Name:
Fathom (Mercenaries)
Card:
MI #004 (Rare)
Points:
12
Masts: 3
Cargo: 4
Moves: L
Guns : 3L,4S,4S
Hit %: 117 (S), 50 (L)
Link : Nikos Chelios
Ability: Mercenary, Submarine. If
this ship shoots at a ship that was previously shot
at by another ship this turn, she gets +1 to her
cannon rolls against that ship this turn.
There are some ships that were
designed to be so potent, they almost can't help
achieving great things; HMS Titan and the Darkhawk
II come quickly to mind. Then there are those ships
that make you wonder, "What was WK thinking?" The
Fathom is one such ship. Why would they take an
ability and a linked crew that require the ship to
be on the surface, and give them to a sub that dare
not show its face?
With one decent cannon and two
poor ones, the Fathom is not much of a gunboat. To
use her ability, you'll have to team her with
something else that can shoot well. She isn't nearly
as good as most secondary fighters; her only
advantage is the ability to stay out of trouble at
will by submerging. But since subs usually do most
of their mischief with submerged rams, why bother
trying to shoot at all? That means the portion of
her point cost that went for her ability is wasted.
And using her linked crew (Nikos Chelios) to steal
treasures also requires her to surface and lose her
best protection. It just doesn't make sense.
She will need a Helmsman to do
anything useful at all. She may or may not need a
Captain if you intend to try using her ability; subs
can often surface in firing position without moving.
A Shipwright would be a fine addition to a fighting
crew, since you're going to take damage, and Mercs
can't repair at home islands.
This is a below-average ship in
every way. She's the least expensive of the
three-gunned subs, but she has the worst cannons and
the most useless ability. Her best role is to finish
your collection of Mysterious Islands ships, and
then leave her in your storage box.
Goldship rating: 2.1 / 5
Gun Ship rating: 2.4 / 5
Boarding rating: 2.6 / 5
Value for points: 2.5 / 5
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