Dealing with 2 Heroes as Overloard.

By Silidus, in Descent: Journeys in the Dark

So, under the new rules, heroes get an additional attack when playing a two hero game. This essentially extends the 'threat range' of a hero to twice its movement speed + fatigue. This means that even the slowest heroes can now cover 6 - 10 spaces and still put an attack in, greatly out-ranging even retreating ranged units (example: goblin archer 3 squares away, attack + move = 7 spaces, double move 11 spaces which is still in melee range).

How are OL players dealing with this? Am I just playing too aggressive and need to pull units back and let the heroes move into my threat range? What about scenarios where there is no race condition on the heroes?

There are many quests where this simply won't matter. Half the time, I am choosing and placing monsters on the board with their sole purpose being cannon fodder ... that is to say, a distraction to the hero's real goal.

It never ceases to amaze me that many of the people I play against can see all of the these sweet, tasty monsters, and demand that they kill them all, rather than focusing on their main goal for the quest.

As OL, I am all too happy to oblige.

Agreed. In most quests, the consequence for (some) dead monsters is just placing new ones. For heroes, there is a minimum one action cost, sometimes more. If the heroes are taking time out of their busy schedule to eliminate your troops, you're doing a good job. Just do your best to make them work for it (move, attack, move, attack is more costly than move, attack, attack.)

Additionally, while you are making the heroes run from monster to monster, hit them with traps. If you immobilize a hero, his turn (instead of move, move, attack) will be "mo-... rats. Uh...rest and heal?"

Edited by Zaltyre