Since this has been quite an issue lately, I have decided to add my view, as I have been playing the scenario some deal. Mostly solo with a Rohan-theme deck. I won on my first atempt thinking it was all due to Sneaky Gandalf opening hand. Throughout the games I have strengthen the belief that the opening hand - and first few encounter/shadow cards - are the most important things to win. However, I have realized winning the scenario is not as desparate feat as I had originally thought.
Basically, I much require Dunedain Mark and/or Unexpected Courage to be attached to Dunhere very early. I often mulligan for these. Sometimes I mulligan more than once, counting it as a loss whenever I do. I rather start with good odds and experience an interesting challenge than a sound thrashing.
The deck starts on 25 threat. The idea is to get rid of the Wolves before I reach 27. With the Mark, I get rid of them on round 1 if I do not get a nasty encounter. The Captain is bad, but if I discard I can still hang on 26, Ruins are worse and I can usually do nothing against them. The deck is Spirit/Leadership plus Gandalf. Rohan allies (only + the Grey Wanderer, no Tracker), Sacrifice, Tomb, Mathom, that kind of thing. The Horses could take care of the Ruins. Scout can handle the Wolves.
I do not want to call myself a genius strategist but I was very positively surprised how well the deck performs once it gets going. I like the scenario for the threatening finale. But in all my games, all of them, when I hit the last stage I won the game, often destroying the Witch-king as I try to collect 2 Sneaks and a Gandalf over the course of the game, and then play him three times in final two rounds to hit the giant Threat for 12.
I have almost abandoned Dunhere throughout these months of game-playing. I played him from the start but then he seemed less and less valuable in some of the quests (and decks). He really benefits greatly from a proper deck-building. He will not be a major force in Dol Guldur, likely, but in Osgiliath he really tends to take the reins. Even in a 2 player game, when he's got the Courage and Mark, he hits two biggies for big in a round. In coop though, the second deck has to be low-threat as well, to make him effective.
Ancient Mathom and Dwarven Tomb is a great combo. Especially in a Rohan deck that benefits from the Horses, Scout and Ride to Ruin. Stand and Fight helps to cycle, recycle this train.
