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Re: Monster Skills

PostPosted: March 19th, 2016, 11:49 am
by cynthialee
MadMickyG wrote:I like the majority of these rules.

Make some slight changes, but they seem like they would add some fun and make things a tad harder.
On the Zombie Infection and Mummy Curse, think I might need to make a Cleric that can create Holy Water. Might need it!

there is a good cleric on the Inn around here somewhere
Haven't had my coffee yet so I am foggy on where it is. But it is a good hero.

Re: Monster Skills

PostPosted: March 27th, 2016, 1:09 am
by MadMickyG
With my Monks new Karmic abilities, added Karmic Cleansing to clear a Mummy Curse or Zombie Infection.

Re: Monster Skills

PostPosted: July 1st, 2016, 6:57 pm
by MadMickyG
Have been doing a PBP with GB, who uses his rules listed in the first thread. Makes for an interesting game to say the least.

I have been thinking about the various Greenskin bonuses listed, feeling like they were missing some oomph.

As some of you may know, I use the horde bonus (for every adjacent player/monster, you receive +1AD when attacking, +1 DD when defending)
MadMickyG wrote:I have mentioned before, we use the player/monster support option. If you are facing a monster and one of your hero companions is also next to the monster and can attack, then you receive an extra attack or defence die for each companion.
The monsters get this, so my girls will try to wipe out my son if he is playing his Battlemage by surrounding him. This method can turn a harmless goblin into a death dealing machine, if there are 4 goblins around the one target.
Also makes an easily killable target harder as they gain defense dice from support.

As Fimirs, Orcs and Goblins spend a lot of time together fighting, I think it makes some sense they work better in a group/horde like that.
I might change the horde mechanic in my game to reflect this, as I am starting to use the Undead and Chaos bonuses/abilities also.

And for some fun, I have been trying to use Orcs with Flails as much as possible, as I let Flails attack diagonally.
If a monster/player can attack diagonally and is in the attack square/circle, this adds another +1AD/DD to players/monsters. Allows whoever is EWP to plan their monster attacks better to maximise damage output.
And there is nothing more enjoyable to a sibling than trying to wipe out their other siblings as they explore a dungeon.

Re: Monster Skills

PostPosted: July 2nd, 2016, 6:52 pm
by Gold Bearer
MadMickyG wrote:Have been doing a PBP with GB, who uses his rules listed in the first thread. Makes for an interesting game to say the least.
:D

MadMickyG wrote:I have been thinking about the various Greenskin bonuses listed, feeling like they were missing some oomph.

As some of you may know, I use the horde bonus (for every adjacent player/monster, you receive +1AD when attacking, +1 DD when defending)
I'm going to steal that for snotlings! |_P Second thoughts, might be a bit much. Maybe add one reroll to snotlings in attack and defence for each adjacent greenskin. Yea, I think I'll go with that so they're still wimpy.

Re: Monster Skills

PostPosted: July 2nd, 2016, 11:42 pm
by mitchiemasha
The best mod for snotlings is to make them a snitch... I got this from a a guy on youtube. Make them very fast and the only monster that can open doors to reveal a room. If you reveal one, it's very important that you kill it before it gets away.

Re: Monster Skills

PostPosted: July 2nd, 2016, 11:45 pm
by mitchiemasha
MadMickyG wrote:As some of you may know, I use the horde bonus (for every adjacent player/monster, you receive +1AD when attacking

We originally used this for zombies but then realised that HQ zombies weren't that type of zombie so decided it didn't fit.

Re: Monster Skills

PostPosted: July 3rd, 2016, 8:56 am
by Gold Bearer
mitchiemasha wrote:The best mod for snotlings is to make them a snitch... I got this from a a guy on youtube. Make them very fast and the only monster that can open doors to reveal a room. If you reveal one, it's very important that you kill it before it gets away.
That could work. The hoard mechanic might be good for skavin and a nice nod to WH where they get a Ld bonus for each addition rank.

Re: Monster Skills

PostPosted: July 3rd, 2016, 7:57 pm
by mitchiemasha
Yes... horde is for Skaven. How had i not thought of this? I have AHQ too, loads of Skaven minis. It's a simple enough mechanic so it needed to be used. The zombies carrying a meat clever, wondering aimlessly around the crypt, aren't the type that gang together and climb all over each other trying to maul you to death. In another world/game it would have been perfect for them. In HQ it suits Skaven better.

To be fair, it suits Orc and Goblins more than the HQ zombies. I was tempted to use it for them just to not waste the mechanic but now we have Skaven.

Re: Monster Skills

PostPosted: July 3rd, 2016, 9:42 pm
by cynthialee
mitchiemasha wrote:The best mod for snotlings is to make them a snitch... I got this from a a guy on youtube. Make them very fast and the only monster that can open doors to reveal a room. If you reveal one, it's very important that you kill it before it gets away.

Oh I love this one!
Run out of range first and foremaost. Then run to the room with the most Chaos Warriors, or Fimir and work from there.
"Alarm, Alarm...the Empire is coming!!! The Empire is coming!!! To Arms!!! To Arms!!!"
I'd describe him running down the halls ringing a bell and yelling as loud as possible. That would get the players on edge and worried regardless of how the scene plays out.

Re: Monster Skills

PostPosted: July 4th, 2016, 9:11 am
by MadMickyG
My Ranger would ping him dead! But plenty of corners to run around. :lol: