Fate of Numenor: Is is supposed to be this hard?
I'm a relatively new player, but when the reprints went on sale I grabbed the Dream-Chaser and Ered Mithrin campaigns, plus the EC character expansion and the Elves and Dwarves starter decks.
I started on DC and although I sailed (heh) through Voyage Across Belegaer now I'm on Fate of Numenor and it's been kicking my ass consistently. The lost islands mean you always have a minimum of four threat to overcome before any baddies come out, with an encounter card that puts a third one out making a minimum of six, and it only gets worse in the second phase. And then on top of that most of the enemies can tank what any one of my characters can do, and/or (usually and) destroy anything I've got in one or two attacks.
NGL it's getting to the point where it's frustrating enough to not feel very fun, but I'm trying to treat it as a deckbuilding challenge. I started with the Elves, which seemed thematic but maybe wasn't a good choice because although Galadriel + Nenya can help with threat control there aren't a lot of combat heavy hitters and there are a lot of low-cost cards which for some reason this scenario seems to hate in particular (lots of "if the bottom card of your deck costs 2 or less, bad things happen")
I've swapped out Haldir for Elrond to get some extra flexibility, and added some healing cards, but it's not enough. It would be nice to stick with elves for thematic-ness, but maybe that's just the wrong approach.
I would welcome any advice, or even just validation that this is another Along the Anduin situation where even though it's only the second in the campaign it's supposed to be punishingly difficult.