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Fleet "Ship-stealing fleet"

Fleet "Ship-stealing fleet"
100 Points
created by a7xfanben Premium Member LV80 activity icon envelope icon
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This fleet is designed to steal all of your opponent's ships, and then use them yourself. There are ways to make this work better, such as negative UT's and putting a lot of gold on islands so the game will last longer.

This is a gimmick fleet, but I tried to make it as relevant as possible if things don't work out. It just so happens that all of the ships with the necessary ability are Pirate and American, but I had to throw Commander Temple in there at the end for nostalgia, not to mention the perfect EA combo with the Europa, also from the first set.

The Harbinger is inevitably the flagship, and she's decked out to be purely efficient. She has enough oarsmen to be a force. The Harbinger can go after the opponent's largest ships. She'll also act as a way to dismast enemy ships and then leave them there for other ships to teleport home, since the Harbinger should always be on the front lines. The Harbinger is the best boarder to take out enemy oarsmen that prevent dereliction, so she's very important to this fleet.

El Dorado only has 2 cargo spaces, but she'll likely tag team with the Harbinger and bring any derelicts home. With three masts and reasonably serviceable guns, she can ram and board any ships that the Harbinger can't dismast, and then go from there. With one cargo space open, she also has the option of stealthily grabbing the highest value coin from an island or stealing a treasure from an opponent not worth teleporting home.

As I mentioned above, I tried to make this fleet as relevant as possible despite its gimmicky nature, hence the Philadelphia's explorer. She actually makes for a decent treasure runner, and she won't be able to assist the Harbinger with a couple of 5S cannons. That being said, capturing ships is still important, so the Philadelphia could abandon her trading routes at any time to go after a fresh derelict.

Unlike the Philadelphia, the New Orleans actually has offensive capability. She also has enough cargo space and a high enough point cost to accommodate a nice crew combo. The captain and helmsman let her move S+S+S and attack enemy ships. While the Harbinger and Dorado go after the bigger ships, the New Orleans will probably work on her own, hitting the enemy gold runners. With a well-timed 6 from Preble (enhanced by Nolan's free reroll!), the New Orleans could dismast and teleport a gold runner in one turn! This would be a great way of getting gold home quickly, since the derelict would immediately dock at the HI and unload her gold. Lastly, a "fleet admiral" crew (like Preble) was something I really wanted to include in this fleet. The Pirates don't have a 0LR reroller, but the New Orleans is perfect for the combo. Extra actions are key for this fleet since you can't explore a derelict immediately after ramming. Preble can give EA's to the Dorado and Philadelphia as well to increase the speed and stealth with which this fleet steals ships!

The Europa/Temple combo is a classic, and like I said before, that EA can come in very handy. It will also help the fragile Europa get out of trouble, which she'll probably be in. The Europa is probably the least important ship in this fleet, but she works perfectly to include Temple (the only crew ship stealer) and add another weapon.

When I saw the fleet at 89 points, I wanted to include one more ship. I was looking for a ship that could fight and grab gold. However, it would have to be a cheap ship with minimal crew. The Hound is perfect to round this fleet out to 100 points. She has a captain and explorer, able to fight when necessary and grab a few coins. At the beginning of the game, she'll probably leave her captain behind and take 3 coins from a nearby wild island. Afterwards, she'll pick up the captain and go off in search of enemies and/or more gold. The Hound adds another flexible ship to this fleet, and keeps the Pirate/American/English theme. Last but not least, her ability complements the fleet perfectly as well. Seeing what treasures your opponent has can determine which ships the stealers will go after.

I included Neptune's Figurehead for two reasons: I don't want to sink my opponent's ships, so once I capture them, the UT will be mine; and if one of my ships finds it, one of the fragile ship stealers could remain in the game longer. Rum and Natives will slow down my opponent's ships, which will allow the ship stealers more time to get to them and take out their masts while not affecting my gold runners for very long. Dead Man's Chest serves a dual purpose: this fleet has no way to counter submersibles, and with so many ships joining my fleet I may acquire it even if my opponent loads it first (plus my opponent can't benefit from using it against my fleet). Wet Gunpowder can prevent my opponent from returning fire against my ship stealers, while my gold runners either don't want to shoot or (in the case of the Hound) won't be far from the HI where they can repair.

The forts are not really a priority, but they could help if my ships need to repair.

Thanks for reading; comment and vote!

 
Miniature list Group miniatures by  
Section: Ship #1 (6 miniatures)
1 x Harbinger Harbinger (PofSMU)
  • Collector's Number: 003
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 17
  • Cargo Space: 5
  • Base Move: L
  • Cannons: 2L-2S-2S-2S-2L
  • Number of Masts: 5
Miniature text:

You own any derelict this ship explores; both ships become docked at your home island.

1 x Havana Black Havana Black (PofCC)
  • Collector's Number: 024
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Crew
  • Point Value: 5
Miniature text:

This ship may move and shoot using the same move action. Once per turn, you may eliminate one of this ship's crew to give her an extra action.

Link: Bloody Jake.

Havana Black suffers no delinquency, and he revels in proving it with a cat-o-nine. Nothing raises Havana's ire faster than a slaver ship, and he particularly enjoys watching the crew of such a ship being put to the most horrible death possible - despite any pleas for leniency. It is said that even Blackheart fears this powerful ex-slave.

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.

 
Section: Ship #2 (2 miniatures)
1 x El Dorado El Dorado (PofSMU)
  • Collector's Number: 022
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 2
  • Base Move: L
  • Cannons: 4S-2L-4S
  • Number of Masts: 3
Miniature text:

You own any derelict this ship explores; both ships become docked at your home island.

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 #3 (2 miniatures)
1 x Explorer Explorer (PofR)
  • Collector's Number: 136
  • Faction Affiliation: America
  • 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 Philadelphia Philadelphia (PofR)
  • Collector's Number: 082
  • Faction Affiliation: America
  • Rarity: U
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 3
  • Base Move: S+L
  • Cannons: 5S-5S
  • Number of Masts: 2
Miniature text:

You own any derelict this ship explores; both ships become docked at your home island.

A familiar sight near New Orleans is Ruth Lee at the helm of the Philadelphia, with a derelict pirate ship in tow.

 
Section: Ship #4 (5 miniatures)
1 x Captain Captain (PofR)
  • Collector's Number: 132
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

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

1 x Commodore Edward Preble Commodore Edward Preble (PofBC)
  • Collector's Number: 097
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Miniature text:

Link (All American ships)

Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.

Respected as a commander and teacher, Preble felt the only way to defeat the Barbary Corsairs was to take the battle to them. Whether on sea or land, he commands his forces to continually press the attack.

1 x Helmsman Helmsman (PofR)
  • Collector's Number: 133
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her base move.

1 x USS New Orleans USS New Orleans (PofSCS)
  • Collector's Number: 094
  • Faction Affiliation: America
  • Rarity: C
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 2S-2S
  • Number of Masts: 2
Miniature text:

You own any derelict this ship explores; both ships become docked at your home island.

When Captain Arnaud was given his orders to sail the South China Seas, he was also given a secret task: Capture as many ships as you can, any way you can.

1 x Wayne Nolan Wayne Nolan (PofBC)
  • Collector's Number: 096
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

Limit, Ransom. Choose one American crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

Young, trained in modern naval combat, and given orders to follow Preble and learn from him, Nolan carries with him the weight of a new country and a modern military organization.

 
Section: Ship #5 (2 miniatures)
1 x Commander Temple Commander Temple (PofSMU)
  • Collector's Number: 068
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Miniature text:

You own any derelict this ship explores; both ships become docked at your home island.

Temple is the second son of an English nobleman in Ireland. Many say that his success has been greased with the blood of men he throws into hopeless situations and deadly boarding actions. His only weakness is his infatuation with the lovely Countess Doone.

1 x HMS Europa HMS Europa (PofSMU)
  • Collector's Number: 044
  • Faction Affiliation: England
  • Rarity: R
  • Type: Ship
  • Point Value: 8
  • Cargo Space: 1
  • Base Move: S+S
  • Cannons: 3S
  • Number of Masts: 1
Miniature text:

Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.

The crew of the sloop HMS Europa live in fear that Commander Temple will again come aboard on a scouting mission.

 
Section: Ship #6 (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 Explorer Explorer (PofSM)
  • Collector's Number: EC-EX
  • Faction Affiliation: England
  • 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 HMS Hound HMS Hound (DPotC)
  • Collector's Number: 044
  • Faction Affiliation: England
  • Rarity: C
  • Type: Ship
  • Point Value: 7
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 3S,3S
  • Number of Masts: 2
Miniature text:

Once per turn, this ship can look at one face-down cargo on any ship.

The crew of HMS Hound keep a log of all the ships on the sea, and they can identify over 250 different vessels.

 
Section: Unique Treasures (4 miniatures)
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 Natives Natives (PofR)
  • Collector's Number: 106
  • Rarity: R
  • Type: Unique Treasure
Miniature text:

The ship that reveals Natives may not be given actions for a number of turns equal to number of crew on her when Natives is revealed. Leave Natives face down on its island.

1 x Neptune`s Figurehead Neptune's Figurehead (PofCC)
  • Collector's Number: 100
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
Miniature text:

If this ship sinks, dock it fully repaired at its home island, then remove Neptune's Figurehead from the game.

1 x Rum Rum (PofSM)
  • Collector's Number: T-005
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

Do not give this ship an action the turn after loading Rum. Rum is worth gold equal to 6 minus the number of crew aboard this ship when Rum was loaded.

 
Section: Forts (3 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 Thompson`s Island Thompson's Island (PofR)
  • Collector's Number: 101
  • Faction Affiliation: America
  • Rarity: C
  • Type: Fort
  • Cannons: 4L-4L-4L-4L-4L
Miniature text:

Gold Cost: 3

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

As the westernmost island in a string of dangerous, rocky atolls, controlling Thompson's Island is the key to controlling the Crimson Coast.

 
Fleet Statistics
Distribution by Base Move
- bar 21  78 %  
L bar 7 %  
S+L bar 7 %  
S+S bar 7 %  
 

Distribution by Cargo Space
- bar 17  63 %  
- bar 15 %  
1 bar 4 %  
2 bar 4 %  
3 bar 7 %  
4 bar 4 %  
5 bar 4 %  
 

Distribution by Faction Affiliation
- bar 4 %  
America bar 30 %  
England bar 22 %  
Pirate bar 33 %  
Treasure bar 11 %  
 

Distribution by Number of Masts
- bar 21  78 %  
1 bar 4 %  
2 bar 11 %  
3 bar 4 %  
5 bar 4 %  
 

Distribution by Point Value
- bar 15 %  
- bar 15 %  
1 bar 19 %  
11 bar 7 %  
12 bar 4 %  
17 bar 4 %  
2 bar 11 %  
3 bar 7 %  
5 bar 4 %  
6 bar 7 %  
7 bar 4 %  
8 bar 4 %  
 

Distribution by Rarity
C bar 16  59 %  
R bar 26 %  
U bar 15 %  
 

Distribution by Type
Crew bar 14  52 %  
Fort bar 11 %  
Ship bar 22 %  
Unique Treasure bar 15 %  
 



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el_cazador
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August 13, 2015
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Subject:    Posted: September 29, 2015 05:15 pm

I like that you took this idea and ran with it; fortunately, you have a battleship. Can you imagine this fleet without the Revenant?

Good, but not great.
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a7xfanben Premium Member
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Subject: A tryout   Posted: August 20, 2017 07:36 pm

This fleet was involved in a 3 player Circle of Blood game on VASSAL!
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