Nice! One extra I might note - investigators who play well with Allies. Dunwich doesn't hand out a lot of experience, but it does hand out five allies in the first five campaigns (depending on how well you do), most of which have great soak, boost a skill value and add card draw to the success case, in addition to being immune to Pushed Into the Beyond. Miskatonic Archaeology Funding (the majority of story assets are Miskatonic) and Charisma are likely upgrades here and so picking Leo Anderson or Tommy Muldoon makes for great fun - assuming you're not sick of forcing Charisma by now :p. It's also the campaign you get Ever Vigilant, a low XP card that makes lots of assets and allies a very strong build choice.
This is a great point. I often say Charisma is a must buy for Dunwich and having investigators that can take advantage of allies in ways beyond just the value of the card is a great thing.
I played my very first Arkham Horror Campaign a few Days Ago with Agnes Baker. I lost the Campaign in the second last Scenario, but was able to beat it at the second Try! It is so a cool game and now on top of my favorite games! :) Thanks for your content, u guys helped me a lot!!
4:15 daisy also has a nice synergy with a certain unique tome you may choose to add to your deck. Maybe still not better then the usual tomes you can always play but still fun to have options.
It seemed mind-boggling at first, that you started with Jacqueline as "High brain investigator" for her ability, that is extra beneficial for one of the first and easiest scenarios. (It is of course very powerful in general, regardless if you play Dunwich.) And skipped the one real obvious investigator. Then a few minutes later, it did make sense. Though in solo, her low book is really an issue. You need to dilute your deck with book buffs (St. Hubert's, Perception AND Look What I Found, or maybe 2 Arcane Studies level 4, but that's 8 XP). Or play the Return to version, which is harder for everybody else, but makes the campaign a breeze for this investigator.
Whenever I've played In dimensioned and Unseen, we've piled all the treacheries that boost a brood on a single brood and killed the unmodified ones. If that giant deathball of a brood became problematic you could mindwipe and kill it to reset the board.
I'd add "Investigators with high Agility scores with access to level 0 Survivor cards". Waylay is busted against the Broods (provided they haven't been made Elite if you're playing the Return To... series).
Great video, guys! I have one question, though. You said Roland starts the game with 5 XP, but I've looked through the rulebook and the back of Roland's card and couldn't find where it said that. Did I miss something?
Dream-Eaters is NOT a high-xp campaign. It just looks that way because of the higher per-scenario xp, especially after the scenario 1s which are front-loaded. It is a low-xp campaign like Dunwich -- in particular, Web of Dreams which has a theoretical maximum of 31xp from scenarios going into the finale, comparable to Dunwich (which has a theoretical maximum of 36xp, although it's very unlikely to hit that; 28xp for both is a more reasonable outcome). (Dream-Quest has a theoretical maximum of 41xp, but that assumes 100%ing Search for Kadath and even drawing a victory enemy during the very small window in which it's even in the deck, plus doing the thing which you should not do. A more realistic number for it is 35xp.) And of course Dream-Eaters has less opportunity for player-card sources of xp to add up. By comparison, a truly high-xp campaign is The Forgotten Age, where even without player card effects (like Delve) it's possible to roll into Shattered Aeons with over 70xp.
You must go beyond the math for this one though. Dunwich has close to the same experience over 8 scenarios, while Dream-Eaters are split over 4. Yes, the numbers are close, but you're playing less time with more experience. It feels like your deck gets there faster and I'd argue that the point still stands that the 5 XP bonus Father Mateo gives feels less impactful in Dream-Eaters.
I agree mostly with Justin. On the other hand you sure will profit more from D2D and Arcane Research in Dunwich. (Or Sharon's Obol, if you like to take bad cards.) BUT the main issue with Dream-Eaters is, that we usually don't feel ready to depart from our investigators after only 4 scenarios. So we normally take our favourite half of them (and the chaos bag from whichever campaign we imported more investigators) and close out the campaign with Guardians of the Abyss, which is thematically fitting, and gives us more of a full campaign feeling with finished investigators.
She’s actually not too bad - I’ve won with her in a team. Between quantum flux, alter fate (mvp) and eucatastrophe she doesn’t usually cycle, and with cornered and moonstones, she’s very evasive and a brood killing machine. If you really want pain, take Amanda - much less veil mitigation, and cycles a lot…
Omg I literally just bought the entire Dunwich Legacy yesterday and was thinking about who I wanted to use in my campaign. This list is 👌
Nice! One extra I might note - investigators who play well with Allies. Dunwich doesn't hand out a lot of experience, but it does hand out five allies in the first five campaigns (depending on how well you do), most of which have great soak, boost a skill value and add card draw to the success case, in addition to being immune to Pushed Into the Beyond. Miskatonic Archaeology Funding (the majority of story assets are Miskatonic) and Charisma are likely upgrades here and so picking Leo Anderson or Tommy Muldoon makes for great fun - assuming you're not sick of forcing Charisma by now :p. It's also the campaign you get Ever Vigilant, a low XP card that makes lots of assets and allies a very strong build choice.
This is a great point. I often say Charisma is a must buy for Dunwich and having investigators that can take advantage of allies in ways beyond just the value of the card is a great thing.
I played my very first Arkham Horror Campaign a few Days Ago with Agnes Baker. I lost the Campaign in the second last Scenario, but was able to beat it at the second Try! It is so a cool game and now on top of my favorite games! :) Thanks for your content, u guys helped me a lot!!
I was _craving_ for this type of list
4:15 daisy also has a nice synergy with a certain unique tome you may choose to add to your deck. Maybe still not better then the usual tomes you can always play but still fun to have options.
Russel is such a good cat!
JimJ here, Mind Wipe + Yorricks Bury Them Deep = problem solved for 1 brood :)
Thanks ! Please do this for every campaign :)
It seemed mind-boggling at first, that you started with Jacqueline as "High brain investigator" for her ability, that is extra beneficial for one of the first and easiest scenarios. (It is of course very powerful in general, regardless if you play Dunwich.) And skipped the one real obvious investigator. Then a few minutes later, it did make sense. Though in solo, her low book is really an issue. You need to dilute your deck with book buffs (St. Hubert's, Perception AND Look What I Found, or maybe 2 Arcane Studies level 4, but that's 8 XP). Or play the Return to version, which is harder for everybody else, but makes the campaign a breeze for this investigator.
Nice video, can't wait for other cycles too 👍
Also investigators who can recover cards from discard. Like Yorick. Also characters who can Give more experience. Like Yorick.
Also (paired with a mystic): investigators, that can bury deep a mind wiped brood.
@@markusschmidt9260 hmm like.... Let's say.... Yorick? 😃
Whenever I've played In dimensioned and Unseen, we've piled all the treacheries that boost a brood on a single brood and killed the unmodified ones. If that giant deathball of a brood became problematic you could mindwipe and kill it to reset the board.
I'd add "Investigators with high Agility scores with access to level 0 Survivor cards". Waylay is busted against the Broods (provided they haven't been made Elite if you're playing the Return To... series).
But the real question is, which investigator would Russell play?
Poor Russell!
I'm curious to see how many investigators from each campaign makes it into the list.
Great video, guys! I have one question, though. You said Roland starts the game with 5 XP, but I've looked through the rulebook and the back of Roland's card and couldn't find where it said that. Did I miss something?
This is specifically the backside of the Parallel Roland investigator. We could've better specified!
@@PlayingBoardGames Ah I didn't know parallel investigators were a thing before this! Thanks for clarifying!
Wait, why is your Roland Banks different than mine?
There are three sets for Roland Banks.
Original core set, the novel version, the revised core set.
I believe I used the novel one in this video.
I want to see the Carcosa ones!
Lola must be there ... right? U_U
Gloria is hard to get a hold of 😢
Dream-Eaters is NOT a high-xp campaign. It just looks that way because of the higher per-scenario xp, especially after the scenario 1s which are front-loaded. It is a low-xp campaign like Dunwich -- in particular, Web of Dreams which has a theoretical maximum of 31xp from scenarios going into the finale, comparable to Dunwich (which has a theoretical maximum of 36xp, although it's very unlikely to hit that; 28xp for both is a more reasonable outcome). (Dream-Quest has a theoretical maximum of 41xp, but that assumes 100%ing Search for Kadath and even drawing a victory enemy during the very small window in which it's even in the deck, plus doing the thing which you should not do. A more realistic number for it is 35xp.) And of course Dream-Eaters has less opportunity for player-card sources of xp to add up.
By comparison, a truly high-xp campaign is The Forgotten Age, where even without player card effects (like Delve) it's possible to roll into Shattered Aeons with over 70xp.
You must go beyond the math for this one though. Dunwich has close to the same experience over 8 scenarios, while Dream-Eaters are split over 4. Yes, the numbers are close, but you're playing less time with more experience. It feels like your deck gets there faster and I'd argue that the point still stands that the 5 XP bonus Father Mateo gives feels less impactful in Dream-Eaters.
I agree mostly with Justin. On the other hand you sure will profit more from D2D and Arcane Research in Dunwich. (Or Sharon's Obol, if you like to take bad cards.) BUT the main issue with Dream-Eaters is, that we usually don't feel ready to depart from our investigators after only 4 scenarios. So we normally take our favourite half of them (and the chaos bag from whichever campaign we imported more investigators) and close out the campaign with Guardians of the Abyss, which is thematically fitting, and gives us more of a full campaign feeling with finished investigators.
Where do these parallel cards come from
You can find them as print and plays from Fantasy Flight's website.
Roland has 5 experience for free? Where do i find this rule? Can someone please explain this?
This is referring to specifically Parallel Roland, a print and play investigator released on Fantasy Flight's website.
If you hate yourself, play Patrice
She’s actually not too bad - I’ve won with her in a team. Between quantum flux, alter fate (mvp) and eucatastrophe she doesn’t usually cycle, and with cornered and moonstones, she’s very evasive and a brood killing machine.
If you really want pain, take Amanda - much less veil mitigation, and cycles a lot…
If you were starting and had the core set and Dunwich most of these are pointless
If you're starting and only had those 10 investigators, remove the Rogue ones and roll a die.
DBBBB: DON'T BRING BACK BEARDED BRYN!