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miniature review Crusher
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Miniature Review
Crusher: click to enlarge
Crusher

Miniature text:
Scorpion.

"A group of shipwrecked pirates stole a ship to escape their island prison, not realizing it was a secret Cursed vessel. Taking it to Captain Mysion’s pirate “kingdom,” they received a hero’s welcome."


  • Collector's Number: 087
  • Faction Affiliation: Pirate
  • Rarity: SR
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 4
  • Base Move: L
  • Cannons: 3S-3L-3L
Crusher
written by apollak Premium Member 

General description:
My experience with the Crusher has been very disappointing and this ship is of limited use.

Uses:
I might use this ship for the novelty, but it really isn't more affective than a 3 mast ship or 4 mast if your opponent is larger than 3 masts.

Strategies and game play:
I don't think the scorpion ships will have any impact on the game. Although Crusher is the most playable of lot.

Combos with other miniatures:
A captain and helmsman are 5 points and an oarsman is a must for me, so that leaves 6 points for calico cat (POTOE). With its 5/6 extra action, a base speed of S+L, 3-2 rank canons, and the ability to automatically deal one damage will pierce fear into an opponent.

Ways to counteract it:
Small ships (2-3 masts) have a real advantage over the scorpion because the blade limits the use of the back canons.

Strengths/Pros:
The Crusher is the only reasonably priced scorpion ship in the whole set. If you play sac crew, Captain Blackheart with a helmsman is 7 points + 2 oarsmen to sac and a "same action twice" crew will fit. Also the blade can be used without a captain if you are unfortunate enough not to have one. Also a scorpion blade can be used to sink a derelict. A derelict scorpion can sickle another ship and matched with an oarsman can move and ...."CRUNCH".

Weaknesses/Cons:
Crushers low point cost of 12, really is to low to put a lot of important crew. Its blade is to long to reach small ships and still get its 3-3 rank canons to hit. Its blade can't be used with a ram sequence.


Artwork and aesthetics:
The art on the Crusher is really cool its crossbones on every sail and the sparkles give it a
deadly look. The moving blade, its name printed on crossbones, and its silver 4 pointed bow are awesome.

Overall rating:
I would give this ship the overall rating of a 7 out of 10.

 

Modified on February 15, 2008 12:49 am



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darrin 



Subject:    Posted: February 15, 2008 10:08 am Reply with quote  Report content icon

Haven't had a chance to see these in action, but yeah, I have something of a dismal opinion of them already.

The main advantage of the Scorpion stabby-thing seems to be it removes the risk of a ramming roll by guaranteeing a "hit" within a certain range. This means you can charge up to El Acorazado+Joaquin Vega and wipe that "I Am Invincible" smirk off your opponent's face, but at 12-15 points I don't see how it's really worth it. For the same points, you can use a 4- or 5-masted ship instead, and just shoot another cannon to remove that extra mast.

Ramming really big ships is risky. You need to roll a 6 on a 5-masted ship to eliminate a mast. Sometimes you can swarm a big ship with a bunch of 2-5 point runts and wear her down, but in general most players don't bother ramming the big ships unless they've got a significant bonus to boarding (but the payoff for boarding is so underwhelming most people don't bother anymore). A Scorpion ship guarantees a "ram" works, even on the biggest ships... but they cost so much, it's hard to get a swarm of them.

Hmmm... could you use a Scorpion against all those "Can't be shot within S" ships like the Fallen Angel? Or does not being able to shoot prevent the use of the stabby-thing as well?
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ziotoo4 



Subject:    Posted: February 15, 2008 01:13 pm Reply with quote  Report content icon

The scorpion blade ignores every ability, so also the "cannot be shot at", and the "double hit to remove a mast" one
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darrin 



Subject:    Posted: February 15, 2008 02:17 pm Reply with quote  Report content icon


quote from ziotoo4:

The scorpion blade ignores every ability, so also the "cannot be shot at", and the "double hit to remove a mast" one


I don't have a RotF rulebook yet, but from the preview it sounded like it required a shoot action. If it requires a shoot action, then the Fallen Angel would be immune, unless there was something else to shoot at.

If it doesn't require a shoot action, then a Scorpion ship could be an effective counter to "can't be shot within S" ships.
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apollak 



Subject:    Posted: February 15, 2008 02:23 pm Reply with quote  Report content icon


quote:
The scorpion blade ignores every ability, so also the "cannot be shot at", and the "double hit to remove a mast" one

I think so, which would give it a big advantage over the El Acorazado and the La Corse. But i don't think it enough to use it. Also once the blade is down there are no moving, so an extra action would only let you shoot.
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apollak 



Subject:    Posted: February 15, 2008 02:29 pm Reply with quote  Report content icon


quote:
don't have a RotF rulebook yet, but from the preview it sounded like it required a shoot action. If it requires a shoot action, then the Fallen Angel would be immune, unless there was something else to shoot at.

The attack is done after a MOVE OR SHOOT action which means that the ability to "NOT BE SHOT AT WITH IN S" would not apply the scorpion
No more YOU CAN'T HIT ME.
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phymatine 



Subject:    Posted: February 17, 2008 03:43 am Reply with quote  Report content icon

My favorite way to counter scorpion ships is with firepot specialists. Simply light one up and watch it blaze. With only three masts to burn and very slow movement they are more susceptible to heat than a real scorpion. Trust me on that one, I'm an entomologist. ;). In a way, I am happy that all the scorpion ships are hard to use effectively, as I don't especially like their design. Nice job on the review.
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apollak 



Subject:    Posted: February 17, 2008 12:40 pm Reply with quote  Report content icon


quote:
My favorite way to counter scorpion ships is with firepot specialists


This is my favorite way to counter everything! Sit back and watch it burn!
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captain_arrr 



Subject:    Posted: March 4, 2008 03:27 pm Reply with quote  Report content icon

I have played with the Scorps a couple of times and I can guarantee this. Along with a captain and a helmsman, an oarsman is a must have for the Scorps. Even when derelict that blade can still be used. And with Woelf's ruling that its an auto elimination of amast as long as it can hit, well, it takes away the guess work of a musketeer.

With that being said, I do believe they are a bit over priced. Some of the Cursed ones are really bad due to slow speed or a 4 cannon.

But others like the Crusher or Scythe and Bloody blade could be very useful and come into their own, if only their price was just a few ticks lower. They could keep the slower speed, smaller cargo, and the threes for cannons if they'd just go down in price.

Scorps do have their uses. But I think in their current incarnations, they will only be useful in higher point games or will be used for the sheer novelty of them.
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