This warlord is quite different with old ones.
After lots of test, I think now I can post a deck here.
This warlord is quite different with old ones.
After lots of test, I think now I can post a deck here.
Would you want more condition attachments? It seems like Parasitic Infection goes with the deck?
Would you want more condition attachments? It seems like Parasitic Infection goes with the deck?
I think its own four copies are enough.
Its ability is limited once per turn. So even you want attach more condition, they can't give you many small bugs.
I was finally able get some games in last night with POM and here is what I finally settled on:
Warlord
1 x Parasite of Mortrex
Synapse
1x Gravid Tervigon
Army (28)
3x Adamant Hive Guard
2x Biovore Spore Launcher
3x Crush of Sky-Slashers
1x Soaring Gargoyles
3x Strangler Brood
3x Swarm Guard
2x Swarming Rippers
2x Termagant Horde
3x Termagant Sentry
3x Termagant Spikers
3x Toxic Venomthrope
Attachment (9)
3x Parasitic Infection
2x Promotion
4x Savage Parasite
Events (7)
2x Clogged with Corpses
2x Consumption
2x Contaminated Convoys
1x Sweeping Attack
Support (6)
2x Hive Ship Tendrils
3x Mycetic Spores
1x Prey on the Weak
The original concept for the deck was to leverage the sig attachments ability create termagaunts to lead the way towards dropping Burrowing Tyrgons in a big bug deck, but honestly it really didn't work well and failed to fire off consistently. I reworked the deck and went with the Hive Mind mechanic and I find it to be much much better. I decided to go with all the condition attachments, because, it really winds the deck up to prime the Hive Mind mechanic later as the game tilts toward your favor after planet 3. Parasitic Infection can be deployed from your hand while the sig attachment really cannot, and that gives you an opportunity to get two out in a given turn if the draw permits and more greatly leverage the sweet Sweep Attack play when it's in hand.
I find that if you can get 4 parasites out in the first 3 turns the deck is off and running. Use the parasites to snipe small characters early, to which Sky-Slashers are an unwitting accomplice, then slide your Savage Parasites to the bigger units as the game wears on. This makes your opponents ability to keep resource hunters on the table early difficult and eventually gets the choke underway when the parasites start eating their precious few units with less and less cards and resources to replenish what they want to do to stay in the game.
Often I found i'm conceding the first two planets to set the table for the rest of the game, which really was fine, once I got more comfortable with style. It's a five planet game minimum with this deck, usually 6. You want POM in the mix early to spread the parasites, and don't be afraid to dive out of combat just to steal the resources and spread the parasites early, even against tough opposing units. He can take a swing or two with little recourse and in all the games i've played (old build or new) i've never lost him and only had him bloodied once.
The money makers late are the Mycetic Spores and Termagaunt Spikers; I found it routinely easy to get 3 to 4 swings at ranged once I was at planet 4 or later in the game which makes winning key combats easier and easier as the game goes on, combined with the parasite damage and the occassional Sky Slasher, it was often 6+ damage on a planet before my opponent was even able to swing.
My impression of POM is much better in the new build vs the old, and if you were frustrated with your experience so far, I suggest adding all the parasite attachments and build to play the long game, and highly suggest trying the Hive Mind mechanic in your build if you haven't already. Hope this helps your POM decks and games!
@.
Interesting deck! I am not a fan of 1x includes, but I can understand the reasoning behind it. However, I think you're right in wanting to add in some Counterblows, those are pretty great for Warlods that want to be in the thick of fighting.
Personally I would go with midrange/heavy command (well, as heavy as possible) with the Parasite, since you want to get to the late game if at all possible: his ability really starts humming only in the 3rd or 4th round, so rather than rushing a planet win with Elites I'd try swarming with command and playing a grindy game, letting your Parasites do the rest!
My own version:
Parasite of Mortrex
Synapse
1x Stalking Lictor
Armies (29)
2x Swarming Rippers
3x Strangleweb Termagants
3x Toxic Venomthrope
3x Virulent Spore Sacs
3x Ripper Swarm
3x Erupting Aberrants
3x Termagant Horde
3x Swarm Guard
3x Soaring Gargoyles
3x Volatile Pyrovore
Attachments (13)
4x Savage Parasite
3x Promotion
3x Adaptative Thorax Swarm
3x Regeneration
Events (7)
1x Sweep Attack
3x Counterblow
3x Clogged with Corpses
Supports (1)
1x Prey On The Weak
I'd really like to throw in Planet Absorption, but I would have to cut something and I don't have a clear idea yet. Let me know when you would be up for some testing, Austine.
Well, I post below the 'corrected' version of my deck above. I've removed the two Harpies due to lack of infestation cards, and the Invasion Site due to a now lack of elites. I've replaced them with two Termagant Hordes and one more Termagant Spiker. Copied below:-