Cadet-Captain Mike |
Name:
USS Cheyenne (USA)
Card:
FN #081 (Rare)
Points:
15
Masts: 3
Cargo: 3
Moves: S+S
Guns : 3L,3L,3S
Hit %: 150 (S), 100 (L)
Ability: Icebreaker. Once per
turn, if this ship is within S of an island, you may
mark the island as explored without docking at it.
The island becomes unexplored in regards to all
other players.
What is it with 15-point American
ships? Only the Pirates have more ships with that
point cost, and the total Pirate fleet is nearly
twice the size of the USA's. This one isn't one of
America's best, but it's far from their worst.
This is the only icebreaker that
can go faster than L without help. Her cannons are
slightly above average, and her cargo is about
average, so you could use her as a support fighter
or back-up gold ship once the icebergs have all been
turned into slush. Her ability is handy as an aid to
gold ships; too bad the USA doesn't have many of
those. I'd put a Helmsman on her and send her out to
find the best treasures with her ability, and smack
any icebergs in her path. Once the islands are
explored, she can finish off the bergs, then run a
little gold in the end-game. Or maybe I'd use
Helmsman and Captain, and combine the above missions
with a little gunfire if enemy gold ships got close
enough.
Flexibility is one of the most
important features a ship can possess, in my
opinion. I have little use for a ship that can do
only one thing, unless it can do that one thing very
well. The USS Cheyenne gets maximum marks as a fleet
support ship, but she also gets average marks for
the other roles, which means she can do a little of
everything. You won't want to use her often, because
you can buy some awesome American gunships for
fifteen points, but you probably won't be sorry if
you give her a try.
Goldship rating: 3.4 / 5
Gun Ship rating: 3.0 / 5
Boarding rating: 3.0 / 5
Support
rating: 5.0 / 5
Value for points: 3.1 / 5
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