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Fleet "Triple Pirate Barrage"

Fleet "Triple Pirate Barrage"
60 Points
created by a7xfanben Premium Member LV80 activity icon envelope icon
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This is my fleet for El Cazador's Triple Threat Fleet Challenge.

I really like 3 masted ships, so choosing a faction was tough. I decided to make a quick decision and go with my gut, which actually said Pirates this time. South China Seas has been one of my favorite sets over the past year and a half, so that made my decision even easier. I happen to adore the Greed's Hammer, like the Accused quite a lot, and I generally like the Madagascar.

All three of these ships are underrated, a somewhat unfortunate hallmark of SCS's rarity. The Greed's Hammer is simply fantastic, boasting great cannons, good cargo, and one of the absolute best abilities in the game for a very fair price tag. She's got Hammersmith and Coconut to help her play a hybrid role.

It would be cool to have 3 hybrids, but I wanted to maximize the Accused's ability and cannons. Therefore I packed her with crew, and the firepot specialist will not be firing at a reduced range since all of the ship's cannons are S range. Her point limit and cargo hold is maxed out, and with luck she'll move L+S+L+S and rip off 6 shots at rank-2 with a firepot in the volley.

The Madagascar is the main gold runner - I really wanted to go a lot of different ways with her in terms of crew. I initially wanted a helmsman and either a smokepot specialist or smokepot shot, which would give her fog immunity in times of trouble. However, this left only 2 cargo spaces, and I didn't want to leave the helmsman at home either. I then considered Captain Mysion which would give each ship the captain ability, formidable indeed. The Parley would help protect the Madagascar, while the captain keyword would give her flexibility. However, her rank-4 cannons seem out of place compared to the other two ships. I also considered Captain Sao Feng. In the end, I went with the tried and true option: the good 'ol canceller. Tia Dalma will protect the ship from most initial attacks, and could cancel an annoying ability if need be. She should give the Madagascar the opportunity for the first shot, after which the Madagascar can reverse captain away.

I personally think this fleet is a very strong entry for the challenge. Ships that cannot be shot at within S could prove to be hindrance, but I didn't see any 3 masters with that ability. That was another reason for bringing Tia Dalma along - if there are any problematic defensive abilities, the Madagascar can sail over and cancel them. Having a canceller on a gold runner is a luxury - the two gunships are already loaded considering their point costs and 3 masted-ness. Each ship possesses one of the best abilities in the game in one form or another: +2 gold bonus, SAT, and cancelling.

Hopefully I'll be able to test this fleet on VASSAL sometime to see if it works well! Until then, comment and vote!

 
Miniature list Group miniatures by  
Section: Ship #1 (3 miniatures)
1 x Coconut Coconut (F&S)
  • Collector's Number: 083
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 4
Miniature text:

Explorer. Once per turn, you can reroll any die roll you make for this ship; you must use the second die roll result.

1 x Greed`s Hammer Greed's Hammer (PofSCS)
  • Collector's Number: 037
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 2S-2L-2S
  • Number of Masts: 3
Miniature text:

One of this ship's treasures is worth +2 gold when unloaded at your home island.

The captain of Greed’s Hammer struck a deal with his crew: So long as a single breath remains in his body, he will get them more gold than they weigh. So far he has lived up to that promise.

1 x Hammersmith Hammersmith (F&S)
  • Collector's Number: 022
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Crew
  • Point Value: 5
Miniature text:

Hostile:England, Helmsman, Captain

As a prisoner of the Crown, the hulk of a man known only as Hammersmith was sentenced to an Australian penal colony. After his prison ship sank during a South Pacific squall, his life was somehow spared, and he took that as a sign that maybe he needed to find a new way to live.

 
Section: Ship #2 (6 miniatures)
1 x Accused Accused (PofSCS)
  • Collector's Number: 035
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 2S-2S-2S
  • Number of Masts: 3
Miniature text:

This ship’s crew cannot be eliminated unless she sinks. Link: Bruce Grey.

The crew of the Accused—convicts all—love the irony of their ship’s name. They would rather die free men at sea than spend another second in the Australian penal colonies.

1 x Calico Cat Calico Cat (PofSMU)
  • Collector's Number: 029
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Crew
  • Point Value: 3
Miniature text:

Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.

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 Firepot Specialist Firepot Specialist (PofSCS)
  • Collector's Number: 044
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship's controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 6 remove the fire mast; on a 1-3 the ship's controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free 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 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 #3 (2 miniatures)
1 x Madagascar Madagascar (PofSCS)
  • Collector's Number: 036
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Ship
  • Point Value: 13
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 4S-4L-4S
  • Number of Masts: 3
Miniature text:

After this ship resolves a shoot action, she may move as a free action.

Her home port the pirate haven for which she’s named, the Madagascar plunders South China Sea silk routes each spring before returning home each fall laden with booty.

1 x Tia Dalma Tia Dalma (DPotC)
  • Collector's Number: 022A
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Crew
  • Point Value: 5
Miniature text:

Once per turn, one crew or ship within S of this ship can’t use its ability that turn.

 
Fleet Statistics
Distribution by Base Move
- bar 73 %  
L bar 18 %  
S+L bar 9 %  
 

Distribution by Cargo Space
- bar 73 %  
4 bar 27 %  
 

Distribution by Faction Affiliation
Pirate bar 11  100 %  
 

Distribution by Number of Masts
- bar 73 %  
3 bar 27 %  
 

Distribution by Point Value
1 bar 9 %  
11 bar 18 %  
13 bar 9 %  
2 bar 18 %  
3 bar 18 %  
4 bar 9 %  
5 bar 18 %  
 

Distribution by Rarity
C bar 27 %  
R bar 27 %  
U bar 45 %  
 

Distribution by Type
Crew bar 73 %  
Ship bar 27 %  
 



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Current score for this Fleet, based on 4 votes:

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marhawkman
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Subject:    Posted: July 23, 2016 08:42 pm

Interesting choices. definitely curious to see how this play out.
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woelf
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Subject:    Posted: July 25, 2016 11:50 am

Accused is a powerhouse that will be tough to crack without getting the first shot off against it.

Greed's Hammer's setup as a "hybrid" seems like it will reduce its overall effectiveness in both fields if you don't just pick one or the other. Its ability and the monkey definitely point toward running treasure, but are useless if you put it into a combat role. At least in this scenario with the ship limits by spending the extra points on Hammersmith's captain ability and the reroll you're not short-changing yourself too much elsewhere. As a combat ship the reroll may prove somewhat helpful, but with rank-2 cannons it's not going to make or break the ship.

Madagascar seems like it will be more of an annoyance than anything else. The lack of an explorer slows it down for treasure-running, and while Tia may help it get the first shot off in an encounter with another ship, there's no way it's going to disable another three-mast with those cannons. No opponent is going to let you use that trick more than once if they've got any L-range cannons at all, or good odds at winning a boarding action that would take her out.
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a7xfanben Premium Member
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Subject:    Posted: July 25, 2016 05:40 pm


quote from woelf:
Greed's Hammer's setup as a "hybrid" seems like it will reduce its overall effectiveness in both fields if you don't just pick one or the other. Its ability and the monkey definitely point toward running treasure, but are useless if you put it into a combat role. At least in this scenario with the ship limits by spending the extra points on Hammersmith's captain ability and the reroll you're not short-changing yourself too much elsewhere.


Coconut was the perfect crew to add since there aren't many crew that combine the explorer ability with something else that's useful offensively. With Hammersmith and Coconut, I've got 4 abilities packed into 2 cargo spaces, leaving 2 spaces open for gold. With a regular explorer I'd have 3 points left over, but I wanted the GH to have at least 2 spaces open. The reroll might help with ramming or boarding, and with my luck at the guns it could be a difference maker in a battle.

This fleet would be too light on gold with just the Madagascar getting gold, and having the +2 gold ability is far too good to pass up.
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el_cazador
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Subject:    Posted: August 2, 2016 04:25 pm

Nice fleet. The Madagascar has a fun gimmick between cancel and reverse-captain, but her cannon ranks hinder that a bit. I like reverse-captain on treasure ships! The Accused makes for a formidable gunship, and the Greed's Hammer could provide valuable fire support in a pinch. However, the GH seems a little squished in her current role, as noted before. EDIT: On the other hand, this provides her needed flexibility for this challenge.

Overall, it feels slightly slow, but I guess that's just speed creep talking...
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a7xfanben Premium Member
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Subject:    Posted: August 2, 2016 04:31 pm

What setup would people recommend for the Greed's Hammer then? I'm curious because I really can't imagine using her without at least trying to use the +2 gold ability, and I also wouldn't want to use her as a gold runner exclusively with near-perfect cannons (I suppose "perfect" in this case would be 2L-2S-2L).
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el_cazador
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Subject:    Posted: August 3, 2016 03:00 pm


quote from a7xfanben:

What setup would people recommend for the Greed's Hammer then? I'm curious because I really can't imagine using her without at least trying to use the +2 gold ability, and I also wouldn't want to use her as a gold runner exclusively with near-perfect cannons (I suppose "perfect" in this case would be 2L-2S-2L).

I don't know. It's a great hybrid; even if it only gets one or two coins home, that's a bonus worth having. I think your combo maximizes its strengths after all. It just wants more cargo...

Greed's Hammer + Hammersmith + Gentleman Jocard +Explorer, perhaps. That leaves three cargo, but the loss of a reroll is no fun. :/
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a7xfanben Premium Member
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Subject:    Posted: July 6, 2017 07:48 am

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