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Longshot11

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Everything posted by Longshot11

  1. Actually, 6-5 on Legendary doesn't require any more specific deck composition than on Normal. The only difference is you get one additional henchman, and that's a breeze. There are many other scenarios that get a ridiculous push in difficulty on Legendary (*cough*5-4*cough*), but Karzough himself is not one of them. That said, I defeated Karzoug with solo Lem on Normal, (and as I said - one additional henchman doesn't change anything) so this is my advice: First, you need to have several bases covered (and this goes not only for the rather unchallenging 6-5, but even more so for the other more difficult scenarios): - Combat: Deathbane Crossbow +1. If you got Weapon profficiency, you can get a better weapon, but I opted for Light Armors. At any rate - 1 weapon feat is recommended, as you can always chose to start with your best (albeit single) weapon - Damage Prevention: Steel Ibis Lamellar. Not only you laugh in the face of KArzoug/Blue Dragon/Warden of Runes BYA damage, but you can also recharge it for an extra 1d6 to you Dexterity (combat) check. I also carried a Sihedron Medallion, but if you happen across any of the better Protection Rings - go for them. - Combat Boosters: Blizzard and Corrozive Storm spells - they add 2d6 to your combats for a whole turn, and you don't get any drawback when you're solo. Also, flasks of Storm/Firestorm, for 3d6 each. - Villain Setup: I cannot stress enough the importance of this in solo play. Basically, you want to know *exactly* where the villain is each time, so you can close the other locations, and then manipulate into your Perfect Hand for the final showdown. Any evade/scout capabilities are welcome, but since Karzoug may not be evaded - I carried the Medusa Mask all the way from AD2 for the express purpose of setting Karzoug up; he then becomes the top card of the deck, and it's only a matter of Augury/Scrying to put him on bottom. Brodert Quink and Magic Spyglass are also good for bottom-decking Karzoug, while the Revelation Quill pretty much solves your game right there. The Perfect Hand So, there is an erroneous view that you should somehow speed through 6-5, so as to minimize buried cards. This cannot be farther from the truth. In this scenario -as well as in most other- you couldn't care less how many cards you discard or bury - *as long as you have the cards you NEED*! In solo, where you have no buddies to help you out, it will all come down to one or two checks of YOU VS. VILLAIN. So once you've done your Villain Setup, you begin the sometimes slow, but ultimately crucial process of taking "empty" turns, discarding cards and resetting your hand, going down to 0 cards in you deck if need be, as long as you end up with what I've taken to calling "The Perfect Hand" - the sum total of the most useful cards your current deck allows for your encounter with the villain. So, assuming you've bottom-decked Karzoug, and you've cleaned out all the other trash, your final task is to setup your Perfect Hand, which for my solo Lem looked thusly: - Card 1: whatever. This is the card you'll bury at the start of your turn - Card 2: Deathbane Crossbow. Your combat card. - Card 3: Steel Ibis Lamellar (or any other single card that will soak up all of Karzoug's BYA Constitution check damage) - Card 4: Flask of Storm/Firestorm (displayed before the encounter for 3d6) - Card 5: Flask of Storm/Firestorm (displayed before the encounter for 3d6) - Card 6: Corrosive Storm/Blizzard spell (displayed before the encounter for 2d6; app players are at advantage here, as the do not need to suffer the boardgame's Arcane/Divine check to play Attack spells)) - Card 7: Corrosive Storm/Blizzard spell (displayed before the encounter for 2d6; app players are at advantage here, as they can cast Blizzard/Corrosive Storm out of encounter, so they're not limited by the "one card per type per check" rule) So, for the first check, I have: d8 +3 (Dex) +d8+1 (Deathbane) + 10d6 which gives a minimum of 16 and an average of 48 against a target of 30 for the second check, you have the same dice, but you also recharge the Deathbane for Lem's Solo Performance, for d4+3, and possibly also recharge the Steel Ibis for its power, for another d6 - so, a minimum of 21 and an average of 57 against a target of 40. From here on, you're only left to prey to the Gods for a good roll. Bottomline, Karzoug in the app feels a bit like a cheat mode compared to the boardgame, where you're not only not allowed to grind for cards, but you also don't have access to Steel Ibis and the Flasks. (ofc, I'm somewhat kidding about "cheat mode", as the app actually feels *more fair* towards solo casters than the board game).
  2. No, you got the right idea, actually. Due to his ability to swap from discard, Lem is often better off NOT recharging his spells anyway. Outside of combat, Charisma is useful for closing a couple of locations (but your Diplomacy bonus makes that pretty much guaranteed) and getting Allies (which are not crucial as in solo you don't need extra explores); Dexterity on the other hand will save your skin with a bunch of barriers. Also, Lem would have a hard time beating some monsters' spell resistance - including Karzoug's; and having two combat spells for two-check monsters is a problem. Finally, Karzoug's statue will probably mess you up in solo if you've betting on Arcane.
  3. Not a bug. Silas is a "Monster", therefore he deals Combat damage to you equal to the difference between your roll and his check to defeat (at least, that's what I take you mean; if indeed he dealt damage equal to your ROLL - yeah, that's a bug). THEN, because *one character did not defeat Silas* (in your case - the only character), you're dealt *another* 1d4-1 Poison damagae, *in addition* to the Combat damage from the failed check. Bottomlline: what might be tripping you up is, even though Silas' check to defeat is "Wisdom", not "Combat" - failing that check still deals Combat damage to your character, regardless of any other powers the monster has.
  4. Being given an Acolyte is ceratinly a bug, but not being able to banish the Orb is intended - the Orb is being "displayed" and thus, it is NOT in your hand to banish. (Visually, in the app, it's confusing, as both "revealed" and "displayed" are shown in the center of your screen; however, there is profound mechanical difference. It will be easier if you think about "displayed" card as similar to the "buried" cards - they're already played and generally, you may not interact with them anymore in any way, except through the instructions on the displayed card itself)
  5. @ Flounder. Also, it is somewhat pertinent to this thread, if you could maybe explain the design considerations behind the decision to limit the rolled dice only to 26...
  6. I hope I'm not late: I recently deleted most of my alpha-strike screenshots, but this one somehow survived... and for my great surprise, this not-too-shabby-result is in a party of only four!
  7. The rules listed by Ethics are generally valid for *all* cards, not just Basics. However, in the app, there is one exception: In Story Mode, if the scenario reward is Loot , and your party has more characters than there are Loot cards - some of your characters will be rewarded with pre-determined non-Loot cards, and that would allow you to hold extra copies of those cards. (Example: normally, there is a single Hide Armor of Fire Resistance in the game (= in your Vault). However, even if your party already owns that card, in some scenarios Amiri will be rewarded with a SECOND instance of it, as it's her pre-determined non-Loot card. This is dissimilar to the board game -which obviously cannot just spawn another physical card out of nowhere- but I believe t was confirmed as a conscious design decision for the app) In the above situation, the game will allow you to keep the extra copy in your party's decks. If you do NOT keep it, however, this extra copy is lost forever.
  8. ...unless you're playing a solo non-sorceror caster, in which case the reduced functionality is pro'lly an acceptable trade-off for the lower Recharge check Augury.
  9. Considering you'll remove the Quest characters, any chance we get a boost to the Story mode Party/character limits? The numbers now are really insufficient (yes, I do NOT want to delete my characters who have already completed the campaign :D
  10. Has anyone found any, and are they in fact implemented?
  11. If someone get those packs - can you post if there's any other differences to those Alts' stats? Diplomacy +1 doesn't mean much if it's attached to Harsk's d4 Charisma...
  12. Hey, can't we get those pics in a downloadable form? :D
  13. He can, post-role. Even then, I shudder to think about people trying to slog through Legendary Thassilonian Sins. Best case, the final villain will be with Combat 45 / Arcane 38. Even with optimal deck and hand, the odds are overwhelmingly against you. (If they have overlooked this in coding the Legendary condition - you might luck into/arrange to fight Orsimandus last and beat him with a Diplomacy 14 check, but still...)
  14. Seems consistent with my newest experience. I've edited my bug description.
  15. It should allow you to evade only on a failed combat check.
  16. Neither of those items has the "You may play another item on this check." clause.
  17. I had Auguried 3 monsters on the bottom of a Death Zone location deck. I then encountered and failed to defeat a Leng Spider. A random character was dealt damage, and I was moved to their location - as intended. When I later returned to the Spider's location - I could still examine the deck, the 3 Monster were still on the bottom in the order I had them Auguried, and when I explored - the Spider was still the top card of the location. EDIT: Actually, one time, the hero fighting the Spider was chosen as the "random" target - in that instance, the hero (correctly) remained at his location and the Spider (correctly) shuffled in his deck - probably just a manifestation of what other people pointed below - that the Spider in fact shuffles the random target's location, instead of his own.
  18. What it says in the title. No other items were played in the turn, so this isn't cause.
  19. In 6-1, when the Wendigo is encountered, "*anyone* MAY banish any number of Haunting they have..." to reduce the check to defeat. Instead, ALL Haunts, in front of ALL characters are automatically banished. (And in case you're wondering, WHY wouldn't they banish all Haunts - when you encounter Wendigo with someone not prepared to fight him - say, a Wizard without a spell- you're basically wasting your Haunt bonuses even though you have no chance to win this encounter) So, OK, I guess this implementation is due to UI considerations, and I can see that you have no easy way around, but least you can do is update the Scenario text to something more correct - like "When the Wendigo is encountered, all characters' Hauntings are banished. Until the end of turn...". Cheers.
  20. Sajan encountered the Shock Longsword at the Cave and buried the Cape to evade the encounter. At this time, the game asked me for the Cave's Fortitude check to move - even though the Cape EXPRESSLY states that "you automatically succeed at any check recquired to move" !! Anyways, Sajan failed the check and this is where **** got crazy - suddenly, I was asked to make a Diplomacy check against the monster Myrianna!?! There was no visible card on the screen, nor dice (even though I was able to change the check to Combat) - I only had a "Confirm" arrow button (and maybe a Cancel X-button? I don't remember for sure) - when I pressed the arrow button, the Myrianna card suddenly appeared and shuffled back into the location!!
  21. In 6-4 (the title of the topic is wrong), the henchman Khalib is supposed to deal 2 Force damage BYA, and then prompt you for a Dex/Acrobatics check, or deal you ANOTHER 1d4 Fire damage. Instead, the Force damage is never dealt, the encounter directly proceeds to the BYA Dex/Acro check.
  22. I posted this in the wrong forum. If a mod swings by - please, move this to Tech Support (the bug still persists).
  23. 5-5 when played solo has two locations: the Runewell wher the single card is the Villain, and the Halls of Wrath which sould get the first Henchman from the Henchman list (Highlady Athroxis) The last two times I played a solo 5-5, in the Halls of Wrath I encountered the Warrior of Wrath henchman (which should NOT be present in a solo game). I'm not aware if maybe there was also a Highlady Athroxis in the deck. (A couple of weeks back, I played solo 5-5 and I DID encounter the Highlady, as intended - so the issue either: - does not occur 100% of the time - is recently introduced - is, in fact, putting BOTH a Highlady AND a Warrior in the Halls of Wrath)
  24. (Topic title is wrong, the scenario is 6-1) I'm not exactly sure what the team on this app is, but my guess is this bug is a result of Designer-Programmer miscommunication. See, the app card actually works *correct* according to its text; the problem is, the text is wrong. The app Silas Vekker wording: "Before you act, each character at this location summons and encounters Silas." What the above says (and the way it's implemented) is that when YOU encounter Silas, before your check, YOU summon and encounter ANOTHER Silas - in effect forcing you to encounter the card twice. Contrast this with the tabletop (albeit archaic) wording: "All characters at this location encounter Silas" It is evident from the above, that the intent is NOT for the active character to encounter this abominable henchman twice in a row. The fix would be to change the app wording to "Before you act, each OTHER character at this location summons and encounters Silas." AND to make the card behave so.
  25. Aaand, this what happens when I hurry to the forums to vent my frustration... - the Mask DOES work.... only for some reason does so AFTER the BYA Constitution check - which means you can soak up to 5 damage before having a chance to use it. So... semi-resolved, I guess?
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