "Americans V2!" by xerecs United States send message
a7xfanben Premium Member United States
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quote from xerecs:


quote from a7xfanben:

I'd swap Richard out for a regular captain/helmsman/oarsman setup, allowing you to keep the FPS on the Blackwatch. No real need for an explorer on a Hoist keyword ship, so I'd put an oarsman on the Frontier instead.


Done and done.
i was thinking of a way to make this a 40 point fleet, but decided it's better off at 50-55.


You could... Blackwatch + captain/helmsman for 21, then Frontier + helmsman for 19. Perry on Blackwatch would allow you to have oarsmen on both ships, perhaps exploding shot or FPS on Blackwatch, etc. It's debatable how much the Brandywine/navigator is really adding (to paraphrase Woelf I believe). She's a solid ship but might be stuck in between with this kind of setup.
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Posted: June 15, 2018 05:47 pm
 
Americans V2! Pirates CSG In the discussion on the Army "Americans V2!" by xerecs United States send message
xerecs United States
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quote from a7xfanben:

I'd swap Richard out for a regular captain/helmsman/oarsman setup, allowing you to keep the FPS on the Blackwatch. No real need for an explorer on a Hoist keyword ship, so I'd put an oarsman on the Frontier instead.


Done and done.
i was thinking of a way to make this a 40 point fleet, but decided it's better off at 50-55.
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Posted: June 15, 2018 05:26 pm
 
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