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***Update***
With the same deck I have now made it through CAC, JRT and HEM. I did make it throught HFG but I had to make changes to my deck for CAC so I am going to go back for HFG. I think there is so much luck that goes into CAC that "expert mode" is out of the question almost right away.
But off to Dead Marshes and RTM! I'll keep you posted on how it goes, and if I can in fact get through all of Mirkwood using "expert mode" rules.
"I am wise enough to know that there are some perils from which a man must flee." - Faramir, The Two Towers
***Update***
Dead Marshes went without much of a fight. The only issue was having to do an escape check with enough power left over to fight off a marsh adder. RTM got me though. Pretty exciting game; I even thought I was going to win. One deck had a 48 and the other had 49 threat on the last turn. Quested almost everyone, but pulled hill troll. Got 15 will to 3 threat but didn't have enough power to beat the troll in the combat phase so the turn ended an I lost due to high threat. ![]()
"I am wise enough to know that there are some perils from which a man must flee." - Faramir, The Two Towers
I would really like to see some of these decks people are using to play 2 handed solo. Would anyone be willing to post them?
"Its a dangerous business Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to."
hendersondayton said:
I would really like to see some of these decks people are using to play 2 handed solo. Would anyone be willing to post them?
i havnt time now to post decklists but my general idea when approaching two handed is split each deck into the 2 obvious needs- questing/healing and fighting/defense with card draw and resource draw split between the two
one deck is usually single tactic with hama/legolas and other….beregond at the moment. i have thicket of spears so this with hamas recycle cant really keep enemies back. then the heros get through them easily enough
feint is in there for when i dont want to use all 3 resources. usual weapons….rivendell an gondolin blades and bow for legolas. citadel spear and plate for beragond. hama i usually leave as is.
the other deck changes but i was using my flight to the ford deck- frodo/glorfindel spriit/ strider lore
sometimes i switched frodo for elrond to give more ally options.
the deck is pretty much noldor with all the dwarrowdelf power cards in.
after that it really comes down to using ranged and sentinel effectively so that the questing deck need rarely be ready. once allies are out the killing power can get quite high
im currently working on two decks that are gondor and rohan to be able to use all the new cards along with the event with the banners on. it should be a nice theme deck
rich
Author of the forum Tolkienology Series
1:ElladanElrohir 5:Origins of orcs…..
2:Loose ends & mysteries 6: Could've Beens
I will try to work thru your suggestions. I also look forward to seeing your deck build.
"Its a dangerous business Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to."
***Update***
RTM has been defeated! It seems like if you don't make it in 6 turns forget it. I have to repeat HFG since I changed the decks radically to beat CAC. I don't foresee any problems, but I will post a list after I make sure I can do HFG.
"I am wise enough to know that there are some perils from which a man must flee." - Faramir, The Two Towers
Ran through HFG very quickly beat it on the first try with this deck. So as requested here are the decks I used to beat every scenario without changing a single card (using all 6 Mirkwood chapters and 1 core set):
Deck1: Deck 2:
Heroes: Heroes:
Eowyn/Frodo Baggins/Theodred Brand son of Bain/Denethor/Legolas
Spirit Allies: Lore Allies:
Elfhelm x1 Gildor Inglorion x1
Northern Tracker x2 Haldir of Lorien x1
Lorien Guide x3 Miner of the Iron Hills x2
Eomund x1 Tactics Allies:
Westfold Horse Breaker x3 Landroval x1
Escort from Edoras x3 Decendant of Thorondor x1
The Riddermark's Finest x3 Eagles of the Misty Mountains x2
Leadership Allies: Veteran Axehand x3
Snowbourn Scout x2 Gondorian Spearman x3
Neutral Allies: Winged Guardian x3
Gandalf x3 Vasal of the Windlord x3
Spirit Events: Neutral Allies:
Ride to Ruin x3 Radagast x1
The Galadrim's Greeting x2 Lore Events:
Mustering the Rohirrim x3 Gildor's Council x3
Astonishing Speed x3 Lore of Imladris x3
Leadership Events: Tactics Events:
Sneak Attack x2 The Eagles are Comming x3
Spirit Attatchments: Meeldor's Flight x3
Ancient Mathom x3 To the Eyrie x3
Leadership Attachments: Lore Attachments:
Stewart of Gondor x2 Self Preservation x2
Dunedain Signal x2 Forest Snare x2
Dunedain Warning x3 A Burning Brand x2
Dunedain Mark x3 Tactics Attachments:
Neutral Attachments: Support of the Eagles x3
Son of Kings x2 Blade of Gondolin x1
Song of Travel x1 Horn of Gondor x1
Neutral Attachments:
Song of Wisdom x2
Song of Battle x1
Hope any of this helps. Also any ideas for improvements are welcome. Also please keep me posted if you try to duplicate my results. My games were (wins/total/score) HFG 1/1/119, CAC 1/12/165, JTR 1/2/150, HEM 1/2/184, DM 1/2/163, RTM 1/4/128. Pretty good scores but my win rario is terrible in CAC.
The final verdict I think is that "expert mode" as defined in the rules is not possible. I think it is just too unreasonable not to reset your threat after each chapter. So I propose a "story mode" since it is not used yet. Follow all expert mode rules except clear damage and reset your threat after each quest. The catch is you cant change your heroes or deck from adventure to adventure.
I dont know if anyone will particularly care, but if enough people are interested I will give the same type of update to the Kazad-Dum and Dwarrowdelf cycles. Also more stuff as it comes out. I can also go back and redo the core set if anyone is clammoring for it.
"I am wise enough to know that there are some perils from which a man must flee." - Faramir, The Two Towers
Dont know if anyone is still reading but I'll post this anyways.
I have finished Kazad Dum actually very easily. Single handed it was always close and you could get overwhelmed very easily. With a deck for questing and defense and another for fighting and healing I actually breezed through it two handed. I will admit on "Flight From Moria" I was extremely lucky and found the abandon tools on the initial staging and got "Escape from Darkness" as my third quest card, which enabled be to beat the quest in 5 turns. The hardest quest was actually into the pit for me due to bad draws in the initial staging. So my record for going through Kazad Dum (using only 1x Core + all 6 Mirkwood chapter packst + 1x KD expansion) is:
Quest (Win/Total Games/Score)
Into the Pit (1/3/153), The Seventh Level (1/1/151) and Flight From Moria (1/1/122).
For the Deck I wanted to make a Dwarf themed deck so I totally started over. In hindsight the Rohan runner deck I have listed previously would have worked better because of Eowyn's willpower, but storywise you cant explore mines with horses so I changed it up. So for my decks I have a Leadership/Spirit and a Tactics/Lore, the idea being Quest and defense in one and fighting and healing in the other. The decklist is:
Deck 1: Deck 2:
Heroes: Heroes:
Dain Ironfoot/Dwalin/Gloin Bifur/Gimli/Thalin
Allies (Leadership then Spirit then Neutral): Allies (Tactis then Lore):
Snowbourn Scout x3 Horseback Archer x2
Faramir x1 Gondorian Spearman x3
Longbeard Orc Slayer x2 Veteran Axehand x3
Silverlode Archer x2 Veteran of Nanduhirion x3
Guard of the Citadel x3 Miner of the Iron Hill x2
Zigil Miner x3 Daughter of Nimrondel x3
Lorien Guide x3 Events (Tactics then lore):
Gandalf x3 Stand Together x1
Events (Leadership then Spirit): Feint x2
Sneak Attack x2 Khazad! Khazad! x3
Durin's Song x3 Blade Mastery x3
Untroubled by Darkness x3 Quick Strike x2
Will of the West x2 Ancrestral Knowledge x3
A Test of Will x2 Gildor's Council x3
Hasty Stroke x2 Lore of Imladris x3
Strength of Will x2 Attachments (Tactics then Lore):
The Galadrim's Greeting x2 Dwarrodelf Axe x3
Dwarven Tomb x1 Citadel Plate x1
Attachments (Leadership then Spirit): Dwarven Axe x2
Celebrian's Stone x1 Horn of Gondor x1
Stewart of Gondor x1 A Burning Brand x3
Dunedain Warning x3 Forest Snare x2
Dunedian Mark x3 Self Preservation x2
Unexpected Courage x1
Favor of the Lady x2
The first thing that jumped out at me was how few dwarves there are up to this point. So to get to 50 I did have to add some men and elves and of course never travel without the grey wizard. It is not the best dwarf deck thematically, but oh well. I have alwaysed used Eowyn as a crutch because of her high will and basically been good to quest with her, but Dain Ironfoot is fantastic to help others quest. Also Dwalin kicks @$$, his threat reduction is so amazing I used him mainly to attack orcs. I think these excersises in minimalism, using only what is released up to the point of the quest publication has helped me discover much about this game and how different cards work. Playing two handed has also expanded the card pool and helped me see value in teamwork cards like "wandering Took" and "Gildor's Council".
I hope this helps anyone who plays solo and encourages them to play two handed. I was afraid it would be to complex at first, but now I dont think I will go back to single deck playing. It has also helped me beat "Return to Mirkwood" and "Escape From Dol Guldur" for the first time and made it a truly enjoyable experience.
"I am wise enough to know that there are some perils from which a man must flee." - Faramir, The Two Towers
I am still here & enjoying this. I went through the same journey at the beginning of the year although I started out with the two handed version. I have now tried single player & can't imagine going back ;) TBH I have a buddy to play 2 player with now & Octgn is tricky 2 handed …
definately still paying attention! Thanks for posting!
"Its a dangerous business Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to."
Good to know! I'll hopefully have an update on Dwarrodelf soon. Right now I'm stuck on Road to Rivendell. I keep questing with Arwen then getting a shadow card that says: " Discard exhausted allies." And when Arwen leaves you loose, so that sucks. Anyways thanks for the feedback and I'll try to post again soon.
"I am wise enough to know that there are some perils from which a man must flee." - Faramir, The Two Towers
flightmaster101 said:
Good to know! I'll hopefully have an update on Dwarrodelf soon. Right now I'm stuck on Road to Rivendell. I keep questing with Arwen then getting a shadow card that says: " Discard exhausted allies." And when Arwen leaves you loose, so that sucks. Anyways thanks for the feedback and I'll try to post again soon.
Tip - don't quest with Arwen. Early game or in emergencies you may have to but once you have some ally questing power she is better off at home along with as many heroes as possible. I do not like the design of those two killer cards Sleeping Sentry & Orc Ambush but you can play around the first & the Ambush is very random (helpful if it pulls down a sniper). I got huge satisfaction from beating this with my spiritless deck twice in a row now.
Pickles said:
Tip - don't quest with Arwen. Early game or in emergencies you may have to but once you have some ally questing power she is better off at home along with as many heroes as possible. I do not like the design of those two killer cards Sleeping Sentry & Orc Ambush but you can play around the first & the Ambush is very random (helpful if it pulls down a sniper). I got huge satisfaction from beating this with my spiritless deck twice in a row now.
That is exactly what happened, early killer card. In the first two turns I used her to quest for 2 reasons: 1. Will until I had Allies out and 2. Resource generation for Spirfindel. So you can imagine my frustration shuffling three decks, prepping the play area only to lose in the combat phase of turn two.
"I am wise enough to know that there are some perils from which a man must flee." - Faramir, The Two Towers
I have only played this game solo 2-Handed, but I have found it to be a bit easier but tons more fun if you use slighty modified rules as follows:
Lord of the Rings, Living Card Game House Rules
Version 2.01
To facilitate this scoring system use decimal dice to record the number of rounds played, and another set of decimal dice to keep a record of victory points gained.
Questions with answers
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