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Fleet "Traders of the Coast"

Fleet "Traders of the Coast"
100 Points
created by a7xfanben Premium Member LV80 activity icon envelope icon
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This is a fleet meant for fun. The goal isn't even necessarily to win the game, but to establish many treasure trades that confuse the opponents you're facing and when combined with abilities and UT's, possibly end up in you getting all the high-value coins. I wanted this to be a fleet that was somewhere around 60 points, but as usual the costs spiraled out of control as I kept finding things I wanted to add. It's quite thematic.

The goal here is to be a friendly but profitable trading nation. There are no captains, and combat of any kind is frowned upon. Everything is about doing business and conducting transactions. With enough luck and a somewhat mellow opponent, you may be able to set up a "trading empire" and win handily.

As one of the better gold ships in the game, the Neptune's Hoard was the first ship I chose. The combo of Bones Wiley and his parrot are absolutely perfect for this fleet, as they link to save a cargo space on the NH and give the ship a second trading ability along with some spying potential. With good speed and 3 open cargo spaces, the NH will get gold and should be able to trade effectively, whether it be with islands or "enemy" ships.

The next ship is one of the more odd 5 masters in the game, the USS Morning Star. With the extremely powerful treasure/crew trading ability, the Morning Star has a flexible role in this fleet. She'll be getting gold and possibly trading it with the little-used original version of DNT. The ship ability is a nice option to have if the ship explores right before getting attacked (which happens rather often in games), but with no other American crew in the fleet it's not as practical as when you base a fleet around it. The ship has good speed and the crew and durability to protect the chieftain reasonably well, and functions as the fleet's main gunship if the need arises.

The canoes are one of the most powerful gold running options in the game, and feature great speed, above-average cargo for canoes, and of course another trading ability. This is more of a "taking" ability, but the canoes should do well ferrying gold home from the other ships. The strategy can work in different ways: the larger ships have the speed and durability to reach some faraway islands, and the canoes can ferry their coins home in chains. In addition, the "trade within S" ability could work great with the native canoes. Imagine your opponent's look of shock when Wiley or DNT is flipped to trade a 0 (more on that later) for a high-value coin, which is suddenly warped home through the canoes using their ability!

Just like the NH, the Foresight has both of the regular trading abilities available. Gilbert speeds the ship up with some sacrificial oarsmen, and the Foresight will have 4 open cargo spaces once one of them leaves. Similar to the previous ships, the Foresight has some good durability for a gold-oriented ship, so taking damage isn't completely crippling.

Have you had enough trading confusion yet? How about some more! The Artesien gets the point total closer to 100 while introducing a more typical gold runner. This combo results in a third ship with both regular trading abilities. I'm not a fan of the explorer/wild island swap mechanic, but it could be used since the Artesien could only pick up two coins without it. (you could also swap out the explorer for an oarsman on one of the other ships, or even better, perhaps a Letter of Marque equipment...)

The final ship was chosen to bump the points to 100. I didn't want to go the ultra-cheesy route, but Aristide's flavor text fits perfectly with the fleet. The Coeur will stay near home and add his +2 bonus to as many coins as is convenient. Gold bonuses win games, plain and simple, so this fleet of traders and businessmen could be quite profitable indeed.

Finally, we have False Treasure, the most hostile thing this fleet contains. I'm not a big fan of events, but this is one of the only events that isn't underpriced. It was my first event, and could tip the game in favor of the traders. Between Lucky and the UT's, there will be plenty of knowledge about what gold is where throughout the game. This could allow for perfect timing with False Treasure. It's also a good insurance policy in case you aren't able to trade away low coins for good coins with the within S ability, or if your opponent has a very fast gold runner that can get home before any of this fleet's ships can get to her. Finally, it could lead to confusion in the other fleets. Unless they count the points of the rest of the fleet, it's not exactly expected that False Treasure would be picked over the other events. In addition, since False Treasure could be saved until near the end of the game, your opponent could be lulled into a false sense of security that you're just bluffing with Rolling Fog or simply haven't had an opportunity to use Raft. Little do they know what's in store for their gold!

Trade Route is the only "mandatory" UT for this fleet, but I've included a lot of other fun options. Marksman's Map, Shipping Charts, and Spyglass should help with knowing which ships to go after with the S trading. The Artesien was the original ship used in the Rum Bomb combo, and is a great option with so many S traders sailing around. Jade, Spices, and Trade Route are purely thematic, though Trade Route could become rather strategic if you can manage to trade a 0 for a 7 or something. Try to ensure that both players have a low number of coins on their HI's, so the swap is less random (such as 1 for 1 if you know what both coins are with the help of the spying). Since it's loaded face down, it could even become a nasty surprise. Maybe even avoid using False Treasure on purpose when you only have a 0 on your HI (prioritize getting low value coins home early, using the canoe chains), and then flip Trade Route for a quick reversal of fortune! Include at least a 0 or two in the distribution so you have some great things to trade away with the various abilities.

Maps of Alexandria is a proxy for:

Abandoned Charts
RtSS-033, Rare
Unique Treasure
When this treasure is revealed, mark all wild islands as explored and choose any wild island and look at all the face down treasure on that island. Then remove Abandoned Charts from the game.

This should help with the fleet's lack of explorers, and further help with knowing what treasures to pursue via trading. It's not that bad if your opponent finds it, because it will just allow for easier trading with them (using the trade within S ability). In addition, through their ship movements it may become obvious if the island they choose to look at has very good or very bad gold on it, so unless it's about average, it's almost like all players see what's generally on the island. (unless of course they sail towards the island to deceive you lol)

As this isn't a hostile fleet, the forts were included to help with the strategy. St. Pierre could actually see some usage, while the Devil's Maw will help keep the traders (and possibly even the chieftain!) alive. If any crew come back ghostly, that could help protect the traders since enemies wouldn't be able to board and steal back their valuable gold you made fair trades for. XD

I'll admit, this fleet is a kind of dumb. In a game called Pirates, it's likely that everything will fall apart when your opponents bring multi-action gunships and nasty UT's to the game, especially at this point level. However, between the durability, some speed, and lots of targets to hit (most of which will be scattered all over the sea, establishing trading opportunities), it won't be automatic to eliminate everything. In addition, with all the island trading abilities, negative UT's could be traded away as needed, or simply avoided through knowledge gained of what's on each island.

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
1 x David "Bones" Wiley David "Bones" Wiley (PofSMU)
  • Collector's Number: 035
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship. Link: Lucky the Parrot.

1 x Helmsman Helmsman (PofSMU)
  • Collector's Number: 108
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her basic move.

1 x Lucky the Parrot Lucky the Parrot (PofSMU)
  • Collector's Number: 038
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 1
Miniature text:

Once per turn, this ship may look at one face-down cargo on any ship. Link: David "Bones" Wiley.

1 x Neptune`s Hoard Neptune's Hoard (PofR)
  • Collector's Number: 002
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 5
  • Base Move: S+L
  • Cannons: 3S-3S-3S-3S
  • Number of Masts: 4
Miniature text:

Schooner. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

The crew of Neptune's Hoard has mastered the fine art of negotiating the best price for their goods - then sacking the towns that can't, or won't, meet their demands.

 
Section: Ship #2 (4 miniatures)
1 x "Diamond" Nelson Turner "Diamond" Nelson Turner (PofR)
  • Collector's Number: 094
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.

Wherever Turner shows up, someone will make money, and someone will lose it. "Diamond" nearly always wins. The list of losers is a who's who of powerful New Orleans personalities.

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 USS Morning Star USS Morning Star (F&S)
  • Collector's Number: 206
  • Faction Affiliation: America
  • Rarity: LE
  • Type: Ship
  • Point Value: 17
  • Cargo Space: 5
  • Base Move: S+S
  • Cannons: 2S, 3S, 3S, 3S, 3S
  • Number of Masts: 5
Miniature text:

When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.

Abandoned after she was accidentally beached on the Outer Banks, the Morning Star was recovered by an ambitious young crew of American sailors who offered themselves and their new ship to the United States.

 
Section: Ship #3 (5 miniatures)
1 x "Don" Pedro Gilbert "Don" Pedro Gilbert (PofR)
  • Collector's Number: 016
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Crew
  • Point Value: 5
Miniature text:

Link (Panda)

Once per turn, you may eliminate one of this ship's crew to give her an extra action. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

Woodes Rogers openly scoffs at Don Pedro's claim to a noble Spanish bloodline. The English fleet considers Gilbert the lowest of the pirates, and apprehending him its highest priority.

1 x Foresight Foresight (F&S)
  • Collector's Number: 001
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 14
  • Cargo Space: 6
  • Base Move: L
  • Cannons: 4S, 3S, 3S, 3S, 4S
  • Number of Masts: 5
Miniature text:

Once per turn, if this ship carries treasure and is within S of an enemy ship, you can randomly trade one treasure with that ship.

Link: Barstow

The Foresight, a stolen merchant ship, exemplifies Barstow’s philosophy: Pretend to be a merchant until they catch you – and then use your guns to reward their diligence.

1 x Helmsman Helmsman (PofSMU)
  • Collector's Number: 108
  • Faction Affiliation: Pirate
  • Rarity: U
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her basic move.

2 x Oarsman Oarsman (PofSMU)
  • Collector's Number: 112
  • Faction Affiliation: Pirate
  • 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 #4 (3 miniatures)
1 x Explorer Explorer (PofCC)
  • Collector's Number: 120
  • Faction Affiliation: France
  • 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 Khalid Youssef Khalid Youssef (PofBC)
  • Collector's Number: 085
  • Faction Affiliation: France
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

Moroccan by birth but raised in Marseilles, Youssef has the ability to blend in wherever he is, allowing him to make deals that would get anyone else the guillotine.

1 x L`Artesien L'Artesien (PofCC)
  • Collector's Number: 081
  • Faction Affiliation: France
  • Rarity: R
  • Type: Ship
  • Point Value: 8
  • Cargo Space: 4
  • Base Move: S+S+S
  • Cannons: 4S
  • Number of Masts: 1
Miniature text:

Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.

Some members of L'Artesien's crew know a little too much about piracy, though none have breached protocol. But Amiral Dupuy knows that Monsieur LeNoir has been leaving the ship at odd hours of the night.

 
Section: Ship #5 (3 miniatures)
1 x Le Coeur du Lion Le Coeur du Lion (PatOE)
  • Collector's Number: 080
  • Faction Affiliation: France
  • Rarity: R
  • Type: Ship
  • Point Value: 2
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 2L
  • Number of Masts: 1
Miniature text:

This ship cannot shoot when she carries treasure.

Le Coeur du Lion is a mere shell of her former self, barely able to maintain discipline among her crew and sporting more leaks than usable cannons.

1 x Maurice Aristide Maurice Aristide (PofCC)
  • Collector's Number: 030B
  • Faction Affiliation: France
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

One of this ship's treasures is worth +2 gold when unloaded at your home island.

Link: Phillipe du Brissac.

Hiding behind a ridiculous facade of heavy court makeup and a high wig, Maurice Aristide appears every bit the foppishly perfumed and helpless French courtier. In truth, he is a brilliant businessman with the knowledge both to find treasure on the Crimson Coast and to traffic it safely to his European accounts.

1 x Princess Arii Auraa Princess Arii Auraa (PofSCS)
  • Collector's Number: 084A
  • Faction Affiliation: France
  • 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.

 
Section: Events (1 miniatures)
1 x False Treasure False Treasure (PofSCS)
  • Collector's Number: 070B
  • Faction Affiliation: Treasure
  • Rarity: C
  • Type: Event
  • Point Value: 10
Miniature text:

Reveal this event at the beginning of one of your turn: Choose an enemy ship and remove from the game any treasure coins printed with a gold value on that ship. Remove False Treasure from the game.

 
Section: Unique Treasures (9 miniatures)
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 Maps of Alexandria Maps of Alexandria (PofBC)
  • Collector's Number: 101
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

When revealed, turn all treasure on all wild islands face up for the remainder of the game. Remove Maps of Alexandria from the game.

1 x Marksman`s Map Marksman's Map (PofSMU)
  • Collector's Number: 098
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

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

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

Do not give this ship an action the turn after loading rum. Rum is worth gold equal to 6 minus the number of crew aboard this ship when rum was loaded.

1 x Shipping Charts Shipping Charts (PofSMU)
  • Collector's Number: 097
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

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

1 x Spyglass Spyglass (DPotC)
  • Collector's Number: 077B
  • Faction Affiliation: Treasure
  • Rarity: U
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

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

1 x Trade Route Trade Route (PofSCS)
  • Collector's Number: 106
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

Load this treasure face down. When revealed, trade one random treasure from your home island with a random treasure from an enemy home island. Both home islands must have treasure in order for Trade Route to be used. Then remove Trade Route from the game.

1 x Treasure Card Treasure Card (F&S)
  • Collector's Number: 222
  • Faction Affiliation: Treasure
  • Rarity: LE
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

A gold coin worth 0 that can be used as normal treasure and counts whenever a random treasure is taken.

0, 0, 1, 2, 2, 3, 3, 4, 4, 5

 
Section: Forts (3 miniatures)
1 x St. Pierre St. Pierre (PofCC)
  • Collector's Number: 091
  • Faction Affiliation: France
  • Rarity: C
  • Type: Fort
  • Cannons: 4L-4L-4L-4L-4L
Miniature text:

Gold Cost: 3

If a ship docks at this fort and unloads at least 4 gold, it may be given a second action that turn.

Informed captains know that when they dock at the port of St. Pierre, a little extra gold ensures that their cargo will be unloaded swiftly - and without a lot of questions.

1 x The Devil`s Maw The Devil's Maw (PofR)
  • Collector's Number: 022
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Fort
  • Cannons: 2S-2S-3L-3L-3L
Miniature text:

Gold Cost: 5

Place your eliminated crew on this fort. They gain the Ghost Ship keyword.

Rumors say that The Devil's Maw holds a king's ransom in gold, but you must give up your soul to claim it - a price even pirates hesitate to pay.

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 26  81 %  
L bar 3 %  
S+L bar 6 %  
S+S bar 6 %  
S+S+S bar 3 %  
 

Distribution by Cargo Space
- bar 26  81 %  
2 bar 3 %  
3 bar 3 %  
4 bar 3 %  
5 bar 6 %  
6 bar 3 %  
 

Distribution by Faction Affiliation
America bar 16 %  
France bar 22 %  
Pirate bar 10  31 %  
Treasure bar 10  31 %  
 

Distribution by Number of Masts
- bar 26  81 %  
1 bar 9 %  
4 bar 3 %  
5 bar 6 %  
 

Distribution by Point Value
- bar 9 %  
- bar 10  31 %  
1 bar 13 %  
10 bar 6 %  
12 bar 3 %  
14 bar 3 %  
17 bar 3 %  
2 bar 13 %  
3 bar 13 %  
5 bar 3 %  
8 bar 3 %  
 

Distribution by Rarity
C bar 14  44 %  
LE bar 6 %  
R bar 11  34 %  
U bar 16 %  
 

Distribution by Type
Crew bar 13  41 %  
Event bar 3 %  
Fort bar 9 %  
Ship bar 19 %  
Unique Treasure bar 28 %  
 



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