General description:
One of the long-standing complaints about game balance is the Pirate faction gets the cheapest, most effective crew and ships, usually 1 or sometimes 2 points below what the other factions get. For example, ever since the game has existed, the Pirate faction has always had the cheapest (and one of the most effective) 3-masted ships in the game: the Longshanks.
When a new set comes out, the designers have an opportunity to correct this problem... or perpetuate it, as is most often the case. For example, in the DPotC set, rather than perhaps learn that the Longshanks may have been undercosted, the Pirates get the Princess: another 6-point three-masted ship with the same ability as the Longshanks.
Uses, strategies and game play:
The Princess is a little slower than the Longshanks, and her long range cannon is one rank worse, so you could argue that the Princess is a little more in line with what a 6-point ship should look like... you could say this is what the Longshanks would be if it were more balanced. But with both ships in the game, you can put both of them in the same fleet, giving you six cannons for only 12 points, and that's a heck of a bargain.
With almost the same stats, anything the Longshanks can do, the Princess can do. Although her ability has a negative effect on treasure-hauling, she still makes a decent treasure runner for only 6 points. Yes, the Longshanks is still quicker, but toss a helmsman on the Princess and just like the Longshanks she can still take the *best* three treasures on an island.
Still, with only S+S speed to start with, the Princess may be more suited to supporting or escorting a larger gunship. As an escort, she can add three cannons to a fight, and help carry cargo back after the smoke clears.
Combos with other miniatures:
Any combo that works well with the Longshanks will work just as well with the Princess. Just plopping a captain on her, for example, makes her an excellent crossover ship: she's a threat in combat with three cannons, and she still has room for treasure-running. Add an explorer, and she's an ideal candidate for Hidden Cove: S+S to move away and re-dock, and 3 cargo spaces for the 3 best treasure coins. Add a helmsman instead, and she can move S+S+S, grab 3 treasure coins, and head back home.
If you're looking for more of a combat role, 6 points is just enough to add a captain and a musketeer. This gives you the equivalent of a 4-masted gunship with move+shoot for only 12 points. For no-treasure or Last Captain Standing scenarios, the inability to load the last treasure from an island won't hurt you, and you can do this *twice* with the Longshanks in the same fleet.
For named crew, one of my favorite combos on the Longshanks is to add Captain Jack Hawkins for only 4 points, and this works just as well on the Princess. Many players are very hesitant about getting close to any ship that can eliminate crew with a ram/pin, so you can use her as a deterrent. You've also got enough points left over to add a helmsman. So for 12 points, you've got three cannons, move S+S+S, can eliminate a crew with a pin, and still have two cargo spaces open.
If you're lucky enough to have the SR Captain Mysion, he's 4 points and can be substituted in for Captain Jack Hawkins, giving you the Parley ability instead of the eliminate a crew ability.
Here's another interesting combo I just discovered: Put Captain Jack Sparrow on board, and you can counteract the Princess/Longshanks ability by loading three treasures and trading the last treasure on an island for a crew on another ship. (I've confirmed this works with Woelf.)
Another way to get around that "last treasure" problem: if you've got a canceller within S, you can cancel that ability and load the last treasure.
Ways to counteract it:
Unlike most treasure-runners, the Princess/Longshanks isn't as vulnerable to UTs that eliminate masts, and she doesn't carry a lot of crew, so UTs or abilities that eliminate crew might not be effective either.
She is slower than the Longshanks, however, and thus easier to run down or catch with a larger ship.
UTs which prevent her from docking, such as Enemy of the State and Plague, might work as effective counters if she's being used as a treasure-runner.
From a combat standpoint, the advantage of the Princess is anything that can counter her is more likely to cost more than 6 points. The one exception might be Spain's El Algeciras, provided Algie gets in the first shot. Otherwise, your best counter to the Princess is her older brother, the Longshanks.
Strengths/Pros:
Extremely affordable. One of the two cheapest 3-masted ships in the game for only 6 points.
Good cargo capacity, somewhat decent speed and cannons.
Good survivability. Requires 4 hits to sink, double what you need to sink most 1-masted treasure runners.
Inability to take last treasure can be countered a couple ways, and in a combat-only game is no disadvantage at all.
Weaknesses/Cons:
Slower than the Longshanks and most other Pirate treasure runners, so treasure running is a little tougher, and she's easier to catch.
Low points makes it difficult to put more than 2 crew on her.
While most 1-masted treasure runners can zip over a reef without worry, the Princess should probably steer around: with three masts, she has a 33% chance of taking damage from the reef.
Artwork and aesthetics:
Eh... she looks a bit average, but better than most Pirate ships. She doesn't have the tattered sails and ramshackle appearance more common with the rest of her faction.
Overall rating:
7 out of 10.