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Thread: A Lengthy Guide to Sneeks

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    Default A Lengthy Guide to Sneeks

    Cave Goblins
    A guide to the swarmer
    Part 1: Introduction

    So, I feel this is a long time coming. As many of the long time forum members probably know, I am a huge Cave Goblin fan. My avatar (at the time of this writing) is Mook, I always jump in on CG related conversations, and I'm often the one to defend them in several discussions. Now with Second Sumoners released, I feel it is now a good time to give my thoughts on Sneeks. First a few key thematic points on the Cave Goblins:

    1.They are the swarm faction. They deploy more 0-costers then anyone else, and they also have the cheapest champs in the game. Their highest champ magic cost is 15, which equals an average of 5 magic per champion. The lowest total is an incredible five magic, with an average of 1.666667 magic per champion.
    2.They are the original combo faction. Nowadays we have quite a few combo centric factions, such as the Deep Dwarves and Mercenaries. But in the dark days of the starter sets, only the CG fulfilled this role. CG combos are simpler then some of the new factions, which leads to some lack of versatility, but their combos can be very, very powerful.
    3.Cave Goblins Summoners are meant to be used often. Unlike Summoners like Prince Elien, who wants to sit back a stay protected, you want to get the most out of your summoners as much as (safely) possible.

    That's really it. On the face of things, I think CG are very simple. Yet, like anything in the world of Itharia, things get more complex later on. I will cover this guide mostly in terms of Sneeks, as I'm still trying to discover the intricacies of Frick. I will cover a few things about Frick in units entries but my main focus is Sneeks for now. Be warned, this is a 6 page document on word. I'm...chatty about some subjects.

    Part 2: Sneeks

    2.1. Sneeks
    a) Sneeks is the first cave goblin summoner, and my favorite summoner in the game. Of the two, he is the more in your face summoner. Sneeks wants to lead his goblins from the front, but sneek behind them when the opposition gets fierce. He has a good statline for combat, the melee summoner standard of 7/3. Unlike his counterparts, he has an easy way to get out of combat: Sly. If you find that you got a little to head strong with Sneeks, or you want to bring him forward for an offensive push, sly is the trick. Using Sly is of up most importance, as I feel the way to be truly masterful with him is to know when and how to use Sly.

    2.2. Events
    a) Goblin Rage and Goblin Horde Attack are the real game winners with Sneeks. Everything else is really a tool to get these cards into play. These cards, when used together, can give two 0-costers a chance to take out nearly any card in the game. With a third unit in the mix, it's almost certain the target is going down.

    b)Used individually, both cards still have their uses. One big disadvantage of Sneeks is that you might not get the cards you need at the right time. Generally it is ideal to use a GHA/GR combo with 2 fighters and 3 other units (preferbly other 0-costers) on the board, used across multiple targets. I have been able to do this several times, but it is hard to get. That combo requires 7 cards, only 5 of which can be in your hand, and having enough targets to initiate it on. Don't be afraid to use goblin rage or GHA to give a small power up for your forces, especially if your hand is packed with other cards you don't want to play or build that turn.. Just one alone can do decent damage.

    c)Goblin Rush and Goblin Invincibility are key in initiating those mega combos and getting a push going. GR can help you put dice on a target previously out of reach. Goblin invincibility helps keep an offensive going, and helps keep an offensive Sneeks protected. Whenever I have Goblin Invincibility I always try to push Sneeks forward unless he is near death from a previous push or I'm fighting Pansy Elves.

    2.3. Sly
    a)Sly is pretty much what makes Sneeks such a good summoner to push forward with. I think many new players will underutilize this vital resource. It is absolutely one of the best abilities in the game for a summoner, and don't let anyone tell you otherwise.

    b)With Sly you can have your summoner on the enemies side of the board by the second round. Only a Vlox who copies thieves/gunners or Sunderved can accomplish the same thing somewhat reliably. Putting Sneeks forward immediately has come advantages. For one, it helps keep heat off your 0-costers and lets you get an initial foothold in enemy territory. Normally at the beginning of the game it is hard for an opponent to get that many dice on him. When your push is going good or Sneeks is bleeding, pull him back.

    c)While front line Sneeks is good, in some deckbuilds I often like to keep him back and sly forward with a more mobile push in combo with Invincibility. One example is using a BR to get adjacent to a summoner, hitting it, then slying in while protected under GI.

    d)If for some reason you are on the defensive, Sly can be a tricky little ability to hit and run enemy attackers. Move sneeks forward with backup behind him, hit the opponent, sly out. You may sacrifice commons this way but those are wounds no longer going on Sneeks

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    Part 3: Commons

    3.1.The Grunts
    a) I believe you can split CG common selection into two sections. First are the Grunts; aka the 0-costers. These are the core of Sneeks deck and in my opinion you must make use of these guys if you want to get the most out of him. I'm sure the can make an all on coster deck, but I dont believe it'll have the same efficiency.

    b) Fighters are the staple of Sneeks grunts, and I'd really have to think hard before playing without them. These guys give you the ability to do something that only 1 other summoner, Frick, can do.: Attack with more then 3 units. Certain units can attack groups (such as Gror or beserkers) and certain events can do the same (such as Magic Torrent or For Glory) but CG are the only faction that can actully use more then 3 units a turn. This is huge as it allows for tons of extra damage to be dealt. The big disadvantage is the fact that fighters go AFTER the other units. So always prioritize fighter positioning so that they are the ones adjacent to multiple targets. This will allow the fighter to still get an attack in if their companions finish off the enemy before the fighter attack phase. This is especially important when using GHA/GR so you dont waste those extra potential dice. I think these guys fit slightly better with Sneeks but with Frick you can launch a monstrous 8 attacks in a turn with these guys and Hordes of Rabble, which also helps position them.

    c) Slingers are another old-school grunt, and your only ranged 0-coster. Since you can only attack with 2 fighters a turn, Slingers were the only way to maximize GHA/GRA combos. Now with Frick that is no longer true, but Slingers still have their uses with Sneeks They also have better threat range then fighters, and are often some of the first troops to put wounds on a back-row summoner. Reckless can be infuriating at times, but both summoners have ways of minimizing this disability. And my minimizing I mean they allow you to send a lot of stones down range. Slingers fit well with either summoner due to this, and are obviously one of the better deckbuild choices with Mook.

    d) Runts are a new grunt from Fricks deck that have quite a few interesting options. I think the most obvious choice is to use them with Frick and Throw Rocks. They can bodyguard for Frick as well, giving him a way to hit enemy melee without exposing himself. On the other hand, they have some good usage with Sneeks. With Slingers they can help maximize usage of GHA/GR. Lets say your trying to hit Krung or a wall but only two adjacent spots are in reach. With one runt, fighter, and slinger you can get 3 units on that target as opposed to 2. So whereas a dual unit GHA/GR combo would wield 8 dice, that triplet would equal 14 dice (6 from slinger, 8 from the others). This is quite useful as many good players will try and keep their flanks covered vs Sneeks, so this tactic helps bypass that strategy.

    e) Clingers are the last of the grunts, and perhaps the most interesting. They are immobile, which means that Goblin Rush and Hordes of Rabble mean nothing to them. It also means you have to be careful in how you summon them. Their tag ability means they can help extend the effective movement range you have available. This often gives you the little bit of extra range required to reach a hidden summoner. Clingers combine well with GHA/GR because they can be used to maximize your positioning. With only three movement available, it can be difficult to get 5 units in place for the attack phase. But Clingers can be moved around without using your movement points. I think both summoners could really use these guys in the tricky PE match ups. In my little expierence with clingers, they are the most situational 0-costers CG so they are the most buildable. But when the time is right they can do some really tricky things. Also they look really cool!

    3.2.The Specialists
    a) Whereas CG 0-costers make the core of CG armies, I think success with CG often depends on what costed units you bring with you. While an all 0-cost army can work well with Sneeks, costed CG commons do bring some interesting options to the table.

    b) Berserkers were the original costed CG units. They are the heaviest hitting CG commons right out of the summoning phase. Even if you cant get multiple hits a turn, they are still 2/2 units. But it is always best to use them on groups of opponents when possible, to maximize their damage potential. They function well with both summoners. With Throw Rocks they can instantly be a 2av ranged unit, whereas with GHA they can throw a goodly amount of dice at multiple targets. If you get 1 Berserker in between 2 targets, with another CG common on each target, the Berserker alone will be throwing 3 av at both targets. Aside from that, Berserkers are also useful in that they protect you 0-costers. If my opponent only has 1-av units, then the Berserkers health with dictate that at least 2 of their attacks must be spent on the Berserker, saving atleast one 0-coster from death. Even if they have a 2+ av unit, the chances of a 2 life unit surviving are greater then a 1 life unit, giving you the chance to still draw fire away from your smaller buddies. These guys are generally good utility units, able to deal with enemy commons, serve as meatshields, and crowd walls effectively.

    c) Oafs are the new boys to the field, and quite useful for both summoners. In respects to Sneeks, he cannot raise them for free or make them 3-av ranged units for a turn. But these guys can still be effective with Sneeks. With their large life and defensive ability they are great for crowding walls. While Berserkers can always hit hard, Oafs make up for it by taking the meatshield properties of Berserkers and taking it up a notch. 3 av means that most factions will have to dedicate 2+ units to kill them in a turn, and Enrage gives them opponents more incentive not to just whittle them down over time. This again helps in drawing fire away from your little guys, which can mean extra time to push into enemy territory and start a push.

    d) Beast Riders are completely different from the previous two specialists, as they trade power for increased threat range. With BR's you don't have to rely on a Goblin Rush or Hordes of Rabble to get extra movement. With both sumoners BR's can really work well. That really helps in regards to BR's as they are, for the magic, the worst statted Riders in the game. By all aspects they should be a 2/1 or 1-2 choice, but with the summoners they could possibly be too powerful properly statted. With Frick a 2 x Throw Rocks and Join the Horde combo allows you to get 4 ranged av out of them with Leader. They can combo well with Sneeks, allowing you to ride up on a down range target to maximize a GHA/GR combo, or exploit an open lane to poke a summoner. By far their best use with Sneeks pre-second summoners was to deliver Sneeks in the enemy backfield under the protection of Goblin Invincibility. But now with Clingers a whole new dimension has opened up for them. Now not only can they deliver Sneeks down range, but also one or more clingers as well. They has a great number of uses. Walls and other big targets can be more easily surrounded for combos, and the old Sneeks bomb can be made even better. With a BR and clinger, a target can be off center from the charge and still be reached. And since clingers are 0-costers, you can play GR and get 2 av on them instead of 1 av.

    e) Climbers are the last specialist, and like BR's they help increase your threat range. Of all the CG units, this is the one I'd say is obviously better with Frick then Sneeks. Climbers can get extra movement with Hordes of Rabble and extra power with Throw Rocks/Leader. Climbers do have some utility wall crowding with Sneeks, allowing you to cover all sides of a wall and get to hiding targets. They also have good range and can combo with GHA/Runts.

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    Part 4: Champions


    4.1.Champions
    a) Cave Goblins, in my opinion, have an excellent group of Champions. In fact, despite the representation of being a common-based faction, Cave Goblins rely on their champions. They provide cover for the 0-costers, as well as a variety of other benefits.

    b) Mook is probably one of the best champs in the game. The only champs that come near close to his stat/cost ratio tend to have negative abilities, but Mook does not have a negative ability. In fact Taskmaster is an awesome ability, and has perfect synergy with Cave Goblins. When you aren't playing combos then he lets your weak units maximize their damage, and when you are playing combos he ensures that whatever you target will go down quick. I think he is especially useful for Slingers, pretty much negating reckless. At one point I thought he was a must-have for any CG deck, but with the release of Fricks champs a number of new builds have arisen that might not need him as much. His big disadvantage is he is best when summoned early on, but CG dont have a Hero is Born. But even if summoned early on, a 7/2m/5 champ is still useful for combat purposes.

    c) The Feeder is a new addition to the force, and right on par with Mook. He doesnt have the same excellent cost/stat ratio, but his ability is tailor made for Cave Goblins. One of the big CG weaknesses is feeding (LOL!) the opponent magic. Scavenged Meal takes the meal for himself, forcing the opponent to build more magic. You need to be careful of the Feeder though, as if your opponent kills him they get the magic anyways. With Feeder you have two options: you can boost his av and hit a target with it. Or you can actually kill him if no target is available and get the magic with yourself. Generally I don't feel killing him would be advisable,as CG wont need that magic in many cases and if you use his av up you can still get more usage out of him. I think he is a great choice for decks that don't use meat shield commons, but like Mook he is best when out early, something CG don't get a choice on. One thing I love about Feeder and Mook is that they have army supporting abilities, like Sorgwen or Stink, but they have combat-ready stats.

    d) The Eater is another great champion for the Cave Goblins, and an absolute killer in certain MU's. Pretty much any opponent that goes common heavy will suffer greatly facing the mole-ogre. His big disadvantage is that he needs to eat every turn or you lose him, so this means you either have to make sure your opponent has plenty of food on the field or feed him yourself. Feeding him yourself can get costly, as you need your commons for combos, and this can be a big disadvantage. But at the same time, if the enemy has plenty of commons on the board the Eater can clear the field quickly. In addition, you can force the opponent to feed him. If the enemy summoner is cornered then the opponent can be forced to deal with him. Powerful commons hate the Eater. Laugh maniacally as he feasts on spicy Fire Dancers and Beasts, hearty Savagers, beefy elephants, and other expensive cuisine.

    e) Krag may not have the power of the Eater or the support abilities Mook and the Eater., but he is a great champ in his own right. His speed is excellent for pushes and getting close to the enemy summoner, and he can quickly become a threat the opponent must deal with. This goes a way in again drawing enemy fire, a key aspect of any CG champ. Clingers only add to his versatility. I think he is good with both summoners, but I feel he is better with Sneeks. He makes a pretty good body-guard and tag team with Sneeks, and the two at the forefront will definitely draw fire away from your little guys. Do note that Tireless can get in the way of your movement sometimes, so be careful with your positioning. But Krag basically allows 4 movements a turn, which really helps in maximizing combos on multiple targets.

    f)Reeker is one of my lesser used champs, but it hasnt always been that way. When Grungor's Charge first came out I really liked this fella with Krag and Mook, and he did quite well. But the release of mega commons and the move towards more balanced gameplay made me see use for the Eater. That is not to say Reeker is bad, he is quite good. Maximizing Sneeks' total attacks to 6 is hard to accomplish but when you can do it (alongside a GHA/GR combo) you will wreck the field. I think he is useful for both summoners, and he is versatile as a generalist. As long as you get 3 attacks during your normal event phase then you will always be getting value out of him. Not my favorite but never a bad choice imo.

    g) Scagg is the first ranged CG champ, and I feel he is fairly underrated. He is only 1-av, but his six health for four magic makes him a good tank, alongside the fact that GHA alleviates his low AV. There is also the fact that Cursed can discourage your opposition from getting close to him, which increases his durability and helps you dictate the territory the battle is fought. He works well with both summoners, although only Sneeks can boost him up. But a runt deck with Frick seems very natural for him as well. Like Reeker he isn't often my first choice, but he is useful for certain MU's. Even if you face an opponent with plenty of ranged, certain positioning scenarios means the opponent has to get adjacent to target him. Against factions like the MV, they pretty much have to get close to him unless they bring out a champ like Luka/Quen or mercs.

    h) Dibs is one of the new additions to the Cave Goblins, and an interesting champ at that. He is the only mutli-av ranged available, with 5/2 stats.This alone makes him fairly useful, but Infamous makes it even better: he is 3 av vs enemy champs. The problem is enemy champs get an AV boost as well. This isn't a terrible however, as with Runts in front of him it'll be hard for enemy melee champs to even reach him. This makes him, just like Scagg, a good anti-MV champ. Ranged champs will be able to bypass runts however, except for Luka. But, as I have said before, an opposing champ shooting at him instead of your little guys will provide some cover. Oh and he is the masked superhero of Itharia, so that's cool.

    i) Smeege is probably my favorite of Frick's champs. He is so thematic, has awesome artwork, and the whole concept itself just fits well. His stats aren't that great, 5/1R. But that is until you look at his magic cost. Zero. This makes him an awesome cheap meatshield, but it also means he can benefit from any card that specifies a 0-cost unit. So Sneeks events and Leader of the Horde can make full use of him. This means he can get 2-av a turn with Frick, and extra movement and attack with Sneeks events. His ability looks negative, but really it is a positive if played right. He is a champ on lay away, and when you no longer have use for him or he is about to die, cut off his magic supply.

    j) So this leaves Blarf. I left him for last simply because I dont know
    much about him. I've never really liked cards that rely on cards underneath them, mutations aside. That said, Blarf does have some uses. Kinda like how Climbers go best with Frick, Blarf goes best with Sneeks. Blarf can still benefit from GHA, making him useful for tanking and crowding. Once you have the magic ready, boost him up and have him hit something valuable. Just make sure you kill him yourself or atleast sly him out of danger. With 4 av on him, he can help bring down any target. As I want to become a Cave Goblin expert, I will definitely be giving him a better try to reaffirm my opinion. As if says on his unit description, you can get tons of av outta him without for just 1 magic. Just be careful, as he is the champ you most dont wanna use as a meatshield.
    Last edited by sitnam90; 06-30-2014 at 01:43 PM.

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    I'm saving this post for a later possible discussion on MU specific tactics, but that is a huge topic of its own

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    Looks awesome! I'll definitely read this tomorrow when I get the time. I am really, really, really bad with Sneeks, and decent with Frick. I've only ever won 1 game with Sneeks out of probably 10-15.
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    Nice! Thanks for this, I am in desperate need of help for my CG play. You can get 10 attacks in a turn, y'know, with Frick.

    Lead the Horde - 1
    Hordes of Rabble - 3
    Attack phase - 3
    2 fighters - 2
    Reeker - 1

    10 attacks. You could even say 13 if 3 of those were beserkers who used assualt.
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    You can get a ton more than that. You can get 6 berserkers surrounded, which is 24, then 2 fighters, 26, then Reeker, 27, then LotH a berserker for 4 more, 31. And that's attacks, not dice. But this guide is about sneeks, not Frick.
    Relax and enjoy your shoes.

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    Quote Originally Posted by Waterd View Post
    Im with I like tau on this one!

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    Yeah, i know, i was commenting on the part where he said you can get 8 attacks with Frick, its a pet peeve of mine when people mention how awesome fighters are and forget Reeker. And you can't get that many beserkers surrounded - a deck only has 22 units.
    Marek is LOVE. Marek is LIFE.

    3 rules of SW:

    1. Marek is perfect.

    2. Marek is the best Summoner ever.

    3. Marek will troll the everliving crap out of you.

    "If you can't blow them away with your brilliance, baffle them with your bullshit." -Marek (probably).
    Member of the unofficial PHG debate team. (Officially endorsed by Marek.)

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    You can have multiple Berserkers hit the same unit. It would be some weird grid thing though.
    Relax and enjoy your shoes.

    I LIKE TAU! is Oldin the Boring in The 12 Masks of the Summoner
    I LIKE TAU! was Blur the Scholar in The Great Marsh. Life. Don't talk to me about life.

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    Quote Originally Posted by Waterd View Post
    Im with I like tau on this one!

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    Well the section you are referring was the fighter specific section :P I gave Reeker some love!

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