Cadet-Captain Mike |
Name: Death Wind (Cursed)
Card: OE #010 (Common)
Points: 11
Masts: 3
Cargo: 4
Moves: S
Guns : 3L,3L,4L
Hit %: 133 (S), 133 (L)
Ability: Junk. Once per turn, this ship may randomly
take one treasure from any ship she touches.
S-Move Week kicks off with a Cursed ship that's
slow, focused on boarding, and somewhat overpriced.
In other words, it's a typical Cursed ship.
This faction has, on average, the slowest ships in
the game. (The Vikings are actually a bit slower,
but that's due to some limited-edition tortoises
that will never see action on a game table.) This
makes them very hard to play as a single-faction
fleet, and the Death Wind is a prime example. Her
cargo is good enough, and while her cannons are
nothing to write home about, the Junk ability partly
offsets this. But to use her ability, she has to
catch something with gold on it, and even with a
Helmsman on board, that won't be easy.
A better idea might be to crew her with Captain and
Helmsman. Send her out as a raider. She may not be
able to overtake much, but if she sails for a
blocking position between the wild islands and the
enemy home, the gold ships will have to come to her.
Her guns are good enough to cripple most gold
runners, and she can also try for a ram and a
coin-steal.
The trouble is, even the Cursed have ships in the
same class as the Death Wind that are either faster
(Clear Wind, Fiddler's Green) or noticeably better (Guinee).
We won't even talk about how much better you could
do for eleven points with other factions. This is
just a so-so ship, made worse by her slowness.
Goldship rating: 2.3 / 5
Gun Ship rating: 1.9 / 5
Boarding rating: 2.5 / 5
Value for points: 2.4 / 5
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