So me and a friend started playing this, me as OL and him as 4 heroes (thanks for all the topics in here pointing out that 4 heroes is most balanced and 3 favours heroes etc).
We are houseruling alot since neither of us are competitive and more roleplayers and thus think its better that we both have fun than whom is the winner of the encounters. Of course we both try to win but cheesing has been outruled as much as possible. As the OL for example I wont bumrush his weaker heroes unless it makes sense (that hero is carrying objective token/got 1 hp/similar). So far we are seeing that this is not easy since cluster**** happen alot, at least in act 1, and blocking is essential to winning.
We have both read a bunch of the topics here and they have helped us alot, both in interpriting rules and pointing out rules which are easy to miss tho they are clearly stated, such as the "MtG tapping icon".
So cheers to all the input. You are making it easier for new players to get into the game with all the vague rules.
I got some general questions on our campaign so far.
We are houseruling xp and shopping. The heroes only get 2 xp, but they get to pool it together just like they do with gold. Shopping is not limited to the cards drawn, heroes are allowed to browse the shop. (this was due to me reading the rules twice and totally missing the draw shop cards part ...) On the one hand we are nerfing the heroes xp gain, on the other hand they aren't drawing worthless items. Will this likely balance out over the campaign or are we screwing the heroes/OL long term?
Are quest picked in any order or should they be picked from top to bottom? i.e Fat Goblin has to be first quest picked if picked at all.
The quest: Death on the Wings second encounter is almost pointless. Whomever won encounter 1 wins encounter 2? So far we have only played it once but from the discussions I have read here in other topics it seems that the OL has a hard time preventing the heroes killing the lieutenant on turn 1 if the heroes win encounter 1. When we played it I won (as the OL) encounter 1 thanks to the heroes splitting up in the canyon due to traps played, masterfully if I may say so , after 2 heroes had moved past some boulders and the third hero getting stuck in them even if he moved in the same squares! Ahhh those intelligent traps. Sorry getting derailed there. Ehum, so I as the OL won encounter 1. In encounter 2 I used Volucrix Reavers as my open monster group and unless I am misunderstanding how monsters are placed I can place them in ANY square as long as its in the correct tile? Unlike heroes who has to start on the entrance and the lieutenant who has to start in the marked square. So before the heroes had even one turn, I had 8 attacks on the guards done with the open group and my lieutenant could just move away from the heroes to make sure he doesnt die. Unless some seriously bad rolling, turn two would end the encounter with the heroes at tops killing both elementals. Is this just an encounter which is...how it is. Or are we missing something to give the side losing encounter 1 a chance in encounter 2?
tl:dr - is Death on the Wings badly designed/balanced?
cheers
Edited by Rothak