Lieutenant problem

By Noodle2977, in Descent: Journeys in the Dark

This is a problem insofar as it’s going to be difficult to kill rather than a rules problem.

We recently started a new campaign having had to abandon the last campaign at copper (I was overlord & used The Sorcerer King – that ‘Snipers’ card is REALLY good). I’m now one of the players and we’re up against the Beastman Lord using the plot which needs destruction of cities (can’t remember the name). Party is:

Mok (skills: Wild Talent & Swift)

Silhouette (skills: Rapid Fire & Lucky)

Laughing Buldar (sic?; skills: Weapon Mastery & Tiger Tattoo)

Varikas (skill: Blessing)

Overlord has just purchased Kratz the Plague. This lieutenant has Soar & Breath. I believe from previous FAQs that Breath ignores range for the purposes of Soar i.e. Kratz will be permanently Soaring during any encounter and therefore out of reach of our melee characters (who are our biggest damage-dealers at this stage). Also problematic are the razorwings which make up Kratz’ minions, though they do need to swoop down to attack.

Apart from loading up Mok (who has the copper Breath rune) & Silhouette with Power Potions is there any other way to get at Kratz? Also, am I correct in what I have said above regarding Soar & Breath? Lastly, does anyone know how Web interacts with Soar (Silhouette has the copper ranged weapon with Web)?

Cheers

The interaction of Web and Soar (from the FAQ):

Q: What happens if a soaring creature is webbed? Does the soaring creature fall to the ground?
A: No. A soaring creature that is webbed may not spend movement points. Swooping and attacking do not cost movement points, so it may still do both freely.

My group ran into the exact same thing once. We lost the first fight against him until we found this strategy.

Have Silhoutte Rapid Fire Kratz until she runs out of fatigue with the Web-granting weapon and just load him up with Web tokens. If anyone has fatigue potions, give them all to her. That will keep Kratz in place for your Mage to blast the living hell out of him using Power Potions if you have them, since he can hit him with the Breathe rune. Granted Kratz can still Swoop and Attack, but if you get lucky the Web token will prevent him from getting to anyone so you can duck out from behind a corner, tag him with the mage, and then duck back into cover. Keep using Silhoutte to add Web tokens every turn, and you run a decent chance of pinning him down. Use the tanks to protect the two of them from any monsters the OL gets out there, using mostly guard attacks to hit them as they swoop down or go by.

He's a pain in the ass, but if I remember right his attacks aren't that strong.

Another problem with Lieutenets is that often times with a smart Overlord you can easily avoid getting them killed. Have them hug the exits of the map and put a meat shield of monsters in front of you. The heroes get close, you have the Lieutenet run away. Take few spawns and reinforcements and send waves of monsters at the party, you might claim some VP. When a Lieutenet is driven off, the PC's get NO conquest or rewards and with plots like Ascention, often times it dosen't slow you down as Lieutenets move so quickly that they can easily reach and siege cities, if not multiple ones at the same time, forcing the PC's to run around to keep you from doing it, allowing you to rack up Conquest as the PC's end up running a gauntlet of random encounters and Lieutent battles. The only reason why you might not run away is if you're playing the Eternal Darkness plot and you don't want to lose an item your Lieutent has picked up. But even then usually a Lieutent can outrun the PC's and get back to the keep with his treasures.

Thanks very much for this.

Darkfire14 said:

Another problem with Lieutenets is that often times with a smart Overlord you can easily avoid getting them killed. Have them hug the exits of the map and put a meat shield of monsters in front of you. The heroes get close, you have the Lieutenet run away. Take few spawns and reinforcements and send waves of monsters at the party, you might claim some VP. When a Lieutenet is driven off, the PC's get NO conquest or rewards and with plots like Ascention, often times it dosen't slow you down as Lieutenets move so quickly that they can easily reach and siege cities, if not multiple ones at the same time, forcing the PC's to run around to keep you from doing it, allowing you to rack up Conquest as the PC's end up running a gauntlet of random encounters and Lieutent battles. The only reason why you might not run away is if you're playing the Eternal Darkness plot and you don't want to lose an item your Lieutent has picked up. But even then usually a Lieutent can outrun the PC's and get back to the keep with his treasures.

Actually, the underlined section is only partially correct.

If the LT flees, they don't get the 4 CT or 250 for killing the LT, but they still get to roll on the "Party Victory" Encounter Loot Table

"Fifth, a lieutenant may flee off of the board through an exit space just like a hero. Doing so ends the encounter in a party victory,"