{"name":"all your gold are belong to us","ispublic":true,"maxpoints":60,"data":[{"id":125,"crew":[{"id":1668},{"id":2093},{"id":2058}],"equipment":[]},{"id":124,"crew":[{"id":1560},{"id":1556},{"id":1394}],"equipment":[]},{"id":119,"crew":[{"id":2108},{"id":2091}],"equipment":[]}],"description":"This fleet has no real combat or exploration ability. Instead, it is designed specifically to steal treasure from a pirate opponent.\n\nAll of its three ships have SAT abilities and movement of S+S+S or S+L, allowing them to catch up with enemy gold runners (or to run from gunships). Beyond this, each is optimized for a different role within the overall strategy.\n\nThe Viceroy is set up for boarding. Lynch\u0027s Noose gives a bonus to boarding rolls and Portland prevents the loss of crew in the event that your boarding party is defeated. If you win, there is still one open cargo space for you to fill with your ill-gotten gains. And in either case, the Viceroy cannot be pinned, so can use a second move action to dart back out of cannon range (or to ram and board again). This makes the absence of a zero-point reroller, too great a risk for capture, less felt.\n\nThe London is your primary treasure ship. By using Ismail to give the helmsman a free ride and choosing Blake not for his bonus against corsairs but for his link to all English ships, you still have all four cargo spaces available to steal gold from any treasure-laden pirate ships returning to your opponent\u0027s home island. As ramming is not required (and is indeed undesirable) for the London to use her ability, she will not become pinned and her crew will not be at risk from an enemy boarding action. And since use of the ability is not limited to once per turn, a second move action (or careful positioning) allows you to steal treasure from multiple ships.\n\nIf your opponent slips your net and one of their ships reaches home with gold, the Gibraltar can steal it. What\u0027s more, Powder Pete provides a +1 bonus whenever your ship returns to port. If there is no treasure to steal on your opponent\u0027s home island (or if it is well-guarded), you can instead use the Gibraltar to ferry a stolen treasure from the Viceroy back to your own home island, allowing her to remain on station and applying the +1 bonus to that treasure. The same strategy could be used on the London, although it would take four trips to empty her hold---probably not the best use of either ship, unless in dire extremity.\n\nThis fleet would obviously be ineffective against non-pirate enemies (although a little reworking would allow you to replace the London with the Shetland), and has no real defense other than speed and the durability of your larger ships. It is also highly vulnerable to an enemy canceller (or stinkpot) targeting the Viceroy. And a clever opponenent could make your work more difficult through the use of forts; by delivering treasure there rather than to a home island, it is guarded against the Gibraltar, while the London and Viceroy as outfitted would be hard-pressed to successfully defeat the garrison."}