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Everything posted by thalim

  1. I like the overall idea and the discussion here. I think it's highly group dependent. My group really likes these times where victory or defeat is dependent on this one dice throw (attack/attribute test): the tension is rising to the limits and afterwards where is relief, cheering, frustration or everything together. My poor neighbors... Everyone would severely miss something with the suggested workaround.
  2. Next time I'll try the Thaiden Mistpeak - Wildlander combination with the following skills: - first strike (with his hero abillity it's a 3 spaces search option in OL turn) - fleet of foot (efficient movement with fatigue, better strategic movement in OL turn with nimble) - running shot (more additional movement and synergises with first strike, but I don't know yet how to handle the timing conflict after canceling the attack: search and then move or move and then search - the second option would be great ) Progression: first strike - running shot - fleet of foot So he's highly mobile without using movement actions and can search in OL turn. Sounds like a lot of fun.
  3. Hey OLs and heroes, I often read about possible hero/class compositions for a campaign and thought it would be a great idea to collect your favorite hero setup(s) here. I would copy all setups in the first post as a quick reference for newer descent players and the old experienced ones to get quick and fresh ideas. For a good overview structure is important, so I'll start with an example and ask you to follow this structure. Have fun #1 Ashrian centered steamrolling engine Heroes/Class Ashrian - Bard (Understudy, Concentration,Rehearsal, Wayfarer) Astarra - Runemaster (Exploding Rune, Rune Mastery, Runic Sorcery, Iron Will) Lindel - Treasure Hunter (Gold Rush, Sleight of Hand, Finders Keepers) Mordrog - Champion (Glory of Battle, Motivating Charge, No Mercy, Stoic Resolve) Stat Distribution (Willpower, Strength, Knowledge, Awareness, movement, health) 3224 5 10 4142 4 10 3333 5 10 3512 4 14 General Gameplan Ashrian's priority - utilize his hero ability as much as possible (see my philosophy about Descent OL Game here:https://community.fantasyflightgames.com/topic/206088-overlord-strategy-general-tips-plot-deck-class-cards-and-monster-selection/), because of this it's very likely he gets attacked a lot. With Song of mending and concentration he has automatic 2 health regeneration per round. To get some 'extra life' Mordrog is massively spaming him with valor for glory of battle. On top of that he should get the chainmail or at least a leather armor. If the OL decides not to attack her - fine: massive fatigue for everyone. Mordrogs task is to give valor to Ashrian (so he can use +1 shield whenever needed) and kill easy targets to fill the pile of valor for the whole group. He's the supporter of the group and strengthens attack and defense of the whole group for the second encounter. Mordrogs heroic ability is also good to break blockades or kill lieutenants. Good Synergy of Motivatin Charge/Stoic Resolve with Understudy of the bard Lindel's job is to acquire as much gold/items as possible - he's nearly unstoppable because of his hero ability. On top of that he shines in fulfilling critical attributes test. With finders keepers and 1 valor spend also very deadly in sniping monsters. Astarra messes up with the OLs positioning of monsters. First: once per scene she can break blockades with her heroic feat, Second: blast - nothing more to say. On top of that she's highly mobile with her hero ability. She really needs these Elven boots to become a headache for every OL... Conclusion Highly mobile group which is able to handle everything the OL throws at them right from the beginning of a campaign. Very good stat distribution with high willpower values which also restricts the use of certain OL cards and monsters. In my opinion top tier group.
  4. Many heroes and more monsters died since I started this topic - so I decided to rework and polish a bit with fresh experiences. Hope it helps some new and has something interesting for all the old OL players. Edited: OL classes, reworked conditions, added monsters (OOO, COD, COF, GOD, VOD, BOW, all big and small box expensions till Mists of Bilehall) and another monster selection paragraph Have a nice day Cheers Thalim
  5. Thank you for your appreciation. The quest rules are taken into consideration in the step 'selecting monsters' ("Do I need some blocking, moving etc power?"). If I need/want some AoE I can choose between Shadow Dragon, Elemental, etc. Of course Elemental isn't strong in AoE because of the lack of surges. But it's highly flexible with 4 movement points, ranged attack, health and his other abilities. So if I see I can utilize its other powers I'll choose it over the Shadow Dragon. I think we're playing the same way here. I am always looking at Basic II and think: wohoo, nice, that sounds like fun - and it really is. However I want additional actions (movement, attack), some traps (deny actions for heroes) and something to beef up my little innocent pets (surges, extra damage) Basic I gives me all of that directly. Basic II has some similar Cards but they are weaker (Blinding Speed for example) But that's because of my gamestyle. With my thinking it is hard to use other classes (infector, enchanter, etc) as well. Are there other overall strategies as an OL? Do I miss something in Basic II? Can you give some examples where Basic II really shines? He he - this threat can evolve to a good source for upcoming OL's Have a nice weekend Thalim €: just added the Basic II cards for this overall strategy to the first post
  6. Hello Overlord-Players, thanks a lot for your appreciation and constructive feedback. It is nice to see that this post started a discussion about different things. So everybody can get something out of it. While I like much of what you have to say, I disagree with the above statement. There are many, many encounters (either part 1 or part 2 where you actually get quest rewards) where your first and only goal is to search and maximize your gold. In fact, there are a fair number of quests where the rewards offered do not out weigh the value of maximizing the gold for the heroes, and its not even close. This is especially true in those quests where either the entire quest is slanted against the heroes, or if by losing the first encounter, the 2nd one is now slanted against the heroes. It is at this point that you need to make intelligent decisions as to what is truly possible, and what in the long term will maximize your chances for winning the finale. Gold is an important factor in Descent. Let's assume the heroes don't care about winning a quest and just maximizing gold until the final. For act II items they are heavily dependent on luck and getting the right items. The OL side always gets some benefit. I personally like extra XP for my deck as well as some relics (Bones of Woe for example). Even those relics bound to a lieutenant give a small edge over the heroes in the final. The overall gist of my approach even slows down the 'just searching'-playstyle because the OL focuses on his winning condition (and to get there a fast as possible). The hardest part of being the OL. Your are strictly an opponent, but without being a bit of a DM, things might not become enjoyable. Most common example is the 'beating the living s*** out of the weakest hero' strategy. When playing Descent, you don't have to mind losing:p Ideally, both parties win 50/50 of the quests. So I try to pick my battles, going all in for certain quest rewards, but trying out different, more fun to play combinations in quests where I don't really need/ want the reward. This stays true for special types of players/group composition. If my group finds an error of mine so they win quickly they are wondering if let them win and not playing competitive. Granted you can do it in subtle ways, but still my group is wondering. On the other side they are super happy when they win knowing I dit everything to prevent that. Picking battles/quests where you don't care loosing winning and trying something new is hard in a campaign. At least because of your bought deck and chosen plot deck. Thank you. Plot decks make a huge difference and the strategy can go deep... I mean really deep. I think it's common sense that Zacharets deck with its 13 cards is one of the best. Just because it boosts your OL deck. 'Sole purpose' - this says it all. I can add the other monsters too in respect to my criteria, but I never have played with them. So I have no real experience with them. The above mentioned monsters I have tried and found very beneficial. Changelings are one of my favorites ;-) Even a full equipped hero falls to a web trap, pit trap, whatever and you can reduce his fatigue. All this buys time to finish your goal. If you just reduce his fatigue you achieve that he can't use his skills that often than without the reduction. All this benefits you. Of course there are hero compositions that are challenging and as the OL you should always support creating good hero combinations at the start of the campaign. In this case everybody has fun. Rumors are pretty nice hero wise. As an OL I only bring them to the table if I think my heroes are too weak. Let's face the truth. Even though the OL get's some sort of benefit, Rumors will highly increase the chances of the heroes to win the final because of gold and extra shopping steps. Thank you for you appreciation. As you already said: stunned and immobilized are (in my eyes) the most effective conditions. If you can get them - take them. But you also have to take into account that for example the Medusa isn't often the best choice for certain quests. So you have to take another monster. Why I like the other listed Conditions? Because the heroes can't ignore them and they need an action to remove. Some of them directly attack the resource fatigue the other give a small advantage for you (heroes have weaker attacks, have to use suboptimal positioning, etc). All of this buys time. In my opinion combining different conditions to work together is hard to pull off. Because Descent is an high dynamic game for me I like the 'reactive-playstyle'. So if I play a card/use a monster I want all effects take place immediately. The same problem with bandits. They are strong but to use their special ability I have to set things up. So I never use them because of their special ability. I use them because they are overall good monsters. If I can get a search card 'by accident' even better For your thoughts on combining different things also consider the Magus deck and 'Word of Misery'. You can build a nice knock-out-spiral with 'Word of Pain', 'Word of Despair' and 'Diabolic Power'. Add some 'burning' and 'doomed' for more flavor. Sounds good but it just doesn't fit my direct playstyle. But it's fun to pull off ;-) Have a nice night Thalim € spelling
  7. Hello everyone, I've read a lot of Descent posts here at FFG Forum and also another forum so I decided to give something back and post something here and there. There are often questions about Overlord strategies so I came up to write my experience as an Overlord player. Some things are common sense and well-known. Other stuff I haven't read so far. 1. Mindset Descent is a resource-game. The two resources are actions and fatigue. In order to win you have to maximize your actions and minimize the actions and fatigue of the heroes (the heroes vice versa). 2. General read through the description of each setup/stage and understand the winning conditions (discuss with heroes so everything is clear) first and only goal: fulfill winning conditions! write down the stats of the heroes to have a little reminder handy for your attribute testing cards/conditions when playing a attribute testing card/ or giving someone a condition the test-value should be 2 or less always try to reduce your deck to 15 cards which highly support the winning condition if there is nothing better to do (like closing doors, get into a good blocking position,sit on search tokens (large monsters) attack the heroes if the end of stage 1 is near: beat the **** out of the heroes, don't kill one – just weaken them as much as possible (hearts, conditions) never finish your monster activation next to a melee character so you force the hero to spend fatigue or loose an attack action if possible/appropriate spread monsters (additional movement points/range to consider for heroes willing to kill them) if heroes have blast, whirlwind etc try to spread monsters OR chose smaller monster groups save your cards for the second stage and use them when they have an impact on the game (this comes with experience) 3. Plot Decks Seeds of Betrayal, Sole Purpose! Don't spent anything – 13 Cards Deck is enough (there is a really good plot deck guide on the other well known forum, highly recommended) 4. Card selection There are always questions how to combine cards, best overlords classes etc. Remember the mindset: Minimize actions and fatigue of the heroes and maximize your actions. The following cards support that strategy. Basic I Dark Charm: running in the opposite direction is often much better than attacking,because the hero looses one action to reposition (unless you can kill someone – then go for the kill.) Dash/Frenzy (2x): you get one extra move/attack. Yay! Dash is always advantageous. Frenzy depends on the scenario/winning conditions Pit trap: use when fatigue is used for movement Trip wire (2x): use in an movement action Basic II Blinding Speed (2x): +2 Movement Points // if you have a low knowledge & awareness warrior a total of 6 movement points. Let the shadow dragon walk all over the map (superior to dash IF there is such a low knowledge/awareness hero) Flurry: get another attack plus green dice with a surge (inferior to frenzy because you need to roll a surge and the added green dice in the next attack doesn't equal this) Grease Trap: Banana peel anyone? Hero moves in opposite direction and gets some damage or suffers fatigue (stop this Wildlander a bit)? The mage gets stunned? This sounds like a swiss army knife. In the right circumstance you can let the hero slide into the arms of an ravage monster - lets cuddle a bit. (overall a nice trap) Mimic: kill this reaver if you want to get some gold/items.. Very nice card! This minion also gives you some actions. It's a no brainer. Use it as often as you can. (nice card! I want that in Basic I, maybe two times? ) Overwhelm: get an extra attack (test willpower) on surrounded heroes or the hero gets stunned and immobilized. Sound great at first glance but its situational. I use it on heroes wandering alone in the dark to knock them out or fix them in their position. Sign of weakness: Get a movement point for every monster in line of sight of a resting hero. situational but nice to reposition. It is fun to play - Mimic, Mimic, Mimic but for getting extra action/movement points or restrict them for the heroes I think it's inferior to Basic I Warlord Blood rage (2x 1 XP): two extra attack actions is huge – but your monster is defeated afterwards. In my opinion most beneficial at the end of stage 1 to weaken heroes, if you have to kill someone and it's getting tight with the heroes winning condition or if a monster is on low health and will not survive the next attack. It's also fun to build up a one-trick-pony Act II Master Shadow Dragon with frenzy also add 'Dark Charm' and 'Crushing Blow' to trigger an explosive attack (and 3 'normal' ones). With a bit of luck and bad positioning of the heroes this is devastating. Saboteur Web trap (2x 1 XP): Immobilize – one of my favorite conditions. Use when at least two low might heroes are adjacent to each other Punisher No Rest for the Wicked (2x 1 XP): forces the heroes to think twice about fatigue move. If they move, you can move – great. If they decide not to move with fatigue this round – great. You prevented the conversion to movement points. They use an action instead. Exploit Weakness (2 XP): you can get a whole activation for a monster or at least one movement action. Situational but good Synergies with 'Imploding Rift' and 'Mistrust'. Unfortunately expensive with 2 XP Shadowmancer Imploding Rift (1 XP): a hero looses all of his stamina? Great deal. Play on high stamina, low Willpower heroes Mistrust (1 XP): loosing fatigue when when the heroes getting cosy with their buddys. Great thing. Use in narrow maps. Overall to situational Out of Darkness (1 XP): get an attack action when hero is revived. Sounds great but highly situational use 'Exploit Weakness' instead Treacherous Shadows (3 XP): can be nice if there are at least two low Willpower heroes. But way too expensive. Unkindness Call of the Ravens (1 XP): get an extra monster on the map – nice. Two actions each round and one more monster to kill/disturb the plans of the heroes can add up a lot over the course of a campaign. Also good synergies with Bloodlust (call raven on at least 5HP monster, let the monster die with Bloodlust) and reinforcements at start of OL turn Enchanter Wristlet Of Wind (1 XP): underestimated this card for a long time. It's huge on a group of 4 or 5 monsters. Even better if they are ranged. It's just one additional movement point - but that's the one which leads to extra fatigue movement, splitting groups up, lay distractions, etc. and on top of all the heroes can't discard it like Elixir of Stone (except they can dish out immobilize...). Like nearly all Enchanter Cards it's best played on groups which are reinforced every round. On top of that, once played it thins out the OL deck for the scene. Elixir of Stone (1 XP): +1 shield for every monster in group. Can lead to more actions to kill one. I want that. Kobolds, Reanimates, Archers and such really benefit from it and become even nastier. Unfortunately the heroes can discard it. ALso thins out the OL deck for the played scene Infector Airborne (1 XP): Well this is a nice card. Comes silently "I play airborne", heroes exhale in relief - nothing happens. But on the long run it can be an Elixir of Stone for every monster on the table. Well - a bit exaggerated. But it's powerful: The blue X or out of range? - ok, you get an infection token. A little bit less to be annoyed Can make the difference between a dead monster or a monster with 1 HP. That's annoying and another action for the heroes. On top of that it thins out your deck for the whole quest! I like! Universal Plan Ahead (1 XP): Look up the next five OL cards and put them back in your desired order? Yes please! Very important to get critical cards like Dash or get this Enchanter Card to play. Dark Resilience (1 XP): First aid for your lieutenant, boss or whatever you like. Very good in quest with "kill xy" as an hero winning condition. Diverse Means is another option but it costs 2XP... I prefer Dark Resilience. Dark Remedy (2 x 1XP): discard one chosen condition from a monster group. It's a very defensive card - but can help to keep Wristlet of Wind. Would Consider it if heroes are quite condition happy So if I want an hardcore campaign for the heroes I always pick a set out of these cards. They are cheap and highly effective. If there are two low might heroes I get Web Trap first. Afterwards I adjust to the heroes and course of the campaign. 5. Monster Selection I distinguish my monsters in different types “Kill me if you want to pass” good conditions for bad heroes move that **** hero Blow things up: AoE DIE, DIE, DIE! (...my darling) Remember the resources: actions, fatigue Remember the winning conditions. If your heroes have high single target damage try to avoid small monster groups and vice versa (blast, etc - small monster groups) So first of all I ask myself: is blocking a good Idea? Will the heroes loose a good amount of actions? If yes – let's find a monster with two defense dices (grey-brown, grey-grey, …) and a good amount of life. That's a simple one. Nothing more to say here. Next question: Conditions I distinguish between the good ones (listed here) and 'bad' ones (left out). The good ones are those which need an action to remove or Immobilize ;-) Diseased is an exception because it directly attacks the fatigue resource. If possible always try to get immobilize and/or stun (Medusa anyone?) because they restrict movement (immobilize) or directly take away an action without a choice (stun). My personal top 5 are: Immobilize: restricts tactical movement/ repositioning Stunned: “Have fun with your 1 action next round” :-p Terrified: Force the heroes to do crazy movements just to lose this card at the end of their round. On top of that – no surges which nicely transfers in less damage/ no fatigue gain Bleeding: action loss for discarding this card – otherwise fatigue loss/action. Really nice. Weakened: one rest action to lose this card? Yes please. On top of that this hero is easier to knock out and is fighting with cotton balls. The other conditions are also good and can transition into the longer life of monsters or less fatigue/recovery of fatigue. But those just mentioned are universal for every hero (no attributes test) and have IMO the strongest effects. Immobilized [discard end of turn, cannot move] Merriods (surge) Medusa (surge) Arachyura (surge) Elementals (action, test awareness) [C] Zombies (action, test strength) [C] Bane Spider (action, adjacent test awareness) [C] Broodwalker (surge) Stunned [1 action] Giant (surge) Troll (test awareness after attack) [C] Medusa (surge) [C] Razorwing (surge) Terrified [no LOS enemy figures at end of hero turn, cannot spend surges] Broodwalker (surge) Bleeding [1 action, each action 1 fatigue] Changelings (surge) Rat Swarm (action, test strength) Weakened [rest action, -1 shield & heart p. attack] Plague Worms (surge) Next question: Move Is it beneficial to move heroes because they block the exit? They protect your target? There are hazard fields like pits? So here we have some bad guys who can do it: Ynfernal Hulk (surge, 3 fields) Hellhound (surge, place on field adjacent to monster) Plague Worm (action, 1 field + suffer 1 fatigue) Changeling (action, test willpower, 1 field) Ogre (surge, 3 fields) [C] Bone Horror (surge) [C] Ettin (action, test strength, 3 fields + suffer 1 heart) [C] Goblin witcher (when cursed, 2 fields) [C] Crypt Dragon (action, test willpower, 2 fields straight away) [C] Hell Hound (surge, field adjacent to monster) Next question: AoE Heroes often stay near each other? Narrow map? Get some AoE which is like (an) extra action(s) Lava Beetle (surge, [C] always, blast) Arachyura (attack adjacent max 2 fields) Elemental (attack adjacent / test willpower, 2 fatigue / test awareness, immobilize adjacent) Plague Worm (action, 2 fields fatigue AoE, 1 fatigue) Barghest (action, 3 fields radius fatigue AoE, test willpower, 1 fatigue) Crypt Dragon (surge, blast) Dark Priest (action, 5 field radius, test willpower, 1 fatigue) [C] Fire Imp (when defeated, adjacent, 1 heart) [C] Merriod (attack, 2 fields) [C] Shadow Dragon (surge, 4 fields) [C] Hybrid Sentinel (surge, 4 fields) [C] Hellhound (surge, 4 fields) [C] Giant (action, every figure in 2 spaces and LoS) [C] Ogre (action, each figure 2 fields) [C] Hell Hound (surge, 4 fields) Last Question: Kill what is in your way. So the task is to kill an objective? Knock out that heroes? Do damage? Well the blue-red die is your friend (act II: blue-red-red). Also numbers are beneficial (more monsters - more actions for you) so it can be better to choose larger monster groups (4 or even 5 monsters) Here are (sometimes underestimated) little fuckers I really like and just want to mention: Goblin Archer: annoying little fuckers and numerous. With Wristlet of Wind a nightmare with hit and run tactic. Also good surges with damage and range. Downside: Cowardly and very fragile but would be OP otherwise. Sorcerer: numerous and sorcery give them just what they need (range or damage). I use them in close combat and with hit and run tactics. Good Damage. Bandits. Blue-Red dice and ranged. Nice! Often classified as OP. Rat Swarm: Glass cannons. Fragile but can do good damage. Hell Hound: numerous, high pierce, BR dice, move hero, maybe a firebreath… Changeling: I love these buddies – staying power, numerous, fast, some nice surges. Not the highest damage though. Cave Spider: don't like them in Act I – but ACT 2 is awesome with BYY and good damage surges. Lava Beetle: Boom and good dice There are many different types of monster which can fulfil more than one task: Elementals (Condition, AoE, fatigue-AoE, with Air nice blocking) Plague Worm (Condition, fatigue AoE, Move) Arachyura (Condition, AoE, blocking to an lesser extent) Giant (Condition, massive AoE if positioned correctly) Merriod (Condition, AoE) Changeling (Condition, Move, fatigue) Medusa (Yo Dawg. I heard you like conditions? So I put a condition into a condition so you give conditions while giving a condition) Hell Hound (AoE, Move) Shadow Dragon (AoE, Blocking, good looking ) Ettin (Blocking, Move) ... Whenever possible I'll choose such 'multi-purpose' monsters. With all this in mind I'm quite successful as the Overlord and the heroes have a really hard time. 7. Hints for the heroes So what can heroes do to make me feel at least a bit uncomfortable? The group hast to be balanced in their attributes (a whole low willpower group? Wet dream of mine) FOCUS. ON. THE. WINNING. CONDITION(s). Oh cool you killed this Sentinel behind your Team? Nice. You just lost one round of coming closer to the winning condition. every character has at least 4 movement points get a condition remover & healer get skills that give you extra actions (Advance, Whirlwind, Fleet of Foot, Blast, familiar, ...you get the point ;-) get items which boost movement, stamina, fatigue, surges Lindel (really - that's a ******. Even without a class he's nearly unstoppable movement wise. He is also nice to have for attribute tests in quests) Mess with my cards (Marshal, Wildlander) Search as much as possible So that was a long one. Hope you enjoyed and got something out of it. If this post starts a discussion or something comes to my mind to add I'll edit it in this post. Cheers Thalim €1 spelling // added another hero hint €2 General: blast/whirlwind €3 added basic II cards €4 reworked OL classes, reworked conditions, added monsters and another monster selection paragraph €5 a bit polishing here and there
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