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Fleet "Nemo Beckons"

Fleet "Nemo Beckons"
65 Points
created by godmason LV15 activity icon envelope icon
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The point of this fleet is to put the unique ability of Captain Nemo to use. Here's to hoping I haven't broken any rules with this fleet, the way I often do when I try to do gimmicky min-max strategies.

Skin Flayer is the home of Captain Nemo. With the chance of an extra action, its poor move speed of L doesn't hurt it as much. Once she catches an enemy, they're in trouble, as they face a quartet of 2S guns and a hefty base boarding roll of 6. If this ship wins a boarding party, which is likely, given the large size and Sammy's boarding bonus, then Nemo's ability will allow the abduction of the ship's most expensive crew. This opens up the possibility of capturing generic crew, such as a helmsman or cannoneer, that is capable of further boosting the effectiveness of the ship, or even expensive crew that include abilities capable of making this ship absurdly powerful, like Hermionie Gold or Davy Jones. If the Skin Flayer gets in too deep and gets sunk... no problem, Eternal is there to save your bacon.

Pandora was really just my attempt to make a decent multipurpose ship that could hold its own in combat and make for a competent gold runner. I could have gone with any number of better ships, like Darkhawk II, or combine underpriced ships like Banshee's Cry and L'Intrepide and have better gold runners... but I wanted to do something other than everyone's first choice. This is also the reasoning for choosing Paradox.

Weaknesses? You betcha, there are some. Paradox isn't all that fast, can't defend herself, and is not all that cheap. Pandora doesn't compete with the above mentioned ships for gold running, and given the points spent on her, you can easily find cheaper support gunships, like Grinder or Grim Reaper, which are also fair multipurpose ships in their own right. Skin Flayer is also quite slow if she doesn't get her extra action, so her offensive potential is severely limited against anything that can outrun her. There is also the fact that her boarding abilities are of limited use against larger ships, such as six and ten masters, though any competent captains should be tenderizing their targets with gunfire before boarding.

Overall, I would not pretend for even a moment that this fleet is anything more than a gimmick built around an expensive crew with a unique ability. Hopefully, though, it's a decent use for Nemo.

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain Nemo PofMI 020 Crew R
1 x Count Gustov PofMI 017 Crew R
1 x Sammy the Skull PofDJC 026 Crew R
1 x Skin Flayer F&S 129 Ship SR
 
Section: Ship #2 (5 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofSMU 104 Crew U
1 x Helmsman PofSMU 108 Crew U
1 x Oarsman PofSMU 112 Crew C
1 x Pandora PofSMU 006 Ship U
1 x The Hag of Tortuga PofCC 027 Crew C
 
Section: Ship #3 (3 miniatures)
  Miniature Set Number Type Rarity
1 x Helmsman PofSMU 108 Crew U
1 x Oarsman PofSMU 112 Crew C
1 x Paradox DPotC 048 Ship C
 
Fleet Statistics
Distribution by Base Move
- bar 75 %  
L bar 17 %  
S bar 8 %  
 

Distribution by Cargo Space
- bar 75 %  
4 bar 8 %  
5 bar 8 %  
7 bar 8 %  
 

Distribution by Faction Affiliation
Mercenaries bar 17 %  
Pirate bar 67 %  
The Cursed bar 17 %  
 

Distribution by Number of Masts
- bar 75 %  
2 bar 8 %  
3 bar 8 %  
4 bar 8 %  
 

Distribution by Point Value
- bar 8 %  
1 bar 17 %  
11 bar 8 %  
2 bar 17 %  
21 bar 8 %  
3 bar 8 %  
4 bar 8 %  
6 bar 17 %  
8 bar 8 %  
 

Distribution by Rarity
C bar 33 %  
R bar 25 %  
SR bar 8 %  
U bar 33 %  
 

Distribution by Type
Crew bar 75 %  
Ship bar 25 %  
 



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a7xfanben Premium Member
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June 27, 2011
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Subject:    Posted: May 8, 2017 06:50 am

I like your choices for the other ships, but the Skin Flayer still needs a helmsman unfortunately. If you don't get those extra actions, she won't be able to do much, let alone capture a helmsman (which might not be the most expensive crew on an enemy ship).

I don't see any rules being broken, but you'll want to keep this in mind:

quote from The Pirate Code:
-If a ship or one of its crew has any ability that prevents it from docking at its home island, such as Mercenary, Eternal cannot function so the ship will sink (and remain sunk) following the normal rules. The abilities of unique treasures (Plague, etc.) will not prevent the use of Eternal because they are removed when the ship sinks.
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a7xfanben Premium Member
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Subject:    Posted: May 16, 2018 06:09 pm

I think this has a serious chance of winning games if you swap Sammy the Skull with captain/helmsman/oarsman.
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