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Subject: Shadow Strategy. There is Another Way. rss

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Magic. Geek
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Go here for the finished article, Collected Evil http://www.boardgamegeek.com/article/865384#865384

Shadow strategy on these forums are about opening frenzies, getting Saruman and flogging the Witch King to death. There is more to this game than that.

Some of the basic rules work very differently to most games. I was stunned when I could not look at my opponents used cards. The two sides have completely different victory conditions, well 95% of the time. The randomness of the cards, tiles, red dice and white dice is chaos. Yet there is so much control.

The shadow player needs 10 VP to win. Gotta remember that.

It means that you will have to conquer 5 different strongholds, or more likely 4 strongholds and 2 cities. But there is another way, 3 strongholds and 4 cities. The four cities are Dale, the Shire, Edoras and Pelagir. The three strongholds are the easiest two of the four elves and the easiest of Erebor, Helms Deep or Dol Amroth.

At the start of the game they have 4 dice and no-one can muster, except with cards. If you attack, then the free people will be able to muster. My advice is don’t let them. Just this once, do not muster the Witch King.

The early game should go, Shadow gets troops, Free gets nervous, and push the fellowship. They only muster if they use dice and/or cards, since Elves are the only active nation. Often it is written here ‘look to the elves muster bag.’. Encourage the elves to get angry and build armies, with 4 dice. Hopefully they will, in which case just attack the elves.

They need to move the fellowship, and you need to chase them. When an orc or Nazgul is on the Fellow ship you get a re-roll on the hunt. Almost the same as an extra eye, which is almost the same as having another minion.

In the first turn, move a Nazgul to Rivendell, and a second to Moria. Run toward Rivendell, and head them off at the High Pass, even if it is only with 2 Orcs and the Nazul. At worst you have an army to reinforce when the shadows gather, or you might get 2 hunt re-rolls for the rest of the game as those orcs walk back to Mordor.

All other army dice in the early game should be used to form up and move out of Mordor. Just because you have no intention of crashing onto the Rock, doesn’t mean the Free should know that. A full stack in Dagorland is a good start, since Edoras or Dale is a long way. Moving out of Far Harad to Near Harad is another good move. Pelagir and Dol Amroth (through Corsairs of Umbar) need both of these. Gondor still can’t build anything, but it is good to make them nervous.

Getting Saruman is important for the extra die. Saruman’s troops are less important. They just can’t take out Rohan reliably. Not and keep Saruman alive anyway. Since the Free people wont be mustering troops, the shadow does not need as many. Most shadow troops should arrive via cards.

If Rage of the Dunlendings or A New Power are about, prepare for them. That is how a sudden charge can come from Isengard to The shire / Grey havens or Rivendell. Forming up in Moria and charging Lorien works too.
Play cards to get men, especially in Dol Guldor and Moria. When the stacks are big enough, start moving them. Moving big armies next to peaceful, inactive nations is very effective at making the Free player spend dice they really shouldn’t be. The trick is in knowing when to attack. If the fellowship sends companions to DEW, get ready to stomp on them, but don’t expect to win all three centres. Without help, don’t even try. Defensive walls work for you too. If companions go to Rohan, Helms Deep is probably going to be to hard. Edoras is still easy though, well, for the 10th point.

Moving a 10 stack next to Dale makes all of them nervous. Suddenly the north is being activated, but still cant declare war. If they do manage it, crush them with the next dice. Do not attack passive nations until you can just win. By preference The Shire and Dale should be the last 2 VP you score, on your last two moves. For style points the third last move is to conquer Pelagir.

Dol Guldor needs to be full when it leaves, so let it grow. It is a long walk out of Mordor, but when the extra size 10 army arrives, DEW or Rohan or Lorien will fall. When in doubt, Kill the Elves. Elves are where the shadow gets his points because they are alone, always have bad leadership, are hard to liberate, and the Free can’t properly defend all of them. There just aren’t enough elves.

When the fellowship is about 3-4 steps out of Mordor, unleash the Witch King. He will be very happy with the enormous legions poised across the board, and the pitiful resistance they face.


My problems with the Ravaging Witch King Strategy, is that you can just run out of cards, then troops and then hope. Pointless battles get fought so ‘Bad’ cards become Shelobs lair and foul thing, and so on. But, if the shadow player is relying on the character cards to harass the fellowship then the muster and movement cards don’t get played because they are played as battle cards, and redrawn as character cards.

The Fellowship always reach Mordor, their job is just harder.

All of the analysis about the hunt tiles is interesting. But what happens if the fellowship just sit in Minas T with massive amount of defensive mustering? The corruption falls off, the free tiles go in the hunt and the shadow still has to win. It is not as if a drooling Witch King is going to militarily win any time soon.


If the shadow player only tries to get the best out of their tools then they are not seeing the weaknesses of the opponent. They cannot muster. Don’t let them.
 
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Eric Brosius
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In the first turn, move a Nazgul to Rivendell

Note that a Nazgul cannot enter a FP stronghold unless it is accompanying or joining a SP army.
 
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Magic. Geek
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Just checked the online rulebook

ftp://ftp.nexusgames.com/download/EN_FINAL_Rulebook.pdf

and one point to Eric.
I can remember thinking Nazgul and elves dont socialise, but that was the rules I was taught.


Has anyone actually tried the 'quiet charge' from Mordor with a late Witch King, as outlined above?
 
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Dave J McWeasely
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It seems to me that this strategy presumes it is unlikely to activate FP nations without them being invaded first. But I see a game filled with ways, from Fire/Fire/Foes, There and Back Again, Wisdom of Elrond, and Book of Mazarbul, to seperating companions. Merry, Pippin, Gandalf or Aragorn can activate any nation, and once you get a bunch of companions dancing around the map things get that much hairier for the SP.

Also, you state that the FP has only 4 dice a couple of times, but I don't see how that follows. Gandalf can come out after Sauruman does, and Aragorn can come out on turn one 20% of the time regardless of what the SP does.
 
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Magic. Geek
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>It seems to me that this strategy presumes it is unlikely to activate FP nations without them being invaded first.

. . Sort of.


> But I see a game filled with ways, from Fire/Fire/Foes, There and Back Again, Wisdom of Elrond, and Book of Mazarbul, to seperating companions. Merry, Pippin, Gandalf or Aragorn can activate any nation, and once you get a bunch of companions dancing around the map things get that much hairier for the SP.



. . But that is the point.
If you just summon the Witch King, all of those cards dont get played. All of those characters remain part of the Fellowship. All of those dice are released.

If the free player wants to spend early dice to send Hobbits to Dale, excellent.(That is when they have 4, as stated twice only above)
Gandalf and Aragorn do not go to Dale.

If any of those cards get played then immediately crush that nation and that nation only. The companions can dance all they want with their 1 or 2 elites as the 10 stack standing next to them smiles and waves 'Yoo Hooo!'

If the free have managed to great the Dwarves to war on turn 1. It still doesn't realy matter, taking Dale is still easy, then just go for the easier targets as they spend lots of dice defending Erebor. If you summon the Witch King, easier targets can defend themselves too.


> Aragorn can come out on turn one 20%
Wish you luck. And please, do build lots more Gondor and elven troops.

 
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Dave J McWeasely
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I see where you're coming from, and am certainly no expert, so I guess we'll just have to settle down to a game sometime. Actually, my win % with the FP is so bad, you should walk all over me.

Dead hobbits return to play on Palantirs or Musters, usually. Gandalf can beam into Wooden Realm and then zip all over the board with speed-4, activating as he goes, and utterly confounding Witch-Kingless Nazgul airforces.

Its not that the SP can't take the centers you mention, but in the face of active FP play, will they be able to keep them? In my most recent game, the SP had 8 VP, and subsequently the FP liberated Pelargir, Minas Tirith, and Lorien, knocking them SP all the way back to 3 VP. FP armies with companions have many cards that are great at winning seiges, Anduriel, Serveant of the Secret Fire, Sudden Strike, Advantageous Position, and Mighty Attack to name the main ones.
 
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Sean McCarthy
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I don't think sudden strike is very good at besieging, but Valour certainly is.
 
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Dave J McWeasely
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Maybe its not generally useful, but in the very narrowly defined scenario of kicking SP regulars out of FP fortresses, with 5 leadership available there is simply no better combat card, in any deck.

You get to roll 5 dice hitting on 5-6, for an average 1.67 casulties. That's only a third of a casualty worse than Anduriel, and unlike Andy, you don't forfeit any leadership to do it. But wait - there's more!: the fort tends to be packed with regulars, so each SS hit reduces a die coming back at you in the upcoming combat roll - it will prevent .55 hits against your own forces as well. (5/3 * 1/3).
 
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Sean McCarthy
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Really? My copies of the card just say to roll dice, without any modifiers. What would make you think that it hits on 5s?
 
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Dave J McWeasely
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Hey, good point! I guess I can't read the cards, but I can see that there is a numeral '5', and just took it for the same '5' that appears in We Come To Kill.

So all the math up there is off by a factor of 2:
Kills 5/6ths of a unit on average
Saves the life of 5/18ths (27%) of a unit on average

Still better than Valor, at least in the narrowly defined set of circumstances outlined in the grand-parent, but with half the boomstick of Anduril.
 
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James Christopher
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This is an interesting article, and one that reflects some of the difficulties I've encountered with the WK strategy.

The main point why many think that activation is not highly significant as a drawback is that Rohan, North and Dwarves are 3 musters away from War. Getting them there is very costly - 50% to 75% of a turn, depending on when you do it, and not including any musters. Most of the time, WK drawback seems only significant with Gondor. This is what I disagree with, to an extent.

On the FP side, I feel that the political musters game is a very a significant one for hindering the SP advance. In our games, the early game is dominated by feints and counterfeints so that the right FP nations are mustered to take on the SP onslaught, and so that the other is lured into an unfavourable situation. The first nation attacked usually falls in short order (with Gondor the possible exception), but the damage they do to SP armies as well as figuring out the second and the third nations that are attacked are highly important for stopping the SP. If WK is in during the first assault, the second and third nations are more likely to have prepared themselves. Of course, with some nations you simply need him bad.

To avoid running down SP military forces with an aggressive WK takes skill, luck or both, and has to do with how passively or aggressively the FP plays, too. It may also be a question of personal preference. While 'aggressive WK' is a good strategy in many occasions and has it's obvious strengths, I'm far from convinced it is the 'dominating strategy' or a 'must-do' in every occasion. This is not to say that WK shouldn't enter - he should, by all means, and as early as you can with reasonable risk - but I feel that the factors involving the timing of his entry involve more than drawing cards and the massing of troops in Ithilien and Harondor.

Quote:

Saruman’s troops are less important. They just can’t take out Rohan reliably. Not and keep Saruman alive anyway.


This I must disagree with; an early assault from Isengard can wipe out Rohan quite effectively in most instances, and with careful mustering, Saruman should be quite safe. Also, Saruman's ability to generate elite/leaders is awesome, and getting 3 regulars on a die can be quite helpful. Further, Isengard is in striking distance from anything else than the DEW line (Gondor may also be a bit of a reach, though can be managed). I always consider it a prime candidate for a heavy role in subjugating Middle-Earth.
 
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Rodger Garfinkle
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Yes, there is Another Way.
I agree that going for all 4 cities is a valid strategy. In some ways, it is more reliable, because there is less luck involved in taking a city than in taking a stronghold. The main drawback with going after all 4 cities is that more movement dice are needed to get to all the cities, thus it can be slower than going for 4 or 5 strongholds. Chosing the 4 city strategy in a game would depend on the cards, dice and actions of my opponent.

Getting cards that boosted the strength of Saruman would encourage me to go for 4 cities because a strong Saruman is most likely needed to take the too most dificult cities, the Shire and Edoras. The Shire is the farthest away but the Rage of the Dunlandings card would allow you to quickly launch a force in that direction. It should probably be taken last, as there are several ways that the FP can work to retake the Shire if he needs to. Edoras is also far from SP settlements and is out of the way unless you easily stomp Helm's Deep and have leftover forces. Saruman's mustering advantages and the leader/elite bonus make Isengard armies more effective than other SP armies.

While the Shire and Edoras can be taken with Sauron armies, I think it is usually much more efficient to do it with the Isengard units. If cards and conditions led to Sauron armies up north I'd be more likely to play Pound the Elves instead of 4 Cities.

Keeping the Witch King out of the game is just not practical in my mind. Besides the extra die, he's a huge bonus in battles and cycling those extra character cards becomes a major pain for Frodo. If the FP is taking the time to muster nations all the way to war, then he probably isn't moving Frodo fast enough to win. The advantage he gets from the Witch King activating his armies isn't nearly as big as the advantages the SP gets from having the Witch King on the board.

Using a 4 City SP strategy in a game would probably require getting at least one strong Sarumon card early. I'd still likely go for sieges in 4 strongholds (perhaps Helm's Deep, Minas Tirith, Dol Amroth and Erebor), claiming Pelargir and Dale along the way, and going after The Shire and Edoras if one of the sieges came up short. Resolving the fate of those sieges quickly would be important in determining the final strategy, and flying the Witch King from siege to siege would be a big part of that.
 
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Alex Rockwell
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Magic Geek wrote:
The shadow player needs 10 VP to win. Gotta remember that.


No, you can also win by making it impossible for the FP to win. That means either a corruption win, or by taking the fellowship so out of the game that it becomes all military. Here, you must simply defend until you can take 10 vps or the FP runs out of units, since theirs never come back.

This is part of why the WK is so critical to the shadow strategy. He allows you to, while fully pursuing a military strategy to the utmost, also draw many character cards to hammer the fellowship, often leaving the fellowship unable to make it to mount doom. He essentially, gives up nothing, to give you an alternative backup victory condition, which will occur with much greater probability if the WK is used in this way, than without him.


It is my strong belief that any strategy which does not make heavy use of the WK to draw cards, to get anti-fellowship character cards, is inferior to any strategy that does. In a case where the FP has abandoned the fellowship, then instead of character cards, army/muster cards are drawn.

This is based on extensive probabilstic analysis of the effect of the WK's card draws (estimating roughly 1/3 of the character deck), and based on experience of more than 50 games. The strategy of using the WK early and often gives up nothing and gets a great benefit.


I must also add that this is for the base game. The expansin adds new elements which can change this calculation.
 
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David Engle
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Alexfrog wrote:
Magic Geek wrote:
The shadow player needs 10 VP to win. Gotta remember that.


No, you can also win by making it impossible for the FP to win. That means either a corruption win, or by taking the fellowship so out of the game that it becomes all military.


This is rhetorical hyperbole. No matter how hard the fellowship is hit a Fellowship ring victory cannot be made impossible. The most that can be accomplished is to slow the quest to a crawl. It is always possible for Frodo to sit, heal his corruption and crawl into Modor with Gollum as the guide.

The Rabid Witch-King Strategy has a big defect.
It first activates all the free people armies, and then turns around and spends dice on character events instead of aggresively pushing the military attack. This gives the Fellowship player lots of opportunity to muster a brutally strong defense.

This allows the quest to be as slow and careful as the FP wants. A situation which is not good for the Shadow at all.

The reason the Witch-King strategy appears to be strong at first glance is that the correct counter requires the FP to be more patient and methodical than most of you youngsters can manage. (In the opinion of this kurmudgeonly old grognard.)
 
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Steve Hope
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There's a huge imbalance between how many dice/turns it takes for the WK to do damage to the FSP and how many dice/turns it takes for the FSP to HEAL that damage. Sitting and healing is one of the most painful and difficult things the FSP can be forced to do, and while I haven't kept statistics I'd guess that no game I've played where the FSP healed more than once has resulted in a FP Ring victory.

 
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Michael Hall
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Quote:
The Rabid Witch-King Strategy has a big defect.
It first activates all the free people armies, and then turns around and spends dice on character events instead of aggresively pushing the military attack.


The activation of all the free peoples armies only means that they can now advance to War and Muster troops but they only have so many Muster dice to use. If the Shadow player concentrates his efforts on one nation then the FP player must either respond by Mustering defense there or spend his Muster dice advancing Nations that he anticipates will be attacked or can provide sufficient force to 'Counter-Attack' the Shadow. The Shadow player must be careful not to give the FP "Free" advances on the political track and must keep his focus on one (or maybe two) sieges that he can utilize his Nazgul and Witch King to win. Unless the game goes long the FP armies will not all go to War even with them all activated...and a long game is not easy to achieve against the Witch King.

The only dice the Witch King spends on Character events are when they cost the FP damage or reveal them and force the FP to hide with their own character dice. The Witch king is certainly staying aggressive militarily since his primary benefit is getting both useful combat effects and drawing useful Character Cards. Each turn the WK should be involved in 1 battle/siege on average and his army will usually have 5 leadership (or more) and a useful battle card that gets cycled into another card (maybe useful as another combat card or Fellowship damaging card). The point is that the WK can 'dig' through the Character deck and draw the key cards that make the Fellowship struggle to win a Ring victory (Nazgul Search and Cruel Weather in particular - but also the special Hunt tile cards and some others). If the FP player holds up the Fellowship and starts trying to win a Military victory then the Shadow player uses the WK to cycle into helpful Strategy cards so that he can muster troops to defend from the FP player (all while still pursuing his own Military victory).
 
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Alex Rockwell
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I personally believe that by far the best shadow strategy in the base game is to bring out the witch king early and to use him in battle frequently, cycling cards and drawing character cards, to hinder the fellowship. Of course, this is only one element of the game, and it in no way cheapens the game as a result. It is a difficult strategy to play well.


If it were possible, I would challenge people with the following challenge: I play the FP, you play shadow, you do not ever bring the witch king into play. I believe I would win 80-90% of these games, even against a strong player. Against a strong player using the witch king effectively, I think this would be close to 50%.


Going along with an early witch king, is an early attack on Gondor, thus making it not matter that the Witch King activated them.
Rohan is perhaps the nation where it matters the most that the witch king has activated them, specifically, if the FP has many musters and the shadow doesnt attack Rohan early, Rohan could go to war and build defenses and a big army.

The north is the second most important nation, but still, it is three musters away from war, so the cost of doing anything with it is prohibitive.

Those nations tend to only get involved either after they are attacked (activated by the attack regardless), or via a card like FearFireFoes or Book of Marzabul (it activates anyway, so who cares if the witch king did it).


In the base game therefore, activation is nearly irrelevant. (I have to keep saying that because I know how the expansion modifies this whole dynamic).


There are many benefits of the 'witch king always fighting' strategy:

These are:

1) You have 2 more leadership in the battle location, thus helping your military campaign.
2) You are always getting to play cards in battle, thus helping your military campaing.
3) You have a greatly increased chance of getting Cruel Weather and/or Nazgul Search, allowing a turn stall. This greatly helps your military campaign. You can also get cards that turn character actions into stuff like 'move the nazgul, then get an attack' and stuff like that. These save you dice and help your military campaign.

Finally, the biggest benefit is still to come. This is, that if your military campaign FAILS, you have simultaneously aided your backup victory condition, turning it into a significant probability of success, via corrupting the Ringbearers. You do this by:

A) Getting more shadow hunt tiles in the pool. These are HUGE.
B) Hitting the fellowship with cards that force a tile draw. Tese both cause damage AND reduce the size of the tile pool. Reducing the tile pool size causes shadow hunt tiles to be drawn with greater probability (its a really significant effect to draw out several more tiles). There are 5 tiles that can do this: Isildur's Bane, Orc Patrol, Foul Thing, Breaking of the Fellowship, and Nazgul Strike if you make the hunt roll (play it when its nearly guaranteed)
C) Hitting the fellowship with corruption adding events such as Morgul Wound, Lure of the Ring, Breaking of the fellowship, and Candles of Corpses.
D) Increased chance of other minor anti-fellowship events like Flock of Crebain, or major anti fellowship cards like Worn with Sorrow and Toil.



 
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Robert P
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Regarding that all important witchking here's a funny story from my last game:

SP mustered wk early (as usual) and attacked Minas Tirith (i think it was turn 4). I played "fateful strike" in the first round of combat and blew the wk to hell

The SP was so shocked that he made a couple of really poor decisions that lead to a military victory for the FP!

So don't plan everthing in your game just around this little guy. robot
 
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Michael Hall
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If the Witch King is attacking an army with 2 or more leadership OR a Hobbit then you have to always be aware of the possibility of Fateful Strike or Blade of Westernesse. Of course you can counter either of these with Swarm of Bats or Foul Stench (if you have more leadership).

Also, Gandalf the White provides good defense against most of the combat cards on the Shadow Character Cards in addition to eliminating all Nazgul Leadership (Words of Power being the main exception).

In general, avoid armies with GtW and/or Hobbits with the WK (hit them with Isengard Elites if possible).
 
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Magic. Geek
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Look, sorry. Scratch the idea about the late Witch King.
Isengaurd + Saruman, & Sauron + WK should be the first four musters.

Sure the 2 leadership is nice, but it is the extra dice that makes the WK so good. His ability is like spending an orb to get a card, every battle.

The WK drawback just doesn't matter enough since the FP very rarely ever muster activated nations to war any more.


The rest of my original post is still valid.
* Another Way to win is still to take all 4 cities, the Woodland realm, Lorien/Rivendell and one other stronghold.
* Dont let them muster.
* Chase the fellowship with Nazgul and Orc.
* Gandalf and Aragorn do not go to Dale


I still say
'The shadow player needs 10 VP to win. Gotta remember that.'
because you cannot
'win by making it impossible for the FP to win.'
if you could then the game would be over.
They can always get lucky. ALWAYS. Or you could win instead.


Alex Rockwell:-
'while fully pursuing a military strategy to the utmost, also draw many character cards to hammer the fellowship'
That is simply not possible.

WK attacks, then Shelobs Lair is very different to
WK attacks, then Corsairs of Umbar

If you are drawing character cards and playing them, then
you are not drawing strategy cards and playing them.



Current Preoccupations . . .

Rohan dies quietly if Anorien and Westernmet are nailed first by a Sauron army. Saruman solo just cant conquer Rohan reliably, and live. He may get 3 orcs per muster, but not anywhere near Rohan.

Too many strong cards have the words Gondor, Aragorn and companion on them. Do or Do not. There is no Try in Gondor. The dead pile around MinasT.

Kill the Elves.




And Also . . .

How come Gwahir (the dirty great big bird) can't fly the companions out of a siege? Doesn't he get Gandalf out when he is in trouble? Don't Frodo and Sam fly out of Mordor? Yes, this cost me a game.

How come I can't reroll successful attacks in the leadership round?
The Blade of Hobbit doesn't work when you kill people.


I was chuffed when I had one guy rate my thread as a 5.
This is the first thread I have ever started, so, shucks, y'know?
At time of reply it is a 3 overall from 2 ratings, meaning the other guy gave it a 1.
Since it is the most read thread on WotR (strategy), the other guy seems to be intentionally trying to lower it's rating for Ulterior Motives. I reckon he only plays Free.


I would rewrite sections of my original post, but that would confuse and invalidate chunks of what follow. Very Interested to find out about the Expansion . . .
 
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Kevin Wojtaszcyk
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With a SP blitz, why draw character cards? You shouldn't care much about the fellowship if you are trying to win 10 VPs in 6-7 turns. To do that the WK should be drawing only strategy cards as they are better for mustering more forces quickly.

You can just put 1 eye in the box a turn to keep the fellowship alittle honest and possibly reveal them once or twice. The FP would need to have better than average dice to get to the Crack of Doom by 7 turns. (ie. 7 turns = 28 FP dice, 1/2 are character/WW = 14 moves + 3 rings would be 17. It takes 15 dice to win minimum, if you have to hide more than twice, the FP can't win in 7 turns unless they roll above average.)

An added bonus to keeping minimal dice in the hunt pool is a greater chance the FP will use an elven ring or two early to run faster to Mordor. Having a couple rings to use as the SP is a huge bonus in the final couple turns that can keep the SP war machine going on a bad die roll.

 
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Michael Hall
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The downside to drawing Strategy cards with the WK is that it forces the game into a sprint. In a sprint the FP player has a strong chance of winning with some luck in dice or tile draws in Mordor. In addition, the SP is doing nothing to disrupt the Fellowship's progress and the tiles in Mordor will favor the FP player. The upside is that the combats should be quicker in general and the WK can Muster more military threats from drawn cards and maybe finish the military victory a little quicker.

The other strategy is to primarily draw Character Cards and seek to slow down the Fellowship at the same time. This strategy is a little slower in the military development, but the Fellowship is likewise slowed due to Character card corruption events plus it is not unusual to get 3 or 4 SP special tiles in the hunt pool before the FSP reaches Mordor. These games are consequently much longer than a Blitz vs Sprint strategy.

I think that the Character drawing strategy is stronger for a couple of reasons.

1) It is not as dependent on good fortune. In the Blitz vs Sprint mode the race can be lost by one failed/delayed siege or by one lucky round of character/wills rolled by the FP. One side can get the upper hand and the other may not have time to recover. With a longer game the Shadow can stage its attacks more effectively and really hamper the FSP progress (in some cases making it mandatory to heal corruption and maybe forcing the FP player to focus in a FPMV). Also, there is more time to recover from bad luck and the FSP in Mordor is a slow process since they will have some corruption and the tiles will heavily favor the Shadow.

2) It is more balanced. My experience is that taking the Blitz tactic to the extreme results in approx a 50% chance of victor for the Shadow while a longer more balanced game results in about a 70% Shadow win rate. The balanced strategy keeps the FP player honest both with the FSP and militarily. Also, a longer game allows the lack of FP reinforcements to have its effect (especially on the Elves and Gondor).
 
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Magic. Geek
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Please let this thread die.
 
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