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Kyarn

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About Kyarn

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  • Birthday 06/13/1991

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    Nantes, France
  1. Thanks for the answers Have a nice day.
  2. Well, I should've have been more precise maybe : what happens if a monster of a group that wasn't on the board before is suddenly summoned ? Can he move the first round he was summoned despite his group not being on the board before ? Also, what happen if I us "Vicious throw" from ravager followed by "Unrelenting" from skirmisher ? Do I need range for the second attack, or is it a valid move ?
  3. Hello, I'm replaying a campaign with some friends after a long pause of Descent, and I'm a bit rusty (hi Rugal o/). And so we played the Interlude of Nerekhall yesterday, in which we have to defeat Tristayne, then Rylan, then Trystaine again in act 2 form. And in his last form, he can summon Ynfernaels. And then, I had a doubt : I'm remembering that a rule said that monsters cannot activate if they weren't on the board since the beginning of the round. But I can't find this rule anywhere (not even in the amazing CRRG), and now I'm doubting myself... maybe I have this in mind from another game ? Maybe I'm just dreaming ? Is this real life, or is it just fantasy (flight game) ? So... does this rule exist ? And if yes, where ? If yes, does that mean that the summoned Ynfernael can't be activated the turn they are spawned but only the next one ? Thanks for the help
  4. We also understood it in the same way Zaltyre did : each magistrate with a monster adjacent can move 2 space. There is nothing spelling "only one" or "one" magistrate. That being said, we played it with a shadow walker in our team and got the key on our 2nd turn thanks to : Soul Bound on a shadow dragon + Dark Servant. This was one of the easiest quest we did in all our campaigns, and really annoying for our OL since he didn't have a chance to win at all. But I suppose that without this combo, it would have been really hard...
  5. If tomble as Thief is kicking your butt, I don't wanna imagine what a Logan as Treasure Hunter would do to your poor ass
  6. I like Master Thorn, but I'm not really fond of the trolls.... I mean : they look great (nice skin), but are almost a copy of the giants in term of skills... (a little less hp/defense pool but a bit more damage and easier way to stun).
  7. As you said : he's not a poor hero, only a poor scout. Which mean he's useless as a Treasure Hunter, Stalker, Bounty Hunter and even Thief (dunno why guys keep wanting to play him as a thief, his ability is clearly not suited for it). But he makes an AWESOME Wildlander ! Put him near any "Tank" (like a Knight, a Marshall or whatever) and he will be unstoppable. He can do a pretty decent Shadow Walker as beiing said before. His main interest is in team oriented gameplay. Put him near Ravaella with a Rune Plate and Laugh....Hello black-black-grey defense dices in Act 1 (even more if you put him an armor too). As far as I saw, he can be incredible if well played, and a pain in the ass for the OL. They're many many weaker heroes than him.
  8. Honestly, the French translation is good and don't have any real huge mistake (except one with the lava). And for the rule's question, even the english rulebook isn't enough to provide you all the answer anyway so you will have to look at the differents FAQ, and Q&A from the editor. I've got some game in english, but to me for a game as complicated as Descent, I would recommend you to buy it in the language most of your players will understand the most. They will appreciate it more, especially the story parts. Otherwise you will have to read it in english for them, or translate them when you're reading it. Which is really less enjoyable for the players. As for me, I only have Forgotten souls and Nature's Ire in english because they don't exist yet in French
  9. hum...if all you want is the image, maybe you can find some here on the french blog : http://descentv2.septentrion-game.com/category/heros/ Or on this english blog : http://www.descentinthedark.com/2nd/
  10. Yeah when I re-read it I thought about the same thing For the heroes, you can find some here : http://descent2e.wikia.com/wiki/Descent:_Journeys_in_the_Dark_%28Second_Edition%29_Wiki
  11. As far as I know you can only obtain a threat token by killing a hero once per quest, and not per encounter. Look : https://images-cdn.fantasyflightgames.com/ffg_content/descent-second-ed/news/lieutenants/DJ09-rules-web.pdf " Each time a hero is defeated during an encounter, instead of drawing one Overlord card, the overlord may choose to gain one threat token. The overlord can only gain threat tokens in this way once per hero per quest. " So only 4 threat tokens that way bro', sorry
  12. You didn't look very well for the skill I pointed. In my example, this group can recover stamina in a blink of an eye ! Trenloe and Augur nearly always move with stamina (not to mention trenloe as a charge). Trenloe as a knight is the best solo combination (we already did it), but that's not the point of this group, and it wouldn't be as good as it is with valor token on everyone. For Augur, once he has understudy, he's already op with this team (sure Cacophony + aria of war tend to make him even greater ). Now, let's say you focus on leoric : -1 damage with leoric base skill, + 1 defense with valor token + 1 defense with aria of war. Without any dice rolled, he already has like 3 defense. And could have even more with some late skills of the champion, or with forewarning of the prophet. And I don't even speak about the fact that Leoric could buy Dark Pact. Now let's say he dies anyway : the bard can resurrect him without action with his base bard's skill. Or he could use Augur heroic ability to ressurect him even from a long distance. So you didn't achieve really anything against the heroes. The point of this team is that they're not "only" tanky, they can do a lot of damage because every attack they make have nearly always base +2 damage (Valor + aria of ward). And with the stamina regen, they can almost all always run with only stamina and keep their action to attack only. The only thing which can work well agaisnt them is, as you said, trap and spell like web trap. But this spell work on any group anyway, so I don't see why it would be more powerfull against them. Especially when bard could buy rehearsal or the team could buy the anti condition's belt. I just wanna clear a thing : my group and I nearly always prefer to play a 4 heroes game because we prefer doing the best heroes team combinations and fight with the more monsters. As an OL I feel the same. That being said, it nearly always end the same way : victory of the heroes cause in the campaign's end the OL can't stop the heroes anymore unless they do huge mistakes or unless there is a huge luck gap. And honestly our OL is really, really good (and I think I'm not bad as well ). Where in 3 heroes game, we always had more close campaign's end. Aow, and I forgot : we never, ever, ever play the treasure hunter who tend to completly destroy the game by favoring way too much the heroes. So it's not the problem. Anyway, I'm thankful for all of thoses who answered and gave their point of view. It cleared some interrogation I had at least, even if I'm not totally convinced
  13. Yeah but that's a houserule. If you let them choose like the original rule say, the more heroes they have, the stronger they are. As far as I saw since my beginning in this game. (Obviously with a random pick, you're more than right) And I didn't even speak about multi target spells which can annihile many monsters in one or two attack, transforming the boost of monter's number in nothing... A good OL can deal with playing with less monsters. But to me he can't deal with overpowered combo that are available for the heroes, at least not easily.
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