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HMS Titan-17
Countess Diana Doone-2
Brother Virgil-2
Sir Cristopher Myngs-3
Myng's Mauraders-2
Captain Blackheart-5
Oarsmen-1
Helmsmen-2
Shipwright-2
It's a mean set up mainly for sinking other ships.
Couple things.....Countess Diana Doone does not apply her crew point reduction during build only when when you place ships, therefore your fleet build is well over 30pts if you were shooting for that. It also looks like you have incorrect points for some of the crew you listed.
All of that being said, pure killer fleets are great for fun home games, but with the current end of game and win conditions for sanctioned events a combat fleet is not viable in a competitive environment. Currently if your opponent manages to get 1 gold piece home (or one more than you) and you derelict or sink his ships, the game ends, and he wins. Combat fleets lose for winning currently.
Couple things.....Countess Diana Doone does not apply her crew point reduction during build only when when you place ships, therefore your fleet build is well over 30pts if you were shooting for that. It also looks like you have incorrect points for some of the crew you listed.
So... What you are trying to say is if I use Diana Doone that the point reduction takes effect AFTER I add all the points... Hmmm.... If thats the case then this card is useless... Why would they make that ability then? Heh... I need a viable answer! :p
A common misconception of Diana Doone (and her clones)
Note:
Diana does not reduce the point cost of a crew for build total purposes.
-However-
She does reduce the point cost of a crew for capacity reasons.
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For instance, you wish to use a:
Admiral Morgan (5pt.)
Musketeer (3pt.)
Captain (3pt.)
on a (10pt.) HMS Lord Walpole (don't ask me why, just bear with me)
Now, thats 11 points worth of crew on a 10 point ship, and illegal combination. However, if you add Diana Doone on board, it becomes this:
Admiral Morgan(4pt.)
Musketeer(2pt.)
Captain(2pt.)
Diana Doone(2pt.)
A solid 10 points on the dot, a legal combination.
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Granted, its uses are limited, but once in a while Diana Doone can help sqeeze in an extra crew or three.
Aside from the fixes, how bout trying to come up with a support thing. I know a Gunner Ship and a Gather Ship works well, so what would be a good support ship for this to shoot stuff while the other gathers? wow... random question!
It's certainly not a guaranteed win, but with a 2/3 chance of rolling an extra or duplicate action and the blackheart with 2 easily expendable crew members and two extra for a pinch ... by the odds, you move 2L and shoot 10 times every turn for 8-9 turns ... if in a pinch 2/3 of the time you could force 3L and 15 shots ... or 4L and 20 if you get lucky ... place islands so they are as close together as possible and (if you have the choice) put your home island right next door to your opponent ...
Could a kind sole please explain one of the rules of the High Seas for me - see rule book at or around page 10. There is mention of not being able to stack abilities whether SHIP and CREW or CREW and CREW. Myngs has the same ability as the Titan, so too does Morgan. Does this not make the Titan, Myngs and/or Morgan combo illegal?
You are correct in stating that duplicate abilities do not stack. However, this is only the case if the text is identical, so lets take a look at the abilities of the cards in question.
Morgan: Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action
Myngs: Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Titan: Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action
Morgan and Titan - same wording = no stacking
Myngs and Titan - same action twice vs. extra action - different ability, so this works.
Morgan and Myngs - same as Myngs and Titan (no stacking)
Hopefully this clears up your question. The wording of that rule has been a causing problems for quite a while.