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miniature review Deliverance: It was there it was not. Like a shadow

Miniature Review
Deliverance: click to enlarge
Deliverance

Miniature text:

Ghost Ship.

Cries of agony announce the arrival of the ghost ship Deliverance as it materializes from the mists of the Crimson Coast. Those unlucky enough to serve aboard her do so for eternity.

  • Collector's Number: 201
  • Faction Affiliation: Pirate
  • Rarity: PR
  • Type: Ship
  • Point Value: 19
  • Cargo Space: 4
  • Base Move: S+L
  • Cannons: 3S-3L-3L-3L-3S
  • Number of Masts: 5
Deliverance
It was there it was not. Like a shadow

written by go_lions
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General description:

The Deliverance is a fast five masted ship from the “Pirates of the Crimson Coast” set. It has canons of S3, L3, L3, L3, and S3, which are excellent. The large cargo capacity of four is superior to most ships. At 19 points it’s not too terribly expensive. The keyword is first-rate also.

Uses:

The Deliverance can be used as a gun boat because it has excellent canons and the speed S+L is very fast for a big ship. As a gold ship the Deliverance is good because S+L allows it to get to the islands and the cargo capacity of four can get a lot of gold. Although there are better pirate gold ships then the Deliverance, it is still hard to beat. The Deliverance can also be a treasure stand so that your other ships such as the Swift don’t have to travel so far.

Strategies and game play:

The Deliverance, as a battle ship, can basically attack and destroy any enemy ship, which is very important. The keyword “ghost ship” will usually allow you to get the first shots or infiltrate the enemy base just to annoy the enemy. If you need to use the Deliverance as a treasure runner you can easily get large point coins off islands close to your enemy’s HI. All you have to do for a treasure stand is go half way between your HI and the treasure and keep going back and forth. Using the Deliverance as a treasure stand will also allow you to protect your treasure ships from enemy raids.

Combos with other miniatures:

As a battle ship, Black heart will allow you to shoot then move, Crimson Angel’s ability of +1 against non-pirates will reduce the guns to two and you get to roll a d6 and on the result of a 5 or 6 you can go again. You may want to consider a helmsman for some more speed and a chain shot specialist so that the enemy ship can’t follow. Sounds like a lot but it sums up to… A ghost ship with twos against non-pirate ships it moves S+L+S with the helmsman. After moving into position, shoot and run away with Black heart’s ability and stop pursuit with a chain shot specialist . As a treasure ship, consider an explorer or nothing so that the Deliverance can have max cargo capacity. As a stand it would be best to have no one so that you can take all the gold off of the treasure ship.

Ways to counteract it:

To counteract the Deliverance you will have to strike after a raid. The UT explosives will do well but you will need to have a fast ship such as the Smiling Jim or Dark Fox. Sea dragons can keep the Deliverance distracted for a little while so that your battle ships can catch up and sink it. Since the Deliverance has many L range cannons, a ship like the Jarvis could attack and sustain less damage because the Jarvis cannot be hit by L range cannons.

Strengths/Pros:

The pros of the Deliverance are as follow.
1. The speed of S+L is fast for a big ship.
2. Five masts will allow the Deliverance to take some hits but it usually will give more then receive them.
3. The cargo capacity of 4 will let you carry a lot of crew or treasure.
4. Canons of 3’s are pretty good for the Deliverance.
5. The keyword ghost ship allows safety when not in combat.
6. Pirates are the most versatile nation so there are a lot of crews to choose from.

Weaknesses/Cons:

This ship is so great that if the ability had any more it would be too good. Although I would not mind.

Artwork and aesthetics:

The dark sails and blurred sides are appropriate for a ship with the keyword ghost ship. I think that pirate ships always look the best.

Flavor text

“Damned souls are condemned to the Deliverance where they commit the same atrocities that doomed them in life. This spectral ship is commanded by Wraith-an entity whose malice rivals that of the Devil.”

Overall rating:

10/10 is the only score which fits the Deliverance.

 

Modified on January 30, 2013 07:29 am



Rating
Current score for this Miniature Review, based on 15 votes:
 3.47
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Discussion about this Miniature Review
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go_lions
United States

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Subject:    Posted: February 18, 2010 08:27 am Reply with quote Report content icon

Please give me hints before you vote so that I can make changes.

Thank you.
Back to top Modified on February 18, 2010 08:49 am 
hitman
United States

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Subject:    Posted: February 18, 2010 08:44 am Reply with quote Report content icon

What are you going to review next? Also you misspelled there. You said their but it's there.
Back to top Modified on February 18, 2010 08:45 am 
go_lions
United States

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Subject:    Posted: February 18, 2010 08:52 am Reply with quote Report content icon

I'm glad you saw that that could have cost me. I'm not going to your birthday yet so you better call...

I don't know which one I'm doing next. Why?
Back to top Modified on February 18, 2010 08:55 am 
woelf
LV69 United States send message

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Member since
November 10, 2008
Subject:    Posted: February 18, 2010 01:16 pm Reply with quote Report content icon

Nicely written - this is a huge improvement over your previous reviews. You did a good job going into detail with each section, and you laid out plenty of examples. This is a good ship, and your enthusiasm for it really shows too.

The biggest concern I see with this review is not in how you presented the information, but rather the information itself.

In particular, I think you spent too much time talking about how to use this ship as a treasure runner or a "treasure stand". A base move of S+L, 4 cargo spaces, and even the Ghost Ship keyword are all great things for a runner, but not for 19 points. That's half of your fleet in a standard (40-point) game, which is way too much to spend on a single treasure ship unless it has a gigantic cargo hold (6 at the minimum) and a very powerful treasure-related ability like the Hoist keyword.

You could get a whole fleet of smaller ships, each with similar hauling capabilities to Deliverance, for 19 points, and if you wanted ghost ships you could use both Amity and Hades' Flame for just slightly more than the cost of putting a Captain on Deliverance.

Your "treasure stand" idea is interesting and you did a good job explaining it, but it's a role that is far better suited to any number of other ships. Deliverance's high speed and ability are almost completely wasted if it's just sitting in place as a transfer location for other ships. That speed is best used for hunting down other ships, and if you're planning to transfer treasure to and from other ships in your fleet you won't be able to use Ghost Ship at all because it prevents contact with other ships.


Speaking of Ghost Ship, you barely mentioned that ability it at all. Since you called it "first-rate", it would be helpful to spend some time telling the readers why you think it's good and how it benefits this ship. In particular, explain why someone should choose a ship with that ability over a much less costly one that doesn't have it. It is a good ability, but even if it wasn't it's still one of the defining features of this ship and needs to be more than just thrown in as an afterthought.


Under the combos, Crimson Angel is a good (and thematic!) choice, but the "reverse-captain" version of Blackheart is a stinker. The ability is neat and the combo with a chainshot is good, but he's too overpriced for what you actually get. A standard captain is a much better use of the points, and doesn't require you to start the action within cannon range of an enemy ship.

Your "Ways to Counteract" section needs work too. Sea dragons are great for picking off small ships, but to a 5-masted gunship they're an annoyance at best - they just don't have the staying power. Explosives can take out pretty much any ship in the game, but against a ship like Deliverance it's virtually useless. You need to be able to ram a ship to trigger it, but that's a lot easier said than done with Deliverance. You need to either cancel Ghost Ship or catch your opponent with his pants down, because otherwise your exploding boat is (literally) never going to touch it.


Under Weaknesses/Cons, you need to at least give something because even the best ships in the game have downsides. The fact that Deliverance fills up half of a 40-point fleet build before you add even a single crew to it is a big one, and is the main reason this ship rarely appears in Pirate fleets.


As I said earlier, you did a great job with the technical stuff (spelling, grammar, etc.) and you have lots of details - you just need to work on the quality of the information itself. Some of that comes from experience, but a lot also comes from reading other reviews and comments, as well as simply poking around in the gallery to see what else is out there for the game beyond what is in your personal collection.
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lordstu
Canada

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Subject:    Posted: February 19, 2010 03:37 am Reply with quote Report content icon


quote from go_lions:

Please give me hints before you vote so that I can make changes.

Thank you.



Asking people not to vote is risky business, as getting votes can be like pulling teeth, and it could be some time before they come back to your review. I generally won't change a review after I've written it, unless I make a huge gaffe or leave something out which really should be put in - might as well let the chips fall where they may and work on doing a better job of the next one.

For this one, I thought this was one of your better reviews - I think you are starting to get the hang of it. It can take a while to start feeling comfortable writing them, especially since there is such a critical audience here at MT - I mean that in a good way, as there a lot of people here quite knowledgeable about the game and the tactics required to better one's chances of winning, and it's pretty hard to fool them with fluff.

As for the Deliverance, I can't say I've ever used it - I always look at that 19 point cost and think, nope, I'll take a cheaper, more powerful ship(which the Pirates have a lot of), thank you very much. This review didn't really convince me I should think otherwise at this point in time, tempting as the S+L movement is - it's funny it has the Ghost Ship keyword, because a 5 mast ship with that kind of speed is ideal for boarding with, which makes for a bit of a paradox.

Oh, and please correct me if I'm wrong, but a ship using the Ghost Ship keyword can still be fired upon, can she not?
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go_lions
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Subject:    Posted: February 19, 2010 07:57 am Reply with quote Report content icon


quote from lordstu:


quote from go_lions:

Please give me hints before you vote so that I can make changes.

Thank you.



Asking people not to vote is risky business, as getting votes can be like pulling teeth, and it could be some time before they come back to your review. I generally won't change a review after I've written it, unless I make a huge gaffe or leave something out which really should be put in - might as well let the chips fall where they may and work on doing a better job of the next one.

Oh, and please correct me if I'm wrong, but a ship using the Ghost Ship keyword can still be fired upon, can she not?



Yes the reason I asked people not to vote is because of what happened with the Franklin review.

Ships can not be shot at if they use the Ghost Ship keyword.
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woelf
LV69 United States send message

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Member since
November 10, 2008
Subject:    Posted: February 19, 2010 08:26 am Reply with quote Report content icon


quote from go_lions:

Ships can not be shot at if they use the Ghost Ship keyword.
Actually they can, which I think is what messed up a lot of the information and strategies you gave.

Being "ghostly" prevents direct physical contact (ramming, docking, touching, pinning, towing, etc.) between the ship and other objects, but it has no effect at all on shooting or the use of most other abilities.


It's almost the opposite of the "ships within S cannot shoot this ship" ability, which does prevent shooting (if you're close enough), but doesn't stop you from ramming it.
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go_lions
United States

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Subject:    Posted: February 19, 2010 08:37 am Reply with quote Report content icon

Ya that messed me up I did not know that. I guess you learn something new every day
Back to top Modified on February 24, 2010 08:23 am 
davyjones
United States

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Subject:    Posted: February 19, 2010 02:42 pm Reply with quote Report content icon

It's good, but you had two big mistakes. First off, this ship is not near good enough for a gold runner, there are just too many better ships out there with better cargo space, and the fact that this ship is a Five master should be a good enough excuse not to use it to run gold. Unless you use a ship like the Roanoke. Second, you put no weakness/cons in their sections that are provided, I can think of about three good weaknesses for this ship. Bad cargo, High point cost, and it is rare, so it is hard to get. You are getting better don't get me wrong, but you can still improve. Solid three from me.
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go_lions
United States

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Subject:    Posted: February 22, 2010 12:51 pm Reply with quote Report content icon

I wished to show every possibility I would usually not use it as a treasure ship either.
Back to top Modified on February 24, 2010 08:25 am 
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