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play questions


Daniel

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we just finished a game of Silver Tower. Great game and some fun mechanics, but the rulebook is...a bit of an unorganised mess to be honest... We think we did alright, but some questions remained:

- we didnt had any trouble whatsoever against adversaries: How does the game scale in difficulty after each amulet piece? It gets easier because of the treasure and skills, but the monsters remain the same level.

- unique skills: Can you use these as many times as you want? A warrior priest casting the area spell twice against 8 grots clears the board and nets him 8 reknown way too easily.

- most of the time, the rune marked player explored a new room, enemies apeared, he did some wounds. Next, three heroes burst in the new room, killing the rest respite, new exploration with the rune marked player and so on. Enemies nearly never struck back?

- mistweaver: First, deny adversaries a die, then a very high chance to stun them, giving the heroes basically an extra turn to kick them when they are down. A bit too strong?

- line of sight: Can you see through models?

- can you recuperate if there are monsters adjacent to your square?

- respite: Why not sit out a turn and heal your characters back to full? After a respite, if you dont explore, there are no new enemies inbound anyway, right? So everybody heals for as many rounds as you need accepting the occasional random event before you explore?

 

thanks in advance!

 

 

 

 

 

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If you have a respite after every turn, you're doing it wrong -- you should be getting a random event, because you cannot have a respite two turns in a row. That makes a big difference. You cannot, therefore, heal two turns running.

In terms of line of sight, models do not block it -- only walls and specifically marked obstacles on the chamber.

Nothing stops you from healing during your turn (except a shortage of dice with appropriate numbers on them). 

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  • 2 weeks later...

@rokapoke Ah. Didn't see that in the rulebook. Cheers! That does make sense. so you can still have one respite and check for ambush (which nearly never occurs...). So what happens then if you just stay in a room and everybody ends their turn without exploring? You'll get a random event every time you don't explore to the next room and don't get a respite?

 

 

What about the other questions? Anybody?

 

 

- mistweaver: First, deny adversaries a die, then a very high chance to stun them, giving the heroes basically an extra turn to kick them when they are down. A bit too strong?

- unique skills: Can you use these as many times as you want? A warrior priest casting the area spell twice against 8 grots clears the board and nets him 8 renown way too easily.

- most of the time, the rune marked player explored a new room, enemies apeared, he did some wounds. Next, three heroes burst in the new room, killing the rest respite, new exploration with the rune marked player and so on. Enemies nearly never struck back?

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The game *is* rather easy on the heroes. Especially if you take 4. 2 heroes makes it a little harder. Some heroes are also more powerful than others, and some synergies get a little ridiculous . There are house rules floating around, such as giving all monsters an extra wound or two. But really, the game is more about spending a fun 3 hours with your friends, being overpowered. It's a real easy game to learn, so grab players who maybe aren't normally down for a game of 40k/Sigmar.

Mistweaver usually gets left in the box for me. Other characters are even more powerful. Look at the Bloodsecrator - his Area spell hits on a 3+, and if you put his banner down, you reroll fails. . . 

Let the priest get his 8 renown. Lord knows if he doesn't, the chieftain will. Or the Venator. Or the Berserker. Or the Bloodsecrator . . . . or or or. 

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  • 2 months later...
On 10/24/2016 at 1:03 AM, Daniel said:

- mistweaver: First, deny adversaries a die, then a very high chance to stun them, giving the heroes basically an extra turn to kick them when they are down. A bit too strong?

- unique skills: Can you use these as many times as you want? A warrior priest casting the area spell twice against 8 grots clears the board and nets him 8 renown way too easily.

1. The Mistweaver is good. I haven't played enough to know if she's too good. We played with the Shard, Questor, Warpriest, and Chieftain, and everyone felt like they were contributing and doing well.

2. Yes, you can use any ability as many times as you want, as long as the ability doesn't say otherwise. There's two things you're forgetting in the above example: first, you need to roll two sixes to cast that Area attack twice. Second, you still have to roll a hit for every individual monster for both attacks, so you are far from guaranteed to get every hit off.

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