Well if your looking at appease units, the lord slobber has never really made me happy in most situations, now the knight of the autumn gate on the other hand i find to be simply amazing. Also the poltergeist seems to be underpowered for its cost, in the same cost slot you could have Night Queen, just set up a quick dice team for the early turns. Knocking out their drake or voodoo early game can really change the pace of a game. The dreadmorph really only shines when your running a reaper, and the Wurm can be interesting depending how early he hits the board. Although i have seen the scarecrow do interesting things to an opponents board positions, i'm nota huge fan of multiblade abilities when you don't have large pods of dice. Now the walking worms on the other hand seems to be an interesting peice, chucking one to get the sludger out consistantly would definately improve gameplay agaisnt the temple builds, but i think a second one may be unneccessary, but tasting will tell.
Last Edit: Mar 2, 2007 23:16:57 GMT -5 by pipgamer
Two Walking Worms are definitely good in my testing. I like that you can more consistently get out big pieces when you need them. Plus they help keep you up on the spawn game. Lastly, they can self appease, so you can be a bit more aggressive with them grabbing high cost scoring cells or contesting cells that has a big combo ready to go off.
And while autumn gate has big beats, I really like slobber's graveyard recursion, especially since baxar can be knocked out of cells and whatnot. And at 2 spawn, it's appease can happen in conjuntion with laying other units on the table, which seems good to me.
DMO is a big beatstick, which is why he was in there. but you are right -- he's better with a reaper. Eater is good, but two appease units + self appease units seems like a lot going to the graveyard. Crypt worm was a sort of compromise between big beats and useful ability.
I agree about the night queen. Getting rid of an opponents tech is a really solid thing to be able to do. I wish I owned one.
Well for the hell of it i quickly threw together a fear warband with a splash of madness, I couldn't find some of the tech pieces I wanted to use like the night queen or any of the nullify guys I originally wanted in the team, but afer a few games the team didn't do to bad, although its underpowered when compairing it to the temple teams.
Although you have no blade tricks up your sleave, the team just stands on the board with guys who are hard to kill and reasonably difficult to disrupt and with the sludger on the board, most temple players are forced to play out movement pieces rather than their hammers, allowing you to slowly eat away at their pieces and board position, and if they bring out the barag and give you a few turns you can use the husk to lock the game away quickly. Also i found that 3 spikers were more than i needed for most games, one can be easily cut for another utility piece.
and that one piece is probably boogeyman -- or maybe sultan -- but probably the boogey.
The other thing about that band, pip, is that you are corpsebuilding 4 things with no way to return them to your hand or the board besides the golums, which means you are corpsebuilding functional pieces. Sure they feed the spikers, but I'm not certain that it's enough to justify throwing stuff away. Especially if your opponent starts to get the upper hand on you. It's a synergy problem to my way of thinking -- especially when you are also giving up board position with worms and KoAG.
It seems like it would have a hard time in the current meta, but I guess I'll have to see it in action.
Although you are right in that the team has no recursion for most of the pieces it throws away, but you only use so many of your pieces in each game anyways. Depending on the situations or the way the spawns go you don't need a good portion of your team. and think most teams are running 2-3 locations that take up slots where creatures would be, so think of those slots as series of creatures that you have the option of playing or pitching due to the situations on the board, sometimes you don't need the third spiker or a sludger and those pieces are usually pitched, or the spawns have been so low that you end up pitching the equitar anyways. The team i'm running now has 3 charms and it usually pitches one the to pay for the aspects for the other 2, but i have the option to run all three charms if i think'll need them, same with the KoAG if lose most of my small pieces I "probably" won't need him so he gets the axe. Or in other words the team is fairly flexible in most situations.
One thing i will disagree with is that i need another controll piece, with out any good consistant accerators in combined with the fact that my pieces rarely die, playing pieces like sultan and boogey when i need them would require me to have spawns that are above average making it highly likely that those pieces won't help me when i need them to.