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Post by jahschwa on Jan 26, 2007 22:43:45 GMT -5
Here's where my head stands right now...
I don't see any tier 1 team that doesn't use at least 2 temple and a barag. Correct me if I'm wrong.
I've put A LOT of head space into Wheel, and I think it will be best played with corpsebuilt KoSaJ. It's REALLY good, but it's spendy to get your guys onto the board. Needs work.
Boogieman is a HOUSE!!! It's quite possible this guy is a 3 of if you can get the right synergy going with your other effects. Going second, it's VERY difficult to lose the turn you played him. However, going first he's not always so good.
3 temples and a barag is NOT dumb, and may be a whole lot smarter than it looks from the outside. Time will tell.
2 Reapers plus warcry almost seems too good. It's not hard to set up, as the Reapers provide great cover for their own combo, and Boogieman is GREAT going first or second once you have the reapers down.
Anything else showing up on anybody elses radars?
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Post by pipgamer on Jan 26, 2007 23:44:28 GMT -5
I really think the 3x temple stratigy will be good untill people stop playing location hate and then you can cut back to 2, dale had some interesting ideas involving a 2x temple version of my current build. I know it sounds abit off the wall to try to run more locations if there is location hate.
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Post by warlord1985 on Jan 27, 2007 1:13:49 GMT -5
Welcome to our humble little forums!
I really like the Warcry Reaper idea, that just seems way too wrong. The only question I have though, is if you warcry and theres 5 adjacent enemies, do you have to pick the 4 you want to bring in or can you bring 1 in at a time and work through 9 enemies?
I really like Mutation guys in this set, the Imp was a beast when I played him in sealed. It just seems too good to put a 6 cost creature out and get the Imp back.
The Hiveling Overlord and Bloodsucker gey my votes for awesome sealed pulls. Hiveling needs to be looked at.
-W
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Post by pipgamer on Jan 27, 2007 1:31:19 GMT -5
with the way damage works in the spawn phase and how the ambush abilities trigger you can bring in an indefinate amount of creatures one at a time untill there a 4 of one players creatures in that cell, now since the ambush ability triggers when a guy enters the cell you get to do the ambush/s and if the figure would have enough damage to be killed or disrupted then do so imediately, and then move the next figure into the cell. I personally disagree with how the triggered abilities are handled in this game, and would rather see a stack in place like there is in magic, but that would probably make the game more confusing.
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Post by jahschwa on Jan 27, 2007 22:37:31 GMT -5
Greg is correct. And the way the timing rules cover the 2 Reapers, you basically get to take 12 dice attacks vs each fig. one at a time. Boogieman is going to be SOOO good on this team. It's a TON of spawn, but who cares really. =p
Some testing was done with dual Octos today and with some good results. I'm hoping to get with Steve H. tomorrow and work on it some more. If the Reaper mess gets ugly, this team may be able to step up. It has NO problem keeping away from the reapers, and suffers very little from mid to late game Boogiemen. It's biggest problem will be low and skipped spawns.
I'm hoping after tomorrows event to have acquired all my "first pick" rares in the numbers I want them in. Then it's weeks of testing.
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Post by Zxqueb on Jan 31, 2007 10:26:31 GMT -5
Well, I've been finally spending some time thinking about constructed and have some builds down on paper, but have only spent time playtesting reaper. Reaper seems very, very powerful and it's relatively easy to have your combo out by turn 5 or 6. Once it goes off, it's pretty much game over.
I have an octo build with 2 DHCs + a lunar handmaiden + bodyguard. This way the octo can shift between the DHCs and take out the biggest targets. With only 1 DHC, the only "no fly" zone is down the center and that seems to be too limited and easy to play around. I'm not 100% fine with this build yet and I haven't playtested it.
I've been messing with mutation, but have yet to find a build that works perfectly. It is too easy to take those guys out for such a small reward when mutating. I haven't given up hope yet, though. DoubtofBuddah has an interestesting build which I am planning on messing with a bit.
As for the temple issue, I've actually taken the opposite tact. I put anti location tech in to my builds and scale back the temples to 1 and rely more heavily on the Barag. If I am putting down less locations, I am spawning more guys and hopefully winning earlier turns while I start getting my key pieces into play. We'll see how that goes.
Z
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Post by jahschwa on Feb 4, 2007 20:22:05 GMT -5
Matt- here is the list i told you i'd post.
Greg- i hope it's ok to post your team here. You play it Vassal public so i figured... Oh and you get ALL credit for making this monster.
1 clanscout 2 charm 1 dragonknight or angel
1 redcap 1 sucubus ( don't laugh ) 3 temples ( don't laugh ) 1 barag 1 Ragedrake
2 Pariah 1 Voodoo 1 Boogie 1 Baxar
Quite honestly, I think that pile of junk is one of the most difficult things to beat right now. It's hard to figure out how to play it, but once you learn it, it's pretty darn good.
It has it's problems like any other team, but it seems to be the most consistant thing I've seen. I can't find a bad match up, at worst it get's to 50-50. If ALL the location hate drops out of the scene I'd probably drop a Temple for a Preacher? It might want some other tweeks, but this mess is VERY good if you play it right.
I think it get's even better if we end up with a meta FILLED with double temple teams.
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Post by pipgamer on Feb 5, 2007 13:13:07 GMT -5
ya, its an interesting mess. Although, I think the only reason why it has been having good games against alot of builds is that the newer builds haven't been tweaked out yet, and seem to have alot of efficiency problems.
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