Drakim
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Posts posted by Drakim
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QuoteAfter choosing open groups, add 1 earned villain to your hand of open groups.
Deplete this card when you deploy a villain to reduce that villain's deployment cost by 5. Exhaust that villain's deployment card.
Rulebook page 23
QuoteStatus Phase in a Campaign
1. Increase Threat
2. Ready
3. Deploy and Reinforce
So, if I'm reading this right, in a normal story mission, if you use Leave Them To Me at your first chance (Status Phase of round 1) you will not be able to activate that villain before round 3?
I know you get a discount of 5 threat, but that seems extremely weak for a 3 xp card.
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Our group has found that the strongest part if Hutt Mercenaries is actually the Guild Hunters 4xp card. To the point where we concluded that this is probably the strongest Imperial card in the entire game.
Unlike the burst damage cards the strength of this card might not be obvious at first glance, but here are some advantages:
- All scum starts with the hidden condition, which makes it harder to hit them, and gives them a free surge on their first attack.
- All Imperial Figures on the board gains 3 new surge options, where one of them is Pierce 2.
- It's not limited by bounty tokens like most other strong Hutt Mercenaries cards.
These things adds up to an insane amount of benefit when using Scum figures, and it's not some singular attachment but a constant effect on everybody! Just look at these crazy gains:
Green = Hired Guns vs Black Defense Dice.
Red = Hidden Hired Guns w Guild Hunter surges vs Black Defense Dice.
And even for non-scum figures, such as Stormtroopers, who normally only has one surge option for +1 damage, the extra 2 Pierce option is super useful. The Guild Hunters +1 damage option also grants 2 extra accuracy, so you can hit from really far away and not compromise your damage.
Hired Guns is a favorite (you keep reinforcing them with a new Hidden condition, and even if the heroes kill them before they die they get to shoot!), but it makes all Scum units completely amazing.
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From what I understand, the heroes aren't supposed to be told about the "Additional Rewards" they can earn, it's not part of the information that's given to them during setup.
But to my gaming group this seemed really bizzare, and we played with me (The Imperial Player) specifically calling out how they can earn the additional reward for every mission (and getting my ass beaten nearly every time
).How do you guys do it, and why? It just seems pretty unfair that the heroes might miss out on a reward in a mission just because they didn't know they had to specifically do this or that action in this or that arbitrary time-frame.
There is also the fact that if you have played the mission one time before, you'd know about the additional rewards anyways. Are rebel players supposed to use a notepad to scribble down "secrets" about missions for when they replay them later? Because some of these additional rewards are pretty big.
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Alright, updated. But does the Master in Act 1 have Blue+Yellow attack? The old stats listed the Master as having only a Blue, so that's a pretty powerful buff.
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http://descent2e.wikia.com/wiki/Kobold
The page on the Wiki is outdated, those are the old Kobolds from the conversion kit. I'm an admin there but unfortunately I don't have Kobolds so I can't update the info.
A kind soul who has the time and the cards might edit the wiki, or PM me the stats and I'll edit it in myself.
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Ah, I see. The heroes ignoring the Master Ettin with his Throw ability sounds like a major blunder though. Surely they knew about the pits, knew about the Ettin's throw ability, and knew about his 3 damage surge? It's not like he is terribly tanky, or gets reinforced on that encounter.

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7 villagers is a lot though. I only got 2 villagers and had to fight tooth and nail to get them. What happened to your heroes? If I remember correctly, there isn't actually a lot of monsters on the map to occupy them while you collect the villagers.
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Me and my group just moved over to Act II (we are playing a 3 heroes game). Thus far, I've won every single quest (I'm the overlord). However, about half of those victories were really really close, so close that the winner of the quest came down to a few dice rolls at the end.
But besides the balance, the quests are also really fun, a lot more creative than the quests in the base game. I highly recommend it.

About the "Leave Them To Me" Card of Nemesis, it seems weak
in Imperial Assault Campaign
Posted
Yeah that's true with optional deployment you can activate the villain in round 2.
But, it just seems pretty lackluster for 3xp. There are so many great 3xp cards that you can keep using every round ;/