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Atom4geVampire

Just played Descent again for the first time in more than a year...

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Basically, Steelhorns' Heroic feat.

It moved Tristayne away from the Ironbound. Attacked for 6 damage, rolled 0 shield on the defense die.
Then Challara, Brightblaze and Lindel finished him. Brother Gherrinn didn't even take a turn.

Did I mention these guys barely played Descent before? :P (Only 2 of them played 2 quests or so in the past)

I guess I should be happy they weren't "smart" enough yet to search any tokens before finishing Tristayne off.

Also, it's probably in the CRRG (but a bit too lazy atm): A corrupted villager that hasn't moved off the map still counts as a "villager on the map" for reward purposes right?
Didn't even get the **** corrupt citizen card, lol!

 

Edited by Atom4geVampire

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Yep, possessed villagers are still villager tokens:

 

Your heroes had big fat luck there. From my experience turn 1 is actually the only chance for the heroes to win this, if OL played correctly (as you obviously did). 

 

Edited by Sadgit

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Well, I wouldn't call it luck, it was just a well executed heroic ability. Unless you would call (sort of randomly) selecting Steelhorns as luck :P 
My dice rolls were terrible though, so they did have that.

But I still have the rest of the campaign to make up for it!

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The only way to counteract heroes with abilities to move monsters in this situation is to clog the bottleneck between tiles 50 and 58 with two of your Fleshmoulders. Still, it's not a feasible solution for heroes like Astarra, who can move all the monsters if positioned correctly.    

Edited by Sadgit

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Myeah, I guess I might not have played optimally. I mean, who would expect something like this from newbies, and I also didn't really remember or read Steelhorns' feat (so I didn't take it in to account)

Anyway, they want to play Civil War next. I guess Giants wouldn't be a bad pick (sadly no golems) for encounter I, to prevent access to the lever and the 3 guards on the left and the other 2 in the training yard for as long as possible.

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1 hour ago, Atom4geVampire said:

Myeah, I guess I might not have played optimally. I mean, who would expect something like this from newbies, and I also didn't really remember or read Steelhorns' feat (so I didn't take it in to account)

Yep, even if I would have realized the danger, most likely I also would not have put the FMs in that (bad) position. The chances that heroes managed this sequence of lucky rolls were just too small. But sometimes they get lucky. The good thing is that with one so-called victory under their belt, you can now crush them badly in the next two quests without them having a reason to moan and complain on balance and stuff :)    

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Again, "Lucky rolls". Choosing a green power die for the feat gives you a 50% chance for a surge? Also rolled the side with the damage as well.

He's Steelhorns as champion, so +1 damage from his ability and +1 from the starter weapon. Then an (imo average) roll of 4 damage on the BR. Ok, 0 shields sucks, but that was the only "lucky roll" they had.
But that means he was already down half his life, with 3 heroes and a familiar left to attack.

But yeah, crush them I will (hopefully) Now to decide what Influence token to use.

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