There aren't many heroes that are strictly oriented towards the Dunedain trait. There are certainly many that provide support for the archetype, such as the various Aragorn heros, but really only two others function exclusively through engaging enemies, Halbarad and Amarthiul. Of these two, Amarthiul is often viewed as the more attractive, both statistically and according to his abilities. This may be in part due to his battle heavy construction which makes him so valuable, particularly in the line of defense. That being said, I find it difficult to make an either/or comparison between the two, because Halbarad focuses on different aspects of the Dunedain trait than Amarthuil. Stats and planning phase benefits are what the latter bring to the table. Halbarad, meanwhile, offers abilities that are just as powerful, though a few are more unique than others. Having characters with the ability to perform multiple actions during one round is vital to the Dunedain deck. Halbarad allows one to not only use him to quest, but also have him available to defend smaller attacks, or even chip in on the offensive. Since this ability comes into play by keeping enemies engaged, it requires no more set up than any traditional Dunedain deck. In addition, his two willpower is another stat that is rare throughout the Dunedain archetype. Questing, at least in a Tactics-Leadership deck, is inherently the weakest aspect of the Dunedain trait. In an archetype oriented more towards defending, willpower can be a rare commodity. Though Halbarad's two willpower will not blow anybody away, it will definitely lighten the burden of questing, particularly at the beginning of the game. And if one can find a way to increase his willpower, such as by attaching Celebrian's Stone or Star Brooch to him, Halbarad can become a questing monster. Even further, if one is able to add a few attachments such as Sword of Numenor, he can be up and ready to be a powerful force in the combat phase. But another aspect of Halbarad's benefits to the Dunedain archetype is his ability to engage an additional enemy during the encounter phase. At first glance this may not seem like much, and if one is playing solo than it does have a greatly reduced effect on the game. But in a multiplayer situation it does allow one to have a slight control over which enemies engage which players. Oftentimes the Dunedain will be better prepared to defend than one's partner, and Halbarad allows one to swipe any threatening enemies before they reach engagement checks. Another use for the ability to optionally engage multiple enemies in one round is that it can provide a quick method of getting the Dunedain benefits up and running. This works not only at the beginning of the game, but also when one is forced to do away with a too powerful enemy, leaving the Dunedain stranded with either no enemies or just not enough of them engaged. Perhaps the biggest misconception concerning Halbarad, however, is that he is only beneficial in a deck specifically structured for the Dunedain trait. On the contrary, having enemies that unintentionally hang around through multiple rounds is a rather common occurrence, giving one that extra action quite often. Multiple actions per character are always valuable, and as stated above, Halbarad needs only a few attachments to make him truly formidable in all phases of the game.