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Fleet "Lord D's Gimmick - Paranoia"

Fleet "Lord D's Gimmick - Paranoia"
64 Points
created by lord_denton LV39 activity icon envelope icon
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Before we begin, I'll say that the Polaris is proxy-ing in for the Return to Savage Shores ship Orphan, whose stats are listed below.

Orphan
RSS-046

Pirate
Points: 16
Masts: 3 (Catamaran)
Cargo: 5
Move: S+S
Cannons: 3S-4S-4S

Ability: *Catamaran. If this ship is the target of a shoot action, the attacking player must first roll a d6. On a result of 1-3, this target can't be shot at and the attacking player can give their ship another action.

Flavor: The scattered survivors of pirate ships sunk by various nations have banded together to set sail once again aboard the Orphan.

*Note: The Orphan is a Double Catamaran, they just combined those two keywords into one.

Link to the preview where she was introduced and the discussion: http://www.miniaturetrading.com/im/forum/viewtopic/t=6104///
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Indeed, the Orphan is the star of this fleet. Ever since I laid eyes on her stats, I was very impressed by the combination presented by her ability and by her being a Double Catamaran. As-is, she presents one of the most difficult targets in the game. Furthermore, my mind was intrigued by the possibility of making her even more of a defensive champ for she has room for Davy Jones (the Copier) onboard. This gimmick fleet aims to take advantage of this by giving the Orphan some fleetmates that are also difficult to hit to be copied, making this fleet a master of the defensive category.

The purpose of this fleet isn’t to make use of the defensive abilities to be deadly in combat (though there are different builds that could be done to do this). Indeed, the only offensive things this fleet has is if Davy copies a Captain/World Hater ability (the first would be for making an attack, the second would be for responding to one) or if Fortaleza Dorado is constructed, though even then Forts are more defensive than offensive. Rather, this fleet hopes to make use of the defensive abilities to ensure that a steady stream of doubloons makes it home safely. I say “stream” instead of “river” for there isn’t a TON of cargo space (9 spaces). But it’s just enough so that when combined with the phrase “Satisfaction Guaranteed!” it’ll be a considerable amount.

I attempted to maximize two things on the Orphan’s fleetmates to make best use of their abilities – their speed and number of masts. Even the best defensive abilities can be neutralized if the enemy is able to sail circles around the ships or if one simple ram can take down the only mast. So, all of the Orphan’s fleetmates have respectable S+S speed (with support coming from the Emerald’s Navigator) and two masts.

Now, the Orphan herself has a number of things going for her: Her Double-Catness*, her own ability, her boosted base speed (which wasn’t all that bad printed) and space for two coins! Her cannons aren’t the best and she doesn’t have a Captain unless it’s copied, but the cannons aren’t feeble either. The Orphan should be able to survive any fight for she can adapt to fit the circumstances – take the Bazana’s ability when there’s L-range cannons abound, the Sister’s Rage’s ability when things get close and the Emerald’s ability if the enemy has (somehow) found a way around the invulnerability abilities and has managed to destroy the secondary hulls (the Emerald’s ability won’t be of help until the hulls are gone). If it’s a smaller fighter she can put up a fight and probably win, eventually, for in an attrition battle she has the upper hand. Even a larger fighter is going to have immense problems with her. If things get too hairy or if not under attack, she can use her speed to safely ferry gold home.

Bringing the “Two hits are required to eliminate one of this ship’s masts” ability to this fleet, the USS Emerald will create Trade Currents to start and then switch to gold running once some paths have been created. She can leave the Navigator home for this if she wants to maximize her cargo capacity. If the enemy engages her but is unable to deliver crippling damage the Emerald can return fire with a nasty set of 2S cannons.

The Bazana brings the “L-range cannons can’t hit this ship” ability to this fleet. If the enemy has predominantly L-range cannons the only way the Bazana can be harmed is through ramming (the Orphan won’t be able to be harmed AT ALL because she’s invulnerable to ramming). If not, this ship might have to play more carefully because she’ll just be like a regular ship. However, Bianco’s Haulers will help her out here – she’ll be able to be safe from cannonballs while docked! The Bazana also has Contessa Amore aboard to provide 5 more points for crew. Hopefully she’ll feel safe onboard! This leaves the Bazana with only one cargo to space to spare but it’ll make it hopefully make it home. Also, her cannons are fair.

The Sister’s Rage is the backbone in the cargo department as well as bringing the most powerful defensive ability in the game to this fleet, the “This ship cannot be shot at by ships within S of her” ability. This can make her invulnerable to S and L range cannons alike, so long as the attacking ship is within S range. Her 4 cargo is not occupied by any crew so she’s primed for exploring! She also has a fair set of cannons, too. A nice ship all around!

The Fortaleza Dorada is ready to be constructed, at “I guess I don’t know what” cost – 3 gold, maybe? Anyway, she’ll provide some good, unexpected firepower, especially after an opponent has tried to attack the Haulers-carrying Bazana! This fort will provide a home-away-from-home for these ships. What’s home without a little added security in the form of bronze cannons? Note: The fort’s ability won’t be good for copying, since it says “This fort…”.

Weaknesses of this fleet include its limited cargo, potentially limited speed, limited number of masts, and ability for the defensive abilities to be circumnavigated. If any of her fleetmates goes down, the Orphan will have less and less abilities to copy. It’ll be a valid strategy for an opponent to target them and reduce the Orphan’s effectiveness. If this starts to happen, it might not be a bad idea to amass the ships and strike while the fleet is still mostly intact – even if they are Captainless, I really wouldn’t want to get into a close fight with these ships! :shocked:

*Ability text reprinted here for convenience: A ship with this keyword printed on its deckplate card has one or two smaller, secondary hulls. This ship can't be rammed. Each time this ship is hit, roll a d6. On a 5 or 6 the hit is ignored instead (no effect). When this ship is successfully hit, eliminate a secondary hull instead of a mast; if no secondary hulls remain, eliminate masts normally. This ship can't be pinned or boarded if it has a secondary hull.

Sidenotes: Previous incarnations of this fleet contained the F&S Pestilence instead of the USS Emerald, but she was dropped because she only has one mast and the other ability might be just as useful. A number of supporting ships were tried out. Instead of the Hauler’s, the Spanish crew Joaquin Vega was considered to provide one of the few missing defensive abilities, “This ship ignores the first hit she takes each turn as long as she has all of her masts”. However, Vega is one more point than the Hauler’s, the Hauler’s are more flexible, and if the Orphan has lost her hulls she’s in big trouble anyway. Once the USS Emerald was added it made that ability superfluous anyway, I guess.

Question for Woelf: Would you be so kind as to answer how the Orphan's ability would exactly work in a game, what with Captains and all that (like you mentioned in the preview)?

Anything else I’m forgetting? If there is, I’ll add it in red text latter.

Thanks to A7xfanben for the extension and running the challenge! It’s fun. Thanks to all of those that have already voted and commented on previous fleets – it has made things lively around here! Any comments and votes to this fleet will be much appreciated!

Edit 7/5/2016: For those wondering where the Orphan's(Polaris') crew went...

This fleet is currently "Fleet of the Week" and has been for some time. Thanks so much for the votes, guys!

The Fleet of the Week is displayed on Miniature Tradings' frontpage. The image representing the fleet of the week is selected by the first item in Ship 1, based on alphabetical order. Anamaria has been there a while, and isn't representative of this fleet. So, I'm kicking the Orphan's crew down to the "Ship #5" section. This will display the Double Catamaran Polaris as the image for this fleet, which I think is more fitting.

All the crew in section "Ship 5" belong to the Orphan, who is represented by the Polaris.

 
Miniature list Group miniatures by  
Section: Ship #1 (1 miniatures)
1 x Polaris Polaris (RotF)
  • Collector's Number: 094
  • Faction Affiliation: England
  • Rarity: SE
  • Type: Ship
  • Point Value: 15
  • Cargo Space: 3
  • Base Move: L
  • Cannons: 3S, 3L, 3S
  • Number of Masts: 3
Miniature text:

Double Catamaran. After this ship resolves a shoot action, she can move as a free action.

Having secured the best trade passages, the English are not content with current technology. The recently conceived Polaris is proof of England's shipwright superiority.

 
Section: Ship #2 (2 miniatures)
1 x Navigator Navigator (SS)
  • Collector's Number: 039
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

When this ship is given a move action, instead of moving her you may roll a d6. On a result of 3-6, put a trade current within S of any friendly ship.

1 x USS Emerald USS Emerald (PofSCS)
  • Collector's Number: 203
  • Faction Affiliation: America
  • Rarity: PR
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 2
  • Base Move: S+S
  • Cannons: 2S-2S
  • Number of Masts: 2
Miniature text:

Two hits from the same shoot action are required to eliminate one of this ship’s masts.

Rumors say that the hull of this ship is lined with the hardest of precious gems, explaining why she never seems to take damage.

 
Section: Ship #3 (3 miniatures)
1 x Bazana Bazana (RotF)
  • Collector's Number: 045
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Ship
  • Point Value: 8
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 3S-3S
  • Number of Masts: 2
Miniature text:

L-range cannons can’t hit this ship.

"The crew of the Bazana prefer to sail slowly toward their enemy, then turn on a short burst of speed as they close to confound their enemy from targeting them."

1 x Bianco`s Haulers Bianco's Haulers (SS)
  • Collector's Number: 027A
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

This ship can't be shot at while docked. Link: Master Bianco

1 x Contessa Anita Amore Contessa Anita Amore (PofCC)
  • Collector's Number: 060
  • Faction Affiliation: Spain
  • 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.

After two nearly fatal "accidents" at home (possibly arranged by her husband's children, all older than she), the lovely Contessa Anita decided that it might be prudent to take a long trip until her husband passes away and she inherits everything. She has been seen in the company of both Comandante Luis and the pirate Jack Hawkins.

 
Section: Ship #4 (1 miniatures)
1 x Sister`s Rage Sister's Rage (PofSCS)
  • Collector's Number: 205
  • Faction Affiliation: Pirate
  • Rarity: PR
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 4
  • Base Move: S+S
  • Cannons: 3S-3S
  • Number of Masts: 2
Miniature text:

This ship cannot be shot at by ships within S of her.

This ship, now crewed by pirates, was captured by a temperamental Spanish noblewoman who had fled from her family.

 
Section: Ship #5 (3 miniatures)
1 x Anamaria Anamaria (DPotC)
  • Collector's Number: 077A
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 3
Miniature text:

Crew of any nationality can use their abilities on this ship.

1 x Davy Jones Davy Jones (PofDJC)
  • Collector's Number: 025
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Crew
  • Point Value: 11
Miniature text:

Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this character has that ability. You may make a different choice each turn. Link: Flying Dutchman.

The oceans are the dominion of the sea-devil Davy Jones. From them he summons and commands the most foul and evil of sea creatures. He can harness the powers of storms and disasters, and he rejoices in turning the sea red with blood. But most of all he craves the souls of all who sail “his” kingdom.

1 x Helmsman Helmsman (RotF)
  • Collector's Number: 076
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

Helmsman

 
Section: Forts (1 miniatures)
1 x Fortaleza Dorada Fortaleza Dorada (PofRU)
  • Collector's Number: UL045
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Fort
  • Cannons: 3S-3S-3S-3S-3L
Miniature text:

Gold Cost: 5

L-range cannons cannot hit this fort.

The Spanish claim it doesn't exist. Yet natives can be persuaded to speak of the "Golden Fortress," the apparent source of the Spanish gold flowing along the Crimson Coast.

 
Fleet Statistics
Distribution by Base Move
- bar 64 %  
L bar 9 %  
S+S bar 27 %  
 

Distribution by Cargo Space
- bar 64 %  
2 bar 9 %  
3 bar 18 %  
4 bar 9 %  
 

Distribution by Faction Affiliation
America bar 18 %  
England bar 9 %  
Pirate bar 27 %  
Spain bar 36 %  
The Cursed bar 9 %  
 

Distribution by Number of Masts
- bar 64 %  
2 bar 27 %  
3 bar 9 %  
 

Distribution by Point Value
- bar 9 %  
- bar 9 %  
11 bar 18 %  
15 bar 9 %  
2 bar 18 %  
3 bar 18 %  
8 bar 9 %  
9 bar 9 %  
 

Distribution by Rarity
C bar 45 %  
PR bar 18 %  
R bar 9 %  
SE bar 9 %  
U bar 18 %  
 

Distribution by Type
Crew bar 45 %  
Fort bar 9 %  
Ship bar 36 %  
Unique Treasure bar 9 %  
 



Rating
Current score for this Fleet, based on 14 votes:

bar 4.43
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Discussion about this Fleet
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a7xfanben Premium Member
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Subject:    Posted: February 2, 2013 04:59 pm

Wow. I like this a lot! I didn't expect to see a fleet quite like this one - this is unique in many ways! Nice fleet description.

First off, good use of a RtSS item - something we'd been missing in this Challenge so far. The Orphan is a beast for a 3 master, and she's got a ton of stuff going for her.

What I like about Davy Jones is not only do you get to copy your own (powerful) defensive abilities, but also the abilities that your opponent brings to the table. This makes the Orphan very flexible and adaptable to different situations. If she's not in harm's way, maybe you'll end up copying the explorer keyword with an 11 point crew .

The fleet looks a bit lacking at first, but I think this could even be viable in a more "regular" game. The numerous defences between crew and ship abilities can make up for the lack of speed, and it looks like it's been put together well.

One obvious weakness that wouldn't come up in an all-gimmick game: a speedy treasure fleet that doesn't even bother shooting at you. They could just empty the islands before you, and your defensive abilities would be a waste of points. However, we all know that type of fleet gets boring to play after a while .

As a gimmick, I'd rate this fleet with a 4. However, you included an RtSS piece, used one of my favourite abilities (two hits from the same shoot action are required to eliminate one of this ship’s masts), wrote a good description, and surprised me, so I'll give it a 5.
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woelf Premium Member
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Subject:    Posted: February 2, 2013 08:10 pm


quote:
Question for Woelf: Would you be so kind as to answer how the Orphan's ability would exactly work in a game, what with Captains and all that (like you mentioned in the preview)?

Because it never got produced I hadn't really put a lot of thought into it.

If you gave the attacking ship a straight move action and Orphan blocked it, you could switch to a move action and go elsewhere.

With a Captain it gets a little funky, though. It would be nice to be able to rewind the entire move&shoot action back to where it started so you could go elsewhere, but logistically that could be problematic. You'd have to remember to mark exactly where the ship started the move action every time you were thinking about shooting so you could reset and try something else if needed.

I think a much simpler method (and probably the one that would get used) would be to not allow the move portion to be undone, so with a move&shoot the shooting part would go to waste unless there was another enemy ship within range.
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lord_denton
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Subject:    Posted: February 3, 2013 07:17 am

Shelob, could you please explain your rationale on why you gave my fleet a 4 instead of a 5? You only complimented it in your vote.
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lordstu
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Subject:    Posted: February 3, 2013 01:47 pm


quote from woelf:


quote:
Question for Woelf: Would you be so kind as to answer how the Orphan's ability would exactly work in a game, what with Captains and all that (like you mentioned in the preview)?

Because it never got produced I hadn't really put a lot of thought into it.

If you gave the attacking ship a straight move action and Orphan blocked it, you could switch to a move action and go elsewhere.

With a Captain it gets a little funky, though. It would be nice to be able to rewind the entire move&shoot action back to where it started so you could go elsewhere, but logistically that could be problematic. You'd have to remember to mark exactly where the ship started the move action every time you were thinking about shooting so you could reset and try something else if needed.

I think a much simpler method (and probably the one that would get used) would be to not allow the move portion to be undone, so with a move&shoot the shooting part would go to waste unless there was another enemy ship within range.



The way it reads, it sounds like the attacking ship could be given another action entirely, ie, a second move action, if the shoot action is not possible - no doubt within the restrictions of the two action limit.
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volt
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Subject:    Posted: February 3, 2013 02:27 pm

A couple other things you could include as weaknesses: firepots ignore outriggers, and the "two hits" ability. A ship with a firepot and a reroller could be a very big problem. As would any fleet with a canceller that could cancel the catamaran keyword.

Scorpion ships would also be a big nuisance (the pin wouldn't happen, but it still ignores the outrigger), as would any ship that eliminated the outriggers and had an S-Board.

I would have liked to see a reroller on board the Orphan, to help protect her even more (or a canceller). I also keep thinking to myself that you can only have one of these abilities active.

I love the idea though! However, I am going to say the opposite of a7: I would have rather seen this with a "real" ship, rather than a RtSS one, heh.
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woelf Premium Member
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Subject:    Posted: February 3, 2013 02:46 pm


quote from lordstu:

The way it reads, it sounds like the attacking ship could be given another action entirely, ie, a second move action, if the shoot action is not possible - no doubt within the restrictions of the two action limit.
That's where it gets problematic. Allowing the shoot action from the captain to be changed to a move action (or any other action) means you would be effectively converting a free action into a full action.

The action limit would help keep it getting completely silly, but it could still create some odd situations. One that immediately comes to mind -- a player could send their ship with a captain at Orphan fully intending the shot to be prevented, just so they could "bounce" off and immediately take another full movement to attack some other ship that had been out of reach.

If the shoot provided by a captain counted toward the action limit it would be a different story - then it would make perfect sense to allow you to switch the shoot to another move.
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lordstu
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Subject:    Posted: February 4, 2013 02:45 pm


quote from woelf:


quote from lordstu:

The way it reads, it sounds like the attacking ship could be given another action entirely, ie, a second move action, if the shoot action is not possible - no doubt within the restrictions of the two action limit.
That's where it gets problematic. Allowing the shoot action from the captain to be changed to a move action (or any other action) means you would be effectively converting a free action into a full action.

The action limit would help keep it getting completely silly, but it could still create some odd situations. One that immediately comes to mind -- a player could send their ship with a captain at Orphan fully intending the shot to be prevented, just so they could "bounce" off and immediately take another full movement to attack some other ship that had been out of reach.

If the shoot provided by a captain counted toward the action limit it would be a different story - then it would make perfect sense to allow you to switch the shoot to another move.


What if I had a captain, but didn't move first and just opted for a straight shoot action at the Orphan? If I roll 1-3, could I instead give the ship a move action and then use the captain to shoot at a different target now in range?

Maybe that's it - if the triggering shoot action is a full action, then the alternate action can also be a full action, but if the triggering shoot action is a free action, only another free action can be taken alternatively?(another "like" action, if you will) ie, Ship A moves, docks next to Orphan, attempts shooting at Orphan with captain, rolls a 3, explores island with explorer instead. Ship A could only explore without an explorer if it had not moved first, perhaps the Orphan moved to within range of Ship A instead.

But, say Dry Powder were used for the shoot action - would the player lose Dry Powder if the shot can't be made, or can it be saved for another attack?
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woelf Premium Member
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Subject:    Posted: February 4, 2013 10:12 pm


quote from lordstu:

What if I had a captain, but didn't move first and just opted for a straight shoot action at the Orphan? If I roll 1-3, could I instead give the ship a move action and then use the captain to shoot at a different target now in range?
That would be legal, and fits what I think was the intent of the ability.



quote:
Maybe that's it - if the triggering shoot action is a full action, then the alternate action can also be a full action, but if the triggering shoot action is a free action, only another free action can be taken alternatively?(another "like" action, if you will) ie, Ship A moves, docks next to Orphan, attempts shooting at Orphan with captain, rolls a 3, explores island with explorer instead. Ship A could only explore without an explorer if it had not moved first, perhaps the Orphan moved to within range of Ship A instead.
Trading one full action for another certainly works, but swapping free actions is really a non-issue since they don't block each other. In this example of moving to dock and shooting with a Captain, you could still use the Explorer whether the shot was able to be taken or not.

Under normal circumstances you'd just have to be careful of which you did first, because of the chance that a UT could kill your Captain before he could shoot.

I'm trying to think of a situation where swapping a free shoot for some other free action would come into play, but nothing comes to mind.


quote:
But, say Dry Powder were used for the shoot action - would the player lose Dry Powder if the shot can't be made, or can it be saved for another attack?
Dry Powder specifically gives a shoot action, so I'd say that the shot would be wasted if Orphan blocked it.

You could actually run into a similar situation with the SAT ability. If you shot with the first action and then tried to shoot again with the second action but got blocked by Orphan's ability, that action would be lost unless another target was in range. The SAT forces a specific type of action for the second one, so you wouldn't have the option to switch to something else.
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shelob
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Subject:    Posted: February 5, 2013 05:30 am


quote from lord_denton:

Shelob, could you please explain your rationale on why you gave my fleet a 4 instead of a 5? You only complimented it in your vote.



I gave you a 4, which equals "very good" according to the website. I do like your fleet, and I did leave a comment that complimented it, but I don't quite feel it deserves a 5, or "excellent", in my mind because the fleet is a little slow, and all the awesome defensive abilities won't help if your opponent runs gold with really fast ships and doesn't even come into firing distance of you. Also, keep in mind that yours is not the only good fleet that has gotten a 4.

I am not trying to be offensive or get personal, but rather just explain why I gave you a 4, a score not to be ashamed of.
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captain_vendari Premium Member
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Subject:    Posted: June 13, 2013 12:29 pm

Captain vs Orphan:

Just my personal thought on this, the shoot action provided by a Captain is an extension of a move action. However, the Pirate Code states that the shoot action provided by the Captain is considered a "free shoot action". Because it is not a full action (which the Orphan's ability implies to provide in place of a full shoot action), my vote goes to the shot is lost.
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