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miniature review Double Shot: It's exactly what it sounds like

Miniature Review
Double Shot: click to enlarge
Double Shot

Miniature text:

Once per turn when this ship is given a shoot action, one of her cannons can shoot a double shot. Declare which cannon will shoot the double shot before rolling the d6. If it hits, the cannon can shoot again. If either cannon roll is a 1, remove Double Shot from the game and eliminate a mast from this ship.

  • Collector's Number: 110
  • Faction Affiliation: Equipment
  • Rarity: U
  • Type: Equipment
  • Point Value: 1
Double Shot
It's exactly what it sounds like

written by cleverpun
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General description:
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.

Uses:
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.

Strengths/Pros:
an extra shot for 1 point and 1 cargo:
-Cheap
-Effective
-Can make any ship stronger

Weaknesses/Cons:
-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.

Overall rating:
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.

 

Modified on October 24, 2014 07:50 am



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 4.35
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Discussion about this Miniature Review
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Author Message
colringbk
United States

Avatar for colringbk
Subject:    Posted: January 8, 2009 11:44 am Reply with quote Report content icon

Not too bad. I wonder how Double Shot works on ships with the Longship keyword. Also, would ability cancellers affect this equipment?

I'd have to say that this equipment is 2nd best, in my opinion. I like Exploding Shot just a bit more.
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cleverpun
United States

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Subject:    Posted: January 9, 2009 03:16 am Reply with quote Report content icon

I mentioned the Longship keyword in there: Double Shot applies to a cannon, and Longship just gives two cannons to a mast. And most cancelers usually specifically say "one crew or ship," and that doesn't cover equipment. At least that's how I understand it.
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nealy
United States

Avatar for nealy
Subject:    Posted: January 14, 2009 08:52 pm Reply with quote Report content icon

don't forget this can go on sea monsters of all sorts not just titans.
it will also fail a good 1/3rd of the time, taking out a precious mast.
I would rate this lower than a nine and a staple because of this blow up in your face factor.
The best equipment in my opinion is the smokepot shot because it has all the boon of the smokepot specialist at a cheaper cost with no chance of implosion.
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lordstu
Canada

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Subject:    Posted: September 26, 2009 08:48 pm Reply with quote Report content icon

Reviewing equipment is a tricky proposition, a lot of their effectiveness depends on what ships they're used on, but this review handled it pretty well.

One point, though, Double Shot doesn't exactly double the chances of hitting, as the first shot must be successful in order to roll the second shot. So it actually only increases the chances of hitting a target more than once with a single shoot action, which is still good.

Probably best used on a ship that does some kind of extra damage with every successful hit to maximize its effectiveness, but it can also be used to make a small ship with a good cannon or two much "larger".
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bagel_thief
United Kingdom

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Subject:    Posted: September 27, 2009 06:11 am Reply with quote Report content icon

most combat ships should have someone that gives +1 to cannon rolls. in this event double shot has its 'blow up in your face factor' removed because it can't possibly roll a 1. definitly a staple for a combat ship. if only the endeavour had more range...
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acrazypenguin
United States

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Subject:    Posted: September 28, 2009 07:22 pm Reply with quote Report content icon

for some reason, i dont think you got your math right... it is still possible to miss...
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woelf Premium Member
LV66 United States send message

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Member since
November 10, 2008
Subject:    Posted: September 9, 2014 06:32 am Reply with quote Report content icon


quote from bagel_thief:

most combat ships should have someone that gives +1 to cannon rolls. in this event double shot has its 'blow up in your face factor' removed because it can't possibly roll a 1. definitly a staple for a combat ship. if only the endeavour had more range...
A roll of 1 is always an automatic miss, no matter how many modifiers you might have on the ship. You could have +20 to cannons stacked up on a ship, but a roll of 1 is still a roll of 1.

Having a reroller will greatly improve your chances of avoiding the negative effect, but you'll need something like Runes of Thor to remove the risk entirely (albeit temporarily).
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submariner96
United Kingdom

Avatar for submariner96
Subject:    Posted: October 24, 2014 07:50 am Reply with quote Report content icon

Eh, not a bad card but I still doubt I'd use it , to be honest If I want to do more damage I'd probably just go for a muskeeter, marine or cannoneer.
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a7xfanben Premium Member
LV76 United States send message

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Member since
June 27, 2011
Subject:    Posted: June 11, 2017 08:38 am Reply with quote Report content icon

I highly doubt I'll ever use double shot consistently, since the odds of me rolling a 1 on either shot seems like over 50% lol. It'd be nice if the drawback was only on the first roll, but as-is this is a very risky proposition.
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