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Pirate Piece of the Day

Splinter

Splinter (Pirates)
 

Piece Ratings: 2.25

Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.


Date Reviewed - 08.25.08

 
Cadet-Captain Mike

Name: Splinter (Pirates)

Card: FS #060 (Common)

Points: 7

Masts: 3

Cargo: 5

Moves: S

Guns : 2S,2S,2S

Hit %: 200 (S), 0 (L)

Ability: Galley. Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.

 

Fire & Steel Galleys Week starts off with the Splinter, a run-down Pirate ship with two strikes against her: her dismal speed and her negative ability. How WK thinks this ship is worth as much as the Coral, or the Bonny Kate, is a mystery to me. But enough complaints; what is this ship good for?

 

With a low price tag and a cargo of 5, she might be useful as a gold ship. But that S speed has got to go -- a Helmsman is mandatory, which runs up her sail-away cost to 9 points. Those 9 points could buy you the Ranger, with slightly better speed, one less cargo, and a much better gold-ship ability. Or, with those 2-rank cannons, she could be a fighter, with a Helmsman and a Captain. That combo would cost you 12 points, which isn't bad for a secondary fighter... until she starts shooting her own masts off with bad dice rolls. As a galley, she could also play the ramming & boarding game, but she might be too slow, even with a Helmsman, to catch most gold ships.

 

If the Splinter cost a little less, she'd be a better value. If she were a bit faster, she'd be a better ship all around. As she is, she's a case study in mediocrity, below average in every way.

 

Goldship rating: 2.3 / 5

Gun Ship rating: 2.5 / 5

Boarding rating: 2.3 / 5

Value for points: 2.5 / 5

Draco Starcloud Splinter

By all indications, Splinter is a great name for this ship. It looks like it's falling apart and the ability seems to indicate as much. This ship seems to have a lot going for it and it almost looks like it has a role, but for every plus it has, it has a con going against it.

By the looks of the cannons, you might think the Splinter was a good fighter. She has three 2S, great for a short-range battle. Her ability discourages fighting though, as for every 1 you roll for your cannons means you lose a mast. Because the Splinter has the possibility of hurting itself more than the enemy, you might not want to risk a captain aboard her. At least if you totally denude yourself with bad rolls, the Galley keyword will let you crawl to safety, though the Splinter's speed can already be considered crawling.

You might also think the Splinter would be a great gold ship. She does after all have an incredible five spaces for cargo. Unfortunately, she has abysmal speed! A single "S"! A helmsman could easily remedy this, but needing one just to have decent speed is not a good way to win me over.

The Splinter is like the Little Engine That Could, except it needs too much help to be useful. Her cost is a simple 7 points, but if you want her to be a fighter, you'd need a helmsman, a captain, and a cannoneer to at least give you a chance to recover from rolling a one. 14 points is too much for a boat that might still sink itself. Turning her into a gold ship would just require the helmsman, but before you put the crew on her, ask yourself if you don't have a more reliable gunboat or a swifter, cheaper gold runner.

I give the Splinter a 2/5.

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