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Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Shadow of Nerekhall: Agent Suggestion

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by Jesusmagra2

The campaign choisen is Shadow of Nerekhall(+ Manors of raven). The issue I've come across is which Lieutenant (Agent) would be a good pick for this campaign seeing as I'm the Overlord. Its very possible that will choise Unkindness or maybe enchanter. What agent do you think that is best to this Overlord´s deck?

I like Mirklace(isn´t possible in Nerekhall how agent),so this reason i think that is OP Ariad Queen

I dont like trap card(i know that have good sinergies with queen ariad) or infector decks

what do you think ?

Thanks!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Tips on Matching Heroes with Classes

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by randombrown99

I'm just starting out with Descent, having no prior experience with 1st edition, and the few "intro" scenarios I've played have been a hit with the family. By the end of the Christmas season I received both big-box expansions and three small-box sets, so it was a good year!

I've seen several guides listing the heroes and their stats, along with the classes and their abilities in an easy-to-read format.

However, I'm facing a dilemma--with so many heroes to choose from now, which classes go best with which hero? The simplest way to go is to just assign the class that matches the hero card's equipment (Treasure Hunter to whip guy, Necromancer to widow, Stalker to net elf girl, etc), but do experienced players have any advice? Any "gotcha" combos I should avoid?

Thanks, hope everyone had a Happy New Year!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: The Man Who Would be King - Balance?

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by JaySee

Hello everyone,

For the past year or so I've been running a campaign of the base game as the overlord, with three heroes (Grisban/Knight, Tomble/Thief, Avric/Spiritspeaker).

In the course of the campaign, it seemed that the balance gradually shifted from favouring the heroes to favouring me (up to and including the interlude I only won one quest, I lost the first act II quest too, but the last two I won, and in one of these I was able to pretty much steamroll the heroes).

The Finale will therefore be 'The Man who Would be King'. Despite the fact that the heroes managed to pick up some good gear along the way (e.g. Dawnblade and the Shadow Rune), Encounter II of this quest in particular seems to heavily be favouring the overlord on paper. We did not play any of the quests in which Eliza or Merick Farrow appear, so they will both be there. With Baron Zachareth, this makes three lieutenants, plus two monster groups that the heroes will have to deal with. Then there's also the chance each overlord turn that one of them will be 'Dark Charmed', and the fact that they will likely not be at full health to begin with due to damage taken in encounter I.

Of course I want to win as the overlord, and I guess it makes sense for the odds to be in my advantage since I won most of the act II quests. However, as the person who runs the game I also feel (somewhat) responsible for the enjoyment of the heroes, and given the time we've invested in the campaign, I want to prevent it from ending in an anticlimax if possible (i.e. if the heroes lose the Finale, they should at least feel they stood a chance).

What have your experiences been with this quest? Is there some ground for my worries or is it really not as bad as I think it will be?

Thanks!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Expansion Heroes Overview

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Character/Class Synergies

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by Aekold

What are the known synergies for characters/classes?
From what I've found so far:
Mok/Quellen - fatigue restoration machine
Tomble/Ravaella aka 'The Gnome Team' - black + gray defense from start-up

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Heirs of Blood - help needed for heroes

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by Aekold

Hi folks,
We've started playing the subj - and despite claims that it's better balanced, the heroes got smashed so far. Our OL (my wife) is the ONLY person who did NOT read the rules, but she kicked our butts both scenarios. We are 4 players, but we play full hero complement, i.e. I take 2 heroes.

Thing is, it was NOT a close victory both times. We literally had almost no chance.
So in the first scenario - we divided our force in two - because otherwise she'd just run the barghests in circles howling. We failed to kill a single monster until the very last turn, actually. We collected 1 clergy (no reason to get more) and all search tokens though.

Next she picked the tower defense. We were really lucky to get 3 SC in the traveling stage, but then she won - by a large margin - with 3 tokens left in our play area. We tried to kill Alric - but it doesn't seem feasible in one turn, so she got two relics now. Once we realized it is a win for her, we just got a couple more chests.

So, if we don't want to miss the trueshot - we have to win the next 3 scenarios. What should be our tactics?

Our party is as follows after the second scenario:
Syndrael - Knight
Defense, 1 XP saved
Heavy Cloak

Avric - Disciple
Cleansing Touch (must have to detox Leoric), 1 XP saved
Iron Spear (stun is not that important, and this one has a rather good damage output)

Jain - Wildlander
Bow Mastery
Elm Greatbow

Leoric - Runemaster
Runic Sorcery (immobilized is pretty important when you got to kill a lieutenant)
Mana Weave (obvious choice)

We also got 25 gold left

In my experience, Syndrael doesn't live too long if she uses her Defend ability

So I am thinking of getting her Defense Training after this scenario. For Avric - should I get Armor of Faith now or should I better wait and get Divine Fury?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Help on Price of Power Encounter 2

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by Ike42

Tomorrow I'm playing Price of Power as Overlord against a really strong group of heroes and I'm a little torn on the decision of an open group/influence effect on the second encounter. The first encounter seems really easy to win as overlord, i figured I would choose green rifts and put them in the two closest tiles to the heros, with elementals as my open group to give them some real trouble. For the second encounter there are really 3 choices that I'm torn on:

1. Which color rift to put on the map if I won encounter 1. Green seems like the the obvious choic for me, but Blue also seems like it could give the heroes hell.

2. Which open group. I need something strong so I can knock down each hero for the one influence, or able to helm me defend the ritual stones for the other. I'm really leaning towards Crow Hags because I feel like the death omen ability could really be useful. , I also like lifethrist, but they dot really hit too hard. I will probably use flock of ravens on one of my ironbound at the beginning just because they hit pretty hard and it's an extra guy to attack with.

3. Influence effect. I can see advantages for both, but based on the strength of my heroes, I'm not sure either are really doable for a win.

The group consists of Sir Valadir as a champion, Logan Lashley as a treasure hunter, High Mage Quellen as a Geomancer, and Elder Mok as a bard. They've unfortunately been gettting really lucky in the shop and have some terrible stuff for me like the Bearded Axe and Magma Blast rune.

Any help would be greatly appreciated, I want to destroy them.

I made a duplicate post on the FFG forum in hopes of getting some response before tomorrow.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Zarihell plot deck

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by maldion

how do i trigger the "time on the rack" plot card???

use this card when a hero ends his turn while knocked out,

does it work whit lava?

dont se how to do this vs a smart group?



(found out somthing carzy)
Long Suffering (zarihell) plot card

it dosent say that you need to take away the damage tokens on the card, so you can stack from lots of quests to last one then blow the heroes away in one boom

use this card when zarihell agent is defeated,
can i w8 to use this card or do i have to use it when she dies

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: How OL can win?

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by Snaicol

Hi, i've played this game with a few friend. In particular we were 3 heroes and an OL. We think there is no chance for overlord to win a match, either if OL starts with all cards of all levels in deck, or with act 2 monster at the beginning. So first blood is done for let heroes win, i know all rewards are the same, but with a good set up there is no chance an OL can win other maps in the same campaign.

Take this heroes set up(after first blood):
1. Berserker. Skills: Rage, brute. Item: chipped greataxe
2. Disciple. Skills: Prayer of Healing, Cleansing Touch. Item: Iron Mace, Wooden Shield
3. Runemaster. Skills: Runic Knowledge, Exploding Rune. Item: Arcane Bolt, Sunburst

So with this set up it's very hard to win A Fat Goblin with OL, I tried 2 times as OL.

Encounter 1
Turn 1: Heroes start, Beserker clean the way so let Runemaster rush to Farm. During OL turn, i moved goblins to farm, and doing so all goblin are close together; Other monster try to stop Runemaster, but with Cleansing Touch there is no way u can stop him, even with spider.
Turn 2: Runemaster uses Exploding rune to goblins a kill all of them of almost them. OL turn now u can do nothing, it's pratically a win for Heroes.

Encounter 2
I used a Shadow Dragon as optional troops.
Turn 1: Heroes start, killing almost all monster in spider den with Exploding rune. OL turn, move the goblin to prison in this way, 1 goblin move and open the door, other goblin moove twice.
Turn 2: Heroes open the door and stun Shadow Dragon, and move Berserker near the second door. OL turn, take prisoner and move to splig, Splig can interrogate 1 of them finding frederick.
Turn 3: Heroes kill Shadow Dragon, and open the door. OL turn, move Splig and Goblin(they used other action to attack) to Entrance.
NOW: it's pratical a win for Heroes, they can kill goblin easy with Exploding rune, and there is no way Splig can go to entrance without being killed since he has 3 movement too.

Then we tried to increase the difficulty to expert. But with 4 exp, 3 from difficulty and 1 from First Blood, there is no chance OL can win.
1. Berserker. Skills: Rage, Brute, Death Rage. Item: Chipped Greataxe, Iron Battleaxe. (basically he can do +3 damage + 1 damage for every 2 heart on Hero sheet) So i don't think focus him with monster is convenient.
2. Disciple. Skills: Cleansing Touch, Prayer of Healing, Holy Power. Item: Wooden shield, Chainmail, Steel Broadsword. So each turn he can heal 2 heroes, remove 2 Conditions. And add 1 Shield to defence when you attack him.
3. Runemaster. Skills: Runic Knowledge, exploding Rune, Rune Mastery. Items: Arcane bolt, Mana Weave, Sunburst. (With sunburst he can add +2 damage and stun in one attack with mana weave and rune mastery, +2 damage with Runic knowledge) AOE with Exploding rune.
3. OL: with 4 exp, he puts 2 level 1 card, 1 level 2 card.

We think that this set up can basically kill even Act 2 Monster. So how can an OL win this game? Since it is very boring when a player (OL) always loose and other always win

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Overlord strategy // General Tips, Plot deck, Class Cards and Monster Selection

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by thalim

Hello everyone,
I've read a lot of Descent posts here at BGG so I decided to give something back.
There are often questions about Overlord strategies so I came up to write my experience as an Overlord player.
Some things are common sense and well-known. Other stuff I haven't read so far.

As you read through the text, you will see that of the both existing opinions about the balance in Decent I belong
to the “as a hero player Descent is hard as fuck”-side.

1. Mindset
Descent is a resource-game. The two resources are actions and fatigue.
In order two win you have to maximize your actions and minimize the actions and fatigue of the heroes
(the heroes vice versa).

2. General
-read through the description of each setup/stage and understand the winning conditions
(discuss with heroes so everything is clear)
-first and only goal: fulfill winning conditions!
-write down the stats of the heroes to have a little reminder handy
for your attribute testing cards/conditions
-when playing a attribute testing card/ or giving someone a condition the test-value should be 2 or less
-always try to reduce your deck to 15 cards which highly support the winning condition
-if there is nothing better to do (like closing doors, get into a good blocking position,
sit on search tokens (large monsters) attack the heroes
-if the end of stage 1 is near: beat the shit out of the heroes, don't kill one – just weaken them
as much as possible (hearts, conditions)
-never finish your monster activation next to a melee character so you force the hero
to spend fatigue or loose an attack action
-if possible/appropriate spread monsters
-save your cards for the second stage and use them when they have an impact on the game
(this comes with experience)

3. Plot Decks
-Seeds of Betrayal, Sole Purpose! Don't spent anything – 13 Cards Deck is enough

4. Card selection
There are always questions how to combine cards, best overlords classes etc.
Remember the mindset: Minimize actions and fatigue of the heroes and maximize your actions.
The following cards support that strategy.

Basic I
-Dark Charm: running in the opposite direction is often much better than attacking,
because the hero looses one action to reposition
(unless you can kill someone with one attack – then go for the kill.)
-Dash/Frenzy (2x): you get one extra move/attack. Yay! Dash is always advantageous.
Frenzy depends on the scenario/winning conditions
-Pit trap: use when fatigue is used for movement
-Trip wire (2x): use in an movement action

Basic II
-in my eyes it is fun but inferior to Basic I

Warlord
-Blood rage (2x 1 XP): two extra attack actions is huge – but your monster is defeated afterwards.
In my opinion most beneficial at the end of stage 1 to weaken heroes, if you have to kill someone and it's
getting tight with the heroes winning condition or if a monster is on low health and will not survive the
next attack.
It's also fun to build up a one-trick-pony Act II Master Shadow Dragon with frenzy also add 'Dark Charm'
and 'Crushing Blow' to trigger an explosive attack (and 3 'normal' ones).
With a bit of luck and bad positioning of the heroes this is devastating.

Saboteur
-Web trap (2x 1 XP): Immobilize – one of my favorite conditions.
Use when at least two low might heroes are adjacent to each other

Punisher
-No Rest for the Wicked (2x 1 XP): forces the heroes to think twice about fatigue move.
If they move, you can move – great. If they decide not to move with fatigue this round – great.
You prevented the conversion to movement points. They use an action instead.
-Exploit Weakness (2 XP): you can get a whole activation for a monster or at least one movement action.
Situational but good Synergies with 'Imploding Rift' and 'Mistrust'

Shadowmancer
-Imploding Rift (1 XP): a hero looses all of his stamina? Great deal.
Play on high stamina, low Willpower heroes
-Mistrust (1 XP): loosing fatigue when when the heroes getting cosy with their buddys.
Great thing. Use in narrow maps.
-Out of Darkness (1 XP): get an attack action when hero is revived.
Sounds great but highly situational use 'Exploit Weakness' instead
-Treacherous Shadows (3 XP): can be nice if there are at least two low Willpower heroes.
I think it's to expensive.

Unkindness
-Call of the Ravens (1 XP): get an extra monster on the map – nice.
Two actions each round and one more monster to kill/disturb the plans of the heroes can add up a lot
over the course of a campaign. Also good synergies with Bloodlust (call raven on at least 5HP monster,
let the monster die with Bloodlust)

So if I want an hardcore campaign for the heroes I always pick a set out of these cards.
They are cheap and highly effective. If there are two low might heroes I get 2x Web Trap first.
Afterwards I adjust to the heroes and course of the campaign.

5. Monster Selection

I have all small/big box expansions, COF, BOW and COD so I'll only mention the included monsters.
I distinguish my monsters in different types

-“Kill me if you want to pass”
-good conditions for bad heroes
-move that damn hero
-Blow things up: AoE

Remember the resources: actions, fatigue
Remember the winning conditions.
If your heroes have high single target damage try to avoid small monster groups

So first of all I ask myself: is blocking a good Idea? Will the heroes loose a good amount of actions?
If yes – let's find a monster with two defense dices (grey-brown, grey-grey, …) and a good amount of life.
That's a simple one. Nothing more to say here.

Next question: Conditions
I distinguish between the good ones (listed here) and 'bad' ones (left out).
The good ones are those which need an action to remove or Immobilize ;-) Diseased is an exception because it
directly attacks the fatigue resource.
If possible always try to get immobilize and/or stun (Medusa anyone?) because they restrict actions (immobilize)
or directly take away an action without a choice (stun).

Bleeding [1 action, each action 1 fatigue]
-Changelings (surge)
-Rat Swarm (action, test strength)

Burning [1 action, 1 heart you & adjacent at end of turn]
-Fire Imps (surge)

Diseased [willpower, 1 fatigue]
-Carrion Drakes (surge)
-Zombies (surge)
-
 Plague Worms (start adjacent, test willpower)

Immobilized [discard end of turn, cannot move]
-Merriods (surge)
-Medusa (surge)
-Arachyura (surge)
-Elementals (action, test awareness)
-
 Zombies (action, test strength)

Weakened [rest action, -1 shield & heart p. attack]
-Plague Worms (surge)

Stunned [1 action]
-Giant (surge)
-
 Medusa (surge)

Next question: Move
Is it beneficial to move heroes because they block the exit? They protect your target? There are hazard fields like pits?
So here we have some bad guys who can do it:

-Ynfernal Hulk (surge, 3 fields)
-Hellhound (surge, place on field adjacent to monster)
-Plague Worm (action, 1 field + suffer 1 fatigue)
-Changeling (action, test willpower, 1 field)
-
 Ettin (action, test strength, 3 fields + suffer 1 heart)
-
 Goblin witcher (when cursed, 2 fields)

Last question: AoE
Heroes often stay near each other? Narrow map? Get some AoE which is like (an) extra action(s)

-Lava Beetle (surge,
 always)
-Arachyura (attack adjacent max 2 fields)
-Elemental (attack adjacent / test willpower, 2 fatigue / test awareness, immobilize adjacent)
-Plague Worm (action, 2 fields fatigue AoE, 1 fatigue)
-Barghest (action, 3 fields radius fatigue AoE, test willpower, 1 fatigue)
-
 Fire Imp (when defeated, adjacent, 1 heart)
-
 Merriod (attack, 2 fields)
-
 Shadow Dragon (surge, 4 fields)
-
 Hybrid Sentinel (surge, 4 fields)
-
 Hellhound (surge, 4 fields)
-
 Giant (action, every figure in 2 spaces and LoS)

There are different types of monster which can fulfill more than one task:

-Elementals (Condition, AoE, fatigue-AoE, with Air nice blocking)
-Plague Worm (Condition, fatigue AoE, Move)
-Arachyura (Condition, AoE, blocking to an lesser extent)
-Giant (Condition, massive AoE if positioned correctly)
-Merriod (Condition, AoE)
-Changeling (Condition, Move, fatigue)
-Medusa (Yo Dawg. I heard you like conditions? So I put a condition into a condition so you give conditions while giving a condition)
-Shadow Dragon (AoE, Blocking, good looking :o)
-Ettin (Blocking, Move)
-
 Fire Imp (Condition, AoE when defeated)
-
 Hybrid Sentinel (AoE, blocking to an lesser extent)

So if you ask me about my top ten eleven - there it is
Barghests are also pretty strong if there are at least two low willpower heroes . Howling until they die *evil laugh* devil

This Monster selection process also answers the question about which H&M Expansion to get for the Overlord.
COD is in my eyes one of the best (Golems are nice blockers, Medusas for Conditions, Sorcerers are also fun)

With all this in mind I'm quite successful as the Overlord and the heroes have a really hard time.

7. Hints for the heroes
So what can heroes do to make me feel at least a bit uncomfortable?

-The group hast to be balanced in their attributes (a whole low willpower group? Wet dream of mine)
-FOCUS. ON. THE. WINNING. CONDITION(s).
Oh cool you killed this Sentinel behind your Team? Nice. You just lost one round of coming closer to the
winning condition.
-every character has at least 4 movement points
-get a condition remover & healer
-get skills that give you extra actions
(Advance, Whirlwind, Fleet of Foot, Blast, familiar, ...you get the point ;-)
-Lindel (really - that's a fucker. Even without a class he's nearly unstoppable movement wise.
He is also nice to have for attribute tests in quests)
-Mess with my cards (Marshal, Wildlander)
-Search as much as possible

So that was a long one. Hope you enjoyed and got something out of it.
If this post starts a discussion or something comes to my mind to add I'll edit it in this post.

Cheers
Thalim

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Our OL gets steamrolled

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by PLiddl

Hi guys.

So here's the deal. We're a gang of 6 friends, playing games every few weeks. Descent 2nd Edition is one of our favorites, because reasons.
Up until now we never finished the Shadowrune campaign, played it three times around half way through.
We own Labyrinth of Ruin and Prophecy of a new beginning set.
We're not the experienced players, but we're not complete newbs either.
We switch OL from time to time. There are mainly two players (one of them being me) who play OL.
So. Thats what I can tell you about us and our recources.

Our problem. Our OL gets steamrolled.
Now I know what most ppl will tell me: look at objectives, don't go for hero kills, save OL cards for 2nd encounter, etc.
We've read through a ton of guides (there are great ones here! Thanks for that!) but most of the time we just said: "we allready figured that out!".

We choose monsters carefully.
Looking to blocking heroes.
Focusing on the objectives.
Using conditions.
Moving away from heroes so they spend their fatigue.
Hinder their movement.
Consider their attributes.
etc.

So what I want to say is: We know how to play the OL. Its not like we never played the game or just picked it up just yesterday.
The problem is, that whoever plays the OL just has no chance against our heroes.
We even gave our OL some perks.
For example. The OL doesn't 'spend' his XP. He has an XP pool and at the start of each adventure, he chooses cards accordingly to his XP.
We sometimes alter situations to favor the OL on the fly, because it's not even any fun for the heroes anymore.
ALL of us sit at the table and try to figure out, how on earth the OL should win the adventures. Every adventure is a struggle for survival for the OL while the heroes just kinda...kill everything that moves and do the objectives along the way.

Especially the first round puzzles us. Doesn't matter if we take few strong monsters (shadowdragons) or many smalls (spiders), to block the way, after the heroes first round everything is dead. And as I mentioned, we're no blockheads. Of course we spread the monsters out, etc. But still they are dead and thats that.

And with every adventure our heroes just get stronger and stronger. The last two adventures the OL won, because we screwed around so long until he actually had a CHANCE. No one was satisfied with it, because it didn't feel like a win for the OL. We handed it to him, as a group. And even though he won more adventures, our heroes just got a bit lucky with search cards (got trasure chest 3x) and shop cards, they grow in strength so massive that it's no real fun anymore, for anyone.

At the moment we consider buffing the HP of all monsters and allowing the OL to intermix Arsenal I and II.

Seriously. We don't know what to do.

Again: It's not ONE player who is to stupid to play the OL. WE as a GROUP just don't get, how the OL should win against a well balanced, well built group of walking deathmachines.

I really hope you can share some insight.
And I hope you spare us the 'Im so great that I win every game as OL so you're just losers.' stuff.
And yes, we are thankfull for links to all those OL guides out there, but we probably read most of them. As said. We understand the basics + some advanced stuff.

We're looking forward to your replies. ^^

Kind regards
- The Table Flippers (yeah, that's our group name =D )

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Serena (the hero) as a Disciple with Radiant Light

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by Vecha

Hey there!

When reading the forums about the best character/class kits for a Healer, I always stumble across people fancying the Spiritspeaker's skill Tempest.
Sure, Tempest is a cool skill dealing some damage without a defence die for the monster. And you heal your pals.
But looking at the Disciple's Radiant Light, I'd rather fancy that one. You reach every monster in line-of-sight which can be across the whole map! You roll a red power die which is more than two mean damage. The monsters can't roll defence dice! You don't need to roll for a test.
And if you're playing Serena as a hero (http://descent2e.wikia.com/wiki/Serena_%28Hero%29), you can play it twice per turn and cleansing big parts of the map from small monsters.
So your first turn could be move up to three, then move up to six using stamina and then rest. Survive the Overlord's next attacks (with some armor and shield). Then cast Radiant Light twice and laugh triumphantly.
Or do I miss something? Is there a snag in it? Why don't I stumble across people fancying Serena and Radiant Light? What is the meaning of this?? And given that, what is the meaning of life!??!?


Best,

Jakob (feeling confused)

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Ardus plus Kobolds

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by Thesanctus

I posted this as a suggestion in another forum, but was able to play Ardus Ix Erebus' plot deck during our gaming group's last session using kobolds to devastating effects. It won encounter 1 on the Trueshot quest which should not have presented a challenge for the heroes. Thematically it is very fun, and is entertaining to watch heroes deal two or three times a kobolds health to each one, unable to cut them down fast enough. Highly recommend this combo for overlords.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Shared Pain (Spiritspeaker) OP?

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by Sargeras777

This ability just simply cuts right clean through all of the numerous ones - the Goblin Archers, the Cave Spiders and even the Barghests. And it has a quite low cost of just a single Fatique token and is a Lvl 1 skill meaning the hero's definitely gonna get it immediately after the tutorial.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Shadow Vault Strategy (and other tips for an Overlord)

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by Phadin

This is my first campeign as overlord. So far I've done okay I think... managed a win on Death on the Wing and actually came close on Castle Daerion till the dice got in the way. (two failed throws and two failed grabs in a row)

However, I'm facing down some very effective heroes heading into Shadow Vault where some of the most useful strategies, such as Dominion/Dark Charm, will not work.

the lineup:
Jain (Thief), with Water Walking Belt, Tumble, and theive's Lucky Charm
Reynhart (Champion) (has store bought lucky charm)
Astara (Runemaster) (has Exploding Rune, Runic Sorcery)
Andira (Disciple) (has Fortune's Dice)

If you know the heroes, the first thing you will note is all the heroes except Jain are sporting 4 Will. Jain would normally only have 2, but the Belt gives her +1, and she can use Lucky Charm. Against these kinds of numbers, I don't even bother keeping Dark Charm in my deck, and I generally avoid using any abilities or creatures that depend on Willpower checks (Zach's Dominate, Bahgrest howl, Disease condition)

My advantages:
Shield of Zorak's Favor (Baron can use it till his first defeat)
2 Web Trap cards in OL deck.

I know the group is low on might (Rey has 3, others are 2 or 1). I bought Web Trap because of that... and won Death on the Wing because of that. I'm not sure how to seriously leverage it however. Once they get to the rivers edge, it seems like Jain has a good shot to dash to victory with her heroic feat (web trap won't stop it). Andira does have the condition clearing card for her healing as well.

We don't have any plot decks or the like, but do have a number of expansions. I have a good selection of available monsters, but I'm not sure what to use to try and maximize my opportunities to try and down the heroes and get the casket, preferably before Jain can rush past the monsters at the rivers edge and beyond.

My thoughts in terms of monsters include Demon Lords, Hybrid Sentinels (they would get bonus damage against 3 of the heroes), Windegos, or Shadow Dragons. I'd go for a group of smaller high damage monsters like Sorcerers, but Astara with Exploding Rune (with pierce 2 surge effect on her default weapon) could easily wipe them out. With Andira's ability, the more damage I can get out of a single hit, the better.

My concern is three of the four are very effective builds. Jain is a speed demon with Tumble, so blocking is relatively useless to stop her. Even in a turn where Tumble is not available or the entire party needs to pass, Astara can move monsters out of the way once. Andira's ability makes going for mass attack with abilities like Firebreath very painful for me. Rey is the only one I'm not particularly concerned about. He's good at dealing damage, good at absorbing it, but that's about it. I expect him to drop valor tokens on Astara and Jain regularly.

I anticipate they might leave Zach alone, given he has the shield and they could eat a lot of damage trying to defeat him. They avoided touching Alric in Castle Daerion when he had it. I also don't see Zach as being much of a threat to them. Dominate is worthless, due to high willpower, and dropping a condition on someone will just get purged by Andira. If he gets too annoying, Astarra can hang back, drop an Immobilize condition on him (Runic Sorcery), then teleport to catch up with the group. It really comes down to what some good monsters are, and how I should engage them. I'm looking for tips and help in this.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Gryworn unleashed

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by Vitezslav

Hello everyone!
I am going to play "Gryworn unleashed" finale and want to get some advice to maximize my low chanses to win...

Opposing heroes:
Syndrael, berserker with Star of Kellos, Grinding axe and chainamial
Ashrian, disciple with Ironbound shield, Chainmail and Crossbow
Jain, wildrunner with Trueshot and Nerekhall plate
Quellen, geamancer with Rune of Blades and leather armor
The group has Bow of the Sky that most often is wielded by Syndrael and shadow tome.

I've won final quest (Ritual of Shadows) and have an opportunity to recombine my overlords deck (I have 8 possible exp), have Beltir deck with a lot of threat tokens. My relics: bones of woe, staff of shadows and the shadow rune. Beltir and Alric will both be present in first encounter.

The only thing I can rely on is double Dark charm that could kill Quellen at the start of second encounter. But a lot of cards are discarded by Jain's ability I am thinking of the use of Web trap that can stop Quellen and Jain.

Which overlord cards and which tactics can help me in such a tough situation?

PS We use only base game, shadows of Nerekhall and Lair of the Wyrm.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: OL needs a little help :)

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by xxfumaxx

As an introduction i have to say that this is our fifth descent campaign, three were won by the heroes so they think descent is a almost easy game for them to win. Thats the second time i play as a OL and so i want to made it a little more challenging for them.

Yesterday we startet the heirs of blood campaign with 4 heroes. I won the Intro almost, but the heroes got all the search tokens and one monk.
In siege of skytower i won too but the heroes got again a lot of search tokens.

The stats until now are:

Heroes:
Andira Runehand - Spiritspeaker: Tempest
Ravaella Lightfoot - Conjurer: Many Friends / Rune Plate
Reynhart the Worthy - Skirmisher: Unrelenting
Lindel - Stalker: Exploit / Bow of Bones

Overlord:
Basic 1
Call of Raven, 2x Nettrap, Refresh
Plot Deck, Trystain Olliven

Since the heroes are high on willpower it seems it's not the best idea to buy shadowmancer cards as i have planned. I'm not sure in which cards i should invest, and which i should discard in the incomming quests, in siege of skytower i discarded poison dart and worth of pain, they seem very situational for me.

The hero's are also high on HP and ravaella has yet 2 defence dice's which will get stronger when she buys a rune ^^

What bothers me too is how i can slow down the heroes now, i can imagine that small monsters die very fast now because of Andira's hero Abillity and tempest.
On the other side Lindel with Exploit / Bow of Bones has already 4 dice's when he's not moving so my big monsters won't last long. To suck of his Endurance seems to be hard with his stats too...



Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Reanimate Monster Group

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by lpdustin

My wife and I are working through Shadows of Nerekhall right now (me as the OL), and in our latest quest I decided to bring out the Reanimates for the first time. Oh man did they wreck. They were so effective I was trying to help find a way to kill them off. Eventually we both decided she should just run, but each turn I would surround the heroes easily again. In the end I won, and it wasn't even close. Note: we're playing with 2 heroes, so even with the extra 'free' attack, she couldn't even kill one of them.

Curious how others have found the best way to deal with this monster group? It seems as though the best solution is to split up and just run for objectives.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Heirs of Blood: Mission 1 - Acolyte of Saradyn; Heroes Need Help

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by darkmagi

Just got descent, so I don't have any expansions or anything, and I am playing Mission 1 as a standalone game (no campaign).

I can not for the life of me win with the heroes. I am playing with 3 Heroes and since it's a one off scenario I need to defeat the wargheist(spelling?), but I can never come close to killing all 3 before the OL wins.

The villagers are useless since it's not a campaign so I just ignore them right?

Characters are any random 3 from base game.

I need help...

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Minicampaign balance

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by Tseims

Last night we played the first encounter of the LotW-minicampaign, Gold Digger. Me as the Overlord got 4xp and 4 threat, while the players all got 4 xp and 100 gold. I picked the Basic 2-deck and Verminous for my plot deck, and bought the one card that gives Skittish to my monsters by spending threat. I picked Dark Minotaurs and Harpies as my open groups. The heroes were Reynhart as Champion, Arvel as Thief, Dezra as Necro and Andira as Bard.

On their first shopping step before the encounter, they bought Mana Weave, Bow of Bone and Djinn's Lamp. Travels were a no event, an all-party test which they all failed to give me 4 more cards for my starting hand, and the knight duel which the heroes won to get the Bard a new sword.

They absolutely devastated all my monsters and even spent time just hanging around before triggering Valyndra's descent while one of them grabbed the remaining search tokens. I killed only 2 of the miners due to poor rolls before Valyndra got brought into the field. It took only 2 turns for them to hurt her so badly, that I just decided to screw the miners and use all my cards to bring even one of them down. I barely managed to down their Bard with 2 Dirty Fightings, a Flurry, a Mental Error and a Blood Rage. They had Andira, so Valyndra got killed by her ability before she could make the second attack granted by the Blood Rage. I lost by a large margin and only got 1 threat to make up for it.

We decided to end playing there, but it got me thinking: Did I make some huge mistakes or are the minicampaigns in favor of the heroes? That much xp and gold makes the heroes way too strong for the act 1 monsters. I remembered to reinforce and drew a card at the beginning of my every turn. Thoughts?
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