{"name":"NMMP Altrnate Fleet: W I D E","ispublic":true,"maxpoints":70,"data":[{"id":1002,"crew":[{"id":1361},{"id":1754}],"equipment":[]},{"id":850,"crew":[{"id":1285},{"id":1733},{"id":1964}],"equipment":[{"id":2462}]},{"id":1240,"crew":[{"id":1894},{"id":1267},{"id":1935}],"equipment":[]}],"description":"Additional Pieces\/Info:\n\nEvent: Divers (1 pt)\n\nCoins included: \n-5x Silver 3\u0027s\n-Marksman\u0027s Map\n-Neptune\u0027s Figurehead\n-Sextant\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nStrategy:\nThis fleet is designed to both run gold and aggravate opposing fleets to no end. Double Catamarans, like standard Catamarans, cannot be rammed, and cannot be boarded as long they have their outrigger hulls, and those hulls must be eliminated before masts can be. Combined with the 1\/3 chance to straight up ignore a hit if the controller rolls a 5 or 6, these ships can be a true headache to sink. And with the sheer size of them, maneuvering around the map with these vessels in play can become quite the feat. For this fleet, I would contribute only silver coins, to increase the chance of a gold victory, using silver explorers.\n\nSpeedy Return: \nMoving at triple S with a helmsman, the Speedy Return will aim to hit islands fast and search for high value gold or silver coins. If gold values aren\u0027t favorable, the Return can attempt to change luck by trading with an unwilling enemy ship for higher value coins. \n\nPolaris:\nThe slowest of the ships in this fleet, Polaris will serve as the gunship to protect the runners, or eliminate the competition. She\u0027s manned by Hermione Gold, to make her cannons more accurate, and Trevor van Tyne, to increase net firepower. Armed with a Double Shot equipment, Polaris is sailing with a  firepower potential of 5 hits in a single shoot action. And with a built in reverse captain, she has the option to move and shoot an opponent, or shoot and then escape return fire. \n\nOrphan: \nEasily the most frustrating ship to deal with in the fleet, Orphan is flying around the map at triple S speed with her helmsman, and utilizing Gentleman Jocard\u0027s cargo management to keep a large hold available for treasure hauling. On top of her Double Catamaran keyword, enemy ships that target her in a shoot action, must first make a d6 roll higher than 3, or they have to be given a different action. And with ramming and boarding out of the question, there\u0027s simply not much else to to stop her.\n\nThe Divers event is included on the chance that Polaris is able to sink an enemy runner with her added cannons and bonus.\n\nCoins: \nFive Silver 3 coins make up the 15 value contribution for setup. The unique treasures included, are not meant to severely hinder opponents, as I wouldn\u0027t want to accidentally load them myself, if they were. Marksman\u0027s Map would ideally be used to help me find where the silver coins are, but if I don\u0027t find it, it shouldn\u0027t give the opponent(s) too much of an advantage. Sextant could be very helpful to my fleet if the map is terrain heavy, but it otherwise wouldn\u0027t impact the game too drastically. Neptune\u0027s Figurehead, however, is a bit of a wild card. With any luck, one of my ships will load it, and it\u0027ll serve as an emergency backup plan if they should fall victim to an enemy gunship."}