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Post by marhawkman on Oct 29, 2009 17:33:22 GMT -5
Glass is right! Hehe, but dang..... ERROR! You left out nationality! I'll just stamp "American" here for you.
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cleverpun
Master & Commander
I need more wenches / More wenches and mead
Posts: 46
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Post by cleverpun on Oct 30, 2009 1:05:32 GMT -5
I do like that fort, and it does seem like something the American faction would get first dibs on.
So far we've got a glass cannon and some big guys. How about a fragile speedster?
American or English Fusilier's Furrow - 5G 4S (x4) 5L (x4) Hostile: Pirate. This ship gets +1 to her cannon rolls while a ship is docked at her. Once per turn you may reroll any one cannon roll you make for this fort. Pirate units get +1 to their cannon rolls against this fort.
A well-armed military outpost used for training cannoneers, they have made enemies of the local pirates after using their ships for target practice one too many times.
Can you make a fort hostile? It fit the flavor text, so I tossed it in.
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Post by Swift Nic on Oct 30, 2009 4:53:28 GMT -5
With Eight cannon does it really need a re-roll ? As a training base I might expect it to have at least one decent shooter aboard... Fort Boyard: No game rules just Melinda Messenger... Nic
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Post by Commodore Vendari on Oct 30, 2009 8:27:55 GMT -5
Can you make a fort hostile? It fit the flavor text, so I tossed it in. No, you cannot. The Hostile and Loyal keywords apply only to your starting fleet. Since forts do not start in your fleet, it would be unnecessary to give one the Hostile/Loyal keywords.
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Post by woelf on Oct 30, 2009 11:47:02 GMT -5
Can you make a fort hostile? It fit the flavor text, so I tossed it in. No, you cannot. The Hostile and Loyal keywords apply only to your starting fleet. Since forts do not start in your fleet, it would be unnecessary to give one the Hostile/Loyal keywords. If you want to replicate the effect of Hostile on a fort, you'll have to write it out. Either: "This fort cannot be built if your fleet contains any Pirate ships or crew."OR "This fort can be built only if your fleet contains only [American/English/whatever] ships and crew." In any case, I agree with Swift Nic - with that many cannons/flags, there's no need for the reroll at all. I'd also suggest bumping it up to at least 6 gold. The "cost" of a fort is mostly irrelevant anyways because chances are good that if you have any gold at all you'll have enough to build any fort you want, but if it's going to take an opponent at least three shoot actions and/or ships to knock the thing down you should at least make it worth the effort - otherwise it's just going to get ignored.
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Post by Commodore Vendari on Oct 31, 2009 14:04:38 GMT -5
No, you cannot. The Hostile and Loyal keywords apply only to your starting fleet. Since forts do not start in your fleet, it would be unnecessary to give one the Hostile/Loyal keywords. If you want to replicate the effect of Hostile on a fort, you'll have to write it out. Either: "This fort cannot be built if your fleet contains any Pirate ships or crew."OR "This fort can be built only if your fleet contains only [American/English/whatever] ships and crew." In any case, I agree with Swift Nic - with that many cannons/flags, there's no need for the reroll at all. I'd also suggest bumping it up to at least 6 gold. The "cost" of a fort is mostly irrelevant anyways because chances are good that if you have any gold at all you'll have enough to build any fort you want, but if it's going to take an opponent at least three shoot actions and/or ships to knock the thing down you should at least make it worth the effort - otherwise it's just going to get ignored. Honestly, I think the cost of a fort is really about how much gold you'll lose for building it when it gets destroyed.
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Post by woelf on Nov 3, 2009 17:02:51 GMT -5
This would actually fit in the crew thread, but seems more relevant here:
Fort Master (keyword) Generic/Named Crew ability, 4 points
"Other crew in your fleet may use their abilities in forts of their own nationality as if they were on a ship. This effect is ignored if the total point cost of crew on the island exceeds the gold cost of the fort."
Notes: This would allow you to use things like extra action/SAT crew, cannoneers, musketeers, cancellers, firepot specialists, etc. in a fort. However, it wouldn't allow the fort to be given actions that are not normally legal for them (like a repair or move action). I'm not 100% on the cost either - 4 feels a little high, but 3 seems too low.
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Post by Swift Nic on Nov 4, 2009 5:11:44 GMT -5
Would the Fort Master have to be placed in the Fort, or would having a FM in your fleet let you use crew in all your forts ? And, would the FM count towards a Fort's crew limit ?
Nic
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Post by woelf on Nov 4, 2009 14:37:51 GMT -5
Would the Fort Master have to be placed in the Fort, or would having a FM in your fleet let you use crew in all your forts ? And, would the FM count towards a Fort's crew limit ? I was very specific about the wording. It doesn't say "this fort", so it would apply to your entire fleet similar to a Cargo Master. I put the word "other" at the front of the text to make it clear that it wouldn't apply to itself, so the FM would have to be on a ship. If you have two of them in your fleet for some reason you could unload one to a fort, but it would count exactly the same as any other crew.
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Post by vladsimpaler on Nov 4, 2009 22:14:59 GMT -5
I feel like forts should have no nationality. Like you can name it whatever you want but they have no nationality so you can build whatever fort you want.
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Post by Swift Nic on Nov 5, 2009 8:38:54 GMT -5
Woelf, Thanks for the clarification. I certainly like the idea of garrison crew for Forts. Shot specialists would be very appropriate.
Nic
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Post by woelf on Nov 5, 2009 9:26:05 GMT -5
I feel like forts should have no nationality. Like you can name it whatever you want but they have no nationality so you can build whatever fort you want. That would work and would be helpful to the smaller nations, but you'd lose most of the "flavor" behind them. Fort FortingtonGold Cost: (G) Cannons 3S x(G) Ships of any nationality may build this fort. When building this fort, place a number of cannons/flags on it equal to the amount of gold (G) you take from your home island.
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Post by cannonfury on Nov 5, 2009 22:13:53 GMT -5
the limit is 8g right, because I can see some one interpreting that rule much like the "eliminate a treasure this ship gains a 3s cannon" where there is no physical representation of the cannon and just keep on adding until they run out of gold or they feel like stopping
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Post by woelf on Nov 6, 2009 9:30:25 GMT -5
the limit is 8g right, because I can see some one interpreting that rule much like the "eliminate a treasure this ship gains a 3s cannon" where there is no physical representation of the cannon and just keep on adding until they run out of gold or they feel like stopping Correct, it would be limited to 8; you can't build the fort with more pieces than the physical card provides. Using all 8 flags would make the fort tough to take down, but that is a huge chunk of gold to be tossing back out onto an island. Just because a play can do it, doesn't mean it's a good idea. A fort like this might be more useful to drop quickly for cheap, just so you can patch up your ships and move on without wasting too much gold or time. As for that other ability you mentioned, you are supposed to use some sort of indicator that cannons have been added. I've found the best method is to take the eliminated treasure token and place it directly on the ship (not the deckplate card) so it's clear to everyone it has been modified. Players definitely shouldn't be forced to remember which ones have extra cannons - that's only going to lead to arguments when players forget halfway through the game how many times it has been used.
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Post by Commodore Vendari on Nov 6, 2009 17:56:47 GMT -5
the limit is 8g right, because I can see some one interpreting that rule much like the "eliminate a treasure this ship gains a 3s cannon" where there is no physical representation of the cannon and just keep on adding until they run out of gold or they feel like stopping Correct, it would be limited to 8; you can't build the fort with more pieces than the physical card provides. Using all 8 flags would make the fort tough to take down, but that is a huge chunk of gold to be tossing back out onto an island. Just because a play can do it, doesn't mean it's a good idea. A fort like this might be more useful to drop quickly for cheap, just so you can patch up your ships and move on without wasting too much gold or time. As for that other ability you mentioned, you are supposed to use some sort of indicator that cannons have been added. I've found the best method is to take the eliminated treasure token and place it directly on the ship (not the deckplate card) so it's clear to everyone it has been modified. Players definitely shouldn't be forced to remember which ones have extra cannons - that's only going to lead to arguments when players forget halfway through the game how many times it has been used. I don't have any ships with the 3S cannon ability, but what I'd do is place the treasure face-up on the ship's deckplate. Since the treasure that has to be removed must be one with a printed value, I'd just leave the eliminated treasure face-up on the ship's deckplate.
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