Cadet-Captain Mike |
Name: Knight's Errant (Cursed)
Card: FS #058 (Common)
Points: 17
Masts: 3
Cargo: 3
Moves: S
Guns : 4S,4L,4S
Hit %: 100 (S), 33 (L)
Ability: Galley, Ghost Ship. This
ship gets +1 to her cannon rolls against Pirate
ships.
When I review a ship, my first
question is, "What is this ship good for?" Some are
obviously meant for fighting or gold; others are
average, and can do anything if they get the right
crew. And then there are those sad ships, like this
one, that aren't good for much of anything.
The Knight's Errant has three
strikes against her -- high cost, bad cannons, and
awful speed. Her cargo is average, and her mixed bag
of abilities don't add up to much. Ghost Ship is
usually a gold-ship ability, but with S speed, she
can't even sail all the way through an island.
Galley is about boarding, but her speed works
against her there as well; you can't board a ship if
you can't catch up to it. The bonus against Pirates
is nice, but it just turns her bad cannons into
average cannons. And all this costs you more than
the Nightmare (a much better ghost ship) or the
Divine Dragon (a much better fighter).
My rating system isn't as
prejudiced against S-move ships as it used to be.
But the Knight's Errant still comes up below average
in every measurement. I'm not going to bother
suggesting any crew for this ship, because its best
role is to stay out of the game. No matter what you
want a ship to do, you'll find plenty of ships that
can do it better than this one.
Goldship rating: 2.0 / 5
Gun Ship rating: 2.4 / 5
Boarding rating: 2.5 / 5
Value for points: 2.2 / 5
|