Captain,

This is Caeleb.  We have caught up with the new Cave Goblin army, and spied them in camp and in battle.  We are rather astonished at the makeup of most of Frick's forces.  He has gathered up the outcasts of Goblin society -- the dregs of the dregs, Jared quipped -- and actually made a viable army out of them. 

The Goblins who would normally be considered far too small for combat have been trained to become effective fighters anyway.  But he takes advantage of their short stature by using other units to shoot over their heads while they attack.  Or rather, to throw rocks over their heads.  We have witnessed how confusing and frustrating it can be to be fighting off someone attacking your hips and knees while someone else is flinging missiles at your head. 

Runt, Common of the Cave Goblins

On the other hand, Frick has also employed the Goblins who are so big they tend to be clumsy.  Their weapons are a variety of clubs and maces that do not require finesse, and they are strong enough to make hits hurt.  More importantly, if they start getting seriously wounded they get furious and become truly frightening in combat.  We have heard Frick give them speeches reminding them of the bullying they endured growing up -- it's no surprise that Goblins bully their misfits at least as much as humans do -- and to channel that rage into striking back at anyone who hurts them. 

Oaf, Common of the Cave Goblins

Finally, Frick has also come up with a way to use Goblins who have been crippled (whether in battle, individual fights, or at birth).  They use large hooks to ride on the backs or chests of other units as they move, after which they let go and are ready to fight.  On their own they are essentially stuck in place, but Frick has them practice extensively so that these "Clingers" can be placed right where he wants them.  They are good enough that a Clinger can swing from one unit to another and move quickly across the battlefield.  Sometimes we have seen 2 or 3 Clingers catch a ride on the same unit!

Clinger, Common of the Cave Goblins

We have a grudging respect for Frick after seeing all this, and rather mixed feelings.  On one hand, he has been very creative and seen potential where others have seen nothing.  In a sense he has exhibited the virtue of looking for the good in everyone.  On the other hand, this "virtue" has only been in the service of warfare and pillage, and is certainly not extended to other races, and perhaps not even to all Goblins.  The passion with which Frick speaks about the wrongs suffered in their lives strengthens my theory that he has been disfigured for a long time, perhaps since birth. 

We will next see what we can learn about any Champions fighting for Frick. 

 


Comments


glenn3e commented:

Hmm, no ranged Units... interesting, though we already know much about Clingers and Runts.

i see Runts being very useful in Sneek's deck due to it allowing Slingers to shoot over them and combo nicely with Horde Attack. Clingers too, since Sneek's deck has problems with movement when you have so many goblins out and only 3 moves.

Posted on 2013-02-18.

Killer Lawnmower commented:

Very interesting. I think the Clingers will be fun to work with.

Posted on 2013-02-18.

freezinpee commented:

Very neat indeed, those clingers make up for a lack of goblin rushes. Runts are very useful for optimum use of range. Three life oafs also great.

Be interesting to mix old units and these units. Great work

Posted on 2013-02-18.

tristak commented:

Love the art, I also like how the lore seems to be working out for Frick and his followers.

Posted on 2013-02-18.

ZeeJr commented:

This wording says to me that Clingers can't move even with Goblin Rush (unless they target another unit who can).

Unfortunate, since that was the main reason I was hoping for more zero costers.

Even so, all three of these look like fun. Runts look like Frick needs deck building to get good use from them Slingers and Climbers.

Posted on 2013-02-18.

tristak commented:

Love the art, I also like how the lore seems to be working out for Frick and his followers.

Posted on 2013-02-18.

killercactus commented:

Just throwing this out there... One of my favorite things to do is play Join the Horde, then zap an Oaf in the butt with Frick (Mook really helps) to tick it off, and then use it to throw 6+ dice at something.

Posted on 2013-02-18.

jwalker commented:

so clingers do not consume one move and a rider can just move along for them to jump on ?
I can see crazy chain cling stuff here !

Posted on 2013-02-18.

glenn3e commented:

And Climbers too. Bring along two Clingers over the wall and smack elien in the face.

Posted on 2013-02-18.

leon commented:

Clingers + Best Riders

Posted on 2013-02-18.

Adam commented:

But a clinger cannot cling to another clinger, correct? Since it checks for a previously adjacent unit which moved, and placement isn't movement? Otherwise you could set up some major reach.

Posted on 2013-02-18.

sitnam90 commented:

Good lord i love the synergy i am seeing with Frick and Sneeks. Runts would work awesome with GHA/GR with slingers, and climbers and beast riders are going to make awesome clinger delivery systems. Oh and oafs and beserkers combined really are gonna help with low CG health. i love this deck so hard.

Posted on 2013-02-18.

Barliman commented:

@Adam: You are correct, Clingers only Cling with movement, not placement. More than one Clinger can Cling to the same moving Unit, though. And a Clinger can Cling more than once per turn.

Posted on 2013-02-18.

killercactus commented:

And a Clinger can grab onto a unit mid-move...

Posted on 2013-02-18.

I LIKE TAU! commented:

Using clingers to keep the eater with food might be nice. Also, the champs could be ranged still.

Posted on 2013-02-18.

killercactus commented:

Frick is ranged, and Throw Rocks is there.

Also, remember that the CG 0-coasters tend to have abilities that are both a boon and a hindrance. You can only attack with 2 Fighters per turn, and Slingers have range but with Reckless. Runts allow both players to shoot through them, and Clingers can't move, but can do that cool placement stuff.

Posted on 2013-02-18.

This comment has been deleted.

Emorelleum commented:

I am curious to see how clingers work with factions that move enemy units. What's that, BE Controller? You want to move my Oaf so you can get a clear shot at Frick? Think again!

Posted on 2013-02-18.

Olivier commented:

The designers have done an awesome job here at creating good units that fit both with Sneeks and Frick, increase the viability of all the unloved CG units, and do not compete with each other. I'm very impressed with this one!

Posted on 2013-02-18.

JanE commented:

I agree with you Olivier. I never been a Cave Goblin player but I have to say that I'm most excited about this new deck and how it synergies with the old units.

Can't wait to get these units to the table...

Hopefully the champions are even remote as interesting as the rest of the deck. ... But it's going to be hard to beat Mook and Eater.

Posted on 2013-02-19.

sitnam90 commented:

Mook and Eater are a tough combo to beat. They have become like Gror and Baldar to me, almost cant play CG without then. But i think at the very least you can get some nice tricks in with scagg shooting over runts. I just hope the champs stay in the 4 to 5 cost range

Posted on 2013-02-19.

killercactus commented:

I predict that at least 2 of the 3 champions will generate a lot of buzz. The other champ is a really cool card, too IMO, but I find it tougher to include him in decks just because of the other champs coolness.

Posted on 2013-02-19.

sitnam90 commented:

I am interested in seeing how this new line up will be. CG already benefit from a great champ line up IMO, and their weakest (Scagg) is actually pretty good and far stronger then the weakest choice of other factions.

Posted on 2013-02-19.

glenn3e commented:

I think Reeker is the weakest. Scagg I have permanently in my IOS deck, and so far he hasn't failed me yet.

Posted on 2013-02-19.

sitnam90 commented:

.Reeker used to do me a ton of good but the Eater took his place after tons of 3+ magic commons started appearing. Now that I really think about it, i quite like Scagg and Reeker. Its Blarf that I tend to dislike but even then I know some people have success with him

Posted on 2013-02-19.

glenn3e commented:

I also have Blarf permanently in my IOS deck, even longer than Scagg. I love pumping him up to kill something, then put him somewhere nice where he will bait my opponent to kill him while Sneeks does something happy.

I think all CG champs have their place in the deck, unlike say PE Rahlee for example. In the IOS, I've seen so many different playstyles with them.

Posted on 2013-02-19.

TheOne commented:

Yeah, Reeker just might suck all time. Krag's a bit better now with Clingers.

Posted on 2013-02-20.

kalrhin commented:

Am I the only one that finds strange that runts have no sense in the Frick's base deck? He has no ranged units (other than possibly some champion and the throw stones event). Not that it is a big problem, since it can be solved through deckbuilding...but I still find it strange

Posted on 2013-02-24.

Shazan commented:

Kalrhin they are really strong with cligers and throw rocks sice they can move with the cligers behind them, both throw rocks and throw rocks again with the summoner ability which make a 3 dice attack

Posted on 2013-08-30.

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