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Fleet "The Doldrums: 45 Point Pirate"

Fleet "The Doldrums: 45 Point Pirate"
45 Points
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Ships dependent solely on wind would often become becalmed in tepid regions near the equator. Termed “doldrums,” these stretches of ocean could strand vessels for weeks at a time.

This fleet utilizes Becalmed at its highest level of effectiveness. The basic idea is that said event renders enemy ships immobile long enough for Eagle to swoop down on them with a sacrifice extra action. Highly effective at both containing swarms of speedy treasure runners and stopping powerful gunship combos, this fleet has won me several tournaments, proving its worth time and time again.

Here is how this fleet should be played:

A.
First note that, if your opponent has not fielded any events, you can be certain that he will not have Favor of the Gods to counter your Becalmed. When placing your ships, dock Eagle at the best possible angle for advancing towards the nearest island to you home island. Dock Longshanks and Banshee’s Cry where they can quickly begin their run on wild islands and position Bloody Jewel out of the way on the back side of your home island.
B.
Choose the nearest island as your opponent’s home island if you are player one. If you are player two, use all your cunning and manipulative expertise to get their home island as close to your own as possible. If you are lucky, your opponent will actually want to start close to you.
C.
At the start of your first turn, use Hidden Cove to launch Bloody Jewel out to the nearest wild island if you are player one. If you are player two, then your opponent has already moved and you will probably want to use Becalmed immediately and wait until next turn to use Hidden Cove. Do not wait until your opponent’s fleet scatters! When you do move Bloody Jewel, send her towards a more distant wild island (it is better to have the ship with larger cargo capacity making the longer run, since you will not have to go back all that distance after making the first trip). Advance Eagle towards your enemy’s home island and send your runners out after wild islands.
D.
When you play Becalmed, position the token so that it immobilizes as many ships as possible that Eagle can NOT hit this turn with its sacrifice extra action.
E.
Move in Eagle and annihilate as many non-becalmed ships as possible by sacrificing your oarsman for an extra action. Keep your runners moving.
F.
On your next turn, destroy all previously becalmed ships with another set of actions from Eagle (this time sacrificing the parrot). Keep your runners moving.
G.
If this has not finished off your opponent by now, continue to press the attack with Eagle, utilizing Divers to keep gold out of your opponents hands if necessary.

If your opponent does have events, you need to play with more caution. Scrutinize the pieces they’ve played and try to figure out how many points the event is worth. If the event is not played early, it is likely Favor of the Gods, Divers, or Raft. If the event is played early, it will almost certainly be offensive (such as mermaids or becalmed) and your Favor of the Gods will eliminate it as a threat.

If your opponent has Favor of the Gods and uses it to eliminate your Becalmed, try camping your enemy’s home island with Eagle until the runners return. Then Divers comes into play and allows you to reap the benefits of your opponent’s labor. Even though Becalmed is important to this fleet, having it trumped by Favor of the Gods still leaves you with a solid multi-action gunship and three speedy runners.

Miscellaneous Comments and Suggestions:
If you are unable to start your ships close to your enemy’s home island, consider using Hidden Cove to move out Eagle instead.
Use Lucky the Parrot to scan your enemy ships for troublesome crew such as cancellers.
Eagle has a nice balance of short and long range cannon that is essential to avoiding disaster at the hands of a ship equipped with S or L-range cannon immunity.

 
Miniature list Group miniatures by  
Section: Ship #1 (6 miniatures)
1 x Eagle Eagle (PofCC)
  • Collector's Number: 004
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 5
  • Base Move: L
  • Cannons: 3S-2L-2L-3S
  • Number of Masts: 4
Miniature text:

Spanish ships get +1 to their cannon rolls against this ship.

As soon as marauding pirates dispatched the crew of L'Aquila, they raided Captain Alarico Castro's private supply of amontillado, the famed Spanish sherry.

1 x Havana Black Havana Black (PofCC)
  • Collector's Number: 024
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Crew
  • Point Value: 5
Miniature text:

This ship may move and shoot using the same move action. Once per turn, you may eliminate one of this ship's crew to give her an extra action.

Link: Bloody Jake.

Havana Black suffers no delinquency, and he revels in proving it with a cat-o-nine. Nothing raises Havana's ire faster than a slaver ship, and he particularly enjoys watching the crew of such a ship being put to the most horrible death possible - despite any pleas for leniency. It is said that even Blackheart fears this powerful ex-slave.

1 x Helmsman Helmsman (PofCC)
  • Collector's Number: 101
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

"This ship gets +S to her base move."

[Errata: The Helmsman, Musketeer, Explorer, and Shipwright cards for Pirate, English, Spanish, and American crew for this set do not list the crew's ability, but instead refer to the rules, which is what's quoted above.]

1 x Lucky the Parrot Lucky the Parrot (PofSMU)
  • Collector's Number: 038
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

Once per turn, this ship may look at one face-down cargo on any ship. Link: David "Bones" Wiley.

1 x Oarsman Oarsman (PofSMU)
  • Collector's Number: 112
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

If derelict, this ship gains a base move of S. This crew takes up no cargo space.

1 x The Hag of Tortuga The Hag of Tortuga (PofCC)
  • Collector's Number: 027
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

Limit, Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the build total. This crew cannot leave this ship unless it is captured or eliminated.

Creole Amelie Lejune, better known as the "Hag of Tortuga," is a sea crone feared and respected by all the sailors on the Crimson Coast, regardless of nationality. It is said that she can commune with the dead, control the winds, and stop a man dead in his tracks with just a glance.

 
Section: Ship #2 (2 miniatures)
1 x Explorer Explorer (PofCC)
  • Collector's Number: 103
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

"This ship may dock and explore a wild island using the same move action."

[Errata: The Helmsman, Musketeer, Explorer, and Shipwright cards for Pirate, English, Spanish, and American crew for this set do not list the crew's ability, but instead refer to the rules, which is what's quoted above.]

1 x Longshanks Longshanks (PofSM)
  • Collector's Number: PS-018
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 6
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 3S-3L-3S
  • Number of Masts: 3
Miniature text:

This ship may never load the last treasure from an island.

Although they are excellent gunners, the crew of the Longshanks do not coordinate well on any other tasks, including the gathering of treasure.

 
Section: Ship #3 (2 miniatures)
1 x Bloody Jewel Bloody Jewel (PofR)
  • Collector's Number: 008
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 6
  • Cargo Space: 5
  • Base Move: S+L
  • Cannons: 3L-3S
  • Number of Masts: 2
Miniature text:

American ships get +1 to their cannon rolls against this ship.

The Bloody Jewel preys on merchant ships sailing to and from Charleston. Anyone who brings the ship's masthead to Ralph David will be rewarded with a plot of Carolina land as bounty.

1 x Explorer Explorer (PofCC)
  • Collector's Number: 103
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

"This ship may dock and explore a wild island using the same move action."

[Errata: The Helmsman, Musketeer, Explorer, and Shipwright cards for Pirate, English, Spanish, and American crew for this set do not list the crew's ability, but instead refer to the rules, which is what's quoted above.]

 
Section: Ship #4 (2 miniatures)
1 x Banshee`s Cry Banshee's Cry (PofR)
  • Collector's Number: 013
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 3
  • Cargo Space: 4
  • Base Move: L+L
  • Cannons: 5S
  • Number of Masts: 1
Miniature text:

This ship cannot shoot when she carries treasure.

One of the fastest ships on the Crimson Coast, Banshee's Cry carries a cannon, but she rarely fires it. The crew prefers to concentrate on finding treasure, not fighting for it.

1 x Explorer Explorer (PofCC)
  • Collector's Number: 103
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

"This ship may dock and explore a wild island using the same move action."

[Errata: The Helmsman, Musketeer, Explorer, and Shipwright cards for Pirate, English, Spanish, and American crew for this set do not list the crew's ability, but instead refer to the rules, which is what's quoted above.]

 
Section: Events (4 miniatures)
1 x Becalmed Becalmed (PofR)
  • Collector's Number: 100B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 4
Miniature text:

Reveal this event at the beginning of one of your turns and place its token anywhere on the play area (except on an island or a ship). No ship within L of the token may be given a move action unless she can move when derelict. Remove Becalmed from the game at the beginning of your next turn.

1 x Divers Divers (PofR)
  • Collector's Number: 020B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 1
Miniature text:

You may reveal this event immediately after one of your ships sinks an enemy ship, but you may not reveal it on the same turn an opponent reveals Raft. You receive all gold from the sunken ship. Remove Divers from the game.

1 x Favor of the Gods Favor of the Gods (PofSCS)
  • Collector's Number: 058B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 2
Miniature text:

Reveal this event at the beginning of one of your turns: Remove all events from the game.

1 x Hidden Cove Hidden Cove (PofSCS)
  • Collector's Number: 057B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 2
Miniature text:

Reveal this event at the beginning of one of your turns: As a free action, dock one of your ships at the nearest unexplored wild island or the nearest wild island with no treasure on it.

 
Fleet Statistics
Distribution by Base Move
- bar 12  75 %  
L bar 6 %  
L+L bar 6 %  
S+L bar 13 %  
 

Distribution by Cargo Space
- bar 10  63 %  
- bar 13 %  
4 bar 13 %  
5 bar 13 %  
 

Distribution by Faction Affiliation
Pirate bar 12  75 %  
Treasure bar 25 %  
 

Distribution by Point Value
- bar 6 %  
1 bar 38 %  
2 bar 19 %  
3 bar 6 %  
4 bar 6 %  
5 bar 6 %  
6 bar 13 %  
9 bar 6 %  
 

Distribution by Rarity
C bar 13  81 %  
R bar 13 %  
U bar 6 %  
 

Distribution by Type
Crew bar 50 %  
Event bar 25 %  
Ship bar 25 %  
 



Rating
Current score for this Fleet, based on 15 votes:

bar 4.07
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Discussion about this Fleet
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algorab
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Subject:    Posted: June 25, 2007 01:55 am

Excellent!
Very clear, well written, original and fun to read.
I hope you'll keep sharing your strategies with us!
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danomight
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Subject:    Posted: June 26, 2007 03:53 am

Thanks, algorab!

To the person who gave this fleet a three without commenting:
It is perfectly fine with me if you rate my fleet poorly so long as you justify it. How can I improve if I don't get feedback?
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algorab
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Subject:    Posted: June 26, 2007 06:07 pm

Well, a three after all isn't a bad mark, since it indicates "good"
Anyways there's a thread in the forum on the subject of anonimous bad marks. Perhaps it won't change things, but you can add your voice there.
http://www.miniaturetrading.com/im/forum/viewtopic/t=2954///
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algorab
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Subject:    Posted: June 26, 2007 06:21 pm

P.S.: I'm glad to see you have your old name back! The Webmaster has been quick in dealing with it!
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danomight
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Subject:    Posted: June 27, 2007 09:12 am

Yes, he's done an excellent job! Thanks for asking him to reactivate my old username!
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mercenary30
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Subject:    Posted: July 14, 2007 08:13 am

A most excellent fleet!!

And it is good to see you back to form Dano.
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im_biggy
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Subject:    Posted: July 28, 2007 01:02 am

Mmm. I saw this fleet on Wizkids too. Excellent then and Excellent now.

Still would prefer Darkhawk II to the Eagle though. brilliant regardless.
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danomight
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Subject:    Posted: July 28, 2007 01:25 am


quote from im_biggy:

Mmm. I saw this fleet on Wizkids too. Excellent then and Excellent now.

Still would prefer Darkhawk II to the Eagle though. brilliant regardless.


Y'know, I've been thinking about that myself. You could very easily get that one point to go from Eagle to Darkhawk II by dropping an explorer from the ship that you cove out at the beginning of the game (the explorer does not work immediately after the ship coves out because doing so requires a move action). Probably drop the explorer from Banshee, thereby leaving four holds perfectly sized to clean out one island after coving her out. Darkhawk has a huge hold and a better cannon arrangement (while her average range and rank of her cannon are the same as Eagle's, its better to have the two rank guns on the bow and the stern where they can come into play more easily).

That would hamper the fleet's flexibility (a little). If you decided to cove out Darkhawk instead of a runner, you would be left with a runner without an explorer. Also, if the runner you cove out runs into a UT like Wolves, then she would take a little more time cleaning out another island. Still, I think the benefits of Darkhawk far outweighs this.

Another thought: with Darkhawk II in the lineup, you could potentially get rid of divers and add another crew worth of sac fodder.

You'll probably see this fleet go through some revision in the near future.

Thanks, im_biggy!
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algorab
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Subject:    Posted: July 29, 2007 03:40 am

I think we will remember "The Dolrums" also for it's speed in becoming "best miniature of the week". It took her only four weeks!
I think this is a record for us.
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blakkwulf
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Subject:    Posted: July 30, 2007 11:27 am

Very well written.

I look back at my pathetic attempt at writing an "army" and realized how unimagative, boring, and expected it was.

If you don't mind, I will attempt (If I feel that it's worthy) of using your review format on my "next" army.

Good Job.

Now, develop a strategy for a newb american fleet! Ha!

j/k

-J.D. Blakkwulf
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