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Soakman

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Posts posted by Soakman


  1. 15 hours ago, Allonym said:

    Very cool! Guess I'm building a William Yorick deck for the next time I need to play a fighty investigator.

    I'm glad your combo worked out (and just a little jealous that I didn't spot it)!

    It's very fun. Especially if you throw in some heroic rescues. It really makes you feel like you are actually making a heroic rescue. I've only played these combos in a deck in a 3 player game though, so in 2 player (or even solo with just the stunning blow) it may not be quite as epic. But it makes for some really great moments when you can run across the jungle and jump in front of a fiendish serpent person and knock them sideways mid-attack against your seeker.


  2. On 9/6/2020 at 9:56 PM, Allonym said:

    Ah that's a really good point about the "Engaged investigator" stipulation. Definitely a strong argument in favour of your combo. If it does indeed work out, I hope you won't mind me making use of it!

    Per Matt, it works! The only caveat being if the enemy could somehow already attack while exhausted.

    Per Matt: 

    In a way, it’s in the same boat as straight up defeating the enemy before its attack gets to occur. If when the attack would resolve it turns out that it shouldn’t resolve, it doesn’t resolve.

    Note that this would be different if the attack has already begun. For example if you had a hypothetical ability that said “when you would take damage from an attack, evade the enemy,” by that point the attack has already begun, so evading the enemy would not prevent it. But since Survival Knife (2) is a “when enemy attacks” trigger, it should interrupts the attack in full.


  3. 12 minutes ago, TK24601 said:

    I just had mine canceled for Barkham.  TC is only getting 60% of what they pre-ordered from Asmodee.  I was apart of the unlucky 40% who needs to shop elsewhere.  Hopefully Boardlandia doesn't do the same to me!

    Oh no! I also got mine through TC, but I think I'm in the clear maybe? I haven't gotten any updates other than the 'we have processed your order' email. 

    Sorry to hear that though TK24601. :(


  4. 1 hour ago, Buhallin said:

    Labyrinths is less an Arkham scenario than an escape room in a box.  I've found replays of it to be very unsatisfying - the challenge isn't in the cards or the mechanics, but in the limited information and the interactions.  Once you know what information is important, where to find it, and who to give it to...  it's not great.  

    Absolutely this. I usually don't have a group big enough to play this, and I first experienced it at Arkham Nights 2018. The problem is that everyone else at the table had played it before. So when we would get up to consult, I found certain information thrust at me and things explained away as "You guys should go to X and do Y, we'll need that later". While it was an interesting exercise, the heart of the scenario was pretty much gutted once the exploration elements and puzzle aspect were removed.


  5. 12 minutes ago, Allonym said:

    That's an interesting thought experiment. I was all ready to put my money on Amanda Sharpe (The Student) being Survivor 0, Seeker 1-5 until we saw her actual deckbuilding. The most difficult question to my mind is who is going to be Survivor 1-5? The idea of "growing into" being a scrappy underdog from previously being a member of a different class is not easy to square away thematically, though not impossible by any means. So I suggest:

    • Norman Withers, Seeker 0, Mystic 1-5 (known)
    • Carson Sinclair, Guardian 0, Survivor 1-5
    • Lily Chen, Mystic 0, Guardian 1-5.
    • Bob Jenkins, Rogue 0, Seeker 1-5
    • Daniela Reyes, Survivor 0, Rogue 1-5

    I would say the transition TO survivor most fits George. But his base class would be, what, rogue? The big issue is that he’s a weird case because his motivations are ones of revenge. But then again, so are Mark’s and he’s a guardian.

    I could see bob as a rogue to survivor. I always got the impression he was clueless about the mythos. But then he finds some coins and ends up asking the wrong questions.

     


  6. I definitely feel like Hank as a farmhand is more survivor than guardian. He doesn’t seem like the sharpest tool in the shed, but it’s hard to imagine anyone more suited to a chainsaw and old hunting rifle (except maybe Wilson). Cards like dumb luck seem fitting too.

    In other games, he was always able to ignore horror checks if he defeated an enemy. I wonder if we will see this return as something similar. Maybe if you damage an enemy, you cannot be assigned horror from it that round? With something like that he wouldn’t need guardian tricks like dodge and delay the inevitable and Jessica could soak damage while giving him better hit rates.


  7. Stella still has an agility of 4, so she's no pushover when it comes to evading. You can even slip on some track shoes. You just won't have the fancy rogue evasive maneuvers. You can, on the other hand, rack up some sweet failures. Look what I found, and dumb luck, can do quite a bit to mitigate while giving you extra actions.

    Stella wants to fail, so it's just about turning those failures into success. Don't forget than any survivor can take Sharp Vision for a very solid way to pick up clues if you want to go that route. And Grimm's Fairy Tales is a pretty nice include for someone who is regularly failing to heal teammates without actually having to take an action to heal.

    I say Stella. Wendy is absolutely fantastic and always will be, but try the noobie out! 

    You'll have so much fun 'oopsing' your way to chainsaw attacks that deal 3 damage, while not losing any supplies.


  8. Yeah I’m not sure about Carson. In the other games Carson enables extra movement or actions so less guardian types of support which is more healing and tanking. 

    Harvey pretty much has the card draw covered, but I could see some kind of ability that synergizes with seekers “guidance” card which pretty much Gives your action to another player. But this would be terrible in solo so perhaps something that can give yourself or another player an action?

    Or maybe he can free trigger to make someone at his location be able to play a card as if it were fast once per round. 

    Im just spitballing. Take heart and Grimm’s fairy tales both feel appropriate to Carson’s role as a warden to the children he looks after...


  9. I like this topic, but I struggle to find themed groups that I love who would also work well together.

    I think it would be excellent fun to run a 'cursed' "power couple" with Calvin and Patrice. They are really unusual playstyles, so it is very hard to say how effective they would be together. They do both run survivor heavy, which may make it impractical from a collection pov. They can each do pretty much anything if they play to their strengths, so in theory, should not have a lot of trouble. Early games will be quite tough for Calvin though, as usual.

    I also like the idea of a "VA" group featuring Leo, Mark, and Dexter. Mark is the dumb rambo of the group, and Leo could run more support with his higher intelligence and penchant for teamwork. There's plenty of great teamwork cards in guardian now with stand together, heroic rescues, leadership lvl 2, etc. And Dexter adds some flex, stronger clue gathering, and can enable mystic tricks like delving too deep and portals or what have you.

    That's all I got for now. I seldom never run a group with 2 of the same faction, so these would be fun to experiment with. However, you're gonna see crossover in cards potentially, but as an added challenge to see how differently you can build decks, it might be fun to try building them with 0 crossover cards in their decks.


  10. 1 hour ago, Allonym said:

    I absolutely love the idea of Survival Knife (2) + Stunning Blow, that's an amazing combo...but I'm not 100% convinced it works.

    Oh no! I hope it works. I haven’t been so excited for a combo in quite some time.

    I can see where you are coming from. I was hoping the parenthesis on survival knife (2) would make the difference since it is before resolving the attack. I was under the impression this would imply your entire attack would be before the enemy attack... but perhaps it is only before the resolution, which would be so sad...

    But then I looked up some rules about the enemy phase, and during the enemy attacks in the enemy phase, it says this:

    Quote

    "Each ready, engaged enemy makes an attack against the investigator to which it is engaged. When an enemy attacks, deal its attack (both its damage and its horror, simultaneously) to the engaged investigator."

    I'm not sure 100% so I did submit a rules question. This makes it sound like the damage must be applied to an engaged enemy (maybe) regardless of whether the attack has already started. If Stunning Blow hits, the enemy would no longer be engaged, so although the attack has started already, perhaps it would fail to land.

    Get over here would indeed be excellent, but I haven’t broken the starter decks down yet. I’ve had worse is really great if the enemy isn’t dead though, along with guard dog for that sneaky 3rd damage.


  11. 3 hours ago, Dr Dee said:

    They are neat combos. I really like Survival Knife(2) as a way of continuing your damage dealing into the enemy phase and am currently using them in my Leo build. I know that it seems to be an unpopular card with many but I find that Bandolier(2) works well with Survival Knife(2) because it gives you space for offensive weapons too (and a useful willpower boost into the bargain).

    That’s my next upgrade. Having 2 survival knives out is just too much fun.


  12. I just had  a very serendipitous and fulfilling series of combos occur in my Survivor/Guardian deck. Granted, this is a custom character, but the combos are also usable in Yorrick, Zoey, Tommy, and, yes, Lola. 

    I've been building this character toward running a deck that focuses more on peeling off enemies from my cluevers and tanking damage rather than the typical load-up-on-assets-and-assault-everything monster killer builds. This is partly because my custom character is limited to lvl 2 guardian cards (so no lightning gun, shotgun, etc). In the process I've stumbled upon some excellent and really fulfilling combos.

    Central to most of them is Survival Knife (2). I already knew this card was good, but that was before I started look at combo pieces. It becomes excellent when paired with a Heroic Rescue (2), letting you move up to 2 locations away, get a free attack in that may kill the enemy before taking the damage that heroic rescue would result it, and if it is a 3 health enemy, after you take that damage, the enemy would be defeated regardless. Throw in a guard dog, and this can do up to 4 damage.

    Another amazing combo is Survival Knife (2) and Stunning Blow. This is my favorite. Since stunning blow is a skill, it can be committed to your attack during the enemy phase, which if successful will exhaust the enemy, and prevent his damage from ever hitting you since your attack occurs prior to the enemy attack. And this can work on elite enemies. Just be sure to engage that nasty elite at the end of your turn.

    Throw in a 2nd survival knife and you can get many of these combos to do 4-6 damage if needed. If 4 damage is done before the enemy's attack hits, you've saved at least 2 standard attack actions (up to 2 move actions if you've used heroic rescue).

    Add I've had worse to the deck, and now you are hitting this hard and when you finally do take that attack, you're netting resources.

    I literally feel like I'm getting back at every retaliate enemy that every hit me. It is so rewarding, and my seeker friends absolutely love the cover. 


  13. 28 minutes ago, Lecitadin said:

    Is the animal version of the game related to any Lovecraft story or lore?

    No, just for fun, but the Dream Quest of Unknown Kadath has Cats from Saturn and there is a story about how sacred cats are in Ulthar (though I'm not sure of the story's title... maybe just Ulthar?) Both of these places/creatures appear in the Dream Quest cycle.

    Neither of these is related to Barkham Horror though as far as we know. It's just for giggles. I don't recall any actual 'important' dogs in any of his stories at all.


  14. ^ Solid agreement. To each their own, but the only thing standing in the way of your enjoyment with reading something short, fun, and perhaps fluffy, is you. Nobody is pretending this is classic lit.

    The more I look at Gloria, the more I want to know her deck requirements though. I was thinking that the fact that she has an ally signature as a mystic is a little odd. That ally slot is pretty precious for your standard mystic. I know that this (and Dexter's) hinge solidly on the fact that it makes the investigator ability more powerful, but you're denying yourself spell searching with arcane initiates and further int/will buffs. Alyssa Graham is also a solid choice for Gloria, and you can't take them both with charisma.

    That being said, you can take the (usually) fairly useless Scroll of Secrets to great effect. And the Otherworldly Codex, of course, will be fun. I can't see her not having access to it. So potentially something standard such as seeker lvl 0-2 or Uses (Secrets). Secrets would also give her access to Mind's Eye [edit: she has access to this anyway], which could be useful if you're spending a lot of turns on mythos manipulation and hand items like fingerprint kits instead of arcane slots for casting, plus you can still leverage your will for event spells. The big issue is that if her build is trait based focused on charges (secrets) instead of generic seeker, she ironically wouldn't be able to take Truth from Fiction. And other than Grimm's Fairy Tales, I don't think we have secrets on anything other than Mystic or Seeker cards yet.

    Semi-related, does anyone know if you can use the Ancient stone abilities when you draw encounter cards? They trigger while 'drawing' cards, but they don't say from where. (I know that's not the same as searching or looking at, so not specifically Gloria tuned, but something I just suddenly found myself wondering).


  15. The art for Gloria here looks really nice, and it gives you a better sense of her actual age. I knew she and Harvey were the original 'old-timers' but her eldritch art seems to make her appear a bit younger imo. We have another strong candidate for alternatives to Rite of Seeking/Sixth Sense (like Marie). I am very interested to see her deck build requirements. Will they be trait based? Will she just be some Mystic/Seeker variant?

    And she's paired with an interesting ally that looks an awful lot like a friend of Sefina's. I'm all about the mystical manipulations via the arts, so naturally my favorites Gloria, Sef, and Patrice are always exciting to see in any iteration. I've got a soft spot for Jim and (yes) Lola too. 

    Can. Not. Wait. :)


  16. I dunno for sure but I know that as soon as painted world is removed from the game (or enters the victory display) it loses all text that it would have been copying and reverts to a painted world. This is why you cannot painted world delve too deeps to get extra Xp. Yes the card is in the victory display but it is no longer a copy of delve too deep (and thereore has no victory points).

    So I would not expect it to return to your hand either when copying those cards. But it depends on if it is removed prior to returning possibly. In this case, it would be discarded and therefore removed before it would replicate the returning text as that is at the end of your turn. Since at that point it would be removed, it would no longer be copying the text and would not return.

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