One classic motiff of any good villain is the escape. When it seems like the party finally has the guy dead to rights, he always manages to slip through their fingers.
Solos normally representing your big villains, action points are actually a great way to do this.
In the first encounter with the solo, don't use the solos AP at all. Instead, once the solo is bloodied, use the run command, 2 move actions, and 2 AP for 2 more move actions.
With most solos, that should pull them well out of range of most of the parties big attacks, and allow him to escape.
Then for the final fight, use the AP normally. Now that the solo is cornered, he's stronger than ever before!!
Solos normally representing your big villains, action points are actually a great way to do this.
In the first encounter with the solo, don't use the solos AP at all. Instead, once the solo is bloodied, use the run command, 2 move actions, and 2 AP for 2 more move actions.
With most solos, that should pull them well out of range of most of the parties big attacks, and allow him to escape.
Then for the final fight, use the AP normally. Now that the solo is cornered, he's stronger than ever before!!