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Fleet "Delusion fleet"

Fleet "Delusion fleet"
100 Points
created by a7xfanben Premium Member LV94 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)
1 x Captain Nemo Captain Nemo (PofMI)
  • Collector's Number: 020
  • Faction Affiliation: Mercenaries
  • Rarity: R
  • Type: Crew
  • Point Value: 8
Miniature text:

Ex-patriot. If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captive becomes assigned to this ship, takes up no cargo space, and can use its abilities. The captive cannot leave this ship.

Link: Nautilus

His past as mysterious as the islands he has claimed to have found, and with riches beyond that of many of the Crowns of Europe, Captain Nemo has given those dissatisfied with the current state of the world a new vision: allegiance to oneself and honor to the sea.

1 x Christian Fiore Christian Fiore (PofMI)
  • Collector's Number: 025
  • Faction Affiliation: Mercenaries
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Miniature text:

Ex-patriot. Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
Link: Forward

Fiore had a knack for getting people to tell him their secrets, for creating kings. Eventually the objects of his manipulations began to bore him, and hearing of Gustov's plan, he took his talents to the sea to help create a new world order.

1 x Davy Jones Davy Jones (PatOE)
  • Collector's Number: 016
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Crew
  • Point Value: 12
Miniature text:

Limit. Once per turn, roll a d6. On a 1–4, you may give this ship an extra action; on a 5, you may give any ship you control an extra action; on a 6, you may give an enemy ship an action.

Link: All Cursed ships

As his power grows and his minions cause more destruction, Jones has begun his second wave of terror, one that will take his power beyond the edge of the oceans themselves—setting him up to rule the seas once and for all!

1 x Delusion Delusion (RotF)
  • Collector's Number: SE01A
  • Faction Affiliation: The Cursed
  • Rarity: SE
  • Type: Ship
  • Point Value: 35
  • Cargo Space: 7
  • Base Move: L
  • Cannons: 4S-4L-3L-3L-3L-4L-3S-4S-3S-3S
  • Number of Masts: 10
Miniature text:

Eternal. Filching Gold. Ghost Ship. Junk. Unholy Light.
Link: Fitzgerald

Filching Gold: Once per turn this ship can randomly take one treasure from any ship she touches.
Unholy Light: After this ship completes a move action, she can look at all treasure on all islands within L of her.

Captained by Fitzgerald, who was stabbed in the back by Blackheart for a gold medallion and left to die, and crewed by pirates killed for their treasure by their own former crewmen, the Delusion haunts the seas searching for the gold that was stolen from her in life. A glowing mirage on even the most moonless waves, the Delusion tricks greedy sailors into believing that piles of "glowing gold" await just over the horizon. But this "delusion" only means that their lives and treasure become the eternal property of the damned.

1 x El Fantasma El Fantasma (PatOE)
  • Collector's Number: 018
  • Faction Affiliation: The Cursed
  • Rarity: C
  • 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: Divine Dragon

After replacing the Wraith as Davy Jones’ second-in-command, El Fantasma has set out to recruit the most bloodthirsty crew from the four corners of the world. He cares not if they are alive or dead—only that they will do his bidding.

1 x Helmsman Helmsman (PofDJC)
  • Collector's Number: 121
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her base move.

1 x Ibrahan Ozat Ibrahan Ozat (PofMI)
  • Collector's Number: 024
  • Faction Affiliation: Mercenaries
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Miniature text:

Ex-patriot. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.

Link: Meropis

Petty conflicts in the Mediterranean became as silly as they were deadly, and Ozat knew he could not take another order from a sultan who never left his perfumed baths or pile of pillows. With rumors of uncharted islands, wealth beyond dreams, and technology unheard of in Europe, Ozat set sail for the Mysterious Islands.

1 x Oarsman Oarsman (PofDJC)
  • Collector's Number: 129
  • Faction Affiliation: The Cursed
  • 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.

1 x Sir Edmund Sir Edmund (F&S)
  • Collector's Number: 082
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.

Cruel Sir Edmund, Sir Edmund of Kent, trick’d men to his crew, but ignored their lament. His sword and his temper, they all knew too well, “If you’ve serv’d under Edmund, you’ve no fear of Hell.”
Dragg’d under the sea, consum’d by a beast, bound e’re to their master, as part of the feast. Accurs’d with his crew, the seas to torment, dread Sir Edmund, his soul fully spent

 
Section: Ship #2 (5 miniatures)
1 x Captain Captain (PofDJC)
  • Collector's Number: 109
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

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

1 x Death`s Anchor Death's Anchor (RotF)
  • Collector's Number: 013
  • Faction Affiliation: The Cursed
  • Rarity: R
  • 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.

Death’s Anchor proves that the Cursed are all too capable of taking the technology of the time and adapting it to their own brand of evil.

1 x Fallen Angel Fallen Angel (PofDJC)
  • Collector's Number: 022
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Ship
  • Point Value: 10
  • Cargo Space: 2
  • Base Move: S+S+S
  • Cannons: 2L
  • Number of Masts: 1
Miniature text:

This ship cannot be shot at by ships within S of her.

On their maiden voyage, the crew of the Fallen Angel discovered an ancient cult dedicated to worshipping Gog-Clocthoth. The crew joined the cult, and ever since the ancient sea God seems to protect them from enemies.

1 x Firepot Specialist Firepot Specialist (PofDJC)
  • Collector's Number: 033
  • Faction Affiliation: The Cursed
  • 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 one d6 for each fire mast. On a result of 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 a fort, remove all of her fire masts as a free action.

1 x Oarsman Oarsman (PofDJC)
  • Collector's Number: 129
  • Faction Affiliation: The Cursed
  • 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.

 
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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Author Message
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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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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