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Fleet "Hai Peng Fort Frenzy!"

Fleet "Hai Peng Fort Frenzy!"
45 Points
created by a7xfanben Premium Member LV77 activity icon envelope icon
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I've managed to acquire both the Hai Peng and Captain Jack Sparrow, and although I won't be able to use them for a little while, I read up on them in anticipation of using them in games. This fleet is designed to be used in a standard 2 player game featuring 6 islands, with 4 of them wild.

This fleet was inspired by a combination of fleets, reviews, and comments that I've looked at recently. First off, darrin's review of the Hai Peng introduced me to the concept of using her in conjunction with Captain Jack.

I first read darrin's review and got excited about the possibilities that this combo opened up. I would highly recommend reading the review as it's very insightful and well-explained. Only recently did I see that he already had made a fleet that is somewhat similar to this one. Perhaps all of the cool combos for this game HAVE already been thought of, but we'll see.

I think that the Universal Pirate Shipping fleet (along with the second version) is probably more practical and effective than this particular fleet, but I was relieved to see that his idea wasn't exactly the same as my own.

In creating this fleet, I was also influenced by a recent fleet that discussed using forts to block enemy movement. Lastly, this old review shed further light on Captain Jack.

~~~~~~~~~~~~~~~~~~~~

So what do we have here? The strategy is quite simple: build a fort on all four wild islands. From there, the Hai Peng can transfer treasure back home, dropping off oarsmen when her cargo gets too low. Since Captain Jack links to all Pirate ships, the Hai Peng has two spaces available for gold.

Mycron sacrifices the Patagonia each turn so that the Hai Peng can move S+L+S+L+S+L+S+L.

The Lezard holds the oarsmen: the Pirate ones fill up her cargo space, but the French one doesn't take up space. She can "explore" or move away and re-dock at your HI every turn, bringing in a coin from the Hai Peng.

The Banshee's Cry is there to help the Hai Peng ferry gold home once the forts are set up. She also has oarsmen in case the Hai Peng needs more once the others are distributed around the islands. (This could lead to a funny sight - the Hai Peng running around incredibly fast with forts of one fleet occupying every single wild island, with a lonesome unsuspecting oarsman in each fort!)

The Banshee's Cry can be swapped out for Becalmed, which would help you get the jump on your opponent. You can effectively freeze most or all of their ships right from the start, which should prevent the Hai Peng from getting hit by an enemy gunship when she is in the enemy's part of the sea. You'd also have an extra point, which you could use on an extra oarsman to sit on your HI (that the Lezard would load) or the Jolly Mon.

The Patagonia brings two more potential forts into play. Ramsgate is especially fun with that L+L cannon, which will let you interfere with shipping routes and shoot at ships who are shooting at your other forts at a neighbouring island.

~~~~~~~~~~~~~~~~~~~~

Turn 1:
1. Use Mycron to move the Hai Peng S+L+S+L+S+L+S+L to the island closest to your opponent's HI.
2. Explore, using Captain Jack to trade the treasure for an oarsman from the Lezard.
3. Unload the coin on the Lezard at your HI.
4. Send the Banshee's Cry out towards the nearest wild islands.
5. Build a fort using the traded treasure (Dead Man's Point with a 3 or Paradis de la Mer with a 4).

Turn 2:
1. Use Mycron to move the Hai Peng twice. You should be able to explore two islands, dropping off unneeded oarsmen as you go along.
2. Trade and unload the treasure from the islands using the Lezard.
3. At this point the Banshee's Cry should be able to either reach the second-closest island to your own HI, which has already been explored by the Hai Peng. At the very least she can hit the island closest to your HI, docking at it.
4. Build two forts (The Devil's Maw and Ramsgate should be priorities, but whatever you have gold for is fine).

Turn 3:
1. Use Mycron to move the Hai Peng twice, building a fort on the last island and beginning the process of bringing gold home, whether you want to trade it or sail it.
2. Use the Banshee's Cry to ferry gold home.

Once you have 16 gold you win. Your opponent's treasure runners will be completely useless until their gunship(s) destroy at least one fort, which could take a while if they pick on Paradis de la Mer. Either way "your gold" is protected for at least a turn each, if not much longer. The extreme speed of both the Hai Peng and Banshee's Cry lets you ferry gold home in a hurry. Also keep in mind that the Hai Peng should have 2 open spaces once you dump any extra oarsmen (she can keep one), and the Banshee's Cry will have all 4 open if you dump her second oarsman. The Cry should concentrate on the closer islands while the Hai Peng sails for the more distant ones, potentially even the furthest one. Since you'll have explored all the islands and the gold is already in your forts, you'll know exactly where to go with your ships. The Hai Peng can zip in and out of any island in one turn: she can dock at an island S+L+S+L away, load 2 coins, and then sail S+L+S+L away from harm. If she needs it at any point, Mycron can give the Cry an extra action.

Why the Lezard and therefore the French forts? Simple. Paradis de la Mer is the most durable fort by far. Set it up on the furthest wild island, the one closest to your opponent's HI. Therefore it will be a pest to them for a while, and they may not be able to destroy it. They will have to sail to further islands to destroy the other forts in order to get treasure, in which case the Hai Peng and Banshee's Cry will have enough time to ferry/trade gold home. L'Intrepide and Le Pique were considered because of their extra speed and large-enough cargo holds, but the Lezard saves a point, which is essential for a fleet like this.

~~~~~~~~~~~~~~~~~~~~

Obviously this fleet is extremely fragile and entirely dependent on the island setup and the Hai Peng. You'll only have 3 masts out there at any given point during the game, none of which possess good cannon ranks. If an enemy gunship gets to the Hai Peng, you'll probably lose. The Banshee's Cry is relatively expendable, but still important for getting gold to your HI.

When you place the islands, keep in mind that you'll want to have the home islands as far apart as possible. Hopefully your opponent won't see your fleet, and the home islands will be as far apart as possible. If they are close together, you may have to build a fort on a near island and on a far one, depending on the setup and who goes first.

Treasure may be the biggest issue. I didn't have points for a combo like the one in the Universal Pirate Shipping fleet, where a +1/+2 crew is used to increase the value of the gold. The Lezard doesn't have room for this (hello, L'Intrepide), but in a higher point game this would be great to have. If the furthest island only has 1's and 2's, you'll either have to re-explore the next turn or go to the next island. This is where Becalmed would be useful, buying you an extra turn. When selecting treasure coins, you could gamble and put some 3's and 4's into the mix.

Unique treasures like Missionary and Wolves will cripple this fleet in a hurry. This is why I've included the UT's. They'll let you see danger in advance and/or eliminate treasures you don't like.

This fleet is basically a gimmick fleet - build four forts on all four wild islands on the first 2 or 3 turns. All gimmicky fleets have serious flaws, and the nature of the gimmick makes this fleet quite risky. However, I love gimmick fleets and this combo sounds too fun not to try out!

Edit (1/1/2015): This fleet was involved in a series!

I'd like to make some edits to this fleet based on the games it was in, to make it better.

Thanks for reading; comment and vote!

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
1 x Captain Jack Sparrow Captain Jack Sparrow (DPotC)
  • Collector's Number: 058
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Miniature text:

This ship can move and shoot using the same move action. When this ship is given an explore action, you can swap a treasure on the wild island with a crew on any friendly ship.

Link: All Pirate Ships

1 x Explorer Explorer (PofSMU)
  • Collector's Number: 116
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

This ship may dock and explore a wild island using the same move action.

1 x Hai Peng Hai Peng (DPotC)
  • Collector's Number: 013
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 13
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 3S,4S
  • Number of Masts: 2
Miniature text:

Junk. If this ship has a captain crew, she gets +L to her base move.

1 x Helmsman Helmsman (PofSMU)
  • Collector's Number: 108
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her basic move.

 
Section: Ship #2 (5 miniatures)
1 x No image for Lezard Lezard (F&S)
  • Collector's Number: 208
  • Faction Affiliation: France
  • Rarity: LE
  • Type: Ship
  • Point Value: 4
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 3S
  • Number of Masts: 1
Miniature text:

This ship can’t shoot when she carries treasure.

Fast and agile, the Lezard gained respect by ensuring the safety of French ships sailing through the channel. But she gained infamy for the numerous times she sailed close enough to English ships for her crew to drop their pantaloons in salute.

3 x Oarsman Oarsman (PofSMU)
  • Collector's Number: 112
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

If derelict, this ship gains a base move of S. This crew takes up no cargo space.

1 x Oarsman Oarsman (PofCC)
  • Collector's Number: 121
  • Faction Affiliation: France
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

If derelict, this ship gains a base move of S. This crew takes up no cargo space.

 
Section: Ship #3 (4 miniatures)
1 x Administrator Scott Bratley Administrator Scott Bratley (PofCC)
  • Collector's Number: 046B
  • Faction Affiliation: England
  • 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.

Scott Bratley is Governor Lynch's secret to keeping the Empire's interests prospering in the Caribbean. Administrator Bratley is solely responsible for the smooth working of the fleet and the thriving trade, and he seems able to summon resources out of thin air.

1 x HMS Patagonia HMS Patagonia (PofSCS)
  • Collector's Number: 207
  • Faction Affiliation: England
  • Rarity: PR
  • Type: Ship
  • Point Value: 4
  • Cargo Space: 4
  • Base Move: S
  • Cannons: 2L
  • Number of Masts: 1
Miniature text:

Galley. Spanish ships get +1 to their cannon rolls against this ship.

During a battle with El Afortunado, which left both ships taking water, HMS Patagonia unknowingly killed a member of the Spanish royal court.

1 x Lord Mycron Lord Mycron (F&S)
  • Collector's Number: 027
  • Faction Affiliation: England
  • Rarity: R
  • Type: Crew
  • Point Value: 6
Miniature text:

Loyal: England. Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.

As a member of Parliament and an advisor to the Crown, Lord Mycron pushed for the current conflict with England's old rival, France. He hopes to ensure England as the singular force on the seas, and if removing France is part of that process, well, that's just lagniappe.

1 x Robinson Robinson (PofR)
  • Collector's Number: 037A
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

Always place this crew face up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.

Found on an uncharted island, Robinson can't remember the name of his ship, its fate, or the reason he was left behind. Woe betide the crew that rescues him!

 
Section: Ship #4 (3 miniatures)
1 x Banshee`s Cry Banshee's Cry (PofR)
  • Collector's Number: 013
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 3
  • Cargo Space: 4
  • Base Move: L+L
  • Cannons: 5S
  • Number of Masts: 1
Miniature text:

This ship cannot shoot when she carries treasure.

One of the fastest ships on the Crimson Coast, Banshee's Cry carries a cannon, but she rarely fires it. The crew prefers to concentrate on finding treasure, not fighting for it.

2 x Oarsman Oarsman (PofSMU)
  • Collector's Number: 112
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

If derelict, this ship gains a base move of S. This crew takes up no cargo space.

 
Section: Unique Treasures (5 miniatures)
1 x Barbary Banner Barbary Banner (PofBC)
  • Collector's Number: 107
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

If loaded by a Barbary Corsair ship, Barbary Banner is worth 1 gold for every mast that ship eliminates while Barbary Banner is aboard. If loaded by another nation’s ship, it is worth 5 gold when unloaded at your home island.

1 x Holy Water Holy Water (PofDJC)
  • Collector's Number: 104
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

No enemy ability can affect this ship or her crew.

1 x Jailhouse Dog Jailhouse Dog (DPotC)
  • Collector's Number: 082B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

You can load this treasure face down. Reveal Jailhouse Dog to remove a unique treasure from the game. Then remove Jailhouse Dog from the game.

1 x Maps of Alexandria Maps of Alexandria (PofBC)
  • Collector's Number: 101
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

When revealed, turn all treasure on all wild islands face up for the remainder of the game. Remove Maps of Alexandria from the game.

1 x Pirate Globe Pirate Globe (DPotC)
  • Collector's Number: 070B
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

When revealed, turn all treasure on all wild islands face up for the remainder of the game. Then remove Pirate Globe from the game.

 
Section: Forts (6 miniatures)
1 x Dead Man`s Point Dead Man's Point (PofCC)
  • Collector's Number: 031
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Fort
  • Cannons: 3L-3L-3L-3L
Miniature text:

Gold Cost: 3

When this fort hits an enemy ship, you may also eliminate one cargo from that ship.

The fort at Dead Man's Point on the pirate island of Tortuga is a deadly surprise to ships moving slowly to avoid being grounded on the maze of reefs surrounding her harbor.

1 x Fort Brompton Fort Brompton (PofCC)
  • Collector's Number: 047
  • Faction Affiliation: England
  • Rarity: C
  • Type: Fort
  • Cannons: 3L-3L-3L-3L
Miniature text:

Gold Cost: 3

This fort gets +1 to its cannon rolls when a ship is docked at it.

Fort Brompton is constantly short on soldiers, especially gunnery crews. Many rumors try to explain this from cannibals on the island to seduction by the native girls, but the truth may simply be that the strategically placed fort has seen more than its share of deadly combat.

1 x Paradis de la Mer Paradis de la Mer (PofR)
  • Collector's Number: 065
  • Faction Affiliation: France
  • Rarity: C
  • Type: Fort
  • Cannons: 2L-2L-3L-3L-4L
Miniature text:

Gold Cost: 4

The first time this fort is shot at each turn, roll a d6. The result is the number of times this fort must be hit that turn before any of its cannons can be eliminated.

The Paradise of the Sea is now home to second-generation French settlers, who will fight to the death to keep their island safe from outsiders.

1 x Ramsgate Ramsgate (PofR)
  • Collector's Number: 038
  • Faction Affiliation: England
  • Rarity: C
  • Type: Fort
  • Cannons: 3L-3L-3L-3L-3L
Miniature text:

Gold Cost: 4

This fort has one 2 L-range cannon. When placing this fort, indicate this cannon by placing two flags side by side.

The first fort that Rogers commissioned boldly declares this message: "This land and the sea around it belong to the English Crown."

1 x St. Pierre St. Pierre (PofCC)
  • Collector's Number: 091
  • Faction Affiliation: France
  • Rarity: C
  • Type: Fort
  • Cannons: 4L-4L-4L-4L-4L
Miniature text:

Gold Cost: 3

If a ship docks at this fort and unloads at least 4 gold, it may be given a second action that turn.

Informed captains know that when they dock at the port of St. Pierre, a little extra gold ensures that their cargo will be unloaded swiftly - and without a lot of questions.

1 x The Devil`s Maw The Devil's Maw (PofR)
  • Collector's Number: 022
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Fort
  • Cannons: 2S-2S-3L-3L-3L
Miniature text:

Gold Cost: 5

Place your eliminated crew on this fort. They gain the Ghost Ship keyword.

Rumors say that The Devil's Maw holds a king's ransom in gold, but you must give up your soul to claim it - a price even pirates hesitate to pay.

 
Fleet Statistics
Distribution by Base Move
- bar 23  85 %  
L+L bar 4 %  
S bar 4 %  
S+L bar 4 %  
S+S bar 4 %  
 

Distribution by Cargo Space
- bar 23  85 %  
3 bar 4 %  
4 bar 11 %  
 

Distribution by Faction Affiliation
England bar 22 %  
France bar 15 %  
Pirate bar 12  44 %  
Treasure bar 19 %  
 

Distribution by Number of Masts
- bar 23  85 %  
1 bar 11 %  
2 bar 4 %  
 

Distribution by Point Value
- bar 22 %  
- bar 26 %  
1 bar 26 %  
13 bar 4 %  
2 bar 4 %  
3 bar 4 %  
4 bar 7 %  
6 bar 7 %  
 

Distribution by Rarity
C bar 17  63 %  
LE bar 4 %  
PR bar 4 %  
R bar 26 %  
U bar 4 %  
 

Distribution by Type
Crew bar 12  44 %  
Fort bar 22 %  
Ship bar 15 %  
Unique Treasure bar 19 %  
 



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a7xfanben Premium Member
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Subject:    Posted: October 26, 2014 12:42 pm

I was wondering if there are better UT's to use for this fleet - perhaps Driftwood or Turtles?

Also, I think this fleet and everything it entails is entirely legal. If I missed something let me know.

I'm still playing around with the idea of trying to use L'Intrepide with Maurice Aristide to increase the probability of building a fort each turn no matter what. I may make this edit at some point, which would require me to cut the Cry.
Back to top Modified on October 26, 2014 01:04 pm 
submariner96
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Subject:    Posted: October 30, 2014 06:29 pm

So much detail! I loved how you laid out your fleet & explained the turn structure as well as including that staple of strategy, what I like to think of as the "port and cigars" combo of Lord Mycron & Administrator Scott Bratley , this time joined on their floating gentleman's club by Robinson so that they can have an even snugger gathering than usual (4pts!!!) while "directing the battle" from a safe distance.
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Subject:    Posted: October 30, 2014 06:31 pm

Thanks! It was fun to make. I'm looking to play some version of it (I don't have all of the game pieces for it yet), probably in January.
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Subject:    Posted: January 1, 2015 10:56 am

This fleet was involved in a series!
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Subject:    Posted: January 1, 2015 10:46 pm

Once you have forts up on all of the wild islands, doesn't the game end there since all of the gold is effectively claimed? The Pirate Code states that the game ends when there is no gold available, but I suppose the means either on home islands, or otherwise removed from play. Regardless, this looks like it could be a really fun fleet to play.
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Subject:    Posted: January 2, 2015 12:05 pm


quote from captain_vendari:

Once you have forts up on all of the wild islands, doesn't the game end there since all of the gold is effectively claimed? The Pirate Code states that the game ends when there is no gold available...

Forts can be attacked and destroyed to get at the gold inside. It does count for the player that owns the fort(s) when the game ends, but until that happens that gold is still very much in play.

"Unavailable" gold would be, for example, treasure on an island guarded by Wolves when no one has a Musketeer, Marine, Jailhouse Dog , or any other way to remove them or the treasure from the island. If there is no possible way for any player to get at the gold it's effectively out of play and should be ignored when checking for endgame conditions.
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Subject:    Posted: January 3, 2015 02:54 am


quote from woelf:


quote from captain_vendari:

Once you have forts up on all of the wild islands, doesn't the game end there since all of the gold is effectively claimed? The Pirate Code states that the game ends when there is no gold available...

Forts can be attacked and destroyed to get at the gold inside. It does count for the player that owns the fort(s) when the game ends, but until that happens that gold is still very much in play.

"Unavailable" gold would be, for example, treasure on an island guarded by Wolves when no one has a Musketeer, Marine, Jailhouse Dog , or any other way to remove them or the treasure from the island. If there is no possible way for any player to get at the gold it's effectively out of play and should be ignored when checking for endgame conditions.


Thanks for that clarification, woelf. I was interpreting "available gold" incorrectly.
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Subject:    Posted: January 3, 2015 08:33 am


quote from woelf:
It does count for the player that owns the fort(s) when the game ends, but until that happens that gold is still very much in play.


I actually forgot about that for this series. I've played Norvegia before and I made sure not to count the gold in forts before the games ended. However, with this fleet I think I actually forgot to count the gold in forts AFTER the game ended. I guess this fleet is even better than I thought it was.

Beyond the epicness of having a fort on every available island (which didn't happen in any of my games), the forts are mainly there to protect the gold until the obscenely fast Hai Peng can use Sparrow to teleport the gold home. I wasn't even thinking about adding the values back once the game ends!
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Subject:    Posted: February 12, 2017 07:04 pm

This fleet is now 6-2 and has made the semifinals of VASSAL Tournament #2!
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Subject:    Posted: August 4, 2017 08:09 pm


quote from a7xfanben:

This fleet was involved in a series!


And now this fleet is busy with a rematch in T2, the grandest stage of them all for competitive fleets in the current age!!
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