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Fleet "Delusion fleet"

Fleet "Delusion fleet"
100 Points
created by a7xfanben Premium Member LV83 activity icon envelope icon
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I've mentioned this many times in the past, and have played this fleet before. I'm not sure why I never bothered uploading it as a fleet. It's generally for deathmatches.

As far as I know this is all legal heh. The Delusion setup may be the most total points you can fit on one ship in the entire game (77, I suppose you can fit another oarsman to make it 78 lol). The crew total 42 points for 8 crew, and Eddie gives -1 to the other 7. 42-7=35, so it works out perfectly. The cargo is actually better than perfect - there's still a spot left! DJ links to make it 8 cargo, minus 7 crew who take up space.

The Delusion just sails around doing whatever she wants. She'll move L+S+L+S with 20 shots 5/6 of the time, and Nemo will pair with Ozat to nab enemy crew. These crew can either be used as backups for the main crew (since you already have most of the main abilities you'd want on a monster gunship), or as sac fodder for Fantasma. Ideally you'll capture a reroller so DJ can get more 5's and 6's, and start using Fantasma's sac ability to get extra actions so the All-Powerful/sac captain combo doesn't "waste" many points.

The Fallen Angel originally had El Fantasma aboard, but that would violate the no-duplicates rule and the point limit. I originally had the Delusion setup at 76 points, allowing 24 points for other stuff. However, the new crew setup on the Fallen Angel might actually be better. Fantasma would let the Fallen Angel keep up with the Delusion (sort of), but now she's more of a weapon. 4 shots at S+S range and a rank-2 cannon shooting firepots is decent support for the Delusion. The Fallen Angel is to survive as long as possible with her ability and oarsman so the flotilla can stay mobile to support the Delusion. You could also go with the Executioner + captain/helmsman/firepot specialist (or oarsman + equipment). Other than swapping Fantasma for the 6 points of crew, this setup is in its original form.

 
Miniature list Group miniatures by  
Section: Ship #1 (9 miniatures)
  Miniature Set Number Type Rarity
1 x Captain Nemo PofMI 020 Crew R
1 x Christian Fiore PofMI 025 Crew C
1 x Davy Jones PatOE 016 Crew R
1 x Delusion RotF SE01A Ship SE
1 x El Fantasma PatOE 018 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Ibrahan Ozat PofMI 024 Crew C
1 x Oarsman PofDJC 129 Crew C
1 x Sir Edmund F&S 082 Crew C
 
Section: Ship #2 (5 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Death's Anchor RotF 013 Ship R
1 x Fallen Angel PofDJC 022 Ship R
1 x Firepot Specialist PofDJC 033 Crew U
1 x Oarsman PofDJC 129 Crew C
 
Fleet Statistics
Distribution by Base Move
- bar 11  79 %  
L bar 7 %  
S+S+S bar 7 %  
T bar 7 %  
 

Distribution by Cargo Space
- bar 11  79 %  
- bar 7 %  
2 bar 7 %  
7 bar 7 %  
 

Distribution by Faction Affiliation
Mercenaries bar 21 %  
The Cursed bar 11  79 %  
 

Distribution by Number of Masts
- bar 11  79 %  
1 bar 7 %  
10 bar 7 %  
4 bar 7 %  
 

Distribution by Point Value
1 bar 14 %  
10 bar 7 %  
12 bar 7 %  
2 bar 21 %  
3 bar 7 %  
35 bar 7 %  
5 bar 7 %  
6 bar 14 %  
7 bar 7 %  
8 bar 7 %  
 

Distribution by Rarity
C bar 57 %  
R bar 29 %  
SE bar 7 %  
U bar 7 %  
 

Distribution by Type
Crew bar 11  79 %  
Ship bar 21 %  
 



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a7xfanben Premium Member
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Subject:    Posted: May 29, 2017 01:22 pm

Anybody have thoughts on this setup, especially how it compares to other similar setups here at MT?
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xerecs
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Subject:    Posted: January 14, 2018 09:49 pm


quote from a7xfanben:

Anybody have thoughts on this setup, especially how it compares to other similar setups here at MT?



I'm not sure if I've played a 100 point deathmatch....recently. I may give it a go sometime soon. Regrettably neither I nor either of my brothers has the Delusion, something I may try to rectify in the future.

Small blurb aside, this certainly looks formidable.... Fiore provides a nice source of cancelling, and the combo with Nemo and Ozat is sure to cause problems for opponents. However, keep in mind that S-Board happens before a shoot action, so you'd be initiating a board against completely healthy ship. You still should win the board, and then you can open up with your cannons.

Perhaps as an experiment you could run this same fleet, but make only one change, swap the versions of Jones you use. With the Copier Jones you can copy the ability of the Fallen Angel and be even more of a pest to enemies. Conversely you could grab something from your enemies with that ability to use against them.
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a7xfanben Premium Member
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June 27, 2011
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Subject:    Posted: January 15, 2018 05:44 am


quote from xerecs:
Small blurb aside, this certainly looks formidable.... Fiore provides a nice source of cancelling, and the combo with Nemo and Ozat is sure to cause problems for opponents. However, keep in mind that S-Board happens before a shoot action, so you'd be initiating a board against completely healthy ship. You still should win the board, and then you can open up with your cannons.

Perhaps as an experiment you could run this same fleet, but make only one change, swap the versions of Jones you use. With the Copier Jones you can copy the ability of the Fallen Angel and be even more of a pest to enemies. Conversely you could grab something from your enemies with that ability to use against them.


Good thought about the other DJ. Both of those things didn't occur to me when building this fleet back then, since I think I had S-boarding happen at any time during the move action (including at the end of the move-and-shoot), and I didn't have the other version of DJ at that point.
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