Cadet-Captain Mike |
Name: Stoneheart (Pirates)
Card: FN #027 (Rare)
Points: 13
Masts: 5
Cargo: 4
Moves: L
Guns : 4L,4L,4L,4L,4L
Hit %: 167 (S), 167 (L)
Link : Vlad the Iceblood
Ability: Once per turn, you may reroll any die roll
you make for this ship; you must use the second die
roll result.
Five-Masters Week begins with a rather average
Pirate thug, the Stoneheart.
Her move and cargo are typical of the five-masted
breed. Her cost is a little below average; her
cannons are well below average. The reroll ability
can help a little here, but this ship, unlike most
big ships, wasn't meant to earn a living by cannon
fire. No, she has a more specific role to play.
The Frozen North release was focused on the
Vikings, who excel at boarding and looting home
islands. This ship, with her many masts and using
her reroll on the boarding rolls, gives the Pirates
an equalizer against thieving longships. They won't
dare mess with her, and if you give her a Helmsman,
she can overtake them and steal back anything that
the Vikings have taken. If the cannonballs fly, she
has enough masts to survive the worst that most
longships can dish out, and if she scores even one
hit in return, that's enough to send a longship
scurrying for home and repairs.
I'd crew her with a Helmsman and maybe a Captain,
and use her as a boarder, using her lousy cannons
only if there was no other way to resolve the
situation. Her linked crew, Vlad the Iceblood
(ignore terrain and exclusive explore), actually
makes sense in this context; you can explore the
wild islands without stopping, so your own gold
ships can load up and go in a hurry, while you
continue chasing the nearest enemy who needs to be
boarded. As I've said before, boarding is a hard way
to make a living in this game. But if you combine
boarding with gold running, you can do well, and the
Stoneheart is an above-average way to go about it.
Goldship rating: 2.7 / 5
Gun Ship rating: 3.4 / 5
Boarding rating: 3.6 / 5
Value for points: 3.1 / 5
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