Post by godrob on Jan 15, 2008 15:25:34 GMT 1
After nine Gondor games, I still haven't won as the Shadow. I'm nearly positive I'm not making any mistakes with the rules, as I've browsed these forums, the BGG forums, and the FFG website for rules questions and read the FAQ.
All games played solo.
Gondor strategy: Muster, Muster, Muster. Every muster die flips two recruitment tokens. Every token flips 1 recruitment token. Once they're all flipped (around turn 2, possibly 3), start placing tokens in the recruitment areas (again, 2 for die, 1 for token).
During combat, never fight to the death. Try to retreat only losing one or two figures then immediately rally with a token or card. Keeping armies in the way will eat up Shadow action dice.
When Imrahil arrives (around turn 3) make sure he has four tokens to flip. Move him to the Pelennor Townlands to delay the advance.
When Faramir arrives (around turn 3 or 4), place him in Minas Tirith to protect his action die. Until then, use character dice to snipe at the Shadow armies.
Gandalf ALWAYS stays in Minas Tirith.
When Rohan arrives (around turn 5, possibly 6) make sure all 10 rohan recruitment markers are in the "To Rohan" recruitment area. All 11 riders will appear in the "Forgotten Road" area. Send Eomer towards Cair Andros to retake it. Have Theoden and the other 2 leaders charge the Pelennor fields.
When Aragorn arrives, bring him in as soon as you roll a Will. He'll mop up any remaining shadow armies.
Shadow strategy:
Overall: Nazgul only use the Deadly Voices ability. Some used for the Nazgul Lord ability, but they are quickly replaced. Get two darkness cards, most are good. Hopefully draw out an X tile in the first three turns.
Turn 1, step 2: use 2 character dice to recruit in all five recruitment areas twice. Then take Osgiliath with the Witch King and 2 leaders. Place the 2 Nazgul in the Farmlands, they won't be needed this turn. Move some armies around and flip tokens in Minas Morgul and Gorgoroth to use any worthless Muster dice.
Turn 2, step 1: get a darkness card, place a Nazgul in Minas Tirith to use later. Take Cair Andros with the Easterling army and get an Action Die for next turn. Recruit Gothmog. Take the Causeway Forts and move armies across the river.
Turn 3, step 1: get darkness card, place Nazgul in Minas Tirith or Farmlands if one was used already. Finish any goals from turn 2 that weren't met. Take the Pelennor settlements. Kill Imrahil when he arrives, or most of his army. Manage armies so forces can "parachute" in next turn.
Turn 4, step 3 (possibly step 2 if I have Grond card): place 3 nazgul in Minas Tirith. POUND ON THE GATES. Take Amon Din, but leave a small defending force in Cair Andros. Sword dice used to place or place-and-flip markers in Osgiliath and Cair Andros, depending on the number of Muster dice rolled. Take Lossarnach if an opportunity presents itself.
Turn 5,step 3: Continue pounding on the gates and finishing any objectives from turn 4 that weren't met. Get slaughtered at the gates and then run over by Theoden's riders.
Turn 6, step 3: Are those black sails on the river? Yay! Uh-oh. Eomer takes Cair Andros or Osgiliath. Theoden takes Pelennor Townlands. Aragorn takes Lossarnach. game over.
Usually, I can get a 1 turn delay with Denethor's Folly or The Stairs of Cirith Ungol. I rarely have all of the darkness tokens removed, so I don't worry about that. The game never lasts that long.
So, any suggestions would be helpful. Any corrections would be VERY helpful.
All games played solo.
Gondor strategy: Muster, Muster, Muster. Every muster die flips two recruitment tokens. Every token flips 1 recruitment token. Once they're all flipped (around turn 2, possibly 3), start placing tokens in the recruitment areas (again, 2 for die, 1 for token).
During combat, never fight to the death. Try to retreat only losing one or two figures then immediately rally with a token or card. Keeping armies in the way will eat up Shadow action dice.
When Imrahil arrives (around turn 3) make sure he has four tokens to flip. Move him to the Pelennor Townlands to delay the advance.
When Faramir arrives (around turn 3 or 4), place him in Minas Tirith to protect his action die. Until then, use character dice to snipe at the Shadow armies.
Gandalf ALWAYS stays in Minas Tirith.
When Rohan arrives (around turn 5, possibly 6) make sure all 10 rohan recruitment markers are in the "To Rohan" recruitment area. All 11 riders will appear in the "Forgotten Road" area. Send Eomer towards Cair Andros to retake it. Have Theoden and the other 2 leaders charge the Pelennor fields.
When Aragorn arrives, bring him in as soon as you roll a Will. He'll mop up any remaining shadow armies.
Shadow strategy:
Overall: Nazgul only use the Deadly Voices ability. Some used for the Nazgul Lord ability, but they are quickly replaced. Get two darkness cards, most are good. Hopefully draw out an X tile in the first three turns.
Turn 1, step 2: use 2 character dice to recruit in all five recruitment areas twice. Then take Osgiliath with the Witch King and 2 leaders. Place the 2 Nazgul in the Farmlands, they won't be needed this turn. Move some armies around and flip tokens in Minas Morgul and Gorgoroth to use any worthless Muster dice.
Turn 2, step 1: get a darkness card, place a Nazgul in Minas Tirith to use later. Take Cair Andros with the Easterling army and get an Action Die for next turn. Recruit Gothmog. Take the Causeway Forts and move armies across the river.
Turn 3, step 1: get darkness card, place Nazgul in Minas Tirith or Farmlands if one was used already. Finish any goals from turn 2 that weren't met. Take the Pelennor settlements. Kill Imrahil when he arrives, or most of his army. Manage armies so forces can "parachute" in next turn.
Turn 4, step 3 (possibly step 2 if I have Grond card): place 3 nazgul in Minas Tirith. POUND ON THE GATES. Take Amon Din, but leave a small defending force in Cair Andros. Sword dice used to place or place-and-flip markers in Osgiliath and Cair Andros, depending on the number of Muster dice rolled. Take Lossarnach if an opportunity presents itself.
Turn 5,step 3: Continue pounding on the gates and finishing any objectives from turn 4 that weren't met. Get slaughtered at the gates and then run over by Theoden's riders.
Turn 6, step 3: Are those black sails on the river? Yay! Uh-oh. Eomer takes Cair Andros or Osgiliath. Theoden takes Pelennor Townlands. Aragorn takes Lossarnach. game over.
Usually, I can get a 1 turn delay with Denethor's Folly or The Stairs of Cirith Ungol. I rarely have all of the darkness tokens removed, so I don't worry about that. The game never lasts that long.
So, any suggestions would be helpful. Any corrections would be VERY helpful.