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Post by Zxqueb on May 2, 2007 9:34:56 GMT -5
2 2x Cannibal
3 1x PTC
4 1x Scarab 1x Siren 1x Worms
7 1x Gothic 1x Yazrael
8 2x Screamer 1x BladeMiller 1x Preacher
9 1x Ekkyon 1x Sludger
11 1x Crypt Worm
12 1x L'il Charmer
This is where my hellbred team is now. One miller seems better than two. I almost never spawn the second. I have been going back and forth with a hunterkiller instead of the scarab since it gives me pretty nice synergy with the miller, but I almost never get it into play in testing, so I think I am back to the charm.
I really like the nice spawn boost that you get from the screamer. I'm not sure if I need two in the army. I may drop one for something with a bit more utility like slobber, boogey or maybe a well.
Yaz is in there for now just to play around with him. He does neat things. Whether or not he is worth it in play, I am still not entirely sure. If he stays around, I may go the boogey route to try to lock players out of spawning a few turns and see how that goes. If I switch him out, it'll likely be for a Dandy.
Comments?
Z
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Post by pipgamer on May 2, 2007 10:11:26 GMT -5
this is probably just a matter of preferance, but what would you rather have on your 12 spawn, a lil charmer or a second crypt worm. you will be wasting 1 spawn playing the crypt worm on 12, put that extra spawn can be used for frightwave. since you are playinmg siren, have you thought of well yourself?
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Post by Zxqueb on May 2, 2007 10:21:09 GMT -5
this is probably just a matter of preferance, but what would you rather have on your 12 spawn, a lil charmer or a second crypt worm. you will be wasting 1 spawn playing the crypt worm on 12, put that extra spawn can be used for frightwave. since you are playinmg siren, have you thought of well yourself? ;D As far as little charmer vs worm, I don't own two crypt worms so that makes the decision easy. Z
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Post by pipgamer on May 2, 2007 17:51:06 GMT -5
my bad I didn't read the "well" part
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Post by Zxqueb on May 4, 2007 8:27:11 GMT -5
I like the fact that this army essentially gets the benefits of a HBT but doesn't lose tempo in the early game establishing the real estate. I also like the huge guys you can get. With crypt worms, preachers and ekkyons it plays kind of like pip's spiker team in a way. Huge guys that are hard to get rid of. Plus, you have big dice in the passion side of the team. I'm betting we'll see a team like this in the top at this weekend's 10k! I can't wait to hear the reports.
Z
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Post by pipgamer on May 4, 2007 10:14:49 GMT -5
I'll bet your right on seeing hellbred in the top 4, but it depends on the build for consistency. People tend to lean their curves very heavily on the blade millers. Those builds typically take 1-2 extra turns to set up, with skip spawns and wells, you often don't get the window you need to get ahead. But i guess thats just opinion, Zxqueb has proven me wrong before lol
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Post by Zxqueb on May 4, 2007 10:21:53 GMT -5
Even with my build above, I can run the big guys starting the turn after I drop the screamer. As I have been playing the build, I have found that I don't drop the miller until I have a spawn of 11 so that I can drop the miller and still cast a hellbred guy. That way I am not wasting time on the establishment of the mill. Sometimes that doesn't happen until later in the game, but the +3 spawn a turn seems to be good enough to keep me in it until that happens. The mill is just icing if you happen to hit it early enough.
I do agree with you that two mills is too much for this build.
Are you going to the 10k? Are any of the monkeys?
Z
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Post by warlord1985 on May 4, 2007 10:44:38 GMT -5
Theres a 10k soon?
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Post by Zxqueb on May 4, 2007 11:03:25 GMT -5
tomorrow in CT, I believe
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Post by pipgamer on May 4, 2007 23:46:01 GMT -5
A few of my teamates are heading out (Tim and Charlie), although both of them haven't really played constructed in a while, and are wither going to play the teams they are used to or the hellbred team. Well, as for the miller I agree that its a fine play when you hit 11.
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Post by pipgamer on May 7, 2007 19:53:58 GMT -5
If you guys take a look at the forums it appears most of everyone disagrees with me on blade miller, I guess i usually have to be the odd man out lol
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Post by Zxqueb on May 8, 2007 9:15:55 GMT -5
Yep. Still, I tend to agree with cutting it in your wellbred team. Miller is more useful if you are pumping out multiple huge guys every turn. The more I play it, the more I realize that screamer is better as a "soft" spawn accelleration, yielding some big guys, but not necessary every turn. Your team has a lower spawn curve so doesn't really need the miller to be successful.
I think miller is still a very good effect. I'm starting to experiment a bit with it on a team that makes better use of the spawn phase abilities, especially call. Right now I'm thinking something like:
CCS x2 PTC x2 Worms Charm x2 Butcher x2 Miller x2 Barag Hunter Killer Beastial sil. (Mire is needed in this build I think) Baxar Drake
It may be too many pieces to combo, but being able to put out butcher and charm on 7 is nice. And a 7 cost ragedrake would also be very nice. Plus with Baxar on a scoring cell, you can call worms for 1 and sac it for 3 ifyou need to get a +2). Thoughts?
Z
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Post by warlord1985 on May 8, 2007 9:59:26 GMT -5
Hmm, seems crazy good if you can pull it off. As long as you can get out your Barag early you can drop the Drake out to get some damage out on the board. The only problem is movement will be a b***h for you in this band even with the charms. Hopefully the Mire will be enough to stop the quicker bands and the bands that Boogey.
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Post by pipgamer on May 8, 2007 10:14:14 GMT -5
Baxar is a piece a few people talked about using with the millers, but i never seen anyone try it. I think with a lot of playtesting and a few tweaks this could become rather dominating
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Post by Zxqueb on May 8, 2007 10:34:56 GMT -5
Any tweak suggestions off the top of your head? I'm going to try running this tonight, probably.
Z
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