I. Introduction
I did not build this list thinking I could win with it; I built it out of shame. I have been playing Blood & Plunder for about six years now and still, I have not painted my armies. This has become a point of frequent, merciless ridicule…
Okay, it may not be that bad but it is a little embarrassing.
So why did I choose the Barco Luengo and why did I run this list? This past year, I tried to prepare a miscast Barco Luengo prototype in time to pre-empt the official release; I failed but, in the process, I came very close to finishing my first Blood & Plunder Ship. I built my Adepticon list around that nearly finished Barco Luengo.

British Privateers
- 13 Sea Dogs without pistols
- Experienced British Standard Commander (Strict)
- Musician
- 8 Able Trained Seamen with 2 Firepots
- 8 Inexperienced Jamaican Privateers with 2 Blunderbusses
- Cook
- 10 Inexperienced Jamaican Privateers with 2 Blunderbusses
- Boatswain
- Barco Luengo
- Reinforced Bulkheads
- Freshly Careened Hull
- 1 Pair Medium Cannons w/Grapeshot
- 4 Swivel Guns
II. The Barco Luengo offers unique abilities that mitigate its fragility and relatively poor armament.
The Barco Luengo is slow, fragile, and relatively poorly armed but it is mobile. The Barco Luengo has a top speed of 4”, a turn value of 4, and can move 4” under sweeps while at any sail setting thanks to the “Galley 4” rule. After some experimenting I came up with several potentially advantageous ways to use the Barco’s mobility: (A) Running away; (B) Rowing backwards; and (C) Three-Point Turning.

A. Running away serves a limited, but not negligible, purpose in ship-to-ship combat.
The Barco Luengo is the premiere ship for any cowardly captain. The “Galley 4” rule allows it to run directly into the wind where even a weatherly sloop can’t follow it. However, running is only useful in a very limited set of circumstances.
I got lucky (really my opponent was very unlucky) and in one round of the tournament, a mistake led to us playing a scenario where my opponent had to fight up-wind to take the weather gauge from me: an unbelievably sisyphean task. (Thank you for being such a good sport Holly: I still feel bad!) But most games will not be so one-sided and to plan for such an occasion is folly.
If you choose to run in the Barco Luengo, don’t plan on doing it for long. If you strike the far board edge and your opponent is too far to scroll the table, you will run aground. Instead, use your ability to create distance to keep out of the range of swivel guns and small arms. You will not be able to out-run a gunship’s cannon range: don’t try it.

B. The ability to reverse is important but it supplements your other abilities better than it functions on its own.
I played this rule wrong in the tournament: ships may move no more than 3” backwards. However, this doesn’t mean that moving backwards is without its uses. If you choose to run, even if you choose to close with an enemy, the rowing means that your ship can “take back” up to 3” of that movement at any time.
What I found useful was to wait, allow an opponent to take their second move early and then reverse either into (or out of) a range-band for a turn or two while they couldn’t properly react. You can do something similar with other ships but that typically only serves to either carry you further out of range or bring you closer. Reversing allows you to do both. If you’re running, reversing on your second to last card may allow you to jump a range band back, fire your swivels, and then jump forward and back out of that range on the next card. Conversely, you might jump forward to pound a fleeing opponent with your medium guns only to reverse back out of the range of their small arms.
Plan your initiative carefully; it always matters but with the Barco Luengo, it can decide whether your opponent is even able to shoot at you. Feel free to pre-measure; unless your opponent has also read this article, they probably won’t be able to predict this maneuver. Stay at range and pick away at your opponent until they’ve weakened: then move in for the kill.

C. The superior turning ability of the Barco Luengo pairs well with its unusual armament.
The Barco Luengo can complete a three-point-turn at nearly full speed. This diminishes any vulnerability of bow-mounted cannons, increases your ability to evade your opponents arc, and allows you to hot-swap from front to back armament with ease.
I chose to (and I do believe this is why I won my games) run two medium bow-chasers with grapeshot and four stern-mounted swivel guns. I rowed towards my opponent firing round-shot while at range, spun around to fire off my swivel guns, then spun back around to fire my freshly reloaded chase guns. I managed to time the turns when I could fire my swivel guns twice with the turns when my chase guns needed to spend reloading. This was more luck than skill but I recommend attempting the same if you think you manage it. After double-firing my swivel guns, I (in two games) turned hard and brought my bow-guns in for point-blank grapeshot.
Plan on turning. Whether you purchase swivel guns or light cannons for your quarterdeck, don’t be afraid to turn hard and bring them into arc. I liked the ability to fire swivel guns in any direction but I will be the first to admit that I found this ship to be especially strong against other size-twos, not heavy gunships. It may be that you, in your games, find that focusing on dismantling shot from afar is the best way to capitalize on the Barco Luengo’s ability to evade and turn. I look forward to hearing all about how other players use it to beat-up on Light Sloops.

III. Conclusion
I was, at release, a vocal critic of the Barco Luengo. I believed that it only appealed to Spanish players: it’s fragile, a poor sailor, and its primary armament leaves it vulnerable to raking fire while in use. I now believe that the Barco Luengo is one of the most uniquely maneuverable ships in the game. If you don’t already have one (and especially if you play Spanish) consider picking up your own little oar-powered go-kart.

As a piece of parting advice, the Barco Luengo may prove to be the new king of the size-two ships but it cannot stand up to size-three cannon fire. If you find yourself facing a gunship, don’t waste time: board immediately. You may find your ship little more than flotsam if you don’t.
Good Luck and Happy Hunting,
Jayden “Jay” King

Additional Recommended Reading
- Check out Christian Busch’s 3rd place force from the Sea Tournament
- Read all about Fernando Arteaga’s tournament-winning Spanish Army Force
Related Products
- Barco Luengo ship from Firelock Games
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