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Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: How important is the healer role?

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by Tumpas

Hey, so this is what happened. We had all the roles filled and were going to play against the app. But it was too hard to read the app on a phone, so we decided against it, making our healer the overlord instead.

We still won the first scenario, but I was wondering how important that healer role is? Should I (the Thief) switch roles, or are we fine without a healer?

While I don't like minmaxing and finding out how other people have calculated things, I also don't like losing. So if it's not a big deal, I'll just go on as our scout, but if it IS a big deal, I don't mind convincing our overlord to let me switch to healer either. Though now is the time, since we'll play our next game wednesday.

So. Like the Subject line says - how important is the healer role?

We only have the base game, if that matters. berserk, necromancer and thief. I (the thief) is only one possible to go healer instead.

And to add on to this question - we get to decide which quest we go on next. are the quests even, or is there an obvious risk/reward there that I'm missing? or even one quest that benefits the players more than the overlord?

Thank you!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Overlord's cheap tactics

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by pan_antono

Hi everyone!
Although I am following the boardgamegeek community for a long time, this is my first post. I 've done some research but couldn't find an answer... Can the Overlord place his monsters on search tokens so to prevent heroes from claiming them (thus, heroes should kill the monster first)? And if so, can the Overlord place his monsters on other types of tokens for the same reason? I was thinking of "The Baron returns: encounter 2" quest of Heirs of Blood campaign and the special vats that heroes have to tip over so to enter the room where the Baron is. If the answer is positive, that means that the heroes can do the same thing on the cauldron so to prevent the baron from adding afflictions (assuming they have entered the room)?
If there is another thread on that topic that I have missed,I apologize!
Thank in advance!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Medic! Our group needs a healer....but which one?

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by Flow25

Hello everyone,
I'm usually playing the overlord and got finally the chance to play as a hero.
Our group consists of:
KARNON - the berserker (classic tank)
ASTARRA - the conjurer (mobility and utility)
VYRAH - the shadow walker

...and...
Me: LINDEL - the disciple monk
We just started the Mists of bilehall campaign played the first two levels but I'm afraid that our group will get wrecked, if the healer fails, cause It's quiet a damageish campaign so far...
So I thought about using a more healing focused class, especially because I can't use the 3xp Skills of the disciple.
Btw I chose Lindel for his amazing stats and ability but am afraid of a lack of healing...
So any thoughts or recommendations?

Greetz

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Best Items for Syndrael the Knight and Avric the Disciple

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by kyrsk

I am about to start a campaign in the Road to the Legend app and have decided to go with a group consisting of Syndrael as a Knight, Avric Albright as a Disciple, Jain Fairwood as Wildlander and Leoric of the Book as a Runemaster.

I would like to ask a question about equip/items for Syndrael and Avric.
For both of them the starting items are a one-handed weapon and shield. How would that work in the campaign? Would be both of them "competing" for the best shield and one-handed weapon? Or are there other better items for these two heroes and classes?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Where to find netdecks

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by CaptLudd

I only play solo or coop using RAOV or the app. Early last year or the year before I came across a thread either here or elsewhere that had several net decks laid out and I enjoyed them, unfortunately not writing down or favorites marking to find them again? Any help appreciated. I have no interest in deck building but find just 1 deck usually easier to beat for a good well rounded team.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: New overlord desperately needs advice (Heirs of Blood)

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by Skysaber

I apologize for the wall of text, but I feel like if I don't explain how I've been playing I won't get any useful feedback. I tried to look and see what advice was already available, but most of it is utterly useless "use the whatever beasts from obscure expansion #13" type stuff.

Some friends and I have just begun playing Descent after someone else ordered the game from my local shop and never picked it up. Since I'd heard it was good, I bought it instead. I have now played the first two quests in the "Heirs of Blood" campaign, and I do not understand how the overlord player can ever possibly win. The heroes are so utterly dominant that they need almost no coordination or strategy at all. I know this game is highly rated, and I want to believe I'm just doing something wrong, but I can't see how I could be doing anything differently.

First the heroes: Syndrael/Berserker; Leoric/Runemaster; Tarha/Necromancer

The first quest is the introduction. I'm given goblin archers and barghests. If I keep the goblin archers in a certain area for long enough, I win. If the barghests die, I lose. Simple enough.

My overall strategy is to hold the barghests in reserve and charge the goblins into the area I need to hold. The heroes immediately split up. Syndrael runs one way, Tarha runs the other, and they both start grabbing search tokens. They didn't look at the search deck before we started and wanted to see what was in it. Leoric complains about having to fight off the goblins by himself, so Tarha leaves her reanimate as well.

By the end of the quest, the heroes will have named the reanimate Lurch.

Leoric and Lurch do a pretty decent job of eliminating the goblins once they get there, but I'm still making slow progress. Once I get within two turns of winning, the heroes decide to figure out what it was they were supposed to be doing this whole time. "Killing the dog things? Oh, I guess we should get on that."

Leoric and Lurch kill the remaining goblins so I don't win immediately, Syndrael double moves to regroup with them, and Tarha decides to go fight all the dogs herself.

My turn. I move my goblins down to objective area, ensuring I get progress for this turn. Then I charge Tarha with the dogs. They surround her and knock her out.

I'm feeling pretty good going into the next hero phase. At the end of this phase, I win. The heroes have not damaged any of the dogs at all, and one of them is knocked out.

Syndrael uses his heroic feat, moves up to the dogs with Leoric, and attacks twice. Leoric uses her heroic feat and attacks every dog at once, then revives Tarha. Tarha summons Lurch (because stamina potion), and then uses his heroic feat to attack twice, and then Lurch attacks. All the dogs are dead. I lose. It took them one turn to complete the objective, two if you count moving. And they got every search token.

That's fine, I guess. Luck of the dice, right? That's what I tell myself.

Between quests, another hero decides to play. She takes Ashrian/Disciple.

The heroes agree to do Siege of Skytower next, even though it seems like the overlord has more to gain, as a concession for having added a hero mid-campaign.

This quest introduces two "open" monster groups to the overlord. However, there are only three monster groups in the set that can legally be used. The zombies' slow movement seems to make them uniquely unsuited to the task at hand, so ettins and flesh moulders it is.

The overlord objective is to get the moulders, goblin archers, and Sir Alric Farrow off the map through the exit. If the heroes can stop me from moving enough monsters off for eight turns, they win. There are also doors they can shut with some levers that block my path, but only one at a time.

My basic strategy is to block the path to the levers with the ettins, reinforce them with the flesh moulders (who can heal), and send the goblins through the side paths. I'll get as many goblins as I can, along with Alric if possible, out before the gatehouse gets taken, then run the moulders to the exit from there. I also get some cave spiders that spawn behind the heroes, so I'll have them block their movement around the gatehouse and try to hurt the mages a bit. It seemed like a good plan at the time. It was a complete disaster.

Syndrael immediately runs off to grab search tokens. After their last victory the heroes have realized that only half of them actually need to worry about the objective if they start on it early, and they've had a taste of the shop items now.

Leoric and Tarha obliterate the ettin minion in three attacks, and Ashrian grabs the first lever on their second turn. Short of using stamina to move, she couldn't have gotten there any faster if I hadn't bothered with the ettins at all. The spiders set to work on Tarha, but they are so weak that it takes them four turns and eighteen attacks (18!) to inflict the eight damage they need to kill him (the heroes started with two damage from the travel phase).

On the third turn, Ashrian pulls another lever, realizes only one door can be open at a time, and decides the lever-and-door mechanic is pointless. She spends the rest of the game grabbing search tokens.

Leoric, Tarha, and Lurch easily destroy nearly all the moulders before they can get through. Then they destroy three of my four goblins on the next turn. Eventually I manage to airlift Alric into the area, and he and the spiders, who have finally finished with Tarha, manage to down Leoric in two turns. It only takes them eight attacks this time, so I guess that's better? At this point, Syndrael decides to come back and help, and remembering the barghests from the previous campaign, Alric decides to leave.

The rest of the quest consists of Leoric, Tarha, Syndrael, and Lurch using their seven attacks to completely annihilate anything that gets close, while Ashrian cleans up the rest of the search tokens. I am completely powerless to do anything. I lose again.

The heroes now have over 600 gold worth of stuff, as if they weren't already un-killable murder machines.

I could probably stand to lose these games if they felt competitive. After all, I'm new at this and don't really know what I'm doing. But the only times I've ever been able to advance an objective is when the heroes haven't been paying attention and basically just let me. They know now that it doesn't matter, because they can completely shut me down if only just a few of them actually focus on it, while I can barely impede them in any way at all. The game has no consequences for them screwing up or screwing around, whereas quests become unwinnable for me at the slightest miss-play.

What am I doing wrong?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Trials of Frostgate

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by drenos

I recently got the DLC Trials of Frostgate. So far I've only played Trial of the Bear. I got to round 20 with 3 heroes, but only to 12 with 4 heroes.

What has been your experience with Trials of Frostgate?

Which trial is your favorite?

Are there any specific hero/classes that worked well for you, or ones that should be avoided?

Are there any team comps that you find to be successful? And what's the best amount of heroes?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Tips for playing Avric in a RtL campaign?

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by Covetouscash64

I'm about to start the RtL Kindred Fire campaign with my family. We only have the base game.

Our party will be:

Grisban the Thirsty (knight)
Widow Tarha (runemaster)
Jain Fairwood (wildlander)
Avric Albright (disciple)

I'll be playing Avric and would appreciate any tips other users might have.

From playing the tutorial, it seems wise for me to conserve stamina/fatigue as much as possible to power my Prayer of Healing.

The 'stun' surge effect on the Iron Mace doesn't seem terribly useful against the app, but I imagine it could come in hand to stun bosses/master monsters and then use stamina to move away from them afterwards (thus denying them a round of attacks).

Any other tips?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: First adventure (Saradyn accholite) - is it even possible to win it?

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by torakikiii

Hey there adventurers!

I finally put on the table Descent, so to be sure to get the feeling and understand every bit of it before playing it with my group.

I set up the first adventure, and for the sake of trying everything I am the player controlling 2 heroes and I am also the overlord.

I incorporated the rule that gives me a free (normal) attack over the 2 other actions and I do keep in mind that I can heal 2 if I don't use the free attack.

Now... 2 guys versus 5 guys is already a challenge, but hey they are heroes.
My biggest concern is that the winning condition requires that the heroes kill the 2 barghest, while keeping an eye where the goblins go otherwise it will end in 4/5 turns thanks to the double fatigue tokens of the overlord.

Let's say I'm a mean overlord (and of course I'd!) and I just keep running back and forth with the barghest. After all they can do 2 actions and they can move a whopping 8 spaces per turn. Not fun but effective.

The map is made as a loop... how in the world can my heroes reach the dogs in this case, while stopping the goblins too? Moreover I have some OL cards in hand that let me move further.

Am I missing something? I know a good DM/OL should not play hide and seek but create a nice experience for everyone, but still...?

Thanks,
Ivan

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Stun-locking Lieutenants

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by ChrisSmith4773

Sorry if this has been posted about before.

I'm playing the Overlord in our campaign with just the base game. We're all having a lot of fun, but if there's one thing I find frustrating, it's how easily the heroes can neutralize a lieutenant or other powerful monster with Stun and Immobility attacks.

It's very easy for them to spend an action every turn and take a powerful figure of mine right out of the action. I've checked through all the monsters and overlord cards, and I can't find anything that removes conditions.

We're at the finale (I know, I should have wrote this ages ago) and there are a couple of lieutenants that get replaced by a monster group if the heroes have won certain scenarios. I feel like I'd be better off with the monster groups, which seems really wrong to me. It's just too easy for them to deal with a single figure.

Has anyone else had this experience?
Am I missing something?
Would it have killed the game designers to have included one Overlord card that could remove conditions?
Is it too late for me, or can I turn the campaign around with only my second scenario victory?
Was Infinity War the best MCU movie yet?

Cheers!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: How to have Fun as an Overlord?

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by Devils_Advocate

Hello there, a new Overlord has arrived in this realm... only to be welcomed by Heroes who defeat him faster, than you can say "Descent" .

I did some research, so I won´t make it another "OL whining about Heroes being OP" Thread.

I just wanted to come and ask you guys for some tips and tricks, how I can have a more enjoyable time getting through the quests. Because getting snowballed into oblivion, is kinda not so fun.

We have currently finished the Introduction as well as 2 Act 1 Quests of the Heirs of Blood Campaign. We are only playing with the base game.

So far I only managed to win the Introduction, because everything was new to the players, and they had no equipment or spells to speak off.

Rellegar´s Rest was won by the heroes hands down.
The only semi-win for me, was in The Baron Returns in Act 1, I managed to get my hands on 4 of the 6 phioles. But I got literally blocked off in Act 2. Not only did the heroes just use all their stamina to position 2 of their heroes next to the adjacent door (we played it so, that I could not go through them, which should be the correct way? ) , but RNGesus was also not on my side. I rolled 1 X, and on half of my roles I had no surges, so I had to spend a phiole only, so that the heroes would do the same >_> .

In the end, I got a bit too greedy, instead of running away back to the cauldron, I attacked one hero, hoping to kill of that hero and hoping for a dash (which, I checked the deck... it would have been Dash >.< ). Well the hero killed off Zachareth, with my 3rd group of monsters, spiders pretty much just waiting in the central room >_> .

The heroes have chosen the following Characters;

1. We have Leoric (with a Bullshit Aura >_&gt as a Runemaster. (Runic Knowledge, Ghost Armor, Exploding Rune) +1 XP.
They sadly managed to luck out, and have gotten their hands on the Mana Weave after the first Shopping Phase >_>
His other equipment includes; Immolation.

2. We have Jain Fairwood as a Wildlander. (Nimble, Danger Sense, Accurate) +1 XP (Probably will choose Eagle Eyes next)
His Equipment includes the Staff of Light, and in the latest Quest they got lucky to draw the Treasure Chest and he has managed to get the Elm Greatbow, which greatly helped them win against Zachereth )

3. We have Grisban as a Berserker (Rage, Charge) +1 XP.
He has the Chipped Greataxe, but is usually the one equipped with the Chainmail.

4. We have Avric as a Disciple (Prayer of Healing, Cleansing Touch) +2 XP.
His Equipment includes; Iron Mace, a Wooden Shield & Heavy Cloak(this one changes hands frequently though)

Me, as the Overlord I have won, the Introduction, and lost the 2 Act 1 Quests, so I am sitting on 4 XP.
Apart from the starting OL Cards, I chose Blood Rage, Bloodlust (we were unaware, that you need 2 Cards, to get 1 "Lvl 2" ) in my last Quests.

Our next Quest is going to be Caladen´s Crossing.
The Heroes have 400 Gold, as well as their XP yet to spent.
Since we are all fairly new, we all did some rule errors and such. For example, I was only informed about the game actually having a "Travel Phase". (I do not own the game, but I am usually the one who does the evil guy) , so not sure, how that would have affected our game sessions.

From what I gathered, things which I should improve is, to try not to attack the heroes, but let them come to me, so that they at least spend Fatigue Markers. (which believe me they do. Starting from Act I, all they do is spend Fatigue to move to get at least one Attack in their first turn >_> )
I should switch out Warlord, and get myself some of these nasty Webtraps from Saboteur. (We also falsely used 1 Black, and Brown Die for Attribute Tests)

Since this is the 1st time all of us, use the Quests, my Open Groups, were maybe not ideal.
I chose Barghests in Relegars Rest in Encounter 1, and chose Zombies(I thought they were fitting ) in Encounter 2.
I chose Merriods in The Baron Returns in Encounter 1, and chose
Goblin Archer, Cave Spiders, Flesh Moulders for Encounter 2.

I placed the Flesh Moulders onto the Lair, the Cave Spiders in the Great Hall(which sadly saw no use ) and the Goblins onto the Armoury.
Half os my Flesh Moulders got taken out, in the Heroes first turn.
The only useful thing I got out of them, was that the Master healed Zachareth once or twice.(should have maybe placed them in the Great Hall, so that I could have repeated the healing )
My Goblins tried to flank the heroes by going around eastwards.
They managed to take out Leoric, since they split the Party.

I should maybe add to that, that the heroes did not go for tipping the vats. Like I said, they tried to metagame and pretty much munckin everything. They blocked off Zachereth, and they wanted to not tip of the vats, because that way, I could not use my spider minions.
They instead went for the Search Tokens. Since they split of Leoric to get the one in the north I managed to kill him off with my Goblins. The heroes were on the other side of the map, so he was pretty much stuck. Sadly they did not let me farm him for OL cards ^^ .

Since I needed to get conditions, I was pretty much forced to go through the next door and try to get line of sight to the heroes. Once I was no longer in the Great Hall, they tried to kill me off. The first time I lost some HP, but like I said earlier, they lucked out, with the Wildlander getting a Treasure Chest and picking th Elm Great Bow. He then proceeded to "crit" me 2 turns in a row, and won that round .

After all this explanation/rant, I would like to hear your suggestions, how I can make Caledens Crossing a bit more challenging for them, so that I can also have at least a bit of fun, and not just watch them plan out their best possible turn, and watch half my monster disappear in the first 1-2 turns .

From how I understand the Quest, in Encounter 1, I pretty much want to get my Goblins inside the House/Cabin, as well as in the space between that, so that I can hurry up, the Fatigue Marker Production.
I was thinking of using beefy Monsters to block of the space, so that my Goblins could heat up the room, each turn.
I was thinking, Ettins to block the heroes from killing of a single goblin, who would provide an additional Fatigue Marker each turn.
As my 2nd open Group I was thinking of Merriods, to maybe immobilize the heroes.

Now for some Rules Clarification.
Do I understand it correctly, that a hero can douse a Fire Marker, by simply going into the door and using an action, since he is on the tile, or must he stand adjacent to the fire marker? Also in case it means, as soon as it enters, does that in turn mean, that I can just place a Goblin inside the House, and get the bonus fatigue?
Does one of the Fire Marker or both of them get turned face down, when doused?
Does a Hero have unlimited uses of the water bucket, or is it discarded after that one use?

What do you guys think of my plan up to now?
Do you have tips, how I can try to get an edge against the players?
I don´t mind losing, but I would at least like to have a possibility of winning, and not just watch how each turn, the Wildlander, decimates my Hand, and Leoric either blasts my Minions to hell (I already have to think twice before placing them, so he cannot aoe them :/ ) or he just uses his starting pierce 2, to kill off my beefier monsters

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: An overlord journal of Heirs of Blood

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by Eliadann

Hi all,

It´s going be my first approach to a Descent campaign (I played a couple descent scenarios as hero a year ago) and I´ve decided to write up a journal of my experience. I will be editing this first post with quest reports, doubts, considerations and suggestions out of my experience.

My group consists on:




Biggest concern I have with this group is the amount of spaces they control thanks to reanimate and wolf, as well as number of actions thye have per turn.

On their weaknesses, I will need advice of other experienced OLs, but so far I see that OL cards and monsters that put might and willpower to the test are going to hurt them.

I have already done a list of OL cards I would like to purchase along the campaign. Taking into account that I cannot purchase all of them, and I will have to take decissions throughout it, here is my wish list:



INTRO - ACOLYTE OF SARADYN

Party sets the prophet to escort acolyte and goes directly to save priests along with beastmaster, while necromancer and bounty hunter run up the river to face goblin archers. I do pretty good on scoring by running around and not wasting actions on attacks whenever I can make it to the scoring tile.

Then, I commit a mistake. The beastmaster is left alone on his way to the lair, and I decide to attack him with all my barghests. He´s got 12 hitpoints and a black defense die, so I am not able to take him down. Between prophet and him, they manage to kill one of my barghest next round, while the others chase down my goblins.

Second mistake I commit is to leave three of my goblins on the scoring tile, in the hope they couldn´t kill all three and I´d be able to double score next turn, but I am wrong. They kill all three and send up necromancer to deal with reinforced goblins.

I am so close to defeat with only a remaining minion barghest and a goblin archer that survived necro, when I draw a dash and I am able to score my last fatigue. I hope to learn from these mistakes.

Quest choice - Relegar´s Rest vs Siege of Skytower

I´ve decided with prepare Siege of Skytower. Normally I´d go with two encounters, I feel they have an edge for OL as you can save up cards and focus on wounding heroes for the second, but I prefer to risk on Skytower due to relic rewards. It looks more fun too.

My choices of monters are Giants and Hybrid Sentinels. I feel the sweep ability of master giant will be devasting on this six-figures group, along with stun considering their attributes.

Hybrid Sentinels Prey on the Weak ability triggers on three of the four heroes, so they are going to be a big threat too. Report next saturday.

Thanks,

- Elia

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: What are we doing wrong - heroes keep losing

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by pswartzell

So, based on everything I've seen, this game is supposed to be weighted heavily toward the heroes. Yet, in our group, the heroes win maybe 25% of the time. The last 2 weren't even close games and the heroes were completely crushed.

Our last game:

We played "Armed to the Teeth" from Lair of the Wyrm. We had 3 heroes. OL chose Merriods, Golems, and Ironbound for his 3 open groups. The OL's goal is to get Splig to the exit. Splig can only move once per turn until he "wakes up", but he manages to do that on his second turn with a lucky role.

A common tactic, the OL has arranged his Golem in the tiny cabin so we can't get past. It takes a couple of turns to defeat the Golem and by then, Splig has a huge lead. We finally get past, but then the Fire Imps and Merriods are awake and again just form a giant blockade. The Heroes try to run around them with limited success and two of them are killed forcing them to waste time standing up.

The rest of the game is basically the heroes trying to stand up and getting knocked down immediately while Splig runs on his way. At the end of the game, the heroes had managed to get one shot off on Splig, never coming close to actually killing him.

The Heroes were Reynhart (Beastmaster), Ispher (Disciple), and Ravella (Geomancer).

Any ideas? I have no problem losing, but the last 3 games in a row have been similar with the heroes not even getting close.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Heirs of Blood - Monster choice for The Baron Returns

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by Eliadann

Hi all,

My pick will probably be Dark Priests to stick with the Baron Zachareth, for two reasons.

1) They all have a ranged ability that reaches 5 spaces, meaning heroes will have to waste a lot of actions to get rid of them;
2) Master priest can heal the Baron, and heroes win if they defeat him;

Which monster group would you pick to guard the Baron?

- Elia

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: 3d Printable Conditions card/tokens tray


Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: My Act 2 top monsters

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by Eliadann

For most monsters, the correct answer to question of if they are top or not, would be "depends". Depends on what? Quest objectives, heroes items and skills, party playstyle, and sinergies on your monsters to achieve your objectives. However, there are a few objective criteria to select a monster in act 2, such as the boost from its act 1 version, and its stats standing next to rest of act 2 monsters. Here is my wish list, ranked (more or less) in order:

1) Giants. The absolute king of the list. A lot of health, very hard hitter, black dice on defense, and most important, stun ability on both, and potential AoE stun on master giant. In a game about actions and fatigue, this monster able to take actions off the heroes is a killer. Always good no matter the situation

2)Ynfernael Hulks. Very hard hitter, with master able to deal huge damage to a single hero with charge ability and great mobility trough bloodrush.
Situational pro: with knockback ability, they can move heroes into hazard spaces, stop them from reaching objectives, isolate them to nullify sinergies or kill them alone. Useful very often.

3) Manticores. Best ravaging monster in my opinion. Ranged attack very hard hitting through high pierce ability.
Situational pro: if the heroes do not have strong ranged attacks, or if the map allosw to play seek and hide, or shooting across chasms.

4) Hybrid Sentinels. Great defense and mobility through fly, positional play. The fire breath ability on master poses a a threat to heroes and can force to change their positional play to avoid this this.
Situational pro: a weak group, susceptible to prey on the weak ability, and quests where monsters need to block and discupt heroes movement

5) Golems. Very hard hitter, huge and and inmune to piercing. The perfect blocking monster.
Situational pro: if the heroes have heaving piercing weapons, and quest objectives requires to prevent heroes from reaching certain areas through narrow passages

6) Ironbounds. Great health and defense, inmune to piercing very hard hitters and a unique ability: protect. Do you need to keep alive a liutenat, a master Hybrid Sentinel or a Giant for next turn? A tactical ability that can be a game changer
Situational pro: a party with heavy piercing weapons, and a quest with key monsters and liutenants as explained above

7) Dark Minotaurs. This one can infect with disease a whole group just by moving. Moreover, is a very hard hitter with dice and high pierce.
Situational pro: is your group weak on willpower? This one is a fatigue killer

8) Ice Wyrms. A lot of health, heavy hitter, heavy defense, great mobility and unique ability (entomb)
Situational pro: if the heroes are weak on ranged, Ice Wyrms are better. The ability of entomb can cost extra actions to the group and prevent a hero from using actions for several turns

9) Plague Worms. Unique mobility, very high defense, ability to move heroes and fatigue them and master setting conditions
Situational pro: if the heroes movement is a factor to quest objectives, if they are weak on willpower (disease).

10) Ferrox. Very hard hitters through dice and pierce. High number on the number so great tractical options
Situational pro: is your group weak on willpower? All monsters set disease, a fatigue killer.

- Elia

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Battlemage Skirmisher

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by M Cotton

This is a bit of a silly character build, but I was thinking Ravaella Lightfoot as a Battlemage Skirmisher dual-wielding runes with a cloak and the first 4 xp spent on Planar Weapon, Runic Weave, and Back in Action.

So that's 14 health, 4 speed, 5 stamina, a black-die defense boosted by whatever double-use cloak, +1 surge with options from both runes, and plus 2 surge on one of the attacks each round. lol

Major downside is no strength. Will get poisoned and need a healer afterward to mitigate. Also very susceptible to traps.

...Thoughts?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Overlord strategies

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by KelseyMarge

What are some good strategies for OL? My bf got this game a few weeks ago and we're really liking it. Since he's much better at these type of games then I am he thought I would have an easier time being the OL so naturally I want to completely destroy him devil I was looking into the "Lair of the Wyrm" expansion and am interested in the 'Punisher' for OL. Anyone played this expansion yet and what are your thoughts on it? Also, any thought/ideas on game play for OL would be greatly appreciated! He's quite smart and I highly doubt I'll be able to win overall, but I'd be happy if I at least make him struggle a bit (why the Punisher is appealing to me).

Thank you!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: When does Orkell or a Skirmisher fit into a group?

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by Anatak15

I have the Shadow of Nerekhall expansion, and I just don't understand why someone would pick Orkell. Obviously you need a group that can survive on their own and heal him, since the brown defense die is just garbage. I guess the 5 stamina can be cool, but even then, I'd rather just be Syndrael or the dwarf.

Similarly, the Skirmisher... I feel like it's just a bad version of a berserker. You have to use more stamina dual wielding (making Orkell's 5 stamina the only way to play it), and throw in the fact that I ALWAYS roll an X when I use his ability lol (okay, not always, just when I really want it to work =P).

I'm starting a new 1 vs 1 campaign with a friend tonight, probably playing as 4 heroes, and I'm just wondering if there's any way at all I could fit either Orkell or the Skirmisher into the group haha. Keeping in mind my very limited collection so far (although we have also talked about picking up Lair of the Wyrm for fun before the campaign, if that affects anything lol).

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