Link : Flying Dutchman
Keyword: Fear.
Ability: Each time any crew would be eliminated,
roll a d6. On a result of 6, put that crew on this
ship instead; it is linked to Davy Jones. If a
kraken is in your fleet, Davy Jones can declare a
ship a target of the kraken (see kraken rules).
Compared to yesterday's 7-point crew, Davy Jones
looks like an amazing bargain. Just the Fear keyword
alone usually costs 6 points (see The Unblinking
99). Declaring a target for a kraken means your ship
gives up its move for one turn, and the kraken then
gets +S on its move as it pursues its target. That
and Fear are easily worth well over 7 points, but
Davy isn't done yet.
The ability to steal dead crew is a new one, and a
potent one. It's limited by the fact that it works
only one time in six, and by the limit on crew point
value versus ship point value (20 points in the case
of the Flying Dutchman). On the other hand, the
Dutchman's ability to eliminate an entire crew in
one boarding action means she'll have many chances
to "offer an escape" to crew who are meeting their
doom. And if the Dutchman is getting full, just drop
a stolen crew or two on an island to make room for
more.
Davy Jones' abilities are not only in agreement with
the movie, they make a very, very powerful crew for
only 7 points. I bet he'll be a lot of fun to play,
too. Just keep in mind that a full Dutchman/ Davy
set-up will cost you 20 points for the ship, 7 for
Davy, at least 19 for a Kraken, and 3+2 for the
Captain and Helmsman that the Dutchman will need. 51
points...
Captain Davy Jones: Fear. Each time any crew would
be eliminated, roll a d6. On a result of 6, put that
crew on this ship instead; it is linked to Davy
Jones. If a kraken is in your fleet, Davy Jones can
declare a ship a target of the kraken (see kraken
rules).
For clarification, when Davy Jones declares a ship a
target, the PotC krakens are only allowed to attack
that target but they get a bonus S to their
movement, which is good since the new krakens all
have L for speed. Why only the new krakens? They
have the new “kraken” keyword whereas the old
krakens have the “sea monster” keyword.
Unfortunately, Jones’ ship has to use its entire
turn to perform this.
Fear’s an old keyword that’s been around for awhile
and it’s appropriate for someone like Captain Davy
Jones, but since Jones has no way of making his ship
immune to long range guns and the Dutchman is a
fairly slow ship with only short-range guns, this
power has limited effectiveness.
The crew power is an interesting gimmick, but crew
doesn’t die every turn and when it does you only get
a one-in-six chance of gaining that crew. The best
way to make use of this power is to hope the enemy
has lots of crew on easily-killed ships, because
This fearsome old squid-face is bound to be a very
collectible crew member, but is he worth as much as
Admiral Norrington? I don’t think so. His powers
sound impressive, but in actually practice they
won’t likely affect the game much. The most useful
of them is the speed bonus to krakens, but that
doesn’t justify Jones’ cost in my opinion.