What kind of decka can survive this quest, you need healing, conditon removal, cancelation, defense and good attack/defense not to mention action advantage for your heroes. Anyone made it through it with 3 or 4 players?
Dunland Trap 3 or 4 players
What kind of decka can survive this quest, you need healing, conditon removal, cancelation, defense and good attack/defense not to mention action advantage for your heroes. Anyone made it through it with 3 or 4 players?
I believe we beat it with the following heroes, although deck 3 might have been different because I cannot remember which deck my friend was using at the time.
Deck 1: Dain, Thorin, Ori
Deck 2: Elrond, Glorfindel (S), Bifur
Deck 3: Legolas, Treebeard, Mirlonde/Pippin/Grima or possibly Eowyn, Theoden, Eomer
These three decks have everything you mentioned was necessary. Elrond/Warden of Healings/Lembas, Miner of the Iron Hills, A Test of Wills/A Burning Brands, Elrond/Treebeard/Dain as well as chump blocking for defense, access to Unexpected Courage, Boomed and Trumpeted, Erebor Record-keepers, and LoV.
However, I think there are considerably more effective 3-4 deck combinations than the ones I listed. These are just the decks we were using at the time.
All I can say is: try not to include to much card draw.
Tried with a dunedain deck Aragorn, Amaruthiel and Hama, Elrond, eleanor and haldir and last with a mono spirit deck Eowyn,, glorfindel and idrain. It went okay until i had to remove the last 15 time tokens. It took to long with not many foes comming up i was destroyed by a herodeath two times after my only remaing warden was discarded and i could not get my waters of nimrodels. The last part is brutal i got down to 6 and 9 tokens but it takes to long and there is to much surge and damage. Really a tough quest.
One point we missed the first times we tried this quest is that Chief Turch's engagement every turn removes a time counter too, so you're effectively removing two counters per turn before counting standard enemy activations.
One point we missed the first times we tried this quest is that Chief Turch's engagement every turn removes a time counter too, so you're effectively removing two counters per turn before counting standard enemy activations.
Killed him first
You cant kill him, he can't leave play...if I remember correctly.
You cant kill him, he can't leave play...if I remember corr
O dear, then back to try again