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War of the Ring: Warriors of Middle-earth» Forums » Rules

Subject: Call to Battle Cards? rss

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Dustin Ratliff
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Just got my set in the mail today and looking through everything, I'm completely lost on what exactly the Call to Battle cards are. The rules say to set hem aside and that there are six per side, two per faction, but which ones are the actual Call to Battle cards and which are event cards meant to be shuffled into the usual decks?
 
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Billy Babel
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keep reading the rules, they are different cards; their backs look like event cards but that's strictly to disguise them. They are their own separate cards that you can take into your hand and play when the appropriate faction is present, and can take them back into your hand after a battle.
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Raf B
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+1

One way to think of them is like event cards that only have a combat portion, don't count toward your hand limit, and that are tied to the presence or proximity of faction figures.
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Marty Sample
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If you've played Battle of Five Armies, I think they are similar to the combat cards you draw for that game during battles.
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Atanasije Stojkovic
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I got really hyped up when I heard they're going to include some elements from BoFA, but my first impression after hearing about their contents are that they may be a bit generic. It's like almost no difference between all three races.
 
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David Williams
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Sargeras777 wrote:
I got really hyped up when I heard they're going to include some elements from BoFA, but my first impression after hearing about their contents are that they may be a bit generic. It's like almost no difference between all three races.


The Ents, Dead Men and Corsairs are all quite different. While there are some mechanical similarities between the Ents and Dead Men, the rules about keeping them in play are different and they have different strengths. For example Dead Men can kick the Shadow out of a region with ease just by attacking once.

There are 3 factions which act in similar ways - Spiders, Dunlendings and Eagles. Eagles move differently to the other two and are more mobile. They all primarily help via their Call to Battle cards, so the rules describe them in very siilar ways. In fact the Dunlendings and Spiders have almost identical rules.

They do have quite different effects though, because the details are in the cards. Spiders can help hunts down the Fellowship while Dunlendings are more focused on normal battles. The Eagles have some cool card effects and can jump to join a battle from 4 regions away.

I did feel the spiders and wild men were quite similar but I think that was mainly because I didn't get chance to play their more specialised cards.
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Holman
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Why do the Call to Battle cards look like event cards? Is there any point to "disguising" them when your opponent knows which factions are in play and that you automatically get the cards when appropriate?

What am I missing?
 
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Raf B
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Since the defender chooses a combat card after the attacker, disguising call to battle cards as event cards makes it harder for the defender to anticipate and mitigate the attacker's chosen card. Whether it is Deadly Strife or Swarm of Bats or a dastardly Call to Battle card has a big influence on what I might play in response.
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Holman
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Rafamir wrote:
Since the defender chooses a combat card after the attacker, disguising call to battle cards as event cards makes it harder for the defender to anticipate and mitigate the attacker's chosen card. Whether it is Deadly Strife or Swarm of Bats or a dastardly Call to Battle card has a big influence on what I might play in response.


D'oh! Of course. That makes perfect sense.
 
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Stephen Lovell
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TheCheeto71 wrote:
Just got my set in the mail today and looking through everything, I'm completely lost on what exactly the Call to Battle cards are. The rules say to set hem aside and that there are six per side, two per faction, but which ones are the actual Call to Battle cards and which are event cards meant to be shuffled into the usual decks?


Specifically, the Call to Battle cards have the event icons on the back, and pictures of the factions on the front at the bottom. They will all also say, "Play if X faction is (in the same region, adjacent to, etc) the army."
 
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Atanasije Stojkovic
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Orion3T wrote:
Sargeras777 wrote:
I got really hyped up when I heard they're going to include some elements from BoFA, but my first impression after hearing about their contents are that they may be a bit generic. It's like almost no difference between all three races.


The Ents, Dead Men and Corsairs are all quite different. While there are some mechanical similarities between the Ents and Dead Men, the rules about keeping them in play are different and they have different strengths. For example Dead Men can kick the Shadow out of a region with ease just by attacking once.

There are 3 factions which act in similar ways - Spiders, Dunlendings and Eagles. Eagles move differently to the other two and are more mobile. They all primarily help via their Call to Battle cards, so the rules describe them in very siilar ways. In fact the Dunlendings and Spiders have almost identical rules.

They do have quite different effects though, because the details are in the cards. Spiders can help hunts down the Fellowship while Dunlendings are more focused on normal battles. The Eagles have some cool card effects and can jump to join a battle from 4 regions away.

I did feel the spiders and wild men were quite similar but I think that was mainly because I didn't get chance to play their more specialised cards.


I may be misunderstanding you, but does that mean that as long as you have Dead Men aside an attacking army you can, essentially, permawin every single battle?
 
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Jason Dexter
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Not necessarily. It depends on how many you have. Each dead man would be able to hit on average 1.5 regular shadow army units. So an army of 4 dead men would be able to take about 6 attackers.
 
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David Williams
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Sargeras777 wrote:
Orion3T wrote:
The Ents, Dead Men and Corsairs are all quite different. While there are some mechanical similarities between the Ents and Dead Men, the rules about keeping them in play are different and they have different strengths. For example Dead Men can kick the Shadow out of a region with ease just by attacking once.


I may be misunderstanding you, but does that mean that as long as you have Dead Men aside an attacking army you can, essentially, permawin every single battle?


I assume you were referring to the quote I have left in?

It depends what you mean by 'permawin'.

The Dead Men can always force a Shadow army to retreat from the region they attack, without even needing to destroy all the units. All they need to do is attack once.

So if the FP have units adjacent to the region, and can get 2 consecutive actions (or the Shadow makes a mistake and has nothing allowing them to move their armies) they can attack with the dead men (forcing the Shadow to retreat) then move their own units into that region on their next action.

The Shadow needs to be rather careless (or perhaps unlucky if they roll too many Eyes) to allow this, but it is certainly a threat the Shadow should be aware of.

Quote:
Not necessarily. It depends on how many you have. Each dead man would be able to hit on average 1.5 regular shadow army units. So an army of 4 dead men would be able to take about 6 attackers.


I wasn't referring to destroying the entire army. Just the fact they force a retreat just by attacking once. There could be 10 Shadow units, the Dead Men attack once and get no hits at all, and the Shadow must still retreat. If the FP have a unit able to jump in and reclaim the region then they can effectively recapture it without even causing any casualties.
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Stephen Lovell
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Sargeras777 wrote:
Orion3T wrote:
Sargeras777 wrote:
I got really hyped up when I heard they're going to include some elements from BoFA, but my first impression after hearing about their contents are that they may be a bit generic. It's like almost no difference between all three races.


The Ents, Dead Men and Corsairs are all quite different. While there are some mechanical similarities between the Ents and Dead Men, the rules about keeping them in play are different and they have different strengths. For example Dead Men can kick the Shadow out of a region with ease just by attacking once.

There are 3 factions which act in similar ways - Spiders, Dunlendings and Eagles. Eagles move differently to the other two and are more mobile. They all primarily help via their Call to Battle cards, so the rules describe them in very siilar ways. In fact the Dunlendings and Spiders have almost identical rules.

They do have quite different effects though, because the details are in the cards. Spiders can help hunts down the Fellowship while Dunlendings are more focused on normal battles. The Eagles have some cool card effects and can jump to join a battle from 4 regions away.

I did feel the spiders and wild men were quite similar but I think that was mainly because I didn't get chance to play their more specialised cards.


I may be misunderstanding you, but does that mean that as long as you have Dead Men aside an attacking army you can, essentially, permawin every single battle?


No, because you can only use the Dead Men's forced retreat ability by playing certain faction event cards that allow it. The Call to Battle cards have different, less powerful effects for when they're involved in a normal battle.
 
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David Williams
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tehgr8supa wrote:
Sargeras777 wrote:
I may be misunderstanding you, but does that mean that as long as you have Dead Men aside an attacking army you can, essentially, permawin every single battle?


No, because you can only use the Dead Men's forced retreat ability by playing certain faction event cards that allow it. The Call to Battle cards have different, less powerful effects for when they're involved in a normal battle.


Good point - I was referring only to their special Faction Card move-attack ability. This doesn't apply to Call to Battle.
 
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