Huginn is both a nice Longship at a good price and a shame to Wizkids!
Her special ability stats: “Longship. On the turn this ship is pinned, eliminate one crew from the enemy ship”. Right, but Longships can’t pin or be pinned! And the FAQ clearly say that “if one ability says to do something and another ability says you cannot do something, the "not" ability takes precedence”.
Is the player supposed to invest in a negator crew (like Nemesio Diaz) in order to cancel the Longship keyword? Nobody would do something like this!
It’s plainly a mistake, and a really stupid one at that! A single competitive match that involved Huginn would have shown that: you don’t need a Pirates’ Kasparov to notice it the first time the ability is used! I’m more than convinced that this ship entered booster packs without ever being played!
But let’s return to the ship, and the good she can offer...
She’s the cheapest three master Longship in the set (excluding Les), has good cannons, and enough cargo space for a gunship. The speed might have been better, but that’s game balance.
Huginn’s cannons are 2S-2L-3S (meaning a fire rate of 366%). This screams gunships! Which is true for most Longships: double cannons are too tempting not to be used...
Fifteen points and a similar gun rate make Huginn one of the best choices for our main gunship in low points games.
Strategies and game play:
Like all Longships Huginn needs good positioning to shoot all her cannons, so move actions must be performed with special care.
Combos with other miniatures:
Since we are planning to use Huginn as gunship in a standard game we don’t want to waste too many points on crew. I think that a simple combo Helmsman-Captain-Shipwright will do. This way at 22 points we have one of the best gunships we could wish for (within Viking’s faction, mind!), and still 18 points to buy the rest of our fleet.
In case we wanted to save some more points, the temptation to leave ashore the shipwright might be strong... I would do it just when really necessary: Shipwrights can fix two cannons each turn here, very convenient, since Longships lose muscle at a double rate than other ships!
As companion I would choose a good treasure hunter, perhaps another animal-ship like Sleipnir (Odin’s eight-legged horse). She costs “only” 12 points, and works best unmanned (her ability being when this ship carries no cargo, she gets +S to her base move).
With the remaining 6 points we could buy some interesting Events, like: Divers (to get the whole plunder from a fight), Hidden Cove (for a lightning speed move) and Mermaids (we all know them, eheheh...).
In a higher point game (fifty will do), it might be fun to pair her with the sister Muninn, an even better gunship, for a seek-and-destroy Raven Fleet!
Ways to counteract it:
As I said before, the best defence against Longships is attack. Cannons are many, but masts are few. Some good shots, and they are not a menace anymore.
A special ability to forget about!
Artwork and aesthetics:
The grey tones are nice, they suggest fjords and foggy weather to me...
The ship deserves a 6/10 after all. Wizkids a 2/10 at best!
Huginn and Muninn, sometimes Anglicized Hugin and Munin, are a pair of ravens associated with the Norse god Odin. Hugin and Munin travel the world bearing news and information to Odin. Hugin is "thought" and Munin is "memory". They are sent out at dawn to gather information and return in the evening. They perch on the god's shoulders and whisper the news into his ears. It is from these ravens that the kenning 'raven-god' for Odin is derived (from Wikipedia).
At last in the Pirates FAQs Huginn's problem was fixed. Here's the corrected ruling:
Huginn (FN-005): This ship’s complete ability text should read: “Longship. On the turn this ship rams, eliminate one crew from the enemy ship.”
Much better, isn't it?