Michael Sims
United States San Jose California
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Week 9
OL upgrades Silver Beasts. 3 LTs siege Forge (4). Heroes get LOST on their way to Forge. This was unfortunate since now the heroes will not get a guaranteed train in Forge. Net: +0/+1 Total: 63/77
Week 10 OL upgrades Trap Treachery (1). Merrick to Red Echo. Others siege Forge (5). Heroes to Forge. Decline to encounter the two LTs with many beasts. Heroes heal, stock up, plain to train here. Net: +0/+1 Total: 63/78
Week 11 Razing of Forge: Fails!. Lucky break that the LOST was not more impacting. OL upgrades Trap Treachery (2). Merrick to Tamalir. Nara trains Unmoveable. Net: +0/+1 Total: 63/79
Week 12 Razing of Forge: Fails!. OL upgrades Trap Treachery (3). Merrick to Greyhaven. Should possibly have just started sieging Tamalir here? With 3 Trap Treachery and the Heroes still needing gold to do their upgrades, I'm not sure anything could stop this. I think we both underestimated just how strong the LTs are with all that treachery. Heroes to Gaping Abyss (Need one more dungeon to get the upgrades they want at Olmrics). Net: +1/+1 Total: 64/80
Encounter: Troll Bridge Heroes scoff at handing over half their gold when they absolutely have no choice but to save it for Olmrics. So they fight the Trolls who miss on every attack. Easy encounter with those misses, tho if any one hit, things could have gone down hill quickly.
W12 Level 1 (31: Puppet Master) OL treachery comes into play fast, disrupting the typical early jump the heroes get with all their abilities. An ice patch ends most of the Hero first turns, Laurel dies early. Only a mistake to not sufficiently hide Debilus allows the Heroes a shot with Laurel who rolls near max damage with a power potion, one-shotting the leader and killing the Giant. Level over. H: 3 (Glyph), 4 (2 Leaders) / OL: 3(L), 3(L) Net: +7/+6, Total 71/86
W12 Level 2 (36: Mask of some Beastman) This one's a gimme. No significant beasts and a squishy leader. Heroes take this one 6:0 (Chest, Glyph, Leader). Total 77/86
W12 Level 3 (2: Alchemists Lab) A huge level, a few potions scattered around, but nothing the Heroes can grab quickly. Being damaged and everything spread out, Heroes just flee. 2 Silver Manticores were too far to even touch in the first round. No CT for anyone.
Week 13 Razing of Forge: Fails!. OL upgrades Trap Treachery (4). Siege Greyhaven (1). Heroes want to chase off Merrick, but they're really damaged and out of Potions so they take a turn in Tamalir. Heroes pull a nice melee weapon for Hawthorne that is like an Axe but with Pierce 2! (Nearly 200 CT into the game, Hawthorne FINALLY sets down his Axe for something better) Heroes buy the Tamalir Wall, and have just enough (50 XP and 6000 Gold) to head to Olmrics with 1 XP to spare. Net: +0/+1, Total 77/87(12 spendable)
Week 14 Razing of Forge: Fails!. Siege Greyhaven (2). Eliza to Red Echo. Heroes move to Greyhaven and encounter. Nara takes 10 damage from double spiked pits... Too many traps now, they flee! A devastating blow, but no actual kills. Can these traps be beat? Need to go train first. Total 77/88(13)
Week 15, 16, 17 These weeks are just movement, Heroes taking 3 hops to get to Olmrics. 2 more sieges of Greyhaven, 3 fails of sacking Forge, and first fail of sacking Greyhaven. Eliza moves to Tamalir, then places 2 tokens. There was an encounter with a lot of Skeletons but it was painless -- Yet another encounter not involving any good beasts. Net: +1/+3 (Heroes gain one for touching the Misty Plains) Total: 78/91(16)
Week 18 Greyhaven Burns, Forge does Not Wind Pact floats away... as if... on a gust of wind... how fitting. Eliza puts 3rd token on Tamalir.
Net: +6 (5 Plot, 1 Time) Total: 78/97(22)
Heroes train Hearts for Nara and Laurel, Fatigue for Hawthorne and Runewitch. Also Cleaving (Hawthorne), Rapid Fire (Laurel) and Quick Casting (Runewitch).
Heroes have 500 gold left. Could buy a Black Die for Nara, but save it instead for Runewitch later in Tamalir.
Hero XP: Hawthorne: Wall, 2 Skills, Fatigue = 76 spent, 2 left {Leadership}{Swift}{Cleaving} Nara: Wall, Skill, Hearts = 56 spent, 22 left {Weapon Mastery}{Unmoveable} Laurel: Wall, 2 Skills, Hearts = 76 spent, 2 left {Born tt Bow}{Lucky}{Rapid Fire} Runewitch: Wall, Skill, Fatigue = 56 spent, 22 left {Telekinesis}{Quick Casting}
The game is pretty much going to come to a culmination and end one way or the other in the next session. With 3 tokens on Tamalir, Heroes have no choice but to jump in a nearby dungeon, (fight for a bit if there's any candy) and then flee to Tamalir and try to push out Eliza. If that LT battle goes to the Heroes, then they will head next for the Silver Legendary dungeon as soon as silver tips. If that fails, then the Heroes prove unable to boot the LT and the OL will start rolling for surges on Tamalir. Game over! If by chance the OL misses roll after roll, the heroes could conceivably run the Silver Legendary, get more skills, then come back to Tamalir yet again... but the chance of all those surge rolls going like Forge did is pretty low..
With two Dark Charms and Spiked Pits, the OL can kill a hero of choice in the first round for near certain. Is this even salvageable? It seems such a strong hero party but without all 4, I'm not sure they can take on Eliza and her band of silver critters.
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Sebastian D.
Germany Berlin
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poobaloo wrote: Heroes train Hearts for Nara and Laurel, Fatigue for Hawthorne and Runewitch. Also Cleaving (Hawthorne), Rapid Fire (Laurel) and Quick Casting (Runewitch). I'm not so sure you can have SM training and skills in one week. See corbon's argument here: http://boardgamegeek.com/article/4408043#4408043
poobaloo wrote: With two Dark Charms and Spiked Pits, the OL can kill a hero of choice in the first round for near certain. Is this even salvageable? It seems such a strong hero party but without all 4, I'm not sure they can take on Eliza and her band of silver critters. Well, in my experience you need to have the opportunity to play them! If they killed all your monsters on turn 1 (then one hero down from DC won't mean much), or you don't have enough threat to play the DC (especially when using space traps earlier) all your great card combos don't mean anything . Silver beasts and good placement (and copper heroes, even if good ones and well built) can take care of the first problem, one event treachery (for Danger+something) can take care of the second. You could move Merick to Tamalir as well, his additional threat might make a fight against him difficult (at least with all your traps), too, so you will have two shots at keeping the heroes from success.
In my opinion they were wasting some time with Forge, training only one skill and nothing for the others was not worth it, I think. Saving Greyhaven and WindPact would have been my priority between the two cities. I actually like the relatively short summary of a session you give us, a bit faster and easier to read than my session "monsters" .
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Michael Sims
United States San Jose California
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BastiRand wrote: I'm not so sure you can have SM training and skills in one week. We were wrapping up the game here rushed so the writeup was inclusive of 2 turns, jumping ahead. However, reading that thread and seeing Corbin argue in favor of "intent" and not RAW was a suprise... No argument here that doing both should take 2 turns.
BastiRand wrote: Well, in my experience you need to have the opportunity to play them! True. I suppose Merrick was the worst to run up against in this regard.
BastiRand wrote: In my opinion they were wasting some time with Forge. Saving Greyhaven and WindPact would have been my priority between the two cities.
Again true, tho Unmovable for Nara is the best skill he could get, getting our hardest hitter 3 attacks per round with near certainty. Plus, Greyhaven came under siege much later, and to my surprise. Didn't expect the OL to go that route instead of just sieging Tamalir right off. I suppose not bothering with Forge at all and just heading for Olmrics sooner would have had a bigger impact, at the likely cost of not getting Unmovable for some time. Making that battle in Greyhaven before upgrading actually cost the Heroes 2 turns. That was a pretty big waste. Once the OL committed north, I should have taken the free time to go upgrade.
BastiRand wrote: I actually like the relatively short summary of a session you give us, a bit faster and easier to read than my session "monsters"  .
Thanks!! I try to keep commentary to a minimum and just touch on the points that involved game-altering decisions...
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Corbon Loughnan
Singapore
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poobaloo wrote: With two Dark Charms and Spiked Pits, the OL can kill a hero of choice in the first round for near certain. Is this even salvageable? It seems such a strong hero party but without all 4, I'm not sure they can take on Eliza and her band of silver critters.
Wind Pact, Wind Pact, Wind Pact, Wind Pact... :D
Actually Dark Charms can be rendered totally ineffective if the heroes are willing to spend the extra 2MP to unequip each turn.
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