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RGun

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About RGun

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  1. Where do these fit into the saga scenario? Are they both played after the 3rd scenario of the Dark Riders, or do they fit in between some of the Dark Rider scenarios?
  2. I have 1 core set and all expansions/APs released to date. My vote is C. However, I think a more interesting poll may be what people think about how fun the scenarios are to play as that is perhaps a more important consideration than difficulty level (maybe a poll for another thread). a) Getting more fun with each cycle b) Staying the same c) Getting less fun with each cycle In my opinion, so far the developers have done an excellent job making each scenario unique and with a slight variation of the core mechanics and I would vote a) above. However, there is only so much variation one can come up with to the core mechanics before it would become somewhat repetitive I think and I wonder how far away that point is?
  3. I've been playing solo from the beginning and prior to HoN had about a 33% win rate, and have won all of the quests except for Escape from Dol Guldor and the 2 PODs. I generally build decks specific for each quest. With HoN I was able to win Peril in Pelargir once after about a dozen tries and have yet to win either of the other 2 (came within 1 progress token of winning Cair Andros). However, I like the HoN quests and the fact that the designers are trying to introduce new mechanics and make the quests all unique. I like a challenge and would be bored if the quests were all easy to win. I suspect the HoN quests will be much easier once all of the cards from the AtS cycle are available. It's my guess they do most of the playtesting using all of the cards available in the deluxe expansion and associated cycle of APs and then figure out a way to split up the player cards across the packs. I think the difficulty numbers are set based on having the full pool of cards available.
  4. I've got all of the quests released to date and have been able to win them all playing solo with the exception of the PODs and Heirs of Numenor. The quests in Heirs are very difficult and I've only been able to win the first one. Last night I got 14/15 progress on the last stage of the Siege of Cair Andros in a desperate attempt where I threw all my characters at the Quest phase just to come 1 short and then get destroyed in the combat phase. However, my experience has been that the 3 quests in a deluxe expansion are initially very hard but then when you have all the cards from the follow-on cycle they are much more managable. I think when FF does play testing and "assigns a difficulty" to the quests they do so based on using the complete pool of cards from the deluxe expansion and follow-on cycle. So until you get the cards from the cycle the initial quests are going to be fairly difficult.
  5. Tracker1 said: RGun said: Arghhh…after playing this quest solo 2-handed about 15 times over the last month and not yet winning I finally thought I was going to claim victory tonight only to have it snatched away from me at the last minute! I was on the final quest stage and it looked like if I committed all my characters to the quest I could win through….so with 13 characters committed I started turning over encounter cards….wham…first card is the @#$%$ Watcher in the Wood…"When revealed raise each players threat by the number of questing characters". Game Over. Finished. Nothing left to do but pack the cards away. I've had that happen a few times. The trechary cards are brutal in this quest, so I just tried a deck including Eleanor and three test of wills and two dwarves tombs to counter this. In a solo one handed game last night, I used her, Beorn, and Beregond, and they really hung in their for the win. 21 rounds, 49 threat, and both Beregond and Beorn were destroyed. I almost went through the encounter deck twice. A lot of this is attributed to the consistent treachery cancelation of Eleanor and the spirit threat reduction cards she has access to. What a game! I tried adding some of the lore encounter deck manipulation cards to my deck, as well as Eleanor and still got destroyed 3 more times. This quest just has me tied up in knots for some reason, to-date it's the only one other than the PODs that I haven't been able to win. I've only played it solo 2-handed though, maybe it's easier solo with one deck. I'm going to take a break for now and move onto Seige of Cair Andros…maybe some cards in the new Hobbit expansion will be what I need to get through it.
  6. Arghhh…after playing this quest solo 2-handed about 15 times over the last month and not yet winning I finally thought I was going to claim victory tonight only to have it snatched away from me at the last minute! I was on the final quest stage and it looked like if I committed all my characters to the quest I could win through….so with 13 characters committed I started turning over encounter cards….wham…first card is the @#$%$ Watcher in the Wood…"When revealed raise each players threat by the number of questing characters". Game Over. Finished. Nothing left to do but pack the cards away.
  7. I am really enjoying these scenarios, but I too am getting crushed. I decided to start playing solo 2-handed for HoN, expecting it to be more fun but quite a bit easier. Boy was I wrong. I was right on the fun part but so far I am 1 W, 10 L against Peril in Pelargir and 0 W, 12 L against Into Ithilien so overall win rate is about 5%. I strated out trying to play Gondor and Rohan decks, and then switched to Dwarf and Eagle decks. thought I was going to win my last game but made a bonehead play and had victory snatched from me at the last minute. It did give me encouragement that I could win with my decks though. As a comparison my win rate previously playing solo 1-handed was about 30%. I am really curious to see what the new player cards will be in this cycle as I expect they will make it much easier against these quests. As most people have said, Into Inthilien is not a difficulty 4 quest using the current card pool but it may likely end up being that difficulty level when you have the pool of cards from the new cycle at your disposal.
  8. Glaurung said: HON is amazing. I really love it! Difficult and very very hard solo. And as i see encounter cards is 3 times more powerful in 2 player game.Really need to cooperate with your partner to win. this is just my trhough ( i still didn try 2 or more player game). Anyway HON is really what i waiting for! Yeah, I'm a solo player and I just changed to play 2-handed. I was worried this would make the quests too easy for me as I enjoy a good challenge and would be bored if I won most of the time. Appears I had nothing to worry about - I am getting crushed by Peril in Pelagir and haven't yet attempted the other two. Flipping over 2 cards from the encounter deck with the treacheries and enemies in HoN makes it very difficult (e.g. colloratoral damage becomes a beast). I've avoided using a dwarf deck as I wanted to try some new cards (a little bored of dwarves at the moment having used them for all of Khazad-dum) but I may need to go back to them. My Gondor and Eagles decks just aren't working for me.
  9. **** Zealous Traitor! I finally made it to stage 3 for the first time and was all set to make a massive push when out springs Zealous Traitor and takes out 6 of my allies! I thought I could still make it until to my dismay I realized it was not a Battle stage and the majority of my remaining party all had crappy willpower….
  10. In the previews for some of the new adventure packs some of the new event cards speak to "the printed sphere" of a hero. Does this mean only the resource icon on the actual hero card, or if you play some attachments that give a hero additional resource spheres would they count as printed spheres? Trying to figure out if you need decks with 3 heroes from the same sphere to play these cards or whether you can use attachment cards to make them playable (e.g. Song cards).
  11. Starting to play some of the Heirs of Numenor Quests and have discovered that Vassal of the Windlord is a very powerful card now as for only 1 cost it gives you +3 Attack which can be used for questing during Battles. Since you are using it for questing the forced condition requiring it to be discarded does not trigger.
  12. I also think this is a harder difficulty level 5 then previous ones. There isn't a single killer treachery card or shadow effect like in some previous quests, but almost all of the treacheries and shadow effects are nasty and have a significant impact. It also makes it more difficult when you need to share attack across both quest and combat. I am still curious how FFG determines difficulty level. I wonder if it is based on using all of the cards available in the latest cycle as I think that is how they playtest.
  13. It arrived at my FLGS last Wednesday.
  14. I got a chance to play the first quest from the new expansion last night and I didn't get very far but early indications are that this will be a good set of quests. I've just started playing 2-handed solo so I put together a Gondor and a Rohan deck and proceeded to start the first quest, which is difficulty level 5. Usually I don't have much trouble with level 5 quests, but I quickly got trounced and within 5 turns my Gondor Heroes were all dead and I hadn't even made it past the first stage. This quest starts in an Inn where you are given a secret scroll to protect, but immediately you are tracked down and a brawl in the inn breaks out. It was the first Battle quest I had to deal with, which made my Rohan deck pretty useless and meant my Gondor heroes had to both carry the load questing and fighting which didn't end well for me. I think I'll need to swap out the Rohan deck for a good tactics deck next time. Overall, really enjoying this one so far. The new mechanics and card effects I've seen so far are interesting, and I really felt like I was in a bar room brawl with thieves trying to steal the scroll from me. It's also a nice change to get out of the dark dungeons of Moria and see some new/wilderness locations and enemies.
  15. I'm a long time solo player, but have just started playing solo with 2 decks and have what is probably a pretty basic rules question. Near the end of the rules it describes how you can play attachments on other player's cards, hence giving them control. I know there are some ally cards that can also be transferred from player to player. My question is with respect to what happens to the cards when they go out of play - I believe the rules are pretty clear in that they state that they always go back to the original owner's deck/hand/discard pile, not the player who currently has control. I just want to make sure I am interpreting correctly because this means you need to keep track of who owns what, which will be pretty difficult to remember correctly unless everyone use different color/type of sleeves for their decks, or everyone is playing completely different spheres with no overlap. Since I'm playing 2-handed solo I'm planning to use 2 different colored sleeves - any other suggestions?
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