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I think perhaps it is something you get better at once you learn to use the synergy combos really well in combat, but for now, I think I'm going to adopt the official easy mode going forward, plus I might mess with a couple of house rules people have proposed to make combat less deadly. As it stands, the enemies never miss, and get a whole round of second strikes too at the end of each combat turn, which seems very one sided. One person suggested not having splash damage against the crew, which seems reasonable. At the moment, you attack with four crew, one after another, and the "never miss" counterattacks tend to reduce those crew to just one or two health. Then the second wave of monster attacks gives more damage than any one of them can absorb, so you end going into the next round with 2-3 crew down, and another 2-3 nearly down too. I do know equipment is meant to help too - activating blocks to prevent damage, but I never seem to have more than 1-2 command going into a combat, and even if I did have more, I've only acquired one piece of armour so far anyway, so the best I can do is block one single attack. I did find one rule I hadn't followed - you can discard an ability card from your hand to add to a challenge of that card's icon. Which might make the odd +1 difference here and there, but the hand limit is 3, so it is of limited help, and doesn't help combat anyway - the only thing I've been able to do there is discard matching equipped cards to get +1 damage (if I hit...) and that's not a very efficient use of those cards, as they have cost command to equip and are really needed for the challenges. Edited by Anhunedd at 12:28:15 19-04-2021 |
#12888857, By Anhunedd Boardgames anyone?
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Anhunedd 105 posts
Seen 21 hours ago
Registered 14 years ago
