View Full Version : The Book of Climbers
Killer Lawnmower
11-25-2010, 08:51 PM
The Book of Climbers
Common of the Cave Goblins: Reinforcements 1: Grungor's Charge
http://www.summonerwars.com/Climber.jpg
The Cave Goblins of the Mountains of Sorrow have long lived in the shadows of Dwarven fortifications, and they have become skilled in overcoming even the highest walls. Climbers use a variety of handmade tools to scale masonry. Some use rope and hooks, others crude climbing claws strapped to their arms. They are also silent in the tradition of proper Cave Goblin sneaks, and many a Dwarf guard has been surprised at his post, by a sudden swarm of foes pouring over the battlements.
Rulings and Clarifications
Climbers can not move through walls if there is a GD Defender next to the wall.
Community Contributions
N/A
bmwrider
05-19-2011, 03:39 PM
I have the pack on its way so I figured this is the perfect time to ask a question about using these guys, I excited to give them a try.
Phoenixio
05-19-2011, 04:05 PM
They work well with Horde Attack. You can move over Walls, and that's not a common ability, and thus help the Wall destruction the CG do well with Horde attack on Walls. They also have range, sometimes making pot shots possible. And they have some additional toughness, which is nice but won't work often.
The bad point is their cost. They cost 1, and the Cave Goblins don't want to spend too much magic in order to get their champs out. They usually play everything that costs 0, and since their units are frail, the opponent is going to have tons of magic. And the cost of 1 means no Rage or Rush.
I like Climbers. It's just a shame you are limited to 18 commons in a deck, and that the 18 first would be 0 costers. :rolleyes:
Sauam
05-19-2011, 10:25 PM
on top of what Phoenixio saids, I would add that Climber plays a strange mind game on your opp... they tend to NOT attack climber since they have less chance being hit once walled, your opp will tend to ignore them, not wanting to waste attack on them and rather prioritize on other unit such as Fighter
which strangely enable climber to really choke up their wall and/or pot shot their summoner for huge damage when CG event are combo'ed the very next turn
lessen learn here is , once Climber get to your wall, dispose of it because otherwise you will pay heavily for underestimating them
Kaiser Cat
05-20-2011, 07:27 AM
At one point or another, it would be nice to note that if a defender is adjacent to a wall the Climber may not move through it.
Marroking1
05-20-2011, 09:35 PM
These guys never seem to get there ability. 4 or Higher no problem. It never fails. I use these guys for wall clogging but they never seem to use there ability. It is so annoying.
Thing 2
05-20-2011, 10:31 PM
I think the point of these guys is to win little, 1-coster shootouts. They go in, kill something, then get cannibalized. I've got a few in my current CG deck, but I've only played a couple games with it. They weren't particularly effective in either, but I think that writing this has actually given me a little bit of insight into how to work them.
Mookinizer
06-14-2011, 02:01 PM
The answer to this question is probably obvious, but does going through a wall count as one movement? So, in this example below, it would take the Climber 2 movement to move to bracket 1? I apologise for the noobish question, Im a new player.
[_][1][_]
[_][W][_]
[_][CL][_]
killercactus
06-14-2011, 02:02 PM
The answer to this question is probably obvious, but does going through a wall count as one movement? So, in this example below, it would take the Climber 2 movement to move to bracket 1? I apologise for the noobish question, Im a new player.
[_][1][_]
[_][W][_]
[_][CL][_]
Yes - it costs 1 movement for the Climber to move onto the wall, and 1 to move off, so that would cost 2 movement.
bmwrider
06-15-2011, 01:46 AM
At one point or another, it would be nice to note that if a defender is adjacent to a wall the Climber may not move through it.
I don't think that being up on a wall is considered adjacent due to the fact that your above the defender.
I only mean to suggest this could be the case, the word adjecent mean directly next to and being at a higher level is not directly next to.
please correct me if I'm wrong.
Sauam
06-15-2011, 02:42 AM
I don't think that being up on a wall is considered adjacent due to the fact that your above the defender.
I only mean to suggest this could be the case, the word adjecent mean directly next to and being at a higher level is not directly next to.
please correct me if I'm wrong.
Thing is you have to play this game with the rule in mind, not with "imaginary dimension" in mind ;)
Just because it say this goblin "climbs" it does not meant it literally climb over the physical card in real life... it is just an ability word for the sake of the game
Anyways, what I am trying to say is, when a Defender is next to a wall, Climber cannot move over/pass it, even though its ability is climbing, in the game you are still moving pass the wall, and Defender prevent that from happening
This is the same case as Archangel's flight, same thing there, just because it say it is flying, in the game you are still moving the card and Arch cannot fly/move pass a defender
bmwrider
06-15-2011, 02:37 PM
Hmmm... they must have ran into this when play testing, wonder why its not in the FAQ or somehow officially addressed, I'm not suggesting your wrong I'm too new at this to think I'm right, it would just be nice to see an offical ruling to know what Colby had in mind.
killercactus
06-15-2011, 03:04 PM
Hmmm... they must have ran into this when play testing, wonder why its not in the FAQ or somehow officially addressed, I'm not suggesting your wrong I'm too new at this to think I'm right, it would just be nice to see an offical ruling to know what Colby had in mind.
I can't cite it specifically, but I believe that it is indeed in the FAQ, and I'm positive that Sauam's answer is correct. Maybe it's under Archangel, since his Greater Flight works the same way? Or possibly is just under the Defender?
Elcor13
06-15-2011, 03:11 PM
I can't cite it specifically, but I believe that it is indeed in the FAQ, and I'm positive that Sauam's answer is correct. Maybe it's under Archangel, since his Greater Flight works the same way? Or possibly is just under the Defender?
KC's correct. I've seen Truth put, in writing, that it can't move past a defender. Think of the defender as having Taunt basically, so when anything moves past it (be it a flyer or a rider or what) they have to stop by him. So when the Climber gets on to a wall to go past it gets Taunted, which causes it to stop on the wall. But it can't stop on the wall so its an illegal move.
Shockma Ranyk
06-15-2011, 04:13 PM
Never mind, replied to an old post.
sitnam90
06-26-2011, 11:48 AM
These guys performed great against the Cloaks the other night as defensive units. Gunners got outshot, thieves were countered by extra movement, and scrappers could never blindside them. Only problem I foresee are snipers, but the base commons are countered well by climbers. I tend to favor beastriders, but this match-up favors climbers IMO
Sauam
06-26-2011, 02:45 PM
These guys performed great against the Cloaks ...
They do, Cloak's unit including Vlox himself always/need to hide behind walls, these Climber are pretty annoying in all the games I play against them
sitnam90
06-26-2011, 07:24 PM
They do, Cloak's unit including Vlox himself always/need to hide behind walls, these Climber are pretty annoying in all the games I play against them
I also think against benders they'll be pretty good, especially to counter deceivers
Tisroero
06-26-2011, 07:41 PM
I also think against benders they'll be pretty good, especially to counter deceivers
Just a simple retreat is all they need, and all intimidation factor just drains out of those girls.
bmwrider
07-08-2011, 12:22 PM
Ok how about working around the fact that they are not 0 cost and cannot use some of the events that are such a big part of the gobs
bmwrider
07-08-2011, 05:52 PM
Do you think that climbers are best for wall clogging and or destroying?
Or do you find they are useful for getting in for attacks, I have yet to find a good way to use them, and would like to go heavy on both climbers and riders
Tisroero
07-08-2011, 09:09 PM
When Bender commons hit the field, they want targets. they want to kill said targets, or use abilities. When a Climber hides behind a wall, those Benders can't really do either, while the Climber merely needs to make a simple move to be able to antagonize those said commons.
Climbers are pure ambush when going on the offensive. They should rarely ever leave a wall when attacking unless it's vital they do so. As for defense, they don't clog walls,, they leave the lanes open for beast riders and fighters, it's generally a bad idea to just charge a Cave Goblin wall, as the variables just don't make it worth it. Snipers, PE archers, and ballistae are better ideas, and of course no bender unit fits the bill. They do have range, though in this case it's pretty much moot.
Outdistance them, surprise them by "sniping" with the beast riders. Deter movement with Climbers, or taunt them by leaving one open and watching it's ability shine through. Since the Benders cost so much, you likely make more than they will thanks to the ease of killing commons. If the PE are a technically good match-up to take on CG, than the reverse is true for the Benders.
Also note that using a magick CG deck will reduce the effectiveness of Magick Drain since you won't field as many units as one would expect. As they hold onto those Drains, they clog up their hand.
May God have mercy on Tacullu's soul if he thinks he can use his ability to counter the Cave Goblin's champions...
Ah, I can already see victory, and I don't even use the CG.
Freddy Finger
07-08-2011, 09:36 PM
I tried a 5 climber, 3 beast rider, 7 fighter, 2 slinger, 1 berserker build. It okay, not great.
bmwrider
07-08-2011, 11:29 PM
I would like to figure out why Colby used so many of each 5 beast riders and 5 climbers they must have play tested it and made it work well, why would they put 5 of each in there if you could not use 5 at a time, I figure there must be a good use for the number its just that no one has figured out how to use them as the testers did.
Elcor13
07-08-2011, 11:34 PM
I would like to figure out why Colby used so many of each 5 beast riders and 5 climbers they must have play tested it and made it work well, why would they put 5 of each in there if you could not use 5 at a time, I figure there must be a good use for the number its just that no one has figured out how to use them as the testers did.
Are you asking why there's only 5 in the reinforcements packs? Well, aside from the fact that we use 5 and 10 because of our hands and such, I'd imagine there's not more in that b/c Colby wants to make money so if you want more than 5 you have to buy more than one pack?
Tisroero
07-08-2011, 11:36 PM
I just told you what makes them worthwhile. Whether or not you go with all five or even more is up to you. I would personally use all five Climbers and Beast Riders, if only due to the fact that I don't have access to more than one reinforcement pack.
But really now, I don't think they're for you. Synergy between the 1 costers and Sneeks is extremely high though, so you may benefit by having at least one of each in your deck.
I just read the article from James Sitz. This is how Climbers should he been...
The stats were changed because of the art. The artist draw the bow and arrows so the unit become ranged and 1-cost.
http://infinity.net76.net/Climber-0-Cost.png
I photoshopped the picture and I'll try to stick these in the card sleeves. This is the original design. 0 cost and melee.
Now it works with Sneeks events and with Fricks special ability. =)
Would you use guys like this in your Cave Goblin Deck?
-JanE
Olivier
02-07-2013, 07:35 AM
Definitely much better that way! Mostly due to their compatibility with goblin rush that would make them very efficient at assassinating, crowding and wall destruction.
sitnam90
02-07-2013, 07:56 AM
Pre Frick that would of been a great unit. Now i prefer their current incarnation to make use of Throw Rocks
Powered by vBulletin® Version 4.1.12 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.