I find misses are quite high, and tattoos somehow provide orcs with magic avoiding abilities. This might be part of the lore I dont know. I just dont see how a level 8 party can miss so much. I dont spend more than 3 rounds typically killing a room but still the misses are just annoying.
@Amenbrother: As far as I know, there is one die roll at the beginning of each turn that determines the start of it. What I do not know is the die size: The lowest "roll" you can get is 0 for Winds of Magic. The highest I saw is 12. If you roll a "0" so to speak, you get 0 Magic pool for your Wizards, the Sigmar Priest's power is weak, and you get ambushed. Not nice. Which is why I only use the Gray Wizard. Currently paired with Marauder, Waywatcher, Shadow Elf. I brought the Priest up to level 6 as well, but found is powers a bit underwhelming after I returned to WHQ after a longer pause. I wanted to try one of the new characters, so I went with the Shadow Elf. He is catching up fast, already level 5, and decent skills. Now I got a few questions myself: 1) Most important one first: In the Sewers of Nuln quest, what is the answer to the first encounter's first question? It asks about something that is permanently slain. (Trying to avoid spoilers here) 2) What is the new Bright Wizard like? Especially when compared to the Gray and the Archmage. 3) Anyone having good experiences with the 2 Dwarves? Compared to the Marauder, I found they have a higher total maximum damage per turn, but reach it less often because they rely on less attacks and a wider range of possible damage (e.g. weapons with 9-15 damage range) . 4) Marauder: What weapon do you folks prefer? I went with the Masterwork Knuckleduster. Lower damage, but I feel it is more realiable due to the extra attack; plus I can use a shield for added durability. 5) What is the maximum character level now? My folks are at best halfway past level 6. I saw one dungeon already that has a "level 7" label. And I think I can tackle it: the last 2 level 6 dungeons I tried went very well. Someone here mentioned that his group is level 8 recently. How long does it take to get there? I'd estimate 10+ hours of gameplay, judging from the last quests' exp. 6) My Chalice of Fate (+5 Power Store, 1x/dungeon) stopped working suddenly. And my "Talisman of Power" never worked so far. Can the Chalice run dry? Do I e.g. need to activate the Talisman somehow (it does not show up in my "use item" list in battle) ? Do I have to have them worn before I enter a quest? I remember that before the update I could switch those out after using them right at quest start, with no ill effect.
Thanks for the response! 1) I use a 1 handed sword and a shield on mine. 2) I love the bright wiz, he has alot of spells including defensive and offensive. 3) I just started a ironbreaker and a trollslayer so I cant comment on that yet. 4) No idea
4 - I use two handed weapons with him. Mainly i went full attack on him and the dwarf and use the grey wizard to put them up when they have low health. 5 - Max level character is 8 now. I actually got it after 4/5 quests in the new area. That would be 4/5 hours max. 6 - The Talisman of Power works randomly. But i find it working more often if i use any magic. When i don't use any at all on the turn (I.E - walking) it never procs. I never took away items after using them so i don't now about chalice of fate.
If you go to the drop down menu during play and select to go to the menu, the game will save at that location in the dungeon for when you return.
The original game rules had it so that you roll for every caster's magic. I think it's on a double 1 roll you get 0 magic and ambushed. Thus having more casters means more chance to roll poorly. It's been a long time since I've played the board game but I'm pretty sure it's something like that.
2) The Bright Wizard is more offensive oriented. He starts with an attack spell that does decent damage for only 4 magic a cast. He also gets damage over time spells that can have their damage increased with some of the BW-only loot. His utility includes a pretty good heal and a spell that lowers toughness significantly. Overall, I find with more dependable than the Grey Wizard BUT I think the Grey Wizard has more potential for big heals and damage. It's hard to say if one is better/worse than the other as they both have strengths and weaknesses, especially depending on what spells they get. 3) I play all 10 characters, mixing the teams for each quest. I've used the two dwarves together and they work find together. Both are solid melee heroes. 4) Hammers and maces. Doesn't matter if they are 1 handed or 2 handed, do not give up the high damage and critical chance for an extra attack. A Marauder with a hammer or mace will generally outdamage any other character other than perhaps a Grey Wizard with a large magic reserve spamming Razor.
This game is great but kills my ipad 2 battery fast, also it seems sometimes the game is missing sound effects.
For those of you who play with all 10 characters, can you elaborate on how it is done? Does this mean you mix and match PCs before going into each dungeon, rotating them so they all end up getting an even share of the xp? Won't this actually slow down your advancement? It seems there are only so many dungeons to go around. If so, can you share some of your more interesting team combinations? Or is it just randomly chosen, and whoever needs the experience more makes the cut?
Can anyone tell me if there are any *must* have skills for the Grey Wizard? I know the skills gained are random, but I am wondering which ones people found most effective or useful.
Seriously, the elfe is the worst piece of shit of this game. Level 7, still missing most of his shot. When hit doing at best 11/13 damages. And all staffed with rare objects. And her power are even shittier: heal that have 50% of chance to do damage instead, increase accuracy that doesn't work. IDK why elves have the reputation to be good at bow they just suck in this game. My marauder is even better than my elfe at shooting. Piece. Of. Shit.
If you're talking about the Waywatcher that hasn't been my experience at all, I'd say 2/3-3/4 hit ratio and mines only level 6.
Yep waywatcher. And it's even worst when all your team is level 7/8. He can't kill anybody with all her attacks because she is too weak. On the opposite my marauder can almost kill everybody alone. And if i do battle rage + hunter, i get 13 melee attacks + 13 distances attacks. It's a beast. Doing more damage in both melee and distance. Waywatcher is totally useless. The iron breaker is just behind. All maxed out level 8 with rare items. He almost always miss his attacks even with multiple white rings. The only thing is that he is usually hitting at 40/50 when he touch instead of 11/13 for the waywatcher. The giant is also very strong after the marauder. He got head attack where he can kill a troll full health with a single strike.
I always choose the 4 characters with the lowest XP during each dungeon. This does obviously slow progression a bit simply due to the time it takes to level 10 characters rather than 4, but there are infinite dungeons. It also gives more time to farm the loot that becomes available at each level range, which helps keep each hero viable. As for interesting combinations; I would say 3 casters is a unique experience. They tend to struggle by having low health and no magic during the initial ambush, but as soon as they all get some magic up, it can be pretty rewarding to see spells easily level monsters that would be hard to hit with melee. Having no healing also happens on occasions, necessitating expendable items more and requiring careful unit placement and removing certain enemies as soon as possible. The Warrior Priest is especially interesting when not paired up with a lot of melee. Generally I only use Intervention to give melee units another turn, but when you start trying out some of the other blessings, you find they land more often than Intervention and are actually pretty solid. The Ogre and both archers worked well together; the Ogre moving up and weakening multiple units each turn and the archers staying back and precision targeting the lowest health creatures with relative safety.
Honestly the Grey Wizard has a lot of good spells. I would say if you get any of Cure Small Wounds, Twilight Translocation, Okkams Mindrazors, Blade of Night, or a higher end healing spell, you are probably alright. Generally it depends how you want to play the GW; as a healer, a nuker, or something inbetween.
Honestly it’s hard to compare any character to the Marauder, as he definitely has the highest average damage potential in the game by far. But compared to any other character, the Waywatcher can be insanely powerful, often easily topping the kill tally at the end of a dungeon. It really depends heavily on the equipment though. If you can get 4+ melee and range attacks with high damage payouts, it is highly unlikely you well pass a turn with no damage unless you are really unlucky. I’m especially surprised though that you’d claim the Ironbreaker is weak. The IB can use hammers, probably the single most powerful weapon-class in the game, and has skills that allow for nearly as many attacks as the Marauder. In addition, the IB’s defensive equipment is far superior to the Marauders, and without worrying about going berserk, he is generally more dependable from turn to turn. It sounds like your main complaint is heroes missing. This is simply the nature of the game, however, and the best bet is to better your odds of a productive turn. This can be accomplished by using items that increase chance to hit, but I wouldn’t use more than one as I’m not convinced they stack. Instead, focus on getting as many attacks as possible and maximize your strength and damage range. This will ensure that you have more chances to land a hit, and when you do the payout will be greater. If you find you are only hitting 50% of your attacks, it’s best to make those 50% count.
What I find interesting is that we get to play ogres in what is otherwise a typical fantasy game. Do you think the next expansion (assuming there is one) will let us play races like orcs, or even more exotic choices like skaven or even trolls?
Unless they completely disregard the Warhammer lore, no, you will not play as Skaven, Orcs, or trolls. Ogres on the other hand are commonly hired as mercenaries in the Warhammer world. They have been as such in the literature and games for a long time.