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Fleet "I Am Invincible!!!"

Fleet "I Am Invincible!!!"
104 Points
created by desoto activity icon
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This fleet really does not need much explaining. This fleet is mostly trying to make the flag ship as invincible as it can.The Delusion is the main battle ship. Tabbatha McWarren allows any crew to use their abilities on this ship. Decatur will protect all the crew, Zuan will give it the captain ability and and +1 cannon rolls. Lawrence will cancel other cancelers to help keep this ship afloat. Decatur's extra action ability as you can see is rather useless when used with Lord Mycron. I used him only because he is currently my only crew protector.
On the La Martinette there is Lord Mycron and Roberto Santana. Mycron will give the Delusion extra action, while Santana gives +1 to the cannon rolls. That mean that all of the delusions guns will be 1's and 2's
The Martinette will then sail into the nearest fog bank to prevent from being boarded and sunk.
The Mobilis will sail along with the Delusion canceling other cancelers incase your opponent brings more than 1 canceler along. Also I changed this a bit, so the Moby now has Favor Of the Gods. This will help take out Mermaids that some people base their entire fleets off of.

 
Miniature list Group miniatures by  
Section: Ship #1 (9 miniatures)
  Miniature Set Number Type Rarity
1 x Commander Steven Decatur PofBC 094 Crew R
1 x Delusion RotF SE01A Ship SE
1 x Double Shot F&S 110 Equipment U
1 x Exploding Shot F&S 109 Equipment U
1 x Helmsman PofSM T-017 Crew C
1 x Lawrence PofBC 056 Crew R
1 x Luis Zuan PofMI 069 Crew R
1 x Oarsman PofSM EC-OA Crew C
1 x Tabatha McWarren PofDJC 028 Crew C
 
Section: Ship #2 (5 miniatures)
  Miniature Set Number Type Rarity
1 x "Cannonball" Gallows PofMI 042A Crew C
1 x La Martinette PofMI 074 Ship U
1 x Lord Mycron F&S 027 Crew R
1 x Oarsman PofR 138 Crew C
1 x Roberto Santana F&S 085 Crew C
 
Section: Ship #3 (4 miniatures)
  Miniature Set Number Type Rarity
1 x Favor of the Gods PofSCS 058B Event C
1 x Helmsman PofMI 122 Crew C
1 x Mobilis PofMI 006 Ship R
1 x Shipwright PofMI 130 Crew C
 
Fleet Statistics
Distribution by Base Move
- bar 15  83 %  
L bar 6 %  
S bar 11 %  
 

Distribution by Cargo Space
- bar 14  78 %  
- bar 6 %  
3 bar 6 %  
4 bar 6 %  
7 bar 6 %  
 

Distribution by Faction Affiliation
America bar 11 %  
England bar 17 %  
Equipment bar 11 %  
France bar 6 %  
Mercenaries bar 17 %  
Pirate bar 6 %  
Spain bar 17 %  
The Cursed bar 11 %  
Treasure bar 6 %  
 

Distribution by Point Value
- bar 6 %  
1 bar 22 %  
11 bar 6 %  
12 bar 6 %  
2 bar 22 %  
3 bar 6 %  
35 bar 6 %  
5 bar 6 %  
6 bar 11 %  
7 bar 11 %  
 

Distribution by Rarity
C bar 50 %  
R bar 28 %  
SE bar 6 %  
U bar 17 %  
 

Distribution by Type
Crew bar 12  67 %  
Equipment bar 11 %  
Event bar 6 %  
Ship bar 17 %  
 



Rating
Current score for this Fleet, based on 2 votes:

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Discussion about this Fleet
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woelf
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Subject:    Posted: February 18, 2010 11:14 am

That's definitely going to be a tough nut to crack, but I wouldn't consider this fleet as a whole to be completely invincible.

With 100 points to spend, there's a really wide variety of stuff that could be thrown against you. Against another single massive ship this one should do really well, but a fleet of 5 or 6 well-equipped mid-size gunships is going to give this setup a really hard time and will probably come out ahead. You can only cancel so many captains before a ship get through, and then all it takes is a hit or two with fireshots/firepots and your ship is going to be in big trouble.

The biggest flaw with huge ships like this is having "all of your eggs in one basket" - they may be tough up front, but once they start taking damage they fall quickly, and then there's nothing left. If your firepower is spread between several different ships, losing one or two isn't necessarily going to take you out of the fight.

FYI - Decatur's extra action ability isn't completely useless. If you make the roll for that, you can always give Mycron's action to Mobilis instead.
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desoto
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Subject:    Posted: July 23, 2010 02:34 pm


quote from woelf:

That's definitely going to be a tough nut to crack, but I wouldn't consider this fleet as a whole to be completely invincible.

With 100 points to spend, there's a really wide variety of stuff that could be thrown against you. Against another single massive ship this one should do really well, but a fleet of 5 or 6 well-equipped mid-size gunships is going to give this setup a really hard time and will probably come out ahead. You can only cancel so many captains before a ship get through, and then all it takes is a hit or two with fireshots/firepots and your ship is going to be in big trouble.

The biggest flaw with huge ships like this is having "all of your eggs in one basket" - they may be tough up front, but once they start taking damage they fall quickly, and then there's nothing left. If your firepower is spread between several different ships, losing one or two isn't necessarily going to take you out of the fight.

FYI - Decatur's extra action ability isn't completely useless. If you make the roll for that, you can always give Mycron's action to Mobilis instead.

You said that 5 or 6 well-Equipped gunships would give this ship a hard time. It is kinda hard to fit 5-6 gunships in a 100 point game, not to mention equipping them well. And if a ship does get through to shoot, well I have 20 accurate shots to blow him out of the water, minus removed masts. Also Double shot could make up for a removed mast, and fireshot could send some ships running home in one shot. And as for having all your eggs in one basket, IT IS A REALLY STRONG BASKET.
Back to top Modified on July 23, 2010 03:16 pm 
the_grandmaster
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Subject:    Posted: July 25, 2010 07:09 pm

I'm impressed. A nice powerful two gun-boat fleet. Have you ever thought, however, if your opponent brought three cancellers?

I can easily fit:

HMS Rye (9 Points)
Lawrence (5 Points)
Not to mention Tia Dalma I think 5 points.


And all 3 are cancellers.


The counteraction fleet:

HMS Bretwalda Captain + Helmsman + Lawrence (24 Points);
HMS Rye+ Helmsman (11 Points);
Franklin+ Helmsman + Captain + Commander Albert Crenshaw (23 Points)
Longshanks+ Tia Dalma+ Sean "Cannonball Gallows" (11 Points)
Banshee's Cry (3 Points)
El Raton (2 Points)
Le Pique + Mont Blanc (14 Points)
USS Montezuma+ Captain + Helmsman (8 Points)
HMS Patagonia (4 Points)


Because cancellers only work from S away, Commander Crenshaw means that the Franklin eliminates 4 Masts.

Since Cancellers are not instants, HMS Bretwalda comes in and cancels the Delusion's canceller. She then does broadsides attack, and even if this isn't legal and broadsides is nullified, then you face 4 cannons in the face.
If that still doesn't work, then the HMS Rye comes in and nullifies it permanently, and tries to go for a penalty ram.
The "Horse Artillery" Unit comes in in a range so that it cannot be cancelled. Both using their extended range abilities, it's more than likely that they'll score 4 on 4 AND choose 4 masts to eliminate.

And if the Delusion's still afloat, then the USS Montezuma poises in for an ultra finishing blow. Two on two, and you're sunk.

And if you still find a loophole around this strategy, who says that players won't have a copy of Mermaids hanging around for a juicy chance of 6 turns without the Delusion able to do a thing? (It can't even cancel a thing).

The opponents can then focus on cancelling your sole canceller.

And who ever said those hiding in fogbanks could not be cancelled?

And they're not just focusing on destroying your fleet. Take a look at the Banshee's Cry and El Raton, not Mention HMS Patagonia. Even with Odin's Revenge in play, the Patagonia can still move. This means you will have to risk a ship in order to eliminate one factor of their fleet.

Not to mention if your opponents decide to form a 6th Coalition against you.


Other than that, once again a good job. Took me 10 minutes to figure a counteraction.
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desoto
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Subject:    Posted: July 26, 2010 08:28 am

Well thanks for the great vote!. I based this fleet off of my experience. In most 100 point battles, I rarely see 3 cancelers in one fleet. Also Unless the guy I am playing with peaks inside my window as I put my fleets together, he shouldn't be able to make a perfect counteraction to my fleet. Also I have double actions, means that I would get to the Bretwalda before it got to me. But because my ship is faster that any of your ships with it's double actions, it would get to you first. Boom. Your fleet lacks a Lord Mycron or Davey Jones. You could sail over and cancel Lord Mycron, but you would then lack the cancelers needed to bring down the Delusion. Just hope that you are playing with other players and it ain't a 1vs1, and pray that the other player brings mermaids. Oh, and this fleet was designed for the wizkids 100 pt battle scenario, no gold. Other wise, it sure is a dandy fleet you thought up
Back to top Modified on July 26, 2010 08:31 am 
woelf
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Subject:    Posted: July 26, 2010 08:29 am


quote from desoto:

You said that 5 or 6 well-Equipped gunships would give this ship a hard time. It is kinda hard to fit 5-6 gunships in a 100 point game, not to mention equipping them well. And if a ship does get through to shoot, well I have 20 accurate shots to blow him out of the water, minus removed masts. Also Double shot could make up for a removed mast, and fireshot could send some ships running home in one shot. And as for having all your eggs in one basket, IT IS A REALLY STRONG BASKET.
A lot of players make the assumption that a "gunship" has to have four or five masts, but that couldn't be further from the truth.

All you really need to do is find any ship with two or three decent (rank 3 or better) cannons and put a captain on it. That may not seem like much by itself, but when you bring half a dozen or more of those all at once, they add up quickly. Those 20 shots you're hoping to take are going to disappear quickly as Delusion's masts start to fall off, and even a fireshot or two isn't going to send those little ships running - they can stay and fight to the bitter end because their low costs makes every single one expendable.

For an a few extra points, several of those little ships could be equipped fireshots of their own too. One fire mast might not mean much to a healthy 10-mast ship, but get three or four and suddenly that ship is in some serious trouble. At that point, the little ships could scatter in every direction and then sit back to watch the fireworks.


quote from the_grandmaster:

And who ever said those hiding in fogbanks could not be cancelled?
The Pirate Code does.

The precise location of a ship inside a fog bank is undefined, so it's impossible to determine if it's within S range or not.

The only abilities and effects that can target ships in fog are the few that have no specified range and don't require line of sight.
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desoto
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Subject:    Posted: July 26, 2010 08:35 am


quote from woelf:


quote from desoto:

You said that 5 or 6 well-Equipped gunships would give this ship a hard time. It is kinda hard to fit 5-6 gunships in a 100 point game, not to mention equipping them well. And if a ship does get through to shoot, well I have 20 accurate shots to blow him out of the water, minus removed masts. Also Double shot could make up for a removed mast, and fireshot could send some ships running home in one shot. And as for having all your eggs in one basket, IT IS A REALLY STRONG BASKET.
A lot of players make the assumption that a "gunship" has to have four or five masts, but that couldn't be further from the truth.

All you really need to do is find any ship with two or three decent (rank 3 or better) cannons and put a captain on it. That may not seem like much by itself, but when you bring half a dozen or more of those all at once, they add up quickly. Those 20 shots you're hoping to take are going to disappear quickly as Delusion's masts start to fall off, and even a fireshot or two isn't going to send those little ships running - they can stay and fight to the bitter end because their low costs makes every single one expendable.

For an a few extra points, several of those little ships could be equipped fireshots of their own too. One fire mast might not mean much to a healthy 10-mast ship, but get three or four and suddenly that ship is in some serious trouble. At that point, the little ships could scatter in every direction and then sit back to watch the fireworks.


quote from the_grandmaster:

And who ever said those hiding in fogbanks could not be cancelled?
The Pirate Code does.

The precise location of a ship inside a fog bank is undefined, so it's impossible to determine if it's within S range or not.

The only abilities and effects that can target ships in fog are the few that have no specified range and don't require line of sight.

I think you forgot that it is Eternal. If I manage to sink at least one little ship every time I come back(won't be too hard) eventually you will be left without a fleet.
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burnthills
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Subject:    Posted: July 26, 2010 09:03 am

As you are not protecting your Delusions' masts, I would take El Acorazado up against it with another ship like San Cristobal. Or anything with L-range. I don't think you could outgun both of those at the same time. A good gunship fleet doesn't have all S-range cannons.

Also, firepot specialists will do you a lot of harm.

A good way to take out big ships is to ram them with several middle-sized and large boats. As the masts start to come off it becomes easier to remove masts by ramming.

I'd bet that my 70 point "Ultimate Invincible Ship" fleet might do pretty well against your 100+ point one.
Back to top Modified on July 26, 2010 09:12 am 
desoto
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Subject:    Posted: July 26, 2010 09:44 am


quote from burnthills:

As you are not protecting your Delusions' masts, I would take El Acorazado up against it with another ship like San Cristobal. Or anything with L-range. I don't think you could outgun both of those at the same time. A good gunship fleet doesn't have all S-range cannons.

Also, firepot specialists will do you a lot of harm.

A good way to take out big ships is to ram them with several middle-sized and large boats. As the masts start to come off it becomes easier to remove masts by ramming.

I'd bet that my 70 point "Ultimate Invincible Ship" fleet might do pretty well against your 100+ point one.
your 70 point fleet would be crushed. Zeus has all S range guns. You come in s range to shoot, and I can cancel the captain and Davey Jones with the Mobilis. Then on my turn I could fire a 20 cannon broadside, Which would surely sink you. As for those other 2 ships you listed, El Acorazado is too slow to be much effect. The San Cristobal lacks the fire power to do much harm, even with Luis Zuan and Lord mycron. And remember, to finish this ship off for good, you will need 3 cancelers to bring it down.
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woelf
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Subject:    Posted: July 26, 2010 11:27 am


quote from desoto:

I think you forgot that it is Eternal. If I manage to sink at least one little ship every time I come back(won't be too hard) eventually you will be left without a fleet.
Unless the fire burned it down, I'd never fully sink the ship. I'd simply knock off all of its masts and then let it sit. It could eventually limp back home, but while it's doing that, the rest of your fleet (Mobilis) would be getting picked apart.

Even if it did sink and went back to your home island, it would take you at least five turns to get it back up to full strength (using Mycron each turn).

That's a long time to let an opponent's fleet sail around unhindered
.


quote from desoto:


quote from burnthills:
I'd bet that my 70 point "Ultimate Invincible Ship" fleet might do pretty well against your 100+ point one.
your 70 point fleet would be crushed. Zeus has all S range guns. You come in s range to shoot, and I can cancel the captain and Davey Jones with the Mobilis. Then on my turn I could fire a 20 cannon broadside, Which would surely sink you. As for those other 2 ships you listed, El Acorazado is too slow to be much effect. The San Cristobal lacks the fire power to do much harm, even with Luis Zuan and Lord mycron.
With an extra 30 points to spend, an awful lot could be done to beef up that 70 point fleet...

Also, while El Acorazado may slow, that doesn't matter in a deathmatch game because sooner or later you'll have no choice but to go after it. Don't let the S movement fool you either - with a helmsman and an additional action crew (Like Castro's SAT), it can move surprisingly far in a single turn.

quote:
And remember, to finish this ship off for good, you will need 3 cancelers to bring it down.
Delusion is a huge ship while Mobilis is so very tiny. Unless the enemy "fleet" is just a single ship, the attacking ships will be coming at you from multiple directions at once so few will ever be within range of both of your cancellers at the same time.

With a little maneuvering to stay away from Mobilis, two cancellers would be more than enough. All you have to do is get past Lawrence and then shut down Tabatha to disable almost all of the crew in an instant. That's when you open fire with Asesino de la Nave and/or a previously-concealed Kian Ng....


------------------


Of course, discussions like these could go on forever - with 100 points to spend there is just way too much room to go back and forth with contingencies for everything. Most battles of that size come down to a matter of who gets lucky first (or most often).


Beside, anyone running a deathmatch that allows ships to sit in fog banks indefinitely and doesn't modify Eternal in any way is just begging for problems - and a LOT of games that end in stalemates.


Added: I put my text in Green, because the poor way that this section of the website handles quotes is making it hard to see who said what.
Back to top Modified on July 26, 2010 11:41 am 
burnthills
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Subject:    Posted: July 27, 2010 06:59 am

WIth the 70 point fleet, I can fit in Mermaids and a canceller of my own.

1: Come up to you and cancel Tabatha, leaving you with no canceller on your ship, not even your Helmsman will work as he is not Cursed.

I place Mermaids, leaving Delusion without action for 6 turns.

If you cancel Davy Jones with the sub, I fire 10 shots. If you cancel the Captain keyword, I ram and board you, one crew possibly becomes eliminated as they are no longer invincible since Decatur cannot use his abilities.

2: Now that I am in range, I can cancel either your Ghost Ship ability or Tabatha, or your Sub, depending on last turn's outcome. I fire either TWENTY or FORTY shots, depending what the sub cancels.

I can take the sub out first, since it's within S to cancel me. Then you're still stuck with Delusion for 5 more turns without any abilities.

Remember that you don't HAVE TO cancel every single ability to disable this or that. I can hunt the sub down first, cancel the sub keyword and sink it before attacking Delusion.
Back to top Modified on July 27, 2010 07:04 am 
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