Cadet-Captain Mike |
Name: Black Mamba (Pirates)
Card: FS #047 (Uncommon)
Points: 10
Masts: 3
Cargo: 3
Moves: L
Guns : 3S,3L,3S
Hit %: 150 (S), 50 (L)
Ability: When this ship is given a
shoot action, for every cannon roll of 6, the
target’s controller eliminates an extra mast. For
every 1, eliminate a mast from this ship.
A ship with an ability like this
makes me nervous. One really bad set of attack
rolls, and the Black Mamba can take herself out of
the battle before the enemy fires a shot. On the
other hand, a really good set of attack rolls could
dismast the Divine Dragon in one salvo. The reality
is somewhere in the middle, of course.
This is a pretty average ship in
most ways. Her cannons are adequate for a secondary
fighter, so a Captain and Helmsman would be an
appropriate crew. An excellent choice for a third
crew would be one of the Pirate crew who allow a
reroll, which you'd use every time you rolled a 1
during an attack to save your masts from themselves.
(A Cannoneer might or might not give that same
effect; I'm not sure.) That runs her cost up to 18
points, which is a bit excessive, but she'd be a
very potent secondary fighter.
At the end of the day, the Black
Mamba's value depends on dice luck too much for my
liking. She can fight well, but she might fight
herself too well. There are plenty of 10-point
Pirate ships that give better value (led by the
Darkhawk II), and plenty of 3-masters that are more
effective (the Greed's Hammer is one of my
favorites). Feel free to give the Black Mamba a try;
she might surprize you. But if you're looking for
the ultimate medium-sized Pirate fighter, keep
looking.
Goldship rating: 2.4 / 5
Gun Ship rating: 3.3 / 5
Boarding rating: 2.4 / 5
Value for points: 2.9 / 5
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