Masts: 4
Cargo: 5
Moves: S+L
Guns : 4L, 4S, 5S, 5L
Hit %: 100 (S), 50 (L)
Keyword: Galley.
Ability: Once per turn, you may reroll any die roll
you make for this ship; you must use the second die
roll result.
This week, we'll take a look at some older ships,
from the Barbary Coast release. The Corsairs are a
little weak on fighting, but they excel at gold and
boarding, and they're one of the fastest factions
you can use.
The Crescent Moon's cannons are about as bad as
anything you'll ever see. We tend to associate four-masted
ships with fighting, but that is definitely not the
Moon's niche. Four masts and a reroll also make a
good boarding ship, though and that's what the
Corsairs were made for.
Add good speed and very good cargo, and it's clear
what the Crescent Moon should do: stick her
figurehead into the side of any enemy ship she can
find. If the enemy has gold, there's plenty of cargo
space for stealing it; if the enemy has crew, he'll
probably lose it to the Moon's boarding actions. If
you take damage, scoot for home, and pick up some
gold from wild islands on the way if you can.
If you put any crew at all on this ship, it should
be either John Ward (to grab more gold from each
boarding action) or a Smokepot Specialist (to help
you make a clean getaway). Use her cannons only in
desperation.
Ram things that aren't bigger than you, and then
board them, often and repeatedly. In spite of her
cannons, she's a pretty good ship.