Synopsis: Beneath the Frozen Earth is the first of two level 7 trog modules in the online game Card Hunter. This module actually gets easier as you complete the maps. It also practically requires you to change your deck for each map. At this point in the game that may be difficult because you don’t have a lot of equipment yet. Before tackling this module, you may want to consider repeating some old modules just to improve your equipment.
Enemies in Module:
Trog Spearmen – Trog spearmen are minions, so they can only attack once per round. They have 10 hit points, a normal move speed of run (3 squares), and every single one of their attack cards is a stab attack with a range of 2 squares. Spearmen also have armor cards that have a 50% chance of preventing 2 damage.
Trog Scuttlers – Trog scuttlers are minions, limiting them to only one attack per turn each, like all minions in Card Hunter. They have 7 hit points, a standard move speed of scuttle (2 squares), and every attack card in their deck is a range 2 stab. They have the same armor cards as spearmen. The big difference between spearmen and scuttlers is that they have a lower average damage on attacks and more movement cards, including some run cards.
Trog Gouger – Trog gougers are the toughest minions in this module. Trog gougers have 15 hit points, a standard move speed of run, and high damage ranged 2 stab cards. They have incredibly good armor that can block 4 damage over half the time and knocks them back a square when it prevents damage.
Trog Wizard – In the second map the trog wizard can attack multiple times a round, in the third map the trog wizards are minions. The trog wizard has 6 hit points, a standard move speed of run, and all ranged attacks with a maximum damage of 3. Like all the other trogs, they have armor cards that grant a 50% chance of preventing 2 damage. This trog deck also includes a couple scuttle cards to increase the mobility of the wizard.
First Scenario – Frozen Canyon:
Setup – You will start the first Beneath the Frozen Earth mission in the middle of the map with alcoves on the right and left side. Two gougers and two spearmen are randomly placed in those alcoves.
Enemies – Trog Spearmen (2), Trog Gouger (2)
Strategy – This map is particularly hard because there is a good chance your characters aren’t high enough level to have human skill yet. If you do have a character with a human skill, make sure to equip a mass move power. You start the fight surrounded and you will be surrounded for most of the fight. Armor of any type is best because it ignores facing. But Weak Blocks and Parry will serve you well too, though the latter is hard to come by at this level. You will also want to equip lots of penetrating attack cards and a few Wavering Faith cards.
Attack the spearman right from the start. They deal almost the same damage as the gougers but die a lot more easily. The more quickly you can defeat them, the easier this fight will be. It is basically critical that you defeat them both by the end of round 2. To pull this off you need high damage attacks. You can afford to kill them a little more slowly if your cleric is focused on healing. The gougers will deal about 12 damage a turn total. Try to mitigate this by moving your characters away whenever a gouger moves close. With enough movement in your deck, you can prevent one gouger from attacking each turn. At this level, luck will play a big part in this, so hope for the best on your card draws.
Second Scenario – Frozen Bridge:
Setup – You will start the second Beneath the Frozen Earth mission on the bottom of a long room with water on the right and left sides. The water forms a 2 square wide bridge. Two gougers and two scuttlers are on the bridge and a wizard is at the end of the bridge.
Enemies – Trog Wizard (1), Trog Scuttlers (2), Trog Gouger (2)
Strategy – This is a rare Card Hunter map that rewards you for bringing spells that change terrain or attack an area. The bridge is such that your enemies will be forced to group up while coming towards you. Unless your warrior is packing a lot of stabs, he will be mostly useless. This is a wizard map through and through. The most important cards for your wizard are Penetrating Zap and any cards that deal acid damage. You also want to use spells that attack an area or place terrain on the board because the trogs can’t move well enough to avoid these.
All of your characters need to be wearing really good armor because you can’t stop the trogs from attacking, a lot. The trog wizard will pepper you from the back, but it isn’t much of a threat. The real danger is the gougers. You want to pile damage on them quickly which means getting rid of their armor, either with acid or with Wavering Faith. Once those two are dead the rest of the enemies are easily mopped up.
Third Scenario – Frozen Grotto:
Setup – You will start this scenario in the middle of a large room. Water and walls surround your characters on all sides with a gap for movement on each side. Seven trog wizards stand just beyond the water and walls completely surrounding you.
Enemies – Trog Wizard (7)
Strategy – You will need to completely rework your deck from the last battle. Blocks are worthless in this fight, but armor is still useful. In fact, reliable armor is great and you should focus on that. Your wizard deck needs to be lots of long range attacks, preferably as high damage as possible. Your warrior deck needs all attacks that let you move and attack in a single action. Without these, you will basically never hit. Your cleric deck needs to be nothing but healing, with the possible exception of a few Wavering Faith cards to get rid of enemy armor.
Focus your fire on a single enemy trog wizard and kill it quickly. This battle is pure attrition and you need to win that war by removing enemies. You will usually get attacked 3-4 times per round, but the damage is low. With armor, it is nearly negligible. And, with healing, you basically aren’t getting hurt. Unless you are lucky your fighter is nothing more than a damage sponge, which is fine. Anything that keeps your wizard alive is critical. If you have a few, also use Inspiration to let your wizard draw more cards. This fight, more than any, you will want the Spark Generator trait. As long as you don’t let your wizard die and you are wearing good armor, you should survive this battle.