Now that most of us have the Wastes of Eriador what have been your experiences so far with it?
I received it yesterday and played two games last night both of which were losses.
Essentially I threated out twice (both times on Stage 2) due to just getting stuck on Stage 1 way way too long, way too many doomed cards appearing and just overall struggling to make progress. Both times I was able to clear BOTH side quests and stage 1 but just had buku threat both times I achieved this and threated out on Stage 2 twice. Now I'm running decks that start on 28 and 27 threat and have a decent amount of threat reduction so its not like I'm taking high starting threat or am using threat as a resource (Boromir tactics hero, doomed cards etc).
A few key effects and cards are I find the backbone to me losing this scenario. First off the extra 1 threat each time it becomes night on stage 1 can be horrendous because of how long you can get stuck on stage 1. It doesn't seem so bad until you have it trigger like 3 or 4 times....
Secondly Sudden Darkness is perhaps my new most hated treachery. It either raises threat by a whopping 4 or instead (and probably much worse) changes it from day to night which means all progress on quest stages this turn will not be placed. This is HORRIBLE when you are finally ready to make a big push then this card appears..... completely shuts you down and makes you wait another turn to make progress, makes you take another 1 threat per player if you are on stage 1 and also reveals another encounter card...... Also if it is night it cannot be cancelled.
This card alone can make you lose the entire game quite easily. I had it show up at very important times in both games making it night in the first game (raising threat by 1 and revealing an encounter card) then raising each players threat by 4 in the second game in which both decks threat was already quite high (was night already).
I made the mistake in the first game of using Test of Will on the treachery that makes you assign damage to questing characters equal to the number of questing characters rather than saving it for Nightfall which I feel like you almost have to do in this quest.
Thirdly the few cards with doomed in this quest seem to show up A LOT. Pressing Needs and Freezing Blast (two copies of each) both appeared at least once each in both the games I played. You can easily jump from around 27/28 to about 40 threat or more within three or four turns. Threat reduction is a big big necessity in this quest. Going to give it a few more tries tonight to see if I can beat it! Going to save test of will specifically for Nightfall and going to try get past stage 1 as fast as possible to avoid the extra +1 threat each time it becomes night. Usually I have a swarm of allies for both decks by the time I get to Stage 2 so its nasty effect is actually not as nasty as Stage 1. Especially since getting through Stage 2 should be much easier with the additional card draw each time it is day and the 15 quest points as opposed to 20 on stage 1. I also need to avoid side quests if at all possible or at the least wait until at least Stage 1 is cleared before clearing them. I think clearing the side quests first was also a big mistake I made as this would delay me putting progress on stage 1 another two turns per side quest (finishing the side quest and then the following turn of night) and sometimes four turns if the side quest is not cleared in one go. This is insanely detrimental and slows the whole game down and allows the encounter deck to recoup and raise threat like crazy while you struggle just to clear a nasty side quest. I think you have to just bite the bullet and leave them be. Then again if you don't clear side quests quickly weight of responsibility won't just replace itself like it did in both my games last night but will instead reveal 2 cards. Also rugged country goes up in threat while trying to clear side quests and if you leave Make Camp in play you cannot heal your characters!
Just a brutal brutal choice, clear the side quests and severely delay the whole quest or leave them alone and potentially make several encounter cards far more nasty/have healing shut down completely.
The other two main nasties this quest throws at you are shadow effects and direct damage from treacheries/enemies. Healing is a big time must in this quest due to cards like Cold from Angmar, White Warg, Biting Wind and Freezing Blast. Luckily I had a Warden of Healing appear fairly early during both my games so far and so this was not a problem as I was able to heal damage (only just fast enough and on a few rounds paid lore resources to be able to heal four characters at once with the Warden) off characters every turn and keep this under control.
Shadow effects in this quest are also very nasty and many can result in enemies making additional attacks often against another player (than the one engaged with originally) which is problematic if you use the whole combat deck/questing deck strategy as no matter how you engage enemies they often end up engaged to another player/deck messing with your calculations of attacking and defending. Also shadow effects get much worse when it is night and so do the enemies. I often had 6 attack strength attacks being made by the lowliest of enemies in the quest: Wolf of Angmar. Two attack normally, four during night and six if they get a copy of themselves as their shadow effect! I also had the shadow effect for Nightfall (HOW THE HELL DID THIS APPEAR SO MANY GODDAMN TIMES!) trigger once during both games randomly bringing an ADDITIONAL warg and attack into the play completely messing with combat. It is definitely not the enemies themselves but the nasty effects they can gain at night and the shadow effects that they can receive that is the danger as far as enemies go in this quest. Somehow I was able to keep this under control in both games even with all the surprise attacks and had to take a handful of undefended attacks (lowered by Honour Guard, really fantastic use for this guy, much safer taking undefended attacks if you can lower the damage by 1), had to block a bunch of attacks with Amarthiul and had to be very clever with my use of Haldir and Feints. Even though things got hairy at times and often I would go from one warg enemy in play to several in play all engaged and attacking I was able to just manage this as well.
I think I got very unlucky with encounter reveals (far too many treacheries all at the exact worst times) and side quests (had to deal with BOTH side quests during Stage 1 both games) in my two games so far and was just unable to move forward fast enough before threat became a massive issue. No matter how many Gandalfs, Greetings or Elronds Counsels I played I was not able to manage threat effectively. Had I just progressed from Stage 1 a few turns earlier in both games I would have suffered less extra threat increases from night on stage 1 and may very well have won. Stage 2 is not quite as long, you have usually explored the side quests (or at least one) and have a good board presence by then so should be able to clear it far faster and then Stage 3 can be completed the turn following the one you arrive there.
I found clearing as many enemies as possible during the day very effective as it would stop too many enemies engaging you during night and would also allow you to kill enemies like Wolf of Angmar, Bloodthirsty Warg and White Warg before it becomes night and they are able to attack for more, do more direct damage or attack multiple times. Also quite often the card revealed by the effect on Nightfall would whiff. I had at different times Biting Wind and Freezing Blast appear and do nothing (Freezing Blast still raised each players threat by 2) which were both very nice reveals but also had cards like Nightfall (yes thats right....), Pressing Needs and Predatory Wolves appear as the card revealed by Nightfall all of which were just awful.
I also found myself discarding at least one ally for one of my two players/decks for the effect on Predatory Wolves most times it appeared cutting down on the amount of wargs in play.
I also got to use Honour Guard's Valour action in the first game I used them in to stop a hero dying from an undefended attack of 6 attack strength, the honour guard jumped in the way of the Hunting Pack sacrificing himself (and probably getting torn apart by several large wargs in the process
) and reducing the damage to 1. What an epic save!
Looking foward to playing this tonight and hopefully beating it within a few attempts using my new found plan and strategies agains this quest! Really like the quest overall but to be completely honest don't really like the fact you cannot place progress at all during Night and think that it should have just been much nastier whilst night like it is but perhaps a little more so but you can place progress. It just slows the quest down SO SO much and makes this quest a more or less guaranteed very long quest each time you play. It is also just way too nasty when you see Nightfall revealed and literally cannot make any progress for two turns in a row.....
I hope they stay away from quests where you can only make progress every other turn and this one is unique in that regard.
Edited by PsychoRocka