by chang_1910
Hi all,Is the second time I`m playing this and this time seem to be going the same way, kind of.
The 1st time we play the campaign, we were doing bunch of rules WRONG (stunned for a whole turn for example) but this campaign feel balance. So I`m guessing I just cant find a good strategy for this quest, hence was hoping for advice.
As much background as I can remember / collect..
His heroes:
Widow Tarha, as runemaster with runic sorcery, exploding rune, rune mastery, and iron will. Equip with the shadow rune (I lost that with the most stupid mistake 1 turn from winning, didn't noticed that I was not blocking the heroes with my golem once the door was open he could move diagonally around the golem, almost cry LOL)
Ashrian as a spiritbraker with stoneskin, healing rain, cloud of mist, tempest
Syndrael as a Knight with oath of honor, advance, defend, defend training, guard. He has an shield and a sword equip
Lindel as thief with greedy, lucky charm, appraisal, caltrops he has a staff equip (act 2 shopping card that he got, cant remember how but he draw it on this quest) but cant remember the name or find it)
Expansions (hence monster at my disposal)
Second edition core game (Zombies; Goblin Archers; Cave Spiders; Flesh Moulders; Barghests; Ettins; Elementals; Merriods; Shadow Dragons)
lair of Wyrm (fire imps and hybrid sentinels)
Crusade of forgotten (golem, sorcerers and medusa)
Crown of destiny (giants, lava bettle and chaos beast)
I just got Trollfen as well, but haven't even open that one.
Playing with Splig plot deck
OL cards tree: basic + 1 universal (dark resilience) warlord + just started getting the punisher deck (have one that when heroes use fatigue to move, I move as well)
I have the shield of Zorek`s favor and another relic (of which I cant remember the name, but it triggers something on 2 surge) No significant for this quest because I don't have a lieutenant, but figured I let you guys know.
So far I`m planning to play encounter 2 with Golems + Giant (and mandatory goblins) But it seems that the heroes would go through them quite fast. I though about using Golem + fire imps, but no sure that would change much.
The goblin would move fast and get hopefully a good roll on the heroes carrying the trueshot or close to it.. but no sure how much that would help.
I simple cant come with a plan to last 8 turns on this one.
any advice??
And if anyone can also point some feedback about Encounter 1/or thing I can do better. Or is this just a 100% win for heroes?
I play with the mandatory Merriods and the Sentinels (choose them because they could move fast around the water) I was able to do 16/20 damage to Frederick, but after that all my monster die and Heroes left The runemaster behind, in front of entrance; so I just spend the last 3 turn putting a monster at the entrance, and dead. Try to move it close, leave it behind to approach later, brough the master of sentinels or the merriods.. just to see Frederick go close to the exit and leave

My preview encounter 1 I left the merriods in the entrance, doing whatever damage they could, and the second group in the back, attacking when Frederick approach, but didn't do enough damage before he escape.
So now, I`m in the same encounter 2 where they can use those glymph and kill my monster with no reinforcement (exc the goblins), find the trueshot (ps I`m planning to put it on the chest infront of chest #4), and escape in 3-4 turns
Having play the campaign 1.5.. I found this quest so hard lol...
To me the hardest quest are the one that my goal depends on a timer and I have very little, to no reinforcement (or reinforcement at the end of turn)
Thanks for everything
