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Monday, December 30, 2013

Dunwich Horror Expansion

I got the dunwich horror expansion for Arkham Horror and I like it, I think. It's got a bunch of rad cards and new concepts, but I played several games of it one-player while out of town on business and I'm pretty sure the game with the expansion is not for single player anymore.

I feel I can keep up with most aspects of the game, but with the expansion there are now 15 dangerous unstable locations. That means every turn there's a chance a new location will spawn a gate, and since 8 gates on the board means game over, the clock is running fast. If I ignore the gates in dunwich (for the purposes of counting open gates for the game-end conditions) it might make the game work better.



As it was I was doing very with with Joe Diamond, the private eye, but the 8th gate opened. I had sealed 2 and was well on the way to a 3rd. In a normal game that would be all 10 unstable locations accounted for--very rare. With the expansion the clock is too fast.

It's still a lot of fun. I like the new encounter cards and the new other worlds a lot.

-Merlin out

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Saturday, December 14, 2013

Crowd sourced Skorne games

I played two games last night against kreoss3 tier 4
Kreoss
Fire of Religious Noun
Reguardianer
2 min choir (advanced move on both jacks)
Vessel of judgment
Vassal mechanick
Vassal
Full errants with ua and senechal
Full vengers

I was playing a crowdsourced skorne list from the forums:

Hexy1



Molik Karn
Titan Gladiator
Cyclops Brute
Aptimus Marketh
Extoller soul ward
Agonizer
Willbreaker
Swamp gobbers
Min beast handlers
Tyrant commander
Nihilators full
Incindiari full

Game 1 was fire support. My opponent won the roll and went first. My first mistake was deployment. My opponent put his vengers on a flank and I hoped to light them on fire without triggering battle driven but this was a bad plan. I realized my mistake as my opponent placed his AD errants on the opposite flank and thereby kept my incidiarri from their preferred prey.

The game was a disaster. I misplayed the soul ward and marketh, so missed a few souls, and my feat was completely countered by errants nonsense and the vessel's doors of judgment. I lost quite handily.



So we shifted terrain, switched to incursion, and I tried again.

Game 2

This was much better. I deployed the incindiari centrally and they did a bunch of work. My opponent decided to try and delay my heavy trading by force hammering Molik, but he didn't count on me making him reroll the attack (Molik was on a hill, he was boosting to an 8) until it missed. Kreoss pretty much HAD to feat to force hammer with all of his upkeeps.

The incidiarri managed to kill a ton of errants because my opponent was between a rock and a hard place: dude I hit dies, then goes to murder his pal because of Dark Dominion, or he does his bond of brother nonsense but the errant I hit is still on fire. He tried to flank his vengers hard into Molik, but I managed to press forward hexy to catch them in feat an Molik killed 3 of them (vengers are bad at killing each other tho, esp w holy ward).



I wind up doing way better on attrition and scenario. Then I derp and leave hexy a little too close, forgetting that the VoJ can push all my screening models (Jesus that thing is bonkers). Kreoss gets to hexy and manages to -just- kill him. One more transfer or another 1" away and it doesn't happen. I could have managed either no problem.

Thoughts:

Rynth's hexy tactica should be required reading for anyone trying the list who hasn't played a lot (or as In my case, any) of hexy 1. It really helped.

Protectorate is dumb and also stupid. I've got some ideas on the list but I'll wait until 3 games to talk about them. . .


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