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Fleet "American gold fleet"

Fleet "American gold fleet"
45 Points
created by a7xfanben Premium Member LV80 activity icon envelope icon
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This is a quick fleet I thought up after considering some RtSS combos. It's a rare fleet that uses American game pieces but has almost no combat capability (just rams and boards if desperate).

The cargo master is actually Huang Bai from Return to Savage Shores:

Huang Bai
RtSS-051
Mercenary
Points: 5
Link: Zhànfǔ

Ability: Ex-Patriot. Hostile: Spain. Once per turn, you can eliminate one of this ship’s crew to give her an extra action. After looking at treasure on a wild island, you can trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

Flavor: Unwilling to cede the end of the Jade Empire, Huang Bai nonetheless realizes the need to pause and rebuild—as a mercenary. His first customer, America, is eager to pit him and “Golden Axe” against the expanding Spanish empire.

~~~~~

Huang Bai is absolutely perfect for the Frontier. The Frontier is a premium gold runner, expensive but very capable of almost any treasure-related task you give her. Bai's sac ability is perfect for the Frontier's huge cargo hold, allowing for many sacrificial oarsmen without compromising the Frontier's ability to transport large loads of gold. The treasure trading ability is great for the Hoist keyword, and will hopefully allow for the Frontier to get rid of negative UT's like Missionary. The Frontier can move 6S (S+S+S+S+S+S) up to 3 times in the game, which can be used to get a very early start in the gold race, likely sailing to the far frontier and getting gold from the furthest islands. The ship gains the Mercenary keyword and can't dock at her own home island, but that is rendered moot due to the Hoist keyword being able to deposit gold at home without docking! With each oarsman that is eliminated, her cargo space gets freed up, furthering the perfection of this crew setup. That said, she still has 4 cargo spaces open with all 5 crew aboard, which is plenty enough for some great treasures.

The James Madison carries Perry to allow Huang Bai to be hired for exploratory operations. The JM also has an explorer, which will allow her to get gold faster. The James Madison is sort of the protector/in-between ship of this fleet, since she has arguably the best armament and will be earning the ire of opposing fleets by spying on their gold discoveries. She is a gold runner and can dump her explorer if desired to make room for another coin. Perry would rather not fight, but with that ability she might board a small enemy treasure runner if a high value coin is spotted from the crow's nest.

The Rattlesnake is a typical but fantastic option to fill out the build limit of any American fleet. At just 7 points with a helmsman, she is one of the best US runners at L+S with 4 spaces open. Between her small size and lack of an explorer, she will likely make sure the nearest island's gold belongs to the United States, before running off and assisting her larger fleetmates in gold acquisition and/or combat deterrence.

The UT's might help the gold total a bit, and it's likely to find some with the Frontier. Thompson's Island is a great way to protect some gold since this fleet is fragile and has no gunships, as well as providing a potential dropoff spot for the Frontier before the JM and Rattlesnake ferry that gold home for safety (this strategy would be best served in multiplayer games and/or games with larger oceans). The Hoist keyword allows the Frontier to unload gold at home, but the fort is also a good option if the Frontier needs to repair, at which point Thompson's Island will function nicely as a the ship's protector, with four 2L guns while the Frontier is docked there.

There were a few other options I considered, which included using the Mongrel (a nice ship from RtSS) as a hybrid/escort, and the Annapolis before I remembered the James Madison. Overall I was very satisfied how all the point costs and options worked out.

The nice thing about proxying the cargo master is that this fleet would be great with that setup as well! The Frontier wouldn't be quite as effective, but she could have 8 cargo spaces to start the game, with 3 for the JM and 5 for the Rattlesnake! (helmsman and oarsman aboard the Frontier, with the other oarsmen on each of the other ships/perhaps an explorer on the Rattlesnake)

Thanks for reading; comment and vote!

 
Miniature list Group miniatures by  
Section: Ship #1 (6 miniatures)
1 x Cargo Master Cargo Master (SS)
  • Collector's Number: 040
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 5
Miniature text:

All friendly ships of the same nationality as this crew get +1 cargo spaces. This crew takes up no cargo space.

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 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.

3 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 #2 (3 miniatures)
1 x Commodore Matthew Perry Commodore Matthew Perry (PofSCS)
  • Collector's Number: 096
  • Faction Affiliation: America
  • Rarity: R
  • 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 game’s build total. This crew cannot leave this ship unless captured or eliminated.

1 x Explorer Explorer (PofR)
  • Collector's Number: 136
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

This ship may dock and explore a wild island using the same move action.

1 x USS James Madison USS James Madison (PofSCS)
  • Collector's Number: 089
  • Faction Affiliation: America
  • Rarity: U
  • Type: Ship
  • Point Value: 10
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 4L-4L-4L
  • Number of Masts: 3
Miniature text:

Once per turn, this ship may look at one face-down cargo on any ship.

Captain Dunne has made contacts throughout the South China Seas, and at any one time he knows the location of a half-dozen valuable prize ships, making him a favorite among his men.

 
Section: Ship #3 (2 miniatures)
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 Rattlesnake Rattlesnake (PofR)
  • Collector's Number: 079
  • Faction Affiliation: America
  • Rarity: C
  • Type: Ship
  • Point Value: 5
  • Cargo Space: 5
  • Base Move: L
  • Cannons: 3S-3L
  • Number of Masts: 2
Miniature text:

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

Originally an English ship, the Rattlesnake's American crew mutinied and forced the English officers into a rowboat. In response, Woodes Rogers issued a general order to sink the Rattlesnake.

 
Section: Unique Treasures (3 miniatures)
1 x Barbary Banner Barbary Banner (PofBC)
  • Collector's Number: 107
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

If loaded by a Barbary Corsair ship, Barbary Banner is worth 1 gold for every mast that ship eliminates while Barbary Banner is aboard. If loaded by another nation’s ship, it is worth 5 gold when unloaded at your home island.

1 x Jade Jade (PofSCS)
  • Collector's Number: 101
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

Jade takes up one cargo space, and you may choose not to unload it. Whenever this ship docks at your home island, double the gold value of the treasure with the lowest gold value on this ship.

1 x Spices Spices (PofBC)
  • Collector's Number: 100
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

Double the value of one non-unique treasure on this ship when unloaded at your home island or fort, and then remove Spices from the game.

 
Section: Forts (1 miniatures)
1 x Thompson`s Island Thompson's Island (PofR)
  • Collector's Number: 101
  • Faction Affiliation: America
  • Rarity: C
  • Type: Fort
  • Cannons: 4L-4L-4L-4L-4L
Miniature text:

Gold Cost: 3

This fort gets +1 to its cannon rolls when a ship is docked at it.

As the westernmost island in a string of dangerous, rocky atolls, controlling Thompson's Island is the key to controlling the Crimson Coast.

 
Fleet Statistics
Distribution by Base Move
- bar 12  80 %  
L bar 7 %  
S+L bar 7 %  
S+S bar 7 %  
 

Distribution by Cargo Space
- bar 12  80 %  
4 bar 7 %  
5 bar 7 %  
8 bar 7 %  
 

Distribution by Faction Affiliation
America bar 12  80 %  
Treasure bar 20 %  
 

Distribution by Number of Masts
- bar 12  80 %  
2 bar 7 %  
3 bar 13 %  
 

Distribution by Point Value
- bar 7 %  
- bar 27 %  
1 bar 27 %  
10 bar 7 %  
17 bar 7 %  
2 bar 13 %  
5 bar 13 %  
 

Distribution by Rarity
C bar 60 %  
R bar 33 %  
U bar 7 %  
 

Distribution by Type
Crew bar 53 %  
Fort bar 7 %  
Ship bar 20 %  
Unique Treasure bar 20 %  
 



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Discussion about this Fleet
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Author Message
a7xfanben Premium Member
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Member since
June 27, 2011
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Subject:    Posted: June 3, 2017 09:51 pm

@volt: I removed the "all-" in the description. Do you hate hoists because they're good or because you have some strange notion in your mind that prevents you from trying them in a game because they're "expensive"? (in quotes because that criteria is relative to what you get...)
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