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Underworld40k

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Posts posted by Underworld40k


  1. I think Laurel is now actually a really competitive choice , if only on the grounds of the stamina boost. The nice boost to her feat just makes it even better. I have always like the heroic ability that she has and this just adds a good draw to her.

    If tweaks like these are rolled out through the collections i will be very happy, wonder what they will do with nanok? Im hoping for a reduction in his defense pool or a complete re working of his feat. Possibly both, something like reducing his regular defense to 1 grey and his feat being able to add 1 back defense die to his pool after initial dice have been rolled.


  2. Pretty new figures with updates to address some balance issues it looks like. But more so it lets people who dont have access to the 1st edition stuff a chance to pick up more heroes and monsters in chunks, having spent a lot of time and money tracking down a full set of figures i can attest that i would rather have bought these kits (and will doubtlessly do so anyway, stupid ffg plastic addiction)


  3. Agree wholeheartedly with Whitewing with rules as written.

    Tas, i think your getting hung up on the word successfully as being an absolute condition where it is actually a variable for the die roll, which given the wording is understandable.

    The victory condition is number of shields rolled on a grey die has to be equal to or less than number of guests rescued.

    So, Die roll is equal to or less than X, where X is number of rescued guests.

    When putting a value into this its perfectly valid for that value to be 0. You successfully rescued 0 guests, so your value is 0.

    To put it another way the game does not say that you make the roll if you have rescued at least one guest, it tells you to roll the die regardless.


  4. Hast,

    The faq states that you cant use the same response to the same trigger on page . 9 point 2.4

    That's the why not from the rules POV.

    From the explanatory one its to give an inbuilt limit to stop people going, well i won a military challenge with Robb stark (core) so i can now kill the entire enemy board, after all, it dosen't say 1 per challenge or 1 per round right?

    If you had 2 dupes your scenario works as described as the duplicates provide the response, so 2 dupes provide 2 instances of response: discard to save (i believe).

    *ninja'd by KTOM, i will never win*


  5. Just finished our second session, unfortunately had to drop down to 3 heroes due to commitments for 1 of our players this week (although due back next session).

    Played Masquerade ball and coasted through it, Eliza made it to act 2 after winning act 1 and was never in real danger of being caught (warrior failing might 4 test to break down the first door was an added bonus).

    I played a few rumor cards as my heroes have been sorely pressed and have not won anything outside of first blood and we ran through ghost town from the trollfens which the heroes won narrowly (zyla carrying the survivor with a hoard of monsters all but blocking her in, stupid flying pixie), so they at least have a relic to use.

    Just to double check, i assumed that the rumor cards do no count as quests proper for who won the last quest picks the next one. 

    If they do my heroes can pick, if not i have final pick before the interlude, are there any obvious picks for me to try out? Castle Daerion is a favorite, even with the errata.
     


  6. You have missed out a little as masquerade ball encounter 1 can be a doddle with the conversion kit (golem's are wtf op early in the campaign immunity to pierce and cannot be moved by effects with good hp and black defense you say?).

    Logan is a character you just need to punch, hard and often, to stop him speeding forward. Durik is reasonably tanky but not super hard to knock around as he is more offense focused, lay into him with ettins for some high burst damage perhaps?

    If they are not stamina moving a lot then loo for quests where speed is the most important element, the heroes will be decidedly disadvantaged with move actions only.

    Previous advice is excellent on dark charm control, might be worth getting saboteur level 3 card for hilarious insta gib on logan as well if he is pushing ahead really fast.


  7. Your over thinking the moribund part (dont worry, it happens to most of us).

    Moribund is, at its core, when the cards play destination is altered (in play, dead, discard, return to hand/deck/shadows, out of game etc) not the cards physical state (standing or kneeling).

    Bronns effect would stand him immediately after he is 'saved' from the military claim (as the resolution of the effect tells you to do), so he would be standing having fulfilled the claim requirement. Deadly would be then resolved in the passive step, so baring any other targets bronn will go moribund: dead in your example. He would still be standing and available for an effect like 'a lannister pays his debts' before physically leaving play in step 6.


  8. You are correct, the opponent can chose any viable card should he have them, the only stipulation is that they must be standing and a character or location in Ser Meryn's case.

    The effect is reduced should your opponent have several locations that have no change in effect if knelt but as with most cards like this its a combo designed to force your opponent into making difficult choices, espeically considering that Meryns response can be triggered multiple times with the aid of cards like Ser Barristan Selmy or Meera reed.

    You could play the plot 'attack from the sea' that kneels all locations to limit the number of locations he can possibly kneel so Meryn will force him to kneel at least a character.

    Against decks that run no gold providing locations (namely Knights of the hollow hill decks) the effect can be brutal as almost every location or character is doing something useful and being able to spam an ability that forces them to kneel out locations before they can marshal cards or during the challenge phase can be pretty nasty.

     


  9. Duplicates save all instances of a character (or card) leaving play - i.e. also for saves from Coldhands, Pulled Under ...

     

    Duplicates give the card that it is a duplicate the ability to do this as a "Response" - so that can be cancelled with eg Iron Throne

    Just to clarify duplicates wont save against pulled under as it is an end of phase timing and there are no response opportunities per the faq on end of phase resolution.


  10. With seductive promise you are correct, unless something undoes the control effect (another seductive promise from your opponent for example) then you take control and can use the character as if you had played it.

    The honor guards can be played in 2 ways, you can marshal them normally in your phase for their cost in which case you have control of them immediately. OR you can play them for free in the challenge phase following their text instructions.

    You would put them into play under the control of an opponent who would hopefully use them in a challenge, if they win that challenge you would take control of them as their text states (in whatever state they currently are, standing/knelt), assuming they survived the challenge.


  11. Generally speaking, yes, you could look at it in such a way in terms of effects when you are starting to play the game.

    But really there are a lot of differences.

    The duplicate also has additional utility in that it can save from other effects like return to hand, return to deck or return to shadows.

    The duplicate is also not an attachment and cards that interact with attachments will not effect a duplicate.

    The duplicate has no condition for play other then it, in most cases, must have the same title as the card it is duplicating.

    The bodyguard has to go on a character, who must be a lord or lady, and if those traits are removed for some reason then the attachment would no longer be valid and would be discarded.

    There are undoubtedly some other things that i haven't mentioned but they are, i think, the major points.


  12. Only power on the house card can usually be taken, that is the specific place that power challenges look to take power from. Infamy keeps your power safe from such challenges and counts to your total (because the rules for infamy say to do so) at the cost of making that power more vulnerable in general as if the character dies the power is lost as well.

    Like renown it keeps power away from the house card ,although unlike renown it doesn't add more power, it just gives an option as to where it can go.


  13. What this plot card means is that the player chosen must choose and kill a character in play that is not theirs. It usually has most use in melee games as in 1v1 it basically lets your opponent kill one of your characters.

    so in a 4 player game player A reveals this card and chooses player B.

    Player b can now choose and kill 1 character controlled by player A,C or D if they have a character in play for player B to pick.

    Its use is as a bargaining tool and threat elimination if people put out strong characters early in the game when they might be most vulnerable.


  14. This is quite possible as a lot of card effects create this scenario.

    Once you play a character and loose control of the character your opponent who controls it can do more or less what they want with it, including but not limited to attacking, defending, using for claim, triggering abilities and paying costs.

    If the character is unique you cannot play or put into play another copy of that character.

    If the mechanic that took control of the character is removed or overwritten then control goes back to the original player (or in the case of lasting effects i believe it would reassert the last effect, although on this point im not 100%).

    For example, the lannister attachment 'enslaved' takes control of a character of printed cost 2 or lower, if this attachment was subsequently removed or blanked then the character would be returned to the control of the person who played it (other effects not withstanding.) 


  15. The faq will explain the timing structure to you in detail but the basic part is that all the framework procedures (like claim, un-opposed power and renown) all are resolved first, then all passives (like deadly), then you can play responses (like robbs) and when all responses are played all moribund cards are removed from play.

    So in your claim 2 military challenge your opponent picks 2 characters to die for claim, then when you get to the responses part you can trigger Robb to chose and kill a 3rd target.


  16. Will do, so i should stick to the saboteur route for cards? are there any other ones worthy of a splash?

    Punisher's no rest for the wicked looks interesting as it should let me really punish the low stamina use by keeping the distance of quest specific monsters safe (assuming that i right in thinking lieutenants and agents are classified as monsters for the effects of cards and abilities that work on monsters.


  17. Hey guys, 

    As the title i have just started my first campaign as overlord in a 4 hero campaign.

    We are playing with all expansions (conversion kit, LoR, LoW and TF and the lieutenant packs) so the heroes and i have so many choices and options available.

    My 4 heroes are

    Elder Mok - Spirit Speaker
    Laurel of bloodwood - Wildlander (against my advice, the player really likes the overdraw ability)
    Varikas the dead - Champion
    Zyla - Hexer

    I have picked Eliza Farrow as my lieutenant plot deck.

    Things i have identified quickly after a few demo rounds of first blood (so my players could try a few different heroes and class combinations).

    Varikas looks to be a pointless target for melee, with his high health and omg wtf feat getting any damage to stick on him seems seriously unlikely in act one unless i can frenzy blood rage and have heavy hitters all pile on him.

    Eldar Mok is a pain to make damage stick on but is squishy enough to go down to a quick flurry of attacks if they are concentrated. His healing is not very high atm but is very evenly distributed amongst the party.

    Laurel is squishy full stop and atm the least of my concerns due to basic bow damage.

    Zyla is squishy but currently the most annoying due to maneuverability from heroic ability and good stamina. Also hexer is a horrid horrid class ability that turns my monsters into so much dead goo.


    We played through first blood where i got, unsurprisingly, beaten.

    The heroes then picked the cardinals plight where due to a combination of really bad dice (i have never seen quite so many X rolls), some slightly poor decision making (the heroes did not really slam on what speed they had to get to the search tokens asap) and the wonders of conversion kit open groups (GIANTS!) and master flesh molder healing i was able to get all 4 zombies off the board (first time i have seen this) and the 2nd encounter was mostly a course of the cardinal getting smashed by the zombies in 2 turns (horrible defense rolls did not help the heroes either).

    Now i have spent my 2 xp on beloved web traps and have bought Eliza's plot card that allows me to force tests after travel to inflict 2 stamina to all failed willpower tests.

    i also have 2 threat tokens available.

    All heroes but Zyla have bought 2 xp worth of ability, zyla has saved 1. The exact ones escape me but i know that laurel has eagle eyes, varikas has glory of battle, zayla affliction and mok has drain spirit. I will need to find out what second ability they have bought.

    I obviously have next pick on quest and was thinking Castle Daerion or the Masquerade ball to maximize early game advantage and keep the pressure up.

    Are there any suggestions on which direction to go next in terms of quests, overlord cards and plot deck cards?


  18. Krawallburste, the preview clearly shows that shiver has had at least 2 hp added to his total from the conversion kit even if it does not say it in words the image is visible. 

    As these are expansions in their own right there is no practical reason that they cannot include conditions and tokens as necessary as it would allow everyone who bought the expansion access to the conditions/dice/ability in the same mold that they do now.

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