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Pirate Piece of the Day

Deliverence

Deliverance (Pirates)

Piece Ratings: 3.60

Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.


Date Reviewed - 04.06.09

 
Cadet-Captain Mike Name: Deliverance (Pirates)
Card: CC #001 (Rare)
Points: 19
Masts: 5
Cargo: 4
Moves: S+L
Guns : 3S,3L,3L,3L,3S
Hit %: 250 (S), 150 (L)
Ability: Ghost Ship

Since it looks like there won't be any new Pirate ships for a while (if ever), I'm just going to start reviewing all the old ones, until they're all reviewed or until no one reads the reviews anymore. This week's first victim is the Deliverance, a ship that's useful, flexible, powerful, and expensive.

Ghost ships are usually best at bringing gold home. Five-masters are usually best at fighting. The Deliverance is equally good at both, with adequate cannons, reasonable cargo, and very good speed for a ship of her size. I'd give her a fighting crew and send her out to do whatever came to hand -- gather gold if I'm left alone, fight if anyone gets in my face. My choice for fighting crew would be Captain Jack Sparrow (PC 058), not so much for his abilities (move/shoot and gold/crew swap) as for his link to any Pirate ship. Thus, I get the Captain's ability without losing a cargo space for gold.

For pure fighting, any of the good Pirate fighting crew will do well here, with the SM Jack Hawkins (move/shoot and crew-kill if pinned) and the OE Crimson Angel (SAT and world-hater) getting the nod. I'm sure the two of them will get along just fine. I can't say that the enemy's ships will approve, though, because the Deliverance is a tough customer. Her ghostly ability to prevent ramming and boarding is icing on the cake.
Like most ghost ships, she costs a bit more than you'd like to pay. But in this case, you're still getting very good value.

Goldship rating: 4.0 / 5
Gun Ship rating: 4.3 / 5
Boarding rating: 3.8 / 5
Value for points: 3.6 / 5

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