1. Shield of the white tree to shuffle their hand they have been gathering up for so many sites.
2. Keep your companions exhausted. Lurkers are str 8-9 with very few notable exceptions. Keep your company exhausted and they can't excert you. Ergo, they can't get any tokens.
3. Dwarfs and Balin avenged is probably your best bet.
These are some great suggestions.
Shield of the White Tree could work well, although their objective is to cycle through their deck pretty quickly. It will delay them for a bit, but eventually they'll just draw the cards they need again... especially if they're almost out of draw deck.
"Keep your companions exhausted" is probably your best suggestion. Seems counter-intuitive, but speaking from personal experience, this actually can work. The big bomb usually hits around Site 7, so whenever you think it's about to go off, just exhaust as many guys as possible the turn before, and they will have difficulty in generating enough twilight to wipe you out. And once they've shot their wad, that's generally it for them. For me,
Soldier's Cache has been the best bet for exhausting most of my guys at Site 6, while also giving me useful tokens to pile up on conditions like
The Faithful Stone.
Balin Avenged looks like a real show-stopper for them, although obviously you have to be running Dwarfs to use this.
A few more notes: These kinds of decks also like
Unforgiving Depths to stick you at the
Cavern Entrance for their bomb, and then also
Orkish Camp to make sure you can't change it back. What to do? From my experience, on top of exhausting your own guys, you really do need to avoid that
cavern entrance. So, before the bomb goes off, it's pretty important to get a
Traveled Leader in your hand, as well as some form of Condition hate that works in Maneuver. I like
Deep in Thought and/or
Gladden Homestead.
It also seems to me that
A New Light would really wreck their plans.