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Fleet "CoS: The Classic Battleship"

Fleet "CoS: The Classic Battleship"
40 Points
created by woelf LV69 activity icon envelope icon
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This "fleet" is my entry for Captain Nemo's Challenge of Snails fleet contest. (Link Here)

In most previous contests I've put together fleets that find a good balance between combat and treasure-running, but for this one I thought I'd go for one of the extremes.

This single-ship "fleet" is built to be an impenetrable, floating brick, with multiple layers of defense. It's slow as can be, so aside from the occasional burst of speed from Castro's double-action it's not going to be able to catch much, but when it does runs into someone that's looking for a fight, well, good luck to them.

The first line of defense comes from Nemesio. Against most warships that approach he'll be able to disable their captains, making them sitting ducks for return fire. If the opposing ship has a canceler of its own he'll be able to counter it and keep the remaining defenses active.

The second line of defense comes from Vega, who outright ignores the first hit this ship takes. That could stop an opening shot from a powerful offensive ability, particularly equipment, and since he starts face down the opposing player won't know they're about to waste the shot until after it happens.

The third layer of defense is the ship's own ability, which will mean that any ship going toe-to-toe with it is going to need multiple shoot actions to wear it down, and all the while they'll be taking return fire.

Combined, those three layers will keep most lesser ships from even scratching the hull. Nemesio will deny the critical first strike to most gunships, but if it gets past that the combo of Vega and the ship's ability will mean it's going to need a minimum of three hits just to knock off a single mast, and two more hits for every mast beyond that. It sets up a battle of attrition that few other ships can hope to survive. Even a 10-mast is going to have its work cut out for it, and if it does manage to sail away victorious it'll be considered very lucky to more than three or four of its own masts remaining.


Offensively, there's the obvious (and mandatory) Captain, but along with him is Castro to give the occasional double action. He'll only help occasionally, but when he does he'll both double the ship's speed and double its firepower, both of which can make a big difference in a fight. Vaccaro is there to help him out, since the reroll will greatly increase the odds of getting the double action each turn (to slightly better than 50/50). His ability and 0-point cost allow him to ride along even thought the rest of the ship is already filled up.

I have him listed separately from the others because whether to actually include him or not depends if you want to go for some "style points" or not. If he's onboard it's a nation pure fleet, but if you leave him out it's not only nation pure but becomes SET pure too! Everything else here is from Spanish Main only, which proves that just because something is old doesn't mean it's bad. Many of those newer ships need to learn to respect their elders.

Also onboard is Castro's elite team of Loyalists (linked to Castro), who help make this ship into a boarding monster - even a 6-mast needs to be wary, and anything smaller may be better off avoiding hull contact unless they've somehow already severely damaged this ship.

Last but not least is de Silva, who adds an extra bit of nastiness to the cannons by picking off a crew the first time a shot hits. Coupled with the boarding capabilities and the sheer volume of damage that this ship can soak up before going down, a lot of enemy crew are going to meet their ends before the game is over.


The obvious disadvantage to this setup is the lack of any treasure-running capability whatsoever. In a standard game it would have to rely on sinking enemy ships, which given its low speed isn't going to be nearly enough to win a game because there are too many "cheater" ships out there that it'll never be able to catch up to. (Those are all of the ships that are allowed to add +S or +L to their base moves because they're technically not getting it from Helmsmen, even though the end effect is exactly the same or even better.)

On the other hand, if the game is a deathmatch, there are very few ships that can hope to stand a chance against this one, especially within the base move limitations. Even in a "full" game where base moves weren't restricted this ship would pose a serious threat to others. It doesn't need to hunt them down, it just has to wait for them to come to it.

EDIT: Shifted El Acorazado to the "None" section so it takes the top slot when the front page of the site refreshes.

Miniature list Group miniatures by  
Miniatures without Section (1 miniatures)
  Miniature Set Number Type Rarity
1 x El Acorazado PofSM SS-001 Ship R
Section: Ship #1 (6 miniatures)
  Miniature Set Number Type Rarity
1 x Capitan Alarico Castro PofSM SC-001 Crew R
1 x Captain PofSM T-010 Crew C
1 x Castro's Loyalists PofSM SC-007 Crew U
1 x Comandante Antonio de Silva PofSM SC-012 Crew C
1 x Joaquin Vega PofSM SC-008 Crew U
1 x Nemesio Diaz PofSM SC-010 Crew C
Section: Ship #2 (1 miniatures)
  Miniature Set Number Type Rarity
1 x Duque Marcus Vaccaro PofBC 072 Crew C
Fleet Statistics
Distribution by Base Move
- bar 88 %  
S bar 13 %  

Distribution by Cargo Space
- bar 88 %  
5 bar 13 %  

Distribution by Faction Affiliation
Spain bar 100 %  

Distribution by Number of Masts
- bar 88 %  
5 bar 13 %  

Distribution by Point Value
- bar 13 %  
2 bar 25 %  
21 bar 13 %  
3 bar 25 %  
4 bar 13 %  
5 bar 13 %  

Distribution by Rarity
C bar 50 %  
R bar 25 %  
U bar 25 %  

Distribution by Type
Crew bar 88 %  
Ship bar 13 %  

Current score for this Fleet, based on 12 votes:

bar 4.33
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Discussion about this Fleet
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Subject:    Posted: September 13, 2011 05:53 am

What a wonderful combination of crew on board the El Acorazado. The triple hit to eliminate a mast is fantastic, and the fact that it is from the same set (potentially), pure joy. Thanks for the fleet.

I think you said it best however, lacking any gold running is going to hurt this fleet's ability in the end game. Those "cheater" ships should always be able to stay away from your battleship, unless the opposition makes some serious mistakes. They may be cheaters, but in pretty much every case there exists some caveat, all of her masts, plus a captain, etc... that requires careful consideration in fleets but shine in a challenge like this.

I cannot wait to try this out, your fleet against some 10 master combination in a deathmatch to see what happens.

For style points a definite 5, but for ability to win, a solid 4.
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April 3, 2011
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Subject:    Posted: September 13, 2011 05:38 pm

I was waiting for the one ship behemoth fleet, heh, although I was expecting a Jade six master.

Hate posting second because I just say "what he said." This is an outrageous crew combo, and in deathmatch I would be insanely frightened to face her. I guess I too will go with a 4, just because of its lack of gold running in a standard game. I might change it though, hah
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a7xfanben Premium Member
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Subject:    Posted: September 14, 2011 02:27 pm

I think this ship would do better with a lower # of ships in the enemy fleet. Even just two ships, one to hold her off a little and another to zoom past each time and collect the gold, could pose a problem. I almost suggested just using Broadsides Attack to cut through everything, but then looked in the Code and saw it can be affected, if only by a canceller. So much for that. I like the idea, just too easy to bypass (if your fleet has the right stuff anyway).
I give it a 4.8, because you went above and beyond to be extra-creative, and because I am very combat-oriented.
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Subject:    Posted: September 15, 2011 05:57 pm

I'm going to rate you as a 3.5.

I like the idea, and in an S-speed deathmatch this ship is practically unstoppable. But considering the game is not purely deathmatch, I don't think your fleet poses much of a threat. Something like my Trinity with a Navigator speed boost, or any 'fast' treasure runner, can get aroung this ship with ease and win the game. Even the Devil Ray could do some running if necessary.

I just don't think this will stand up in a true game, as compared to a deathmatch.
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Subject:    Posted: September 16, 2011 04:29 pm

Great Snail Fleet!

This is defiantly one powerful set up. (On a side note, I'm a little suprized at how little super battleship fleets there were) It will easily be able to take any battleship in the other fleets, but getting those runners may be a problem. However, there is a SAC, so I feel it should be able to stop most fleets. Overall, I'll give it a 4.4

Thanks for entering the challenge!
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Subject:    Posted: September 19, 2011 09:36 am

Thanks for the comments and votes everyone, and thanks Nemo for running the challenge.


As for the fleet, the lack of treasure-running would definitely be an issue in a standard game, but I knew that going into it.

Had it not been for the restriction in the challenge I would have liked to try hooking up a flotilla behind this thing. A few of the crew would have had to go, but with four extra cannons along for the ride it would make opponents even more afraid to go after this ship even with a 10-mast at their disposal.

Broadsides Attack would be the quickest way to cut through the defensive combo of Vega and the ship's ability, but the only way anyone would ever get to even attempt it is if they had a canceler of their own. Otherwise, either their captain of BA itself would get shut down every single time they tried to take a shot. Then of course there's the fact that the shot still has to hit, which is hardly a guarantee, especially when the only S-move ship with better than 50/50 odds is the DJC version of the Flying Dutchman (but the Cursed have no canceler of their own). There are a handful of other crew combos out there that could make it work with rank-2 cannons, but it's a very expensive route that would be mostly wasted points against anything but this specific ship.

So, long story short, if I actually took this setup into a game I really wouldn't be worried about someone showing up with a Broadsider.
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Subject:    Posted: January 29, 2012 06:50 pm

I have to agree with Wolfe about the Broadside Attack against this build. When I was going threw the description of the layers of defense I could just see it screaming to be shot by a Broadside Attack. As for the Cursed not having any canceler's they don't need their own as they can have crew that allow you to take crew from any faction so you don't even need the ship to have BA built into it (Only downside is if you are playing faction pure).
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Subject:    Posted: May 9, 2012 05:39 pm

I really like this set up; the fact that it combines all/mostly Spanish Main pieces and that only Spain has access to the "this ship ignores the first hit she takes as long as she has all of her masts" within all released sets means that this is the cheapest available combination employing all of these.

One weakness I noticed is the fact that equipment (Was it allowed for the original fleet challenge? I didn't see at a "no" for that) could cripple this ship; all it would take is a stinkpot shot and an explosive shot and this ship would be in some trouble.

Regardless of that, a really spectacular fleet in my opinion.
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a7xfanben Premium Member
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Subject:    Posted: June 22, 2012 01:33 pm

This is a great setup, although I would rather have Luis Zuan (from MI, captain + world-hater) than the two 2 point crew. That said, it is cool to see an all-SM fleet.
I have found that El Acorazado really is 'The Battleship'. I have seen her dominate against HMS Dreadnought, HMS Grand Temple, the Baochuan, the Shui Xian, and the DJC Le Bonaparte. Though my favourite faction to play is England, I think I will continue to test El Acorazado in one-on-one deathmatches to determine if she is the best gunship in the game.
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