Figo 3434
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I admit that I was quite frustrated when I first tried to win 2-handed solo against Ithilien (with some not very well-balanced decks, I have to say). I then stepped away from it for a while to tackle The battle of Laketown and succeeded at building 2 decks that can constantly win against Smaug. Shortly after I came back to Into Ithilien and made up my mind about how to beat this scenario and deal with its special requirements. I then had the idea of playing a series of sessions against it and refine the decks on the way. To decrease the luck factor at least a bit, I decided that whichever side would be the first to win 10 games would automatically win the challenge. I recorded the challenge games and finally chose 3 games to comment on, because they seemed interesting in one way or the other. You will find these games in the Sessions section: http://www.boardgamegeek.com/thread/967313/into-ithilien-3-s... (the result of the challenge can be found at the end of the third session review).

So let’s start with some considerations concerning the encounter deck and the quest stages which finally will lead to the specific deckbuilding which you can find below.

Side note: I hope this article will be enjoyable for both beginners and advanced players; suggestions for improvement are always welcome. Feedback is especially appreciated concerning any potential rule violations you might notice.


I. About the Encounter deck

1. The Ithilien deck features some nasty treachery cards (10) and high threat locations (7, +1 due to setup), which will soon kill you in one way or another if you hover in the 3 stages for too long. So we need to play this quest FAST; because there are battle, siege and normal quest stages, however, we won’t be able to finish in less than four rounds. Typically, we should aim for 5-7 rounds to complete it. For this reason, we need a majority of cards which a) are useful in almost every constellation of encounter cards that the scenario throws at us (rather than building up a huge force over time, which you won’t be able to pull off in most of the cases anyway in this scenario), and b) can be played at almost any time, which means there should be a lot of event cards, and c) should also be rather cheap. This is why I propose two decks which are weighted quite particularly: 23/24 event cards, very few allies (15/14) and a low average cost (most of the player cards cost 0 or 1, some cost 2 and only 9 cards cost 3 or more (3x Gildor’s counsel, 6x Gandalf). Because half of our deck cards are events (meaning they can be played whenever an action window opens), you will probably be facing a lot more decision making than usual. As with most strong encounter decks, some of the treachery cards demand opposing things: Lost companion punishes you for having too few characters quest, Watcher in the woods (and Blocking wargs to some extend) punish you for having too many characters quest.

Fast playing also requires a steep progress curve, so you do not only need strong questing, but again cheap cards that provide some quest point boost, be it directly (e.g. Durin’s song) or indirectly. Would you be willing to pay 1 res for a card that gave one of your characters +3 or +4 questing power for the current quest phase? If the answer is yes, you should embrace cards like Radagast’s cunning and Secret paths. Although there are only 4 targetable locations for the latter (3x Overgrown trail, 1x Ithilien road) which besides must be in the staging area for Secret paths to work, we still want to include both copies of the card because our decks don’t offer many ways to deal with high threat locations. Talking about locations: Overgrown trail offers the possibility to exhaust a ranger to put 3 progress tokens on it. Besides the rangers in the encounter deck, there arent’ many player cards who have the ranger trait: There are Northern tracker, Damrod and Dunedain wanderer, but they are all too expensive in a deck where the respective sphere only has a single hero. Ithilien tracker, on the other hand, offers 3hp for only 2 cost (useful when assigning archery damage) AND provides an alternative version of Radagast’s cunning. In conjunction with Denethor, Henamarth Riversong and Rumour from the earth, Ithilien tracker has proven very useful.

2. All of the enemies (14, + 2 due to setup) in the deck are pretty strong (except Forest bat) and have a rather high engagement cost (exceptions again are Morgul spider and Haradrim elite) and high hit points. Besides, there are some nasty shadow effects: Out of the 33 cards that remain in the encounter deck after setup, 25 have a shadow effect. 2 of them are Ithilien guardians (allies in the encounter deck whose traits and shadow effects (deal 2 damage to attacking enemy) resemble the Ithilien rangers from Massing at Osgiliath). 6 shadow cards add threat (4x Forest bat, 2x Watcher in the woods) which is usually not a terrible thing in this scenario. That leaves us with 17 shadow cards (which is half of the encounter deck) with effects like att +2/+3, deal 1 damage to defender, enemy attacks again, remove progress tokens and so forth.
This means we are facing strong enemies AND numerous unpleasant shadow effects in this scenario. Up to now, we still have few ways to cancel shadow cards. So both these facts yearn for ways to kill enemies without having to engage them . You’ve already guessed it, we will see a reappearance of Dunhere (hopefully boosted with Dunedain Mark/Unseen strike) and also Legolas (with Hands upon the bow and Great yew bow, preferably with Light of Valinor, functioning as another Unexpected Courage at the cost of 1 res). A lower starting threat (around 25) is also beneficial to provide enough time for your staging area attacks even if you are facing an early Watcher in the woods.
That being said, we also want to use some cards that offer Encounter deck control , e.g. Denethor’s special ability and Gildor’s counsel (this card may be the most powerful card in both decks; preferably combined with Denethor/Shadow of the past). Keep in mind that up to now, there has been no ruling about the order in which shadow cards are discarded. So as long as you abide by the rules, always arrange the order in which shadow cards and/or encounter cards are discarded in your favor. The next card you draw from your deck might be Shadow of the past.
Luckily, we also have access to some cards which provide Engagement control: Fresh tracks (which also provides direct damage) and Ranger spikes (which also provides threat reduction in the staging area).
Finally, we’d like to include some ways to deal direct damage (Thalin, Gandalf the old; his entering play-condition can kill Southron Elite and Southron Mercenaries instantly, but remember that he damages Celador when he leaves play), Fresh tracks, Expecting mischief, Hail of stones). A copy of Infighting allows for a little more flexibility here.
All revealed enemies get 1 damage from Thalin, so against 1 def enemies with 5 hit points (3x Morgul spider, 2x Southron company) you normally need two unmodified shots from Dunhere/Legolas or Gandalf’s direct damage to kill them.
Sometimes you can just leave Morgul spider, Southron company or Southron elite in the staging area if Ranger spikes reduces their threat to one.

If you use the mentioned cards wisely, you should only occasionally be forced to engage an enemy. As a backup, we will also include Henamarth Riversong and Rumours from the earth in our decks. This way, even if we’ve already used Denethor’s ability to put the topmost card under the deck, we can still peek at the new topmost card and adjust our plans accordingly.
How to tackle Mumak: You don’t face this card often if you control the encounter deck as described above. If Mumak appears: keep calm, don’t bother attacking it, just leave it in the staging area. Use Radagast’s cunning on it if you have it in your hand. Often the game will be over before Mumak engages you, or there will be just one round of attacking. I have included two game reviews (no. 2 and no. 3) which feature an early Mumak reveal. Gandalf the new in play can kind of neutralize Mumak and can finally be exhausted to take 1-2 hits from Mumak before he dies, which should be enough time to meanwhile finish the quest. Besides, the fact that Gandalf the new doesn’t exhaust to quest also constitutes an insurance against Southron elite attacks from the staging area or other enemies who engage spontaneously.
Side note: In my opinion, it’s a pity that the designers didn’t allow for a bit more variety to deal with Mumak; if it couldn’t take more than FOUR damage a round, for example, I would be much more inclined to actually fight it.

3. Player Threat is usually not a big problem in this quest, so there’s little need for cards like Galadhrim’s greeting or Elrond’s counsel. If you use the new Gandalf for several rounds, however, who is included in the Tactics/Spirit deck just for this reason (relatively low threat), your threat can end up in the high forties. From time to time, Watcher from the woods/Southron support + shadow card effects can also boost your threat.


II. Thoughts about the 4 quest stages

Quest stage 1:
You will often be able to complete this stage within the first three rounds. Speed is mandatory because you want to bypass quest stage 2 (see below), so you want to put into play every attack/quest point boost possible. Remember that once you reach quest stage 3, enemies become relatively weaker: Southron elite and Morgul spider don’t pose an engaging threat anymore, and Southron Companies’ threat is reduced by two.

Quest stage 2: Avoid it if you can. This stage means more engaging enemies and 2 archery damage per round which can be a pain in the ass if you don’t have Warden of healing in your hand. Besides, your siege questing is probably not at a high level because of little time to draw cards to support the heroes’ questing (Winged Guardian, Protector of Lorien, Gandalf).

Quest stage 3: This is the way to go. Our decks are partly designed to tackle this very stage efficiently. The first player takes control of all Ranger objectives, which is especially beneficial if you have Overgrown paths to explore.
Don’t be afraid if there are 3-4 enemies in the staging area during stage 3. Try to nail at least one of them with Ranger spikes to reduce their threat. Note that Southron companies only contribute 1 threat in stage 3. Often, it is not even necessary to kill the enemies in stage 3: It is worth the risk to have two or three enemies engage you and use chump blockers/Dain to defend (a copy of Hasty stroke is always welcome here), thus cleaning the staging area and hopefully win the next round by letting all characters quest. Remember, we have some very good siege questers in our deck.
So don’t hesitate to finish the last two stages quickly; if you try to kill all enemies before advancing, it often means more nasty encounter cards to come, which will make your life much harder in the end.

Quest stage 4: Sometimes you arrive at this stage quite early, so keep in mind that you are must be able to quest with willpower if you enter stage 4 with 33 or less threat. Usually, you shouldn’t need more than two rounds to get through this stage. No matter if the stage has already become siege or not, Protector of Lorien is a nice card in stage 4. If you have one copy or both copies in your hand, attach them wisely so that you are able to discard the maximum number of cards possible (3 per copy, see FAQ).


III. Hero choice

In order to meet the special requirements of this scenario, especially the new questing mechanics (battle, siege), all our heroes must be able to serve multiple purposes at a time, or we won’t be able to progress fast enough. Also, we don’t specifically aim at including certain spheres in our decks, but rather choose our heroes with regard to their stats and unique abilities.

The first hero to be assembled won’t be a surprise: Dain. He has strong defense stats for siege stages and boosts dwarves’ questing points in the remaining stages. Besides, if he’s undamaged, he can take an unmodified undefended hit from Southron elite (particularly important if they attack the first player from the staging area and you have no one ready to defend).
Keep in mind that if you have possibilities to ready Dain after committing him to the quest, he will boost himself which results in +2/+3 questing points. There are 2 copies of Erebor record keeper in the deck to enable readying Dain as often as possible.
The next hero we call to arms is Bifur, who has good overall stats and a very low starting threat.
Being a dwarf, he also profits from Dain’s bonus and grants us access to at least 2 lore ressources a round.
The first deck and the lore faction will be completed with Denethor, who, together with Bifur, lets us play Gildor’s counsel in the same round we drew it, if we wish. Denethor’s unique ability is priceless when it comes to encounter deck control. Besides, he is also a strong siege quester.

The second deck features Thalin, whose unique ability provides for 4 “free” encounter cards (Forest bat) and many combo possibilities to kill enemies together with other direct damage cards. He also profits from Dain’s bonus.
Thalin is being accompanied by Legolas, whose unique ability has proven crucial time and time again because it enables progressing in tight situations. Legolas is a strong quester in stage 1 and can become a real killing machine afterwards: having the trait ranged, he has access to Great yew bow and Hands upon the bow. Being a Silvan also, Light of Valinor and Rivendell blade complete this all-round character.
The last member of our company is Dunhere, the master of staging area killing. Having a low starting threat, he also enables us to have both decks start at the same threat (26).
If deck 2 has the first player button, an undamaged Dunhere (or Legolas with Light of Valinor) can also defend against unmodified (you will often know the shadow card because you peeked at it) Southron elite attacks from the staging area. If you have the choice, always defend with Dunhere because he usually doesn’t quest and thus cannot be further damaged by Blocking wargs.

Besides, we include a lot of readying possibilities in our decks to have further access to the strengths of our heroes (Miruvor, Cram, Unexpected courage, Erebor record keeper, Light of Valinor).


IV. Final decks: “Snipers and spies”

Dain/Bifur/Denethor (threat 26)
Deck composition (53 cards – 30 lore, 18 leadership, 5 neutral): 23 events, 15 attachments, 15 allies.
Events: 3x Durin’s song, 1x Infighting, 2x Sneak attack, 3x Fresh tracks, 3x Expecting mischief, 3x Gildor’s counsel, 2x Radagast’s cunning, 2x Secret paths, 2x Rumour from the earth, 2x Shadow of the past
Attachments: 2x Steward of Gondor, 3x Cram, 2x King under the mountain, 3x Dunedain mark, 2x Protector of Lorien, 3x Ranger spikes
Allies: 2x Erebor hammersmith, 3x Warden of healing, 2x Gleowine, 1x Henamarth Riversong, 2x Ithilien Tracker, 2x Erebor Record Keeper, 3x Gandalf (old)

Thalin/Legolas/Dunhere (threat 26)
Deck composition (53 cards – 34 Tactics, 15 Spirit, 4 Neutral): 24 events, 15 attachments, 14 allies.
Events: 2x A test of will, 2x Hasty stroke, 3x Unseen strike, 2x Quick strike, 3x Khazad! Khazad!, 2x Feint, 1x Swift strike, 3x Hands upon the bow, 3x Hail of stones, 2x Foehammer, 1x Shadows of the past
Attachments: 1x Unexpected courage, 3x Light of Valinor, 3x Miruvor, 3x Great yew bow, 2x Gondolin Blade, 2x Rivendell blade, 1x Black Arrow
Allies: 3x Veteran axehand, 3x Winged guardian, 3x Vassal of the windlord, 2x Arwen, 3x Gandalf (new)

Note that there are a few cards taken from the latest Saga expansion set On the doorstep: 3x Great yew bow - http://www.cardgamedb.com/index.php/lotr/lord-of-the-rings-c... - 2x King under the mountain - http://www.cardgamedb.com/index.php/lotr/lord-of-the-rings-c... - and 1x Black arrow - http://www.cardgamedb.com/index.php/lotr/lord-of-the-rings-c... . All of them offer nice help, but the scenario is definitely winnable without them. Nevertheless, I consider them most useful cards: I’m especially fond of Great yew bow. It enables a ranged character to attack any enemy who is not immune to player cards, no matter if that enemy is in the staging area or engaged with one of the players. Keep in mind that this weapon is restricted and you must exhaust both the hero AND the attached bow to use it, so no combos with Foehammer/Readying unless you have a second bow attached.

The decks experienced a lot of fine-tuning during the challenge. Among the cards that saw an appearance, but were finally dropped, the following may re-enter the decks in the future:

Grave cairn (nice after Gandalf or Vassal/Celador leave, because you can use their attack value to kill most enemies in one shot. Besides, it can prevent losing quest points due to character killing by Blocking wargs.
Common cause (can often be used on Dain to ready Dunhere/Legolas).
Dwarven axe (to be played on Thalin or Dunhere) – often there will be 2 free tactics resources to spend.

In addition, there are well-known cards which are always nice to have, but would only extend the decks further, e.g. We are not idle (very useful, but we are hardly able to exhaust more than 1 dwarf (Dain), meaning this card would only yield +1 res and +1 card), Daeron’s runes, Blade mastery (always usable, sometimes a life saver).

There is one thing to be said about Master of the forge: I included two copies of it in deck 1 for some games, but finally dropped both cards. However, considering Master of the forge proves to be useful every time he enters play AND can be used as a chump blocker if you use his ability only at the end of the round, I think it’s worth considering to let him reappear in deck 1 and exchange the two copies of Sneak attack (whose usefulness is rather limited) for two copies of Master of the forge.

So basically, our two decks feature:
3-4 questers (Thalin, Bifur, Dain, Legolas (note that the questers should be on different hands because of the encounter card Lost companion), 1-2 Snipers (Dunhere, Legolas with Great yew bow/Hands upon the bow; remember that they can’t attack enemies in the staging area together, but they can attack the same enemy consecutively) and a spy (Denethor).


V. General thoughts during setup

In quest stage 1, your initial questing power in the quest phase will be at 10 (2 Dain, 1 Bifur, 3 Legolas, 2 Thalin, 2 Celador). As soon as you have put an ally into play from the Leadership/Lore deck, don’t let Dain quest anymore because you are now safe against Lost Companion and still get Dain’s +2 questing power because you have at least two dwarves in play (Bifur, Thalin).
There are 6 threat in the staging area and an active location with 4 threat. If no further cards were revealed, the questing power would just be high enough to clear the active location. But as 2 more encounter cards will be revealed, you must consider both starting hands carefully. Examine how the cards in both hands are able to interact with each other to make sure you are able to clear Ithilien Road first turn. Gildor’s counsel is always a good card during first turn (pay 1 res to Bifur to be able to afford it). If you don’t have it, look for staging area threat reduction (Radagast’s cunning, Secret paths, Ranger spikes) and for cards which provide additional attack(=questing points) (e.g. almost all allies, Khazad!, Dunedain mark, Durin’s song, numerous ways to exhaust and immediately ready Dain for +2/+3 questing power). If this doesn’t seem possible either, sometimes you are able to insta-kill an enemy at low cost (e.g. Expecting mischief + Thalin to kill Haradrim elite, Expecting mischief + Thalin + Fresh tracks to kill Southron mercenaries). If all else fails, it means you have to mulligan even if you drew Steward of Gondor or Unexpected courage, because the topmost priority is to clear the active location.


VI. General thoughts during the planning phase

Always start with using Denethor’s unique ability to peek at the encounter deck. An exception to this may be the siege stages where you might want to use Denethors +3 defense for questing.
Typical cards to put under the deck after peeking are Mumak, Southron support, Southron elite (if you aren’t able to defend properly) and, naturally, all treachery cards that have the surge trait (note: remember that since the latest FAQ, Blocking wargs aren’t shuffled back into the encounter deck anymore if the current quest card has a keyword).
Overgrown trail is a tough call because even if you are able to make it the active location the same round it was revealed, it still means it needs 10 questing points to be cleared. 2 rangers under your control make this choice a lot easier, of course.
Except when you have Stewart of Gondor in play (which should be attached to a lore hero), you almost always want to transfer one resource to Bifur to allow for buying more/better lore cards. Often the resource will be received from the other deck. If you don’t need the additional lore resource immediately, (e.g. if you plan to maybe play lore actions, but are not sure about that in the planning phase), you should always delay Bifur’s action until you actually need the lore resource (but don’t forget to do it at the end of the round). Warden of healing should be used in a similar way if he’s in play: if you don’t have to heal a character immediately, postpone the healing until the end of the round in case Celador gets damaged. This way, you always have a chump blocker available if things get out of hand. But don’t forget that it’s possible that you have to face two Blocking wargs in a row (3 in a row usually mean a loss), so try to keep your hero questers at low damage (ideally, they should have 3 more hitpoints than damage if possible, e.g. max. 1 damage for Legolas and Thalin, max. 2 damage for Dain (better keep him at 0 in case he must defend against Haradrim Elite). Keep Bifur at 0 if possible. Dunhere usually can take three damage because he almost never quests.

Keep in mind that you can’t prepare for every constellation that might arise in the combination of revealed encounter cards; during some rounds you will feel that your deck should include even more attack strength to make sure you can always remove the active location in the first round. Sometimes you face a lot of archery and wish for more healing options. Sometimes you won’t draw Winged guardian in the siege stages and long to include Defender of Rammas in your deck.
But in the long run, the decks must be well-balanced to deal with the vast majority of the possible constellations, so there is little point in preparing for a particular setup of encounter cards which doesn’t arise that often.
That being said, it’s still a fact that there’s almost no cure for combinations like three Blocking wargs in a row without A test of will in your hand, or a very early Mumak combined with cards like Southron support (if you’d like to see how such a devastating constellation might influence the game, session report no. 3 might be interesting for you). However, these happen very rarely if you use all provided means to control the staging area.


VII. General thoughts during the questing phase

Never take the risk of letting Lost companion remove all of your questers. It means you will have to quest with Dain at least in the first round unless you put an ally into play from deck 1. If you know that Lost companion will show up, you can commit characters with 0 willpower only to have them removed without having to lower your questing points.
If you have an ally to commit to the quest in deck 1 (preferably a dwarf), don’t commit Dain. We only commit him if Bifur is the only other quester in deck 1 to counter Lost companion; in all remaining cases a non-exhausted Dain gives us either equal or higher questing power because of his bonus and can also serve as an emergency defender against Southron elite in every other round.

Remember to almost always play expecting mischief if you know an enemy will be revealed as the first card (except against Forest Bat and Mumak, of course). The same holds true for Ranger spikes and Gildor’s counsel: play them quickly if they are in your hand.

“The magical number four“: Often, you already know one of the upcoming encounter cards because of Denethor, Henamarth Riversong or Rumour from the earth. It’s good to know then that in almost any case (not taking into account character killing by Blocking wargs), +4 threat/-4 questing points is the highest possible staging area threat that one card can add/take away (e.g. Overgrown trail, Southron support (=2x Southron mercenaries, or 2x Southron company in stage 3), Mumak, Lost companion (it’s almost always possible to remove 2 characters and don’t lose more than 4 questing power).

If you accumulated enough quest power to ensure that even if the last card is a 4 threat card (which you might already know because you peeked at it), the questing will be still successful, you shouldn’t invest more questing power even if you can (e.g. Khazad!), except if it lets you finish the quest. Instead, spare it for the next quest phase, because we don’t want to risk questing unsuccessfully if two high threat encounter cards are revealed (because of Celador getting damaged due to unsuccessful questing).

Use Radagast’s cunning/Secret paths preferably to their maximum effect, that is, on 4 threat enemies/locations. Remember that Secluded glade can’t be targeted by Secret paths nor Legolas’ ability/Blade of Gondolin.


VIII. Transitioning between quest stages

Event cards that modify threat in one way or another let you plan more carefully when to transition to the next quest card; because there are battle, siege and normal quest cards in this scenario, accurate timing is crucial. E.g. once you know that you will finish stage 1 this round, you don’t have to worry about low threat enemies like the Morgul spider anymore, because they will remain in the staging area after progressing.
It has already been said that our decks are designed to prevent enemies from engaging. So we always aim at keeping Celador alive and transition to stage 3 in which enemies don’t make engagement checks and we can quest with willpower; on the other hand, stage 2 is no disaster either, because we have some good defense stats in our decks. Remember to find ways to keep enemies in the staging area though (Fresh tracks, Ranger spikes) or to directly damage them. Usually, we try to prevent enemies from engaging in stage 1 by keeping low threat and in stage 4 by quickly finishing the stage (usually 1-2 rounds). Stage 3 itself prevents enemies from engaging, so you only need to be a bit more careful if you enter quest stage 2 due to Celador death.
From time to time, when you have made nearly enough progress to advance to the nest quest card, Legolas allows you to finish a quest stage by killing an enemy during combat phase . This can be especially useful when transitioning from stage 3 to stage 4, because this way you prevent an enemy which remained in the staging area due to quest card 3 from engaging this round.


IX. General thoughts during the travel phase

Not much to say here. Don’t travel to 2nd copy of Ithilien road if you can’t deal with the enemies it will unleash. Also, don’t make Ithilien road the active location if you don’t have sufficient knowledge about the upcoming encounter cards.
Don’t travel to Secluded glade if you plan to have Legolas kill an enemy and get his +2 progress reward because that location is immune to player card effects.


X. General thoughts during the combat phase

If you have to assign archery damage, you usually should damage the characters evenly (Dunhere and Denethor first because they almost never quest, then allies who have more than 1 hitpoint, than Thalin,Legolas and Dain).
If both Dunhere and Legolas are able to attack enemies in the staging area, remember that you always let Legolas do the killing because of his special ability (if they both attack the same enemy one after another, it means Legolas should take the final shot).
If an enemy manages to engage, use Feint, Quick strike or Swift strike if you have them in your hand; Hasty stroke can be a life safer against an unforeseen Southron elite attack that goes undefended.


XI. Some reoccurring combos

Dunhere + unseen strike (+ Cram/Unexpected courage/Miruvor) = kills enemies in one shot (except Mumak); with this combo, Dunhere is often able to wipe out the staging area completely, as far as enemies are concerned. Especially useful against setup-enemies who haven’t already been damaged by Thalin.

Legolas + Great yew bow /Hands upon the bow + Black arrow = kills an enemy in one shot (with hands upon the bow = even possible outside the combat phase; also good if you need to quickly kill an enemy who managed to engage a player).

Thalin + Expecting mischief kill Haradrim elite before they can attack from the staging area (or you draw Ithilien ranger as shadow card if you are lucky).

Thalin + Expecting mischief + Fresh tracks kill Southron mercenaries
(Add Hail of stones to the combos above, and you will even be able to kill 5hp enemies without attacking them).

Thalin + Expecting mischief + Engagement + Swift strike against enemies who have 4-5 hit points.
Thalin + Engagement + Swift strike against Southron elite
and so on.

You can find the 3 session reports here:
http://www.boardgamegeek.com/thread/967313/into-ithilien-3-s...





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Mr. D
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Well I have not read the whole thing nor have I gotten into the HoN quests, so I can only make 1 comment.


This...
Quote:
6x Gandalf

...is not legal.


Hope this doesn't break your deck.

-TR
 
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Roger S.
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Tubarush wrote:
This...
Quote:
6x Gandalf

...is not legal.-TR

He's talking about building two decks, so 6 Gandalfs spread between them is no problem.
 
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Mark Judd
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I believe this belongs in the Heirs of Númenor - Strategy forum.
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Mr. D
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decadence20 wrote:
Tubarush wrote:
This...
Quote:
6x Gandalf

...is not legal.-TR

He's talking about building two decks, so 6 Gandalfs spread between them is no problem.


Aah.. Now that I've read more carefully, you're probably right. Sorry about that.

-TR
 
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Liam
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Moved from The Lord of the Rings: The Card Game to Heirs of Númenor
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jakub praibis
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As I said in the your reports post, I also did this, together with the article on encounter control and direct damage. The former may not be the most fun of strategies (as I found out later) but it can be very effective. Glad to see someone taking a very similar path. Bravo for dismantling the pesky quest.
 
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Chris Fuller
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Awesome Awesome article, thanks a ton. Ive been tackling Battle of Five armies which based on your write-up seems easier than this, but that one can get out of hand in the first turn or two as a lot of cards depend on how many quest stages are in play with zero progress.

What have your experiences with that one been?
 
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Figo 3434
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I haven't tackled Battle of five armies so far, so I can't really comment on that, but I'll let you know when I have. First I will try and see if the decks can stand a chance vs. Siege of Cair Andros.
 
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Eddie
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Ok. Wow. I bow down!

I didn't think this quest could be achieved so... smoothly. I used the decks above (some tweaks: Ithilien Pit, Poisoned stakes, a few other things that didn't come into play)...

I beat the quest, right on the nail at threat 36/36 nailing the progress at 15/15 for the final quest. I had a mark on Dunhere, so he was doing 4 each time against the staging area; two uses of the great yew bow, a good use of foe hammer, one great use of miruvor, ithilien pit was great (so the other player, with Dain for example, could do something)... and no gandalfs even (had a sneak attack ready but it just never came).

And Celador survived! (1/3 dmg)... previously he was just dead in about one round or two!

SWEET now I can move on.

Oh yeah. Easy mode
 
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Marco Poutré
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St-Jean-sur-Richelieu
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Thanks for an unbelievably detailed strategy article.

Figo3434 wrote:

Remember that Secluded glade can’t be targeted by Secret paths nor Legolas’ ability/Blade of Gondolin.


Legolas's ability doesn't target the card, it says to place the tokens on the quest and, as per the rules, they go on a location if one is active. Might make things even easier for you.
 
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Janis Goldmanis
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Marcon wrote:
Thanks for an unbelievably detailed strategy article.

Figo3434 wrote:

Remember that Secluded glade can’t be targeted by Secret paths nor Legolas’ ability/Blade of Gondolin.


Legolas's ability doesn't target the card, it says to place the tokens on the quest and, as per the rules, they go on a location if one is active. Might make things even easier for you.


I think the official rulling is that you can't use Legolas ability at all if the active location is immune.

Sorry for nekro, wrote in case someone else is googling how to beat Into Ithilien.
 
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