| Miniature |
Review |

|
Captain Jack Sparrow
|
Miniature text: This ship can move and shoot using the same move action. When this ship is given an explore action, you can swap a treasure on the wild island with a crew on any friendly ship.
Link: All Pirate Ships
- Collector's Number: 058
- Faction Affiliation: Pirate
- Rarity: C
- Type: Crew
- Point Value: 6
|
|
Captain Jack Sparrow Cheap Piece
written by apollak
General description:
I really like this crew, and I bet you will too after reading this review. This cheap piece is to gold games what sac is to death matches: cheap!
Uses:
"When this ship is given an explore action, you can swap a treasure on the wild island with a crew on any friendly ship." This ability lets you teleport gold back to the HI in one turn!
Strategies and game play:
With a point cost of 6 it is hard to fit on most gold runners. But Captain Jack Sparrow will fit on the Raven (POTCC) or the Star Of Siam (POTR), which make good gold runners. The Raven's 2-2S cannons would use the captain ability better than the Star Of Siams 1-3S and 1-4S cannons. Also I would add an explorer which would let me dock and explore in the same action. Using the event Hidden Cove (POTSC) to move the Raven/ Star Of Siam to the closest island then explore using the explorer. Using Captain Jack Sparrow ("When this ship is given an explore action, you can swap a treasure on the wild island with a crew on any friendly ship") to teleport one gold at a time to Ahura Mazade (POTFR) loaded with 4 to 5 oarsmen (plus, extra oarsmen on your HI for the next wild islands - about 10 or so) depending on how many pieces of gold sit on each island. Now the Ahura Mazade is docked at your HI which automatically unloads the gold, giving it the +2 to gold when unloaded at the HI. To protect the Ahura Mazde or Star Of Siam, a warship like Raven's Neck (which has the ability to look at one face-down treasure on any island) with a captain, helmsman, oarsman and a limit, ransom, 5+ points to build total. So to make the long story short, one turn gold +2ed at the HI. 
Combos with other miniatures:
I am going to put the 50 point gold fleet described above in a easer format.
Raven-10 points(POTCC)/Star Of Siam-8 points(POTR):
Captain Jack Sparrow C -6 points (CPOTB)
Explorer-1 points
Ahura Mazade-5 points (POTFR):
4 oarsmen-1 points each
Home Island-0:
10 oarsmen-1 points each
Raven's Neck-12 points (POTSM):
captain-3 points
helmsman-2 point
The Hag of Tortuga +5(POTCC)
Hidden Cove-2 points (POTSC)
Plus, if you use the Star of Siam you would have 2 points that you could use to get Favor of the gods-2 points(POTSC) to counteract a duel to Captain Jack Sparrow.
Wicked, aye?
Ways to counteract it:
Duel and Davy Jones and a basic board would kill Captain Jack Sparrow and you would have to carry your gold home like everyone else. This is why Raven's Neck and Favor of the gods is so important.
Strengths/Pros:
Captain Jack Sparrow has the captain ability which lets a gold runner with good cannons defend itself. Also, its ability "When this ship is given an explore action, you can swap a treasure on the wild island with a crew on any friendly ship," lets you have gold at the HI in one turn! Plus, it links to all pirate ships which gives you an extra cargo space.
Weaknesses/Cons:
Duel and a nice board could leave you in everybody else's shoes, hauling gold home. With a point cost of 6 it's hard to fit on most gold runners (a favorite pirate gold runner being the Banishes Cry-3 points POTCC).
Artwork and aesthetics:
Well, there really isn't anything to say, it's Captain Jack Sparrow. Savvy?
Overall rating:
I would give Captain Jack Sparrow-C an overall rating of a 8/10.
|
|
|
| Discussion about this Miniature Review |
| Add your comments |
| Author |
Message |
vladsimpaler
|
| Subject: Posted: February 17, 2008 02:41 am |
 |
|
Wait-you can't be serious. You can teleport treasure to your home island with this crew? Holy crud!
I could see Sparrow on the DH II for some reason...jeez, this is a nasty combo.
Thank you for pointing that out, this is a good review just because of what you pointed out!
You may also want to add that it is good for giving good UT's to an allied ship.
|
|
| Back to top |
|
 |
phymatine
|
| Subject: Posted: February 17, 2008 03:24 am |
 |
|
Nice job with the thoroughness of this review! Your idea to use Jack with the Ahura Mazda has merit. Unfortunately, teleporting gold back won't unload it automatically, gold is transferred as a free action when the ship docks you can also give the ship an explore action to transfer the gold. Also, consider placing your Ransom crew on the Ahura Mazda. By placing it there you don't need to worry about losing it to capture. As an alternate runner, the Hai Peng can be the fastest ship in the game. Also, Doombox could be a great way to protect Ahura Mazda, 4 double-ranged cannons for 7 points!
|
|
| Back to top |
|
 |
apollak
|
| Subject: Posted: February 17, 2008 11:34 am |
 |
|
| quote: | | You may also want to add that it is good for giving good UT's to an allied ship. |
Your Right! I wish I had thought about that too!
| quote: | | Unfortunately, teleporting gold back won't unload it automatically, gold is transferred as a free action when the ship docks |
Wait, if the Ahura Mazda is docked at the HI from the start. Wouldn't it automatically unload the gold for its action that turn?
| quote: | | As an alternate runner, the Hai Peng can be the fastest ship in the game |
Agreed, although it didn't fit in to the 50 point build total.
| quote: | | consider placing your Ransom crew on the Ahura Mazda |
No that won't work, because Ahura Mazda only carries 1 cargo. So if you had the ransom crew on Ahura Mazda, you wouldn't be able to transfer the gold to 0 cargo left.
| quote: | | Also, Doombox could be a great way to protect Ahura Mazda, 4 double-ranged cannons for 7 points! |
The Doombox cant move so all the enemy has to do is to wait out side Doombox's rang and on his next turn .......BOOM the box! Personally I would use a MOVING ship. See my review on the Doombox.
|
|
| Back to top |
|
 |
ziotoo4
|
| Subject: Posted: February 17, 2008 03:56 pm |
 |
|
I don't think this ability is so great. You have to give the ship an explore action, and you can only move one treasure per action. So, to teleport all treasure on an island you'd need 5 actions and 5 points of oarsmen...you'd better go back home with the treasure runner. And the explore along with Jack won't help, because jack's ability states that an explore action is needed to trigger his ability, and i don't think that using the explorer you could use this ability (the action with the explorer is actually a move action.
ciao! fede
|
|
| Back to top |
|
 |
phymatine
|
| Subject: Posted: February 18, 2008 03:12 am |
 |
|
Doombox also would be parked at the home island and hence would not be able to be shot at. It would be good protecting Ahura Mazda because the latter could only be moved up to L by an enemy force (King Blackheart, Screaming Mimi, etc.). Also, it would be able to be towed by Ahura Mazda should Ahura Mazda ever leave the Home Island. As ugly and bizarre as flotillas are, they are an imposing new weapon. Please see my review of Doombox for more details.
|
|
| Back to top |
Modified on February 18, 2008 03:15 am
|
 |
darrin
|
| Subject: Posted: February 18, 2008 12:49 pm |
 |
|
This is one of the most over-powered pieces to come out of the DPotC set. I could write volumes on this ability... actually, I kind of already have, what with my Universal Pirate Shipping Fleet and my Hai Peng review.
I was actually going to write a review of this today, but apollak beat me to it. I'm still tempted to write my own... I wanted to go into more detail than apollak, and I had some rulings directly from Woelf on some of the not-so-obvious applications.
Something else I discovered over on the WK boards was a thread describing this piece as "Capt. Cheese Sparrow". The sample fleet given was different than my UPS fleet. It involved Capt. Jack Sparrow on the CC Deliverance, parking Greed's Hammer back home, and overloading the treasure with gold-doubling UTs and two "7" gold coins. Granted, the people using these Cheese fleets didn't understand how Capt. Jack Sparrow works with UTs (he can't transfer UTs unless they are loaded face-down), so they weren't entirely legal, but if you could find a doubling UT on your first turn, and then find a "7" gold coin on your next island, you can win the game right there: (7 + 2) x 2 = 18 gold. Or would that be (7 x 2) + 2 = 16, stil enough to win.
|
|
| Back to top |
|
 |
apollak
|
| Subject: Posted: February 18, 2008 10:59 pm |
 |
|
| quote: | | This is one of the most over-powered pieces to come out of the DPotC set. |
I agree it is a cheap piece! I don't even like to play with SAC crew for the same reason. I was just pointing out what you could do.
| quote: | | Something else I discovered over on the WK boards was a thread... |
I never read this anywhere. This was a strategy I thought up myself. So if it is being discussed elsewhere, I am sure there are other uses for this pieces I haven't thought about. Feel free to add or write your own review.
| quote: | | CC Deliverance, parking Greed's Hammer back home |
CC Deliverance is 19 points and goes S+L - I chose to use Star of Siam at 8 Points and goes S+S+S. I would choose faster speed and another piece for that 11 points.
Greed's Hammer is 11 Points and Ahura Mazda is only 5 points. Since you have to transfer one at a time to give them all +2, why pay for the Greed's Hammer? How do these folks on the WK forums know they are going to get the "7" gold piece or the UT? I wonder. Only legal way I know of, Raven's Neck. Which I used in my fleet.
|
|
| Back to top |
|
 |
apollak
|
| Subject: Posted: February 18, 2008 11:14 pm |
 |
|
| quote: | | So, to teleport all treasure on an island you'd need 5 actions and 5 points of oarsmen...you'd better go back home with the treasure runner. |
Let me see...
An Island with 4 gold of value 1,1,2,2 = 6 points when you drag it home, and
using + 2 it is (1+2), (1+2), (2+2), (2+2) = 14. That is an extra 8 gold!!! I find it worth the 4 turns. How many turns does it take to get home? Plus I could then just zip to the next wild island.
| quote: | | You have to give the ship an explore action |
That is what an Explorer is for! Explorers give you a free explore action as part of the move action!
|
|
| Back to top |
|
 |
darrin
|
| Subject: Posted: February 19, 2008 08:27 am |
 |
|
| quote from apollak: |
CC Deliverance is 19 points and goes S+L - I chose to use Star of Siam at 8 Points and goes S+S+S. I would choose faster speed and another piece for that 11 points.
|
I know, I'm just passing on second-hand from a post I saw over there... I would use the Hai Peng, which is even faster. And yeah, Greed's Hammer is way too many points, not sure why they wouldn't use Ahura Mazda. I would assume it's a quirk of whatever pieces that particular venue has available.
| quote from apollak: |
How do these folks on the WK forums know they are going to get the "7" gold piece or the UT? I wonder. Only legal way I know of, Raven's Neck. Which I used in my fleet.
|
I believe the treasure picks looked like:
Maps of Alexandria
Pirate Globe
Spices
Jade
Smuggled Goods
7
7
1
Your odds of finding one of the 7 coins at your first WI are roughly 50/50. You also have a 50/50 chance to find a UT that will turn all the coins face-up, which will tell you exactly where the 7's are. More likely, you'll find a doubler. According to Woelf, the UT has to be loaded face-down to transfer via Capt. Jack Sparrow's ability, and none of these qualify... although Jade might work, I'll have to confirm that with Woelf.
I'll see if I can track down the thread where it was discussed.
|
|
| Back to top |
|
 |
| Add your comments |
| Page 1 of 1 |
|
|