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When NOT to use "Large" Monsters (?)


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#21 rfisha

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Posted 02 October 2013 - 05:33 AM

You have made me want to get some descent 1st edition stuff now!



#22 Kunzite

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Posted 02 October 2013 - 05:59 AM

That's fantastic! I was going to do that with Ferrox and shades (in the same encounter) when I realized, while in the quest, only the masters had Leach in each group and everyone, except my healer (who is somehow wielding Valandera's Bane... Somehow...), had really good might. I just starting to hit things. Ferrox are a surprisingly great group. Very powerful. Gray, gray def. dice is nothing to scoff at. Shades are equally as good. Our lonely mage had to go and deal with them all by himself. They are a powerhouse team.

 

Thanks to our healer wielding that ridiculous sword, I have found a great use for both ranged and for small beasts. Mostly out of necessity. In a way it has opened my eyes to much better things.

 

 

Rfisha, you should. The combos and abilities for the monsters in the CK are pretty awesome. I don't have all the D1 stuff, but we do well with proxies.


"Bide your time and hold out hope."

~Count of Monte Cristo

 

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#23 Inspector Jee

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Posted 02 October 2013 - 08:52 AM

Yes, the conversion kit is amazing.  It's fun, versatile, and makes me feel less bad about blowing a fortune on Descent 1st Edition.  I highly recommend it.  If you don't have all the figurines, you can just substitute other games' stuff or you can start collecting piece-meal via ebay.

 

Valyndra's Bane might as well be Amoracchius.  That weapon is an endless source of righteous frustration for me.  A note to Overlords who have yet to play Lair of Wyrm - you must win the Act I Rumor Quest or you will be choosing Golems on every encounter possible from there on out. 

 

Really?  The healer?  Was their warrior playing One-Fist?

 

Jee



#24 Kunzite

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Posted 02 October 2013 - 02:07 PM

Really?  The healer?  Was their warrior playing One-Fist?

 

Jee

 

Umm... I really don't know why. Nanok in the warrior. Oh! That's right... ~.~ He needs his other hand for shield slam. In my current game i feel like I am playing with three warriors, one being ranged. The warrior, healer and scout all hit really hard. I have to choose my monster groups so carefully. Speed and straight is invaluable. I have also learned the value of range. I am kind of grateful "web of power" failed. ^.^;; hehe.


"Bide your time and hold out hope."

~Count of Monte Cristo

 

NotesFromTheOverlord.tumblr.com


#25 rfisha

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Posted 03 October 2013 - 06:31 AM

Just picked up first edition base game for $100.  I bought the CK in anticipation and there are some strong beasts in there!

 

Does anyone know of any good places to get proxies as the expansion sets are really expensive



#26 Kunzite

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Posted 03 October 2013 - 06:40 AM

Just picked up first edition base game for $100.  I bought the CK in anticipation and there are some strong beasts in there!

 

Does anyone know of any good places to get proxies as the expansion sets are really expensive

 

I don't know anywhere to get proxies for cheep. I made myself some card cut outs (much like the LT are) for the monsters. I normally have something from the base D2 box that would work (such as flesh molders for sorcerers or shadow dragons for ice wyrms).

 

Something I have seen others do is dig out old warhammer or like minis to paint for descent. There have been some pretty cool ones to be made. There is also Runewars and Super Dungeon Explorers that have the same or like minis that can be used, but that's buying a whole new game.


"Bide your time and hold out hope."

~Count of Monte Cristo

 

NotesFromTheOverlord.tumblr.com


#27 Steve-O

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Posted 03 October 2013 - 05:31 PM

No point in buying Runewars for figs if he already has the D1E base box.  D1E base box has all the hero figs from Runewars and its expansion already.



#28 adybaby

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Posted 01 January 2014 - 06:37 PM

I'd like to see a setup/reinforcement system which:

* Gives a consistent feel of hordes of little monsters scurrying around the odd large one

* Makes the appearance of larger creatures rarer (making it scarier for the heroes!)

* Prevents the overlord from spamming large creatures.

 

I'd love to see a points-based monster setup and reinforcement system from FF, which if designed properly would achieve that (I like the way that X-Wing Miniatures does it), but  In lieu of that I'm going to try a reinforcements variant of my own for my next game. This is the idea:

 

Monsters have a cost based on the size of their base as follows:

 

1 tile: 1 point

3 tiles: 2 points

4 tiles: 3 points

6 tiles: 4 points

 

The encounter dictates how many points the OL has to spend during setup and reinforcement based on the number of open groups allowed:

 

1 open group: 1 point

2 open groups: 2 points

3 open groups: 5 points

 

ENCOUNTER SETUP: The OL selects the monster groups allowed as per the encounter icons, then from those picks monster groups based on how many points he has to spend.  E.g. Shadow Dragons plus Goblin Archers would cost 5 points. The OL isn't allowed to have more open groups than specified though, even if that does mean not spending all his points. 

 

DURING REINFORCEMENT: Each individual monster (not monster group) costs the amount specified earlier.  Replace the reinforcement text "You may place one monster from [one of|each of] your open groups, respecting group limits" to "You may place monsters up to your point allowance for this encounter from [one of|each of] your open groups, respecting group limits".  No other reinforcement rules change, so the OL could not place monsters from more open groups than would ordinarily be allowed, but he is able to place more little creatures than would normally be allowed. 

 

Example: Dawnblade Encounter 1: Three heroes. O/L chooses a master Shadow Dragon and 4 Goblin Archers for a total of 5 points.  On their first turn the heroes slay all the OL's archers (obviously..).  The O/L wants to bring wave after wave of archers to the heroes, so he brings on another four Goblin Archers (note he can't bring on the Shadow Dragon and four archers). The archers pepper the heroes wounding them slightly. On their turn the heroes manage to down three of the archers, leaving one remaining.  On the OL's turn, he brings on the Shadow Dragon, and one extra goblin archer.  

 

Fingers crossed it gives the effects I'm looking for, but if anyone sees any potential problems with this or a better balance for the system then let me know :)



#29 Robin

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Posted 02 January 2014 - 04:28 AM

I would suggest that you create a quest on the online quest vault, including that rule.

You could then post the link to your pdf file here.

It would be a nice way to test your idea and have feedback from other players.


An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered.
G. K. Chesterton

#30 Bagdad

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Posted 04 January 2014 - 05:41 PM

Just picked up first edition base game for $100.  I bought the CK in anticipation and there are some strong beasts in there!

 

Does anyone know of any good places to get proxies as the expansion sets are really expensive

 

What I did to get all D1 minis is that I bought version of the expansion in different language on ebay. It's much cheaper when you buy a D1 expansion in Italian or spanish, etc  :ph34r: 

 

You don't need the rules or anything, just the figures. And, I sold the tiles separatly on ebay too. :D



#31 JerseyP

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Posted 04 January 2014 - 07:13 PM

One reason to use small sized monsters is for more actions in the first few turns. Small sized monster groups generally have a greater number of monsters that start in play. This is a resource management game, that resource being actions. Having a larger number of monsters in play gives you a greater number of actions. If the map allows you to position them in such a way that they won't get killed during the first turn, it could be useful to pick the small group depending on the objective. Also, if the map allows 2 open groups or 1 group that is already a powerfull large monser, you can already use your reinforcement on one of the monsters in the powerfull group eventually. Why not get a small early advantage with a group of small monsters. Many times the combined total of health points in the small sized monster group is greater than the combined total of health points in a more powerfull group. I have only played a few scenario's so far, but these are my observations.






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