Super Fat Goblin Strat

By thiagolbahia, in Descent: Journeys in the Dark

So, i managed to operate a miracle and finished first Map with all my goblins out of the map. So my Fat Goblin will have 29 HP on the second map. I also did kill a hero multiple times and i have 13 overlord cards in my hand (only cards i used was Frenzy and the one that gives me a reroll on a die).

Thing is i don't wanna mess up on the main map.

My heroes are: Avric - Disciple ; Jain - Wildlander ; Grisban - Berserker and High Mage Quellen - Geomancer.

We are using all expansions (up to Manson of Ravens), so i have access to all monster groups.

Other concern of mine is that Geaomance has 2 Stones that block movement and they are buffed to 3 HP and 2 die (Brown and Gray).

So my question is: Any suggestion in open monster group? Any insight about start since i know for a fact that the players WILL build a wall in the spider cave and wait for my Fa goblin.

Thanks all.

If you think the heroes will form a wall, you could pick ettins or plague worms to move them out of the way. You could pick ironbound to protect splig. You could pick bandits or volucrix reavers to go strong offensively.

If you have the h&m packs, you could also block the hallway yourself with kobolds or golems, or be offensive with sorcerers.

One think to note is that plague worms cannot move summoning stones as they are obstacles and not regular figures. I do like the iron protectors idea. Bandits are also good as they might be able to steal some of the searches back.

Been a while since I played this one, I'm not sure if they're allowed, but if they are, changelings all the way.

Would have suggested them if they were available, trust me!! The possible traits are building and cave.

In that case, I really think Ironbound are your way to go on this one, unless you're just so ahead that bandits will just crush them (in which case, bandits ^_^)

You should also consider hybrid sentinels. The fire breath on the master would help clear out the blockage. Try to save an add a surge and critical blow card. Iron protectors are also nice. Would take them over golems as things can get blocked in the small hallways.

Bandits are cool but borderline too much. Its like say not only am I going to smack you around and beat you up but i am also going to rob you bind... On second thought I see no issue with them.

Post a follow up and let us know what you selected and how is goes.

Thanks for all the support guys.

I played 2 successful Fat Goblins with Hybrid Sentinels. I like them a lot.

But now ill consider Bandits or Ironbound.

Since i already have the Goblins i don't know if ill need another fast small creatures.

Hybrid Sentinels has the flying advantage, plus 3 creates instead of 2 of the Ironbound. Another thing is that 3 out of 4 players have 2 os less Might witch makes Pray on the Weak very good.

Or i could just wait for the Fat goblin and position them near the protectors and try to hurts my way out.

What u guys think?

Thanks!

Low str biases things towards hybrid sentinals.

Are they heavily dependent on pierce? That could push things towards iron protectors.

I only have tour core set available. But what's wrong with a shadow dragon? That red dragons fire surge is nice

I only have tour core set available. But what's wrong with a shadow dragon? That red dragons fire surge is nice

Same problem as with all large figures: maneuverability in tight corners and low unit count

Shadow Dragons have good defense and health, and Shadow. Two of the heroes are Melee comabatants, so good part of the work lies on Jain and Quellen. If they don't have good weapons, Dragons could well block the passage enough turns (as they did in our campaign, although we had 3 Melees). As they are blocking, maneuverbality is not a problem. Low unit count (with no reinforcements) stil is, though.