3/11/2023 0 Comments Wing commander privateer cannonsI bid high with my second card and moved both my ships in closer and let off my commander’s rain of shot. I shot off 2 swivels with the Soldados and did some damage to the 2 units in the back of his ship. At that range he was looking for 9-10 with the cannons and 10 with the Muskets and the entire volley didn’t produce much damage but it did get on hit and some Fatigue on my Soldsdos. We started within cannon and musket range and he fired off his cannons and 3 units of European Sailors with muskets. I bid low with a club for my opening card and Bryan bid high. This moved the wind direction one edge counterclockwise which gave me an advantage but it also gave us some Light Rain which gave all gunpowder weapons an extra reload marker. We both drew event cards in our opening hands! Bryan got a random Sails and Spars lucky hit on his rigging and I rolled a Wind and Weather change. My Gunboat Sloop was set up well to grapple the objective tokens, but that never happened. I set up my Gun Sloop as far away as I could and set up the Privateer Sloop so it could close with the Frigate as quickly as possible. Our deployment zones were 8″ from the corner. We deployed in a 4’x4′ area as the scenario suggested with the wind at our backs. The game didn’t go exactly like that but it seemed like a good plan!Īll the Characters and cannons wouldn’t fit in the screenshot. I decided to use the Privateer Sloop for its 5″ speed so I could dodge cannons and get up close, shoot off my grapeshot, fire a Expertly Drilled volley and charge in with the lances. I put my commander on the Sloop with 3 Medium Cannons and 2 groups of Marineros with Master Gunners and loaded up the Privateer Sloop with Marineros Piqueros (with a Master Gunner), Veteran Soldados (with a Son of Neptune), Marineros (with a Reformado) and Light Cannons with Grapeshot. My idea was to have one cannon ship and one boarding ship. This was my first attempt at using 2 Sloops. But he’s such a good deal for 20 points… My plan was to keep him in the Gun Sloop a good ways from the enemy and he can still hand out command points with a 24″ command range. Andres de Ochoe Zarate is old and Feeble and if he ends his activation with 2 Fatigue or more, you are forced to roll a d10 to see if he dies. My commander was the “budget commander” that just might decide to die. An Expertly Drilled Ruthless shot with those guys can really mess you up! Soldados are some of my favorite units so I upgraded a unit of 12 of them to Veteran. I’ve been able to work around that in my last few games but it proved a big problem in this game. With Soldados and Marineros Piqueros as Core Units, I really like their options, but their units keep Poorly Equipped which can be annoying. I think his list looked something like this: His list was filled out with 4 units of 8 European Sailors armed with muskets. The core of his force was a giant unit of 14 Zeelieden with a Master Gunner on his cannons and 8 nasty Enter Ploeg with 2 Firepots and 2 Grenados and a Reformado. His list was light on cannons with only 3 medium guns in the mid section of his Light Frigate, but heavy on muskets and boarding units. The 3 command points are always worth that high 30 point price tag in games this size and Very Inspiring would prove crucial in this game. He brought one of the biggest Dutch commanders available. He chose the Ships of Hoorn faction ability which gave his Frigate the Heavily Built trait. My friend Bryan bought heavily into the Dutch during the last Kickstarter but he ended up playing Brethren of the Coast for our campaign for the last several months so he’s just starting to run real Dutch lists. We placed the 3 objective markers as outlined in the setup but I won’t spend time going over the scenario because we ended up just fighting each other and ignoring the objectives. We rolled a d10 on the campaign scenario table a rolled a 9 which is Search and Recover.
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