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3 is average.
5 is the highest rating.
Date Reviewed - April 9, 2010
Cadet-Captain Mike
Name: Panda
(Pirates)
Card: RV #011 (Common)
Points: 11
Masts: 2
Cargo: 4
Moves: S+S
Guns : 2L,2L
Hit %: 133 (S), 133 (L)
Link : 'Don' Pedro Gilbert
Ability: Schooner. When this ship hits an enemy
ship, you may also eliminate one cargo from that
ship.
The Panda (what an odd name!) isn't your usual
low-priced Pirate ship.
For a two-master, she's a tough customer that can
make her presence felt in many ways.
Her cannons and ability say she's a fighter,
probably a support fighter rather than a gold-ship
chaser (you don't want to be wiping the gold off the
map every time those 2-rank cannons score a hit).
Her linked crew gives two abilities that don't seem
to go together at all, the sac ability and the
wild-island treasure swap. How should you use a
combo like that?
I'd crew her up with Gilbert and two or more
Oarsmen, but no Captain.
I'd send her out to where the battle happens, which
is usually near the islands with the most gold. I'd
use the sacrifice ability to throw an Oarsman over
the side once or twice, to make an impromptu
move-shoot that would cost an enemy gunship a crew
every time I hit him. Then, once the extra Oarsmen
were gone and my cargo holds were empty, I'd go for
gold and use the treasure-swap ability to come up
with something good.
She'd be a gold ship for the rest of the game. I'd
save the last Oarsman for either an explore action
or an extra move to get me out of trouble.
I never owned this ship, but now that I've looked
her over, I kind of like her. She's got potential to
play several roles in the same battle, and to do
well at them.