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Pirate Piece of the Day

Terror

Type - Ship
Collector's Number -  MI-002

Piece Ratings: 3.25

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 2.20.07

 
Cadet-Captain Mike
 
Name: Terror
Card: MI #002 (Rare)
Points: 16
Faction: Mercenaries

Masts: 3 (rating: 3 / 5)
Cargo: 4 (rating: 3 / 5)
Moves: L (rating: 2 / 5)
Guns : 3L,3L,3L (rating: 3.5 / 5)
Hit %: 150 (S), 150 (L)
Link : Count Gustov
Keyword: Fear, Mercenary, Submarine
Ability: -

This ship is similar to the Nautilus in many ways - cost, masts, cargo, moves, and cannon rates. She doesn't have the superb defenses of the Nautilus, but she has L cannons and an additional keyword, Fear. She also has a link to Count Gustov, who gives a second action 1/3 of the time and costs less than Nemo.

This ship could be a thorn in anyone's side. Fear operates whether the ship is surfaced or not, so she has a 1/3 chance of affecting any ship within S range, and this could mean more than one ship. The risk of a submarine ram can't be ignored, either, and her cannons can easily finish off a derelict or ruin a 1-masted ship. Now take these abilities and double them roughly one turn out of three (assuming you use Gustov), and she starts looking quite nasty. The Terror looks like a good ship to stuff with crew (especially a Helmsman) and send out looking for trouble.

Total rating: 3 / 5
Sumpbeast Terror

And so continues Submarine Week, with the Terror. What I like about the Terror is the fear causing ability combined with the ability to submerge. Move the terror within range of an unsuspecting ship and submerge. Unless your opponent has the “shoot submerged” ability on ships close by, you have a 33% chance of throwing a wrench into the enemy’s plans (either loss of abilities or speed) for very little risk to yourself. That’s always useful.

Beyond the Fear and Submarine ability the Terror has three average but long ranged guns and a good cargo space of four. Offsetting the abilities and guns are the L speed (which is rather common as of late) and the mercenary ability. The reason I write these are detractors, is that even if you filled her hold with coins, you can’t get them to your home island. The remaining option is to load the Terror with crew to make her faster, hit harder or whatever nasty combination you could come up with. The Terror gets a 3.5/5 because of her abilities and the options she will provide to the player.

--Sumpbeast
 

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