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Maybe Overlord does have the advantage


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#21 Obi Wann82

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Posted 17 October 2012 - 06:40 PM

Eugee said:

 I'm actually pretty bored with the campaign at this point, their disciple has Dawnblade and a nice shield, plus leather armor & plate mail (he switches when he needs more movement), he can cleanse effects with his heal, heals 2 heroes at a time, and can move 2 squares while gaining two fatigue to fuel his healing.  The Runemaster has the relic rune, two or three ways to regain fatigue, can spend fatigue to bump range & damage like crazy, rerolls a die every attack, and typically gains back 2-3 fatigue when she attacks.  The berzerker has a stupid crazy act 2 axe, a free surge with every swing, adds 5 damage with 2 surges, and 5 movement + 4 fatigue.  He drops soul-crushing bombs on my Lieutenants.  Then the rogue can double move with tumble to typically search every treasure on the board with his first action, re-drawing each search if he doesn't like it, and still drop a missile of death with his A2 bow.

Fatigue is still too strong in this edition; it should only be usable to extend a move action--not usable without declaring a move action.  Fatiguing 5 squares, dropping double ranged bombs, and ending up with 5 fatigue again is just retarded.

How are your heroes able to regain 5 fatigue in a turn? Im not that experienced in all the strategies involved in the game yet but I can not fathom how to regain 5 fatigue for my heroes each turn.

 

I can see using the Knight with Stalwart(3xp) heroes adjacent at start (or end) of turn gain 2 fatigue. 1 fatigue from surge. Spiritwalker has 3xp skill that also adds on another 1 surge for 1 fatigue. But thats still only 4 fatigue and you need be at least up to the last Act 1 quest.

The only hero class I can see to regain a heap of fatigue a turn is the Disciple. Using skill Time of Need, but it sacrifices an action for 2 fatigue and 2 MP. If the Knight has Stalwart then it can be a quick easy 4 fatigue gain.

 

Am I missing something here???



#22 Robin

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Posted 17 October 2012 - 10:26 PM

Would using a rest action solve the problem of regaining one's full stamina?


An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered.
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#23 foo82

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Posted 19 October 2012 - 11:35 AM

Robin said:

Would using a rest action solve the problem of regaining one's full stamina?

He was referring to the fact that previous poster had mentioned they were fatigue moving 5 spaces (5 stam), and then performing double attacks, which leaves you no actions left for resting. He was questioning how ti was possible for the heroes to recover 5 fatigue every turn without the use of rest.



#24 Obi Wann82

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Posted 19 October 2012 - 10:09 PM

foo82 said:

Robin said:

 

Would using a rest action solve the problem of regaining one's full stamina?

 

 

He was referring to the fact that previous poster had mentioned they were fatigue moving 5 spaces (5 stam), and then performing double attacks, which leaves you no actions left for resting. He was questioning how ti was possible for the heroes to recover 5 fatigue every turn without the use of rest.

 

Yes thats what I was asking. Was writing that response at work and ended up having to rush the last part of it.

 

Maybe my reading of the previous post was not right but I got the impression that the heroes were fatigue moving, attacking twice and regaining all fatigue back, each turn. How is that possible?



#25 BuncyTheFrog

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Posted 20 October 2012 - 04:02 PM

Obi Wann82 said:

foo82 said:

 

Robin said:

 

Would using a rest action solve the problem of regaining one's full stamina?

 

 

He was referring to the fact that previous poster had mentioned they were fatigue moving 5 spaces (5 stam), and then performing double attacks, which leaves you no actions left for resting. He was questioning how ti was possible for the heroes to recover 5 fatigue every turn without the use of rest.

 

 

 

Yes thats what I was asking. Was writing that response at work and ended up having to rush the last part of it.

 

Maybe my reading of the previous post was not right but I got the impression that the heroes were fatigue moving, attacking twice and regaining all fatigue back, each turn. How is that possible?

 

misinterpretation of the rules, most likely. Perhaps they did it every other turn, with rests in-between.



#26 TheStudent

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Posted 22 October 2012 - 04:53 AM

Hello all,

 

My friends and I picked up this game recently and are loving this game.  We've argued it both ways but we haven't finished a campaign yet so I can only comment on things that are currently happening.

First, We felt these types of games could easily become a 1v1 situation even with multiple players.  Meaning one person may think theyir strategic thinking is better and would therefore overpower others decisions.  So to combat this we made a rule that the heroes can't discuss strategy between turns.  It's also allows the OL to play against 1 mind at a time, rather than 2 or 4.

Secondly we made random hero selections.  Otherwise people tend to pick favorites and changes the way people are used to playing.

With this set up so far, I have only lost the introduction.

 

In my other game (1v1) 2 heroes.  I'm playing against a preselected hero comp or the girl who stuns and the knight with movement.

I lost fat goblin, where I probably should have won.  I played an elemental (illegal) that opened the door and died.  So I should've lost but Splig was 2 squares from reaching the exit.  He lost Theodir on Masquerade Ball and it wasn't even close.  Shadow dragon and 2 Barghest's as meatshields.

 

I was also very close to winning Death on a wing.  I couldn't manage to keep him trapped and his warrior just kept breaking stones, but at one point I only had 3 stones to go.  Eventually I had my entire deck which I think is the best case scenario.  I was 3 health from killing the last two guards and instead of making belthir run I just went for it and lost.  My mistake.

 

So far here's my assumption:  The game is quite balanced.  But the OL's job requires much more attention.  I really don't care much for knocking down heroes, my goal is the quest, so I use minions as meatshields and inhibitors for movement mostly, unless they are overwhelmed.  The key is patience.  I've noticed my turn as OL takes twice as long as the heroes because I have to carefully plan out every aspect, even decided which group to move first is crucial.  I lost Death on a Wing because of 1 mistake.  Everything takes a long time, and patience is your worst enemy here.  I played the first episode of Death on a Wing for 2 hours with a pair that had a potential of 19 movement spaces.

 

I would love to hear some advice from heroes.



#27 Macnme

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Posted 26 October 2012 - 09:18 PM

Well,

I've just played the Dawnblade Act2 quest as both Overlord and Hero ;

And I have to say - this quest seems extremely unbalanced in the overlords favour.

It was so unbalanced that even as the overlord - I was trying to help the heros make the most efficient use of their actions as possible - and still, they didn't stand a chance.

Is this quest deliberately skewed in favour of the Overlord because the heroes need to win the Act1 quest to play it?

It certainly seems that way.

Even if the heroes start encounter 2 with the dawnblade - there's 2 ways for the overlord to win.

It wasn't a fun quest at all, because it was so one-sided.



#28 PierreBoberg

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Posted 10 July 2013 - 03:22 AM

Hi, we played Dawnblade yesterday and think the same thing the quest is skewed in favor for the OL

We played for 7h i was the OL, it become boring in the end so I finally gave up and did let the heroes win.

It was in act 2, I was trying to get the dragon out and and it was 3 heroes so they tried to stop me.

The heroes are quit overpowered but I just spawn a new dragon when the last one is killed, se we kept fighting in the hall up an down. 

What do you think about this quest?



#29 Kunzite

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Posted 10 July 2013 - 04:06 PM

After playing a campaign, I feel like the game leans only a little for the OL. It really depends on who wins in act one. We did Fat Goblin, Plight, and Masquerade. I, the OL, lost only Fat Goblin. I won the interlude and then would have one 2 our of the three quest that match the quests from act one (except they where moaning on how I was OP, so I handed them the game where they could take the Staff of Shadows from me >P),

 

All in all, I lost because over grown shadow dragon means nothing to a hero that can generate their own surges AND hits for ten H a turn. Really, I lost because I gave up the Staff of Shadows. The moral is I won the same quests (or would have) I won in act one as I did in act two.

 

It really depends on who gets on top first, and how much money the heroes get. Allot of heroes will save all their money so they can spend it all on act two weapons and toys. I hate to admit it, but it's a really good strategy. If that is what they did for act two I can see why they could mow down the OL so quickly. You won't see me telling my heroes that though >(


"Bide your time and hold out hope."

~Count of Monte Cristo

 

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