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Pirate Piece of the Day

Gibraltar - RF #015
 

Piece Ratings: 3.25

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


Date Reviewed - 02.14.08

 
Cadet-Captain Mike Name: Gibraltar (English)
Card: RF #015 (Rare)
Points: 7

Masts: 1
Cargo: 0
Moves: T
Guns : 2S,2S,2S,2S
Hit %: 267 (S), 267 (S+S)
Ability: Flotilla. Printed cannon ranges are doubled.

This is our first review of another new ship type, the "flotilla." The word usually means a fleet of boats or small ships, but in Pirates, it means a floating fort. It has four cannons, but only one "mast," so it falls into the same category as longships, namely, "ships that can dish out more damage than they can take." It also has the lowest speed in the game - it can't move at all, unless another ship tows it, and a Helmsman doesn't speed up the tow.

The doubled cannon ranges are a plus; you may be able to take the first shot at an approaching enemy. Four 2-rank cannons mean you'll do some damage if you get that chance. But if the enemy is fast and plans his approach carefully, he'll shoot first, and if he does, three hits and your four cannons are gone. (It takes two hits to remove a flotilla's one mast.) I'd prefer to use one of the forts from the CC and RV releases; it took four hits to knock four cannons off of one of those.
But forts can be built only on islands; flotillas can be dropped off anywhere.

I wonder if it's possible for a Flotilla to shoot while it's being towed. If yes, then just drag it around behind a big fighting ship; you're adding four extended-range cannons to it for seven points. But if that's against the rules, then flotillas strike me as a nifty idea that may not last long in battle. The price is low, so you don't risk much by trying it. If you're worried that the enemy might blockade your home island or guard a key passage between wild islands, a flotilla might be just what you need.

Goldship rating: 1.0 / 5
Gun Ship rating: 3.5 / 5
Boarding rating: 1.0 / 5
Overall value: 3.0 / 5
Draco Starcloud Gibraltar

Flotillas were what I looked forward to the most in the Rise of the Fiends. They look neat and they even get their own keyword.

Are they very useful though? We’ll have to see.

All of Gibraltar’s guns are 2S, which under the Flotilla keyword means that the guns are actually 2S+S since Flotillas have double range for all their guns.

Gibraltar has no room for cargo though, so you won’t be assigning any crew to her.

Gibraltar, like all Flotillas, can’t move on its own; it has to be towed by another ship, which means a member of your fleet is now reduced to a move of S even if it has a Helmsman.

All Flotillas only have one mast (represented by a flag) which requires two hits in one shoot action to remove, which seems vulnerable but they can still shoot without their flags and they can even repair themselves. One hit without a flag though with sink a Flotilla.

The best use I can come up with for Flotillas right now is to provide protection to gold ships either by being towed in front of an island with lots of treasure or by sitting outside the home island and warding off predators.

I give Gibraltar a 2.5/5.
Vladsimpaler Gibraltar, 7 points, English
Masts: 1
Cargo: 0
Speed: T
Cannons: 2S 2S 2S 2S
Abilities: Flotilla. Printed cannon ranges are doubled.
Flavor Text: The English created this "sea tank" after Cursed attacks became too bold and occurred too near their own borders.

And we finally arrive to one of the new ship types of the set. (If you consider this a ship.) Flotillas are extremely powerful, let me tell you that. For 7 points you get 4 cannons, and the durability of a 3 mast ship. Oh, and the cannon ranges are doubled, so you can own a good portion of the sea. But wait. It can't move. This means that you need a ship to tow it. Oh. But no matter, the Rules Arb, Woelf, ruled that since Flotillas aren't technically ships, the ship towing it keep their base speed, but cannot increase their speed through any shape or form. (If I remembered that correctly...) So, are you looking to increase your firepower in a cheap and effective way? Even if you're in the English faction? Look no further than the Gibraltar. You are paying 7 points for all rank 2, S+S ranged cannons. That's really flippin' good. It's even better if you take it with a speedy ship like...wouldn't you know it...the Crimson Coast HMS Gibraltar? You're moving S+S+S, and can fire off 6 rank 2 cannons!
That's really stinking good, when considering that the HMS Gibraltar is supposed to be an English treasure runner. Oh! Speaking of which!
The Gibraltar is best with a ship that can't adequately defend itself, i.e. HMS Lady Provost. In fact, an excellent tactic would be to steal a gold from your opponent's home island, and then leave the Gibraltar there as a parting gift! Now, that's how you get it done the fast way.
Yes, flotillas rules. Yes, I have the Gibraltar, it kicks serious butt.
One more thing- an awesome combo is to have the First Mate Ismael (takes up no cargo, gives +1 cargo spaces) and something like a firepot specialist. You can only fire the firepot at S range, but when you have rank 2 cannons, does it matter?
This is totally legal, and extremely fun. For you. Not for the opponent.

As you can see, I love Flotillas. This one is no exception. It gets a 4.1/5. A bit biased, sure. But don't underestimate them.

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