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Everything posted by Denison

  1. A few years ago Discord did not exist. Nearly all of the traffic went there. The community is as vibrant as it ever has been, thanks in large part to the Cardboard of the Rings podcast leadership. They have done a nice job sustaining interest and enthusiasm with the game through some minor product droughts. The Discord group is an extremely positive and generous community. Head over there if you need a constant stream of LOTR LCG chatter!
  2. Works just as easy on normal mode. The big change I made since posting is adding Armored Destrier for Dain. So helpful to have him defend once and then ready to boost everyone after.
  3. Here is my favorite dwarf fellowship: http://ringsdb.com/fellowship/view/4431/sellswords-miners It includes hero Gandalf, but I found that he makes the dwarf mining mechanic infinitely more reliable.
  4. Here is my playthrough of the Dwarrowdelf Cycle on Normal Level. Penalizing scoops by adding to the score definitely brings a new tension to the game. I encourage others to give this play mode a try! Starting Heroes: Thorin, Ori, Dain; Nori, Gandalf, Gimli http://ringsdb.com/fellowship/view/4431/sellswords-miners(I’ve made a few modifications since this was posted, but just some fine tuning) Valar Earned: 15 Fallen Hero List: Nori, Gandalf, Dwalin Into The Pit Valar Earned - 0 Fallen Hero List - None Notes - Threat for both teams was 48. So no surprise that 3x Signs of Conflict boosting threat a total of 6 for both sides nearly defeated the fellowship. Dark and Dreadful also kept thinning the pack of dwarves. No locations or enemies were of concern. The Seventh Level Valar Earned - 0 Fallen Hero List - Nori (Replaced with Dwalin) Notes - Undisturbed Bones shadow took out Nori. Cave Troll came out in setup and Chieftan of the Pit came out in the second round. Had to engage both immediately, but managed the win. Flight From Moria Valar Earned - 0 Fallen Hero List - none Notes - VP up to 7, but no A Foe Beyond drawn. Had Dain and Gimli with Citadel Plates just in case! The Redhorn Gate Valar Earned - 2 Fallen Hero List - none Notes - First scoop resulted when Avalanche led to three undefended attacks and one lost hero in the second round. Played a second time with no Valar and won it handily. Road to Rivendell Valar Earned - 0 Fallen Hero List - none Notes - Orc Ambush actually helped pull a Goblin Archer out of the staging area. The second Orc Ambush only pulled down one orc enemy, so the one card that can wreck about any deck had minimal impact. Shadow effects can kill Arwen here, but only one did damage to her. I was holding my breath on about 5 attacks after that. Watcher in the Water Valar Earned - 5 Fallen Hero List - none Notes - 1st game earned me two Valar when SETUP produced 3 locations and three enemies. 2nd game earned me one Valar when I threated out trying to open the door. 3rd game ended early with a Wrapped tentacle taking Dain under the sea. I had such good opening hands I did not use the Valar points for those three games. Then I decided to curb stomp the quest and gave out one extra resource to five heroes. Longbeard Elder scried the encounter deck and had the right card to discard for the win. The Long Dark Valar Earned - 2 Fallen Hero List - none Notes - Played the 1st game wrong and counted that as a scoop. Forgot to add threat to locations. Would have activated all lost keywords and bad things would have happened. 2nd playthrough was unremarkable. Foundations of Stone Valar Earned - 2 Fallen Hero List - none Notes - 1st lost was due to two bats and no ranged. Undefended attacks finally caught up to me. Gandalf finally got Shadowfax but fell to a bat swinging for 6 (3 other enemies and a shadow boosting +2). Bats again wrecked heroes on the second try. Shadow and Flame Valar Earned - 4 Fallen Hero List - Gandalf, Dwalin Notes - Heroes all exhausted in an attempt to push the Balrog into the pit but came up short by 3 card cost for a first game lost. 2nd and 3rd losses failed to come up with enough chump blockers. Missing Nori right about now! Lost some heroes in the final win, but it’s the last game of the campaign, so while sad, no further ramifications.
  5. Absolutely brilliant concept. Campaign mode is my favorite way to play the game, but there is usually one or two quests that are fundamentally different from the rest that thwart my effort to carry a team all the way through the nine quests. I usually waste time playing those outliers countless times to stick to my overall goal. "Cycle Campaign" mode is now my default mode of playing,
  6. 10% if I'm being generous. So many scoops. But I also play the Nightmare decks. My last game, for instance, things were going fine until surge effects brought six encounter cards into play. I went into "Alternate Universe" just to see how it might play out differently (still lost.) It's not the destination...
  7. Hello fellow Hoosier! Im in South Bend, but I will brings decks when I am in Indy.
  8. http://www.ringsdb.com/decklist/view/1615/first-turn-grimbeorn-1.0 I've always found Gondorian swarm decks lacking due to the card draw weakness in mono-Leadership builds. Erestor fixes that. The problem with Erestor is paying for things before they disappear. Captain's Wisdom fixes that. With so much resource generation available in the card pool I was curious how quickly a player can pay for the biggest ally in game: Grimbeorn the Old who needs 8 Leadership resources. If he were drawn in the first round, it is possible to pay for him right away with this deck. What surprised me more was beating the Nighmare version of Carrock without much effort. I'm looking forward to trying this out on some other quests. If you take it for a spin, let me know!
  9. Using this lineup, beat it on stage 2: http://www.ringsdb.com/fellowship/view/180/angmar-champions. In the 3rd round it was 7-8 with Stormcaller in the lead with all ships at stage 2. Used the combat team and Silver Wing for the Sailing test. Using 4 characters for the Sailing test triggered an engagement with Swift Raider, leaving the staging area clear, except for Stormcaller. Questing team went for 15, with Dream-Chaser, and easily caught Stormcaller. Combat team was about to take 17 damage in undefended attacks, but Sahir called it a day. I cease to be amazed about the different ways the designers contort the mechanics to keep the game fresh.
  10. I searched for this topic because I was uncertain if Haldir's ability was disallowed in the first round or not. I was playing that Haldir could not snipe in round 1. Starting round 1 with 4 resources in an all-Tactics deck featuring Mablung is a strategy I am going to try immediately against the Dread Realm.
  11. Now that Horn of Gondor reads: “Response: After a character is destroyed, add 1 resource to attached hero’s pool.”, post-shenanigan we get just the one resource from Treebeard's departure, right?
  12. I initially discounted Palantir because I assumed all attachments would go on a surviving hero. The risk/reward ratio still deters me from using it. Attaching it to a leaving hero, however, and exhausting it for the effect gives the remaining player the information of the next three encounter cards with no penalty. That's a no-brainer inclusion! After you see what is there, maybe you DO go for another round.
  13. This could define a whole new mode of playing solo. We could call it "Parting Gift" mode. Since you will only see seven cards, I didn't include any cards that need combos to work. These are only zero or one cost cards to make sure a maximum number of cards are utilized. The deck is also universal with its attachments and do not need specially-traited heroes on the other team to work. Thematically, my favorite is Hail of Stones, which turns the card into a hit and run tactic. Solo Boost Total Cards: 50 Heroes (starting threat: 32) Boromir (The Dead Marshes) Caldara (The Blood of Gondor) Treebeard (The Treason of Saruman) Attachments (35) 2x Arod (The Treason of Saruman) 3x Blade of Gondolin (Core Set) 3x Dagger of Westernesse (The Black Riders) 2x Horn of Gondor (Core Set) 3x Ancient Mathom (A Journey to Rhosgobel) 3x Miruvor (Shadow and Flame) 3x Spare Hood and Cloak (Over Hill and Under Hill) 2x Thrór's Key (On the Doorstep) 3x Ent Draught (The Treason of Saruman) 3x Expert Treasure-hunter (On the Doorstep) 3x Ithilien Pit (Encounter at Amon Dîn) 3x The Long Defeat (The Battle of Carn Dûm) 2x Keys of Orthanc (The Voice of Isengard) Events (15) 3x Hail of Stones (Road to Rivendell) 3x Courage Awakened (Trouble in Tharbad) 3x Radagast's Cunning (Core Set) 3x Ravens of the Mountain (On the Doorstep) 3x Rumour from the Earth (Return to Mirkwood) Deck built with Rivendell Councilroom
  14. Tried this quest solo with the Cirdan/Arwen/Beregond line up from the last quest, not knowing what this encounter deck had in store. Defeat came soon in 2B when I too had that Skipper double-take when I saw the boss text (Wh-what?!?) Won this on my first try solo swapping out Beregond for Damrod. Thematically I like to try to keep the same deck together for all three quests in an expansion, but could not conceive how to do it here. I was pleased to limit the changes to one hero. I spent many rounds painstakingly getting my allies out while keeping the Corsair count to a minimum. Elf-stone worked perfectly getting Beorn and OHUH Gandalf to the table while conserving resources for Forest Snare and Lords of the Eldar. 2B began by chump-blocking with all three of my Sailors who were all previously readied by Elwing's Flight. I played that the Sailor's were all finished questing so all died in combat. I thought for a moment that because they had been committed to the quest that they might not take damage in combat, but that can't be right, right? Either way, helped by Lords of the Eldar, Cirdan, Treebeard, Galdalf, Galdor, Damrod and boosted Beorn took out Sahir. Next turn put Forest Snare on Na'asiyah and cleaned up locations over the course of two rounds. Kudos to the designers for keeping the game fresh with fun, new mechanics and player cards that were easy to integrate and play without waiting for new APs to augment them. The Noldor discard mechanics make deck building a bit easier for average types like me. No need for perfect synergy when you have consistent card draw and the need for discard fodder. Grey Havens was my favorite expansion to experience for the first time. Thematic wins and great surprises.
  15. I remember it being insane for solo when it came out. Nice job!
  16. Had to swap in Beregond for Galdor in my Cirdan/Arwen/Galdor deck from the first quest. Needed a defender and access to some attack in the form of the new tactics ally. Won on the second try with 8 locations in the staging area and threat at 42. Luckily I found the shrine on the second try. The enemy combos triggered putting all three of my cards at the bottom of my deck forcing me to fail several shadow card tests. Beregond, shield and UC doesnt care. Lords of the Eldar was the mvp again getting me over the staging area mess. The quest mechanics help recycle Lords by putting the bottom card of the draw pile in the discard pile. At the end I managed to pay for Lords twice in the same round. Was surprised how easy it was to manage the top of the discard pile to make sure the new ally abilities were in effect. With Elven Light the Sailors were always questing for 2. Sacrificing an ally at the right time made sure Mithlond Sea-watcher had her boost.
  17. Second try with Cirdan/Arwen/Galdor was a breeze in solo. After the soul-crushing difficulty of the last two scenarios, I was grateful for a win! Used the Explorer's Almanac to take out the initial location and avoided an early engagement with the Scouting Ship. The Explorer's Almanac is the most overlooked card of the set and might be the most game-changing. Players have pleaded a long time for a multi-player location-lock solution and now they have it. The new allies turned out to be sailing test fodder and I didn't use their abilities at all. Used Narelenya/Arwen to get two Northern Trackers out early and lost the pursuers with a final Lords of the Eldar. Definitely fun using many of the new cards, but felt weird never engaging an enemy. That's life on high seas!
  18. 3x Deep Knowledge is key and will get Treebeard out sooner if you can live with the threat, which I find isn't too much of a problem in the current cycle. We Are Not Idle is a great suggestion for not only the fourth resource but that one card draw effect is nice.
  19. @JanB Your multi-player version looks solid. A top-tier Ent deck needs the possibility of a first-round Dernidingle Warrior (good) or Treebeard (best). One way to achieve that additional resource without Grima is Wealth of Gondor. @Rajam This deck was fun until it stalled against the last two Angmar scenarios. Not sure how much of an indictment of the deck that is given the recent criticisms of those quests, but those scenarios exposed the principal weakness of this deck - lack of cancellation. Worse than threat issues was the lack of a response to overwhelming shadow effects and treacheries. Swapping out Ever Vigilant with Feint is a wise first step to address that issue, but I'm not sure it's enough to cement this deck as a consistent solo deck moving forward (and solo using one deck is my play style and what the deck was designed for). Entmoot really helps thin the draw pile of Ent cards so that sneaky-Gandalf pops with regularity and contains the threat level. I was surprised just how often the unique allies hit the table. That said, careless piloting of this deck can easily result in threating out. Knowing how aggressive the encounter deck is with threat is key. Doom bonuses are best used in the first couple rounds to get things going, but used only in emergencies thereafter. The Ents are so combat focused and unhelpful in questing upon entry that the heroes are consistently needed to quest and do little more. Hero-centric combat attachments mainly go unused. Black Arrow is one of my favorite cards, but the Ents don't need much help with attacking. I also learned that Steward of Gondor, no matter how tired I am of using it, really helps to flood the table with Ents. This deck is fun to play and I've had success going back to some of the earlier nightmare quests where brute force can carry the day.
  20. Many suggestions from previous posts were incorporated and now the deck is more balanced and running smoothly. Thank you for all of the feedback! The first four scenarios of the Angmar cycle were all competitive and wins resulted about a third of the time. The need for more card draw was apparent after a weekend of using the deck. Deep Knowledge was brought in and all Ranged cards were purged. With extra doomed cards here, Gandalf was used exclusively for threat reduction. With 12 two-cost-or-less allies in the deck, the herald reliably brought in an Ent or a key supporter. Steward of Gondor can certainly be used here to good effect, but resources are typically ample without it. Army of Ents Total Cards: 50 Heroes (starting threat: 30) Faramir (The Land of Shadow) Gríma (The Voice of Isengard) Mablung (The Nin-in-Eilph) Allies (25) 2x Herald of Anórien (Trouble in Tharbad) 3x Booming Ent (The Antlered Crown) 3x Derndingle Warrior (Escape from Mount Gram) 1x Skinbark (The Land of Shadow) 1x Beechbone (The Battle of Carn Dum) 1x Gléowine (Core Set) 1x Henamarth Riversong (Core Set) 1x Quickbeam (The Treason of Saruman) 3x Wandering Ent (Celebrimbor's Secret) 3x Wellinghall Preserver (Across the Ettenmoors) 3x Gandalf (Core Set) 3x Treebeard (The Antlered Crown) Attachments (8) 1x Celebrían's Stone (Core Set) 3x Ent Draught (The Treason of Saruman) 1x Wingfoot (The Nin-in-Eilph) 3x Keys of Orthanc (The Voice of Isengard) Events (17) 2x Ever Vigilant (Core Set) 3x Sneak Attack (Core Set) 3x Boomed and Trumpeted (Escape from Mount Gram) 3x Daeron's Runes (Foundations of Stone) 3x Deep Knowledge (The Voice of Isengard) 3x Entmoot (The Treason of Saruman) Deck built with Rivendell Councilroom
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