Paul Harper
United States
Florida
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So we just finished up Shadow Rune, and the campaign ended in a very easy overlord finale win. My daughter and I were only able to win the first introduction quest, after that the overwife won every quest through-out.

We just started our 2nd campaign today (Nerekhall) with the introduction (Demonstration), and its not looking much better for the heroes.

We have:
Elder Mok as a Bard
Tobin Farslayer as a Thief
Mad Carthos as a Geomancer
Lord Hawthorn as a Skirmisher

She took Flesh Moulders as her open.

First round has her take a shot with the ironbound and taking the Geomancer to half health. Moulders moved into position and one got a shot at Mok but missed. Tristayne ran down and positioned beside the ironbound, and shot at the Geomancer, knocking her down. I though this was a mistake as this put Tristayne in range of attacks by all heroes and several of those double attacks.

Hawthorn fatigued and attacked Tristayne twice.
Mok moves and attacks Tristayne, song picks up Carthos.
Tobin fatigues and double attacks
Geomancer moves to get LOS and attacks Tristayne.
Overwife does not use Ironbound's protect at all.

Total damage, 3 health to Tristayne.

Next turn:
Carthos goes down again
Mok goes down
Tobin is hurt
Hawthorn untouched
---
Mok stands up - Song gets Carthos up
Hawthorn attacks Tristayne (fended by protect from Iron bound)
Tobin attacks Tristayne
Carthos kills a Moulder

Total damage, 2 more health to Tristayne (total 5 damage).

Next turn, Overwife runs and blocks with moulders, after attacking.
Moulders are SUPER effective, severely damaging Tobin and taking down Mok and Carthos again, making it possible to run Tristayne and block up the hallway with Moulders.

Luckily Tobin performs and opens a hole for Hawthorn, Hawthorn gets to Tristayne and deals 3 more damage (now at 8).

Carthos and Mok stand up.

Next turn Tristayne and the two moulders make SHORT work of Hawthorn, taking him down from untouched to knocked down in a single round, Tristayne moves further away, 2 moulders again block hallway.

And thats where we sit. We have 1 turn left before she has 4 villagers off the board.

I mean there is a shot for the heroes to win, but the follwing have to happen:

1) Tobin has to kill a white Moulder in 1 shot to open a path for...
2) Mok to run by Tobin and pick up a fatigue potion and get to Hawthorn and force it into him, then stand him up with song.
3) Hawthorn and the Geomancer Stone have to deal 6 damage to Tristayne with one attack each.

Both 1 and 3 are long shots considering the damage output seen from Tobin, Hawthorn and da Rock. We fully expect another loss.

Hindsight 20/20, probally shoulda ran after the changelings, but was it really wrong to not take 6 attacks at Tristayne in round one. Had we went the other way, I would have 2nd guess that decision the entire campaign.

Would love any feedback.....

Signed, the council of 13's watchers.




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Julian Leite
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Geomancer is trash and Lord Hawthorne makes for an awfulllllllllllllllllllllllllllllllllllllllllllllll skirmisher. This is gonna be a tough one. Maybe if you're only 1 mission in just restart?

EDITS:

Also why does it look like the OL is acting first?

Also why Tobin on a thief when his passive has to do with ranged (bows) and wildlander is much better with bows?

Not to be rude, but I just don't think you know what you're doing with the macro game here. If you list all of the content you own, people could probably give you a much better party composition because there's just flagrant non-synergies in this (outside of mok bard.. but what's the point of keeping useless people alive?)
 
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Paul Harper
United States
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jubez187 wrote:
Geomancer is trash and Lord Hawthorne makes for an awfulllllllllllllllllllllllllllllllllllllllllllllll skirmisher. This is gonna be a tough one. Maybe if you're only 1 mission in just restart?

EDITS:

Also why does it look like the OL is acting first?

Also why Tobin on a thief when his passive has to do with ranged (bows) and wildlander is much better with bows?

Not to be rude, but I just don't think you know what you're doing with the macro game here. If you list all of the content you own, people could probably give you a much better party composition because there's just flagrant non-synergies in this (outside of mok bard.. but what's the point of keeping useless people alive?)


Thanks for the comments Jullian.

Maybe I do not see it, but, Geomancer seems as adept and any of the other pet classes. Combining it with Carthos, stones come out for free and attack for free. A stone can have a spell cast through it, and has an effective move of 5 and attack range of that 5 plus the range of the attack (8ish), every turn.... with no fatigue, when summoned, and can be summoned on the OTHER side of monster blocked hallways. Plus Carthos takes no damage when a stone dies. All while carthos stays back out of trouble,

I agree on Hawthorn being a poor Skirmisher with his low fatigue. Its not my character though so I am not planning on nitpicking her (Skirmisher can get additional stam though through a skill).

Demonstration quest has the OL going first.

A thiefs weapon is ranged, thus gets Tobins ability benefit. He will get a bow later if we can buy one. I wanted a solid ranged treasure getter.

Edit: Sets owned:

Base
Nerekhall
Wyrm
Conversion kit
 
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Graeme Groom
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Geomancer really is rubbish... Remember that:
1) A stone can only perform an attack if you've used Terracall, which means it always costs you an action for the stone to attack.
2) If a stone attacks and has a spare surge, you can't use it to recover stamina.
3) The stones count as familiars, and therefore must be activated all together either before or after BOTH your hero actions. So you can't Terracall a stone, have it shoot someone, and then do something else with your hero.

Once you've spent 2XP on Molten Fury to allow you to perform an attack measuring range and LoS from your stone then congratulations, you've reached the Conjurer's starting point... Except it costs you 2 stamina to do it... So with your 3-stamina Mad Carthos you're not going to be able to do it very often...


Picking three heroes with only 3 stamina is going to be a massive problem as well...

I'm with Julian, if you've only done the intro quest then restart and pick a different party
I don't know much about the Conversion Kit heroes so can't necessarily advise you on them... But if you've got Elder Mok then you've got at least one H&M pack which is worth including in your list of available stuff...
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