Hi all,
Despite I don't like encouraging errata's my playing group and I really think Tactics Aragorn unbalances the game, we decided to make this topic on the ffg forum.
The main issue with Aragorn is that he is able to engage 4-6 enemies during combat if you have some decent readying effect. These readying effects make that there are 5 enemies you don't have to defend at all.
I'll post my first deck that I made for him, and it's really ridiculous how easy combat has become. It's almost like you have 5 Haldirs and you don't need to worry about the engagement.
Hero:
Aragorn (Tactics, The Lost Realm)
Merry (Tactics, The Dark Riders)
Pippin (Lore, The Dark Riders)
Allies: (11)
Dunedain Hunter 3x (Tactics, The Lost Realm)
Watcher of the Bruinen 3x (Tactics, The Watcher in the Water)
Warden of Healing 2x (Lore, The Long Dark)
Defender of Rammas 3x (Tactics, Heirs of Numenor)
Attachments: (17)
Daggers of Westernesse 3x (Tactics, The Dark Riders)
Mighty Prowess 2x (Tactics, The Druadan Forest)
Rivendell Bow 3x (Tactics, The Watcher in the Water)
Fast Hitch 3x (Lore, The Dead Marshes)
Blade of Gondolin 3x (Tactics, Core Set)
Rohan Warhorse 3x (Tactics, Voice of Isengard)
Events: (22)
Straight Shot 2x (Tactics, The Hobbit - On the Doorstep)
Halfling Determination 2x (Tactics, The Dark Riders)
Unseen Strike 3x (Tactics, The Redhorn Gate)
Feint 3x (Tactics, Core Set)
Foe-Hammer 3x (Tactics, The Hobbit - Over Hill and Under Hill)
Daeron's Runes 3x (Lore, Foundations of Stone)
Peace, and Thoughts 3x (Lore, Shadow and Flame)
Take No Notice! 3x (Lore, The Dark Riders)
Mulligan: A decent defender.
Ok that's it, I decided to post the deck so it would be easier for me to explain whats wrong with the complete mechanic. No comments on the deck itself, since that's not the purpose of this post.
Some things that should come to your attention are the focus of my 50 cards:
- Readying effects: Fast Hitch, War Horse, Merry
- Staging control/Engagement: Dunedain Hunter, Aragorn,Take no notice, Pippin
- Draw: Foe Hammer, Peace and Thought, Daeron Runes, Pippin
- Attack: Weapons, Aragorn, Unseen Strike
- Defense: Watcher of the Bruinen, Defender of Rammas
- Miscellaneous: Warden of Healling, Halfling Determination
In a 4 player game, this deck starts to feel like a complete cheat. Why? Well you engage one of the weakest enemies in play, you defend it with 1 of your defenders. Next Merry and Aragorn attack, one of the readying effects will ready Merry, Merry will ready Aragorn and Aragorn engages a new enemy. Because Merry and Aragorn are both ready, you can repeat this for 5/6 times (if you get 2 Rohan Warhorses and 3 Fast Hitches out of deck) and all enemies are killed.
Because of this a single player playing a similar deck can do all combat for 4 players, which seems way too overpowered if you ask me. Because this is also a mechanic that's easy to play because just Pippin alone will draw 3/4 cards every round and you still have the earlier mentioned drawing cards. You will be able to attach 3 of the readying attachments on Merry before the end of round 3, and therefore you will also be able to ready Aragorn 3 times and kill all enemies in play without a single scratch.
We did some brainstorming on how we could reduce the Aragorn effect without ruining the idea and we came to 2 ideas:
- Change the text as follows: After Aragorn participates in an attack that destroys an enemy, choose an enemy not engaged with you and engage that enemy. (Limit 1 per round)
- Change the text as follows: After Aragorn participates in an attack that destroys an enemy, choose an enemy engaged with another player and engage that enemy.
For those who are not completely convinced by the ultimate strength of this mechanic, feel free to try the deck I posted.
With Galadhrim's Greeting,
Jban