A new campaign
awaits and three brave investigators have joined forces to assist against evil
and peril (again) in Arkham. Prior to campaign there is the usual, fun,
decisions to be made about decks and how the party will be constituted. For me
the vanilla party structure is one tank, one clue gatherer and one 'other' who
can be anything. Since our group is till fairly new this is what we will be
sticking to. I am getting to be the tank and have selected my personal
favourite Guardian - Zoe 'has knives will kill' Samaras. Unlike Roland Zoe is
decidedly less helpful at gathering clues so I have gone for a more aggressive
fight setup with minimal clue garnish. To honour her back story I wont
(initially) be packing any firearms and will instead enter the arena garnished
with a fearsome array of knives.
So here is my
starting build
Hand Weapons
2 * Machete
2 * Survival Knife
2 * Trench Knife
All single handed
and the 'ideal' set up is either the Machete plus trench knife or the Survival
Knife plus trench knife. Though don’t get me wrong as I would be happy with the
Machete and Survival knife as well. The trench knife complements the machete nicely
as one can be used efficiently for single opponents and the other helps provide
stronger attacks versus multiple opponent. The Survival Knife is new with
Forgotten Age and has the lovely free action to launch an immediate +2 strength
attack at +1 damage when Zoe receives damage in the enemy phase. Free actions
are great.
Allies
Just the four
staples with 2 * beat cop and 2 * guard dogs. Both help do damage and provide a
small amount of health/sanity protection.
Other Assets
2 * First Aid, this
build is predicated on taking damage so some method of helping out when 'in
extremis' is required.
Skills
Not many here with
just the ever dependable 2 * Vicious Blow
Events
The mass of the deck
sits here.
2* Dodge - Killing
an enemy is good but evading a 6 damage attack can be priceless. Can also be
used to 'save' someone else in the team
2*Evidence - One of
only 4 clue gathering cards
2 * Heroic Rescue -
Covers both a team assist role, could enable the Cross and allows me to assign
a damage. Fits the deck theme nicely
1 * Hypnotic Gaze -
Another dodge that has the possibility of doing damage
2 * On the Hunt - I
like this as it thins the encounter deck of enemies and allows Zoey to engage
someone she wants to kill rather than waiting.
1* Prepared for the
Worst - Another way to get a key weapon. With essentially 7 ways of
getting/using a weapon in 30 cards I should be set here especially with an
aggressive mulligan
2*Shortcut - Either
a magnificent escape card or a 'move faster' card. Pity it’s a one shot .
2* Working a hunch -
The other clue gatherer
2*Taunt - I was
umming and aaaing about using Emergency Cache but Zoey is rarely short of
resources and this allows a potential free action , turns on the resource
increase inherent in Zoe and allows her to tank.
The weakness I drew
was Internal Injury. Probably from a freak onion peeling accident.
At this point I am not sure what my partners in 'heroic endeavours' will be but it is likely to be a Survivor (William Yorick) and a Seeker (who knows).
After extensive discussions with the nervous Doctor Armitage we have decided to go and find Dr Francis Morgan in the 'gambling den'. That sounds an ideal location for a psychotic Chef with a dagger fixation, a grave digger and a random bookish sort
Dr Armitage. Wishes he could have some time off
Anyway that will do for this little deck preview. Next post will be the horrific entry into the world of the Dunwich Horror. Thanks for reading..
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