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GrimGuvna

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About GrimGuvna

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  • Birthday 02/05/1975

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    Plymouth, Devon, United Kingdom
  1. It is quite niche in it's application. I am planning to run 1 blackjack in my Mark Harrigan deck. Combined with a viscous blow or 2 it makes for an effective "rescue Manoeuvre" for Mark to swoop into a location and take out a nastie without using an action too engage.
  2. In Consideration all this nastiness if you miss, the Blackjack suddenly doesn't seem so naff!
  3. Hah! Not this game. It's selling so well you have to jump on the packs as soon as they go up for sale. Testimony to it's excellence and the fact that I can play it solo is a boon as I am away on Mil Ops and this is a great time sinker. (even if I do get strange looks)
  4. Each time an investigator fails a skill test while attacking a ready enemy with the retaliate keyword, after applying all results for that skill test, that enemy performs an attack against the attacking investigator. An enemy does not exhaust after performing a retaliate attack. =This attack occurs whether the enemy is engaged with the attacking investigator or not. Nasty I am afraid. Enemy attacks you dealing damage and horror and you deal damage to the engaged investigator because you missed.
  5. Few months ago, when second edition of Mansions of Madness was released. Again, to release another big box for Eldritch horror FFG will have to add four new investigators - if they want to keep the number of investigators added constant among expansions. I see three possible outcomes of this situation: 1) FFG will add four new investigators, who won't be featured in the Investigators of Arkham Horror. 2) The next big box will only contain 4 investigators instead of 8.* 3) There won't be another big box. Any of these outcomes will make a bit unsatisfied, to a various degree. That's why I'm mixed about 52 stories contained in Investigators of Arkham Horror. *Or, for example, 2 investigators in next small box, and 6 in next big box. Either way 4 investigators less than usual. I think we only have 12 more to go (of the originals), no? Yes. 8 would go to Dreamlands, 4 to next small box, and then we don't have enough for another box. I am preety convinced that we will see another Big Box themed around Lovecraft country ( Kingsport, Dunwich Innsmouth etc). Investigator wise they may introduce the new ones from Mans of Mad 2nd ed. Or even they wont include any investigators replacing them with new elements. This game has lots of potential yet.
  6. Few months ago, when second edition of Mansions of Madness was released. Again, to release another big box for Eldritch horror FFG will have to add four new investigators - if they want to keep the number of investigators added constant among expansions. I see three possible outcomes of this situation: 1) FFG will add four new investigators, who won't be featured in the Investigators of Arkham Horror. 2) The next big box will only contain 4 investigators instead of 8.* 3) There won't be another big box. Any of these outcomes will make a bit unsatisfied, to a various degree. That's why I'm mixed about 52 stories contained in Investigators of Arkham Horror. *Or, for example, 2 investigators in next small box, and 6 in next big box. Either way 4 investigators less than usual. I think we only have 12 more to go (of the originals), no? Yes. 8 would go to Dreamlands, 4 to next small box, and then we don't have enough for another box. I am preety convinced that we will see another Big Box themed around Lovecraft country ( Kingsport, Dunwich Innsmouth etc). Investigator wise they may introduce the new ones from Mans of Mad 2nd ed. Or even they wont include any investigators replacing them with new elements. This game has lots of potential yet.
  7. Just had this delivered and eagerly digesting the rules for my first game. I need some clarification on exactly what counts as "space 1" for range (ie is the space you are in counted as space 1 or do you literally count the next space away as space 1) The reason I ask is that the definition seems to indicate the space you are in according to the definition of Farthest and Nearest, in the RR. Farthest Farthest means “the greatest number of spaces away” including the space from which an effect originates. Nearest Nearest means “the fewest number of spaces away” including the space from which an effect originates. Range The range of effects that use the phrase “within range” is up to three spaces away. Cheers!
  8. I wonder why that triangle to the left (in Tracing the Toxicant) of the starting one is Green? Seems pointless to be green considering that the peril marker will always move one to the right before activating. May have well as been a normal colored triangle.
  9. Considering that the immensely anticipated release of Total War: Warhammer is merely 5 weeks away, you would think this would be an excellent time to whip up excitement and support for the Warhammer old world setting. It is still bewildering to me why GW did what they did to the Warhammer world. It's future is now in the hands of creative assembly and FFG to keep this setting alive. Age of Sigmar is just too bizarre. It is my hope that the Warhammer World will see a resurgence in a few years. I certainly hope we can get a new revision on WFRP as well.
  10. The way i understand it is that there are two beneficial effects from exhausting another of your actions: 1) You may target another enemy. 2) You apply a +1 success. I do not believe the +1 success is reliant on having to target another enemy. You get the +1 success anyway by exhausting the other action (the Criteria for the benefits) This seems to fit the theme in that the Priest is enthused with his self righteousness and should reap his bonus success even if there are no other enemies to engage. this is how I play it.
  11. Check the new FAQ out folks! Revisions on the Reference cards have taken place for better balance.
  12. The best way to calculate is to add together all your bonuses first and then subtract any negatives. Then if you are at 0 or less you get the one dice. I saw a good example in a game recently. Norman Withers had to make an Influence check (-2) from a gate locations card but he had the option to take an agreement and some other bonus which would add 2 additional bonus dice to his pool. He has an influence of 1. If he did not take the agreement he would calculate thus: Inf: 1 then subtract 2 for the modifier. this gives a modified value of -1 so he would get to roll 1 dice. If he did take the agreement it would go like this: Influence 1, add 2 bonus dice for 3 total then subtract 2 for the test mofifier for a total of 1. Note that you would not first subtract the test modifier of -2 to give you the 1 dice minimum and then add on the additional dice to give you a pool of 3. I have a house rule in my game that changes the 1 dice minimum slightly as I feel it is too genorous though not to the extent of the instant fail of Arkham horror. If an investigator has a dice pool total of 0 or less then he gets a "Chance" dice which is 1 dice that succeeds only on a 6, similar to being cursed. If blessed then you succeed on the chance dice on a 5 or 6 and if cursed then it is an instant fail. by applying this to normans situation above if he took the agreement he would roll 1 normal dice and if he did not then he would be on a chance dice.
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