Treaty-of-champions
shiny.
first new monster group.
It's interesting that they introduced a new monster group, the Crow Hags. So I believe they are down to 5 monster groups left from the Conversion Kit: Ferrox, Blood Ape, Naga, Ice Wyrm, and Shade. Perhaps they'll add another new monster group to get their six for the next two of these. This might mean that some of the heroes won't end up in a Heroes and Monsters add-on unless they make up more monsters.
Awesome!
(Sadly, this means that my custom storage box no longer fits all the heroes
)
WOW. Love the Crow Hags (hags in general are one of my favorite fantasy races). Is anyone else getting Hagraven vibes from them? Zyla was my favorite of the first edition heroes, so I'm so glad she's finally being updated. Jonas is one I wanted to have for a while.
Still, would've loved to have seen a new Naga mold.
Edited by RingskipperIt's interesting that they introduced a new monster group, the Crow Hags. So I believe they are down to 5 monster groups left from the Conversion Kit: Ferrox, Blood Ape, Naga, Ice Wyrm, and Shade. Perhaps they'll add another new monster group to get their six for the next two of these. This might mean that some of the heroes won't end up in a Heroes and Monsters add-on unless they make up more monsters.
they always can make more new monsters......
they need the artworks anyway for several runebound expansions.
and DJ33 DJ34 are still missing (so two more sets in this run)
( not to mention DJ06, but i have given up on that one.)
and 18 Heroes are still missing, right?
The art for all of them looks
pretty
cool. And the crow hags were a surprise! Shiny anti-clerics.
I was also waiting for Grey Ker. He gives me a fantasy batman vibe.
(I remember one of the designers posting around long ago that they were trying to make his ability work/be cool. I think this redaction works well to avoid confusions: "After taking your first action, you may interrupt your turn to continue and end it later, right after another hero's turn." Then you could add a bonus related to how the field can change in the mean time, like "Each of your attacks against monsters that were attacked after your first action gain +1 H." Or something with automatic movement if nearby heroes move?
I'm guessing they went with a new scout concept, like they did with the Bonds of the Wild cast.)
The conversion kit has
48 Hero Sheet
3 Familiar Cards
50 Monster Cards //25 monsters
They have announced 7 H and M packs. With one new monster groups that is 5 monsters and 20 heroes not yet released. Assuming they do dj33/34 for H and M packs of the same type, we likely will get one more monster group and 12 heroes not released.
Nice to know I am not the only one bothered by this.
( not to mention DJ06, but i have given up on that one.)
with means 3 Hero and Monster set with new monster and the 12 missing Heroes at later date. two sets a years seems doable.
Nice to know I am not the only one bothered by this.
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( not to mention DJ06, but i have given up on that one.)
I can see you are making good progress on in. Please update us on what you figure out. We are eagerly awaiting your discovery.
So having Crow Hags around can result in a failed stand up action? Seems a bit OP.
Zyla looks like she might break quite a few quests whenever terrain-heavy maps are involved. She has an amazing heroic feat too.
The new monster group is interesting. Besides the mini (which looks awesome), the master's ability is something falling right into my alley. The lifethirst thing seems a bit lackluster though.
Edit: Also, B+Y attack in Act II, even for the master, is really weak.
Edited by IndalecioSo having Crow Hags around can result in a failed stand up action? Seems a bit OP.
I don`t think so, because their attacks are rather weak. I normally need every single attack to get the heroes down.
Plus you only get three of them. I would have expected 4 models to be fair.
Base game
Heroes: Ashrian (Healer), Avric Albright (Healer), Grisban the Thirsty (Warrior), Jain Fairwood (Scout), Leoric of the Book (Mage), Syndrael (Warrior), Tomble Burrowell (Scout), Widow Tarha (Mage)
Monsters: Barghests (4), Cave Spiders (5), Elementals (2), Ettins (2), Flesh Moulders (4), Goblin Archers (5), Merriods (2), Shadow Dragons (2), Zombies (5)
Lair of the Wyrm
Heroes: Reynhart the Worthy (Warrior), High Mage Quellen (Mage)
Monsters: Fire Imps (5), Hybrid Sentinels (3)
Labyrinth of Ruin
Heroes: Dezra the Vile (Mage), Logan Lashley (Scout), Pathfinder Durik (Warrior), Ulma Grimstone (Healer)
Monsters: Arachyura (2), Carrion Drakes (3), Goblin Witchers (4), Volucrix Reavers (4)
The Trollfens
Heroes: Augur Grissom (Healer), Roganna the Shade (Scout)
Monsters: Harpies (4), Plague Worms (3)
Shadow of Nerekhall
Heroes: Orkell the Swift (Warrior), Tinashi the Wanderer (Scout), Ravaella Lightfoot (Mage), Rendiel (Healer)
Monsters: Changelings (4), Ironbounds (2), Rat Swarms (4), Ynfernael Hulks (2)
Manor of Ravens
Heroes: Alys Raine (Warrior), Thaiden Mistpeak (Scout)
Monsters: Bandits (5), Wraiths (3)
Mists of Bilehall
Heroes: Nil
Monsters: Bone Horrors (3), Broodwalkers (3), Reanimates (6)
_________________________________________________________________________
Oath Of The Outcast
Heroes: Trenloe the Strong (Warrior), Laurel of Bloodwood (Scout), Shiver (Mage), and Elder Mok (Healer)
Monsters: Bane spiders (3), Beastmen (4), Razorwings (4)
Crown of Destiny
Heroes: Corbin (Warrior), Lindel (Scout), Jaes the Exile (Mage), and Brother Gherinn (Healer)
Monsters: Chaos Beasts (3), Giants (2), Lava Beetles (4)
Crusade of the Forgotten
Heroes: Tahlia (Warrior), Tetherys (Scout), Astarra (Mage), and Andira Runehand (Healer)
Monsters: Golems (2), Medusae (3), Sorcerers (4)
Guardians of Deephall
Heroes: Mordrog (Warrior), Lord Hawthorne (Warrior), Sahla (Healer), Silhouette (Scout)
Monsters: Crypt Dragons (2), Dark Priests (4), Wendigos (3)
Visions of Dawn
Heroes: Master Thorn (Mage), Nara the Fang (Warrior), Ispher (Healer), Sir Valadir (Warrior)
Monsters: Manticores (2), Ogres (2), Trolls (2)
Bonds of the Wild
Heroes: Lyssa (Mage), Challara (Mage), Ronan of the Wild (Scout), Vyrah the Falconer (Scout)
Monsters: Kobolds (12), Hellhounds (4), Deep Elves (2)
Treaty of Champions
Heroes: Jonas the Kind (Healer), Grey Ker (Scout), Krutzbeck (Warrior), Zyla (Mage)
Monsters: Demon Lords (2), Skeleton Archers (5), Crow Hags (3).
Still to come?
HEALER (3): Aurim, Brother Glyr, Okaluk and Rakash.
SCOUT (6): Arvel Worldwalker, Bogran the Shadow, Kirga, Red Scorpion, Tatianna, Tobin Farslayer.
WARRIOR (8): Eliam, Hugo the Glorious, Karnon, Laughin Buldar, Nanok of the Blade, One Fist, Steelhorns, Varikas the Dead.
MAGE (3): Landrec the Wise, Mad Carthos, Truthseer Kel.
Monsters (5): Shade, Ferrox, Blood Ape, Naga, Ice Wyrm.
Weak attack offsets otherwise REALLY good skills and abilities. Lifethirst looks, in theory, like it could be bonkers, a hero within 5 of the minions and master reduces any healing by 4 to a minimum of ZERO! Not, a minimum of 1 but 0! Heroes may need to recover minimum 5 hp to get anything, or run away to be out of range which wastes valuable time.
That, frankly, is nuts. Im surprised they are not rolling a single blue die in act 2.
HP and defense are good and MP 5 is the icing on a delicious cake.
And for the cherry Death omen on the master! guaranteed 2 damage or a condition of my choice you say?
They do roll a blue die, but I would have liked to see at least a B+Y +Y ranged attack in Act II.
After some thoughts I think these monsters are very weak. The ability is nice, but I don't see how I could ever pick these as an open group.
Otherwise the master has a nice ability, yes, but:
- We don't know if the Act I variant has the ability.
- She will be shot on sight by the heroes, leaving you with two minions who can certainly run but they don't do anything else and don't tell me Lifethirst 1 will destroy the heroes' healing capabilities...
- Heroes with standard healing capabilties can usually take 2 damage without any problem. As a hero player I would gladly pay 2 life out of 3 remaining to avoid getting Immobilized, Stunned, Cursed or Doomed.
What's the Act I version then I ask?
Attack can't be worse than B+Y so my guess is that the only difference is the surge into 1 additional damage instead of 2 on both minion and master. Then Lifethirst stays there, as said above maybe not Death Omen, defense gets a single gray dice, maybe an aditional brown dice for the master, and HP around 4 for the minion and 6 for the master.
This is far from being stellar.
You look at this and then you check the number of monsters you get.. I would pick 4 Changelings instead of 3 Crow Hags all day long every day.
EDIT: Monster traits as well. Dark-trait monsters seem to offer a lot more punch, resilience, numbers, and utility. I fear Crow Hags are very subpar compared to many other Dark monsters I can pick from my collection. When it comes to Civilized trait... I don't know, quests with this are quite rare in comparison, and like I said Changelings are a thing. Water would have been nice on top of Dark to give another option for this underpopulated categories, especially considering the fact these are small monsters.
So yeah, nice from FFG to give us a new monster. Nice touch on the utility ability. But extremely niche in my opinion, unless you mix them with a bunch of other monsters maybe.
Edited by IndalecioDon't forget that the Crow Hag will be a bard killer. If you managed to put the full team down, with thoses monsters, there's no way the team gets up with that bastard !
Upon further inspection: Two Minions and one Master. If they are all within 5 spaces of a Koed hero, he needs to roll FIVE hearts to even stand up. These things are not going anywhere near group campaigns because that is WAY too OP. So what if they roll a Blue and Yellow, there are enough enhancement effects in this game to change that. They also have 7/9 HP and use a black defense die. I can see situations where these things are just standing around, locking the hero side down because nobody can actually stand up and the OL just does his merry business.
No thank you.
They do roll a blue die, but I would have liked to see at least a B+Y +Y ranged attack in Act II.
After some thoughts I think these monsters are very weak. The ability is nice, but I don't see how I could ever pick these as an open group.
Otherwise the master has a nice ability, yes, but:
- We don't know if the Act I variant has the ability.
- She will be shot on sight by the heroes, leaving you with two minions who can certainly run but they don't do anything else and don't tell me Lifethirst 1 will destroy the heroes' healing capabilities...
- Heroes with standard healing capabilties can usually take 2 damage without any problem. As a hero player I would gladly pay 2 life out of 3 remaining to avoid getting Immobilized, Stunned, Cursed or Doomed.
What's the Act I version then I ask?
Attack can't be worse than B+Y so my guess is that the only difference is the surge into 1 additional damage instead of 2 on both minion and master. Then Lifethirst stays there, as said above maybe not Death Omen, defense gets a single gray dice, maybe an aditional brown dice for the master, and HP around 4 for the minion and 6 for the master.
This is far from being stellar.
You look at this and then you check the number of monsters you get.. I would pick 4 Changelings instead of 3 Crow Hags all day long every day.
EDIT: Monster traits as well. Dark-trait monsters seem to offer a lot more punch, resilience, numbers, and utility. I fear Crow Hags are very subpar compared to many other Dark monsters I can pick from my collection. When it comes to Civilized trait... I don't know, quests with this are quite rare in comparison, and like I said Changelings are a thing. Water would have been nice on top of Dark to give another option for this underpopulated categories, especially considering the fact these are small monsters.
So yeah, nice from FFG to give us a new monster. Nice touch on the utility ability. But extremely niche in my opinion, unless you mix them with a bunch of other monsters maybe.
I dont think anyone will dispute that changelings, and other options, are very good but i think that you are really focusing to much on the damage output from the Hags here.
1st They make damage stick, a concept that has been largely absent in 2nd ED. If heroes dont deal with them then they risk a real possibility of being wiped with no means to stand up.
2nd Their abilities require no dice rolling, they just are. Your changelings can reduce my stats to 1 ,i can still optimistically pass that test or modify it in some way, or get a re roll. Your healing will always be -1 (up to -4) when they are nearby and that reduce to 0 is key.
Are they a default auto pick? Possibly not. They do need support to make damage for them but you can usually count on having a damage dealing groups in the quest or in another open group.
They do need support to make damage for them but you can usually count on having a damage dealing groups in the quest or in another open group.
Thing is, I´m not too sure anymore there is such thing as monster groups supporting each other in Descent. I wish there was, but in practice your monster groups often start being scattered around the map, and heroes normally get their numbers down by the time they can unite. I don't think Crow Hags will be an exception to that. Moreover I´d say less than 40% of all quests (just a guess, I haven't counted them) allow 2 open groups and even if they do it's often the case that one of them don't get to start on the map. You have a few quests allowing you to combine open groups, but it's pretty rare.
OL card support, however, can be a thing. Enchanter class, even plot decks. This can be used to palliate some of the weaknesses of these monsters.
And we were worried about Descent end!