None of us in our playgroup are veteran board game and strategy game players, but I would say, that we all are somewhat decently intelligent with rather long educations behind us, but this app leaves us in the ground. Is it just us, or is the quests in the mini-campaign Rise of Goblins (or whatever it is called) very difficult? We always have a healer and a "tank". Last time we tried our hands at the Merriod-quest, we had a Knight, a Disciple and a Runemaster. We hurried all that we could, but were still trashed by damage- and monster-perils.
Whenever a monster has several options on where to end its movement, where to spawn and which hero to target, we randomise, because it would seem weird and unrealistic if the heroes could control them. I know, that the rules tell us to make bad decisions for the monsters when possible to have an easier experience, but that would feel cheap and ruin the immersion.
Have we missed something? Are there any rules newbies often miss?