This article is an analysis of the Oak & Iron English faction. Learn more about the faction initiative cards, admirals, and strengths & weaknesses. The English are one of the 5 Factions contained in the Oak & Iron Core Rules Boxed Set.
Historical Background
The English navy, or British as it slowly began to be known from 1707, might best be described by its signature tactic: to close, with great discipline and professionalism, with the enemy and batter their ships to splinters, killing and wounding men until the enemy surrenders or is destroyed. Its discipline and professionalism originally inspired during the defeat of the Spanish Armada in 1588, the English navy makes great gains in experience and tactics during the Anglo-Dutch wars, preparing it for the French wars that will dominate from the late 17th century into the early 19th.
Many English commanders are doggedly aggressive, believing that closing with the enemy, no matter the odds, is their duty. Likewise, many are severe disciplinarians, and many also have the often bad habit of seeking to combine glory with profit. Throughout the period the English navy grows in discipline, professionalism, and effectiveness until, in the early 19th century it arguably reigns supreme, challenged only occasionally by the French and, in small actions, the upstart Americans. The English also send many privateers to the sea in time of war. Although for the privateer profit is foremost, many English privateer captains will, like their French counterparts, fight for duty and honor when cornered, rather than simply strike to overwhelming odds.
Why should you play the English Faction?
- You prefer ranged combat focused on smashing your opponents into submission with heavy Broadsides.
- You like the big heavy Ships of the Line over smaller, faster ships
- You aren’t focused on boarding your opponent.
- You like taking advantage of the speed and turning benefits using Seamanship actions.
English Faction Abilities
SKILLED SAILORS: Roll 1 more dice during all Skill Tests.
EXPERT GUN CREW: When making a Broadside Attack at Musket Slot or Cannon Shot, you may re-roll 1 Sword result.
The English are masters of sailing, so when you make Seamanship or Crew actions you get 1 extra Die for all Skill Tests. This allows you to adjust your sail settings (e.g. speed), turn more quickly, repair your ships or free them if they run aground with greater success. It also applies to attempts to grapple and initiate a boarding action, but the English don’t excel at boarding.
Expert Gun Crew is useful for increasing your applied damage on Broadside attacks by allowing a re-roll on misses. This ability is statistically more beneficial on the larger ships where you are rolling more dice as you have more chances to miss. It’s important to note that this ability only applies to distances greater than Musket Shot, so keep your opponents at bay. For more tips on how to do that check out our Combat Tips and Movement Strategies.
English Initiative Cards
Card | Initiative Value | Description |
Adjust Formation | 3 | If a ship in this Squadron is within Pistol Shot of another friendly ship, it is treated as being in Formation. |
Engage More Closely | 4 | Each ship in this Squadron that is not Entangled or Aground may make a Free Move Directly Sideways (up to Speed Rating 1) at the beginning or end of its Move. Additionally, ships within Pistol Shot roll 2 more dice during Broadside Attacks. Discard this Initiative Card instead of returning it to your hand during the end phase. |
Fast Loader | 5 | Each ship in this Squadron may immediately remove a reload marker. Discard this Initiative Card instead of returning it to your hand during the end phase. |
Long Range Gunnery | 2 | Each time a ship in this squadron rolls a (cannon) result on an Attack made at Cannon Shot, roll an additional dice for each (cannon), Apply this effect until there are no (cannon) results. |
Zeal | 1 | When this Squadron’s Flagship takes a Rally Crew Action, each friendly ship within Musket Shot rolls a Skill Test. If the ship succeeds, remove 1 point of Fatigue for that ship |
English Faction Initiative Card Analysis
- In my opinion, Adjust Formation and Engage More Closely are must-haves in your initiative deck. Both can help you get the +1 Die for being in Formation. With Engage More Closely you can absolutely devastate an enemy ship if you are using a Ship of the Line. A non-fatigued 1st Rate, in formation, with Additional Guns rolls an astounding 14 dice for its Broadside with this card!
- Adjust Formation is an ability that becomes more valuable the larger your fleet. So in 100-200 pt games the more benefit you receive. It’s important to note that you just have to be in Pistol Shot range of ANY friendly ship not just the flagship. So if you’ve broken into multiple small groups each of them can gain the benefits of formation.
- Engage More Closely is one of the most powerful initiative cards in the game. Used wisely, as it can make a massive difference in damage output. This card is particularly good when playing a boarding-focused opponent. While its intent is moving toward an opponent, I often use it in the opposite manner and move away from boarding ships. It is fun to waylay an opponent with a massive salvo right before they board. Being able to inflicting Fatigue or possibly sinking an incoming ship as the close is deeply satisfying.
- Fast Loader is like a more powerful version of Reload in that it doesn’t require being in formation AND gives you a 5 Initiative value. The 5 helps you attack first, but it has to be discarded after it is used, so use it wisely! One sneaky way to use this card is to play it the round AFTER you’ve already been boarded. Why you may ask? Because you cannot Reload after being Entangled, you are normally unable to make a Broadside at point-blank range. This card allows you to Reload at any time. Since larger ships do more damage with cannons than Crew, so use Fast Loader to get a free Reload and blast them to splinters up close. And if your opponent was unwise enough to board your side with their Bow, you automatically get a Raking Shot.
- Long Range Gunnery with cannons is the bread and butter of this faction, so this card is a natural choice. It’s a lower initiative value so use it wisely. Long Range Gunnery is a powerful card early in the game while closing with your opponent. Later in the game. it is difficult to use as your ships will be closer than Cannon range. You have a 12.5% chance of an additional damage die from EVERY Broadside die on EVERY ship in your fleet. In practicality, that is 1-3 additional damage per 50pt of ships in your fleet.
- Zeal is weaker version of the Beloved Admiral ability that requires a Skill Test which means it’s not guaranteed. While you can use it multiple times in a game, I don’t think I’ve ever used it more than once, maybe twice in a single game. As a Crew Action it requires your Flagship to forfeit a Reload. This means it can only make a partial attack during the round. As such, it’s not the greatest card in the deck. In my opinion, you are better off using the Take Courage Initiative Card. It affects all ships in Formation without the need to pass a Skill Test. If this card is paired with Admiral John Benbow, the squadron should have almost no issue keeping Fatigue low, especially in the late game.
English Admirals
George Monck
Admiral Level: | 3 |
Point Cost: | 8 |
Abilities: | TACTICIAN: After revealing an initiative card, you may spend a Fortune Point to replace it with another card in your hand with the same initiative value or 1 value lower. SUPERIOR COORDINATION: Ships in this Squadron that are in Formation and within Pistol Shot of this ship may ignore 1 point of fatigue when making Attacks. |
Admiral Ability Analysis
George Monck is the Level 3 Admiral for the English. He is in the middle of the pack for point cost, making him an option in smaller-sized games. While, in most games, you want to win initiative. If you are playing a ranged-focused build, that isn’t always the case. Letting your opponent move first lets to line up shots and allows “Cut Free” AFTER your opponent uses their turn to board you. On the flip side, when it’s time to Attack, you always want to go first.
Tactician is an ability that can take some time to wrap your head around. It is an ability that can either be game-changing or completely useless because a useful situation may never even come up. Because Tactician can only match or lower your initiative, it is more useful when you want to go second.
Unlike Clever, which prevents effects on Events, this ability can also be used to avoid or trigger an Event card by shifting away or matching Initiative values. Events have a split focus on good/bad outcomes so it comes with an element of risk.
George Monck’s Superior Coordination ability is a mixed bag. While giving +1 die by ignoring 1 point of Fatigue, you have to be at Pistol Range. Pistol range negates the Faction bonus for Expert Gun Crew. The Pistol Range requirement also means this ability will be unused early in the game further reducing its effectiveness. Additionally, if you are focused on keeping your distance from opponents attempting to board, it may never come into play. It also requires you to stay in formation to gain the advantage. As a plus, it is not limited to Broadsides only . Since it applies to an “Attack”, so you can legally use it on Partial Shots and Close Combat.
Henry Morgan
Admiral Level: | 1 |
Point Cost: | 5 |
Abilities: | ROGUE: This Squadron may not include Ships of the Line. CLEVER: After revealing an initiative card, increase or decrease its printed value by 1. An event card is still drawn if the printed values are tied. BUCCANEER TACTICS: May include 1 card with the faction symbol in your initiative |
Admiral Ability Analysis
In 1667 Morgan received a letter of marque against Spain and conducted several raids on Spanish vessels and settlements (though only authorized to attack ships). In 1670, Capt. Morgan set out for Porto Bello (modern Panama) with a force of 2,000 buccaneers and 36 ships. In January of 1671, he defeated the large Spanish force and captured the city. Unfortunately, the raid took place after a peace treaty was signed between the English and Spanish. To appease the Spanish Morgan was arrested and summoned to London to stand trial. Instead, he was welcomed as a hero by the masses. He was knighted and eventually returned to Jamaica in 1674.
As a privateer, Morgan often employed the same tactics used by many pirate forces. The Pirates Faction currently only has 2 Initiative cards to pick from “Deception” and “Raise the Black”. Of the two, “Deception” is probably the better choice. It prevents your opponent from being able to attack you at Cannon Shot range –even if you traded shots earlier in the game. This card allows you to get in position and lob your own Broadside without fear of reprisal. Because you want to line up your cannon shots, pair this with your Clever ability and lower your initiative. By making your opponent move first you know where they will be and you can maneuver your own ships accordingly. Since they can’t fire back, letting them shoot first is of no consequence.
Clever is similar to Tactician in that it affects your Initiative order. This lets you affect the option to go first or second. Going first can help you in the Attack phase by inflicting Fatigue. You can also force your opponent to move first to react to their movement. In both of these instances, the ability to ship initiative gives you that option. If your opponent moves first, you can also “Cut Free “to deny boarding attempts and continue to engage at range.
John Benbow
Admiral Level: | 2 |
Point Cost: | 10 |
Abilities: | DOGGED: This ship counts as 2 ships when checking for Withdrawl. INSPIRING: Remove 2 points of Fatigue when taking a Rally action. DOUGHTY: After creating an Initiative card hand, add the “Doughty” Initiative card to your hand |
Admiral Ability Analysis
Benbow is the most expensive Level 2 admiral in the game and more expensive than some Level 3 Admirals in other factions. But what do you get for the price? A solid all-around Admiral that is a master at Fatigue management. For the English, he is my go-to Admiral of choice.
Dogged is good for smaller squadrons, particularly those you will likely end up with if you build a force focused on Ships of the Line. Unless you are playing an exceptionally large game, the higher point ships result in you having fewer ships in your squadron. As such, each strike point is extremely valuable and losses hurt more. Dogged will keep you from making a strategic retreat too early.
Inspiring is a personal favorite for abilities as it is one of the most practical and useful in the game. Fatigue is the biggest factor that affects Crew Action Skill Tests, Ranged attacks, and boarding. You want to keep Fatigue penalties as low as possible and Inspiring is great at that.
Doughty gives you a bonus initiative card with the following bonus: If you earned any Strike Points in the previous turn, immediately remove 1 Fatigue from each ship in this Squadron. As this affects the entire squadron this can be extremely powerful late in the game. The more ships you sink the better your morale.
Other Factions in Oak & Iron
Select one of the factions below to see our breakdown of the playstyle and pros & cons of each Oak & Iron nation, their admirals, and initiative cards. Each guide comes with our recommendations for how to take advantage of the features in building your Oak & Iron Squadron. Select another faction to learn about it.