Hi folks,
I've been playing my latest campaign through with my family. Step-dad, Brother, and Sister (not that it matters). I picked up the Expansion last week and we've been running through the campaign for the first time with the expansion in effect.
Last night, we got to the Interlude for the first time (hadn't played it before). Immediatly, after sizing up the situation, it was pretty apparent that with the way that all the rules work, I would have to beat down every character that was in range to pick up the relic in one go, and then hope to run off with it. Because of the layout, and the "close" quarters, I went with the following open groups:
Hybrid Sentinals
Cave Spiders
Barghests
I started with the Cave Spiders in the cave, with the Lt. The Barghests as my "locked" group and re-inforcing the Hybrids.
Group as follows:
Quillen (as Runemaster)
Dwarf Warrior (as Berserker)
Minion Stunning Healer (as Spirit Speaker)
They've spent their experience pretty wisely, so they're not an easy trio to tangle with. While the Healer and Runemaster sit back and blast with their Rune/Magic Staff, the Berserker is up in my face with his nice shiny axe and 18 hp!
Since I knew that I would have no shot at taking them out early, with only two starting cards in my hand thanks to the Travel step allowing them to discard their choice, I threw Zachareth at the first one to come up the stairs and caused a little damage. They played very tight, and stopped right outside the Caravan after ripping apart my spiders in a single turn, letting the healer use "Healing Rain" once or twice and resting to get fatigue back.
When they opened the door and moved up, I had Zachareth right outside in a corner, the Barghests on one side, and the Hybrids on the other. I boxed them in, and started my onslaught. I thought I had enough cards, but I did not, and with some good rolls, the dwarf lived, and managed to revive the healer, in turn, for her to revive the mage, and me to be pretty much stuck with a pile of dead monsters.
I threw Zachareth over the river, staged him on the stream tile, and proceeded to bank my re-inforcements on the Stream. Luckily for me, the Healer decided to go back after the search token, wasting fatigue to get there and search, only to get something that wasn't all that great, while the Runemaster and the Berserker carried on.
I packed my strongest guys up front, within range of their double move or move+fatigue+one attack, and survived the first wave of their assault. It took me stacking two cards to keep the healer away, and then another four or five cards on the heroes to do enough damage to the Runemaster and the Berserker to knock them both out. Then, on my next turn, a Dash allowed me to move to the Casket, pick it up, and move to the edge of the falls, using the rest of my monsters to block their movement and leave them without enough attacks to catch up.
The complained that this was cheap, which I agree, it kind of was, but I have enough problems with the Runemaster's damage out put as is, I really didn't want him to have access to that rune. Does anyone have any other thoughts on how you deal with a party in this scenario other than exploit their mistakes and pile on as hard and as fast as possible?
Best,
Paul the OL.