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phelanward

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  1. As a fairly serious Blood Bowl player, a huge fan of BBTM, a someone with some experience in professional game development and testing, I have to say that I think you pretty much nailed this one. Kudos! The Trolls, Chainsaws, and Tam Upgrades are downright perfect, and I think you've gotten a good stunty/dodge adaptation thing going. I think it would really change how people play, since most Tackle actions against this team will only cost 1 Star power per highlight. A couple things-- You use the term "Dirty Player twice", once as a Team Upgrade, and once as a skill. I would remove it from the Pogoer. The team has precious little access to the ball. As you probably know, the Pogoer is the de facto ball carrier for most goblin teams. He's the one I'd be temped to change him the most. Maybe just give him dodge, stunty, and 2 Passing Icons. Since there's only one in the deck, it's like the 'secret ball-stealing weapon.' This might make the team a bit more dynamic. As per the goblin team in BB, here they should be wily and unpredictable. If all the secret weapons and TMM are just adapted into more BASH, I think you're missing an opportunity. I like your Really Stupid a lot, and I wouldn't change it, but I might consider adding a Cheat skill to the troll. I understand that this means almost every player now how the Cheat skill; (as I suggested, you might want to take it off the Pogoer, especially since that's no longer considered a Secret Weapon.) One thing I don't think I lot of BBTM players realize is why the Big Guys get Cheat tokens-- it's not that they "cheat" in the manner of Chaos, it's meant to simulate their unreliability. ("Blitz with a Krox? Are you CRAZY??") One potential problem I see is that the Troll is going to wind up with the ball as often as possible, because he's the only one that can hold onto it reliably. Adding a cheat makes this a little less desirable. Lastly, I might suggest adding something to simulate the positive aspects of being a stunty-- getting past opposing players. How about replacing your last team upgrade (What's da Ball for neway-- feels more like a dwarf/chaos/khemri thing) with one of these-- Between Da Legs! –– If the ball is at midfield, you may treat all Tackle actions as Passing actions on your players with Stunty. Right Stuff –– When using a Tackle action on a player of 4 or more Star Power, you may forgo the Tackle and instead immediately take the Ball and give it to one of your players with Stunty. Lastly, your Bombardier bugs me a little because it seems too much like a weak Chainsaw. I think that Bombs should be a little less predictable, and also feel very different from regular tackling/injuring. These two ideas came to me. The first is more mechanically different, the second draws more from BB flavour. Delayed Charge-- When you play Bombardier, draw 3 cheating tokens and add one to an opposing player. Don't Catch It! – In any order you choose, roll a die for each opposing player present, then Bombardier. The first player to roll a [X] is immediately injured. If no [X] is rolled, repeat in the same order until a player rolls a [X]. Of course, it's your design, so the choices are yours. But I really like it! Nice work!
  2. Most of the teams work pretty well in the first round, and are more effected by luck of the draw/dice than by inherent strengths of a given team. In my experience, humans are strongest, and skaven > wood elves. Both of these are for the same reason== While the awesomeness of human blitzers cannot be ignored, it's really the Team Upgrades that set humans and skaven apart and make them so powerful. I don't have the cards in front of me, but the upgrade that gives the humans a skill of any kind is amazing, as are the several ones that reward them for having star players. The skaven upgrade where they get 2 fans for losing a highlight will almost always make or break the game depending on the time its acquired. -pw
  3. The aura trick doesn't work because effects that are triggered on death have to be the result of a "killing blow". Otherwise it's not an "enemy figure" killing it. As such, Divine Retribution will not trigger from Aura, Bleed, or Burn. Also, heroes will not get coins from killing master monsters indirectly either. -pw
  4. I think that allowing all monsters to attack the ship is a mad idea. I would constrain it to melee monsters, since skeletons should not be able to snipe the ship. I understand what you're saying about about lieutenant battles, I just think that it would vastly simplify things to give the choice of fleeing only in the first round. The dynamics you're otherwise introducing are so foreign to the game that there's no precedent to compare them to, and I think it could possibly mess things up more than you think. I also don't think it's a hard choice to make to commit yourself to fleeing or trying to kill the heroes. It's just not a difficult calculation to make. -pw
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  6. I've been thinking about the following simply change to fix lieutenant encounters. After some thought, I still can't see anything wrong with it, and it seems like it would virtually all problems–– A lieutenant may only flee an encounter during the first round of combat. also-- (optional) When a lieutenant flees, the heroes decide what path it flees down. After all, the problem with the Siren is not that she flees, it's that she flees after wearing down the heroes a bit, meaning that a TPK is going to happen sooner or later. What remains is that heroes need to return to besieged city regularly to quell the assault. But this was always the case with Road to Legend lieutenants anyway, and the home-port mechanic makes this even more attainable. -pw
  7. Actually, this is pretty good! My tweaks with your set-up would be-- a. Don't let sharks attack the revenge, or give them a major damage reduction, like -4. (in the latter case, you can rename them "Daggernosed sharks") b. Lieutenants should flee back to their starting location, not the Overlord's Keep. This is closer to the RtL dynamic, and also circumvents land-locked keeps. c. Change the Round-4 unlocking thing. Sometimes the islands just take a while to get on, or have bosses that are intentionally hard to kill, and as it's set up now, there could be a lot of abuse. I think it would be preferable to say– "The door unlocks at the end of the Overlord''s turn if there is no Island leader within (somewhere between 6 and 9) spaces of the entrance or any hero." I don't know all the islands by heart, but that should cover most problems. d. If you're actually trying to fix lieutenant encounters, I don't think there's a need to tweak with the number of cities to raze. However, I would change the effects of completion for the lighthouse and leviathan plots from instant win to counting as 4 cities razed. e. Big one–– The Revenge simply takes 10 wounds from hitting a rock (and the rock is removed), rather than dying immediately. This makes gameplay more interesting, anyway, especially if the Overlord now has more means of further damaging the ship. f. I actually think that a general rule of allowing any melee monster to attack the Revenge might be fine, and fix a lot of problems. Just modify the damage by -6/-8/-10 by campaign level. Maybe someone who's played more can elucidate any problems this would create. g. A tentacle that is moved further than 3 spaces from the Kraken (because it's on a moving boat) must immediately move itself back within normal range, along with any figure it is holding. -pw
  8. Ha! Actually, Parathion, it's even more worthless than that–– of all copper melee monsters spawnable from the basic overlord deck (with expansions), it will only protect you from 2 copper– beastmen and kobolds, which still leaves razorwings, ferroxes, and blood apes. Nor will it protect you from any treachery melee spawn– not stopping ogres or deep elves, and being wholly worthless against wendigos, golems, and trolls.
  9. Nope. It's the plot cards that are misprinted. -pw
  10. I would buy them in order of decreasing coolness–– 1) Altar of Despair -- best additional monsters, skills, and heroes. 2) Tomb of Ice -- good heroes and monsters, introduces feats, fun quests 3) Well of Darkness -- best treachery cards, some good skills Road to Legend has innumerable problems, but it's still pretty much better than Sea of Blood in all respects. It plays rather blandly without the other expansions––though it very well might be best-balanced that way. Sea of Blood is rather like a poorly-tested alternative for those who already understand the campaign mechanics of Road to Legend. People almost never listen to advice like this when it's given, but–– I really recommend playing at least a half-dozen times before getting any expansion. Virtually all perceived flaws of the base-game are put in overdrive when you add more expansions: Spawn cards get stronger, hero and skill strengths get more disparate, disruptive Overlord actions get more plentiful and playable, quests get seriously more difficult, and the line between winning and losing gets even more narrow. Don't sink your money into something that you aren't absolutely certain you want. FFG's entire business model seems to be based on roping in buyers by focusing on presentation, flare, and product-association rather then by careful playtesting and creating tight or elegant rules mechanics. Sea of Blood is basically an example of a product that was sold completely by its flashy components and association with Descent. Don't send the message to FFG that you're willing to buy just anything that has a cool-looking box. -pw
  11. Some of this advice is good. Most is very generic. Much is simply bad or wrong. Not every hero needs to enter the portal; only one does. The level changes when all heroes are either through the portal or in town. Very, very few levels have doors, and even fewer have doors that are useful to close. I'm not sure what the thinking is there. Most of your advice depends on already having a lot of XP, so I don't think that's much help to original poster. Yes, Sundered Glyphs and Crushing Blow are nice, if you can get them. So are Gold Weapons and Nanok, if you can get them. Sorry, but Doom is a terrible card. Actually, that's incorrect. Doom is a great card, because it's discardable for 5 threat. It is a terrible card to pay for. Most power cards are terrible, though some can be justifiably added because they're a poor man's Danger. The only one I would ever consider actually playing would be Evil Genius. There are a few that can be very situationally useful-– Trapmaster (if I already had a handful of traps) Brilliant Commander (if it was a rumor level or a legendary area. Sometimes the upgrade can be extremely nice, but this is quite uncommon.) Unholy Swiftness (In the rare circumstance that I have upgraded Humanoids) Gluttony (if half the party had at least two 8-wound heroes) Guiding Force and All-Concealing Shadows seem potentially, good, though I've never used them-- maybe someone else can report on whether or not they're worthwhile. They certainly seem stronger in RtL than in vanilla. Other than that, you will never make up for the threat spent, when it could have been spent on a second spawn. -pw
  12. #6 is the only one that isn't overpowered by the standards of published heroes.
  13. I'm actually not a huge fan of Laurel, but I think your pickins be slim, and the extra damage can be really nice in a pinch. Trenloe is just an awful hero. Some people are in favor of always including a 3-speed character in an RtL party, so you can make use of heavy armor. I don't always accept that, but I see the point. Your choices for melee heroes are pretty shady, but given the choice between Trenloe and Mordrog, I'd be inclined to go with the latter-- Trenloe's ability is very roughly equal to +1 damage, but only if you're not rolling max damage with the applicable dice. Mordrog has one more trait die, which could be considered to equal that. So, then you have the question-- is Mordrog's ability more valuable than the fact that Trenloe is easier to train? My answer would be yes. I would probably rather take Karnon over Trenloe, myself. Zyla is amazing, because she's only 1 conquest and flies. Basically... she breaks the game, as RtL is set up. She allows the heroes to acquire resources with virtually no investment, and can do so by circumventing the overlord's only normal methods for stopping them. A 1-conquest hero would still be amazing, without flying, ghost, or fatigue 5. As she is set up, Zyla would be a first-tier pick if she had double the conquest value, and might still even be justifiable at 3 conquest. An RtL party with Zyla actually has to play badly on purpose just to keep the game fun for everyone, because it's usually the best course of action simply to send her ahead to grab stuff, while the rest of the heroes sit back or shop. If she dies (which certainly isn't a guarantee), no big deal, and if she doesn't, she's the hero best-equipped to escape. Personally, I'm in favor if house-ruling to make her 2-conquest. Not quite sure why you're thinking about Avatar battles during hero selection– the heroes' abilities will be so very different at that point, there's no way to anticipate how they will do. Rolling 1 fewer dice than the other starters really doesn't mean much by gold level. -pw
  14. Mordrog Mad Carthos Zyla Laurel of Bloodwood. This is a powerful, diverse party, and one which will only get stronger as they get stat upgrades. For me, it's hard to justify ever not taking Zyla. If you're apprehensive about take three 8-wound characters (I wouldn't be, given the difference in conquest) then you could sub out Andira or Sahla for for Carthos. Outside of promo characters, there are only three heroes with 3 ranged dice (plus Ronan). You should not expect to draw one most of the time. What does ETA stand for? -pw
  15. I'm also skeptical when people talk about often clearing a dungeon level in one or two turns. There are simply so many dungeons where this isn't remotely possible. In last campaign I started, the first level I drew was King of the Mountain–– a map that requires a minimum of 6 turns, if everything goes exactly according to plan. My next level was the SoB one with the 5-Armor, Fear 2, ~15 Wound master hellhound, a boss that is simply impossible for a beginning party to defeat quickly. Paging through the RTL quest book seems like too much of a spoiler, but as far as I can recall, most dungeon levels require a minimum of 3-4 turns, and this can easily be lengthened with the right draw of overlord cards. There are certainly a few that can be finished quickly-- for example, Divide and Conquer (if you never roll a miss, and the boss never comes back to life) or The Mine (If you ignore all the coins and chest). But I think these are an extreme minority, maybe 10%, or 15% with SoB) Here are some more off the top of my head that definitely require 3-4 turns in the best of circumstances, and likely longer–– The Prison, Wed of Lives, Fire and Ice, Trial by Fire, The Barracks, Two by Two, Downward Spiral, The Graveyard, The Gauntlet, The Fountain of Life, Opera of the Forsaken, The Tower, The Snake-Charmer's Den, Down the Drain. When newer player talks about heroes clearing out levels quickly, I tend to assume that they're missing some fundamental rule, or that the Overlord player doesn't understand the mechanics of his or her position. That being said, Gramarye-- your hero selection is one of the weakest parties I've ever seen. -pw
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