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Fleet "Dead Man's Chest UT Fleet"

Fleet "Dead Man's Chest UT Fleet"
45 Points
created by lordstu activity icon
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So for this one I needed to create an entire fleet, but I think how it works should be obvious to everybody once they understand Dead Man's Chest gives up 1 gold for every crew eliminated from the fleet...

Use Marksman's Map, Raven's Neck, and the Morocco to scour the islands for Dead Man's Chest, then "Hidden Cove" the Banshee's Cry(but, of course) to either go pick it up or help her to bring it home, whereupon all crew in the fleet can be eliminated(except for "Cannonball", I believe) for 16 gold and the instant win!

Lucky can keep an eye out for any crew that might endanger the strategy, while Becalmed is the "Ace-in-the-Hole" to prevent any enemy interference.

 
Miniature list Group miniatures by  
Section: Ship #1 (7 miniatures)
  Miniature Set Number Type Rarity
1 x "Cannonball" Gallows PofMI 042A Crew C
1 x Banshee's Cry PofR 013 Ship R
1 x Dead Man's Chest DPotC 071B Unique Treasure R
1 x Lucky the Parrot PofSMU 038 Crew C
1 x Marksman's Map PofSM T-002 Unique Treasure R
1 x Oarsman PofSM PC-OR Crew C
1 x Ragetti DPotC 021B Crew R
 
Section: Ship #2 (8 miniatures)
  Miniature Set Number Type Rarity
1 x Oarsman F&S 124 Crew C
1 x Oarsman PofSM T-028 Crew C
1 x Oarsman PofSMU 112 Crew C
1 x Oarsman PofSM T-019 Crew C
2 x Oarsman PofSM PC-OR Crew C
1 x Oarsman PatOE 121 Crew CT
1 x Raven's Neck PofSM PS-013 Ship U
 
Section: Ship #3 (7 miniatures)
  Miniature Set Number Type Rarity
1 x Morocco PofBC 030 Ship C
3 x Oarsman PofBCU 120 Crew C
3 x Oarsman PofBC 120 Crew C
 
Section: Events (2 miniatures)
  Miniature Set Number Type Rarity
1 x Becalmed PofR 098B Event C
1 x Hidden Cove PofSCS 057B Event C
 
Fleet Statistics
Distribution by Base Move
- bar 21  88 %  
L bar 4 %  
L+L bar 4 %  
S+S bar 4 %  
 

Distribution by Cargo Space
- bar 20  83 %  
- bar 4 %  
4 bar 4 %  
5 bar 4 %  
6 bar 4 %  
 

Distribution by Faction Affiliation
Barbary Corsairs bar 29 %  
Pirate bar 13  54 %  
Treasure bar 17 %  
 

Distribution by Point Value
- bar 13 %  
1 bar 16  67 %  
12 bar 4 %  
2 bar 4 %  
3 bar 4 %  
4 bar 4 %  
8 bar 4 %  
 

Distribution by Rarity
C bar 18  75 %  
CT bar 4 %  
R bar 17 %  
U bar 4 %  
 

Distribution by Type
Crew bar 17  71 %  
Event bar 8 %  
Ship bar 13 %  
Unique Treasure bar 8 %  
 



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Discussion about this Fleet
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woelf
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Subject:    Posted: February 11, 2010 07:51 am

This really is an ugly one, even though it is perfectly legal.


If the opponent finds the Chest first, it's going to be a very painful game for this fleet...
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lordstu
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Subject:    Posted: February 25, 2010 03:34 pm


quote from woelf:
If the opponent finds the Chest first, it's going to be a very painful game for this fleet...


With all that "intelligence-gathering" ability at my disposal, hopefully that becomes a pretty big "if".
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nickhamm1
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Subject:    Posted: February 25, 2010 06:56 pm

Like Woelf said, this fleet is completely doomed if an opposing player find dead mans chest first. But if you find it your opponent might as well quit.
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lordstu
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Subject:    Posted: February 26, 2010 03:53 am


quote from nickhamm1:

Like Woelf said, this fleet is completely doomed if an opposing player find dead mans chest first. But if you find it your opponent might as well quit.


I don't know, with all those Oarsmen, I think it's safe to say the Raven's Neck and Morocco won't be made derelict any time soon.

It's equally safe to say if Banshee's Cry does find the DMC, an opponent will have to make the all-out attempt of all-out attempts to stop her from getting home - game's over otherwise.
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woelf
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Subject:    Posted: February 26, 2010 06:48 am


quote from lordstu:
I don't know, with all those Oarsmen, I think it's safe to say the Raven's Neck and Morocco won't be made derelict any time soon.

It's equally safe to say if Banshee's Cry does find the DMC, an opponent will have to make the all-out attempt of all-out attempts to stop her from getting home - game's over otherwise.

They won't be derelict anytime soon, but if either sinks you're going to be in trouble because that will put you under the "more than half" value on gold. If that happens, you had better hope that Banshee's Cry finds some really nice non-unique treasures along with the DMC.


I think it would be hilarious if your spies found DMC on their first try, but then also found Odin's Revenge* on the same island.

*Or Plague, Missionary, Natives, Enemy of the State, Fruit, etc...
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frenchdude
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Subject:    Posted: February 28, 2010 04:59 pm

consider adding a sac-captain on the Raven's Neck...
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a7xfanben Premium Member
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Subject:    Posted: December 21, 2014 10:46 am

This fleet was just involved in a series of games!

Here is the battle report:

I've started to test out a multitude of fleets that I've wanted to play for a while now. First up: Universal Pirate Shipping (by darrin) vs. the Dead Man's Chest UT Fleet (lordstu). (Note: if you aren't familiar with these fleets it would be very helpful to read up on them, or else the battle report probably won't make a lot of sense.)

Universal Pirate Shipping

Dead Man's Chest UT Fleet

Because this was a more "serious" game (just as the others between such competitive fleets will be), the islands were placed at their usual distance of 3L apart rather than 2L or 1L. No terrain was used. Since Captain Jack Sparrow can't trade away the UT's in the original UPS fleet they weren't used. In this way the fleet utilized 7 2's and a 1 so they'd be able to build Paradis de la Mer on the first turn no matter what. The DMC (Dead Man's Chest) fleet only used the actual UT Dead Man's Chest since that was the entire object of the gimmick.

For the first game the UPS fleet rolled to go first. The Hai Peng immediately jumped to the first island in the middle and was able to build Paradis de la Mer with the Longshanks and Jolly Mon following.

The DMC fleet Hidden Cove'd the Banshee's Cry to the northeastern island and she redocked in order to explore, improbably finding the Dead Man's Chest! The nature of the game (with the original "more than half the starting gold" aka 16 gold) lent itself to a quick ending. The Cry essentially contained an instant win if the UPS fleet couldn't hit her or eliminate some crew. However, this is where another event, Becalmed, came into play. It was placed midway between the Hai Peng and the Longshanks, partially freezing both ships and the Jolly Mon. I say partially because all three ships had oarsmen and were able to move a little bit on the following turn. They couldn't move enough to be able to catch the speedy Cry, leaving her to race home and give the DMC fleet a quick victory! The Cry also had 2 gold on her from the island so the final score was:

DMC fleet: 18 gold
UPS fleet: 0 gold

I was stunned that a fleet as slow and gimmicky as the DMC fleet could beat UPS so handily. However, Hidden Cove and Becalmed gave them a huge advantage, and the Cry was lucky to find the DMC UT at the first island she went to.

For the second game the home islands were reversed. UPS went first again, with the Hai Peng springing out to build Paradis de la Mer on the middle island. UPS tried to position their ships farther apart than in the last game but Becalmed still managed to reach the Hai Peng and Longshanks.

The Banshee's Cry didn't find the DMC on the first island she went to. However, the abilities of the Morocco and Raven's Neck revealed it to be on the southwestern island.

Because of Becalmed the UPS fleet couldn't build another fort on the second turn, but the Hai Peng saw the Banshee's Cry and decided to go after her because she's so vulnerable.

The Hai Peng used her extreme speed to catch up to the Cry and knock down her lone mast. At this point the game was looking dismal for the DMC fleet, but the Cry had an oarsman which she used to crawl towards the island with the DMC on it.

Despite their slow speeds the Morocco and Raven's Neck started to reach the action, turning two all-gold fleets into a couple of fighting fleets! The Morocco rammed the Hai Peng but it backfired when she lost the boarding action and therefore one of her six oarsmen.

On the next turn the Longshanks took out a mast and oarsman on the Raven's Neck, but the Hai Peng really sealed the game for the UPS fleet. She blocked the Cry, explored the island, took the DMC and built Dead Man's Point (via Sparrow/Aristide) all in one turn!

At this point the game was safely in the hands of the UPS fleet so the DMC fleet forfeited the game to save some time for one final game to decide the winner of the three game series.

The third and final game was the shortest of them all. The DMC fleet went first for the first time and was therefore able to use Becalmed to freeze the Hai Peng for the UPS's first turn. The Cry was Hidden Cove'd to an island where she found the DMC. With a turn already lost it was too late for the UPS fleet. The Hai Peng almost managed to catch the Cry since she moves so fast, but she came up just short, allowing the Cry to dock the DMC home for another instant win!

For this series the DMC fleet beat the UPS fleet two out of three times. This really surprised me, although the original UPS fleet probably isn't the most effective one. I'll be testing the others very soon. The two events really help out quite a lot, part of the reason I made that thread recently. I'll likely use these fleets in some other games soon, especially once more of the 40 point fleets are out.
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a7xfanben Premium Member
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Subject:    Posted: December 21, 2014 10:47 am

This post wasn't meant to be here. I was trying to repost the battle report in the UPS fleet.
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