Re: 3. HQ25 - Choose your monsters + stats
Posted: July 30th, 2014, 10:43 pm
Goblin-King wrote:I agree with M8 for kobolds - M10 is goblins' "special ability". Let the goblins keep this. I say keep the D2 as well.Kobold Reptilian
M8 | A1 | D1 | BP1 | MP1
Kobolds in a Hero's adjacent squares may combine their attack dice as a single attack.
Disagree with renaming them. Kobolds are fine.
I don't like this type of attack for the special ability. The reason is that several models are used at the same time.
Basically you move a kobold and declare "this one is adding to the shared attack".
Then you move the next and declare his contribution as well. And repeat as needed.
Finally you make the actual attack.
Personally I'd prefer if each model was resolved one at a time.
Good point--I hadn't thought about seperate movement. My main concern is if a group of four Kobolds is a greater threat than 4 Orcs, then too much door-guarding will result. in my opinion, reducing the effect of a Hero's Defend Dice is advantage enough for a monster intended as fodder. How about this altered ability to resolve each Kobold one at a time:
- A Hero only defends once each turn against adjacent Kobolds.
Goblin-King wrote:Running a few scenarios through my head I kinda agree that the summoning spells should be removed.Random spell for cultists in general:
I don't mind summoning, but in a worst case scenario they keep drawing that spell and floods the room with orcs and undead. That would also give them an excuse to run and hide long enough to summon an army.
On the other hand I don't mind the strong spells. Imagine how an actual encounter would go down:
1. Heroes open a door and reveals (what is a realistic number to put in a quest? 3-5?) 4 cultists.
2. Heroes rush in and kill 2 cultists.
3. Cultists draw Cloud of Chaos. Heroes can defend immediately AND on a future turn.
4. I guess at least two heroes are able to roll a 6 in two tries.
5. Two recovered heroes attack cultists and kill one.
6. Repeat step 3-5
7. Cultists are dead.
So maybe some additional monsters get a few free hits in. So what?
This is what makes cultists fun. Easy to kill, but dangerous none the less.
What I'm asking here is: how likely is it that a pack of cultists gets to cast more than 1 spell? More than 2?
The difficulty of cultists can be adjusted by their number rather than making different spell-lists.
Count Mohawk mentioned adding survivability to 2 Cultists by fronting them with 2 Chaos Warriors and furniture. The reliable staying power and offense of Chaos Warriors paired up with the variable threat of Cultist spells needs to be considered more carefully than other standard monster combinations. Unlimited spells led off with Cloud of Chaos and a Summoning spell could easily prove too much. And if those spells can be drawn again...
There is another way to sidestep the worst-case scenario of Cultists casting multiple Summon Orcs and Summon Undead spells without cutting them that also governs Cultists while paired with bodyguards:
- Cultists randomly draw a number of spells they may cast equal to their starting number. [Only one spell may be cast by a Cultist group each turn. -edit] (Once cast, a spell is discarded as normal.)
Goblin-King wrote:@ stat change + rewordingDaedalus wrote:Chaos Dwarf
M6 | A3 | D4 | BP2 | MP2
A Chaos Dwarf adjacent to one or more Chaos Dwarves rolls 1 extra combat die in defense.I agree with the stat changes.Daedalus wrote:Beastman
M7 | A3 | D3 | BP2 | MP2
A Beastman immediately counterattacks when its Body Points are reduced to 1.
The special ability is great. I like the other one as well. Tough choice! I won't mind either.
The no-move-but-power-attack makes them a constant danger all the time.
Death struggle on the other hand is guaranteed to trigger even if the beastman is killed on sight.
I would add a clause, something like: Even if it's reduced directly to zero BP the counter attack still triggers (Just more nicely worded).
Not sure if this was how you intended it to work, or if it should only actually trigger if he "survived" a a wounding attack?
I intended the ability to trigger in the latter case where a Beastman "survived" a wounding attack. I want the ability to create a need to avoid counterattacks, but a reward if tactics/luck succeed with a clean kill. I also prefer a Beastman to have an attack slant while remaining a common soldier of Chaos. A guaranteed counterattack puts it further above a Fimir than I'm comfortable utilizing for lower Quests. However, I'm just one opinion. If the counterattack were strengthened, I'd word it this way:
- A Beastman immediately counterattacks when its Body Points are reduced, even if killed.