Hello all,
My buddy and I have attempted the first scenario of Wilds of Rhovanion at least 7 times and have threat out each time. We are fairly experienced with a decent card pool (we've cleared hobbit sagas, mirkwood and ringmaker cycles together, while I also have cleared dwarrowdelf solo). We've never ran into a wall like this.
We've started with Rohan-Gondor decks, but I abandoned Gondor quickly, while he's cycled through the heroes a bit. I switched to a Dale deck with Grimbeorn, Brand (leadership), and Bard (spirit), while he is still trying Eowyn (spirit), Theoden (spirit), and Eomer (Tactics). I feel like we have strong decks, and I am even running the Lore songs going quadsphere... money doesn't seem to be an issue on that front. We are also carrying 6x treachery cancellation between the two of us. He has a bit of threat reduction, but it's weird... one round we can be sitting easy at 34-35, and then suddenly a troll with the immune to player card effects appears and a round or two later, we threat out. That or two locations flip and we're suddenly locked.
My buddy's thought is that we need more trap-like force against the encounter deck, in the realm of lore. Forest snares, ranger spikes, and the angmar awaken set that throw encounter cards into the victory display (since we are often running through the decks twice). Now, we've never been past stage 2, so I don't know if there's another element to this (we are going in blind), but I think he is right on this. My question is, which set should we alter? We are considering doing it three-handed, running dale, rohan, and then a monosphere lore focused on attacking the encounter deck itself and providing us with much needed card draw (we will frequently play out our hands).
We meet once a week to play and this is week 3 tomorrow on this one scenario (we used to be able to clear 2 scenarios a night!). We don't necessarily want to press a hard reboot on our decks unless we have to. However, if you guys think there's no way to beat this scenario with the decks we have, we are open to rebuild. I just didn't know if there are other little suggestions or tips that we need to keep in mind to push us into that final round (we just want to know what's on the third quest card!!!!)
A couple other thoughts we had:
--Side quests -- since we commit to these, we wouldn't have a chance of accidentally over questing and sending an evil creature out. Should we include these?
--Any lore cards that you think is a must for this round? I've looked a number of places and it seems Beravor as a hero is a popular option. If we try third hand, we will probably go Beravor, Denethor, and Bilbo (card draw and scrying)
Thanks all for your help. Obviously we are stuck here.