{"name":"Submersible Cursable Speed Demons","ispublic":true,"maxpoints":100,"data":[{"id":475,"crew":[],"equipment":[]},{"id":408,"crew":[],"equipment":[]},{"id":708,"crew":[{"id":1974},{"id":1657}],"equipment":[]},{"id":578,"crew":[{"id":1887},{"id":1645},{"id":1637},{"id":2043}],"equipment":[]},{"id":393,"crew":[{"id":1673},{"id":1434},{"id":1432}],"equipment":[]}],"description":"--General Premise--\n\nUtilize ROTF Hag of Tortuga effects to ram sea monsters into enemy fleets at high speeds. Board their ships, break their masts, and steal their crew from beyond the grave. Use Behemoth to further enable your speed demon shenanigans, or to gain Captain, Helmsman or Longship.\n\n--Forward--\n\nThis is my first attempt at designing a fleet, and part of my inspiration was to make seem sea monsters feel more powerful after getting into the game and comparing them to other ships and sea creatures. \n\nThis is a fleet I would want to play in a relatively higher power level game among my playgroup. Certain choices are not as optimal as they could be as a result (such as my fondness for the big crab fellow), but the general idea of the fleet still stands and can probably flex to different point totals and power levels fairly decently. I will say in lower point total games, I do think it would be fun to try this with sharks to give them some sort of usecase.\n\n--Optimization--\nCalim is the sea monster in my collection that stood out to me the most in terms of its mad-dash ramming potential, as it was slightly more efficiently costed than Glog-Clocthoth due to it\u0027s extra innate movement. Both sea monsters having cargo also helps to enable rushing ships collecting gold from ships that may otherwise feel safe as playing against S+S+S+L+L+L+L (should almost always be possible turn 1, requires additional setup for later turns) movement doesn\u0027t seem exactly common, especially from sea monsters. While Calim is my preferred option, there are cheaper sea monsters (Ophidious comes to mind) that may allow you to play an additional sea monster at the cost of some crew on your non-monster fleet.\n\nBehemoth is the most expensive thing in this fleet, but it\u0027s extreme versatility gives it a swath of options here. Serpent\u0027s Fang to my knowledge is the only ship with the \u0022Add +L\u0022 effect innately, and provides a decent amount of support for Behemoth\u0027s toolbox between that and its cargo. \n\nIf you really wanted to break the bank, Loki\u0027s Revenge, despite its low movement speed, is probably good based on similar reasoning, though it would have to carry a Sargasso Nightmare as part of it\u0027s crew if you wanted to sub it in for Brachyura. El Toro and El Pescador are also options in that regard due to cheaper total cost and Pescador\u0027s link privilege, however El Toro also would probably necessitate an additional helmsman to have the necessary movement to support its sea monster brethren more capably. \n\nThe Salem is a bit of a placeholder in that there are a whole host of ships you could run for the purpose of collecting small amounts of gold and hosting your given \u0022Add +L\u0022 crew effect (which are directly available to every major faction outside of the English and Pirates, to my knowledge). The real distinction is that to maximize your sea monster\u0027s movement, that ship should have enough point cost and cargo space to carry your \u0022Add +L\u0022 effect, and potentially another crew based on preference\/movement requirements. Vibes wise, I think Samedi\u0027s Curse would be really cool to run in this slot for a full cursed version of this fleet.\n\nFinally, there are a litany of unique crew that could be applicable here either for redundancy, include every Davy Jones, however the Wraith seemed like the most efficiently costed way to attempt to double down on ramming with your sea monsters, and providing a \u0022sac outlet\u0022.\n\n--Custom Piece Optimization--\n\nThe October 2026 Booty Box from Pirates With Ben has some real standouts, and really was what motivated me to type all of this out. The Valmung crew that was recently teased allows for your Sea Monsters to gain eternal, as it\u0027s text innately lets it be placed onto Sea Monsters. Combining that with Wraith, and the aforementioned \u0022sac outlet\u0022, should let you use your sea monsters fairly liberally. I do wonder about crew that allows for rerolls to add more consistency for recurring crew, however if you\u0027re always searching for perfect tides, you\u0027ll never sail. Hydras innately fix a lot of the problems that are core to sea monster gameplay, so those additions would obviously power up this general strategy as well.\n\n--Rulings--\nI am unsure if Behemoth actually ever loses the ability selected until your next turn. If it does not, the Valmung will be a fantastic addition as you can then copy it\u0027s Eternal ability off of Calim (or its other designated Sea Monster host).\n\n\n"}