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Everything posted by hpevju

  1. To be fair, I've run through lair of tekaris 3 or 4 times now, and the perils come very early in this scenario. I believe that the first minor peril comes somewhere between turn 6 and 8, thus it's practically impossible to get to the end room without the perils starting. This makes it one of the hardest side quests in the campaign.
  2. Please provide the rules for: 1. Where does it say Challenge can only be used during my turn? 2. Where does it say that you cannot interrupt an action?
  3. 1) If I defeat a monster using the Guard bonus attack, can I then use "Advance" 2) If I use advance, do I get the mp's so I can move 1 before the attack and 3 after? 3) Challenge, can you use this after dice are rolled. Here are the skills: http://descent2e.wikia.com/wiki/Knight
  4. No, that's not the question here, the question here is: Will a monster consider what his next action is, when choosing what actions he wants to resolve. From my understanding of the rules, a monster will not. Thus if a single engage/spot action will not result in a change in the board, he will never take it. From RTL rules, page 7 "skipping actions", first bullet point: Also on the same page under "Action list" Thus the monster skip's the engage action, then cycles through and finds that it cannot resolve any actions in the list and ends he's turn.
  5. You will loop through and start again, but the Ettin will never take any engage action, because a single engage action would not do any meaningful change to the Ettins position in regards to the closest hero. Say you have a broodwalker that is 6 away from a hero, with "engage the closest hero, attack a hero" activations. A Broodwalker moving 2 towards a hero would create a meaningful change in his position in regards to the closest hero , you would then loop through and determine that he can't attack since he is not adjacent. Then he would start from the top and again the engage would create a meaningful change, thus he would continue to move. Now say you have a Broodwalker, an Ettin blocking the passage, then the hero, the Broodwalker would simply stand still behind the Ettin, since the engage action would not create a meaningful change. Then we have the really interesting situation, that I'm not quite sure how works: Broodwalker, space, Ettin blockin passage, hero. In this case the broodwalker would move 1 (since that creates a change), loop over his actions and then the second activation of engage would succed since he has 1 MP from the last activation. The only thing is I do not know if monsters MP's are saved from one engage to another, they are if they engage and then retreat, so I assume engage + engage works the same way, but I am unable to find it spelled out in the rules.
  6. I fail to see how those two lines makes any logical sense. If any engage action creates a change on the board, it should be taken, thus the monster would move after the heroes. In my ettin example, taking one engage action does not change the state of the board, thus the ettin would not take it, it is therefore impossible for it to take 2 engage actions. If you look at another example like the Barghest's, this makes more sense. A typical activation for those might look like this: Engage the closest hero Use Howl on at least 1 hero Attack the closest hero A Barghest adjacent to a hero would skip the engage since it does not change the board, even if engaging would let the Barghest howl on 4 instead of 1 hero. But because the engage was skipped, he does get to both howl and attack. I think the way I understand the issue at hand is that the RtL rules say something along the lines of "If an activation would not change the board or affect something meaningful, then skip it." In a situation, like this one that I brought up, where a monster cannot move any more forward / closer to any hero from an engage activation, then it would be skipped. However, the example in your quote is different because even if the monster cannot get in a position to attack with that activation, the engage activation still creates meaningful change on the board. At least that's how I understand the rules now But that's the thing, the engage action does NOT create a meaningful change on the board. And meaningfull means that the change is in accordance with the goal of the action (get closer to a hero)
  7. But if the "engage" action would not bring the monster closer, wont it skip that action, thus not gaining any mp? If it is not in range and it never engages, then it will never be able to attack unless the heroes close in, making a vicious circle of "not in range, can't move, not in range, can't attack" Range has nothing to do with this, engage says to get closer to the "XX" hero (xx=closest, most health ..). If you can't get closer (ie if you are adjacent), skip this action. This would be equally true if you can't get closer due to another monster blocking the way. Range only comes into play if the "engage" action specifies it, "engage the closest hero within 6". If there are no heroes within 6, this monster would not engage. Here is an example of what I'm asking about. If y is the master ettin, and x is the minion, and h is the hero. My take is that the minion would not be able to engage the hero and thus he would not use the engange action. The reason is that it would take 4 movement to get to a space where he can expand. Thus if the minions actions are "engage the closest hero, attack the closes hero" he would do nothing in this situation. __________ xxyy xxyyh -----------------
  8. But if the "engage" action would not bring the monster closer, wont it skip that action, thus not gaining any mp?
  9. I would say that since placing the master naga sets the total group over the limit, you are not allowed to place it unless the app say's to ignore group limits. As for the second question, I think this gives us a weird situation in where if the monster was exactly behind the bottle necking monster, it would skip the engage action and thus never get any movement point, while if it was able to move at least 1 to get closer, it would get movement point and thus the second engage could possibly succeed. I would love to hear what others think.
  10. I've played quite a bit of the RTL version and never lost a single scenario, here are some tips -) Do not casually open a door, always think through when the optimal time for opening a door is, and how to open it. The reason is that opening a door will reveal monsters and they will then start to get activation's. Your goal is to minimize the number of activation's a monster group gets, and minimize the impact of each of the monsters activation's. If you open a door as the last action of the last hero on a turn, and this door reveals 2 groups of monsters, both of these will activate immediately, then you will get 1 hero activation before one monster group activates again. This is the worst way of opening a door. The best way is to open the door as the first action of the first hero in a turn. This will let you attack once, then one monster group activates, then you get a full hero turn, next monster group then you get three full hero turns before the monsters get another activation. You can often also minimize the the impact by retreating with the hero that opens the door. This will often lead to the monsters using their activation to come to you, unable to attack. Using this strategy I have often nullified the monsters for the entire first round giving me a full activation of all of my heroes before the monsters even get a single attack. -) I'm going a bit against the common opinion on the necromancer, as I believe he is one of the strongest classes for RTL. He is not a main damage dealer, the thing he excels at is soaking damage. If you can manage to place the reanimate so he draws the most attention from the monsters, he will soak at least 4 damage each round, usually a lot more (either 2 attacks of 3 damage or a single attack dealing lots (13 in a single attack is my record)). Compare this to healers that heal 1-3 each round and he is often more effective than a healer. A healer + a tank with lots of Armour is often better, but then you need to put resources into building a tank. Remember that the reanimate is immune to perils. -) for the campaign, get ALL search tokens, all the time, the gold will add up -) remember that monsters can only attack once each time the activate -) remember that defense is rolled before surges are spent -) you know the base movement for all monsters on the map. Use this when positioning your heroes. -) often it's beneficial to use your fatigue for movement, then resting compared to moving and ending your turn with 1 fatigue on your character. Widow will most often go fatigue 3 move, summon, rest, activate summon and she can repeat this each turn.
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