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Port Royal Faction Overview: Dutch Kapers

This article is a general discussion of the Dutch Kapers in Port Royal. Content will cover their stats, strengths, easily built archetypes, and an example of an initial Company you can use for a campaign build.

Faction Overview

Dutch Kapers Faction Logo

The Dutch have been raiding the Spanish in the New World almost as long as the Spanish have been colonizing it. They were also the principal smugglers in the region doing serious work to compromise the Spanish monopoly on New World trade. The Dutch are wildly successful traders, and their merchant companies have exerted far greater influence around the world than the size of their country would suggest. They are also a fighting force to be reckoned with.

Finally casting off the Spanish yoke for good in 1648, after fighting them for almost 100 years, they did not hesitate to enter armed conflict almost immediately with other major powers and colonial players such as England and France. Although the Dutch are allied with England against the French in the war against the Sun King, the enterprising men of the Netherlands are not ones to pass up an opportunity when it presents itself. As such, some Kaper (the Dutch word for privateer) captains have made landfall on Jamaica’s shores to take full advantage of the recent catastrophic situation.

Strengths and Archetypal Role of the Dutch Kapers

  • The Dutch Kapers faction favors an aggressive playstyle and tactical movement.
  • The Dutch has only a single unit geared towards Ranged Combat and the rest lean toward melee capabilities. The faction is specialized in up close and personal combat with 50% of its units having Hard Charger. Based on their Faction abilities, their entire company benefits from fighting with Daggers in Melee.
  • The Landmen the only non-British unit in the game with Drilled. This specialized Small Arms ranged attack allows multiple models to combine their fire to do a barrage-style attack hitting more targets and causing more carnage.
  • Ever tenacious and stubborn the Dutchmen do not go down without a fight. The ability to shed Fatigue at a critical point in the game allows them to recover and get back in the fight.

Faction Abilities of the Dutch Kapers

  • Stubborn: Once per game, after rolling for initiative but before starting the Activation Phase, if this Company has more Strike Points than an opposing Company, the player controlling this Company may spend a point of Fortune to remove 1 Fatigue from every Character in this Company.
  • Knife Fighters: Characters in this faction ignore the Inaccurate weapon trait on Daggers

Fatigue management is EXTREMELY important in Port Royal. As it increases it weakens your combat effectiveness, reduces your survival rate and lowers your Action/Reaction economy. Stubborn can be powerful as you can remove 1 Fatigue company-wide keeping the force effective.

Activating it at a key moment is important to maximize the value. Since you remove 1 Fatigue from every company member regardless of positioning on the board, it is wise to push forward aggressively into combat on multiple fronts.

Fierce sailors and experts in boarding enemy ships they are no strangers to close-quarters combat. This accounts for every unit being able to ignore the Inaccurate penalty on Daggers. Because of this, it makes daggers equivalent to Swords without the -1 bonus on Damage Tests, but cheaper to dual wield for either rapid or stronger melee attacks.

Dutch Kaper Company Options

Dutch Kapers Faction Header

Officers of the Dutch Kapers

The following options represent the company’s ranking members.

The Captain* (1)

Pieces
6
Exp:
4
Fight:
5/7
Shoot:
6/6
Resolve:
5
Command, Fate(1)

A Captain is a mandatory inclusion in every company, The Dutch Captain starts with an Experience level of 4, only 1 away from the max of 3. This gives him a 70% chance of succeeding at Reactions and maneuvers like Climbing or Jumping. As your company continues, if your Experience stat maxes it increases the odds of upgrading other stats and adding new Special Abilities.

His Fight scores have a wider gap swing. While he is very aggressive with a Fight 5, he is much weaker defensively with a Fight Save of 7. This means you’ll want to be a little cautious with when you make charges. Avoid getting into situations where you can be counterattacked by multiple enemies. Find isolated targets and take them out. He will well served to move in a pair with another model that can offer support. Using one of your Rare weapon choices to give him a Rapier can help him stay upright in melee.

His shoot scores are middle of the road for a commanding officer with a 6/6. He has a 50% chance of success both offensively and defensively. Giving him a Blunderbuss with its Accurate bonus gets you a 60% success rate.

Lieutenant (1)

Pieces
3
Exp:
5
Fight:
6/6
Shoot:
7/7
Resolve:
5
Hard Charger

With a 6/6 Fight and Hard Charger a Lieutenant is a solid Melee unit. They are well suited to duel-wielded melee weapons, especially Axes. Alternatively, a Pistol and free Dagger (Bonus Weapon) is a good combo in the early game.

A Base of 5 with -1 for Hard Chargers and a -1 for the duel wielding, single-attack bonus means you will hit on 3’s, a deadly 80% chance of success. With another Dutchman engaged, you can get this attack down to a 2+, making it very easy to pile on fatigue. As you earn more loot, look to add a pistol or two to this Character to soften your targets as you track down your prey.

Mate (2)

Pieces
3
Exp:
5
Fight:
6/7
Shoot:
6/7
Resolve:
5
None

The Mate is a jack-of-all-trades and a master of none Officer. He lacks the Hard Charger keyword of other units. At the price point of 3 Pieces, they are comparable to the Seaman Character, which also lacks the ability. Seamen focus on Melee while the Mate keeps things balanced. Given that Officers Advance at 3XP rather than 5XP for Crew it is worth considering taking a Mate over a Seamen. Having a 7 Save for both Fight and Shoot does increase your risk of Injury or Death marginally.

Cabin Boy (2)

Pieces
2
Exp:
6
Fight:
7/6
Shoot:
7/7
Resolve:
6
Hard Charger

The Cabin Boy is for the weakest stat-line of the Dutch Kapers, even among the Crew. This is offset by the low cost of only 2 Pieces of Eight. You can take 2 Cabin Boys over a single Expert Seamen. If you can keep both Cabin boys in play you benefit from the benefits of rolling double the dice and getting more actions.

  • Cabin Boy: Rolling two d10s needing at least one 7+ → 64% success
  • Expert Seamen: Roll one d10 needing a 6+ → 50% success
  • Conclusion: Rolling two d10s needing a 7+ offers a 14% higher success rate.

Alternatively, like other factions having an inexpensive model to serve as a Plunder Token runner is a solid use. Alternatively, they can serve as a “meat shield” sending them in first as a protective escort depleting your opponents’ Reactions with a slightly better defense in melee. If they opt not to attack you in hopes of hitting another Character you can opt to not trigger another opportunity for another Reaction. This biggest risk of Cabin Boys is they lack awareness and have an Experience of 6 meaning you have only a 50% chance of triggering a Reaction yourself.

Crew of the Dutch Kapers

The following options represent the company’s non-ranking members.

Landsmen

Pieces
2
Exp:
6
Fight:
6/6
Shoot:
7/7
Resolve:
6
Drilled

Enterprising settlers from the Netherlands make up just over half of the Dutch colonial militia. These citizens of the Republic fight shoulder to shoulder with the other national groups that augment their ranks, using traditional European tactics.

The Landmen is an inexpensive Shooting-focused Character option for the Dutch. They work best in groups of 2 to 3 models to take advantage of Drilled. Equipping them with Muskets offers you the best opportunities to lay down heavy shots on your opponents. If you can, find an elevated firing position that gives you a wide field of view and the opportunity to trigger the most Reactions possible. An experience value of 6 hurts these crew members with a low chance (50%) for Reactions, but as a 2 pt model, they make up for their lower action economy with the quantity of models. Because your Reactions aren’t guaranteed, shooting offensively rather than in a reactionary manner is preferred. Being so cheap to build (2 pieces + 1 piece for a weapon), taking a group on Landsmen and advancing them quickly can make them a threat in the late-campaign, should they survive.

Seamen

Pieces
3
Exp:
5
Fight:
6/6
Shoot:
7/7
Resolve:
5
None

The term sailor and soldier are interchangeable for Dutch privateers. Naval success for the Netherlands depends on every mariner being a master seaman and proficient in their martial skills. Even merchant sailors need to be ready to bear arms if their captain decides to turn privateer once he unloads his cargo.

The Seamen of Port Royal are the equivalent of Kapers from Blood & Plunder. Lacking the Hard Charger keyword they are less melee-focused than the other options, but they are still capable in combat. They are the most vanilla option in the Dutch. They have mid-range combat skills, an average Resolve, an average Experience, and an average price range at 3 Pieces. If it’s early in a campaign I would lean into more specialized units. Later in a campaign when you have fewer opportunities for Advancement, you might consider them as good reinforcement options.

Expert Seamen

Pieces
4
Exp:
4
Fight:
6/6
Shoot:
7/7
Resolve:
5
Hard Charger

Progeny of the North Sea and heirs of the Sea Beggars, the Dutch sailors of the seventeenth century are uniquely equipped to be masters of sea and sail. A great deal of romance is attached to mariners in the culture of the Netherlands; regarded as the champions of Dutch liberty and the promise of empire.

The Expert Seamen are the equivalent of the Zeelieden of Blood & Plunder. In Port Royal, they favor Melee with their 6/6 Fight and Hard Charger ability. Starting them with a Dagger and adding a Pistol are good options. You can also swap and use a Rare Weapon pick to get a Lance to expand your threat range in melee. Because you will typically want to close on the enemy, they tend to favor Pistols as ranged weapons over Muskets as you don’t necessarily need the extra range. An experience value of 4 is the best in the Dutch – making your Expert Seaman the go-to Reactionary troops in your company. Fitting, as they will be up in the thick of it, stabbing away. Alternatively, going with double axes is EXTREMELY brutal.

Boarding Specialist

Pieces
5
Exp:
4
Fight:
5/6
Shoot:
6/7
Resolve:
4
Hard Charger

Victory in naval combat often rests on the most harrowing part of the engagement: a successful boarding action. Only the most battle tested crew are trusted to transgress the gunwales of an enemy vessel and claim a foothold. Amidst a hail of musket fire, the boarding party thrusts headlong into hostile territory, breaching bulkheads with boarding axes and clearing decks with grenadoes and blunderbusses; breaking enemy defenses and making way for the rest of their crew.

The Boarding Specialist (aka. Enter Ploeg in Blood & Pigment) is the Dutch’s premium Crew Member at a cost of 5, but boasts a Fight of 5 tying for the best Fight Skill of ANY unit in Port Royal. Take on Hard Charger and dual-wielding melee weapons you can have a Fight of 3 giving them an 80% chance of unaliving an opponent. Swapping their Daggers for Axes as soon as possible to get the -2 on Damage Tests will have them chopping heads like it’s their full-time job. An Experience of 4 keeps them savvy to enemy actions and increases the opportunity for Reactions.

Example Crew Member Names

Naming character models adds a personal touch, making your crew more immersive and memorable. Here are some traditionally classic names from the Netherlands in the 17th Century that you can use to draw inspiration for your Dutch Kapers.

First Names

Adriaen, Claes, Cornelis, Dirk, Frans, Gerrit, Hendrick, Jan, Jasper, Lodewijk, Maarten, Pieter, Reinier, Tjerk, Willem

Example 30 Pieces of Eight Starter Build

Company Name: “Bashers & Blasters”

by Jason Klotz

This Dutch Kaper force is designed as a mix of Melee and Ranged capabilities. It has strengths in both ranged and close combat ideal for weakening the enemy with musket shots and finishing them up with potent melee capabilities. Your Captain, Lieutenant, and Boarding specialist want to be up close and in the action with close range weapons. Keeping them together to swarm an opponent or pairing them up with the Cabin Boy are both valid strategies, depending on the needs of the board. Your Landsmen work best as a team of three, getting into a position to lay down covering fire for your swarmers.

ItemPieces
OFFICERS
Captain
Blunderbuss
Dagger
6
1
0
Lieutenant
2 Axes
3
2
Cabin Boy
Dagger
2
0
CREW
3x Landsmen
1 Musket each
1 Dagger each
6 (2 each)
3
0
Boarding Specialist
2 Axes
5
2

Download this Force

Play Style Recommendations for this Starter Company

  • Keep your Captain and the Cabin Boy together. Move them up to the front of your force, leading with the Cabin Boy.
  • The Lieutenant and Boarding Specialist are both infighting closers. Get them in base-to-base with the enemy as quickly as possible and use Hard Chargers + Duel Wield for brutal Melee attacks.
  • Hold the Landsmen towards the end of your first turn to figure out where the enemy will be. Then push to get the Landsmen to an elevated position or near the center of the board (in cover) as quickly as possible. The threat of 3 musket models will limit your enemy’s movement and ability to navigate the board. Do not feel obligated to fire all 3 models at an opponent. Hold your fire until the opportunity presents itself.

Dutch Campaign Sheets

Standard Sheets
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Port Royal Factions - record sheets collage

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