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Fleet "Hoist the Keywords!"

Fleet "Hoist the Keywords!"
55 Points
created by xerecs LV26 activity icon envelope icon
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My entry for the Keyword Fleet Challenge! The frontier is a proxy for her sister ship from RSS, the USS Strongarm

USS Strongarm
RSS-006, Rare

American
Points: 17
Masts: 3 (Hoist)
Cargo: 6
Move: L
Cannons: 3S-3L-3S


Ability: Hoist. Broadsides Attack.

Flavor: The USS Strongarm is hard at work in the South Pacific identifying useful islands and bringing back samples of potential trade goods.





The first ship in this three ship fleet is the Akua Lapu . She will tow the Doombox flotilla, which will offer her protection from would be thieves and marauders, hopefully. Calico Cat will give the Akua an SAT which should speed her up on her way to islands to empty them of gold, and the explorer will help speed that process even further, allowing for free explores The Hag takes up one of the last three spots on the Akua, allowing the Helmsman later.




Next up is the Strongarm, who will run about raiding other gold runners. How you ask, is a Hoist ship going to raid other ships? Gus Schultz is how. His ability allows him to randomly take one treasure from any enemy ship he touches. Usually this means ramming, which unless you're a galley means that you're pinned afterward. Not so today! It works like this:

Strongarm sails up to an enemy gold ship, grabs them with her hoist arm, Gus takes a treasure, and the cannonballs fly.

Since the Strongarm only has average cannons, Jonathan Haraden has come aboard to offer his valuable services as a captain and re-roller. The helmsman comes aboard after the Hag works her magic, making the Strongarm move at a decent L+S, and leaves the Strongarm with 3 open cargo spaces for Gus to stash treasure.


I like this fleet overall, though i wish I could have figured out how to get an extra action or SAT on the Strongarm without loosing Gus Schultz. Potential weknessess I see are a lack of cancelling, especially if my opponent brings one. Also the aforementioned lack of extra actions for the Strongarm.

Comment and vote!

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
1 x Akua Lapu Akua Lapu (SS)
  • Collector's Number: 010
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 15
  • Cargo Space: 4
  • Base Move: S+S
  • Cannons: 2S,3S,3S,2S
  • Number of Masts: 4
Miniature text:

Galley. Crew assigned to this ship don't take up cargo space; this ship can be assigned a maximum of three crew.

Under the cover of darkness, the seemingly crewless "Tricksters Spirit" will sneak into sleepy port towns and make off with untold riches.

1 x Calico Cat Calico Cat (PofSM)
  • Collector's Number: PC-001
  • 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.

"Calico Cat (real name rumored to be Catherine) got her start only recently by stealing a Spanish sloop from Havana. She leads her crew with a dazzling smile that belies her deadly determination. Her anonymous past cannot hide her suffering, and she intends to make the crowns of Europe suffer as well."

1 x Explorer Explorer (RotF)
  • Collector's Number: 082
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

Explorer

1 x The Hag of Tortuga The Hag of Tortuga (PofCC)
  • Collector's Number: 027
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

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

Creole Amelie Lejune, better known as the "Hag of Tortuga," is a sea crone feared and respected by all the sailors on the Crimson Coast, regardless of nationality. It is said that she can commune with the dead, control the winds, and stop a man dead in his tracks with just a glance.

 
Section: Ship #2 (4 miniatures)
1 x Frontier Frontier (SS)
  • Collector's Number: 005
  • Faction Affiliation: America
  • Rarity: R
  • Type: Ship
  • Point Value: 17
  • Cargo Space: 8
  • Base Move: S+S
  • Cannons: 4S,3S,4S
  • Number of Masts: 3
Miniature text:

Hoist, Secret Hold.

Constructed in the spirit of exploration, the Frontier pushes ever onward to new horizons.

1 x Gus Schultz Gus Schultz (PofSCS)
  • Collector's Number: 097A
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 4
Miniature text:

Once per turn, this ship may randomly take one treasure from any ship she touches.

1 x Helmsman Helmsman (RotF)
  • Collector's Number: 080
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

Helmsman

1 x Jonathan Haraden Jonathan Haraden (PofR)
  • Collector's Number: 091
  • Faction Affiliation: America
  • Rarity: R
  • Type: Crew
  • Point Value: 6
Miniature text:

Link (Julius Caesar)

This ship may move and shoot using the same move action. Once per turn, reroll any die roll made for this ship; you must use the second die roll result.

Using any means necessary, from purely tactical maneuvers to sneak attacks, and once facing down an opponent with a single cannon, Haraden has captured or sunk more than 1,000 cannons in his career.

 
Section: Ship #3 (1 miniatures)
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.

 
Fleet Statistics
Distribution by Base Move
- bar 67 %  
S+S bar 22 %  
T bar 11 %  
 

Distribution by Cargo Space
- bar 67 %  
- bar 11 %  
4 bar 11 %  
8 bar 11 %  
 

Distribution by Faction Affiliation
America bar 44 %  
Pirate bar 56 %  
 

Distribution by Number of Masts
- bar 67 %  
3 bar 11 %  
4 bar 22 %  
 

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

Distribution by Rarity
C bar 44 %  
R bar 44 %  
SR bar 11 %  
 

Distribution by Type
Crew bar 67 %  
Ship bar 33 %  
 



Rating
Current score for this Fleet, based on 3 votes:

bar 4.33
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Discussion about this Fleet
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lord_denton
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Subject:    Posted: August 24, 2016 07:24 am

This is a fun fleet - I like this! You've brought a few obscure items out of the toy box, and spun some assumptions about the ships on their head. I like it a lot.

I'm not too familiar with Hoists - I need to reacquaint myself with them. So, it's legal to put the Strongarm's, err... arm on an enemy ship, just like that? I think it is, just double checking. I like the hybrid base stats of the Strongarm, and how you've further sculpted her into a gunship/boarding ship/goldship using the crew. The Captain/reroller is a good choice. A7 is right that as a gunship, she's a little weak, but she has other roles as well.

I like this other version of Gus Schultz, and what you've done with him here. Still, it reminds me of Eternal Gus Schultz . I wish he could be onboard the Strongarm. Getting close to other ships is pretty dangerous for a three-masted 17-point ships, even if they're just enemy goldships. I can't recommend Eternal Ralph David because he's Hostile towards Pirates.

If you wanted to do further experimentation with the Strongarm down the road, you could (a) remove all Pirates from the fleet so you could use Ralph David (b) have a Cargo Master in the fleet to restore her cargo (c) add a useful crew that links to all American ships like OE Captain Montana Mays. The goal is to deck her out while keeping her cargo up.

Good work with the Akua Lapu. She's a very unique ship, and the fully-crewed goldship is a good role for her. The point limit and the Flotilla prevent you from putting a fully-fledged Helmsman on board. If you ever used the Akua Lapu in another fleet, you could either shift the Hag to another ship or drop the Explorer for a Helmsman. Or, if you had more points you could add Coconut to help with the SAT rolls. If you want to keep the flotilla, you can put a Navigator aboard a cheap ship like Rover.

I'd like to see this experimental fleet tested out, I think it'd be fun.
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xerecs
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Subject:    Posted: August 24, 2016 10:15 am

I think Hoists can touch other ships even if they still have masts. I know they can touch them to explore them when derelict.

Glad you like the fleet, I almost dropped the Strongarm in favor of the Maui's Fishhook which has better cannons and access to better crew, like this guy. I didn't even think of Ralph David or a Cargo Master, it was tricky getting all the crew onto their ships. I had a dilemma when building the fleet, and it essentially boiled down to whether I could get a captain on the Strongarm or on the Akua, and I chose the Strongarm.
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a7xfanben Premium Member
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Subject:    Posted: August 24, 2016 10:27 am


quote from lord_denton:
If you wanted to do further experimentation with the Strongarm down the road, you could (b) have a Cargo Master in the fleet to restore her cargo


Sorry have to disagree with this heh. To me it seems like using a CM to up the cargo of a hoist is generally redundant. In larger games it's more viable of course, but in this setup spending ~10% of your build total to give an already-capacious hoist 7 cargo instead of 6 seems unnecessary.

I do like how the crew options are out of the ordinary, but one has to at least question (if not debate) the ship's roles in this setup. The Strongarm has 3 rank-3 cannons along with a generally bad BA keyword, while the Akua Lapu has an extra cannon in addition to better accuracy. Yet, the hoist has the lone captain. The flotilla sure helps a lot, but the Akua Lapu is one of the best natural hybrids in the game with that awesome ability.

With even just 5 or 10 more points I think this fleet could really shine.
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woelf
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Subject:    Posted: August 24, 2016 06:30 pm


quote from lord_denton:
I'm not too familiar with Hoists - I need to reacquaint myself with them. So, it's legal to put the Strongarm's, err... arm on an enemy ship, just like that?
Not really, no.

If the arm was already sticking out from a previous use of the Hoist ability you could sail up to another ship and make contact with it, but you can't reach out with it specifically to use that treasure-stealing ability.



quote from The Pirate Code:
Moving Parts (Bombardiers, Hoists, Scorpions, and Switchblades)
-If a ship model has components that can be physically moved, the positioning of those parts can be changed only when an action relevant to that part is given to the ship. They cannot be moved spontaneously to alter ranges or lines of fire, or to cause or prevent contact with another object.



Note that it's possible for almost any ship to make contact with another without ramming or being pinned. Just sail up next to the other ship and get close enough that one of the sides of your ship makes contact instead of the bow.
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lord_denton
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Subject:    Posted: August 25, 2016 02:40 pm

Thank you, Woelf!

It's alright xerecs, I think your strategy will still work just fine. Your Hoist can just go around with its arm extended in front of it or to the side. That should be sufficient to make contact and steal some treasure with Gus Schultz. Or use one of those other methods that Woelf described.
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xerecs
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Subject:    Posted: August 25, 2016 04:20 pm

Like a javelin, or a lance in a joust........ Have at thee!
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volt
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Subject:    Posted: August 27, 2016 11:22 am

I love the idea of Gus and the Hoist, and Akua is always one of my favorites. No captain on Akua is interesting but fun. Good use of keywords =)
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