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Opinions on overlord cards?


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#21 amoshias

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Posted 03 April 2014 - 03:11 PM

It was an example. Some people (who don't understand the balance of the game very well :-) think that the game would be better if you got more reinforcents when you choose small monsters. There are no normal circumstances under which you can reinforce 3 goblin archers.



#22 SonicStyleAdventures

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Posted 03 April 2014 - 04:43 PM

ok thank's I thought that I couldn't read xD



#23 Krawallburste

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Posted 04 April 2014 - 06:07 AM

unholy ritual.

THE BEST CARD flat.

 - cardadvantage is a gamechanger in every mechanic based on cards

 - you often havt monster groups which stand around doin not very much

 - insane with kobolds, good with fireimps, in any case take and keep 2 cards

 

after that i hoot for infector.

 - after you played the basic1 cards your deck is 1-3 cards lighter, which will enable you to channel through it faster and give you keycards you need

 - with infectiontokens you can store up +1crits, which often decide whether a hero gets a condition or not (medusae!!!)

 - misses wont be so devastating, since it will help you channel up infection (sometimes i even perform a 15 spaces goblin attack, just to get an infection on a hero)

 - outbreak is insane (on low power heroes), once you got some infect-tokens on your hero team (onehitted a mage the other day)

 

after unholy ritual imho infector cards are the strongest.

 

web traps are really useful but teamdependent. strong power/awareness? disciple/apothecary? conditions wont stay long

 

i always skill dark remedy and dark resilence, to keep conditions from my lieutenants and keep them patched up. in some encounters it wont hurt, to let your ettin recover 1 or 2 health.

 

and when heroes decide to let a monster rot to poison or stun you can mess up their plans with it.

 

i hardly skill a lvl 3 ol-card, since most of the time there are other key cards that i'd like to skill, and 3 xp is indeed a lot.

 

my most favourite lvl3 cards although is diabolic power. free card search (remember card advantage? =D) + an aoe on every hero.



#24 BentoSan

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Posted 04 April 2014 - 08:34 AM

Do you realise that unholy ritual was nerfed in the errata? it is nowhere near as good as what the card reads now sadly :(



#25 griton

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Posted 04 April 2014 - 09:08 AM

Do you realise that unholy ritual was nerfed in the errata? it is nowhere near as good as what the card reads now sadly :(

 

He did post the errata'd version (keep 2 cards)



#26 Daemon Cow

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Posted 04 April 2014 - 03:13 PM

Referring back to the original post,

 

     I would recommend either the Saboteur or Infector as your main class (I haven't played Shadowmancer yet) . Jaded Bacon already talked about Saboteur, but he failed to mention "Curse of the Monkey God". Frankly I think this card is one of the best Number 2 overlord cards in the game. Not only is it hilarious to see the heroes faces when one of their comrades is changed into a monkey, it also gives you a turn to kill a hero (as they cannot attack or roll defense dice). Combined with a "Web Trap", "Curse of the Monkey God" is amazing; I speak from experience when I say that immoblizied monkeys are the way to go.

 

 

     As far Infector, you really should be playing longer two encounter quests with this class. I am currently in a LoR campaign and Infector is working out quite well. I started with "Contaminated" and moved on to things such as "Airborne", "Tainted Blow", and "Dark Host".

 

     After getting most or all of the cards in your main class, I like to buy a few "Blood Rage" cards and maybe some other cheap ones.

 

     I hope this helps!



#27 Chav

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Posted 05 April 2014 - 12:43 AM

How do you get infector to work? To mee it seems pretty weak becouse you have a hard time adding infection tokens. The main way to do so is to use surges, which then means you dont use them for anything else.  In addition to this you will need 3 surges to play dark host (which seems rather powerfull though). airborne can help, when you finnaly draw it and can put it down? I see all the awesome stuff you can do when you put the tokens out, i just dont see how i put them out. 



#28 Krawallburste

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Posted 05 April 2014 - 02:35 AM

infector is a quite good working engine.

 

often the usage of a surge doesnt make a difference et all

- heroes rolled more shields then you rolled wounds. another crit wont help you

- you missed

- the monster cannot crit, but would apply a condition, but you dont have enough wounds

- you rolled more surges that you can spend (more of a thing in act II, but from time to to it happens)

 

as said above, every miss, or not rolled damage will apply an infection.

when a hero rolls more shields then you, you can use the surge for 1 infection, and than apply another, since you diddnt deal any damage on him.

 

once the cards are out it works rather fast to infect heroes.

 

i also found dark host to be too situational to skill, but outbreak and tainted host are good cards in this deck!

 

 

its only weakness is, that, when you dont draw the cards, you wont get anything from it - ob...



#29 BentoSan

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Posted 05 April 2014 - 03:39 AM

I was playing someone else who was overlording and told them to use the infection deck, that campaign is about 3/4 the way through and i wish i never recommended the infector deck to them. Their card draws were terrible and they never got to use the infection deck anywhere near to what its potential could be. I might give it a go myself another time but that experience put me off the build a fair bit.



#30 Demoncow

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Posted 05 April 2014 - 05:46 AM

There are several monsters with no surges (elementals for one).


Demoncow: He who has become a marauder.

#31 Indalecio

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Posted 05 April 2014 - 06:50 AM

Contaminated from Infector class gives a surge to all of your monsters at the cost of one threat. That is huge.

 

The Infector deck has great synergy with Bol'Goreth's Raging Infection plot deck, since the plot deck introduces lots of ways to deal Poison and Diseased conditions to your heroes, later turned to Infection tokens by the Adaptive Contagion OL card. I also have Plan Ahead in my deck to increase my chances to draw the cards I need. Obviously building an Infector class alongside Zachareth's plot deck helps a lot to maximize your chance to draw the cards you need, but Bol Goreth clearly brings the infector effects to another level. I run Mass Mutation to regain 4 threat tokens at the end of the encounter, and this is even with a Disciple in the hero party. Sometimes it doesn't get off as fast as I would have liked it to be, but once it starts off it's a real pain in the butt for your heroes. Bol Goreth (and Serena btw) inflicts Poison and Diseased on surge so I have the summon card in my deck. So far I have found him to be really powerful. 

 

The only "doubts" I have about this Infector class is about the Envenom card, e.g I am still not sure I need two condition "enablers" (alongside Infected) especially for fatigue-heavy use heroes. Then Afflication Aura looks really powerful but I still haven't come around the idea of paying 2 threat tokens for it. Sounds situational but god I have been tempted. Anybody with more extensive use of the class is welcome to comment. I am just starting the Act II of the Shadow Rune campaign so my experience is limited to a few quests.



#32 Whitewing

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Posted 05 April 2014 - 02:32 PM

When playing the infector deck style, you need to remove as many cards from your overlord deck as possible that aren't infector cards, since they are way better when you get them early on. For that reason, I like Baron Zachareth's plot deck to really make sure you get the most out of them.



#33 Zaltyre

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Posted 06 April 2014 - 08:41 PM

Halfway through a Shadow Rune campaign playing Basic II, I'd rather have Basic I for raw stopping power. I don't regret picking the deck I did, but I see Basic I as a more useful deck overall. That being said, the feel of the Punisher class compliments Basic II very well, and doesn't rely on attribute tests (my biggest complaint about Basic II.) It's very rewarding to frustrate the heroes with negative consequences in response to their own actions, and long term can allow the OL to manipulate their strategies through fear.
 

 

I agree with Whitewing that Infector can be a bust if you don't get the level 1 cards until late in a quest.



#34 Carbini

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Posted 08 April 2014 - 11:55 AM

I'm "Overlording" for Labyrinth of Ruin right now using Basic 2 with Mage on top of it and it's been pretty decent.
 

Mimic is nice since usually it's a scout who's searching for treasure anyway. (the scout bonus gives the mimic an instant attack)

Flurry is sweet, especially for Arachyuras (sp?) because sometimes they don't get their double surge pierce and I can use the single for Flurry without wasting anything, then get the Green die and have a much better shot at pierce on the next attack.

 

But my favorite so far I can't think of the name right now but its the damage reflector ("Reflecting Ward" I think?). I have a Tomble who likes to move with his stamina, then attack and rest (effectively just moving one extra space) and reflecting ward is PERFECT for punishing that. "Oh you can't pay the 2 stamina? Guess this is gonna hurt..." He's now scared to do it if I have 2+ cards in my hand. :)


Edited by Carbini, 08 April 2014 - 11:57 AM.


#35 Gaes

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Posted 16 April 2014 - 03:27 AM

Hi there,

 

we have a little Problem with an OL Card and a Heroic Feat.

Our OL choose the Path of Saboteur and learned the Monkey God.

One of our Heroes is Silhouette. And now we are not sure how to play this card.

The Original Text says:

You may search any number of search tokens you move adjacent to during this movement without performing an action...

So can the Overlord play the Monkey God at the 1st search token? Or could she finish her move and search any number of search tokens after that.

(In our German Version it is written that she search after the move...like collecting all tokens in the move and looking what she has got later)

And what happened then. Is the move over or can she still move as monkey.

 

Thank you for your help!

 

And I agree, The Web Trap is the best Card if the Heroes are not to strong!



#36 Ser Folly

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Posted 16 April 2014 - 04:03 AM

Hi there,

 

we have a little Problem with an OL Card and a Heroic Feat.

Our OL choose the Path of Saboteur and learned the Monkey God.

One of our Heroes is Silhouette. And now we are not sure how to play this card.

The Original Text says:

You may search any number of search tokens you move adjacent to during this movement without performing an action...

So can the Overlord play the Monkey God at the 1st search token? Or could she finish her move and search any number of search tokens after that.

(In our German Version it is written that she search after the move...like collecting all tokens in the move and looking what she has got later)

And what happened then. Is the move over or can she still move as monkey.

 

Thank you for your help!

 

And I agree, The Web Trap is the best Card if the Heroes are not to strong!

 

I'd say after the first search he'd become a monkey, what happens then I'll have to check.

 

Edit: Checked the (German) card and would say after becoming a monkey, the hero may finish his movement (with 5 minus movement spent already movement points). He can still use his abilities as he is only forbidden to attack. Until his next turn's end he'll remain a monkey.


Edited by Ser Folly, 16 April 2014 - 04:09 AM.

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