Oh shit, I just realized how wrong I was in mission 1 to keep the big building for last. Yes that means a whole lot of zombies, but opening it later is a very bad idea indeed.
That won't help in M2 but it will be really useful later I suppose.
I think anytime you can open buildings early, it will help. Looking at future missions, that's definitely one of the first things I'll work to do. That and search whore. Getting a torch and trading that around is cheese, but super helpful.
Another thing I completely disregarded until the last few turns of M1 was dual wielding. It's insanely good. Dual daggers can just mow throw walkers for easy XP.
I'm actually really excited for Wulfsburg to show up so I can add more items to the deck. One of my favorite things about adventure-ish games like this is how many items there are and how they can shape your approach to the game. Yeah, it boils down to melee vs ranged vs magic, but there's something awesome about killing shit with a broadsword instead of a dagger. ;P
E: I played three turns of M2 over lunch. Opened door, Necro spawns with a walker. No biggie. Kill it and eliminate a spawn on the bottom of the map. Next spawn phase, Necro with a double spawn. OK - move to next spawn point -> Necro (escapes), Necro.
Fuck. I mean, I SHOULD be OK and scrape out a win after getting fucked this quick, but I feel like I need to start over and do a better job shuffling the deck. I had this problem in M0 and M1 - too many back to back to back double spawns and Necros.
Also!
I think I've talked myself out of backing Kingdom Death. I want it so bad, but I think it's because I want a "Monster Hunter" board game. I don't think the cost of entry is worth it anymore when I consider my other hobbies and the other games I want to buy/expand upon.