{"name":"A New Low","ispublic":true,"maxpoints":40,"data":[{"id":823,"crew":[{"id":1915},{"id":1899},{"id":1925}],"equipment":[]},{"id":687,"crew":[{"id":1354},{"id":1282}],"equipment":[]},{"id":300,"crew":[{"id":2017},{"id":1411},{"id":1481}],"equipment":[]},{"id":74,"crew":[],"equipment":[]},{"id":205,"crew":[],"equipment":[]},{"id":115,"crew":[],"equipment":[]},{"id":1140,"crew":[],"equipment":[]},{"id":2392},{"id":2395},{"id":2383},{"id":2377},{"id":2396}],"description":"(If playing with Events, swap Cotton for Hidden Cove)\nWith Hai-Peng and her crew, coupled with Lord Mycron, you should have almost uncontested control of the map, especially in the first turn and especially especially if you go first.\n\nUse Hidden Cove first on Hai Peng, then move and explore the closest island to your opponent\u0027s HI. Ship the most valuable coin to the Sea Crane via UPS and load the next two (if there are that many) and the Oarsman. Then move Hai Peng to the next closest island. Explore and unload all your gold. Build a fort, preferably Dead Man\u0027s Point but if you do not have enough then any of the Pirate or English forts will do. By exploring close to your opponent, you deny them easy gold and force them to sail across the map to find fresh islands.\n\nEven if you find Rum, Plunder, or Buried Treasure on Turn 1 Island 1 the effect does not kick in until next turn, so you can still sail around and build your fort. With Hai Peng\u0027s speed and Lord Mycron, you should be able to take your pick of treasure (including UTs) and since we are contributing high-value coins (due to 5 UTs) and with Sea Crane+Genny Gallows, we should be able to build any fort available to us.\n\nIn the mid-to-late game, when CJS\u0027s ability is spent, you can use Sea Crane (and Genny Gallows) to ship gold from your fort(s) back home for a bit more of a boost.\n\nOf course, this fleet is vulnerable to negative and\/or game-slowing UTs (unless Pirata Codex is found too), but you cannot cover for everything. Every game and every fleet is a gamble and no plan survives first contact with the enemy."}