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Fleet "SEPFC Anchor's Aweigh(or not)"

Fleet "SEPFC Anchor's Aweigh(or not)"
40 Points
created by lord_denton activity icon
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Originally I was planning of going with the French. However, I found the issue with the generic captains (or lack thereof) as a major impediment, and then I found a unique combo with the Americans, so, here we go!

USS Destiny: Although she appears to be a filler ship packed to the brim with filler crew (three oarsmen!), she actually plays a vital role for the fleet. Depending on the situation, she can fill one of two roles.

The first involves making use of the USS Morning Star's ability to swap treasure for crew. If the Morning Star finds a particularly valuable treasure on a wild island, she can immediately exchange it for a crew from the Destiny, which is safely docked at the Home Island. The first one will probably be an oarsmen, since they take up no cargo. After that it, depending on how hot it is getting out on the front lines. It can be a cannoneer or a musketeer if things are getting hairy.

The second strategy involves her weighing anchor and going out to the field to do some gold running of her own. She has only two cargo spaces, but that isn’t so bad, especially when you consider her cost and the space in the holds of her fleetmates. She has to watch out for anything of the enemy’s that floats, since she has only one mast. She is aided by the fact that there are no generic captains, leveling the field for all nations. People just can’t afford to have those small fighters or raiders roaming around. But, there still may be some dedicated gunships roaming around with named captains. Fire and Steel in particular has those nasty Bombardiers and Switchblades. So, the Destiny can change roles depending on the situation. She is faster than 62.5 % of ships in this set, and matches speed with 28 % of ships from this set, and she is again aided by the lack of generic crew, this time helmsmen. Additionally, she has the advantage of a long-range cannon (although its actually practicality is questionable). All in all, a very useful ship.

USS Morning Star: If this fleet has an 800 pound gorilla, this is it. Although that term may be a bit misleading, for she is surely not a sluggish sloth. The only other five masters in this set with that speed is the HMS Apollo and the Spanish Morning Star, with a few Bombardiers, four mast schooners and Switchblades matching it as well. Her guns are just fine for her task as a mammoth gold runner, although a bit more range is desired. Her hold is spacious, and her ability lets her shuttle gold home for crew, ensuring that it gets there. Although with five masts, a return home is as close to guaranteed as you can ever hope to get, in this set anyway. The only question is, how many trips can she make? Hopefully, her ability will extend her trips in the field before she turns for home.

If she needs it, some fighting crew are at home, waiting for the call to duty. She can always dump some of her excess oarsmen off on previously explored islands, if she feels the need to lighten her load a bit.

York: Another handy vessel, playing the role of the medium-level goldrunner. She can get a little bit in her holds before heading home, and while she’s no giant like the Morning Star, she isn’t fragile as the Destiny, either. Her cannons aren’t too shabby either, so if she gets jumped on she has something to fire back (including a long range gun! Yeah!) She’ll spend the first few turns spying on the enemy crew, and then latter on for valuable coins on other ships, in the case that the Morning Star’s crew craves some action. Hopefully, she’ll be able to take some the element of surprise out of the enemy’s plan of action.

I think this fleet has the cargo space, the survivability, the strategy and the speed to win the gold game. The individual tactics might vary depending on the enemy – if they have a dedicated gunship, it may be wise to send the York and the Morning Star as a pair. There is always more safety in numbers, especially when one of those numbers is a five master. They can be sent separately to cover the maximum ocean if the threat is low enough.

 
Miniature list Group miniatures by  
Section: Ship #1 (3 miniatures)
  Miniature Set Number Type Rarity
1 x Cannoneer F&S 116 Crew U
1 x Musketeer F&S 122 Crew C
1 x USS Morning Star F&S 206 Ship LE
 
Section: Ship #2 (4 miniatures)
  Miniature Set Number Type Rarity
3 x Oarsman F&S 128 Crew C
1 x USS Destiny F&S 012 Ship R
 
Section: Ship #3 (1 miniatures)
  Miniature Set Number Type Rarity
1 x York F&S 078 Ship C
 
Fleet Statistics
Distribution by Base Move
- bar 63 %  
S+S bar 38 %  
 

Distribution by Cargo Space
- bar 63 %  
2 bar 13 %  
3 bar 13 %  
5 bar 13 %  
 

Distribution by Faction Affiliation
America bar 100 %  
 

Distribution by Point Value
1 bar 38 %  
10 bar 13 %  
17 bar 13 %  
2 bar 13 %  
3 bar 13 %  
5 bar 13 %  
 

Distribution by Rarity
C bar 63 %  
LE bar 13 %  
R bar 13 %  
U bar 13 %  
 

Distribution by Type
Crew bar 63 %  
Ship bar 38 %  
 



Rating
Current score for this Fleet, based on 5 votes:

bar 3.00
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Discussion about this Fleet
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relvar99
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Subject: o captain! my captain!   Posted: July 15, 2011 04:12 am

First of all, I really like the idea behind this fleet. Great use of the abilities at hand, treasure swapping high pieces is fantastic. However, both primary treasure/gunship, Morning Star, and the support ship, York are captain-less, and particularly vulnerable to a Lord Mycron fleet, or the Victor de Alva (with the towed armada ;) ) double actions. Both those fleets get the jump on this one and can lay waste to your ships pretty quickly.

The Americans really got the raw end of the stick in this set , but kudos for tackling the challenge with the faction.

-relvar
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dakmor Premium Member
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Subject:    Posted: July 15, 2011 02:25 pm

never mind this post, read the one i made below.
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lord_denton
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Subject:    Posted: July 15, 2011 04:23 pm


quote from dakmor:

vote score a little low also due to lack of extra crew. i think it would work better with more oarsmen, and im not entirely sure you can trade from Morning Star to island,, hm.




Huh? I'm sorry, but I can't understand what you're saying.
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dakmor Premium Member
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Subject:    Posted: July 15, 2011 05:55 pm

morning star requires transfer of crew. you only have 1 not on the morning star, but a 3 point muskeeter that could be kicked off.

that and others have criticized me and wanted 12 page documentatiosn for reasons why they think their fleet is superior to all others.


EDIT: oh, did not see the x3 by the destiny's oarsmen. :facepalm:

eh, that would bump it up to a righteous 3 score.
Back to top Modified on July 15, 2011 05:58 pm 
puma_03
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Subject:    Posted: July 16, 2011 05:31 pm

I realize that there are no Captains here, but I really like the idea for this fleet. I never would have hit on something as complicated as this (in fact I looked at America and still didn't). And besides the only Captain is Montana Mays, who really doesn't fit too well with most of the choices America has.
Hopefully your fleet doesn't get shredded to bits. I still think it's ingenious, and I love the research you did. Ya get a 4.
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lord_denton
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Subject:    Posted: July 16, 2011 07:07 pm

I agree, in hindsight, dropping a few of the extra crew for Montana Mays might be a good idea. He'd have to stay on the Morning Star the whole time since his cost is higher than the Destiny. Even if the Morning Star just gets to use her ability once, it might be worth it.
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