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miniature review Mobilis: Useless? I don't think so Scooter!
Miniature Review
Mobilis: click to enlarge
Mobilis

Miniature text:
Mercenary, Submarine. Once per turn, one crew or ship within S of this ship cannot use its ability that turn. Link:
  • Collector's Number: 006
  • Faction Affiliation: Mercenaries
  • Rarity: R
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 3
  • Base Move: S
  • Cannons: 4S-4S
Mobilis
Useless? I don't think so Scooter!

written by captain_arrr 

General description:
I know on the outside she seems useless, but don't count out the Mobilis out quite so fast. Sure her guns are 4s (useless) and she won't win races when her base movement is an S, but the fact she is an ability cancelling sub, makes her usefulness make up for her poor stats.

Uses:
She isn't that useful as a treasurerunner, nor is she a gun ship. But she's a sub, so that means it might take a little longer to get there, but you can still ram underwater.

But she really shines as a Utility ship. I have more details below.

Strategies and game play:

The 2 best things to do with this sub are:

-Let's say you're been playing subs for a while and your friends catch on. Now they start bringing in the Prussian Crown or the Eagan and start blowing your subs out of the water. Well, keep your subs near the Mobilis, and cacel that ship's ability! Now you've got nothing to worry about!

The only downside is slowing down your subs so the Mobilis can keep up, but you will be a strong foe!

-Let's maybe also say you want to deliver treasure to your HI with a Mercenary ship, but you can't....because its a mercenary ship. Well send the Mobilis over to cancel the Mercenary ability, and boom! You can dock! Plus she works great as a Home Island Defender!

Combos with other miniatures:

Definitely put a Helmsman on her. You can't work well without one. Unless you plan on letting Merc ships in and defending your HI with her, then you can maybe go without a Helmsman if you need the points.

Shipwrights are good too, since you can't dock at your HI and someone may go after you with 2 sub hunters, but its not necessay.

Honestly, the best idea for this sub is to have minimal or no crew or all and save the crew for your bigger and badder boats.

Ways to counteract it:
1 Sub hunter won't work, you need 2 in order to take this sub out, since it can only cancel one. Otherwise outfit your ships for speed and let her eat your wake.

Or else wait for her to surface and pummel it then!

Strengths/Pros:
Ability canceling protects you from sub hunters
Its a submarine.

Weaknesses/Cons:
Terrible guns
Really slow!

Artwork and aesthetics:
Again I like all the subs art. This one doesn't stand out, but its still nice.

Overall rating:
I'd have to give it a 7. its a specialized ship, and it has a certain niche it can fit in...but it does it well. I'd give it more of a score if its movement wasn't S.

 

Modified on February 5, 2007 05:00 pm



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Author Message
lilplasticboats 



Subject:    Posted: February 5, 2007 05:12 pm Reply with quote  Report content icon

Although it's a bit of a long shot, having Jean LaFitte aboard a Pirate ship in your fleet (preferrably on a ship with a reroll ability) would be very useful, particularly if you have 2 subs with a printed S base move.
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captain_arrr 



Subject:    Posted: February 5, 2007 05:19 pm Reply with quote  Report content icon

You're right. Its a bit far fetched but, yes it works. If I was looking to put extra actions on a sub, I'd bring in Count Gustov.
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gaymboi 



Subject:    Posted: March 6, 2007 04:16 pm Reply with quote  Report content icon

1 Sub hunter won't work, you need 2 in order to take this sub out, since it can only cancel one.

Uh, not entirely true. 1 subhunter with canceller of its own can take on this sub.

My main gunship almost always has a canceller on board, to cancel other cancellers or abilities.

/GaymBoi
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captain_arrr 



Subject:    Posted: March 6, 2007 04:24 pm Reply with quote  Report content icon

I guess the lesson in this is fight fire with fire. LOL
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