Name: HMS Iron
Card: MI #048 (Uncommon)
Guns : 3S,2L,3S
Hit %: 167 (S), 67 (L)
Ability: Ramming cannot eliminate this ship's masts.
Ten-Point Ships Week begins with an English ship
whose name suggests toughness, and the same goes for
its ability. How should you use her?
She's a bit slow for a gold ship; you could add a
Helmsman, but for a sailaway cost of 12 points,
England can do better. Her cannons are adequate for
the fighting role, and her ability patches a small
ship's big weakness in pitched battle -- the enemy
can't compensate for bad cannons (or bad dice luck)
by knocking a mast off with a ram. Give her a
Captain and Helmsman and sic her on enemy gold
ships, or use her to back up your big fighter. Don't
hesitate to send her into the thick of the action;
let the enemy ram her, with nothing to show for it
except getting himself pinned. You might want to
keep an Oarsman on board as a sacrifice crew in case
the enemy follows his useless ram with a boarding
The Iron Prince isn't as good as some English
ten-pointers (HMS Dover, Nautilus, Raven, or St.
George, to name a few), but she's a good little
fighter for a fair price tag.
Goldship rating: 2.8 / 5
Gun Ship rating: 3.5 / 5
Boarding rating: 2.6 / 5
Value for points: 3.4 / 5