Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - February
8, 2010
Cadet-Captain Mike
Name:Pride (Pirates)
Card:RV #004 (Common)
Points:
13
Masts: 3
Cargo: 3
Moves: S+L
Guns : 3L,2L,3L
Hit %: 167 (S), 167 (L)
Link : Jean Laffitte, Phillippe Laffitte
Ability: Schooner. Broadsides Attack.
Pirates Commons Week begins with the Pride, a speedy
medium-sized gunship. Three-masters can be hard to
fit into a gun line; they're too small to be a
flagship, and usually cost too much to be usable as
a second ship. This one has enough firepower to make
me want to find a way to use her.
I automatically like anything with S+L speed, since
you don't have to use up points and a cargo space
for a Helmsman. Give this villain a Captain and turn
her loose on the enemy's gold ships; she's got the
speed to catch them, and the firepower to fight off
any secondary fighter that gets in her way. If she
meets something bigger than that, she has a 50/50
chance of landing a Broadside for four hits, which
can ruin any gunship's day. Her only weakness is
against ships like the Jarvis that can't be hit by
red cannons.
Her linked crew are a mixed bag. Jean Laffitte (any
ship gets a 2nd action on a roll of 6) will do
nothing 5/6 of the time, except remind you what a
waste of five points he is. Phillippe (choose which
enemy mast falls) is more likely to be useful, and
he's a lot more affordable; I'd take him along if I
had the two points for him.
13 points is reasonable for what you're getting
here. The Pride is a solid mid-sized gunslinger
which is sure to earn her keep.
Goldship rating: 3.4 / 5
Gun Ship rating: 3.7 / 5
Boarding rating: 3.0 / 5
Value for points: 3.2 / 5
Buckland
Name: Pride
Masts: 3
Cargo: 3
Speed: S+L
Firepower: one 3L gun, one 2L gun, one 3L gun
Cost: 13 points
Ability: Schooner, Broadsides Attack.
Pirate’s week, and we start with a ship very much
like the Julius Caesar, both from the same set too.
The Caesar I like, and I like this ship equally as
much, if not more. Probably because the USA have
quite a few powerful fighting ships. The Pirates on
the other hand don’t quite excel at fighting. But
this pirate ship does and she is capable of serious
damage.
Cargo is good enough; The Pirates have more than
their fair share of excellent gold runners. So don’t
waste this ability and guns on grabbing a few coins.
Speed is excellent and she’s equipped with the
perfect cannons. Well, not quite perfect, if she had
all rank two guns that would be the icing on the
cake. The broadside ability is what really makes
this ship. This gives her the capabilities to deal
with just about any defensive ability.
L-range cannons can’t hit this ship, no problem. A
shoot action using the Broadsides Attack keyword
overrides and ignores this ability, even if the
attacking ship has only L-range cannons. Oh yes.
This ship can’t be hit within S, no problem. You
can’t use the broadside here as it requires a valid
target. So just shoot conventionally outside S with
the
L-range guns. Oh yes.
Ships which require two shots to eliminate a mast
can easily fall pray to a broadside. Seeing your
beloved Constitution receive four hits or your La
Corse left derelict is going to ruin anyone’s day.
Oh yes.
The only weakness is that you only have a 50% chance
of hitting on a broadside. This means if you fail,
you’re going to receive a not so friendly response
from the other ship. Which you just tried to
cripple!
Now, this ship will require a captain, maybe a
helmsman if you want to keep her super fast. I would
add a crew which could help with making sure that
Broadside is going to hit. Now, the problem is that
you can’t add anything to it, such as a re-roll. You
could put aboard The Headhunter with one or two
oarsman to feed him. Then not only do you get +1 to
your conventional guns but also a guaranteed double
action when you feed him a crew member. Just the
thing if you miss that first broadside. Don’t forget
the schooner keyword. The ability to pivot on the
stern could be just the thing to shimmy that ship in
position after a move action for a beefy volley of
cannon balls.
The breakdown of points.
Masts – 2 points
Cargo¬ – 1.5 points.
Speed – 3.4 points.
Cannons – 3.16 point
Ability – 3 Points
Gunship rating 4.5/5
Gold ship rating 3/5
Fleet support rating 3.5/5
Value rating 3.5/5