Obi Wann82
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Posts posted by Obi Wann82
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If you use the Errata that changes the way his Heroic Ability works then he does become much more useful.
The errata states that he can remove a condition as soon as he declares a rest action. That is great when you get immoblised. Just rest for your first action, remove Immobilise, fatigue move 4 squares, still leaving you with another action and all your fatigue back at the end of your turn.
Once you start using the Errata'ed version he becomes much more versatile. I was using him and the skeleton to block Merriods from hitting my other heroes, So much so that the OL now never tries to use Merriods and other immobilising tricks.
He is brilliant as a knight with the errata. Not tried him as a berserker though.
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In this quest the heroes do start with the item and need to run through the entire map to the exit in possession of the item. However, if the OL can gain possession then he can run the item off the exit with the LT to win the quest.
The initial blockade once cleared of monsters reinforce way down the back not all that far from the waterfall and river tiles closer to the exit. So you can break the initial blockade but the OL can quite easily set up another couple without too much hassle.
My understanding of the river tiles are you can swim from the edge of the tile with the water moving into the next section, so from the river to the waterfall, of from the rivers edge to the river tile. But you must swim from the closest edge of the tile you are currently on to the next tile. We ruled that if a figure swims through the water to the next tile then they swim to the closest available space, much the same a OL reinforccements. This means the OL can block the entrance to the shortcut but not the exit. However, a canny OL can block all water tiles on the exit which we ruled would then give no spaces to swim to and would equate to drowning under the feet of the monsters if you attempted to use the shortcut.
We have played this quest twice and have found the best thing to do is wait until gettting to the river/stream tile and swim to the waterfall using any heroics at this time that allows you to gain extra movement from the hero carrying the item. For example we had Jain carrying the item. Syndrael used her heroic to grant Jain 5 movement points. Then on Jains turn used the heroic to move 10 spaces, her second action to move again (5 spaces) then use all available fatigue to move (5 spaces). This allows jain to move 25 squares in 1 turn !!!The was nothing the OL could do to catch up at this stage.
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I always played it that the quest book is open to everyone from the start. My players were perusing the quest book while others were picking characters and classes, and/or while the first quest was being set up. It helped that everyone I played with at the start had all read the rules already.
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foo82 said:
Robin said:
Would using a rest action solve the problem of regaining one's full stamina?
He was referring to the fact that previous poster had mentioned they were fatigue moving 5 spaces (5 stam), and then performing double attacks, which leaves you no actions left for resting. He was questioning how ti was possible for the heroes to recover 5 fatigue every turn without the use of rest.
Yes thats what I was asking. Was writing that response at work and ended up having to rush the last part of it.
Maybe my reading of the previous post was not right but I got the impression that the heroes were fatigue moving, attacking twice and regaining all fatigue back, each turn. How is that possible?
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Eugee said:
I'm actually pretty bored with the campaign at this point, their disciple has Dawnblade and a nice shield, plus leather armor & plate mail (he switches when he needs more movement), he can cleanse effects with his heal, heals 2 heroes at a time, and can move 2 squares while gaining two fatigue to fuel his healing. The Runemaster has the relic rune, two or three ways to regain fatigue, can spend fatigue to bump range & damage like crazy, rerolls a die every attack, and typically gains back 2-3 fatigue when she attacks. The berzerker has a stupid crazy act 2 axe, a free surge with every swing, adds 5 damage with 2 surges, and 5 movement + 4 fatigue. He drops soul-crushing bombs on my Lieutenants. Then the rogue can double move with tumble to typically search every treasure on the board with his first action, re-drawing each search if he doesn't like it, and still drop a missile of death with his A2 bow.
Fatigue is still too strong in this edition; it should only be usable to extend a move action--not usable without declaring a move action. Fatiguing 5 squares, dropping double ranged bombs, and ending up with 5 fatigue again is just retarded.
How are your heroes able to regain 5 fatigue in a turn? Im not that experienced in all the strategies involved in the game yet but I can not fathom how to regain 5 fatigue for my heroes each turn.
I can see using the Knight with Stalwart(3xp) heroes adjacent at start (or end) of turn gain 2 fatigue. 1 fatigue from surge. Spiritwalker has 3xp skill that also adds on another 1 surge for 1 fatigue. But thats still only 4 fatigue and you need be at least up to the last Act 1 quest.
The only hero class I can see to regain a heap of fatigue a turn is the Disciple. Using skill Time of Need, but it sacrifices an action for 2 fatigue and 2 MP. If the Knight has Stalwart then it can be a quick easy 4 fatigue gain.
Am I missing something here???
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Sausageman said:
LEGA said:
First - as I understand - you may spend surges on any abilities (e.g. Move target, Mend, Fire breath, Draw OL card etc.) even if there is no damage would be dealt by attack, except conditions (there are only 4: Stun, Poison, Disease and Immobilized). Condition-surges require at least 1 damage to be dealt by attack.
That would be my interpretation, yes.
This is the way I have been playing it as well. The conditions (stun, Poison, Disease, Immobilize) all require a wound to come into effect, all other abilities are activated once the surge is spent on the ability.
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I have a 3 hero campiagn underway. Syndrael (berserker) Avric (disciple) Jain (Wildlander) and found the opposite. the OL won 2/3 quests in act 1 and plus the interlude.
The heroes only bought the Mana Weave out of th Act 1 shops, but did manage to get a chest twice to pick up a Crossbow and Elm greatbow. The Heroes did manage to win the Cardinal's Plight and gain the Staff of light. Basically Syndrael and Jain form a blockade behind which Avric sits and heals them back up every turn using the staff and his prayer of healing. In a pinch he also has Radiant Light and his heroic to boost up the healing powers. This has made it real difficult for the OL in the interlude to take out any of the heroes.
The first Act 2 quest chosen was Monsters Hoard. Jain really REALLY wanted the relic. Shopping saw Syndrael buy the Steel Greatsword. So Avric has the shadow rune, Syndrael the steel greatsword and Jain the crossbow. Basically they owned the OL, searched every token and got away with the win in 6 turns, without the OL downing 1 hero.
One of the players thought it was a bit of a let down, how easy they managed the quest. We have yet to get any further but to us it seems the OL is favoured first, then the heroes in the latter stages of the campaign/.
Silverhelm reacted to this -
I have only played 2 and 3 hero games; but I have yet to finish a campaign.
My group started a campaign with 2 heroes and became disheartened before even reaching the interlude. We restarted and had the same results. Overwhelming victories for the OL in every quest except for First Blood.
I elected to control 2 heroes so we could try a 3 hero game. We lost the first 2 Act 1 quests but have since won everything since then. Yet to finish but at least the campaign is now past the inerlude. The 3 heroes struggles at first (this maybe due to me missing things and/or suboptimal strategies) but now we can power through any monsters and put up a good fight each quest.
We have Avric as a Disciple, Syndreal as a Berserker and Jain as a Wildlander. The group takes a bit of a beating but can really dish out some damage now.
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At the moment due to work circcumstances and my main gaming partner moving away I am relegated to playing Descent solo.
I play by having all the cards in the OL's hand being face up on the table so that I can always peruse them at any time. This allows me to play without having to continually remember or check my hand for any OL interrupt cards that I wish to play. I play both sides as best as I can, trying not to allow my prejudices against one side or the other affect my play.
I have found however, after a few single plays and half a campaign, that I tend to make mistakes more with the heroes than the OL.
One benefit is I can easily reqind play back to a certain spot if I found I played a rule incorrectly or adjust things.
I rather enjoy playing a lot of games solo. It is an escape for me from the stress and pressures of my job. being a shift worker as well makes it hard to get a gaming group happening. Plus with my career I sometimes just want to relax and 'escape' by myself rather than dealing with others like I have had to all day at work.
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The star player decks are broken up into 2 different decks; the OWA and the CWC.
Chaos Skaven and Orcs all draw from the CWC deck.
Humans, Wood Elves and Dwarves all draw from OWA deck.
It does not matter if an Orc player drafts a skaven star player into his team, as long as the star player comes from the associated deck for each team.
You team deck can have more than 12 cards. Star players are in addition to your 12 starting team cards. Freebooters give you the opportunity to remove 1 of your starting team cards and replace it with the freebooter. In this way you can trim down your team deck.
Side note, the humans have a upgrade that allows all star players to have the freebooter ability.

Why the different orders of skill-symbols?
in Blood Bowl: Team Manager
Posted
The order can also make a difference with other skill sets.
For example, [tackle] [pass] is much more useful, imho, than [pass] [tackle]. The first option gives you the chance to down the ball carrirer on the opposition first, thus moving the ball to midfield before you then use passing to gain the ball. With the passing skill first you can not really gain possession of the ball if the opponents already have it.