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FuriousG

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  1. I'm playing in a small tourney in the coming days, and plan on flying the following: Soontir Fel (push the limits, targeting computer): 32 Echo: (vet. instincts, adv cloaking device, rebel captive, fire control system): 40 Omicron Group Pilot (Vader): 24 Although it goes against my gut, i'm tempted to toss a sensor jammer on the lambda. I anticipate a sizeable amount of 2 attack ships, so it could come in handy. Although the doomshuttle is designed to die, potentially avoiding 1 damage or forcing the use of the focus token makes it more likely the shuttle dies on my terms, not my opponents. On the other hand, those 4 points could get Soontir a hull upgrade for a 99 pt initiative build, or a shield upgrade to come in at 100. I see pros and cons to each. Suggestions?
  2. My gaming group and I arrived sorta late to the arkham scene, but have become addicted to playing the game. We started playing around October, and picked up Dunwich, King in Yellow, and Dark Pharoah around christmas. We recently tried to pick up Innsmouth, but haven't been able to find it anyplace. We grew additionally concerned when we noticed that FFG itself was showing the product as "out of stock" (not sure what that means regarding future availability). Anyone know a reliable online store where we may be able to find a copy?
  3. Last night we played our first game with the dark pharoah herald, and the mask monster hit the board. Rather than confront the mask directly, we opted to avoid it for a few turns, and then closed and sealed a gate that had a corresponding symbol to the mask and returned it to the cup. The herald card indicates that when the mask monster is 'defeated', an effect occurs (the particular effect is escaping me at the moment). By removing the mask monster through the gate closing, was the monster considered "defeated", thus triggering the effect? Thanks in advance for the help!
  4. My gaming group has been having some difficulty completely understanding the "use a skill" action. More specifically, skills with the -> icon associated with them, versus skills that do not. Our present interpretation is that skills with the -> can be used as one of the two actions a player has per round, and doing so exhausts that card (allowing it to be refreshed at the start of the next turn). Conversely, we have interpreted skills without a -> cost to be usable at any time (more specifically, the knight card 'advance' or 'defend'). Any assistance in clarifying this would be appreciated. Thanks in advance!
  5. If anyone could clarify this for me, it'd be appreciated. I can't recall specifically which investigator I was playing, but I drew an other-world encounter in which "a monster appears!" From the cup appeared a dark young. At the time it spawned I had approximately 4 sanity, and 4 stamina. I sized up the fight, and I don't think evading was an option (it had a -2 to the check, and my sneak happened to be 2). Based on this I chose to fight. I passed my horror check, and had no issue with the nightmarish. It was about this time that I noticed the physical resistance, and despite a heck of a lot of bonuses, I still managed to botch the roll and not get the 3 successes needed. I understand that because I didn't get the 3 toughness in one shot, I 'lost' that round of combat and take 3 stamina loss. However, because the monster spawned as a result of an encounter card and no gate came with it, at which point does it return to the cup? Or put another way: my investigator was not knocked unconscious, nor was the monster defeated after it appeared. Does the monster return to the cup in this instance after I take my 3 stamina, or does it remain until I either a) evade it, b) defeat it, or c) it defeats me.
  6. (hope i'm posting this in the right place) I understand that if an encounter card says something like "a monster appears", that it typically disappears at the end of the turn. Does the same rule apply to monsters that are placed as a result of mythos card? It seems like an awful lot of headlines deposit 2 monsters in different street sections. I have no idea whether they pop at the end of the turn, or remain on the board. Any help can be appreciated!
  7. Ktom has it. We never even got to stealth because the marauders don't have it.
  8. Thanks for the quick response. Re: Why shouldn't it be possible-- The simplest answer is "table climate", hehe. Player 1's challenge was the last chance anyone had of stopping player 2 from winning, so opinions were kinda skewed. Plus you'd have to know the guy trying to play the cyvasse; he isn't exactly reliable when it comes to rules rulings.
  9. Player 1 is playing greyjoy and has two wintertime marauders out (one knelt). Player 2 has Arianne Martell (prince of the sun) out, and Darkstar. Player 1 initiates a power challenge, and kneels the marauder. Prior to declaring defenders, player 2 tries to play game of cyvasse and bounce the marauder in the challenge back to player 1's hand. Is this possible? At first, we all agreed that it was probably possible, but seemed like it really shouldn't be. Our take at the end was that there was a place to play the event after attackers were declared, but before defenders were formalized, so we let it stand. Is this the correct ruling?
  10. I used to play greyjoy much more frequently back when Kings of Salt and Rock was legal, and decided to take another stab at it. This deck is on the larger side (I like to keep them no larger than 62-63 cards), mostly because I wanted to playtest it a few times and cut back based on the results. Agenda: Knights of the Hollow Hill Plots: At the Gates Blocade Rise of the Kraken Fury of the Kraken Retaliation! Take them by Surprise Valar Morghulis Characters: Nute the Barber (defenders of the north cycle) x1 Ambitious Oarsman (brotherhood cycle) x3 Motley Crewman (brotherhood cycle) x3 Victarion Greyjoy (KotS) Salt Wife (clash of arms) x3 Bloodthirsty Crew (brotherhood cycle) x3 First Mate (clash of arms) Baelor Blacktyde (maester cycle) Seaside Urchin (kings landing) x2 Harbor Thug (kings landing) x2 Dagmer CLeftjaw (KotS) Asha Greyjoy (kots) Wex Pyke (kots) Balon Greyjoy (kots) Maester Wendamyr x2 Tarle the Thrice-Drowned Euron Crow's Eye (brotherhood) x2 Locations: Training Vessel (maesters cycle) x3 Sunset Sea x3 Scouting Vessel x3 Refurbished Hulk (brotherhood cycle) x2 Fishmonger's Square (King's Landing) Iron Island Fiefdoms x3 Bloody Keep x2 Longship Silence (brotherhood) Gatehouse Seastone Chair (defenders) Attachments: Kraken Tattoo (kings landing) x2 Support of Saltcliffe (maesters) x3 Driftwood Crown (brotherhood) x3 Events: Called to Arms (maesters) x3 River Raid (botherhood) x2 We Take Westeros! (brotherhood) x2 Distinct Mastery (core) x2 Assertion of Might (kots) my initial thoughts after putting this together is I am trying to "do too much". My focus was going to be on the raiding discard theme, coupled with the saltcliffe and krakten tattoo attachments as strength pumps and standing tech. The crowns coupled nicely with the distinct mastery, and the assertion of mights for an large power grab, and could also be used to trigger the seastone chair. Plot wise, I threw blocade in to counter the lack of a setup phase due to the agenda, playing it first turn to give me a little bit of building room while ideally denying resources to the other players. I almost think I prefer fear of winter, but am running fury. At the gates allows me to drop Wendamyr right into play, giving me saves early and often. The salt wives are secondary saves. I'm thinking the best way to improve this is to abandon the sub-theme with the chair, remove the crowns and distinct mastery and possibly add another fishmonger's square. Suggestions?
  11. I used to play greyjoy much more frequently back when Kings of Salt and Rock was legal, and decided to take another stab at it. This deck is on the larger side (I like to keep them no larger than 62-63 cards), mostly because I wanted to playtest it a few times and cut back based on the results. Agenda: Knights of the Hollow Hill Plots: At the Gates Blocade Rise of the Kraken Fury of the Kraken Retaliation! Take them by Surprise Valar Morghulis Characters: Nute the Barber (defenders of the north cycle) x1 Ambitious Oarsman (brotherhood cycle) x3 Motley Crewman (brotherhood cycle) x3 Victarion Greyjoy (KotS) Salt Wife (clash of arms) x3 Bloodthirsty Crew (brotherhood cycle) x3 First Mate (clash of arms) Baelor Blacktyde (maester cycle) Seaside Urchin (kings landing) x2 Harbor Thug (kings landing) x2 Dagmer CLeftjaw (KotS) Asha Greyjoy (kots) Wex Pyke (kots) Balon Greyjoy (kots) Maester Wendamyr x2 Tarle the Thrice-Drowned Euron Crow's Eye (brotherhood) x2 Locations: Training Vessel (maesters cycle) x3 Sunset Sea x3 Scouting Vessel x3 Refurbished Hulk (brotherhood cycle) x2 Fishmonger's Square (King's Landing) Iron Island Fiefdoms x3 Bloody Keep x2 Longship Silence (brotherhood) Gatehouse Seastone Chair (defenders) Attachments: Kraken Tattoo (kings landing) x2 Support of Saltcliffe (maesters) x3 Driftwood Crown (brotherhood) x3 Events: Called to Arms (maesters) x3 River Raid (botherhood) x2 We Take Westeros! (brotherhood) x2 Distinct Mastery (core) x2 Assertion of Might (kots) my initial thoughts after putting this together is I am trying to "do too much". My focus was going to be on the raiding discard theme, coupled with the saltcliffe and krakten tattoo attachments as strength pumps and standing tech. The crowns coupled nicely with the distinct mastery, and the assertion of mights for an large power grab, and could also be used to trigger the seastone chair. Plot wise, I threw blocade in to counter the lack of a setup phase due to the agenda, playing it first turn to give me a little bit of building room while ideally denying resources to the other players. I almost think I prefer fear of winter, but am running fury. At the gates allows me to drop Wendamyr right into play, giving me saves early and often. The salt wives are secondary saves. I'm thinking the best way to improve this is to abandon the sub-theme with the chair, remove the crowns and distinct mastery and possibly add another fishmonger's square. Suggestions?
  12. One of my buddies made and has been relatively successful with a targ "true Queensguard" deck, but I have yet to coax the complete composition from him, and have been too lazy to sit there with pen and paper and record the cards he plays. I tried making a Lanni Kingsguard deck, too, with mixed results (i've been out of deck building practice for about a year). I'm curious as to what you've come up with overall.
  13. I should have clarified that, Ktom and I didn't. I'm not looking for it to be a world championship deck. I'd be satisfied with it winning 2/3-1/2 of the games it plays. The only restrictions I have are ITE on. I tend to agree with your assessment that the theme tends to be more cute than competitive, its one of the reasons I set out to try and make it "work".
  14. So try as I might, I just can't seem to get a build a greyjoy deck with a discard theme and get it to work. I've tried numerous iterations, but it always seems that the discard effect characters are 1 strength weenies and get overwhelmed so easily. I know this present iteration doesn't work, so i'm looking for some change suggestions: King of Salt and Rock (agenda) Plots Wildfire Assault Fury of the Kraken (ancient enemies) Rise of the Kraken (ITE) Filthy Accusations (ITLP) Building Season (core) Conventions of War (5kE) Free for all (5ke) (note: the last time I played I had desolate passage from the raven's song, but swapped it out in the second game when I realized one attacker/defender didn't work well with everything else) Characters Euron Crow's Eye (ITE) Harbor Thug (x3) (hand) Seaside Urchin (x3) (hand) Zealous Deckhand (x2) (ITE) Maester Wendamyr (Thorns) Qarl the Maid (5ke) Desperate Looters (x3) (scattered armies) Drowned Disciple (x3) (ITE) Asha Greyjoy (ITE) Distinguished Boatswain (red keep) Wex Pyke (ITE) Balon Greyjoy x2 (ITE) locations Sunset Sea (x2) (ITE) Aeron's Chambers (ITE) Longship Iron Victory (KOTS) Fishmonger's Square (red keep) Iron Island Fiefdoms (KOTS) Whirlpool (x3) (5ke) Hamlet of the isles (5ke) Stormlands (5ke) Attachments: Kraken Tatoo (x3) (secrets) Naval Support x3 (5ke) Events Risen from the Sea (x2) (ITE) And Rises Again x2 (5ke) After putting together this breakdown, a few things jump out at me. 1. That previously I had been using the Building season to snag whilrpools and get the discard going quicker. It may be a better strategy to use it to pull L:IV for the strength pump. 2. In the alternative, I could toss in a few other strength pump cards like squadron of the high seas, twin axes, or my single seafarer's bow. I'm hesitant to use Squadron of the high seas due to cost. 3. I had avoided scouting vessels (despite being my favorite warship) because 11 locations seemed a little high for a KoSaR deck. They may be necessary, though, due to the low strengths of the disciples and urchins. 4. The deck is save heavy, which may be a good place to start cutting things. As much as I would love one, I don't have access to another Euron from ITE to act as a dupe/save, as he is a massive target. I also don't have any veteran looters from thorns, but may be able to get some through creative trading. What are some suggestions, and I appreciate the help.
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