Cadet-Captain Mike |
Name: HMS Algiers
Card: RV #029 (Common)
Points: 12
Faction: English
Masts: 2
Cargo: 2
Moves: S+S
Guns : 2L, 2L
Hit %: 133 (S), 133 (L)
Link : Sir Watkins Defoe
Ability: Once per turn, roll a d6. On a 5 or 6, this
ship may be given an extra action.
In the HMS Algiers, the Royal Navy has one of the
best secondary fighters in the game. She has two
excellent cannons, decent speed, and an ability that
can double the trouble she can cause in a turn.
Like all fighters, she needs a Captain. If you
particularly want to chase enemy gold ships, she'll
need a Helmsman as well. I'd strongly recommend a
reroll ability, so you can reroll the extra-action
roll.
This could be either the BC Commodore Rhys Griffin
Owen, who takes up no cargo spaces, or The
Gentleman, who replaces the Captain. The former
gives gold to the enemy if the Algiers gets
captured; the latter costs you points up front. I
wouldn't bother with the linked crew - it's so easy
to just go around terrain, why waste three points on
the ability to ignore it?
Regardless, you want the Algiers active and
attacking regularly.
Whether she's hunting treasure ships or assisting
your big fighter, she should be using her ability
for move/shoot + move/shoot combo's as much as
possible. Avoid the temptation to get way out in
front of the rest of your fleet, though; don't make
yourself a lone target. Aside from that, go get 'em!
Gold ship rating: 2.9 / 5
Gunship rating: 3.3 / 5
Boarding ship rating: 2.8 / 5
Overall value: 3.5 / 5 |
BAILEY |
HMS Algiers
Masts: 2
Cargo: 2
Move:
S+S
Cannons: L2, L2
Ability: Once per turn, roll a d6. On the result
of a 5 or 6, this ship may be given an extra
action.
Flavor Text: Sir Watkins circumnavigated the
globe in the Algiers, and counts the ship as his
primary abode. He can tell her speed and
direction by listening to the creaks of her
hull.
The first thing i noticed when i
looked at this ship was the ability. This is
most likely the best ability any ship can have,
but the rest of this ship's stats are suggesting
that maybe it's not worth it after all. Let's
break this thing down.
It's masts
and cargo are below average. There is no way you
can use thing to harvest any gold, it's just way
too pricy and has way too little cargo. It's
point cost is way up there, in the range of high
3- and 4-masters. It has a good move, but it's
not so good that you would never need a helmsman
on it. It's cannons are only trumped by the L2,
S2 combo, and still, I prefer the cannons on
this thing to any cannons. L2 are the most
flexible, and there are really only the handful
of ships that can't be hit with L-range cannons.
So, it has
2 below average stats, 3 above average stats
(including ability), and a really high point
cost. Is it worth it? Well, yes and no. In a
high point game, this is definitely a winner.
But in a lower point game, this ship can sit on
the sidelines, because it just costs too much.
To crew
it, you need a captain as a given. But instead
of the normal helmsman, I'd go with a reroll
crew. Or a captain/reroll crew and something
else. But i think that 18 points is stretching
it as it is.
So would I
pay the 18 points for this ship? It definitely
has the capability to sail in, shoot four times,
and potentially derelict their main fighter, or
leave it very close to derelicted. But the
chances are just too slim of that happening.
This ship is definitely a risk, but if it pays
off, it can be extremely useful. I give it
above-average marks, but not too far above.
RATING: 3.5/5
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