Masts: 3
Cargo: 3
Moves: L
Guns : 2S,3S,2S
Hit %: 183 (S), 0 (L)
Ability: Once per turn, this ship can move S after
unloading cargo.
The Jaguar has the makings of a decent secondary
fighter, with three fair-to-good cannons (but none
L-range). Her speed and cargo are on the low side,
but not horrible. Her ability says she ought to run
gold, but she needs more speed and/or cargo to do a
decent job at that.
You can't go too far wrong with a low-priced ship
like this, however you use her. Her cost limits the
crew you can put on her, though. Helmsman and
Captain are mandatory; you could add a Musketeer or
a Firepot if you wanted to maximize her potential
mayhem. Or you could leave the third cargo slot open
so you can board an enemy gold ship, steal a
treasure, then use her ability to unload and return
to the battle quickly.
It's odd for a fighting ship to have a gold ship's
ability. For eight points, I'd forget the ability
and just use her for shooting.
Is it just me or is “Jaguar” an awfully odd name for
a French boat? Eh...whatever. I don’t deduct points
for inappropriate names, which is the case for this
ship.
This ship’s ability is to move S-long after
unloading cargo, which means it’s supposed to be
good at gold running. It’s got an appropriate three
cargo spaces, but the L-move is not a good base move
for a ship that needs to move fast if it wants to
grab gold. It’s got decent cannons though, two 2S
and one 3S, if you need to deter some small ships
from robbing you or if you need a decent backup
fighter. If you use her to fight, feel free to load
her up with some good crew since you won’t need to
load cargo, but if you go for the gold, you might
not be able to bring back enough of the stuff to
make its trips worthwhile.
A decent backup fighter doesn’t warrant a tough name
like Jaguar though. At 8 points though, she’s not a
bad bargain.