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Thread: Cave Goblins (1-minute)

  1. #1
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    Default Cave Goblins (1-minute)

    This was aired in podcast episode 26.

    All I need to know is what the Cave Goblins told me.

    "Think like a python, not a viper."

    No, there aren't snakes Summoner Wars. But the most common mistake when playing the Cave Goblins is to rush straight at the opponent's summoner without a plan.

    I think of them as equal parts crowding deck and combo deck.

    First- crowding. Cave Goblins' high frequency of 0-cost Units is a good introduction to crowding. Prioritize surrounding enemy walls and reducing their available summoning spots. Have Sneeks get in there! Have him attack walls and enemy Champions, and then SLY back 2 spaces behind your line to safety at the end of the turn. Keep your guys in a checkers-like diagonal grid and you'll keep the pressure on. Put your extra walls on the front line. Use Goblin Rush to bring more guys up, not to strike at their Summoner with just one attack die. I use Goblin Invincibility pretty much as soon as I get it to keep the pressure on.

    When I say that Cave Goblins are a combo deck, what I'm primarily talking about is Goblin Rage + Goblin Horde Attack. Do your best to hold onto Rage or Horde Attack until you get the other - there are three copies of both in the deck. If you've got at least 1 or 2 little 0-costers around, together with Sneeks and one other body, you're gonna blow stuff up. If your opponent tries to go Champion-heavy, which they likely will if you've been crowding well, this combo can quickly chasten them, killing 1 or 2 Champions in a turn. The same can be done with walls. You'll often have a turn or two of buildup while you surround the wall, waiting for the combo, and then BOOM! Gone.

    One more note:

    Mook is a stud. A champion with that ability, life total, and cost would be broken for almost any other faction. He makes me wish the Cave Goblins had A Hero is Born, although I'm not sure what event I'd trade for it; I tend to play all 9 each game. I like to put him out in apparent danger, and then have him swap backwards with Sneeks and keep boosting guys with 1 life for the rest of the game.

  2. #2
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    This is more general advice for CG and crowding/event combos. There are some match-ups, such as PE, where it can be advantageous to go for broke if it's your best chance to win.

  3. #3
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    Quote Originally Posted by Jexik View Post
    This is more general advice for CG and crowding/event combos. There are some match-ups, such as PE, where it can be advantageous to go for broke if it's your best chance to win.
    Isn't that always true vs. the PE?
    joepinion
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  4. #4
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    I find that against PE, your goal should be to headhunt Elien. He has only 4 health, and once one wound is knocked off a smart Sly combo can put a beastly Sneeks right ontop of the Prince. I also find the cheap CG champs are all great in general, but necessary against PE.

    I think the CG should be cautious against ice fortress TO. I had a pretty heated game last night but - was crippled by the fact that I couldn't crowd his walls and he was able to get multiple smashers out with boith reinforcements. I suggest running more beserkers and the Eater if you ever play that kind of deck. I tend to take both out but it costed me last night when I had my 0-costers getting annilhated by TO commons. I also suiggest Scagg against TO, as he is a perfect counter to Thwarters, fighters, and works well on smashers.

    In general however, this strategy minute is spot on don't frivolously use or buiild your events; the events turn fighters and slingers into absolute monsters, and the synergy with Mook is scary good. The other champions have their strengths, a lot of it is just dependant on what you wanna accomplish. I like Krag/Reeker standard, but the others have their strengths

  5. #5
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    I once played a game as CG where I was on the on the ropes, but I almost pulled off a win with a combo of all 4 types of Events: with Rush I was able to get a couple of lowly Fighters up to his summoner, and between Rage and Horde Attack I was able to roll 8 dice against his summoner. I needed 7 hits and got 5 or 6. I also used Invincibility, which almost saved Sneeks, but my a opponent was able to roll 3 or 4 dice and got one 6 to give Sneeks his last wound. He was sweating, though; we both were. It's endings like that that help make the game so fun.

    Getting 8 dice from a couple of Fighters is very impressive, indeed. The idea of combining Events reminds me of the old game History of the World. You don't get stronger by democratically spreading out your Event Cards among your weaker empires; you give them to your strongest. The Romans or British can do a lot more with Leader or Weaponry than most others can. With Leader and Weaponry, so much the more!

  6. #6
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    I personally think that the Cave Goblins really don't have a standard strategy against the Phoenix Elves, Tundra Orcs, Benders, Sand Goblins, and Swamp Orcs.

    Each of those factions present a challenge that they have to overcome.

    General Jist:
    Phoenix Elves - Keep Mook back, Rushing Fighters and Slingers to Elien's face early or mid-game with Rage and/or Horde Attack. Have only enough Units for him to trigger Magic Drain only when he doesn't Summon.

    Tundra Orcs - Blarf and/or Grubs is more useful here. It depends whether facing the Ice Fortress version of the Tundra Orcs or the Beatdown Rush. The Rush is easier to defend; Cave Goblins can excel at offense at anywhere on the board, but the Ice Fortress version requires careful strikes with Slingers/Climbers and/or getting lucky crossing the Walls with the Climbers.

    Benders - Do NOT be the aggressor until you're ready. Goblin Horde Attack will be the main card you want them to Mimic; hold them if you can. You want Rage and Rush for the Slinger/Fighters; taking the fight straight to Tacullu will only work if you have Krag/Mook and/or Sneeks working in tandem here.

    Sand Goblins - Whew. Ignore the fact that Sandstorm can kill your guys, and play defensively. Let him come to you, and place your Walls in places that allow you to defend without leaving them open. Beast Riders will help here for taking out the Shamans in suicide runs. Invincibility is your signal for your momentary push.

    Swamp Orcs - Same old way of fighting the swamp with any deck.
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