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Kobby

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  1. Kobby said: richsabre said: Glaurung said: I look on the quest and encounter cards and it look really cool. But i dont understand 2 things 1 Resolve burn damage. What is mean?? I must to put this number f damage to the lake-town or??? 2 Smaug had his own deck. So when you revealed him from this deck??? yes….location cards have Burn X on them….smaug and treachery cards will say resolve all burn damage in play so if you have cards in play that amount to 5 burn damage, 5 damage goes on lake town smaug has his own deck which you reveal seperate from the encounter deck. you have to state where he will go- staging area or engage you, then you draw him basically you want to choose engage every turn….all smaugs have 7 ish threat so it gets tough with all the locations to quest rich richsabre said: Glaurung said: I look on the quest and encounter cards and it look really cool. But i dont understand 2 things 1 Resolve burn damage. What is mean?? I must to put this number f damage to the lake-town or??? 2 Smaug had his own deck. So when you revealed him from this deck??? yes….location cards have Burn X on them….smaug and treachery cards will say resolve all burn damage in play so if you have cards in play that amount to 5 burn damage, 5 damage goes on lake town smaug has his own deck which you reveal seperate from the encounter deck. you have to state where he will go- staging area or engage you, then you draw him basically you want to choose engage every turn….all smaugs have 7 ish threat so it gets tough with all the locations to quest rich [/quote Hi. Me Me Gaurung print out all the cards from this quest but cannot play it cose we dont really understand how Smaug deck working. Can you be more specific and explain which phase Smaug come to the game when you change him and so on? And also about burn damage as well? There is should be the rule sheet from the quest box but we didn have it……… Thank you Kobby and Glaurung.
  2. richsabre said: Glaurung said: I look on the quest and encounter cards and it look really cool. But i dont understand 2 things 1 Resolve burn damage. What is mean?? I must to put this number f damage to the lake-town or??? 2 Smaug had his own deck. So when you revealed him from this deck??? yes….location cards have Burn X on them….smaug and treachery cards will say resolve all burn damage in play so if you have cards in play that amount to 5 burn damage, 5 damage goes on lake town smaug has his own deck which you reveal seperate from the encounter deck. you have to state where he will go- staging area or engage you, then you draw him basically you want to choose engage every turn….all smaugs have 7 ish threat so it gets tough with all the locations to quest rich richsabre said: Glaurung said: I look on the quest and encounter cards and it look really cool. But i dont understand 2 things 1 Resolve burn damage. What is mean?? I must to put this number f damage to the lake-town or??? 2 Smaug had his own deck. So when you revealed him from this deck??? yes….location cards have Burn X on them….smaug and treachery cards will say resolve all burn damage in play so if you have cards in play that amount to 5 burn damage, 5 damage goes on lake town smaug has his own deck which you reveal seperate from the encounter deck. you have to state where he will go- staging area or engage you, then you draw him basically you want to choose engage every turn….all smaugs have 7 ish threat so it gets tough with all the locations to quest rich [/quote Hi. Me Me Gaurung print out all the cards from this quest but cannot play it cose we dont really understand how Smaug deck working. Can you be more specific and explain which phase Smaug come to the game when you change him and so on? And also about burn damage as well? There is should be the rule sheet from the quest box but we didn have it……… Thank you Kobby and Glaurung.
  3. richsabre said: Glaurung said: I look on the quest and encounter cards and it look really cool. But i dont understand 2 things 1 Resolve burn damage. What is mean?? I must to put this number f damage to the lake-town or??? 2 Smaug had his own deck. So when you revealed him from this deck??? yes….location cards have Burn X on them….smaug and treachery cards will say resolve all burn damage in play so if you have cards in play that amount to 5 burn damage, 5 damage goes on lake town smaug has his own deck which you reveal seperate from the encounter deck. you have to state where he will go- staging area or engage you, then you draw him basically you want to choose engage every turn….all smaugs have 7 ish threat so it gets tough with all the locations to quest rich [/quote Hi. Me Me Gaurung print out all the cards from this quest but cannot play it cose we dont really understand how Smaug deck working. Can you be more specific and explain which phase Smaug come to the game when you change him and so on? And also about burn damage as well? There is should be the rule sheet from the quest box but we didn have it……… Thank you Kobby and Glaurung.
  4. I have Just published our combo Decks in here (Rep # 9) : www.fantasyflightgames.com/edge_foros_discusion.asp try and use them. once you put 2 Unexpected courage on Beravor, you have an insane draw capability. don't count the number of turns you have to play as these kind of decks build slow. threat is always manageable and resources are handled by attaching steward of Gondor on Eowyn. (before getting steward Theodred helps as needed). Before you get UC on Beravor you can abuse Brand ability by drawing enemies to the Spirit/Lore deck and let Brand kill them to stand Beravor up. with 3UC, Gleowine out and the regular card you draw at the beginning of each round you can draw 10 cards with Brand it can be up to 12 cards!!!! (please note that we never put 3UC on Beravor as we always put on on Gimly or Brand, was just trying to make a point). once you have all your deck in your hand getting TGG again and again is easy (use them get discard back, use them get it back........) . Also please note that by using TGG in a 2 players game to reduce 2 from each you are losing 2 threat each use. better use to reduce 6 and then reduce 6 again, i can recall maybe once or twice in emergency that i used it to reduce 2 for each. Regarding the number of card, if one of you have more than once core together you have at least 3 cores and that is enough. also I know that is probably the worst place to say it but if you don't have 3 core sets between you and you friend, I am sure FFG wount mind you proxing a card or 2 (its not a tournament after all) just for the sake of testing(especially not if that would convince you to buy that extra core set ). Regarding the use of Gandalf, we also, in many cases, found ourselves use him to damage enemies (especially on MaO) but that is ok as the spirit lore deck can manage the threat for both (at least most of the times). If you need any more tips feel free to ask or PM me. Cheers
  5. Dwnhmcntryboy said: I understand you got your panties in a bunch at the prospect of being jumped on so I will let this slide, after all you perceived an attack. No deck out there is perfect. NONE I don't care what Glarrung says..Friendly stab.. I am saying that if you play, not as you described, and can break 50-50 on lvl 5 or higher you have a **** good deck. Osgiliath is a pain in everybodys ass and I have yet to beat it solo but come **** close every time in 2 player. We have played it 20+ times. We play every Tuesday 3-4 times a night and then move on before the headaches fully entrench. Try these combination of Decks for 2players: Tactics/Leadership Heroes · Gimli · Brand son of Bain · Theodred Allies (22) · Beorn (x1) · Descendant of Thorondor (x3) · Faramir (x2) · Gandalf (x3) · Gondorian Spearman (x3) · Landroval (x1) · Radagast (x1) · Snowbourn Scout (x3 · Veteran Axehand (x2) · Winged Guardian (x3) Events (11) · Feint (x3) · Quick Strike (x3) · Sneak Attack (x3) · Swift Strike (x2) Attachments (17) · Celebrian's Stone (x2) · Citadel Plate (x3) · Dunedain Mark (x3) · Dunedain Warning (x3) · Horn of Gondor (x2) · Song of Kings (x1) · Steward of Gondor (x2) Spirit/Lore Heroes Eleanor Eowyn Beravor Allys (22) Lorien Guide x3 Northern tracker x3 The Riddermark's Finest x3 Daughter of the Nimrodel x3 Gildor Inglorion x1 Gleowine x2 Henamarth Riversong x2 Haldir of Lorien x1 Miner of the Iron Hills x2 Gandalf x2 Events (19) A Test of Will x3 Dwarven Tomb x3 Fortune or Fate x1 Hasty Stroke x3 The Galadhrim's Greeting x3 Will of the West x1 Stand and Fight x3 Lore of Imladris x2 Attachments ( 9 ) Unexpected Courage x3 A Burning Brand x2 Protector of Lorien x2 Song of Wisdom x2 These Decks are close to perfection and can beat any scenario (including Nightmare mode). trick is to let the Tactics/leadership Deck go first quest for 7-8, 1st player draw a Wolves From Mordor and let 2nd player pass (so 2nd wolves will go to 1st player as well). Me and Glaurung have played them against MaO more than 10 times and did not lose even a single time, yet. I dont say you can win 100% (i dont think there is a deck that can handle drawing 2 more wolves on the 1st round and then 1-2 captains on the 2nd ), but you will be close to it. BTW the Spirit/lore deck can beat MaO solo for more than 50% (I would guess 70% and above but didn't try it that many times to be certain) as well.
  6. I was Sure I had it right. took a long time to do it, shame i need to delete it. still, deck took out MaO a lot of time ( with out the mistake). seems like Osgiliath is the trickiest on the 1st few rounds if you manage to pass them you will probably win.
  7. I have a very powerful Spirit/Lore (Eleanor/Eowyn/Beravor) & Tactics/Leadership (Theodred/Gimli/Brand son of Bain) Decks,( of you dont have brand, you can use Thalin). you can find the Spirit/lore deck in here javascript:void(0);/*1319908759561*/ (under rep#14), although some of the cards are not from the core box, the original version was from the core, so you can sub any cards you dont have with cards from the core box. Cheers
  8. IMO you should play your deck few times and see how it fits. If you are running may allies (and tactics have a lot of cheap ones) i believe you will see that in many cases you will rather sacrifice a cheap ally than playing it due to its high cost. also like every one else suggested before me, adding at least 2 songs to your deck will help your resource management a lot. Cheers
  9. Glaurung said: Actually i just realize Ancient Matton is a perfect combo with Riddermark finest. You play Matton on location and if you have Horse you just get rid of Location and get 3 cards. Not bad. I like it a lot. Its a nice combo but not for this deck. this deck already have insane ability to draw cards, but have problem with resources, AM just gives you more of what you have and take from what you lake.
  10. you might be right. But this deck was not designed for a solo play and not for MaO only. Eleanor is a back up cancel when revealed and with 2 def she is a decent defender. I don't see any other spirit hero fitting more for this deck atm.
  11. Nice writeup and nice Deck, it is very similar to a deck i am running as a part of a 2 deck combo (together with Glaurung) and that made me try it solo against MaO. It is not designed to go solo and is not design to be specifically against MaO (Its a take them all kind of deck), but surprisingly it was doing very good as a solo deck against MaO. Heroes Eleanor Eowyn Beravor Allys (22) Lorien Guide x3 Northern tracker x3 The Riddermark's Finest x3 Daughter of the Nimrodel x3 Gildor Inglorion x1 Gleowine x2 Henamarth Riversong x2 Haldir of Lorien x1 Miner of the Iron Hills x2 Gandalf x2 Events (19) A Test of Will x3 Dwarven Tomb x3 Fortune or Fate x1 Hasty Stroke x3 The Galadhrim's Greeting x3 Will of the West x1 Stand and Fight x3 Lore of Imladris x2 Attachments ( 9 ) Unexpected Courage x3 A Burning Brand x2 Protector of Lorien x2 Song of Wisdom x2 you can play with it as is for a more than avg win % against MaO or fit it better for Massing ( probably change L.o Imladris for Erebor Hammersmith ) for even better win %. I saw you are running Ancient Mathon, i tried it few times on my deck and I never found it helped my deck that much, every time i drew it i much have rather drew an UC (or any other card for that matter) I strongly suggest getting a 3rd UC instead one of the A.M, I would also drop a copy of Will of The west. I have one in my deck and its enough to handle 2 decks discard piles changing it for another dwarven tomb will give you better control IMO. Cheers
  12. silverhand77 said: Kobby said: silverhand77 said: Dam said: 7 to start off with (leaving only 43 to draw through), 9 per turn eventually (8 from Beravor + 1 each turn), that's 50+ cards in 5 turns by my math (9x5 = 45 + 7 = 52). Of course resources are an issue as is drawing all 3 UC, but then again, there is Ancient Mathom for 1 resource -> 3 cards. I've seen 35+ cards with Beravor + 2x UC in my games (vs Carrock of course, there is all the time in the world for hoarding cards during stage 1) in somewhere around 10 turns without fully optimising the draw as well (throwing a few cards for the other deck as well) Yep I can see that your maths is correct. However I still don't think you could pull it off 8 consecutive times in a row especially with massing in the mix. You wouldn't have much time to hoard cards in massing. Hi Silverhand77, I am the guy who plays with Glaurung and i can assure you we are not cheating. the mechanics of the decks was already explained (i deck is protector and other one is control/quest), Massing is tricky in the first few turns (my estimation is 3-4) and after that you can prety much know if you are going to win or not, the trick is letting the Tactics/leadership deck be the 1st player. questing is done depending on draw (but usual quest value is 7-8) depending on how much we lose by we raise out threat (starting threat is 26 for the s/l and 29 for t/leadrship) you never reach 35 so you are safe for a round or 2 before next wave of enemies (Wainriders). starting of combat both snaga come to the spirit/lore deck and tactics/leadership get both wolves (he draws one and one goes automatically as he is the 1st player). Again you play now according to what you drew, for example if s/l deck can deal with the shadow effect Gimly can take an undefended attack (and then he can kill a wolf by himself) if t/l have sneak attack with Gandalf u can play it kill one and def against the other if you have feint or quick strike can use as well. on the spirit/lore front usually you take one or two undefended attacks (if you managed an unexpected courage or an ally and you Eleanor didnt cancel a shadow effect you have a potential of defending both) and then beravor kills one snaga. usually if you survive (8to 9 times out of 10 you will ) the rest is pretty much the same but easier as the staging area threat is lower, as you play your list of ally's is getting bigger and bigger as well as your hand (with the help if Beravor). must of the time after the initial 2-3 turns you wont have to deal with more than one enemy at a time and even if you do the t/l deck have enough sentinels that by then one is out and can help or the s/l dealing with it by itself. resources issue is addressed by Theodred horn of Gondor and Steward of Gondor. once you have Faramir is out its an easy cruise to the end. you don't even need to kill Witch King as both players will have enough questing value to do it in one go (Faramir and/or P.O Lorien makes sure of that). Cheers I can see what you mean about how your decks work. But please let me assure you I'm not accusing you of cheating, I just thought you might not be following the rules correctly or perhaps playing by a house rule, But I can see that you're not. Apologies for any misunderstanding around that. Having said that, I do feel strongly that enjoyment of the game comes down to how we choose to play it. You guys are absolutely free to include or exclude and cards you want from your decks to make it harder and more challenging and therefore more enjoyable for yourselves. If your deck doesn't have an ulimited draw mechanic I believe you will find the challenge you are looking for. silverhand77 said: I can see what you mean about how your decks work. But please let me assure you I'm not accusing you of cheating, I just thought you might not be following the rules correctly or perhaps playing by a house rule, But I can see that you're not. Apologies for any misunderstanding around that. Having said that, I do feel strongly that enjoyment of the game comes down to how we choose to play it. You guys are absolutely free to include or exclude and cards you want from your decks to make it harder and more challenging and therefore more enjoyable for yourselves. If your deck doesn't have an ulimited draw mechanic I believe you will find the challenge you are looking for. Well, for me the challenge is in the deck building. As I am the one who built both Original Decks ( we evolve them as we play, new scenarios come and new cards are available) and basic strategy of how they should work I take great pleasure in seeing how well they work against any quest even against new quests. Both decks are generic and can work against any quest without the need to change cards (you can min max them even further for each specific quest so they will work even better, but there is no real need for that). for me that was the real challenge, after that its just enjoying the game . Glaurung is arguing (and is right ) that we need some more quests like MaO, I believe we all agree that Emyn Muil was a big disappointment. I dont say that every quest should be lvl 7 or higher but there should be some balance. Cheers
  13. silverhand77 said: Dam said: 7 to start off with (leaving only 43 to draw through), 9 per turn eventually (8 from Beravor + 1 each turn), that's 50+ cards in 5 turns by my math (9x5 = 45 + 7 = 52). Of course resources are an issue as is drawing all 3 UC, but then again, there is Ancient Mathom for 1 resource -> 3 cards. I've seen 35+ cards with Beravor + 2x UC in my games (vs Carrock of course, there is all the time in the world for hoarding cards during stage 1) in somewhere around 10 turns without fully optimising the draw as well (throwing a few cards for the other deck as well) Yep I can see that your maths is correct. However I still don't think you could pull it off 8 consecutive times in a row especially with massing in the mix. You wouldn't have much time to hoard cards in massing. Hi Silverhand77, I am the guy who plays with Glaurung and i can assure you we are not cheating. the mechanics of the decks was already explained (i deck is protector and other one is control/quest), Massing is tricky in the first few turns (my estimation is 3-4) and after that you can prety much know if you are going to win or not, the trick is letting the Tactics/leadership deck be the 1st player. questing is done depending on draw (but usual quest value is 7-8) depending on how much we lose by we raise out threat (starting threat is 26 for the s/l and 29 for t/leadrship) you never reach 35 so you are safe for a round or 2 before next wave of enemies (Wainriders). starting of combat both snaga come to the spirit/lore deck and tactics/leadership get both wolves (he draws one and one goes automatically as he is the 1st player). Again you play now according to what you drew, for example if s/l deck can deal with the shadow effect Gimly can take an undefended attack (and then he can kill a wolf by himself) if t/l have sneak attack with Gandalf u can play it kill one and def against the other if you have feint or quick strike can use as well. on the spirit/lore front usually you take one or two undefended attacks (if you managed an unexpected courage or an ally and you Eleanor didnt cancel a shadow effect you have a potential of defending both) and then beravor kills one snaga. usually if you survive (8to 9 times out of 10 you will ) the rest is pretty much the same but easier as the staging area threat is lower, as you play your list of ally's is getting bigger and bigger as well as your hand (with the help if Beravor). must of the time after the initial 2-3 turns you wont have to deal with more than one enemy at a time and even if you do the t/l deck have enough sentinels that by then one is out and can help or the s/l dealing with it by itself. resources issue is addressed by Theodred horn of Gondor and Steward of Gondor. once you have Faramir is out its an easy cruise to the end. you don't even need to kill Witch King as both players will have enough questing value to do it in one go (Faramir and/or P.O Lorien makes sure of that). Cheers
  14. We tried the Nightmare mood few days ago, tbh, it too easy, i have 2 copies of Protector of Lorien in my Spirit / Lore deck (on to put on one of my heroes and one to put on the Tactics/Leadership Deck), towards the end we discarded all non essential starting starting cards (basically you can even control your starting hand but that is an overkill). will of the west and Dwarven tomb made sure we get the discard pile back. Nightmare mode became Real easy mode we we stopped playing it. @Lenbo: 3 will of the west is an overkill, and a wasted 2 card space. on any game you don't really need it (face it how many games you draw every thing and sill need to get your discard more than once or even at all?) and in nightmare mode you only need it towards the end of the end and by controlling your next encounter starting deck (not hand) you can make sure you get it fast (leave it in discard and any Dwarven Tomb will get it back for you). Beravor with the help of one unexpected courage (or two) will make sure you get all you deck in your hand fast. @Ghostwolf69: Like mentioned on earlier post, G.Greeting made sure our threat is lower than our starting threat at the end of each encounter.
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