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miniature review Black Arrow: You can't touch this!
Miniature Review
Black Arrow: click to enlarge
Black Arrow

Miniature text:
Schooner. This ship can’t be shot at by ships within S of her.

"The crew of the Black Arrow close in quickly and confuse their enemies into missing with their cannons, while they attack."


  • Collector's Number: 040
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 3
  • Base Move: S+S
  • Cannons: 3S-3S
Black Arrow
You can't touch this!

written by captain_arrr 

General description:

I have always been a huge fan of the look of the 2 masted schooner. And the new design I really like because the sails do not get in each other's way.

The Black Arrow definitely got my attention, not only with its sleek black look, but its ability to not be shot at by ships within S! It is one of the few ships that has this ability and has more than 1 mast! That alone makes it useful because now enemy ships can't just ram it to get rid of it!

Uses:

If you play with a lot of 0 cargo space UTs, this ship has 2 functions. The First function is obviously a back up gunship. She's good at intercepting treasure runners and helping sink those Warships that withstood the blast from your main ship. She won't be that good as your main fighter. Because if your opponent only has to deal with her initially, he will move into L range and pound away her 2 masts with his L range cannons.

She can also work as a treasure runner/Fighter. She could be a flat out treasure runner, but she's a little expensive for that role. Best to hit 2 birds with one stone.

Strategies and game play:

She's chiefly a support gunship, so hide her in the shadow of your main battleship, then slip her out for the Coup de grais, staying close to the enemy ship. You can also use her to get the jump on enemy support ships as well.

With a helmsman she can catch most treasure runners, which is another ideal use for this little raider. While your bigger ships handle the war fleet, the Arrow takes on the gold runners and sinks them or tows them back.

Or you can run treasure with her. And if the enemy sends anything to take her out, they'd be in for a surprise!

Combos with other miniatures:

The Pirate faction has so many different crew that you can use! I could spend all day listing the different combos you could use. But instead I will identify some crew and combos I really like that helps offset her weaknesses.

First thing she needs is a helmsman. There is no negotiation about that!

Next, a captain is a must too. But there's more than just a standard 3 point captain. You can use a reroll captain like OE Griffin. Captain Barbossa is a great captain that also makes your cannons a lot better! I recommend any of these two captains to help!

Any of the cheap double action crew the Pirates have can really make the ship a potential speed demon! Parley is also a good keyword to keep this ship alive against warships.

Here are three nice crew combinations for this ship:

Cap. Barbossa, Helm.,-21 points. A standard backup ship combination.

Griffin, Helm., Le Requin-23 points. This gets you great speed and will help you catch those speedy treasure runners, and even 2 sets of shots on those warships!

Captain Jack Sparrow, Gentleman Jocard, helm. explorer-24 points. This is your run and gun ship. It gets you to the island, gets you enough cargo to take the gold, and it can switch a treasure with a crew! Not tomention Sparrow has the move and shoot ability in case you run into trouble.

Ways to counteract it:

Bombard it with L range cannons. It's the only way to be sure!

Strengths/Pros:
Can't be shot at within S
2 masts
3 cargo

Weaknesses/Cons:
S range cannons
3 rank cannons

Artwork and aesthetics:
It is a very nice ship. Sleek, sexy, and the black with red stripes looks really good!

Overall rating:
Overall 7.5. I'd give it a solid 8 if it had 2 rank cannons or a base move of S+L.

 


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Discussion about this Miniature Review
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Author Message
phymatine 



Subject:    Posted: February 14, 2008 04:05 pm Reply with quote  Report content icon

Good review of the ship. I think you did a nice job assessing the best way to use this ship. Another use would be home island raiding. It's defensive ability could work well to keep your enemy from stopping you on the way home. I can think of a few more ways to counteract it than just L range cannons. Cancelers and submarines are the first to come to mind. Any ship that can't be pinned could be pesky too. (Yankee, Le Mercure, Raven, etc.)
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vladsimpaler 



Subject:    Posted: February 14, 2008 10:48 pm Reply with quote  Report content icon

While I agree that it is a great ship, the ships that can't be hit at when they're within S have lost a LOT of their luster. For example, I'm sure Le Bonaparte lost a lot of respect when double-pinning was ruled illegal.

Also, the problem with this ship is that the combos you listed are 20+ points. A good example of a support gunship would be something like 18 points for the La Resolucion or the Franklin with a captain and a helmsman.
It's good, but needs help.
I give this review a 4/5.
Back to top Modified on February 14, 2008 10:49 pm 
ziotoo4 



Subject:    Posted: February 15, 2008 03:31 am Reply with quote  Report content icon

Wow, Vlad, is double pinning when you touch the bow of another ship with your bow, so that neither of the ships can move??? If he things are like this, i can't post some of my new fleet ideas!
Make me know this, leave a message here or PM me, please!
ciao! Fede
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darrin 



Subject:    Posted: February 15, 2008 10:15 am Reply with quote  Report content icon


quote from ziotoo4:

Wow, Vlad, is double pinning when you touch the bow of another ship with your bow, so that neither of the ships can move??? If he things are like this, i can't post some of my new fleet ideas!
Make me know this, leave a message here or PM me, please!
ciao! Fede


Woelf changed the rules on pinning... I heard somewhere they were trying to remove the double-pin from the game (but firepots are still A-OK? WTF?). I'm very fuzzy on the details, though... and I'm not sure what was wrong with the pinning rules to begin with that they needed to be "fixed".

The only thing I can find in the December FAQ is you can only pin on a ram. I guess that means you can't move your ship into your opponent's bow to pin him and prevent him from moving while you are still free to move away.
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captain_arrr 



Subject:    Posted: February 19, 2008 10:01 am Reply with quote  Report content icon

Ok, who gives a 2 and doesn't say why?

I think Woelf did rule that Bow pinning is now illegal, but I would have to check.
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captain_sothoth 



Subject:    Posted: February 21, 2008 03:37 pm Reply with quote  Report content icon


quote from captain_arrr:

Ok, who gives a 2 and doesn't say why?

I think Woelf did rule that Bow pinning is now illegal, but I would have to check.

yes, double pinning is no longer allowed. the only time a ship is pinned is after it rams (or pinned by scorpion blades)... so if one ship rams another ship's bow, only the ramming ship is pinned.

kinda bummed me a bit; i used to love 'forcing' pins with the 'can't be shot at by ships in S range' boats, but i guess that was a little cheesy...
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