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Puzzle2

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Posts posted by Puzzle2


  1. Svenn said:

    Puzzle said:

     

     There seems to be some confusion about what these songs actually do. This discussion happened in another thread before, but the text on the card reads that the attached hero gains a (insert sphere here) resource icon. It does not state that the hero becomes a member of the other sphere. This allows for the hero to make a resource match with cards to pay for them, but would not allow for the attachment of sphere specific cards like Burning Brand.

    There were people on both sides of the argument, and I am certainly not a game designer with authority to make this call, but it is my opinion this will be addressed and clarified in the next FAQ.

     

     

    Err, this is really a discussion? I thought this was pretty clear. They gain that resource icon, thus "becoming a member" of that sphere. The card doesn't say "Attached hero can spend resources as if they were *insert sphere*" it says "Attached hero gains a *insert sphere* resource icon". Since that icon is what determines the sphere a hero belongs to, why can't cards be played on them as if they were that sphere?

    It seems silly to me to even try and limit it to only resource usage.

    EDIT: For further clarification, the rulebook states

    "9. Resource Icons: Found only on hero cards, these icons indicate the sphere(s) of influence to which resource tokens in this hero’s resource pool belong. They also indicate to which sphere(s) the hero card itself belongs."

    The rules themselves say right there that the Resource Icons indicate which sphere(s) the card belongs to. The Songs specifically state that they add a Resource Icon to the hero. Who needs a FAQ? ;)

    I stand corrected. I hadn't looked at the card descriptions in the front of the booklet, just the phases description of paying for resources. Thanks for including this reference. This was probably the reason I was confused. I'll have to play these a little differently now.


  2.  There seems to be some confusion about what these songs actually do. This discussion happened in another thread before, but the text on the card reads that the attached hero gains a (insert sphere here) resource icon. It does not state that the hero becomes a member of the other sphere. This allows for the hero to make a resource match with cards to pay for them, but would not allow for the attachment of sphere specific cards like Burning Brand.

    There were people on both sides of the argument, and I am certainly not a game designer with authority to make this call, but it is my opinion this will be addressed and clarified in the next FAQ.


  3. Cletus said:

    Nice.

    But yes, bring on the hobbits! Am hoping for some sneaky, stealthy ways of playing to go along with them!

    I hope they have some events to help hobbits "sneak" in for an attack. Something that ignores enemy defense, or at least subtracts from it. This already exists in the encounter deck as a shadow effect and it would be nice for us to have the same opportunity as players.


  4. lleimmoen said:

    One a side note, I hope there are card coming for him. Especially we should see Asfaloth!

    I am interested to see more cards come out that have a bonus to specific heroes. As of right now we have Celebrian's Stone for Aragorn, but not much else. I hope they use the larger expansions to provide these since they have more player cards in them. I would like to see Sting with a mechanic like "+1 to defense when defending against an orc. If bearer is a hobbit, +1 to attack."

    For Boromir (who was the original topic) I would like to see his shield. It could give a plus to defense for everyone (maybe +1), but additional hit points if wielded by Boromir (+2).  


  5.  So I am really just interested to see if anyone else has been playing this and what the experience has been. 

    I have failed each time, but I constructed my first four-sphere deck and after this last play I see at least a glimmer of hope. Sure I was a little lucky on the draw (Steward and three 2 cost allies), but you need a little luck in this game. I was able to get to stage 4 and put 5 wounds on the Witch King. Unfortunately the threat was too much to handle with low questing power on my end. I drew a lot of locations and most of them increase in threat when you cross the Anduin. I was facing a threat of 12 in the staging area. I lasted exactly one turn at this stage.

    Thoughts out there?


  6. Glaurung said:

    Bohemond said:

     

    Boromir will be the hero in the dead marshes.  As for thoughts, I am dying to load him down with Dunedain Marks and Warnings.  He won't mach Gimili's ability to chew through high end opponents in a single swing, but he can handle crowds of opponents better than anyone we have seen thus far. 

     

     

    Yes Boromir is really promising guy. Looks like he is  the best hero since core set. I already see him in my deck.

    As a solo player I am really excited about Boromir because enemy management can be a bit of a problem right now. It's mostly solved by a large number of allies and the few cards that ready others (like Unexpected Courage), but with Boromir there is no limit. With his ability you could play Gandalf to lower your threat, attack three enemies with Boromir, and still come out ahead in the threat department. He will replace Legolas in my Spirit/Tactics deck I mess around with.


  7. DurinIII said:

    So, what I am trying to say is this: have fun. Don't worry too much about being "behind" on the expansions. Customize the core set until you get bored with it and buy some more expansions. 

    I think this is the ultimate goal of any game. Two quick comments though. First, solo play is all about deck building; don't get too caught up on your favorite heroes or combos. They may work for one scenario and then be horrible at another. Second, I always describe this game as designed for co-op play with the option for solo play. The game mechanics encourage more than one player and the scenarios are easier when you add a second person. This does not mean you shouldn't play solo (I only play solo), but then you have to accept a higher losing percentage.


  8.  Actually I beat CatC 3/4 times using a Leadership/Lore deck with Theodred, Prince Imrahil, and Beravor as my heroes. This quest is all about preparation. Everyone loves Spirit because of its threat management, but there are no bonus points for having low threat. Simply use the Gandalfs to keep threat at a comfortable level and get it below 34 before advancing. Use the card draw abilities of Lore matched with the resource generation of Leadership and you can almost play your deck at will after a few rounds. Also, after some buffing, Theodred can do most questing on his own. When he needs help you can use Imrahil, chump block with a small ally, and then use Imrahil again to attack.

    Small combo note: this is the first AP in which I used Forest Snare to grab one of the big unique trolls (10 hit points). I hit him for 9 and then used Infighting to transfer these wounds to Hill Trolls in the staging area and collect the victory points without engaging them.


  9.  So I just won for the first time solo on JtR. Final threat of 32 (not that this means too much). Leadership/Tactics deck with Song of Wisdom for some Lore card play (healing cards and card draw). Theodred, Prince Imrahil, and Legolas. I was a bit lucky on my initial draw. Out of the first seven cards I got Steward of Gondor, Dunedain Quest, Song of Wisdom, and a Gandalf.

    I used Gandalf for card draw every time except for once on this game. I almost lost it - Wilydor did have 19 wounds but I was able to draw a Lore of Imladris to keep going. Difficult AP, but this makes success that much sweeter!


  10. Bohemond said:

    Move away from single sphere decks.  Try a dual sphere deck (Spirit and Leadership work well together).  Solo play requires that you do some deck building.

    What Bohemond says is true: solo requires some advanced planning and deck building before you take on a scenario because you cannot count on a teammate for support. You have to choose cards and heroes that can fill multiple roles. Your three major roles are questing, defending, and attacking, but then you also have some abilities that can come in handy. One example would be Beravor who you can keep back for defending, but if there are no enemies, you can then exhaust her to draw cards.

    Also, the use of allies are key in solo for the same reason. Find a balance of low cost characters and those with strong abilities. Use them as chump blockers and then attack with your more powerful heroes or unique allies. 

    I have only played solo myself, and I don't play double handed either. It is difficult, but once I got the hang of it I have about a 50% win rate, which I would consider good. Keep at it and look here for advice and tips; this is a very supportive community.


  11.  So far I am 0 for 4, all solo games. I played the first three with some unaltered decks that I have used in the past and I lost convincingly. I tailored a deck with Leadership/Tactics heroes and then a splash of Lore with the songs. This was by far my best outing, but some very unlucky draws both from the encounter deck and from my cards had me lose in the end. 

    Like Mighty Jim said, I think a little bit of a lucky streak in the draw will be required, but I think I now have the right combination of cards to take it on. We will see if I can get a couple of games this week before the new AP drops and Osgiliath comes to my door. 


  12.  I had to wait until Friday (pay day) but I finally got it ordered. I will be excited to get this and see exactly how challenging it is. Up until now I have only played solo because of a recent move to a new state. However, the difficulty of this scenario might force me out to my new local shop for a partner.


  13. Bohemond said:

    In addition, she becomes easier to field with more people. She may not excel in solo games, but is a stronger character in three and four person games in which you can afford to have her not commit to other activities and her ability to ward of disastrous treachery cards will come up more regularly. If treachery cards did not trigger when she used her ability, she would be, far and away, the best hero in the game.
    r abaility to cycle throgh cards is essential in that scenario.

    I would have to agree with this comment here. I think in solo games you are better off putting in three copies of A Test of Will when running the spirit sphere. This has the added benefit of just ignoring the 'when revealed' text and not having to draw another card off the encounter deck. Solo you really need heroes that can pull double duty and without any buffing Elanor just isn't a good choice for attacking or defending. 


  14.  This is correct. I just picked up this AP and haven't played it yet, but I would probably stay away from using Glorfindel's ability unless it was a dire need. As a neutral ally, Radagast will be much easier to replace. Also, Radagast can heal more than one wound at a time, which makes it a much better reward for the sacrifice of the card. Save up his resources and then play them at once. Keep in mind Wilyador can only be healed up to 5 wounds at a time.


  15. Glaurung said:


    Other wise i still can play Tracker by Stand and Fight but cannot commit hi to the quest.  But still can use him later for defend or attack.

     

     

     

     

    This second line is the correct way to play this combo. You have to announce all questing characters and exhaust them at the beginning of the phase. You can play an event card like Stand and Fight to bring in the Tracker, but you cannot commit him to the quest because the 'commit characters' step of the phase is already done.


  16. scottindeed said:

     I love using Dunhere (hence my Avatar).  I had him with all three Dunedain Marks against Conflict at the Carrock for taking out the Trolls from the staging area.

     

    Excellent point. Once you buy the first AP (The Hunt for Gollum) Dunedain Mark will become your go-to attack boost. With a cost of only 1 leadership resource and a permanent +1 to attack it is a must have if you run with any leadership heroes in the mix. This is also the first attachment that you can transfer from one hero to another, which means if something happens to Dunhere you don't have to lose this attachment.

     


  17.  Out of the core set Blade of Gondolin and Dwarven Axe are your only choices to boost attack permanently. As pointed out, Blade is a little more situational, but it also costs only 1 resource and has the added bonus of advancing the quest when Dunhere defeats an enemy. These two options might be something you switch in and out depending on the encounter you are running. If it is high in orcs, go with the Blade, if not go with the Axe.


  18. Before the AP's came out I was able to beat JDtA with two different core decks, and with only one set. The first was a Leadership/Lore deck with Aragorn, Theodred, Beravor. Forest Snares and Gandalfs to reduce threat are a key to running this deck on this scenario. Second deck was Spirit/Tactics as some have already suggested with Eowyn, Dunhere, and Legolas. A couple Blades of Gondolin on Dunhere allows him to pick off the large number of orcs in the staging area and advance the quest.


  19. I have a Leadership/Lore deck that I tool around with during each AP and for Carrock I have won 2/3 attempts with scores of 30 and 33. 

    I also have a Tactics/Spirit Deck that lost three times in a row so I am going to go back and rethink my strategy. I don't have any heroes in this deck with a defense greater than one so every time a Muck Adder comes up I end up losing someone if I have no allies to block. I am going to try simply substituting Gimli for Legolas to see what happens.

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