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Fleet "Cursed Turtles"

Fleet "Cursed Turtles"
117 Points
created by cursedfan99 activity icon
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I felt inspired by godmason's ranking of turtle ships to see what I could do with the turtle ships belonging to the Cursed.
This is what I came up with. Not play tested whatsoever and completely designed as a gimmick... Do note that this is much less of a coherent fleet, than it is an exercise in turning each of these into a functional battleship, using the fleet function as a way to look at them all at once and compare them. At some point I'll probably see what this "fleet" could actually do up against 120 points of anything else...

There are some obvious challenges in trying to make these into functional combat ships. Those challenges are:
1: Lack of named crew for the cursed. The Cursed have some interesting/good crew, but not much.
2: Those crew are cost-prohibitive. Because turtle ships are relatively cheap you wont be able to fit any of that named crew anyways...
3: Lack of firepower. This can only be increased via musketeers.
4: Speed. Most of the Cursed turtle ships are slow. And they lack the cargo space to do a whole lot about it.
5: Cargo space... There isn't much...
6: Most importantly, susceptibility to ramming.
7: Also they're terribly inefficient. Paying 6-10 points for a 1 masted ship is nowhere near as good of deal as paying 15-20 points for a 5 masted ship.
1: Crypt
I wanted to minimize the Crypt's main inherent weakness, which is of course susceptibility to ramming. By adding El Fantasma we can negate that by declaring ourselves ghostly, and firing away until we are ready to move in and board to kill all of an opponents' crew. Crypt also has speed on its side. Especially with the helmsman added. S+S+S is quite good for a Cursed turtle ship. Or... any turtle ship, really.

2: Alligator
The Alligator is slow and has a mediocre cannon... however it can do the whole "teleport via fogbank" thing so we added a captain, smokepot specialist, and a helmsman. This at least allows the Alligator to move S+S, and place a fogbank or shoot an enemy. A particularly viable strategy if you end up too close to an enemy, is to place the fogbank under them, and then sneak into it on your next turn and escape.

3: Sarcophagus
Here we go, the Sarcophagus was one that I tried to really built into a battleship. I added El Fantasma , a helmsman and some oarsmen so we have an S+S+S+S move, then we can fire our cannon. This could be pretty darn handy for chasing down small enemy gold runners or escorts. Fear probably won't do much for us, but there's always a chance something cool will happen.

4: Tarantula
Added the almost required captain/helmsman, but also a musketeer. This was because the Tarantula already has a 3S cannon so it doesn't hold back your range at all.

5: Tomb
I assigned a helmsman, and a musketeer, to add some speed and firepower. But also Sammy the Skull , in order to try and take advantage of the built-in massacre ability. This ends up being a pretty fast ship able to fire two cannons and board.

6: Fallen Angel
The sixth slot needed to be fast, and able to hold a cargo master. So the obviously choice was the Fallen Angel. At ten points it can hold our cargo master, a captain, and a helmsman. Making us fast, and deadly with that cannon. Also the incredible defensive ability helps.

This fleet would be well served if the ships stuck together, and took advantage of their inherent defensive advantage. Turtle ships make excellent ships for boarding, because as long as they have panels they have nothing to lose. Furthermore, it is really easy to board with them without ramming. You can use the oars to touch an enemy ship instead of actually having to ram. Which keeps your mast safe for a little longer while you try and take advantage of the few with the massacre ability to give you an edge.

 
Miniature list Group miniatures by  
Section: Ship #1 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Crypt PofDJC 214 Ship LE
1 x El Fantasma PofSCS 136 Crew SR
1 x Helmsman PofDJC 121 Crew C
 
Section: Ship #2 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Alligator PofDJC 216 Ship LE
1 x Captain PofDJC 109 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Smokepot Specialist PofDJC 132 Crew C
 
Section: Ship #3 (6 miniatures)
  Miniature Set Number Type Rarity
1 x El Fantasma PatOE 018 Crew C
1 x Helmsman PofDJC 121 Crew C
3 x Oarsman PofDJC 129 Crew C
1 x Sarcophagus PofDJC 215 Ship LE
 
Section: Ship #4 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Helmsman PofDJC 121 Crew C
1 x Musketeer PofDJC 115 Crew C
1 x Tarantula PofDJC 217 Ship LE
 
Section: Ship #5 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Helmsman PofDJC 121 Crew C
1 x Musketeer PofDJC 115 Crew C
1 x Sammy the Skull PofDJC 026 Crew R
1 x Tomb PatOE 213 Ship LE
 
Section: Ship #6 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Captain PofDJC 109 Crew C
1 x Cargo Master SS 040 Crew C
1 x Fallen Angel PofDJC 022 Ship R
1 x Helmsman PofDJC 121 Crew C
 
Fleet Statistics
Distribution by Base Move
- bar 20  77 %  
L bar 4 %  
S bar 8 %  
S+S bar 8 %  
S+S+S bar 4 %  
 

Distribution by Cargo Space
- bar 20  77 %  
2 bar 15 %  
3 bar 8 %  
 

Distribution by Faction Affiliation
America bar 4 %  
The Cursed bar 25  96 %  
 

Distribution by Number of Masts
- bar 20  77 %  
1 bar 23 %  
 

Distribution by Point Value
1 bar 12 %  
10 bar 8 %  
11 bar 8 %  
2 bar 23 %  
3 bar 27 %  
5 bar 8 %  
6 bar 8 %  
8 bar 4 %  
9 bar 4 %  
 

Distribution by Rarity
C bar 18  69 %  
LE bar 19 %  
R bar 8 %  
SR bar 4 %  
 

Distribution by Type
Crew bar 20  77 %  
Ship bar 23 %  
 



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Author Message
a7xfanben Premium Member
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Member since
June 27, 2011
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Subject:    Posted: January 11, 2018 03:59 pm

I'll be honest, I don't see this fleet doing well at all in deathmatches or regular games at this point level. I understand it's a novelty/clone fleet (use all Cursed turtle ships).
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