by zartas_
Hi everyone,I am an avid reader of the Descent 2 forums, but today marks my first post where I'd like to ask for some suggestions from the most experienced players.
I am about to complete a HoB campaigns with some friends, which played the following team:
- jain fairwood as wildlander
- avric albright as spiritspeaker
- Syndrael as beastmaster
- Quellen as hybrid battlemage + knight (that got into the party starting from Urthko's rise - before that it was a 3vs1 game)
I was playing as overlord.
So far the story has seen the following encounters:
1) acolyte of saradyn (won by heroes)
2) siege of skytower (won by OL)
3) the baron returns (won by OL)
4) urthko's rise (won by OL)
5) saradyn in flames (won by OL)
6) prison of khinn (won by heroes - I definitely pulled my punches here to keep up the group morale)
7) Rite of the red dawn (won by heroes in a borderline fraudulent way. I forgot to attack multiple times for every tile covered by a hero when "interrupting the ritual").
8) Edge of dawn (won by OL)
It's the first campaign by the heroes that have made plenty of times, in my personal opinion, gross strategic mistakes (e.g. in run-type of quests, such as edge of dawn, they might be so focused in achieving the objective that they put themselves in danger) - of course if you ask them, the game is just not balanced well

This was actually true in two quests (Urthko + Prison of khinn) but nevertheless here we go.
We'll see the result of the finale, but I wanted to ask for guidance as for the next campaign to play. By reading around, I think I understood in broad strokes that:
- labyrinth of ruin favors the heroes
- HoB is overall well balanced
- Shadow if nerekhall favors the OL
- same for MoB + Chains That Rust
I assume the best next choice would be Labyrinth, but I was very very interested in the specific dynamics built into Shadow of nerekhall, that allow for a lot of mindgames.

what would you suggest? maybe go with Nerekhall with strong hero combinations? labyrinth with strong combinations? OL to self-debuff and avoid taking cards / open groups that are too strong?
words to the wise players out there...