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Defensive Spanish Treasure Fle Pirates CSG In the discussion on the Army "Defensive Spanish Treasure Fle" by louissparks76 United States send message
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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.

~~~~~
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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
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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

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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
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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?

~~~~~
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Posted: July 16, 2018 07:01 am
Modified on July 16, 2018 07:02 am
 
The Northern Gale Pirates CSG In the discussion on the Army "The Northern Gale" by imashootsya United States send message
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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.

~~~~~
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Posted: July 16, 2018 06:27 am
 
60 point British Fleet Pirates CSG In the discussion on the Army "60 point British Fleet" by irishbandit89 United States send message
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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.

~~~~~
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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
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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
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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
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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
 
Swiss Army Knife Englishmen Pirates CSG In the discussion on the Army "Swiss Army Knife Englishmen" by pirateaj14 United States send message
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Also I missed this the first time, but the oarsman on the Europa would take up cargo space since the "takes up no cargo space" can't stack with Ismail.

Any thoughts on editing or testing this?
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Posted: June 15, 2018 04:41 pm
 
Americans V2! Pirates CSG In the discussion on the Army "Americans V2!" by xerecs United States send message
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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.
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Posted: June 15, 2018 04:29 pm
 
My other tournament fleet Pirates CSG In the discussion on the Army "My other tournament fleet" by tyty6293 Miembro Premium United States send message
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This seems like a solid fleet overall, but using in a tournament could be asking for trouble. Depending on how competitive the tournament is of course. In my experience with competitive play, something like this is unlikely to do well - two of the ships only move L, and overall it's rather fragile without being exceptionally good at getting gold.

I think calling it a "tournament fleet" may be part of the reason for some of the low votes - if the voters are stacking this up against what they consider to be top tournament fleets, it makes the voting process a bit harsher due to the extreme competition this fleet will face. In a more casual game with less OP stuff to oppose it, it could do fine!
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Posted: June 10, 2018 02:29 pm
 
USS Kettering - Deadly Weapon Pirates CSG In the discussion on the Army "USS Kettering - Deadly Weapon" by a7xfanben Miembro Premium United States send message
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I made a video explaining this fleet!!
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Posted: June 2, 2018 12:26 pm
 
All Spanish on a Spanish Main Pirates CSG In the discussion on the Army "All Spanish on a Spanish Main" by a7xfanben Miembro Premium United States send message
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I played this fleet in a game; the battle report is also in the description.
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Posted: May 30, 2018 03:25 pm
 
Nemo Beckons Pirates CSG In the discussion on the Army "Nemo Beckons" by godmason United States send message
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I think this has a serious chance of winning games if you swap Sammy the Skull with captain/helmsman/oarsman.
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Posted: May 16, 2018 06:09 pm
 
Pirate war Pirates CSG In the discussion on the Army "Pirate war" by xerecs United States send message
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You could also sub out Portland for Jack Hawkins , bringing the fleet down to an even 90 points. With 3 of 4 ships moving S+S without any extra actions, the speed actually feels like more of a weakness than a strength. Bumping it to 100 points would solve that and allow for a more commonly used build total.
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Posted: May 12, 2018 07:15 am
 
TC ALPHA Fleet(mtch D1 D2 D3) Pirates CSG In the discussion on the Army "TC ALPHA Fleet(mtch D1 D2 D3)" by the_cut United States send message
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quote from xerecs:

No description hurts a little, since it seems this fleet is designed for some kind of tournament or series, which intrigues me. I'd like to know what your premise is for making this fleet, and adding a description (even a short one) would be good.


Indeed. @the_cut: Even a battle report in the description area would help people better understand this fleet and how it does, and make more votes/comments more likely.
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Posted: May 9, 2018 03:40 am
 
The Jades can use Calypso too! Pirates CSG In the discussion on the Army "The Jades can use Calypso too!" by a7xfanben Miembro Premium United States send message
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quote from xerecs:

Seems like a solid concept. That it did well in it's test game speaks more about its potential effectiveness.

Unless you knew beforehand it would be very difficult to counter this fleet mid-game, I think. I'd like to see this matched up with some stiffer competition, perhaps you can run a solo game with this fleet and one of the Vassal Tournament fleets.


Personally I think it would be trounced against something that good, if it was one of the better fleets from those anyway. I didn't build it to win tournaments, but it did beat a fleet containing not just the Banshee's Cry, but the Hai Peng as well, so that's already pretty good competition.

Besides, I'd rather play CG4 than a solo 40 point game.

Thanks for the comment and vote though! I'm still excited about the concept even if it's not the most competitive fleet out there.
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Posted: May 9, 2018 03:37 am
Modified on May 9, 2018 03:38 am
 
The Jades can use Calypso too! Pirates CSG In the discussion on the Army "The Jades can use Calypso too!" by a7xfanben Miembro Premium United States send message
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This fleet just participated in its first game!
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Posted: May 4, 2018 04:06 pm
 
RB vs TC; RedBeards Fleet Pirates CSG In the discussion on the Army "RB vs TC; RedBeards Fleet" by the_cut United States send message
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quote from the_cut:

so the limit is 1 reroller in any given fleet?
I want the games legal do you have link on rules I can use?


No, the Limit keyword specifically says you can only have one game piece in your fleet with that keyword. You can find all the rules files at the bottom of this page.
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Posted: April 7, 2018 01:21 pm
 
TC ALPHA Fleet(mtch D1 D2 D3) Pirates CSG In the discussion on the Army "TC ALPHA Fleet(mtch D1 D2 D3)" by the_cut United States send message
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quote from the_cut:

My goldrunning will be "slow boat to China" but i think my flag ships should give them plenty of time. I prefer helmsmen with goldrunners but we see what happens


I think it looks very effective. I also prefer helmsmen on gold runners, especially over explorers if I have to choose between them.
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Posted: April 7, 2018 12:10 pm
 
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