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Pirate Piece of the Day

Fathom

Piece Ratings: 2.80

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


Date Reviewed - 07.17.08

 
Cadet-Captain Mike

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

Draco Starcloud Fathom

Submarines are always neat to look at and they usually have their uses.

Mostly, Submarines are good for hiding under water and either using their abilities to support your other boats or launching sneak attacks. The Fathom's role in battle is sneak attacks for sure.

The Fathom's guns aren't great, a 3L and two 4S, but she gets +1 to cannon rolls against ships that have already been shot at. She's thus a good clean-up hitter for following a small fighter around who can't always deliver knock-out punches.

If the Mercenary keyword didn't prevent this ship from docking at your home island, the Fathom would be a decent treasure ship, using its submarine keyword to take treasure home without fear of attack by most ships. You can get around this unfortunate weakness by parking another ship that can unload gold s-away from the home island and transferring Fathom's gold to it. It might make gold running a little lengthier but that's sometimes an okay price to pay.

The Fathom's role as an opportunist is furthered when you put her link, Nikos Chelios, on board. He allows the ship he's on to steal two random treasures from any ship it touches. You could park the Fathom near an opponent's gold runners and steal a couple of pieces for your own like this. The Fathom has four cargo spaces, so you could either take three pieces before returning home or put a helmsman aboard to make taking your plunder home faster.

The Fathom costs 12 points and has a role defined best as "opportunist." An opportunist is of limited use on its own though, so make sure you have other muscle or gold runners on hand to support.

I give the Fathom a 3.5/5.



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