Encounter 1 seems like an auto win for the Overlord. Because of this:
[x] [x] [h] [h] [x]
[x] [x] [h] [h] [x]
[x] [ ] [D] [D] [D]
[x] [V] [D] [D] [D]
[d] [d] [d] [ ] [ ]
[d] [d] [d] [ ] [ ]
x = non map tile
D = big red shadow dragon
d = minion shadow dragon
V = Villager
h = hero in entrance tiles
So, the heroes cannot even get out before (with big amounts of luck, especially if it's one of their first missions) they kill a red dragon, because it's blocking their path.
And the only 2 squares they can move are the ones to the left, and one of those squares is blocked by a villager.
You can't believe how mad my game group got when I did this, but nothing is illegal (I assume) as you place the monsters from the open group anywhere on the tile adjacent to the entrance.
Then on the other side of the map you have your other minions fully surrounding one villager so it can't go anywhere but out the door, opening the door for your other group of monsters.
That villager most likely go down first turn, then the monsters have it easy reaching the cabin where the rest of the villagers are, especially barghests as they can move 10 steps in one activation (4 move, when they finish their first move and run out of movement points, they expand one square ahead of themselves. Then do the same on their second move activation).
My group miraculously killed the red dragon with a lot of luck very quick, only to be blocked one more as when their turn was over, and my turn was over as overlord, I get to spawn that red dragon again, and since there were still heroes/villager on the starting tile, I place the monster as close as I can near the entrance tile (this case, as many squares next to that square that blocks as many of them as possible.
The fun part tho, even tho I massacred the villagers very fast, just before they started to get past the first door, they still won very easily the second encounter.
Yeah, the part where you kill the guy with 25 health and 2 gray dice for defence.
This encounter 2 seem to be pretty set on one thing... rush your giant forward and throw the guy backwards (towards your Lieutenant, then close him in so he can't escape and let your Lieutenant use his overpower ability to effectively deal 6 damage per round by moving him around and hope he die before the heroes get their 5 fatigue (which is super easy and they rarely fail once on the rolls).
The extra 4 zombies die like paper dolls anyways and the open group able to pick isn't anything but other stuff the heroes most likely one shot on their first turn (since everything seem to have to spawn on the very tile next to the heroes spawning most the time)
I only really got to destroy the heroes the times they picked odd hero combinations, like 2 healers and a thief leaving little damage capabilities.
Oh, anyone else have this experience with this quest in particular? Any other quests in advance that are very one sided one should know about in advance?
Edited by ishinken