Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 10.25.07
Cadet-Captain Mike
Name: Gallows
Card: BC #023 (Common)
Points: 8
Faction: Corsairs
Masts: 2
Cargo: 2
Moves: S+L
Guns : 2S, 2S
Hit %: 133 (S), 0 (L)
Keyword: Galley.
Ability: Pirate crew may use their abilities on this
ship.
Like any other faction, the Corsairs often need a
secondary fighter.
This little ship is a fine example of the breed.
Speed, cannons, and price are all above average.
Cargo isn't so great, but you don't need a Helmsman,
so it isn't as big a problem as you might think. A
Captain is all you need.
The ability to use Pirate crew is a fine touch. For
most factions, using other crew is a waste, because
each faction already has all the crew it needs. But
the Corsairs have a serious crew shortage. An
interesting combo might be a Captain and Le Requin,
who gives a SAT. Or use a Musketeer instead, for a
third cannon. I've used this ship several times, and
she's always done well for me.
Ability: Pirate crew may use
there abilities on this ship. 4/5
I don't
have Corsairs ( or Galleys, for that matter
), but I have learned from other members,
including Mike up there.
They seem
to go for the more complicated strategies,
such as boarding and stealing. The Gallow's
seems to fit here, with the ability to never
be pinned. When you get in to a bad
situation, you can bail yourself out with
her good cannons, too. But, you should stick
to gold ships, since fighters always have
unpredictable cannons and crew.
Speaking
of crew, her ability to take pirate crew is
good. Her low cost and cargo are bad,
especially the latter. However, boarders are
pretty cheap, so get those to help with
wrecking your opponents economy ships. This
ship can also have a captain thrown on to
attack gold ship's and there small escorts
better. Griffin the Pirate would suit this
roll well, blowing up escorts and re-rolling
boarding. This ship could also harbor the
Hag of Tortuga, increasing your points for
ships and crew.
However,
keep in mind that two masts are two masts,
so pick on things between 1-3 masts, and
stay away between 3-5 masts. Though it
depends on how good the 3-masters are, by
the way.
With many
roles, and likely more than I could list,
this ship gets good rating's.
4/5
Next up, the Golden Peacock.
Points: 9
4/5
Move: S+L
4/5
Cargo:4
Cannons:4L 4S 4S 3/5
Extra:
Galley
Ability:
None 1/5
If I had
to pick one good thing about the Corsair's,
it would be their consistent speed. All of
their speed's are S+L or higher, with only a
few exceptions. Half of their cannons stink,
but that's okay. This fine ship can
fight AND get gold. I would set sail with a
helmsmen and a shipwright, cruise around,
attack an escort-less gold ship like a wasp
that has no stinger, and then finish her off
with a ram. Then, explore her, take her
as my own, repair her damage with my
shipwright, take the best treasure on the
Peacock, set sail for home and explore isles
and take the best treasures on the way.
Then, the gold ship can get to the same
Islands as the Peacock, load up in a turn
and have the Peacock Escort me home. Dang
it, I took up the whole review with that
Fantasy! Oh well, all you want to know is
the Score, what to do with her and the Crew,
right? And the fact she has no ability is
bad, too.
This ship
deserves my Score of... drum roll please...