So we tried again tonight. We also had a new player, so since he was my good friend and a newb, we immediately set him against this hard as crab carapace expansion, because **** him.
Investigators were Harvey, Silas, Mandy, and Wilson. New guy played Wilson, since he was the MVP of our last session. Testing new guys infamous beginner's luck, he drew Shudde M'ell. Dear oh dear. Between the deep ones rising, the ancient ones destruction, and just helping the new guy i wasn't sure how we were going to win.
Ultimately, we wound up losing again, but I know where we went wrong. Early gaqme we agreed to focus on closing gates to prevent monster surges, with the thought that with some shopping and a little leeway with rubble tokens, we could take of Shude M'ell in a battle against the ancient one. Unfortunately we got cocky early game and shifted towards a win via sealing or closing, and continually fell one step behind in getting all the gates closed. We chased the board for three hours trying to get enough gates closed simultaneously to seal, and never quite made it. When Shudde M'ell finally awoke, we fought him to a near standstill, two successes short of removing his last doom token before he cracked the planet.
I've learned this about Innsmouth.
1. Silas is really really useful for Innsmouth, despite his tainted blood. Getting up and on top of Devil's Reef made it much easier to manage early in the game, and helped with cheap travel to Innsmouth.
2. The Deep Ones Rising track really has two modes. It's either completely quiet, or full to the brim with an army (navy?) or fishmen coming out of every corner. Do not make the mistake of thinking you can just leave the rising track be when there is nothing on it yet, because by the time there is it's almost too late to stop it.