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guest508175

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  1. wonderful advices, thx a lot guys. I have read some guides on the net, of ppl actually explaining their tactic. one would be to block LOS to the taunting hero, and therefore you cannot taunt, and a nother good strategy would be to exhaust the movement points of attacking monsters and therefore attack the desired hero. I am also considering the trap card ( permanent - until the hero dies) that limits the movement speed to 1 ( in the case of the dwarf 3 with his special ability). will keep u guys posted. Thx for the feedback.
  2. Hello, I could use a little help here. We have started playing RTL and I am playing as OL. The champions managed to get into SILVER - and now things are starting to get nasty both for the heroes and for the OL. They have a really nasty character - The Dwarf ( brother Glyr) and he has some cool stats. 5 armor + grapple + taunt. One extra shield that cancels 2 wounds and it;s immune to poison, pierce, breath, etc. He really makes my life a hell. I was considering buying some treachery to add a new trap card - and play a dark relic on him ( the one that reduces your base movement to 1 and you cannot declare run), but even then, he would move 3 spaces, instead of 5- and 8 when he declared run. This would slow the heroes down, but I am not sure if it;s worth it. Any suggestions on how to kill / slow / get rid of the dwarf ?
  3. Hello Descent fans I have a quick question about the OL in RTL expansion. I have read in the quest guide that the OL can spend treachery to move an additional 1 space with 2 threat ( in outdoor encounters that is). Can he do that in dungeons ? spend 2 threat to move a monster 1 space ? Answers would be much appreciated.
  4. Hello Descent fans I have a quick question about the OL in RTL expansion. I have read in the quest guide that the OL can spend treachery to move an additional 1 space with 2 threat ( in outdoor encounters that is). Can he do that in dungeons ? spend 2 threat to move a monster 1 space ? Answers would be much appreciated.
  5. and when will the PDF available for download ?
  6. @ Drglord I tip my hat over to you. Thx for your great answers - they were really helpful. If I could i would send over a crate of beer to you mon
  7. Thank you very much Parathion. So, if the passing monster passes near a guarding hero, it will be attack ( no matter if the monster did not finish it;s movement, or did not attack). This seems logical to me too. But for my friends it does not ) By the way, another one. When the OL plays a trap card. On most of them it is written ( Play this card when a hero moves into an empty space, that is not adiacent to any obstacles bla bla bla). If the hero moves let';s say 5 spaces, will the OL be able to play this card whenever he wishes during the 5 space movement of the hero ? Or will the OL be able to play the card only when the hero has moved all his 5 spaces ? IN my opinion, when a hero moves into an empty space the trap can be played. no matter if he has 4 movement left or just 1. It;s the OL's choice to play the card on what space he wishes.
  8. Hello and thak you for the answer. We have had a debait last night, and I am curios if the outcome is the correct one. A hero has finished it;s movement, declaring a ready action, and placing a Guard order. Now from what I understand he can interrupt at any time the OL's turn. By this I understand that if the OL moves his monster and passes a nearby hero, the hero can than make his interrupted attack. Meaning he will pause the OL's monster ( make his attack) and if the monster is dead - he is removed from the board, if it survives the hero's attack, it continues his movement and then attacks the targeted hero. The debait we had last night was that the OL stated that in order for the hero to resolve the guard order, the monster must fist finish it;s movement ( or make it;s attack), even if it passed the hero ( melee hero) that had the Guard order. Thx in advance for any answers.
  9. hey, i hope somebody is still reading this thread I come back with a new question ( that i have not found explained in the rulebook) We have bought "Descent - road to legend ", the advance campaign, and we are curious if the money on the map ( the ones that in the standard game gave each hero 100 coins - together 400 coins) now give out 400 gold for all party or just 100.
  10. no, he just uses a green and a red. nothing more ( maybe the offhand bonus of a sword, or the +2 melee damage from skill cards) but still, he only rolls 1 red and one green
  11. yes, i had a friend who dealed 17 dmg with the hook dude ... cmmon - 17 dmg ?
  12. Hello, I come back with one question. in the 1st expansion ( well of darkness) there is a new item " Ring of quickness ". From the description it adds + 1 movement speed. From this I understand that heroes might move + 1 at any time ( except when being webb'ed) , but does this mean that after declaring a battle action ( where normally you don;t receive any movement points and get to attack twice) with this ring, you might move 1 space? ( it know it sounds silly, but i've had an argue with the dudes i'm playing DESCENT about this )
  13. thx tundraa btw as an ovelord do i start with some cards ? or i have to wait for the 1st hero turn (to get 2 card and doom tokens)
  14. also one question ) the description of the IRON SHIELD is that it cancels one dmg being delt to you and it exhausts. does this mean that it cannot be used if a nother monster attacks me in the same turn ? Im asking this coz it;s logical that as long as i wear it, i could cancel 1 wound for every attack.
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