Comments/Ratings for a Single Item
This is a great concept for an army! I like how the Vouivre encourages tactical play with its forking capabilities and ability to do nasty smothered mates, while the Geese are more focused on strategic pawn play in the endgame; similar to how the tactical Knights and the strategic Rooks provide a variety of viable playstyles in the Fabulous FIDEs.
In your opening line, 2.Vg5 doesn't work because of Qxg5.
PS: If you're willing to upload this army to ChessCraft, I'd be happy to playtest them alongside my own Starbound Sliders.
Edit: Upon closer inspection, this army is actually very weak.
- Ouroboros: 2x5pts Although the Ouroboros is about Rook strength, it's the only one that's as strong as its claimed to be.
- Roc: 2x3pts+0.5pts colorbound pair bonus The Roc is colorbound and has limited range, making it weak and finnicky even by minor piece standards. Complicated maneuvres are less viable when the board is full of pawns, which further highlights the Roc's difficulty in movement. It is definitely not as strong as a Rook, though its ability to reach 12 squares means it may be slightly stronger than a Knight.
- Flying Goose: 2x1.5pts The Flying Goose has very little value, and also gives the Beautiful Beasts the very annoying trait that they can't castle without moving one of the three Pawns that will be in front of the King (unless they castle queenside and mave the a pawn). Granted, the Flying Goose is little more than a slightly stronger pawn anyway, but still.
- Vouvire: 9pts The Vouvire is reasonably strong for a Queen equivalent and it's great for tactical play, the problem is that there's nothing to play tactically against. Knights are fun to use because they're the weakest piece in the army (so when they fork something, you're in business!) while the Vouvire is the strongest piece so it can't fork anything that's protected. Also, it can't go to any of the 8 adjacent squares, which makes maneuvering on a crowded board surprisingly difficult.
- Total: 28.5pts CwDA armies typically range from 31.5 (Fabulous FIDEs) to 33.5 (Nutty Knights) with more complicated armies needing more value.
No Move Zero rule? I doubt this army is weak.
No. The move zero rule is only to prevent an immediate tactical threat, but not a measure to correct the strength of an army. The additional tempi gained by the move zero rule are worth about one third of a pawn.
Exactly why I suggested the move zero rule.
Did you find a decisive tactical thread, and if yes, against which army?
Fabulous FIDEs, Forward FIDEs, Daring Dragons, Bent Bozos, & Silly Sliders.
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