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One deck for 85% of the quests 95% when modified


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#1 Tracker1

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Posted 09 December 2012 - 07:33 AM

I put together the following deck for solo play that wins almost every scenario. It's built with 2 cores sets and 1 of every expansion up to and including Heirs of Numenor.  I also posted  scenario scores and some notes on strategy.

Heroes:

  1. Glordindel (sp)
  2. Legolas 
  3. Elrond 

Alles: (20)

  1. Imladris Stargazer (x2)
  2. Arwen Undomiel (x2)
  3. Defender of Rammas (x3)
  4. Vassal of the winglord (x3)
  5. Master of the forge (x2)
  6. Warden of healling (x3)
  7. Henamarth Riversong (x2)
  8. Gandalf (core) (x3)

Attachments: (15)  I've suggested how I mostly assign the attachments, but a scenario might alter my decisions

  1. Light of Valinor (x3) attach to Glorfindel
  2. Unexpected Courage (x2) attach to Legolas and Elrond
  3. Rivendell Blade (x2) attach to legolas 1st and the other to Glorfindel
  4. Blade of Gondolin (x2) attach to legolas 1st and the other to Glorfindel
  5. Horn of Gondor (x1) attach to Elrond
  6. Asfaloth (x2) attach to Glorfindel
  7. Burning Brand (x1) attach to elrond
  8. Vilya (x2) attach to elrond

Events: 

  1. The Galadhrims's Greeting (x3)
  2. A test of will (x3)
  3. Elronds Counsel (x3)
  4. Feint (x3)
  5. Foe-hammer (x3) for card draw

Total: 50

Scenario scores:  Won on 1st attempt or noted otherwise

  1. Passage through Mirkwood  (dif=1).  Score: 100, Final threat: 30, rounds 7, 
  2. Journey down the Anduin     (dif=4.    Score: 139, Final threat: 39, rounds 10, damage 4, 
  3. Escape from Dol Guldur        (dif=9).   Score: 137, Final threat: 46, rounds 10, victory 9,                                                                                                 Notes:  Won on 4th attempt when Legolas was captured, lost if it was Elrond or Glorfindel. 
  4. The Hunt for Gollum               (dif=4).  Score: 77,   Final threat: 27, rounds 5, 
  5. Conflict at the Carrock           (dif=7).  Score: 161, Final threat: 24, rounds 14, victory 3   Won on 2nd attempt
  6. A journey to Rhosgobel         (dif=6).  Score: 119, Final threat: 35, rounds 7, damage 3, victory 4, heros lost, Elrond (13)                           Notes: Could not win with deck above.  I removed The Galadhrims's Greeting (x3) and replaced it with Lore of Imladris  (x3) for healing Elrond and his specal ability (one extra point of healing) was sacraficed to save the eagle in the end.
  7. The Hils of Emyn Muil            (dif=4).  Score:  164, Final threat: 35, rounds 15, victory 21
  8. The Dead Marshes                 (dif=5).  Score: 112, Final threat: 25, rounds 9, damage 1, victory 4
  9. Return to Mirkwood                (dif=7).  Notes: Could not beat it after lots of attempts.  I brought in some rohan questers to help, but always maxed out my threat at 50 before I could finish.  The games were over by rounds 6 or 7.  Many times I was only one turn away from the win.  Gollum's threat rasing ability by 3 each round  in solo play is too much for this deck to handle.  I'm thinking of house ruling his threat increase to 2 for solo play.
  10. Into the pit                                 (dif=5).  Score: 120, Final threat: 34, rounds 9, victory 4  2nd attempt
  11. The Seventh Level                  (dif=3).  Score: 102, Final threat: 32, rounds 7
  12. Flight From Moria                    (dif=7).  Score: 140, Final threat: 23,  rounds 12, victory 3, 
  13. The Redhorn Gate                  (dif=6).  Score: 124, Final threat: 27, rounds 10,  victory 3
  14. Road to Rivendell                   (dif=4).  Score:   98,  Final threat: 38 rounds 6 
  15. The Watcher in the Water      (dif=5).  Score:   94, Final threat: 35  rounds 6, damage 2, victory 3
  16. The Long Dark                         (dif=7).  Score:   96, Final threat: 26, rounds 7
  17. Foundations of Stone             (dif=6).  Score: 138, Final threat: 42, rounds 10, victory 5
  18. Shadow and Flame                (dif=8).  Score: 102, Final threat: 22, rounds 8, damage 3                                                                                                    Notes: ater many loses with the deck above: I had to remove 25 cards and replace them with allies that cost 1 or 2 so the could be brought in each round.  Gnadalf from the Hobbit epanision was key.  I kept him in the game once I got him in, and took the threat increase of to each round.  It still took a number of attempts before I secured a win.  Not easy.
  19. Peril in Pelargir                      (dif=5).  Score: 132, Final threat: 35, rounds 8  victory 3  Notes: This quest was the inspiration for this deck.
  20. Into Ithilien                              (dif=4).  Score: 149, Final threat: 29, rounds 11, damage 10  Third attempt
  21. The Seige of Cair Andros    (dif=7).  Score: 127, Final threat: 36, rounds 9 , damage 4, victory 3                                                                           Notes: Foe-hammer (x3) for Winged Guardian (x3)  won on third attempt with this change
  22. The Massing at Osgiliath    (dif=9?) Score:  138, Final threat: 43, rounds 9,heros lost Glorfindel (5)   Won on 3rd attempt
  23. Hobbit scenrios: Tried the 1st scenario and got romped. Probably need a whole differnet deck design.  Dwarfs!
  24. The battle of laketown  is on its way.

Stategy:

The attachments on the heros are key, and if you get master of the forge in play it will happen faster.  Light of Valinor needs to be on Glorfindel early in the game, then he and Elrond are your main questers. The stargazer/vilya combo takes a number of rounds to get going, if it happens at all, but if you can get an unexpected courage on Elrond with vilya/stargazer then he can stil quest and pull in an ally later in the round. Elrond with Vilya also adds the spirit icon to him ,so that will help play the Galhadrhim's greeting when needed.   Getting the Defender of Rammas in play early is also important, so Elrond can quest without having to defend.  With Asfaloth on Glorfindel and Legolas with a Blade of Gondolin.  You will be adding plenty of progress tokens on locations..  I also like to get a blade of gondolin on Glorfindel, and give both him and Legolas a rivendel blade= - 4 shields for an enemy and 4 progress tokens  on the active location or the quest.  The warden of healing comboed with Elrond will remove two points of damage from two characters, so your heroes and some of your 2 pt allies like Arwen will be sticking around.  Also, Arwen and the defender of rammas ar great togehter. He gets 5 shields with her in play.  The deck also has some threat reduction, treachery and attack cancelation.  Not great on card draw.  Foe hammer and gandalf ar the only options.  Resouce production is also a little slow, Horn of Gondor is ok, not essential, but it was the only way I could find away to get more resources to elrond.  He is the most resources stressed hero since he is also paying for allies of other spheres.  

It's a pretty fun deck, and it can go a lot of different directions.  My strategy is always a little differnet based on what cards I'm dealt, but it's pretty adaptive and does not need to rely on just one strategy to succeed.  It's not the perfect deck for all scenarios,  modifications were necesary for a few quests, and a few it might not work at all, but won 18 out of 22 of the quests (82%) with no modification not including hobbit scenarios.  And it beat 21 of the  22 (95%) quests with some modification.  Not perfect, but pretty darn good for a bunch of elves.

 

 

 


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

#2 Maggical

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Posted 09 December 2012 - 07:41 AM

I'm so glad I'm not alone doing this things, check out my deck here: http://www.fantasyfl...=4&efidt=736831



#3 Tracker1

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Posted 09 December 2012 - 07:46 AM

Maggical said:

I'm so glad I'm not alone doing this things, check out my deck here: http://www.fantasyfl...=4&efidt=736831

Yeah, I saw your post and it gave me the motivation to give it a try.

 


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

#4 Tracker1

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Posted 09 December 2012 - 07:49 AM

I forgot to mention the heroes starting threat is 27


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

#5 Tracker1

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Posted 09 December 2012 - 03:00 PM

Tracker1 said:

 

  1. Return to Mirkwood                (dif=7).  Notes: Could not beat it after lots of attempts.  I brought in some rohan questers to help, but always maxed out my threat at 50 before I could finish.  The games were over by rounds 6 or 7.  Many times I was only one turn away from the win.  Gollum's threat rasing ability by 3 each round  in solo play is too much for this deck to handle.  I'm thinking of house ruling his threat increase to 2 for solo play.

Well I returened to Mirkwood with a modified deck and replaced 17 cards of low cost questers and attachments.

My final score was 67.  Final threat 33, rounds 3, damage 4

I got 2 elrond's council in the opening hand.  Brought my threat to 21.  Blade of Gondolin on Leogolas finished off the 2nd and 4th quest cards for me without even having to quest.  I even managed to dispatch an attercop in the second round.   Maybe I got luckey, probably did.

But at least now I can say the base deck won 85% of the quests, and the modified version won 100% of them excluding the hobbit scenarios and the Battle of  Laketown.


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

#6 Pickles

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Posted 09 December 2012 - 09:37 PM

Nice post!

Tracker1 said:

Hobbit scenrios: Tried the 1st scenario and got romped. Probably need a whole differnet deck design.  Dwarfs!

I think you will be OK if you control your threat while you build up your fellowship & only quest slowly to stay in stage 1 as long as possible & get a troll camp in play to counter the Sacks. You need to tank the first two trolls for ~ 4 turns each which you can do with Defender of Edoras & Eowyn. (& Feints & Elrond & chumps). The upside of only being able to attack with 1 character is that you have more spare questers & chump blockers!



#7 CJMatos

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Posted 10 December 2012 - 05:10 AM

Could you say with cards you replace and were replaced in those 2 scenarios that you needed to do that?


Carlos José Matos


#8 Maggical

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Posted 10 December 2012 - 06:10 AM

Tracker1 said:

Maggical said:

 

I'm so glad I'm not alone doing this things, check out my deck here: http://www.fantasyfl...=4&efidt=736831

 

 

Yeah, I saw your post and it gave me the motivation to give it a try.

 

I feel honored :)



#9 Tracker1

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Posted 10 December 2012 - 12:35 PM

CJMatos said:

Could you say with cards you replace and were replaced in those 2 scenarios that you needed to do that?

 

Sure, both Shadow and Flame and Return to Mirkwood required major modifications to the base deck.

Here is the modified deck for shadow and flame

Alles: (34) Mostly chump blockers

  1. Imladris Stargazer (x2)
  2. Arwen Undomiel (x3) added one more
  3. Defender of Rammas (x3)
  4. Vassal of the winglord (x3)
  5. Master of the forge (x2)
  6. Warden of healling (x3)
  7. Henamarth Riversong (x2)
  8. Gandalf (core) (x3) Hobbit version instead
  9. Erebor Record Keeper (x3) added
  10. Errand-rider (x3) added
  11. Veteran Axehand (x3) added
  12. Gondorian Spearman (x3) added
  13. Snowbourn Scout (x3) added
  14. Envoy of Pelargir (x3) added
  15. Miner of the Iron Hills (x2) added

Attachments: (7)  cut way down here

  1. Light of Valinor (x3) attach to Glorfindel hopeing for it in the first few round or opening hand
  2. Unexpected Courage (x2) attach to Legolas and Elrond
  3. Rivendell Blade (x2) attach to legolas and the second to Glorfindel
  4. Blade of Gondolin (x2) attach to legolas 1st and the other to Glorfindel
  5. Horn of Gondor (x2) attach to Elrond added one more whn your losing an ally every turn it pay off
  6. Asfaloth (x2) attach to Glorfindel
  7. Burning Brand (x1) attach to elrond
  8. Vilya (x2) attach to elrond

Events: (9)

  1. The Galadhrims's Greeting (x3) to expensive to play, and dosent really matter once my threat got to 7
  2. A test of will (x3)
  3. Elronds Counsel (x3) Hoping for it in the first few rounds or opening hand
  4. Feint (x3) hoping for it in the first few rounds or opening hand
  5. Foe-hammer (x3) for card draw


Total 50

Strategy:

Almost all the allies are chump blockers.  Once Gandalf is in I keep him in.  He can take one attack from the Balrog if its not +3.  He does not exhaust to quest, so Glorfindel with light of valinor and gandalf are your main questers.  Then they can also attack the Balrog with Legolas.  That gives you  about 4 points of damage after the regeneration on the Balrog.  If you have another attacking ally in, or if legolas and glorfindel have rivendell blades all the better.  elrond is either questing or defending a lesser enemy,  he is mostly pauing for allies, so horn of gondor is like a slot machine.  Really tough quest.  This deck might beat it one out of every 5 or more tries.

 

Modified deck for Return to Mirkwood

 

Alles: (20)

  1. Imladris Stargazer (x2)
  2. Arwen Undomiel (x3) added one more
  3. Defender of Rammas (x3)
  4. Vassal of the winglord (x3)
  5. Master of the forge (x2)
  6. Warden of healling (x3)
  7. Henamarth Riversong (x2)
  8. Gandalf (core) (x3)
  9. West Road Traveler (x3) added
  10. Escort from Edoras (x3) added
  11. Erebor Record Keeper (x3) added

Attachments: (15)  I've suggested how I mostly assign the attachments, but a scenario might alter my decisions

  1. Light of Valinor (x3) attach to Glorfindel
  2. Unexpected Courage (x2) attach to Legolas and Elrond
  3. Rivendell Blade (x2) attach to legolas 1st and the other to Glorfindel
  4. Blade of Gondolin (x3) attach to legolas 1st and the other to Glorfindel Added one more
  5. Horn of Gondor (x1) attach to Elrond
  6. Asfaloth (x3) attach to Glorfindel added one more
  7. Burning Brand (x1) attach to elrond
  8. Vilya (x2) attach to elrond
  9. Miruvor (x3) added +1 willpower

Events: (15)

  1. The Galadhrims's Greeting (x3)
  2. A test of will (x3)
  3. Elronds Counsel (x3)
  4. Feint (x3)
  5. Foe-hammer (x3) for card draw

Strategy:

Quest like hell before threat reachs 50.  Take undefended attacks early so elrond can also quest..  Poor Gollum.

Its kind of interesting that in both of these decks I ditched stargazer, vilya, master of the forge, and the warden of healing.  These two quests, in my opinion, can be over prety quick (meaning I lost not won), so the set up time and cost to get them into play was not worth the invesment, because they would probably be destroyed the first round they were in or they did not contribute any questing willpower.  They work great on all the other quests, where there is more time to set up the combos I mentioned for the base deck, but they just dont jive with these two scenarions.  At least for me.

 

 


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




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