10/10 game, friend. I especially like the part where I make the game infinitely harder for myself and other people because all the really overpowered teams I created remain as enemies to face.
I think I've won like 6 times now? And created some real monster teams.
If you guys get rolled by a team that has no adverb, it might be one of mine. I specifically never select a first adverb to differentiate mine from everyone else's.
Something horrifically overpowered but I've never managed to get to do is a team consisting of all Scotts, each armed with an axe. The game usually ends before I can fully equip all the boys, given the axe's relatively low spawn chances, and the fact that it only seems to appear in the enchanted area.
With all the extra cash, you can afford gems to boost the power of your boys. All you have to do really is keep pumping their stats up. They just need enough health to survive a final attack and be the last man standing.
This team would almost always guarantee you at least draw.
I feel if I accomplished that, I'd make a truly run ending team. Imagine being on your last life and running into that.
A team of swampies achieves mostly the same goal, but with less control. And not all of them can receive the power boost. But if you see a swampy, you should just take him.
As far as balance goes, I feel like upgrading troops needs to be cheaper. Or that the cost of troops of the same kind should be cut depending on how many you already have.
There's very few reasons to ever upgrade a troop compared to just buying power or getting a better unit. It's also very inconsistent. Even if you wanted to upgrade a guy, there's no telling when it'll come up.
I feel like if the upgrades provided equivalent value to what gems of the same cost as the unit would provide, then it would be more worth it. Because I could buy gems that raise everyone's stats, or I could buff one guy, inconsistently.
SOME of the abilities are build defining and totally worth upgrading. But not all of them.