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Fleet "TOoDJ 2nd entry: Cat and Mouse"

Fleet "TOoDJ 2nd entry: Cat and Mouse"
120 Points
created by a7xfanben Premium Member LV91 activity icon envelope icon
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This is my second entry to lord_denton's Overthrow of Davy Jones Fleet Challenge.


quote from lord_denton:
-The game board will be set up with a good amount of fog banks (for the large number of fog hoppers The Cursed have) and icebergs (in case you want to use the Urd).


This is a fog-hopping fleet. Four of the six ships have that unique ability, and I'm also using the Urd for her usefulness in this challenge. The odd ship out is the Sea Monkey, a good ship on her own, but much more intriguing now that she is beefed up.

The overall strategy is one of striking the Flying Dutchman without having to deal with her support ships. The fog-hoppers will lie in wait in the fog, looking for the right opportunity to strike. They will try to attack her from behind, and separate her from her supporters. I was originally going to also include the Needle, but I needed to have some version of Fantasma. Equipment has been emphasized here, as there are no five+ masters or ships with capturing abilities. Instead, there will be a swarm of ships with many guns capable of inflicting different types of damage. Although the build total is listed as 118, it is really the maximum 120 due to the cost of Exploding Shot being 3 points, not 1.

The Sea Monkey is sort of the flagship, with both the captain and reverse captain abilities at her disposal. She is equipped with both Stinkpot and Grape Shot, to make her a mighty three master. Both shot types will ideally be used against Davy Jones, to kill him or prevent him from copying useful abilities and providing extra actions. She is also towing the Silver Coffin, which will provide some extra firepower at long range. That might be useful considering the reverse captain ability, where the Sea Monkey could shoot and move away, giving the Silver Coffin a chance to shoot as well while possibly blocking potential lines of fire for the enemy.

The second ship, the Sea Hag, is a simple four master that will dart in and out of the fog. She carries the vital Fantasma, who I picked based on his essential immortality and how he fits into this fleet, with the Ghost Ship keyword making a fog-hopper truly elusive. Between the Sea Hag's ability and her ghostliness (plus the fact that the Sea Hag is the most durable ship in the fleet), Fantasma should be relatively safe.

The Mist Walker is one of the most unique sea monsters, between her ability, fast base move, and relative cost-effectiveness. She will zoom out of the fog and pin the Dutchman in place, letting her comrades swarm around the Dutchman before her support arrives. She even has good firepower, making her a potential game-changer.

The Urd can take out any icebergs that get in the way, and she has Stinkpot Shot aboard, to cancel enemy crew. She was also selected for her ability, which is one of the best in the game. If possible, other ships will take out the crew surrounding Davy Jones via equipment and/or boarding, and then the Urd can make a fatal ram and pin attempt to take out Jones. Either way, the Urd is a nice support piece that is surprisingly cheap.

The Hangman's Joke is a pesky ship with nice guns that has her cargo hold maxed out. She may not look like much, but her combination of good guns and devastating equipment may prove to turn the tide against Davy Jones' fleet. Just one hit from either one of her equipment pieces can lay waste to an enemy ship's chance of having an impact on the game.

The final ship, Howl, is another fog-hopper used for support. She is unique only in that she is the only ship moving S+S+S in the fleet, and the only ship with all L-range guns.

Thanks for reading, commenting, and voting, and thanks to lord_denton for running the challenge!

 
Miniature list Group miniatures by  
Section: Ship #1 (5 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Grape Shot F&S 107 Equipment U
1 x Sea Monkey PofDJC 014 Ship U
1 x Silver Coffin F&S 130 Ship SR
1 x Stinkpot Shot F&S 108 Equipment U
 
Section: Ship #2 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x El Fantasma PofSCS 136 Crew SR
1 x Helmsman RotF 075 Crew U
1 x Sea Hag F&S 031 Ship U
 
Section: Ship #3 (1 miniatures)
  Miniature Set Number Type Rarity
1 x Mist Walker PofDJC 135 Ship SR
 
Section: Ship #4 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x Helmsman RotF 075 Crew U
1 x Stinkpot Shot F&S 108 Equipment U
1 x Urd PofFN 123 Ship SR
 
Section: Ship #5 (5 miniatures)
  Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x Exploding Shot F&S 109 Equipment U
1 x Hangman's Joke PofDJC 018 Ship C
1 x Helmsman RotF 075 Crew U
1 x Stinkpot Shot F&S 108 Equipment U
 
Section: Ship #6 (3 miniatures)
  Miniature Set Number Type Rarity
1 x Captain RotF 068 Crew R
1 x Helmsman RotF 075 Crew U
1 x Howl PofDJC 200 Ship LE
 
Fleet Statistics
Distribution by Base Move
- bar 15  68 %  
L bar 14 %  
L+L bar 5 %  
S+L bar 5 %  
S+S bar 5 %  
T bar 5 %  
 

Distribution by Cargo Space
- bar 15  68 %  
- bar 9 %  
2 bar 5 %  
3 bar 9 %  
4 bar 9 %  
 

Distribution by Faction Affiliation
Equipment bar 23 %  
The Cursed bar 17  77 %  
 

Distribution by Number of Masts
- bar 15  68 %  
- bar 5 %  
2 bar 9 %  
3 bar 9 %  
4 bar 9 %  
 

Distribution by Point Value
1 bar 18 %  
11 bar 9 %  
13 bar 9 %  
14 bar 5 %  
15 bar 5 %  
2 bar 18 %  
3 bar 27 %  
6 bar 5 %  
7 bar 5 %  
 

Distribution by Rarity
C bar 9 %  
LE bar 5 %  
R bar 18 %  
SR bar 18 %  
U bar 11  50 %  
 

Distribution by Type
Crew bar 10  45 %  
Equipment bar 23 %  
Ship bar 32 %  
 



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woelf
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Subject:    Posted: October 8, 2012 12:33 pm

I love the use of Fog-Hoppers, but they could easily work against you here.

Between those ships, the Ghost Ship, Urd's abilities, and even the Extended Range on the flotilla (which was also noted in my fleet), you're giving DJ a whole pile of fun abilities to copy and abuse. They're all ship-based too, so you can't "hide" any of them on facedown crew either.
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a7xfanben Premium Member
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Subject:    Posted: October 8, 2012 01:02 pm


quote from woelf:

I love the use of Fog-Hoppers, but they could easily work against you here.

Between those ships, the Ghost Ship, Urd's abilities, and even the Extended Range on the flotilla (which was also noted in my fleet), you're giving DJ a whole pile of fun abilities to copy and abuse. They're all ship-based too, so you can't "hide" any of them on facedown crew either.


Indeed. However, this second entry was more of a fun fleet, whereas my first fleet is more competitive. I think this fleet would have a chance at winning, but I think a sort of stalemate could result, with ships unwilling to leave the safety of the fog.
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woelf
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Subject:    Posted: October 8, 2012 01:26 pm


quote from a7xfanben:
...but I think a sort of stalemate could result, with ships unwilling to leave the safety of the fog.
That's going to be a potential issue even without fog-hoppers in play. Both fleets (no matter what the opposition looks like) can simply park in fog and wait it out. Even just burying DJ's ship would make this unwinnable.

If the fleets involved here got beyond the "theoretical" level and actually faced off in a real game, a house rule that kicks ships out of the fog periodically (and/or removes the fog entirely after a set time) could be necessary.
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lord_denton
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Subject:    Posted: December 30, 2012 11:15 am

I know I’m not supposed to pick favorites (Or wait, am I? ), but this fleet might have the greatest personal(fun-factor) appeal. I think it would be a very fun one to play with. I was hoping to see someone make use of the fog-hoppers!

-Raw Firepower

First, let’s talk about the fog-hoppers in general. In your description, you made it seem like they can lie in wait in a fog bank and chose when they can move out, while their ability specifically says: "If this ship ends her turn in a fog bank, on her next turn she can use her move action to move out of any other fog bank in play." But even then you can always post your hoppers just outside of some fogbanks and then wait until Davy approaches before they go in and come out of a bunch of different directions. How the board is set up will be important for this – if there is a lot of fogbanks and they are spread out, you could have more of a field day than if there’s just a few clustered in a basic center. You won’t really be working with “true” surprise here since the enemy (we’ll assume they are educated enough to know their ships) will know they have the fog-hopper ability, though you could still do something unexpected. If you can knock out Davy’s orientation and split his fleet up, you stand a good chance of taking out Davy separately from the rest.

Onto the ships… They each have a few different traits.

The Sea Monkey, your “sort-of” flagship (a flagship case could be made for any of your ships), is stockpiled with an interesting set of abilities. The Reverse Captain ability (whose usefulness I’m not too sure of, in a standard game or a deathmatch… I suppose it could be useful, especially with a flotilla. Is it worth the points though?), a fair set of mixed-range cannons, a fast base move, some different shot equipment, and the long-reaching-yet-inaccurate Silver Coffin. Speaking about your entire fleet, you made the most extensive use of equipment (and also ONLY use of equipment, except for the Sea Duck’s measly old Stinkpot Shot… I guess everyone else was too busy with their Black Marks, 10 masters, sea monsters, submarines, canoes, capturers and flotillas to remember to grab some Grape shot). Back to the Sea Monkey, either of her special shots packs a punch. It’s not for certain that the shots will hit (50/50 chance), but if either of them do, they would cause some sort of havoc on another ship. The only concern here is the fact that the Monkey, for all of her other good traits, only has 3 masts (this concern is also shared with most of her other costly yet fragile fleetmates). However, here the Silver Coffin will hopefully help negate that by providing some extra whammy! I think she’s the better buy than the more accurate but shorter-ranged Death’s Anchor, perhaps mainly out of fear for Davy’s dreaded 6 roll. It would be interesting to see how they can work with the Reverse Captain ability.

The Sea Hag (perhaps your secondary Flagship?) has the Schooner and size factors going for her besides the fog-hopper keyword. Not that those are bad things – it’s a good distinction being the largest ship in your fleet! Although I think she could of beniffited from some equitment (not that she has the cargo space to do so) or some sort of named crew to bring her further up there. Also, an oarsman might have been helpful, so as to prevent El Fantasma’s capture if she were to be derelicted. Her guns are fair, though all short range. I think the Sea Hag is a good ship, good enough that I really wouldn’t want to see her pop out of a fogbank and come cruising towards me, just held back from being truly effective by her cost and want of more cargo space.

The Mist Walker could be a game changer! Her(?) good set of cannons and fast base move mix together well with her ability. Also, as you mentioned, one of the perks of being a Sea Monster is that it can pin a ship it has rammed. I don’t know if you can break up Davy’s fleet that much to have that be much of a factor (Mist Walker is only 4 segments), but it could I guess. I just hope she could survive long to get a few whacks in with her cannons, considering she doesn’t have a captain (this inexperienced sea dog sees that as being a major impediment, but maybe it wouldn’t as bad as I think on the field of battle). This is a Sea Monster that has everything going for her – only question is, Can it all come together and work? And perhaps that would be up to the dice to decide…

Next up we have the Urd, whom I gave a shout-out to in the challenge description by throwing in the icebergs. I think she’s pretty underappreciated for what she can do, so I threw the spotlight her way a little. Sure, she might not have the best base move or cannons, but they aren’t the worst either, and her ability is well worth it. Automatic crew and mast elimination with a ram roll! And that goes on top of any damage she can do with the actual ram, boarding action, cannons, and Stinkpot Shot. Provided she can get into range, there’s no doubt she can deal out some damage.

The Hangman’s Joke is a mix of different things. Her attack range is limited by her average base move and short range cannons. On the other hand, her ability greatly opens up her horizons. And her cannons are good. Only, she’s rather small (and somewhat pricey). But yet she can pack a real whallop, what with that Exploding Shot and Stinkpot Shot (you could have all her cannons firing specialty Shots). Only problem is, would she survive long enough in battle to make it worth it? One could recommend shifting the Shots around to different ships (I’m talking about the setup phase here, not before the battle), but you’re somewhat limited by the cargo and point constraints of the different ships. That, and maybe the Exploding Shot is better off on the ship with the best ranked guns versus a larger ship. I’m just concerned that she could get shot up before she unloads her payload of Explosive and Stinky goodies (that happened in games I have played). But I suppose that belongs in the durability section, eh? When it’s all said and done, there’s no arguing that this ship could pack a mighty punch.

Lastly we have the Howl. She’s the fastest moving ship (if I made my S+S+S vs. L+L measurement correctly here…) in your fleet, is a fog hopper, and sports a fair set of long range guns. She would be able to get the drop in on Davy’s fleet easily, and could chose her targets as well. Otherwise, she doesn’t have Specialty Shots or top notch guns, so the speed factor will have to be what makes this ship stand above the rest.

Overall, a fleet comprised of ships with different characteristics, which stand a fair chance of coming together for you, I think. The fog-hopping will be key, especially since it drove the cost of each of your ships up by a few points. But do they have what it takes to get to the proper place in battle in one piece?

-Durability

The fog-hopping nature of your fleet adds to its range and elusiveness. You’ll be able to avoid a messy headlong charge straight into the enemy. However, you might also be risking your non-fog-hoppers this way if they end up taking the brunt of things. Remember that your fog-hoppers still emerge from their chosen fogbank at random, so if they emerge on the wrong side it could blunt your attack and leave you fragmented.

Generally, your fleet has a bit more offensive power than it has defensive power – you’ve got some nasty Shots, but they’re loaded up on (expensive) 2 and 3 masters. My fear is if they don’t get into range properly and fail to get the first shots, or if their first shots miss, they won’t last very long under fire. Looking at just the number of masts, you have 18 compared to Davy’s 23, so you have a little bit of catching up to do. Mind you, that’s not counting your flotilla. So, maybe it’s a bit more like 21 to 23?

With the heavily loaded smaller ships that you have, you’ll need to be wary of Davy’s Sea Dragon, Shala-Bala. Sea Dragons, especially ones that can get an extra action from a Davy Jones roll of 5, can gobble up smaller ships. The Howl and Hangman’s Joke are especially vulnerable to such a jump. You might want to consider having a single fogbank to use as a staging point for jumping out to others. Since you might have to wait before you can jump in (remember, you have to emerge from the other fogbank on your very next turn), it would be bad to have your ships vulnerably split up otherwise. There’s safety in numbers! Especially against Sea Dragons.

Your defensive abilities besides fog-hopping include the Ghost Ship keyword on the Sea Hag when you chose to reveal El Fantasma (which you might not want to do unless absolutely necessary – as Woelf said, you’d rather not have Davy copying that. However, thanks to your Shots, you have an additional option that other fleets don’t have for taking out Davy, so it’s not as big of an issue.) and the Mist Walker’s ability to submerge. I’m not sure exactly how you want to play the Mist Walker – it might be good to ram the Dutchman (not while intact, I hope – you want that ram to knock down a mast) and pin her, but then again you wouldn’t want those lovely cannons to go to waste! You might be better off sending her towards Davy (Davy can’t shoot underwater, and I believe he can’t force the Mist Walker to the surface) from the get-go, have her infiltrate the midst (get it? “Midst”?) of Jones’s fleet, wait for the rest of your fleet to come, have her pop up, and then kaboom! That’s a good use of her ability there.

Otherwise, hopefully your offensive abilities can help carry you through!

Oh, and don’t forget you have a weapon to use against those pesky icebergs! (Not sure how useful that’ll actually be, but…)

-(Explicit) Ability to capture or eliminate Davy Jones

I’d say your strongest suite is the shooting game, hopefully aided by some specialty Shots. Your fleet isn’t really for the boarding game much. Maybe Mist Walker could try that, depending on how you want to use her. Hopefully your fog-hopping will get you into a good place. The Urd will also help take out some additional crew and masts. Otherwise, just Keep Calm and Keep Shooting!

-Survivability of El Fantasma

Well, El Fantasma is situated on your largest ship, can become Ghostly if need be, and has a one-way ticket back to your home island when things get dicey! (Hmm, I just realized one could keep Fantasma safe by just leaving him behind…) The only problem with your setup of Fantasma is the lack of an Oarsman, I think. Because if the Hag gets derelicted, she can be taken into tow and El Fantasma would be captured. Or she could be sunk, and El Fantasma would be removed from the game (his insurance ability only covers being eliminated… bummer.). So, Fantasma is pretty safe, but still be careful with the Sea Hag.

-Creativity

I singled the fog-hoppers out in the fleet description, hoping to encourage someone to use them, which you did. The fact that you didn’t use ALL the foghoppers (or have a fog-hopper pure fleet) can either be viewed as a good or bad thing. I see it mostly as a good thing. You chose the cream of the crop from the fog-hoppers – you’re missing the Needle like you said*, which isn’t a bad ship but IS slow, and the Alligator, which IS sort of bad, or at least not the best. You also chose some good ships as your non-fog-hoppers: The Sea Monkey and Urd are underappreciated gems, and Flotillas are good. Again, you also incorporated equipment which other people didn’t do (I always find equipment as something I’d like to use more often, but it always slips my mind).

-Overall Effectiveness

Perhaps this might not be the ruthless, cutthroat fleet out there (For some reason, I don’t know), but I’d say it is effective enough to warrant a good and interesting battle. Cheers and drinks all around!

-Miscellaneous/Other

As Woelf noted, Davy might have a hard time deciding what to do with all the fun abilities. He can use the fog-hopper ability, Extended Range, Schooner, Icebreaker (hey, you never know) and the Urd’s ability and maybe the Sea Monkey’s, too. Woelf was mistaken about Ghost Ship being on a ship – it’s on El Fantasma, but you’ll want to be careful with it. On the bright side of things, Davy can only copy ships and crew, so your equipment is safe from his mitts! Otherwise, I wrote a bunch of mumbo-jumbo in the fleet description to kick people out of the fog to settle the hiding in the fog concern, so hopefully that settles that problem.

*(you cited needing El Fantasma as the reason for her exclusion, but you know there’s a 3-point Captain version of him you could have you used from the Adventure Book, right?)

-Numbers

To come latter…
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a7xfanben Premium Member
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Subject:    Posted: December 31, 2012 08:22 am


quote from lord_denton:
You cited needing El Fantasma as the reason for her exclusion, but you know there’s a 3-point Captain version of him you could have you used from the Adventure Book, right?


Forgot about him... oh well. Thanks again for the critique of my fleets!
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