Dunwich Horror Tasks/Missions Query

By Nameless1, in Arkham Horror Second Edition

avec said:

They could have been clearer, but maybe they like giving geeks something to talk about.

Possibly! ::laughter:: sometimes rulebooks are similar to Nostradamus verses (but with a higher Sanity cost!)

Nameless1 said:

Each time he awoke. What was really vexing was that in one game for want of ONE success we lost. Why Sister Mary, why? llorando.gif

Basically, because it's Mary ::laughter:: ::devil::

Julia said:

Nameless1 said:

Each time he awoke. What was really vexing was that in one game for want of ONE success we lost. Why Sister Mary, why? llorando.gif

Basically, because it's Mary ::laughter:: ::devil::

I REALLY wish Sister Mary's character could be buffed or improved. sad.gif

The one consolation of that game is that because of how we choose charatcters (remove any previously played, and random draw from what's left), we won't be seeing her again anytime soon!

Nameless1 said:

Avi_dreader said:

Nameless1 said:

It's one thing to pull an item with limited use from a deck, but to pull one with practically NO use HURTS where every item counts.

I'll probably rethink this action if I ever get a larger gaming group going.

Strategically, this is an incorrect way of looking at the tasks and missions. For one thing, a few of them do have limited utility (very limited), but here's a more important thing about them, they're cheap. When you're trying to get a certain something in the unique item deck (Elder Sign or King in Yellow), or something in the common item deck (less common), you can purchase one of those to prevent yourself from losing all your money shopping on items you don't need (i.e. weapons are nice, but not necessary once you have a few, and they can always wait a bit before being acquired, whereas clues and clue equivalents are essential to get as quickly as possible).

I know that some advocate farming the deck as a strategy but the odds of getting a desired item are remote with the base + DH decks mixed it seems and I'm guessing even worse with the addition of further expansions. I've never actually considered having to spend money as a liability or "losing money" to be honest - usually: the items are cheap stuff you can readily buy, stuff that's pretty good that you can get, or REALLY good stuff that's JUST beyond your price range. preocupado.gif

Besides I was thinking more in terms of the "loot monsters" like Tcho-Tcho and Mi-Go. It's disheartening to go through a battle to get something that's worth $0. So besides getting a free pass when shopping and junk to dump when insane/unconscious/sacrifice/facing the Rat-Thing, I'm still not sure if these can be useful.

There are only 112 items in the unique item deck if you play with all expansions. Out of those cards there are two King in Yellows, 5 Elder Signs, one Livre di Ivon, and 2 Eltdown shards. Only the Livre might not be of much use there if it takes too long to get (if you get it early or mid-game, you can use it, get an alchemy, then use it again to get another alchemy making the deck search go even faster). Also, remember, Pete isn't the only player with the ability to strip the deck. You can send a second investigator to help him "shop" with one dollar. As long as you have whoever shops first placing the desired item on the bottom of the three cards when returning them to the deck, Pete can reach back and get it within one turn of bottom deck shopping.

You need to appreciate the power of Pete with a King in Yellow or especially an Eltdown Shard. With a King in Yellow, you can essentially generate infinite clue tokens with him at minimal cost. With an Eltdown Shards, you can bump the doom track back to zero (and keep it there) if you have the money to afford it- it doesn't go back in the box. In the meanwhile, you have Elder Signs (I don't have to explain why those are nice). Even if you only have two investigators digging for an Eltdown Shards, you can have them get through half the unique item deck within ten turns. It's possible this strategy will blow up in your face, and you'd need at least 4 investigators in this game to keep the gates under control in the meanwhile, but once you get it, it's essentially a game lock (and don't forget, in the meanwhile, you can pick up KiY, Elder Signs, or Livre, all of which are quite good).

Also, remember, each time you use an Elder Sign, (let's say you're in an four investigator game), it's the equivalent of gaining at least 4 investigator turns (possibly more if it blocks a monster surge). So it's not as if the time spent hunting for KiY, ES, and above all else, Eltdown Shards, is wasted.

In a 5 or 6 player game you should probably scour the unique item deck with three investigators. More time efficient for locating the Eltdown Shards, even though you might have to back track with pete only for a few turns.

Personally, I wouldn't use this strategy, because I think it's rather boring and unfair (I doubt FFG thought of it when designing Eltdown Shards to not return to the box), buuuut, tactically speaking, it's quite effective.

Avi_dreader said:

Nameless1 said:

Avi_dreader said:

Nameless1 said:

It's one thing to pull an item with limited use from a deck, but to pull one with practically NO use HURTS where every item counts.

I'll probably rethink this action if I ever get a larger gaming group going.

Strategically, this is an incorrect way of looking at the tasks and missions. For one thing, a few of them do have limited utility (very limited), but here's a more important thing about them, they're cheap. When you're trying to get a certain something in the unique item deck (Elder Sign or King in Yellow), or something in the common item deck (less common), you can purchase one of those to prevent yourself from losing all your money shopping on items you don't need (i.e. weapons are nice, but not necessary once you have a few, and they can always wait a bit before being acquired, whereas clues and clue equivalents are essential to get as quickly as possible).

I know that some advocate farming the deck as a strategy but the odds of getting a desired item are remote with the base + DH decks mixed it seems and I'm guessing even worse with the addition of further expansions. I've never actually considered having to spend money as a liability or "losing money" to be honest - usually: the items are cheap stuff you can readily buy, stuff that's pretty good that you can get, or REALLY good stuff that's JUST beyond your price range. preocupado.gif

Besides I was thinking more in terms of the "loot monsters" like Tcho-Tcho and Mi-Go. It's disheartening to go through a battle to get something that's worth $0. So besides getting a free pass when shopping and junk to dump when insane/unconscious/sacrifice/facing the Rat-Thing, I'm still not sure if these can be useful.

There are only 112 items in the unique item deck if you play with all expansions. Out of those cards there are two King in Yellows, 5 Elder Signs, one Livre di Ivon, and 2 Eltdown shards. Only the Livre might not be of much use there if it takes too long to get (if you get it early or mid-game, you can use it, get an alchemy, then use it again to get another alchemy making the deck search go even faster). Also, remember, Pete isn't the only player with the ability to strip the deck. You can send a second investigator to help him "shop" with one dollar. As long as you have whoever shops first placing the desired item on the bottom of the three cards when returning them to the deck, Pete can reach back and get it within one turn of bottom deck shopping.

You need to appreciate the power of Pete with a King in Yellow or especially an Eltdown Shard. With a King in Yellow, you can essentially generate infinite clue tokens with him at minimal cost. With an Eltdown Shards, you can bump the doom track back to zero (and keep it there) if you have the money to afford it- it doesn't go back in the box. In the meanwhile, you have Elder Signs (I don't have to explain why those are nice). Even if you only have two investigators digging for an Eltdown Shards, you can have them get through half the unique item deck within ten turns. It's possible this strategy will blow up in your face, and you'd need at least 4 investigators in this game to keep the gates under control in the meanwhile, but once you get it, it's essentially a game lock (and don't forget, in the meanwhile, you can pick up KiY, Elder Signs, or Livre, all of which are quite good).

Also, remember, each time you use an Elder Sign, (let's say you're in an four investigator game), it's the equivalent of gaining at least 4 investigator turns (possibly more if it blocks a monster surge). So it's not as if the time spent hunting for KiY, ES, and above all else, Eltdown Shards, is wasted.

In a 5 or 6 player game you should probably scour the unique item deck with three investigators. More time efficient for locating the Eltdown Shards, even though you might have to back track with pete only for a few turns.

Personally, I wouldn't use this strategy, because I think it's rather boring and unfair (I doubt FFG thought of it when designing Eltdown Shards to not return to the box), buuuut, tactically speaking, it's quite effective.

Odds might be a bit different with just base +DH (which does not have Eltdown Shards). Looked it up - sweet item!

I not sure this is a viable strategy for a 3 player game - I've had games end in 6 mythos rounds with a new gate opening at a different location and investiagtors with no/few clues. Them's the breaks you get with random selection sometimes. And seems highly dependent on Pete. But I'll bear it in mind as an option.

A player suggested a deck farming strategy vs Ithaqua after our 2 losses (with 3 investigators) as he thought that his awakening is inevitable with his Icy Winds ability. Basically hope to draw a shotgun and not lose it at the start of combat. I was half-tempted to agree with him but it sounded like a boring plan if implemented.

Nameless1 said:

I REALLY wish Sister Mary's character could be buffed or improved. sad.gif

Nun with implants gui%C3%B1o.gif ?

Also, Mary rocks, for real. While I do play random characters (mulligan those used in previous game), if I were hand-picking, only one to give Mary any competition would be Trish. I know drawing Mary I'll have a good game, whereas if I draw Amanda/Dexter/George/Vincent, I know it'll be a struggle, being handicapped with a crappy investigator.

Nameless1 said:

Avi_dreader said:

Nameless1 said:

Avi_dreader said:

Nameless1 said:

It's one thing to pull an item with limited use from a deck, but to pull one with practically NO use HURTS where every item counts.

I'll probably rethink this action if I ever get a larger gaming group going.

Strategically, this is an incorrect way of looking at the tasks and missions. For one thing, a few of them do have limited utility (very limited), but here's a more important thing about them, they're cheap. When you're trying to get a certain something in the unique item deck (Elder Sign or King in Yellow), or something in the common item deck (less common), you can purchase one of those to prevent yourself from losing all your money shopping on items you don't need (i.e. weapons are nice, but not necessary once you have a few, and they can always wait a bit before being acquired, whereas clues and clue equivalents are essential to get as quickly as possible).

I know that some advocate farming the deck as a strategy but the odds of getting a desired item are remote with the base + DH decks mixed it seems and I'm guessing even worse with the addition of further expansions. I've never actually considered having to spend money as a liability or "losing money" to be honest - usually: the items are cheap stuff you can readily buy, stuff that's pretty good that you can get, or REALLY good stuff that's JUST beyond your price range. preocupado.gif

Besides I was thinking more in terms of the "loot monsters" like Tcho-Tcho and Mi-Go. It's disheartening to go through a battle to get something that's worth $0. So besides getting a free pass when shopping and junk to dump when insane/unconscious/sacrifice/facing the Rat-Thing, I'm still not sure if these can be useful.

There are only 112 items in the unique item deck if you play with all expansions. Out of those cards there are two King in Yellows, 5 Elder Signs, one Livre di Ivon, and 2 Eltdown shards. Only the Livre might not be of much use there if it takes too long to get (if you get it early or mid-game, you can use it, get an alchemy, then use it again to get another alchemy making the deck search go even faster). Also, remember, Pete isn't the only player with the ability to strip the deck. You can send a second investigator to help him "shop" with one dollar. As long as you have whoever shops first placing the desired item on the bottom of the three cards when returning them to the deck, Pete can reach back and get it within one turn of bottom deck shopping.

You need to appreciate the power of Pete with a King in Yellow or especially an Eltdown Shard. With a King in Yellow, you can essentially generate infinite clue tokens with him at minimal cost. With an Eltdown Shards, you can bump the doom track back to zero (and keep it there) if you have the money to afford it- it doesn't go back in the box. In the meanwhile, you have Elder Signs (I don't have to explain why those are nice). Even if you only have two investigators digging for an Eltdown Shards, you can have them get through half the unique item deck within ten turns. It's possible this strategy will blow up in your face, and you'd need at least 4 investigators in this game to keep the gates under control in the meanwhile, but once you get it, it's essentially a game lock (and don't forget, in the meanwhile, you can pick up KiY, Elder Signs, or Livre, all of which are quite good).

Also, remember, each time you use an Elder Sign, (let's say you're in an four investigator game), it's the equivalent of gaining at least 4 investigator turns (possibly more if it blocks a monster surge). So it's not as if the time spent hunting for KiY, ES, and above all else, Eltdown Shards, is wasted.

In a 5 or 6 player game you should probably scour the unique item deck with three investigators. More time efficient for locating the Eltdown Shards, even though you might have to back track with pete only for a few turns.

Personally, I wouldn't use this strategy, because I think it's rather boring and unfair (I doubt FFG thought of it when designing Eltdown Shards to not return to the box), buuuut, tactically speaking, it's quite effective.

Odds might be a bit different with just base +DH (which does not have Eltdown Shards). Looked it up - sweet item!

I not sure this is a viable strategy for a 3 player game - I've had games end in 6 mythos rounds with a new gate opening at a different location and investiagtors with no/few clues. Them's the breaks you get with random selection sometimes. And seems highly dependent on Pete. But I'll bear it in mind as an option.

A player suggested a deck farming strategy vs Ithaqua after our 2 losses (with 3 investigators) as he thought that his awakening is inevitable with his Icy Winds ability. Basically hope to draw a shotgun and not lose it at the start of combat. I was half-tempted to agree with him but it sounded like a boring plan if implemented.

Even with a 3 investigator game it wouldn't be a bad idea leaving Pete behind, tactically. Since two investigators are enough to collect clues (while Pete would essentially be generating more clues for the team by picking up Elder Sign and King in Yellow).

Dam said:

Nameless1 said:

I REALLY wish Sister Mary's character could be buffed or improved. sad.gif

Nun with implants gui%C3%B1o.gif ?

God does not want this!

Dam,

I have to tell you, at least three of them (as I don't own IH [George]) have done relatively well...these have all been 4 Investigator games

I nvestigator ~ Game (Combo, if applicable)/ # of games/Win %

Amanda ~ AH/2 games/100%; AH+DH/2 games/ 2 games/100%; AH+KH/2 games/100%

Dexter ~ AH/2 games/50%; AH+DH/ 2 games/50%; AH+KH/2 games/100%

Vincent ~ AH/3 games/100%; AH+DH/2 games/50%; AH+KH/2 games/50%

Not bad for the ones most people dislike...

Avi_dreader said:

Dam said:

Nun with implants gui%C3%B1o.gif ?

God does not want this!

Really? I think it would be cool. At least, for your League. After having the nun werewolving around, waiting to become Y'golonac prostitute, with the delicious interplay of her used as a tent by Mark, some implants will give everything a different taste ::laughter::

Julia said:

Avi_dreader said:

Dam said:

Nun with implants gui%C3%B1o.gif ?

God does not want this!

Really? I think it would be cool. At least, for your League. After having the nun werewolving around, waiting to become Y'golonac prostitute, with the delicious interplay of her used as a tent by Mark, some implants will give everything a different taste ::laughter::

No. Nononononononono. NOOOOOOOOOO!

Avi_dreader said:

No. Nononononononono. NOOOOOOOOOO!

::laughter.:

Julia said:

Avi_dreader said:

Dam said:

Nun with implants gui%C3%B1o.gif ?

God does not want this!

Really? I think it would be cool. At least, for your League. After having the nun werewolving around, waiting to become Y'golonac prostitute, with the delicious interplay of her used as a tent by Mark, some implants will give everything a different taste ::laughter::

::shudder:: a Y'golonac prostitute?

How can you say such a thing about a devout, holy nun like Sister Mary?

mi-go hunter said:

How can you say such a thing about a devout, holy nun like Sister Mary?

::laughter:: read here (Scenario 11, The Whispering Mouths)