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miniature review Firepot Specialist: Can you spare some change for an Old Bucaneer?
Miniature Review
Firepot Specialist: click to enlarge
Firepot Specialist

Miniature text:
Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a result of 6, remove the fire mast; on a 1–3, the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.
  • Collector's Number: 047
  • Faction Affiliation: Barbary Corsairs
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Firepot Specialist
Can you spare some change for an Old Bucaneer?

written by colringbk Premium Member 

General description:
OK, so this really isn't Headline news on this miniature. I'm pretty sure most of us are familiar with these guys, maybe not so much as the Barbary Corsair version, but with the Firepot Specialist idea. Actually, I'm concerned for the extinction of these guys with the new equipment that has been issued out: Fire Shot and Exploding Shot



Now these 2 point Specialists are standing in the Unemployment line trying to collect Welfare checks as their Equipment counterparts are cheaper and just as powerful. This is more like a tri-review as we'll be looking at the Firepot Specialist, Fire Shot, and Exploding Shot.

Uses:
Firepot Specialist This is one of the most cost-efficient, powerful crew pieces ever. There's some controversary with this ever since he came on board in the Revolutions days. Many players consider him "Broken" and I, for one, hate, HATE, HATE when this guy shows up. As soon as a ship gets in S-range, he can fire a Firepot, set a mast on fire, and every turn, there's a chance that more masts may burn down. If you're not careful, the EPA will call you up on the account of this little arson. For 2 points, he can destroy your Guichuan. I've seen it.

Fire Shot OK, so now with the release of Fire & Steel, I can now Pimp Ma' Ship! For only 1 point, I can add the benefits of the Firepot Specialist using the same cargo hold allotment plus, there's no range requirements so L-range cannons can strike at maximum distance. So why is it cheaper? Well, if you roll a 1, you know, an "automatic miss", you
  1. Lose your equipment for good
  2. AND, start your own ship on fire
Yeah, thats a pretty big risk. Now YOUR Guichuan is on FIRE!! Is it still worth the risk? Hmm. . . something to ponder about.

Exploding Shot This is like Fire Shot like on steroids, or crack, or steroid-soaked crack. So, in addition to setting the other ship on fire, you also kill a crew! Sweet! No, wait, it gets better. Remember how the Fire Shot could potentially set your own ship on fire on a 1?? Well, I just said it. Not this time, baby! If you roll a 1, eliminate Exploding Shot and a mast. Thats it. Not too bad. Well, not as bad as Fire Shot

Strategies and game play:
Firepot Specialist The strategy with this guy is the whole surprise aspect. Keep him hidden until you are close enough (has to be S-range) and REVEAL him! Then, burn, baby burn. Not much of a strategy, but thats about it.

Fire Shot Now, without the range-requirements, you could shoot fire anywhere. Weapons of Mass Destruction like this are great against big ships. Don't even risk using it on the little guys, since that roll of a 1 can turn your 5-master into a floating pile of smouldering ashes (do smouldering ashes float? hmmm, must look that up later). Imagine the look of your opponent's face as your HMS Endeavour starts on fire right in front of his Jolly Mon!

Exploding Shot Another WMD, just read above regarding Fire Shot

Combos with other miniatures:
Firepot Specialist Some great combos with this little guy are any ships that cannot be shot at within S. This is a typical combo. Picture this: Le Bonaparte sneaks into range of the Enterprise and reveals a Captain and a Firepot Specialist. If the Firepot misses, a Cannoneer (another good combo for the Firepot) allows the Firepot to fire again. The Enterprise's cannons are all S-range, so there is no way she can take down Boney. Even ships with L-range cannons will find it difficult to find a place to shoot.

Fire Shot Cannoneers won't necessarily help this time. Even if the roll is 1, the equipment is removed and your ship is on fire. A better crew combo would be reroller like Lenoir help to reroll that 1 and keep the ship alive. A better combo though would be Lady's Scorn that not only sports a built-in reroll, but also the Eternal keyword. If she burns to the bottom of the ocean, she can come back on your Home Island. Finally, another good ship to load equipment like this would be ships that can double their range such as El Neptuno. Imagine, raining fireL+L away!

Exploding Shot OK, same ideas as above, but rerollers are not as important. Sure, if you roll a 1, you'll the equipment and mast, but at least you won't be on fire. Still, using El Neptuno abilities with this equipment would be HOT!

Ways to counteract it:
Firepot Specialist Stay out of S-range. If you have a ship with only S-cannons, crud! You HAVE to stay away. Crew killers can help out, but its your opponent's choice on who gets eliminated first.

Fire Shot and Exploding Shot No help from the crew killers this time! The good thing is that if your ship catches on fire, and you can limp back to your home island, those Fire masts are gone! Phew! No! Don't Phew on the fire, it'll Spread!!

Strengths/Pros:
Firepot Specialist This guy can start the fire on the other ship, AND won't set fire to your own. Once a fire starts, it's got a good chance of spreading.

Fire Shot/Exploding Shot For 1 point cheaper, you get the same effect as a Firepot Specialist, but without any range requirements. This allows you to make some really interesting combos. AND, the Exploding Shot knocks out a crew too.

Weaknesses/Cons:
Firepot Specialist You have to be up close and personal with this guy. He cost just 1 point more than equipment.

Fire Shot/Exploding Shot There's always a risk that your weapon can turn on you. If its the Fire Shot, you'll be on fire. AND, you could lose that equipment for good. BYE, BYE 1 build-point. And all this with the roll of a 1.

Artwork and aesthetics:
No wonder the Firepot Specialist is out of job! He looks like he's had a little too much hashish below decks.

And this guy just doesn't care: .

At least the other guys, look a little more enthusiastic. Maybe they didn't get their pink slips yet.


Overall rating:
Firepot Specialist Based on his power, I'd give him a 8. I'd still never use him though. I have a sense of honor about me. THATS RIGHT! A sense of Pirate honor. which usually causes me to lose I think its range requirement hinders him a bit.

Fire Shot Though its range is better, cost is better, and crew combos are better, I'd give it a 4. Its consequences are too big to consider putting this on board.

Exploding Shot This is an awesome equipment. Even though I could lose a mast, it is completely worth the 1 point to cause fire to a ship AND eliminate a crew member! This gets a perfect 10 in my book.

 


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lilplasticboats 



Subject:    Posted: May 27, 2008 02:35 pm Reply with quote  Report content icon

Excellent review. I do have one question only marginally related to the Firepot Specialist.

Does Tiamat still have the pre-Fire & Steel Firepot Specialist rules for its firebreathing attack due to its ability text?
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lord_denton 



Subject:    Posted: June 13, 2008 02:16 pm Reply with quote  Report content icon

Great review! Very informative and entertaining! You pitted the two nicely against each other. Glad I read this, or my fleet would have looked like the Triangle Shirtwaist Fire.
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