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pfg84 Profile
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Registered: 09-2021
Posts: 4
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Orc Archers in Hand to Hand Combat


On a recent game we assumed that in hand to hand combat Orc Archers have the same stats as their sword wielding counter parts... This ended with us dying on the final room.

Surely they are not carrying swords so shouldn't be as dangerous in hand to hand combat?

New to picking up the game again so finding some of the details a bit difficult to pick up!

Thanks all

Paul
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Questicus Profile
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Champion

Registered: 03-2017
Posts: 26
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Re: Orc Archers in Hand to Hand Combat


Must have been a busy first room? 😁

In answer to your question, strangely yes, Orc archers are just as good in hand to hand combat.

Although you could house-rule knocking a point of strength off of them if you think it makes little sense.

Orcs are not too tough though, so maybe you just got unlucky, first dungeons are some of the toughest encounters.

Out of curiosity, what was the group made up of? Which warriors were being used?

Last edited by Questicus, 3/Sep/2021, 8:33 pm
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pfg84 Profile
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Registered: 09-2021
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Re: Orc Archers in Hand to Hand Combat


This was our first game (in about 30 years) so we were just using the standard Barbarian, Elf, Wizard and Dwarf.

We had some pretty decent spells and found a good few health potions too! Got REALLY unlucky in the Fire Chasm with a couple of 1 power phase rolls.

Definitely need some tips to get us through that first dungeon!

We also had a Cave-in. Which I gather is just meant to end your dungeon?! Seemed a little unfair so we found a secret passage in the previous room which helpe our novices on their way (to death!)

Thanks for the quick reply emoticon
3/Sep/2021, 8:46 pm Link to this post Send Email to pfg84   Send PM to pfg84 Blog
 
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Champion

Registered: 03-2017
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Re: Orc Archers in Hand to Hand Combat


Cave-ins are a pain, my friends and I allow each warrior to search for a secret exit once per turn, however long it takes to find one.

Additionally, a lot of people, my group included let first dungeon parties go to a village with 500 gold (in our case) to buy a few supplies before the dungeon.

Further tips -

- Remember a warrior can heal themselves at any time, its a free action so long as you have provisions, bandages or a potion etc. (Apart from between a monsters hit/damage roll as that technically happens at the same time)

-If the Wizard has the healing hands spell, always have power free to do at least one cast before the end of a turn to get up unconscious warriors. My group always try and protect the Wizard for that reason.

-Don't forget death blows, to roll for the Barbarians Berserk(remember, he gets +1 his Berserk roll for each enemy he's slain during that combat) and to use terrain if possible. Falling back and holding an entrance has saved my parties skin a number of times.


Additionally, my group after playing by the regular rules for so long have found a lot of fun in putting monsters on a board section adjacent to the one the warriors are on, instead of right on top of them all the time (unless they have ambush.)

This allows us to try different formations and tactics while adding more value to things like door spikes.

Just a few ideas. My friends and I have just recently (couple weeks back) started again ourselves after many years. Happy dungeoneering. 😉



Last edited by Questicus, 3/Sep/2021, 9:03 pm
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Sith Kinks Profile
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Lord

Registered: 09-2013
Posts: 100
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Re: Orc Archers in Hand to Hand Combat


The first adventure is the toughest. Personally I really like that fact.

- When we finally survive a dungeon I feel more attached to my Warrior - knowing most don't survive.

- It makes, young, naïve, ill-equipped Warriors are surely more likely to be overconfident and end up dying.

- It would be annoying if high level Warriors died so easily, having invested so much time in to them.

- It weens out the weak, only the strongest deserve to prosper!

Tips

- Don't get to invested in your BL Warriors. Sometimes it's better for a Wizard with aweful spells, a Chaos Warrior with Mindless and Arcane knowledge or a Witch Hunter with 2 wounds, 1 faith and 1 amulet to just die quickly!

- You don't need to complete your first adventure, just survive. Your goal should be to get enough gold to purchase some valuable items to improve your chances next time. A few bandages, a shield or even a battle axe can make a huge difference. Even if only a couple of the Warriors make it out emoticon

- Take a balanced party. BDEW that you are already using is one of the best.

Last edited by Sith Kinks, 4/Sep/2021, 11:53 am
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pfg84 Profile
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Registered: 09-2021
Posts: 4
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Re: Orc Archers in Hand to Hand Combat


Ah the Barbarians Bezerk was not used to it's fullest power for sure, but I don't think we got the rules quite right on the enemy's slain...

Also in the mobile games death blows count on the elf's projectiles. I can't find this in the original rules.

The placement is a very good addition, again in the mobile game I think they only ambush on an unexpected event, this allows for a few more tactics when entering a room.

Thanks for the tips emoticon
5/Sep/2021, 9:00 pm Link to this post Send Email to pfg84   Send PM to pfg84 Blog
 
pfg84 Profile
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Registered: 09-2021
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Re: Orc Archers in Hand to Hand Combat


Thanks for this, some great points.

We definitely could have pulled out early with quite a lot of loot to regroup. Wish we hadn't treated like a mere game!

I might and try to create a few more positive event cards that allow for a mid dungeon boost. In the mobile game there is often a hobbit wondering around offering you full cooked meals or a dying priest to give you a healthy prayer...

I found a Complete Adventurer 1987 figure which is just dying out to be travelling salesman of some sort aka Beedle from BOTW or Junk lady from Labyrinth.


Image

5/Sep/2021, 9:06 pm Link to this post Send Email to pfg84   Send PM to pfg84 Blog
 
Sith Kinks Profile
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Lord

Registered: 09-2013
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Re: Orc Archers in Hand to Hand Combat


quote:

pfg84 wrote:

Also in the mobile games death blows count on the elf's projectiles. I can't find this in the original rules.


The IOS game? It's closely based on the original, but has many variations. You can't deathblow with missile weapons in the original game. The closest thing is possible the Bow of Loren.
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OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1283
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Re: Orc Archers in Hand to Hand Combat


quote:

Sith Kinks wrote:

quote:

pfg84 wrote:

Also in the mobile games death blows count on the elf's projectiles. I can't find this in the original rules.


The IOS game? It's closely based on the original, but has many variations. You can't deathblow with missile weapons in the original game. The closest thing is possible the Bow of Loren.



One of the major differences — and I think there are several — is that the Ios game places the monsters as soon as a room is revealed. This provides some different tactics right away.

Another major difference is that the Ios game does NOT let Warriors use any healing stuff or healing abilities during the Monster Phase.

A third remarkable difference is that the Ios game does NOT let the Warriors do anything between the Monster Phase and the end of the turn. For example, if the Wizard had plenty of power and wanted to save it for healing, he would NOT be able to use that power for healing in the same turn AFTER the monsters had attacked. That power would be wasted. Of course, this practically results in more aggressive and/or defensive use of magic, which is often a good thing.

Last edited by OldWarrior, 10/Sep/2021, 8:59 pm


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