main page of Miniature TradingMiniature Trading

The safest place to trade, buy, and sell miniatures

miniature review Shui Xian: Remnant of the Jade Rebellion

Miniature Review
Shui Xian: click to enlarge
Shui Xian

Miniature text:

Junk, Mercenary, Dories. English crew can use their abilities on this ship. Link: Shap'ng Tsai

  • Collector's Number: 052A
  • Faction Affiliation: Mercenaries
  • Rarity: SE
  • Type: Ship
  • Point Value: 26
  • Cargo Space: 7
  • Base Move: L
  • Cannons: 2S,3S,3S,4S,3L,4L,4L,3S,3S,2S
  • Number of Masts: 10
Shui Xian
Remnant of the Jade Rebellion

written by ragnell_wielder
Share |

General description:
First off it is a 10 masted ship, so it is powerful by default. Second it only costs 25, not 26. If you include her captain, Shap'ng Tsai, that is a grand total of 31 points. NOT RECOMMENDED FOR USE IN 40 POINT BATTLES!!!! Since it is almost impossible to fit her into a 40 point game, i will talk about combos and such that work in high point (>80 points) games. She is definitely a gunship. And on the cheaper end of the 10 masted junks, she has better cannons than the ones that are cheaper, making her one of the most powerful (and affordable, comparatively) ships.

Uses:
Gunship. And with the fact that it can have any Merc's, OR English on board, you can combo to make it really powerful ship. It's dories ability makes it one of the only merc ships that can be used as treasure ships, however, it is dumb to do so. But if you insist on using an only merc fleet (see comments), then this is your best bet for running treasure as, unlike most other mercs, she can unload treasure from S away from your home island. And with 7 cargo space (still 7 if you use Tsai, and 6 if you use him and/or a helmsman) you can haul a lot of treasure. If you are not only using a merc fleet, then use her as a gunship.

Strategies and game play:
This ship needs to be faster. With a helmsman on board, it can move at a pretty good speed. That combined with the fact that it starts out S away from your home island means that it will usually be among the first (especially with a helmsman) of your gunships to be in the battle. This is useful, but in a 3-4 player game, it can spell your doom, as other players without a 10 masted ship will swarm it, plain and simple (that happens to me ALL the time). So you are gonna need a fast warship that can catch up to the Shui Xian, AND still be able to hold it's own. A good ship to back it up is the Interceptor, a decent gunship that can easily catch up to it. The linked captain Shap'ng Tsai is useful so that you can move and shoot in one turn. However he restricts you to excluding any French crew or ships (oh well, who cares). He also has the sacrifice crew ability.

Combos with other miniatures:
Obviously, you are gonna want to use Shap'ng Tsai, as he is linked and powerful. (since he comes linked and packaged with her, I am going to include him in all of the other combos. Also keep in mind what i said above about the point games)
Any helmsman/crew that speed up the ship.
A shipwright to replace any masts (because you can't go back home to repair)
Diana Doone and a bunch of oarsman. Diana takes out 1 point for each other crew members, allowing you to fit more pricey crew on board. Thus the oarsman won't go towards the 25 point cost of the ship and the first one that you put on board doesn't take up cargo space, so if you have a half dozen or more build points (and cargo space) that you have nothing else to use on, you can give this ship a second move and shoot ability for 7 turns, if you also eliminate Diana herself. You can put as many of them as you have points left over. I have played with about 4 extra oarsman, so that allowed me an extra 4 actions spread out over 4 turns (my opponents were horrified that I moved and shot 3 in one turn, with help from DJ) And you should always save one to try and get away if you somehow get derelicted.
Either Hermione Gold would work to, one of them is a helmsman and can serve as a backup captain in case a crew eliminator comes up and kills Shap'ng. The other lets you roll 2 d6 ANY time you would roll one, so you just doubled your chance of hitting with one of your cannons.
Lady Kamaile lets you use crew of ANY nationality, letting you use pirates or cursed or any type of crew that the English might not have. The best use for this would be to put the American Gus Schultz on board, as he is eternal and only 2 points.
You can also use Sir Meyer Hampstead and his Black Mark keyword to put cursed crew on board.
The Philadelphia is a great ship to use. If the opponent swarms this ship, the Philly can pop up and take her right back to your home island. However to make full use of this ability, you should have an SAT crew on board to alow you ro explore it the same turn that you touch it.
You should always back it up with any powerful ships you have, I like using the HMS Grand Temple first because it is British, second besause it is cheap (16 points) and third because it is a 6 masted junk, so you can get a good Former Jade Rebellion fleet going.
Any other good ships work too.

If you don't want to use Tsai to give you extra actions, then you can use an SAT crew or even better, an all powerful crew. (you would need to put a crew that allows other nationality crew on board for the All Powerful)

If you want to use her in a low point battle (I don't recommend it at all), then I wouldn't use Tsai, just use a generic captain, or Hermionie Gold (the captain and the helmsman one), as it is alot cheaper.
A shipwright can fit on, and for a couple points will save you wasting such an expensive ship to an enemy broadside or 2.
Use a one or two (which ever you can afford) small ships as treasure runners and have at least one of them serve as backup, because in a standard game, you aren't going to run into another ship that is powerful enough to take this out all by itself, unless you run into the Zeus or the Celtic Fury (you might also run into an enemy Shui Xian herself) (or you might incredibly unlucky and the only thing that the other team has is the Delusion and Fitzgerald), but a little 2 or 3 master can really save you if you do, by towing you out of a battle, or by getting in that one extra shot.

Ways to counteract it:
Raninoidia can take out 8 of this ships masts in one turn. 8 of them. The HMS Endevour can derelict it in one turn. The first Constitution can take quite a beating before being killed (no matter what it takes 2 actions to kill it) Any other ship with this or a broadside ability can kill her, also other 10 masters or 6 masters. An eternal can take a beating, then come back for more, as many times as it can die, it can come back to take out a few more masts.
Anything that might get you to hit a reef (like F&S Tabitha McWarren, or Lost) will always destroy this ship, as it always starts out with 10 masts and the highest that you can roll on a die is 6. However, it's immune to Sargasso Sea's, for the above reason.
An enemy with the Philly is pretty deadly.

The Competition:
(I will add to this section over time, if others think it is good to include. If you think this section is too long, put it in the comments and I will fix it)
This ship may be powerful, but there is some serious competition on the seven seas.Besides the "common" 5 and 6 masted ships as mentioned above, there are 5 other 10 masted junks out there. I'll start with the last one, as it is one of the easiest to get (other than the Shui Xian), the Celtic Fury.

Celtic Fury: It is the same price, however her linked crew is 1 point cheaper. She has, worse cannons at close range (she has no 2S cannons) but more accurate at long range (3 3L cannons). Her linked crew, Eileen Brigid, is a born leader, which is, at the same time, both better and worse than a SAC crew. Her other ability gives you a cannon roll boost against English ships, which makes her cannons more acurate than the Shui Xian in certain circumstances versus Tsai's Captain, which lets you move then shoot. The other abilities these 2 ships share is that they both let crew of certain nations on board (the french for the Fury) and that they are Mercs and have Dories.

Zeus: Well the Zeushas the same speed, and a not so good ability, but it is a pirate ship and is linked to the all powerful crew: Emporer Blackheart. With him, the Zeus is a whopping 35 points to the Shui Xian's 31 (with Tsai), but is a very (kinda) affordable 23 with out him. It's ability isn't that good, as it is too slow to catch up to most teasure runners. Its cannons are fairly accurate, but they have non exsistant L range capabilty.

Delusion: These 2 ships can't even compare, but I will try to compare them. First the Delusion is 35 points on its own, 40 with its linked crew Fitzgerald. 3 of this ships abilities (if you include Fitz's) are used to steal gold. Its other 2 are what really makes this ship so powerful, Eternal, and Ghost Ship. These make it EXTREMELY POWERFUL. Howerver, she has poor accuracy (4 4L cannons), but good range (six of them are L range).

Guichuan: This ship is a truly powerful ship, almost as much as the Delusion. It only loses out in price, as it is required to have the headhunter on board, giving it a whopping 37 points, speed (S) and the fact that it isn't eternal. It has great accuracy (7 3S cannons, and 3 2L). It also has the treasure ship ability as well as fear and Headhunters Domain.


Strengths/Pros:
10 masts, with good cannons.
You can use the Brits.
You can use Mercs.
Takes a long time before you can board her, and rarely loses to a ram roll.
Somewhat easy to obtain (just find the right preassembled ships).
Expensive (you can get alot of powerful crew on her)

Weaknesses/Cons:
Expensive, but not as much as other 10 masters.
No French (is that a weakness?)

Artwork and aesthetics:
Nice look, it really looks like a Chinese junk (versus the Celtic Fury) 9/10

Overall rating:
A great all round gunship, not as pricey as other 10 masters, but better than the cheaper ones, one of the best fighting ships there is, I give it a 9/10
(In case you couldn't tell, I don't like the French. )

 

Modified on December 22, 2010 04:07 pm



Rating
Current score for this Miniature Review, based on 3 votes:
 4.00
You can rate this Miniature Review here:
was it useful for you? is it informative, and complete?
Please rate the review's quality of information (not the miniature), and do it only after carefully reading it. Votes for any other, biased reason are not acceptable.
Enter a comment and choose your rating:

 



Discussion about this Miniature Review
Add your comments
Author Message
ragnell_wielder
United States

Avatar for ragnell_wielder
Subject:    Posted: September 23, 2010 01:15 pm Reply with quote Report content icon

Any extra combos, just list them in the comments. With that many crew points, the combo's are endless. And I don't have enough time to mention them all.
Back to top  
captain_nemo
United States

Avatar for captain_nemo
Subject:    Posted: September 23, 2010 03:27 pm Reply with quote Report content icon

You have a good base, but your missing the most important part, gold running!

Yes, I'm a huge advocate for the mercenaries, and the their two ten masters, (This one and Celtic Fury), are their only way to get gold somewhat efficiently. The ship is slow, but the keyword Dories is the most important part of this ship. Pure mercenary fleets are impossible to win through gold running without Christian Fiore or one of the two ten masters; and the Dories keyword is very, very important, and should have been mentioned more.

That aside, the rest of the review is good. The uses section could have been longer, but the info in the strategies section was great. The part about multiple ship attacks could have been moved to the counteracts section, but otherwise it was good.

-Nemo
Back to top  
ragnell_wielder
United States

Avatar for ragnell_wielder
Subject:    Posted: September 23, 2010 06:00 pm Reply with quote Report content icon

this is the only merc i have, so there is no point for me to use this as a gold runner. so i just use it to scare people and i guess it should of been in the counter act section, but it happens to me alot, so i figured i would mention it in the strategies to not leave it alone
Back to top  
ragnell_wielder
United States

Avatar for ragnell_wielder
Subject:    Posted: September 26, 2010 11:42 am Reply with quote Report content icon

is that better? i added the dories and some things about running treasure
Back to top  
captain_nemo
United States

Avatar for captain_nemo
Subject:    Posted: September 29, 2010 07:01 pm Reply with quote Report content icon

It seems way better than the original draft. The bit on exploring satisfies me, as well as the combos section which seems to be getting larger each day.

-Nemo
Back to top  
woelf Premium Member
LV47 United States send message

Avatar for woelf
Member since
November 10, 2008
Subject:    Posted: September 30, 2010 08:23 am Reply with quote Report content icon

The revisions have definitely made a difference!


I've noticed a few rules issues, but they're relatively minor and should be easy to fix:


quote:
Obviously, you are gonna want to use Shap'ng Tsai, as he is linked and powerful. (since he comes linked and packaged with her, I am going to include him in all of the other combos. Also keep in mind what i said above about the point games)
Any helmsman/crew that speed up the ship.
A Born Leader type crew.
A shipwright to replace any masts (because you can't go back home to repair).
OE Davy Jones gives you the off chance to have another action. (if on another ship)

The Savage Shores rules (finally) added an action limit, which limits all ships to a maximum of two full actions per turn.
That means if you're using Tsai, a "Born Leader", more commonly referred to as a SAT ("Same Action Twice") crew, and/or DJ won't provide any benefit to this ship. At best they'll increase the likelyhood of getting that second action (in addition to the ship's standard action for the turn), but that sort of redundancy is rarely ever worth the cost of building it into a fleet.

You could put DJ on this ship via Brother Virgil, but if you do that you should definitely dump Tsai.


quote:
Diana Doone and a bunch of oarsman. Diana takes out 1 point for each other crew members, allowing you to fit more pricey crew on board. Thus the oarsman won't go towards the 25 point cost of the ship and they don't take up cargo, so if you have a half dozen or more build points that you have nothing else to use on, you can give this ship a second move and shoot ability for 7 turns, if you also eliminate Diana herself. You can put as many of them as you have points left over. I have played with about a dozen extra oarsman, so that allowed me an extra dozen actions spread out over 12 turns...
The no-stacking rule applies to the Oarsman's ability to take up no space, so in this situation only the very first on the ship takes up no space - all the rest take up one space each.

If (for example) you had 5 spaces free, you could fit at most 6 Oarsmen in there.


quote:
Either Hermione Gold would work to, one of them is a helmsman and can serve as a backup captain in case a crew eliminator comes up and kills Shap'ng. The other lets you roll 2 d6 ANY time you would roll one, so you just doubled your chance of hitting with your cannons.
The F&S version of Hermionie Gold won't double the chance of hitting with all of your cannons, because she only applies to one die roll per action. However, a similar crew that would drastically improve your cannon accuracy is Sir Rupert Hargreaves - be sure to check out the entry for him in the Pirate Code for details.

Although, if you're looking to improve the cannons your best bet would be to find one of those +1 vs Non-[insert nation here] crew, because they cost half as much and give a more direct benefit.


quote:
The Philadelphia is a great ship to use. If the opponent swarms this ship, the Philly can pop up and take her right back to your home island.
This isn't so much a rules issue as a strategy thing - Philly is a great little ship, but you can't really rely on it being able to swoop in and save Shui Xian from destruction because it has a fairly "slow" ability. It needs one action to move in contact with the derelict and then another to actually explore it to activate the ability - the only way to do that in a single turn is with an extra action ability. There's also the matter of keeping Philly safe - if it's close enough to try to rescue the bigger ship from a swarm, it's probably in a lot of danger itself. I don't know about anyone else, but if I saw that ship lurking around near a battle I'd make it a point to blow its masts off before it could grab anything, even if that meant letting the primary gunship limp around with one or two masts for another turn.
Back to top  
ragnell_wielder
United States

Avatar for ragnell_wielder
Subject:    Posted: September 30, 2010 08:55 am Reply with quote Report content icon

“Once each time this ship is given an action, you can roll 2d6 any time you would roll a d6. Choose the result you want to use.”
Diamond Nelson Turner, Hermione Gold
-This ability may be applied to every action this ship is given, including to free actions generated by other actions.
-This ability cannot be applied when this ship is affected by an action given to another ship, even if this ship is required or allowed to make a die roll.
-This ability cannot be applied to a shoot action using the Broadsides Attack keyword (“no other abilities”).
-Re-roll abilities and Runes of Thor/Loki apply to only one of the two dice provided by this ability. You may choose which of the two dice to use after their results have been altered.

Wouldn't that apply to all of the cannon rolls? and thanks for pointing the action limit out. i didn't think that the oarsman does not take up cargo space thing didn't stack.
Back to top  
woelf Premium Member
LV47 United States send message

Avatar for woelf
Member since
November 10, 2008
Subject:    Posted: September 30, 2010 09:58 am Reply with quote Report content icon


quote from ragnell_wielder:

Wouldn't that apply to all of the cannon rolls?
It's the "once each time" phrase that limits it. You can use the ability multiple times in a turn if you perform several different actions that involve die rolls (ramming, boarding, shooting, etc.), but you can only use it one time during each action - in a shoot action that restricts it to a single cannon.


quote:
and thanks for pointing the action limit out.
You're welcome. From almost the very beginning it was by far the most common and universally accepted house rule for the game because it was really simple but did so much to make the game more fun and just plain better. The SS rules just made it official.

It only applies to full actions though - if something specifically say it's a "free action" or it applies "as part of" another action, the limit doesn't apply to it.
Back to top Modified on September 30, 2010 09:59 am 
ragnell_wielder
United States

Avatar for ragnell_wielder
Subject:    Posted: October 4, 2010 07:46 pm Reply with quote Report content icon

thank you for pointing stuff out, woelf. and thank you nemo for voting and for pointing out that it can work as a treasure runner
Back to top  
ragnell_wielder
United States

Avatar for ragnell_wielder
Subject:    Posted: October 15, 2010 04:17 pm Reply with quote Report content icon

I saw that others had a competition section in theirs and figured I would do one. Then I saw how long it was, and realized it was like just writing another review into it. does anyone think that it fits in there? and that i should write any more competition sections?
Back to top  
Add your comments
Page 1 of 2 Pages: [1]  2   Next
Search: