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awp832

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Everything posted by awp832

  1. probably he was using a skill card like Vicious Blow or Mark Harrigan's signature card The Home Front. The Home Front is another reason Mark is particularly good with the Shotgun.
  2. you don't run Shotgun to deal with 3 health enemies. If you have the ammo, then great, blow some fools away with it. But shotgun is a boss killer. You're after guys with 5+ health, and nothing else in the game will take them out as quickly as somebody who is really ready to go all out on the Shotgun. In short: Lightning Gun is better for most mob enemies because of superior ammo, and attack bonus. Shotgun is better for bosses because of higher max damage. Lightning Gun also costs more resources and more XP, neither of which is insignificant. I don't think there is a wrong choice, both are good... however I do personally prefer the Shotgun, especially on Mark.
  3. Skids is still my favorite of the Rogues, I like him, and I have made him work on hard. I play combat skids, with typewriter, etc. Thing is though, that what I did sounds pretty much like what you were using already. I use Typewriter, and lone wolf. Leo or Beat Cop both are acceptable. Contraband, Extra Ammunition, of course. Neck slot you will need an Elder Sign amulet. It's required. Get two. Other than that I run Prepared for the Worst to make sure Skids can find his typewriter early and often. I like to use Vicious Blow and Double-or-Nothing, giving Skids some pretty insane damage output when he commits to a combat check. Sure Gamble and Hot Streak are pretty good. Takes a lot of XP to get, so try to pair with someone who is running Delve. Daisy is a good match.
  4. I hardly ever have found Retaliate to be much of an issue. I do hate the Poltergeist something awful, unfortunately thus far it only appears in Curtain Call, which means that you can't Mind Wipe it (no xp). Even if it does show up, it can't be damaged except by Spell cards... so as a Mystic you shouldn't have any problem. I don't know why you would want to blank Servant of the Lurker... or the Yithian Observer (is there another Yithian you were talking about?). Wolf Man Drew you can prevent him healing 1 damage? None of these seem like good enough to merit including this card, let alone spending XP on it. Silver Twilight Acolyte is a maybe, although I'll say that it's awfully specific. Most campaigns will never run into this. If you happen to have it as your weakness, then Mind Blank is a maybe. Probably easier just to kill this though rather than holding on to a Mind Wipe. Or include Hypnotic Gaze instead for 0 XP, although it does have a higher resource cost.
  5. ^ If you were planning to use it to kill a brood, then it can really only be played when your turn begins. Unless you're somehow trying to do a Mind Wipe/Hypnotic Gaze and pull a Special symbol combo, that doesn't matter. You knew what I meant. Nitpicky. Removing Hunter doesn't help because it gets Hunter back after the end of the phase. It doesn't blank it forever, it just blanks it one phase. Removing Prey suffers from the same problem. Removing text from the Conglomeration so you can... melee it with a weapon? What kind of mystic deck are you running here? Removing text on Avian Thrall only hurts the player, so I don't know what that would be for. Removing text on Wizard would only be useful if you personally drew a Hex or Pact card that mythos phase. Grappling Horror could be okay. Those things are annoying. But not that hard to just kill either. Nightgaunts could be maybe useful, but again.... you're mind blanking them so you can evade? Not sure how effective this plan is.
  6. Actually I just played with it in my deck specifically for the Broods scenario (everyone keeps saying it's good there) and I found it to be pretty much useless, which is what prompted this in the first place. So, first off, you can only play it if a Brood is at your location when your turn begins, which is impossible to predict with any certainty seeing as how they move every turn to a semi-random location. So that's bad. Second, if you do manage to pull it off: they lose Victory, which means that once you kill them they go into the discard pile. And that discard pile is going to be frequently reshuffled back into the encounter deck, giving you an opportunity to draw a Brood that you already defeated again. so yeah, Mind Wipe is pretty useless, even against Broods.
  7. drats. man, this card is useless =(.
  8. So, earlier today I was explaining to my wife the FAQ about how enemies hit by a Mind Wipe lose their Victory, since Victory is part of the text box. She said something interesting after wards... She didn't think it was a good ruling because "...after all, it's not like you blank the enemy's damage/horror." -which is in more or less the same place on the card. Well, that got me thinking... ...Do you blank the monster's damage/horror? What exactly an enemy's "printed text box" is, isn't clearly defined. Apparently it includes Victory. Does it include Damage/Horror? Does Mind Wipe essentially get rid of everything except for traits? If so, you could play it essentially as a sort of a Dodge against a non-elite enemy. You could play it after the enemy phase begins and blank the text box of an enemy at your location, reducing its damage to nothing. Legal? Is there anywhere that lays out what is meant by "text box", and if that includes damage/horror?
  9. Hard seems to be the right spot for me, and what I play on almost all the time. Sometimes standard with new players, but I like to push new players I play with towards hard mode too -since when I do this I pre-build decks for them, so I know their decks will be solid enough to handle higher difficulties. But it definitely does color which cards/characters I feel are good and which ones don't make the cut. Some characters just struggle on hard mode, or are so outclassed by similar characters that on Hard mode they are barely worth playing. For this reason, sometimes I think about going back to standard, but I really do like challenging myself on hard mode to make the most effective decks I can, so I haven't gone back yet.
  10. Certainly, almost every weapon card increases damage. Roland's .38 special, .45 Automatic, Machete... all of these deal 2 points of damage per hit. Dealing 3+ damage consistently is harder, but can still be done within the core set. The Shotgun card is your best choice, but you'll have to buy it with experience points. If possible, include Extra ammunition as well for a few more bullets!
  11. I had always assumed to the end of the round, but you're right, it doesn't actually say that on the card. By the letter of the rule, I would say you could, but I'm almost positive this isn't how it was intended to work. Aside from a few things for which there are specific tokens... (sanity/stamina, ammo, charges, supply tokens, etc), most things don't carry from round to round, to make bookkeeping easier. I suppose you could add a supply token to Charles Ross esq. to keep track of his discount, interesting. Again, I'm pretty sure this isn't the intention, but by the RAW, it seems legal. Your second question I asked myself when the card came out, BDFlory and Khudzlin were kind enough to reply.... unfortunately they gave opposite answers. As far as I can tell... nobody knows the answer to this.
  12. when you are instructed to choose and discard a card from your hand, can you choose a Whispers in your Head card? Feels wrong but I can't locate anything that says you can not do this. For example, the Forced effect on the Mess Hall, or Wendy's ability.
  13. no problem. Glad you're trying to think outside the box. Right now, most people consider the Springfield M1903 to be not very good. I was very excited when this card came out because I thought it meant they were going to explore some design space about attacking enemies not engaged with you. I even speculated that the then-unreleased Mark Harrigan might have some ability that would make him want to use this weapon as he is "the soldier" and the Springfield M1903 was the standard weapon for US infantry in WW1. It would have made good thematic sense but alas it did not come to be. I still love the idea of this weapon, but for the most part there is little reason to take it over the closely costed Shotgun.
  14. ..... mostly. You could still use the Springfield M1903 to attack an aloof enemy, if the aloof enemy was engaged with another investigator.
  15. I think Jenny is maybe the one place he makes some sense. He sort of costs 14 resources in that case, which is steep, even for Jenny. But with her own ability and 1 action on Dario she can earn 4 resources a turn pretty easily, enough to play even most of the expensive cards. But then again, is WP and INT what she needs improving on? Maybe? WP is nice for defense against the mythos, but probably not one of your staples in Jenny. INT is good for finding clues but... could have taken Milan Christopher or Alyssa Grhram for much less. Dario is in-faction, which is good, but still. What about a Charisma deck with Dario and Hired Muscle? That could get her combat to 4 as well, and between Jenny and Dario you should have no problems paying for Hired Muscle. Again, Beat Cop would do the job simpler, but out-of-faction. This would let you spend your 5 out of class cards on other pick ups. Maybe Charisma, Dario, Milan? gets clues pretty easy, even easier with Arcane Studies or Streetwise. Could be ok. In all of these situations, it still hurts to not be taking Leo though.
  16. hm, I had some different takes. Trench Knife: Like you, don't see much use for it. Ambush: Not a huge fan of this one either. I'd like it allright but for it's 1 xp cost. I dont want to pay XP for this, not even 1. I have more than enough to spend XP on. Charles Ross Esq.: This guy i like a lot, especially in Jenny, but basically any time he makes logical sense. Forewarned: Great. Dario: eeeh... Sorry Dario. I don't like the idea of having to keep 10 resources around just to trigger his passive text. The 2 resources is more compelling but he is pretty expensive already to get out, so you have to use this a bit to make up for it. Well and good, but the killing blow on this card for me is that he competes directly with Leo de Lucca. Sneak Attack (2): Pretty decent with high player counts. I feel the use of this card is pretty much entirely dictated by player count. I'd run it in 3 or 4. Storm of Spirits: Bleck. Sorry!!!! I know I'm in the minority here, but I really don't like this card. It's too expensive. 3 resource cost is too much, there, I said it. Book of Shadows: Here's an interesting one. I mean everyone has mentioned, "wow, this works for Daisy!" I'm just thinking. ".... mmkay. So what?" I mean... what spell does Daisy like here? Not Rite of Seeking, she doesn't want to sub in her WP for her intellect, even if she can pick up an extra clue... Clarity of Mind? Alchemical Transmutation? Am I rocking your world yet? No? Okay then.. Shriveling? You can get lots of charges on a spell that's honestly only mediocre for you. And you're giving up your book action you could be using for Encyclopedia, or Old Book of Lore, both of which are bananas. It's an interesting puzzle piece. Once we get a spell that's strong on Daisy this is going to be good but. .... but not right now. Not right now... Fight or Flight: Not bad. Not much for me to say right now, I like it with Zoey and a Shotgun. Test of Will: Probably the best exile card we've got. Unfortunately you have to play Survivor to get it (I kid, I kid! Agnes and Minh can have it too.) Devil's Luck: Nice Calling in Favors: Well... I don't really love it. I've run it a bit. It's much harder to get to work than you might think. 6 games I've played it so far and it's been good for absolutely nothing. Seriously, wasn't even useful one time. Disappointed here.
  17. I know this sounds sort of dumb, but.... what exactly is "your location" for this card? Is it the location the investigator is in now, or is it the location they were in at the time of triggering the ability? Ex: Daisy + Charles Ross esq. are in location A. Zoey is also in location A. Daisy activates Charles Ross' free trigger, then moves to location B. Zoey's turn, she is on location A. Can she benefit from Charles Ross' ability right now, or does she have to move to location B to do so?
  18. Well, before others see this and a wave of shameless self-promotion hits, I'll list off the ones that I am aware of. I don't have a dog in any of these fights, so hopefully it is objective. Drawn to the Flame is by far my favorite, they have a link to their podcast in this forum somewhere, probably still on this page. They have a FB page too I think but I've never been on it. They do pack/player card reviews, news, character overviews, that sort of thing. Arkham DB is mostly for deckbuilding, but it's a useful resource to look up cards on too. It's a handy tool, but it's sort of hit-or-miss whether anybody will comment on your deck or not. the similar, Card Game DB also has an arkham page. You're probably familiar with that from LOTR: LCG. Whisperer in Darkness is another podcast, also links in this forum somewhere. You'll see it now that you know what to look for. Board Game Geek has an arkham page that has a pretty active community, it's a nice forum-based site. FFG's site, that is to say: here, is not to be discounted either. Team Covenant sometimes does Arkham stuff on their youtube channel. Pretty infrequent in terms of content, but what they do have is good quality.
  19. for those characters who can take it, the Rogue card Adaptable (Miscatonic Museum) also lets you swap out some level 0 cards between scenarios, if you wish to do it totally legit while still not spending XP for every single level 0 card you want to try. And even then it doesnt solve the issue completely, it only helps take the edge off. House rules for level 0 deckbuilding changes are pretty benign I think. I typically go the multiple campaigns route myself, but I have the luxury of being able to play the game quite a lot if I want to, and this isn't as practical if you can only meet with your group every couple of weeks.
  20. I probably would have picked Beyond the Veil as my favorite, evil encounter treachery card for all the reasons you mentioned. But.. since you already covered it, I'll say my runner-up which is Pushed into the Beyond. Like Beyond the Veil, this card changes the way the game is played just by being a potential threat. After you've been punished once or twice by dropping a first-turn Leo de Lucca or Milan Christopher only to have all your investment stolen from you because you have no other assets out, you learn to play a bit more cautiously. I really like to keep a low-cost asset in my deck (Forbidden Knowledge is great, or Painkillers work) just as a sort of cannon fodder against this card. I always try to play out a cheap asset first if I am going to put down something more expensive. Pushed into the Beyond can be really annoying to fighters who lose their weapon at the worst possible moment, and I've seen unlucky players repeatedly draw it seemingly turn after turn, and spend half the game desperately trying to get some sort of board presence. The special thing about this card is there aren't many other ways to defend against it (beyond the likes of Ward of Protection), there isn't a check, it just happens. There is no chance to save your items, which makes it quite annoying to deal with. Still, every now and again you can get lucky and have this be a completely dead mythos card (if you spent your first turn or two very asset-light), or even be beneficial by possibly freeing you of your Weaknesses. It can also be nice to shuffle a weapon with 0 ammo counters back into the deck and have a chance to draw it again, assuming you don't immediately discard it and take 2 horror of course!
  21. For other characters I think this is an tough question. For Mark, I like the shotgun. Extra Ammo will be critical of course, but with Sophie and his fight of 5 he can be at a 10 combat before he commits cards or resources. Shotgun is very good on Mark.
  22. Pack review time, I just picked this up and had a chance to play a bit of Carcosa with at least some of these cards., Echoes of the Past was a fun pack! (No spoilers except for player cards here) Heroic Rescue: Looks interesting. Pressing the role of Guardian as a sort of a tank. Could be very useful to help guard your seeker against damaging enemies. It sort of functions like a Taunt in some ways by giving you a Fast engagement, but also deals 1 damage. I can see some opportunity for use of this in multiplayer when your ally is at your location and wants to do something that might provoke an AoO, you could use Heroic Rescue and take the AoO, get the enemy off your friend, and deal a damage. That seems the best use of this card to me.... is that something you can regularly set up, and is the pay-off worth it? I don't know for sure yet. Combat Training/Moxie/Plucky/Grounded: These get reviewed together. So, the theme here is that (with the exception of Grounded) you can spend resources to buff the best stat for your class, or the worst stat for your class. In principle, that's sort of nice. You buff your strengths and cover your weaknesses at the same time. Resource cost is only 1, cheap, XP cost is 1, not bad either. And then it's got that weird text that you have to assign Horror to that card first, so it's fairly easy to get rid of these. Hm... Ok, so my first thought was that maybe I run this from Seeker, because they have a lot of places (mostly allies) where you can assign Sanity damage before having to destroy your Scientific Theory. But then again, since Higher Education exists: pumping your Lore 1:1 isn't that great, pumping your combat is -and this is the difficulty with all of these cards- going to be very expensive to make it worth it. Grounded looks interesting because it doesn't say +1 Willpower, so.... does this imply we are going to get some spells later on that don't rely on the Willpower stat? Maybe it does. Mystic like seeker has some places to put sanity damage, making this a bit more attractive... I think this might be the best one of the group. And even if this goes away, 1 extra sanity I don't have to take is welcome too on a mystic when you are burning through your sanity with spells. I quite like Combat Training, but there are less places available for Guardian to put sanity damage, would take a specific deck type. Roland has some options here, and Skids likes both of these stats very much, making it more attractive. Moxie: Maybe Skids likes this too for the Willpower boost.. but I feel the stats here boosted are a bit less attractive than the others. But maybe Sefina likes this because of her access to Mystic cards. Anatomical Diagrams: I like this a lot, this is what Expose Weakness should have been. No xp, fast, low cost, no check, instant -2/-2 to a non-elite enemy. This can help you evade, or help your ally fight. Enemies with a very low combat or evade stat (2 or less) get reduced to 0 which is a big deal, allowing for easy evades. This lets Seekers handle very weak enemies without help, or you can assist your fighters. I played with this a bit, and it was very helpful! Knuckleduster: Ick. I don't want to give an enemy retaliate, with no bonuses, on top of my already mediocre Rogue combat stats. No thanks. There are better weapons available. I understand the value of 2 damage but yikes, with no straight up bonus to combat checks, it's too dangerous. David Renfield: Well... I had to google what Eschatology was. Anyway, he's not bad. Mystic doesnt have too many allies available to he is welcome with his cheap cost and reasonable reserves of HP and Sanity. He's much like Dr. William T. Maleson, I think. Nice, but mostly there for the HP. His cost is quickly mitigated by a free resource during the Witching Hour, as well with a handy +1 Willpower on that turn as well. While it's interesting to try to churn Doom on him every turn and make a ton of money off of him, I'm not sure this is going to be his primary function. But I've not really played him yet, maybe he could be very good for this purpose. Cherished Keepsake: Like it a lot. Haha... Mr. Pawterson! What a good name. Reckless Assault/Say your Prayers/Desperate Search/Run for your Life: Hm. I think Reckless Assault is the best of the bunch here, because I feel it's usually more important to have a very high combat value than a very high Lore value, for instance. Specifically I like Reckless Assault with a Shotgun, because you want to succeed by a very high amount. Guardians probably don't have much problem getting to 3 sanity or less. Skids might like this a lot too. I can see a case for Say Your Prayers in mystic. Run for your Life could be useful in a seeker, who needs a panic button to escape an enemy.... but the Sanity requirement is much harsher in that case. One final thought: If you are a Ashcan Pete fan this pack has some nice things for you. Pete often runs resource-light with Dark Horse, so the 4 icon skill cards are all very helpful to him, especially since it's easy to get down to 3 sanity with him, but no worries because you still have Duke, and maybe a Cherished Keepsake to keep you in the game! Plucky is also great on Pete, allowing you to activate Dark Horse easily, and you can guard it with Duke and Cherished Keepsake. William Yorrick likes the teddy bear a lot too!!
  23. I agree, but that's not the point of what I was saying. Sure, absolutely design scenarios where different skill sets are more or less valuable. That's not the issue. The issue is that the investigators who are going to do well on Blood get a Double-whammy on U&U, and the investigators who are going to do well on U&U already are going to have a walk in the park if they also did poorly on the previous BotA. I wasn't saying that everything should be only books and combat, -far from it.... only that the swing between BotA and U&U is too drastic, a problem which was created by this well-intended "catch up mechanic" idea.
  24. Ok, so I'm going to go ahead and come down on the other side of this one. I don't think it's particularly good design. It definitely feels like you're being punished for doing well. And when I replay the Blood on the Altar scenario, I quite intentionally wait until 2 sacrifices have been made to win the scenario, even if I have the ability to win it earlier. It's like we get to the hidden chamber and Prof. Rice is already dead, Earl Sawyer is strapped to the table screaming "FOR THE LOVE OF GOD, HELP ME!" and we're just like "****, there was nothing we could do!" "KILL THIS RAVING LUNATIC!!!!" "....so, I'm going to draw for one, hm... I'll drop some Painkillers and... gain a resource. Go ahead." "Kay. Hm.. draw for one. Eh. Draw for two. OOoooohhh.... Action 3: Delve to Deep." "AIEEEEEEEEEEEEE!" "Such a shame he had to go out like that. Should we stop the ritual now?" " -Yeah I guess so." The other thing is that Blood on the Altar is a fairly straightforward scenario, with Combat and Investigation being lynchpin stats. U&U is very unusual, with Willpower and Agility being the most important stats. That is to say: Investigators who are strong at Blood on the Altar are not the same investigators that are strong against U&U. I think this makes it a lot more swingy, as if you do well in Blood then all of a sudden, U&U set up is more brutal, AND you find your investigators ill equipped to deal with the situation in general -where as if you did poorly at blood, you might have just the kind of team necessary to tackle U&U well... and you'll get an easier set up to boot.
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