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Post by masterdecoy on Mar 8, 2010 16:24:46 GMT 10
Paramiters: The Arkham Dream team is a mode that myself and glen have inveted where by we purposfully play the game with all the expansions in effect, utilizing the hardest components for any given boss.
Glen and myself take control of 3 characters each, specifically chosen for their ability in mind to create a team of investigators whose whole is greater then the sum of their parts.
Each character is chosen with a specific role in mind, and whose abilitys bring the most to the team.
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Post by masterdecoy on Mar 8, 2010 16:38:40 GMT 10
Dream Team: Zoey Samaras - Combat Akachi Onyele - Portal Closer Patrice Hathaway - Clue gatherer Mandy Thompson - Fundraiser Hank Samson - Combat Marie Lambeau - Portal Closer
Arkham Horror: Hastur Herald: The yellow King
Rundown: The game started typically slowly, with 4 of the 6 characters completing their side quests within the first 5 turns.
Mid game things where still under control, but starting to heat up
Late game, arkham is overrun with monsters, the general store and the cureositee shop are closed and we are hardly prepared weapon wise.
End game, hastur arrives, we give it a good beating, getting him down to 3 measly hit points, but cave under the pressure.
A lot of lessons are learnet for next time.
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Post by Glen on Mar 10, 2010 19:48:55 GMT 10
anyone who hasn't yet played this game has no idea of just how tense it can get. it's like watching a really good movie and knowing your fave character is about to die or they are just not gonna make it in time.
we did make a few critical errors, but next time we'll get it.
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Post by masterdecoy on Mar 15, 2010 15:51:54 GMT 10
Dream Team: Zoey Samaras - Combat Akachi Onyele - Portal Closer Patrice Hathaway - Clue gatherer Mandy Thompson - Fundraiser Charlie Kain - Fundraiser/Terror Control Daisy Walker - Combat/Portal Closer
Arkham Horror: Hastur Herald: The yellow King
Rundown: The game started fairly badly with several monster surges in the opening few turns saw arkham overrun with monsters, keeping zoey busy.
Bad luck saw patrice sucked through a portal and spending the next 4 turns delayed in the dreamlands.
Kain managed to get 2 retainers, and lose them the next turn due to poor rolling.
Mandy managed to get herself delayed in kinngsport over and over and over.
Mid game however things had settled down, most of arkham was clear and we managed to seal 3 gates.
Late game hastur managed to put 6 doom tokens down within 3 or 4 turns speeding up his arrival considerably. A nasty rumour saw kain, zoey, patrice and akatchi making shuttle runs between the hospitle and the northside streets before eventually giving up with 1 doom token left, Daisy makes a break for the church for a blessing but is waylayed and sucked through a portal with no hope of making the church in time.
End game saw hastur draw several nasty attack cards in a row not giving us time to adjust our sliders optimaly, leaving everyone with very little sanity, dispite keeping the terror level at 0 the entire game, and managing to smash through the first 2 rows of health, everyone was out of steam for the last row.
On the final attack round, the one before everyone dies we need 18 hits from 3 people, a tough order. Akashi goes off tap leaving us needing a measly 6 hits left, zoey manages to make 5. Quickly scouring all our items and abilitys for 1 last die. We promptly find 6 by discarding spells for clues and win the game, on technicality.
We learned even more this time, especially that no matter how much you think the game is under control, it will find a way to spite you.
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Post by masterdecoy on Mar 20, 2010 22:56:57 GMT 10
Dream Team: Zoey Samaras - Combat Rita Young - Combat Patrice Hathaway - Clue gatherer Mandy Thompson - Fundraiser Hank Samson - Combat Marie Lambeau - Portal Closer
Arkham Horror: Shub-Niggurath Herald: The black goat of the woods
Rundown: Deciding because all the monsters where so tough, that we needed extra combat characters, this seemed to help immensly.
Early game, most of the portals opened up in dunwitch and innsmouth, we had all 5 of our 6 characters finnish their side quest on turn 5. Zoey managed to get 5 coruptions in one turn by slicing and dicing a bunch of combats involving hex monsters. Hank managed to finnish a mission that reduced the ancient ones strength by 2, which ultimatly won us the game later on.
Midgame, those portals over in innsmouth and dunwitch where still open, with several hex monsters sitting on each, we had sealed 4 portals in quick succession though.
Late game, a hex monster movement forced all the monsters in innsmouth into the vortices, waking up the ancient one immidiatly, catching us completely unprepared (he only had 6 doom tokens on his sheet)
End game, Sighing releif that hank had finnished that mission so early in the game, mandy went down strait away however starting the combat without any monster trophys. Marie didnt last much longer, getting caught unawares by the story card forcing her to discard her only throphy. Patrice was the next to go, failing 3 consecutive sneak checks. Hank and rita where next leaving only zoey requiring 1 hit to kill the beast, fortunatly she still had a stack of trophys left, taking all the good stuff from her fallen brotheren. Next turn she smited the beast with all her might, scoring 6 successes off of 11 dice resulting in a win for us.
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Post by masterdecoy on Mar 24, 2010 21:45:41 GMT 10
Dream Team: Patrice Hathaway - Clue gatherer Marie Lambeau - Portal Closer Jenny Barnes - Fundraiser Daisy Walker - Combat Harvey Walters - Combat Leo Anderson - Utility
Arkham Horror: Cthugha Herald: The Nemisis Moon
Rundown: Deciding because of the fact that fighting this boss would be excessivly hard with anyone who relied of weapons to fight due to his special rule of having to discard any weapons after use, we decided to go for a whole magic team.
Early game things where running smoothly, jennys built in retainer was getting a stack of cash to equip everyone fast, as well as pick up those ever so useful eldar signs.
Mid game, all of glens characters where pimped out with combat spells, getting an average of 15 combat dice each, while mine continued to fund the expidition.
Late game things looked very manageably, we had sealed 4 gates, and where well on the way to the last 2 needed, unfortuntly leo failed to seal a gate when there was 6 already open, not too worry, with that many portals open already and having sealed 4, there wasnt much chance of a new one opening, and even so we would have another chance next turn.
End game, We where wrong in a big way, the mythos opened a new portal in dunwhich, and an encounter at the unvisited isle saw another open in the same turn, completly caught with our pants down our characters would be lucky to survive this. Lucky glen had picked up an ally that pretty much gave us a free round of attack, unfortunatly I rolled 9 dice at a result of 3 or less out of 10, that was on the blessed character. Suffice to say, it didnt end well.
Not having mandys re-rolls really hurt us a lot in this game, so next game we will attempt to get her back into the lineup.
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