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Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Need an opinion regarding monsters.

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by OmegaDestroyer

I am finally going to have a reliable group to play Descent with again and I need an opinion on which monsters to acquire. So far, I have two hero & monster expansion (Crown & Oath) and three of the lieutenants: Splig, Alric, and Lady Farrow (or whatever her name is). I would like to expand my monster collection further because I love having options.

I have always wanted Crusade of the Forgotten to get the golems but Manor of Ravens is tempting me with the flock of ravens. I have researched both and cannot decide. I am not overly interested in pursuing rumors at this point or doing any expansion quests. Crusade would give me the golems and sorcerers (which I believe would be great additions) and medusae, which I don't really care about. Manor would give me the flock, bandits, and more overlord cards. It appears for the cost, Manor would be the better value but the golems are really tempting.

The campaign hasn't started yet and I am leaning towards Alric's plot deck but may opt for Splig's. I pick when I know what heroes I will be up against.

For those of you who play Overlord a lot and/or have both, what do you recommend?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: The conjurer class, care to share your experience?

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by Callidus

We are about to start a new campaign the coming weekend. Our mage hero to-be ponders the thought of becoming a conjurer, but after looking over the class cards again, again and again with the weekend closing in, the confusion grows. How is this ever supposed to work? The stamina cost are crazy! High Mage Quellen can't be the solution to everything, right?

Compared to other more straightforward options, the Conjurer skill-set seems intricate at best, if not cumbersome. There is moderate to high stamina cost to almost every skill and even creating and losing images drains your stamina.

I never saw a conjurer in play, but fail to imagine it being used efficiently in our average campaign. There must be something we seriously underestimate or overlook.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Which classes for each character?

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by bellanca

Hello all!

With our group we have a tendency to pick characters that we enjoy. We are not power-gamers, and we do not have a problem taking less-powerful characters if we find them interesting or thematically rewarding. We also tend to believe that a good strategist might be able to find a corner-case use for an otherwise lackluster hero.

With all that in mind, it's still awful to feel totally unproductive in a scenario based on your hero/class pairing. I've come up with a poll to get advice from other BGG'ers: when choosing a hero that we enjoy, what is a good class to pair with that hero? I'm trying to think here about synergy between heroic ability/heroic feat and class skills. Maybe for you the class can compensate for a given character's weakness. Cool combos earn bonus points.
[poll=165413]
Have a favorite combination that you wouldn't think is very popular? I'd love to hear about it!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: What do you think of Reinforce, after it's nerf?

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by Drakim

Old version: Play this card at the start of your turn and choose one of your monster groups in this quest (except for a lieutenant).

You may place monster figures on the map up to the group limit for that monster. These monsters may not be placed within 3 spaces of any hero, but may otherwise be placed in any empty space.


New version: Play this card at the end of your turn and choose a master monster on the map. Place minion monsters of that monster’s group in empty spaces adjacent to that monster, up to the group limit


While the old version was undeniably broken beyond belief and was probably the strongest Overlord card in the game, what is your opinion on the nerfed version?

As I see it, even though it received a very strong nerf, getting more monsters back in play is still a very powerful move. But is it worth it for 3 exp?

Some of it's strengths:
1. After a group has been wiped out, reinforcing the Master Monster and playing this card on him instantly brings the entire group back on their feet.

2. Although the card must now be played "at the end of your turn" you can still play Blood Rage (perform 2 attacks then die) on the minions just as they spawn.

3. In certain quests you are to bring X monsters to the exit, or something like that. In such encounters, this card can still be pretty broken in terms of balance, if you can Dash the Master Monster to the exit while the heroes are killing the minions.

Some of it's weaknesses:
1. In a 2 or 3 hero game, it doesn't work on big monsters, as they have nothing besides themselves allowed within the group limit. It's also pretty lackluster for groups like Plague Worms in those kind of games, since at best you get one singular minion Plague Worm worth 5 hp.

2. As it's played at the end of turn, you can't move around your minions after they spawn, meaning they will all be adjacent to the master, and super prone to Blast.

3. You have to get 3 Warlord cards (for 3 or 4 exp total) just as a prerequisite to get this card for this 3 exp card. You pretty much can't get it unless you were planning to focus on Warlord cards.

Some potential combos:
1. Combined with Magus's "Rise Again", even if the Master is killed, you can use Rise Again to guarantee that he pops up for another turn, allowing you to play Reinforce.

2. Tristane's Plot Deck Ustable Forces's "Mortal Coil" has the exact same advantage as "Rise Again".

3. Kobolds. Enough said.

4. You can target an Agent with this card to reinforce what's not occupied of his monster group, as he counts as their Master Monster.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Unkindness and the Raven Flock, upgrades ever worth it?

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by Drakim

http://descent2e.wikia.com/wiki/Unkindness

Unkindness is a very special and unique Overlord class that introduces the Raven Flock servant. The big deal about it is that you have the card constantly at your side, you don't have to draw it from your Overlord deck. The Raven Flock isn't the most impressive monster, but is pretty powerful when used correctly.

Advantages

1. The Raven Flock has 4 hp and a grey defense dice, which is more than the weakest act 1 monsters. Killing one for a raven is a good trade most of the time, especially if they are reinforced.

2. The Raven Flock is placed in an adjacent space when it's summoned, which means it gets one square's worth of movement for free.

3. The Raven Flock can open doors! This is extremely powerful in certain quests where a lieutenant needs to race somewhere but there are doors in the way. Nothing can prevent you from summoning that Raven Flock and opening a door up to 5 squares ahead.

4. You can use the Summon Raven Flock mechanic to purposefully kill monsters, if they have some condition and you can reinforce them, or if the quest ends when the monster dies, possibly denying some search tokens the heroes hasn't grabbed yet.

However! The way Unkindness is structured, you are supposed to get the basic Summon Raven Flock card, and then the rest of the cards are for upgrading the Raven Flock. The way these work is that you buy them, and then put them in your deck like normal overlord cards. After you have drawn them, you can play them on your Raven Flock to make it more powerful.

But, all of them are discarded if the Raven Flock dies. Cards like "Beneath The Shadow" and "Ill Omen" appear to me to be next to worthless if the heroes are just a bit clever on who they activate first. If they have somebody with reach/range, or somebody with high willpower, then they can safely dispatch the tender Raven Flock and send your cards to the discard pile.

"Feast" seems like a card meant to address this problem, but pulling off a combo like that seems way too elaborate to be useful. You have defeat a hero, have the Raven Flock within 5, have several specific cards ready on your hand. And for what? That Raven will still die with it's 7 health and grey defense, now that you played your hand and the heroes know they need to get rid of it.

While it's true that the heroes will waste some actions on getting rid of your Raven Servant, I feel other overlord cards can also do this, without needing such elaborate setup and a dosage of luck. A well played Web Trap probably has the same drain on the hero party, but much cheaper and much more reliable.

Now, the last two cards "Sudden Flurry" and "Envelop" actually seem pretty powerful, but, they require you to have invested exp in these earlier cards as a condition.

What is your opinion? Have you had any luck with these cards, or figured out some way to make them more useful and reliable? It really seems to me like the majority of usefulness lies just in the first card, and that the other cards aren't worth following up on.

The only combo that intrigues me is the possibility of defeating a hero with the raven, and playing both "Envelop" and "Feast" right away, but it seems like an unlikely and expensive scenario.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Lurking in the Mists: Three new plot decks, and their potential uses

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by Drakim

Lurking in the Mists

Three new juicy plot decks, with a preview of one card from each deck. Let's dig in!



This card opens up a new way for the Overlord to play encounter 1 of most quests. As it stands today, harming the hero's health, saving overlord cards, denying search tokens, gaining threat tokens, and earning the encounter winning advantage, are the five ways that the Overlord can gain an advantage for encounter 2.

This card, with it's effect lasting into encounter 2, means that a new goal for the overlord might be to knock down the healer and make his healing really fatigue expensive for the rest of the quest. Or maybe some other skill that's causing the Overlord trouble.

Downside:
You have to drop the free overlord card/threat you'd gain to use the effect. As tempting as it is, you probably don't want to use this card every time, as a Dark Charm or Dash can end up being more important for winning the objective in Encounter 2.



Pretty crazy that this card is "free" to use, since plot decks are supposed to give the overlord and heroes an equal boost (though threat and fortune).

So, after buying it for 2 threat (which doesn't become fortune), you have this ready for whenever you do 1 damage to a hero.

The big aspect with this card is that it could potentially make a lot of less popular Overlord cards more useful. Poison Condition, Poison Dart, Pit Trap, Word of Pain comes to mind.

Downside:
None.



Another card that seems to offer no advantage to the heroes, being "free" to use. I can see several interesting ways to use this card.

1. When the heroes kill the master monster, you exhaust this card and boost the health and/or defense dice of the minions. Works great if you are using a group of monsters to clog a hallway. As an added bonus any minions that survive until your turn will still retain the master attack dice and surges, since it lasts until you end your turn.

2. Using the Call of the Ravens card, you can kill the master in the following groups for Act 1: Fire Imp, Goblin Archer,
Kobold, and probably more. In response you can exhaust this card, and unleash the improved attack dice and/or surges from all the minions for that turn.

Downside:
None.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: stalker class - why is it weak?

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by chipmafia

I've read a few threads that seem to indicate that the consensus concerning the Stalker scout class is that they are weak and underpowered.

As I've read through the cards, I'm excited to play the class (waiting on expansion to arrive).

Why would you say it's weak?
Which hero would it work best on?

I'm not a min-maxer at all (sometimes the opposite on purpose), but I'm curious about the choices people make.

I'll still be playing Raythen as a stalker.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Any overlord fan of using the universal cards?

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by Drakim

List of the universal cards

Truth be told, I've almost never used the universal cards, because I find them to be pretty lackluster, and because they don't offer any upgrade path to more powerful 3xp cards.

Has anybody else found any success using them? Placebo sounds like it could be pretty nasty at the right moment, and Refresh could effectively make your deck be 14 cards instead of 15 since you could use it right away.

But when I compare these cards to what I could get for that exp, I just feel they aren't worth it.

What's your opinion?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Who would you pair with Raythen the Stalker?

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by chipmafia

My wife and I are getting ready to join forces in a 2v1 campaign with my friend playing as Overlord. This will be my first campaign as a player so I'm excited.

I'm playing Raythen as a Stalker.

Who should my wife play in order to compliment Raythen well?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Need tips on how to deal with hero mobility in combat

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by Drakim

The hero players in my group greatly favor mobility and will usually pick heroes with 5 speed or 5 fatigue, and heroic feats that allow them to suddenly turbo boost across the map when they need to. Mobility is power! Now, that's just an Overlord's lot in life, but, what I'd like to ask is tips and tricks in regards to monster placement on the map.

Hero mobility advantages

• Since monsters can't fatigue move, you can very accurately calculate what their move+attack range is. If a melee monster has 4 speed, you can position yourself 5 squares away and be safe. The reverse is impossible because heroes can do a move+fatigue and still attack.

• There are several skills and heroic abilities that gives you greater mobility, like the Knight's Advance and Oath of Honor. Then there is Jain Fairwood's heroic feat and Syndrael's heroic feat

• The heroes can wield powerful ranged and reach weaponry to gain an even further advantage. The heroes in my group really love weapons like Crossbow for this reason.

These factors combined ensures that the heroes get the momentum and initiative against my monsters, often slaughtering them before they get to attack back.

For instance, in the next quest we are playing, Prison of Khhin, I will have a group of Cave Spiders to place in a hallway close to the Entrance. Whenever I'm about to place my monsters like this, I feel I have two choices:

Sandbag deployment - Place the Cave Spiders as far up as possible to block the hallway, but getting them slaughtered in turn 1 before I've even gotten to activate them.

Springtrap deployment - Place the Cave Spiders as far back so they can attack in turn 2 instead. But the heroes just spend turn 1 getting search tokens, and then positioning themselves 5 squares away from the Cave Spiders so that they can unleash their full furry on turn 2 without any risk.

Obviously both of these options are extremely unfavorable, rendering my Cave Spiders nearly useless, but I feel that this cold and calculating SWAT-team playstyle neutralizes my weaker monsters no matter what I do. Now, when a situation is hopeless, you don't give up but you sell yourself as expensively as possible. Some ways I've come up to try to deal with this is:

1. Deploy the spiders as far back as possible, and run away on the first turn, live to fight another day! Rather than dying for nothing, the spiders can go meet up with my other monsters and build a massive blockade. (Problems: the heroes might be able to do the mission objectives while being unopposed, and a Blast could wipe out that many monsters clustered together)

2. Double move past the enemy. When the heroes get ready to wipe out the Cave Spiders by standing just out of reach, I move my spiders 8 squares towards and past the heroes, forcing them to waste fatigue/actions on moving backwards to catch the spiders. Ignoring the spiders means they get them in the back the next turn! (Problems: Heroes might have ranged attacks, and don't need to move to attack)

3. Every turn when the Cave Spiders can't move+attack the heroes, move away instead, forcing the heroes to spend a lot of fatigue and heroic feats if they want to do coordinated collective slaughter this turn. (Problems: Map might simply not allow for this sort of evasion)

Does anybody else have any ideas for how to squeeze a little more value out of monsters in situations like this? I feel that there is so much potential and power being wasted when the monsters just end up being insignificant roadblocks in a hallway.

Overlord cards can obviously help the situation, but I ain't playing Dash on a spider so he can attack on Encounter 1.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: In base game, list strongest to weakest classes (opinion)

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Best expansions for the overlord

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by Thesanctus

I'm the overlord in our gaming group and wanted to share some of the expansions I feel have been most helpful to me and hear what you think.
I'm looking for monsters who can attack twice with abilities like Ravage, ranged attacks, the ability to heal or regenerate, or have attacks that can effect more than one hero. With that in mind:
1) visions of dawn- one word: Manticores. Ravage ability with ranged attacks and the master monster can poison. I like setting these up to get to the heroes first and try to get some quick damage and conditions on them. Trolls have Sweep and Backswing, and trolls gain +2 health for each hero they do damage to.
2)guardians of deephall-master sorcerers can heal. If you can get them to a troll or an ettins or a dragon and heal them they can be an incredible combination. Crypt dragons are also great-you can never have enough dragons.
3) crown of destiny- chaos beasts and giants. Chaos beasts are fun but Giants can hit multiple enemies
The rest in my opinion aren't terribly helpful to the overlord, or at least I haven't seen any that are more helpful than the others. What are your thoughts?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: blocking advice

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by drshizzlewink

On the next mission there is a narrow corridor and I want to do some blocking so the master kobolds can search and keep the heroes on the other side. My choices for big monsters would be shadow dragons or ynfernal hulks. It seems a toss up. The shadow ability is negated with reach or ranged. The hulks knock back ability might be nice to move the heroes around, make them use more movement points or fatigue to move. I could also pick hybrid sentinels, but don't think they'd be that good at blocking. Any thoughts would be helpful. Thanks.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Overlord class and plot deck guide?

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by percepter

There are a number of hero and class selection guides for the heroes' side in the files section. But has anyone ever considered doing a class and plot deck selection guide for the Overlord?

Such a guide would include a brief description of the focus of each deck (damage, conditions, healing monsters, deck manipulation, traps, etc.), suggestions for synergy between Overlord decks, Overlord classes, and plot decks, and so on.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Need Overlord tips for What's Yours Is Mine [mini campaign]

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by leperm

Our group is currently halfway through Lair Of The Wyrm's mini campaign. I'm playing as OL against Syndrael (Knight), Leoric (Runemaster), Jain (Wildlander) and Ashrian (Spiritspeaker). So far, I've won the first quest and they've won the second one, which unfortunately means they possess Valyndra's Bane. My plot deck is Dragon's Greed. I'm also using the Punisher deck.

Next up is "What's Yours Is Mine" quest. I'd appreciate any OL ideas, tactics, recommendations, etc. to tip the scales in my favor.

Thanks!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Mist of Bilehall's Reanimate is pretty amazing

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by Drakim



Here are some observations I've made. Feel free to add your own. :D

1. The Reanimation rule doesn't use the wording "other monsters", meaning the monster counts itself for the amount recovered. While I doubt anything but the Act 2 Master Reanimate would be able to benefit from the full 6 heal, it does help even the minions reanimates since the ability scales down as monsters start to die.

2. The Reanimation rule doesn't specify that the recovery only happens as the result of a hero attacking. That means you can often use Call of the Ravens for "free" as long as the reanimate doesn't outright die from it. You can also use the Bloodline plot card for "free".

3. Effects that grants more shields to defense such as Dark Fortitude, Armor of Darkness, Elixir of Stone, Raided Armory, Airborne are all really good because often the hero's attack will either kill or do nothing against a reanimate.

4. Silent Protector Plot Deck - Shared Burdens (3 threat to buy, 1 threat to activate)
[q=Shared Burdens]Exhaust this card when a monster suffers at least 2 damage to reduce the amount of damage that monster suffers to a minimum of 1 damage. Then, all monsters in that monster's group suffer an amount of damage equal to the amount by which you reduced the first monster's damage, divided any way you choose between these monsters.

Yup. No matter how hard a hero hits that group of reanimates, this plot card's usage just instantly negates the damage, because you can spread the damage out and just have it instantly healed up across the group. It's just one attack (as the card is exhausted afterwards) but if that attack was an amazing roll that managed to take down your Master Reanimate in one strike, then it's quite the steal, especially since you can wait for the heroes to activate various boosting skills that cost fatigue.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: SoN Respected Citizen

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by fodHH

Hi fellow gamers and overlords

Another weekend is ahead and I'll field this quest.
It is the first quest after the introduction and rumor for a four hero party. So I thought knocking them out is a task for now while they lack superb equipment and abilities.

But I am not able to come up with a good idea to keep Bertram ahead of the heroes.
Assuming the heroes will chop off the zombies in their first turn he will be exposed very early.

So going straight ahead makes it hard to bring a big monster between Bertram and the group.

And the market route would require to move all open group monsters up to make the tile available.

Any ideas?

Regards from Hamburg, Germany

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Core game Overlord getting steamrolled; need major help

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by Nooblar

We're on mission 2 of Act 2 and I haven't won any of the encounters yet. I'm going to trust that people won't accuse me of being a sore loser, but also ask forgiveness in advance if I come off sour. I'm sure you can understand.

When I say I haven't won any encounters, I mean ANY encounters. If this were a "luck of the dice" problem, it's been long enough that the random rolls should balance out. I don't think I'm playing poorly, though of course there is an occasional tactical error. I'm playing to the objective, selecting monsters to support that, and weeding cards out of my deck that the heroes have an easy time with. I can't challenge the heroes, and they're ending games too quickly to use the tactic of building up a large hand. (Except for this time; the wizard player went off to another room so it took the others longer to kill my last monster in encounter 1).

There is some serious imbalance going on here, and I honestly can't figure out why. How do people claim things are stacked against the players when I'm losing encounters in 3-5 turns? We've checked errata, strategy guides, and other discussions, but if anything even changes, it's in the heroes' favor. Am I missing some major rules that are hamstringing me? Like, on the level of not drawing a card for each downed hero? (As if that will help; only the wizard ever gets within 2-3 points of dying. Pretty sure I've got a career total of 2 hero kills in this campaign).

For reference, I'm up against Leoric (Runemaster), Tomble (Thief), and Avric (Disciple). They have nuked every encounter so far and pissed on my cold, dead, monster corpses. One player is a pretty SRS BSNS min-maxer, and even his persistent rules lawyering died out after the Interlude. I started picking up Magus cards before realizing I was in trouble, so I'm locked into that tree with one XP free now, but it hasn't been really bad, just not terribly helpful. We even misunderstood the mission selection rules and played the sun totem mission instead of Hero Blood, but that didn't even matter; even my toughest monsters are dropped by a lone hero.

What do you do in this case? I'm getting really turned off of this game, maybe to the point where I want to sell it off and forget it ever existed. Is it even possible for me to win the campaign? I'm not keen on quitting, since as a D&D player I know how much it sucks to end a game because one person got pissy. On the other hand, I have other games I want to play with these guys and two of the three would be fairly open to just trying something else.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: looking for advice..

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by chang_1910

hi,
we are playing and man, ashrian is giving me a hard time.
we are in the middle of encounter 1 of "death of the wing".. have 4 boulders down, heroes in 1st hallway exc tank in the pit.

background 3 heroes (ashrian, widow tarha, syndrael) vs OL
only core box (have no expansion yet)
playing with slig deck plot (no much of it in play yet)
have 2 tier 1 warlock and 1 tier 2 warlock


ashrian has an ability "cloud of mist" that is making my OLing very hard lol
i'm using meriods (probably die on the next heroes's turn and bye bye to my wall, which decided to do when i can do much more) and it was working well (especially when i had add surge cards on my hand) but for a couple of turns my monsters r no doing much, meriods cant immobilized, spiders cant hit..
now, the cloud of mist make it really hard for my spider to ever hit, and when meriods have a surge i have to spend it toward the attack, so no immobilization.
that card keep really damaging my plans in several quest, i dunno how to deal with it. i even use the "dark charm" one turn just to make him out of range (which work, one turn)

Also..
... any advice for encounter 2?
im thinking about elemental (1 master) to go for guards; and shadow dragon (1 master) to block heroes (hopefully he ll last a bit)
or elemental for guards and goblin in entrance. maybe get splig agent out instead of the goblin master (playing w splig plot deck)

thx, im kind of new to OLing

also i keep reading that playing against 4 heroes is more balance, i know i will get an extra minion for small monster and 1 minion for large, but i would have ANOTHER hero with 2 actions and tons of abilities to reuse almost at every attack/defend.
thanks, sorry if too newbie of questions..

(my boyfriend is playing w 3 heroes, but we ll consider either him trying a 4th or trying to get a friend to get 2:2; we just dont understand how another heroe gonna help, and i think im not doing to bad despite beign a noob)

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: is the Queen Ariad lieutenant too powerful?

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by Burnham

So I'm about to start my first campaign of Descent in a few hours (I'm the OL), and I'm trying to decide on a plot deck to use. I really like the idea of using Queen Ariad's deck (mainly because she seems like a frickin tank (22 health and black + grey defense in Act 1)). I'm assuming she's not killed very often, so she'd be cheap to bring back again and again.
I realize she takes place of an entire monster group, but looking at her stats/abilities, it seems like it's a fairly small price to pay.
I kinda want to use her just to save her in my back pocket in case I'm having trouble winning any scenarios. But it seems like she might make it TOO difficult for the heroes so they'd basically have no chance of beating any given scenario that she's in (obviously a scenarios's objectives can have a big influence, but in general, it seems like it would be too difficult for them).

Not sure if it has much bearing on the issue, but we're going to be playing the Shadows of Nerekhall camgaign.
The other lieutenants I'm strongly considering are Lady Eliza Farrow or Lord Merick Farrow.

So, I'd appreciate any input on if Queen Ariad is too powerful, and any advice too.
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