{"name":"Feb 2026 Challenge","ispublic":true,"maxpoints":70,"data":[{"id":778,"crew":[{"id":1887},{"id":1637},{"id":1637},{"id":1637}],"equipment":[]},{"id":689,"crew":[{"id":1657}],"equipment":[]},{"id":763,"crew":[{"id":1879},{"id":1504},{"id":1288}],"equipment":[]},{"id":52,"crew":[{"id":1288}],"equipment":[]}],"description":"This scenario depicts a desperate attempt by the Crimson Angel and whatever allies she can gather to finally put an end to El Fantasma\u0027s predations on the free world, set within the frozen lands of the Arctic Circle.\nSuggested modifications and scenario rules: This should be a deathmatch rather than a standard gold-running game, with all islands replaced with icebergs and additional terrain added if needed. Each ship requires two hits to eliminate a mast, to make the fight less determined by who gets off the first shot. In addition, all printed cannon ranges are doubled in order to allow for more interesting maneuvers and strategies while still allowing ships to engage each other. (The Sea Duck\u0027s ability adds an extra segment of range per gun rather than doubling ranges again.)\n\nStrategy notes (Cursed): You may have worse guns overall than the Deliverance and Treachery, but you have the advantage of size and guaranteed superior action economy, at least for three turns.  Sacrifice the Divine Dragon\u0027s oarsmen as soon as you\u0027re in range in order to get full effect of your guns and Fantasma\u0027s combined move\/shoot actions--you may shoot with less accuracy, but if you throw enough double turns of moving, shooting, ramming and boarding at the Deliverance, she should be crushed against your hull and sent to a watery grave in short order! Use the Sea Duck\u0027s boosted gun range to harry the Deliverance as she makes her approach--every mast you eliminate makes the ensuing brawl that much easier.\n\nStrategy notes (Pirates): You have more consistent guns than the Divine Dragon, but at close quarters you\u0027re at a disadvantage. Hang back and try to pick off a few of her masts with Crimson Angel\u0027s boost giving you a net +2 to each of your cannon rolls against her, and wait to proc a double action, made easier via Bones\u0027 reroll, before you move in for the kill. Use Treachery as mobile cover if absolutely necessary, but before that, focus on using her to take down the Sea Duck--barring a lucky shot at extended range via her ability, she only has half your effective firepower at long range."}