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iznax

Trouble in Tharbad

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Marvelous.

One of two things I was missing in LOTR was the use of "Ranged" characters in solo play which obviously is supported in this expansion pack.

Second thing is "Sentinel" keyword which I hope also will be supported in solo play.

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Marvelous.

One of two things I was missing in LOTR was the use of "Ranged" characters in solo play which obviously is supported in this expansion pack.

Second thing is "Sentinel" keyword which I hope also will be supported in solo play.

There is monsters like bats from distant mirkwood cycle who can be attacked or defended only by characters with ranged or something.

gandalfDK likes this

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Just picked up my pack.  I was flipping through the cards and wondered: does Herald of Anorien require a resource match when putting the second ally into play?  I don't think so.

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Just picked up my pack.  I was flipping through the cards and wondered: does Herald of Anorien require a resource match when putting the second ally into play?  I don't think so.

From the release article:

"Herald of Anórien (Trouble in Tharbad, 57) arrives. Better yet, if you feel you’re truly doomed, you can give the Herald “doomed 2” when you play him and bring into play another ally of printed cost two or less. In this way, the Herald even allows you – or a teammate – to recruit allies that don’t match your spheres of influence, expanding your deck-building options by allowing a mono-Leadership deck to recruit powerful allies like Gléowine (Core Set, 62) or Arwen Undómiel (The Watcher in the Water, 58), whose game texts can change how your deck functions."

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Just finished the quest with a Caldara deck. Glorfindel and Frodo assisted my new favorite heroine in beating the quest in 7 rounds. Despite my low starting threat, the encounter deck throws some pretty threat-heavy enemies and locations. My threat limit was lowered to 40, but it was never an issue in the game. In fact, the average questing deck will probably not have any problems with quest phase 1.

 

In phase 2, I had 4 total enemies in play and 2 locations total, despite taking on 1 enemy every round. Here threat management becomes an issue, as even 1 or 2 points can result in double engagements. Thanks to Emery and Arwen, I only lost one ally and then finished the phase in 2 turns after bringing in a Shipwright and a Northen Tracker back from the discard pile thanks to Caldara, then getting her back thanks to fortune or fate. Quite some time was spent in this phase going over engagement options and I could see it turning ugly quickly under other conditions. I never fought the nastiest enemies, Mellanarch's followers or whatever.

 

All in all I enjoyed *** thanks to its innovative approach to threat mechanics and the many options surrounding engagement checks and travelling options. Because a standard deck can beat it easily, I feel that its difficulty level is quite appropriate. It felt like a breath of fresh air. I plan on playing it again between harder and longer quests. 

 

Kudos to FFG for introducing unconventional victory conditions in the latest packs.

 

By the way Caldara is awesome and I highly recommend playing her!

 

Edit: looks like we cannot use acronyms for Trouble in Tharband without triggering the profanity filter. :D

Edited by FetaCheese
iznax likes this

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Played this twice, lost the first time using the ally free deck I was using on 3 trials, not enough questing power. So I added in some allies, but it was still not super heavy on questing. I won the 2nd game, but it took 16 rounds. I was down to the 10 threat out limit. It took forever to make it through the first stage, but the second stage was cleared in 2 turns, so i found it a bit anti-climatic after the long struggle, at which point i thought i might lose many times.

Did I like the quest? Somewhat. I'll have to try it some more, with some different decks. The time mechanic was a bit of a nuisance to keep track of especially since there are tons of effects to remove counters, and even i was very close to losing many times, i never felt very frightening like it does in other quest, because the real reason for losing was more associated with the threating out mechanic rather than with being beaten into the ground by the encounter deck, so that felt really different, and in some ways it was a bit boring. Basically it felt harder than it is, but it's really not that hard.

I'll give it some more tries with some different decks to get a better sense of it.

FetaCheese likes this

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Try a Khaza Dum era deck Tracker. An old fashioned questing deck using modern cards largely trivialises the quest. Feels something like a Shadows of Mirkwood adventure with a shiny new coat of paint. Still, this is a difficulty 4 IIRC so it is to be expected I guess. Perhaps in multiplayer it would be more of challenge, I don't know. Still, after the beating endured by Dunlendings, I don't mind something lighter. 

Edited by FetaCheese

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I try another deck with Haldir, and I can pretty much complete he whole quest without an enemy engaging. Having the main mechanic be about lowering your threat through questing at stage 1 along while just about every difficult enemy in the encounter deck being above 30 engagement, makes the scenario quite simple for a deck that focuses on attacking the staging area. By the time stage 2 is reached it only takes a round or 2 to win.

Overall, the scenario design is an interesting Idea, but the path to victory is so straight forward and predictable that I don't see getting much replay value out of it. That being said, i certainly do not mind this scenario every once in awhile.

I have not tried to use secrecy cards and deck on this yet. It probably could work well since the scenario makes it so easy to achieve secrecy. Although, i'm shying away from it because it's kind of a false secrecy set up by the scenario, if i took the same deck and played it against another scenario with high expectations since it did well on the current scenario, i'd probably be in for a rude awakening. Personally I'd like secrecy to be a viable option on many scenarios, and not have to be given customized quests that allow me to play that type of deck.

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My super-hero attachment deck lost its first game and then I switched to elves and destroyed the quest.  Finished 2B in one turn.

 

I didn't do it, but I think A Watchful Peace and/or Shadow of the Past to recur Hidden Alleyway could be quite powerful.

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Won on our first attempt playing blind today.  2-player game with Haldir/Merry/Pippin(Lo) ranger deck on one side and Dunhere/Denethor/Glorfindel(Sp) questing deck (with Dunhere on the staging area) on the other.  

 

It took us awhile to build up enough questing power to start really getting our threat down, but the encounter deck did not build up momentum thanks to Haldir and Dunhere removing all threats and Glorfindel taking down locations here and there.  I think we got past stage 1 after about 6 rounds, but the time counter never went off thanks to some helpful locations adding counters and preventing them from being removed.

 

We finished the second stage in two rounds.  The last card revealed was Get that Dwarf!  Bellach was in the staging area, and this would simply have ended the game in failure, even though we very much owned the board for the rest of the game.  Luckily, we had A Test of Will and we won.. but this is one of those awful scenario-ending cards like Sleeping Sentry that you just have to prepare for.  Other than cancellation, I suppose all you can do is engage all high-attack enemies ASAP (imperfect solution) or boost Nalir's HP or defense some way (Arwen, Ring Mail, Hardy Leadership).  It's a pretty easy scenario with a curve ball; I'm not a fan of that card.

 

Overall, we had a nice easy run, only engaged 1 enemy in the entire game.  Denethor was not needed for defense, so he got to have a good time looking at the encounter deck.

 

We enjoyed it, but it probably won't be a frequently played quest for us.  

Edited by GrandSpleen

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The last card revealed was Get that Dwarf!  Bellach was in the staging area, and this would simply have ended the game in failure, even though we very much owned the board for the rest of the game.  Luckily, we had A Test of Will and we won.. but this is one of those awful scenario-ending cards like Sleeping Sentry that you just have to prepare for.  Other than cancellation, I suppose all you can do is engage all high-attack enemies ASAP (imperfect solution) or boost Nalir's HP or defense some way (Arwen, Ring Mail, Hardy Leadership).  It's a pretty easy scenario with a curve ball; I'm not a fan of that card.

 

 

I did not find Get that Dwarf to be a game ender.  Any ally or hero that the player controlling  Nalir can defended it, so it might destroy the defender, but as long as someone is ready it should not be an issue.  If the attack was undefended damage would be assigned to Nalir,  but he is not responsible for having to defend the attack.

 

Unless I'm miss interpreting something here.

PsychoRocka likes this

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The last card revealed was Get that Dwarf!  Bellach was in the staging area, and this would simply have ended the game in failure, even though we very much owned the board for the rest of the game.  Luckily, we had A Test of Will and we won.. but this is one of those awful scenario-ending cards like Sleeping Sentry that you just have to prepare for.  Other than cancellation, I suppose all you can do is engage all high-attack enemies ASAP (imperfect solution) or boost Nalir's HP or defense some way (Arwen, Ring Mail, Hardy Leadership).  It's a pretty easy scenario with a curve ball; I'm not a fan of that card.

 

 

I did not find Get that Dwarf to be a game ender.  Any ally or hero that the player controlling  Nalir can defended it, so it might destroy the defender, but as long as someone is ready it should not be an issue.  If the attack was undefended damage would be assigned to Nalir,  but he is not responsible for having to defend the attack.

 

Unless I'm miss interpreting something here.

 

I had this wrong initially but MyNeighbourTrololo corrected me:

http://community.fantasyflightgames.com/index.php?/topic/113059-trouble-in-tharbad-spoilers-at-cgdb/?p=1196939

 

Really doesn't seem that bad at all so long as you have a ready character/defender.

 

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Hmm, so the attack is directed at Nalir but if you have other defenders you can actually defend with those? Wow, that sounds very interesting and creative. Props to Caleb and Matt for coming up with an actually interesting escort mission. So at first we had Arwen who contributed but was in no real danger (and if she was, you were dead already), and now I had thought that they had gone to the other extreme, that Nalir was absolutely vulnerable to attacks made directly to him. But know that I know that you can defend him with other characters, the quest becomes so much more interesting!

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Yea this quest isn't too tough solo. But I could see it being quite tough with 3+4, since Nalir would be raising a players threat by 4 each turn

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Here's my Silvan deck which was able to score consistent solo victories.  Naith Guide and Feigned Voices are so fun and O Lórien! finally pulls everything together.  The big surprise for me, however, was how useful The White Council was.  Originally included just for event recursion on some of the key Silvan stuff, it turned out to be remarkably handy to ready a hero in a pinch with an action from my hand.

 

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Of course, there is still little else that brings as much joy as using Hands Upon the Bow to one-shot a boss villain in the staging area.  With Rivendell Blade and Black Arrow on Legolas, you can use the event to drop Bellach before he ever does anything and then, with Foe-Hammer, draw 3 cards for the pleasure!  (Not to mention 3 progress on The Crossings of Tharbad for Legolas and his Blade of Gondolin.)  Quite epic!

 

It was also nice to be able to use our new hero (Haldír) and new archetype (Silvan) with the quest that came in the box with the cards.  Recent tradition has been to include Objective-Allies (like Faramir and Gríma) or specific-build quests that can't be beaten with the new player cards forcing you to pull out an old scenario to try your new toys.  I like this better.

 

Finally, it's nice not to get kicked repeatedly in the teeth by a new quest every once in a while.  This was light and fun.  Thanks FFG!

Edited by Kerstoid
iznax and GondorianFire like this

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