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About Wakomski

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  1. Yes, overlapping both different games from the same universe has so much potential. They could even allow to use figures from one game in another. Like making units from Battlelore usable as monster groups in Descent... Or making Descent heroes usable as champions/generals in Battlelore. All they would need is make miniatures of similar scale, as well as printing a couple of additional cards.
  2. I just hope, that with Descent legends of the dark and Descent 2ed, we will not get the same treatment as with Runewars miniature game and Battlelore 2ed. Battlelore 2ed was a great game with great reviews, but weak marketing. They shut Battlelore down, to make space for Runewars, which in turn did not sell well at all.
  3. In a week's time, I am playing with my new group a second scenario of Heris of Blood (Siege of Skytower). My group is quite inexperienced in playing Descent, and I plan to give them a balanced play. Most obvious pick would be to chose not too strong open groups for riders and support. Of course I could chose golems and hybrid sentinels, and steamroll them, but no fun in that I want to even the chances. Maybe you could advise me on this subject? I was thinking of following sets (Riders + support group) Goblin Witchers + Ettins Changelings+ Sorcerers Volcurix Reavers+ Iron bounds Flesh Moulders+ Brood walkers The party composition they have is: Augur Grisom as Spiritspeaker Leoric of the Book as Elementalist Reynhart the Worthy as Champion Ronan of the Wild as Bounty Hunter I have all small and big expansions, with three hero and monster packs: Bonds of the wild Treaty of Champions Crusade of Forgotten I would be thankful for your suggestions.
  4. I have started a Heirs of Blood camping with my friends. Having played OL for 3 campings now, I am quite confident in my role. Although my friends are quite competitive in other games, being new to Descent made them lose severely the first quest- they focused on killing goblins leaving barghest free. I would like to give them some advantage, but in a way to make the game competitive, so they do not know I am holding a bit back. They have a Necromancer, Skirmisher, Bounty Hunter and Disciple. They are strong in Willpower, but weak in Might. I chose Siege of Skytower as next quest, since it is quite unique, and straight forward mission. I think that choosing open groups that are neither too week nor to strong, is the key here. As invading force, I chose Volcrux Reavers, as being dangerous but easy to kill. I struggle with support group however, if I go for Golems, they will not be able to get to the levers in time. As such, could you advise, which groups would me neither too weak nor too strong for this quest? I currently consider: - Medusa: not too strong damage, but can immobilize and stun the heros - Rats: one of my favorite groups, that can dish out quite a nice damage, and can make heroes bleed - Changeling:Currently, i think this group would work best- neither too weak, not too OP - Bandits: there are five of them, with good damage, the reinforcement at 4th round could decimate the players. What is your opinion on the subject? Do you always go for top power composition, or do you try to balance the game?
  5. Wakomski

    Hexes Question

    Me and my player group struggles to get rid of the hexes from Hexcraft school. Basically, if somebody places a hex on only way leading to treasure, nobody can collect it. Can I get rid of it any other way than dispel or negate neutral? I cannot attack the hex itself right?
  6. I have purchased Wiz-War recently. I wanted to get it before, but I was never sure if it as worth it, due to low popularity of this game. Basically there aren't to many reviews or websites describing it, I play board games 1-2 a week with people that had played like 300 different board game titles, and non of them saw Wiz-War in action. Nevertheless, last week I got it and we decided to give it a go. We were very surprised, the game is GREAT, fast, a lot of action, and THE spells. We spend whole evening playing it (and we had a could dozens other games at hand to choose from), so no bad feat. To me the game has very strong Terry Pratchett theme. It would be enough to write a short introduction, that the game takes place in Unseen University and we have a game meant for Discworld So my question is- Why?! Why is this game not popular? FFG published two expansions that increases the replayability, it is easy to explain the rules to new players, the artworks are great and the game itself is lots of fun. I simply cannot comprehend why is it not played more often or FFG marketing does not try to popularize the game more.
  7. Does Banshee really prevent flag damage on Bone Horrors? I though that if they cannot resolve retreat, they cannot be supported as well. I also like this combination, one unit of archers plus two units of necromancers can really hold the line
  8. Yes, but heroes can effectively block the path for the civilians (alone or with familiars), holding them long enough to kill the changelings (which you cannot re spawn indefinitely). On the other hand goblins can scamper through the heroes, making it fairly easy to take the shot at civilians. Nevertheless, I see your point, knocking out one hero would remove the blockade easily.
  9. Do you use this rule also in games with human overlord, or only in RtL?
  10. And which influence in your opinion favors the overlord? I too have some questions regarding the second encounter of "Widespread Panic". Can Heroes heal the wounded citizens? And if Vera is corrupted, can wounded citizens move through heroes?
  11. Really great job, the guild to overlord cards is really useful tool for any Overlord player.
  12. That is a though one, servant is treated as a minion monster, not master, so most of Alric, Trystain and Ardus cards will not work. They do not have any traits so Splig and Ariad also will not work well. Verminous cards do not work on act 2 Scourage since it has 7 hp, not 6. I would still go with Kyndrithul, since it can increase fatigue cost together with Soulbinder, but I am bias, and I like this plot deck a lot I was even thinking about Bol'goreth plot deck, since Grotesque from Soulbinder and Ill Omen from Unkindness apply conditions that can be taken by Mass Mutation plot card. Plus if you use Envenom or Infected on act 2 Raven Flock (BRY dice), you really have option to put those conditions. However, this was not tested and I doubt it would be efficient.
  13. After the Manor of Ravens we have more Warrior and Scout classes than Mage and Healer ones... I think the first thing they should do is to add those missing classes. Moreover, two classes usually come with small box expansions. They could use it as a opportunity to tune the rumoru cards missions, so they are more balanced when played during full camping.
  14. By the way, I have a question about Skarn plot deck: When an Overlord uses Delusional Path to move a hero on lava, if that hero has already spend both of his actions this turn before, is that hero defeated? That could add some flavor to this deck, as it is useful only for summoning Skarn over and over again.
  15. Yes, but if Tristayne is not there, who is your second pick? Or maybe better, which Plot decks do you think are most fun? I do not like Zachareth since he is a bit too easy and not fun to play against. For me Ariad and Alric are a lot of fun, although Alric requires a lot of gimmicks. I think Raythen can be fun as well, but I do not have this one yet, so not tested.
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