Post by The Supreme Emissary on May 21, 2016 18:53:59 GMT -5
So today we had our demo game and it was a LOT of fun!
We had 7 players so we smashed everything that got in our way and got a real good feel for the game. Looking forward to making it a regular thing.
Rob had all the App rules so i played an off-card character without any difficulty. Several character combos and power abilities became very apparent and i'm sure there are many more brutal ones available.
The box includes bits for 4 players and while adding more people didn't ruin anything, it did complicate a few matters. So let's talk about assembling your team. Of coarse its perfectly fine to just play whatever model you want and have at it! But I'd like to look at some elements that became apparent during play.
First, cuz we love labels, i'm going to split characters into several trope/genre common groups and compare.
Assassins: The 2 Dark Elf assassin heroes tear right through the enemy and can quickly get to their back lines. This has the advantage of dealing easy first strike damage as well as making room for other player models to get into the fight.
Shard - Can teleport anywhere and then do 2x damage. That alone is brutal!
Assassin - Can move through any model and deals double damage on 6s. He has some more versatility than Shard and is just as lethal.
Fighters: These guys are about getting free melee attacks and knocking down groups or the tougher enemies. Their rules may not read as interesting but the results quickly stack up. Tanking and drawing aggro isn't really a thing in this game. Having a better Save is always a plus but pouring on those hits is what it's about, especially with the horrors multiplying.
Knight-Questor - Has a cool ability that can force enemies to move towards him. In the right situation that can help set up a kill box for blast style attacks.
Shooters: Missile attacks that can shoot through doors and keep you out of the skirmish is ALWAYS a plus! You just have to watch out for chamber specific abilities.
Mages: Arcane characters have a variety of abilities and attacks. They can be versatile or specifically powerful so finding the right one is worth the effort. They do tend to be pretty flimsy though.
Tzeentch Sorcerer - Can affect your enemy behavior rolls giving him the potential to slow down all the enemies.
Sorceress - A versatile shooter mage that can trade life for re-rolls and buff her spell attack. Team her with a healer and she can probably shut down about anything.
Healers: Not necessarily mages but heroes that can restore wounds to themselves and others. Everyone has a limited ability to heal themselves but in a pinch of boss battle, you really want a buddy that can wipe those skulls off your card!
Warpriest - A very reliable healer! His hero dice cost allows him to regularly heal multiple characters and rack up those bonus renown. Having the Gryph-hound as a proxy fighter is just icing on the cake.
Slaughterpriest - More of a fighter type, he can heal but he has to activate the potential on a 4+ hero dice and THEN kill something. Fine in a pinch but not something to count on like with the Warpriest.
Lord-Relictor - This is the one i tried. He's more like a mage combo, his missile attack let's him safely stay at the back of the group where he belongs. He can only heal with a 6+ hero dice unfortunately, but he doesn't have the range limitation of the Warpriest. He does have the higher healing potential but is nowhere near as reliable.
Support: These guys hand out buffs and various special actions. That is why they exist.
Misty Shia - Cloaking the room so they can't get hit on a specific dice roll could be handy, but killing or stunning enemies so they can't attack in the first place is better.
Lord-Vexilor - I think this is going to be my go to guy. He has an area stun attack, can teleport himself or any other hero across the board and can give everyone in the room re-rolls on all their misses. DAMN!
These are just some examples of what we saw today. There are plenty of options but how many SURE THINGS are we looking at?
Well, just my opinion, but i think for SURE you want a fighter, gotta have a point man. Gotta have a healer, because a dead Hero ruins everything. Gotta have at least one guy with reliable shooting attacks because somebody has to be at the back of the bus. Finally whoever the last hero is they have to tie the team together. A support or mage or assassin that can feed the other Heroes' special abilities into a solid combo is what's going to give you that little synergy boost that gives you the edge.
We had 7 players so we smashed everything that got in our way and got a real good feel for the game. Looking forward to making it a regular thing.
Rob had all the App rules so i played an off-card character without any difficulty. Several character combos and power abilities became very apparent and i'm sure there are many more brutal ones available.
The box includes bits for 4 players and while adding more people didn't ruin anything, it did complicate a few matters. So let's talk about assembling your team. Of coarse its perfectly fine to just play whatever model you want and have at it! But I'd like to look at some elements that became apparent during play.
First, cuz we love labels, i'm going to split characters into several trope/genre common groups and compare.
Assassins: The 2 Dark Elf assassin heroes tear right through the enemy and can quickly get to their back lines. This has the advantage of dealing easy first strike damage as well as making room for other player models to get into the fight.
Shard - Can teleport anywhere and then do 2x damage. That alone is brutal!
Assassin - Can move through any model and deals double damage on 6s. He has some more versatility than Shard and is just as lethal.
Fighters: These guys are about getting free melee attacks and knocking down groups or the tougher enemies. Their rules may not read as interesting but the results quickly stack up. Tanking and drawing aggro isn't really a thing in this game. Having a better Save is always a plus but pouring on those hits is what it's about, especially with the horrors multiplying.
Knight-Questor - Has a cool ability that can force enemies to move towards him. In the right situation that can help set up a kill box for blast style attacks.
Shooters: Missile attacks that can shoot through doors and keep you out of the skirmish is ALWAYS a plus! You just have to watch out for chamber specific abilities.
Mages: Arcane characters have a variety of abilities and attacks. They can be versatile or specifically powerful so finding the right one is worth the effort. They do tend to be pretty flimsy though.
Tzeentch Sorcerer - Can affect your enemy behavior rolls giving him the potential to slow down all the enemies.
Sorceress - A versatile shooter mage that can trade life for re-rolls and buff her spell attack. Team her with a healer and she can probably shut down about anything.
Healers: Not necessarily mages but heroes that can restore wounds to themselves and others. Everyone has a limited ability to heal themselves but in a pinch of boss battle, you really want a buddy that can wipe those skulls off your card!
Warpriest - A very reliable healer! His hero dice cost allows him to regularly heal multiple characters and rack up those bonus renown. Having the Gryph-hound as a proxy fighter is just icing on the cake.
Slaughterpriest - More of a fighter type, he can heal but he has to activate the potential on a 4+ hero dice and THEN kill something. Fine in a pinch but not something to count on like with the Warpriest.
Lord-Relictor - This is the one i tried. He's more like a mage combo, his missile attack let's him safely stay at the back of the group where he belongs. He can only heal with a 6+ hero dice unfortunately, but he doesn't have the range limitation of the Warpriest. He does have the higher healing potential but is nowhere near as reliable.
Support: These guys hand out buffs and various special actions. That is why they exist.
Misty Shia - Cloaking the room so they can't get hit on a specific dice roll could be handy, but killing or stunning enemies so they can't attack in the first place is better.
Lord-Vexilor - I think this is going to be my go to guy. He has an area stun attack, can teleport himself or any other hero across the board and can give everyone in the room re-rolls on all their misses. DAMN!
These are just some examples of what we saw today. There are plenty of options but how many SURE THINGS are we looking at?
Well, just my opinion, but i think for SURE you want a fighter, gotta have a point man. Gotta have a healer, because a dead Hero ruins everything. Gotta have at least one guy with reliable shooting attacks because somebody has to be at the back of the bus. Finally whoever the last hero is they have to tie the team together. A support or mage or assassin that can feed the other Heroes' special abilities into a solid combo is what's going to give you that little synergy boost that gives you the edge.