Pirates Combos 20 - Universal Pirate Shipping (UPS) Strategy, the "Unbeatable" Strategy
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- Опубликовано: 29 сен 2022
- A highly regarded strategy, can be accomplished on a 40-point limit (or higher). It hinges around several unique pieces that work well together.
Be sure to check out the Pirates Database to browse through cards and find specifics on cards I mentioned. tilorfire27.github.io/Pirates...
Be sure to check out my website, where I have several Pirates CSG Inspired accessories, such as tokens, ships, and measure sticks. www.meepleswoodworking.com/
I post many of my other projects to Instagram as well, if you ever want to see what I am creating for tokens, accessories, and more! / meepleswoodworking
There's several resources for the game at the following links:
www.psmlist.com/public/
pirateswithben.com/
Thanks for the elaborate insight. This looks like "Pirates of the Star Trek". I guess to get to a nice sailing game you have to absolutely ban all game effects that involve magical teleporting (No "Beam me up, Scotty!"). This game is about ships that sail across the ocean and not a game about magic. Luckily it's very easy to tackle this problem: Just say no to any teleport.
That's certainly the good thing about a playgroup - you can determine what are and are not allowed to play. Right now I don't have a play group, but we certainly had games when I played a lot "no sea monsters" or "no cancellers" just depending on how we wanted to play. The base rule set was the key part, having fun is the goal!
Kudos for tacking such a huge topic. There's a lot that can be said about it, especially with all the variants and how the strategy interacts with counters.
The key to the strategy is really the treasure-crew swapping ability. The Hai Peng is often the best ship to use it with, but darrin and the VASSAL Tournaments showed that it can work well on other ships, such as the Banshee's Cry, Coral and Zeus.
The Hai Peng really should have a helmsman aboard, because the minimum island distance is 3L (more than L+L+S). With S+L+S+L speed, the HP will be able to reach consecutive islands if they're placed at the minimum of 3L apart. Since CJS gives Captain for HP to get +L, any sac captain should be swapped with Jimmy Legs to make (point cap) room for a helmsman.
I have not done any intentional UPS counters yet, but I look forward to trying some eventually.
I wish I had Jimmy Legs to be able to do that. The original UPS I based this on didn't have the helmsman, but that's a good point. Really just wanted to show how this one works since its so complicated.
And so I can beat it into the ground next video!
@@meepleswoodworking Which UPS fleet did you base it on?
@@a7xfanben It's been a bit, took me a while to actually find it. I think UPS 2
I don’t know if even a Sea Dragon could stop it. By the time it is lined up for a swoop attack, the Hai Peng will be long gone.
@@perditusthornatus6518 Not if you use Lord Mycron, since then the dragon can essentially move and shoot in one turn. No need for a swoop attack.
I have a lot of these game pieces. Now I am cursed with the knowledge that I could get all of my friends to rage-quit a game within 3 turns.
With great power comes great responsibility!