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Pirate Piece of the Day

William Eaton
American - Barbary Coast

Marine. This crew gets +1 to its gun rolls against Barbary Corsair ships and crew.

Type - Crew
Collector's Number -  095

Piece Ratings:

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


Date Reviewed - 02.15.06
 

Wayne Nolan
American - Barbary Coast

Limit, Ransom. Choose one American crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

Type - Crew
Collector's Number - 096

Piece Ratings:

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


Date Reviewed - 02.15.06
 

 
ChaosReaper

 

Today we continue American support week with a crew two fer. Coming up first is the barbary crosair-hating marine William Eaton.

William Eaton:

William Eaton is a 7-point crew from the Barbary Coast set with the marine keyword. William also has the ability of a +1 against all Crosair ships and crew. That's not the best though. Like I've said before, that's not likely to happen. Its point cost is a bit high by my standards though. But... Willam Eaton would be a welcome crew aboard Monday's Review, the Hannah (due to the Hannah costing 16 points). That combination would give the Hannah a bit of an edge when its sitting in the middle of a fire-fight.

3.5/5 for Playability

2/5 for Collectability

Wayne Nolan:

Next up is the very interesting crew, Wayne Nolan. Wayne costs no points but has the limit and the Ransom keyword (so look out for crazy boarders). Wayne's effect lets it create a Link with any crew during setup. Very useful really. Not only that, but Wayne has the ability to re-roll a die roll once during a turn. This Crew would also be useful in conjunction with William Eaton and the Hannah. You'd get a good support ship with a marine and the ability to re-roll a die-roll (which will happen often on the Hannah). Plus another cargo space for another american crew to make the Hannah even better. And the Hannah's impressive speed will let it get out of any tough situation to protect Wayne and his linked crew.

3/5 for Playability

2/5 for Collectability
 
Aethereal

 

Wednesday - William Eaton

A Marine. Marine is a neat ability. 7 points...a little pricy, but then again I can't think of a Marine that is cheap. He also gets a free +1 to his shots against Barbary Corsairs. That would be a lot better if Barbary Corsairs were, you know, good. Because of that, the
+1 ability really isn't relevant too often, so you're just paying 7
points for a Marine with an ability that will occasionally come into play. I'd definitely use this guy in sealed, though.

Rating: 2.5/5

Wednesday - Wayne Nolan

Hmm. 0 points is of course never bad, and this guy links to any American crew meaning he doesn't really take up a cargo space. He has Limit and Ransom, meaning if you use this guy you can't use another Ransom piece, and it really stings if your opponent gets ahold of this guy. So let's look at his ability...you can reroll a die once per turn. Obviously this goes well with stuff like the Enterprise and crew that roll to give extra actions. There's really not much more to say on this guy. I think he speaks for himself. The Ransom obviously hurts, but if you're playing a standard game I would consider him on my gunship. Not in a huge game, though.

Rating: 3/5
 
Richard William Eaton
7 points
Ability: Marine! This crew gets +1 to its gun rolls against Barbary Corsair ships and crew.
Well, I’m not really placed to comment on this one because I’ve never used a marine yet – at 7 points they always seem horribly overpriced to me. William Eaton is even less appealing than the other marines, since his ability is limited to use against Barbary Corsairs, and as far as I can tell the Barbary Corsairs are a generally unloved and seldom used faction, who will probably go down in the history of the game as Wizkids’ one (and hopefully only) wrong turn.
I now use the Wolves unique treasure in almost every game I play, and I carry a musketeer as the antivenom. A musketeer only costs 3 points and has a 50:50 chance of hitting. William Eaton at 7 points? No chance. Two musketeers would be a better investment.
My rating: 1/5

Wayne Nolan
0 points
Ability: Limit, Ransom. Choose one American crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
The Americans were overdue a ‘hostage’ after Pirates of the Revolution, but sadly, the one we all wanted was the old style ‘add 5 points to your fleet build total’ version, not the newer ‘re-roll any die’ incarnation.
Which isn’t to say this isn’t a handsome ability to have for zero points – especially since this variety of hostage also has a built-in link which means he doesn’t take up a cargo slot (unlike the 'add 5 build points' version).
But never forget, dear reader, that possession of a hostage offers your opponents a potential 5 extra victory points. I’ve played in many games where that 5 points has spelled the difference between victory and defeat. A hostage is a double-edged sword. Most people play with a hostage – and most people promptly forget their hostage is a vulnerable target that can make the difference between winning and losing a game. So use with care.
My rating: 3/5. Nice - but we still want the ‘add 5 build points’ version please.
 

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