Ok so as the Titan, turns 1-3 are moving Alric toward Tamalir. Turns 4-6 are placing siege tokens. Assume the avatar took Siege Engines. So now by turn 7, the OL will have a 1/3 chance of winning the game each turn. Clearly the heroes cannot allow this most basic of strategies to be played. How do they stop it? Sir Alric is a 4-30-5, with Regen 5 and 5 dice on his attack. Plus he has 7 decent minions. That is killer.
In that much time, I count the heroes could reach maybe 4 dungeons to crawl them, and maybe beat them, maybe not. But they'll come out of them with a copper each on average, and not enough gold or time to spend visiting markets or training grounds. So they clear the 4, have some decent copper stuff, and race home (flee a dungeon) to fight Alric before he gets to roll for his surges.
Who should win that battle? I cant think the game is that easy, but he seems like a hard leader to beat.
If the heroes race home (via fleeing a dungeon) their turn ends... at that point, do I have this right?
- The heroes flee. This puts them in Tamalir, each w the option to restock as part of their final dungeon action (the transport back to town and the restock are part of the dungeon turn). They then declare they've fled, the dungeon is crossed off, and the game week ends.
- A new game week starts, in which the next siege token goes on first, then the OL gets to play, and can attack the players before they get to take their turn - or before they can heal.
- But if he doesnt attack them, then what can the players do? Do the players have to declare the "Move" action in order to attack a LT, or can they take a recuperate / train action in Tamalir, and still attack in the same turn?
- Does attacking the LT in the city the heroes are in, count as their "single party action" or can they do that, then take their normal move afterwards?
Thanks!
-mike