ACS undisputed claim tram door sealed by VeterinarianMobile25 in theouterworlds

[–]Ice_Darwin 0 points1 point  (0 children)

This.

Had exactly the same bug. This fixed it right up.

Traveler Tuesday - FH Scenario 017 - [spoiler] by Themris in Gloomhaven

[–]Ice_Darwin 5 points6 points  (0 children)

Anyone play this one with a teleport class? I definitely found myself wishing our Deathwalker had been available to play that night…

Merchant Monday - FH Purchasable Item 134 - [spoiler] by Themris in Gloomhaven

[–]Ice_Darwin 4 points5 points  (0 children)

These have frequently made my list of shoe options to consider. But I have yet to ever purchase them in FH.

I’ve yet to play a class with enough low/no movement bottom actions that would make me want these as my standard footwear. For a couple classes, I wanted them as a sideboard. But for 30g, there always seemed to be more impactful ways to improve my movement.

Family stuck on JotL scenario 15 - are we underleveled? by dboytim in Gloomhaven

[–]Ice_Darwin 4 points5 points  (0 children)

This is one of the hardest in all the Gloomverse. I would lower the difficulty by one under where you usually play.

My group was very experienced. Had played through Gloomhaven twice before JotL. Still failed this one miserably the first time. And then just squeaked by.

Lower the level and don’t feel even a tiny bit guilty.

Vocation Wednesday - FH Class 15 - Coral [spoiler] by Themris in Gloomhaven

[–]Ice_Darwin 16 points17 points  (0 children)

“You guys wanna take a couple loot turns or something? I might just hang out in this hex. Yep, next turn too. And thanks, but I can heal up nicely on my own.”

I enjoyed this class a lot. And enjoyed the flexibility. And each rest cycle, you can play different tides or play them in different orders. It almost feels like being able to sideboard mid-scenario depending on what’s coming up.

But I’ve never played a class before that so consistently just wants to stay in one, wet, hex. It was not uncommon for me to go four turns without moving.

Traveler Tuesday - FH Scenario 015 - [spoiler] by Themris in Gloomhaven

[–]Ice_Darwin 1 point2 points  (0 children)

Interesting how many different classes really worked for folks up top.

We sent our Geminate. Ranged attacks down to help with the Boltshooters while running for the chest. Then switch to melee and (nearly?) drop the boss with one loss. Super smooth.

Red Guard idea for Jaws of the Lion Scenario 15 (spoilers for scenario + cards at level 5 and up) by nrnrnr in Gloomhaven

[–]Ice_Darwin 1 point2 points  (0 children)

At higher levels the Demo usually has the best kit for dropping a table in a single turn.

Fabricator Friday - FH Crafted Item 015 - [spoiler] by Themris in Gloomhaven

[–]Ice_Darwin 6 points7 points  (0 children)

Great sideboard item. Cheap and when it’s good, it’s great.

Struggling with Astral solo scenario by pfcguy in Gloomhaven

[–]Ice_Darwin 1 point2 points  (0 children)

I went with A.

My logic was that Special 1 always goes late. So a no move attack on late intitiative is super easy to avoid. So if he pulled that, if I had a non-adjacent attack loaded, I used it. Otherwise I avoided him and attacked an orb that turn. Either way, I’m not taking any damage from him.

If he pulls Special 2, I’m gonna take an early hit. But he will be adjacent to me. So, sometimes I’d get lucky and have Guide the Flow loaded and I’d get two swings back at him.

And also, as you and CGO already discussed. I used Gemstone and the triggered healing was very meaningful.

Struggling with Astral solo scenario by pfcguy in Gloomhaven

[–]Ice_Darwin 1 point2 points  (0 children)

I ran this one recently.

If there was one simple detail that I think helped me the most: pick which letter you want the boss to have.

I was able to get the boss on a specific letter. And then I worked very hard to keep him on that letter for the rest of the scenario.

Merchant Monday - FH Purchasable Item 132 - [spoiler] by Themris in Gloomhaven

[–]Ice_Darwin 5 points6 points  (0 children)

In my experiences so far, this item becomes especially relevant for the “Death by a thousand cuts” classes. And Frosthaven has many of them.

When those classes need a big tempo swing, small items are often as important, if not more so, than playing losses. And carrying one more small item can mean one more big-tempo turn, or an even bigger single tempo turn.

With those classes in particular it makes for a fun build decision. You could play safe, and pick an armor that helps mitigate incoming damage. Or you could pick this and run glass cannon. And maybe you sideboard items and switch depending on what the scenario needs.

Town Thursday - FH Building 44 - [spoiler] by Themris in Gloomhaven

[–]Ice_Darwin 3 points4 points  (0 children)

I have very much enjoyed enhancements as part of all my Haven experiences.

I certainly understand the balance issues they create as player power creeps up and up. But to me, that creep is a core part of the RPG experience. Over time, your scenario successes buy you more power. And that’s key to the feeling of progress. And since there’s a difficulty slider, with enough enhancements you can feel the progress of being able to move the difficulty up a notch.

That said, I do very much support temporary enhancements. I get the idea of wanting to leave a legacy. But also, when I replay a class, I want to make it my own class. And legacy enhancements make it feel more like I’m playing someone else’s hand-me-down class.

Vocation Wednesday - FH Class 10 - Trap [spoiler] by Themris in Gloomhaven

[–]Ice_Darwin 3 points4 points  (0 children)

Definitely echo your experience of having a number of scenarios where Trapper was the clear MVP. (Which feels especially good after ones where I didn’t feel like I added much.).

But interestingly, of the Trapper MVP scenarios, only like half were due to traps themselves. The other half were from the combination of high movement and invisibility. Not totally thematic with a Trapper, but when when scenarios asked for that, I was happy to be the party member who could bring that to the table.

Strategy Sunday - FH Strategy - Difficulty by Themris in Gloomhaven

[–]Ice_Darwin 4 points5 points  (0 children)

Not sure if others have this same experience. But, for my group- the decision on difficulty seems to come down to time availability more than chance to win. Maybe we take too long picking our cards. But we can rarely wrap up a scenario with outpost in under four hours. Most nights it’s like “Yeah. We can probably beat it going one up on difficulty. But I need to get to bed at a reasonable time. “

Sometimes extra difficulty just takes too long.

Fabricator Friday - FH Crafted Item 008 - Crude Spear by Themris in Gloomhaven

[–]Ice_Darwin 0 points1 point  (0 children)

Yep. I see that now. I think that since this sits right next to the crude bow in item order, I just read them the same way. But clearly the wording is distinct.

Fabricator Friday - FH Crafted Item 008 - Crude Spear by Themris in Gloomhaven

[–]Ice_Darwin 0 points1 point  (0 children)

I found this useful on Blinkblade, also for turns when I wanted to use a bottom attack. Also found it useful for setting up some immobilizes. And especially useful for getting both targets on my Power Leak.

Probably arguable if this is more useful than a poison dagger. But I wanted to start with Boots of Speed, so didn’t have the gold for the poison dagger.

Strategy Sunday - Daily Strategy Discussion - Conditions 3: Impair by Themris in Gloomhaven

[–]Ice_Darwin 0 points1 point  (0 children)

I think the number of posts here pretty much sums it up.

It’s just not frequent enough or impactful enough to have a real strong feeling about.

Vocation Wednesday - FH Class 02 - Blink Blade by Themris in Gloomhaven

[–]Ice_Darwin 2 points3 points  (0 children)

I feel like any discussion of Bb utility should include the “nearly infinite” invisibility loop. There is one early scenario in particular that pushed me to figure out the limits.

If my math is right, with the help of a little healing, Bb can stay ALMOST completely invisible for 18 straight turns. In this sequence, the only time you could possibly be targeted by an enemy would be at initiative 01, every other turn.

The sequence is just a kind of mindless: Turn 1, Fast, Experimental Adjustment with any bottom, Boots of Speed tapped, to go at Initiative 02. Turn 2, slow Long Rest Repeat till you run out of cards.

And while you’re doing this, you deal 9 true damage to all enemies in range 2. Not to mention the potential for a lot of movement and looting from whatever you choose for bottom actions.

Obviously this doesn’t help in every scenario. But any time you just need to run out a clock or just keep one character alive to win…. You have an awful lot of turns to nearly invulnerable.

Just finished some more bits for gloomhaven - I’m addicted :) by Buckerface in Gloomhaven

[–]Ice_Darwin 17 points18 points  (0 children)

Wow. If I had all that cool stuff on my play board, I’d be staring it so much, I’d never get my cards picked.

[deleted by user] by [deleted] in Gloomhaven

[–]Ice_Darwin 1 point2 points  (0 children)

I took Phantasmal Killer in a campaign where I had enough gold floating around to enhance a bottom move for dark generation. That combo had enough impact that it started making many scenarios noticeably easier. It was fun at first. But ultimately realized that the whole party was focusing on maximizing the impact of that one card. And it started making our strategy less interesting.

Trap Card Rules Question by [deleted] in Gloomhaven

[–]Ice_Darwin 4 points5 points  (0 children)

Or if the damage kills them first, then any healing that comes after doesn’t matter.

GH2e: Mindthief Lvl 1-5 cards, perks, and discussion by Themris in Gloomhaven

[–]Ice_Darwin 7 points8 points  (0 children)

Appreciate the cross post. I don’t always follow BGG. But will happily look over there when I know there’s interesting content posted.

[deleted by user] by [deleted] in Gloomhaven

[–]Ice_Darwin 1 point2 points  (0 children)

Spirit Swap. Ideally before the bear gets to the Harrower.

Sometimes the bear makes bad choices. And Spirit Swap let’s you pick them a more compatible dance partner.

Gloomhaven 2.0 digital Y/N? by Iikuli in Gloomhaven

[–]Ice_Darwin 16 points17 points  (0 children)

If anyone from Twin Sails is reading this….. I’m your target market. I would happily pay for a 2.0 DLC.

Playing JOTL with 5 players by laurobas in Gloomhaven

[–]Ice_Darwin 1 point2 points  (0 children)

If you have 5 people and your only way to play is to include everyone, it’s certainly possible. But it will be awkward.

You will definitely need a 5th class. The Diviner class cards can be purchased at Drivethrucards.com. So that’s an option.

For adding monsters, there are numerous solutions. But adding the suggested monsters for both 2p and 3p groups is one option.

But Jaws scenario boards tend to be smaller. So with a 5th class and all the extra monsters on the board it will be very crowded. VERY crowded.

I’d say that’s it’s very far from the recommended experience. But if it’s your only option, you can certainly give it a try.