Nof242's Flight of the Stormcaller Decks (progression, two h

Nof242 20

Description

Set up: Lore deck is First Player and chooses the Dream-chaser, the other deck gains the Dawn Star.

How to play: First of all, try to avoid heading off-course. Try to get some cheap allies into play as soon as possible. Especially the Lindon Navigator is great since she can be used for sailing test and still get committed to the quest as well. In the first round(s) I used the Dream-chaser for the sailing tests, later on when enough allies can take over this task you can use it for its awesome 5 questing power. Gildor's Counsel is amazing in this quest because it really helps that you're only revealing one card instead of two when you're trying to catch up with the enemy ship. Typically you quest each round with Faramir (give him Wingfoot when it comes up), Rossiel, Éowyn and Glorfindel plus some allies you have available. That's already a minimum of 11 willpower. Enemies are not too much of a problem. Engage all enemies with the Spirit/Leadership deck if you feel like engaging anything. Once your willpower is high enough, you can just quest past the enemy ships until you're ready to take them on. Boost Haldir with all the weapon attachments you can give him and the Dúnedain Mark you can get on the table. Boost Amarthiúl with the Dúnedain Warning cards and use him as your go-to defender. The Dawn Star takes care of defending when fighting an enemy ship.

In general you want to quest as hard as possible to catch up with the Corsair ship. In quest stage 2 or 3 you should be able to overtake it and win. As long as you stay on course, a lot of negative effects won't trigger so avoid choosing heading off course when there is an alternative. Use Thror's Map to skip some harmful travel effects. In round 2 or 3, once you have some allies in play, you can start using the Dream-chaser as a questing character, just remember to as well send some expendable ally on the quest because otherwise one specific treachery card can insta-kill one of your heroes. This effect triggers once any player commits more than 8 willpower to the quest, so keep that in mind. In my first attempt I didn't know about this card, had no way to nullify it and lost a hero on round 3 and decided to start over again.

Not a very difficult quest unless you're having real bad luck with the sailing test. Have fun!

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