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.
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.
10 masts, 7 cargo, ability heavy
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.
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.