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Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Lichtenstein posted:

I remember the designer saying (in a Team Covenant interview) that thematically the whole resource thing was meant to convey taking a big, slow, powerful, exhausting swing.

It's best not to think too hard about what the resources or the spending thereof represent thematically because it really doesn't make a lot of sense for long. It's pretty much the only part where the game doesn't just breathe theme though so who cares.

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Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Also in a 4 player game they aren't so much a huge monstrosity slowly consuming the entire casino so much as a weak thing 2-3 of you stomp the poo poo out of.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
The flare seems a lot better than the fire extinguisher, since you can play it straight from hand and the fight effect is really action efficient. Whereas the fire extinguisher takes an action to put into play, takes a hand slot, and the fight action really doesn't add much. Also, Flare has the wild skill icon.

Taking into account the investigators who can use these, Flare looks even better:
Currently Wendy, Ashcan Pete and Agnes can use these cards. Of these, Wendy already has access to Rogue cards that let her cheaply get away from (granted, not evade) all enemies, so Fire Extinguisher's second action seems dubious, and the first action doesn't help her low combat at all. This leaves Ashcan and Agnes, but these tend to be capable of killing enemies so aren't necessarely looking for a big evade. Although granted, they both don't value their hand slots very high.

Flare on the other hand can let Wendy fight (and use her ability to avoid a bad token) or have a decent shot at putting a Leo de Luca (or a Cat Burglar) into play for a cost of 2, which is certainly something. If you also run Peter Sylvestre because you're going to grab Charisma once that card releases, the chance of hitting some ally with cost over 2 to put into play is even better. Furthermore, while Agnes and Pete can already fight and are currently less likely to have multiple big allies to search for, the +2 damage with a combat value of 5 still seems like it could justify the card slot for either of them.

Am I missing anything?

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
How would you get the fire extinguisher in the discard pile to scavenge it back though? Just keep pitching it on agility checks? So far I'm finding that the least performed check.

And then if you are pitching it all the time it means you haven't equipped it when you do need it.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Fat Samurai posted:

What happens if you attach Jenny's weakness to a location that is removed from the game later?

It's discarded, same as if Zoey's weakness was attached to an enemy which gets discarded through means other than defeating that enemy (for example by Close Call or certain effects in The House Always Wins or Carnevale of Horrors).

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Kai Tave posted:

Yeah, the thing that frustrates me most about this game is how it's constantly sold out all the time. Idk if it's new game hype or FFG was extra conservative with print runs or what.

The store I'm getting it from was saying around Christmas and January that AHLCG was their best selling game by far, so if FFG went with regular LCG launch expectations the shortage is understandable.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Pete is the only investigator who can run both Taunt and the Fire Extinguisher, and I don't really see why he'd want Taunt in his deck.

Also, if you're Scavenging the Fire Extinguisher that means you explicitly don't have it 'at the ready'. Playing it would cost an action and provoke opportunity attacks.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Solo is certainly a different experience, but I've found it to work ok so far (though granted, most of my games have been 4 or 3 player). You can play actual solo, or if you prefer run 2 characters controlled by yourself I suppose.

I'd definitely recommend getting 2 cores (or proxying), as you're really going to want 2 of certain cards to make your character work consistently, which if anything is even more important when playing solo. Especially the mystics just end up not able to do anything if they can't draw their spells. Everything but the core you're only going to need 1 copy of.

After 1 or 2 times you're definitely going to know all the major events in each scenario, but you can still replay beyond that with different investigators or player numbers and get a different enough experience. This is helped by most scenarios having some randomization in the layout which means you won't 100% know what's happening every time. I'd say I've gotten maybe 7-8 plays out of the core set campaign, and I'm now pretty thoroughly done with it. The Dunwich campaign, I've only started once and so far I could easily see running through it another bunch of times.

If you're on the fence, check out a Team Covenant playthrough video or similar, see if it appeals to you, and if it does I'd recommend diving in with 2 core sets and buying expansions whenever you feel like a new scenario.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Emergency Aid is probably the best hp heal in the game just due to action efficiency. Only Daisy with Medical Text can compete, but that usually has a real high opportunity cost.

Plavski posted:

drat shame it's in Seeker as it would be a massive help to Jenny when she pulls her weakness.

Shouldn't she just use Elusive?

dexefiend posted:

Rex really does suck poo poo. Has anyone found a reason to play him beyond drinking a ton and being "that guy" during game night?

Rex is real popular in my group. Just go nuts on the Scavenging engine, use that to pitch cards to help others left and right, have the occasional big Mind over Matter turn (Rex pulled the clutch kill on the Experiment for instance), build up a big bank to throw dynamite around and generally be super helpful all the time.



If anyone it's the Mystics sometimes bringing people down as they can be so useless without their spells and due to the spell charges also seem more at the mercy of the chaos bag than others.

Orange Devil fucked around with this message at 11:17 on Feb 15, 2017

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Gotta say, while the Miskatonic Museum player cards are pretty cool, the scenario itself feels a little underwhelming.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Single Tight Female posted:

We put 14 shells into Roland's shotgun and 22 bullets into Jenny's Twin 45s because that scenario has crazy downtime.

I suppose it's a good scenario to Identify The Solution.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Better than Dodge except if you're trying to save a friend.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
We've found Rougaroux to be pretty easy with 3 or 4, though due to the amount of moving involved if you're alone I can imagine it'd be a real pain unless you've got a double Pathfinder out or at least one copy of Elusive to use. Alternatively cards that do large damage bursts like Dynamite Blast, Flare, Sneak Attack and I've got a plan! seem like they'd be real MVPs in this scenario on solo.

Carnevale of Horrors on the other hand has been a real problem for us with 3 so far. You just have so much more chances to draw into enemies which stack up on future locations or the cards that force the player who drew them + everyone with an innocent to make checks. Both of those issues can quickly overwhelm and feel like they might be easier solo?

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Why Skids over Roland? Roland can fight and investigate well, which are the two core tasks you must be able to do well to be succesful solo.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
His stat distribution is so ehhhh though. Do I really want 4 agility on a guy with 3 combat and access to blue cards? The answer is no, I really don't. And the 2 willpower is hard to shore up and can really hurt.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Lichtenstein posted:

Roland sounds like a perfect solo choice, but he's really more of a teamplayer. Consider:
- With his puny evasion and willpower, the second he gets pinned by something he cannot dispose of by the end of the turn, he's hosed.
- He's not that good at investigating to consistently deal with high-shroud locations without relying on his ability...
- ... which is more luck based the less players there are. With more buddies drawing more cards, there's always a monster to kill somewhere. If you're soloing you might get stuck on a high shroud location drawing treachery after treachery.

Skids is indeed pretty nice at solo, I ripped through core campaign on a single core with him. Though his willpower is trouble indeed.

What does his willpower matter for dealing with things he's pinned by (ie, enemies)? Also note Skids has worse willpower in any case.
And when you have a clear plan to deal with enemies (kill them dead, get clues for doing it) you really don't need agility. And again concretely, which exactly are the enemies Roland would prefer evading if only he had the agility anyway?

Between Magnifying Glass, Flashlight, Working a Hunch and his ability I haven't had high shroud problems to be honest.

And while Roland has more enemies to murder in multiplayer, I find that I'm killing more enemies in locations which (no longer) contain clues in multiplayer than in solo.


That said, Skids might be better solo than Skids is in multiplayer. In all my 3 and 4 player games at least, nobody has ever wanted to pick him, because when you're playing 3 or 4 you really want to bring a blue character and welp now you don't have those blue cards available for Skids unless you got multiple full playsets. I've also found that as player count increases, evading becomes more and more exclusively something you do to turn off Retaliate rather than as a way to deal with enemies. Anyone else had a different experience?

alansmithee posted:

I actually never considered Roland as a dude to run solo. As was mentioned, he's great on teams (like most everyone is-I only think Rex and Agnes are kinda meh) but solo he's gonna have trouble doing much.

Rex shines in teams because that's when locations have enough clues for him to really start hoovering them up. Take some items with good icons (such as Bulletproof Vest) to buff your teammates all day and then Scavenge them back as you're doing it... Also, Disc of Itzamna is much more likely to be useful when you have multiple people in the same location pulling cards off the encounter deck.

Orange Devil fucked around with this message at 16:47 on Mar 15, 2017

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Spoilers posted: https://www.reddit.com/r/arkhamhorrorlcg/comments/5zlh6u/spoiler_essex_county_express_investigator_cards/

Switchblade looks legit. Art Student and Deduction certainly interesting.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
So Essex County Express question:

One of the passenger cars lets you gain resources by stealing a passengers luggage. You're instructed to "remember" this, which means it might come up later in the scenario but not in future scenario's (in which case you'd be instructed to "record in the campaign log" or some such). So uhhh, which card exactly has text that cares about whether or not you stole a dudes stuff?

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Baron Fuzzlewhack posted:

I haven't looked at the scenario yet, but maybe it's possible for it to come up in another train car that could also be part of the setup, but might be left off if it doesn't get randomly shuffled in? Or perhaps in the agenda, act, or resolutions.

I read all the cards and the resolutions, twice. Might've still missed it which is why I'm asking.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Spending additional actions just means holding down the trigger to keep spraying rather than using that time to do something else.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Higher Education is completely bonkers and Preposterous Sketches is a great card to put in your 0xp deck and then replace with Cryptic Research down the line. I mean they both draw 3 cards, but for spending 4XP you get the following upgrades:
1. Costs 0 instead of 2 resources
2. No longer require a clue on your location
3. No longer require an action
4. Can target another investigator at your location

The only drawback is losing the 2 skill icons. It's a pretty insane value upgrade.

I also really like Prepared for the Worst as a way to cut down on XP you need to invest in weapons and Lone Wolf is great for anyone with a deck which can reliably investigate and fight on their own.

I really like the way they're building Survivor as well, where you're going to just constantly be able to do things that you shouldn't be able to do at first sight. From that perspective Ashcan Pete is actually a bit of an odd survivor, as he can reliably do things he obviously can do because of the doggy. Survivors did get the worst permanent skillbooster of the lot though imo. Ofcourse on the other hand, between Scrapper and Dig Deep, they are the only faction to have boosters for all 4 stats in faction.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Lichtenstein posted:

I'm outright surprised how god the rogue permanent skillbooster is. I mean, I know it's Jenny's thing, but still, I'd expect some strings attached like other classes have.

It's very flexible, but the +Agi rather than the +Com means Keen Eye might be better. In case anyone missed it, note Keen Eye is a boost until the end of the phase rather than the end of the test.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

COOL CORN posted:

Haha, I just realized that Sylvestre forgets about the horror he's seen because of concussions, that's why the mechanic is what it is

Also why his health is so low.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Well we know it's not in the last pack, so it's either the upcoming pack or the fifth pack.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
That's interesting, in my experience mystics are possibly the most cash starved class.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

KPC_Mammon posted:

I really liked her evasion tank gimmick the first time I played her. Then I reached the boss of the core set who'd unexhaust after every player's turn and she was completely worthless.

It left a sour enough taste in my mouth that I've not wanted to play her again.

https://arkhamdb.com/decklist/view/622/the-girl-who-killed-umrdhoth-combo-wendy-the-gathering-2.0

Yet she can be amazing.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Looks like you passed your investigation check.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Prairie Bus posted:

Re: train scenario, I wonder if more players makes it more difficult than normal. I've played it with two and three players and that extra encounter card each time can really hurt given how quickly the agendas advance and all the cultists and doom nonsense.

The train punishes teams in which not everyone can pull their weight at investigating. It's a counterbalance to people going hyperspecialized on combat in a 4 player team for instance.

Other than the Venice POD, it's probably the most difficult scenario released so far. While there is a possibility to get utterly hosed on encounter cards when playing with a big team (ie, you can get enough doom to lose on the first encounter card pulls with Ancient Evils and there's really nothing you can do to counter that) if you don't get that instant lose combo it's a really fun and challenging scenario that has all the AH elements.

Basically they hosed up by putting the Ancient Evils and the Cultists set in the same scenario and they should never ever do that again. Ancient Evils undermines the "you get to react to the cultists if you want" mechanic and a cultist + mysterious chanting + ancient evils generates just too much doom which will immediately advance in one go. The scenario also has the suitcase stealing text which is never mentioned again, so it seems like it just didn't get the testing it needed to iron out all the problems. IMO had they replaced the Ancient Evils set with Locked Doors or something the scenario would be hands down the best of the campaign for me so far.

Orange Devil fucked around with this message at 20:04 on Jun 26, 2017

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Also when you're in a 4 player game you can be reasonably sure of drawing through the entire encounter deck so basically it just means you get fewer turns to do your thing in, which should offset some of the greater efficiency you can achieve. Ofcourse if you are playing solo and draw all 3 ancient evils in a row then whelp. I suppose that's always going to be the variance of card games, unless they had sets which are only added at certain player counts I suppose.

Obama 2012 posted:

I think I remember one of the devs in a YouTube interview commenting on that--the idea was to give players the sense that it COULD have a future consequence, even if mechanically it doesn't. It's not sloppiness, just them experimenting with ways to play up the RPG feel of the narrative.

The problem with this is that it works only exactly once.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
I think Ancient Evils is fine, it just should never be combined with Cultists or other sets which can add a similar amount of doom in one encounter draw phase.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
He's also really good at helping Daisy not die. More hitpoints and cancelling the treachery effects that threaten 3 physical damage. The opportunity cost is rather large, ofcourse. But I don't think Milan Christopher is the no-brainer in Daisy he is in Rex.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

KPC_Mammon posted:

Just did today. She is amazing. First xp purchase was grotesque statue for obvious reasons.

Being able to bounce spells helps make sure uncage the soul isn't a dead card.

She also does well with arcane transmutation. It is an emergency cache once she has her special asset and you can use it to help deal with her weakness. Never actually used it for its actual effect.

Uncage the Soul is never a dead card either way since it's got 2 will symbols in a deck that's going to be doing a lot of will tests. Fell in love with that card hard after just 1 game.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Ragnar34 posted:

So, being impulsive and illiterate and a poor decision-maker, I'm the ideal horror protagonist and I expect great things from this game. Is hard mode good for a second playthrough, or is it bullshit?

Hard mode is the most fun mode once you grasp the game. Expert mode is there if you want the full bullshit experience.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
I really don't think the card pool supports a solid Sefina deck at this point.

Also Rogue's in general are in a pretty weird place because of their card pool. They have really, really strong XP cards, but their 0XP card pool is just very, very meh. On top of that, Jenny is the only Rogue investigator released so far who really plays a proper Rogue deck (Sefina as said doesn't seem playable, Skids tends to start more as a weak-ish Guardian who can take the strong Rogue upgrades later on). However her statline means she's kinda bad at everything at the start of a campaign, and you know, so are the lvl 0 Rogue cards. So that's a recipe for a rough start.

Orange Devil fucked around with this message at 01:34 on Nov 5, 2017

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Pretty sure Victory 0 isn't so much cheeky bullshit rather than an elegant way to prevent cards from being shuffled back into the encounter deck after they've been taken care of once.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Such amazing cards in the next pack, holy poo poo.

They're up on cardgamedb and Arcane Initiate (3), Not without a fight, Suggestion, St. Hubert's Key, Stick to the plan (!!!) and Ward of Protection (2) all look great.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Zerf posted:

A bit sceptical to Arcane Initiate(3) due to xp cost and Nwaf, due to play restrictions. St Huberts Key will be a cool combo card, do you have a build i mind?

Also, Stick to the plan. Possibly the best card in the game after Higher Education?

St Huberts combos with anyone with low sanity and who wants to use the new 4-icon neutral cards. Pete for instance could drop himself to 3 sanity right out of the gate.

And don't forget, while it does lower your sanity by 2, it also heals 2 sanity damage if you were to die from sanity loss AND at the same time also removes itself thus increasing your sanity back by 2. Effectively that's a 4 sanity heal.

Clearly it directly competes with Holy Rosary. Both increase Willpower by 1. Both increase total sanity damage capacity by 2. Though St Huberts allows you to take all that damage on your investigator, which Agnes likes. Additionally St Huberts also gives +1 Intellect. In exchange it costs 2 resources more.

This means it is amazing for Mystics who value an extra Intellect point. Marie (5 Will and 5 Intellect) should loving love this. Jim (5 Will and 4 Intellect) should also be excited. If Agnes can afford it this card will let her trigger her ability more often.


Now allow me to sell you on Arcane Initiate (3). For a cost of 0 resources you get to draw one of your most important cards almost every turn with no risk of drawing a weakness. Additionally you have a chance of a 2 sanity soak depending on doom gamestate.

I straight up believe AI(3) will take priority over upgrading your spells. Because while Shrivelling(3) and Rite of Seeking(4) are great cards, they are a complete waste of XP unless you actually draw them. Consistency > raw power.


For the same consistency > power reason, Stick to the Plan might be better than Higher Education. That's how amazing that poo poo is. You can *guarantee* that you will be able to use powerful cards (including powerful high-XP cost cards) right from the start of every single game.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!
Stick to the Plan doesn't even really cost 6XP because you can easily decide you now only need the 1 copy (which you are guaranteed to see) of cards like Ever Vigilant or Extra Ammunition or an Emergency Cache (2) or (3).

So it saves XP, deckslots and also thins your deck.

Cthulhu Dreams posted:

OK stick to the plan is amazing. That's just an auto include in any deck that can take it. Would be ace with shortcut as well! Two free actions and draw a card for 3XP is so strong.

You could start with Shortcut(2) every game as Roland.

Orange Devil fucked around with this message at 16:58 on Feb 21, 2018

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Zerf posted:

Not sold! :) I don't find AI(3) particularly compelling since AI(0) has the exact same tutor effect. I mean, sure, the 1->0 cost is nice, and you have an option to avoid the potential doom (but at a cost). But the thing is, I don't find the doom on AI(0) especially hard to play around - either you can play it when the agenda would advance next turn anyway, kill her via mobs (perhaps AoO) or Forbidden Knowledge, juggle her with Calling in Favors, play doom removal cards, etc. So there are plenty of options for AI(0), is 3XP really worth it for the upgrade? (to be clear: I do like and play AI(0), so I acknowledge that the tutor effect is good)

These are fair points.

I was evaluating AI(3) from the perspective of the doom being a big issue. Because you don't have doom management in your deck and because managing the doom by waiting to play AI until the doom on the first agenda is high enough does defeat the biggest benefit AI provides, which is ensuring your Mystic consistently has spells as early in the game as possible so that they can be a functional investigator.

Now, let's evaluate against the situation where you have included doom management such as the cards you mention. I would group those cards into 2 categories:
1. Cards that are straight up good (calling in favors, arguably forbidden knowledge in Agnes)
2. Cards that are only good for doom management (moonlight ritual, forbidden knowledge everywhere else). Currently these cards are imo trash except for that they allow you to deal with AI(0).

AI(3) allows you to use the good cards for other good purposes. AI(3) allows you to remove the bad cards from category 2. from your deck and replace them with good cards. Basically AI(3) removes a bunch of opportunity costs in this comparison.

Is that strong enough to justify the 3xp? I think it depends on the deck and how big those removed opportunity costs are. My gut is telling me it's still a really strong card and worth it, but it's a lot harder to quantify this I'll admit. In general I'd say the Mystic level 0 card pool is strong and thus opening up deck slots being able to remove cards to deal with AI's drawback is valuable. Conversely if there was a Rogue card that allowed me to cut slots to put in more Rogue level 0 cards for 3xp I'd be convinced it's trash.

Orange Devil fucked around with this message at 21:43 on Feb 21, 2018

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Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Lichtenstein posted:

I'm afraid this part is kind of the whole point?

I mean Hastur is the Great Old One most associated with madness, lunacy and insanity so you know. I wouldn't be surprised if there's no way to end the campaign sane.

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