Masts: 1
Cargo: 0
Moves: T
Guns : 2S,2S,2S,2S
Hit %: 267 (S), 267 (S+S)
Ability: Flotilla. Printed cannon ranges are
doubled.
This is our first review of another new ship type,
the "flotilla." The word usually means a fleet of
boats or small ships, but in Pirates, it means a
floating fort. It has four cannons, but only one
"mast," so it falls into the same category as
longships, namely, "ships that can dish out more
damage than they can take." It also has the lowest
speed in the game - it can't move at all, unless
another ship tows it, and a Helmsman doesn't speed
up the tow.
The doubled cannon ranges are a plus; you may be
able to take the first shot at an approaching enemy.
Four 2-rank cannons mean you'll do some damage if
you get that chance. But if the enemy is fast and
plans his approach carefully, he'll shoot first, and
if he does, three hits and your four cannons are
gone. (It takes two hits to remove a flotilla's one
mast.) I'd prefer to use one of the forts from the
CC and RV releases; it took four hits to knock four
cannons off of one of those.
But forts can be built only on islands; flotillas
can be dropped off anywhere.
I wonder if it's possible for a Flotilla to shoot
while it's being towed. If yes, then just drag it
around behind a big fighting ship; you're adding
four extended-range cannons to it for seven points.
But if that's against the rules, then flotillas
strike me as a nifty idea that may not last long in
battle. The price is low, so you don't risk much by
trying it. If you're worried that the enemy might
blockade your home island or guard a key passage
between wild islands, a flotilla might be just what
you need.
Flotillas were what I looked forward to the most in
the Rise of the Fiends. They look neat and they even
get their own keyword.
Are they very useful though? We’ll have to see.
All of Gibraltar’s guns are 2S, which under the
Flotilla keyword means that the guns are actually
2S+S since Flotillas have double range for all their
guns.
Gibraltar has no room for cargo though, so you won’t
be assigning any crew to her.
Gibraltar, like all Flotillas, can’t move on its
own; it has to be towed by another ship, which means
a member of your fleet is now reduced to a move of S
even if it has a Helmsman.
All Flotillas only have one mast (represented by a
flag) which requires two hits in one shoot action to
remove, which seems vulnerable but they can still
shoot without their flags and they can even repair
themselves. One hit without a flag though with sink
a Flotilla.
The best use I can come up with for Flotillas right
now is to provide protection to gold ships either by
being towed in front of an island with lots of
treasure or by sitting outside the home island and
warding off predators.
I give Gibraltar a 2.5/5.
Vladsimpaler
Gibraltar, 7 points, English
Masts: 1
Cargo: 0
Speed: T
Cannons: 2S 2S 2S 2S
Abilities: Flotilla. Printed cannon ranges are
doubled.
Flavor Text: The English created this "sea tank"
after Cursed attacks became too bold and occurred
too near their own borders.
And we finally arrive to one of the new ship types
of the set. (If you consider this a ship.) Flotillas
are extremely powerful, let me tell you that. For 7
points you get 4 cannons, and the durability of a 3
mast ship. Oh, and the cannon ranges are doubled, so
you can own a good portion of the sea. But wait. It
can't move. This means that you need a ship to tow
it. Oh. But no matter, the Rules Arb, Woelf, ruled
that since Flotillas aren't technically ships, the
ship towing it keep their base speed, but cannot
increase their speed through any shape or form. (If
I remembered that correctly...) So, are you looking
to increase your firepower in a cheap and effective
way? Even if you're in the English faction? Look no
further than the Gibraltar. You are paying 7 points
for all rank 2, S+S ranged cannons. That's really
flippin' good. It's even better if you take it with
a speedy ship like...wouldn't you know it...the
Crimson Coast HMS Gibraltar? You're moving S+S+S,
and can fire off 6 rank 2 cannons!
That's really stinking good, when considering that
the HMS Gibraltar is supposed to be an English
treasure runner. Oh! Speaking of which!
The Gibraltar is best with a ship that can't
adequately defend itself, i.e. HMS Lady Provost. In
fact, an excellent tactic would be to steal a gold
from your opponent's home island, and then leave the
Gibraltar there as a parting gift! Now, that's how
you get it done the fast way.
Yes, flotillas rules. Yes, I have the Gibraltar, it
kicks serious butt.
One more thing- an awesome combo is to have the
First Mate Ismael (takes up no cargo, gives +1 cargo
spaces) and something like a firepot specialist. You
can only fire the firepot at S range, but when you
have rank 2 cannons, does it matter?
This is totally legal, and extremely fun. For you.
Not for the opponent.
As you can see, I love Flotillas. This one is no
exception. It gets a 4.1/5. A bit biased, sure. But
don't underestimate them.