Yours favorite monsters??

By BroLuk, in Descent: Journeys in the Dark

That sounds pretty awesome Corbon. Considering that you get 6 of them for 4 threat, it looks like a nasty combo.

gold kobold looks really brutal indeed. Deep elves should be in the favourite monster list as they are pretty good at opening tincans, and have one of the best survivability, but they are way too rare, with no regular spawn, and only 1 treachery one (+ they seldom appear in dungeons).

So many people put Razorwings at the top of their lists. Why do you like them? I find they suck. Sure they're fast, and they can fly... but with only a red-green and no modifiers for damage, the usually fail to breach a decent hero's armor. Compare that to a beastman with the +2 or +3 damage (but yellow die instead of green) there is no comparison, Beastmen are always more likely to breach armor than a razorwing.

I tend to like...

- Sorcerers (for the Sorcery, obviously)

- Dark Priests, if you can keep them alive.

- Skeletons, cuz of the flexibility - you can move, shoot, move... and use say 4 skeletons to attack a single hero. Plus they're great for forcing heros to be hasty, and not sit around.

- Ferrox, without a doubt, for the bleed.

poobaloo said:

So many people put Razorwings at the top of their lists. Why do you like them? I find they suck. Sure they're fast, and they can fly... but with only a red-green and no modifiers for damage, the usually fail to breach a decent hero's armor. Compare that to a beastman with the +2 or +3 damage (but yellow die instead of green) there is no comparison, Beastmen are always more likely to breach armor than a razorwing.

I think the people putting razorwings there talk about RTL razorwings: Road To Legend monsters have been rebalanced compared to vanilla Descent JitD ones: some monsters have been buffed , and a few nerfed (notably beastmen, and manticores).

Hi,

poobaloo said:

So many people put Razorwings at the top of their lists. Why do you like them? I find they suck. Sure they're fast, and they can fly... but with only a red-green and no modifiers for damage, the usually fail to breach a decent hero's armor.

Then you're using them wrong. gui%C3%B1o.gif Because they are fast, and because they can fly, you can fly through the heroes with decent armor and get to those in the back without decent armor. Against a squishy mage, red-green dice aren't so bad anymore...

poobaloo said:

[skeletons] Plus they're great for forcing heros to be hasty, and not sit around.

Isn't that a bad thing? I want my heroes to sit around and not be hasty. More threat for me, more cards for me, a higher chance to cycle my deck...

-Kylearan

1) Dark Priests - there is no charge for awesome - plus if you kill a master he still gets revenge with a Curse

2) Trolls - Aim and Bash...its a crazy combo...and can result in a Total Party Kill in the right circumstances

3) Beastmen - The Master Beastman is just too good to ignore

poobaloo said:

So many people put Razorwings at the top of their lists. Why do you like them? I find they suck. Sure they're fast, and they can fly... but with only a red-green and no modifiers for damage, the usually fail to breach a decent hero's armor. Compare that to a beastman with the +2 or +3 damage (but yellow die instead of green) there is no comparison, Beastmen are always more likely to breach armor than a razorwing.

Actually, a green dice is only very marginally worse than a yellow dice +2 damage, so the damage output for a Razorwing in RtL is about the same as for a Beastman (it is the Master Beastman that make the difference - command on the other two and an extra, harder hitting, tougher third monster to boot). OTOH Razorwings can virtually always reach the weakest hero in the party, whereas beastmen are frequently unable to reach anybody (assuming competent Heroes with decent anti-spawn LOS coverage). Razorwings are also a bit tougher than beastmen.

Basically, good heroes can all but nullify a Beastmen spawn, but can do little or nothing about a hardhitting Razorwing spawn which is almost guaranteed to take out (or take close enough for traps to finish off) a weaker hero.

Corbon said:

Actually, a green dice is only very marginally worse than a yellow dice +2 damage, so the damage output for a Razorwing in RtL is about the same as for a Beastman (it is the Master Beastman that make the difference - command on the other two and an extra, harder hitting, tougher third monster to boot). OTOH Razorwings can virtually always reach the weakest hero in the party, whereas beastmen are frequently unable to reach anybody (assuming competent Heroes with decent anti-spawn LOS coverage). Razorwings are also a bit tougher than beastmen.

Basically, good heroes can all but nullify a Beastmen spawn, but can do little or nothing about a hardhitting Razorwing spawn which is almost guaranteed to take out (or take close enough for traps to finish off) a weaker hero.

Interesting, I hadnt noticed - they used to be a red-yellow and now they're a red-green, with an extra heart. That's great!

Compared to Beastmen, I dont think they were nerfed, they went from reg-green+1 to red-yellow+2, and an extra heart.

But yeah, I'll have to experiment more with using Razorwings to fly to the back toward the magies. I havent used them in RTL yet, and they were weaker in vanilla.

A question about the Razorwings...

If the players back themselves into a corner, with a mage in the corner, and 3 tanks around him, blocking all passages... Can the Razorwing fly over the heroes, do the attack on the mage (while existing on the same space as another hero), then fly away to land?

poobaloo said:

If the players back themselves into a corner, with a mage in the corner, and 3 tanks around him, blocking all passages... Can the Razorwing fly over the heroes, do the attack on the mage (while existing on the same space as another hero), then fly away to land?

Not to my knowledge. I think they might be able to if they are outside and are using Soar but then again I still am fuzzy on the Soar rules for some reason.

poobaloo said:

Corbon said:

Actually, a green dice is only very marginally worse than a yellow dice +2 damage, so the damage output for a Razorwing in RtL is about the same as for a Beastman (it is the Master Beastman that make the difference - command on the other two and an extra, harder hitting, tougher third monster to boot). OTOH Razorwings can virtually always reach the weakest hero in the party, whereas beastmen are frequently unable to reach anybody (assuming competent Heroes with decent anti-spawn LOS coverage). Razorwings are also a bit tougher than beastmen.

Basically, good heroes can all but nullify a Beastmen spawn, but can do little or nothing about a hardhitting Razorwing spawn which is almost guaranteed to take out (or take close enough for traps to finish off) a weaker hero.

Interesting, I hadnt noticed - they used to be a red-yellow and now they're a red-green, with an extra heart. That's great!

Compared to Beastmen, I dont think they were nerfed, they went from reg-green+1 to red-yellow+2, and an extra heart.

But yeah, I'll have to experiment more with using Razorwings to fly to the back toward the magies. I havent used them in RTL yet, and they were weaker in vanilla.

A question about the Razorwings...

If the players back themselves into a corner, with a mage in the corner, and 3 tanks around him, blocking all passages... Can the Razorwing fly over the heroes, do the attack on the mage (while existing on the same space as another hero), then fly away to land?

No. As on Pg 9 of the basic rules no figure may attack while in teh same square as another figure - not even a ranged or magic attack, let alone a melee attack that the Soaring/flying Razorwing has to come to ground level to deliver.

OTOH, the heroes are sitting in a corner while you gather threat and cards. Whats not to like? (I'm guessing they are healing and rest while some guard...)

The Razorwings can stay out of range of the heroes while still threatening if the heroes come out of their defensive posture. Beastmen sure couldn't do that - to stay in range to be threatenin they'd have to be close enough that the heroes would slaughter them!

1. Beastman

2. ferrox

3. giant

BroLuk said:

I wondering about making some monsters ranking. You can write here top 3 your beloved monsters which you like playing as Overlord. My top 3 is:

1. demons

2. giants

3. spiders

(number 1 means that i like play this monster the most, number 2 means that is second, etc).

You can type here all monsters from all expansion sets.

Favourite:

lvl1 - skeleton

lvl2 - ferox

lvl3 - medusa

lvl4 - Ice wyvern

Okay....

1) TROLL!!!!! (bash + aim is the safest way to kill at least one hero... maybe two... maybe three....) Never forget the game is not about annoying the heroes but about killing them ;)

2) Deep Elf... (The spawn card says it perfectly... assassin!) not annoying... but killing... yessir!

3) Sorcerer/Dark Priest.... Can't tell which one if these two I like more.... so we have two third places :) Sorcery, Dark Prayer, Dark Curse... gotta show love to these!

It's about 'favorite monsters' but I have to use every single chance to scream out loud.... Screw these **** spiders. HATE them... sorry but now I feel better.

Cheers