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awp832

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Everything posted by awp832

  1. haha, firstly, I don't think Soakman is new here... =D Second, I mean woah... hold up there a bit. Buhallin might have been a bit direct, but it's not fair to say they were on a mad mission to be right and win and crush all dissent either. I actually think this game has a pretty nice community. We're fans of the game here, what disagreements we have sprout from trying to help others to enjoy the game as we do. Dissent is built out of friendship, not malice. And I'll be the first one to stand up and say what I think of a card, whether I think it's bad or good, and argue my case, but we don't have trolls here. When we voice opinions it is with a direction to help people comprehend and use strategies we feel have been effective for us. Even in the case of the chaos bag, comments here should be aimed at helping people to enjoy the game more. I started the thread because I felt that the experience I was having was not what the designers of the game had intended. I felt I was getting insufficiently random results from the chaos bag I possessed and was looking to see if others had a similar problem and what they did to fix it. I can't imagine that the designers intended that a token getting stuck in the corner of a chaos bag and never getting drawn was supposed to be in some way "part of the game". An app certainly would be one way of ensuring randomness. Of course, it's clear in the OP that an app wasn't what I was looking for =D, I was looking for a physical solution. Of note, since the OP I switched to a larger chaos bag, with rather a large amount of space for the tokens to move in, and I think it helps, but I don't think it solves the problem completely. I'm still looking for any tricks, anywhere from giving the bag a shake to making a totally newly designed bag. So let's keep things on that topic.
  2. hm. Rex and Jenny. Well, Rex only goes one direction, and that is getting as many clues as possible. So I would use Jenny's 5 out-of-faction picks to amp up her combat ability. But let's talk about Rex first. Personally I find a Rex deck sort of builds itself. Just take as much clue-giving things as you possibly can. for out-of-faction picks I would recommend 2x Delve Too Deep. This card really helps amp up the experience gain of your characters and while it's not necessary, it's both helpful and suspenseful and fun. I like to run Fire Axe in Rex to give him some ability to defend himself. Lantern looks good also. Include things to bump up your Lore, such as Magnifying glass and Dr. Milan Christopher, hopefully you will get 2 clues at once a fair amount of the time. Your XP path is pretty easy to lay out, Higher Education is probably his first pick up, I like Deduction-(2xp) a lot as an early pick up as well. You'll want to decide early if you are going for Strange Solution or not. There are pros and cons each way. Strange solution can be powerful, especially if you use one of Rex's out-of-faction picks to grab Scavenging (Disc of Itzamna is also great with Scavenging). But it's not exactly trivial to get to that point, each strange solution is 4xp, so you'll have to do quite a few missions with a somewhat sub-optimal card in that slot, and you can always spend that xp on other things. Like I said, both ways have their merits, but pick one direction at the beginning and stick with it. Jenny: I like 2x Prepared for the Worst as some of her out-of-faction picks. Jenny's Twin .45s are powerful early on, and later you can use Prepared for the Worst to search for your ultimate weapon, the Chicago Typewriter, which I recommend picking up quickly, despite the hefty xp cost. Physical Training can be a good card to include if you are using only 1 core. If you have 2 cores, you can probably save the out-of-faction pick by taking 2x Hard Knocks instead. It's a bit of an oddball, but I like Dark Horse as an out of faction pick for Jenny. Jenny makes a lot of money but she also spends a lot of money, Dark Horse provides a boost a lot of the time. Strong, but it's certainly not the only way to go. You could just as easily pick the Machete from Guardian, or a Beat Cop. Dynamite Blast or Dodge can work well. XP path I would try to get Chicago Typewriter as soon as possible, I like to include Contraband pretty much to help out the ammo situation on the Chicago Typewriter, and keep you in powerful ammo the whole game. Other good XP pick ups are Leo de Lucca (1 xp) and Charisma. I hope this gives you a place to start, I'd be happy to follow up if you'd like other suggestions.
  3. In every case I feel the right answer is: Delve too Deep. If you meant besides that, then: Lone Wolf, Prepared for the Worst, Look What I Found!, Ward of Protection, Fire Axe, Liquid Courage are all strong contenders.
  4. I know what the card does. There is a sort of limit on distance, it's a revealed location with no enemies. Theoretically yes, if you happened to be in a scenario 6 spaces away from where you wanted to be and there was no enemy there, then yes, you could move there with Elusive. In practice, most maps are pretty centralized, and take only maybe 2-3 moves to get from one end of the map to the other. Most of the time you'll only really ever need to move 1-2 steps. For that, a Shortcut at 0 cost and without the no-enemy restriction is quite a bit better. Mark has no easy access to tons of resources, and will want to be spending his cash on weapons and other assets, so I don't particularly love spending the 2 on elusive. I never said mark was "purely" about killing monsters, but he is *mostly* about killing monsters (unless you're doing some sort of mark solo build which I already said Elusive might be worth a spot if it was a solo deck). If you want a well rounded character there are others who fit the bill better. To be clear, you have tried Elusive in Mark Harrigan multiplayer and feel it is worth the deck space?
  5. to be clear: I do like Elusive: I'm just not sure that I like it out of Mark Harrigan. Mark is about attacking enemies, and Elusive is about disengaging, and then moving to where no enemies are present. It seems like a card that goes against what Mark is fundamentally trying to do, that's why I don't favor it in his deck. I do like it in others, especially Wendy, and most of the Rogues as well. Elusive could be a decent pick for a Solo mark build though. I considered Hiding Spot but ultimately it seemed a bit too niche to be useful, so it got cut.
  6. Combos: No? Not a fan of extra ammunition? I think it's great. Agree to disagree there I guess. I mean sure, you have to get combo part 1 before you can play combo part 2, obviously. But in the case of EC-3 at least, it specifically *isnt* a dead draw if you don't get your strange solution. That's like the whole point.
  7. true, but you can only have a maximum of 2 strange solutions in your deck. Running 2 Solutions and 2 Emergency Cache-3 doubles (or more, because some Solutions only have 3 supplies) the available uses of Strange Solution that you can get. It's not purely about what is the most resource-efficient if you are running a deck that has SS as the lynchpin of your strategy.
  8. no, supply is supply. Ammo is ammo. Charges are charges. this card is kind of interesting though, just because it does something that seems dramatically different from the original printed card.
  9. - ignore, was thinking of something else -
  10. why? because I have run elusive, and it doesn't change my world. I dont think this card is nearly as good as people claim. It's fine. It's not bad. there are two parts to this card, the free disengagement and the movement. If you need to disengage with enemies as Mark Harrigan, you're doing it wrong. The movement... ok, sure it's nice. As I discussed in another thread when talking about Astral travel: aside from a small handful of scenarios, it's not all that.
  11. Well, first of all, this has everything to do with Easy/Standard/Hard. If you're having too difficult of a time, reduce the difficulty level. I don't really see how it's unrelated. Unless you're saying you already have it on easy. In which case well... not much more that can be done. You'll learn the game better with more runs and be able to come up with stronger play. Night of the Zealot with only core cards isn't a walk in the park by any means. But it can be done, or at least I can vouch for Standard and therefore Easy. Maybe you had terribly bad luck this go around. Or maybe you could have just... you know... played better? I mean, I didn't see the games, but I find it hard to believe that you failed to kill the ghoul priest, interrogated only a single cultist, and can claim that you made zero mistakes. Sorry, I don't mean to sound harsh or anything, but can we maybe agree that after 2 plays through of the campaign it's possible you don't have the whole game figured out yet? Learning how to make good decisions in AH takes some time and learning. Regardless, the Dunwich campaign: Well.... you get more cards, therefore more options, therefore in some ways it is easier. It's still pretty hard, especially if you're playing it 100% progression style. You might even find it more difficult until you get the hang of the new options (cards) presented to you. And of course there will be inevitable surprises with the mission resolutions and the encounter deck. I find the campaign goes pretty smoothly for me *now* up until maybe the last scenario, even on hard mode, since I've played it many times through and give myself access to the full card pool. But when I had a limited card pool and was playing through for the first time, it was very rocky on standard.
  12. I played Mark Harrigan fairly extensively this weekend, I wanted to share a few thoughts that maybe didn't occur to me at first blush, particularly when related to the new cards (no spoilers expect for player cards). Let Me Handle This: this is still pretty solid. I don't know if I'm gushing over it as much as when I first saw it. It's useful. It has a spot in my deck for now. There have been games where its been *extremely* handy, but there have also been games where it has sat in my hand and done nothing. It's hit or miss. True Grit: I've heard some people on the forums being rather down on this card. I think it's great, I don't understand the reluctance to use it. It provides 3 extra hp for no XP cost, which is nice, and being able to soak for other investigators is also extremely useful. I especially like this in Mark Harrigan, because he wants to be using his character HP for Sophie, True Grit gives him a card to place damage on when he does suffer it during the course of the game. No slot occupied either, that's fantastic. Ever Vigilant: I didn't see myself using this much but I put it in a deck and gave it a try. I'm much more impressed than I thought I would be. It can be tricky to use because of the hand limit, and you want to draw it early obviously... but when it does work it is a real boost to your tempo, and it's a steal at only 1 XP. Can be annoying to run up against the hand limit though, but worth it if you run a lot of assets. Finally, Mark himself: I really like him. I think he's my new favorite guardian. Free card draw from time to time is very nice, Sophie helps him do anything he might otherwise have trouble in. His sanity/willpower is weak, but that can be built around. He pairs pretty well with Daisy (the best Intelligence and the best Combat: I mean who knew?). Daisy was running Strange Solution (Restorative Agent) which is a huge help to Mark. Mark can be phenomenal at dropping bosses, specifically with the Shotgun. Because Shotgun damage is based on how much you succeed by, Mark is far and away the best shotgun user we have. With his base combat of 5 and +2 from Sophie, mark is easily at 10 combat before he even commits cards or resources. 5 damage hits are easy to achieve. Vicious Blow or The Home Front can increase it further. A shame we don't have many useful Tactic cards. Like just about everybody else, I run 2 Shortcut (which is great). Nothing else seems to be worth it.
  13. I'm with cheapmate, it's not necessary, and personally I don't recommend it although there are others who would. But again, my opinion is that I just don't understand the drive. And I especially do not recommend a 2nd core set for new players. Presume you have 1 core set and $40 in your pocket. You could get a Dunwich box. You could get a Carcosa box. You could get 2 mythos packs. Or you could get a second core set. Getting the second core set far and away gives you the least flexibility in terms of deckbuilding, not the most. Why wouldn't you want new cards instead of ones you already have? Why wouldn't you want new adventures to play instead of the ones you already have? For this reason, I only recommend a 2nd core set to players who are very serious about the game *and* already have 1 copy of everything else. Now I admit there are some nice cards in the core set that would be fun to run 2 of. But there are a lot of duds as well. Who needs 2 copies of Opportunist? Who needs 2 copies of Barricade? Are you dying for a second core set Survival Instinct? Not to mention all the cards in there that have enough copies already (emergency cache for instance). I would rather play with the nice cards in the other boxes instead. Keep your 2nd core cards, I'll take everything from Miscatonic and Essex county instead. Those packs have some real all-stars, like Delve to Deep, Charisma, Deduction-2, Stand Together, Painkillers, Brother Xavier... Pathfinder. and if you're thinking "but dude, if I just buy those 2 mythos packs I won't be able to play the missions without a Dunwich box!" True, true. But you won't be able to play new missions out of a second core box either, now would you? Or, you could content yourself with getting 5 new characters and some nice cards in either Dunwich or Carcosa boxes, and be able to play those missions right away.
  14. And we're back to everyone's favorite show..... it's "how does 'considered engaged' work?!" Allright, so today's question for $100, if I use the card Stealth (https://arkhamdb.com/find?q=stealth) against a massive enemy, presuming I pass the evade check.... what happens? is it A) Essentially nothing or is it B) Something. (specify)
  15. here's mine. https://arkhamdb.com/deck/view/71345
  16. hm. I like skids. He's a good monster slayer. The peculiar combination of guardian/rogue lets you do some pretty amazing things. He can take Chicago Typewriter, prepared for the Worst, Vicious Blow-2, double-or-nothing, beat cop, contraband, Lone Wolf, Brother Xavier... combining a few of these makes him very powerful. Sanity can be an issue but nothing that an Elder Sign Amulet or two wont solve. Spending money for extra actions can be handy sometimes, and he has one of the better Elder Sign effects for sure.
  17. Well if you're playing solo, things get jumbled up a bit; but applying only to multiplayer: Roland is weaker than Zoey Daisy is (slightly) weaker than Rex Skids is (slightly) weaker than Jenny Wendy is stronger than Pete Agnes is (significantly) stronger than Jim. ^In my opinion of course. But I think most of those are pretty uncontroversial. There will be some argument for Wendy>Pete, there might be some argument for Jenny>Skidsbut I dont hear much talk about that one. So, what I'm saying is, it's about an even split. Some Core investigators seem to be better, some Dunwich investigators seem to be better. Most of it comes down to stat placement, abilities, and signature cards though rather than specifically how much HP/San they have. Although I do feel that Zoey's higher San (and Willpower) is a lot of what gives her an edge over Roland.
  18. Soakman was talking about Daring Maneuver.
  19. I do like them on Wendy very much. 7 to investigate is fantastic. I like them less on Skids and Jenny because these characters are often going to want to use 2 handed weapons, so you have to make a choice of what you want to use.
  20. yes, there is no rule against it. Some people may wish to do a more restricted campaign where they use only cards available at the time, but that's completely optional.
  21. I don't see why it would be good in Where Doom Awaits, doesn't seem very compelling to me... Lost in time and space it seems okay, again, somebody has to get to the location first before you can use it. Is Elusive the best card in the game? I know they love it on the Drawn to the Flame podcast.... I'm sure that's in large part to the fast disengagement though, which Astral Travel doesn't do. Anyway, I think Elusive is allright, it's not the best card in the game. It's probably not even the best 0 level card in the game (Delve too Deep seems like it holds the title). It's probably not even the best 0 level rogue card in the game. I mean... Lone Wolf? Double-or-Nothing? Sleight of Hand? It's just not good enough for the vast majority of scenarios. Even if it is *very* good in House Always Wins, Carnivale, and Lost in Time and Space (and frankly, except for Carnivale I'd only go as far as "it's okay" for the other two) I'm not running a card that is good for 3 out of 17 scenarios. It has to be good in every scenario for it to make it into my deck right now, and the competition is only going to get tougher from here.
  22. Eh... Astral travel can only be used on a location that is already revealed, meaning that you or another player has to have been to the hard-to-get-to location already. It can help you catch up if you are lagging behind, but it can't really help you advance the scenario. The card effect is much like Elusive except it costs more, it isn't fast, it still provokes AoOs, you don't disengage with enemies and there is an added risk of losing an item or ally. The only advantage it has over Elusive is that you can Astral Travel into locations with enemies on them, which is sort of a questionable idea anyway. So yeah, I would say it's bad. It's bad until: a) We get some way to reveal locations without actually having to go there first. b) the maps on the large majority of the scenarios are ultra-annoying. once one of those things is true I'll play it.
  23. Guardian: I agree that the .32 colt is a big deal, but I think other guardian cards are an equally big deal. Let Me Handle This is so good in multiplayer because it lets your Guardian do their job to pull enemies off the Seekers/ weaker characters. You don't have to babysit nearly as much, where before if you wanted to help your friend you would have to probably move, think about whether to spend an action to engage or not, and then make your attack, you can just immediately LMHT to spawn the enemy on top of yourself and attack. Seeker is free to do their thing, and you've got 3 actions to use to fight, it's big. I think LMHT fully replaces Taunt in all decks. I'm also a fan of True Grit, really helps me feel that I'm the guardian, here I am, and I'm going to protect everyone. That feels right. Mystics: I think Mystics are killing it in this pack. Astral Travel is sort of a dud, I admit, but Spirit Athame and Uncage the Soul more than make up for it. I played Akachi for the first time and I was finally like "Oh. I get it. This is how Mystics are supposed to work." I was actually running her through the Dunwich campaign, and it just seemed like for the first time all the parts came together. I had enough money thanks to Uncage the Soul, and the Athame gives you a huge boost to your spells and you can very reliably land them. I had her against Undimensioned/Unseen with 2x Athame and Blood Pact adding +5 to 2 of her Esoteric formula attacks per turn. She was tearing through Broods of Yog-Sothoth, and even managed to drop one with 3 Towering Beast cards stacked on it (Yorick volunteered his police badge to give Akachi 5 attacks on it during the Witching Hour). Rogue: Lockpicks are cool, but I think Rogue didn't make it out too well in the pack. Some of these cards are pretty niche, Stealth might find a home in Wendy decks but probably not too many others will run it. Daring Maneuver I think is very unimpressive. Sleight of Hand is jaw-droppingly good, but not for rogues. Zoey loves it though. Even lockpicks can only be used once per turn, and give you no bonus clues on success, which to me makes them fair (and only 1 xp), but not great. Survivors: I quite like some of the new survivor cards. Shovel is handy. Lantern can be nice as well. Resourceful is great, especially for Minh. Seekers: Fieldwork is the star of the pack for Seekers. Nice card, and gives you a chance at combat or evade if there is a monster where you need to be. I like the idea of No Stone Unturned for Jim, but I havent tried it out yet.
  24. I mean... nobody is going to be harmed by you giving yourself 1 extra xp, or 9 extra xp as the case may be. You can argue that your enjoyment of the game is slightly lessened, but their enjoyment of the game might be slightly increased. I wouldn't really sweat it man, it's just a game. Some people would absolutely let their opponents collect $200 for passing go 3 turns later. I'm one of them. Well, I would be if I played Monopoly, which I don't because it's awful, but still.
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