Michael Sims
United States San Jose California
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The last party (Buldar, Glyr, Silhouette, Carthos) utterly failed, and conceded after the first dungeon of disaster.
This is my second attempt. Again the heroes are chosen w a mind to picking ones we haven't played often, and with deliberately not picking Nanok, Tahlia, or Landrec. I find them boring and "givens" if they're an option, so I try to not pick them.
Avatar: Spider Queen
The Party
I want to try the dual melee again. I hear it's not a great plan, but hey it's my party.
My first pick this time is Lord Hawthorne. For as great as reach is, combined with 4/1/4, it's a surprise he isn't picked more often. Maybe that +2 damage of Buldar is more valueable than the Reach - but the reach is often times equal to several free movement points. So he's my first. He's a ghost-killer too which is a nice bonus.
Next, I'm going with Nara the Fang. Another one you rarely hear about in the forums! Why is this? Nara with his +5 vs Dragons, +3 vs many Beasts and Ogres which are all fairly common monsters to encounter. Of course just a normal fighter vs smalls, but I plan to hit the Copper Legendary, in which Nara will be invalueable.
Then we have range and magic. I am going to go with Laurel of Bloodwood. I know everyone cringes at her for being 3 CT on an 8 HP hero, but that speed and damage - wow.
With 3 good hitters, I'm going to go utility in the magic department. Runewitch Astarra. Fast, 12 HP, and can tag covered glyphs. Great for skating a dungeon.
Skills
This time around, the skill draw is MUCH better (even drawing only 3 per, forgetting the +1 extra).
Lord Hawthorne picks up Leadership, tossing aside Bear Tattoo (nerfed)
Nara picks up Weapon Mastery (woohoo!) giving him +2 surges per attack. Exactly the type of skill I'd want on a striker. Can you say mega damage vs large creatures? +2 surges for a Dragon's (Demon's) Fear and +5 damage - bring 'em on!
Laurel grabs BTTB - a skill I love. I'm thinking it may not be as useful on her, since a range is a damage on demand, but it will let me reroll blanks and misses, and w her having such a consistently hard hit, avoiding those misses seems useful.
Runewitch picks up Telekinesis (nerfed, and allowed per our HR's). I was hoping for Wind Pact, but no such luck. TK will do. Can't use it on Leaders / Lieutenants.
Summary
Hero 1 (Lord Hawthorne): {Leadership (Extra Guard order)}
Hero 2 (Nara the Fang): {Weapon Mastery (+2 surges)}
Hero 3 (Laurel of Bloodwood): {Born to the Bow (Every attack Aimed)}
Hero 4 (Runewitch Astarra): {Telekinesis (*HR: No effect on leaders / lieutenants)}
Our HRs Why? We like them this way. Some FFG rulings make absolutely no sense, and others are simply "you paid for this card but now throw it away". So we have a concise running list of HRs we use:
* Telekinesis is allowed, but does not affect Leaders / Lieutenants and costs 1 fatigue per creature size. * Bear Tattoo is allowed, but does not affect Leaders / Lieutenants. * Spirit Walker is allowed, but costs 1 fatigue per use and reduced range. * Nanok is allowed, but gets 1+* instead of 2+*. * A soaring creature does not block movement. * Template and Blast attacks trump Shadowcloak. * A miss on a Template or Blast attack stealth die only applies to the stealthed creatures.
Equipment Hawthorne and Nara take Chain / Axe Laurel takes Leather / Sling (2-handed for BTTB) Runewitch goes in weaponless, planning to be running not fighting Rest is spent on lots of Fatigue / Power potions.
Week 1 Heroes: Starfall OL: Howling Heroes dive in. Planning to skate and flee, then get Runewich a weapon.
Level 1 (67: House of the Howling) Perhaps one of the weakest dungeons in the entire game. This is a gimme, with the leader being just a Master Skeleton with +2 armor. That's it? Really? We read it several times. Undying, ok. This level is about the undying. It can be good, or w some choice rolls, it can be really bad. I decide to go for it, figuring out a way to get a shot in on the leader in the first round. Runewitch pushes Hawthorne and Nara up a few spaces, then Laurel darts out to clear a couple blockers after which Nara can slip thru on fatigue and get off a battle on the leader in the first round. Wow yeah these SOB levels really are small. First attack hits the leader for only 3 damage that gets thru, so Nara chugs a Power Potion and MISSES. Doh! Plan foiled on a gaping error, that should have been an Aim and potion, not Battle and potion. Fortunately Hawthorne hasn't gone yet so he moves in on fatigue and double guards (him and Nara). Nara proceeds to drop the leader on the OL turn. Baited breath while that undying is rolled and misses. We lose Laurel, who had to put herself out there to blaze the initial path. We proceed to have a discussion about how this level is so awfully easy. The OL did make 2 undying rolls, but only on regular skeletons (all of them have undying in this level). CT: 5-3 (3 glyph, 2 leader vs 3 Laurel) Net 6-4.
Level 2 (45: Skeletons Keep) Ok, this one's stronger. Two skeletons this time, with extra wounds and armor, plus free skeletons all the while for the OL. We decide to flee it. OL protects his leaders, leaving a gap to the chest - so I sacrifice Runewitch. Full on run with a potion, blaze past the glyph, open the chest, and die. Other guys go shopping and healing. Figures, right? Runewitch? Oh she'll be fine - she's used to that. They pick up a copper Rune for Runewitch - a lucky market draw considering that's the player that went weaponless. It's not the best, but it has White-Yellow and Stun. It'll do! CT: 4-2 (3 glyph, 1 chest, vs 2 Runewitch) Net 10-6.
After week 1, the Heroes have a LEAD for the first time in a long time that I've seen, 10-6.
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Corbon Loughnan
Singapore
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Its certainly a much better party wrt skills (and even heroes to some extent).
But boy are the traps going to hurt Nara and Laurel. And upgraded Razorwings/Manticores outdoors? Ouch!
But it looks like it will be a lot more fun much further along the way. Enjoy.
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Luke Butler
Canada
Newfoundland
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I was pretty sure you can't place the same order twice with Leadership (ie. the double Guard). Did I imagine this?.....
Edit (from FAQ):
Leadership (skill)
You may not choose the same half action twice with Leadership. It is not possible to place an order on another figure and an order on the figure with Leadership. It is possible for a hero with Leadership to give another hero a Rest order, and then have that hero activate and recover full fatigue on their turn in the same round that the order was placed.
Instigator!
Thanks for the session report! Look forward to seeing how things pan out!
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Michael Sims
United States San Jose California
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Xavarir wrote: I was pretty sure you can't place the same order twice with Leadership (ie. the double Guard). Did I imagine this?
I think you're right! So then your only option, is essentially a move-attack... Another card that could have been so much better worded. It wouldn't have changed much in how this played out tho...
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Alain Gottcheiner
Belgium Brussels Unspecified
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Anyway, move / attack and guard is very useful, and re-empowering Astarra's fatigue will be great too.
Actually, following your home rules (let the big three out), I think that Laurel and Astarra are first-choice picks. Laurel with an Aim order and a +8 range feat can kill anything. And remember that if you kill monsters first, being worth 3 points doen't matter that much. And she doesn't suffer from Tobin's big drawback : hitting hard with Dark Charm. Astarra's special ability lets raised characters come in into the battle. Big, big advantage in early dungeons.
If you want to battle efficiently against Demons and Dragons, I'd pick Karnon rather than Nara. Immunity to fear is *huge*, immunity to frost isn't to be scoffed at, and those two extra dice are worth about two extra damage too. Being able to draw only three skills and two feats is a drawback, but still I like Karnon (and the figure is cool, too).
I would complete my "dream pick" with Truthseer Kel, who hits from rear bases and negates another very annoying ability : Shadowcloak. If you want a second melee hero instead, Hawthorne is indeed a good choice. Or you could hedge your bets and pick the "multi-class" Battlemage Jaes. Only problem is, Laurel too needs Chain Mail.
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Michael Sims
United States San Jose California
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Week 2
OL: Buy Merrick. LTs move to Frostgate and Gaping Abyss.
Heroes: Blackwing Swamp. CT +1/+1, Net 11/7(2)
Red Encounter We draw one of the easier reds: Lean and Athirst. It's all Beastmen. TK to push the melee's a couple spots, then fatigue and Power Potions to take the leader down. The OL does some damage here, putting hits on lots of ppl and dropping Laurel. Overall I'm ok w the result, taking out the leader and only losing 3 CT. Tho the party is wounded and down several potions for it. CT: +2/+3, Net 13/10
Level 1 (57: The Gallows) Giant with Knockback and extra damage Finally a big enemy to take advantage of Nara's +3 damage. I'm so tempted to go take him on... but the party is wounded from that red encounter, and I don't want to see what happens if Nara actually engages the Giant and starts getting Knocked around. Plus the OL having fresh traps in the Parlor, he could nudge the Heroes around with those to get the Giant in range. So - send in Runewitch - who tags the glyph and a chest, (Gauntlets) then dies. Other heroes hit the market or temple. CT: +3/+2, Net 16/12(7)
Week 3 OL: Buy Eliza. LTs siege Frostgate(1 ST) and move to Broken / Howling Heroes: To Thelsvan Highway, planning for one more dungeon raid before the real action starts. CT +1/+1, Net 17/13(3)
Non-combat encounter. Don't remember what it was but it was non-impacting.
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Then we packed up. So I guess the real challenge now is on strategy. The OL is going for the Lieutenant plan. Ascension is in play, and this is causing me concern that Frostgate and Forge are both about to be at risk. The Spider Queen starting position is really strong for Lieutenant play - being so close to two valueable cities! By my count, I could flee Thelsvan (after tagging a glyph for +3 putting me at 20), then make it in...
1) 2 siege / Heroes to Greyhaven, shop, alchemist, pick up the staff 2) 3 siege / Heroes to Frostgate, shop, alchemist 3) 4 siege / Heroes Train in Frostgate 4) OL starts rolling for Surges in Frostgate
I can guarantee a train in Frostgate, but I'm only likely to have enough money for 2 skills. Lucky is a must for Laurel... but there are so many others that are good here, too. Tiger Tattoo? Swift? I'm thinking those are most valueable, but then I can only put Swift on Nara (it's subterfuge so he's the only one who can take it) or Tiger Tattoo on Hawthorne. I'm thinking keep Nara's slots clear for battle skills... so that leaves the choice of TT for Hawthorne.
Would you do that or something different? Maybe - on turn 2 above, chase what will be two LT's out of Frostgate? I can probly win... The OL has no treachery yet, but if I try and lose, I get nothing and Frostgate burns so I think not even try, and see what the OL does at the start of turn 3. He may challenge me w one or the other, but I've had one more shop visit then.
OL won't have enough threat for a treachery unless I A) Stay in Thelsvan and lose more than Runewitch B) Hit an unlucky encounter along the way
Another option is to get there, challenge one LT, then end my turn and restock and see what he does w the other.
Or, just ignore Frostgate and Forge altogether, and go jump in the Caverns of Thuul before the OL gets any upgrades - threat or monsters. e.g. I could just go grab Wind Pact (and probly 1 die for Runewitch after buying the Boat) in Greyhaven then jump in the Caverns. With all the "Areas" in that Legendary, Wind Pact would be huge, plus Nara and whatever I pull at shops. But I'm giving up on Forge and Frostgate then.
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Corbon Loughnan
Singapore
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poobaloo wrote: Tiger Tattoo? Swift? I'm thinking those are most valueable, but then I can only put Swift on Nara (it's subterfuge so he's the only one who can take it) or Tiger Tattoo on Hawthorne. I'm thinking keep Nara's slots clear for battle skills... so that leaves the choice of TT for Hawthorne.
Unless you are playing a houserule here, this is not correct. There is no restriction on training skills. There is a restriction on acquiring Feats though, in case that is what you were thinking of.
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Luke Butler
Canada
Newfoundland
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poobaloo wrote: Or, just ignore Frostgate and Forge altogether, and go jump in the Caverns of Thuul before the OL gets any upgrades - threat or monsters. e.g. I could just go grab Wind Pact (and probly 1 die for Runewitch after buying the Boat) in Greyhaven then jump in the Caverns. With all the "Areas" in that Legendary, Wind Pact would be huge, plus Nara and whatever I pull at shops. But I'm giving up on Forge and Frostgate then.
IIRC the heroes cannot do the legendary areas if they are ahead in CT, which I believe is the case in your game so far.
Fighting both Lts. this early is going to be risky I would bet. Although preserving Frostgate may well be worth the risk. It's a tough decision in any case, I'm not sure what I would do either.
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Michael Sims
United States San Jose California
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Xavarir wrote: IIRC the heroes cannot do the legendary areas if they are ahead in CT, which I believe is the case in your game so far.
Yeah... but I could "fix" that. I'm at Thelsvan after all, about to jump in. I could try to clear a level or two... The OL would get enough CT that he'd be up by 1 or 2 making the Caverns an option. I could probly clear the 1st level and the gold from the 2nd, which would make that stop in Greyhaven even more benefecial, picking up the Wind Pact and 2 die upgrades.
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Michael Sims
United States San Jose California
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corbon wrote: There is no restriction on training skills.
Indeed... so what would you do? As the resident veteran... Do you sac Frostgate and make the play on Thuul with Wind Pact and no OL upgrades... or go train a couple skills in Frostgate and put Wind Pact off, figuring Frostgate will fall eventually no matter what (so close to the OL keep)... or go LT chasing this early, given they have no Treachery? Personally I think the benefit from Wind Pact outweighs the benefit from say Lucky and Tiger Tattoo. But Wind Pact will always be there.. Frostgate will be gone. And the OL will be +2/week then. +3/week once Forge goes too -- That creates a very strong OL income.
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Corbon Loughnan
Singapore
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poobaloo wrote: corbon wrote: There is no restriction on training skills. Indeed... so what would you do? As the resident veteran... Do you sac Frostgate and make the play on Thuul with Wind Pact and no OL upgrades... or go train a couple skills in Frostgate and put Wind Pact off, figuring Frostgate will fall eventually no matter what (so close to the OL keep)... or go LT chasing this early, given they have no Treachery? Personally I think the benefit from Wind Pact outweighs the benefit from say Lucky and Tiger Tattoo. But Wind Pact will always be there.. Frostgate will be gone. And the OL will be +2/week then. +3/week once Forge goes too -- That creates a very strong OL income.
If you have Laurel in your party then I would move heaven and earth to get Lucky. Give her a power pot and an Aimed shot is generally about +8 or more damage (always get her in as close as possible rather than going for long range shots). Wind Pact is critical, but not until a lot later in the campaign. Lucky is even more powerful early than later (because it's bonus on aimed shots tends to be a higher proportion of the targets total damage soak). Without Laurel, Frostgate is pretty much irrelevant to me. There are some nice skills there, but nothing that you can't live without.
However, you always have the silver legendary dungeon to get those 'lost' skills which are particularly useful.
Personally I have a very low opinion of the value of the copper legendary. The payoff just isn't worth the cots usually - its big and quite dificult, so hero parties tend to concede a lot of CT trying to go through it (and have to be behind in the first place).
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Sam Welbaum
United States Garden Grove California
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Merrimac wrote:
And she doesn't suffer from Tobin's big drawback : hitting hard with Dark Charm.
I would complete my "dream pick" with Truthseer Kel, who hits from rear bases and negates another very annoying ability : Shadowcloak. .
1) Wouldn't Laurel pretty much be an intakill on a Dark Charm though? She might not kill others in 1 kill, but if she hit herself on an attack and rolled a damage of 5 and range of 6, she'd hit herself for 11 and be dead.
2) How does Kel negate shadowcloak?
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Corbon Loughnan
Singapore
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Sleepwalker42 wrote: Merrimac wrote:
And she doesn't suffer from Tobin's big drawback : hitting hard with Dark Charm.
I would complete my "dream pick" with Truthseer Kel, who hits from rear bases and negates another very annoying ability : Shadowcloak. .
1) Wouldn't Laurel pretty much be an intakill on a Dark Charm though? She might not kill others in 1 kill, but if she hit herself on an attack and rolled a damage of 5 and range of 6, she'd hit herself for 11 and be dead.
She only converts range to damage by spending fatigue, and the OL can't do that.
Quote: 2) How does Kel negate shadowcloak?
Read the card.
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Sam Welbaum
United States Garden Grove California
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corbon wrote: Sleepwalker42 wrote: Merrimac wrote:
And she doesn't suffer from Tobin's big drawback : hitting hard with Dark Charm.
I would complete my "dream pick" with Truthseer Kel, who hits from rear bases and negates another very annoying ability : Shadowcloak. .
1) Wouldn't Laurel pretty much be an intakill on a Dark Charm though? She might not kill others in 1 kill, but if she hit herself on an attack and rolled a damage of 5 and range of 6, she'd hit herself for 11 and be dead. She only converts range to damage by spending fatigue, and the OL can't do that. Quote: 2) How does Kel negate shadowcloak? Read the card.
Ah, we haven't played with either of them yet, thanks much...though now knowing that about Laurel, I'm less impressed with her as a pick.
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Michael Sims
United States San Jose California
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Week 3 (Continued)
Thelsvan Highway Dungeon
W3 Level 1 (44: Ice Tunnels) Fearing a Tomb of Ice dunegon, this one turns out to not be so bad. Telekinesis helps the heroes over a lot of the ice, and the OL doesn't get in many attacks. Heroes clear it with no losses! (H+6, OL+0) CT: 23/13(3)
W3 Level 2 (47: Madame Marlow) This level seems easier than the last, being an SOB dunegon, and having an Ogre as the leader... but it doesn't go well at all, with the OL dropping Laurel, Runewitch, Nara, and Runewitch again. Largely due to the Ogre making his first undying roll, which really extended the dungeon. Heroes lose out big here (H:+6, OL+12). That's two in a row with no treasure, and a big equalizer for the OL. CT: 29/25(15)
W3 Level 3 (58: Tomb of Thieves) I really want to play this dungeon, but it is huge, and involves running back and forth, and up against two red Razorwings and a red Beastman (Brilliant Commander), Heroes just grab a gold pile and flee. No glyph in range of tagging, so no CT gained by anyone. CT: 29/25(15)
Week 4 OL: LTs Siege and move to Forge and Frostgate H: Move to Greyhaven and buy the Boat and Staff. No encounter. CT: 29/26(16)
Week 5 OL: LTs all Siege. +2(4) on Frostgage and +1(1) on Forge. H: Have no choice. Have to race to Frostgate to fight off LTs or lose it forever. So they move there. Encounter along the way and it turns out to be the wandering alchemist! A big break for the Heroes, on the way to LT encounters.
Both LTs (Alric and Eliza) get chased off, OL not risking them without having upgraded monsters. Heroes rejoice and end in Frostgate and restock/heal. No losses for either side. CT: 29/27(17)
Week 6 OL: LTs siege Forge (2) and others to Gaping Abyss. H: Train. Laurel: +Lucky Hawthorne: +Swift Debated taking Tiger Tattoo, but really wanted a hero with a 6 movement standard. Plus Hawthorne uses the Move-Attack-Guard (Leadership) a lot, so the movement points will get used often. Rumor: Heroes put Terrible Nightmare in the Crimson Forest. It's about the worst Rumor draw there is (One-time use for a single perfect attack), but we don't have time to try for a new one. CT: 29/28(18)
Week 7 OL: LTs siege Forge (3) and others to Broken Crags. H: to Greyhaven Encounter: The one that puts 2-4 wounds on every hero. Unfortunately now all heroes are damaged. Some heal in Greyhaven. CT: 29/29(19)
Week 8 OL: LTs siege Forge (4) and others to Forge. H: to Caverns of Thuul. No encounter. CT: 29/30(20)
W8 Level 1 (59: Jacobs Lament) This is the one w the two keys you have to take to the organ. It's not too bad and the Heroes pull it off losing only two heroes (Hawthorne, Laurel). (H:+6, OL:+7) CT: 35/37(27)
W8 Level 2 (18: Garden of Grazius) Giant that you don't want to wake up.
We stopped here! OL closed the gap quite a bit in CT, but the Heroes chased off both the LTs from Frostgate and got in some training. Level 2, 3, and Special to be next time. This will be the last dungeon the Heroes can play w the OL having all copper monsters.
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Corbon Loughnan
Singapore
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Sleepwalker42 wrote: corbon wrote: Sleepwalker42 wrote: Merrimac wrote: And she doesn't suffer from Tobin's big drawback : hitting hard with Dark Charm.
1) Wouldn't Laurel pretty much be an intakill on a Dark Charm though? She might not kill others in 1 kill, but if she hit herself on an attack and rolled a damage of 5 and range of 6, she'd hit herself for 11 and be dead. She only converts range to damage by spending fatigue, and the OL can't do that. though now knowing that about Laurel, I'm less impressed with her as a pick. In ACs she can be amazing. I was sceptical due to her high CT cost, but after ToI, no more. Consider that there are 3 +8 range feats in the ranger feat deck.
Consider a base Laurel with no upgrades, Lucky alone, and throwing knives. She Aims, and drinks a powerpot giving her 3 silver and a black dice, each of which has 3/4 chance of rolling an enhancement. Assume 2 silver and the black roll enhancements, since that is slightly below odds. So she has +5R and +5D from the power dice. The Blue and Yellow dice will add 6-7 R+D combined except with a very bad roll (and they are aimed too remember). So Laurel has effectively around 16-18 damage less range to target (should be able to get that down to 1-2 fairly easily) right from the start, and can easily add another +8 to that on critical targets through feats. Remember this is starting Laurel with Shop kit (and cheap, nasty shop kit at that). There are a number of skills which will give her significant additional bonuses (Marksman, Eagle Eye, Inner Fire, all effectively +3 damage). Not to mention Blessing form another character being effectively worth +2 to her (and elevation too - particularly in SoB where you can buy an elevated forecastle). She has a cheap 2-dice upgrade right from the start (only 2 black dice and you don't want to buy the 5th until the others are all upgraded). If she gets a really good weapon (like the Ripper) early, she can easily be adding another 4-5 damage (an extra green dice and +2 Pierce), not to mention increased bonus from Archer's charm etc (range bonuses converting to damage).
She might die relatively often, and expensively, but when she is one-shotting silver bosses in copper camapign level, who cares!
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Roland Hackler
Downers Grove Illinois
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W3 Level 3 (58: Tomb of Thieves) I really want to play this dungeon, but it is huge, and involves running back and forth, and up against two red Razorwings and a red Beastman (Brilliant Commander), Heroes just grab a gold pile and flee. No glyph in range of tagging, so no CT gained by anyone. CT: 29/25(15)
Actually, I think the glyph behind the rune-locked door was within range if you ran Runewitch up to the door. I'd need to take another look at the map to be certain.
Regardless, it was a good session. I got to flex my muscles a little and pull in some CT. I still have a lot to learn as an OL, but I'm making progress -- despite a few boneheaded decisions in terms of placement and timing on some traps. I'm still pleased with how the kobold swarm worked out on Madame Marlow, but still having doubts about playing it at the end of Jacob's Lament. The second spawn cost an awful lot, and didn't delay things as much as I'd hoped (failing to plug the gap to the door with kobold #6, for example).
Looking forward to the next session!
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Michael Sims
United States San Jose California
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rhackler wrote: Actually, I think the glyph behind the rune-locked door was within range if you ran Runewitch up to the door. I'd need to take another look at the map to be certain.
I looked at trying to claim a technicality there, but didn't. I'm pretty sure within 3 spaces is to be interpreted as "like a flying creature could move"... so closed doors would block it.
I did think long and hard tho about sacrificing Laurel... sending her up to blast one monster, tag the key, then chuck it boomerang style down the hall and around the corner where another hero would miraculously grab it then all 3 pile into the treasure room then flee thru the glyph.
BUT, I didn't, cuz there was a 3/6 chance that any treasure would be a Skeleton, 2/6 was damage, and only 1/6 that it be a treasure. That was just awful. Then with Mr and Mrs Red Razorwing who fly insanely fast, I'd be taking hits and stuns, and we found out later you had two Rages in your hand just waiting to be used. So I am totally happy w the decision to flee.
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Corbon Loughnan
Singapore
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poobaloo wrote: rhackler wrote: Actually, I think the glyph behind the rune-locked door was within range if you ran Runewitch up to the door. I'd need to take another look at the map to be certain. I looked at trying to claim a technicality there, but didn't. I'm pretty sure within 3 spaces is to be interpreted as "like a flying creature could move"... so closed doors would block it.
FAQ pg7/8 Q: Can abilities with a radius that don't require Line of Sight (Command, Word of Vaal, Spiritwalker, Kirga's hero ability from Altar of Despair, etc.) go through walls and/ or doors? When checking the distance for these abilities, must the target space or figure be reachable by moving a number spaces less than or equal to the radius, or do these abilities work like the Breath example (fly to anywhere within a template, in this case a square of edge length 2xradius + 1 centered on the figure)? A: Abilities, not attacks, with a radius may go through doors, but not through walls. These abilities work like the Breath example. Note that attacks cannot go through closed doors.
I have no idea why they made this ruling - the game would work better and more consistantly if they treated doors as walls. It especially ruins several SoB levels which have glyphs behind rune doors (like this one I think). But, there it is.
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Michael Sims
United States San Jose California
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corbon wrote: A: Abilities, not attacks, with a radius may go through doors, but not through walls. These abilities work like the Breath example. Note that attacks cannot go through closed doors.
I have no idea why they made this ruling - the game would work better and more consistantly if they treated doors as walls. It especially ruins several SoB levels which have glyphs behind rune doors (like this one I think).
It can go thru a door, but it works like the Breath example (which was also FAQ'd to require a traceable path by a flying creature) which means it doesn't go thru the door?? That is as contradictory as can be.
In any case, it didn't seem intended or within the concept of "run here to grab the key then here to grab the treasure" that the glyph be reachable for nothing and so I didn't even try to start a rules discussion on it. This is just a poorly thought out response from FFG. Do you seriously think FFG specifically put that glyph there, within 3 of the door, when they later FAQ'd Runewitch down in range, and later FAQ'd this? I'm guessing none of this leads to the intention of "if you have Runewitch this is a 3 CT freebie for the heroes" and it was just failure to consider the impact of the various interacting FAQs on specific situations.
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Corbon Loughnan
Singapore
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poobaloo wrote: corbon wrote: A: Abilities, not attacks, with a radius may go through doors, but not through walls. These abilities work like the Breath example. Note that attacks cannot go through closed doors.
I have no idea why they made this ruling - the game would work better and more consistantly if they treated doors as walls. It especially ruins several SoB levels which have glyphs behind rune doors (like this one I think). It can go thru a door, but it works like the Breath example (which was also FAQ'd to require a traceable path by a flying creature) which means it doesn't go thru the door?? That is as contradictory as can be. In any case, it didn't seem intended or within the concept of "run here to grab the key then here to grab the treasure" that the glyph be reachable for nothing and so I didn't even try to start a rules discussion on it. This is just a poorly thought out response from FFG. Do you seriously think FFG specifically put that glyph there, within 3 of the door, when they later FAQ'd Runewitch down in range, and later FAQ'd this? I'm guessing none of this leads to the intention of "if you have Runewitch this is a 3 CT freebie for the heroes" and it was just failure to consider the impact of the various interacting FAQs on specific situations.
Like I said, its a screwup IMO. Doors would be better treated as walls.
"Works like the breath example presumably just means 'make a template and move freely within in' rather than 'trace only X (radius) spaces of movement to see if in range'. Going through doors (despite breath example not usually going through doors) is pretty explicitly clear.
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Michael Sims
United States San Jose California
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Next session!
W8 Level 2 (18: Gardens of Grazius) Here you have to kill an Ogre before he knocks you back onto some plants to wake up a sleeping Giant. Heroes gamble and pick a couple flowers to get some potions to drop the Ogre, and they wake up the Giant. This makes for a quick evacuation. Fortune shines and the Ogre fails his undying roll. OL kills Runewitch. Finally some treasure! Heroes pull the Shadowblade (Cursed, but 2 surge = 3 damage). With no treasure for the melee heroes to date, Nara eagerly takes up the magic weapon. Now worth 5 CT, he gets the Ring of Protection from Hawthorn to make him hard to kill at 5 AC. (H:+5, OL:+2) CT: 40/39(29)
W8 Level 3 (49: Snake Charmer) Another Ogre leader with undying (ugh!) This time a Master Naga can slip in and out of pits to move anywhere on the map. Heroes manage a quick kill of the Naga, but at a price. Hawthorne and Nara both fall for 5 and 6 CT due to curses. (H:+7, O:+11) CT: 47/50(40)
W8 Level 4 (Caverns of Thuul) Finally! Major losses, but there are 4 glyphs, 3 dragons worth 2 CT each, and many gold piles. Heroes lose L(3), L(3), H(4), L(3), Deck(3), R(2), H(5), L(3) for a total of 26 CT. But they pick up 16 of their own - 12 from glyphs and 4 from Gemstone Dragons. They ignore the final dragon and flee. Net - 16:26. I'm not sure who did better here... OL won in CT, but heroes got out tons of gold. Nara had a blast, doing around 17 damage without a potion. That's base 8 damage to dragons (5 for large size +3 for 2 surges / weapon mastery) and the rest on dice, with 2S=3D hitting often). He was the only one who could consistently hit the dragons. The others were all support heroes taking on other monsters. CT: 63/76
That's it! Next we return to Terrinoth where the Heroes will get ponder their next upgrades and the OL will upgrade something to silver.
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Michael Sims
United States San Jose California
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On strategy, I think the next step is a couple upgrades. Heroes are 7 XP short of training both a Fatigue and Skill at Olmric's, so in the meantime Nara may pick up Unmoveable at Forge, then Runewitch trains Inner Fire at Tamalir. Is it worth it to go out of the way instead to get Wind Pact? Inner Fire saves a game week, but Wind Pact is more useful. Also taking Inner Fire would allow Nara to train a Silver Die at the same time which is a pretty big benefit.
Then do one quick dungeon, after which we should have enough for some big upgrades at Olmric's. Any other ideas on what to do next? We have just enough time to get to Forge and train before it burns...
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Corbon Loughnan
Singapore
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poobaloo wrote: On strategy, I think the next step is a couple upgrades. Heroes are 7 XP short of training both a Fatigue and Skill at Olmric's,
Vs Spider Queen I'd definitely go for Wounds over Fatigue for both Laurel and Nara, and maybe Astarra as well. The game is won and lost in encunters, and the Spider Queen can deal out some rather large quantities of trap damage from normal space traps once she has a few treachery (especially with Slaggorath, who has Trapmaster). You can't afford to lose 2-3 charcaters from space traps before you even get an attack in...
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Michael Sims
United States San Jose California
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corbon wrote: Vs Spider Queen I'd definitely go for Wounds over Fatigue for both Laurel and Nara, and maybe Astarra as well. I'm actually considering this... Upping Nara and Laurel would put the party at 16-16-12-12, much more durable than the current 16-12-12-8. But Laurel is always running out of fatigue -- converting range to damage on nearly every attack. So 2 fatigue for her is huge, especially when also adding Rapid Fire, another drain.
But yeah, good point on encounters... losing Laurel early in an encounter would leave the party w/o a key damage doer. I may go Hearts w her... but then she only has 4 fatigue for fighting...
That's Attack-Convert. Attack-Convert. Rapid Fire (no convert). Hope to get one back from the Gauntlets to drink a potion and have them ready for next round.
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