David Robert
Belgium Antwerp
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I need some advice on what action to take as OL. Alric Farrow is besieging Dawnsmoor, with the intent of denying the heroes the taunt skill. So far, he's got two siege tokens on it ( four needed ). The heroes are very much aware of it though, and will arrive there before I can upgrade. They are very keen on two skills that can be trained there and will most likely attack my lieutenant. On the one hand, I'm hesitant to face them since I don't have any treachery yet. On the other hand, I've already upgraded eldritch monsters ( which I can use to reinforce ) and the heroes are not in too good a shape. They have just finished a dungeon and two of them are at about half hitpoints. There's a good chance I can take those out. Should I try to flee the encounter, or stand tall and risk loosing my lieutenant?
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Daniel Running
United States Washington Dist of Columbia
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In all honesty it appears that you're in the driver's seat here. Try taunting them. I'm in a campaign now as a hero and we've killed 3 Farrows b/c our overlord played poorly, strategically. If they're already a bit wounded, I think you should easily win as long as you can keep them from reaching Alric before he strikes them.
I always felt that the Overlord had an advantage in these types of encounters since the trees force the heroes to move so slowly. He can sit and wait, accrue threat and reinforce an army by the time a Farrow is even reachable.
Good luck, and may evil triumph.
D
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Andrew loses (again)
Malta
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Play cautiously. Hold back, use the hellhound you start with to block access to Farrow, and keep reinforcing skeletons like crazy.
Expect, however, to have to retreat eventually. If you ever see that more than 2 heroes will attack you next turn, play it safe and run. It's probably not worth losing Farrow to keep the heroes from learning Taunt.
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Sebastian D.
Germany Berlin
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Specific advice is easier to give if we knew your heroes and their equipment (lots of potions? hitting power?). What stage are you in, sounds like copper?
Aside from that, don't over-estimate Sir Alric F. Playing cautiously is good. Upgraded eldritch means a single sorcerer and only able to reinforce those (or his other monsters but no skeletons, sorry "miscalculation"). This sorcerer certainly hits hard, though. I've never seen a lieutenant fight last longer than 3-4 turns, so reinforcements are usually a non-issue. Expect the heroes to guard a lot in the trees or make a surprise move with fatigue and potion from waaayy back and hit on Alric. Blocking the way to him at all times is of high priority, hellhound is indeed good for that. Hide everything in trees also except the razorwings which block while soaring. I agree that Taunt is not really dangerous, Acrobat is a useful skill on the right hero (though my heroes never needed it, I suck at blocking ). Both are no damage-adding skills so when your heroes are on the weak side let them have them and watch your monsters live longer . Losing Alric should not be allowed to happen, though! Flee if necessary, no map pressure puts the heroes in the drivers seat for good.
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David Robert
Belgium Antwerp
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BastiRand wrote: I agree that Taunt is not really dangerous, Acrobat is a useful skill on the right hero (though my heroes never needed it, I suck at blocking  ). Both are no damage-adding skills so when your heroes are on the weak side let them have them and watch your monsters live longer  .
Hah. True that. Thanks for the advice, everyone.
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