Played first game of AH, a few questions.

By Sir-Taco, in Arkham Horror Second Edition

Hey all,

So last night my friends and I played throught Arkham Horror. We fought Nyarlathotep, and we found it oddly easy. Possibly too easy, so heres some questions.

For combat, when attacking a monster, its the Fight + Weapons then subtract the monsters red number on the lower left on the back correct to see how many dice you roll? Then each successful dice counts for 1 wound? Because one of my friends had a Tommy Gun and so many dice it gave monsters no chance.

During the game, we pulled the No one can save you now Mythos Card, rendering sealing gates usless so we saved our clue tokens, which made Nyarlathotep quite easy for a first time (two made it out alive out of five). Without that card I presumed that we would have used a good hunk of tokens sealing the gates making the final battle much harder.

Sir-Taco said:

For combat, when attacking a monster, its the Fight + Weapons then subtract the monsters red number on the lower left on the back correct to see how many dice you roll? Then each successful dice counts for 1 wound? Because one of my friends had a Tommy Gun and so many dice it gave monsters no chance.

Sounds like Michael McGlen. Did you remember/play Horror check correctly? But combat goes the way you wrote. Physical/Magical Immunity/Resistance negates part or all of the weapon's bonus. Also, hits don't carry over. So if you go against a Dark Young with Tommy Gun, that +6 gets reduced to +3. Then you need 3 successes in one combat check, can't do 2 on the first round, 1 in the second. 3 successes means 9 dice after the monsters modifier (well, that's the math anyways).

Sir-Taco said:

During the game, we pulled the No one can save you now Mythos Card, rendering sealing gates usless so we saved our clue tokens, which made Nyarlathotep quite easy for a first time (two made it out alive out of five). Without that card I presumed that we would have used a good hunk of tokens sealing the gates making the final battle much harder.

NOCHYN can/should eventually go away. Nyarly is pathetic if you toss the close/seal win out the window and gear up, stocking Clues, etc. Just count final combat "win" as draw, more motivation to actually win the game.

Indeed there are several Old Ones that are easily defeated by stocking up on gear. We've always consciously avoided this happening, so that we don't spoil the game for us - after all, we're the ones trying to have fun playing the game!

Nyarlathotep's major weakness is the fact that he consumes clue tokens. You can easily get about ten or more of these during the game, and Nyarly's 11 Doom Tokens are no match for Tommy Guns, Shotguns, Dynamite and Flamethrowers. He simply can't take the heat for extended periods of time, and those clue tokens allow you to survive for a long, long time.

Yig is similar. Even though he arrives very quickly, his combat skills are no match to well-equipped players especially if you chose your characters (don't). Without his ability to Curse, he'd go down extremely quickly, and even the Curse can be compensated for by stacking up on Shotguns.

The most pathetic creature ever seen in the game must be Nyarlathotep summoned a bit too early by a bunch of Deep Ones Rising... If he starts with six, seven or eight Doom Tokens in his track, he'll be easier to defeat than many of the monsters on board!

This brings up the question, whether the Doom Track should be filled when the Deep One rises. Any idea whether this is mentioned in the rules?

Whitmire said:

The most pathetic creature ever seen in the game must be Nyarlathotep summoned a bit too early by a bunch of Deep Ones Rising... If he starts with six, seven or eight Doom Tokens in his track, he'll be easier to defeat than many of the monsters on board!

This brings up the question, whether the Doom Track should be filled when the Deep One rises. Any idea whether this is mentioned in the rules?

It is mentioned. Always fill up the doom track when the GOO wakes. At work, so can't check the page, but it's at the end of the GOO waking methods (too many gates, monsters overrun town after Terror 10, etc) section as an "Important" part. Revised base game rules that is.

Thanks for the calrification all, and yes we did take into account horror checks, I should have stated that.

Dam, so rolling a (neither blessed/cursed) 6,5,5,3,4,2,1,2,3 would result in a sucessful fight? Or do you mean 9 sucessful rolls in the form of 3 different rolls with 3 sucessful dice?

Sir-Taco said:

Dam, so rolling a (neither blessed/cursed) 6,5,5,3,4,2,1,2,3 would result in a sucessful fight? Or do you mean 9 sucessful rolls in the form of 3 different rolls with 3 sucessful dice?

If you have 9 dice (after modifications) and are against a toughness 3 monster, the above rolls would count as a successful combat. But say that 6 were a 4, you'd only get 2 successes, take the damage from the monster (could of course use Clues before to try and get the extra hits), and next round of combat you'd again need 3 successes, the 2 you did in the first round are wiped clean so to speak when the combat round ends.

Ahhhhh I see, thank you for clearing that up.