Favourite monsters

By rubenmaes, in Descent: Journeys in the Dark

What are your top 3 favourite monsters to spawn?

What monsters would you never spawn?

I play this game once in three months. So I can't really get deep into all the strategy possibilities. So tips are always welcome.

Thanks

Favourites:

Trolls

Bane Spiders

Dark Priests

Least Favorites:

Kobolds

Hellhounds

Skelies

ferrox

kobold &razorwing for the hored affect.

lest fav.

Golems (too slow)

Naga (still trying to find the best way to use them)

Dark Priests

Bane Spiders

Ferrox

my love monster list:

1. Ghost (stealth and immunity for meele atack without reach is great)

2. Dark Priest (they can kill :D )

3. Beastman (Command is great)

i hate:

1. bane spider(they almost never hit)

2. kobolds(too low hp and one blast is enought for them)

3. Apes(still working on them)

My personal favorites to date are:

1) Dark Priests (just got the AoD supplement)

2) Sorcerors (Sorcery rocks)

3) Beastmen (Command also rocks)

Least Favorite

1) Skeletons (Just haven't seen them stand up to much)

1. Beastman for sure ! ... they simply do more damage.. by far ... good damage and there are 3 of them, 1 has comand on top of it...

2. Master deep elf .. frost speaks for itself

3. Ferox ... damage

1) Skellies: My group have learned to fear them and hunt down any that appear

2) Razorwings: Good for a spawn to kill someone on their last HP when they think they are safe

3) Dark Priests: They are just down right dirty

1) Ferrox: you'll feel it next round

2) Kobolds: especially when playing with newbies, they get all scared when you drop 6 minis on the board

3) Deep Elves: I hated them as a player, so I love them as OL.

Good:

1) Dark Priests (Love the curse token (master), love the 1 surge one thread thing)

2) Sorcerers (Love sorcery)

3) Deep Elfes / Beastmen ( depends on situation/enemy you want to kill/...)

Bad:

1) Bane Spiders. (They're just a joke in my opinion / hate spiders in real life anyway... f**k spiders :) )

2) Manticore. (Quick Shot is nice... but 2 times 0 damage still means 0 damage)

3) Hellhounds (Breath is cool... if they would do damage)

Ferrox supported by Beastmen!

Worst: Hell Hounds- Breath really needs to ignore or reduce armor!

Enjoy:

Kobolds - trap reduction in price is awesome and when upgraded to silver are great threat generation creatures.
Beastmen - they just do a ton of damage
Sorcerers - great for ranged damage

Dislike:

Hellhounds - damage production is too low
Razorwings - good hit and run candidates but I enjoy clogging up corridors with minions more
Bane Spiders - poison is not good enough for not getting through armor

Favorites:

1.) Beastmen (always a good choice for nice dmg output)

2.) Ogres (Especially masters... mmmmmm undying)

3.) Razorwings (I know I know... but I love seeing the surprise in the heroes eyes when you use you OL cards to double-move 14 spaces and attack that squishy mage and range hero)

- I'd like to throw in Dark Priests as a side note but I can't add them officially since I have not spawned them... only because I HATE them as a hero...

Least Faves:

1.) Hell-hounds (what the heck are these things used for anyway? Maybe a sentient 4-legged dungeon heater for chilly heroes?)

2.) Blood Apes (Could have potential but has eluded me thus far)

3.) Bane Spiders (Just a big 4-square bag of suck)

For me its got to be:

1. Dark priests damage and threat, and the masters with Curse tokens.

2. Sorcerers.

3. Ferrox (leech is a great ability)

The Worse with suggestions of improvements

1. Hell hounds (I like the suggestion someone made before of giving them burn)

2. Bane Spiders; because of their size its just so hard to spawn them especailly in RTL and web is so weak it just doesn't seem worth the effort. I think they should be made one square figures at least that way you could get them on the board!

Looks like there's not much love for Hellhounds and these **** Bane Spiders out there :)

Favorite-

dark prist ( i mean come on one spawn can almost kill a party)

Skeleton archers

deep elves

least-

Trolls

orges

hellhounds ( i mean come on talk about how they should still have the ability to start people on fire )

beastmen ( the rtl really screwed these guys for damage )

Favorite

1. Dark Priests (they pay for themselves)

2. Sorcerors

3. Skeletons (in RtL when these are powered up, the pierce and extra range makes them perfect for needling damage out, also undying on the master is nice)

Least Favorite

1. Bane Spiders (not enough damage, hard to spawn all three due to line of sight, especially in RtL)

2. Ferrox (bleed is nice, but their damage is low, and in gold level campaign when heroes have 24 hp, 1-3 bleed points in not good enough)

3. Kobolds (nice for blocking narrow passages but little else)

My three favorite:

1.) Ferrox (Bleed is a pain for the heroes)

2.) Dark Priests ( The Curse token from the master and the one surge one damage and threat)

3.) Sorcerers ( Once to the Silver level in RTL, they pack a good punch)

My three least favorite:

1.) Kobolds (More of a nuisance. Cannon fodder.)

2.) Hell Hounds( Not enough firepower)

3.) Spiders (Weak)

I guess it really depends on the style of play of the heroes that dictates which monsters to spawn, but the above mentioned favorites are pretty good.

actually, Master Bane Spiders are quite good. I think wew just need the normals that suck.

1) Ferox

2) Dark Priests

3) Golems

Haven’t played with the Tomb of Ice monsters yet. We’ve played one full Road to Legend campaign and as such…

Favourites

Dark Priests – the Threat they can generate as well as the damage & distance they get at higher levels is fantastic as is the fact that surges aren’t wasted (in terms of damage). Both effects of Black Curse are cool too.

Skeletons – easy to spawn, you get three of them and at diamond they move at 7 and can shoot from a great distance. On a lucky day, Undying can be amazing J

Sorcerers – their sorcery level makes them versatile. As above for undying.

Least favourite

Bane Spiders – because of the smaller dungeon levels in Road To Legend they’re much more difficult to spawn and Web has been weakened massively L

Golems – although they can absorb damage they move slowly and can’t hit as hard as I’d like. Oh and it’s 3 Treachery I think to get the Golem spawn card.