Jump to content

Andi1066

Members
  • Content Count

    38
  • Joined

  • Last visited

Everything posted by Andi1066

  1. Andi1066

    Favourite Character/Class combo

    hei all, since i havnt found it so far and the skill is mentioned in this topic here: can i revive a ko-ed hero with quick recovery? dont have the rulebook currently...2 problems i see here, but cant check out 1: ko-ed heroes ..can i have LoS to them? 2: if i remember correctly a ko-ed hero who starts his turn can only do a stand up action...meaning that he has no "at the start of your turn"? -> which is relevant for watchmans quick recovery, isnt it? soo..im not sure currently...can the watchman revive a ko-ed hero via quick recovery? thanks in advance yus!
  2. Andi1066

    Conjurer questions

    I also Love syndrael as an conjurer via the hybrids...teleportation rune in Act 1 / or the port skill is a must have though
  3. Andi1066

    Try again or sell.

    Its all just about the Threats You Build up as an OL...if you do it correctly and Play according to the rules , it will be **** of a Fun to watch the Heroes again and again Discussing their round ...Not knowing which trap Awaits them this time Leading to their next loss in my a opinion rather the OL needs a nerve than the Heroes
  4. Andi1066

    Looking for a healer!

    haha, yeh...the prohpet though can be skilled so he doesnt need much stamina anyway ....and if you maybe manage to get the staff of light....
  5. Andi1066

    Looking for a healer!

    really like Okaluk and Rakash as Prophet...he can do heavy healing as well, has somehow one free action due to his hero ability and with prophet starting book (sages tome) he is hardly aimed by OL-traps !
  6. Andi1066

    Conjurer Vortex Question

    hmm rulewise i would lean towards Sadgits explanation, as well as logically. But both are arguable My thoughts are : The card has 4 sentences -> 1st: Chose an image 2nd: Move each Monster within 3 spaces of it [Farrow, Master Golem etc ignore this] 3rd: Each Monster must end its movement within 3 spaces [since you cant chose to move Farrow he may not be included in this one ...though you could still argue, that all monsters within 3 spaces of the image are meant, independent of being moved or not since it doesnt say "each moved monster must end..." . So 3 possible groups of monsters may be included: (a) movable monsters, that were moved (b) movable monsters, that werent moved and © unmovable monsters ] 4th: each of those suffers the dmg [so now its important which groups in the 3rd sentence were included..either its just (a) or its all 3 of them] as said...i lean towards no dmg for farrow rulewise logically : Its a vortex...a lot of debris may fly around, that hurts all monsters within the vortex [all groups suffer dmg] . Still you could argue, that the dmg comes from the harsh landing on the ground, after being moved [only group (a) suffers dmg]. Logically the latter may make more sence, since heroes should be hit by the debris as well.
  7. Hi, Im Andi and im also a Descent-a-holic i used to force people around me to play twillight imperium with me...or Runewars. I prefer Runewars due to the fantasy setting, so i usually wanted them to learn Runewars..and its easier anyway.....but...they either gave up while i tied to teach em the rules, or they gave up after around 5 hours of gaming saying we could simply play the second half next week or so. After 3 days they usually texted me, that they do not want to finish the game. Once i played a game against myself....Uthuk won against Latari ! it was an amazing game full of tactical decisions and crule battles !!...but i knew the strategies of my enemy...so it felt not like a real victory ....but the loss as Latari player felt real :/ 3 years no finished Runewars-Game freed me finally of this addiction and i forced less and less people around me to play it again. I almost forgot it. I thought i could acquire inner peace again...and harmony...untill it happaned. It was the 18th of July 2016...my Birthday. My sister and her husband gave me Descent 2e as a present....they gave it to me while saying : "its maybe a game similar to runewars, and maybe its easier so we might play it too! Its meant to be very cool according to the shop owner." I started to think about runewars again...how the Uthuk won. I placed Descent 2e somewhere in the corner of my room and grabbed my Runewars game. 3 Weeks after my Birthday i stumbled over the Descent box, cursing it to make me think of runewars again. But well...i was heading to my girlfrind by bus soon...and to kill the boring driving time i got the rulebook/questbooks with me. I like to read Fantasy game rulebooks^^. In this one hour it started to convince me more and more. The more i read, the more i wanted to play it. And the more i wanted to play it, the more i forgot about runewars! And then...my friends really said they would play it...and the more i played it, the more i wanted to own a every single piece of content...arrwghgrhg screw it ... got so many additions since then and due to the fact that i think often about strategies i overwhelmed my different hero groups as an Overlord...to have more insight about the complex mechanics and details of the game gives you a big advantage. My groups all gave up, saying that the game is impossible for the heroes...i did not have any Plot decks at that games. I tried to convince them to play the OL once...but they said no -.-....tried to convince them, that they should sometimes more likely head for search cards. that Tarhar as Necro is not optimal. that they should not waste feats for garbage monsters if they are in no hurry. That they should read zaltyres explanations about the different types of movement and many other important details. Well well....and now fml...im more addicted to this game than i was to runewars^^ and again most of my friends do not want to play it again xD its cursed !!! But luckily my sisters husband has a friend, who does also own descent 2e and is heavily addicted to this game ! and there we are almost finished with a campaign : ) ...but we still have a tarhar as necro :'D only possibility my other friend said yes to another campaign^^...but still...we are meeting every 2-3 weeks....feels like an eternity -.-
  8. +4 life with Aurium Mail would make him indeed an awesome tank !!...so it may be worth a lot the skill for this combo in cases where its very important that he wont die but my current experience (at least regarding HoB) is : if you get the possibility to do extreme burst dmg its worth it....all those lieutenants with their black+grey+ maybe another grey def die will fall quite fast against your Hero AND wolf while the wolf doesnt need to be tanky at all if you can make it survive via stalker...or alone for the reason, that the OL cant easily slow down the hero group with Golems blocking necessary hallways in quests where speed is the only relevant factor....so often a Master Golem was in our way....and when he finally fall down he got revived with tristayne olliven deck so he could stand once again in our way slowing us down long enough, that we couldnt fullfill the objectives anymore >__< And if i think about my upcoming HoB finale -> with that skill alone its possible to kill Eliza without having to end her spell....making the whole finale much more liekly to be won by the heroes without her getting 1 free action after each hero ends his turn. guess its just personal opinion and empiric data one has gathered during his play sessions...and of course: what are upcoming ojectives -> suriving or being fast / able to pull out big amounts of damage and : what role does your beastmaster mainly posses -> tank / dmg dealer / support etc....cause if i could decide what skills a possible pathfinder durik beastmaster would possess for my current hero group / quest obejctives i would head for burst dmg straight away. ...though i have had quests where the OL had to kill al heroes exactly 1 time -> more life is worth gold here..especially when the OL uses this burst dmg Plot deck of tristayne olliven ! so if you cant decide you maybe should check your possible finales and try to skill for that these, while having your whole hero / class / skill combinations for each hero in mind, when he reaches the finale (for example -> i have a bard in my group which is able to both stand up on its own and revive all party members in one turn in case a total hero group ko appeared) ..maybe that is where my preferencess for the beastmaster skill comes from at the moment
  9. would like to hear your campaign review of that class after your campaign
  10. yeh, i guess you are right...after i wrote this and when i tried to figure out how i would play that class, i realized that it can be both very weak, or very strong..depending on the situation! Guess i would love that class, since it opens a new strategic level
  11. which hero does the beastmaster posses? in case he is low life / brown def die and beeing targeted often by the OL i may would chose to increase his life with predator...but in mostly all other cases i would surely head for changings skins with mace of aver. 3 green die....thats massive dmg in the end that way. i would further head for stalker directly afterwards, because the OL will kill that poor wolf all time then ....stealing actions from the beastmaster, who is required to have his wolf there to exhaust changings skins. After stalker i would head for feral frenzy...because : 1 attack action for free for the wolf with maybe + 2 green die -> meaning that he may also easily trigger +5 dmg. Other skills are not that important anymore anyway, since they often boost your wolfs chance of survival, which is with stalker already very nice done. Furthermore stalker allows you to repositionate your wolf very effectively, which may lead to even more attacks with that devastating combo since the wolf doesnt need to spend too many actions for moving around. so if its a 4 hero party...where the chances are high, that the beastmaster is not being attacked all time (except its orkell maybe..which wouldnt be the best combo^^) then he should really head for changing skins in my opinion!
  12. Andi1066

    Bard Class Skills?

    short question about bards : if i have the song active which grants +1 fatigue for all heroes nearby....do also KO-ed heroes recover this one fatigue?
  13. I think it would be an awesome idea, but i have a few problems with it so far: spellbook: its simply one further spell...so alltogether this could simply be done by saying, that the spellcaster starts with an additional spell, isnt it? ....well if the quest has more than one encounter its clear to save the spellbook for encounter 2 though. But that may be the only reason why it exists...and the case that it grabs one trinket spot...but still...it is a bit less for me so far with respect to the book itself Alder Wand: The problem here is that it is the only weapon or item alltogether which gives you the opportunity to get another spell out of your deck regularly...i would rather say, that you should implement the getting spell mechanic somehow more connected to the book than the wand....but that casting spells requires the spellcaster to be equipped with a magic weapon (like you did with whiplash and bolt) or sth like that...esp since in act 2 BY attack die wont be that good anymore. ..but well ..you could argue, that you simply swap the weapon since the spellcaster can get spells 2 skills regularly too...so fair enough i guess Spells itself : since they neither cost any action nor any fatigue !!! (with that one buyable skill) its maybe too powerful in later quests, where you start with over 4 spells....guess i would go for all 1XP cards+ handwork+defeatism ...i am granted quite some nice free actions that way...possibly 1 revive+1 search action+ one teleport etc. that said i guess i would head for trenloe the strong as steelcaster / spellcaster since there is no fatigue needed....and with that skill that gives him 1 MP for casting spells...and maybe elven boots he may get along regarding speed+ useage of fatigue which he doesnt need otherwise. furthermore he has always +1 dmg and +1 shield. i would skip the role of a rogue then since trenloe will get spells by drawing search cards. And to flip a search card face up again is already a nice thing for the final. Due to his tough character he wont be targeted much i guess..he walks around tries to attack sometimes and recover fatigue that way to walk further, and grabs the search tokens to get further spells and supports with all his spells whenever it is necessary or useful. he wont be able to buy the 3XP cards but i wouldnt go for them anyway, since its A not safe to count on getting them in some cases and B they can only be played once per encounter with your current ruling -> so to withstand one OL-card / plot card effect per encounter for 3 XP with a probability of around 84% seems not worth the effort for me. Same goes for firestorm, though the extra 2 dmg each time could be very nice....but...still i would rather go for a more versatile supporter, who can get a lot out of his pocket for free while beeing tough and strong -> since i get spells for each search token i can easily swap weapons and i am not dependant on the starting weapon. this woud be my playstyle with that deck with respect to the your ruling so far. I think that way the hero group can skip the role of a rogue and go for a bit more aggressive and fast healer, who can also head for obejctives...and the last spot i would give to another Mage i guess. This group could get out a lot of dmg i think and the OL hast to be very careful all the time, since trenloe the tough supporter has quite some tricks up his sleeve !
  14. Andi1066

    The general 'Rate our Party' thread

    what are the experiences so far regarding campaigns with 2 or 3 heroes? is it unbalanced or is it quite similar to a 4 hero campaign? cause im really interested to run a campaign with 2 heroes : Nanok as Berserker Syndrael as Steelcaster / Conjurer i think theres much synergy potential in them : syndraels feat grants 2 move actions ! -> fast Nanoks feat also grants 2 actions...attack actions -> strong against tough enemies and bosses -> the combination could be devastating...fast and hitting like a bomb...2 free actions per feat is really powerful conjurer is great in tactical positioning and can easily attack on big distances and even around corners with images ! -> OL has no real advantage in spreading monsters ...its maybe more favourable to hold them together and meat block more important monsters berserker though can attack all adjacent monsters -> OL is forced to spread monsters Nanok has black def die -> awesome at start and with cripple he can make sure monsters are forced to target him instead of going for syndrael Syndrael wont have to move around much -> heroic ability may trigger every turn syndrael can move 5 spaces via her port skill which adds stun on top of it -> she still gets the 2 fatigue back ...and while she stunned a monster (or maybe more) next to her , nanok can walk past by and move one monster one space away from her (if monster isnt large...which may happen quite often, since nanoks feat is strong against few but tough monsters) -> monster cant attack in case OL doesnt play a card or has no ranged attack i already stated out, that these two heroes can be very fast -> syndrael places some images behind them to block hallways(either monsters have to waste one action to attack the images , or maybe the conjurer already has the skill which forces monsters to use one additional MP to enter spaces adjacent to images) -> they can easily outrun monsters and head for objectives both have 12 life at start and Nanok can easily get up to 16 life; syndrael can acquire the skill which gives her 2 life and one fatigue for surge (and with "many friends" thats quite easy to trigger)...so both are hard to knock down weak points : - both have only 2 in awereness -> syndrael wont move often anyway -> no real traps playable at her Nanok though...well...no real solution for this (at least charge can even be played while immobilized) ...and once he has charge he wil mainly walk via charge anyway-> so tripwire becomes more and more irrelevant....and pit trap is easy avoidable as well by simply investing one additional fatigue for 1 MP in case its important to be save from the stun effect - both have only 2 in willpower -> weak against disease -> Syndrael will recover a lot fatigue on the go anyway though...so not thaaat tragic for her Nanok will wear the belt that lets him easily walk on water spaces and boost his willpower by one despite these weakpoints though : i think this duo hits very hard and that monsters are usually dead before they were able to really threaten them...so im sure, they will eradicate barghests before they could howl more often...or they will have zombies down before they were able to give them disease (but well...they would outrun them anyway) If i was OL i guess i would head for Basic 2, since i surely cant win with power / frenzy ...and blinding speed is much better than run due to Nanoks attributes. Its a pitty i would not have dark charm against this low willpower duo, but at least grease trap which may help to either dmg nanok a bit, or get rid of an image token which could destroy my plans, if it walks to close to me, or simply steal them one action if they slide into the wrong direction. Dark charm may be not that good anyway because on syndrael : she wont have the additional green die from many friends, wont she? and dark charm on nanok : well...he has a black def die to guard him -> so i guess it would only be useful to either kill an image with it, or move the heroes farther away..which is to some extend also possible with grease trap....poison dart in basic one would be useless too. Furthermore Uncontrolled power from basic 2 would help the OL a lot i think . But i have a question regarding this : is syndrael a mage in that case? i dont think so, but im not sure...if she would be treated like one in case of uncontrolled power, this OL-card would be very effective then against that duo. and cards i would buy as an OL : imploding rift, and maybe go for infector deck since this duo wont get that much dmg from my attacks. so i can make attribute rolls harder for them and weaken their defense/attack a bit...but im not sure if this pays off enough. further i may go for the ariad plot deck since its strong against low willpower parties. I can easily move this duo around as an OL that way (with some monsters too) but is it worth it?....if i move them into lava or pits+immobilization they will easily get out with port/charge...i can only move them away from their objectives ...(at least if i cant get out a combo like moving them into lava, and while they enter that field i give them max fatigue dmg and immobilize them) ..its possbile, but clever heroes may hardly open the opportunity for this. guess it would be really hard for the OL..even while exploiting this low willpower the low aweareness can be exploited via explosive runes, but it would just give a bit dmg to them. wondering about your thoughts on this duo! and how you would cancel them out? EDIT: just realized that nanok has 3 in awareness...thought he would have 2....well...this makes it even harder to get all 4 MP out of blinding speed -> another plus for this duo
  15. Andi1066

    The general 'Rate our Party' thread

    i think as well, that its a bit controproductive...but not that much...guess there are not so many changes necessary....but for example Tahlia as beastmaster : she may often be forced to summon her wolf -> one action lost, so one action less to trigger her bonus 2 MP...and slow in general to get near enemies since beastmaster doesnt really have skills that allow her to move and attack at once. This gets even worse if you watch her stamina ...simply not made for beastmaster in my opinion. And as you stated out, the heroes want these classes, right? I would rather say your heroes shall go for Nanok as beastmaster then...faster, can push away some little monsters (synergy with roganna in case she needs the additional dmg or in case you want to push some monsters more close to the shadow walker) very good at start and when the OL heads for big blocking monsters (which he cant push around), his feat. give 2 additional actions / attacks which is very nice against mighty monsters ...furthermore he wont be expensive..you cant buy him heavy armor (and he has black die anyway) -> may be good, because lyssa may need a lot of gold -> 2 runes as weapons -> Mana Weaver i would suggest -> and rune armor...quite expensive...but would be worth the price i think. he would have 4 in strength...so if strength may become important for quests its good to have him too EDIT: i would also recommend to play Lyssa more likely as a beastmaster...or Jaes as skirmisher, as someone stated out earlier @frogTrigger: I think as well, that rogues are not that important in your current RtL campaign since there are not that many objectives that differ much from killing Monster X or Y in the usual campaigns though i would recoomend to have one in your party, since they are great for objectives / gold income via search tokens -> have to say, that i think, that the best rogue class in RtL is stalker, since he has a skill that allows your heroes to grab search tokens without using actions...thats really useful..especially since you do not need to scry through the search deck anyway without the treasure chest regarding your setup : i would have had syndrael and grisban swapped their classes, since syndrael has great synergy potential with respect to her hero ability and that porting skill the knight starts with...though theres also a nice synergy of grisban eating all attacks / conditions and easily get rid of them ( or at least most of them) so fair enough i would say
  16. Andi1066

    Hero groups!

    yeh, as the title states, im wondering what hero groups you guys have chosen so far for RtL i just started it the first time and so far i really like it! my heroes : Grisban the thirsty as Champion Okaluk and Rakash as Prophet Jaine Fairwood as Stalker Syndrael as Steelcaster / Conjurer i have to admit, that in cases, where the hero group is allowed to positionate the monsters (if more than one space is possible) i simply do dice rolls so that its random where monsters attack / engage me or retreat to instead of doing the best for me (respecting the important rules though...so engaging -> closest possible space or retreating -> as far away as possbile and so on) At the moment i reached the point where the story tells the player, to get the act 2 Monsters out of the box (i played 4 side quests additionally so far i think) 2-3 quest have been quite close so far within these 8 quest i think? or 7? (monsters got me down to a morale of 2 one time and two times down to a morale of 1) but most of the side quests seemed to be to a bit too easy...a little bit harder would be better in general i think (though it may be the case, that it simply helps a lot to let always one weak minion monster of a group still live so that the probabitly is decreased that a strong and full monstergroup after activation of hero A starts....and just this one minion goblin archer goes first...making space for at least one frther hero to attack that strong monstergroup before they start their activation anyway, back to my setup : Grisban the thirsty as champion -> mainly because i have never seen Grisban in action and i think he is not thaat bad....his feature to get easily rid of any conditions (except stunned) is quite nice in my opinion ! ..and 14 life is also nice to have. started with the skill to get everyone a valor token and then the skill where he is allowed to move according to his speed and then attack and everyone gets even more valor tokens or stamina if monster got killed -> always thought of champions as being not that good, but these valor tokens are very nice ...at least in RtL ....this additional dmg almost all the time for my 3 dmg-dealers is very nice ! ...will follow up now with the no merc skill to get many free attacks ^^ maybe these tokens work nice so far is because i got the lucky dice (good reroll for champion to trigger the kill for 2 valor token for each hero nearby) and that i got the axe with pierce 1 at start on the marketplace Okaluk and Rakash as Prophet this combo works very very nice so far !...these 4 MP at the start are just like one free action ....and the prohet starting weapon is very nice anyway...reach and always one extra dmg the the start? yeh sure ! ....prophet skills i took so far dont need much stamina -> nice for thie hero too!! and...okaluk and rakash are very balanced with respect to their attributs...so nice with the starting book of the prophet !...found the staff of light in the campagin -> maybe the best stamina recoverer i could have imagined of !...2 life and + stamina quite often for all heroes, since his hero ability let him positionate every turn so easily ...very nice combo Jaine Fairwood as Stalker well....not sure if i will ever see a stalker if there is an active overlord so i wanted to test it...but at the moment...i really really like this class tbh !....got the skill with extra green dice for attacks if monsters are near a trap token, got the skill where searching only needs one stamina if near search tokens and luckily bought the bow which grants 1 further green attack die if the hero hasnt moved that turn so far jaine has much stamina...so getting these traps and this attack skill out is quite easy...esp with that stamina regenerating prophet ...so jaine kicks out attacks in act 1 with 4 attack dices !!...wtf i thought...usually doing with this additional valore token dmg around 9 dmg (2 surge for +3 dmg and 1 surge for +1 dmg and 2 range) ...she just stands there and attakcing the whole time...and when she has to follow ...and is a long distance behind...well... 5 speed / heroic feat and shes there again ^^ further nice thing..since i get no mercy now for the champion...she may attack in enemy turns...so always the green extra dice for attacks too, if she hasnt moved in that turn :'D And Syndrael as Steelcaster / Conjurer this is maybe my absolut most fav combination ...syndrael...like jain...just standing there and attacking the **** out of the monsters....every time i visit tamalir, syndrael gets one extra XP ..just because i really love this combo ....in all these 8 quest so far...im 100% sure i have moved her under 10 times alltogether....she kicks out these images , able to attack anywhere, and then teleporting her way forward (the most insane thing at start -> got the teleportation rune the second time i visited tamalir and well you know..the green extra die if there are 3 images on the board easily gives me many surges )...so she always gets 2 stamina back....so its even ok if i get these 3 images off the board again (you know..since i let the monsters attack random targets instead of telling them which closest hero they shall attack, it may happen, that the mosnters kill all images, which gives syndrael 3 dmg and 3 stamina dmg...) but syndrael doesnt give a **** to get all tokens every turn again on the board !...3 stamina for 3 images....she gets 2 back anyway...and since i attack 2 times...i get many surges and can spend sometimes one for stamina recovery.....or well...you know...that stamina recover machine okaluk and Rakash as a prophet is still there too... ^^ well..surely i got her the heavy armor and the steelcaster skill, that she can still gear up with runes and get another stamina recover ability + 2 life recovery and her heroic feat works nice too, since with it she can positionate her images in case i want to get out an attack with +X dmg where X is the number of images nearby the attacked monster biggest weak point though -> barghests with howl since she has only 2 in willpower ...but due to this stamina recover....i simply take the images off the board most times...which really wants me to see, if she can also be that good against an Overlord-player...since the app ..well...is not that tactical ´sometimes ^^ really wondering about your opinion about this hero setup and your experience with your hero setups in RtL !
  17. Andi1066

    Hero groups!

    ahh nice !, ok..then it strengthen a bit my view of Grisban and by now i have finished the RtL campaign Have to say, that (at least in regards of the warrior heroes i currently posses) a better champion may would have been Nanok or Sir Rheynhardt....at least in general..since i found the lucky dice,Rheynhardt was not that important anymore, but Nanoks black defense die + speed of 4 would have been more advantagous in some situations with respect to motivating charge Equipment and skills of each hero in the finale : Grisban as Champion Skills: Glory of Battle, Stoic Resolve, No Mery, Motivating Charge Gear: Leather Armor, Dragontoothhammer, Lucky Dice, Horn of Courage Okaluk and Rakash as Prophet Skills: Battle Vision, Forewarning, All-Seeing, Focused Insights Gear: Staff of Light, Stone Armor, and this amazing Prophet Book Sages Tome Jaine Fairwood as Stalker Skills: Makeshift Trap, Exploit, Lay of the Land, Ambush Gear: Bow of Bone...yeh...just one act 1 bow....and still she did amazing Syndrael as Steelcaster / Conjurer Skills: every single possible skill except shield Mage Gear: Blasting Rune, Elven Boots, Mana Weave, Plate Mail The finale was quite straightforward with this setup -> Grisban killed as much as possible with his Motivating charge (so went with this usually against monsters with little health left or less health alltogether) granting quite often all chars 2 Valor tokens, which have mainly been used to trigger once per round one additional attack via "no Mercy" if nearby Grisban. He easily killed low health monsters due to Dragontooth Hammer (pierce 1 and plus 1 dmg since he had nothing in his other hand and 3 attack die...and for surge 2 additional pierce) and in case he rolled a miss..well..lucky dice or sometimes a reroll via bard skill by paying 2 fatigue. With 15 Life and brown+grey defense die + sometimes 2 additional shields via bard skill if he had the insight token / or 1 additional shield via the use of one valor token , he usually withstood the regular enemy waves....i tried to place him a bit behind though...due to his low speed he did this anyway, lol ^^ and for his attacks he usually used the valor tokens to add one additional dmg -> never used the "no mercy" skill on/with himself...was more favourable to let him simply kill the remaining leftovers with maximized dmg -> Okaluk and Rakash did hardly anything else than walking towards the frontline with his heroic ability, and trying to withstand enemy waves with his stone armor and the additional use of valor tokens for + 1 shield ...while walking towards there he almost used all of the times 2 actions for his staff of light, while the most heroes possible were in range. he swaped the insight token around with his 2 skills and all adjacent heroes also got 1 fatigue + 1 health back with his other skill. 10 health + valor token + 1 grey and 2 black def dice was usually nire than enough for him to hold the lines -> and well...with his actions/insighttokens i often recovered 3-4 life for 3-4 heroes, while he usually casted the insight token on himself to get 1 additional life back for using the insight token....in case he might have died...well...still had his heroic feat. (though as i understood it correctly : if he is KOed and uses heroic feat, he wont have 4 MP that turn, right? since his hero ability triggers only at the start of his turn, and there he still is dead meaning, he isnt able to use it, right? Jaine did nothing else than getting a trap out of her pocket and attacking high health monsters with this act 1 bow with 4 attack die. After attacking 2 times she started walking 0-4 spaces (depending on the fact if there was a search token on the way, which only costed 1 fatigue to search, and if she rolled enough surges to still get one fatigue back per attack) Imprtant for her though: have 1 fatigue left for a possible use of ambush -> so another free attack outside of my turn. She usually spent valor tokens only to use the "no mercy" skill from Grisban if Syndrael did not use it, or wont be able to (well jaine only could attack with 3 dice that way) Since she usally stood 1-3 spaces behind the frontline, she was quite save...and if sth bad happened, she could manage the dmg via her heroic ability -> okaluk afterwards simply made his mass heal, mass fatigue recover thing anyway ^^ Syndrael was the big dmg dealer in that group -> she got her images out, attacked wherever there were tough enemies. With all the bought skills and gear she had 3 speed, 5 stamina, 16 life, black + grey def die (well..usually one additional brown if adjacent to 1+ images) . I tried to stand with here always in the frontline near Okaluk . sometimes i had to use her port skill, to get 5 spaces far in case she was not in the frontline...but well...that skill also stuns all adjacent monsters..so it was fine to "only" attack once in her turn ^^. POsitive for her being in frontline: it was sure she got attacked and with her other skill, she usually used this for her own favor to get another image out and walk 2 spaces in enemy turns if she received no dmg. With elven boots she was able to positionate her images a bit. I had left 2 images in the start area and with her def skill+that one attack skill which also makes her cast an image for 2 fatigue i had quite often all 4 images on the board. since it cost extra MP to enter spaces adjacent to an image, she did easily save grisban or jaine from harm. 16 life and often 3 def dice PLUS surge = 1 fatigue and 2 Health in combination with okaluk made her stay at a low dmg most of the times. She hit hard and recovered a lot with her attacks due to 2 green dice and Mana Weave. Her heroic ability triggered almost every turn too. Tried to always watch out, that not to many of my own figures sufffered the blasting rune effect. For endbosses she usually got all 4 images ready to grant 1 additional dmg per image for her attack. Since she was in frontline she could attack most of the times from her space, but if this was not possible or not favourable somteims, she simply used her images the mutants were no problem at all ...my attributes were nice balanced with all my gear + skills-> Syndrael had 4 Strength, 2 Willpower, 4 Wisdom and 2 Dexterity...so here was my highest wisdom Okaluk had 3, 3, 2, 4...and with this really amazing book he was able to boost his dexterity even higher than jaines value xD Jaine had 2, 2, 3,4 ...so nothing special Grisban had 5, 3, 2, 1...highest strength here the other mutants were easy too : the one where a hero had to withstand all dmg -> okaluk with stone armor+valor token+forewarning the one which a required range of 6+ : jaine with all her 4 attack die -> bow of bone even grants +2 range for one surge and all attack dice could have range anyway the one which required a dmg of +8 : syndrael with a maxed out attack -> valor+images+4attack die+ mana weave for at least one certain surge that is required for +4 dmg and the one which required 3 surges -> gave jaine mana weave and let her attack with 4 attack die...worked as all the others directly the first time i tried it...wasnt sure about the second green attack die, but i had 4 surges with mana weave anyway ^^ and against the bosses : syndrael built up flesh/illusion walls with okaluk and attacked as often as possible ..most of the times 3 attacks per round. Jaine weakened them with her skill as soon as possible and made good dmg too. Grisban was mainly activated to get one valor token to syndrael and wating for an enemy to reach low health status. And Okaluk..well...just walked around and initiated health/stamina recovering i had no real AoE dmg (ecxcept blasting rune effect) but since only one monster suffers full dmg in RtL i wasnt upset not having anything explosion like.^^ Alltogether i think that this hero setup and bought gear did amazing good in that campagin....hardly had to use my hero feats. ...it was just a plus in case i want to proceed a bit faster...or often in used jaines just to walk back again, before the end of a quest and grab this/these last search tokens i was not able to pick up earlier, due to getting rid of monsters. Syndrael usually used hers to speed everyone up, grisban used his if it was quite sure to get valor tokens out of it for everyone, and okaluk used his in case i really had trouble with my health furthermore i have to say, that okaluk and rakash is an amzing prophet..esp with that staff....and syndrael is really amazing as a conjurer. I think, that sages tome is really awesome and Bow of Bone may be my new fav. act 1 Bow (havnt had it before) it did even very well in act 2
  18. Andi1066

    Hero groups!

    ahh didnt know, that it used to be the way, that Grisban first gets rid of conditions at the end of his turn. But according to the new ruling: there is only stun / poison / disease which is partly problematic to get rid of, isnt it? poison/disease triggers at start -> so he has to suffer these 2 at least once (but as you stated out, poison is weak on him with strength 5 and even disease is "ok" with willpower 3) stun though needs indeed to have him use one action to get rid of it :/ in case of bleeding im a bit unsure though : i chose to rest at start, then both bleeding and the heroic ability trigger at the same time -> i am the active player and i chose to first get rid of bleeding -> so...is there still an effect of bleeding on me? -> read an example in the unofficial FAQ where Sir Alric Farrow still gets the 2 dmg from entereing a pit space, even while chosing to first get out of it via "overpower" => so....guess this rest/bleeding effects are quite similar? so it would make sense to me, that grisban still suffers 1 fatigue from bleeding, but im not sure about it
  19. Andi1066

    Heirs of Blood campaign report

    one short question regarding the OLs here: if scourge or raven flock is on the battlefield...am i allowed to still summon them again? and decide that the current token of scourge/raven is simply discarded? maybe i overlooked sth in the rules, but couldnt find it so far thanks for answerung !
  20. Andi1066

    Coming to the End of the Campaign

    i have a couple of questions too regarding encounter 1 from the last quest of Heirs of Blood 1.) in the german version the questbook mentions, that a hero entering cursed ground ends his turn 1.1) if i use a rest action while having 2 fatigue on syndrael, then use 1 fatigue to gain 1MP, then use that 1MP to go from a normal space into a space with cursed ground -> it ends my turn, but do i still get my 3 used fatigue back due to rest action, which triggers at the end of my turn? (pretty sure its a yes here, since its quite similar to the bard standing up alone and still granting possible +1 life for all within his skill range, but maybe i oversee something?) 1.2) ineterestingly it mentions "entering cursed ground" and not "entering a space with cursed ground" in the german questbook (dont ´know the case for the english one) but the question is : is it that way?, so in other words...OL ends his turn, places one spirit behind syndrael, which makes her beeing on cursed ground -> if she starts her turn, she already is on cursed ground and while moving away from the spirit 1 field, she still is on cursed ground and therefore not entering cursed ground -> so she is NOT forced to end her turn in that situation, correct? 1.3) Situation : Augur is on a normal space...right infront of him starts the 5x5 field of cursed ground. -> syndrael, in her turn, uses her heroic feat giving him a moveaction in her turn. So augur gets 3MP and walks onto the field of cursed ground -> since he is not in his turn, he is not affected by it, right?..so he is able to walk all 3 MP onto the field? And when he starts his turn after syndrael, he can normally fullfill his 2 actions and stuff, correct? 2.) Heroes do have to place this/these "standard/flag" on either the ruins or the hill. if the heroes decide to place it on the hills, but still keep playing and not deciding to trigger the end of the encounter. And If they all reach the ruins, are the heroes then allowed to place the standard/flag again on that maptile? if yes -> does the one on the hills disappear? And in case they have 2 flags then -> do they get 5 guard tokens for the second encounter? (unfortunately there is no real limitaation mentioned in the german questbook with respect to these standards/flags though it makes the most sense, that tehre is only one...but well...wording is important here..maybe the heroes have 4 or 5 flags with them and they want to place them all over the terrinoth^^ thanks guys for answering
  21. Andi1066

    HoB Finale

    Hi guys, i have a few questions regarding the finale : first a general question regarding movement, sure zaltyre may help out here ! Situation : All 4 heroes on the entry -> 2 in front and Bard Augur grisom on one of the spaces in the back. Bard has elven boots -> +1MP into his pool at the start of his turn. Bard has wanderer skill -> if i chose to set a melody or accord marker on a class card i may move 1 space. question A : can i use the 1MP to enter a space of one of the other heroes in the front and meanwhile put the melody marker on one class card so that i may move one space, in a way that i can get with these two different moving styles out of that entry tile? i think i can, because the active player is always allowed to chose what to do first while things happen the same time and since im allowed to put a melody/accord marker in my turn anytime i want, i can also do this while entering a space with friendly figures, correct? furthermore question B : can i also walk through friendly heroes that way by simply chosing to put one melody marker and one accord marker on class cards -> so 2 times one space of movement and if done the same way as before, using the ruling about chosing which thing to do first if things happen the same time...so is that correct? now back to the finale in encounter 1 : 1.) OL may summon these "evil spirits"? to build a possible 5x5 field that is "cursed ground"? (dont know the exact english used words) ..anyway: 1.1) Is the OL allowed to summon these spirits also into a treasure room? 1.2) if yes, and the room is discarded, do these spirits still count to limit? cause his reinforces trigger by setting the 2nd marker, so question is, do lost spirits still add to the value? (pretty sure that this will be a yes) 2.) in the german version the questbook mentions, that a hero entering cursed ground ends its turn 2.1) if i use a rest action while having 2 fatigue on syndrael, then use 1 fatigue to gain 1MP, then use that 1MP to go from a normal space into a space with cursed ground -> it ends my turn, but do i still get my 3 used fatigue back due to rest action, which triggers at the end of my turn? (pretty sure its a yes here, since its quite similar to the bard standing up alone and still granting possible +1 life for all within his skill range, but maybe i oversea something?) 2.2) ineterestingly it mentions "entering cursed ground" and not "entering a space with cursed ground" in the german questbook (dont ´know the case for the english one) but the question is : is it that way?, so in other words...OL ends his turn, places one spirit behind syndrael, which makes her beeing on cursed ground -> if she starts her turn, she already is on cursed ground and while moving away from the spirit 1 field, she still is on cursed ground and therefore not entering cursed ground -> so she is NOT forced to end her turn in that situation, correct? 2.3) Situation : Augur is on a normal space...right infront of him starts the 5x5 field of cursed ground. -> syndrael, in her turn, uses her heroic feat giving him a moveaction in her turn. So augur gets 3MP and walks onto the field of cursed ground -> since he is not in his turn, he is not affected by it, right..so he is able to walk all 3 MP onto the field? And when he starts his turn after syndrael, he can normally fullfill his 2 actions and stuff, correct? 3.) Heroes do have to place this "standard/flag" on either the ruins or the hill. if the heroes decide to place it on the hills, but still keep playing and not deciding to trigger the end of the encounter. And If they all reach the ruins, are the heroes then allowed to place the standard/flag again on that maptile? if yes -> does the one on the hills disappear? And in case they have 2 flags then -> do they get guard 5 tokens? (unfortunately there is no real limitaation mentioned in the german questbook with respect to these standards/flags though it makes the most sense, that tehre is only one...but well...wording is important here..maybe the heroes have 4 or 5 flags with them and they want to place them all over the whole land^^ now encounter 2A, which will be ours: 1.) u guys already answered my relic question 2.)there are 4 special tiles on the map which allow movement. In the german questbook it usually mentions, that if these spaces are occupied, that u can still place ur figure into the space which is the nearest not occupied one. Since that is not the case here : 2.1) is it correct, that cou cant use 1MP to place ur figure onto the other side, if both marked spaces are occupied? 2.2) if 2.1) is yes, and if the figures on the other side are friendly ones, then am i allowed to use 2MP to walk past by them? well...this will only get important with respect to tyraels movement and the point of trying to block his walking with heroes and stones and stuff now encounter 3: 1.) if the heroes won shadow mountain quest, the questbook says that the OL doesnt place shadow dragons -> can he still chose to play them as an open group? (well i dont think so, becuase they are already chosen, but simply not on the map..but im not sure here either) Already thanks again for all people answering !
  22. Andi1066

    HoB Finale

    anyone could double check my assumptions reagrding the different encounters in the finale? thanks in advance !
  23. Andi1066

    HoB Finale

    hmmm but i might aswell tend to say, that i have to finish the "move one space" from wanderer skill, before doing anything else. So well...guess another best first round has to be found here in case its really that way^^ still hope so that its allowed
  24. Andi1066

    HoB Finale

    thanks so far guys! and yeh...thats my current problem!! situation : Augur grisom with stoneplate armor -> +2 black def dice, speed reduced to 3 and no fatigue can be spent to get MP well..augur has a speed of 3 anyway, and with wanderer skill he can even walk onto water terrain by just investing one fatigue for a cheap melody affect with wanderer skill...quite the unstoppable bard tbh ^^...and immobilization?..haha screw this...moving with cheap skills ...and he has furthermore elven boots but i fear a web trap from the OL as soon as we start encounter 3 since this AoE effect from Eliza for maptiles will hit us badly if we are stuck at start and on the same maptile, i would like to have rehearsel for a possible direct reroll if attribute test went bad for augur and/or syndrael in case of web trap...both strength 4...but u never know what happen, esp with these infector cards..sure we will be at infect of 5-10 per hero again already in the second encounter >____<..not to think about 3rd encounter..so a reroll might help a lot. Augur should start at back in my best first round so far....and i was indeed confused about the optimal and correct use of wanderer skill in addition to spending MP from the MPpool so as you stated out..these are technically different kinds of movements...one moves me 1 space, and the boots give me 1MP ....and currently im stuck at the same question...would it be allowed to use wanderer skill (so that possible reroll of one die is active for all!) lifts me to the space syndrael stands while im allowed to move out of that space with the 1 MP from elvenboots. well i hope its possible ^^ and as you explained the other situation (if i understood correctly) you say its not possible to use that wanderer to walk 2 spaces by getting a melody+accord marker on any of my class cards? ...so moving spaces in case of wanderer skill do neither stack, nor is it possible to place one of these song markers on any of my class cards while on a space occupied by another friendly figure, right?
  25. Andi1066

    Relic question

    Oh my oh my....so the OL could use this **** shadow staff in any encounter to reroll misses...and in encounter 2 even while beeing save from losing the staff at all cause Eliza is not on the map. encounter 2A may decide all...ohh god damnit >__> thanks for the answers guys !
×