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Zelgadis

Monster group limit and allies

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I have a question in regards to monster group limits and the heroes having an ally.

 

Currently I am the Overlord for a Labyrinth of ruin campaign with:

 

3 Player Heroes and 1 Ally

  • Mage (Geomancer)
  • Healer (Alchemist)
  • Scout (Treasure Hunter)
  • Ally = Raythen

If I read the rules correctly, the ally is treated as a hero for the purposes of hero abilities, attacks, and Overlord cards and nothing else.

 

Am I correct to assume that an ally does not  affect monster group limits and thus I can only deploy monsters for a 3 hero party?

 

If that is the case, I guess I am pretty much screwed LOL of going against a party of 4 + 2 stones vs the monsters I can deploy.

 

 

 

 

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Ally isnt exactly treated as a hero in terms of attacks, the ally will only get 1 attack per turn; much like a monster does.

 

The ally will have no influence on the monster group size.

 

Put in a 4th hero, it balances the game out alot.

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Ally isnt exactly treated as a hero in terms of attacks, the ally will only get 1 attack per turn; much like a monster does.

 

The ally will have no influence on the monster group size.

 

Put in a 4th hero, it balances the game out alot.

Although in the current party they're lacking a warrior- it could still be a very interesting game.

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Ally isnt exactly treated as a hero in terms of attacks, the ally will only get 1 attack per turn; much like a monster does.

 

The ally will have no influence on the monster group size.

 

Put in a 4th hero, it balances the game out alot.

Although in the current party they're lacking a warrior- it could still be a very interesting game.

 

 

Eh, warrior is probably the least important class to have in a party. The scout with proper gear can easily replace him, especially since it's the treasure hunter.

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Ally isnt exactly treated as a hero in terms of attacks, the ally will only get 1 attack per turn; much like a monster does.

 

The ally will have no influence on the monster group size.

 

Put in a 4th hero, it balances the game out alot.

Although in the current party they're lacking a warrior- it could still be a very interesting game.

 

 

Eh, warrior is probably the least important class to have in a party. The scout with proper gear can easily replace him, especially since it's the treasure hunter.

 

For damage output, sure. However, there are several situations where there's a strong disadvantage for not having a high might attribute somewhere in your party.

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Ally isnt exactly treated as a hero in terms of attacks, the ally will only get 1 attack per turn; much like a monster does.

 

The ally will have no influence on the monster group size.

 

Put in a 4th hero, it balances the game out alot.

Although in the current party they're lacking a warrior- it could still be a very interesting game.

 

 

Eh, warrior is probably the least important class to have in a party. The scout with proper gear can easily replace him, especially since it's the treasure hunter.

 

For damage output, sure. However, there are several situations where there's a strong disadvantage for not having a high might attribute somewhere in your party.

 

 

That depends on which hero. Logan Lashley (the intended Treasure Hunter) has a might of 3, and there are a variety of items which increase that further.

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The right Warrior-equipped Healer could sub for a red class admirably; Augur Grissom could make for an effective Paladin-style character, given his 12 Health, high Might and average Willpower. If 3 move isn't your deal, Avric Albright or Andira Runehand make for a decent Paladin as well, only really falling short with Might checks.

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The party could certainly cover the warrior gap if it's constructed correctly. I'm just pointing out that it's something that should be considered when forming the party, because if you don't have that might attribute or someone with >10 health, things can get dicey.

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This particular party has Logan Lashley, Might 3 and Raythen as an ally, also Might 3

 

At this juncture, Elder Mok, Apothecary has learned a skill that gives him +2 health (I believe it is Protective Tonic, but I am AFG, so I can't be certain) and High Mage Quellen has the Rune plate, which also gives him +2 health, courtesy of the treasure hunter's ability to pick and choose and his high inteligence..

 

The gap of not having a warrior in the party has been bridged, I assure you, since next on Elder Mok's "to-do" list is purchasing the skill that allows an elixir to remove a condition, which will cover the pesky need for might based check against conditions like poison.

Edited by Alarmed

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This particular party has Logan Lashley, Might 3 and Raythen as an ally, also Might 3

 

At this juncture, Elder Mok, Apothecary has learned a skill that gives him +2 health (I believe it is Protective Tonic, but I am AFG, so I can't be certain) and High Mage Quellen has the Rune plate, which also gives him +2 health, courtesy of the treasure hunter's ability to pick and choose and his high inteligence..

 

The gap of not having a warrior in the party has been bridged, I assure you, since next on Elder Mok's "to-do" list is purchasing the skill that allows an elixir to remove a condition, which will cover the pesky need for might based check against conditions like poison.

That will undoubtedly cover it.

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JAES THE EXILE AS A RUNEMASTER HAS REPLACED THE NEED FOR WARRIORS! Ahem...

Magic forever...

Jaes the Exile can combine Inscribe Rune, Exploding Rune and the Glaive to make him a hilarious melee fighter, with a stabbing, exploding spear that rolls Blue/Red/Red/Green, complete with Reach to make sure he doesn't blow himself up. The only caveat is that he can't use his full Heroic Feat, because the Glaive is not a Magic weapon. The new version of him still gets a surge to come close, thanks to Inscribe Rune.

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Elder Mok as an Apothecary, with the Bow of Bone, (Blue yellow, Green if you don't move, Surge: +2 range & +1 dam, 2 Surge: +3 dam) with Concoction (1 stamina, perform an attack. if you have a elixir token, this attack gains +1 surge, Pierce 1 and Surge: +1 Dam) and protective tonic (exhaust when selecting a target for an attack; if you have an elixir token, this attack gains one green dienad Surge: +2 damage)

 

11 damage with a range of 9 ( 5 surges) and with Pierce 1. :P

The OL was NOT laughing.

 

But I was!

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