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The whole point is to rush your opponent with both Longshanks while you cart off treasure with the Raven and Star.
If you keep the islands within S+S+S(slightly more than L+L) of each other , your opponent won't be using his Mermaids much(he's spoilt for choice anyway). I'd play with 3 Natives, 2 Missionary and 3 pieces of 5 gold for a quick stall. Note that Natives only stalls the Raven and Star for 1 turn max .
I'm hoping that I'll pickup the Missionary as well. Why? so i can get 1 extra space of cargo :) it helps so much against Fruit.
Another archetype::
If one uses 3 gunships , with 2 of them Longshanks and the other with a sac Capt, ie
Black Swan[3S 3S 3S 3S 3S]
Havana Black
Helmsman[S+S+S]
Oarsmen
Oarsmen
Hag of Tortuga
Longshanks[3S 3L 3S]
Captain
Helmsman[S+S+L]
Longshanks[3S 3L 3S]
Captain
Helmsman[S+S+L]
Divers
22+11+11+1=45
First turn::
Sac an Oarsmen to move 6S and dock near his home ... if you manage to shoot , all the better.
Move both Longshanks in open water. Bait your opponent to use Mermaids on them. Keep the Captains face down and bait your opponent into thinking your event is a Mermaids , while the face-down crew are both Explorers. He will play cautiously :)
Watch as their Treasure runners pickup your hidden surprises(5*Natives comes to mind)
Shoot the ship with the most gold and Divers it.
One can seriously change this to include Mermaids if you want. Just take out a Captain and add in an Explorer. If you want to run for treasure as well , play Bloody Jewel with an Explorer and Helmsman ... so what if he stalls for 2 , everyone else is in the same predicament ... except for that bloody Bon Marin.
All three ships are good at treasure running and defense. They can also deal with the Natives and Missionaries personally while playing the running game. If an opponent is using Mermaids, they are not optimizing treasure gathering. While this fleet is anti-screw as yours is, I'd put the maximum amount of cog cards (a mix of 5 Natives/Missionaries) for slowing your opponent.
I'd even consider dropping explorers in favour of Divers just in case your opponent does manage to bypass the Natives and pick up actual treasure. Blow them up with your capable 4-masters and steal the treasure.
If an opponent is using Mermaids, they are not optimizing treasure gathering. While this fleet is anti-screw as yours is, I'd put the maximum amount of cog cards (a mix of 5 Natives/Missionaries) for slowing your opponent.
It was my understanding that all the named treasure cards were unique, meaning that you could only pun in one of any name...
When I first started playing, that was my thought too. However, WizKids has stated that the only item you may not include more than one of is a Limit card.
Unless I'm reading something wrong, you have 14 points of crew on a 13 point ship. One oarsman takes up no cargo space, but it still costs 1 point (and the 2nd oarsman takes one space and costs another point).
I like the overall build, but I'd take Gunn/Younger or Hawkins (Sp Main) along with Calico Cat instead of Black/Vazquez.
Unless I'm reading something wrong, you have 14 points of crew on a 13 point ship. One oarsman takes up no cargo space, but it still costs 1 point (and the 2nd oarsman takes one space and costs another point).
I like the overall build, but I'd take Gunn/Younger or Hawkins (Sp Main) along with Calico Cat instead of Black/Vazquez.
</GaymBoi>
heh ... oops... 2nd oarsman was intended to go onto longshanks....
problem with cat is roll a die to get the same action twice while gunn/younger or hawkins basicly does the same thing as black/vasquez
so by useing black at the cost of an oarsman I get an extra action.
( not a dreaded same action twice but rather any action I want for that ship ).
heh ... oops... 2nd oarsman was intended to go onto longshanks....
problem with cat is roll a die to get the same action twice while gunn/younger or hawkins basicly does the same thing as black/vasquez
so by useing black at the cost of an oarsman I get an extra action.
( not a dreaded same action twice but rather any action I want for that ship ).
Gunn/Hawkins do NOT do the same thing as Black and Vasquez. Vasquez increases the range of your guns, Gunn/Hawkins kill enemy crew. Personally, I'd rather kill crew than change S guns to L.
Yes, you have to roll dice for Cat, but you can roll for Cat more than once. Getting the same action twice doesn't matter that much as long as you have a move and shoot same action crew aboard.
Your Black only has one oarsman to eat, what happens after he is gone? Are you going to sac Vazquez? If you're going to use a sac captain, you probably want more than a single 1 point crew aboard. Eating the 5 point Vazquez can be done, but it is an inefficient use of points.