Act 1 items, what to get?

By Chav, in Descent: Journeys in the Dark

You should go back in time and tell your Scout player to not be a total cheeseball. Logan as a treasure hunter is just lame.

For now, though -

1. Choose Kobolds whenever you can. (This is my advice to everyone all the time.) Sounds like they can pretty much 1-shot everything you throw at them, so don't invest in powerful monsters. Go for numbers.

2. Play damage control for the rest of act 1. If they're trashing you at this point, well, it's not going to get easier until after the Interlude. So rather than trying to win, focus on keeping down the amount of gold they get, building up threat, etc. Stealing the Sun Stone is a huge win for you. If you can accomplish some of those goals, it's worth giving up on quests you were probably going to lose anyway.

I hear ya but it is hard to find 4 other people that can commit. I guess the could share a character.

In my campaign I am playing as 4 heroes, Leroy as hexer, augur as apothecary reynhart as champion and grey ker as stalker. I am managing fine. There is no problem with having more heroes than hero players.

You should go back in time and tell your Scout player to not be a total cheeseball. Logan as a treasure hunter is just lame.

For now, though -

1. Choose Kobolds whenever you can. (This is my advice to everyone all the time.) Sounds like they can pretty much 1-shot everything you throw at them, so don't invest in powerful monsters. Go for numbers.

2. Play damage control for the rest of act 1. If they're trashing you at this point, well, it's not going to get easier until after the Interlude. So rather than trying to win, focus on keeping down the amount of gold they get, building up threat, etc. Stealing the Sun Stone is a huge win for you. If you can accomplish some of those goals, it's worth giving up on quests you were probably going to lose anyway.

Kobolds are a bad choice against blast weapons.

I have annoyed the snot out of my overlord with blast many times (I normally play as mage).

Edited by Demoncow
Kobolds are a bad choice against blast weapons.

You'd think so - but they're actually not. (The post I'm responding to didn't have any ability to blast anyway.) Whirlwind is a bigger threat. It's still really easy to place kobolds - even in tight boards - so that your opponent can never blast more than two or maybe three at a time. In a four player game, if your opponent can take, let's say, two and a half kobolds down on average, it will still take six actions to remove the entire group of kobolds... if every shot is blast, if every shot hits, if no shot rolls terrible damage vs. good defense rolls... etc. Against well geared heroes, six actions is pretty amazing... the other night, with BADLY geared heroes, I took Bol'Goreth down in five, without any particularly good or bad rolls on either side.

Not only that, but if your opponent DOES have blast, it will warp his play - he will go out of his way to get the opportunity to take 3 kobolds off the board. If the OL plans well, he can use that - set up angles that force his mage to move to an awkward position, etc.

If you worry about blast when you're playing Kobolds, play Kobolds more :-) Eventually you'll realize you don't have to care about blast. Tempest, on the other hand...

You should go back in time and tell your Scout player to not be a total cheeseball. Logan as a treasure hunter is just lame.

For now, though -

1. Choose Kobolds whenever you can. (This is my advice to everyone all the time.) Sounds like they can pretty much 1-shot everything you throw at them, so don't invest in powerful monsters. Go for numbers.

2. Play damage control for the rest of act 1. If they're trashing you at this point, well, it's not going to get easier until after the Interlude. So rather than trying to win, focus on keeping down the amount of gold they get, building up threat, etc. Stealing the Sun Stone is a huge win for you. If you can accomplish some of those goals, it's worth giving up on quests you were probably going to lose anyway.

I'm not going to argue that but it is my girlfriend who picked him.....

Damage control is why I gave up on Gathering foretold and Splig escaped. No kobolds, only started with 2nd edition a couple months ago.

I hear ya but it is hard to find 4 other people that can commit. I guess the could share a character.

In my campaign I am playing as 4 heroes, Leroy as hexer, augur as apothecary reynhart as champion and grey ker as stalker. I am managing fine. There is no problem with having more heroes than hero players.

I agree but they didn't really want to. 2 of them are new. I would insist on me being 4 heroes if I wasn't the overlord.

My apologies for highjacking this topic.