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  1. It's more about it being for "Game Nights" to bring new people in. A competitive game with the Overlord versus 4 others, especially when certain Overlord tactics may involve using his monsters to gang up on an individual hero, can be off-putting to a lot of people. Whereas it's really hard to take it personally when you're playing against a cardboard box. This is something that will allow people to experience Descent without the Overlord feeling like he might have to either take it easy on the heroes or risk alienating a new player. This scenario can be especially risky with new players when they don't fully understand the rules of the game yet. If this helps bridge that gap and get the game on the table more often, I'm all for it. Once players get a feel for the basic rules of the game, they can then try out the competitive version. I'm not getting how this helps FLGSes. So, a customer comes into a game night and loves playing the new co-op Descent. "Wow", he says, "that was the most fantastic board-gaming experience I've ever had. I'd love to play this with my family and friends. I'd like to buy a copy right now!" "I'm sorry," the FLGS owner replies, shaking his head, sadly, "but I can't actually sell you this. I can sell you the normal Descent game, but it doesn't play anything like the game you just enjoyed so much." Frustrated and disheartened, the customer leaves the FLGS, promising never to return since it is clear that a business who won't actually sell their product doesn't deserve his patronage.
  2. I suppose that these forums will get deleted before the end of the year. Which is a real shame, as there is some great content here.
  3. I think even in the original rule book, though, it's not very clear what happens when there are two opposite corners between a pair of units but those units are *not* adjacent to the blocking terrain.
  4. Updating this thread so you can actually see the full pic:
  5. You might find this thread helpful: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=196&efcid=1&efidt=750451&efpag=0 I think I sent this question to FFG for a ruling a few months back, but never received a response. I should probably send it again…
  6. I assume he means something like the Army Boxes that used to be available for AT-43.
  7. Option "A" is correct (unit is eliminated, no save). You might want to take a look at this thread for more details: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=196&efcid=1&efidt=739027
  8. The Grim Reapers and Tank Busters really are must-haves for the Allies to offset the Heavy Flaks and Heavy Laser Grenadiers that the Axis get in the Revised Core Set. As for the special ops units, the one reason that you might want them is for the observers. The Allied and Axis medium walker boxes both allow you to make an artillery walker (the Steel Rain and Lothar, respectively) and having an observer unit would let you get a bit more use out of them. I would also considering budgeting for the Allied and Axis air units. I think those are quickly going to become must-haves.
  9. Loophole Master said: On the allied side, I'm not really much of a fan of any unit other than the Hell Boys. Yeah, and I find even the Hell Boys a little over priced. Swapping out the BBQ Squad's Demo Charges for a second Flamethrower should be an even trade--it shouldn't cost 4 more points!
  10. Congrats! Don't be surpised if the Axis gets most of the victories, though! (Their units in the Revised Core Set are overall better than the Allied ones…)
  11. Where I find Heroic Attack earns it's status is when you combine it with Stimulant Kit. Put OZZ in a group of Tank Busters or Grim Reapers, stim them up, activate Heroic Attack, and let them loose. With Heroic Attack running, nobody can damage them for the rest of the round, which really helps to alleviate the exhaustion caused by the Stimulant Kit.
  12. Can you post a sample 300 point SSU army unit list similar to what you are seeing played? Because, whenever I start thinking about getting an SSU army together, I have a hard time choosing because the SSU has so many great, but expensive, units (like the helicopters, heavy tanks, Winter Child, etc.). I usually don't find room for Yakov…
  13. smold said: Does this solitary unit really blocks movement from a heavy walker?! Yep! That's the price we pay for having rules that allow for quick game-play--they can be a little over-simplified at times. smold said: How come doesn't mortar disregard cover save like Artillery? Which "mortar" are you talking about? The petard mortar on the Steel Rain?
  14. SeismicShock said: I would argue that if you look at the other Allied Infantry 3 heroes, OZZ isn't exactly worlds expensive more than Rhino or AJ, who have Berserk and Assault respectively… True enough, but that seems to be more of a miscosting of OZZ than a true reflection of his value. Kind of like how Lara only costs 21 points but is far, far better than the Axis heroes who cost more than she does.
  15. Mike_Evans, it sounds like your problem is more with aircraft than Yakov. If your concern is that almost no unit can take out an aircraft in one activation, then it doesn't really matter if your opponent wins initiative or not. For example, Axis vs Allies, Axis has 10 activations, Allies have 8. Axis has two Fledermice (or whatever the plural is…). Axis lets Allies place their eight units on the table. Axis then places their two aircraft at the end of Round 1. Allies cannot retaliate. Allies win initiative. A Wildfire shoots at one of the Axis aircraft and fails to kill it. The Axis aircraft then obliterates the Allied command squad (or whatever their target was).
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