{"name":"Ben\u0027s Convoy Defense","ispublic":true,"maxpoints":60,"data":[{"id":518,"crew":[{"id":1400},{"id":1374}],"equipment":[]},{"id":84,"crew":[],"equipment":[]},{"id":426,"crew":[{"id":2001},{"id":1455},{"id":1377},{"id":1374}],"equipment":[{"id":2466}]},{"id":720,"crew":[{"id":2034}],"equipment":[]}],"description":"Concept: don\u2019t split the fleet. One powerful line of battle with the convoy ships shooting at up to 50% accuracy, taking advantage of Reverse Captain and hopefully moving L+S often.  Somewhat similar to a giant battle in a campaign game, this is a rare case where the 1 mast cheerleader ships could actually be useful.  Any excuse to use likely the worst ship in the game (Le Solitaire) is also kinda fun.\n\nFleet Challenge this is for, run by Cap\u0027n Stormbringer and MrHolly: https:\/\/discord.com\/channels\/468973063325876234\/688911867191492621\/1206978355316916255\nVideo of me making the fleet: https:\/\/youtu.be\/f7N-8VA3IiQ\n\n+5 selections: probably Coeur+navigator and the Chain Shot. If I\u0027m able to see the enemy fleet beforehand (possibly including face down crew factions+quantities if I go second), the equipment might be Stinkpot Shot instead. (to help cancel crew on a monster Zeus\/Guichuan setup\/etc.)\n\nIdea is to protect and assist the convoy, staying as close to its column formation as possible.  Ideally the convoy will take its turn before me, or my fleet will hang back until the convoy is moving slightly ahead before my turn. This is to take advantage of the convoy ships having Reverse Captain - shoot any enemies in range (with a +1 cheerleader bonus to likely every convoy ship, sometimes +2 instead if the formation is tight enough), then move L forward (L+S if a trade current is available).  Then my fleet goes, with the cheerleaders moving back to maintain their position in the column (likely offset with the cheerleaders on the opposite side of where combat is taking place).  La Corse is the flagship, and might be able to position herself in between the two cheerleader ships (between convoy ships 2 and 3, the middle ones).  Ideally she would so she can get +2 to cannons and make 2\u0027s hit.  She has a defensive ability, a canceller, and the generic crew to be effective.\n\nExample of the formation: https:\/\/pirateswithben.com\/wp-content\/uploads\/2024\/02\/Convoy-Defense-Formation.jpg\n\nTowards the end of the game, there is a chance that it will be advantageous to explore a friendly convoy ship for its gold if it cannot make it across. Ex: If the average value of a coin is 2 in this scenario, Corse could bring in 6 points of value vs 5 for a mastless convoy ship if she exchanges her crew (probably keeping the helmsman) while exploring a friendly convoy ship. The difference is small so ideally the convoy ships will survive a battle.\n\nCoeur is there to boost the fleet\u0027s speed.  She is to stay behind and generate trade currents, ideally from a fog bank near the starting corner.  As the ships in my fleet don\u0027t count towards the victory condition, she will probably just generate trade currents even if an enemy comes after her - better to place a final trade current than run away just to get caught and sunk."}