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Fleet "More gimmicky fun"

Fleet "More gimmicky fun"
205 Points
created by a7xfanben Premium Member LV77 activity icon envelope icon
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Created for a 200 point game of Water World.

Battle report coming soon.

Proxies

Lady Roimata instead of Jordan Dumas:

Lady Roimata
RtSS-043, Super Rare

French
Points: 6
Link: Fetu

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


Black Coral instead of Abomination:

Black Coral
RtSS-016, Uncommon

Cursed
Points: 15
Masts: 4
Cargo: 4
Move: S+S
Cannons: 4S-3S-3S-4S

Ability: Secret Hold. This ship gains the Eternal keyword as long as she has a crew with the Captain keyword or “Captain” in its name.

The following battle report tells you everything you need to know about this fleet. Click on the pictures to see the full size versions.

VASSAL Game 17
9/2/2016

Xerecs and I have played a 200 point game of Water World!

I went first with this fleet while Xerecs used this fleet. When creating my fleet, I was quite inspired by some of the ideas I presented here. With 200 points at my disposal, any combo was possible, even that monster one with the Guichuan. I'll admit this report is a bit biased towards my perspective on things, but that's entirely because this was one of the best games I've ever played. (as in, I played it really well, not that the game itself was that exceptional) Hopefully it won't sound too conceited haha!

My strategy going into the game was as follows. The whole premise of the fleet was to basically sail the Guichuan up to the enemy fort, flip Grim to steal all the gold (or at least 7 coins anyway), and then be immune to cannon fire with the Haulers. Then, after stealing all the gold from said fort, proceed to sink it to add insult to injury! The Oxford is the sidekick to the Guichuan, chosen for her speed (able to keep up with a Guichuan going 4S per turn with Mycron's help) and ability. The canoes provide transfer backup if needed. Honestly, the rest of the fleet was just created as a distraction. Realistically, the only thing that can distract an opponent from the Guichuan is another 10 master. Thus, the Celtic Fury. I chose her because France has some crew with the Parley ability, and using Parley as offense is another thing I've been wanting to test further. Roimata's captain/SAT was the perfect complement to Lenoir's reroll, while a stinkpot specialist was added to fill out the points and provide some insurance against tough foes. The support gunships are other distractions - with this many points available the Constitution was a support gunship! The Black Coral was added for another RtSS piece, and I thought she could be a backup gold runner, with Secret Hold being extra-useful in the Water World scenario. The Mercure is a ship I'd like to use more often, and was the perfect fiery pest to fill out points with.

I wondered to myself if this grand plan was even plausible. Somehow, it worked.

6 wild islands, 8 coins per island, round earth rules.


The canoes explored, and the first island sank beneath the waves. I was hesitant to make my strategy obvious early on, but knew I needed to strike Xerecs' fort when he was least expecting it, preferably early in the game soon after some gold had been unloaded there. The Celtic Fury was to be a distraction, and a suicidal one if need be. She and the Mercure headed straight for the enemy 10 masters, with the Constitution not far behind. The San Cristobal grabbed a bunch of gold but also found Scurvy.


The Frontier grabbed the SC's gold with her hoist, and I began to maneuver the Guichuan and Oxford into position in anticipation of Xerecs unloading gold at his home fort. After the Black Pearl was distracted by Natives at a northern wild island, the Celtic Fury moved to strike. With Lenoir still face down, I actually gave Mycron's action to a native canoe in order to get some gold in my fort. I wanted Parley ready in case the Zeus was able to strike first with an SAT from Crimson Angel.


Xerecs was able to drain two islands completely, meaning that half of the wild islands were already gone. This worried me, since I didn't know if the Guichuan's potential haul would even be enough to tip the treasure game in my favor, especially if the heist didn't go as planned.


I nearly attacked the Black Pearl since she was a sitting duck with the Natives UT affecting her for 3 turns, but decided not to risk it. Tia Dalma aboard the Zeus could easily cancel Lenoir's Parley, leaving the Celtic Fury open to a devastating broadside. The Constitution was coming, but she wouldn't arrive in time. At the bottom of the frame, I decided to not explore with the Black Coral since I knew some of the negative UT's I put into the mix, and to provide support for the Guichuan from the west if needed.


Xerecs moved the Zeus west a bit, allowing the Celtic Fury to SAT into position. However, she only knocked one mast off the Pearl, being careful to stay out of Tia Dalma's cancelling range. The Mercure ducked into a fog bank to hide from the Zeus, while the Constitution arrived on the scene. In the meantime my canoes had finished unloading gold, while the San Cristobal did the same on the opposite side of the sea. With the Celtic Fury getting some action going in the north, the distraction was in place. The Guichuan and Oxford turned their bows west, towards Xerecs' fort accessible via round earth.


The Zeus sped north, while the Baochuan took over against the Celtic Fury. However, I flipped Lenoir to Parley my way out of the situation! The random coin chosen from my home fort was a 1, and the Celtic Fury was safe!


The Celtic Fury responds with a thunderous broadside, crippling the Baochuan! The Constitution and Mercure team up and sail north, possibly to pursue the Zeus. At this point the game was in a relatively flexible state, but I knew one thing for sure: I was going for it. The Guichuan and Oxford round earthed their way to the east, where the San Cristobal was the only ship guarding the home fort. In the meantime, the Black Coral attacked the Joya del Sol, who was headed north with an abandoned musketeer to take out the Wolves that were found on the same island with the Natives.


Attack! The Celtic Fury dismasts the Baochuan, while the Constitution and Mercure team up to take the Black Pearl down to 1 mast. The Morning Star went through a whirlpool and aimed her bow at my home fort, which funny enough, I had left unguarded! I interpreted this as a potential raid, but my ships weren't close enough to deter it. However, the Guichuan was ready to strike, while the San Cristobal sailed away from danger.


The Frontier discovered a mess of UT's at a middle island, which sent the hoist into a whirlpool. The Morning Star turned south, alleviating my fears for a moment. However, the Zeus was on her way to my home fort. Uh oh. The Joya escaped into a fog bank, while the Black Pearl joined the Zeus with her high speed and an EA from Calico Cat. I was a bit worried, but my excitement level was also very high, as the game was about to hit its climax.


Chaos! The Guichuan raids the home island! Grim steals everything! Bianco's Haulers is also flipped, and I realized something. Originally I planned to dock, steal as much gold as possible, and then sink the fort all in one turn. However, with the Haulers available, I could purposely stay docked while not sinking the fort, meaning the Guichuan couldn't be shot at until I sailed away or sank the fort. It worked to perfection - the Guichuan damaged the fort on the approach and while docking, getting a lot of help from the Junk keyword. Once the loot was loaded, it was the Oxford's turn. She blasted the final cannons off the fort while simultaneously firing at the still-dangerous San Cristobal. However, I was just getting started. The native canoes round earthed to the east, and the full extent of my plan became clear - the canoes could use their transfer ability to grab gold from the Guichuan and then scatter! This was a variation on my Golden Cranes idea.

With the Joya in the fog, the Black Coral turned her attention to a new opponent: the Frontier. She hit once, but it was a good example of the Black Coral being my ultimate utility ship in this fleet. To the north, the Constitution began sailing back to my home fort, desperate to get there before the Zeus did. The Mercure stayed in the northeast, and nearly sunk the Baochuan (which in hindsight is what I probably should have done haha). What about the Celtic Fury? Well, I knew I'd need her for home defense, so I sent her through a whirlpool to intercept the Zeus. With an SAT from Roimata she was able to dismast the Morning Star after teleporting! All in all, this turn saw me dismast one ship, damage two others, and steal 6 coins all at once!


Knowing full well that Parley would be cancelled, the Celtic Fury had to make a stand - she was only in the fleet to be a distraction anyway. She positioned herself right between the oncoming ships and her home fort. The Constitution was going to be late, similar to the earlier battle. The Joya emerged from the fog to kill the Wolves, but was set aflame by the Mercure. The grand plan was nearly complete! The Guichuan began sailing for home with her stolen gold, while the Oxford easily sank the remains of Xerecs' home fort, leaving the Black Coral utility player to deal with the weakened San Cristobal (making the SC the 3rd ship the Black Coral engaged during this game).


Here the Zeus has blasted the Celtic Fury to pieces! 8 shots hit their mark, and a second 10 master was ruined.


For trivia reasons I wanted to do what could have been the first inter-world (?) gold transfer: using the canoe's ability to transfer a coin from a canoe in the west to a canoe in the east. It didn't quite happen, partly because I was in a rush to get home. Predictably, the Celtic Fury hit with a regular cannon but not with her stinkpot specialist, which could have given the Zeus some big problems if it had hit. In other news, the Black Coral missed the San Cristobal all three times while the Mercure captured the Baochuan! Knowing how unlikely it would be to tow her home and use her, I was mostly after the Baochuan for Zheng He's admiral ability, which would give me two along with the Headhunter. At this point I wasn't worried about the gold remaining on islands - I knew I had enough to win between the gold in my fort and the gold coming home from the Guichuan's heist. The last thing I wanted was the game to end since the islands had disappeared, because I knew I had an inferior gold fleet.


The Zeus sinks the Celtic Fury! The showdown is at hand! (and the Black Coral finally dismasts the San Cristobal heh)


The Zeus reaches my fort and blasts away! She hits 6 times in 9 shots - if all 9 had hit, my fort would have sunk. Alas, the odds were not in Xerecs' favor at this point. I returned fire with my fort, the Constitution, and the Guichuan, who was just able to get some guns in range. The ending was rather bizarre, with two 10 masters fighting with a floating fort in between them. The canoes had just docked home some gold from the heist. To add to the strange finale, Lord Mycron's ship (the Patagonia) was actually in the Guichuan's way of getting more cannons in range, but the Patagonia couldn't move out of the way since that would mean Mycron wouldn't give his action to the Guichuan and the Guichuan wouldn't have any guns in range in the first place!! The Mercure abandoned the Baochuan in the fog (I just wanted her for Zheng He's ability, which I never rolled a 6 with haha), going after the Frontier. The Black Coral sank the San Cristobal.


I docked home my stolen loot and sank the Zeus and Frontier to end the game! To make things even more strange, the gold I originally had in my home fort was gone! The Guichuan's heist totaled 22 gold, but in reality the final score was about 35-0. I had won the game in a complete shutout despite the big build total. I only lost one ship, the Celtic Fury (plus one canoe haha). I had captured or destroyed Xerecs' entire fleet. I was also happy because I was intimidated when I saw the enemy fleet - the Zeus and San Cristobal (by some people's accounts the 2 best gunships in the game), along with the Baochuan and some of the best gold runners in the game. However, with some negative UT's, effective crew placement, and brilliantly executed gimmick strategy, I was able to pull off the victory!


I have to admit, this is one of the best performances I've ever had. There aren't many games that go this well - almost my entire gameplan worked to a T. It was truly a perfect game.

 
Miniature list Group miniatures by  
Section: Ship #1 (8 miniatures)
1 x Bianco`s Haulers Bianco's Haulers (SS)
  • Collector's Number: 027A
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

This ship can't be shot at while docked. Link: Master Bianco

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 Grim the Savage Grim the Savage (PofFN)
  • Collector's Number: 024
  • Faction Affiliation: Viking
  • Rarity: R
  • Type: Crew
  • Point Value: 6
Miniature text:

This ship may dock at an enemy home island and take as much treasure as she can carry. If able, she must leave on your next turn.

Grim was a pirate who sailed with Calico Cat before she disappeared. He decided that it was more fun to attack a port than a ship (after all, ports don’t move), so he allied himself with a crew of port-raiding Vikings.

1 x Guichuan Guichuan (PofDJC)
  • Collector's Number: 300A
  • Faction Affiliation: The Cursed
  • Rarity: LE
  • Type: Ship
  • Point Value: 30
  • Cargo Space: 7
  • Base Move: S
  • Cannons: 3S,3S,2L,2L,2L,3S,3S,3S,3S,3S
  • Number of Masts: 10
Miniature text:

Ghost Ship. Junk. Treasure Ship.

(Treasure Ship: This ship must begin the game with The Headhunter aboard. A ship's crew does not take up cargo space on this ship, though their combined point cost still may not exceed this ship's point cost. Once per turn, this ship may move S after loading or unloading cargo).

When one of the emperor's treasure ships went off course in a storm, she was presumed to have sunk, her crew and treasure lost at the bottom of the sea. A year and a day later, the ship was seen and hauled, but when Jade Rebellion crew sailed close to her, they quickly noticed her new ghostly form. From then on the ship became known as the Guichuan - ghost ship. This ship of purest evil, commanded by the notorious Headhunter and crewed by mysterious phantoms, now claims allegiance to the Cursed and the sea fiends that animate her.

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 Nemesio Diaz Nemesio Diaz (PofSMU)
  • Collector's Number: 094
  • Faction Affiliation: Spain
  • Rarity: C
  • Type: Crew
  • Point Value: 5
Miniature text:

Once per turn, cancel the ability of one crew or ship within S of this ship. Link: Fernando Sanchez.

1 x Tabatha McWarren Tabatha McWarren (PofDJC)
  • Collector's Number: 028
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

Crew of any nationality may use their abilities on this ship.

Tabatha McWarren was run out of Providence. Two months later she arrived in New Orleans with a crew devoted to her life. To join her crew, a sailor must drink a mug of her home brew.

1 x The Headhunter The Headhunter (PofDJC)
  • Collector's Number: 300B
  • Faction Affiliation: The Cursed
  • Rarity: LE
  • Type: Crew
  • Point Value: 7
Miniature text:

Fear, Headhunter's Domain.

(This crew may use its abilities aboard only the Guichuan. Once at the beginning of each of your turns roll a d6. On a result of 6, any ship or sea monster in your fleet may be given two actions that turn. If this ship wins a boarding party, she may either take as much treasure from the other ship as she wants, up to her available cargo space, or eliminate all of the other ship's crew).

 
Section: Ship #2 (6 miniatures)
1 x Captain Captain (PofR)
  • Collector's Number: 132
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

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

1 x Constitution Constitution (PofR)
  • Collector's Number: 068
  • Faction Affiliation: America
  • Rarity: R
  • Type: Ship
  • Point Value: 22
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 3L-3L-3L-3L-3L
  • Number of Masts: 5
Miniature text:

Two hits from the same shoot action are required to eliminate one of this ship's masts.

Sailors nicknamed her "Old Ironsides" because she could take a full broadsides attack without a chip to her hull - and her crew are the best-trained navy men in America.

1 x Diamond Nelson Turner Diamond Nelson Turner (PofBC)
  • Collector's Number: 216
  • Faction Affiliation: America
  • Rarity: PR
  • Type: Crew
  • Point Value: 5
Miniature text:

Once per turn, one crew or ship within S of this ship cannot use its ability this turn.

In his travels along the Crimson Coast, Turner made both friends and enemies. But no matter the relationship, he always walks away with more information than he had when he arrived.

To use this card, replace the ability and point cost of 094 with this card's ability and point cost.

WIZKIDS APPROVED PLAY

[Errata: The instructions on this card are missing the set icon to go with the number for the card this card is to be used with.]

1 x Helmsman Helmsman (PofR)
  • Collector's Number: 133
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her base move.

1 x Native Canoes Native Canoes (SS)
  • Collector's Number: 017
  • Faction Affiliation: America
  • Rarity: U
  • Type: Ship
  • Point Value: 10
  • Cargo Space: 2
  • Base Move: S+L
  • Cannons: 2S
  • Number of Masts: 1
Miniature text:

Native Canoe. Once per turn as a free action, you can transfer one treasure from a friendly ship within S of this ship to this ship.

In return for better sail materials, some island dwellers ferry cargo for American ships.

1 x Oarsman Oarsman (PofR)
  • Collector's Number: 138
  • Faction Affiliation: America
  • 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 (6 miniatures)
1 x Celtic Fury Celtic Fury (SS)
  • Collector's Number: 051A
  • Faction Affiliation: Mercenaries
  • Rarity: SE
  • Type: Ship
  • Point Value: 25
  • Cargo Space: 7
  • Base Move: L
  • Cannons: 3S-3L-4S-4S-3S-3L-3L-3S-3S-3S
  • Number of Masts: 10
Miniature text:

Junk, Mercenary, Dories. French crew can use their abilities on this ship. Link: Eileen Brigid O'Brien

Her hatred of the Gold family and the England they stand for have led O'Brien to abandon Nemo's technology for something a little more substantial from the South China Seas. She is also happy to support the French in their efforts to flummox the English.

1 x Helmsman Helmsman (PofMI)
  • Collector's Number: 122
  • Faction Affiliation: Mercenaries
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her base move.

1 x Jordan Dumas Jordan Dumas (PofBC)
  • Collector's Number: 082
  • Faction Affiliation: France
  • Rarity: R
  • Type: Crew
  • Point Value: 6
Miniature text:

Link (Le Loup-Garou)

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

No one denies that Dumas has a past: advisor to the king of France, minister, merchant, thief, priest, even spy. But it is his current occupation as captain of Le Loup-Garou that makes people wonder if he has any soul left.

1 x Lenoir Lenoir (RotF)
  • Collector's Number: 024
  • Faction Affiliation: France
  • Rarity: R
  • Type: Crew
  • Point Value: 4
Miniature text:

"Loyal:France, Parley. Once per turn, you can reroll any die roll you make for this ship; you must use the second die roll result."

"Some swear to have seen Lenoir at sites of ship explosions, sacked ports, and supposedly unexplored islands. Others say he whispers in the ear of the French king. True or not, what is known is that paying too much attention to Lenior is bad for your health."

1 x Oarsman Oarsman (PofMI)
  • Collector's Number: 129
  • Faction Affiliation: Mercenaries
  • 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 Stinkpot Specialist Stinkpot Specialist (PofMI)
  • Collector's Number: 133
  • Faction Affiliation: Mercenaries
  • Rarity: C
  • 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 stinkpot at a target within S. You must declare which cannon will shoot the stinkpot before rolling the d6. If the stinkpot hits, do not eliminate a mast; instead, the ta

 
Section: Ship #4 (4 miniatures)
1 x Captain Captain (PofSMU)
  • Collector's Number: 103
  • Faction Affiliation: England
  • Rarity: U
  • Type: Crew
  • Point Value: 3
Miniature text:

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

1 x HMS Oxford HMS Oxford (PofR)
  • Collector's Number: 026
  • Faction Affiliation: England
  • Rarity: U
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 2S-2S-2S-2S
  • Number of Masts: 4
Miniature text:

Schooner. This ship gets +1 to her cannon rolls against forts within S of her.

The Crown ordered Captain Kline to accommodate veteran soldier Lt. Hardwicke in training the Oxford's crew in strategies for capturing forts and cities. Disdainful of the regular army, Kline has grudgingly complied.

1 x Helmsman Helmsman (PofSMU)
  • Collector's Number: 110
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her base move.

1 x Oarsman Oarsman (PofSMU)
  • Collector's Number: 118
  • Faction Affiliation: England
  • 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 #5 (4 miniatures)
1 x Abomination Abomination (F&S)
  • Collector's Number: 045
  • Faction Affiliation: The Cursed
  • Rarity: U
  • Type: Ship
  • Point Value: 15
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 3L, 3S, 3S, 3L
  • Number of Masts: 4
Miniature text:

Once per turn, one of this ship's cannons may shoot again if it misses.

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 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 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.

 
Section: Ship #6 (3 miniatures)
1 x Captain Captain (PofCC)
  • Collector's Number: 126
  • Faction Affiliation: France
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

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

1 x Firepot Specialist Firepot Specialist (PofR)
  • Collector's Number: 066
  • Faction Affiliation: France
  • 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 ship 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 a fort, remove all of her fire masts as a free action.

1 x Le Mercure Le Mercure (PofCC)
  • Collector's Number: 080
  • Faction Affiliation: France
  • Rarity: C
  • Type: Ship
  • Point Value: 9
  • Cargo Space: 2
  • Base Move: S+S+S
  • Cannons: 2S-2S
  • Number of Masts: 2
Miniature text:

Schooner. This ship cannot be pinned.

Le Mercure has mastered the art of evasion, moving through enemy lines as though she were wearing the winged shoes of the messenger of the gods himself.

 
Section: Ship #7 (4 miniatures)
1 x Administrator Scott Bratley Administrator Scott Bratley (PofCC)
  • Collector's Number: 046B
  • Faction Affiliation: England
  • 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.

Scott Bratley is Governor Lynch's secret to keeping the Empire's interests prospering in the Caribbean. Administrator Bratley is solely responsible for the smooth working of the fleet and the thriving trade, and he seems able to summon resources out of thin air.

1 x HMS Patagonia HMS Patagonia (PofSCS)
  • Collector's Number: 207
  • Faction Affiliation: England
  • Rarity: PR
  • Type: Ship
  • Point Value: 4
  • Cargo Space: 4
  • Base Move: S
  • Cannons: 2L
  • Number of Masts: 1
Miniature text:

Galley. Spanish ships get +1 to their cannon rolls against this ship.

During a battle with El Afortunado, which left both ships taking water, HMS Patagonia unknowingly killed a member of the Spanish royal court.

1 x Lord Mycron Lord Mycron (F&S)
  • Collector's Number: 027
  • Faction Affiliation: England
  • Rarity: R
  • Type: Crew
  • Point Value: 6
Miniature text:

Loyal: England. Instead of giving this ship an action this turn, you can give another ship in your fleet two actions.

As a member of Parliament and an advisor to the Crown, Lord Mycron pushed for the current conflict with England's old rival, France. He hopes to ensure England as the singular force on the seas, and if removing France is part of that process, well, that's just lagniappe.

1 x Robinson Robinson (PofR)
  • Collector's Number: 037A
  • Faction Affiliation: England
  • Rarity: C
  • Type: Crew
  • Point Value: 0
Miniature text:

Always place this crew face up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.

Found on an uncharted island, Robinson can't remember the name of his ship, its fate, or the reason he was left behind. Woe betide the crew that rescues him!

 
Fleet Statistics
Distribution by Base Move
- bar 27  77 %  
L bar 9 %  
S bar 6 %  
S+L bar 6 %  
S+S+S bar 3 %  
 

Distribution by Cargo Space
- bar 27  77 %  
2 bar 6 %  
4 bar 11 %  
7 bar 6 %  
 

Distribution by Faction Affiliation
America bar 17 %  
England bar 23 %  
France bar 14 %  
Mercenaries bar 11 %  
Spain bar 6 %  
The Cursed bar 26 %  
Viking bar 3 %  
 

Distribution by Number of Masts
- bar 27  77 %  
1 bar 6 %  
10 bar 6 %  
2 bar 3 %  
4 bar 6 %  
5 bar 3 %  
 

Distribution by Point Value
- bar 6 %  
1 bar 11 %  
10 bar 3 %  
12 bar 3 %  
15 bar 3 %  
2 bar 20 %  
22 bar 3 %  
25 bar 3 %  
3 bar 20 %  
30 bar 3 %  
4 bar 6 %  
5 bar 6 %  
6 bar 9 %  
7 bar 3 %  
9 bar 3 %  
 

Distribution by Rarity
C bar 20  57 %  
LE bar 6 %  
PR bar 6 %  
R bar 14 %  
SE bar 3 %  
U bar 14 %  
 

Distribution by Type
Crew bar 27  77 %  
Ship bar 23 %  
 



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