faust3672 wrote:
Banshee...really fun to use when used well. The scream is a bit pricey at 2ap, but it's so much fun pushing people into pits. Is the scream considered a range attack or a special ability? We went with special ability (And hence, the large shield didnt protect from it).
I agree. The Banshee reminds me of the Ring of Repulsion from
Dungeon Twister - Fire and Water - it's explicitly not an attack (you can use it against the Courtesan and, in fact, is about the only way to get rid of her).
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Colossus...Solid, not as good as the Troll. Can be fun to exploit the weakness of running between his legs. He's the one guy who gives the mentalist fits.
Depends on what you're using the Telepath for. I use him to clean up the wounded. Use your Backstabber and someone else to wound the Colossus, and then send the Telepath in separately to take him out.
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Backstabber...amazing in group combat and fun to use in positioning so your opponent has to perform group combat
... and teaches the importance of movement and positioning. This makes her an EXCELLENT character for beginners to learn to use.
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Naga...might be the best retreiver in the game. I found if you could kill him early, do it.
I think that overall, the Elf Scout is a better retriever, but I won't disagree that the Naga is the best in this box.

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Mentalist...mixed feelings on this guy. He seemed really strong early and then as we learned the character, there are ways to get around him. Once again, a pretty powerful character if you can position him for solo combat only (Unless it's the Colossus, which doesnt fear the mentalist at all)
Like I said: I use him to clean up wounded characters. Since Wounded characters have Strength of 0 (including the Colossus), he excels at this.
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Bow...seems much better than it really was. Maybe it's the rooms in Prison (More commentary later), but it seemed really hard to get a clear LoS off at a decent range. If you are in an adjancent space next to another character, can you still use the bow or must you close combat?
Page 16 of the rulebook: "A miniature cannot use the Bow if it is adjacent to its target or any other enemy miniature." The Bow is tricky to use - and is more useful with expansions and some of the 1E rooms.
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Large Shield...seemed rather limited to what it protected against. We decided Banshee scream and Fireball wand are NOT ranged attacks, so the only thing it protects vs is the bow (Which is hard to use)
I believe you decided correctly. It also protects against the Crossbowman from
Dungeon Twister - Mercenaries and the Crossbow from
Dungeon Twister - Créatures Sylvestres (which also has an Elf Archer ... )
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Telescoping Spear...we were running into the same issues with the Spear as the bow as it was hard to get a space between the attacker and defender. What is fun is attacking through the arrow slits. We had the following situation occur
(B1)(Y1)
(B2)
sp
(Y2)
Y2 has the spear and attacks B2, initiating group combat.
If Yellow wins, B1 and B2 are wounded.
If Blue wins, Y1 is wounded, Y2 is ok and the spear is broken
Is this correct?
There is some odd formatting. When I read your post, it looked like B2 was directly below B1 - but when I'm replying, I see the correct formatting.
With the correct formatting, then you seem to be reading it correctly.
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found the rooms to be incredibly difficult compared to the original base game (Exception being the grey rooms in the original, they are painful as well).
I've been playing a lot of
Dungeon Twister - Fire and Water, and these are a breath of fresh air by contrast.
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Here's to hoping the expansions make good use of all the mixing and matching.
Seconded.

Eric