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player1552943

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Everything posted by player1552943

  1. Other sculpts on the market are generally larger, and, honestly, better. Plus, if you are getting the Lt's purely to not have to use the cardboard chits, for most you can use the extra heroes that sit in the box while a campaign is on. The bigger ones may actually be worth it...but I am not a fan of most of the sculpts.
  2. Very true. RTL makes more sense to me, personally. I find the vanilla undying tedious.
  3. Not entirely. The OL has to roll for undying each time the figure with undying dies, right when it dies. With vanilla carrying over extra damage from an attack, a single attack could end up forcing the overlord to roll multiple times for undying. But, and this is very important, as soon as a roll is failed, the monster is removed.
  4. And he's awesome because he has a demon that accompanies him, that incidentally has soar. He also gives the overlord a 5 ct boost for razing cities, so he's useful for marching to a previously beseiged city right when you start rolling.
  5. The fatigue upgrade already is +2. +4 would be broken beyond all reason.
  6. Last week I had a great dungeon level where I racked up a massive 30 conquest! On one level!. It was the last regular level of the silver Legendary areas, and so the heroes were hell bent on finishing since I'd burned the towns where a number of important skills were. I was lucky and drew the summoning level that lets me start with a demon (gold level) and 4 sorcs, with the potential for summoning a master demon if the sorcs stayed around long enough. I'd also started with 20 threat and a handful of nice cards. My first turn I summoned the threat skeleton horde, and some more skeles two turns later. They did manage to kill off the sorcs and get one hero through the portal, shutting down the summoning, but not before I was able to tear the party to shreds.
  7. The heroes are the same size as some 20mm Alamo models I own. The monsters, however, are almost entirely in the 25-28mm scale.
  8. If the News update applies only to those map locations (which would make sense as there are only 10 and convienently 10 cards) then I'd be cool with that. If it applies to all the dungeons (which admittedly makes no sense) then I'm not too thrilled about that. Side note, looking at the map there are 6 yellow locations with a big X on them and dashed trails leading from them. Overlord locations maybe? They aren't named, so I presume the OL can pick which he likes.
  9. I'm just assuming they are carnivorous plants. They look all tentacle-y and not like the palm trees. As for the shark rocks...they look like fins to me, and FFG has already said they are doing sharks. The one thing that has me worried is that there are only 10 dungeon entrances. Given the standard tactic of collect a bunch of crap on first level (overland) then flee, we are going to be seeing these overland dungeon bits a lot. Much more than the 30 other dungeon levels. Unless FFG change some of the flee rules, I think we are going to be seeing far to much of those 10 entrance levels.
  10. On the little card it's the shipwrecked ship that the makes up the Heroes encounter I think. It says if The Revenge (the heroes ship) rams it then the revenge sinks (ending the campaign presumably if the ship is the substitute Tamilir). On the Island layout...I think that is supposed to be the Revenge set up area, but it could be an enemy ship. If that's the case, where would the party's ship fit? edit: In addition to the sharks in the water, it looks like there are some carnivorous plants too.
  11. Nara the Fang was a Gencon Promotional figure that FFG produced. She's Ok. Definitely not overpowered. As I'm going to get this set regardless, it's nice that I'll get a little bonus.
  12. Windpact removes two cards from the overlord's hand IIRC, which in LT battles is basically the whole hand.
  13. Caladorn said: As noted, visit is not previously defined so I can only assume that visit actually means to recuperate. Visiting is expressly defined in the rulebook, and each town location lists what may be done at a town when under the visit condition. Visiting is not recuperating. Recuperating isn't even defined, other than to say a party can heal by recuperating between adventures for 50 gold, which has led some to assume you may recuperate while outside of town. However, the GLOAQ espressly addresses this idea, and states that heroes can only regain all wounds and fatigue for 50 gold when under the training circumstance while visiting a temple. Essentially, the use of the word recuperating is an attempt at being more fluffy than sticking with the defined terminology and saying train. In the game world, recuperating at a temple to heal makes more sense (in a fluff sort of way) than training being what gives you your health back.
  14. Except that if you go for Gold dungeon that means there are an additional 2-3 chances the OL can crushing blow an important bit of kit when the party will find it nigh impossible to replace.
  15. 1) Nope, the heroes must spend a recuperate/train week in a city (meaning the weeks after you first arrive at a city. The turn you move to a city you can only visit) and any hero may spend his week at the temple to heal full up for the cost of 50 gold. 2)That's correct. s long as the city hasn't been razed yet, you can do whatever there, and there is nothing to force you to fight the Lt's unless the overlord attacks you with them during his game week's action.
  16. Your JITD is a new printing, so the cards are corrected as they should be. Players with older copies of JITD are what the WoD replacement cards are for.
  17. I'd say the Copper dungeon can be worth it, but as likely as not, the CT gain (of the Overlord) vs. Gold gain by the heroes is probably not worth it. Most RTL dungeons have 800+ gold on each level (2 gold piles and a chest), so the heroes can afford to high-tail it before the situation gets too bleak and the Overlord starts racking up those CT. In the legendary areas they are stuck pushing all the way through. Silver dungeon is a must. There will be a needed skill that was in a razed city unless the heroes are ridiculously lucky. Gold. The magical armor is good, but not so freaking good as to make playing the level an absolute must. I think this one has more to do with party composition than any other Legendary dungeon
  18. I'm pretty sure they are conditional on you burning some cities
  19. I don't think the Copper legendary reward is worth all the trouble his heroes are going through. The reward is several thousand gold, which is nice for the heroes, but isn't going to do them much good if they kick-start the campaign to near gold when they get out. In my opinion, the only legendary that is a must get through is the silver legendary area, as it allows heroes to pick up vital skills they could have lost due to a razed city.
  20. I believe the intent of the rule (however accurate that may be) is that if a model does not choose the movement half-action, then if they can gain MP via fatigue or other means, then they can spend it on things as normal. However, the language of the FAQ ruling is muddy at best, and it could very well mean the opposite of what I think they meant.
  21. Apologies. I'm just used to all the crazy posts on BGG that advocate min-maxing bloodthirsty competition.
  22. I half agree. Descent is certainly no RPG. By a long shot. At the same time, playing the descent RTL as a min-maxing super-competitive game is a terrible idea. The system is kinda balanced, in a bell-curve manner. But as the game is 100+ hours, that's at least 30 or so hours of not so fun gaming that either side will have to endure if everyone explicitly "goes for blood." Basically, don't go easy on the other side, but at the same time don't be a prat. All gaming groups have their acceptable limits of "this is BS," and just because Descent is essentially competitve does not give permission to overstep those bounds of your particular group. If you do, the experience will not be a positive one. However, if you are the overlord, thinking you are the GM of an RPG (and therefore the other players facilitator) is as much of a mistake.
  23. Movement in Descent is done by moving from square to square, unlike line of sight which is determined by an imaginary line that runs from the center of the starting tile and the target tile. This means that a figure can only move horizontal, vertical, or diagonal, otherwise he is going to "break" the straight move when he has to change tile lines. Example: OXO OXO OXO OXO ...is a straight line. XOO XOO OXO OXO OOX OOX is not a straight movement as the figure breaks his straight move in rows 3 and 5. Yes, you can draw a straight LOS from the top left to the bottom right, but characters DO NOT move along that line. They move by tile.
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