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Post by vladsimpaler on Aug 25, 2009 15:38:59 GMT -5
Whoops, what was I thinking? For some reason I read that it was only one of those abilities per turn, not one crew per ability.
My bad.
The way you had it was perfectly fine. That's what I get for trying to change stuff that a rules moderator suggested! ; )
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Post by woelf on Aug 25, 2009 15:48:55 GMT -5
Whoops, what was I thinking? For some reason I read that it was only one of those abilities per turn, not one crew per ability. My bad. The way you had it was perfectly fine. That's what I get for trying to change stuff that a rules moderator suggested! ; ) Adding the part about stacking the cannon bonus does work. I intentionally didn't have it say "once per turn", so if you had excess crew to burn there's no reason you couldn't take several of those bonuses in a single turn (or the cannon one more than once).
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Post by marhawkman on Aug 25, 2009 20:31:55 GMT -5
Hafgufa: I might have to totally retink it. Are Krakens allowed to do boarding actions? Lyngbakr: 18-19 sounds good. Looks like I'll have to reword the ability though. Maybe make it move + engulf? Can't the ability override the keyword? I suppose you guys have figured out by now how much I actually use Krakens. Arngrim: So just give him hostile + the Kraken ability and a cost of 4? Eyfura: I think I'd rather change it to seamonsters only. Perhaps make a similar crew that does boats? Reivner: Maybe capture all non-crew cargo instead? How much would it need to be if it treated them as gold? Inquisitor: I like the idea because it shows just how crazy he has become. I want to make more Krakens because it'd give people an incentive to use them. There were 4 (I think) in the Caribean set and nothing more. And well, the word Kraken is derived from a Norse word anyways. Cheap Viking ship: Svartálfar - 9? Schooner Masts: 2s-3s cargo: 2 Speed: s-l Ability: If this ship starts a move action within L of an iceberg it gets +S for that move action.
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Post by admiralb on Aug 26, 2009 13:54:17 GMT -5
well, actual Kraken keyword Krakens only appeared in PotC...there was Terrox in RotF, but it was an Octopus...basically the same thing except you couldn't give it a target or use the Kraken Gong on it.
Arngrim having Hostile and "Instead of giving this ship an action, give an action to a friendly Kraken." would be ok at 4pts...
the Cheap Viking ship is interesting, reminds me of my own HMS Emerald Ice, which was a blockade runner with a very similar ability...
English ~ 10pts ~ HMS Emerald Ice [blockade-runner] 2 masts, 2 cargo, move L, 3L, 3L
This ship gets +L to her base move if she begins her movement within L of an iceberg.
And now there came both mist and snow,/And it grew wondrous cold:/And ice, mast-high, came floating by,/As green as emerald.
...as taken from "Rime of the Ancient Mariner" and shown previously on Wk's forums.
my ability is costed higher, but it does provide more speed...I only made it a higher speed because so few people actually use icebergs I thought I'd like to give an incentive for using them..."+L" seemed like the right incentive.
oh, and making a crew that repairs ships within a range...I'd say make it a ship that repairs other ships within range...kind of like my...
French ~ 9pts ~ Petite Hermine ~ Link - Jacques Cartier 2 masts, 3 cargo, move S+S, 4S, 4S
Once per turn, one friendly ship within S of this ship may be given a free repair action.
Given to Cartier by the King of France for his voyage to the New World in 1535. After the crew was ravaged by disease in Canada, the ship would have to be left behind for the betterment of the expedition.
I think I posted this on another thread...although it didn't do much good there...
Reivner would be interesting if you could capture non-crew cargo...gold and equipment...interesting and then turning the equipment into gold...hmm...since equipment is cheap, but you're also stealing regular gold...I'd say 6pts...similar to Trogs, but the addition of equipment adds at least 1pt (and since equipment is so cheap you won't get much gold off of it; I figure its not worth as much as other capture abilities).
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Post by vladsimpaler on Aug 26, 2009 15:47:21 GMT -5
Here's some American stuff that I think would go far to fixing some holes in American's fleet. I also included a reference to a good friend of mine. ; )
Commodore Isaac Hull, 5 points, American (Link: USS Constitution) Abilities: Loyal: America, Hostile: England. Captain. Once per turn, at the beginning of each of your turns, roll a d6. On a 5 or 6, this ship may be given the same action twice.
Sebastian Turner, 3 points (Link: USS John Adams) One of this ship's treasures is worth +1 gold when unloaded at your home island.
Oliver Hazard Perry, 5 points, American Abilities: Loyal: America, Hostile: England. You own any derelict this ship explores; both ships become docked at your home island.
Cadet-Captain Michael Rand, 5 points, American (Link: USS Crucible) Fanatically Loyal: America. All non-American ships get -1 to their cannon rolls against this ship. Once per turn, roll a d6. On a 5 or 6, this ship may be given the same action twice.
USS Crucible, 15 points (Link: Cadet-Captain Michael Rand) Masts: 5 Cargo: 5 Speed: S+S Cannons: 3S 3L 3L 3L 3S Abilities: Once per turn, when this ship hits an enemy ship, also eliminate one crew from that ship.
USS Deane, 15 points Masts: 4 Cargo: 4 Speed: S+L Cannons: 2S 3L 3L 2S Abilities: Schooner. If this ship's crew can't be eliminated, this ship's cannons can't be eliminated; though her masts may be. If derelict, she can't shoot.
USS John Adams, 10 points (Link: Sebastian Turner) Masts: 4 Cargo: 3 Speed: S+L Cannons: 4S 3S 3S 4S Abilities: Schooner, Explorer.
USS Montgomery, 8 points Masts: 3 Cargo: 3 Speed: S+S Cannons: 3S 3L 3S Abilities:Schooner. This ship sinks when her last mast is eliminated.
USS Rebellious, 7 points Masts: 2 Cargo: 3 Speed: S+S Cannons: 3S 3L Abilities: This ship ignores the first hit she takes each turn as long as she has all her masts.
USS Providence, 9 points Masts: 1 Cargo: 2 Speed: S+S+S Cannon: 2L Abilities: This ship ignores the first hit she takes each turn as long as she has all her masts. Once per turn, when this ship hits an enemy ship, also eliminate one crew from that ship.
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Post by admiralb on Aug 26, 2009 19:06:50 GMT -5
some nice crew there...I hadn't thought of doing Perry that way...I was going more a JPJ or Mays style action roller with a second ability to boot...but I like the "Harbinger" ability on an American crew...since they are one of only three nations to get it...and the only with two besides Pirate.
Turner should probably be only 2pts, since America already has Christian Jefferson, esq. that gives "+2" and is 3pts...this guy only gives "+1" for the same price. OR you could give him a cheap ability on top of it...like Explorer, Oarsman...maybe a SM Bianco/FM Ismail type thing...of course that'd require making him more expensive...and since America has a Cargo Master generic, its not as necessary.
Crucible could actually be 1pt less if you wanted.
Montgomery could be as many as 2pts cheaper... with the negative ability and all.
Rebellious and Providence should probably be more expensive...the "ignore the first hit" makes it so.
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Post by woelf on Aug 26, 2009 21:48:55 GMT -5
Turner should probably be only 2pts... 2 points is correct for Turner - he's the same as Powder Pete from Spanish Main.
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Post by vladsimpaler on Aug 26, 2009 23:24:39 GMT -5
I would've gotten away with it, too, if it wasn't for Christian Jefferson, Esquire. ; )
The reasoning for making him a point higher was not only because of his link, but I wanted to emphasize that if you want to gold run with Americans, it's not going to be as efficient. Which is why I'm thinking of making the USS John Adams maybe a point higher. Yes it's fast, and it can explore, but it's not all that great. Then I remember the canoes... >: (
I think that I'm going to remove the Rebellious' ability and add in something else.
Probably reduce the Montgomery's cost by 1.
What do American players think of this stuff? I'd love to hear feedback from you.
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Post by woelf on Aug 27, 2009 8:05:45 GMT -5
The reasoning for making him a point higher was not only because of his link, but I wanted to emphasize that if you want to gold run with Americans, it's not going to be as efficient. Which is why I'm thinking of making the USS John Adams maybe a point higher. Yes it's fast, and it can explore, but it's not all that great. Then I remember the canoes... I would highly recommend against raising (or lowering) the cost of something just because it's a certain nationality. WK tried that with some early on with some crew, but it didn't really work. All it really did was make the more expensive crew with the ability obsolete from the moment they appeared. After all, when was the last time you saw anyone use Fernando Sanchez? Granted, the formula for ships did include a few multipliers that gave most of the nationalities a slight bonus to one particular stat, but most of the time it was fairly negligible - enough that a ship halfway between two point costs might round down for one nation but up for the rest. It never lead to "jumps" of more than a point, and was never applied to crew. Links have always been "free" as far as I could tell, so they shouldn't really be factored into point costs unless it's an inherent part of an ability. FWIW, Powder Pete has a link of his own too.
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Post by marhawkman on Aug 27, 2009 8:13:38 GMT -5
I'm not sure how much Rand's ability is worth but everything else looks pretty good.
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Post by vladsimpaler on Aug 27, 2009 11:37:32 GMT -5
The reasoning for making him a point higher was not only because of his link, but I wanted to emphasize that if you want to gold run with Americans, it's not going to be as efficient. Which is why I'm thinking of making the USS John Adams maybe a point higher. Yes it's fast, and it can explore, but it's not all that great. Then I remember the canoes... I would highly recommend against raising (or lowering) the cost of something just because it's a certain nationality. WK tried that with some early on with some crew, but it didn't really work. All it really did was make the more expensive crew with the ability obsolete from the moment they appeared. After all, when was the last time you saw anyone use Fernando Sanchez? Not trying to be a smart arse or anything, but I used him in a game a couple weeks ago I think. Well, but it was on, well, you already know what ship. He was definitely worth it. In any case, no biggie. I'll fix it right now.
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Post by vladsimpaler on Aug 30, 2009 22:38:17 GMT -5
Obviously design has slowed down a bit as the actual creation becomes a bit more pessimistic.
But I was thinking about this crew, and it'd be pretty interesting. Would be interesting to have it as a cycle.
Charles Southwyn, 1+2X points, English Fanatically Loyal: England. X is equal to the original amount of masts on this ship. This ship's cannons cannot be eliminated; masts may still be. If derelict, she can't shoot.
So essentially any English ship can now be a Dreadnought. On the Endeavour he is really scary, but the crew is 10 points plus the 21 for the Endeavour. Nothing you'd see in the normal game, however deathmatches are something else! Still, for a captain, helmsman, and him, it's 37 points and that's not even with an extra action. I can imagine Aruj Barbarossa licking his lips greedily at the prospect of stealing this guy!
Then you can do this:
Joaquin Vega, 2X points, Spanish Fanatically Loyal: Spain. X is equal the original amount of masts on this ship. It takes 2 hits to eliminate this ship's masts.
Yay math! Just kidding. I always thought that a crew like this would be ridiculously awesome for Spain. Throw this guy on La Joya de Sol, sure he's 8 points then, but you're pretty much guaranteed to get your treasure home! The balancing act here is that you either use him or the Spanish Main version. Or even La Monarca. Good times.
Monseiur Snooty, 2+X points X is equal to the amount of masts on this ship. Whenever this ship misses a cannon roll, you may reroll it once, you must use the second result.
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Post by admiralb on Aug 31, 2009 13:05:49 GMT -5
maybe "Monsieur Snooty" can be a new Vicomte Jules de Cissey...he hasn't been "seen" since Crimson Coast...could be fun.
the only problem with making crew that have point costs dependent on the ship is that what's stopping me from putting Chuck on the HMS Rye 1-mast galley at the beginning of the game, but then transferring him over to say the Endevour on the first turn? if you gave crew like this the "negative" ability that the 0LR+5 crew have: "This crew cannot leave this ship unless captured or eliminated." it might work better and would force you to put them on on the ship you needed them on to begin with...of course there are ALWAYS ways around that (Cursed Captain Jack for instance when he cancels all abilities you can then transfer, but that depends on having a 7pt crew to do it, so you've paid extra points or have relied on someone spending 7pts to actually do it). Either way, you need to ahve that ability...maybe its built-in to the Fanatically Loyal keyword? I don't know...just make it so I can't be cheesy and do crew transfers between small and large ships to cheat the system out of points.
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Post by marhawkman on Aug 31, 2009 13:22:47 GMT -5
Yeah, variable point costs kinda suck as a concept. It'd have to have that anti-transfer ability to be balanced at all. It might be better to basically make it so that X=2 permanently.
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Post by vladsimpaler on Aug 31, 2009 15:19:10 GMT -5
Actually, admiralb, that's a good idea for Fanatically Loyal.
So include, "This crew cannot leave this ship unless captured or eliminated". Plus in a fleet with one of these guys, you can't even use Captain Jack unless it's a 2 player game with the Cursed Captain Jack on their side.
I like that. Hadn't even thought of the transfer! So yeah. Let's go with that. Variable isn't all that bad, it gives some options I think. I've enjoyed using them so far.
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