OL Strategy for Three Heads, One Mind

By theIronSoldier, in Descent: Journeys in the Dark

Don't give the key to the Harpy. Got it.

But what other strategies are crucial here? I am up against a 3 hero party doing the mini-campaign (so 6XP by now) with a Knight, Geomancer, and Apothocary.

What should my open group be? I assume something that can fly to get around the stones...

Any help is welcome

What OL cards/plot deck do you have?

I just lost this in a three hero game on the last turn.

I went with shadow dragons for my open group, used them to plug hallways and force the heroes to go around and waste time, while the ettin kept just running away.

I actually had the key on the harpy the entire time, but they just assumed I'd put it on the ettin =p. It was okay, as they wound up killing neither of them.

I have everything before Nerekhall

Which basic deck are you using? What overlord cards do you have available?

Your goal to win the encounter is to buy time. Since the party is a fairly robust group defensively, don't try to kill them, go for monsters that are durable and hard to damage. Shadow dragons, as I mentioned before, are a good choice, as the one master dragon can block a whole corridor area, has shadow (will make it less vulnerable to the knight), and has the 2 grey defense dice. Keep the boss ettin away from the enemies the best you can, while you use your ridiculous harpy reinforcement rate to slow them down as best as you can. Every time they call down the harpy boss, send it back into the air the next time you can activate it.

Make use of whatever trap cards you can to slow the party down.

I am using Basic I with Infector class. I will probably switch some of those out for traps though

I just lost this in a three hero game on the last turn.

Aren't games always lost on the last turn? ;-)

(I'm not familiar with the quest, so I don't know if there's some other turn/timer mechanic)

Ah, the infector class probably wasn't the best choice for this mini-campaign, as it's far more useful for two encounter quests than one encounter quests when you can build up infection tokens in the first encounter and use them in the second part: you need time for it to really get going.

I just lost this in a three hero game on the last turn.

Aren't games always lost on the last turn? ;-)

(I'm not familiar with the quest, so I don't know if there's some other turn/timer mechanic)

9 turns for the heroes to find the key and exit the map (1 hero needs to exit). It was also their last fatigue that got them put. But you are technically right.