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Fleet "ziotoo's CF- the pirate's way!"

Fleet
ziotoo's CF- the pirate's way!
created by ziotoo4 activity icon

Sooo...it's been a long time since i last posted a fleet on MT. This time, it's a combo i created... ... [read more]



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a7xfanben Premium Member
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Subject:    Posted: February 22, 2013 11:32 am

This fleet has been involved in my most recent games, and here's the battle report for the games. I used MI's 4 and 12 instead of Verdant Isle.


quote from a7xfanben:
Today the Altar of the Loa fleet went against another 60 point fleet. The fleet consisted of HMS London, HMS Victor towing the Tower flotilla, the Bonnie Liz, the Bloody Jewel, and Le Bon Marin. For the Pirate fleet, Becalmed and Divers were used in place of Mermaids and Favour of the Gods, since they should be banned (and I don't have them).

The first game went according to plan for the Pirates, who were able to get to an MI, and set up the Altar of the Loa system. Becalmed was used to delay the enemy ships while the White Rose raced to the island. The Pirate navigator on board the Rover helped the slower ships get there quckly. Once there, the Pirate ships began saccing crew to control the other fleet, and moved their ships into firing range of the Pirates, who picked them off easily. Due to Becalmed, the other fleet wasn't able to give actions to their ships on any turn.

The second game was much more competitive, and fun. Since the Pirates went second, Becalmed was only able to affect 2 of the 5 enemy ships. When the Pirates got to the MI, they rolled a 2, which forced them to move all of the island's treasure to another wild island. Since the MI requires a replacement treasure to be present, the island was a dud for AotL. Of course, they picked the closest island around, but the Bloody Jewel got there first. She picked up some treasure, and then sacced both her helmsman and her explorer to take over the Pirates' turn. This seriously hampered the strategy of the Pirates, as their tactics were being used against them! However, the Bloody Jewel only had those two crew, so the Pirates were able to take their turn normally in the next round. By this point, Le Bon Marin and the Bonnie Liz had returned home with a total of 12 gold, and sailed back out for more.

Now the Mermaid (of the Pirate fleet) docked at the island with AotL, and rolled a 2, forcing the UT to the center island, where things got heated. The Darkhawk II hit the Victor and sacced some crew so that the other fleet wouldn't have their turn. The Banshee's Cry grabbed the last coin on the island, and the White Rose managed to sink the London, Bonnie Liz, Bloody Jewel, and Bon Marin all in quick succession, since they were dead in the water and the Rose was able to get off 8 shots per turn. The Bon Marin went down with 2 gold aboard, which brought the gold total to 13 for her fleet, needing just 2 more to win (since a 2 was replaced with AotL). The Victor was blasted by the Rose as the Cry took home the gold. In the end, the Pirates won with 15 gold, winning by the slimmest of margins.

The Pirates went second in the third game, and again things deteriorated when the MI roll landed with a 2. The White Rose used Havana Black to sac an oarsman and dismast the London and cripple the Victor, while the Darkhawk helped out with a hit on the London. I'm not entirely sure of all the details from the last game, but somehow the Pirates managed to squeak out another victory. Things looked bad for them at first, but once they got ahold of AotL, they were able to dominate the game.

So, "The Pirate's Way" fleet is currently 3-0 through 3 games, and it's a very interesting way to play. I would recommend trying it out; it's very fun. The fleet is not unbeatable, but it has a lot of things going for it.
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Subject:    Posted: February 25, 2013 12:34 pm

A modified version of this fleet has been involved in a series of games against this fleet:


quote from a7xfanben:
A set of three games is being played, with the Norvegia fleet facing the Altar of the Loa fleet. Since the Darkhawk II and her crew cost exactly 20 points, I took her out to make it a 40 point fleet.

The first game went to the Norvegians (?), who went first and won with 17 gold. They put Lost in the treasure mix, and used it to strand all three Pirate one masters in Sargasso Seas.

The second game was much more interesting. Since the AotL fleet went first, they were able to use Becalmed to essentially skip the Norvegians' first turn. This helped immensely at first, because the White Rose rolled a 6 to get AotL up and working (and she also found both Barbary Banner and Smuggled Goods on the island). She sacced two oarsmen to gain control of the Norvegians on their next turn. Before they would go, however, the Banshee's Cry (of the AotL fleet) rolled a 2 at the same island when she docked, moving all of the treasure, including AotL, to another wild island.

The Norvegians were controlled for one turn, and the AotL fleet threw them off course while the White Rose took out 3 of the Neptune's Hoard's 4 masts. However, since AotL was now out of reach of the fleet that needed it to win, they weren't able to continue to sac crew. That's where things got interesting. The damaged Neptune's Hoard sprinted to the island where AotL was, and sacced two crew to gain control of the AotL fleet on their next turn. She grabbed 3 treasure coins, while the Star of Siam and Banshee's Cry grabbed 3 more between the two of them.

The MI that the Star of Siam docked at was the same as the others, and by rolling a 6, the Star had access to UT's from outside the game. This is one of the drawbacks of the AotL fleet. She picked Runes of Odin, which lets you bring in an iceberg that eliminates from the game the first ship that hits it, and then reverts to a normal iceberg. Using Foul Winds, the Norvegians threw all three Pirate one masters (since they were grouped together heading for the island that AotL was on) into the iceberg, eliminating the Banshee's Cry and dismasting both the Mermaid and the Jolly Mon, putting a serious dent into the hopes of the AotL fleet.

As in the first game, the Norvegians uncovered Lost, and this time they used it to place an iceberg near the White Rose. By the effect of AotL, they were able to move her, and slammed her into the iceberg, taking out one of her masts (the performance of the Norvegia fleet in this particular game would make my Mind Control fleet proud!).

Now the Neptune's Hoard was trying to get home, but her S+L+S+L+S speed wasn't quite enough, and the White Rose sunk her. Raft was revealed to move Captain Blackheart and the Hoard's treasure coins to the nearest wild island, where the Banshee's Cry was docked. The Rose also managed to sink the Cry, who had 3 gold aboard.

At this point, the Star of Siam had gotten back to her HI and sacced another oarsman to move back to her MI. She rolled another 6, which let her bring Runes of Magic into the game. This UT lets you move an iceberg L in any direction, and the same iceberg the White Rose had been moved into was now hitting her once more, taking out a second mast. With that, the Norvegians had both moved enemy ships into icebergs, and moved icebergs into enemy ships .

Now there were only three ships left able to move: the Star of Siam, the White Rose (both with 2 masts), and the Rover (who didn't have the speed or guns to make an impact). The Star of Siam rammed the White Rose, taking out a third mast. The Rose responded with a point-blank shot that took out a mast on the Star. The Star then scored a hit on the Rose, making her derelict. The Star towed her home, where her 10 gold gave the Norvegians the victory!

In the third game, the AotL fleet went first and were able to keep the Norvegians from taking their turn the entire game. Using Becalmed on the first turn, they immobilized the Norvegians. Then they swapped out a treasure for AotL and sacced crew for a few turns. The Rover and Mermaid were able to use their decent guns to dismast the Neptune's Hoard, who wouldn't have been able to shoot back anyway since the one masters were docked at their HI. The White Rose sacced the last two crew needed to control their enemies, moving the Star of Siam and Banshee's Cry about 1/2 S apart. Then the Rose moved and shot, dismasting both ships as she passed by going home with the winning gold.

Out of curiosity, I played a fourth game, which the Norvegians won. They went first and won relatively easily, which tells me that between such effective fleets (especially with one using Becalmed), going first may actually make all the difference. Norvegia is a fantastic fleet (going 3-1 in this series), but the AotL fleet can be competitive as well.
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Subject:    Posted: October 25, 2014 09:19 am

Great to see this one finally get FotW! Also nice to see a Pirates CSG fleet on the front page for the first time in a while.
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