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miniature review Commander Temple: I liked him MUCH better in his early career
Miniature Review
Commander Temple: click to enlarge
Commander Temple

Miniature text:
Broadsides Attack.
  • Collector's Number: 207
  • Faction Affiliation: England
  • Rarity: PR
  • Type: Crew
  • Point Value: 5
Commander Temple
I liked him MUCH better in his early career

written by algorab Premium Member 

General description:
This is an example of how one of the best crew in a faction can become almost useless... The former Commander temple was the only crew in the game that granted Harbinger’s fearsome power to any ship! Just imagine him on a fast submarine... Nobody would be safe!
It is my personal believe that Broadsides Attack is an overrated ability and in the best case a waste of points, in the worse a waste of an action. The benefit is that it gives an extra hit, but a Musketeer can do the same for little more than half the price. Thus it levels all your cannons on the worst one. It’s cost brings people to rely on it, instead of considering a Broadsides for what it is, an occasionally useful extra.
I’m a scientist myself, perhaps I tend to analyze and rely on statistics too much, but...
Imagine your average fighter ship, let’s say 3S 2L 2L 3S cannons. With a shoot action it can hit up to four times, with an accuracy of 50% for the short cannons and of 66% for long ones. Combining them you get a 233% chance, meaning 2,3 masts hit every turn. You add a musketeer and reach 283%, an average of almost 3 masts eliminated per shoot action. A faction- or a world-hater can do even better, bringing the chance to a full 300%. On the other hand a Broadsides can sweep off a five master, but lowers the chance of hitting to a mere 50%, meaning it works half the time! If I felt like gambling I would have rather used a SAT crew, and tried to get a clean second shot!

Uses:
Sorry for the boring lecture...
Well, after all I think there are some uses for Broadsides. Used as a surprise it can change the sort of a fight, but let’s see better...

Strategies and game play:
Broadsides attack has two main effects
- adds one hit to the shoot action;
- ignores any other abilities, both yours and your opponent’s.
I think it should he used as last resort when you are in trouble and need a stroke of luck to change the result of a almost lost battle. If, if Luck smiles, you can sweep most gunships in a single turn, even with reduced masts.
More important, it ignores any defences. In case your opponent sails El Acorazado with Joaquin Vega (three hits to remove the first mast, and two for each after that) Broadsides allows you to sink this vile tank in a single turn! Such a case is well worth a bit of gambling!!
My problem is: can I afford to spend 5 points on it? I would only when I know for sure that very strong defence abilities are waiting my fleet...

Combos with other miniatures:
Since the ability can’t be combined with others there’s little room for combos…
A SAT Crew can double the chances of a success.
I’d choose it for a ship where I have at least 4 good (read 2S) guns. Or on a nice single master, to double it’s fire rate and pass every defence virtually without drawbacks... THAT would be fun!

Ways to counteract it:
Apart from negators, just hope that your opponent’s idea of putting all the eggs in the same basket doesn’t pay off...

Strengths/Pros:
Adds one hit;
Works against defensive abilities.

Weaknesses/Cons:
Too, much too expensive (when I see a good ship with Broadsises I can't resist to calculate it's point cost without it...);
Can’t be advantaged by bonuses or reroll;
As stated before, you put all the eggs in the same basket...

Artwork and aesthetics:
Always liked Commander Temple macho’s attitude. Have to admit it: his grin makes me think more of Broadsides than stealing derelicts...

Overall rating:
4/10 It can be useful, even save the day, but too seldom.

 


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