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Subject: Wave 2 Expansions - First Impressions rss

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Chinh Tran
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So I thought I'd make a thread for "first impressions" of the Wave 2 expansions while we wait for news of the Gambler's Chest. (The views of those who've had them since the first Kickstarter are also welcome.)

Here are my thoughts...
(SPOILERS ABOUND!)


Gorm (fought lvl 1-2)

Despite its stellar reviews from the KD:M veterans, I find the Gorm to be… kind of annoying!

The Gorm seems like a high risk/high reward quarry monster. There are several things about it that make me feel it isn’t ideal for a Node 1 quarry.

Hunt Event “Head Splitting Pain”

This Gorm Hunt Event has the potential to wreck your Survivors before they even start the Showdown, because it can circumvent Insanity to trigger a Brain Trauma. I’ve had one Survivor die from rolling 1-2 on the Brain Trauma table, and two others pick up the “Fear of the Dark” (retire your survivor) and “Apathetic” (cannot spend survival) disorders. Unless the Settlement has the “Accept the Darkness” society principle (requires 15 population, so hard to get early game), just hunting the Gorm is risky.

Rarity of Resources

There are 4 Great Cat Bones and 3 Lion Claws in the White Lion’s 19 card resource deck. Compare that to the 2 Meaty Ribs, 2 Dense Bones, and 2 Jiggling Lards in the Gorm's 21 card resource deck. This means you have something like a 53% chance of getting the Lion Claw you might need for a Lion Beast Katar at the end of a lvl 1 Lion Showdown, but only a 35% chance of drawing a Meaty Rib for a Rib Blade at the end of a lvl 1 Gorm Showdown. The disparity only gets worse for items that require 2 specific resources (e.g., Greater Gaxe vs King’s Spear). Couple this with Gorm Climate, which adds significant risk to trying to save up resources, and the less farmable nature of the Gorm (see below) and it can be a bit frustrating if you're trying to use the Gorm to progress beyond Bone Smith weapons.

Fetid Grotto

The Fetid Grotto story event for the lvl 2 Gorm is one example of its high risk/high reward nature. It can give you Acid Palms and Legendary Lungs special abilities, or -1 permanent Strength, -1 permanent Movement, and a couple annoying Disorders. This would be fine if you could take new Survivors to the Fetid Grotto, and then depending on which one gets Acid Palms, you could make them your Fist & Tooth specialist, etc. But because the lvl 2 Gorm also has Musth, Survivors with less than 4 Hunt XP are going to have a terrible time hitting it. Thus, you’re most likely going to get these abilities at random on Survivors who are already committed to a specialization. Acid Palms in
exchange for -1 Movement on a Fist & Tooth specialist is great, not so good on a Bow master.

You also can’t farm a lvl 2 Gorm the same way you can a lvl 2 Lion or Antelope because of these risks. While you can only get Legendary Lungs/Acid Palms once per Survivor, repeatedly getting -1 permanent Strength/Movement will ruin your party.

Gormchemist

I like the Gormchemist items, particularly the Wisdom Potion and Black Sword, but why are they separated by 4 useless Innovations?



Spidicules (fought lvl 1-2)

Yes, it sucks that the Spidicules model isn't better integrated into the game. But looking beyond that...

Young Rivals

I'm not seeing the big deal with Young Rivals. I'm not sure if people feel it's bad because it automatically kills one of your survivors (Murder and Plague are worse IMO, at least with Young Rivals you get to choose and it's only a 1 Hunt XP Survivor), or it's bad because the story event is completely avoidable once you know about it. I would think that those two things would cancel, and it becomes the players' choice whether they want to suffer the story event for thematic reasons, or avoid it if they're powergaming.

Speaking of theme, "daddy longlegs" can refer to one species of arachnids also known as harvestmen. The harvestmen are strangely gregarious and can live in large groups numbering in the hundreds. I think in Kingdom Death, the implecation is that the Spidicules have a society, and the Young Rivals/Taken story events are meant to setup a feud between the Survivors and the Spiders. They take one of ours, so we take one of theirs, repeat.

Taken

I find Taken to be a little bit of a nuisance, but it wouldn't stop me from farming the Spidicules. You know it's coming, and it just forces you to rotate survivors in your hunt party & hunt the Spidicules for an even number of years.



Flower Knight (fought lvl 1-2)

Vespertine Bow – The Vespertine Bow is a VERY good bow, but I don’t think it’s broken (e.g., it doesn't have as much impact as the new "Survival of the Fittest"), unless you go out of your way to break the game by building 4 of them… I think house ruling it to have the “unique” key word would fix it.

Warbling Bloom - Including the Flower Knight makes KD:M easier, but it's not just about the bow. Warbling Blooms allow you to increase the settlement population at the cost of 1 resource, which completely circumvents the weakness of the "Survival of the Fittest" principle.

Cloning - For all the reviews I read about this expansion prior to going all in, I never saw mention of the Sci-fi themes that run through it. The Warbling Blooms are like clones that are grown to be sacrificed when needed (e.g., Necrotic Mistletoe), or their bodies used to copy the consciousness of experienced survivors to give them eternal life (Sleeping virus flower).



Dragon King (People of the Stars @ LY 14)

I have yet to fight the Dragon King, but I'm half way through a People of the Stars campaign and I am loving it. My survivors are getting so powerful I've started naming them after gods & titans



Sun Stalker (fought lvl 1-2)

I've only hunted the Sun Stalker 3 or 4 times. So far, it's been fun. He seems easier than the Phoenix because he doesn't have all the ignore armor/high damage cards, but I haven't faced a lvl 3 yet. Not sure if Sky Fishing is worth it.



Man Hunter (fought lvl 1-2)

I don’t really like his gimmick of bypassing armor to cause severe injuries.

The rewards are really good, however.



Slenderman (fought lvl 1)

Everything they say about this expansion is true!

Even though the King’s Man gets more attacks, I feel that the Slenderman is more dangerous due to the potential for high damage to a single hit location. The fact that Slenderman has craftable gear makes it all worth it though. I like him better than Man Hunter. The Showdown is very thematic, and I suggest playing it alone with half the room dark :-)
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BG.EXE
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Re: Gorm Events, you should review the rules on how event damage works. It can check injury boxes but you never roll on a table from it.
 
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Chinh Tran
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BG.EX - The Gorm event I'm referring to doesn't cause brain event damage, it explicitly says the Survivor suffers a brain trauma.
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boardgamesdotEXE wrote:
Re: Gorm Events, you should review the rules on how event damage works. It can check injury boxes but you never roll on a table from it.

Yup, there is one Gorm event that causes brain trauma straight up. It's one of the reasons the Gorm is so well balanced, there's high risk, high reward.
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The Gorm is a tough beasty to fight early on and he can ruin your plans, that's for sure. The rewards are also less appealing than for other node 1 quarries.
I'm still looking for reasons to fight him over the lion or the antelope, aside from the refreshing fight. To which I seem to always lose 1 to 2 survivors
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BG.EXE
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Ahhhh forgot that one. And this is why I shouldn’t make gameplay statements when I’m not next to the game haha
 
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Biff Drinkwater
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I think the problem with young rivals is that it’s all-around bad. 1 survivor dies and another is “rewarded” with a terrible +1 str -1 eva. The other monster intro events I’ve seen are either potentially good or unambiguously good.

Since it’s trivial to negate Young Rivals I just add Spidicules without an event. I might include it with anew player so they can take in the flavor.

I don’t think taken is that big of a deal but I mostly play 1-2 players. If you’re playing 4p then someone is going to have to bring along a fodder character to be sidelined and possibly die. Dragon King has a similar problem if certain conditions are met...
 
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Chinh Tran
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fenpaints wrote:
It's one of the reasons the Gorm is so well balanced, there's high risk, high reward.

I won't argue that the Gorm isn't balanced (except for those Gormchemist innovations, those are terrible), but I question whether a high risk/high reward monster is appropriate for a Node 1 quarry. I guess the bright side is if the risks don't pan out, at least you won't have sunk in too many lantern years before starting over.

Gokufan wrote:
I think the problem with young rivals is that it’s all-around bad. 1 survivor dies and another is “rewarded” with a terrible +1 str -1 eva.

Actually, I think you can choose the survivor who receives the Rival's Scar to die, and that may be the intent.

I think we often neglect the game's story elements to dwell on stat bonuses. A young male survivor gives his rival a scar. After the rival is taken by Spidicules, the male survivor is obsessed with avenging his "friend" and must always depart when hunting Spidicules. When he finally succeeds and slays a level 3 Spidicules, the male survivor gives himself a similar scar, balancing the debt between them.

-OR-

It could be that the surviving rival receives both scars, like in the anime Rurouni Kenshin: Trust and Betrayal (aka Samurai X in the US). Kenshin receives a scar that won't stop bleeding when he kills a man whose fiancee he eventually falls in love with. When she later dies, she cuts his face giving him the second "leg" of his X shaped scar. Perhaps upon slaying the lvl 3 Spidicules, the surviving rival is reminded of the person who gave him his first scar, and decides to self-inflict a second one in tribute. This closes a chapter in his life, marked by the two scaring events.

I believe Young Rivals and Taken are meant to evoke this sort of drama, but I do agree it would be better if the "rewards" also had gameplay benefits. The survivor who kills the lvl 3 Spidicules should no longer need to depart for Spidicules hunts if he's the surviving rival (he's now at peace), and should gain a Secret Fighting Art - call it Eye for an Eye or something.
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Nathan Ehlers
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FWIW, I'm really positive about the Gorm for no other fact than I was an early KD:M adopter and I've hunted the lion more than 50 times. There's nothing I haven't seen in that deck (and I'm including all the way up to lvl 4). Being able to play a campaign and never hunt the lion keeps me interested. I don't find the fight itself to be any more difficult than the lion, especially after 5 or 6 quarries when you have a solid idea of how it's going to work on the battlefield.

Secondary, I like the gorm because it's build out is less straight forward than the lion. I don't think anything in it's item list is either a must have or a must avoid, so the resources generated will push me down new and interesting paths.

Frogdog or whatever the new ly1 monster ends up being might be my new favorite if I burn out on the gorm.
 
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Oh, and the biggest problem with Spidey is the fight is boring. It's clear they wanted to do this mob thing, but it just falls flat. It's fairly easy to keep the mob numbers down and the big guy doesn't do much of interest. Add to that a pretty weak gear loadout and it's among the weakest of the expansion offerings. Even the grind to procure legless ball is tedious and frustrating. Good ideas that just aren't worked out enough, kind of like the model itself.
 
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Biff Drinkwater
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Tranc wrote:

Gokufan wrote:
I think the problem with young rivals is that it’s all-around bad. 1 survivor dies and another is “rewarded” with a terrible +1 str -1 eva.

Actually, I think you can choose the survivor who receives the Rival's Scar to die, and that may be the intent.

I think we often neglect the game's story elements to dwell on stat bonuses. A young male survivor gives his rival a scar. After the rival is taken by Spidicules, the male survivor is obsessed with avenging his "friend" and must always depart when hunting Spidicules. When he finally succeeds and slays a level 3 Spidicules, the male survivor gives himself a similar scar, balancing the debt between them.

-OR-

It could be that the surviving rival receives both scars, like in the anime Rurouni Kenshin: Trust and Betrayal (aka Samurai X in the US). Kenshin receives a scar that won't stop bleeding when he kills a man whose fiancee he eventually falls in love with. When she later dies, she cuts his face giving him the second "leg" of his X shaped scar. Perhaps upon slaying the lvl 3 Spidicules, the surviving rival is reminded of the person who gave him his first scar, and decides to self-inflict a second one in tribute. This closes a chapter in his life, marked by the two scaring events.

I believe Young Rivals and Taken are meant to evoke this sort of drama, but I do agree it would be better if the "rewards" also had gameplay benefits. The survivor who kills the lvl 3 Spidicules should no longer need to depart for Spidicules hunts if he's the surviving rival (he's now at peace), and should gain a Secret Fighting Art - call it Eye for an Eye or something.


I think it’s just that the team didn’t have a great idea of how the meta would shake out and thought that the rival’s scar would be a good thing that people would want. Getting the scar at level three echoes the problem of getting it from the event. It’s bad while the other monster lvl 3 + innovation rewards are good. I never get the scarification innovation anyway so I never have to deal with it though.

I really enjoy the spidicules model, theme/lore and showdown but the rewards just fall short. It’s armor set is hard to recommend over leather or screaming unless you’re putting it on a Silk Surgeon, which is no mean feat to get. I swap the resource requirements for the Turban and silk body suit because RAW it’s too hard to make the armor set considering it’s solidly mid-game. It’s got a lot of dud items, a few solid ones, and a few gamebreakers if you wanna break the game.
 
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I would also like to point out a few things (won't elaborate much unless requested, to keep word count low):
- the gorm is an easy-ish showdown with a somewhat challenging hunt. Headsplitting Pain is absolutely a downer, sure.
- gormchymy is insanely good, and gives a reason (more) to exist to high numbers of endeavors. Also, rolling on a table to exchange organs for gormite (which is never guaranteed, and is also iron) are fine odds, especially if you factor in that you can use failed previous attempts as rerolls
- potions are insanely good, all of them (some more, some less)
- gear is very varied and powerful
- expansion has great synergy
- I know it is not as powerful as other same-difficulty choices, but I love gorment armor with regen suit
 
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Personally I just like how thematically fitting the different fights are. Gorm Lv 1 behaves very unpredictably, throwing tantrums, sometimes even to its own demise. Gorm Lv 2 is grown, more mature, and exhibits rage like its in heat. Gorm Lv 3 is slow, lumbering, and looking to crush you and dissolve whatever is left.

I've always thought that was suuuuuuuuuuuper cool and that this fight was one of the better ones for showing how the creature changes as it ages.
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I've heard alot of bad rep on spidicules too. I dig the quarry. I think he has some really neat gear and i love how annoying the spiderlings are. plus the egg sack terrain is cool terrain to interact with. The miniature is a nuisance. And honestly we didn't mind sacrificing one of the survivors to give the other survivor in the young rivals story line some pretty beefy stats early on.

We included him in the people of the sun campaign we are doing right now. It's nuts how powerful the survivors get so quickly in people of the sun.
 
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Chinh Tran
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sirgalin wrote:
I don't find the fight itself to be any more difficult than the lion, especially after 5 or 6 quarries when you have a solid idea of how it's going to work on the battlefield.

Question for you and Alessio then: how do you guys handle Musth? The lvl 2 Gorm Retches at the end of its turn, and there's no Monster Flow on the card, so no opportunity for a Survival Action, which almost guarantees that the last Survivor attacked will be in the Retch Zone. Retch just says anyone in the Zone takes * damage to a random location that ignores armor. 2 damage to the head location that ignores armor has a pretty good shot of killing the target. Both Dodge and Block key off of a "Hit", which the manual defines as a successful attack roll which is never made with Retch. So can't Dash, can't Dodge, can't Block?

Regarding Spidicules' gear being weak:
Spidicules doesn't have anything as flashy as the Black Sword, but I don't see Antelope gear being all that powerful either. Or do we hold Spidicules to a higher standard because it's an expansion?

If you replace the Lion with the Gorm, then you need Spidicules for early game Katars and Spears.
Amber Edge seems pretty good if you can pair it with a high Accuracy/high Strength Survivor, or maybe one with Legendary Lungs?
I haven't managed to get the Legless Ball, but the Blue Ring seems interesting, and the Green Ring looks really good for a Tank (in fact, a lot of Spidicules' gear seems to focus on adding armor which I guess isn't as fun as offense.)

t3clis wrote:
I would also like to point out a few things (won't elaborate much unless requested, to keep word count low):
- the gorm is an easy-ish showdown with a somewhat challenging hunt. Headsplitting Pain is absolutely a downer, sure.
- gormchymy is insanely good, and gives a reason (more) to exist to high numbers of endeavors. Also, rolling on a table to exchange organs for gormite (which is never guaranteed, and is also iron) are fine odds, especially if you factor in that you can use failed previous attempts as rerolls
- potions are insanely good, all of them (some more, some less)
- gear is very varied and powerful
- expansion has great synergy
- I know it is not as powerful as other same-difficulty choices, but I love gorment armor with regen suit

I would greatly appreciate it Alessio if you could elaborate on "gormchymy is insanely good, and gives a reason (more) to exist to high numbers of endeavors". How do you make use of those Innovations?
Also, I'd love to hear about the synergies! Thanks!
 
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Tranc wrote:

If you replace the Lion with the Gorm, then you need Spidicules for early game Katars and Spears.
Amber Edge seems pretty good if you can pair it with a high Accuracy/high Strength Survivor, or maybe one with Legendary Lungs?
I haven't managed to get the Legless Ball, but the Blue Ring seems interesting, and the Green Ring looks really good for a Tank (in fact, a lot of Spidicules' gear seems to focus on adding armor which I guess isn't as fun as offense.)


Well the main gear both quarries produce is their armor. Screaming armor is great in 1.5 and much easier to make than silk armor. Silk armor requires hunting a level 3 spidicules and is much more niche. Some people complain about how hard it is to make it's affinities work, but I fix this by just ignoring the body's ability, which isn't hugely impactful imo and makes it much easier to make the affinities work. Like I said earlier if you're trying to play optimally it's largely inferior to the easier to make leather/screaming armors unless you're putting it on a silk surgeon.

Weapons:
Amber Edge: This is the best one I think. You kind of need to put it on the settlement's resident He-man/woman but it can do some work if you do.
Silk Whip: I always carry a whip with the changes to the hunting board, and this one is great until you can pick up an oxidized ring whip (which is never in PotSun/Stars)
That Shield: Cool and good. You'll probably need to fight at least 2 level 2+ spidicules to make it though.
Amber Poleaxe: Better version of the King's Spear due to its ability and axe keyword, but comparatively very expensive and its low strength won't make it last much further into the game. There are potential gamebreaker builds exploiting its ability.
Scrap Katars: Worse than lion and antelope katars.
Throwing Daggers: I want to like these but they're just not good.
The Weaver: This is good if you luck into it pre-butcher but otherwise you'll just throw it into storage due to its low strength.
Silk Bomb: Very expensive for a so-so one use item. Does anyone ever build this?

Other Stuff:
Silk Body Suit: Cool and good
Rings: You'll have to fight spidicules quite a bit to make these. If you just throw them on someone and hope for the best they'll probably do next to nothing for you. If you build around them blue is "fine, I guess" while red and green can hover around gamebreaking. You need the slenderman's gloomhammer to really get the most out of them.

I guess my main problem with its gear is that it's a lot of stuff that ideally you'll get when you're still fighting level 1s, but the spidicules is just not very rewarding to fight level 1 for various reasons.
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Alessio Massuoli
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Tranc wrote:

Question for you and Alessio then: how do you guys handle Musth? The lvl 2 Gorm Retches at the end of its turn, and there's no Monster Flow on the card, so no opportunity for a Survival Action, which almost guarantees that the last Survivor attacked will be in the Retch Zone.


Well, it's a combination of factors, plus a very obvious cheap trick

- First, you can Surge at its turn to attack it with a Grand Weapon. Assuming you have your way to hit, you have Deadly and an active Luck charm, you will roughly knock it down one in three times, giving you some respite.
- Since it's a level 2, you also can bring an overload of Pulse Lanterns.
- Since Gorm targeting is rather predictable (and you should Rawhide Headband often), you can also manipulate targeting to have only one survivor each turn in the vomit zone, taking turns. This gives you the early four turns a safe start, then you have a small probability of getting a serious injury here and there if you roll the same location on the next round.
- You can Fresh Acanthus the damage out of the way with your chosen tank. It is not difficult to have two on a L2 Gorm Hunt, and you could also have three. You could also use Screaming Armor to have more during showdown.
- Gorm potions help a lot. I do not cite Regeneration Suit here because we are talking L2 (although if you can stand the very first turns, I find L3 Gorm to be easier), but that is obviously a big help. Also, as you figured out, Dried Acanthus.
- For a consistent part of the AIs, you can also try to get out of sight (you just need a Strategist to place a Toppled Pillar) to make it Illuminate and end the turn early.

There is a lot more, but this covers the basics. About the obvious cheap trick, well... L2 Gorm has 90% chance of having Hiccup AI card (L3 Gorm has a 100% chance, making this trick surefire). With two Rawhide Headbands you can just have it standing there doing no harm to anyone while you wound it to zero.

I find the Gorm Showdown to be easier than the lion because when you first meet a L1 one you have a lot of duds. As long as you place to avoid Retching, it does less damage (unless when it's sitting on you), it has a few moods that are not as nasty and could be downright beneficial in the end (free Ammonia!) and can be wounded easily from the side while still avoiding Retch. The Hunt is meant to weaken you enough to find it challenging, and the A cards are so nasty that having one instead of another ramps up the difficulty quite a bit, but all in all, a Gorm is far more manageable (caveat: monster targeting is slightly more complicated, so inexperienced players could be at odds with it because of this).

tranc wrote:

Regarding Spidicules' gear being weak:
Spidicules doesn't have anything as flashy as the Black Sword, but I don't see Antelope gear being all that powerful either. Or do we hold Spidicules to a higher standard because it's an expansion?


Well, the three rings are actually OP. All of them. And gear is rather good, providing an alternate way of handling things (I love Amber Poleaxe) - it's just that the armor set falls a bit short for having to defeat a L3. Also, the Grinning Visage is the best offensive shield out there.

The shortcomings for Spidicules are mostly due to mechanics that feel a bit 'cheap', if not 'lazy', on an otherwise great expansion. Silk is a great alternate way of getting a resource, the settlement events are really interesting, Silk Surgeon is a superb SFA which changes the game a lot.

It just feels inappropriate to have to give up a large chunk of Cooking, the high number of synergies with the Antelope, the hybrid armor sets - plus Taken can be really frustrating, even if you did everything by the book.

tranc wrote:

I would greatly appreciate it Alessio if you could elaborate on "gormchymy is insanely good, and gives a reason (more) to exist to high numbers of endeavors". How do you make use of those Innovations?
Also, I'd love to hear about the synergies! Thanks!


Ok, about Gormchymy being insanely good:
- All the potions from the Gormchymyst are very good, and with just Nigredo or Nigredo/Albedo is quite easy to get a Wisdom Potion, which is the passive AI manipulation with a good blue affinity for the Luck Charm that every early gamer wants.
- You can get a free Gormite from Gormchymyst - you can also throw away unwanted duplicate (or useless because you have better alternatives now) potions to reroll and increase your chances. Gormite is never acquired for sure, so having a way to get it in settlement phase is great. It also counts as Iron, if you are done with crafting with it.
- One in two Gormchymy innovations give you a bonus to Survival Limit, and you can Innovate them without having to actually waste your yearly Innovate because you have a Special Innovate for a Gorm Brain. That's a double plus!
- Also, Gormchymy innovations have not-so-all-powerful-but-still-situationally-powerful effects which just normally cost too much in endeavors to be considered... However, if you have Collective Toil, you can do everything right away.


About the synergies:
- Gorm is part of the Green Knight expansion
- Gorm gear complements White Lion, giving you access to everything from LY1.
- Gorm potions and the easy LY1 Shield are a good way to beat the Butcher without lucking out Innovations in the very first years. Also, the Survival Limit bonus and the free Ammonia is a big boon (and the good weapons too).
- Black Sword works wonders early game with Vagabond Armor
- Gorment armor helps archers a lot, but it helps a big deal with Sunshark Bow, while getting a big midgame boost with the regen suit.
- I find Pulse Lantern to be a great Manhunter-blocker, although one has to admit that Pulse Lantern is a nemesis-blocker in general.
- When you are done with Gorm gear, you could still hunt a high level Gorm just to get resources that count double.

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Chinh Tran
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Biff, Alessio, thanks for the lengthy replies!

Regarding:
t3clis wrote:
- Since Gorm targeting is rather predictable (and you should Rawhide Headband often), you can also manipulate targeting to have only one survivor each turn in the vomit zone, taking turns. This gives you the early four turns a safe start, then you have a small probability of getting a serious injury here and there if you roll the same location on the next round.
I don't mean to quibble, but four turns of safety requires that the Gorm not vomit on any Survivor's Head location, where 2 armor ignoring damage goes straight to the severe injury chart. Only a 20% chance, but it happened to me, and I had a dead survivor on the first Vomit!

I've substituted Gorm & Spidicules for Lion & Antelope in my current campaign. Spidicules' Silk armor seems to fall short of Screaming, but I wonder if a more appropriate comparison might be

Lion Gear -> Spidicules Gear,
Antelope Gear -> Gorm Gear.
White Lion Armor gets a lot of hate, so no loss

I had a minor revelation today hunting the lvl 2 Spidicules. There are a couple Hunt Event cards that have a very low probability of yielding a good result (Cocoon, Picked Clean). I think Spidicules presents the solution in the form of "The Forest Wants What it Wants". 13+ on the Forest Wants Hunt Event gives each Survivor +1 Understanding. Assuming you are willing to take bleed tokens (Bandages) and negative attribute tokens (Song of the Brave), you have a pretty good method of triggering Insight during the Hunt Phase and giving your Survivors the Explorer ability (+2 to Investigate rolls). That doubles the chance (40%) of the getting the Weaver, or the ??? basic resource.
 
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Tranc wrote:

Only a 20% chance


16.66 ... % exactly
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oeildanslabouche wrote:
Tranc wrote:

Only a 20% chance


16.66 ... % exactly

Whoops, I forgot the body location occurs twice! 1/6 would be exact.
 
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Quote:

I don't mean to quibble, but four turns of safety requires that the Gorm not vomit on any Survivor's Head location, where 2 armor ignoring damage goes straight to the severe injury chart. Only a 20% chance, but it happened to me, and I had a dead survivor on the first Vomit!


Sure that's a thing that happens, possibly "a safe start the first four turns" does not match "four turns of safety"

Anyway, remember that Dried Acanthus is a thing if you fear that outcome and you want to reason in the 100%s (always auspicable, but not very often possible - in KDM, you swap "one certainty" with "a few very likelies"

Quote:

Lion Gear -> Spidicules Gear,
Antelope Gear -> Gorm Gear.


Yup, for non armor gear that's the case.

Quote:

I had a minor revelation today hunting the lvl 2 Spidicules. There are a couple Hunt Event cards that have a very low probability of yielding a good result (Cocoon, Picked Clean). I think Spidicules presents the solution in the form of "The Forest Wants What it Wants". 13+ on the Forest Wants Hunt Event gives each Survivor +1 Understanding. Assuming you are willing to take bleed tokens (Bandages) and negative attribute tokens (Song of the Brave), you have a pretty good method of triggering Insight during the Hunt Phase and giving your Survivors the Explorer ability (+2 to Investigate rolls). That doubles the chance (40%) of the getting the Weaver, or the ??? basic resource.


The Forest Wants What It Wants is my favourite thing to cross mid-board, that's for sure. Anyway, I wouldn't sacrifice a possible Tinker to an Explorer
 
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t3clis wrote:

Anyway, remember that Dried Acanthus is a thing...

Good point. In additional to swapping in Gorm for Lion, I also swapped in Spidicules for Antelope, so Acanthus has not been very plentiful this campaign. But Sickles are also a thing...

The more I play the Spidicules expansion, the more I feel that his only real major flaw is that he's not the Antelope. Screaming Antelope is such a beneficial quarry due to ease of crit farming, ease of Acanthus gathering, and easy access to good armor.

t3clis wrote:

I wouldn't sacrifice a possible Tinker to an Explorer

Do you try to have 4 Tinkers? I think 1 Explorer is beneficial given the number of Investigate events, plus having an Explorer post-Watcher means you can safely convert all Endeavors into Scrap/Organs via the Exhausted Lantern Horde. I actually had a surplus of Iron my first campaign because of this.
 
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t3clis wrote:


- First, you can Surge at its turn to attack it with a Grand Weapon. Assuming you have your way to hit, you have Deadly and an active Luck charm, you will roughly knock it down one in three times, giving you some respite.



Grand Weapon Specialization reads:
Quote:
When attacking with a grand weapon, gain +1 accuracy.

When attacking with a grand weapon during your act, if you critically wound, the monster is knocked down.


So it's specifically worded to prevent being able to knock down the monster on surges during its activation.
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One thinks to know a rule...
There's only pulse lanterns and the likes, then.
 
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So I've been playing with the expansions a bit more...

- I have to take back what I said about the Gormchemist innovations being useless. In and of themselves, they're too risky. However, combine them with Lights in the Sky, Otherworldly Luck, or Survival of the Fittest re-rolls and they can be useful.

- For the Flower Knight showdown, it seems like you always want 1 Survivor inside the Fairy Ring at the beginning of the Flower Knight's turn, so he doesn't Bloom. Then Dash out after he picks that Survivor as the Target. Reminds me of fencing lessons on footwork & keeping distance; very thematic!

- I don't understand why people think Silk Armor is weak. The Lvl 3 Spidicules is not that difficult (I just killed my first one at LY 12). The set ability to re-direct damage to different armor locations is a huge multiplier. Silk armor has 3 armor base + 1 for set bonus + 2 if you use both the Sash & Robe abilities = 6. With 5 locations to re-direct to, you can soak 30 damage before taking a light injury, provided it doesn't all come in one attack. Add a shield + shrine and it's up to 45. Take a Grinning Visage or the Weaver and you can shrug off damage 10 hits! Pack some Fresh Acanthus for more fun. I was tanking The Hand, and thinking he can Thunderbolt Right me for 7 damage all he wants.


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