@kraisto: I always thought the problem with the instantly killed monster groups was a problem for the OL vs. Heros campaigns... Does that happen in the Co-op campaigns too? (Most people seem to say they are somewhat challengeing either way) But if they only wanted to achieve that, they could let the monsters activate when they are set on the map in the heros turn (there are quests with this mechanic afterall). Or they could be positioned so that the heros don't reach them in one turn...
Either way I will probably play with the App in my group.... even if it's just to feel how it is to play a hero for a longer time than just one quest
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Although for someone like me who loves to play as the OL a "automatic hero App" would be better... but will probably never be made... Heros are to complex for an App I guess.
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Sometimes occur, I can cite as an example the first scenario of Forgotten Souls. The campaign begins with the heroes all together in a small room, surrounded by zombies and barghests. Theres a condiction, the heroes cannot move to spaces that are not adjacent to other heroes (penalty of 3 stamina if this happens), and a time limit of two turns to clear the room, without advancing the doom track. As the heroes play first, typically most of monster are killed early on. I think its all right for this type of scenario. But if you not suck on rolling dices, the monsters are just standing meat shields that need to be killed asap. For the app, which will involve the exploration of several rooms, with more monster groups in different places, i guess the change on the activation order works better.