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Fleet "Ultimate Zone Control"

Fleet "Ultimate Zone Control"
119 Points
created by a7xfanben Premium Member LV96 activity icon envelope icon
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I'm in the process of editing this fleet. Please comment any thoughts you have!

Here it is: an exercise and experiment in "zone control". The idea is to control as much of the sea as possible as quickly as possible through lines of fire everywhere. The keys are forts on islands, flotillas left in key places, and the sniping ability.

The Hai Peng/Captain Jack Sparrow combo is the best way to build forts quickly, as demonstrated in fleets like these.

The Hai Peng will move out at L+S+L+S, which should let it reach an island. It's likely that I would want to sac the oarsman on the first turn in order to reach a further island. That way I can build a fort closer to my opponent's HI, beginning the theme of controlling the sea through lines of fire. With treasure swapping, the Paradox can trade away another oarsman and then re-dock the coin, which will hopefully be at least a 3 since the Hai Peng will take the highest coin available from the wild island. Ramsgate and Paradis de la Mer are the highest fort priorities, and Ramsgate is perhaps the most fitting single game piece in this theme of zone control. The Hai Peng can then keep saccing the Paradox's remaining oarsmen and build more forts, blanketing the sea with lines of fire and doubling as a way to protect the gold. The third oarsman on the Paradox would start the game on the HI.

One of my first ships from DJC, the Selkie has long been one of my favourite Pirate ships. She gives you good firepower and decent cargo for a low price. With Bruce Grey aboard, her L+L sniping will hit on a 5 or 6, making her a perfect weapon for this fleet.

The Selkie's partner in crime is the Freedom's Hand, towing the Doombox. The Hand doesn't have the same range or bonus that the Selkie has, but she can still snipe and hit accurately at short range. The Doombox flotilla could be dropped off to maximize the amount of zone control. Other ships such as El Tejon don't have the speed necessary to tow a flotilla.

In order to get Ramsgate in there, I had to have an English ship, which I wanted anyway so I could include the Gibraltar flotilla, my favourite flotilla and one of the best firepower deals in the game. I thought about HMS Gibraltar (which would be ironic given the flotilla's name), but this fleet was lacking any larger ships and the Victor costs the same amount of points with a captain aboard, not to mention she has a much greater overall firing arc, which is what this fleet is all about. The Victor will tow the Gibraltar around, repairing at sea when necessary. Also, this fleet has some fragile ships, but the presence of so many forts could help me in that regard with repairing.

For the French, Le Pique is fast, cheap, and a viable treasure runner. She'll help out gathering gold for forts and towing around the Mont Blanc for defense, or to drop it off somewhere. In addition, the Pique just happens to have the sniping ability as well, making her an even more perfect choice!

I added the Coeur combo with the marines to help expand my zone of control. The idea is to slingshot the Hai Peng, where a treasure can be traded to the Coeur (who unloads it to possibly build a fort) for a marine, who is then stationed on the island. S range from an island is easily avoided, so it would help if the islands were close together for the setup.

I still don't have any SS islands, but I added the Great Turtles as a way to adapt to your opponent's strategy. It would be very interesting to see a fort (especially Ramsgate) moving around and increasing your overall firing range. I liked the thought of Bad Maps, but with the Hai Peng flying around it's unlikely that your opponent will find it first. If you find it, your opponent could yank a fort out of place, while the original island setup (with reasonably equal distances between islands) would likely be more optimal.

The UT's were included to protect my ships and bump up the overall value of the coins I contribute, although everyone I usually play with just uses random amounts anyway (and usually only gold from one person's collection so we don't mix our gold).

This fleet is open to revision, even more so than most of my fleets. I really wanted to include a crew like Roberto Santana or Thomas Gunn, but for now I want to limit it to 100 points. A flexible crew like that becomes more valuable in bigger games, and Santana would work well on the Neptuno, another piece I would have liked to include in this fleet. However, the Neptuno and associated crew would cost more than I want to pay for a single ship in this fleet (outside of the Hai Peng), and I want this fleet to be about lots of "zones" and overall zone control rather than a big bad 5 master.

Thanks for reading! Please comment - I really appreciate the feedback!

 
Miniature list Group miniatures by  
Section: Ship #1 (6 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.

1 x Jimmy Legs Jimmy Legs (DPotC)
  • Collector's Number: 069A
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 3
Miniature text:

Once per turn, you can eliminate one of this ship’s crew to give her an extra action.

1 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: Ship #2 (6 miniatures)
1 x "Cannonball" Gallows "Cannonball" Gallows (PofMI)
  • Collector's Number: 042A
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

Ransom. Limit. Place this crew face up during setup. You may build your fleet using 5 more points than the game’s build total. This crew cannot leave this ship unless captured or eliminated.

Link: Nancy Nox

The son of Genny Gallows grew up as a pirate. But for him, piracy is all fun and games, almost like living a dream of gold, glory, girls, and rum. He sails for fun, and crews line up to sail with him.

[Official Errata: This crew member has the Ransom keyword in addition to its printed abilities, and a point cost of 0 (zero). The card was incorrectly printed without that keyword and with a point cost of 10.]

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.

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 Paradox Paradox (DPotC)
  • Collector's Number: 048
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 4
  • Cargo Space: 5
  • Base Move: S
  • Cannons: 3S,3S
  • Number of Masts: 2
Miniature text:

This ship can’t shoot when she carries treasure.

 
Section: Ship #3 (4 miniatures)
1 x Bruce Grey Bruce Grey (PofSCS)
  • Collector's Number: 043B
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 4
Miniature text:

This ship gets +1 to her cannon rolls against any non-Pirate ship. Link: Accused.

En route to an Australian penal colony, Bruce Grey led a mutiny aboard the ship. Taking his newly renamed ship to the South China Seas, Grey has only one agenda: never to be chained again. His men are loyal because Grey means their freedom.

1 x Captain Captain (PofSMU)
  • Collector's Number: 104
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 3
Miniature text:

This ship may move and shoot using the same move action.

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.

1 x Selkie Selkie (PofDJC)
  • Collector's Number: 038
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 3L-2L-3L
  • Number of Masts: 3
Miniature text:

You may double the range of this ship’s cannons each turn, but you must roll a natural 6 to hit.

The Selkie's Irish crew claim to understand the sea in ways no other sailors do. Whatever grants them this power, their ability to sink ships is feared by all captains.

 
Section: Ship #4 (3 miniatures)
1 x Captain Captain (PofSMU)
  • Collector's Number: 104
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 3
Miniature text:

This ship may move and shoot using the same move action.

1 x Doombox Doombox (RotF)
  • Collector's Number: 088
  • Faction Affiliation: Pirate
  • Rarity: SR
  • Type: Ship
  • Point Value: 7
  • Cargo Space: 0
  • Base Move: T
  • Cannons: 3S-3S-3S-3S
  • Number of Masts: 0
Miniature text:

Flotilla. Printed cannon ranges are doubled.

The Doombox was stolen by Captain Mysion from an English port before it ever went to sea. Before every raid he has his name inscribed on each cannon ball to be rained upon the enemy.

1 x Freedom`s Hand Freedom's Hand (F&S)
  • Collector's Number: 065
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 8
  • Cargo Space: 2
  • Base Move: S+L
  • Cannons: 2S, 2S
  • Number of Masts: 2
Miniature text:

Galley. You can double the range of this ship's cannons each turn, but you must roll a 6 to hit.

 
Section: Ship #5 (3 miniatures)
1 x Captain Captain (PofSMU)
  • Collector's Number: 103
  • Faction Affiliation: England
  • Rarity: U
  • Type: Crew
  • Point Value: 3
Miniature text:

This ship may move and shoot using the same move action.

1 x Gibraltar Gibraltar (RotF)
  • Collector's Number: 015
  • Faction Affiliation: England
  • Rarity: R
  • Type: Ship
  • Point Value: 7
  • Cargo Space: 0
  • Base Move: T
  • Cannons: 2S-2S-2S-2S
  • Number of Masts: 0
Miniature text:

Flotilla. Printed cannon ranges are doubled.

The English created this “sea tank” after Cursed attacks became too bold and occurred too near their own borders.

1 x HMS Victor HMS Victor (DPotC)
  • Collector's Number: 054
  • Faction Affiliation: England
  • Rarity: C
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 2
  • Base Move: S+L
  • Cannons: 3L,2L,3L
  • Number of Masts: 3
Miniature text:

This ship can repair at sea or at any island.

HMS Victor spends more time at sea than any other ship, so her crew have learned how to maintain her on the go.

 
Section: Ship #6 (3 miniatures)
1 x Explorer Explorer (PofCC)
  • Collector's Number: 120
  • Faction Affiliation: France
  • 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 Le Pique Le Pique (PofR)
  • Collector's Number: 058
  • Faction Affiliation: France
  • Rarity: R
  • Type: Ship
  • Point Value: 5
  • Cargo Space: 3
  • Base Move: S+S+S
  • Cannons: 2S
  • Number of Masts: 1
Miniature text:

You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.

Guy LaPlante retrieved this ship from the English and returned it to France. Its guns were upgraded by its English captors, and the current crew is learning how to fire them effectively.

1 x Mont Blanc Mont Blanc (F&S)
  • Collector's Number: 020
  • Faction Affiliation: France
  • Rarity: R
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 0
  • Base Move: T
  • Cannons: 2S, 3S, 3S, 2S
  • Number of Masts: 0
Miniature text:

Flotilla. Extended Range. When this ship hits another ship, you choose which mast is eliminated.

Not really suited to the French corsair fighting style, the Mont Blanc is used more for port protection than actual battle.

 
Section: Ship #7 (4 miniatures)
1 x Athos Athos (PofBC)
  • Collector's Number: 202
  • Faction Affiliation: France
  • Rarity: PR
  • Type: Crew
  • Point Value: 6
Miniature text:

Link (Aramis, D'Artagnan, Porthos)

Marine.

Leader of this group of musketeers, Athos has a dark past that he tries to drown in drink. His ability to lead with sword and wit is unparalleled, and he is considered one of the finest wielders of sword and gun in France.

To use this card, replace the ability and point cost of any one French Musketeer with this card's ability and point cost.

WIZKIDS APPROVED PLAY

1 x Benoit de Marseilles Benoit de Marseilles (PofBC)
  • Collector's Number: 083
  • Faction Affiliation: France
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Miniature text:

Marine.

Link (Don Rafael Y de Teresa and Roderick the Pure)

As a soldier for the Crown, Benoit followed orders. After being deemed too old to fight on the front lines, he found that the Knights of Malta greatly appreciated his expertise.

1 x Le Coeur du Lion Le Coeur du Lion (PatOE)
  • Collector's Number: 080
  • Faction Affiliation: France
  • Rarity: R
  • Type: Ship
  • Point Value: 2
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 2L
  • Number of Masts: 1
Miniature text:

This ship cannot shoot when she carries treasure.

Le Coeur du Lion is a mere shell of her former self, barely able to maintain discipline among her crew and sporting more leaks than usable cannons.

1 x Princess Arii Auraa Princess Arii Auraa (PofSCS)
  • Collector's Number: 084A
  • Faction Affiliation: France
  • 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.

Arii Auraa was captured by a lecherous captain who planned to keep her forever. After her father prayed to the sea gods to avenge his daughter, the captain was struck dead after eating bad dates. Since then, ships carrying the princess have been beset by strange events.

 
Section: Events (4 miniatures)
1 x No image for Great Turtle Great Turtle (SS)
  • Collector's Number: I12
  • Rarity: C
  • Type: Island
Miniature text:

Front: This island can be used as a Home Island or a wild island. If no ships are docked at this island, give one of your ships a move action but do not move her. Move this island S. This island can not be moved within S of any ships or other islands.
Back: Trade Current: Trade Current is friendly to the player who placed it. Once per turn, when a friendly ship moves over or begins her turn touching a friendly trade current, she gets +S to her move base.

1 x Great Turtle/Trade Current Great Turtle/Trade Current (SS)
  • Collector's Number: I10
  • Rarity: C
  • Type: Island/Terrain
Miniature text:

Great Turtle: This island can be used as a home island or wild island. If no ships are docked at this island, give one of your ships a move action, but do not move her. Instead move this island S. This island can't be moved within 2 S of any ships or other islands.
Trade Current: Trade current is friendly to the player who placed it. Once per turn when a friendly ship moves over or begins her turn touching a friendly trade current, she gets +S to her base move.

1 x Great Turtle/Trade Current Great Turtle/Trade Current (SS)
  • Collector's Number: I09
  • Rarity: C
  • Type: Island/Terrain
Miniature text:

Great Turtle: This island can be used as a home island or wild island. If no ships are docked at this island, give one of your ships a move action, but do not move her. Instead move this island S. This island can't be moved within 2 S of any ships or other islands.
Trade Current: Trade current is friendly to the player who placed it. Once per turn when a friendly ship moves over or begins her turn touching a friendly trade current, she gets +S to her base move.

1 x Great Turtle/Trade Current Great Turtle/Trade Current (SS)
  • Collector's Number: I11
  • Rarity: C
  • Type: Island/Terrain
Miniature text:

Great Turtle: This island can be used as a home island or wild island. If no ships are docked at this island, give one of your ships a move action, but do not move her. Instead move this island S. This island can't be moved within 2 S of any ships or other islands.
Trade Current: Trade current is friendly to the player who placed it. Once per turn when a friendly ship moves over or begins her turn touching a friendly trade current, she gets +S to her base move.

 
Section: Unique Treasures (5 miniatures)
1 x Davy Jones` Heart Davy Jones' Heart (DPotC)
  • Collector's Number: 065
  • 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 Dead Man`s Chest Dead Man's Chest (PatOE)
  • Collector's Number: 100
  • Rarity: R
  • Type: Unique Treasure
Miniature text:

This ship can shoot at submerged ships within S of her.

1 x Deck Cannon Deck Cannon (F&S)
  • Collector's Number: 098
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

This ship gains a 2S cannon that may shoot from any mast. Deck Cannon can be eliminated only when this ship sinks.

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 Power Cannons Power Cannons (PofMI)
  • Collector's Number: 105
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

The range of each of this ship’s cannons becomes 2 L. Remove Power Cannons from the game when this ship succeeds at a shoot action.

 
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 34  77 %  
L bar 2 %  
S bar 2 %  
S+L bar 7 %  
S+S bar 2 %  
S+S+S bar 2 %  
T bar 7 %  
 

Distribution by Cargo Space
- bar 34  77 %  
- bar 7 %  
2 bar 5 %  
3 bar 5 %  
4 bar 5 %  
5 bar 2 %  
 

Distribution by Faction Affiliation
- bar 11 %  
England bar 11 %  
France bar 20 %  
Pirate bar 21  48 %  
Treasure bar 9 %  
 

Distribution by Number of Masts
- bar 34  77 %  
- bar 7 %  
1 bar 5 %  
2 bar 7 %  
3 bar 5 %  
 

Distribution by Point Value
- bar 11  25 %  
- bar 14 %  
1 bar 14 %  
13 bar 2 %  
2 bar 9 %  
3 bar 9 %  
4 bar 5 %  
5 bar 2 %  
6 bar 7 %  
7 bar 5 %  
8 bar 2 %  
9 bar 7 %  
 

Distribution by Rarity
C bar 25  57 %  
PR bar 2 %  
R bar 10  23 %  
SR bar 2 %  
U bar 16 %  
 

Distribution by Type
Crew bar 19  43 %  
Fort bar 14 %  
Island bar 2 %  
Island/Terrain bar 7 %  
Ship bar 10  23 %  
Unique Treasure bar 11 %  
 



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Discussion about this Fleet
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Author Message
el_cazador Premium Member
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August 13, 2015
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Subject: No Codex   Posted: September 29, 2015 05:23 pm

Two Marines on Le Coeur is very funny.

I'll vote (and comment intelligently) later.

EDIT:

I like the overall strategy. You made an interesting design choice to stay away from ships like El Neptuno, or the famed San Cristobal, both of which drain points but offer a lot of range and strength in a close fight.

I'd like to play against a fleet like this without knowing what was in it. Could a monster, multi-action gunship take down enough of the fleet to win, or would the sheer speed and range of this fleet prevent a victory? What about another speed-focused fleet? I hope you get a chance to test this one out soon!
Back to top Modified on September 29, 2015 06:18 pm 
a7xfanben Premium Member
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June 27, 2011
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Subject:    Posted: September 29, 2015 06:24 pm


quote from el_cazador:
I hope you get a chance to test this one out soon!


Definitely someday, but not "soon". Glad you like it!
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