strategy guide mega thread 2. escape from dol guldur

By richsabre, in Strategy and deck-building

post your strategies and tips on beating this beast of a quest here, so that newcomers may stand a better chance!

im going to keep updating tips as we get them and put them up here for easier reading

-Spirit and Tactics (two player) works well

-Legolas and Gimli can do some serious damage.

-Eowyn quests excellently, and if you get one or two Northern Trackers in play, locations start disappearing very quickly.

-Unexpected Courage on Gimli is awesome; he can block and also attack. Get the Plate on him also and he is kicking some serious ass here.

-Spirit helps keep the threat down as well, which leads to more flexibility; it is nice to take on enemies at your own pace, rather than having them all descending on you due to your high threat level.

-play 3 heroes of the same sphere. This way, at least, you're ensured that you'll be able to play your cards.

-It takes a proper alignment of objective guardian cards (you want a couple treachery if possible; forget the quest if you get 2 Dol Guldur Beastmasters along with Ungoliant's Spawn), the right hero being kidnapped (especially when playing multi-color) and a couple of early turn where the encounter deck gives you a break.

-Sneak Attack + Gandalf is a must to progress in this quest. Any form of resource acceleration is also welcome (Steward of Gondor, Gloin, Zigil Miner).

-For dealing with the Nazgul, call on Lore - slap the forest snare on any high health enemy, bludgeon them to the point of death, then break out the Infighting.

- Usually, you should grab Gandalf's Map first and the Dungeon Torch last.

- Gloin makes a prime candidate for carrying the Shadow Key as it will add a resource to him every turn. You just need to have some form of healing (Self Preservation, Daughter of the Nimrodel).

- You can put 15 progress counters on quest card 2B and kill the Nazgul before you claim the two missing objectives. Make use of it.

- You should be able to finish quest card 3B in one single turn so you won't have to deal with the orc guards. Amass a large army or save up lots of resources to build one before finishing 2B.

- If possible, don't ever travel to Tower Gates. Instead, try getting rid of them via Northern Trackers or Snowbourne Scouts.

- You don't need to free the prisoner the first time you get the opportunity. Think carefully about which is worse: still not having all heroes or dealing with the Nazgul.

I see you haven't posted any strategy here like you did for Anduin . . . how telling.

Budgernaut said:

I see you haven't posted any strategy here like you did for Anduin . . . how telling.

sorry? whats thats supposed to mean?

i start these threads to help beginners, so that more experienced players can add thier ideas- i do not add because im *********** at this one, i play just solo, and i have yet to beat this one, so my advice would be pointless, yet theres plenty of people who could add

(self edit: trying to stop pointless arguments)

ive went on a hunt for advice tips that were lying around on the forum, specifically in ted's trouble at dol guldur and hendersondaytons trapped in dol guldur threads

so here's some completely courtesy of the forum

-Spirit and Tactics (two player) works well

-Legolas and Gimli can do some serious damage.

-Eowyn quests excellently, and if you get one or two Northern Trackers in play, locations start disappearing very quickly.

-Unexpected Courage on Gimli is awesome; he can block and also attack. Get the Plate on him also and he is kicking some serious ass here.

-Spirit helps keep the threat down as well, which leads to more flexibility; it is nice to take on enemies at your own pace, rather than having them all descending on you due to your high threat level.

-play 3 heroes of the same sphere. This way, at least, you're ensured that you'll be able to play your cards.

-It takes a proper alignment of objective guardian cards (you want a couple treachery if possible; forget the quest if you get 2 Dol Guldur Beastmasters along with Ungoliant's Spawn), the right hero being kidnapped (especially when playing multi-color) and a couple of early turn where the encounter deck gives you a break.

-Sneak Attack + Gandalf is a must to progress in this quest. Any form of resource acceleration is also welcome (Steward of Gondor, Gloin, Zigil Miner).

Whoa, whoa, whoa!! We just had a huge misunderstanding. I was trying to express how "telling" it was that you hadn't posted any suggestions from Dol Guldur because it's such a nightmare of a scenario. It's super hard! I haven't beat it yet either. I was merely taking a crack at a humorous display of empathy with the community on general regarding this scenario's difficulty. You, richsabre, are one of the individuals I most respect on these forums. I know your play-style and I would never have a go at you for that or your success ratio or anything else. Sorry for the misunderstanding and thank you for all your contributions on this forum.

Budgernaut said:

Whoa, whoa, whoa!! We just had a huge misunderstanding. I was trying to express how "telling" it was that you hadn't posted any suggestions from Dol Guldur because it's such a nightmare of a scenario. It's super hard! I haven't beat it yet either. I was merely taking a crack at a humorous display of empathy with the community on general regarding this scenario's difficulty. You, richsabre, are one of the individuals I most respect on these forums. I know your play-style and I would never have a go at you for that or your success ratio or anything else. Sorry for the misunderstanding and thank you for all your contributions on this forum.

HAHA! i am RE-HEALLY sorry man, i was half alseep when i posted that reply and didnt look at who posted it, then i looked at your username just before and though- nah, he cant be meaning what i think he was, he's a nice guy :D

im just pleased i edited out the rather blunt reply- i really need to chill my temp down at times............trying to find an embarrased smily..this will have to do....... sonrojado.gif

and yes this one's a nightmare!

richsabre said:

Budgernaut said:

Whoa, whoa, whoa!! We just had a huge misunderstanding. I was trying to express how "telling" it was that you hadn't posted any suggestions from Dol Guldur because it's such a nightmare of a scenario. It's super hard! I haven't beat it yet either. I was merely taking a crack at a humorous display of empathy with the community on general regarding this scenario's difficulty. You, richsabre, are one of the individuals I most respect on these forums. I know your play-style and I would never have a go at you for that or your success ratio or anything else. Sorry for the misunderstanding and thank you for all your contributions on this forum.

HAHA! i am RE-HEALLY sorry man, i was half alseep when i posted that reply and didnt look at who posted it, then i looked at your username just before and though- nah, he cant be meaning what i think he was, he's a nice guy :D

im just pleased i edited out the rather blunt reply- i really need to chill my temp down at times............trying to find an embarrased smily..this will have to do....... sonrojado.gif

and yes this one's a nightmare!

Hey, I posted late at night too, which is probably why it wasn't as developed of a thought as it could have been. It was just asking to be misinterpreted.

Anyway, I better make some time to play Dol Guldur so I have something useful to post on this thread! happy.gif

haha, anywhooo putting that little misunderstanding behind us :D , i think ill try and hunt for some extra much needed tips here

For dealing with the Nazgul, call on Lore - slap the forest snare on any high health enemy, bludgeon them to the point of death, then break out the Infighting.

thanks, ill add that in the top

dj2.0 said:

For dealing with the Nazgul, call on Lore - slap the forest snare on any high health enemy, bludgeon them to the point of death, then break out the Infighting.

Per FAQ, the Nazgul can't have any attachments. Forest Snare isn't an option.

hildargo said:

dj2.0 said:

For dealing with the Nazgul, call on Lore - slap the forest snare on any high health enemy, bludgeon them to the point of death, then break out the Infighting.

Per FAQ, the Nazgul can't have any attachments. Forest Snare isn't an option.

The way he described it, it´s definitely an option. On the other hand, many newcomers won´t have infighting when they attempt EfDG for the first time,,,,,,

muemakan said:

hildargo said:

dj2.0 said:

For dealing with the Nazgul, call on Lore - slap the forest snare on any high health enemy, bludgeon them to the point of death, then break out the Infighting.

Per FAQ, the Nazgul can't have any attachments. Forest Snare isn't an option.

The way he described it, it´s definitely an option.

Ahh... Misread that. A unique way of dealing with that/

- Usually, you should grab Gandalf's Map first and the Dungeon Torch last.

- Gloin makes a prime candidate for carrying the Shadow Key as it will add a resource to him every turn. You just need to have some form of healing (Self Preservation, Daughter of the Nimrodel).

- You can put 15 progress counters on quest card 2B and kill the Nazgul before you claim the two missing objectives. Make use of it.

- You should be able to finish quest card 3B in one single turn so you won't have to deal with the orc guards. Amass a large army or save up lots of resources to build one before finishing 2B.

- If possible, don't ever travel to Tower Gates. Instead, try getting rid of them via Northern Trackers or Snowbourne Scouts.

- You don't need to free the prisoner the first time you get the opportunity. Think carefully about which is worse: still not having all heroes or dealing with the Nazgul.

Trantor said:

- Usually, you should grab Gandalf's Map first and the Dungeon Torch last.

- Gloin makes a prime candidate for carrying the Shadow Key as it will add a resource to him every turn. You just need to have some form of healing (Self Preservation, Daughter of the Nimrodel).

- You can put 15 progress counters on quest card 2B and kill the Nazgul before you claim the two missing objectives. Make use of it.

- You should be able to finish quest card 3B in one single turn so you won't have to deal with the orc guards. Amass a large army or save up lots of resources to build one before finishing 2B.

- If possible, don't ever travel to Tower Gates. Instead, try getting rid of them via Northern Trackers or Snowbourne Scouts.

- You don't need to free the prisoner the first time you get the opportunity. Think carefully about which is worse: still not having all heroes or dealing with the Nazgul.

thanks, will add

I don't mean to spoil the party, but the following points shouldn't be in this thread:

richsabre said:

-Legolas and Gimli can do some serious damage.

-Eowyn quests excellently, and if you get one or two Northern Trackers in play, locations start disappearing very quickly.

-Unexpected Courage on Gimli is awesome; he can block and also attack. Get the Plate on him also and he is kicking some serious ass here.

-Spirit helps keep the threat down as well, which leads to more flexibility; it is nice to take on enemies at your own pace, rather than having them all descending on you due to your high threat level.

These are all basic gameplay tips and are in no way related to Dol Guldur. If there was a thread called "Basic strategy advice for beginners" or something, all these points should be in there. But this thread should solely contain hints to beat this specific scenario.

i dont particularly think my idea for these threads for each quest kicked off anyways, seems like theyre gonna die at some point, so i dont see the point in making a beginner, or any other one for that matter

SO from a new player,

HOw do you deal with the first PArt of the quest with only two heroes?

I have not gotten past this stage in several trys.

I have mixed and matched my decks several times to try and work my way past it.

I am only using the Core set x1 to beat the first three scenarios. After this i will add other cards from other sets I have.

Atraangelis said:

SO from a new player,

HOw do you deal with the first PArt of the quest with only two heroes?

I have not gotten past this stage in several trys.

I have mixed and matched my decks several times to try and work my way past it.

I am only using the Core set x1 to beat the first three scenarios. After this i will add other cards from other sets I have.

1) You need some good encounters for the guarded objectives. That's the most important thing

2) Éowyn helps a lot. Attach Gandalf's map to her to fulfill the requirement to finish stage 1B.

3) Boromir helps a lot, too

4) Use a dwarf deck and hope that Dáin is not the prisoner. Once you get 2-3 allies out you should get control of the game.

5) Sneak/Gandalf can destroy 2 enemies - one with Big G's ability, the toher one with his attacking power.

Edit: sorry, just saw that you only use the core set. Conclusion: Forget it and wait until KD. Then try again!