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  1. Rico said: It's not a typo. You have to consider that Ettins are getting +R die (also of note: their defense goes from G+G to G+B). The previous example gives a + Y to Cave Spiders. Yes, +Y also adds +dmg because Yellow power dice are surge-heavy while red is heart-heavy. It seems to me the reduced surge bonus is fair considering guaranteed damage. IMO the card scales just fine. You're getting one whole Red die and one less surge dmg. Look at Blood Apes: only the minion gets +1 additional dmg on surge AND a +Y while the master gets NO surge addition BUT gets +R. There is no typo. Play on! Shadow dragons also get +R die and an extra heart in fact every stat increase is identical between ettins and dragons the except that the surge gets weaker for the ettin and stronger for the shadow dragon. Even in your example the master blood ape scales better then the ettin. He get's a R die ettin gets a R die and a penalty (-1 surge). That's before counting the fact that blood ape scales better with damage increases (leap attack lets him use that extra R die against multiple targets). A far as the yellow with +1 surge vs. red die with -1 surge your estimating the increase wrong. A yellow die with +1 surge increases damage more then a red die with -1 surge. Yellow die do 1 less damage which is more then made up by the 2 pt surge differential since it has a greater then 50% chance to get at least 1 surge with 3 die. If the monster has two good abilities to spend surge on then adding a yellow die is much more effective then adding a red die.
  2. wootersl said: jjcole said: Cipheron said: hi, recently i noticed the same. it seems to me that the cards were misprinted, a typo imho. we use the act 2 card for act 1 and vice versa. greetz! I thought I read somewhere that the Act II Ettin has an extra attack die, if that's the case that would be horribly overpowered if used in Act I. Which is why they probably did the surges that way. Since you have an extra attack dice, you have an extra chance to get a surge. Except that every other large monster from the base set gets the extra attack die and a stronger surge (Merriod & Shadow Dragon). Weaker monsters get 1 or the other although sometimes they do get both ex. Cave Spiders minions go from BY die +1 surge to BYY die +2 surge. It's pretty hard to argue that's it's unbalanced for the ettins but not for everything else. Act II monsters just flat out get a lot stronger. Ettins are literally the only monster (from the base set) which has a declining value so most likely the surge values got switched.
  3. Lex Hobby Store said: I`m using Grisban and I`m imobilized. I don`t have any used fatigue. Can I use his heroic ability to get rid of the condition? Grisban's hero ability doesn't usefully get rid of immobilize even if he does have fatigue. Grisban removes conditions when he "recover fatigue from performing a rest action". Rest actions recover fatigue at the end of a hero's turn so when Grisban rests he can discard a condition card at the end of the turn at the exact same time immobilize goes away on it's own.
  4. Rico said: There is nothing I can find that states the OL cards are based per action. I believe the design is purposeful in that the OL card would state the unique rules of it's play ( this is why cards override the rule book). To this effect, yes, you may use your second action as a move action to negate the pit trap stun. With regard to using fatigue the answer is "yes" because the card is clearly stating "Movement Points" which (Page 8) is defined as your character's movement points AND the ability to convert stamina to movement points. The OL card says nothing as to when, during a hero's two actions, it can be used - it simply says "When a Hero enters an empty space". It also states "If he (the hero) has no movement points to lose" to which I refer to my previous statement regarding movement points; every hero has potentially [2xN movement points + remaining stamina points] movement points per Round. The OL card never refers to "Move ACTIONS" which I believe is where your group's confusion lies. It clearly states "Movement POINTS". Movement points are something that is actively generated by either a move action or spending fatigue to move. If you haven't already done one of these you have zero movement points just the ability to generate them. If the hero uses oath of honor as his first action and gets hit with pit trap he is stunned. While he has an action available he has no movement points at the time the pit trap lands. You can't interrupt actions (other then move actions) to take a move action or spend fatigue to generate movement points so by the time the hero could generate additional movement points to pay off pit trap it has already landed and the hero is already stunned. So no you can't use a 2nd move to negate pit trap stun as you have an action available but no window to convert said action into movement points. Things get a little harder to figure out when a pit trap hits a fatigue move or at the end of a move action as there you have the ability to interrupt your actions and generate more movement points and it comes down to can you interrupt your action in response to the OL on which there are no rules. It comes down to timing of when you can interrupt and we only know that you can interrupt so no way to tell without a FAQ.
  5. Draffut said: Ratcur said: He is flat out the worst hero. That said he isn't so bad taking him is going to doom you. The variance in dice rolls makes a much larger difference then him lagging behind a bit. He is the worst hero as a barbarian, use him as a Knight. Oath of Honor allows him to move 4 spaces and get an attack with one action and a fatigue. Since you do not actualy 'move' you are immune to tripwires and pit traps in this action. Then you are in prime situation to triple attack with your once per game or whatever. Advance gets him moving even faster and more attacks, again for one fatigue. Defend is fantastic on him because of his extremely high HP and ability to eat Disease and Poison and use other abilities to still move through immobilize, Not to mention he is fantastic in 4 player games for taking up the rear and stopping any reinforcements from coming from behind while the other 3 players work on the objective. Yes he isn't a great berserker, and yes he is to slow for a 2 player game, but if you play intelligently he is definitely not bad. Knight is a more mobile profession than the barbarian so I would certainly recommend it but that said everything you have pointed out is equally true for Syndrael or any other warrior, in fact for Advance Syndrael is better as it is based on speed so he can move farther. Once you start paying fatigue to use abilities you no longer have the option of using fatigue to make up for his slow base move so the difference between Grisban and Syn gets larger as the game continues. Syn can do every trick you listed Knight wise but has a better heroic ability (not great mind you just that Grisban's is useless), a better heroic feat (2 free moves for the party vs 1 attack), and is faster but with less health in a game which emphasis races over combat. To be fair some of the conversion kit warriors might be worse the Grisban. Be careful with Oath of Honor movement as it automatically goes to the closest square adjacent to the monster allowing some tricky plays. Set up properly you can teleport past monster blockades and then go running off to hit objectives, although again Syn will be much better at this than Grisban. You are not immune to pit traps with Oath of Honor just tripwires. Tripwires require the hero to take a move action while pit traps just require the hero to enter an empty space. As placing a hero in space has them entering it tripwire will stun the hero before he takes the oath of honor attack and then a 2nd action will have to be used to get rid of the stun.
  6. Skywalker said: Muppetbrown said: After playing a bunch of quests and reading the others the base game quests put a high importance in mobility Grisban seems extremely underpowered. With 1 awareness he is always the target of tripwires, negating his movement, which he only has 3 to start with. His heroic ability will only ever trigger with disease, as immobilize will go straight away perform the ability triggers, stun is removed as an action, and poison is a strength roll to resist which he has 5. Disease doesn't even do much as his willpower is 3. The heroic feat is nice I will admit but does not negate the extreme downsides. If there was a quest where you only had to kill all the monsters and there was no time limit then he might be able to achieve something but I have not come across a quest like that so far. Very interested to hear any thoughts on any point raised. As others have pointed out, Grisban is likely to be resting every round and using fatigue to move. His heroic ability works against immobilised, as that normally lasts until the end of the turn. In fact, in some scenarios, I have found him more mobile as a result (against Meriods and the like). He's the only hero who can move 7 squares on the turn he starts immobilised. It's a good fall back for poison and disease too. That doesn't work. Grisban's heroic ability specifically says he removes the condition when he recovers fatigue from performing a rest action. When taking a rest action fatigue is recovered at the end of the turn so he can't remove immobilize until it would have went away naturally ie at the end of the turn. He already has a 91% chance to discard poison so a minor boost at best. Disease is the only condition his heroic ability works on and disease is pretty rare. His heroic ability is bad to the point I would recommend house ruling it to he removes the condition on resting rather then on recovering fatigue to make it of at least occasional use. Yes he can use fatigue to move but so can every other hero so they have much greater flexibility. Using fatigue move allows him to break even at a distance of 4 hexes to a move 4 hero. Anything greater then 4 and he is still at a disadvantage (costs 1 more fatigue from 5-7, 2 more fatigue at 8-10 and he can't go beyond 10) and of course this is assuming he never spends fatigue on skills. He is flat out the worst hero. That said he isn't so bad taking him is going to doom you. The variance in dice rolls makes a much larger difference then him lagging behind a bit.
  7. A more detailed breakdown of how triggering conditions work is needed. A few examples Can I use a card to respond multiple times to a trigger? Example: Use Ghost Armor 3 times (spending 3 fatigue) to add 3 shields. Is their a stack or must all responses be declared immediately? For example if a monster moves next to two heroes on the same move one of whom has guard and the other caltrops can I wait to declare the caltrops until after guard is resolved or must I immedietely declare it and pay the fatigue cost. Shields & Defensive Training: Can I use a shield to respond to rolling defense dice, exhaust defensive training instead of the shield and then exhaust the shield (so for a wooden shield add 2 shields to the result). If there is no stack and you can't add two shields can you respond to a reroll as if it was the original defense dice roll. So use a shield to force a reroll and exhaust defensive training instead of the shield and then exhaust the shield in response to the reroll to force a 2nd reroll or add one shield.
  8. Using Cry Havok on no models should be fine he takes a move action and then an attack action. That said "performs a MOVE ACTION". As he can only take 1 move action per turn he can't both take the move action from cry havok and do a normal move action in 1 turn. Abilities that just move the target would be fine abilities that grant a move action (syndreals heroic feat) would be restricted.
  9. MasterBeastman said: 1. Can Tomble use his heroic feat to "teleport" through the doors in part 2 of Cardinal's Plight? The objective being to deny the Overlord the chance to spawn monsters prior to Tomble leaving (since he'll have to use the door). 2. On "Death on the Wing" part 1 boulders block line of sight and movement. However, spiders can enter and end their movement on boulders. Can a hero attack a spider on a boulder, considering the boulder blocks line of sight? 3. Can an immobilized hero "scramble over a boulder" with a successful Awareness test? (Pretty sure I already know the answer) 4. Can a hero who is under the effects of Dark Charm move through monsters' squares? (The card says "as if the hero were a monster".) 1. It doesn't require targeting or LOS so I don't see why not. I would consider a house rule that he can't teleport through the library door as that short circuits the entire adventure. The only pressure on the party is the zombies attacking the cardinel so if Tomble teleports through and kills the zombies it's basically impossible for the party to lose. 2. LOS is corner to corner so it would be established before the boulder could block it (ie you do not have to go through the boulder or pass along the edge of the boulder). 3. As the rules are written yes they can. Immobilize blocks move actions and suffering fatigue to gain movement points. The awareness test is a special action. Again I would houserule it until a FAQ comes out. 4. Sure
  10. The average damage takes into account surges. Without surges the chipped great axe averages 2.16 for the red die and 1.6+1/6 of the attack missing for the blue die.
  11. I'm having trouble following the math (or quite likely the game mechanics). How are you calculating the average time to death? Using purely averages I get 5.3 attacks for a chipped greataxe to kill a normal ettin with no skills. Red Die for Great Axe: Average 2.33 dam Blue Die for Great Axe: Average 2 damage + 1/6 of attack missing Total average great axe damage (red die+blue die)*attack hitting = 4.3*5/6 or 3.61 Gray Defense Die: 1.33 damage reduction or 2.66 for 2 gray die Average Damage per attack: 3.61-2.66=.94 5 health at .94 damage per attack = 5/.94 = 5.29 attacks to kill an ettin. Tons of other ways to calculate time to death of course and the scythe doing an average of negative damage would suggest another method might be more useful then the one used here something which accounts for the variance better then means.
  12. The ancetodal evidence is pretty reasonable given the math. The math says on average anywhere from 3.7 to 8.2 attacks to kill a master ettin depending on the strength of the attacks. A group of 4 heroes has at least 8 actions so assuming they are focusing on nothing but attacking the master ettin killing it in 1 round is hardly surprising. Throw in the use of skills to spike the ettin down and it would be more surprising if the ettin didn't die. The OL's job of course is to make sure he doesn't end up in the circumstance where all 4 heroes can spend all their actions beating on his master ettin. Might be trickier then it sounds with the use of fatigue moves but that's a different issue. Side question for modeling the barbarian's attack. Did it include the Rage starting ability? I calculated a 12.3% chance for a barbarian to kill na ettin in 1 swing and 60.2% chance to kill it in two or less swings which seemed a little higher then what you were getting with Rage being the most likely difference.
  13. A dozen plays (two player) was all it took to drop interest. For me a lot of it is the how the mechanics of the game create a run-away train effect. The first few turns are tough and interesting after that, except for an occasional bad combo, it's very static and dull. It's pretty straight forward players are weakest turn 1 and the encounter is toughest turn 1. Turn 1 you have 3 heroes and 3 resource points, nothing else. As the rounds progress you get stronger, 3 heroes+attachments+allies+3 resource points. Something hard to deal with turn 1 isn't even a threat later on. At the same time the encounter challenges are toughest turn 1. All quests start with cards in play+2 random flips. If you survive the first few turns and get ahead of the encounter (clear everything out) your facing 2 random flips. After the first few turns your facing a lesser threat from a position of greater power. At this point the game feel monotonous. It doesn't matter what encounters come up none of them are dangerous. I feel like the stages are supposed to ramp up the danger but excepting one extreme location flood in anduain they don't seem to be enough. Sure the nazgul is big and mean but we know he's coming and have no trouble dealing with him. Options for dealing with the train 1) Advancing a quest stage brings the train back in line so to speak. Reset things so the game is challenging again rather then monotonous. Limit the number of allies, attachments, cards, resources you can bring from stage to stage. The reset can change from quest to quest and stage to stage but something needs to happen. Once you've gotten ahead of a stage it will be dull finishing it but at least it won't be dull for the rest of the game. Creates some interesting decisions on what to keep/toss as a side bonus. 2) Add a global effects to some cards. Something like treachery cards that instead of leaving play sit in the staging area providing the encounter deck with bonuses for the rest of the game. All orcs get +1 shield or undefended attacks do +1 damage. Locations give +1 threat the turn they come into play etc. Some way to make it so the encounter deck gets stronger as the players get stronger. 3) Increase the number of encounter cards staged as the quest advances. In a two player game 2 at stage 1, 3 at stage 2, 4 at stage 3. I'm sure there are plenty of other ways to keep the game exciting throughout the match but something needs to be figured out to keep the interest up.
  14. Under Battle Compnents it says to use The Greatjon: Lord of Last Hearth but he model shown is Greatjon: The Greatjon (both on the battle components and the setup page) making it a tad confusing on which version of Greatjon to use.
  15. Play wise the Lannisport Guard and War Host of the North are 100% identical. I believe by halberd you mean the War Host so until FFG takes care of the problem you can refer to the Lannisport Guard for stats.
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