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Trouble in Tharbad


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#41 Bullroarer Took

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Posted 23 August 2014 - 02:48 PM

My super-hero attachment deck lost its first game and then I switched to elves and destroyed the quest.  Finished 2B in one turn.

 

I didn't do it, but I think A Watchful Peace and/or Shadow of the Past to recur Hidden Alleyway could be quite powerful.


Nearly all of my comments are from the perspective of the single handed solo player.

#42 GrandSpleen

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Posted 24 August 2014 - 08:06 PM

Won on our first attempt playing blind today.  2-player game with Haldir/Merry/Pippin(Lo) ranger deck on one side and Dunhere/Denethor/Glorfindel(Sp) questing deck (with Dunhere on the staging area) on the other.  

 

It took us awhile to build up enough questing power to start really getting our threat down, but the encounter deck did not build up momentum thanks to Haldir and Dunhere removing all threats and Glorfindel taking down locations here and there.  I think we got past stage 1 after about 6 rounds, but the time counter never went off thanks to some helpful locations adding counters and preventing them from being removed.

 

We finished the second stage in two rounds.  The last card revealed was Get that Dwarf!  Bellach was in the staging area, and this would simply have ended the game in failure, even though we very much owned the board for the rest of the game.  Luckily, we had A Test of Will and we won.. but this is one of those awful scenario-ending cards like Sleeping Sentry that you just have to prepare for.  Other than cancellation, I suppose all you can do is engage all high-attack enemies ASAP (imperfect solution) or boost Nalir's HP or defense some way (Arwen, Ring Mail, Hardy Leadership).  It's a pretty easy scenario with a curve ball; I'm not a fan of that card.

 

Overall, we had a nice easy run, only engaged 1 enemy in the entire game.  Denethor was not needed for defense, so he got to have a good time looking at the encounter deck.

 

We enjoyed it, but it probably won't be a frequently played quest for us.  


Edited by GrandSpleen, 24 August 2014 - 08:06 PM.


#43 Tracker1

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Posted 24 August 2014 - 08:21 PM

The last card revealed was Get that Dwarf!  Bellach was in the staging area, and this would simply have ended the game in failure, even though we very much owned the board for the rest of the game.  Luckily, we had A Test of Will and we won.. but this is one of those awful scenario-ending cards like Sleeping Sentry that you just have to prepare for.  Other than cancellation, I suppose all you can do is engage all high-attack enemies ASAP (imperfect solution) or boost Nalir's HP or defense some way (Arwen, Ring Mail, Hardy Leadership).  It's a pretty easy scenario with a curve ball; I'm not a fan of that card.

 

 

I did not find Get that Dwarf to be a game ender.  Any ally or hero that the player controlling  Nalir can defended it, so it might destroy the defender, but as long as someone is ready it should not be an issue.  If the attack was undefended damage would be assigned to Nalir,  but he is not responsible for having to defend the attack.

 

Unless I'm miss interpreting something here.


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'At last' said Aragorn 'Here are the tracks that we seek!'

#44 PsychoRocka

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Posted 24 August 2014 - 08:31 PM

 

The last card revealed was Get that Dwarf!  Bellach was in the staging area, and this would simply have ended the game in failure, even though we very much owned the board for the rest of the game.  Luckily, we had A Test of Will and we won.. but this is one of those awful scenario-ending cards like Sleeping Sentry that you just have to prepare for.  Other than cancellation, I suppose all you can do is engage all high-attack enemies ASAP (imperfect solution) or boost Nalir's HP or defense some way (Arwen, Ring Mail, Hardy Leadership).  It's a pretty easy scenario with a curve ball; I'm not a fan of that card.

 

 

I did not find Get that Dwarf to be a game ender.  Any ally or hero that the player controlling  Nalir can defended it, so it might destroy the defender, but as long as someone is ready it should not be an issue.  If the attack was undefended damage would be assigned to Nalir,  but he is not responsible for having to defend the attack.

 

Unless I'm miss interpreting something here.

 

I had this wrong initially but MyNeighbourTrololo corrected me:

http://community.fan...cgdb/?p=1196939

 

Really doesn't seem that bad at all so long as you have a ready character/defender.
 


                ~Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul~

~One ring to cover the lands in complete and utter misery, one ring for the dark lord to work his wretched trickery~


#45 GrandSpleen

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Posted 24 August 2014 - 09:38 PM

You're right, thanks for that.  I was interpreting this as "Nalir has to defend."  Guess it's not so bad!


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#46 Gizlivadi

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Posted 24 August 2014 - 10:38 PM

Hmm, so the attack is directed at Nalir but if you have other defenders you can actually defend with those? Wow, that sounds very interesting and creative. Props to Caleb and Matt for coming up with an actually interesting escort mission. So at first we had Arwen who contributed but was in no real danger (and if she was, you were dead already), and now I had thought that they had gone to the other extreme, that Nalir was absolutely vulnerable to attacks made directly to him. But know that I know that you can defend him with other characters, the quest becomes so much more interesting!


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#47 GrandSpleen

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Posted 24 August 2014 - 11:45 PM

To be fair, they are using a rule originally invented for the On the Doorstep saga expansion (from what I understand).



#48 Tracker1

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Posted 25 August 2014 - 05:06 AM

Flies and Spiders Quest.

Edited by Tracker1, 25 August 2014 - 05:10 AM.

'At last' said Aragorn 'Here are the tracks that we seek!'

#49 Spurries

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Posted 25 August 2014 - 06:40 AM

Yea this quest isn't too tough solo. But I could see it being quite tough with 3+4, since Nalir would be raising a players threat by 4 each turn

#50 Kerstoid

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Posted 30 August 2014 - 06:23 AM

Here's my Silvan deck which was able to score consistent solo victories.  Naith Guide and Feigned Voices are so fun and O Lórien! finally pulls everything together.  The big surprise for me, however, was how useful The White Council was.  Originally included just for event recursion on some of the key Silvan stuff, it turned out to be remarkably handy to ready a hero in a pinch with an action from my hand.

 

10534718_899090566785842_861316483342212

 

Of course, there is still little else that brings as much joy as using Hands Upon the Bow to one-shot a boss villain in the staging area.  With Rivendell Blade and Black Arrow on Legolas, you can use the event to drop Bellach before he ever does anything and then, with Foe-Hammer, draw 3 cards for the pleasure!  (Not to mention 3 progress on The Crossings of Tharbad for Legolas and his Blade of Gondolin.)  Quite epic!

 

It was also nice to be able to use our new hero (Haldír) and new archetype (Silvan) with the quest that came in the box with the cards.  Recent tradition has been to include Objective-Allies (like Faramir and Gríma) or specific-build quests that can't be beaten with the new player cards forcing you to pull out an old scenario to try your new toys.  I like this better.

 

Finally, it's nice not to get kicked repeatedly in the teeth by a new quest every once in a while.  This was light and fun.  Thanks FFG!


Edited by Kerstoid, 30 August 2014 - 06:29 AM.

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#51 MyNeighbourTrololo

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Posted 30 August 2014 - 10:31 AM

Was Defenders of Naith worth it?


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#52 entMoot

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Posted 30 August 2014 - 12:06 PM

When I played Silvans vs. The Fords of Isen, the Defenders of the Naith were amazing given how often I was engaged with multiple enemies. At one point I managed to have a couple of them in play, defend with them and then chump a third attacker so that they readied and helped defeat the enemy.



#53 Mndela

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Posted 30 August 2014 - 12:45 PM

When I played Silvans vs. The Fords of Isen, the Defenders of the Naith were amazing given how often I was engaged with multiple enemies. At one point I managed to have a couple of them in play, defend with them and then chump a third attacker so that they readied and helped defeat the enemy.

 

yes, true. It seems not but they are very good


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#54 Kerstoid

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Posted 30 August 2014 - 04:41 PM

Was Defenders of Naith worth it?

 

No, Defender of the Naith was underwhelming in solo play for Trouble in Tharbad.

 

I can imagine him being more useful in multi-player though, blocking an Orc Hound, then readying after another chump block or other Silvan shenanigans, to take on an Orc Hunter or (if you get lucky with the shadow) an Orc Skirmisher with his sentinel trait.


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#55 PsychoRocka

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Posted 03 September 2014 - 04:06 AM

Just finally got my hands on trouble in tharbad!

Beat it second attempt. (two handed)

First attempt I was smashing it so far and had played a dunedain mark on haldir first turn and for the other deck a ranger spikes and light of valinor on glorfindel. Had a location and treachery (that I removed a time counter to counter the other effect) come out during staging. Engaged one of the spys from mordor and feinted it stopping its nasty time counter removal and then killed it with Legolas, Nalir and Elrohir clearing The Empty Mug thanks to Legolas. Haldir attacked the other spy using his ability and did 2 damage to it (and would have probably killed it the next turn) and I was ready for turn two. Finished planning and then had a marauder come out which had ranger spikes attached to it as it entered staging and then? GET THAT DWARF! Because the lore/spirit deck was the first player this resulted in the marauder attacking Nalir and Elrohir not being able to help out... it was either Nalir or Haldir for defense (quested with Elrond and Glorfindel).... either would have died easily and resulted in either loss or more or less a loss (I don't really play on when heroes die unless I'm pretty far into the quest already). Just got super unlucky I guess and hadn't established Sentinel yet on Elrohir with an Elven Mail or Arwens buff resulting in an easy defeat due to Nalir getting destroyed by that nasty Marauder!

 

Second attempt I smashed it although was stuck on stage 1 for a fair while and had my threat limit reduced to 30 and was somewhat worried it would reduce to 20 as I started to get minorly location swarmed (even with asfaloth out) and was barely reducing threat anymore. Stayed between 9-15 threat on both decks for a few turns and managed to eventually quest hard over a round or two and finally get to zero (only 2 counters left on the quest stage at this point narrowly avoiding a 20 threat limit) and got to stage 2. Smashed stage 2 over three turns and only had the time effect trigger once (thanks to an Orc Scout, or whatever the one that reduces a time counter or reveals another card is called, removing a time counter) and was easily able to kill all enemies except for Bellach (only because on no turns could I kill him outright, one turn I could put him down to a single hitpoint, so instead I killed all other enemies and ignored him) who I feinted twice and more or less ignored.

Was pretty fun but going to give it another go and try to get through stage 1 a little faster.


                ~Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul~

~One ring to cover the lands in complete and utter misery, one ring for the dark lord to work his wretched trickery~


#56 MyNeighbourTrololo

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Posted 05 September 2014 - 03:16 AM

Local dealer just contacted me. They finally got it, in a few hours it'll be mine!


That's cursed table-talk, and I'll stick you, if you don't shut it down, see?'


#57 silverthorn

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Posted 05 September 2014 - 04:07 AM

One thing I noticed from this set is that The Tree People is fairly ridiculous. In a aborted game yesterday I played Henamarth Riversong for one, then played The Tree People and the only Silvan ally in the five cards was Rumil. Getting a four-cost Ally for one resource is insane.



#58 MyNeighbourTrololo

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Posted 05 September 2014 - 04:10 AM

Yet, his ability got wasted.


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#59 Glaurung

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Posted 05 September 2014 - 04:54 AM

I look video where people play Tharbad quest and one of them play Silvan deck. i must admit Silvan deck is pretty strong and is also fun to play.

Quest is interesting some inovation is there but is looks pretty easy. I look forward for last pack actually

Wizard is never late.......

 

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#60 MyNeighbourTrololo

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Posted 01 November 2014 - 02:17 PM

Ok, until now I only played this quest solo, but today some friends dropped by and we had a 4 player game of Trouble in Tharbad. 

 

Before I'll get into detail, I'll list some things that can be considered a handicap: We had a pretty threaty party, each player starting the game around 30 threat: Haldir+Beravor+Loragorn=31, Gandalf+Spirfindel+Idraen=30, Imrahil+Celeborn+Elrohir=32, Eomer+Brand+Elladan=30. Also, as you can see, Gandalf is used as a hero, and not even as a part of overly strong "Gandalf Eagle Deck", so leadershit player couldn't sneak attack him and stuff.

 

 

Ok, down to the business. With 4 players, this quest is really brutal, or so it seemed to us. At the beginning of the game, you have 4 enemies each of which will remove 1 time token on attack... "whats the problem?!", you'll say, "just don't engage them, their threat cost is 40 for crying out loud!", you'll continue. I'll tell you what's the problem: questing. If you'll be lucky and no engage cost lowering effect pops during first quest round, you'll face a dilemma: engage those spies this turn and suffer the loss of -10 threat out threshold OR keep that 8 threat in the staging area and suffer the same loss later. Fortunately, we revealed only 1 enemy during the first quest and he fell right into my trap, so he was no problem... for now. Other 3 cards were 2 locations and a treachery which forced us to remove 1 time token (because the other effect was A LOT of threat). I was forced to use the lore event to nullify the threat of one of the locations, so we could explore Empty Mug turn 1. Then, we travelled the Streets, engaging every spy with each of us right after. And like that, first round our threat threshold dropped to 40. We managed to kill 3 out of 4 spies the same combat phase, thanks to our strong and potent heroes. And that was just the first turn. Each turn the encounter deck did it best at hasteful time counter removing, we were walking at the brink of existance, barely lowering out threat in time before threat out threshold falls once more. In the end we won, bot GOD it was a tense and close game. To anyone considering this quest as an easy pie - I encourage you to try it with as many players you can muster. Not to tell how thematic it is - trying to hide from everlasting pursuit, entering hideout to catch a breath, brigands retreating to the roofs and patiently waiting to counter attack, Bellach getting lost in the encounter deck but slowly cathing up on us... there is so much theme in this quest. 

 

Funny fact: I used Loragorn's ability to drop myself from 36 to 31 on the turn one to prevent myself from threating out at 40 on the next turn (threshold was already lowered once)... Now that I think of it, I probably had to discard Aragorn because of Empty Mug's victory display effect?.. LOL!

 

Also, remember that Orc who got into my trap? We thought we were rid of him... then Get That Dwarf! Showed up, and it so happened that for that time this Orc had the highest Attack value :D

 

Also, Haldir was a total beast. These times when I was left alone, he easily made a -1 enemy before it even could attack. Leadershit player imbued him with this +1 Attack Dunedain thingy, while Tactics player gracefully granted Haldir both Dagger of Westernesse and Rivendell Blade.


Edited by MyNeighbourTrololo, 02 November 2014 - 02:41 AM.

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