Cadet-Captain Mike |
Name: USS Atlanta (USA)
Card:
FN #076 (Rare)
Points:
13
Masts: 5
Cargo: 4
Moves: L
Guns : 3L,3L,3L,3L,3L
Hit %: 250 (S), 250 (L)
Ability: You may double the range of this ship's
cannons each turn, but you must roll a 6 to hit.
The "double-range cannons" ability has been around
since the beginnings of this game. At last, WK gave
us a ship that can really take advantage of it.
The Atlanta is a typical five-masted ship in most
ways. For an American fiver, she's actually less
expensive than average. Her cannons are okay, but
nothing to write home about. She needs the usual
crew of Captain and Helmsman, and she's good to go.
But if you want to maximize her ability, here's how
to do it.
First, add either Brent Rice or CPO Charles Richard,
the American world-haters. Then add a Cannoneer and
Wayne Nolan, who adds a reroll ability without
taking up a cargo space. Now the Atlanta can fire
five shots at L+L range, hitting on a 5-6 and
rerolling two misses, and that could really ruin
someone's day. The sail-away cost for this combo
would be 24 points, which isn't bad, especially
since your world-hater also turns your cannons into
2L's at normal range.
The Atlanta's only real issue is that she can't hurt
ships that are immune to red cannons, and she's
hardly the only ship with that problem.
If that worries you, give her a Musketeer instead of
the Cannoneer. The USS Atlanta never got the
attention that other big US gunships got, but she's
got the potential to be a fine flagship for any
American fleet.
Goldship rating: 2.7 / 5
Gun Ship rating: 3.7 / 5
Boarding rating: 3.3 / 5
Value for points: 3.3 / 5
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Buckland |
Name: USS Atlanta
Masts: 5
Cargo: 4
Speed: L
Firepower: five 3L’s cannons
Cost: 13 points
Ability: You may double the range of this ship, but
you must roll a 6 to hit.
First review, so here it goes. What we have here is
a well priced American fighting ship. Given the fact
we all expect to pay a bit more for American ships
then most. I find her good valve. She may not be the
“king of the jungle” when it comes to big,
aggressive American five mast ships. But make no
mistake she’s capable.
As for her use, well she’s a sniper. Her ability
allows you to double the range of those guns to L+L,
so use it. Sure, you’re not going hit a great deal
when you need to roll six’s. But it’s a great way to
soften up a target while keeping it at arm’s length.
This is partially effective against any forts and
flotillas. Also the perfect ship to counter any sea
dragon that might be trying to ambush your gold
runners. Either way, send her out to the centre of
the game area and see what opportunities present
themselves.
For crew, She’ll need a captain and helmsman. Also
an ability which helps with those cannons. There are
a number of possibilities and crew which can help.
Brent Rice which gives +1 to your cannons. Re-roll
would be handy, not to mention extra actions. If you
wanted to make her your flagship and crew her up.
You might want to use Captain Charles Richard from
SS. He gives out the ability to move and shoot and
allows you to exceed the 13 points.
Now, that’s take a look at a breakdown of costs and
see what you get for your money.
Masts – 2.5 points
Cargo - 2 points.
Speed – 2 points.
Cannons – 5 points
Ability – 1.5 Points
Total 13 points.
Gunship rating 3/5
Gold ship rating 2/5
Fleet support rating 4/5
Value rating 3/5
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