I really like Joe Diamond. Sure he has low will but his speed is good, his fight is great, he starts with a weapon, a skill, 3 clue tokens, $8, and 2 other common items which, depending on what you draw, can balance him nicely (especially when coupled with his hunches skill). Mandy is pretty awesome too. Low fight but great will and good speed. Plus her starting items and abilities rock: 2 common items, 1 unique item, 1 skill, $6, 4 clue tokens, and her research skill makes her pretty OP. All in all every investigator adds a little something and, depending on how many players there are and who they pick, the game always ends up interesting.
New here
Tibs said:
I don't understand the George hate. Preventing someone from befalling the fate of the Innsmouth Jail is really helpful. And his other ability can often translate into a guaranteed success off of a clue. What's wrong with that?
Horrid stats, using Clues to guarantee a success seems nice, but when those Clues are needed/used for sealing gates, yeah, can't spend on the close roll. Getting arrested in IH doesn't happen much at all, even rarer in Arkham. And if that investigator happens to be a bad one, let him go to jail and hopefully get devoured, you'll get a new one.
EcnoTheNeato said:
I happen to like Dexter and Vincent!
Jim is another investigator that is pretty weak. I had one game in which he excelled thanks to succeeding at his personal story and a steady stream of undead monsters, but that was a rare coincidence.
Tibs said:
I don't think I've beaten Yog-Sothoth in any manner since I picked up Dunwich. Good times...
Really? It's been years. Why?
mi-go hunter said:
catH said:
Well, i finished my first game against Nyarlothotep (spelling?) and i won kinda easily! I hope i got the rules right, but it was in this case a sealing victory. I controlled six investigators and played by myself. It was fun and the game is really good quality! I thought I would adore one of the female investigators like Mandy but it turns out i like Michael McGlen, the gangster. Was that wrong? The set-up was pretty painful though, but it is definitely engaging. Can't wait to start a new game! Who's the hardest ancient one by the way, in the base set? I'd like to challenge it in the next game!
Congrats at your first victory! It is rare for someone to win the very first game, but you must be a quick learner. Well, there's nothing wrong to liking the gangster over Mandy, as my sister's heartthrob is Joe Diamond.
Anyway, glad you like AH as much as we do!
The next suggestion for a challenging Ancient One is Cthulhu or Yog-Sothoth. They'll make you tremble in despair!
Shub-Niggurath and Hastur are not that bad either. The weakest are Yig, Nyarlathotep, and probably Ithaqua.
Well... If she understood the rules, winning the base game with sealing with six investigators isn't difficult.
@catH
I'm a bit worried that you're going to continually crush the Ancient Ones like that. If you're finding the game too easy let me know, and I'll let you know how to make it considerably harder (beyond the obvious "buy expansions").
Tibs said:
The "weakest investigators" in the base set are usually named as:
Amanda Sharpe (rare ability and starts with no money, but she certainly isn't weak in any areas besides money).
Dexter Drake (low sanity for a spellcaster, and his high lore is coupled with a very low luck)
Vincent Lee (low speed, and he doesn't start with fixed weapons; fighting monsters is usually what leads to stamina loss)
Sister Mary (starts with poor weapons, no clues, no money. Her blessing's usefulness was overestimated).
But certainly, these are not bad characters. Their personal story cards in Innsmouth certainly compensate for their shortcomings. I just passed Vincent's story for the first time recently and was like, "oh really?"
Agreed. I'd add Kate and Gloria as the next worst investigators.
Playing the four Tibs named vs a stronger Ancient One will amp up the game difficulty quite a bit :') but that was not going to be my suggestion (I have game variants, but I'm not going to dig for them unless they're actually requested).
Avi_dreader said:
Tibs said:
I don't think I've beaten Yog-Sothoth in any manner since I picked up Dunwich. Good times...
Really? It's been years. Why?
More AOs meant fewer Yog games. Originally I'd play lots of 2p games with just Dark Pharaoh. That meant that there was no Epic Battle cards and, while the hardest, Yog could still be rocked in final combat with the right preparation.
When Dunwich was released, it had more unstable locations and gate bursts, so the extra effort and time it took to get a gate sealed just stung more when it was burst or when too many gates opened. Changing to 4 investigators made final combat much harder. Kingsport brought Epic Battle cards and I won't play without them. Innsmouth brought so many new AOs that now, Yog games are quite rare.
Julia said:
Tibs said:
I don't understand the George hate. Preventing someone from befalling the fate of the Innsmouth Jail is really helpful. And his other ability can often translate into a guaranteed success off of a clue. What's wrong with that?
3 movement points (slow), 4 maximum fight (low), 4 maximum lore (too low to be a good spellcaster). His abilities are indeed helpful, but it happens quite often (at least, to me) he's not good enough to do the basics. I usually use him as a gate sealer / OW surfer and that's it. Nonetheless, I do not *hate* George, I simply believe he's very weak, that's all. The only character I really hate is Mary.
Poor Mary ;') And I'm not just saying that because she's a broke nun. Besides, she's not really weak post-Innsmouth.
I agree with what's said about George generally (the negatives). His starting cash is decent... But when I draw him I tend to see if I can trade away all his stuff and get him killed somewhere so I can draw a different investigator ;') You'd think that with such lousy stats they could at least have given him 4 speed, but no ::eyeroll:: If his clue expenditure could add to anyone's die roll (once per turn), then he'd be a decent character...
Tibs said:
Avi_dreader said:
Tibs said:
I don't think I've beaten Yog-Sothoth in any manner since I picked up Dunwich. Good times...
Really? It's been years. Why?
More AOs meant fewer Yog games. Originally I'd play lots of 2p games with just Dark Pharaoh. That meant that there was no Epic Battle cards and, while the hardest, Yog could still be rocked in final combat with the right preparation.
When Dunwich was released, it had more unstable locations and gate bursts, so the extra effort and time it took to get a gate sealed just stung more when it was burst or when too many gates opened. Changing to 4 investigators made final combat much harder. Kingsport brought Epic Battle cards and I won't play without them. Innsmouth brought so many new AOs that now, Yog games are quite rare.
I don't accept this answer as valid :') but okay. Go! Go defeat Yog-Sothoth!
Avi_dreader said:
If his clue expenditure could add to anyone's die roll (once per turn), then he'd be a decent character...
I don't know. It would probably just make him run out of clue tokens faster. George's problem is that his ability depends on having a fair amount of clues. But he doesn't have any way of getting clues. He can't move around very easily and he can't deal with monsters on the board. If you gave him a motorcycle and a good weapon, he'd be okay. But if you gave ANYONE a motorcycle and a good weapon, they'd be okay. If you come across items in the game that could actually help George, it usually makes more sense to give those items to a more capable character. So George is invariably stuck in a situation where he knows he'd be okay if he had 4+ clues, but he doesn't have the slightest idea how to get them.
A possible (long term) solution for this could be throwing George as soon as possible through a couple of gates (regardless of the fact he can seal them or not) in order to have a George Deputy able to patrol wagon the town searching for clues. But probably there is a timing issue in this (I mean, closing two gates shouldn't be a quick thing, and by the time he is the deputy, most of the clues on the board would already be gone)
Sorry I haven't dropped by in awhile. Wrapped up the game with Yog-Sothoth vs. the Doctor Vincent and some other lame characters to see how it went. I lost miserably in final battle. That's Ancient Ones: 1, and Investigators: 1 I suppose. Probably I should try a fight against Cthulhu next
. Oh yeah, one question: I don't get about how investigators can trade things with other investigators. So they have to be in the same location? Can you trade clue tokens and money too? How about monster trophies? Since I was unsure, I never really traded my items and things with other investigators yet.
catH said:
So they have to be in the same location? Can you trade clue tokens and money too? How about monster trophies?
You have to be in the same location. And I think it has to be during the movement phase. Money yes, clues and trophies no. Of course, there are a few cards where if you draw them it makes certain exceptions to the rules.