Quantcast
Channel: Descent: Journeys in the Dark (Second Edition) | Strategy | BoardGameGeek
Viewing all 377 articles
Browse latest View live

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Dirty Tricks (Heroes)

$
0
0

by Ignipes

I'm starting two parallel threads called Dirty Tricks.
This one is with Heroes and the other with Overlords on mind.
Idea is to gather tactical moves against each other.
You are welcome to join.
I'll start...

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Dirty Tricks (Overlord)

$
0
0

by Ignipes

I'm starting two parallel threads called Dirty Tricks.
This one is with Overlords and the other with Heroes on mind.
Idea is to gather tactical moves against each other.
You are welcome to join.
I'll start...

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: The Overlord Revealed

$
0
0

by mournful

Which side is this balanced towards?

If it's towards the OL, my players are going to quit the game because of the ridiculous balance issues we've run into so far.

If it's towards the heroes, I'm going to sit around being frustrated for a couple hours.

I'm hoping this is one of the quests which they attempted to balance evenly.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Healer class, an absolute necessity?

$
0
0

by nekochen

Me and 2 friends have been playing 2-heroes + 1 OL game for about 5 quests, we did not pick a heal class and we ended up being killed repeatedly, thus said the OL won all 5 games rather easily. We started questioning if 2-heroes game is being balanced at all.

The most notable quest is Masquerading Balls, there is only 2 blue objective counters in encounter 1, so it's most likely that each side gets to rescue/kidnap one counter. As soon as one hero moves the counter off the map, the remaining hero (acting as dummy) gets gang-banged by the OL's minions --- very easily resulting in knockout. The hero that leaves the map now has a choice to either return and help the knocked out player revive, or just sit out until the OL feels like he has had his fun. The knockout hero revives next turn with 2-6 health just to get gang banged again... the OL pretty much sits with the blue counter at the exit, while drawing out the entire OL card deck, or until he feels it's too cheap to "farm" heroes like this.

Once again, in encounter 2, if the OL wins the first encounter (due to ridiculous dice roll), there is no point in playing the second. There is no way the OL will lose when Eliza can just dash (using card Dash) through 2 doors a turn, while the heroes gets trapped by minions.

Back to my question, is having a healer an absolute necessity in this game? or is it, in 2-heroes game? What about 3-heroes game, which we'll be trying next week?

Thanks.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: From the Ashes

$
0
0

by badgermaniac

Anyone have success playing this one from the hero standpoint? I have tried a number of times and just gotten hammered every time. The big decision seems to be whether to split up and each go for a different objective, or stay together and try to get at them one at a time.

The problem has been that the heroes just get overrun by monsters, and once they get knocked out, they just can't recover fast enough to keep up with the hordes of monsters that keep coming as reinforcements.

In the last game, I tried keeping the heroes in pairs but that didn't work any better.

Bottom line is that I have tried about 4-5 times and have never gotten close to winning. Thoughts?

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: The Heroes' Guide to Weapons

$
0
0

by Mercuric

Heroes have access to lots of statistics. The Weapon Analysis by [username=Nanokae] is exceptional, and great for determining your chance of reaching a certain damage threshold. However, what if you want to know which weapon is consistently better? Does your overlord like to throw Ettins and Shadow Dragons at you? Or is he swarming you with little creatures? I hope that the following information is unique enough that you find it interesting. These charts include surges (except for rerolling dice), but do not include skills.

I had a few surprises while compiling these graphs, and there may be some lingering mistakes in my excel spreadsheets. However, it looks fairly accurate, so I will now share my results, and correct any mistakes as I happen upon them.

Completed:
Average Damage compared with each type of Monster Defense

Awaiting Graphical Compilation (I just need to make these readable):
Chance of Special Surge Effects
Chance of Special Surge Effects based on Range
Average Damage for Ranged Weapons based on Range

Awaiting Computation (No guarantee that I will get to these, as the statistical enormity of it boggles my mind):
Average Monster Damage against common Hero Defense
Average Monster Damage against uncommon Hero Defense

I hope to include the expansions as soon as I can buy them. (Green dice? Nooooooo!)

(I will include a link here to the second post later, if there is one, if you wish to avoid a bit of scrolling.)







Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Frozen Spire - Encounter 1

$
0
0

by Kurblick

We're having some difficulty with the Frozen Spire - Encounter 1. The heroes have lost the last three games. Advice?

- We are following the rules that monsters are from Act II.
- Both the OverLord and Heroes have 3xp.
- OverLord uses Ettin and Meriod for Monsters
- The Ettin and the Meriod are blocking the way to the Dragonheart (Ettin first, and the the Meriod)

Hero Strategies we have tried...

Strategy 1:
- Jain
- Averic
- Syndral
Full on attack to the Ettin - no luck (not even close)

Strategy 2:
- Tombs
- Syndral or Ahrian
Full on attack towards to the Dragonheart. Tombs using his abilities and feat are able to move past the monsters and manages a couple hits on the dragonheart before the monsters catch up to him and taken him out.

Any advice?

Thanks

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Your best Hero Combination

$
0
0

by coobe

Hello guys,

i just wanted to share my thought on the best possible Party Setup for the game. Since i always play as Overlord, i give you the Party which annoys me the most:

Warrior/Knight - Nanok of the Blade
The black defense die is very nice in the early scenarios. The "free" surge is always nice. In Act2 you might want to consider getting an Armor though

Mage/Runemaster- Truthseer Kel
in my Opinion one of the best hero abilities a mage could have. Sniping from the back while the healer and warrior block everything in the way.

Mostly i think the Necromancer class is stronger than the runemaster, but with the option of seeing virtually everything this is the way to go here in my opinion

Healer/Disciple - Andira Runehand
One of the best Healer Tanks in Act1 imo. Needs good equipment in Act2 though

Scout/Wildlander - Tobin Farslayer
Nice damage output, decent health for a scout. Nothing fancy, but solid


Item priorities:
if possible get good Range weapons first (Runes/Bows), since the tanking is really solid with this setup. After that i highly recommend leather armors for anyone but narnok

Which setups do you fear the most as OL ? How do you like to torture the OL ?

Cheers

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Giants, Kobolds, and more...oh my!

$
0
0

by Grahamers2002

We just started playing with the CK and all I have to say is "Giants suck!!!" OMG!

In Fat Goblin I, we tried to kill the minion giant and then run through. However, we had a few low rolls and a few misses and he lived with 1 health. Then the giants backed into the hallway after the master sweep-stunned us all! With the full-health master in front of the pair, there was nothing we could do in one turn and the goblins were awya. The OL beat up on us a while to collect cards. It was humiliating.

I won't even get intot he "9 Kobolds, 3 of which split into 2 more when you kill them" whining I want to do.

Are all CK monsters like this?

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Tips for experienced players

$
0
0

by johnwoo

Hi,
First of all let me point out that my gaming group has a lot of experience with descent 1st edition (more than 50 quests+RTL).
We started our first campaign. We are playing a three players game.
I play as the overlord and my friends play as Jain Fairwood and Leoric of the Book.
The heroes managed to win the first 3 scenarios (introductory quest, castle dareion, cardinal's plight).
I decided to play this campaign focusing on the Warlord deck.
Leoric of the Book has the skill that any enemy figures within 3 spaces of him loses 1 hit point when they attack.
I need advices on how to act next.
1)Should I always pick ranged monsters as open groups? Barghests are melee attackers. But they have the howl ability which is very useful.
2)Which overlord cards to discard? I discarded the trap cards that test awareness, since both heroes have high awareness attributes.
Any other tips will be appreciated.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Best hero for Necromancer?

$
0
0

by Olavio84

Hello all-

My gaming group and I are about to start our third campaign this evening. It will be the first time we have played with the rumor cards...so we are all looking forward to that added randomness!

I am planning on playing a Necromancer this time around (I have been OL the previous two campaigns). I am already pretty confident about my skill choices, but am at a loss for what hero to play. Right now I am leaning toward Truthseer Kel or Master Thorn...

Have any of you played a Necro campaign style? Which hero is a powerful/interesting choice in your opinions?

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Worst Heroes?

$
0
0

by Ystradmynach

What does everyone think are the worst heroes for each archetype, and how would play them if you were forced to take them? My thinking is the following:

Eliam - I'm going to have to go with Glass Joe for warrior archetype, not just for being a front line warrior who starts with a brown defense die, but because attempts to equip him better interfere with his mediocre hero ability and speed. Most likely scenario is that by the end of game he'll still only have a brown and grey die in his defense pool.

If I had to play him, I'd probably run him as a berserker and make the best of being knocked down a lot, and probably get death rage, brute, whirlwind and weapon mastery.

Mad Carthos - His hero ability is basically getting at most 2 extra fatigue to use for a subset of class skills. Which would be reasonable if he didn't start out with 3 fatigue. Why wouldn't I just take a 5 fatigue hero instead and get another ability on top of that? His heroic feat isn't bad, but doesn't make up for the lack of a heroic ability.

Playing him as a Rune Master makes the most sense to me, as the first use of ghost armor will be for free, and iron will can help him with his low initial stamina.

Brother Gherinn - His ability isn't bad, and his heroic feat is pretty standard, but 3 speed and 3 stamina with 2 awareness means he'll spend most of the game huffing and puffing trying to catch up, especially if he wants to use a melee based blessed strike on someone. Plus, healer classes don't exactly have access to movement skills that warriors use to help compensate for this issue.

Probably the best way to go is to play him as a disciple, especially as your prayer doesn't take an action. Get time of need to speed him up a little, as well as cleansing touch and holy power.

Kirga - I just don't see why I would take Kirga over Ronan of the Wild who can give Kirga's ability to anyone and has two more stamina, or Tatianna if I just wanted a tough scout.

If I played her I would probably do so as a thief, and make the best use of her 5 alertness by getting caltrops and flash powder. Her heroic feat might make up somewhat for being slower, and otherwise she'd probably do the standard skill selection for treasure hunting.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Help choosing scenarios

$
0
0

by Dormammu

For a group that doesn't want to study the scenarios extensively ahead of time, can anyone give some basic recommendations on scenario selection?

Specifically, are there certain scenarios that heroes should prefer over others? Are there others that overlords should prefer?

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Conception of hero group: It's all about the support...

$
0
0

by Flow25

Hey guys,
I recently bought the conversion kit... and maybe you can follow me by saying: Who should we pick?!wow
There are jut so many ways heroes can interact and synergies can be made, that it is hard to generally tell "what makes a good group"soblue
So I looked at the class skills and chars and I recognized, that it's mostly about resource managment of ->Health and Stamina
And then it came to my mind that there's just one archetyp, who can really refill these: Disciple and Spiritspeaker
So if you got e.g. a more offensive support (spiritspeaker) or if you even don't have a support - you better get heroes with high HP. The other way around: if you got an healer-Disciple, other heroes don't need to focus that much on health and should rather get stamina points... or even noboday cares about stamina!
And this works aswell with your class-skills

So in fact it comes down to: What's your support like, and then everyone else adapts himself to it.

So to sum it up:
ArchetypGameplayConsequense Heroes
-> Supporter: Healer -> low HP Heroes
-> Supporter: "Fighter" -> High HP Heroes

About the classes: I also think that every class can be used very Stamina consuming or the Stamina saving. So that should be considered aswell.


P.S. I'm just talking about optimize Chars and Skills abilities: in many quests though speed may the key-factor, but this can be treated independently of the "Stamina/health-problem".

What do you think?

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Ranking the monsters

$
0
0

by Sarcasmorator

I see a lot of discussion about certain monster types (Shadow Dragons, for example), and about individual heroes, but not a lot about the monster lineup overall (unless I've missed a big thread or something). So I went and worked up a three-tier ranking for the monsters of Descent Second Edition (CK and LotW included), based roughly on their stats, abilities and what I consider to be their overall utility.

I haven't tested them all in the field, and this listing doesn't take into account which monsters may be more effective in certain quests — Razorwings when you really need speed as OL, for example — too many variables there. It's mostly meant as my thoughts on which monsters I'd be more likely to take as open groups if available in a quest. And I'm wondering how other people would rank the game's monsters as well.

FIRST TIER — THE BREAD AND BUTTER
Ettin — Big, tough bruiser, and the master can throw heroes around like dolls, fouling up powers that depend on being within a certain range (like Leoric's ability), tossing a weakened hero into danger or next to a monster with Aura, etc.
Ferrox — Numerous and hard-hitting, one of the few sources of the Disease status, and masters can Leech back some health.
Giant — Very strong, very tough with a black defense die, can hit everything within two spaces at once with Sweep, and can Stun everything it hits with a surge (keep your units well clear when you want to Sweep).
Golem — The ultimate wall. Stick a couple of these in a narrow passage and the heroes won't be getting past them easily.
Hell Hound— Fast, reasonably tough, with Fire Breath and Pierce. Masters hurt anyone who moves in to attack with Aura.
Hybrid Sentinel— Tough, fast, able to fly over anything in their way, murder on low-might heroes and able to gain a damage bonus on Fire Breath by making a valid Prey on the Weak attack to start with.
Ice Wyrm— Lots of health, good defense, fairly fast, saps fatigue when heroes move near, and the master can Swallow any hero it kills and keep it out of commission for as long as the wyrm survives.
Kobold— Sheer numbers make these guys trouble, and they can add lots of damage to their weak attack with Swarm. Very weak individually, and vulnerable to Blast.
Merriod — It can Reach, it can Immobilize, and masters can Flail to do both at once to two heroes in the same attack. Good defense, too.
Ogre — Strong, tough, deal good damage and masters are Undying, but the real benefit seems to me to be Knockback — with a surge you can move a hero 3 spaces anywhere, more reliably than the Ettin's Throw.
Shadow Dragon— Tough, hits hard, hard to hit and can sweep a cluster of heroes with fire. What more could you want?
Sorcerer— The Sorcery range/damage boost and resilience of Undying masters is bad enough, but any of these guys can effectively give a nearby minion monster a free move adjacent to them with Summon. Serious battlefield control.
Wendigo — Decent health, nasty attack with Ravage, hard to hit with Stealth, and the master saps the fatigue of heroes that close in to strike.

SECOND TIER — FOR SITUATIONAL USE
Bane Spider— Masters can Immobilize up to all adjacent heroes at once. Add Poison and Pierce and you've got a pretty nasty spider.
Barghest— They're fast, there's lots of them and they can sap fatigue.
Beastman — Solid melee unit, Command gives nearby minions a chance to do more damage on a bum roll.
Blood Ape— Reasonably tough and high damage potential with Leap Attack, but tough to take advantage of Ravage as a melee unit.
Chaos Beast— Not the highest health, but able to match the attack power of any hero in its LOS, and at range. Doesn't hurt that you get three of them, and masters have Sorcery.
Crypt Dragon— Cause Fear takes an action and Blast isn't as precise as the Shadow Dragons' Fire Breath, but still tough.
Dark Priest— Combines the healing ability of Flesh Moulders (in masters) with the fatigue-sapping ability of Barghests, with a ranged attack to boot. A bit fragile, however.
Deep Elf— Fast, difficult to attack, good health and a bane to armor with a surge, but you only get two.
Demon Lord— Good Sorcery and Aura abilities (for masters), and able to add fatigue damage to its attacks with Wither, but not the highest health or defense around.
Elemental— Decent stats and lots of neat abilities, but can't be brought into play very often.
Fire Imp— Fast and a bit fragile, but can cause mischief by exploding when killed and inflicting the Burning status.
Lava Beetle— Not especially tough, but their attack is pretty strong, and every attack is potentially a Blast.
Manticore — Attack can Pierce and Poison, but not especially tough, and oddly unable to fly.
Medusa — Not great on attack or defense, but can deal a lot of status ailments.
Naga— You always get a master, and they can Grab and use Sorcery and Poison. Pretty low health for a bit monster, though.
Troll — A lot like a Giant, but not as tough, and while Bash is powerful and doesn't count as an attack, it can miss pretty easily.

THIRD TIER — CHOOSE SOMETHING BETTER
Cave Spider— Low health melee attackers probably won't last long. Only masters get the useful Web ability, and there's only one master.
Flesh Moulder— Decent health and attack from range, and only masters get to Heal, though Mend can give them all extra staying power if they can survive their first round of being clobbered. Can be a nuisance healing from behind a big monster, but Dark Priests can do that and sap your fatigue as well.
Goblin Archer— Numerous and expendable, but Cowardly limits their usefulness if there are no masters nearby.
Razorwing— Fast, numerous, flying and can Stun, but poor defense and middling health.
Skeleton Archer— There are lots of these guys, they get free Pierce and you have to kill masters twice. But they're pretty flimsy overall.
Zombie — They can cause Disease and masters can Grab, but these guys are sloooooooow.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Wildlander vs Thief in 4-Hero party. Comparable\Balanced?

$
0
0

by FakeMaker

Dear All!

Me and my Descent2E fan group took Wildlander (Jaine) in our first campaign, as we were new to the game and simply liked an idea of an "archer" more.
But when we got more experienced we went towards thinking that Thief is way better, as he can pick loots from under monsters (greedy skill) and obviously, appraise 25g items into 50g items to allow much more gold per group and replace "nothing" with something and bump the probability of "treasure chest".
All our further campaigns (none of them lasted far beyond interlude due to balance issues discussed here)

The key point is that even if Wildlander displays individual output higher than the Thief does, thief supplies the whole party with gear and loots which is indeed way better.

I would love to hear the community's opinion on this. Any chance somebody tried the same or almost the same group but both thief and wildlander as rogue class?

I'll update this with analysis of actual loot picked by w\o appraisal and with it.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Who's your favourite Hero and why ?

$
0
0

by sirslayer

Hey,
so far I haven't seen such a thread here, so I thought why not start it.
Tell us who is your favourite Hero and why.

If you have more than one please only one per post


I'll start with "Okaluk and Rakash"OaR
http://www.descentinthedark.com/2nd/wp-content/uploads/2012/...
This hero has a lot with "Brother Glyr" common.
Both have terrible speed (2) and low fatique (3).
He's got nice balanced stats but suffers from low life points (8).
Though OaR gains 4 movement points, unlike Brother Glyr (just 2).

This means he's actually able to move around and use his 2 actions effectively. Using the Disciple trait will unfold his potential.
Having 4 movement points + prayer of healing + 2 more movement actions makes him a very versatile hero.

Add a sling or a crossbow (both one handed) and his utility increases by a whole margin.
To address his weak life points get him a Heavy Armor (black or grey die) and an iron shield (1 hand) and he will be able to suffer some pain.
(These items are all act 1 so you could buy some of them or maybe you find them while searching).

There are a lot more useful combos with him but I'm sure you will find them when you look a bit more.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Beginner as the Overlord, any tips?

$
0
0

by hyperionfin

Hey all,

We played our first game on tuesday with the 2nd edition. Just the base game. No conversion kit, no Lair of the Wyrm. And it was the first game for everyone involved. Because I am the keeper of the game and the host of the "event", I decided to be the overlord. On tuesday I had two players playing against me, one hero each.

We played a total of four missions (one of which we played twice for the sake of training and learning the game)... and the results? I lost everything. Everything. Badly. Every encounter, every game. I didn't even feel like I would have had any chance of winning, or that it was fun for me.

In all those hours (8 or so) of gaming, I think I only once managed to down a hero. It felt to me that their healing is way too "cheap" or costless for them (Ashrian as healer) and downing a hero didn't win me much of anything. Yes, I remembered to pick up the card. Also Syndrael's counterattack -skill felt so overpowering for me. The problem is, that cards in my hand on the other hand felt so underwhelming. Coming from games like Legend of Drizzt/Ashardalon and War of the Ring (completely another genre though), the event cards were kicking so much ass. In this game the cards just seem to slow down the heros a bit. Some trap giving 0 or 1 fatigue to a hero (and stopping one movement) feels just...

Because of the learning/training -aspect and a bunch of errors (in the favour of both parties) we already decided that we're going to start a new campaign on Sunday, and I'll be acting as the overlord again. I think this is wise because we are adding another hero player too in to the game (I guess we could've houseruled him to the game middle of the campaign somehow though).

What makes me especially worried is one of the guys I'm playing against. We all have a varying amount of background in different games from which we can apply mindsets and experience into Descent, like D&D, WH40k, other dungeon crawling board games and even computer games. But the real problem is this one power gamer / minmaxer guy, who is definitely spending this week to Googling the optimal (or most imbalanced ) hero with optimal cards and probably reading about the most cheesiest tactics for the chosen hero.

So, it's only gonna get worse for me. This means I have to prepare myself a bit too. I read a few threads on these boards, but I think there were only three real thread which talked about strategy for the OL. Also, some of the talk was about situations with either CK or LotW, which I do not have (like looking at monster priorisation lists was pretty weird for me because I don't have acces to half of those). Maybe with this thread I'm asking experienced overlords to throw me some tips and tricks which are easy to integrate into my gaming. Warlord-cardset is the way to go, from what I've read, right?

One another question I have is about the LotW. Would it help my life as OL or just make things more complicated as a beginner? If more choices would give me more chances in winning, I might even walk to a store tomorrow and buy it.

Can you answer me this simple and elegant question: how should I play? Are there any solid moves or basis for a winning strategy as the OL I should study? Thanks in advance.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Balance - Three of Foure heroes?

$
0
0

by asmeus

Hello!

I have read some threads, and there is conflicting information about best # of heroes for balance.

We will play on saturday for the first time, and I wanted to know, what would be the best.

Also wanted to know, if it's possible to win for overlord when all players are min/maxing?

Thanks for help!

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Karnon & Cripple

$
0
0

by ByronC

As an Overlord I wonder how to counter the combination of Karnon (from the Upgrade Kit) and the Berserker skill "Cripple". In every quest, where a lieutenant has to run (e.g. The Fat Goblin) Karnon can use Cripple (which costs him 2 fatigue), rest afterwards and keep him immobilized forever. With a value of 6 it is unlikely that he will fail the reqiured test, and even if he does, he can easily catch up next round. Any ideas what to do about it as Overlord?
Viewing all 377 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>