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I feel like it's a dangerous cycle when you play a class that doesn't generate a ton of exp. You don't get in to the habit of spinning your xp dial every turn, and when you finally do play a card that generates xp you just forget.
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# ? Jan 10, 2019 22:07 |
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# ? Jun 6, 2024 06:01 |
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namad posted:Personally I wouldn't lose a card (and your boots, which are probably going to be used once this mission total) to be able to attack the boss near door B on the following turn, because either he'll stay there long enough you can just attack him the turn after (2 turns from now) that without blowing a lose card. Or he'll move to door C instantly (25-33% chance I forget which) in which case you'll want to consider using those same resources to reach door C. At least not for a hit of only 3 damage. I could be wrong though. The last time I fought him we had a totally different team makeup than this one. Rocky will be able to attack both door B and C from F6 with his various range 3 attacks, and will be only 1 hex away from being able to reach the other two doors (two hexes to go from range of door A to door D, which is just the default bottom). F6 is easily the best hex for a medium range character like the Cragheart to be in.
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# ? Jan 10, 2019 22:11 |
SalTheBard posted:That makes me feel good because I'm notoriously bad about tracking / earning XP. Apparently so am I
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# ? Jan 10, 2019 22:18 |
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Reik posted:I feel like it's a dangerous cycle when you play a class that doesn't generate a ton of exp. You don't get in to the habit of spinning your xp dial every turn, and when you finally do play a card that generates xp you just forget. One of the big jumps in skill level, I think, is playing a new character and working out how to deal with a potential mismatch between the cards you're finding effective in play and the cards that grant XP. A few classes are downright automatic, but most of the rest require some very careful play to maximize your XP gain while remaining useful through the whole scenario.
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# ? Jan 10, 2019 22:45 |
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Zurai posted:Rocky will be able to attack both door B and C from F6 with his various range 3 attacks, and will be only 1 hex away from being able to reach the other two doors (two hexes to go from range of door A to door D, which is just the default bottom). F6 is easily the best hex for a medium range character like the Cragheart to be in. Agreed. Strongly.
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# ? Jan 10, 2019 23:20 |
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OK, my orders are in. Using boots, jumping to J4, and hitting the boss.
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# ? Jan 11, 2019 03:08 |
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Our Brute was the slowest exp earner in the whole group, but in fairness the player also takes quite a while to get used to new games (which this was at the time) and characters. In some ways the boss doing a bunch of Special 1 on the off is a good thing since monsters don't spawn if you don't have enough standees for them. Worst case scenario would be getting everything that can be spawned at once and then replenishing as they go down, whereas spawning literally everything in rapid succession should mean fewer monsters overall.
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# ? Jan 11, 2019 03:39 |
Barrow Lair, Round 3BPending actions from last Round posted:It looks like I have miscalculated Bullwinkle's XP gains for Scenario 1 and he was short 2 whole points! Thanks Zurai for the recount I have fixed the count on Bullwinkle's character sheet with the correct total, 11XP. Barrow Lair, Round 3 posted:54. Bullwinkle the Inox Brute (Zurai) Well...that could have gone better, all things considered. Aside from Master Splinter's ultraviolence. Zurai, please let me know if you want to LOSE a card from your hand (or 2 from your discar pile) to prevent any of the attacks! Also, I believe you were panning on using a Stamina Potion as well, but maybe you forgot to add it to your orders? Let me know, if that's the case, before the next update! archduke.iago, please tell me if you want to undo the Stamina Potion usage; or which other card you want to recover, otherwise. Try as I might, I coun't find another way to execute your orders aside from this one, but please let me know if you have other ideas! Active players please provide your STEP A Orders via PM/email with this format: - Initiative: xx - Card 1: name - Card 2: name DEADLINE FOR EVERYTHING IS 3AM EST (As always, please let me know if you need an extension!) That Italian Guy fucked around with this message at 12:08 on Jan 12, 2019 |
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# ? Jan 11, 2019 12:20 |
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Crypt scenarios suck. I was originally thinking about using a Stamina Potion here but after looking at my options I'm OK without. I'm also OK with my current life total although I'm going to need to be cautious. Unfortunately that elite archer is going to be a thorn in my side (pretty much literally). EDIT: Also, unfortunately, Living Corpse 4 should indeed move to A1. C1 is 3 hexes from a valid attack location: A1 or B1, door, K3 or K5. A1 is only 2 hexes from a valid attack location: door, K3 or K5. Zurai fucked around with this message at 15:53 on Jan 11, 2019 |
# ? Jan 11, 2019 14:13 |
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Well that went well for me at least. I'm going to charge into the elite archer next turn and I will stab it every turn until it's dead. Edit: I plan to go at a slow initiative because I want to see what the archer and boss do so I can move to the optimal hex for stabbing the archer and planning for future turns. Elephant Ambush fucked around with this message at 16:14 on Jan 11, 2019 |
# ? Jan 11, 2019 16:10 |
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Elephant Ambush posted:
My current plan is to move relatively quickly and attempt to push the archer into the trap. If it goes before me it'll move away and invalidate that, though, so it depends on what they draw for initiative.
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# ? Jan 11, 2019 16:15 |
Zurai posted:EDIT: Also, unfortunately, Living Corpse 4 should indeed move to A1. C1 is 3 hexes from a valid attack location: A1 or B1, door, K3 or K5. A1 is only 2 hexes from a valid attack location: door, K3 or K5. You are absolutely right, not sure why I didn't consider K3 or K5 as valid locations from the door tile Well, at least we have that piece of trivia about monster AI movement itt...I'll fix the position of Living Corpse 4 and it'll be reflected in the map at the beginning of the next update.
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# ? Jan 11, 2019 21:51 |
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Zurai posted:My current plan is to move relatively quickly and attempt to push the archer into the trap. If it goes before me it'll move away and invalidate that, though, so it depends on what they draw for initiative. Planning to heal you and attack the boss + any other targets late in the round.
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# ? Jan 11, 2019 23:48 |
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That sounds great to me. I'll be going early in the round and dealing some damage while moving in the general direction of door C, since he's going to end up that way eventually. If everything goes perfectly I'll push the archer into the trap and also hurt the boss, but if the boss jumps away before I move I have some contingencies.
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# ? Jan 11, 2019 23:59 |
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Zurai posted:That sounds great to me. I'll be going early in the round and dealing some damage while moving in the general direction of door C, since he's going to end up that way eventually. If everything goes perfectly I'll push the archer into the trap and also hurt the boss, but if the boss jumps away before I move I have some contingencies. If for some reason you guys end up tag teaming the elite archer I will have nothing to do unless the boss teleports (which I really don't want to happen). But if that happens it happens. I'll figure out a backup plan.
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# ? Jan 12, 2019 01:16 |
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The only way I won't end up attacking the boss is if he's not in range, which would mean he went to the next door. We should be ok.
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# ? Jan 12, 2019 01:41 |
Waiting for orders from archduke.iago, will update as soon as I have them Edit: I now have received orders from everyone but I'm currently on my way to the cinema for a Spiderman: Into the Spiderverse + Acquaman double bonanza so I won't be able to update until later! That Italian Guy fucked around with this message at 15:17 on Jan 12, 2019 |
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# ? Jan 12, 2019 12:01 |
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That Italian Guy posted:Waiting for orders from archduke.iago, will update as soon as I have them One of those movies is great.
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# ? Jan 12, 2019 18:23 |
^^^^^ One of those movies is one of the best super heroes flick ever! The other has lots of fishes! Barrow Lair, Round 4A Pending actions from last Round posted:- Living Corpse 4 has been a bit lazy and forgot to MOVE1 to A1(a). This has been corrected. ROUND REVEAL The boss really, really, really likes to open doors! This could be interesting for our heroes, since there are only six Living Corpses's standees, and five are already on the table. Also, more traps! Also, I've figured out Gloomhaven Helper supports two columns; let me know if you prefer the previous view or the current one! PLAYER'S OVERVIEW All the decks the players have chosen are available as a (mobile friendly) spreadsheet in separate tabs. The cards that have been selected for the current round are marked in yellow. Discarded cards will be marked in light red, while lost cards will be marked in deep red. Cards in the active slot will be marked in green. Available items are also shown there." Bullwinkle (Hand4, Discarded5, Active1, Lost0) is acting at initiative 27 with Spare Dagger and Sweeping Blow. 27. Bullwinkle the Inox Brute (Zurai) posted:
79. Master Splinter the Vermling Mindthief (Elephant Ambush) posted:
82. Rocky the Savvas Cragheart (archduke.iago) posted:
During this phase, players are free to discuss everything itt, including in depth round breakdown, tactics, and so on; you can use specific card names and numerical values since everything has been revealed already. Everyone itt is also encouraged to take part in the discussion (although the last word is, ofc, reserved for the active players. Be nice! Active players, please discuss your ideas itt and provide your final orders via PM/Email! DEADLINE FOR EVERYTHING IS: TONIGHT, 3AM EST (since the update was delayed, please let me know if you need an extension!) That Italian Guy fucked around with this message at 21:40 on Jan 12, 2019 |
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# ? Jan 12, 2019 21:21 |
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Ugh this sucks. We get to choose where the archer moves to though. I think J6 is fine. Rocky won't be at disadvantage and I can still jump next to it (H6) and stab it.
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# ? Jan 12, 2019 22:03 |
Elephant Ambush posted:Ugh this sucks. We get to choose where the archer moves to though. Aren't you going to push the Archer anyway? But, yeah it would be a good idea for the active players to recommend - an hex for the Archer to move; - an hex for the trap to b placed;
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# ? Jan 12, 2019 22:14 |
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That Italian Guy posted:Aren't you going to push the Archer anyway? I didn't take any push cards. Frigid Apparition just hits really hard.
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# ? Jan 12, 2019 23:26 |
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I would suggest having the archer move to H6 and make a trap in... uh, I5? The hex it's currently in. I'll throw a dagger at the boss then move to I7 and push the archer back to where it started, ie into the trap it just laid.
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# ? Jan 12, 2019 23:50 |
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My plans haven't really changed, I'll heal Bullwinkle and launch a tornado that should hopefully hit boss + 2 zombies, archer on J6, building trap on I5 seems fine.
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# ? Jan 13, 2019 00:20 |
Elephant Ambush posted:I didn't take any push cards. Frigid Apparition just hits really hard. Apologies, I meant the Brute
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# ? Jan 13, 2019 00:53 |
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Orders in. I'm attacking the boss at range, then moving to I7 and pushing the archer back into one of its own traps.
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# ? Jan 13, 2019 06:56 |
Barrow Lair, Round 4BPending actions from last Round posted:None! 14. Bandit Archer 4(E) posted:Bandit Archer 4(E) focuses Bullwinkle! Moves 1 to H6(2). Deploys a Trap in hex I5(2)! 27. Bullwinkle the Inox Brute (Zurai) posted:Bullwinkle uses Spare Dagger (top)! Attacks Bandit Commander (BOSS) for 3 (3base, +0mod) damage! Gains 1XP 66. Living Corpse 6(E), 1, 2, 4, 5 posted:Living Corpse 6(E) focuses Bullwinkle! Moves 1 to A2(b). 79. Master Splinter the Vermling Mindthief (Elephant Ambush) posted:Master Splinter uses Feedback Loop (bot)! Jumps 4 to H6(2). 82. Rocky the Savvas Cragheart (archduke.iago) posted:Rocky uses Earthen Clod (bot)! Heals Bullwinkle for 2 HP. - MUDDLE applies disadvantage on attacks - so whoever is muddles has to pick 2 attack modifier cards and chose the worst one. - Range is calculated by counting hexes (starting from one adjacent to the character performing the attack); if you have enough hexes to reach the hex your target is in, you can attack it! Adjecent hexes are considered Range1. AOE attacks work a little bit different: Manual, page 21 posted:Some attacks and other abilities allow figures to target multiple hexes or multiple targets at the same me. In these cases, the area of effect for the ability is shown on the ability card. Note that any rotational orientation of the depicted diagram is valid. Also note that each target constitutes a separate attack (drawing its own attack modifier card), but all attack together make up a single attack action. 79. Bandit Commander (BOSS) posted:Bandit Commander (BOSS) activates SPECIAL 1! Jumps to door C hex. *66. Living Corpse posted:Living Corpse 3 focuses Rocky! Moves 1 to B3(c). END OF ROUND ACTIONS posted:AIR is inert. Well, the Archers are dead, the Boss has lost about a third of his HP and the Living Corpses are still gross. Active players please provide your STEP A Orders via PM/email with this format: - Initiative: xx - Card 1: name - Card 2: name DEADLINE FOR EVERYTHING IS 3AM EST (As always, please let me know if you need an extension!) That Italian Guy fucked around with this message at 13:05 on Jan 13, 2019 |
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# ? Jan 13, 2019 11:51 |
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Well, now the boss just needs to draw a Special 1 card again so the last room is revealed to be empty (I'm making assumptions here, last room may have three dragons instead of the Living Corpses). Did the scenario state what happens if he gets Special 1 again with all doors open and I missed it? What does Muddle do? How is range calculated?That is, are adjacent hexes considered range 0 or 1?
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# ? Jan 13, 2019 12:45 |
We know there are only Bandit Archers, Loving Corpses and Living Bones in the Scenario, so we should be safe from dragons - although there could be 6 Archers or assorted Living Bones in Room d. Once all the rooms have been opened, if the Boss picks his Special 1 again he'll just Jump through the cycle again (a to d, same as before), without any other effect. (This was revealed in the "in depth" explanation for Special 1 and 2 that the Scenario offers when we opened the door to the room containing the Boss himself). MUDDLE applies disadvantage on attacks - so whoever is muddles has to pick 2 attack modifier cards and chose the worst one. Range is calculated by counting hexes (starting from one adjacent to the character performing the attack); if you have enough hexes to reach the hex your target is in, you can attack it! Adjecent hexes are considered Range1. AOE attacks work a little bit different: Manual, page 21 posted:Some attacks and other abilities allow figures to target multiple hexes or multiple targets at the same me. In these cases, the area of effect for the ability is shown on the ability card. Note that any rotational orientation of the depicted diagram is valid. Also note that each target constitutes a separate attack (drawing its own attack modifier card), but all attack together make up a single attack action. I'll add these details to the update itself! That Italian Guy fucked around with this message at 13:05 on Jan 13, 2019 |
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# ? Jan 13, 2019 12:59 |
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If he gets special 1 more than 4 times, he'll teleport to tile A again, but won't be able to open an already open door, and repeats the cycle. It's mentioned in the scenario rules somewhere. Whenever you make an attack, you have to draw a modifier card, which is the game's equivalent of a dice roll. The default decks have modifiers ranging from -2 to +2, as well as crits or null which make an attack do double or zero damage, but as characters level up they can change their decks to remove negative modifiers and add positive and unique ones, like the Mindthief getting to inflict random conditions and the Cragheart getting to generate the Earth element. Muddle makes all attacks have disadvantage, which forces you to draw to modifier cards and picks the worse of the two. Range 1 is adjacent hexes. The other common source of disadvantage is that all ranged attacks made at range 1 have disadvantage by default. If a player character was adjacent to the bandit archer and he couldn't move before attacking for whatever reason, he'd be forced to attack the closest enemy in spite of the chance of whiffing. It's also a common issue for the player characters once the game gets a bit more complex, since they might have played a bottom action that doesn't contain any movement, or will only be able to hit all enemies they want with an AoE attack by being adjacent to at least one of them.
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# ? Jan 13, 2019 13:12 |
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Yeah, I had doubts mostly about the AoE attack. No way not to tag Bullwinkle with that pattern and range (I went to check the pattern in the first post). I got confused because that was a range 2 attack but the boss was at range 3, together with a misunderstanding on how AoE patterns are used. Thanks for the answers. Now if the bunny hopping jerk would hold still for a round.
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# ? Jan 13, 2019 13:39 |
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Excellent, the boss has shorted himself on room opening spawns and given you access to the scenario's treasure chest. Yeah, it would be nice for you to be able to hit him more reliably, but you'll get your chance soon enough.
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# ? Jan 13, 2019 16:04 |
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Gonna continue stabbing. My luck will run out sooner or later but I'm going to focus on the boss and ignore the corpses unless forced to do otherwise (which shouldn't happen since I have high mobility). I intend to move to B6 and stab repeatedly. That will leave room for Bullwinkle to charge in next to me at C7 and start swinging wildly in his muddled state. Elephant Ambush fucked around with this message at 16:35 on Jan 13, 2019 |
# ? Jan 13, 2019 16:32 |
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Unfortunately all the boss's jumping around has really taxed my movement options. At this point I have to choose between using a loss card for nothing but movement, or not attacking him this turn. I would just long rest where I am but that elite zombie could gently caress me up if it draws the wrong card. I'm not entirely certain what I'm going to do yet.
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# ? Jan 13, 2019 17:31 |
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Why not short rest? It sucks not refreshing your boots, but if you don't have a good turn you don't have a good turn.
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# ? Jan 13, 2019 20:03 |
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Reik posted:Why not short rest? It sucks not refreshing your boots, but if you don't have a good turn you don't have a good turn. Seems reasonable to me. Still plenty of time left. I think the only real threat now is that the boss gets off several summons in a row and drops too many skeletons to deal with. The Cragheart is well-provisioned to deal with these corpses at range and the Mindthief could probably afford to "tank" and shank one of them that's separated from the pack. Those traps are going to remain helpful. As the Brute, I'd be tempted to go after the treasure via jump after the boss is dead; with correct positioning you can get one of the corpses to chase after you and then kill it.
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# ? Jan 13, 2019 20:20 |
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I can't short rest. Short rests have to be declared before you end your turn. My choices are long rest, faff about, or use a really suboptimal loss card and potentially do a little damage to the boss. I should probably have short rested last turn but I didn't think of it.
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# ? Jan 14, 2019 00:11 |
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Short rests are declared at the end of the round, not your turn. You can still short rest.
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# ? Jan 14, 2019 00:25 |
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Some Numbers posted:Short rests are declared at the end of the round, not your turn. You can still short rest. Oh poo poo we've been playing that wrong all along. I genuinely thought it was part of your turn, not an end of round thing. :thatsgloomhaven: That Italian Guy, I'd like to short rest with Bullwinkle.
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# ? Jan 14, 2019 00:27 |
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# ? Jun 6, 2024 06:01 |
Zurai posted:I can't short rest. Short rests have to be declared before you end your turn. Yeah, as Some Numbers has said, Short Rests are executed during the cleanup phase at the end of the Round - so if you want to do one, you're still in time until the reveal for Round 5. In case, please let me know which card(s) you would like to reroll for 1HP!
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# ? Jan 14, 2019 00:29 |