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miniature review Slarg Gubbit: The Horror! The Terror! The FEAR!

Miniature Review
Slarg Gubbit: click to enlarge
Slarg Gubbit

Miniature text:

Sea Monster. Fear.

This ancient creature predates the human race itself, and has spent countless eons nursing its hate and malice.

  • Collector's Number: 005
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Ship
  • Point Value: 16
  • Cargo Space: 5
  • Base Move: S+S
  • Cannons: 3S-3S-3S-3S-4S
  • Number of Masts: 5
Slarg Gubbit
The Horror! The Terror! The FEAR!

written by LV10
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General description:
You’re sailing along, no doubt about to target some defenseless, treasure-laden vessel. You set your eyes on the target, order your men to quarters to get ready for cannon fire. Right before you give the order, you happen to look overboard and see an immense, dark figure under the water that makes you freeze in your tracks. Something about the shape scares you. Then you see something else—two large eyes looking coldly right back at you. The fright grows to such a fear that you have essentially forgotten all your skills! Your crew come to see what you are looking at, and when they find the large shape under the water, they too go into a stupefied horror.

Here is where we find {the} Slarg Gubbit(or Slarg as it may be referred to in this review) in its natural habitat. When you look at Slarg, he is a pretty useful sea monster. It costs 16 points, which in a standard game, might be a little pricey for some. However, this squid is one of the original sea monsters, and as such, has a stomach(cargo) that can accommodate quite a large amount of shiny, golden objects. Both his attack and speed are decent, but what is unique about Slarg is that it has the FEAR keyword.

While most other sea monsters have to surface to do any sort of damage, Slarg can relax underwater and use that fear keyword to possibly nullify crew and ship abilities for a turn. This makes Slarg fairly useful, especially if he is the only sea monster in your fleet. Usually when playing with sea monsters, people will try to avoid any damage being given to them, as they cannot repair. This can be difficult, though, unless you are using abilities like that of Seleucis in your fleet. However, when using Slarg, you can take comfort in the fact that you are a lot safer under water but that you can still(albeit temporarily) throw a large monkey wrench into opponent’s plans.

Uses:
While Slarg’s cannons are decent(except for the 4) and can help to defend itself, you probably don’t want to depend on using them aggressively. Slarg, like most sea monsters in most circumstances, lacks the ability to carry crew, and therefore cannot move and shoot in the same action(unless you happen to get Chariot of the Gods or are given an action by another means).

While outright attack may not be the best idea, Slarg is still capable of initiating boarding parties. Its speed is nothing incredible, but isn’t slow and can still get you to nearby ships to ram and board said ship.

As previously mentioned, Slarg’s possession of the ‘fear’ keyword can prove to be effective even while it is submerged. With Slarg, you have the potential to ruin perfectly planned battle schemes, potentially making your opponents retreat to draw up new plans.

Strategies and game play:
Take full advantage of the fear keyword. Swim underneath opponents ships, scarring their crew beyond wits end. This gives fear two facets. The first being the intended effect of rolling either a 5 or 6 and hindering abilities/movement. The second being instilling in your opponent fear at the thought that you can halt their intended schemes.

By harvesting your opponents fear that(even though its a slim chance you will get the desired result) rolling a 5 is always possible. In fact, Murphy’s law states that anything that can go wrong, will go wrong, in the worst possible way, and at the worst possible time. Remind your opponents of this by using Slarg almost like a “shepherd dog” and coerce them away from or to certain areas in the heat of battle.

Don’t forget also, that Slarg has 5 cargo stomach for a reason. If you see an opportunity to prey on a smaller vessel so that you can reap the riches, take advantage of the situation and board shamelessly!

Combos with other miniatures:
There are several combos that come to mind. One being the crew Sargasso Nightmare(other crew with same ability: El Pescador, Jerky Johnson, Hag of Tortuga, Jules Arnaud), allowing sea monsters within a S of the ship(that has said crew onboard) to gain +L to their base move. This combo can be useful to a ship traveling alongside Slarg, then sending it away for a quick errand(such as fear inspiring or boarding a nearby vessel).

Another combo that can be recommended for any sea monster, is using Seleucis in your game. Seleucis so generously gives up its movement so that any other sea monster in play can get an extra movement action. Using this combo would allow Slarg to move S+S to ram/board a ship and then be able to move S+S away from the ship in the same turn(so you wouldn’t have to worry about Slarg getting any damage)! Or you could have Slarg move a total of S+S+S+S in one turn(if your using one of the crew mentioned above, it could even be a movement of L+S+S+S+S in one turn)!

And of course, there is always the hope that Slarg will be the sea monster to get Chariot of the Gods(allowing it to hold one crew). In this instance, a captain or helmsman wouldn’t hurt to add to allow it to gain +S on its base move or the ability to move and shoot in same action.

Ways to counteract it:
There are many ships(and several crew) that allow you to shoot at submerged ships within a S of the ship(such as: USS Eagan, Prussian Crown, Le Rocher Noir, HMS Challenger, El Relampago, etc.). These ships can often times inflict some devastating hits on submerged ships, and with a sea monster’s inability to repair, any hit counts.

There are various crew that can be of assistance as well. Some crew give the ability to shoot at submerged ships(Shinji Smith, Professor Clive Defoe, Pierre Aronnax, and also the special treasure Dead Man’s Chest), while others offer boarding bonuses against sea monsters(Kodiak, Ned Lands, and Master CPO Charles Richard). Seeing as how many sea monsters attempt to board a ship at some point in their lives, having a boarding bonus(or at least an escort with a boarding bonus) may deter sea monster attacks.

Another method that can be used, is the ability of the canceler. Crews like Monsieur LeNoir, allow you to cancel an ability of a ship if it is within a S of your ship. This would allow you to cancel the sea monster ability, making it so that Slarg couldn't submerge and thus leaving him as an easy target.

Or, if you have a true sense of irony, use the fear keyword. Using a ship with the fear keyword(like the Dark Fox, Black Pearl, or the Terror), you can have a deadly staring contest with Slarg, seeing who will be terrified of the other first. If Slarg were to be the target of fear with a 5 rolled, it would also lose the sea monster ability (temporarily) in this instance and would not be able to submerge.

Strengths/Pros:
-Decent speed
-4/5 cannons are ok
-5 cargo spaces
-Sea monster keyword(able to submerge)
-Fear keyword

Weaknesses/Cons:
-Sea monster keyword(unable to carry crew or repair)
-1 cannon is rank 4
-cannons all S-range

Artwork and aesthetics:
I personally think Slarg’s artwork is well done. Not just the interesting greenish color, but also the fact that its eyes are looking upward. Makes me think that its just hanging out underwater, looking upward at its target—scaring them beyond reason(on the roll of a 5),

Overall rating:
As far as sea monsters go, I think Slarg Gubbit can do well on its own and I give it 7/10.

 

Modified on October 24, 2014 06:14 am



Rating
Current score for this Miniature Review, based on 12 votes:
 5.00
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Discussion about this Miniature Review
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Author Message
cannonfury
LV26 United States send message

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Member since
June 8, 2009
Subject:    Posted: March 10, 2014 04:08 pm Reply with quote Report content icon

Just got this beast in a random ebay lot and thought to myself there was no real need for it, so I never really gave it any thought. Your review has convinced me otherwise.

It was very well done and thorough, touching what I think are the majority of the bases, although having a competitions section where you compare this piece to other similar pieces would have added a bit to your review.

This was very well done for your first review, keep at it!
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fabatron09
United States

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Subject: Great review   Posted: May 18, 2014 08:46 pm Reply with quote Report content icon

I really like this Sea Monster. After reading this article, I am inspired to create an all sea monster crew. Slarg Gubbit will definitely make the cut.
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bootstrapbill
LV31 Canada send message

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Member since
August 21, 2007
Subject: Looks like its spelled backwards   Posted: July 27, 2014 06:16 am Reply with quote Report content icon

Since it has fear and is less than 20 points, this is a rare creature. And it is SO much fun to yell out "Slarg Gubbit is coming for you!!!"
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submariner96
United Kingdom

Avatar for submariner96
Subject:    Posted: October 24, 2014 06:12 am Reply with quote Report content icon

Great review though I have to say if you wanted a submerged fear debuffer it'd be cheaper to go for Squalo Although I suppose the 5 treasure & extra 3 shots do certainly merit the extra 7pts.
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a7xfanben Premium Member
LV80 United States send message

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Member since
June 27, 2011
Subject:    Posted: May 2, 2015 04:26 pm Reply with quote Report content icon

Congrats on getting MR of the week!

Any bets on how many weeks it will last?
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a7xfanben Premium Member
LV80 United States send message

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Member since
June 27, 2011
Subject:    Posted: June 30, 2016 02:12 pm Reply with quote Report content icon


quote from a7xfanben:

Congrats on getting MR of the week!

Any bets on how many weeks it will last?


Well, it's been on the front page as MR of the week for well over a year now, so I think it's time we get a new review up there.
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