Cadet-Captain Mike |
Name: Foresight (Pirates)
Card: FS #001 (Rare)
Points: 14
Masts: 5
Cargo: 6
Moves: L
Guns : 4S, 3S, 3S, 3S, 4S
Hit %: 217 (S), 0 (L)
Link : Barstow
Ability: Once per turn, if this
ship carries treasure and is within S of an enemy
ship, you can randomly trade one treasure with that
ship.
Our first set of reviews for the
new Fire & Steel release focuses on some of the
five-masted ships. Today's victim, the Foresight, is
a Pirate with deep pockets (cargo=6), unexciting
cannons, and an ability that is fun, but takes some
skill to use.
You might be tempted to give her a
Helmsman and just use her for gold.
That wouldn't be wrong, but other
ships, like the RV Neptune's Hoard, could do a
better job for fewer points. Using her as a fighter
would be an even worse decision; there are plenty of
Pirate five-masters with better cannons than this
one. Her linked crew, Barstow, gives away her real
role: opportunist. With Barstow and a Helmsman, she
has 5 cargo free, S+L speed, an Explorer ability,
and a capture-crew ability in addition to her
trade-treasure ability. That means she should load
some gold quickly, then chase down the nearest enemy
ship. If it's a gold ship, she can do a coin swap;
if it's a fighter, she can ram, board, and make off
with a crew for fun and profit. The sail-away cost
for this set-up is 25 points, so it would have to be
the main feature of your fleet.
Some pirates I know would have a
lot of fun with this ship, if they could also put
Barstow on it; it could become a real nuisance. I
think that's the idea behind this ship.
Goldship rating: 3.3 / 5
Gun Ship rating: 3.1 / 5
Boarding rating: 3.5 / 5
Value for points: 3.1 / 5
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