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Pirate
Piece of the Day
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William Eaton
American - Barbary Coast
Marine. This crew gets +1 to its gun rolls against
Barbary Corsair ships and crew.
Type
- Crew
Collector's Number -
095
Piece Ratings:
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.15.06 |
Wayne Nolan
American - Barbary Coast
Limit, Ransom. Choose one American crew during
setup; this crew is linked to that crew. Once per
turn, you may reroll any die roll you make for this
ship; you must use the second die roll result.
Type
- Crew
Collector's Number - 096
Piece Ratings:
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.15.06 |
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ChaosReaper
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Today we continue American support week with a crew
two fer. Coming up first is the barbary crosair-hating
marine William Eaton.
William Eaton:
William Eaton is a 7-point crew from the Barbary
Coast set with the marine keyword. William also has
the ability of a +1 against all Crosair ships and
crew. That's not the best though. Like I've said
before, that's not likely to happen. Its point cost
is a bit high by my standards though. But... Willam
Eaton would be a welcome crew aboard Monday's
Review, the Hannah (due to the Hannah costing 16
points). That combination would give the Hannah a
bit of an edge when its sitting in the middle of a
fire-fight.
3.5/5 for Playability
2/5 for Collectability
Wayne Nolan:
Next up is the very interesting crew, Wayne Nolan.
Wayne costs no points but has the limit and the
Ransom keyword (so look out for crazy boarders).
Wayne's effect lets it create a Link with any crew
during setup. Very useful really. Not only that, but
Wayne has the ability to re-roll a die roll once
during a turn. This Crew would also be useful in
conjunction with William Eaton and the Hannah. You'd
get a good support ship with a marine and the
ability to re-roll a die-roll (which will happen
often on the Hannah). Plus another cargo space for
another american crew to make the Hannah even
better. And the Hannah's impressive speed will let
it get out of any tough situation to protect Wayne
and his linked crew.
3/5 for Playability
2/5 for Collectability
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Aethereal |
Wednesday - William Eaton
A Marine. Marine is a neat ability. 7 points...a
little pricy, but then again I can't think of a
Marine that is cheap. He also gets a free +1 to his
shots against Barbary Corsairs. That would be a lot
better if Barbary Corsairs were, you know, good.
Because of that, the
+1 ability really isn't relevant too often, so
you're just paying 7
points for a Marine with an ability that will
occasionally come into play. I'd definitely use this
guy in sealed, though.
Rating: 2.5/5
Wednesday - Wayne Nolan
Hmm. 0 points is of course never bad, and this guy
links to any American crew meaning he doesn't really
take up a cargo space. He has Limit and Ransom,
meaning if you use this guy you can't use another
Ransom piece, and it really stings if your opponent
gets ahold of this guy. So let's look at his
ability...you can reroll a die once per turn.
Obviously this goes well with stuff like the
Enterprise and crew that roll to give extra actions.
There's really not much more to say on this guy. I
think he speaks for himself. The Ransom obviously
hurts, but if you're playing a standard game I would
consider him on my gunship. Not in a huge game,
though.
Rating: 3/5
|
Richard |
William Eaton
7 points
Ability: Marine! This crew gets +1 to its gun rolls
against Barbary Corsair ships and crew.
Well, I’m not really placed to comment on this one
because I’ve never used a marine yet – at 7 points
they always seem horribly overpriced to me. William
Eaton is even less appealing than the other marines,
since his ability is limited to use against Barbary
Corsairs, and as far as I can tell the Barbary
Corsairs are a generally unloved and seldom used
faction, who will probably go down in the history of
the game as Wizkids’ one (and hopefully only) wrong
turn.
I now use the Wolves unique treasure in almost every
game I play, and I carry a musketeer as the
antivenom. A musketeer only costs 3 points and has a
50:50 chance of hitting. William Eaton at 7 points?
No chance. Two musketeers would be a better
investment.
My rating: 1/5
Wayne Nolan
0 points
Ability: Limit, Ransom. Choose one American crew
during setup; this crew is linked to that crew. Once
per turn, you may reroll any die roll you make for
this ship; you must use the second die roll result.
The Americans were overdue a ‘hostage’ after Pirates
of the Revolution, but sadly, the one we all wanted
was the old style ‘add 5 points to your fleet build
total’ version, not the newer ‘re-roll any die’
incarnation.
Which isn’t to say this isn’t a handsome ability to
have for zero points – especially since this variety
of hostage also has a built-in link which means he
doesn’t take up a cargo slot (unlike the 'add 5
build points' version).
But never forget, dear reader, that possession of a
hostage offers your opponents a potential 5 extra
victory points. I’ve played in many games where that
5 points has spelled the difference between victory
and defeat. A hostage is a double-edged sword. Most
people play with a hostage – and most people
promptly forget their hostage is a vulnerable target
that can make the difference between winning and
losing a game. So use with care.
My rating: 3/5. Nice - but we still want the ‘add 5
build points’ version please.
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