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miniature review Jack Hawkins

Miniature Review
Jack Hawkins: click to enlarge
Jack Hawkins

Miniature text:

Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship's crew cannot be eliminated unless she sinks.

There are more stories about Jack Hawkins' adventures than seem possible given his age. He has taken more treasure and ships than any other pirate in the Caribbean, yet he is always broke and looking for a new ship. He courts only the most beautiful - and deadly - women, with more than his fair share of love-hate relationships, emphasis "hate."

  • Collector's Number: 025
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Jack Hawkins
written by oz10bok
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General description:
Ah yes, the debonair, charming Jack. He's a keeper. A must have in any pirate crew collection. This guy gets you a great value, and he adds that "it" factor to your fleet. Hawkins' swagger alone should make you feel more confident about winning.
Can be used on any pirate ship, but definetly a ship heavy on crew. His ghost crew ability should be used to protect some valuable mates.
Strategies and game play:
Use Hawkins to protect a crew-heavy ship. Use his double-action ability to move across the seas faster, or pulverize an enemy. Or steal gold twice on the same turn.
Combos with other miniatures:
There's so many options of putting crew with Hawkins. A good combo is adding someone with the captain ability, helmsman ability, and the cannoneer ability. Putting him with Geoffrey Flores gives is a scary combo. Imagine using that against a fleet; broadsiding one ship, then getting another broadside with Hawkins double-action ability! Putting him with Bones Wiley is a great way of grabbing gold from other ships.
Ways to counteract it:
One again, anti-crew personnel will do. Don't bother to board this guy's ship, cus they won't be losing any crew. Go up against him with your own double-action crew member. He's one you want to steal, so if at all possible, derelict his ship. Otherwise, Hawkins doesn't really have a weakness.
Deadly value for his 2 abilities. Normally, ghost crew ability costs 6 points alone! Throw in the double-action and he should cost 9 points. He can win you a race or a battle if you can roll that extra 5 or 6. He can protect an entire crew from crew-killer ships, or boarding parties. And he's the famous Jack Hawkins - what more do you want?
He has no link, technically. If you play with a liberal opponent, he might let you link him with Skyme, but technically, he's not "Captain" Jack Hawkins. His abilities and point cost limit him to specifc use only. Almost forces you to go crew heavy, and maybe you're not that type of player.

Artwork and aesthetics:
Drawn with that classic swagger. Captures his presence well. All those Crimson coast cards, though, were really dark. What's up with that??
Overall rating:
8/10 Awesome value. Very useful abilities. No link, and added crew responsibilities in your fleet, may be seen as a down side. I think he's great.


Modified on July 5, 2010 05:31 am

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Discussion about this Miniature Review
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United States

Avatar for jolly_rodger
Subject:    Posted: August 9, 2006 11:32 am Reply with quote Report content icon

*Disney might sue wizkids for similarities between pirate stuff*

Jack is sooo cool! A nice miniature to use against crew-killing ships.
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Avatar for joshua_hislop
Subject:    Posted: October 19, 2009 03:15 pm Reply with quote Report content icon

Nice review!

What I don't get about this crew is that it is the same point cost as the Ghost Crew, with three times the ability!

Joshua H.
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Avatar for lt_v
Subject:    Posted: July 5, 2010 05:31 am Reply with quote Report content icon

Nice review, it's tough when there are a lot of combos to include them all
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Avatar for cursedfan99
Subject:    Posted: December 23, 2017 09:03 pm Reply with quote Report content icon

Well thought out, and informative! Not typically a guy I would use, however. Fun to hear some uses for him though!
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