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miniature review Tripoli: A tough little galley

Miniature Review
Tripoli: click to enlarge
Tripoli

Miniature text:

Galley. This ship cannot be shot at by ships within S of her.

  • Collector's Number: 032
  • Faction Affiliation: Barbary Corsairs
  • Rarity: R
  • Type: Ship
  • Point Value: 10
  • Cargo Space: 2
  • Base Move: S+S+S
  • Cannons: 4S
  • Number of Masts: 1
Tripoli
A tough little galley

written by wapcaplets Premium Member LV56
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General description:
The Tripoli is a speedy little galley that is a decent gold runner but makes a surprisingly good attack ship.

Uses:
Tripoli can move S+S+S but it only has 2 cargo spaces so while it looks like a gold runner with great speed but substandard cargo that's not what it's best for. See strategies and combos below.

Strategies and game play:
The Tripoli's ability is one of the best ways to strand one of your opponent's gunships. With Tripoli's S+S+S move there isn't a ship out there you won't be able to catch. Pin the gunship and it's safe since Tripoli's ability prevents ships within S from firing on it. You can either try your luck and take a shot per turn with Tripoli or hold it in place for your gunship.

Combos with other miniatures:
A Helmsman makes Tripoli move S+S+S+S which means nothing can outrun it. A Captain is a bit of a waste since she only has one cannon. Although it's expensive, Uluj Ali (a Marine) gives the ship another 2S cannon which would make taking down gunships she pins easier.

Ways to counteract it:
Attacking Tripoli with L-range cannons from L-Range is the best way to take it out.

Strengths/Pros:
- Can singlehandedly stop a gunship.
- Fastest base-move in the game.

Weaknesses/Cons:
- Low cargo space
- Cannon is 4S

Artwork and aesthetics:
It's cool.

Overall rating:
I give Tripoli a 7 out of 10. The low cargo space limits the crew you can put aboard.

 

Modified on September 16, 2010 08:25 am



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 2.40
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Discussion about this Miniature Review
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captain_arrr
LV45 United States send message

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Member since
December 13, 2005
Subject: Question....   Posted: March 15, 2006 11:39 am Reply with quote Report content icon

I was wondering what you meant by hold it in place? If you mean a chainshot, I dunno. that 4 cannon is gonna miss more than hit.
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mercenary30
United States

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Subject:    Posted: March 22, 2006 06:50 am Reply with quote Report content icon

As quoted from the PotSCS Rules sheet.


quote:
Galley. A ship with this keyword cannot pin or be pinned. If this ship rams, she cannot eliminate a mast from the rammed ship. As a free action, this ship may rotate on her stern (the rear of the ship) in any direction after she completes a move action. If derelict, this ship may move S.


So the Tripoli CANNOT follow the strategy you laid out for it in this review.
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captain_arrr
LV45 United States send message

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Member since
December 13, 2005
Subject: I was wrong about one thing   Posted: May 19, 2006 01:56 pm Reply with quote Report content icon

A marine would be interesting! I found out Marines get their own shoot action! So a Marine would be a good idea! Have the Tripoli scout and if need be leave the Marine to hold the WI till the treasure can be taken!!!
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jolly_rodger
United States

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Subject:    Posted: May 25, 2006 05:27 pm Reply with quote Report content icon

The ship+Marine would be 17 pts. though.
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captain_arrr
LV45 United States send message

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Member since
December 13, 2005
Subject:    Posted: May 26, 2006 06:48 am Reply with quote Report content icon

But it would move S+S+S, can't be shot at within S, and in my gaming club, if the ship is derilect, the ship can still move S and shoot!
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woelf Premium Member
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Member since
November 10, 2008
Subject:    Posted: September 16, 2010 08:25 am Reply with quote Report content icon

Yet another outdated review that has been dragged up...


The Marine combo is interesting, but other than that this review has some serious problems.

First and foremost is the rules error with the pinning tactic. Galleys can't pin other ships *at all*, so the tactic of using this to hold an opposing ship simply doesn't work.

In addition, you can't pin other ships by moving your own ship unless you have an ability that specifically causes a pin (Scorpion, Sea Monster, and Titan). This review was likely written before that rule was changed, but I haven't checked the dates - if this wasn't wrong from the very start, it is at the very least outdated.

Those issues aside, using this ship to attack is very impractical. It works okay as a Marine carrier, but there are cheaper Corsair ships that could do the same thing that just as well, and the combo is just too expensive to be worthwhile unless you're looking at a build total well over 80 points. The 4S cannon is virtually useless in combat because it'll miss more often than it hits, and the inability to pin other ships or even damage them with a ram takes away any other combat usefulness this ship might have.


The ways to counteract it could use more. What about ramming it?

The artwork section gives no information at all.
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