|
Post by Zxqueb on Nov 14, 2006 10:27:51 GMT -5
I'm going to give this a spin tonight:
2 Pariah x2
3 Clawclan scout Redcap Temple Zombie enforcer
4 Warcharm Maiden
5 citadel Knight of strife and joy x2
7 Hawkeyed instagator Infernal Gothic
8 Voodoo Manipulator
11 Angel
13 Ragedrake
The idea of this army being pretty obvious, probably:
Early game beats with a horde of guys + maiden which leads to eventually getting out the knights of S+J and Ragedrake and advancing / luring them into combat either via HEI, IG or angel and comboing out on the board. Citadel is only there to make drake more consistent (I've found that it's great at key moments, but temple's turn to turn consistency is much more important. Temple is the first location play. I may or may not drop the maiden for a second charm. One nice thing is that in a pinch, I can combo with drake + knight + Knight OR charm OR scout, so I get some options there.
Z
|
|
|
Post by warlord1985 on Nov 14, 2006 15:22:34 GMT -5
Maiden is soooo good as we both discussed Saturday. However for the combo aspect of this I woul recommend at least 1 castle to help with the movement of the KoSJ. My friends Sun and Kevin play a version of this army that they built the first week of the base set being out and it now runs 3! castles. Ragedrake is huge and I think hes good but is that waiting too long to combo out? If you want to wait for the Drake DO NOT take out Maiden as she helps the early game too much. Losing the first 3 points may not seem like alot, but alot can go bad fast and being down 0-3 is not good.
|
|
|
Post by Zxqueb on Nov 15, 2006 11:56:38 GMT -5
Well, between temple and citadel, I do want the drake in there -- I shouldn't have much trouble getting him out, so I'll take your advice about maiden. You are right -- I need the early game to go my way so I can keep board presence before unleashing the combo.
|
|