Strategy - Scattered Lieutenants or Lieutenants

By snakeeyes2, in Descent: Journeys in the Dark

granor said:

23 + 1 for the OL start of turn = 24. Means not enough to get silver critters in the next dungeon.

1 Conquest at start of week 1.

23 Conquest in dungeon during week 1.

1 Conquest at the start of week 2.

Buy Silver upgrade.

Putting the hurt on the heroes during dungeon 2. gran_risa.gif

Ah, that makes sense. Yes they should try to keep the OL to less than 25 by his first spend, but that is tough to do, shy of just bailing on the dungeon after 2 levels. Might be a good strategy tho!

It seems that players have to be seriously metagaming it to avoid losing 23 (or 28) CP's through the first dungeon. They're playing fledgling heroes with hardly any upgrades or decent weaponry. 23 or 28 CP's is only 8 or 9 deaths throughout all 3 levels. That doesn't seem like it would be abnormal for heroes with minimal equipment and skills going up against master dragons, ogres, OL traps, etc.

So, basically, it's almost mandatory strategy for heroes not go all the way through the first dungeon. Level 2 at the most. Probably hack and slash through level 1, taking some necessary casualties (CP's) and then basically do a hit-and-run on level 2, trying to avoid fighting and going for loot and glyph CP's before hightailing it out. Unless there's some cake walk dungeon levels pulled during levels 1 and/or 2.

So would you say this is strategy that should be followed at the beginning of every campaign? To the point that it should essentially be in the RtL rulebook as "strategy tips"? I would think that something that counter-intuitive to the spirit of the game (it's a dungeon delving game, after all), and unknowable by new players/OL, should be included in a "strategy tips" section.

Sorry for the presumption. happy.gif

SnakeEyes said:

It seems that players have to be seriously metagaming it to avoid losing 23 (or 28) CP's through the first dungeon. They're playing fledgling heroes with hardly any upgrades or decent weaponry. 23 or 28 CP's is only 8 or 9 deaths throughout all 3 levels. That doesn't seem like it would be abnormal for heroes with minimal equipment and skills going up against master dragons, ogres, OL traps, etc.

So, basically, it's almost mandatory strategy for heroes not go all the way through the first dungeon. Level 2 at the most. Probably hack and slash through level 1, taking some necessary casualties (CP's) and then basically do a hit-and-run on level 2, trying to avoid fighting and going for loot and glyph CP's before hightailing it out. Unless there's some cake walk dungeon levels pulled during levels 1 and/or 2.

So would you say this is strategy that should be followed at the beginning of every campaign? To the point that it should essentially be in the RtL rulebook as "strategy tips"? I would think that something that counter-intuitive to the spirit of the game (it's a dungeon delving game, after all), and unknowable by new players/OL, should be included in a "strategy tips" section.

Yes, this is such a basic and essential strategy it should definitely be at the top end of any players tips. Its the parties that get smashed for 30-50 CT in the first dungeon because they didn;t figure out to flee that have given bronze a 'too tough' rep. In fact, with experienced players, the heroes should come out not much behind the OL at all by the end of bronze. RtL is a lot finer balanced than most think IMO, though I'm still unsure of Gold level. It can get hard to take out Lts in Gold when there is a full load of treachery, especially if its mostly Trap and Event treachery in the mix. The heroes still seem to clean up in the dungeons though.

The rulebook gives you enough clues about fleeing (dungeons or encounters) that it should surely not be thought of as counterintuitive.

The very first thing I looked at in RtL was the monster stats, and ooh, how much tougher are Silver (and Gold etc). Ooh and level leaders are as tough as many Dungeon leaders in base descent - tougher if upgraded. And what? we don't get any silver or gold weapons to take them on with? Eek. Right, now how do we stop the upgrade coming out.... (or delay, as it can only be).

PS Seriously metagaming is managing to do 3-4 dungeons, each of one level and a grab the loot partial second level, without letting the OL get an upgrade. 5-6 if the OL gets frustrated and buys something else while waiting.

I used the scatter tactic, started by drawing the heroes away, and then go for another city. Just going for Tamilar right away is just not funny. Haven't you ever studied bad guys, you have to capture the hero and tell him your plan. If you take Tamilar right away in you first game, I think it will be the last time you will play RTL, why should the heroes go through the setup, just to get busted right away. But if you wait till they are some what away, you can really be evil.

I know it's all about winning the game, but isn't it more about having a good time enjoying a good game, with lots of close calls adrenalin pumping through you. I might take it a little easy on my heroes at times, but that just makes it the more special when you get them in the right position, and break an armor of 12 with critical strike and rage, and take out the annoying dwarf that can move 7 spaces during a battle action and whom has taunt. So that you can take out the rest of the group.... Man good times heheh.

Just play how you feel, and get a feel for the game, you will find that you have to change your tactics continuesly, as the heroes get stronger and your weaker monsters get useful.

A good play is too use skeletons with gust of wind, they can hit unseen.

SnakeEyes said:

So, basically, it's almost mandatory strategy for heroes not go all the way through the first dungeon. Level 2 at the most. Probably hack and slash through level 1, taking some necessary casualties (CP's) and then basically do a hit-and-run on level 2, trying to avoid fighting and going for loot and glyph CP's before hightailing it out. Unless there's some cake walk dungeon levels pulled during levels 1 and/or 2.

Ding! Ding! Ding!

Tell him what he won BOB!

Well you didn't win the car but here is what you did win: The pneumatic toaster it slices it dices it does everything but toast!!!!!

Thanks for the feedback, guys. It will really help me and allow me to give my players some general strategic advice.

Maruk the Nomad said:


I know it's all about winning the game, but isn't it more about having a good time enjoying a good game, with lots of close calls adrenalin pumping through you.

It is. But I don't want to limit myself and take it easy on the heroes, either. That's why I like Descent over an RPG. In Descent, I'm an authentic competitor to the players, doing everying I can to beat them, and not some benevolent storyteller who's pretending to try to kill the party but really isn't. I'm in the game to be challenged just as much as the hero players are.