Kingdom Death

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Kingdom Death

Postby Dave » Wed Jun 07, 2017 5:11 pm

Really good fun, definitely up for some more as soon as possible!

Cheers,
Dave
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Re: Kingdom Death

Postby Ronq » Thu Jun 08, 2017 12:17 am

Agree, enjoyed it very much.

Nice to play something with some juicy campaign play!
Attack is the secret of defense; defense is the planning of an attack.
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Re: Kingdom Death

Postby MoodyGit (Gary) » Thu Jun 08, 2017 3:55 pm

Thanks for letting me stay up after my bedtime to watch. :D
'Jenkins, chap with wings there...five rounds rapid.' - The Brigadier.
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Re: Kingdom Death

Postby Tom » Thu Jun 08, 2017 10:46 pm

Hooray! You make me very happy.
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Re: Kingdom Death

Postby Tom » Thu Jun 22, 2017 10:47 am

Didn't want to look into it too closely, but a quick search online re: The Butcher confirms he is indeed a *duck* who just kills everyone.

There is a harp you can make from cat bits if you get the right drops that will remove moods, which might have helped. Otherwise the main advice was get lucky, research the option to spend survival on extra attacks and attempt to bum rush him, or send out 4 naked sacrifices.

edit: Apparently we have a swear filter!
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Re: Kingdom Death

Postby Ronq » Thu Jun 22, 2017 2:06 pm

Tom wrote:Didn't want to look into it too closely, but a quick search online re: The Butcher confirms he is indeed a *duck* who just kills everyone.

There is a harp you can make from cat bits if you get the right drops that will remove moods, which might have helped. Otherwise the main advice was get lucky, research the option to spend survival on extra attacks and attempt to bum rush him, or send out 4 naked sacrifices.

edit: Apparently we have a swear filter!


At least it wasn't just us! Good know
Attack is the secret of defense; defense is the planning of an attack.
Sun Tzu, The Art of War
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Re: Kingdom Death

Postby Tom » Wed Jun 28, 2017 9:16 am

Rules errors so far...

- 5 bleeding to kill.

- Monster stats can never be reduced below 1 (so the Antelope we neutered should have still been attacking for 1 damage).

- You roll one hit location dice per hit, not per damage point. So a lion hitting with 2 attacks each doing 2 damage, you'd roll 2 hit location dice and each of those locations takes 2 damage. One the one hand damage less spread out. On the other hand a single dodge can avoid more damage now!

- Monster controller only gets +1 insanity when picking their survivor from a pick target list on an attack. Not reactions etc.

With this knowledge I'm tempted to follow Dave's bravado and consider taking on a level 2 lion next. Super tank Kal having 5 armour per hit location helps. I think the lvl 2 lion has +1 damage, but then so did the enraged one we survived last night.
Last edited by Tom on Wed Jun 28, 2017 11:58 am, edited 1 time in total.
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Re: Kingdom Death

Postby Tom » Wed Jun 28, 2017 11:41 am

Just realised. Build a second Katar. Give both to Diana. Up to 6 automatic hits a turn if you can get the red affinities! :shock:

Then again that's almost a guaranteed trap card every time of course. :roll:
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Re: Kingdom Death

Postby Dave » Wed Jun 28, 2017 12:46 pm

Never mind, one mistake in our favour and one giant mistake in the game's favour! ;)

Did we give Diana the red affinity? I thought it was green.....

And yes, bring on the level 2! We need more resources to build more stuff so when crazy stuff happens (like the butcher dude) we have half a chance.
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Re: Kingdom Death

Postby Tom » Wed Aug 02, 2017 9:56 am

Something we mustn't forget with saviours, as well as the affinity bonuses ( auto hits for reds, armour for greens and range for blues) they also get bonuses for age milestones (i.e. one per hunt for them). Red saviours get +1 strength per age milestone, greens get +1 evasion per age milestone, and blues get +1 luck per age milestone.

Makes blues a bit more tempting as a crit farm maybe? We can always retcon the latest birth if desired as we've done nothing of consequence since.
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