Cadet-Captain Mike |
Name:
Rusty Harpoon (Pirates)
Card:
RF #101 (Value Box)
Points:
12
Masts: 4
Cargo: 3
Moves: L
Guns : 3S,3S,3S,3S
Hit %: 200 (S), 0 (L)
Ability: This ship gets +1 to her
boarding rolls. This ship gets +1 to her cannons
rolls against sea creatures.
It's the Pirates' turn this week.
I shall commence with a ship that my friendly enemy,
Bosun Zach, has used several times. I don't think
it's the ship's fault that it hasn't done well in
our battles. (It's my fault
- I keep blasting it.)
It's no mystery what the Rusty
Harpoon's purpose is. With her twin abilities, and
the fact that she came out in the RF release that
was so kind to the Cursed, her job is to be an
anti-Cursed equalizer. Boarding and sea creatures
are very high on any Cursed admiral's list of things
to do, and this ship is a prickly opponent against
both of them. Other than that, she's kind of
ordinary; she's no gold ship, she's a sub-standard
fighter, and once she has the Captain and Helmsman
she needs in order to get to the action, she has
only one cargo space free for boarding. If you have
the points for a third crew, I'd choose an Oarsman,
because he doesn't take up that last cargo space,
and since you're bound to lose a boarding action
some day, it's nice to have a disposable crew.
The proper way to use this ship is
to take on Cursed vessels, one at a time, with a mix
of shooting (to soften them up) and boarding (to
kill their crew). Sea creatures should be extra-high
on your list of targets.
If you don't expect to fight
Cursed or sea critters, my advice is to leave the
Rusty Harpoon home; there are plenty of better
Pirate ships for the points.
Goldship rating: 2.8 / 5
Gun Ship rating: 2.8 / 5
Boarding rating: 3.5 / 5
Value for points: 2.8 / 5
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