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Zaltyre

Shards of Everdark H&M Pack announced!

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Well, since (as said) all 1ed monsters are (or will be) available with this pack, they are gonna have to come up with something else next time.

Will they release 3 more packs with 4 heroes each, with all new monsters?

Or will they release one more pack with the remaining 12 heroes and a new hero or two? (Each H&M pack usually contains 13-14 figures I think? Except for the Kobolds one :P)

 

I think I'd prefer the latter and have them keep new monsters for new expansions. I kinda share the same feeling with Indalecio a bit, in that these H&M packs, whilst being cool, are relatively easy to churn out (especially seeing how they are now following in rapid succession of each other), and don't require the effort/commitment that big expansions require.

Edited by Atom4geVampire

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Yeah exactly, not to be a killjoy or anything, but having three of these H&M packs still due to stores makes me wonder if FFG feels any sort of rush for pushing these out to the market. I love getting new monsters but seeing heroes like this One Fist makes me wonder if these actually have been thoroughfully playtested or not. Same for monsters, of course. Because having played this game a lot (relatively, I know some of you are litterally spending a good chunk of your life on it ;) ) you can sometimes see stuff that might look like it's going to bring imbalance or even obsolete some other parts of the game.

Because with three of these packs in a so short time frame, how do you realistically allocate people to play test the new heroes/monsters? I suppose you can't just mix everything plus Bilehall (and possibly even Chains) and see what comes out of it, I would guess each individual item must be tested independently of the rest to some extend to see its potential influence on the current game? So how would a testing phase schedule look like considering all of these packs/expansions for a product line that is not prioritized at the first place? Something doesn't quite add up when considering the minimal effort thrown into things (more important in my opnion) like the FAQ. I´m therefore wondering if these are just the conversion kits versions with some amendments, like an errata:ed version of the heroes/monsters with no actual test phase?

Or One Fist was tested as the first hero to throw 3 attack dices with awesome stats/feat by a hundred testers and all of these guys said it was fine, that hero parties actually NEEDED a 3-attack dices hero at the beginning of the campaign, and that the Overlord was clearly able to get around that. That's insane, man, I can't get my head around that. Or maybe they tested it like this: put One Fist against two Minotaurs, One Fist kills the first beast with two BRY attacks then dies to the charge of the second beast, only to feat out and take down the last beast in one single attack. So it's balanced since everybody died! Plan for release date now!

Or maybe this is just normal or the way it is intended to be? Like I said I´m all over new Descent releases, but I would have prioritized consolidating the game before expanding it, which I don't see as a major task to do nor would it be plain incompatible with the release of new packs.

Or maybe I/we are too picky? There's been some negativism lately over FFGs behaviour regarding the game so maybe we see everything Descent with a pinch of salt? How to regain that trust (not that we´ve been "betrayed" but there are feelings of the same kind as being expressed by many here)? Or maybe the H&M packs is following its own plan so the late discussions about the FAQ had zero impact on FFG's policy for releasing new products?

But yeah, in other words, have these been rushed out? There are just too many symptoms and facts that indicate this possibility, even if I´d like to be proven wrong. Just throwing the question, I´m not accusing anything or anybody but this still makes me a bit curious/confused?

EDIT: And yes I´m annoyed. I´m annoyed that the Overlord never gets anything at all to withstand the new classes/heroes while hero players masturbate at the sight of new "kewl" abilities and start very strong in a campaign while the dude in front of them has to try to catch up even before the campaign even begins. In some cases that have become the reality of every campaign I play, my hand (my only "abilities") gets stripped by Marshall and Elder Mok. I also want a card that says that I can turn face down a skill card for a whole turn. Why the heck not?

Then I´m a bit irritated by the fact people think 3-attack dices would be even remotely okay in a 8-attacks per round party. I love the game but I hate the combat escalation. I kill you! I die! Oh, I kill you when I die!, lulzzz ! Maybe that's interesting to other people but not to me. Descent is not a game of ping-pong and the cross on the blue dice shouldn't be that critical to winning a quest. It is more often than not. Therefore I´m not even that glad about how the Minotaurs look like, because it's another war machine and I already have a dozen of those. People are amazed by that extra dice on it, but come on. An Act II monster with 2 attack dices is very weak at the first place. Then can you technically kill a geared up Act II hero with RRB? Sure you can, but how likely is it and how much gain does it give you during Act II? Yeah, that's right. And the extra dice in Act I is probably a Yellow one, we can take bets on that.

Then why is the FAQ version number still 1.5 on the file? How much effort does it take to change it? Why not talking to us?

Then people say "you sad whiner! Bilehall gives nothing to the heroes, see what goodies the Overlord got from it!!" What goodies? Low-tier monster types (some of which are stone unplayable), only one gives the new terror condition and unfortunately that's the one that is not playable, Tainted mechanism is tied to the campaign then we have items for the heroes (good for them) and three relics (one for each side) which again you only get to use if you play that campaign. It's not a bad expansion for these reasons but I can hear the hero player train chanting how Chains that Rust should be all for heroes out of fairness. Oh yeah.

Or do you guys see the opposite of this? Please enlighten me!

Basic III, where are thou? '(

Edited by Indalecio

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I somewhat agree that One-Fist looks quite boss, but you also have to consider that he does give up a lot for it. He can't use a shield for extra defence, he can't use a two handed weapon. (well, he can, but he loses his awesome ability). You have to get that big shiny kick ass one handed weapon before you can "combo" with it. And his feat gives you a free attack, sure, but any other attacks are conditional on defeating the last monster... so all the OL has to do is not bunch up... and you have to avoid rolling X... and make sure you do enough damage to defeat the monster...EVERY single attack.

 

So, very conditional.

 

I'd play him, but I don't see him as broken, not compared to say, Logan Lashley, who can't be immobilized, gets an extra 1 MP if eh attacks with an exotic weapon, and gets an extra move and attack if he does 1 damage on an attack. Or Ispher, who cannot be poisoned, regains 2 health on his turn and gets to heal someone of all conditions and 8 health.

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Nah, I respectfully disagree that giving up a one handed piece of equipment is a huge deal when you gain an extra attack dice to a weapon, and you don't need a uber-powerful weapon to capitalize on that bonus either. Regular warrior class with Blue+Red becomes BRY, and even if the surges don't give you much yet it's still impressive. Giving up a shield giving you one extra shield symbol when you tap it is nothing compared to getting more damage on an attack that will remove one monster figure from the map. Plus that extra dice gives you more chances to get a surge, into more damage, into conditions etc. I would ditch the shield straight away, or give it to somebody else.

 

About the Feat, a hero player will send this guy into the grand melee so he´ll be exposed to attacks. Now I never prioritize the fighter in hero groups because they´re usually tanky and not necessarly more dangerous than other classes, but Marshall's Retribution (or whatever the name) for instance causing damage if you attack another hero @2 spaces of him illustrates how you can make attacks converge to this guy. Then comboing out when he dies. Heck you could even intentionally apply indirect damage like Blast to this guy to make him die and unleash extra attack actions. Is it situational? Probably, yes, but free extra actions tend to be nasty, as they accelerate the game towards the heroes end.

 

I agree with your comment about Logan and Ispher.

Edited by Indalecio

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Cool pack overall. I like the focus on exotic heroes this time, as I've been wanting a Steelhorns miniature for some time.

 

However I somewhat agree with Indalecio that the hero power creep is starting to overtake the Overlord's ability to cope.

 

I am still hanging on as an Overlord, but when against players that have mastery of the game, I have to rely increasingly on the few truly good bones FFG has tossed the Overlord over the years, such as:

 

- Call of the Ravens card

- The new Kobolds

- Baron Zachareth Plot Deck

 

I'm hoping Bilehall will help provide us with additional powerful tools.. but from what I can tell it won't be coming from the monster groups. The new lieutenant packs that have been previewed appear to be quite strong.. stronger than most of the original packs.  '0' cost threat abilities are really helpful and feel like the kind of raw power upgrade that the OL needs to compete with the heroes' growing arsenal.  Unfortunately, only one of these can be used.. so it is more of a 'sidegrade' than anything else.

 

As for One-Fist, I think its silly that they took out his 1-hand restriction. How can he use both a sword and a shield? It makes no sense when he has a hook for a hand, even if he gives up his yellow die. He can even use the other warriors' time-honored strategy of dual-wielding shields on turns when he isn't performing attacks.

 

They really need to bring back the restriction, both for thematic reasons, and to make him *slightly* weaker, because I completely agree, a bonus yellow die gives him insane starting power. Once again, the Overlord is pushed farther and farther into using small monsters almost exclusively, because large ones die way too fast to justify their diminished group size.

 

As for the heroic feat, its pretty crazy, but it can be managed by a skillful overlord. There are no 1-handed weapons with reach thankfully, so as long as One-Fist is defeated from beyond range 1, his heroic feat probably cannot do anything. (this was wrong)

 

Alternatively, take him out with a melee monster that was in its death throes already, such as one under the influence of Blood Rage.

 

It is important to watch out for tricks like intentionally knocking out One Fist with blast when he is in the midst of a bunch of monsters to go ham on them, but I view that as a risky maneuver which should have some payoff if the Overlord didn't prepare for it.

 

My fixes to One-Fist:

- Change the yellow die to a green die in Act I, yellow die in Act II

- Bring back the restriction that One-Fist can only one use one hand worth of equipment.

Edited by Charmy

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As for the heroic feat, its pretty crazy, but it can be managed by a skillful overlord. There are no 1-handed weapons with reach thankfully, so as long as One-Fist is defeated from beyond range 1, his heroic feat probably cannot do anything.

 

 

Sorry, I hate to do this to you... 

 

http://www.descentinthedark.com/2nd/trident/

 

Also as I read it you can even use the surge for movement during the death throng.  So kill one, move two spaces kill another...

 

I feel strongly that the new one fist makes nanok look like a wimp.  The restriction to a 1 hander is not that big of a deal

Edited by BenOverlord

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Sorry, I hate to do this to you... 

 

http://www.descentinthedark.com/2nd/trident/

 

Gah, the Trident... It is so rarely purchased that I forgot it existed. Well, that would be kinda insane in One-Fist's hands, wouldn't it? :P

 

All the more reason to make that a green die in Act I, in my view..

 

Also as I read it you can even use the surge for movement during the death throng.  So kill one, move two spaces kill another...

 

No, you cannot do this. I'm fairly certain all heroic feats of this nature are one continuous 'action'. The feat cannot be interrupted by other things, such as the spending of accrued movement points. This would be akin to interspersing Jain's heroic feat of "moving twice her speed and attacking" with spending movement points to get around - Not permitted.

 

I agree with you that One Fist may challenge Nanok for greatest warrior, but I think Nanok still has the slight edge with the black defense die and superior hit points... I hope Nanok is toned down a peg when he is released.. but I'm worried he won't be now :(

Edited by Charmy

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No official version of one fist would ever use a green die as that is not part of the base game.  Feel free to house rule away though. 

 

As for the movements points, I see what you are saying but believe it would be ruled that you can spend them between attacks as the movement points are gained directly from the attack.  The FAQ describes how running shot works and I would think this is similar.  I could be wrong though.  Also look at Logan who can move a space immediately after an attack.  Would he lose that during his heroic?  You definitely cannot interrupt a heroic feat with another action but incidentals like gaining movement points should be legitimate.

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There is a significant difference between Logan's and One Fist's heroic feats (well, actually it's a difference between the trident and Logan's hero ability.)

 

Logan's hero ability and heroic feat would trigger at exactly the same time (after performing an attack.) Therefore he could trigger them both, and then resolve one or the other first (since it's his turn.)

 

However, One Fist's heroic feat triggers when he's defeated. His ability explicitly states that he can perform additional attacks. However, he is only allowed to do attacks (as except for the provision in his feat, he normally couldn't do anything), and then he's KO. There is never a time window when it's just "during his turn" where he would be free to spend movement points. He's either performing attack actions, or he's laying down for a KO nap.

 

EDIT: Once more, I've opened my mouth just a little too soon.

 

I stand by what I said (One Fist would not have the opportunity to benefit from the Trident) if he happens to be defeated on his own turn. Specifically, the reason is there is not a valid triggering window in which to spend them. Consider that the trigger "during your turn" is one of the most common triggering windows in the game. It is the time during which you can:

 

perform actions

suffer fatigue to gain movement points

perform skills that are not actions

perform hero/monster abilities (including drinking potions)

use heroic feats

spend movement points

 

If you're suggesting that One Fist has a valid window in which to spend his movement points, you're suggesting that he also has the option to do any or all of the things listed above.

 

That being said, I did not consider the (now seemingly apparent) fact that One Fist almost certainly will not be defeated during his own turn. Rather, this is much more likely to occur during another hero's turn, or during the OL turn. In that case, if we turn to the FAQ (as Mattigar correctly points out) we see

 

Q: If a skill or ability allows a figure to gain movement points during
another player’s turn, when can those movement points be used?
 
A: Any movement points gained during another player’s turn, such as
if the Wildlander uses the First Strike skill with the Running Shot skill
during the overlord’s turn, must be used immediately. If these movement
points not used before the active player resumes his turn, the movement
points are lost.
 
which (as a frequent OL myself, I really shall be damned) means that during the spend surges step of his attack(s), One Fist could spend those two movement points immediately upon gaining them, before step 5 of combat (just like displacing a figure with Knockback.) While I can't deny that, I feel obliged to point out that one thing One Fist certainly could not do is store up movement points between attacks. That is, say he is adjacent to 3 monsters, and there is another 6 spaces away. He couldn't attack/defeat all 3 of the nearby monsters, then spend 6 MP to run and attack the far monster.
 
In other news, Tridents are selling out all across Terrinoth. Blacksmiths just can't forge them fast enough.
Edited by Zaltyre

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He's either performing attack actions, or he's laying down for a KO nap.

 

Unfortunately, there are exceptions here too, such as in the case of cards that trigger off of enemies being defeated by said attacks (e.g. Advance). So then he can perform still *more* things, including moving up to his speed!

 

No one ever said this game had simple rules :P

 

Its funny that he'd make a good Knight, even though he won't want to use a shield a lot of the time. Strange indeed..

Edited by Charmy

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The FAQ allows heroes to gain movement points during the overlord's turn, with the provision that they are used immediately, before the the overlord resumes his turn.  The example given is the Wildlander using First Strike with Running shot.  One Fist using the Trident seems fine to me.

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He's either performing attack actions, or he's laying down for a KO nap.

 

Unfortunately, there are exceptions here too, such as in the case of cards that trigger off of enemies being defeated by said attacks (e.g. Advance). So then he can perform still *more* things, including moving up to his speed!

 

No one ever said this game had simple rules :P

 

Its funny that he'd make a good Knight, even though he won't want to use a shield a lot of the time. Strange indeed..

 

You're right, sorry, I should be more clear. I'll edit my original post. Please see new and improved post #35.

Edited by Zaltyre

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The FAQ allows heroes to gain movement points during the overlord's turn, with the provision that they are used immediately, before the the overlord resumes his turn.  The example given is the Wildlander using First Strike with Running shot.

 

That is a different case. Running Shot does not give movement points (it says the figure may move up to 2 spaces). On top of that, it also interrupts an activation, not an action.

 

Movement points can be spent at any time during a player's turn, as well as immediately if received when it is not their turn, yes. However, this does not supercede the fact that movement points cannot be spent midway through another figure's action.

Edited by Charmy

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Sorry, I hate to do this to you... 

 

http://www.descentinthedark.com/2nd/trident/

 

Gah, the Trident... It is so rarely purchased that I forgot it existed. Well, that would be kinda insane in One-Fist's hands, wouldn't it? :P

 

All the more reason to make that a green die in Act I, in my view..

 

Also as I read it you can even use the surge for movement during the death throng.  So kill one, move two spaces kill another...

 

No, you cannot do this. I'm fairly certain all heroic feats of this nature are one continuous 'action'. The feat cannot be interrupted by other things, such as the spending of accrued movement points. This would be akin to interspersing Jain's heroic feat of "moving twice her speed and attacking" with spending movement points to get around - Not permitted.

 

I agree with you that One Fist may challenge Nanok for greatest warrior, but I think Nanok still has the slight edge with the black defense die and superior hit points... I hope Nanok is toned down a peg when he is released.. but I'm worried he won't be now :(

 

http://descent2e.wikia.com/wiki/Hunting_Spearhe is a exelent beastmaster, but i still dont think he is op, he lacks hp

 

 

EDIT: And yes I´m annoyed. I´m annoyed that the Overlord never gets anything at all to withstand the new classes/heroes while hero players masturbate at the sight of new "kewl" abilities and start very strong in a campaign while the dude in front of them has to try to catch up even before the campaign even begins. In some cases that have become the reality of every campaign I play, my hand (my only "abilities") gets stripped by Marshall and Elder Mok. I also want a card that says that I can turn face down a skill card for a whole turn. Why the heck not

Then people say "you sad whiner! Bilehall gives nothing to the heroes, see what goodies the Overlord got from it!!" What goodies? Low-tier monster types (some of which are stone unplayable), only one gives the new terror condition and unfortunately that's the one that is not playable, Tainted mechanism is tied to the campaign then we have items for the heroes (good for them) and three relics (one for each side) which again you only get to use if you play that campaign. It's not a bad expansion for these reasons but I can hear the hero player train chanting how Chains that Rust should be all for heroes out of fairness. Oh yeah.

Or do you guys see the opposite of this? Please enlighten me!

 

go check again, Bilehall gives you lots of new units, Bone Horror is rly crazy. the Hero and Monster Collection offer rly good units aswell, and not everything is about damage, most missions is about staling the heroes, and you can do that in more ways then killing them

 

 

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But Zaltyre, if there is no such "window" during One Fist's turn to spend these 2 movement points earnt from the surge, how is it different then than the Q/A ruling you posted later? E.g. if you cannot spend these move points outside the current action (including the feat executing while it's not his turn) because it's either not his turn anyway, or you are not allowed to do any other action (you´re KO following the current action) then why wouldn't you be able to spend these points immediately in either case? I´m not sure I´m grasping the difference here, nor do I feel able to explain such difference to my hero players.

 

go check again, Bilehall gives you lots of new units, Bone Horror is rly crazy. the Hero and Monster Collection offer rly good units aswell, and not everything is about damage, most missions is about staling the heroes, and you can do that in more ways then killing them

 

I know the Overlord gets new monster types for every pack being released, some of them being really cool, but my complaint is mainly about the cards. I really find the choices extremely restricted to a very few good cards which you HAVE to get to be able to cope with the heroes. Like Charmy said earlier, your choices come down to a very few subset of the Overlord "arsenal", and not sticking to these choices, although not automatically making you lose the campaign, means you are taking a huge risk, expeciallt when you compete with some of the high tier hero parties played by experienced players. Some of the constants of my Overlord career:

- Zachareth plot deck, or Tristayne's to a lower degree. I´m on Ariad currently and I´m strongly underwhelmed by it, but then it was my choice. To be completely honest, one of the reasons for doing this is because I want to play Zachy's all the time but cannot quite do it (heroes get grumpy) so I´m giving them something else to justify coming back to Zachy next time. How awful is that?

- Web traps. Who plays without them really? So here you go with your two first XPs.

- Imploding Rift (depending on Willpower).

- Raven Flock.

- Wristlet of Wind.

- Pick small ranged monsters in every single quest regardless of goal. That's the worst restriction really.

 

Regarding Bilehall in particular, I don't see what's stunning about the new monsters. They´re very cool and all, but still from the perspective of sticking to optimal monster choices for quest Lambda in campaign Espilon, none of these monsters will even remotely reshuffle my normal preferences. When I say a monster type is "unplayable" I mean that I would never pick them for a quest, not necessarly because they´re bad or anything, but because there are still significantly better choices to make. The Bone Horror is no exception. They remind me a lot of the Wraiths for example. Now if Bone Horrors would have been a better choice than another monster type for a given quest that I just lost, maybe so, but who can predict? My point however is that you know based on experience that a few monstes tend to have better odds at faring well, because they´re flexible, relatively tough etc. A specialized monster will always be better in its area of expertise, but you need to evaluate if you can easily trigger that situation. When you start a new quest you often don't know exactly how these things will play out and therefore there is more incentive in fielding more generic monsters that you know won't fail you as other monsters would. It has occured to me a lot in the past, that I fielded an ultra-specialized monster and couldn't even get to make them do anything. Heroes can also ruin your plans, but so is the intent, obviously, whereas fielding say Bandits will make them wonder if you´re here to snipe them from distance, run to some place, or just inflict Doom to make the other monster group deal more damage? Whereas if you field Broodwalkers there is no shadow of doubt what the overlord's intent is.

 

I don't want to be getting top-notch monsters all the time either, but I wish more utility monsters were released with lesser focus on combat. A neat idea would be to release a very tough monster very hard to kill with basically no attack or very weak. This little monster could spend time altering the terrain, or grabbing a move point from heroes if they start their turn close to a wall etc. I don't know, these are just ideas. I like the Broodwalker for that reason also, but their speed means... yeah.

 

Speaking of combat, all missions ARE focused on combat and even the race ones. All missions focus on clearing the way for letting the heroes go to point A before turn B starts. Point A can also be where a monster is, waiting to be slained. All monsters have an unprinted number of actions required to defeat it, and that means attacks are the main way for heroes to get to their objectives. Then sure, all possibilities to attack must be balanced to other actions like for instance searching or healing, to name a couple, but searching basically gives you more gear for attacking (or getting more resilient to attacks) and healing just means the hero in question gets to survive longer to perform more attacks, alternatively heroes can spend one more action to attack instead of reviving a hero. It comes back to attacking.

 

I don't know about other playgroups, but mine would be perfectly fine sitting in the middle of the map spending 8 attacks per turn and calling it fun if they could. Moving is a pain because of traps anyway. Searching is cool too but that's something you do while on your way to your objective. You do it because you start adjacent to it, or there are no more monsters to hinder a lone adventurer from getting off the path to grab one. These decisions are trivial really.

 

But you know what? It's FINE. It's that kind of game. I like swords and attacks too, it's all cool etc. My only problem is the escalation. We get to see very cool abilities from heroes that make them really powerful. See, the big difference is that the heroes have all freedom required to field the perfect hero party. Classes and heroes. gear comes afterwards but you can get a very solid party ready from start. The Overlord has restricted choices given by the quest. Like I said, it's fair enough, the game is assymetrical anyway. But by providing a hero like One Fist, you are basically saying that all parties with a warrior should include him because he's the best warrior by far. Heck some people have said earlier they would even ditch the shield-part of the Knight class just because he would be so good at this class despite this. Isn't that insane? Then cool of course if you pick somebody else, but you´ll have to be aware you missed an opportunity. I´m always thinking "optimal choice" here.

Edited by Indalecio

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But Zaltyre, if there is no such "window" during One Fist's turn to spend these 2 movement points earnt from the surge, how is it different then than the Q/A ruling you posted later? E.g. if you cannot spend these move points outside the current action (including the feat executing while it's not his turn) because it's either not his turn anyway, or you are not allowed to do any other action (you´re KO following the current action) then why wouldn't you be able to spend these points immediately in either case? I´m not sure I´m grasping the difference here, nor do I feel able to explain such difference to my hero players.

I'm not positive either way, so I submitted it as an official rules question. One Fist was only just announced, I'm still getting to know him! At least no quests are hung up on this question  :D .

Edited by Zaltyre

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Just a thought on One Fist feat. What if Splig kills him but uses a surge to Knockback him? When is the hero replaced? Before or after he can use the feat?

Edited by AndrewMM

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Just a thought on One Fist feat. What if Splig kills him but uses a surge to Knockback him? When is the hero replaced? Before or after he can use the feat?

Like all surges (except conditions which trigger off of damage being dealt by the attack in step 5) knockback is applied during step 4- before damage is dealt (and therefore before One Fist would be defeated and use his feat.)

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First off, these models look AWESOME.

 

One Fist's ability is ridiculously powerful. One additional Yellow dice, seriously? So one hero starts the game with BRY attacks and that hero has 4 fatigue to spend and 4 move? That looks overpowered to me. Oh and he has 2-digits life total, good stats (and 2 in knowledge? why couldn't it be 1 if the rest is at 3?), and should the Overlord manage to take him down he could execute an insane feat? I´m waiting for the community to prove me how this is not overpowered. Some existing heroes look on the edge of OP but this one takes the cake by a huge shot.

 

About the Dark Minotaurs, do you think they can be 2x2 models? Because they have the standard resilience of large monsters, and I don't know, the mini looks quite big on the picture. Anyway, nice war machine they are. The question is if the Act I version still grants a Red dice or can be a Yellow dice instead. I particularly like the unconditional Diseased condition @3 spaces, that's nice. The question is what other monster type these two compete with. I was thinking Volucrix Reavers first, but the Minotaur's toughness seem to indicate they belong to the Trolls/Giant/Ettin category, except they cannot sweep or throw, assuming there large monsters.

 

Edit: Note the Minotaurs have no bonus on damage, that's interesting.

 

Edit 2: These minotaurs actually only have 2 dices during Act II so they´re not that powerful. It's a conditional RRB attack if they´re not adjacent. Pierce is nice, but no damage bonus on surge, come on. Ynfernael Hulks seem way better than these, a +3 damage on surge is way better than a 1-3 damage extra dice. Hulks roll BRY base as well.

 

Are we seeing the same picture?

 

After being hyped up by a new H&M pack, my hype was crushed by the imo very lackluster hero-models.

I do agree that the monsters look okay, but I really find the heroes (especially Onefist) being of one of the weakest artwork qualities in the H&M pack series.

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Also, these are probably 3d renders of the models, the physical ones will probably look way worse :)

 

Yes. Imo it's a pity.

 

Since I got the conversion kit, I was waiting for the re-release of the Karnon and Steelhorns heroes. I would have loved if Karnon would have stayed a female Yeti and for the miniatures to be of high quality H&M standard, but probably this is good enough, I guess it's just no priority anymore like I thought it would be.

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I think the art on the One-Fist hero card is terrible, but the mini itself looks quite cool to me. I think they all look really nice, but then of course if these are 3D renders then we can expect worse quality on the actual figurine.

 

Guys, did you notice the Bullrush ability on the Dark Minotaur stated  "Each time... add..."?

This is bothering me, because I don't think that I´ve seen anywhere that the attack pool got reset to the printed attack dices on the card prior to rolling the dices. So because of this phrasing, if I Dash:ed a Minotaur to a group of two heroes which were not adjacent to the monster at activation. I would roll RRB on the first attack, and RRRB on the second one? And a subsequent Frenzy for a RRRRB attack on a third figure thank you very much? That would open up for crazy shenaningans so I guess something's not quite right about it. Thing is, the rules don't seem to state anywhere that you have to reset your attack pool when declaring an attack, on the contrary you define your attack pool by the combination of printed attack dices on the card AND eventual abilities. Since nothing resets Bullrush (there is no "until end of turn" or "until end of attack"), I guess you can use counters to keep track of your extra red dices for future atatcks, like a permanent +1/+1 counter on a creature in Magic? That sounds too insane to be true, lol.

Edited by Indalecio

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