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Subject: Underlings rss

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MGS
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I think I am doing something wrong as my underlings seem very powerful especially if they belong to the Order.

1) O3 has a War Horse. So, the best I can tell only tremendous monsters can do any harm to him. No monster causes T damage, so, a tremendous monster would have to hit, flip to red and then try to kill O3 after that. Is this true? Or can other monsters cause damage to underlings that have a War Horse?

2) What happens if an underling is the target from a demon or imp? Rolling on the curse or power of the pit table for an underling doesn't make much sense.

Thanks in advance.
 
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Stephan Valkyser
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1) Tremendous Dragons and Giants have T strength head/club attacks that are capable of killing the Warhorse right away.
Also regular Spiders and Ogres have T strength attacks on one of their counter sides.

2) Underlings are "immune" to Curses. They can be killed by Power of the Pit attacks, of course.
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Roberto Ullfig
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The T Troll will take him out as well on round 2 unless he gets lucky (1 in 3 chance) and matches on round 1. 8 gold is a lot for 1 underling. The Woodfolk are only 6 gold total and they're a killing machine. Also, he's not a Leader. Usually when you pay that amount of money to hire you get a Leader as well.
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MGS
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Stephan Valkyser wrote:
1) Tremendous Dragons and Giants have T strength head/club attacks that are capable of killing the Warhorse right away.
Also regular Spiders and Ogres have T strength attacks on one of their counter sides.

2) Underlings are "immune" to Curses. They can be killed by Power of the Pit attacks, of course.


Thanks for the responses. So, these are not much. In a solo game, the underlings are pretty powerful.
 
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Jay Richardson
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In the regular game, any individual that possesses a T attack and/or a T defense will often have a huge advantage.

As you have discovered, a Knight of the Order is awesomely powerful... but, in addition: the heavy characters (those with T Fight chits) can often dominate a game; any character that obtains a warhorse can face many of the monsters, natives, and characters with complete safety; and a character that casts Absorb Essence on a Tremendous Armored monster can become nearly invincible.

This is just the way the game system works.

There are ways that an opposing character can counter each of these advantages, but often it won't be easy to do so. Consider, for example, Roberto's suggestion that the Woodfolk are also pretty powerful. This is true, but they can be much more difficult to obtain than a Knight of the Order: You always know the location of the Order, right from the start of the game, and there will almost always be a Knight available for hire there (because they are expensive to hire and hard to kill). But, with the Woodfolk, you don't know where they will appear (and they may never appear at all!), and even if they do appear, they may be hired by someone else – or killed off – before you can get to them.

The only way to really address this "imbalance" in the basic game is to use the Optional Combat Rules, which were developed specifically to reduce the advantages that heavy characters and T denizens have. With these rules a Knight of the Order, while still impressively powerful, becomes far more vulnerable to other monsters, natives, and characters. The drawback to using these rules is that they add another layer of complexity to the game, and they make the game *much* more challenging; thus they are not recommended for beginners, and many experienced players will not care for them either.

If you would like to know more about the Optional Combat Rules, the following article might be helpful:

Using the Optional Combat Rules
http://www.boardgamegeek.com/thread/183032
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