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Post by mrweasely on Dec 23, 2006 21:24:12 GMT 1
There are a number of cards that are just lame. Post SIMPLE fixes you'd think are worthwhile below...
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Post by mrweasely on Dec 23, 2006 21:25:15 GMT 1
Grimbeorn gets "...and move or attack with that army" added to his text.
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Post by mrweasely on Dec 23, 2006 21:29:04 GMT 1
Mirror of Galadriel gets "... and draw or play a character card", much like the ent cards.
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Post by Goodgulf the Grey on Jan 2, 2007 18:30:23 GMT 1
Threats to the Fiefs in the South gets...
Play if Southron and Easterlings are At War (Instead of Corsairs in play requirement).
Wisdom of Elrond gets....
Or advance one active nation two steps on the Political Track.
The next 2 for Thematic reasons --
Gwaihir the Windlord gets...
They can move into or out of a Stronghold under siege.
Flocks of Crebain gets...
If the Hunt roll is successful then reveal the Fellowship (in addition to the Hunt tile effect).
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Post by theimmortal on Jan 11, 2007 22:48:40 GMT 1
Grimbeorn gets "...and move or attack with that army" added to his text. That's kinda funny. In the non-expansion game, Grimbeorn was one of my favorite first-turn FP strategy draws. I admit that in the expansion, he is *significantly* weakened by the fact there is such an impetus to get the Elves to war. But in the base game, getting people to war was so inefficient - playing Grimbeorn and then moving to Old Forest Road was so much better.
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Post by mrweasely on Jan 11, 2007 23:47:54 GMT 1
Why? Two dice to get 3 hp minus casulties into hapless Wooden Realm, if everything goes absolutely according to plan? I'd take Dale instead with Swarm of Bats then go around the Northmen to lockup WR. I've always regarded Grimborn as "The Scouts that you can actually afford to play", as opposed to Red Arrow, which rocks in event form, and wondered to myself why its so kindly regarded by the likes of Goodgulf and Alexfrog.
What's the back half the the Army die? Okay, I guess my absolute favorite opening with Grimbeorn would be something like:
T1 C C C W => Aragorn
T2 C E E Am => Grimbeorn, Red Arrow, Move (Old Forest and Westmnet), Push Frodo.
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Post by theimmortal on Jan 12, 2007 3:30:42 GMT 1
What's the back half the the Army die? Okay, I guess my absolute favorite opening with Grimbeorn would be something like: T1 C C C W => Aragorn T2 C E E Am => Grimbeorn, Red Arrow, Move (Old Forest and Westmnet), Push Frodo. Yes, Westemnet, precisely. In the base game, there were a couple early army-moves that I liked, namely: Iron hills -> Erebor Edoras -> Westemnet Westemnet -> Fords and since you need a 4th, Carrock -> Old Forest Forcing Shadow to go through Dale first is a fine outcome. Swarm of Bats often doesn't show up for several turns. And if they do come through, Northmen get 2 musters. That could put them to war if you've managed to push the North once already (via There and Back or Tom Bomba or some such), so Grimbeorn can just walk into WR of his own accord. Plus, what *else* were you going to do with early muster/armies in the base game?
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Post by mrweasely on Jan 12, 2007 7:56:32 GMT 1
I don't think Edoras is worth moving west unless it gets a reinforcement card. Moving just the base regular+elite is not enough to save Helm's Deep from even a modest Orthanc sally. Its not the critical mass to survive the first We Come to Kill that you know he's been saving for you. It just puts Edoras back to square 0 after Helm's Deep falls. I prefer starting from square 2.
As to what to do with musters? Well, I play muster cards, of course. Event dice are reserved for character cards.
My favorite early card in base was King Brand's Men, because if the North got bypassed in the rush to Erebor & WR. It makes manually mustering the North to war so much more annoying for Sauron. Its, like, (minor key) slightly annoying.
The army move you left off your list that I sometimes did was North Downs -> Buckland (if I'm defensive) or North Downs -> Bree (if I'm offensive).
I currently think Iron Hills is mealy. In fact, with a political dwarf muster and King Brand's Men, check out this beauty: big Easterling stack in Vale of Carnen attacks lone dwarf regular in Iron Hills. Scouts away to Erebor. Dwarves to war. Dwarves muster elite in Erebor. Easterlings besiege Erebor. King Dain's Guard gives [2/3/2]. As Han might say "not bad for a little fur ball".
The only alternative for Shadow is Dale first (scouts to Erebor), then they have to siege Erebor, then loop back and kill the almost-active muster point of Iron Hills, sucking off 2-3 regulars for casualties and garrison troops, costing an extra die. After all this rigamarole Erebor is [4/1/2] with a [0/1/1] reinforcement card in hand. They'll probably bail and go for Wooden Realm instead.
(Ooops, I just thought of a counter): hit Erebor from Withered Heath. Awkward.
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Post by theimmortal on Jan 13, 2007 22:17:01 GMT 1
Re Westemnet: The thing about Helm's Deep is that if left as it stands, it's not even a speed-bump in the racing wargs' path. The regular+elite from Edoras is enough to pack the stronghold at 5, meaning Sauron might actually take some losses in killing it and at least it will slow him down. I find this slowing actually makes Edoras *stronger* in the long-run, because a) the Shadow army is weaker when they're done with the deep, and b) there's more time to muster in Edoras while the siege in Helm's Deep is underway.
Re Iron Hills: That scenario sounds nice, but it requires some pretty specific cards and circumstances. Without King Brand, they'll definitely just come through Dale, possibly with Swarm of Bats in hand or you without a scout, and then that muster is an utter waste. In most circumstances, I'd rather just use half-a-muster to get a regular than a full muster to maybe have the chance to use a full muster to get an elite later.
I agree playing musters with early muster dice in the base game is much preferable even to these army moves, but most of the time my starting card would be the Last Battle or something instead.
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