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Zaltyre

Shards of Everdark H&M Pack announced!

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Looks like it's already shipping !

 

Really surprised, but happy too !

 

can't wait to se what will be announced after

Wow the turn around rate from on the boat to shipping is picking up.  Hopefully the Lieutenants packs will get ins soon as well.  Yeah consumers!

 

You guys are talking about Stewards of the Secret and not Shards of Everdark right?

 

I have had it since last Monday. I love the figures. But I foresee this Nanok dude is going to do some damage to me and my minions...

 

"Yes foolish Overlords of the land, you will feel the full brunt of Konan's powe...

 

Err Nanok, yes that's what I meant Nanok, yeah that's the ticket!

 

...For Nanok is MIGHTY!" (Said in Thor or Arnold's voice, take you pick)

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Looks like it's already shipping !

 

Really surprised, but happy too !

 

can't wait to se what will be announced after

Wow the turn around rate from on the boat to shipping is picking up.  Hopefully the Lieutenants packs will get ins soon as well.  Yeah consumers!

 

You guys are talking about Stewards of the Secret and not Shards of Everdark right?

 

I have had it since last Monday. I love the figures. But I foresee this Nanok dude is going to do some damage to me and my minions...

 

"Yes foolish Overlords of the land, you will feel the full brunt of Konan's powe...

 

Err Nanok, yes that's what I meant Nanok, yeah that's the ticket!

 

...For Nanok is MIGHTY!" (Said in Thor or Arnold's voice, take you pick)

 

 

My fellow dwarf failed in the awareness test :P

 

https://www.fantasyflightgames.com/en/upcoming/

 

And nobody can stop me to say playing as Nanok:  "Nanok, whats best in the life? : Crush my enemies, to see them driven before you and hear the lamentation of the Overlord. "

Edited by kraisto

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My fellow dwarf failed in the awareness test :P

 

https://www.fantasyflightgames.com/en/upcoming/

 

 

"Please forgive me brother kraisto, my attributes tend to shift to the Mighty side!"

 

I never buy directly from FFG as my FLGS usually gets it quick and dirty for me, just the way I like it! Didn't even know that webpage existed lol! :lol:

 

Anyone else think it would be hella sexy to get a "Realms of Terrinoth" book like the Worlds of Android I just noticed...

 

Before you start, I know this is a board game first and foremost, but the extremely light roleplay elements and all those flavor texted sprinkled around everywhere has made me interested in some more lore.

Edited by Luijod

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Looks like it's already shipping !

 

Really surprised, but happy too !

 

can't wait to se what will be announced after

Wow the turn around rate from on the boat to shipping is picking up.  Hopefully the Lieutenants packs will get ins soon as well.  Yeah consumers!

 

You guys are talking about Stewards of the Secret and not Shards of Everdark ?

 

Nope ! See on the "incomming" section, you will see for yourself

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Looks like it's already shipping !

 

Really surprised, but happy too !

 

can't wait to se what will be announced after

Wow the turn around rate from on the boat to shipping is picking up.  Hopefully the Lieutenants packs will get ins soon as well.  Yeah consumers!

 

You guys are talking about Stewards of the Secret and not Shards of Everdark ?

 

Nope ! See on the "incomming" section, you will see for yourself

 

 

Daddy wants his 2nd 2016 H&M pack, I wanna give those monsters the ol' hook hand greeting. What a "shocking" development!

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It's sort of disappointing how they've nerfed poor Steelhorns. Why bother taking him now when his ability does exactly what Trenloe The Strong's ability does but it's weaker?

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It's sort of disappointing how they've nerfed poor Steelhorns. Why bother taking him now when his ability does exactly what Trenloe The Strong's ability does but it's weaker?

 

I am tremendously disappointed with the new Steelhorns :(

I was so happy that they were re-printing him, but they've completely changed him! Why? He was pretty good as he was - and unique. His ability to break an overlord hallway blockade was so cool and extremely handy!

 

Now he's a circumstantial Trenloe with +1 speed and -1 defense and a very unreliable heroic feat (the worst kind).

 

I think this is one case where I will actually use the original Steelhorns conversion kit card with the new mini. Rules be damned! This is just a brutal and wholly unnecessary nerf.

 

--

 

New Ice Wyrms seem fine. They weren't a monster I used very often, but I do actually quite like the idea of "Entomb" replacing the somewhat weird Swallow power (e.g. how can a hero 'stand up' while inside a monster's belly?)

 

The nice thing is that it doesn't need to be the Ice Wyrm itself that defeated the hero - they can simply take advantage of it and freeze the hero after the fact. Could be quite useful in some situations!

Edited by Charmy

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Charge into Battle

 

Steelhorns

dj34_sheet_steelhorns.jpgsteelhorns.jpg

 

I do also think it is a huge nerf, mostly to his hero ability.

 

Ice Wyms

dj34_icewyrm_1.pngdj34_icewyrm_2.png

 

I think the change to sallow is better as you said Charmy. Also, what I like now is that "Entomb" is an ability the minion has too. Meaning that knock-out locks can be done more easily with these two. Considering they are a massive monsters, the ablity has a range effect of 20 spaces each...not bad, not bad, now you will need to ensure to knock the party out or make a TPK, which prevents this ability being OP, in my opinion. 

Edited by Volkren

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Charge into Battle

 

Steelhorns

 

 

I do also think it is a huge nerf, mostly to his hero ability.

 

I actually think the new hero ability is overall more useful.

If you play a warrior archetype, you will often have access to skills which do what Steelhorns old hero ability did, just better (the different "charge" type of abilities, which do not come with restriction as to when you can perform it), and you will not often profit from one attack at the end of a long move.You will either be in need to stay close to your friends (Marshall and champion and depending ont he build, knight) or you will be trying to get many attacks and special actions in (berserker and skirmisher) or be in need to summon your wolf or wanting to perform a special action (Beastmaster).

This ability on the other hand actually works well in conjunction to many warrior abilities, like the charges or advance.

 

I can see Steelhorns using his hero ability almost every turn now, I cannot see him do that with the old one. The fact that it is just a normal attack action hurts quite a lot of warrior classes.

 

I can see why people feel upset about his heroic feat, at best you get a 66% probability to move all adjacent monsters, whereas before, you had certainty.

You gain the ability to do damage that bypasses defense though (always quite useful) and it is no longer an action, which opens up quite a few new options in using it.

 

I definitely think that even with the friendly fire / backlash, his heroic feat is definitely more useful than Trenloe's, who he was earlier compared with.

And with +2 health and +1 speed, he compares not too badly against a hero who is rather heavily burdened by his low speed and stamina.

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Steelhorns' bio makes him sound like a big ol' softie. I love it.

 

I know this has been said before, but I would love to get a lore book on Terrinoth. Reading about the bio of a misfit Minotaur that actually wants to make friends makes me want to know more about that race as a whole...

 

I can see why people feel upset about his heroic feat, at best you get a 66% probability to move all adjacent monsters, whereas before, you had certainty.

You gain the ability to do damage that bypasses defense though (always quite useful) and it is no longer an action, which opens up quite a few new options in using it.

 

I definitely think that even with the friendly fire / backlash, his heroic feat is definitely more useful than Trenloe's, who he was earlier compared with.

And with +2 health and +1 speed, he compares not too badly against a hero who is rather heavily burdened by his low speed and stamina.

 

Its true, the fact that it doesn't require an action is quite nice. I could even live with the 'backlash' damage. I just  hate that it requires a surge to be rolled to get the (usually) most useful part of the whole effect. It does seem like picking a green die to roll is the best option in that case..

 

From what it reads though, the hero does at least get to move Steelhorns himself 1 space as well when it succeeds. It also can be used to move allies.. as it affects all figures. Might be handy to pull a hero out of a pit? If only I could count on it working! :angry:

Edited by Charmy

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Think of Astarra's feat, which is certain, but does no damage. Steelhorns has a feat which is more powerful, but also less predictable- thematically minotaur. AND, it is versatile. If you want damage, roll a red-you will get at least one. If you want a surge, a green has a 2/3 chance.

Edited by Zaltyre

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While I found the old Steelhorn charge extremely fun to pull off, it had a few downsides. His hero ability required you to invest your entire turn into move-actions and you get a normal attack action (by paying 1 fatigue). His old heroic feat while hilarious required an action, while the new feat does not.

 

So imo it's not a nerf, because his new feat and ability works with all the special action attacks warriors like to pull off a lot of times and both feat and ability do not cost an action or fatigue or prescribe what you have to invest your turn into.

 

Steelhorns abilities did get less flashy but they gained a lot of versitility, which I find to be a buff.

Edited by DAMaz

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Well I was expecting his Hero Ability to be changed like this, since the introduction of Dark Minotaurs "who gets a friggin red power dice".

 

Steelhorn with Oath of Honor + Advance synergizes well since it's about moving to a target and attack. And his ability triggers "each time".

 

Also his Heroic Feat is not an action, so either kill them off with power die or move them away.

Edited by Caporai

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That settles it for me. I Love this pack.

Something tells me you are gonna abuse Ice Wyrm hard, because locking a knocked out hero in a corner from other heroes is truly evil.

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That settles it for me. I Love this pack.

Something tells me you are gonna abuse Ice Wyrm hard, because locking a knocked out hero in a corner from other heroes is truly evil.

 

"Abuse" is such a negative word. I'm going to gain the maximum strategic benefit from those frosty reptile abilities.  :)

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I love Steelhorn's new ability, because if you give him the elven boots (or  stamina MP, or a move/attack skill) and a bit of injudicious monster placement on the OL's part then Steelhorn can trigger his ability twice... using both actions to attack, with a +1 damage.

 

I think his heroic feat is much more versatile now. Sure, before you could move your speed, through enemies, then move them. This means at MOST 3 figures, because move 4, means your 4th move must be on a valid empty square.

Now, you can move, interrupt, then activate the ability, using the power die of your choice, and you move all figures affected...including, like Charmy said, our big horned hero!

 

I can picture it now, *move action into a group of reanimates, heroic feat BAM! move them or kill them, then perform a second action*

 

The possibilities are numerous and amusing...

use it after "advance" or "charge" to finish off the monster you attacked using your granted attack...

use it after "carve a path" to get an extra 1 square of move to get away from a reach monster

use it after "whirlwind" to try and finish off anyone left in your circle of death

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I love Steelhorn's new ability, because if you give him the elven boots (or  stamina MP, or a move/attack skill) and a bit of injudicious monster placement on the OL's part then Steelhorn can trigger his ability twice... using both actions to attack, with a +1 damage.

 

Since all that matters is that Steelhorns attacks a figure that was not adjacent to him at the start of the turn, its even easier than that. In fact, if Steelhorns brings the monster to him during his turn, he also gets the bonus, so technically he doesn't even have to move. (e.g. Steelhorns uses a Crossbow to move a target adjacent to him, and then attacks it with the Crossbow again. The second attack would get a +1 bonus).

 

Getting the +1 bonus is quite easy. My beef with it is that it isn't a very novel power. A lot of heroes already have a +1 damage power.

 

I think his heroic feat is much more versatile now. Sure, before you could move your speed, through enemies, then move them. This means at MOST 3 figures, because move 4, means your 4th move must be on a valid empty square.

Now, you can move, interrupt, then activate the ability, using the power die of your choice, and you move all figures affected...including, like Charmy said, our big horned hero!

Problem is, you might set up this amazing play and then.. not roll a surge. Doh.. now Steelhorns is in a really bad spot.

 

I think I have a heavy bias against 'luck' based hero powers. Particularly ones with odds of working that are worse than rolling an 'X'. I've lost maps due to Serena's heroic feat not healing even one point of damage, for example. It doesn't feel very much like a 'feat' when nothing happens :(

 

Nonetheless, the discussion has at least convinced me that some people do like the new Steelhorns, so some of the people I play with might too. I like the character, so I will be happy to see him at the table in either form.

 

Edited by Charmy

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I love Steelhorn's new ability, because if you give him the elven boots (or  stamina MP, or a move/attack skill) and a bit of injudicious monster placement on the OL's part then Steelhorn can trigger his ability twice... using both actions to attack, with a +1 damage.

 

Since all that matters is that Steelhorns attacks a figure that was not adjacent to him at the start of the turn, its even easier than that. In fact, if Steelhorns brings the monster to him during his turn, he also gets the bonus, so technically he doesn't even have to move. (e.g. Steelhorns uses a Crossbow to move a target adjacent to him, and then attacks it with the Crossbow again. The second attack would get a +1 bonus).

 

Getting the +1 bonus is quite easy. My beef with it is that it isn't a very novel power. A lot of heroes already have a +1 damage power.

 

I think his heroic feat is much more versatile now. Sure, before you could move your speed, through enemies, then move them. This means at MOST 3 figures, because move 4, means your 4th move must be on a valid empty square.

Now, you can move, interrupt, then activate the ability, using the power die of your choice, and you move all figures affected...including, like Charmy said, our big horned hero!

Problem is, you might set up this amazing play and then.. not roll a surge. Doh.. now Steelhorns is in a really bad spot.

 

I think I have a heavy bias against 'luck' based hero powers. Particularly ones with odds of working that are worse than rolling an 'X'. I've lost maps due to Serena's heroic feat not healing even one point of damage, for example. It doesn't feel very much like a 'feat' when nothing happens :(

 

Nonetheless, the discussion has at least convinced me that some people do like the new Steelhorns, so some of the people I play with might too. I like the character, so I will be happy to see him at the table in either form.

 

 

I feel you on the random chance issue...

In Mists, I used Andira, because of her heroic feat, and one time I wanted to try it because we need lots of healing, there were no monsters adjacent and all I had was the disciple's starting weapon... and other times I either missed my attack, or the OL rolled enough shields to shrug it off.

 

That said, without random chance, the game would be less interesting, since every attack would be a hit, every test would be a success, every defence would be successful... unless they used a totally different mechanic.

 

Steelhorn's feat is still good because the hero gets to choose what power die he wants... Red, yellow, or green, according to what he's trying to accomplish. If it's surges you need, go for green, red for damage and yellow, well... maybe default to yellow? :P

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D S
1 0
2 0
2 0
2 0
3 0
3 1
 
2 1
2 0
1 0
1 0
1 1
0 1
 
0 1
1 0
1 1
0 1
1 0
1 1
 
Min Damage:
1
0
0
 
Max Damage:
3
2
1
 
Average Damage:
2.17
1.17
0.67
 
Surge Chance:
16.7%
50%
66.7%
 

While I generally use the old theme, this table looks best with the white background of the new theme.

Edited by Zaltyre

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And it supports what I said in my other post: Red is best for raw damage, Green is best for raw surges. Yellow is the best default with a 16.7 chance of 0 damage and good chance of surge and  average damage.

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Yes, if you don't really care what happens, pick yellow. However, I usually advise saving heroic feats until you have a particular reason to use them, so I would be more likely to use red or green.

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Still not available on Amazon.  Us people that live in towns without game stores really get the crap end of this new Asmodee retailer agreement thing.  Everything costs almost twice as much and now we can't even get it when it's released.  

 

Thank you Asmodee! Loving the new shake down for money!

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