Someone had to do it. Clearly, I have been playing WAY too much (which only proves to me that Innsmouth was the expansion I was waiting for).
This was harder than I thought. The new Innsmouth AOs swing a LOT wider between their slumber abilities and their Final Battle stats; some are extremely difficult to quantify, as they can vary from “completely unfelt” to “what the hell just happened?”. I think this list is somewhat amorphous as the lines between Easy, Hard, and Atrocity have blurred so much that you really can’t tell where the edges of these arbitrary groups are anymore. You can only discern the clearish center of them, i.e. Yig is Easy, Cthugha is Hard, and Atlach-Nacha is Atrocity.
(Epic Battle cards are ignored, as they are not “constant”.)
24) Azathoth – Still the tutorial AO. He gets out of the way for other things to be experienced, like Boards and Heralds. The Final Battle is still the simplest ever: you just lose.
23) Yig – I used to be able to rank Yig higher because of his extremely fast Doom Track, but his Cultists can get lost in the Cup now. I now admit his Final Battle Curse is easy to prepare for, and he’s just so easy to hit.
22) Ithaqua – I used to flip between Ith and Nyarl all the time, but Ith cancels out some really nasty Environments now. Not that hard to stay “indoors” most of the time. One of the easiest Final Battles to wage (all Fight slugfest).
21) Nyarlathotep – I really hate this, but even with all his Masks, he’s just so “slight” to gameplay. Innsmouth added a lot of “foot soldiers”, so losing Cultist trophies is even less of a big deal. Clues are still a plentiful resource to locate for the Final Battle.
20) Bokrug – With some halfway decent teamwork, the Investigators can dance all over Bokrug. The Beings of Ib make for a somewhat rough early game, but Bokrug’s biggest problem is how much easier he gets as the game progresses, and how that ease translates to the Final Battle.
19) Abhoth – As long as you’re willing to exterminate the Children when they show up, Abhoth is one of the more quiet ones. Not too hard to survive Final Battle since anything you own is acceptable fodder.
18) Nyogtha – An odd but delightful slumber ability that is too often dormant. A large doom track allows for some elbow room. A Final Battle that relies heavily on luck and a lot of weapons. (I kinda like the added toughness to his followers.)
17) Hastur – Like Bokrug, Hastur can vary wildly, but unlike Bokrug, Hastur gets harder as the game progresses. And Hastur’s “eight Clues to Seal” bugs you all game.
16) Y’Golonac – Avoiding tomes is another impossible-to-quantify task, but the potential is there for a ridiculously fast game. Few can last more than 4 rounds with him, so don’t miss.
15) Cthugha – One of the greatest Investigator commodities comes with a potentially nasty price tag, but his huge Doom Track allows you to play things slow if you’re slick enough. Wake him up, and you will BURN.
14) Chaugnar Faugn – His slumber ability is an annoying little gnat buzzing around the board, but often seems like...well, just a gnat. Tcho-Tchos become tiny slabs of solid bedrock. Chaugnar’s Final Battle is a whirlwind slaughterhouse: he will ALWAYS last to at least the fourth round...will you?
13) Eihort – If you can spread the Sealing around, Eihort’s kinda easy with his decently large Doom Track. Also suffers from Cultists-lost-in-the-Monster-Cup syndrome. With some lucky rolls, you might be able to overcome his Physical Immunity long enough to survive, but Investigators will fall like dominoes once the first one goes down.
12) Rhan-Tegoth – While Rhan’s Final Battle can be as disastrously infinite as Cthulhu’s (Physical Immunity never helpful), it is possible to never hear more than a peep from him during the regular game.
11) Shudde M’ell – Still provides an extremely frantic game (Shudde LOVES an Open Gate on Devil’s Reef!). Final Battle could be too short to matter.
10) Shub-Niggurath – Old but reliable. Shub never fails to make combat a pain, and her Physical Immunity and Sneak Attack makes for a solid Final Battle.
9) Tsathoggua – Not being able to rely on your trophies is bad enough, but shutting off Innsmouth’s Gilman House makes the town remarkably draining. Final Battle is almost impossible without Clues, but his huge Doom Track might provide enough time to stop him.
8) Cthulhu – A little farther down the Top 10 than I’d like, I must admit that while he sleeps, you can still manage to play a pretty effective game. You’ll still be walking on eggshells with a 3/7, though. Seven-round Final Battle is very tough, but even I have noticed that he has no resistances.
7) Yog-Sothoth – It’s surprising how bad that Gate Difficulty thing can suddenly make things. Gate trophies are still hard to spread around, and they don’t last long when you’re trying to balance your Fight and Will every round.
6) Ghatanothoa – One of the most unpredictable AOs ever, Ghata can break a game with a simple flip. However, with some restraint, it’s possible for the Investigators to slowly avoid him. But once he’s awake, forget it. Ghata saves himself a hit point EVERY SINGLE ATTACK, and you wouldn’t believe how quickly that adds up, especially by the fourth round.
5) Zhar – A nigh inconceivable Final Battle, and a short Doom Track to match. A wacky and erratic slumber ability may give you enough slack to dodge him...or to hang yourself.
4) Quachil Uttaus – I think Quachil will settle down lower after more plays, but for now, he’s the only one with that every-turn tension that makes a player insane (Drag Me to Hell). You better play smart and lucky even while being hunted, because you will NOT survive the Final Battle, not with double Immunities and an inescapable attack.
3) Atlach-Nacha – Still one of the worst AOs ever, but interestingly a tad less so for inadvertently cracking the DOR Track in the knee. It’s harder to manage a Closing victory with Innsmouth in play, but the old mass-Sealing strategies still work. Don’t wake him up, or you’ll feed him yourselves.
2) Yibb-Tstll – What Yibb does to Clue-gathering is brutal. What Yibb does with Clues after waking up is just monstrous. A short Doom Track, as many successes as Zhar, and a downright MEAN attack...can you even call this a Battle? Yibb even gets an amazing retro-boost to her Evasion Difficulty now that Innsmouth is so devoted to Sneak.
1) Glaaki – You just can’t keep your stuff, and a naked Investigator is a terrified Investigator. Like Yibb, Glaaki gets a HUGE retro-boost now that Innsmouth’s accelerated devourings threaten to spin the Terror Track out of control. And an out-of-control Terror Track makes for one quick Final Battle, while he STILL takes your stuff!
This list will never truly be finalized, not even with our own individual selves...but hey, something to talk about.
. But generally true.
.
. Certainly didn't help first 3 gates all saw a Cultist up front
(and assuming "treated as Cultist" = Cultist for RT). So he woke up with 17 doomers
. Shockingly, did get him down to 8 before keeling over. Rhan-Tegoth is looking quite nasty from the first outing. Even without triple Cultist doomers, that final combat is very nasty.
. BTW, when you wake the GOO during setup, before you even get to the first Mythos card, what do you call it
? William Yorick keeps on drawing Cultists, suddenly it's final combat time. Or maybe he "just" draws 6, closing General Store and Curiositie Shoppe during pre-game