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Post by Goodgulf the Grey on May 26, 2006 17:03:29 GMT 1
These are a couple of ideas that I've been mulling around for some time. They still need playtesting and now that I have the expansion in hand I'll try to test them out and post feedback/thoughts. One thing I really like about the expansion is it adds a lot of tension to the opening decisions for both sides. It leaves the SP with the obvious decision to use his first 2 musters on bringing Isengard to War and mustering Saruman. I wanted to complicate this decision by adding Grima Wormtongue and Elrond to the mix. Grima, the Wormtongue(use a Marker in Edoras to represent Grima) - Movement 0, Leadership 0
- If Isengard is not at War, SP may use a Muster die to search through his Strategy Deck and play the Wormtongue event card (shuffle deck afterward).
- While Grima is in play the FP may not play Eomer, Son of Eomund for the Event effect.
- In addition to the effects that remove the Wormtongue card from the game, it is also removed if the Riders of Theoden event is played by the FP.
- Grima is removed along with the event card.
- If Grima, the Wormtongue leaves play then move Rohan directly to War.
Elrond, Lord of Rivendell (Use a figure to represent Elrond in Rivendell) - Movement 0, Leadership 2
- If Saruman is in play and neither Gandalf the White nor Galadriel are in play, FP may use a Will of the West die to play Elrond in Rivendell.
- Healing Guidance – Remove 1 Corruption by using a Will of the West AND 1 Elven Ring.
- Last Defense of the Elves – Use an Elven Ring and any Action die to find A Power Too Great in the Strategy deck OR to play A Power Too Great from the discard pile. This ability can only be used once during the game.
- If Elrond AND Galadriel are in play, or have been in play, then the SP may muster the Mouth of Sauron with a Muster die.
The ideas here are to make bringing in Saruman a little more interesting. It allows Grima to stall Rohan consistently but gives the FP more ways to remove him and puts Rohan directly to War... Elrond offers an alternative to Galadriel but without the Action die and requiring a Will of the West to Muster. If combined with Galadriel then the SP can get an extra die with the Mouth to balance out the FP advantages. I know that there have been several articles on the new WK on the Geek. Here is my latest version that I will playtest with and see how it goes... The Witch-king, Chief of the Ringwraiths- Movement (Inf.), Leadership 2
- Add 1 die to the Shadow Action Pool.
- If the Fellowship is not in a Free Peoples stronghold, play the Witch-king and two Nazgul in the Region with the Fellowship, using a Muster die.
- Shadow of Despair - if the Witch-king is in play, each Nazgûl in the Region (including the Witch-king) grants one Hunt re-roll.
- He Sees, He Knows - if the Fellowship is declared in a Region which is not a Free Peoples Stronghold, you may immediately move the Witch King to the Region with the Fellowship.
- Captain of Despair - When Mustered SP may search through the Character deck and add Captain of Despair to his hand. If in hand already, he may play it for free.
- Black Captain Returns – If Gollum is the Guide then SP may bring Black Captain into play in place of Chief of Ringwraiths by using an Elven Ring.
I think that this version addresses several features that the Expansion WK needs to be viable. I kept the drawback that he must be mustered onto the FSP (and not simply in a shadow stronghold) since this fits his character and puts pressure on the SP to get the Balrog or the BC if he wants to guarantee getting the Action Die. The 2 additional Nazgul help him maintain the Galadriel Denial mechanic without needing to bring Mordor to War. The Captain of Despair ability fits him better than the Black Captain and strenthens his ability by being able to convert used Character dice into more Eyes (reducing FP double moves). Finally, he is allowed to convert to the BC only when Gollum is the Guide - late in the game - AND the FP has given him an Elven Ring -- so it is not an automatic for the SP player. Feedback and suggestions appreciated. Michael ------ Edited Elrond to require WotW instead of Muster (typo)
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Post by Kris on May 28, 2006 17:37:33 GMT 1
These seem intelligent, thoughtful variants. Giving Elrond an a high-cost ability to heal corruption could help balance the game.
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Post by Goodgulf the Grey on Jul 27, 2006 14:42:36 GMT 1
After playing several games with this version of the Witch King, I have found him much more balanced with the Black Captain. Getting 2 Nazgul is critical to his success, but also getting the Captain of Despair card out quickly puts a lot more pressure on the FP double moving. The FSP may need to stop in a Stronghold to remove it too. Also, it could encourage the FP to separate companions but the ability to use an Elven Ring with Gollum in play and transform him into the Black Captain puts some limits on this tactic.
The game really allows the SP to focus on one FP nation and subdue it while keeping the others inactive (unless the FP spends dice to get companions there). This makes for a very different game and the SP can get many victory points without ever sending Sauron to War. The Corsairs help S&E take Dol Amroth and Saruman can either attack Rohan or use the Dunlendings to attack Rivendell/Gray Havens/Shire. Sauron's forces are usually ready to hit Lorien, DEW in the late game.
I haven't played many games with Elrond/Grima yet. Will update this link with opinions on them later.
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Post by mrweasely on Jul 28, 2006 1:38:45 GMT 1
Interesting ideas, fun to read. You're certainly being conservative - given that Elrond costs a WoW, Rivendell doesn't even have the dudes for his high leadership to help, and that he threatens to bring out the Mouth for free very fast, I think I'd pass except in extreme circumstances. Give him some fun ability like the perinnial:
Elf Lords Elven Leaders have Captain of the West.
For Wormtounge,thematically I understand his effect on Eomer and Riders but it seems fiddly. Wormtounge costs a precious early muster, and can send Rohan to war early. That's enough cost IMO.
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Post by Goodgulf the Grey on Jul 28, 2006 1:57:17 GMT 1
Yeah Elrond may be a little conservative but the effect of being able to heal corruption AND to bring back A Power Too Great or get it at a critical time is very strong. Basically you would usually go for Elrond when the SP was denying Galadriel and had already summoned Saruman. In this case, Gandalf the White will want to make an earlier appearance. I also wanted to keep the SP from having a stagnant strategy of muster Isengard, muster Saruman, go annihilate Lorien....Maybe a Muster for Elrond is better since he doesn't provide an action die...again I'll test some more.
Any better ideas on Grima? I kind of wanted him to be useful to the SP but only in some games. Kind of like the Balrog. Maybe he could give the SP Saruman's Action die like the Balrog does for the Witch King?
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Post by Goodgulf the Grey on Sept 28, 2006 19:13:41 GMT 1
After some testing and incorporating the National Action Tokens from MrWeasely into the Expansion game I have the following new versions of these characters. Grima, the Wormtongue(use a Marker in Edoras to represent Grima) - Movement 0, Leadership 0
- Add 1 Die to the Shadow Action Pool.
- If Isengard is not at War, SP may use a Muster die to place Grima in Edoras.
- Theoden's Counsellor- The Rohan National Action Token may not be used.
- If Helm's Deep or Edoras is attacked, Rohan goes to War, OR Gandalf the White moves to Edoras then Eliminate Grima from the game.
- When Grima leaves the game, move Rohan to War, Muster a Rohan unit (Regular or Elite) in any Free Rohan settlement.
Grima is not considered a Minion for the purpose of playing Gandalf the White. While Saruman is in play, Grima does not add 1 die to the Shadow Action Pool. Elrond, Lord of Rivendell (Use a figure to represent Elrond in Rivendell) - Movement 0, Leadership 2
- If Saruman is in play and neither Gandalf the White nor Galadriel are in play, use a Muster die to play Elrond in Rivendell.
- Healing Guidance – Remove 1 Corruption by using a Will of the West AND 1 Elven Ring.
- Elladan and Elrohir - Use an Action die And 1 Elven Ring to move an Elven unit (Regular or Elite) and an Elven Leader from Rivendell to the region with Strider/Aragorn.
- Wisdom of Elrond - National Action Tokens used for moving a nation one step down the political track are successful on 2-6 instead of 4-6.
- If Elrond AND Galadriel are in play, or have been in play, then the SP may muster the Mouth of Sauron with a Muster die.
The Witch-king, Chief of the Ringwraiths- Movement (Inf.), Leadership 2
- Add 1 die to the Shadow Action Pool.
- Play the Witch-king, Chief of the Ringwraiths in the Region with the Fellowship, using a Muster die.
- When the Witch-king, Chief of the Ringwraiths enters play, Muster 2 Nazgul in any 2 Sauron Strongholds (1 in each).
- Shadow of Despair - if the Witch-king is in play, each Nazgûl in the Region (including the Witch-king) grants one Hunt re-roll.
- He Sees, He Knows - if the Fellowship is declared in a Region which is not a Free Peoples Stronghold, you may immediately move the Witch King to the Region with the Fellowship.
- Hound for the Dark Lord - When Witch-king, Chief of the Ringwraiths enters play, Draw 3 Hunt tiles and choose 1 to be removed from the Game. This ability can be used again by discarding an Elven Ring and an Action die. Any Smeagol tiles drawn do not bring Smeagol into play AND they may be chosen as the tile removed.
Smeagol tiles - In addition to the above rules I would include the Smeagol variant that has Smeagol leave the Fellowship if it is drawn while Smeagol is the Guide. These changes allow several things: Grima - He can be mustered along with the Balrog to deny the FP Gandalf the White and still give the SP 2 action dice. He can successfully stall Rohan for some time unless the FP commits Action dice to get Rohan to War (once they are Active). In combination with his card he is really strong. Elrond - Allows the FP some alternative strategy to Galadriel but without the Action die benefit. Witch King - Can now be mustered while FSP is in Rivendell and gives the SP something else to do with Elven Rings. Has much more chance of corrupting the Fellowship in the Expansion (I think). I will try out all these changes in my next few games and report back on my opinion of them. Any feedback is appreciated. Michael
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Post by Goodgulf the Grey on Jul 10, 2007 19:21:43 GMT 1
Updated all three again - Underlined text is only used when NOT using National Action Tokens. Grima, the Wormtongue(use a Marker in Edoras to represent Grima) Movement 0, Leadership 0 - Add 1 Die to the Shadow Action Pool.
- If Isengard is not at War, SP may use a Muster die to place Grima in Edoras.
- Theoden's Counselor - The Rohan National Action Token may not be used and it costs the FP 1 Army/Muster die to advance Rohan on the political track (instead of just a Muster die).
- Black Whispers - Rohan is only activated by companions or removing Grima. If the Grima Event card is in play then you may draw an event card whenever any Character dice are used to play an event.
[/s] [/li][li] Black Whispers - Rohan cannot be activated by Elrond or by combat. Draw 2 Event cards if the Grima Event card is played.[/li][li] If Helm's Deep or Edoras is attacked, Rohan goes to War, OR Gandalf the White moves to Edoras then Eliminate Grima from the game. When Grima leaves the game, move Rohan to War, Muster a Rohan unit (Regular or Elite) in any Free Rohan settlement. [/li][/ul] Grima is not considered a Minion for the purpose of playing Gandalf the White. While Saruman is in play, Grima does not add 1 die to the Shadow Action Pool. Elrond, Lord of Rivendell(Use a figure to represent Elrond in Rivendell) Movement 0, Leadership 2 (treat as a Companion for combat cards) - If Saruman is in play and neither Gandalf the White nor Galadriel are in play, use a Muster die to play Elrond in Rivendell.
- Healing Guidance – Remove 1 Corruption by using a Will of the West AND 1 Elven Ring.
- Council of Elrond – Use an Elven Ring to change any action die into a Will of the West.
- Elladan and Elrohir – Use a Will of the West to move an Elven unit (Regular or Elite) and an Elven Leader from Rivendell to the region with Strider/Aragorn. This unit can move into a stronghold under siege.
- Wisdom of Elrond - National Action Tokens used for moving a nation one step down the political track are successful on 3-6 instead of 5-6. Use a Will of the West to activate any Free People’s nation and advance it one step on the political track OR to advance two active nations,one step each, on the political track.
- If Elrond AND Galadriel are in play, or have been in play, then the SP may muster the Mouth of Sauron with a Muster die.
Witch King (Chief of Ringwraiths)Movement (Inf.), Leadership 2 - Add 1 die to the Shadow Action Pool.
- Play the Witch-king, Chief of the Ringwraiths in a Free Region with the Fellowship, or in a region occupied by a Shadow Army, using a Muster die.
When the Witch-king, Chief of the Ringwraiths enters play, Muster 2 Nazgûl in any 2 Sauron Strongholds (1 in each).
- Shadow of Despair - if the Witch-king is in play, each Nazgûl in the Region (including the Witch-king) grants one Hunt re-roll.
- He Sees, He Knows - if the Fellowship is declared in a Region, which is not a Free Peoples Stronghold, you may immediately move the Witch King to the Region with the Fellowship.
- Hound for the Dark Lord - When Witch-king, Chief of the Ringwraiths enters play, draw 3 Hunt tiles and choose 1 to be removed from the Game. This ability can be used again by discarding an Elven Ring and an Action die. Any Smeagol tiles drawn do not bring Smeagol into play AND they may be chosen as the tile removed.
- The Ring draws them – If the Fellowship is revealed AND you play a character card with a Palantir action die result, then immediately draw a new Character card.
Witch King – The Black Captain (only used with National Action Token variant) - General of the Shadow – Use an Elven Ring to re-roll any action die (including an Eye result) – cannot be used on Eyes placed in the Hunt Box.
Rationale for the changes/updates: Grima and Elrond needed to work with and without NATs. I am leaning toward not using them in the Expansion right now so I'm trying to re-think these two characters. Chief - He was too easy to bring out and too strong with NATs (because of the effects they had on Black Captain). Now with NATs he can only be musterd on the fellowship in a Free Region and without NATs he can be mustered into a Shadow Army. Also, his card drawing ability is only used when not using NATs. Black Captain - He was so hurt by NATs coupled with Galadriel that this rule gives him a little bit more control over the Eye dice rolled and gives the SP more options with Elven Rings. My general reason for adding these variants has been to add variety to the strategic choices for both sides (especially in the early turns) and balance them enough that one strategy does not dominate every game. Other rules that I am using now are Easterling Cavalry and Black Uruks for the Shadow, Improved Ents for the FP, Stopper Strongholds, and Smeagol tiles variant. Updated -- changed Grima's ability to make it more powerful having both Event and Marker in play. Sort of a Palantir of Orthanc effect. Also, made Elrond able to change action dice into Will of the Wests. This clarified some of his abilities and offers the FP a way to securely get GtW and Aragorn at the cost of an Elven Ring.
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Post by mrweasely on Jul 12, 2007 6:50:04 GMT 1
So I want to try this out, and I'm wondering if I should use NATs or not. Which do you prefer.
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Post by Goodgulf the Grey on Jul 12, 2007 20:27:22 GMT 1
I just started testing the Elrond and Grima without NATs so I'm not sure if they work or not.
With NATs Elrond and Grima are both useful but not over-powered. The new WK is very strong with NATs since he doesn't activate but I limited him so that he can only show up on the Fellowship now and I took away his card drawing ability with NATs. Also, giving the Black Captain the ability to re-roll Eyes with Elven Rings was added since I found myself preferring the Chief to him with NATs.
Try it with either one you prefer and let me know what you think. You've got a lot of experience so I value your input.
A few more notes: I had debated giving Elrond an extra die so that you could choose either Elrond or Galadriel but rarely both. This would prevent the Shadow player from commiting to Lorien when he might have to deal with Elrond instead. I opted not to do that and to make Elrond unique in his own way. I wanted him to allow the FP to push armies to war easier and also to give some support to the Ring game and to Strider/Aragorn. If you lose Gandalf early and Galadriel is not coming in soon, then Elrond can be a good alternative path.
Grima helps to stall Rohan quite nicely until he is dealt with or the SP decides to attack VP locations in Rohan. He allows the SP to get two more action dice with only 2 Musters on turn 1 (Balrog + Grima) and he allows a true Gandalf denial strategy in the expansion (although this is fairly costly to the SP too). He prevents Rohan from being much of a factor in supporting Gondor but if he is removed then Rohan mobilizes quickly.
The WK changes are both an attempt to make hunting more interesting and to allow the SP more control over the Hunt tiles. He also is the only way to draw Smeagol tokens with no consequences. I have been happy with him but the lack of card cycling certainly changes your military strategy.
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