Ability Analysis: Admiral’s Action (AA) | Better in Big Games

Ability Analysis: Admiral’s Action (AA)

Better in Big Games

Question of the Day: What do you think of this ability? What point cost do you think it should have?

Pros:
-EXTRA ACTIONS!!!
-AA not limited to ship carrying ability – similar to Mycron but dependent on luck
-Plenty of easy combos – ships with reroll built-in, 0LR rerollers

Cons:
-More expensive than other action generators (EA=5, SAT=3, SAC=2-3, Mycron=6 but far more reliable)
-Difficult to roll 6’s, won’t happen much in smaller/faster games

Ability Analysis: Admiral's Action

Commodore Edward Preble

Combos:

-Reroll (borderline mandatory)
-Preble w/Wayne Nolan, Sigurd with Shayna, CRGO/Beckett w/Doone/BC CRGO,

Best to use in:
-BIG games – bigger and longer the better (really great in campaign games)
-Not recommended for games under 80 points

Yay or Nay?
Yes – but only in larger games.
-Cost of 6 is accurate

Ability Costs Survey: https://goo.gl/forms/MS4gufdXBBSRbqX43
Admiral Action crew: https://goo.gl/5vMskv
Find them at RainTyger: http://www.raintyger.com/index.php?main_page=advanced_search_result&search_in_description=1&keyword=given+two+actions+that+turn
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Keyword Playlist: https://www.youtube.com/playlist?list=PLRq8fy93o3wFgJMjR4nzy73k5-MmhSul0
The Pirate Code: https://pirateswithben.com/wp-content/uploads/2018/05/The-Pirate-Code-FAQ-Dec-2016.pdf

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