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Pirate
Piece of the Day
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HMS Durham
Name |
HMS Durham |
Type |
Ship |
Point Value |
11 |
Collector's Number
|
044 |
Rarity |
Common |
Piece Ratings:
3.00
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 5.02.07 |
Cadet-Captain Mike |
Name: HMS Durham
Card: FN #044 (Common)
Points: 11
Faction: England
Masts: 3 (rating: 3 / 5)
Cargo: 4 (rating: 3 / 5)
Moves: S+S (rating: 3 / 5)
Guns : 3L,3L,3L (rating: 3 / 5)
Hit %: 150 (S), 150 (L)
Ability: Once per turn, you may reroll any die roll
you make for this ship; you must use the second die
roll result.
The reroll ability is mostly about cannons that
miss; it works like a built-in Cannoneer, but also
gives flexibility in case you need to reroll a ram
or a boarding roll. If the enemy uses a ship or crew
with Fear, you can reroll that as well. Now that
Ocean's Edge is out, there's a fifth option - you
can reroll a whirlpool roll to try to avoid losing a
mast, crew, or treasure. So the Durham's ability is
a useful one.
Aside from that, this is a fairly average ship. Her
speed is okay and her cargo is decent, so she could
serve as a gold ship in a pinch. Her cannons aren't
bad, but they aren't great. I wouldn't make her my
main fighter, even with the reroll ability. But
she'd make a fair second fighter. She could also
make a living by ramming and boarding, where that
reroll can save the day.
The crew you give her depends on how you want to use
her. If she's going after gold, a Helmsman would do
the trick. For fighting, add a Captain to that
Helmsman, and think about someone like Clive Defoe
to shoot submerged ships, or Lt. Henry Ducie Chads
for a SAT (another use for that reroll) and a cannon
bonus against Pirates. If you're thinking about
ramming, you'll want Trevor Van Tyne, for an S-board
and a boarding bonus against the Cursed (and their
sea monsters).
This is a mezzo-mezzo ship with a useful ability,
for a slightly below-average price. I give her
slightly above-average marks.
Total rating: 3.5 / 5 |
BAILEY |
HMS Durham
Masts: 3
Cargo: 4
Point
Value: 11
Move:
S+S
Cannons: L3, L3, L3
Ability: Once per turn, you may
reroll any die roll you make for this ship; you
must use the second die roll result.
Well,
this is another typical British fighter
3-master. Decent move, mediocre point cost,
fighting ability, and average cannons. It's
cargo could make it a treasure ship if you had
nothing better to use, but that's not what
British ships were typically made for. This ship
was made to fight.
With a
helmsman, this ship maxes out the possible move
for any ship without crew (S+S+S) and add a
captain to it and you'll have a great fighting
machine. Its cannons are all long-range, which
means that it could just sail up and hit ships
that couldn't immediately fire back.
I didn't
know that the British had so many average
3-masters in this pack. Again I'm gonna have to
go with a 2.5/5.
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