Make Siege of Skytower competitive>open groups

By Wakomski, in Descent: Journeys in the Dark

I have started a Heirs of Blood camping with my friends.

Having played OL for 3 campings now, I am quite confident in my role.

Although my friends are quite competitive in other games, being new to Descent made them lose severely the first quest- they focused on killing goblins leaving barghest free. I would like to give them some advantage, but in a way to make the game competitive, so they do not know I am holding a bit back.

They have a Necromancer, Skirmisher, Bounty Hunter and Disciple. They are strong in Willpower, but weak in Might.

I chose Siege of Skytower as next quest, since it is quite unique, and straight forward mission.

I think that choosing open groups that are neither too week nor to strong, is the key here.

As invading force, I chose Volcrux Reavers, as being dangerous but easy to kill.

I struggle with support group however, if I go for Golems, they will not be able to get to the levers in time. As such, could you advise, which groups would me neither too weak nor too strong for this quest? I currently consider:

- Medusa: not too strong damage, but can immobilize and stun the heros

- Rats: one of my favorite groups, that can dish out quite a nice damage, and can make heroes bleed

- Changeling:Currently, i think this group would work best- neither too weak, not too OP

- Bandits: there are five of them, with good damage, the reinforcement at 4th round could decimate the players.

What is your opinion on the subject? Do you always go for top power composition, or do you try to balance the game?

In most cases try to pick what would be the most balanced match.

If a quest seems too one sided, the heroes will not have as much fun. As an overlord my main goal is to make it a fun and intense game for everyone. If the heroes have won a couple more quests than I have, then I might go full tryhard mode in order for them not to snowball.

If your friends are new to Descent, you really should go easy on them and let them figure out that this is not a game where you can take it slow, explore and stand around killing goblins like they did in the first quest. Tell them that there is time preasure and they should have somewhat of a plan of how to approach a quest even before they make their first turn.

I say pick monsters that you think will make their experience pleasant and exciting, and maybe go harder on them on later quests when they've gotten into it a bit.

I think I'd pick medusa so they get introduced to those conditions.