General description:
I really like the look of the Galleys. And the Fire Djinn is definitley high on the pretty scale. But one look at its stats, it seems easy to dismiss. But its ability and 4 masts does have a use that shows it can be a useful vessel capable of crippling enemy ships.
Uses:
With its 3 cargo spaces the Djinn cannot be used to run treasure. But its ability make sit more of a boarding gunship, since ramming is useless with galleys since they cannot remove masts when they do. So Boarding from afar seems slightly better.
Strategies and game play:
Ok, one of the best strategies for this ship has to be putting Aruj Barbossa on it. Before you scoff hear me out. Barbossa can take as a captive for gold equal to the crew's point cost (he always takes the most expensive crew). Run near the ship, the best idea would be the aft, and then fore you one good cannon to take out a mast, then board her from S away. You can steal the most expensive crew and severely weaken the enemy ship. Then continue pummeling the ship or move away to your home island.
I really recommend doing this with another warship as backup. The Djinn has really only 1 effective gun and cannot sustain a full on attack. I look at the other cannons on it as 2 things. Bonuses for boarding rolls, and masts that help provide survivability. Because honestly, this ship has to take a beating before it gets back to your Home Island.
You could also just use it to deliver a firepot, but there are cheaper and better ships to do that.
Combos with other miniatures:
Aruj is again a great crew to throw on this ship. Personally I like to throw a Helmsman on to give it some speed. It only leaves you with 1 Cargo space to capture crew, but you have to bring it back to your HI first, plus you know it'll be the most expensive crew on the ship.
Other ships can board an S away but the Djinn is best because it has 4 masts which gives you more of an advantage when boarding.
Also, when using Aruj on the Djinn, you have to remember that unless its a smaller or lightly armed vessel, don't send it in alone. You'll need a gunship with at least 3 good guns backing this ship up or else it'll get blown out of the water before you can capture the crew.
Ways to counteract it:
Don't board it if possible. If Aruj is on that's what they'll want. Try to pummel it from afar with Long range cannons. Either way it has really only 1 effective cannon.
Strengths/Pros:
Boards without ramming
Fore cannon is a 2
4 masts
Weaknesses/Cons:
Only 1 effective cannon
only a 3 for cargo
Somewhat expensive
Artwork and aesthetics:
As I said I like the look of the galleys. This one is especially nice with its 4 masts. And the bright yellow sails contrast nice with the red hull.
Overall rating:
Honestly, its a 6.5 out of ten. Maybe a 7.5 with Aruj. I hope to try it tonight, and I'll let you know.