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Starbreaker1

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  1. Starbreaker1

    Unsolved case

    It is also important to note, if you have dissonant voices in your threat area you are SOL if it comes up from the hunch deck that turn, it is weakish, but it can also be dangerous, especially since it comes up often.
  2. Starbreaker1

    4th Cycle - The Circle Undone

    Except that seekers already have like what 15 ways to get additional clues per investigate, probably more, and a rather large number of really good cards that trigger on having a clue on a location (see Preposterous sketches and inquiring mind, just off the top of my head). It is often overlooked and very useful, is it as powerful as the others maybe not, is it still a good card? IMO absolutely.
  3. Starbreaker1

    4th Cycle - The Circle Undone

    All the skill boosters from that cycle (well prepared, high roller, recall the future, quick study, and cornered) are that good, they are marginal in expert, and I guess on Easy they are sometimes not required, but in general they are all very strong, as they play to the factions key strength and can overwhelmingly boost a single stat whether it is the main one for a key check or an off one to prevent a nasty treachery card. If you don't think they are that good try using them. I will forever use them, until a better one comes along as they allowed solo skids to complete MM and get all 6 cultists with time to spare.
  4. Starbreaker1

    speculation about the Return to Carcosa

    Wow this is really interesting, though I somewhat Agree with Trench Knife, and kind of with knuckle dusters. Cheap shot and astral travel are remarkably strong cards already. Also Astral Travel is not meant to be as strong as Elusive that is very probably the best level 0 card in the game and designed as a Rogue card exclusively, we don't want everyone to get the "same thing" I think that would be boring. As for Cheap shot a card that lets a Rogue, fight at 7 or 8, most times, inflict damage and evade said enemy, I take it even in expert now. I guess we will have to wait and see but I am really surprised so many people think Astral Travel and cheap shot are that not good, however I will say if they do upgrade them I will take them almost every time in the decks that can use them. So I guess I will be excited to see what happens
  5. My solo choices are typically Roland, and possibly now Joe, Skids or Agnes. As we all know Mystics can do almost anything with the right spells and Agnes can just throw out Raw damage. Roland has the best ability for skill gathering solo possibly ever, especially if you use both his original and replacement cards. Skids has become an all star for me in just about anything. It took me a while to realize how to build him correctly but he can be so wonderfully capable once he has one or two of his tools down, and the more he gets down the more he can do. (my rogue boards always are asset heavy, but they also wind up pulling the group and/or themselves out of almost un winable situations)
  6. Starbreaker1

    Best Campaign for 5-6 players?

    Dunwich is probably the best for 5-6, but be warned the Essex county express scenario will very probably be very difficult at that player count, however the "bad Resolution" for failing that one is not that bad so I would say it still is probably the best, as was said above you will need an additional card not present in the ECE pack (because it only has enough for 4 players) but it can be easily proxied. Please let us know how it goes.
  7. Starbreaker1

    Why the Shotgun?

    So Shotgun is Ideal in a Mark or Leo deck but any guardian can make use of it. You have to spend a little more to over pump but unless you are running a very specialized deck most guardians run a pair of beat cops and vicious blow. and when you need to use the shotgun odds are you are going to commit extra fight to make sure you hit with as close to full force as possible, it is especially good with mark because his signature skill gives 4 fight however any guardian can easily get to that point with the desperate skill that gives 4 fight icons. In addition it is even easier with the inclusion of Well prepared which can get you an additional 2 fight icons. Now does it require a little bit of special deck building sure. However are you likely to include those cards in your deck whether you have shot gun or not, probably. It is good because with the inclusion of venturer and stick to the plan having a shot gun as your only weapon is remarkably easy in late campaign and to just kill an enemy outright in a single attack and still have ammo for 7 more is something all guardians aspire to because it allows them to use their other actions to stay near the weaker members and still be capable of protecting them. That is my 2 cents, I also tend towards lightning gun about half the time and now the new BAR but I still use shot gun about 50% of the time
  8. Starbreaker1

    City of Archives Player Cards Review

    I just want to say this on payday...and using the "click economy" which is NOT a good measure of a cards worth in this game, if you get 4 extra actions in a turn, very easy for rogues...Leo de luca with borrowed time,Finn base ability with leo de luca with 2 quick thinking, quick thinking with leo de luca with double or nothing, police badge with leo de luca with quick thinking... The list goes on and not everyone has those cards but all I am saying is if you get 4 extra actions in a turn and then play this last you basically spent one xp for a 4 xp hot streak, and you got to perform 6 actions as well, and the card doesn't even force you to play it only then, so if you are in a bind and need 3 resources you just drop it and its another emergency cache for only a single xp. to me what this card does is incredible and its stock will only grow as rogues continue to get more cards that grant them actions. IMO this card is far better than people give it credit.
  9. Starbreaker1

    Bonuses when playing single characters

    First, those are interesting Ideas, Second "Standard" is misleading because standard difficulty is still very challenging especially solo. The enemies hitting you automatically is a theme choice to me, you are a normal person, not a super charged hero, fighting creatures/gods that are supposed to have powers beyond our comprehension, the fact they automatically succeed when they hit you is just one of the strengths they have against us. Just MO but it helps immerse me in the world a little more when I'm sure it was just a balancing mechanic.
  10. Starbreaker1

    New Deluxe Expansion - after Fogotten Age

    They will almost certainly announce one, but odds are it wont be released until next year, however there are multiple fan made ones on Board game geek so there is a lot of content that is not official and most of it is very well done so check that out. Also welcome to the community!
  11. Starbreaker1

    5 Players

    I think 6 times before we were done on the third train car, it was the card that sucked all of us up.
  12. Starbreaker1

    5 Players

    It usually is fine, I have played 5 or 6 scenarios with 5 players a few with 6 and even Carnevale with 7, all games played on normal difficulty, Carnevale was pretty easy but everything else worked just fine. Words of warning Trying Essex County express with anything more than 4 makes it much more difficult, we tried it with six once...it did not go well. Other than that scenario it should be fine with 5. Let us know how it goes.
  13. Starbreaker1

    Solo play with Roland Banks

    Hello, and welcome, first thing I would recommend is lose the .32 colt cause that puts you at 9 weapons, which should almost guarantee one but is still pretty excessive, you should be able to get two other cards and be fine with your options at 7, you may want to consider bandolier, since alot of your cards take up hand slots, and possibly taking prepared for the worst, which will let you search for a weapon. These are both a bit of forward thinking, so that if you take a larger weapon in the future *coughs* *shotgun* you have both a card to let you carry a backup weapon (bandolier) and/or one that lets you find the big weapon (prepared for the worst). My other suggestion is find room for an art student or two, they are cheap allies that grab a test less clue and perform the most important function in Roland, they can absorb horror damage, good expendable ally. Those are my suggestions, they are just suggestions as this deck seems quite good all on its own, good work.
  14. Starbreaker1

    Who Controls Player Cards Attached to Locations?

    A player card is always only controlled by its owner, unless it or a trigger specifically states otherwise(teamwork, a chance encounter, etc). This is why the lvl 2 shortcut grants its triggering condition to the location it is attached to, otherwise the other players would not be allowed to utilize it. This also why weaknesses are considered treachery cards when played, other wise other players would not be able to trigger the weakness' ability.
  15. Starbreaker1

    Filling in some decks.

    You are Welcome, the more helpful and friendly this community is the more people will play ArkhamLCG, and I personally would like this game to continue for as long as possible. As for those that say Dr. Milan is the best level 0 card, he is certainly very high in the list of best level 0 cards, some of the reasons are curious to me simply because my idea why he is close to the best is he gets you almost free resources, more than once a turn often. Sure he gives a +1 intellect but a surprising amount of cards perform that function, in seeker at least. Maybe I will take a closer look at hired muscle/Treasure hunter for my skids deck. That is interesting. Also Delve I Agree with, it is at least in my book tied with Elusive, I am currently running a 3 player group through Dunwich to see just how much xp we can suck out of it, we just finished EA with HAW first and have a total of 19 xp, so far doing pretty well. As always thank you for sharing your views
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