Zach Lueth
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Hello,

So in my group, the 3 heroes feel as though the odds are often stacked against them. Knowing that there are a number of factors at play here (dice rolls, etc.), we really believe it's the choice of heroes in our party.

Is the group of heroes poorly chosen? It consists of Ashran, Tomble, and Widow Barha. There's no heavy hitter, so when elite monsters (or really just large monsters) get in the mix, it's a bit of an ordeal to take them out or simply get past them.

Would anyone second this? In our defense, we originally thought that stun worked differently (therefore making Ashran cooler) and also thought that heals were more important when they are decidedly not.

What are some recommendations for a more balanced party?

 
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Darren Nakamura
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It would be useful to know which Class your heroes are set up as.

If you have them as the Class that each seems to have been created for (Ashrian the Spiritspeaker, Tomble Burrowell the Thief, and Widow Tarha the Necromancer), then I would agree that your group lacks a really heavy hitter. A Thief can be pretty powerful in very specific situations, but only later on in the campaign after certain skills are purchased. I generally consider the Runemaster to be better at dealing damage than the Necromancer, although the Reanimate does have a blue + red attack dice pool, which would make him your best attacker until you get better equipment.

However, one thing you do always want to keep in mind is that killing monsters is not necessarily your end goal. You may be able to use Tomble (either his Heroic Feat or Tumble if he's a Thief) in order to get past a large monster blocking your way, and then when your Overlord focuses his attention on Tomble, you'll appreciate having a healer of some sort.

If killing monsters is necessary, then another thing the heroes will want to do is to react to (or better yet, pre-empt) how the Overlord plays. You mention the Overlord using large monsters a lot, so you should tailor the skills you purchase to deal high damage to single targets. That means...

Necromancer should go for Vampiric Blood, Undead Might, and perhaps Fury of Undeath.
Thief should go for Sneaky and Bushwhack, perhaps. (Again, these are pretty situational.) Also, in the beginning when the Thief has only Throwing Knives, he should essentially treat them as a melee weapon to get the +1 damage bonus, even though they are ranged.
Spiritspeaker doesn't really have really standout skills for dealing damage to large monsters, but skills like Cloud of Mist and Vigor could help your teammates do more damage.

Of course, the above assumes those Classes are the ones in play. If you have any of the others...

Runemaster should go for Rune Mastery and Quick Casting.
Wildlander should go for Bow Mastery and Black Arrow.
Disciple should go for Divine Fury and Holy Power.

After all of this, however, your Overlord will likely react to what you're doing, and end up using more mobs of small monsters than large monsters, after you can take them down reliably.

Lastly, if you're curious about my ideal three-hero setup, it would probably be Runemaster Leoric + Disciple Avric + Berserker Syndrael, though I may be convinced to switch Berserker out for Knight, or the Warrior entirely out for Wildlander Jain Fairwood. Essentially, the exact opposite of your team. However, it would be a bit boring if everybody always played with the same setup, and I think the game is designed such that any team can have a chance. Good luck with your team; I think you can be successful with them later on in the campaign.
 
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Bryce K. Nielsen
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Elk Ridge
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Our group thinks that 3 heroes is the easiest for the heroes, primarily due to Actions. With 3 Heroes, you have the same number of monsters as you do with 2 (for the most part), which means the same number of actions. The Heroes however has one extra Hero, so two extra actions per turn.

We also think that 2 heroes is the most challenging for the heroes, and 4 heroes "about right" as far as balance.

As for hitting heavy, I think it depends on your classes and chosen skills. What are they?

-shnar
 
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demonhanz demonhanz
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There's definitely some hero combos that work better than others. As Dexter said, Avric and Leoric make a great team. Then you could throw in a thief if you wish to act as a specialist, or a knight or berserker as the tank or hitter. Avric is a healer but can also absorb a good amount of damage. I think Leoric works well as either a Necro or Runemaster, and his hero ability will mean that melee monsters or those within 3 spaces of him lose a point of damage done.

Basically, try to use heroes who compliment each other, especially in terms of heroic abilities
 
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Darren Nakamura
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Ah, another tip for getting past large monsters with the group you have (though it does depend on luck a bit), get the Crossbow as soon as you can. It's only one handed, so Tomble can use it in addition to the Throwing Knives (or in place of the Yew Shortbow if you have a Wildlander Tomble), and it would let you move a large monster out of the way so your three heroes can just waltz past. Much better than having to defeat a monster, especially in encounters with reinforcements.
 
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jef stuyck
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Dexter345 wrote:
Ah, another tip for getting past large monsters with the group you have (though it does depend on luck a bit), get the Crossbow as soon as you can. It's only one handed, so Tomble can use it in addition to the Throwing Knives (or in place of the Yew Shortbow if you have a Wildlander Tomble), and it would let you move a large monster out of the way so your three heroes can just waltz past. Much better than having to defeat a monster, especially in encounters with reinforcements.


Yea, depending on an item from the shop deck is kind of a bad idea ... because you might never see it :o
 
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Robin REEVE
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Dexter345 wrote:
Ah, another tip for getting past large monsters with the group you have (though it does depend on luck a bit), get the Crossbow as soon as you can. It's only one handed, so Tomble can use it in addition to the Throwing Knives (or in place of the Yew Shortbow if you have a Wildlander Tomble), and it would let you move a large monster out of the way so your three heroes can just waltz past. Much better than having to defeat a monster, especially in encounters with reinforcements.
Can two weapons normally be used at the same time?
 
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Darren Nakamura
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Robin wrote:
Dexter345 wrote:
Ah, another tip for getting past large monsters with the group you have (though it does depend on luck a bit), get the Crossbow as soon as you can. It's only one handed, so Tomble can use it in addition to the Throwing Knives (or in place of the Yew Shortbow if you have a Wildlander Tomble), and it would let you move a large monster out of the way so your three heroes can just waltz past. Much better than having to defeat a monster, especially in encounters with reinforcements.
Can two weapons normally be used at the same time?


You can have two one-handed weapons equipped at the same time, sure. You can't attack with both of them at once, but you could, for instance, use your first action to attack with one, then your second to attack with the other. Throwing Knives + Crossbow is a particularly good combo, I think, especially if the Thief has Dirty Tricks.

As far as counting on getting a particular shop draw, I agree that you can't make that your strategy. However, you can take advantage of it if it does come up, and if all else fails, you get to look through the entire Act I Shop Deck before you start Act II.
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Robin REEVE
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Dexter345 wrote:
You can't attack with both of them at once, but you could, for instance, use your first action to attack with one, then your second to attack with the other. Throwing Knives + Crossbow is a particularly good combo, I think, especially if the Thief has Dirty Tricks.
Thanks for the explanation.
So, having two weapons equiped thus helps vary the attack possibilities - which is an advantage on some occasions - but not cumulate them in a sole attack action.
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