My group and I have nearly finished our first full HoB campaign which we purchased and started after doing a full Shadow Rune campaign. We all felt like the Shadow Rune was horribly imbalanced and so after reading lots of comments about HoB being much better we decided to run that as our second campaign. Unfortunately it seems that our gaming experience is almost identical in that the heroes are being absolutely destroyed by the Overlord again, in this case it's 7-1 in favor of the OL. I was hoping I could get some insights or advice about how we are playing, the campaign, rules, etc. in an effort to see if there are things we are doing wrong or if there are things we could do differently to have a more balanced experience next time. I can't remember every single detail but I'm going to list as much as I can to give you a feel for how the campaign has gone, how we play, and the rules we are hopefully using correctly.
Campaign Overview - Heirs of Blood
As a general summary I would say that our group of heroes always felt too limited in our ability to carry out the mission objective while also trying to get a decent amount of searches and fight off the monsters that would constantly spawn behind us and block the path in front of us. If large monsters were an option the Overlord would almost always take them, especially if that open group was able to be reinforced. If the mission involved multiple pathways with objectives spread around the map the Overlord would always choose very mobile monsters such as goblin archers in order to have complete map control. If the first encounter had for example 8 objective tokens, if we focused ONLY the objective at best we could get and/or prevent the OL from getting 4, meaning our best effort was always a 50/50 going into the second encounter. If we wanted searches and to clear a few monsters in order to save hp going into the second encounter the OL would get 6 or more, basically 80/20 in his favor. We as heroes knew that gold was very important going into Act 2 to stand any kind of chance but even with a focus on hoarding some gold for the Act 2 shop we could only get a few weapons and one piece of armor. It felt like even trying our hardest, using our abilities in the right order, using our ultimates each encounter, we simply had no chance to win the majority of the quests we played.
- Group size is 3-4 heroes and 1 overlord
- Player Style: Competitive, Min/Max, Full utilization of abilities, Rule checkers, Game first story second
- Quest Wins: Overlord 7 - 1 Heroes
- Quests: Acolyte (O) - Skytower (O) - Archive (O) - Urthko (O) - Saradyn (H) - Dal'Zunm (O) - Drowning (O) - Dawn (O)
Heroes:
- Widow - Runemaster - 2H Ranged
- Mordrog - Knight - 1H/Shield
- Avric - Spiritspeaker - 2H Ranged
- Sahla - Berzerker - 2H Melee (We let this player choose any class cause he loves the ninja look)
Overlord: Unholy Ritual, Word of Pain, Word of Despair, Diabolic Power, Rise Again
Main Issues Heroes Experienced
- Overlord routinely won encounter 1 without using cards or would hoard them on purpose, add in a hero death or two and the OL entered encounter 2 with 8-10 cards
- Overlord received multiple relics no matter if he won or lost: Shield Relic, Staff Relic, Bow relic
- Reinforcements are too overwhelming compared to the number of actions the heroes get each turn
- Overlord always reinforces Master Monsters first, meaning the extra time it took kill their higher HP ends up being a waste as they come back next turn
- Overlord saves his cards until he can setup guaranteed kill situations (critical blow + extra surge combo, pit trap on the last space, etc.)
- Overlord can easily block off doors and hallways using large monsters such as Ettins and Dragons
- Heroes often have to choose between moving, fighting, healing, resting, doing a quest objective, searching, and bonus objectives; Not enough actions to advance
- Any quest where the Overlord had to run or escape monsters it was nearly impossible to block his monsters
- Large monster movement seems limited, but using the base shifting rule dragons end up moving 5 spots in one move
- Large monsters effectively shield his other monsters from Blast using their large base and how blast only hits adjacent to the targeted square
- Hero defenses cannot come close to mitigating Act 2 damage, heroes die in 2 attacks (5-10 dmg per hit from monsters), then spend their following turns chain rezzing, rinse and repeat
- Not enough ways to heal more than 1 or 2 hp in a turn, especially with limited actions and our healer running out of stamina almost instantly every quest
- Line of Sight is very open, meaning our fragile characters had an extremely hard time "hiding" themselves from ranged attacks, especially with mobile monsters like goblin archers
- Quests with multiple lieutenants are extremely difficult, they had too much hp and when they were close to dying the OL would run them away
- Some quests had lieutenants that would automatically resurrect next overlord turn and heal a bunch of health
- Even with a focus on getting around 4 searches per quest the heroes didn't have enough gold to each get an armor and a weapon, going into act 2 this was even harder to accomplish
- Time limits on quests meant that the heroes could not go for searches unless they wanted to give away a free win to the overlord
- Travel Events seemed to heavily favor the Overlord, often making us enter the quest with a few damage taken or the Overlord getting a few extra cards
Rules Overview
As a group we try to follow all the rules as best as we can, often re-reading them in complicated situations and referring to the FAQ's and forums to clear up any disagreements and confusion that arises. Our group consists of very competitive players who will exploit the rules to the fullest legal extent in order to win the quests as effectively as possible. That said I'm going to list the important rules as I understand them and how our group has been using them so that you guys can see if there is anything we are doing wrong that is creating such a large imbalance in our quests.
- Monsters are activated in groups, each monster must finish its activation before moving to the next group
- Monsters can use both actions to move if they wish
- Monsters can only attack once per activation
- Using Dash means a monster can move up to three times in a turn
- Using Dash and Frenzy means a monster can move twice and attack twice
- There is NO limit on the amount of cards the Overlord can have in his hand
- There is NO limit on the number of cards the Overlord can play at a time (respecting the rule of not activating two cards in response to the same triggering condition)
- The Overlord uses relics by equipping them on lieutenants, one per lieutenant, and loses the relic ability if the lieutenant dies
- The Overlord is restricted in what cards he can buy - Two L1 cards to get a L2, and 3 L1 or L2 cards to get an L3
- The heroes HP is carried over between encounters
- Heroes can freely trade items during the shopping phase (not starting equipment)
- Heroes can give and receive items during a quest only during a move action (not fatigue movement)
- Healing abilities can resurrect fallen heroes, including health potions used on the fallen hero
- Roll Attack and Defense dice at the same time, then do any re-rolls, then decide how to spend surges
- Pierce abilities stack, Pierce 1 + Pierce 2 = Pierce 3 Shields from the defense dice
- Figure cannot be affected by the same condition multiple times
- We are not restricted by the number of dice available and you can re-roll the dice as many times as your abilities allow
- Heroic abilities can be used once per encounter
- Line of Sight is defined as any adjacent space and any space you can draw a straight line too from a corner of your square to any corner on the target square (Can't go along or through blocked spaces)
Summary (TL:DR)
Heroes got destroyed almost every quest trying their best to get gold and complete objectives: Limited in their actions per turn, extremely high incoming damage especially in Act 2, very few ways to heal effectively or raise the number of defense dice rolled, monsters reinforce too much and are usually master monsters, fragile heroes couldn't break line of sight, heroes often blocked by large monsters and forced to fight.
Overlord won nearly every encounter often with time and resources to spare. He had a seemingly endless supply of Overlord cards which would carry through to the next encounter where he would use them in an onslaught to kill us and/or complete his objective. He gained multiple relics for free with no way for the heroes to stop him from getting them.
The group of hero players is pretty upset at how this campaign is going, we expected a much better and balanced campaign but perhaps there is something we're missing. We have a very competent and competitive Overlord which I though would be balanced out by the hero group also being that way, but perhaps this game just isn't balanced for this kind of play? Any advice or insights anyone can give us would be greatly appreciated, we really like this game and we play it every week but that might change soon if this is the way every campaign will play out.
Edited by becauseicant