I just wrecked my party of heroes using harpies during "The Wyrm Turns." I had won encounter 1, but I still don't think they could have won otherwise.
I started the map with a minion harpy adjacent to the dragon skull, and the master 5 spaces away. Minion harpy picked up the token and moved 3 spaces toward the master, then the master used "Flock" twice, moving it 4 more spaces. The harpy is now 9 movement points from the win at the end of my first turn, and out of range of all of the heroes. I passed the token to Belthir when he spawned and he walked off with it, but the harpy could have otherwise been standing on the last entrance tile by the end of my second turn. A "Dash" or "Blinding Speed" would have ended it in two turns. Since the harpy can fly, I don't see how the heroes could have possibly countered this- there was a similar strategy/outcome in "The Frozen Spire."
My point is that the combination of "Flock" , "Fly" , and a native speed of 5 make harpies deadly for race quests, and it borders on overpowered. Has anyone else noticed this? Is this as bad as the Elemental's "Air" ability once was?
EDIT: Misspoke- the harpy was 9 movement points away- two more were granted by flock on turn 2.
Edited by Zaltyre