Re-reading the rulebook and checking the FAQs, we now know that we’ve messed up a whole bunch of rules. Among them is the difficulty level. It appears that contrary to what we’d thought, we’re not that good… So, for the time being, very hard is beyond our capacity, as the actual post will make clear..
(set difficulty: hard)
Our short mercenary career have, somehow, led us to side with the merchants in an attempt to overthrow the military rulers of the city of Gloomhaven. That doesn’t sound that bad, does it? That’s until you learn that the leader of our faction is also a necromancer…
Our role is to kill the Commander of the Guard. He has many men at his disposal but we’re not alone on this risky endeavor, undead troops fight on our side! Cannon fodder, yay!
Things starts smoothly, two guards and an elite archer in the first room. One of our lousy Living Bones is killed, and then we wipe the floor with the guards.
Next room: some archers and half a dozen guards. There’s also 2 Living Corpses on our side but they’re immediately cut down by the archers’ arrows. The useless stinking wretches. But here comes the Cragheart, RUTHLESS, he crushes our foes under tons of rocks. Me and our new friend, the Elementalist, finish the survivors.
The Elementalist opens next door and… there’s a SHIT TON of folks over there.
We do see that the right side is weakly defended and maybe we could dash to the final room? But, oh no, that’s not what we do…
The Cragheart and Mindthief are exhausted, leaving a wounded Spellweaver and a raw recruit to face the Boss… That dude has 56 hp. We fight ’til the end. It’s mercifully quick in coming.
That’s a hard blow to our pride!
- We’ve almost cleaned up the map but it costed us way too much.
- Both the archers and guards had shield, we had a hard time doing real damage.
- The Elementalist card “infuse an element/ – 1 to damage” doesn’t look like its worth it.
- Opening the second door without killing the previous enemies would have meant a less crowded third room.
- We could have jumped in the fountain, killing the archers while (mostly) protected from the guards.