Been playing some more SoB, and have found some major bugs / issues with it.
1. Many lieutenants are impossible to kill if the overlord plays defensively. For instance, the Master of the Hunt has one with 7 move, fly (and therefor soar), and 40 HP and 5 armor at copper. The map is so big that he can just hover in one corner, and then when the Revenge gets close he can fly past, burning threat for movement, and then get far behind the ship after taking at most 1 round of attacks. Once he is behind the ship there is nothing the heroes can do, since the Revenge cannot turn and swimming long distances in deep water is tantamount to suicide. And the Overlord wins stalemates, since over time he will get infinite threat and can burn it to move in, attack, and move out. We have made the houserule that if the revenge moves off the far edge of the map, it is a party victory /lieutenant flees the battle result.
2. Lieutenant sieges are much harder to stop. Since they are only moved 1 space away when they retreat, you gain very little time when beating them, as well as them still being in reinforce range if you explore the island they were on. In RtL, since they go back to the keep, you gain more time when pushing them back. This matters in the ascension (seige 4 cities) plot, since it means that each city the OL razes will be farther away, and thus give the heroes more breathing room when they push back the lieutenants. In the equivalent plot in SoB, Leviathan, it is the opposite. It creates 5 wards (strength 3 cities) all 1 trail away from each other. So even if I drive a lieutenant away, he can flee to another ward and start seiging it on his very next turn. If he has 3 lieutenants on a ward, it means that I will have to drive back the lieutenants EVERY turn if I don't want him to roll to sack it, until there only one left, when I will "only" have to attack every other turn.
3. Ship upgrades have an XP cost symbol in the corner, but the meaning of them is not explained in the SoB rules. Does it only cost the hero buying the upgrade them, or is it similar to the Talimar upgrades of RtL?
4. In the "Wild Vortex" outdoor encounter, the hero ship starts next to a rubble, with another rubble on the other side 1 space away and current of 1 red die towards the rubble they start next to. So you can safely move at most 1 space away with the captains wheel, at which point a role of 2 range on the red die will move the Revenge onto the rubble and sink it, resulting in a total party kill. the deadly rubble is in a spot that will take at least 2 turns to get safely past, which means that this encounter has a 56% chance of killing all the heroes without the OL having to do anything. I realize that this is the box canyon equivalent to RtL, but it seems a bit excessive. The heroes have a chance in Box canyon, especially if it is a weak encounter. And if they die, at least it is at the hands of the OL. Not random chance like Wild Vortex.
, but my suggestion would be this. One melee hero will need to have Shark Tattoo and the store bought hammer, you heroes will also need at least 1 Hawkeye cannon. They'll have to steer as close as possible to the rock the Siren is hiding behind, then have the melee hero beat her out from behind it. Once she's in front of it, the ranger hero(s) can use the hawkeye cannon(s) with their incredible range to knock her even closer to the boat. That should then let the magic heroes have a crack at her. Remember that she isn't all that strong, her HP and armor are both rather low. And yes I agree she can be a pain at early copper, but I think if your heroes develop a bit more she'll have a harder time dealing with her. At least that's what I'm expecting in my campaign right now. 