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CaelanCross

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Everything posted by CaelanCross

  1. That is actually pretty slow start for the OL, In the game I am playing the OL (Demon Prince) was in Nerkrehall (also can only be reached by water) in turn 1 and burned it down in turn 4.
  2. Hello everyone, So my friends and I recently started our first campaign of Road to Legends and unfortunately I have been a little late to the game looking up strategies for heroes. What I have read is that the early game seems to be really important for the hero side and the most common strategy seems to something called the "Art of the Blitz," where you only do the first map or two of the first dungeons you enter to limit CT gain and earn as much cash as you can... unfortunately my group has done pretty much the exact opposite of that We are about 5-6 weeks in (game time), OL is the Demon Prince, with a CT score of 42 heroes - 34 Overlord; we have cleared 2 dungeons (Starfall, Gate to the North) and Nerekhall has been destroyed. This is our Party breakdown (random chars and skills): Lord Hawthorne: Dragontooth hammer, chainmail, belt of strength (Weapon Master) Trenloe the Slow er.. Strong: Boneblade, Morningstar [off-hand], Chanimail (Mighty) Ronan of the Wild: Crossbow, Crystal Shield, Leather, Ring of Protection (Rapid Fire) Truthseer Kel: Cone of Fire, Immolation, Cloak of Deception, Ghost Armor, Mana Weave (Inner Fire, Prodigy) We are sitting on about 4.4k gold + three pots each (we love our stamina and power pots), and have purchased no Tamalir or Party Upgrades. Our OL basically only uses 4 types of mob: Skelle Archers, Sorcs, Razor Wings and Beastmen, though he has started eyeballing Demons and Hellhounds now that he has enough CT to upgrade Eldritch mobs and still have enough left over for Crushing Blow. His strategy so far has been to drag things out for a long as possible and then blitzing Ronan or Kel when the time is right; he has been effective at scoring a kill in a single turn, even if it means losing those mobs the next turn. My concern is that he is going to start scoring a lot more kills with silver mobs. So the question is, what do we do from here? My idea was spend a day in Tamalir, grab 1 or 2 market upgrades, the staff of the wild (double movement upgrade), have one char go to market and the other three grab some power dice; then we could jump to Gardens of Tarn where we have a rumor (+1 to all markets), and from there we could either try to go after Alric Ferrow (I really want to kill him before silver) or start making our way to a Secret Master. What do you guys think? Should we stick to my first thought (above) or try a "Art of the Blitz" style strategy for our next dungeon or two? Any tips for dealing with the OLs tactics I outlined? Any input would be helpful, Thx for Reading, Cheers
  3. It's optional, and all in the instructions. I'd just like to warn you, this was designed for very advanced players (the hardcore Arkham players who'd been playing it a *lot* for years). If you're a relatively new player (by which I mean you've been playing the game for less than two years), or if you often find your Arkham Horror games very challenging, this thing will be above your skill level, I'd imagine. Although it's possible to rise to the challenge (partially by asking other players how they did it). Still, even if you're not ready for it now, it's a good thing to know about because someday you may be looking for a greater challenge, and that's the place to go. Well my group wouldn't be "advanced" by your standards: we have been playing about twice a week for a little over a month so we have about 20 games under our belts now. There are 3 of us, we play with 4 investigators and our skill levels varies we mostly use the Dunwich and/or Innsmouth expansions (we don't own Black Goat and I don't think we have the Dark Pharoah yet) I though we might look at the League to spice things up bc we have won more than half our games far, but only once or twice by sealing; we aren't very good at controlling the board yet, and we always seem to end up fighting the Old One and kicking his butt even though that is supposed to be the "last resort" strategy. Got any tips for a newb?
  4. hmmm... Do surviving Investigators carry over to the next scenario? and if so, do they keep their items, money, skills, etc.?
  5. What exactly are the Arkham Leagues? I've seen them mentioned a few times on this forum, and I've noticed an entire sub-forum devoted to it, but what I can't seem to find is a thread that actually explains what they are and how they work. Can anyone fill me in?
  6. I just assumed that seeing as how she starts with 2 unique items and that would mean she'd succeed before the game even started Thx for the replies everyone,
  7. That makes a lot more sense, but just out of curiosity, where does it actually say that in the rules?
  8. Hi Everyone, I just played the Violinist, Patrice Hathaway, in a game last night I have a question about her personal story. In order to complete her story she places a clue token on her story card each time she "Draws" a unique item and she succeeds after she has placed two tokens on her card. That seems simple enough but... She begins play in the Curiosity Shop where in place of an encounter a character may "Draw" three unique items and her story card does not specify that she needs to draw the cards from other sources like encounters, monsters and mythos cards; so, can she satisfy the requirements of her story just by drawing cards from the curiosity shop's special encounter or is there some rule or erata about this that I am missing? P.S. I used this tactic to complete her story after I saw another player camp out at the Shop to find books for Dexter Drake's personal story.
  9. It's ironic that you would make a statement saying that "my arguments aren't rational or thorough enough," without actually addressing any of the arguments I have made or offering any points of your own about why I might be wrong except "I don't agree." So lets take a step back for a minute and look at this rationally: the basic premise behind my complaints have been that "I do not find the game to be well balance" and have pointed out a number of reasons why I think that is... For Example, 1) the rules are often vague and confusing, especially when it comes to movement, and can lead to very strange situations like heroes effectively teleporting into the "nearest available space," monsters getting flung half-way across the map, line of sight firing around corners and through walls, characters being able to move even when their supposed to be immobilized, and large monster performing ridiculous move-actions where they "swing their piece for extra movement," etc; but most importantly of all you can easily find yourself in a situation were a character has an ability you can do absolutely nothing about just because the exact wording of the text can lead to loopholes in the rules 2) the quest objectives are poorly thought out; my group has encountered many occasions on different maps were the result became a foregone conclusion after the first turn bc a specific character ability or monster choice can completely trivialize an entire map, the results of a previous map can make it next to impossible for a player complete their objectives, or just because the rules favour one side over the other the way they are written. 3) campaigns can all to easily snowball out of control; if a player gets off to a good head start it can literally dictate the course of the rest of the campaign Looking back at some of your posts the arguments I have seen you make is that a) you don't think the that one side is more powerful than the other, b) that there isn't any consensus between players, c) that it is all a game of chance and d) therefore there are no balance issues with the game; is that right? I have never argued this point, I don't believe one side is superior to the other either, what I have said repeatedly in more than one thread that the problem with the game was that it was wildly inconsistent and that somebody was always dominating the opposing side. The simple fact that there might be disagreement in the FFG community as to what exactly is wrong with the balance between players in this game does not mean that there isn't a problem, just that some people have only experience part of the problem and that is the experience that they are sharing with other people. You are right that luck will always be a factor in a game involving dice, and I don't have a problem with a match climaxing with an all important die roll; it can be a lot of fun and add to the tension. What I find frustrating about descent is that 70% of the time win/loss seems to be determined during the set-up not the game play. Do the rules/objectives favour me on this map? did I pick that one character or monster that is perfect for this scenario? how much treasure did we gather up to this point? did I make a mistake it part 1 that I am still paying for?... these are the questions that dictate victory in this game, not my ability as a player to adapt and overcome challenges or my opponent's ability to do the same. So with all of that having been said, has your group been having a different experience? Have your quests been hard fought matches where you never knew who was going to win until the very last turn? If not, maybe it's just a difference in our definitions of a "balanced game" means, because an equal number of overwhelming victories for both sides is neither fun or well balanced to me.
  10. Nobody complains about the difficulty in Arkham Horror bc it is a "survival horror game" that is meant to be hard, players win and lose as a team and you appreciate each victory bc you have to fight so hard for them. Descent is like a game of monopoly were one random player can run around the entire board once per game and buy as many properties as he wants; how much enjoyment can you get from winning or losing a game like that? Now don't misunderstand me, I love the idea of Descent and this whole genre of games in general but... it just feels like I would have to re-write the half the rule book and errata nearly every quest in the game just to make it work
  11. I think the above sentence perfectly sums up my entire Descent 2 experience so far... someone is always getting bent over the kitchen table in this game; the victim might change from day to day or map to map but it is always going to happen and despite what I have been "hearing" a few people say, I don't believe it's the result of luck or skill, it's just the way the game was made. Call me old fashioned but when I play a competitive game with my friends I want to see a hard fought match where "the best man wins" bc he was either lucky or brilliant or both, but in this game it seems like that between the silly mechanics, often poorly thought out quest objectives and mountain of variables with hero/monster abilities leading to potentially game breaking exploitation (i.e. OL card combinations letting them keep their whole deck in their hand or heroes earning 500gp a map) that the winner is decided before we even set up the board. Maybe that works for some people and they don't mind waiting for their turn to stick it to the other guy, but it's just not a situation that I am finding to be very fun.
  12. The web comment is a reference to the rule that if you get webbed during your movement (i.e. via the web trap card) even though you are technically immobilized you still get to finish your movement as normal; which does not make any sense and seriously reduces the effectiveness of the card. The incident where the OL did not get to move was on the second part of "death on a wing." The OL tried to block the bridge with his elementals, but party had the first turn and Steelhorns was able to use his heroic feat to push the monsters out of the way so that the rest of the group had a clear path to fatigue up and unload on the lieutenant leaving him stunned and at 1hp before the OL even had a turn.
  13. The one time we actually did make it to Act II, it was a game where the heroes where the ones getting pounded all through the first act, picked up very little treasure and lost the interlude badly. So when the OL got his power-up it became impossible for the heroes to compete. I may not have been clear enough making this point in my other posts but... the problem we have been having as a group is not that the OL is consistently overpowered or the the Heroes are, the problem is that somebody always is and while luck always matters in a game involving dice, player skill doesn't seem to be much of a factor in that equation.
  14. We never even got to a point where Koth started moving, we were more than happy to let the zombie inflict a total of 2 damage after 7 attacks while we methodically cleared the map of monsters and treasure before electing to open the sealed door triggering the lieutenant's arrival. At that point we pretty much called it a night before finishing the map.
  15. And by that same token, if feats are meant to be heroic a villain's schemes are meant to be nefarious, and an OL hatches is schemes through his cards; plus, none the cards I have ever read just say "no, no you don't get a feat" it's "if I have the appropriate card in my hand that I purchased with xp to counter the party's abilities: roll an attribute test or I stop you," so succeed or your strength test and your hero gets his burst of adrenaline, fail and you get what I like to call dramatic tension All BS aside, flavour is all well and good but game balance and well thought out mechanics are what make a game playable or not. Whenever you have a character with an unstoppable ability that can completely change the dynamic of a campaign all on it's own, any sense of game balance just goes right out the window; especially in a game where there are so many other balance issues that it just can't handle the extra strain.
  16. The heroes do not get militia in cardinal's plight, you're thinking of the second part of the "Castle" quest. The problem that AltWren had was that he was unlucky enough to fail 3 times in a row on his skill check rolling a 7, 5 and 6 which meant that by the time he managed to raise a single zombie the party was already through the gate and killed it. Because of how the second encounter is built it seems to assume that the OL will have at least 2-3 zombies, but with only 1 zombie plus the cardinal having 2 grey defense dice, 16hp and an alter that can heal him it was pretty much impossible for the OL to fulfill his quest objective no matter what he did. It is one thing to be an underdog or lose bc you made a mistake or your opponent got lucky or brilliant, but to have no chance at all right from the start bc of what happened in the previous map just made the second half of the quest an hour of slow torture for the OL. The problem we have had with this game is that every map we have played has been a landslide victory for one side or the other, it can see-saw back and forth between which side dominates but it is never a close contest and in a campaign it can easily snowball out of control if 2 successive maps go in someone's favor. We have tried it with different OLs and party configurations it it is always the same problem, and we just didn't have the heart to try and house rule the crap out of the game until it worked I guess it's time to break out Arkham Horror until we can find a dungeon crawler that works for us.
  17. Make that 550 gold, you guys picked up Chainmail for your free treasure which is worth 150gp Just you wait though, next time you play OL we are going to make the most broken party in history with Steelhorns, Silhouette, Zyla (the mage that flies) and Aurim you gets a free search card each map just to add that extra F*U
  18. Yes, the immobilization rules are stupid but what can you do? The condition i'm looking into now is Curse which prevents heroes from activating skills and abilities that cost an action to activate, like Sil's heroic feat. Unfortunately, I don't own the expansion (one of my players does) so I can't look at the cards right now, but does anyone know off hand any good monsters that can inflict this condition?
  19. While this would immobilize her, since her move isn't a move action, it doesn't end her movement. (The FAQ Ruling about ending movement when immobilized during that movement specifically talks about Move Actions, and the following question basically says that Immobilized doesn't affect anything that isn't a move action.) So she would still complete her Heroic Feat action, and then wouldn't be able to take any further move actions later that turn due to being Immobilized. I think your best bet is to choose quests with spread out Search Tokens and use blocking tactics whenever possible. Lots of small creatures may be your friend here over a couple big ones. Also remember that if they are going to move a large figure, the "shrinking" that is done must be to the space that the hero targeted, which adds a small bit of restrictions. Well that sucks, Webbing her was just about the only thing I could think of to shut down her ability. I guess I will just have to stick to OL 101 and focus on effective blocking and picking the right maps whenever possible. I don't know if large groups is going to benefit me much over large monsters as the rest of the party consists of Landrec the blasting runmage, Ashrian the spiritspeaker who can stun entire monster groups and Trenloe the knight who deals impressive enough damage on his own (plus advance) that the party should be able to cleave through small monsters faster than I can reinforce them
  20. I do actually have access to the expansion but I choose to use the basic deck without even looking at the new cards bc it was my first time as OL and I knew the old cards from my own experience as a hero; maybe that was a mistake bc now that you have brought it to my attention I was just looking up the expansion and have just discovered a little thing called "Curse" Thx Kunzite, the group I'm up against has crappy lore and zero ability to eliminate conditions bc the healer is a spirit speaker, so I'm going to check out any monster that can curse ASAP
  21. I agree completely, My heroes are smart enough to know that it is worth it in the long run to put their rogue character in danger if it means they can pick up 2-3 search tokens in exchange; what I need is a way to prevent her from getting more than one token at a time. I know there is a trap that can instantly kill with a search but it is expensive and I'm not going to be able to afford it until the second quest of act II unless I'm lucky enough to win a map that grants bonus xp
  22. Thx for the quick reply and yes that is the character I'm talking about, Thing is, I'm looking for something a little more than a "just beat her up," strategy, since it's basically just your classic chimpanzee with a stick approach ...and unless I'm swallowing her with ice dragons all the time I don't that working long term anyway, since she only needs to be standing for 1 turn for clear the map of treasure P.S. which strategy that I listed did you think sounded good?
  23. Hi guys, sorry for the long post but I could use some help here, I just started my first campaign as OL and I am having a serious problem with one of the characters in the party (4-person party)... Silhouette the Treasure Hunter. For those of you unfamiliar with that character, her heroic feat allows her (for 1 action) to move 10 spaces and collect any search tokens for free so long she moves into a space adjacent to the token during her movement. That might not sound game breaking but I've found that treasure is one of the most important factors in determining the party's strength. With her ability she will almost always grab 2-4 treasures with a single action, every map, and as a treasure hunter she can draw 2 cards each time to comb through the deck for free items and high gold value potions. I can easily see this combo spiraling out of control as the campaign goes on, and the worst part is I can't think of a long term strategy on how to stop her.... Blocking: I can try to block her path but that isn't always going to be feasible every turn on every map, plus her starting weapon allows her to move monsters on a surge Trip Wire: will not work because her ability is not technically a "move action," as I understand the rules, and she has a 5 cunning even i could play that card Pit Trap: almost as useless as Trip Wire bc she has so much movement that it's unlikely that I would be able to stun during her ability, and stunning her before she triggers her power would only delay the inevitable for 1 round at best Web Trap: seems like my best bet bc it has a chance to immobilize her after her first step cancelling out her power, but even that strategy has problems too... she has might score of 3 to start and there is at least 2 items that can give her a permanent +1 to might (thief's vest and a helmet) plus a lucky charm that can give her a re-roll; the second the party gets a chance to gear her up this will stop being an option Kill the B*tch: the rest of the party does not exist for me, I kill her, keep her dead and never let the stand... sounds great, but even if I can pull it off it would only ruin the rest of the game since no one is going to enjoy playing out that scenario House Rule: I try to convince my group to accept changing her ability to something more manageable, like... instead of moving double her speed, she takes a move action picking up tokens as she goes Anyone have any suggestions? Am I over-reacting, or has anyone else encountered this situation before? Cheers, And thx for reading if you made it this far
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