interesting combo opponents

By Anarin, in Arkham Horror Second Edition

I just wanna suggest you Ancient one we found interesting with herald/guardian :

Ancient one - Yibb-Tstll (more clue tokens found on map, harder to fight)

Guardian : Hypnos (he make more clue tokens appear on map each turn)

Herald : Ghroth (add 2 doom tokens on start of game) or Lurker - cause if someone take pact this Ancient one will have crazy amount of Hits

This way you will have only 9 turns to seal all gates and numbers of clues appear is at least 2. If you wanna spice the difficulty you can draw only FOCUS 1 investigators which will make your team focused on win by closing/sealing gates other than fight with this Ancient one.

Honestly, I don't think it shouldn't be that difficult. I know that clues on the board are a big plus for Yibb, but only when she wakes up. Having more clues on the board can be challening in terms of game strategy (rushing for them and paying attention how many you have), but then, clues can easily be spent on skill checks, so you can control it. The main problem is the short doom track combined with Groth (but Groth is a problem with many short-tracked AOs). but with the proper investigators is doable.

Instead of using Ghroth, use either King in Yellow (the Oliver Thomas blight card, if drawn, will make sealing nearly impossible), or the Dagon herald (if the terror level goes up, everyone discards a clue!)

That'll sting like the bee.

Tibs said:

Instead of using Ghroth, use either King in Yellow (the Oliver Thomas blight card, if drawn, will make sealing nearly impossible), or the Dagon herald (if the terror level goes up, everyone discards a clue!)

That'll sting like the bee.

So would float like a butterfly be: Azathoth + Lurker "Herald" + Hypnos Guardian gui%C3%B1o.gif ? Cherrypick your choice of investigators to boot.

Tibs said:

Instead of using Ghroth, use either King in Yellow (the Oliver Thomas blight card, if drawn, will make sealing nearly impossible), or the Dagon herald (if the terror level goes up, everyone discards a clue!)

That'll sting like the bee.

re: Oliver

Not really. Presuming you're using Innsmouth, you can just buy Research Materials there.

Generally speaking, I've enjoyed this thread. I never thought of using Hypnos with Yibb before.

Dam said:

Tibs said:

Instead of using Ghroth, use either King in Yellow (the Oliver Thomas blight card, if drawn, will make sealing nearly impossible), or the Dagon herald (if the terror level goes up, everyone discards a clue!)

That'll sting like the bee.

So would float like a butterfly be: Azathoth + Lurker "Herald" + Hypnos Guardian gui%C3%B1o.gif ? Cherrypick your choice of investigators to boot.

And no other expansions. Although sometimes the Lurker can really burn, so maybe he should be chucked altogether.

And use Daisy, Mandy, Jacqueline, and Patrice.

And the lowest difficulty card from Black Goat. "Mild Discomfort" or something like that. I don't use them.

Tibs said:

And use Daisy, Mandy, Jacqueline, and Patrice.

And the lowest difficulty card from Black Goat. "Mild Discomfort" or something like that. I don't use them.

Maybe Hank instead of Jacqueline? Easier to use, and a better monster whacker. In case you need :-)

Anyway, does anybody use the difficulty level from the Black Goat expansion? They seem to me like an Arkham version of the Doom difficulty level cards

Julia said:

Tibs said:

And use Daisy, Mandy, Jacqueline, and Patrice.

And the lowest difficulty card from Black Goat. "Mild Discomfort" or something like that. I don't use them.

Maybe Hank instead of Jacqueline? Easier to use, and a better monster whacker. In case you need :-)

Anyway, does anybody use the difficulty level from the Black Goat expansion? They seem to me like an Arkham version of the Doom difficulty level cards

I'd say Wendy rather than either. Who needs to change the mythos card when you can start off with material to seal two gates?

I knew Avi would chime in with his love of Wendy, but he has a good point.

Honestly, I don't think it shouldn't be that difficult. I know that clues on the board are a big plus for Yibb, but only when she wakes up. Having more clues on the board can be challening in terms of game strategy (rushing for them and paying attention how many you have), but then, clues can easily be spent on skill checks, so you can control it. The main problem is the short doom track combined with Groth (but Groth is a problem with many short-tracked AOs). but with the proper investigators is doable.

you are forgetting something : even there is lot of clue token you cannot have more than 5 gran_risa.gif

Anarin said:


you are forgetting something : even there is lot of clue token you cannot have more than 5 gran_risa.gif



Yep, I know. As I said, it shouldn't be that difficult since you can spend clues on skill checks, in case you need. With such a huge amount of clues on the board, you should be able to have ready characters to enter gates almost every round with enough resources for sealing and you could adjust sliders of investigators in Arkham in order they have average stats, and thus can easily fail useless skill checks during encounters, spending clues for adding dice. The main problem is Groth, but it's sufficient you have Marie in party, and the +2 doomers Groth gives the AO at the start of the game are gone. Not to mention that his ability related to Mystic Enviroments should easily be controlled, now that we have all these clues on the board :-)

So while it's still on subject, I just thought of a question. Do you Discard the extra clues (like the "Amnesia" madness card) or do they just sit there and aren't picked up from the board (or "not gained" if you get one from an encounter). It certainly does make a difference!

You can take clues off the board and discard them if you can't hold them (because of Yibb). It does make a difference, but with a "discard-all-clues," double-hitpoint final battle to look forward to, the difference is minimal.

Silly question, but: You "can" or you "must" with Yibb? This is mostly for an investigator ending their movement at a location, and whether or not "clue gobbling" (as it were) is mandatory or not ^_^ Me thinks yes, but I wanted to see what you guys thought!

I have returned from my absence! Lots of things have been going on these days. Anyway to the topic....

So with regards to Yibb, even if you have 5 clues, you can still remove clue tokens from the board? I thought that you could only pick up clue tokens to your maximum, ignoring all other clue tokens on the board. No wonder she was so difficult! lengua.gif Yet another rule misinterpreted. Sigh... :::smacks face:::

Picking up clues from the board is always optional. An investigator could move to a location and leave the clues for another investigator, for example.

With Yibb, you first grab the clues—then, since you're not allowed to have more than 5, you discard down to 5. Clearing clues off the board too early can be problematic later in the game when you need to seal.

Tibs said:

Picking up clues from the board is always optional. An investigator could move to a location and leave the clues for another investigator, for example.

With Yibb, you first grab the clues—then, since you're not allowed to have more than 5, you discard down to 5. Clearing clues off the board too early can be problematic later in the game when you need to seal.

Ah, see, this I didn't know. Maybe there's a "may" in the picking up clue part that I missed :-) That, and there's never any reason to NOT pick up clues before I saw this scenario. Right on.