Equipment is without a doubt one of my favorite things. You get a great ability for 1 point, and the only downsides are that they take up one cargo (just like crew), replace a regular shot, and destroy themselves on a roll of 1.
This is one of the better equipment, if only because there s no corresponding crew that does the same thing. Even if there was, getting an entire extra shot from any cannon for one point is unbeatable. Given that equipment is generic, and you can thus have any number of them in a fleet, you can go crazy since they are so cheap.
Just remember: one equipment per cannon, once per turn.
This will give any ship an offensive boost, pure and simple.
Strategies and game play:
This is an offensive powerhouse of a card. It should be given to a fighting ship, and be used on its best cannon. It doubles your chances to hit, and if your chance was already 66 per cent (a rank 2 cannon), it becomes 122%. It's a can't miss situation (though the odds may always be against you).
And if you have a ship that needs more cannons/power, this is much better than a musketeer and cheaper than a worldhater. With this even a 1 or 2 mast ship becomes a much more viable threat, especially with other equipment.
You can even put equipment on titans, making them that much harder to get past.
Combos with other miniatures:
Now, all equipment destroys itself on a cannon roll of 1, but this is one of the few that has another drawback for a 1: it takes out a mast. Because of this, a rerolling ability (preferably one of the free ones) gives you some extra insurance against bad rolls. And since this gives two shots, that's two chances to get a 1.
A worldhater is expensive, but useful as well, helping to ensure all those shots hit.
Especially mean, though, is combining this with a ship that eliminates two masts with one cannon hit. Combined with a reroller, one ship could take down an enemy in record time.
Also good is a longship. Now, since equipment applies to cannons , not masts, you can only multiply one shot. But you are still overwhelming an opponent with cannon fire.
Ways to counteract it:
Regular cargo/equipment destruction or theft methods apply.
Parley is good too, since they can't bombard you if they can't fire.
A "can't be hit by L-range cannons" or "can't be shot at within S" is very handy for any defensive ship, but remember that equipment is not tied to any single mast or cannon: the owner can choose any one before his shot.
The best bet, though, is to just sink it. If they are stacking equipment on a smaller ship to give it more oomph, then it'll still be easier to take out.
an extra shot for 1 point and 1 cargo:
-Can make any ship stronger
-Bad rolls damage your ship
-No stacking applies to the ability itself (if not equipment in general)
-Takes up an entire cargo space
Artwork and aesthetics:
Bland and boring; all equipment is. But it gets the job done.
9. This has a place in nearly any offensive fleet, and the advantages far outweigh the drawbacks. But it is still a risk, and all those 1's can start to pile up.