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miniature review Delusion: Large and not so in charge

Miniature Review
Delusion: click to enlarge
Delusion

Miniature text:

Eternal. Filching Gold. Ghost Ship. Junk. Unholy Light.
Link: Fitzgerald

Filching Gold: Once per turn this ship can randomly take one treasure from any ship she touches.
Unholy Light: After this ship completes a move action, she can look at all treasure on all islands within L of her.

Captained by Fitzgerald, who was stabbed in the back by Blackheart for a gold medallion and left to die, and crewed by pirates killed for their treasure by their own former crewmen, the Delusion haunts the seas searching for the gold that was stolen from her in life. A glowing mirage on even the most moonless waves, the Delusion tricks greedy sailors into believing that piles of "glowing gold" await just over the horizon. But this "delusion" only means that their lives and treasure become the eternal property of the damned.

  • Collector's Number: SE01A
  • Faction Affiliation: The Cursed
  • Rarity: SE
  • Type: Ship
  • Point Value: 35
  • Cargo Space: 7
  • Base Move: L
  • Cannons: 4S-4L-3L-3L-3L-4L-3S-4S-3S-3S
  • Number of Masts: 10
Delusion
Large and not so in charge

written by alexamarief
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General description:
A glow-in-the-dark, 10 mast ship with 7 cargo? Where do I sign up? WHAT? 35 points AND only L move? Nevermind, unless it has really useful abilities.

Uses:
How you could use this monster is totally up to your play style. As a complete standard (40 point) build by itself, Delusion works best as a treasure hoarder/thief.
For non-standard games, Delusion is big enough to almost be a stand-alone (80 points minimum).

Strategies and game play:
Ghost ship is a must for bypassing islands and terrain, simply because that ability goes a good distance toward negating Delusion's slow base move. Eternal and 10 masts equal ridiculous endurance (but lots of downtime repairing). Unholy light allows you to pick your targets more effectively. Filching gold works great after ramming treasure runners. Junk means you will always have at least two shots at any ship in range.
For the standard set up I have listed, your strategy is run, explore, load treasure when Delusion arrives, more running. You may never win by collecting loot, but you will at least make a decent showing- and if you happen to rob an enemy's runner, so much the better.
If you crew Delusion according to what I have for non-standard games, you must prioritize your targets: cancellers and crew elimination first, extra actions second, high offense next, then everything else.

Combos with other miniatures:
The best idea I have for making Delusion viable in standard games is this> Le Pique crewed with a Helmsman, Explorer and Vicomtes Jules de Cissey with an additional Helmsman on Delusion. The build is 45 points. It nearly doubles Delusion's speed, gives you a 4S moving scout and 6 open cargo for booty.
For a non-standard game, I advise crewing her to be a one ship Cat 6 hurricane. If you have or can get Mycron (guaranteed extra action), do it. Be sure he is on his own little ship (Bilge). Next, you will need either Cavendish OR Tabatha McWarren- they allow any crew to use their abilities on this ship. Helmsman and Captain are essential (I advise Hermonie Gold- combine the two generics and save a cargo space). Feel free to add in two world haters, like Gentil de la Barbinais and Murat Rais [at 4 points each, they are fairly cheap AND their +1 to cannon rolls stack]. An oarsman makes the ship immune to towing and a shipwright for on-the-fly repairs can make a huge difference. If you have the build total and the cargo space, Fire and Steel's LE Griffin is a most welcome addition. His ability, combined with everything else listed, gives Delusion a move of L+S+S and +3 to cannon rolls. A canceller like Monsieur LeNoir on Delusion is an awesome idea- that S range bubble around this monster ship is pretty mean (78 pts). If you want to, add in Jolly Mon and "Cannonball" Gallows and run Favor of the Gods plus one other event.

Ways to counteract it:
The best defense against Delusion in standard games is speed. Next best is a 5 mast ship with a captain crew, extra action and really good cannons- just derelict the behemoth.
For non-standard games, your best bets are an ability canceller + excellent guns (HMS Endeavour)+ chainshot or mermaids.

Strengths/Pros:
10 masts, 7 cargo, ability heavy

Weaknesses/Cons:
High point cost, mediocre cannons, slow

Artwork and aesthetics:
The grey coloring makes the ship seem deserted. Unused. Weather-worn. Maybe even a touch creepy. I give the visuals a 6 of 10 mostly because the overall effect is bland.

Overall rating:
Even though I really like Delusion, I have to give it a 4 of 10 (without crew). There is simply too much going on with this ship's abilities for it to be truly effective until crewed.

 

Modified on September 6, 2013 11:57 am



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Discussion about this Miniature Review
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Author Message
woelf Premium Member
LV74 United States send message

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Member since
November 10, 2008
Subject:    Posted: August 15, 2013 02:12 pm Reply with quote Report content icon


quote:
Combos with other miniatures:
35 point cost makes Delusion extremely hard to crew for standard games.
Some ships have absolutely no place in 40-point games, and this is their poster child.

With a point cost this high, using it in a standard 40-point game is completely pointless beyond being able to say that you did so it's barely even worth talking about in that context.

Instead...

quote:
For a non-standard game, I advise crewing her to be a one ship Cat 6 hurricane (speed increase and + to cannon rolls).
...This is the part you should be focusing on. Tell us more about what could/should be done with this ship when you have the points available to crew it properly - 60 points at the absolute minimum, but 80 or even 100+ is when it really first starts to become worthwhile.



You've got a great start to your review here, but as it sits right now this is like reviewing Banshee's Cry solely on its merits as a gunship while ignoring the treasure side entirely. Technically that is an option, but anyone that has played the game more than once or twice will already know not to waste their time using that way. Skip the obvious stuff and tell us what should be done with it.
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alexamarief
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Subject:    Posted: August 26, 2013 06:33 am Reply with quote Report content icon

Just updated this review. Thanks for the input, woelf.
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alexamarief
United States

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Subject:    Posted: August 26, 2013 10:03 am Reply with quote Report content icon

Side note- what happened to the rest of the comments? There were 10 or so earlier today, now there are three....
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woelf Premium Member
LV74 United States send message

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Member since
November 10, 2008
Subject:    Posted: August 26, 2013 11:08 am Reply with quote Report content icon


quote from alexamarief:

Side note- what happened to the rest of the comments? There were 10 or so earlier today, now there are three....


There's some cross-posting going on between this review and your fleet - the rest of the comments are (Here).

(Unless some did actually disappear from this section - then I have no idea what's going on with them.)
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alexamarief
United States

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Subject:    Posted: August 26, 2013 12:22 pm Reply with quote Report content icon

User error is what happened... *facepalm* MY mistake.

I just cleaned this review up a little. Last time I tried working on it, I had so much on my mind I thought it came out a jumbled mess.

I just finished another round of updates here. I have got to quit thinking in terms of a stand alone- Delusion needs a support ship, no matter what the build total is.
Back to top Modified on September 6, 2013 11:57 am 
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