Finished: 10 PM Sat 22 Jul 23 UTC
Pirates Gunboat-2
1 day /phase
Pot: 65 D - Autumn, 1674, Finished
Pirates, No messaging, Anon, PPSC, Hidden draw votes
2 excused NMR / regain after 5 turn(s) / extend the first 3 turn(s)
Game won by KLUV (1767 D)

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22 Jul 23 UTC Good game all! Interesting map and mechanics. I'm happy I ended on the west side, that chain of tiny SC islands looks like murder.
22 Jul 23 UTC Very difficult to read the map over there in my opinion. The large map only made it worse with the fancy text. Also really difficult to cover both the potential 2 space moves of the clippers and also retreat options.

Rochussen did you ever figure out you can't dislodge me, being that you were the Dutch privateer?
22 Jul 23 UTC Congrats KLUV!

Took me forever to realize why I was constantly unsuccessful in taking SK/SM/SE… because Holland issued my letter of marque, we were unable to attack each others’ occupied territories. So many turns wasted…
22 Jul 23 UTC I’m worse, I assumed my character being “The Portuguese”, meant I was a Spanish Privateer, when I was just a pirate.
GG all the same!
22 Jul 23 UTC I was the Spanish Privateer. But they still attacked me :'(
Good game though.
22 Jul 23 UTC I got very annoyed immediately in this game from England taking Port Royal instead of moving away and going for something else at the start (and then doing basically nothing with their hold over Jamaica), plus them retreating to KK in the east instead of the center in SL probably ruined their chances. Though was funny to get behind the Spanish lines in the west at the end
22 Jul 23 UTC In their defense I found it really difficult to tell which territories were SC's over there and which ones were connected to which. I had to go to the map info multiple times and look up the territories.
22 Jul 23 UTC Definitely agree with visual difficulty. I had a hard time seeing who was what faction and also how are like BT and TI were connected to other areas (and even that they were supply centers). The rules pointed out that we could take supply centers from our privateer but not attack and vice versa, so it actually felt very safe to take a Dunkirkers SCs if left unguarded. No chance of having it taken back before it flips. And the fact that I wouldn't be able to retake my own SC if a unit was in it made Dunkirkers feel most dangerous to me.
22 Jul 23 UTC Reminded me a bit of Atlantic Colonies in terms of it being a messy, hard to read map but still very fun.
22 Jul 23 UTC Sorry Mr Henry Morgan, I was trying to use Jamaica as a launch pad but was too afraid of losing it the first year, then the damn hurricane showed up. KK retreat was a terrible oversight though I’ll give you that.
23 Jul 23 UTC Yes I was wondering if some didn't realize the treasure troves were also SC's. Regarding that our nations privateers could not take SC's off of them and vice versa: the rules did say pretty obviously that while that was true, that didn't mean that the nation and it's privateers had to be allies.