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Fleet "Swarm Fry 45*"

Fleet "Swarm Fry 45*"
49 Points
created by el_cazador activity icon
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(For brettb45's Small Fry challenge)

*First off; Forts cost zero points, I will use one of two pieces thanks to Perry, and a piece I have is proxy for another, so this fleet evens out to 45 points.

Originally, I had a more combat-oriented "Small Fry" fleet that featured the United States. As I schemed, an idea came to me. What better way to surprise my opponents than with a swarm of gnats? Welcome to "Swarm Fry," where you must best 15 native canoes and however many forts I get built.

The Spanish native canoes proxy for the French native canoes; the Cursed native canoes proxy the Pirate native canoes from Return to Savage Shores. Here's the info:


Points: 9
Masts: X (Canoes)
Cargo: 1
Move: S+S
Cannons: 3S
Ability: Native Canoe. When this ship carries no cargo, she gets +S to her base move.

Points: 11
Masts: X (Canoes)
Cargo: 1
Move: S+S
Cannons: 4S
Ability: Native Canoe. This ship can dock at an enemy home island and load one treasure. If able, she must leave on your next turn.

The best way to pack expensive crew into a low point limit comes from crew like Jonah . Using him, Captain Charles Richard , and Princess Arii Auraa , I was able to put the chieftains on cheap ships. Do you see where this is headed?

If a Fog Bank is within safe distance of my home island (read: S or L), my ships will immediately make a break for it and hide out there for the rest of the game; but if I suspect Odin's Revenge (because I think that hits through fog) or feel too threatened by enemy ships, only the Rattlesnake and Le Coeur de Lion will hide there. Who uses terrain, anyway? The Rattlesnake will generate trade currents for me to boost as many canoes as possible. In case of a dire emergency, she can also try to fight. My ships will start the game on the "far side" of the home island to use it like a shield.

The native canoes will do their best to run gold. I will start the canoes at an island I assume is a safe distance from enemy ships. The French canoes will attempt to avoid confrontation and utilize their ability to grab gold off the wild island closest to my home island on their first run to get the most out of their speed boost. The Pirate canoes will not be very likely to use their abilities, but if the chance presents itself, why not? The American canoes will act like a substitute gunship, but only if necessary; I am far more interested in getting gold than fighting. If the opponent has a speedy gunship, my best bet is to split up and use forts for cover.

Jailhouse Dog can deal with any UT threats, provided I find it first. If I do find it before any other UT is found, I may choose to move my base ships around, but only to that Fog Bank . If in the fog bank when I have that piece, my ships will be safe from another vulnerability: cancelling crew. Note that if no terrain is in play, I will use Commodore Matthew Perry to get a Fire Shot for my American canoes instead of Le Coeur du Lion's oarsman. This keeps my point total at 45. The American canoes will then have even greater destructive capability. A facedown equipment is a great deterrent, especially if my opponent thinks it is Stinkpot Shot . In battle formation, the equipment canoe (flagship) will be toward the middle, to improve the odds of surviving to use it.

I chose so many forts on an opportunistic basis. Only one needs to be built, and the rest can be or not be built as I would see fit in the game. Dead Man's Point is priority one for its ability. If I can get it close to the enemy's home island, I can "safely" get gold from it, thanks to its destructive power. If I managed to build all the forts, I think that would force a standard game to end, so that would be an option. Priority two goes to St. Pierre , which could act as a transition point nearest my home island. St. Pierre would allow the canoes to unload and potentially move again. A group of canoes might act as a ferry between St. Pierre and my home island. After that, a well-placed Paradis de la Mer or The Devil's Maw could help deter opposing ships. If I can get forts on all the islands safely, I will ferry the most distant gold home first.

I'm publishing this a bit early, so here's hoping that no one makes a new fleet specifically to counter mine... On that note, if a fort-proof ship is in play, Paradis gets built first, on the nearest wild island, as she can last the longest.

Miniature list Group miniatures by  
Miniatures without Section (2 miniatures)
  Miniature Set Number Type Rarity
1 x Fire Shot F&S 057A Equipment U
1 x Oarsman F&S 127 Crew C
Section: Ship #1 (5 miniatures)
  Miniature Set Number Type Rarity
1 x Captain Charles Richard SS 028B Crew C
1 x Commodore Matthew Perry PofSCS 096 Crew R
1 x Native Canoes SS 017 Ship U
1 x Navigator SS 039 Crew C
1 x Rattlesnake PofR 079 Ship C
Section: Ship #2 (3 miniatures)
  Miniature Set Number Type Rarity
1 x Le Coeur du Lion PatOE 080 Ship R
1 x Native Canoes SS 018 Ship U
1 x Princess Arii Auraa PofSCS 084A Crew C
Section: Ship #3 (3 miniatures)
  Miniature Set Number Type Rarity
1 x Jonah PofCC 029B Crew C
1 x Native Canoes SS 019 Ship U
1 x Rover PofCC 018 Ship R
Section: Unique Treasures (1 miniatures)
  Miniature Set Number Type Rarity
1 x Jailhouse Dog DPotC 082B Unique Treasure C
Section: Forts (5 miniatures)
  Miniature Set Number Type Rarity
1 x Dead Man's Point PofCC 031 Fort C
1 x Paradis de la Mer PofR 065 Fort C
1 x St. Pierre PofCC 091 Fort C
1 x The Devil's Maw PofR 022 Fort C
1 x Thompson's Island PofR 101 Fort C
Fleet Statistics
Distribution by Base Move
- bar 13  68 %  
L bar 5 %  
S+L bar 11 %  
S+S bar 16 %  

Distribution by Cargo Space
- bar 13  68 %  
1 bar 11 %  
2 bar 11 %  
3 bar 5 %  
5 bar 5 %  

Distribution by Faction Affiliation
America bar 32 %  
France bar 26 %  
Neutral bar 5 %  
Pirate bar 21 %  
Spain bar 5 %  
The Cursed bar 5 %  
Treasure bar 5 %  

Distribution by Number of Masts
- bar 13  68 %  
1 bar 26 %  
2 bar 5 %  

Distribution by Point Value
- bar 42 %  
1 bar 11 %  
10 bar 5 %  
2 bar 16 %  
3 bar 5 %  
5 bar 11 %  
9 bar 11 %  

Distribution by Rarity
C bar 12  63 %  
R bar 16 %  
U bar 21 %  

Distribution by Type
Crew bar 32 %  
Equipment bar 5 %  
Fort bar 26 %  
Ship bar 32 %  
Unique Treasure bar 5 %  

Current score for this Fleet, based on 8 votes:

bar 4.38
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Discussion about this Fleet
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Subject:    Posted: August 30, 2015 07:55 pm

Given the crew you have to allow the Chieftans in your fleet, I find there to be an interesting trade off. If the ship is hit, and the crew removed, it will cripple your canoes by only allowing one of them to move a turn, but it won't kill some of them like normal. And you could, hypothetically reload the Chieftan to get your actions back. They're just easier to have taken out of your fleet.
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Subject:    Posted: August 30, 2015 09:04 pm

Your right about the Jonah-types, which is a big reason that I want them in a fog bank or at my home island. They're safer there.

Edit: On another note, I think my treasure distribution would be weighted toward lower-value coins to take advantage of my ridiculous amount of cargo spaces. Any high-value coins would be grabbed as quickly as was safe.

Edit2: This fleet is weak to cancellers. I don't know if I said that anywhere, but that is another reason I would want the fog bank in play.
Back to top Modified on August 30, 2015 10:11 pm 
selvaxri Premium Member
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September 27, 2014
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Subject:    Posted: August 31, 2015 06:09 pm

dear lord, three Canoe fleets? your turn will take forever... Headhunter ships will be going after your Chieftain ships to slow your fleet down...
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Subject:    Posted: August 31, 2015 06:56 pm


Could you please provide some more insight as to your rating? Thanks!

Edit: You may have noticed that I planned to leave my Chieftain ships back home or in a fog bank to be safer, hopefully reducing the impact of hunter-killer crew.
Back to top Modified on August 31, 2015 06:57 pm 
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Subject:    Posted: September 30, 2015 08:28 pm

That's one of the reasons I want the ships to stay at the home island or stay in a fog bank! The issue with the canoes won't be too bad, but having to give each chieftain's "linked" canoes the same action will slow things down a bit, so agreed.
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