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Fleet "40 Blows To The Skull"

Fleet "40 Blows To The Skull"
70 Points
created by burnthills activity icon
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This fleet was built generally for deathmatch games (or to be very nasty in a treasure-running game) with the sole purpose of outfitting Zeus to be a massive minion of destruction. Although I do own a Zeus, I have never used it in a fleet for fairness.

The games I play in will usually include only fog banks, whirlpools and icebergs for terrain.

Very Obvious Strategy
Turn 1:
Use HMS Regent to give Zeus two actions.
Use Davy Jones to copy Calypso and place 2 whirlpools.
Use Zeus' second action to teleport through the whirlpool.

The best position to gain is too far from opponents to hit you on their turn but close enough so that on turn 2, you give Zeus two move+shoot actions and get within firing range.

Turn 2:
Use HMS Regent to give Zeus another double-action.
Use Davy Jones to copy the "Longship" keyword.
Move towards your opponent's heaviest armed ships and fire. You have 20 cannons to shoot with on a Junk ship, so your masts do not block line of fire.

If you're within range for 2 actions, you're firing 40 cannons in one turn, which is a ridiculously deadly move.

Don't forget to hit F, B, B, B, HP to perform a Fatality.

Repeat step 2 until there's nothing left. If the opponent manages to cancel any of your abilities or damages Zeus, give it another double action to create a whirlpool and travel back home for repairs. With the whirlpool system, you can be home in just 1 or 2 turns.

You can do so either by using HMS Regent to give Zeus 2 actions while using Davy Jones to copy Calypso OR use Calypso herself to teleport Zeus near home island. If you choose the second option, Davy Jones can copy the "Cannot be shot at by ships within S" ability for a defensive escape.

If there are little ships that cannot be shot at within S, just ram them repeatedly. With your Longship keyword, your ship cannot pin or be pinned as well as gaining a +1 boarding bonus.

Overall, the Zeus becomes a 10-mast ship that has potential to move S+S+S+S in one turn (Lord Mycron), can shoot through its' own masts(Junk), can fire 40 shots in one turn, (Davy Jones [Longship] + Lord Mycron), cannot pin or be pinned (Davy Jones + Longship), can stop enemy ship from moving (Chainshot Specialist), cannot be fired upon by ships within S (Davy Jones copying HMS Regent ability) and can teleport (Calypso herself or Davy Jones copying Calypso). If it gets heavily damaged it can teleport home and repair two masts per turn (Lord Mycron).

For a more refined, delicate strategy, see the Full-Length Zeus Guide.

Countermeasures
Ability cancellers can stop you from being a 20-cannon ship but NOT a 10-cannon ship. The enemy ship still has a big chance of being sunk. Oarsman will allow you to sacrifice him in a bind to a boarding party as well as (if it comes down to getting all 10 masts shot off!!!) create a whirlpool within S and row into it for emergency escape. I doubt it would ever come to that, though.

 
Miniature list Group miniatures by  
Section: Ship #1 (7 miniatures)
  Miniature Set Number Type Rarity
1 x Captain RotF 069 Crew R
1 x Chainshot Specialist PofCC 111 Crew C
1 x Crimson Angel RotF 061B Crew C
1 x Davy Jones PofDJC 025 Crew R
1 x Helmsman RotF 076 Crew U
1 x Oarsman F&S 124 Crew C
1 x Zeus PatOE 300A Ship LE
 
Section: Ship #2 (3 miniatures)
  Miniature Set Number Type Rarity
1 x Calypso DPotC 056 Crew C
1 x HMS Regent PofFN 213 Ship LE
1 x Lord Mycron F&S 027 Crew R
 
Fleet Statistics
Distribution by Base Move
- bar 80 %  
L bar 10 %  
S+S bar 10 %  
 

Distribution by Cargo Space
- bar 80 %  
2 bar 10 %  
7 bar 10 %  
 

Distribution by Faction Affiliation
England bar 20 %  
Pirate bar 70 %  
The Cursed bar 10 %  
 

Distribution by Point Value
1 bar 10 %  
11 bar 10 %  
13 bar 10 %  
2 bar 20 %  
23 bar 10 %  
3 bar 20 %  
6 bar 20 %  
 

Distribution by Rarity
C bar 40 %  
LE bar 20 %  
R bar 30 %  
U bar 10 %  
 

Distribution by Type
Crew bar 80 %  
Ship bar 20 %  
 



Rating
Current score for this Fleet, based on 12 votes:

bar 4.42
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Discussion about this Fleet
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woelf
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Subject:    Posted: July 22, 2010 01:44 pm

Very nice - it's not something I'd ever consider fielding, but this is a nasty one that should do really well in a deathmatch. It's going to take something equally overpowered to beat it.


One small timing issue you'll have to deal with on the first turn is getting Calypso face up in the first place so she can be copied by DJ. To do that, all you need to do is start the game with her onboard Zeus, make the roll at the beginning of your turn, place the whirlpools (assuming the roll was successful), and then use the free crew transfer to shuffle everyone around to get them into the positions shown above. Anyone that needs to step off Zeus to allow Calypso to fit can start the game on your home island.

After that first turn, you could probably just leave her on your home island for the rest of the game, unless Zeus loses a bunch of crew and comes back to pick her up. Other than maybe some boarding protection for Mycron, there's no need to ever put her on HMS Regent - in fact, it's probably better if you don't, because even a free action like that crew transfer will block Mycron's ability from working.
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captained
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Subject:    Posted: September 2, 2010 05:45 pm

Hmm, I don't think you can use Calypso (or her ability) that way. Her ability states that at the beginning of your turn, you roll. On a 4-6, instead of giving this ship an action, you place whirlpools. I think that would prevent any actions by that ship. Instead, if the ship had 2 actions, you could place 4 whirlpools.

You may want to check with Woelf. Nice idea, though.
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burnthills
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Subject:    Posted: September 3, 2010 04:42 am

Maybe a better way to do it is:

Instead of giving HMS Regent an action, place two whirlpools (Within S of this ship but you can also be close to Zeus as you're still at home island).

Then use Zeus to simply move into the whirlpool, using only 1 action for each ship... That way DJ can still remain a secret until the enemy is close enough to reveal him and copy Longship ability. That seems even nastier than "showing all your tricks" on the first turn.
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woelf
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Subject:    Posted: September 3, 2010 05:32 am


quote from captained:

Hmm, I don't think you can use Calypso (or her ability) that way. Her ability states that at the beginning of your turn, you roll. On a 4-6, instead of giving this ship an action, you place whirlpools. I think that would prevent any actions by that ship. Instead, if the ship had 2 actions, you could place 4 whirlpools.
Calypso can only place 2 whirlpools per turn. Using an extra action will let her ship do something else, but she can't roll to place more because if you're using extra action abilities it's no longer the beginning of the turn. A same action twice ability will not work at all on the turn she places whirlpools, because there's no initial action to repeat. The only way to place four in a turn is to have DJ copy the ability and have both roll for it separately.
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woelf
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Subject:    Posted: September 3, 2010 05:48 am


quote from burnthills:

Maybe a better way to do it is:

Instead of giving HMS Regent an action, place two whirlpools (Within S of this ship but you can also be close to Zeus as you're still at home island).

Then use Zeus to simply move into the whirlpool, using only 1 action for each ship... That way DJ can still remain a secret until the enemy is close enough to reveal him and copy Longship ability. That seems even nastier than "showing all your tricks" on the first turn.
The problem is that Calypso can't use her ability onboard the HMS Regent - that's why you'll have to do the crew shuffle I mentioned above.

Unless you're willing to wait until the next turn to sail Zeus into the initial whirlpool, you'll have to reveal Mycron on the first turn. DJ can stay hidden a bit longer, but I think any player that sees Mycron camped out on a Longship (as opposed to some 6-point ship or even HMS Patagonia) is going to assume your unrevealed Cursed crew (on a Pirate ship!) is DJ.

Knowing that probably won't change the final outcome once the cannonballs start flying, but it may cause the opposing player to change their tactics a bit and could make it a much tougher fight.
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proud_tortoise
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Subject:    Posted: December 10, 2010 07:09 pm

I think that this strategy may not be so reliable: you only get an extra action from Mycron half the time. The rest of the time is spent placing whirlpools for the Regent, because you can't choose whether to roll for Calypso. So it would be better to have Calypso on your HI the whole time, because the Zeus can get an extra action instead of the Regent placing whirlpools. In summary(because I don't think I am very clear), if a 4-6 is rolled for Calypso, the Zeus can't get a extra action from Lord Mycron.
And another thing: you should add the Stump to the Zeus. That way it's only a 66 point fleet. Then you could put some other crew for DJ to copy in or Le Coeur de Leon or a similarly priced ship.
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burnthills
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Subject:    Posted: May 1, 2011 07:03 am

Im planning on playing with this fleet in the next game - to make it fair, I'm making it a two-on-one player game where the other two players win by their combined gold or sinking me but not attacking each other.
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captain_nemo
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Subject:    Posted: May 1, 2011 07:37 am

Good Luck on your next game. You'll have to make sure you protect Mycron, and hopefully you can get some good cannon shots with the Zeus--last time I used it, the cannons were not very reliable. I actually think you'll be at a disadvantage, I mean the two other players could field many ships, and soon your only getting a few shots on some ships instead of 40 on one.

~Nemo
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lordstu
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Subject:    Posted: May 28, 2011 04:46 am

I've always felt Calypso is a two-edged sword since an opponent can just as easily use her whirlpools to their own advantage. She's great, at first, because your own ships get a nice movment boost, but after the 40th whirlpool has been placed by her ability, there's not too many places left to hide from enemy gunships who don't mind taking a chance on losing a mast or crew. The fact a whirlpool is always placed within L of her ship when they are generated makes things even worse.

Having Mycron here on a non-pinning Longship, and a 1-mast one at that( ), is probably not the best idea from a defensive point of view, as there is nothing(other than the Zeus, of course) to stop an opponent from simply coming to your HI to ram, board, and kill him, especially if Calypso has been used to generate a nearby whirlpool and then put on the HI.

I guess the real trick with this fleet is to get the Zeus into a position where she can actually come out of a whirlpool and do some damage to enemy shipping using Mycron's second action. Like I said, if she can buy enough time, there will eventually be plenty of whirlpools to choose from, but I don't see any opponents waiting around for that long before they take action to break up the combo. For a "concept fleet", though, this deserves a 5.
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mathias01
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Subject:    Posted: June 20, 2011 05:28 pm

For some wierd reason my vote got canceled and I think I gave you 4 too!!!! So who ever did that was not being very fair to burnthills!!!!!!!
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