Is it ok to use Kobolds from Bonds of the wild?

By Vancheng, in Descent: Journeys in the Dark

Hi! Im going to grab Bonds of the wild to get more figures.

But im worried a little bit about kobolds, cause i saw somewhere on this forum discussion where people said that kobolds are broken, and lead to frustrating gameplay for heroes etc.

Im playing overlord right now, and we play for win usually, but I dont want to bring something frustrating and broken to the table

What will you advice to me, guys? Is it really the case?

I'm not sure they are, it's more depending on the hero team.

If they are good with blast, for example, they will not be so powerfull.

Kobolds can be devastating They can also be not so bad. rugal is correct- it depends on the party, and the map. For ecample, we recently played "my house, my rules." The kobolds got to start in

1) multiple locations, so the masters spread out

2) far way from the heroes, plenty of time to spawn.

This made them pretty devastating. In different scenarios, though, they are very manageable.

Thank you guys

My heroes are

Alyse Reine Marshall

Logan TH

Astara the Hexer

Avric Diciple

It looks like they have no AOE currently, so kobolds will be overpowered versus them. Maybe I should try to use them only if desperate

I would point out as well that most complaints about Kobolds being "broken" had more to do with the Conversion Kit's Kobolds than Bonds of the Wild. Their abilities significantly changed between the two versions.

I would point out as well that most complaints about Kobolds being "broken" had more to do with the Conversion Kit's Kobolds than Bonds of the Wild. Their abilities significantly changed between the two versions.

While that is true, "spawner" is a whole new kind of ability. In quests like "my house, my rules" where the OL is able to keep the masters relatively safe, it essentially allows the kobolds to be an entirely additional reinforcement group.

what's the point here ?

Just try them out, and see how it goes !

Descent is not so easy to say "balanded" or "broken", it's really depending on the objectives, map, monsters, heroes, item, quest, and all. The same quest with some different luck factor may change it from one to another.

I would point out as well that most complaints about Kobolds being "broken" had more to do with the Conversion Kit's Kobolds than Bonds of the Wild. Their abilities significantly changed between the two versions.

I am curious what the differences are. I have Kobolds from the Conversion Kit. Their abilities are:

Scamper - This monster may move through spaces containing heroes.

[surge] Swarm - This monster deals +1 wound for each other monster adjacent to the target.

(master only) Split - When this monster is defeated, replace it with 2 minions of the same type

in the closest available empty spaces, ignoring group limits.

Could someone please post the Kobold abilities from the Bonds of the Wild? Thanks

[followup edit] Nevermind. I found the differences listed in any2cards' Index of Useful Links.

The differences are:

(additional minion ability) Small Beginnings - Do not place this monster during setup.

(master only - replaces Split ) Spawner - At the start of each Overlord turn, place

one minion Kobold adjacent to this monster, respecting group limits.

Edited by Cejel

there's some difference more :

now, all master kobolds (act 1 and 2) have "blue + yellow" attack dice, all kobolds have +1hp, and the monster group is now higher (3 master 9 minions for 4 heroes)

Against a Logan TH and Avric Disciple, you can use Kobolds without feeling bad imo.

If Avric hasn't skilled his AoE spell yet, it's not your fault, but a tactical mistake on their part, you have to exploit. That is of course, if you play for the win (which seems like it, if you are up against this party).

The OL has a moral obligation to smack the heroes as hard as he can. Get them and do your best to smack the heroes hard!

Thank you, I will try them

If the hero's over-specialize to the point of becoming weak against certain monster types (e.g. no AOE to kill kobolds) you should use that to your advantage.

Kobolds are great for the seige of skytower encounter in the heirs of blood campaign book. I used Belthir to move a master kobold to the corner and then moved him toward the exit, The master kobold then spawned next turn. Moved the minion off the map the following turn(took 3 turns). and left the master in the corner to keep spawning. When the heroes caught on and moved toward the master kobold I used 2 trip wire cards and then the next turn moved another spawn and the master off the map. Sir alric was simple to get off the map. I used his overpower and moved right past the heroes.

Ooooh how I got over-swarmed in the rumor quest (or normal quest in Manor of Ravens) "My House, My Rules"..

1 Bandit, 1 Wraith and 3 Kobolds EACH TURN! Plus a Raven Flock that got added to the masses..

That sucked.. couldn't get anywhere fast enough to get rid of the master Kobolds, thanks to those annoying special doors..