[Preview] Bonds of the Wild - Vyrah and Hellhounds

By Harkodos, in Descent: Journeys in the Dark

A preview for Bonds of the Wild has been posted.

Check it out here: https://www.fantasyflightgames.com/en/news/2015/8/6/the-wild...

Vyrah seems unchanged for the most part, but the Hellhounds have had some serious buffs and retooling done to them. They can be quite deadly now, even without the minions having Fire Breath.

Of the H&Ms atm, this one is the most interesting to me.

Those hellhounds look great.

My luck would be that whenever I attacked with Skye, I would always roll a blue X.

So Skye is a falcon that flies over the battlefield to aid with ranged attacks and ignores terrain effects... But can't move through enemy figures? Am I reading that right?

So Skye is a falcon that flies over the battlefield to aid with ranged attacks and ignores terrain effects... But can't move through enemy figures? Am I reading that right?

Skye is just a familiar, not a figure (just like the shadow soul)- and so movement is not blocked by figures whatsoever. Note that Vyrah's hero ability puts Skye in his place. Skye can be in the same space as any figure without issue, and any figure can move into Skye's space without issue. The text on the card is to remove the normal familiar requirement that they must treat all special terrain as water. Skye can move into water, lava, pits, and obstacles as if they were not even there.

I'm assuming he can be attacked tho?

I've got my box and Lyssa is a really surprising mage.

If she attack an adjacent figure, she can change one power die with a red one. And her feat must be used after an attack and must target an adjacent figure. She makes an attack that ignore range (so passes through stealth ?) and replace the blue die with a red die.

So, if the attack with the staff of the wild, she can roll Red + Yellow + Red + Green

Edited by rugal

I'm assuming he can be attacked tho?

Skye cannot be attacked (just like the shadow soul), Skye is not a figure. Note how Skye does not even have a health value. The only way to stop Skye from attacking is to knock out Vyrah. The range effects would still work as those are part of Skye's card.

"Ignoring range" bypasses "Stealthy" as there is no longer any range required to hit the target. It basically says "you cannot miss due to range" and stealthy's whole effect is "it is easier to miss due to range."

Edited by Zaltyre

Lyssa - If she attack an adjacent figure, she can change one power die with a red one. And her feat must be used after an attack and must target an adjacent figure. She makes an attack that ignore range (so passes through stealth ?) and replace the blue die with a red die.

Man, I feared her whole agile/defensive concept was gone. Goodbye my long-awaited beautiful Conjurer. F**k.

I think many of the cast is being moved more closely to the basic ideas of what their class does (Vyrah from attack and defense debuffs, to range and damage, Lyssa from dodging to more damage, Ronan from tactical defense to picking treasures.

I can see this other concept is cool too, and I get their rationales (claws idea and tying the collection together.)

What I'm pondering is if the master Hellhound has Fire Breath and Hunt would someone at range 4 affected by the breath be affected by Hunt or not, since it was not "targeted" just affected?

:ph34r:

I would think not. The Hunt ability refers to "the" target, as in singular, and Fire Breath has just one target space. While other heroes are affected, as you said, they aren't THE TARGET.

If I were to pick up an H&M I think it would be this one.

Once I saw that this was released it was in my shopping cart. I've been waiting for the hellhounds for awhile as my runewars monster collection is now complete for D2E:

Sorcerers, Razorwings, Beastmen, Hellhounds, Shadow and Crypt Dragons (one of those has to count as "dragon") and Giants. The gang's all here.

Wow, I love these new Hellhounds! Not only do they have great art, there is really nice combo potential with the ability of the minions to reposition the heroes with Hunt, and then have the master finish off a clump of heroes with a piercing Fire Breath! Hunt doesn't even require the attack to have dealt damage, although I wish the minions had yellow dice for more positioning potential.

Nonetheless, coupled with black defense dice in Act II too and solid hit points makes me a happy overlord :)

A buff to Skye is welcome too. Solid counter to Stealthy monsters.

This H&M is for sure the best yet. Insta-buy.

Edited by Charmy

Lyssa - If she attack an adjacent figure, she can change one power die with a red one. And her feat must be used after an attack and must target an adjacent figure. She makes an attack that ignore range (so passes through stealth ?) and replace the blue die with a red die.

Man, I feared her whole agile/defensive concept was gone. Goodbye my long-awaited beautiful Conjurer. F**k.

I think many of the cast is being moved more closely to the basic ideas of what their class does (Vyrah from attack and defense debuffs, to range and damage, Lyssa from dodging to more damage, Ronan from tactical defense to picking treasures.

I can see this other concept is cool too, and I get their rationales (claws idea and tying the collection together.)

In fact I do think she is a really cool and aggressive Conjurer now.

For example, you can summon images far from the monsters, and with many friends, add 1 green die, so 1 red die instead, and fight in melee with Blue + Yellow + Green (and replace any of this one with a red, for example the green) and be really destroying in Act 1 really fast. and by choosing wisely the cards, she can be using any type of weapon.

Curious to see what it could be

And she will be a really good Runemaster too now; in the same way, but with abusing from "inscribed runes"

Hell hounds, you've come a long way (baby) from Descent 1E.

I'm wondering if Hellhounds haven't suffer nerfing :

Hunt is not as good as firebreath, in exchange of 1 life is not really big

In act 2, however, black die is welcome.

I'm wondering if Hellhounds haven't suffer nerfing :

Hunt is not as good as firebreath, in exchange of 1 life is not really big

In act 2, however, black die is welcome.

Hunt is not as good as Fire Breath, for sure. I think the trade off of losing Fire Breath and gaining better defense and health isn't too bad though, especially since Hunt again helps to set up the master monster's fire breath attack.

I just wish the minions got more surges so they could Hunt reliably.

Hunt doesn't do the damage fire breath can, but it can allow the minions to reposition the heroes to be fire breathed more effectively, or to separate them for other purposes. I think it is a powerful ability in its own way- and though blue red doesn't give reliable surges, the OL always has the chance to draw his dark might.