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Zekk
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PostSubject: Advice on Pirates   Thu 26 Jan 2012 - 11:21

so Ive been working on my Pirates warband (pics sometime to follow perhaps) . I posted this on another forum too, but more opinions is always a good thing!
Been reading up on a lot of the rules and items, was looking for some opinions on a few things.


Compass - Worth it? seems like it would be worth taking from the start, even tho its a fair bit of coin

Treasure Maps - one time use? seems like a lot of money wasted here, since to see any returns it would require some sick dice rolling. anyone made any house rules on this item?

Boatswains vs Crew. - i remember reading somewhere that you cant have more swabbies than you have crew, (cant find it anymore, maybe it was removed by an Errata?) but if thats the case, it would seem pointless to ever hire a boatswain. Unless it was to get a Lads Got Talent upgrade. But the lads got talent would go better to a gunner with a swivel gun, would it not?

Cost of Dueling pistol - for other merc groups, its 25/50 on start up, pirates its 30/60. is this on purpose or another typo that is so common on the pirates list?


For a starting build, is it worth while to hire Crew members? since they come so easily from post-game exploration sequences, or henchmen death, seems like it might be best to just wait a round or two and see if any freebies come in.


Any and all advice is welcome! thanks guys!
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Zekk
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PostSubject: Re: Advice on Pirates   Thu 26 Jan 2012 - 11:54

also,
any criticism on this start build would be great


Captain - 95
Dueling Pistol
Sword
Buckler

Mate - 63
pistol
Axe
Mace

Mate - 58
Duelin Pistol
Mace

Cabin Boy - 21
Mace x 2

Cabin boy - 30
Sword
Buckler


x2 Gunner - 58
Blunderbuss
Mace

Gunner - 77
Swivel Gun

Hired Sword
Bounty Hunter - 40

Remaining Gold: 0
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PostSubject: Re: Advice on Pirates   Fri 27 Jan 2012 - 15:17

Pirates are a lot of fun- no lie.

Boatswains - not a huge amount. The only reason to have them is if your gaming table has TONS of stacked terrain.

Crew - Swivel guns rock- so much that Tim wisely made it a henchman-only item, to prevent a hero learning a tons of skills too quickly. You need to get the henchman with the gun promoted before he can learn skills (which can happen. Or, have several gunners, and when is promoted, switch the gun to him.)

Swabbies- you'd be surprised how infrequently you'll find swabbies. Unless you play with reckless players, you'll only see a swabbie maybe every other game. They're a treat to have, but don't hold off on recruiting guys because of it.

As for the Dueling Pistols, they're cheaper for Mercs to start, but cost 30/60 normally.

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Zekk
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PostSubject: Re: Advice on Pirates   Fri 27 Jan 2012 - 15:31

thanks!!
yeah, the group i play with is quite reckless... so I forsee a couple swabbies a game!
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PostSubject: Re: Advice on Pirates   Fri 27 Jan 2012 - 19:10

Compass - Worth it? seems like it would be worth taking from the start, even tho its a fair bit of coin
I never bother with it. There are much more useful items to spend money on.

Treasure Maps - one time use? seems like a lot of money wasted here, since to see any returns it would require some sick dice rolling. anyone made any house rules on this item?
They are much more fun to find than buy. The Sartosa campaign setting by Styro has many opportunities to find Treasure maps. Not really house rules though.

Boatswains vs Crew. - i remember reading somewhere that you cant have more swabbies than you have crew, (cant find it anymore, maybe it was removed by an Errata?) but if thats the case, it would seem pointless to ever hire a boatswain. Unless it was to get a Lads Got Talent upgrade. But the lads got talent would go better to a gunner with a swivel gun, would it not?
I was going to comment on the necessity of crew for having any swabbies. The rule is still there in the online versions of the warband I can find. See the Choice of Warriors section of the warband rules: Swabbies. You NEED crew to get those swabs.

I rarely bother with the Boatswains but then I never bother to play Mr Huckleberry's version of the pirate band, much prefering Styro's embelishments. I do like the boatswain special rule. It would make a nice special pirate skill for the heroes.


For a starting build, is it worth while to hire Crew members? since they come so easily from post-game exploration sequences, or henchmen death, seems like it might be best to just wait a round or two and see if any freebies come in.
See above. Ye gots to have some crew lad or no swabs fer ye.

The main limit to swabs is that they must be human. Its a wasted rule if you are fighting lots of Orcs, Beasts and Skaven.
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PostSubject: Re: Advice on Pirates   Sat 28 Jan 2012 - 11:06

What about Ghouls?
They are/were human Smile
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PostSubject: Re: Advice on Pirates   Sat 28 Jan 2012 - 14:11

No ghouls are not swabbie material in my opinion.

I play my pirated with some crossbow crew member and with a lot crew with sword and pistol ( mainly because of thecool minis,they are pretty expensive though).

I never thought about blunderbus gunners.

And ijust realized that the printed TC 9 does have a typo. At page 35 is stated that you can have up to seven gunners but on 38 they have restricted them to 2 gunners.

Maybe somebody can clarify the typo.

We increased the firepower of handguns ( house rule) so i would use them in meantime too.

I also hired one or two boatswains because we have really much scenery on our board.

Generally i play them as a shooty warband with a lot of short range firepower.

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PostSubject: Re: Advice on Pirates   Sat 28 Jan 2012 - 14:16

the gunners thing was clarified a few times over Ive read. its supposed to be 7. not 2

the blunderbuss is something not very common in my campaigns that I play in, so I expect to get a lot of kills from it within the first few games, until ppl start learning how to counter it.
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PostSubject: Re: Advice on Pirates   Sun 29 Jan 2012 - 4:06

That is good to know.

Is there an official link, statement or document on this one?

I personally love the blunderbus. But you need a goodsecondary range combat weapon.

And this is expensive
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PostSubject: Re: Advice on Pirates   Tue 31 Jan 2012 - 16:28

http://www.mordheimer.com/warbands/unofficial/pirates.htm
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