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Reply: Gloomhaven:: Strategy:: Re: Enhancement Guide

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by rmsgrey

Deadwolf wrote:

Back to the Scoundrel:
Adding damage is never a bad thing, no matter which way you go about it. imo, adding +1 to your primary attacks is the more straightforward way to do so. But whatever works.

If you are using Sinister Opportunity or Special Mixture, then I agree that 30g for +1 move is value. However, those cards are not really in the standard build, which is why I didn't include them (they aren't bad but you are probably giving up something good to include them).


I'm not convinced "the standard build" is a thing - check out the excellent Ultimate Scoundrel Guide for a breakdown of 4 distinct Scoundrel archetypes, a couple of which lean on Sinister Opportunity. It lets you reposition an enemy to make sure your high-powered attacks land at full power, or to make sure a trap doesn't go to waste; it combos well with the top of Smoke Bomb, giving a similar damage potential to Stick To The Shadows at level 7; and, as a very late initiative, it combos well with any source of invisibility, letting you go early and go invisible on one round, then act with a good chance of being last in the following round, effectively being invisible for two full rounds, as well as letting you close in late in one round, attack, and then act early the following round to either get a second attack then disengage, or get a second and third attack in.

Special Mixture, I agree, is not great - if your party lacks healing, then it's a life-saver, or if you're in circumstances where Poison is valuable, it's a handy option for that (in addition to an easy way to add to your big attack), but it's pretty circumstantial, and the initiative is pretty "meh"...

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