I guess other people don't like the Iberia like I do, which is understandable.
In that case, let's go back to RtSS for the next one. I think it's possible we could have an in-depth discussion on the English native canoes and the Orphan at some point, but perhaps they need their own thread.
The Spanish certainly received some cool stuff from the set. What's even more fascinating is how well it works together.
Commandante Antonio de Silva
Ability: Captain. Musketeer.
Flavor: Still devoted to protecting the interests of the Crown, De Silva fights to forge a new era of prosperity for Spain.
To change it up in this thread a bit, why not try to form some combos? For example, the Rocinante is a bit more offensively minded than the Buscador
: better cannons and the ability to not be pinned.
Masts: 3 (Hoist)
Ability: Hoist. Secret Hold. This ship can't be pinned.
Flavor: The heroic vessel Rocinante launched from Spain amid a roar of applause. The hopes and dreams of a new age of Spanish glory go with her.
Simply add Silva and the (generally) obligatory helmsman. Now we have a ship moving S+S+S with 4 usable cannons (dull fangs as Cazador would put it) and a whopping 5 spaces still available for gold. It gets interesting with the secondary abilities, which are perfect for boarding. Soften the enemy gold runner up with a few shots, and then ram and board (you could try to use the hoist, but that's a bit trickier). Even if you miss the shots, the Rocinante can't be pinned, and then the stolen loot is safe in the secret hold!
This combo works well since it saves a cargo space and effectively makes a gold runner a bit of a super-hybrid: capable of getting gold normally (hoist + 5 cargo spaces), stealing it from an opponent (secondary abilities plus decent size/durability for a gold runner), delaying an enemy gunship (not recommended but possible with a first strike), or even playing the role of gold ferry (using the hoist to grab and unload gold from faster treasure runners). This is one of the biggest strengths of the hoists - they're very good ships, arguably a little too good. This combo comes in at 26 points, which leaves almost a full 20 left over with a 0LR +5 crew.
But why stop there, especially when you have tons of other cool options available?
Throw aboard Dominic Freda
, and +2 each coin you stole from your opponent!
Or even consider the other double-ability Spanish crew from RtSS:
Ability: Marine. Once per turn, you can eliminate one of this ship’s crew to give her an extra action.
Flavor: Rojo’s past is steeped in blood. An expert at dealing with natives and policing those disloyal to Spain, Rojo has dedicated himself to ensure that the conquest of the South Pacific is successful.
This is where the Rocinante's point cost and cargo space comes in very handy - both allow for a lot of flexibility and support crew, while still leaving room for gold. Adding a captain, helmsman, and a few oarsmen would run it to around 34 points. Sac an oarsman on the way to a wild island, and the cargo space increases!
The guns still leave something to be desired, which could allow Roberto Santana
to help out in a larger game. In the meantime, the Marine makes the ship considerably more dangerous, although remember that he'll only be able to fire once per turn regardless of the potential extra action from the sac ability.
If you really wanted to go crazy, add both de Silva AND Rojo, for a whopping 5 cannons! However, this would be quite expensive and wouldn't leave much room for sac crew.
This post has made me think of an idea for an MR contest: only review pieces from RtSS!