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Pirate
Piece of the Day
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Diego Cesar Olano
Spanish - Revolution
Marine. This crew gets +1 to its gun rolls against
Pirate ships, forts, and crew.
Type
- Crew
Collector's Number -
044
Piece Ratings: 4
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 08.11.05 |
Master Gunner
Rogelio Vazquez
Spanish - Spanish Main
All of this ship's cannons have __ range.
Type
- Crew
Collector's Number
- 044
Piece Ratings: 3
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 08.11.05 |
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WildWill |
Pirates of the Revolution – Diego
Cesar Olano #044
Name: Diego
Cesar Olano
Set: POR
Card #s: 044
Type: Crew
Cost: 7 Points
Rarity: Rare
Faction: Spanish
Ability:
“Marine.
This crew gets +1 to its gun rolls against Pirate
ships, forts, and crew.”
Flavor Text:
Haunted by the abuse he suffered when
captured by pirates on his first tour of duty, Olano
has vowed to hunt down every pirate on sea or land
and exact his revenge.
Today I thought we’d take a look at
the crew members I suggested go on the El Garante,
to make her a formidable gunship. First off is our
very first review of a Marine! Marines, as in real
life, are hardy individuals who are crack shots.
Semper Fi Indeeed! The Marine keyword indicates the
following:
A crew with this keyword may be
dropped off on any island (except on an opponent’s
home island). Whether on a ship or an island, it may
be given its own shoot action each turn, just like a
ship; it has a short-range, 2-rank gun. Opposing
players may target this crew with shoot actions only
if it is on an island, but it must be hit twice in
the same turn in order to be eliminated—a single hit
has no effect. Unlike other abilities, the Marine
ability does stack. For example, if two crew with
Marine are assigned to the same ship, they may both
use it on the same turn.
So marines are nasty as all get out,
and hard to kill. But are they worth the points?
We’re talking about a HUGE 7 points per Marine, and
since the uniqueness rule applies, you can only have
one per faction in each fleet right now (and the
Pirates and Americans don’t have a marine yet).
Worthy of your fleet build? Heck yes. Any time you
have a moveable 2 rank gun, no matter what the
range, you’ve got it made. Throw him on a smaller
ship that just transports him around, and let him be
a sniper. Put him on a larger ship like the
aforementioned El Garante and you’re adding a sixth
gun, that can’t be eliminated, unless the entire
ship is. Plus on top of that, he gets +1 to his
rolls against ANY Pirate faction piece. So
basically, unless you roll a 1, you hit Pirates.
Yee Haw.
Personally I don’t have any Marines
quite yet, but as soon as I pull one, I’m making a
new fleet of whatever faction that is.
Price wise, Diego is really
inexpensive at the moment. I would suspect that
when more marines hit the market (and I’m kind of
assuming more marines will be available in Barbary
Coast, because, well you know the U.S. Marine’s
official song that starts, “From the Halls of
Montezuma, to the Shores of Tripoli”? Well the
shores of Tripoli are ON THE BARBARY COAST! And in
fact that’s where the U.S. Marines made their first
world-wide impact.) Diego will go up in value.
Currently he can be had for a couple bucks or less.
Strangely, of the three Marines included in the
Revolution set, two are rares (Lt. Nigel Hardwicke,
the British Marine is also a rare), but the French
Marine, Michel Bordeaux is a common. I guess the
French really are easy?
My Ratings
Playability 4 of 5
Pirates of the Spanish Main – Master
Gunner Rogelio Vazquez #SS-03
Name: Master
Gunner Rogelio Vazquez
Set: POR
Card #s: 044
Type: Crew
Cost: 5 Points
Rarity: Common
Faction: Spanish
Ability: “All
of this ship's cannons have L range. “
Flavor Text: “Vazquez can hit a wine
glass with a cannonball at 500 yards. He secretly
desires to own a weapon made by the master himself,
Charles Southwyn, so he searches through every
treasure haul, looking for items made by the English
legend.”
Our Master Gunner here has the
same ability and statistics as Commander Albert
Crenshaw, who we reviewed here:
http://pojo.com/pirates/CotD/July/06.shtml.
If I had realized that earlier in the week I
wouldn’t have chosen him to review today. But I
did, and I’ll have to deal with my own mistakes
won’t I.
So yeah…This crew is basically
the same as the American version, and on the
right ship, i.e. one with limited range guns, he
can be a welcome addition. But again, at 5
points, he’s bloody expensive.
He gets the same ratings as good
old Crenshaw:
Playability 3 of 5
Collectability 2 of 5.
Next Time:
A review of a piece type we’ve
NEVER reviewed before (“Two in one week, dang
Cap’n you’re spoiling the men again.”
“Never mind you. A’ll be the one
who spoils THIS crew.” {thwack} “Oh thank ye
Cap’n, thank ye.”
What WILL it be? What WILL it
be?
|
Pippin |
Master Gunner Rogelio Vazquez
5 points
Spanish
All of this ship's cannons have (L) range.
Vazquez can hit a wine glass with a cannonball at
500 yards. He secretly desires to own a weapon made
by the master himself, Charles Southwyn, so he
searches through every treasure haul, looking for
items made by the English legend.
Ah, Master Gunner. A great sniper figure that boasts
remarkable marksmanship. Unfortunately his effect
has nothing to do with accuracy, simply range. His
affect is a good one all around, except for the few
ships that cannot be hit by L range cannons. The
Santa Theresa from Spanish Main would own any ship
that has this man aboard.
Other than that he is a fine addition, if you can
afford him. For 5 points, there are better crewmen
(and women). With today's game being more and more
about point efficiency, 5 points for any effect had
better be dang worth it (such as Thomas Gunn the
Younger, 5 points, move-shoot, and kill-a-crew).
Being a common weighs in his favor as you can
readily find one. If you have been collecting for a
bit you should already have one.
But as for a final analysis, you would probably want
to use this on a ship that has nothing but short
range cannons (he's the Enzite for cannons: the
natural way to cannon enhancement). Unfortunately,
he may not earn any "well earned respect from the
neighbors". I don't see any fleets being built
around him, but if you find yourself 5 points shy of
40, check him out. You could put him on Asesino de
la Nave with its 3 2S cannons, making 3 2L cannons
and the kill-a-cargo feature. But then again, 5
points could be a captain and a helmsman.
1/5 for points. If it were 2 points or maybe 3, it
may have seen more play, but such as it is, no.
4/5 for ability. On the right ship, he is DEFINATELY
a boost.
1/5 for collectibility. He's a dime a dozen (maybe
even a nickle)
ALL TOGETHER 2/5. His ability just cannot outweigh
that 5 point burden.
Diego Cesar Olano
Marine. This crew gets +1 to its gun rolls against
Pirate ships, forts, and crew.
Haunted by the abuse he suffered when captured by
pirates on his first tour of duty, Olano has vowed
to hunt down every pirate on sea or land and exact
his revenge.
Nifty thing to have in a pinch those marines are. I
seem to like this guy.
I dunno why but I think I can relate to him. I know
people that look like him, and some that say I look
like him. But whos counting.
Anywho, his effect is pretty much like other
marines, +1 to a cannon roll agains (generic
national name here). This one happens to be against
pirates.
It is said he was tortured by pirates when he was
captured, I think they subjected him to increasingly
bad hair days and detal work by a first year student
from the Pirates School of Dental Care.
His effect, other than being a marine, is
situational and is not used heavily. But being a
marine means that he is usefull whether your
opponant is Pirate or not.
That cost is the only thing that holds him down. 7
points is awful steap, and can be well managed on
other things. If you only plan on using him as an
extra cannon on a ship, use a musketeer, 4 points
cheaper.
Final Exam: (turn yer hed and cough)
1/5 for points. 7 points is a bit tight to manage,
but do able. Maybe in with the release of other
marines, he may become a bit more usefull and worth
his cost.
3/5 Text ability; 4/5 Marine ability; 3.5/5 Overall
ability. The marines add a dynamic to the game that
is really interesting and unique. I like em, and
like I said, he could be my brother.
5/5 for collectability. People are snatching up the
rare, the big, and the unique. This guy is all
three. Rare, Big, points-wise and new type-wise, and
unique,
3.2/5 Overall: Not bad, but in the right settings.
Until next time, take what ya can, Give Nothing
BACK!
Pippin of Pippin's Privateers
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I
M Einstein |
Diego Cesar Olano-Revolution-Spanish
For the crew in spanish week 2 we have Diego Cesar
Olano. This crew simply kills pirates with it's
ability. The marine ability is great in my opinion.
I think that you can dock at an island close to a
ship, unload this crew and attack on the same
turn(with a captain). The only downside is that it
costs 7 points.3.5/5
Master Gunner Rogelio Vazquez-Spanish Main-Spanish
The second crew is Rogelio Vazquez- a 5 pointer from
SM. All of the cannons are L range on the ship. I
don't find any usefulness in this ability because if
you focus on attacking why would you need protection
against a counter attack? This crew is too
situational for it's cost. 1.75/5
|
Aethereal |
Diego Cesar Olano
At 7 points, this guy is very expensive to include
in your fleet (especially in a 40-50 point game),
but it is worth it in the correct build. The ability
to
add a free gun that hits on a 3 or higher to a ship,
or drop it off on an island and start shooting from
there, is very good. Even better is the fact that
Marines are hard as nuts to kill, requiring two hits
on the same turn to take out. A good gunship should
have no trouble taking out a Marine, but most ships
will find this guy to be really annoying.
My only gripe with the Marine ability is that, on a
gunship, a Musketeer is usually a better choice (and
a lot cheaper). The better hit rate against Pirates
can be a nice bonus, but not really. He's a little
too expensive for what he does in my opinion, but
he's not a bad choice for a fleet at all.
Rating: 3/5
Master Gunner Rogelio Vazquez
For 5 points, you get to make the ship have all
L-range cannons. This is a great ability, but we're
talking about 5 points here. Honestly, I don't think
it's worth it except *maybe* on the El Garante. With
the El Garante, you want to have some ships within S
of her, and turning all of her cannons to L-range
can allow you to dish out death while reducing the
risk that your other ships might get attacked
(mostly in a high point game). Most of the worthy
gunships
in 40-50 point games have at least 2 or 3 L-range
cannons, so with those you're paying 5 points to
turn 2-3 cannons into L-range? Nah.
Crenshaw (the
American version of this guy) is better because the
Enterprise has all S-range cannons, so Vazquez
doesn't get as good a rating.
Rating: 2.5/5
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