Shotgun

Now that Marksmanship is out, my group did a theoretical calculation of max damage possible in 1 attack, particually to kill Spoiler in one attack. The following assumes a party of 4 players and using Extra Ammunition, Venturer and Contraband to pump ammo into Shotgun equal to or higher than the amount of chaos tokens.

Thanks Caius and Jd90 for your tips

Sum: 48 Total Damage!

Django · 5165
This isn't quite possible because at the moment no character can take both Seal of the Elder Sign and Vicious Blow II. However, you can still guarantee an Elder Sign by getting your Shotgun to 20+ ammo (easily achievable for Zoey with Extra Ammo, Venturer, and Contraband), and then using Eat Lead to pull the entire chaos bag. — CaiusDrewart · 3200
Note that other players can only commit 1 card to your tests too. — jd9000 · 77
Getting error message on iPhone, will update calculation later — Django · 5165
About Marksmanship: "fast cards can only be played on your turn" that part of "fast" definition affects cards without additional mentioning when you can play this (like Magnifying Glass, Switchblade etc.). I don't see a reason why playing 2x Marksmanship is not possible. — KptMarchewa · 1
Actually the rule is fast **assets** can only be played on your turn. Non-asset fast cards can be played at any time, provided you meet their conditions. — Daerthalus · 16
If you are playing Labyrinths of Lunacy, you can go much higher. I won't say anything else... :) — duke_loves_biscuits · 1285
I've played labyrinth as mini campaign, but don't see what you mean. It has some auto damage effects for specific bosses, but they don't stack with the above calculation. — Django · 5165
Update: Added Hatchet man. The damage is added to next attack, so double or nothing works. — Django · 5165
you cannot count the base damage of 1 plus the five damage of the shotgun, by the way if the other investigators are Leo, Skids and Lola they can all commit both vicious blow and hatchet man giving you an other damage at that point. — Cadio · 1
I believe you can also Double or Nothing Hatchet Man... — Evilamarant7x · 38
Marksmanship has you activate an attack action and gives the bonus for that attack. Using two would activate two attack actions — shenaniganz11 · 40
sorry, i read that wrong. You're right — shenaniganz11 · 40
There's nothing stopping you from playing Fast events on other player's turns. The problem here is that Marksmanship only works on your own attacks, not on allied attacks. Otherwise you could use Lucky! (0) on allies. — suika · 9508
Newspaper

Newspaper is everything Newspaper was not, the ideal way to pull your weight in clues while your primary job is something else. Take it solo, take it in duo, leave it in larger player counts (except 3 player with "Ashcan" Pete, where the ability to grab 3 clues is astonishing).

The extra clue is all the difference. A 2 character can complete a moderate or easy location by committing a Perception or Unexpected Courage and even stand a decent chance without the extra cards, it's also great for those rounds where you've got your weapon out and some combat support assets so you've got nothing better to do than to try the easy clues. William Yorick and even Agnes Baker will suddenly have a pretty good way to fish clues from 1 and 2 difficulty location, and the added bonus can still contribute to a successful "Look what I found!".

Wendy Adams and "Ashcan" Pete can both put Newspaper to good use, although unlike William Yorick who only goes for clue's occasionally, they look for them all the time, which slightly diminishes the effect and priority of Newspaper in favor of more consistent cards like Flashlight. Take note of the 2 icons, those icons are a big number for an item, especially considering the fact that both of those characters are pretty good at Scavenging. A recursible +2 bonus is not to be ignored! Even if you never actually play the card as an asset.

The only real downside for Newspaper is the scenario factor. if you advance the act repeatedly and keep wiping off your clues then yes its good! So good! But when there's just two acts (One even?) Then you're straight out of luck, thankfully though there's still the Scavenging interaction.

Tsuruki23 · 2584
Pete can't ready this, it doesn't exhaust — HeroesOfTomorrow · 62
Seal of the Elder Sign

Only take for a deck that has a superb effect.

Akachi Onyele and Father Mateo have super powerful effects so they are obvious benefactors. Father Mateo especially likes this since he has a choice of benefits in addition to an "Automatic success" result.

An incredible trump card to play against a key opponent, a game-stopping treachery like Locked Door or to gain tempo during crunch-time. This card is as varied as the important tests that may come up. In single player try to hold onto this for those tests that you just aren't geared for (Aforementioned Locked Door is a good example of something that just screws over a . In multiplayer the card also gains a new niche as a way to net easy, no-risk kills on enemies engaged with your friends.

Don't forget that you can boost a buddy, characters like "Skids" O'Toole, Finn Edwards, Silas Marsh or Zoey Samaras all get massive benefits, some of which really kick off with foreknowledge (Like Zoey's damage buff, which is incredibly powerful when you can plan and account for it, all of a sudden she can one-shot a major threat.).

Tsuruki23 · 2584
Even for weak elder sign effects this is good to have for important tests, like Rotting remains making you insane with autofail. — Django · 5165
You are correct in theory, but in this scenario you would be far far better served by a card that pull´s it's weight all the time, Shrivelling 5, Arcane initiate 3, Ward of protectiong 5. This card only really shines when you seriously want the elder sign trigger. — Tsuruki23 · 2584
I’m running a Diana Stanley deck, with Preston Fairmont as the co-investigator. Both have pretty strong elder sign effects, so should be flexible to get my cancelling cards back or for Preston to auto-succeed a very difficult test — Phoenixbadger · 199
Nice with Dexter too, you can use it to reload a spell after using. — Emmental · 142
Marksmanship

An extremely fun and exciting addition to the game.

This card is kind of similar to Vicious Blow, in that it allows one of your attacks to deal +1 damage, provided that the attack hits. A very strong effect.

To flesh out the comparison a bit more:

--Compared to Vicious Blow, Marksmanship costs 2 more resources and 1 more XP;

--Marksmanship only works on Firearms or Ranged weapons;

--Marksmanship doesn't grant +1 to hit;

--Marksmanship can't grant bonus damage against enemies engaged to you.

However:

--Marksmanship can target enemies one space away, which is very nice and can often save you an action;

--Marksmanship ignores Aloof and Retaliate. In this case I don't think avoiding Retaliate is that significant. You probably wanted to heavily boost your Marksmanship attack anyway, such that your odds of hitting were very high; this means Retaliate is not a huge concern. (And of course some targets won't have this keyword anyway.) Avoiding Aloof is a nice action-saver when it comes up. But this is going to be relatively uncommon because not many enemies both have this keyword and are reasonable targets for Marksmanship. (It's a bit of a waste to snipe a Whippoorwill).

On the whole, I think Vicious Blow is the stronger card; its advantages will basically always be helpful. Marksmanship's advantages are much more situational, requiring specific enemy keywords and specific enemy placement, which you may or may not encounter in any given scenario.

With that said, Marksmanship is still a very welcome addition to the Guardian class and something I will gladly run in addition to Vicious Blow. +1 damage is extremely powerful. (This will be obvious to any veteran of Arkham Horror LCG, but if you want an explanation of why +1 damage is so good, read my review of Vicious Blow.) So Marksmanship will be well worth running, provided that you have a lot of Firearms in your deck. Ideally, these will be really strong firearms like Lightning Gun, because that increases the chance you can get maximum value from Marksmanship by sniping a powerful enemy one location away in only one shot. (The generous to-hit bonus on something like Lightning Gun or Shotgun will also reduce the chance that you miss and waste the card; this is particularly welcome since Marksmanship itself does not help your attack hit.)

CaiusDrewart · 3200
The +1 damage is just a side effect, not the main reason to pick the card, and Vicious Blow is not what this should be compared to. The connecting location thing (and possibly ignoring aloof) is the main thing this card does. It saves you one to three actions (one for hitting an aloof enemy in your location, two for hitting an enemy in a connecting location you didn't want to go to, three for the same plus an aloof target). — TheNameWasTaken · 3
@TheNameWasTaken: I simply don't agree. There is a lot of text on this card, doing a lot of different things, and I think it's easy to lose sight of what matters. But the only two really important effects are 1) the extra damage and 2) the connecting location part. While it is true that the connecting location is effect is more unique, in many ways it's less important than the +1 damage. All in all, I think Vicious Blow is certainly a fair comparison. I also just don't think the Aloof aspect is that important. Large, threatening Aloof enemies that would make good targets for this card are few and far between. — CaiusDrewart · 3200
I agree with you, Caius. (Also, I really like your reviews. They're to the point, informative and well written. Keep up the good work. :) ) — olahren · 3587
In carcosa compain u ll have a target for aloof saving action part as well as connecting location — Fullgrimm · 1
Another (very minor) upside over vicious blow is that marksmanship is usable with the ornate bow - which vicious blow isn’t due to it being an agility check. — Death by Chocolate · 1484
I like the combination of this with Think on Your Feet, particularly with the Ornate Bow. Get a free move, then take out a 4-health enemy. I saw this in a Skids Decklist. — Zinjanthropus · 231
Counterspell

It's interesting to consider whether this or Time Warp is better. They're both 2 XP Mystic spells. They both fulfill the same primary function by allowing you or a teammate at your location to overcome a bad chaos token pull.

In favor of Time Warp:

--Time Warp is one resource cheaper.

--Time Warp works against the autofail.

--Time Warp allows you to redraw bad pulls that aren't special tokens (e.g. the -6 and -8 on Expert.)

--Time Warp can occasionally help you outside of skill tests.

On the other hand:

--Counterspell doesn't have the risk of cancelling a bad token only to pull another bad token.

--Counterspell is much better at helping you avoid the negative effects of special tokens (particularly relevant for Shrivelling V.)

They're both decent cards, and it's really just going to come down to personal preference. I lean slightly towards Time Warp, most of the time, since the ability to redraw the very worst chaos tokens (which Counterspell unfortunately cannot touch) just seems a little more powerful to me. And if you're running a Paradox deck (and who isn't?), then you pretty much have to pick Time Warp.

CaiusDrewart · 3200
As long as you have a resource available, Time Warp is effectively 2 resources cheaper because of how the timeline works out. — Death by Chocolate · 1484
what is a "paradox" deck? — 11zxcvb11 · 3
@11zxcbv11: Just a joke. As only one card has the Paradox keyword, there's not really such a thing as a "Paradox deck" (yet). — CaiusDrewart · 3200
@caius i see :) i thought i might be some netrunner jargon i was not familiar with that applied to arkham horror as well. — 11zxcvb11 · 3
I would add: --Counterspell can be used during the whole round, while Time Warp only works during the investigation phase. --Counterspell has 2 skill test icons. — beholderalv · 130
Counterspell works nicely with Recharge — dlikos · 166
Ignore my comment above. Recharge is not a skill test. — dlikos · 166