Was dat Glorfindel Lore or Spirit?
The Treachery of Rhudaur - How are you beating this?
I have beat the quest three times with my Hama deck (Glorfindel (sp)/Galadriel/Hama).
Edited by 13nrvGlorfindel Spirit.
Glorfindel Spirit.
Yes, sorry ...
Post updated !
Edited by 13nrvFirst i try , i win. In 4 players. I was the quester player, with Balin, Theodred and Borormir leadership; other player the combat player with Tactagorn, Merry and Pippin; one player the defender, with Erk, Eowyn and Bifur, and other player some mysc with Treebeard, Glorfindel and Elrond. 145 final score, in 4 complete rounds and 45 victory points.
This quest is quite easy (and fun!) with four players. I can definitely see why this quest is extremely difficult solo.
I won this quest on my second try with my Glorfindel(sp)/Galadriel/Rossiel deck. I was lucky to get Light of Valinor and Nenya pretty early on (though with Galadriel's draw ability, I don't usually have a problem getting to them). With plenty of Silvan allies and my Heroes' combined 11 spirit; questing was not a problem. Also, Glorfindel and Amarthiul were ready to deal with enemies as they showed up. I managed to clear the location and enemy related side quest. The resource one was hopeless. I wasn't too impressed with the clues, but the ten less quest points on the final stage was nice. Still, I look forward to doing this one with a friend or two to try for all the side quests.
I must share this.
I played that with a buddy yesterday and we steamrolled the scenario, I think in a combination of nearly having the right decks to do so and a tremendous luck.
I was playing a Dunhere / Theodred / Erkenbrand and he was playing a Thédoden / Eowyn / Eomer.
During the first five turns, we got very lucky, revealing mostly unharmful treacheries (the one giving +6 quest points) and not a single one enemy (strange... but true). We did not complete a single side quest, so we got to stage 2b, with the full 30 quests points to do, but in the meantime, 5 turns with no enemies, we had a decent amount of willpower on table, 3 Test of Wills in hand and Erkenbrand with The Day's Rising, Raven-Winged Helmed, 2x Dunedain Warning, Heir of Mardil, 2x Unexpected Courage and Westfold Horse-breaer everywhere on the table. This was enough to withstand the multiple attacks of Thaudir and his minions (7 attacks in the penultimate turn, and Theoden died from a 8th undefended), and on a last turn, each one of us with 48 threat, we rush-quested (already 27 points were on the quest), smashing two treacheries with the Test of Will we had in hand.
The two treacheries were Sorcery, so my friend has to lose Eowyn and Eomer to Thaudir's attacks and was eliminated (it was my fault as I totally forgot to use on unexpected courage at the beginning of the quest phase, so Erkenbrand was exhausted and could not defend those attacks...).
Though, I was questing for 4 (Théodred, Erkenbrand, Dunhere and a Westfold Horse-Breeder) and we needed 3 quest points (no encounter cards left in the staging area, except for the side quest that raise the threat of players, the reason why we ended at 48).
While definitely a pretty epic and hard earned victory it does not exactly sound like you steamrolled it per say with one player eliminated and your final threat at 48 =p
Yeah, but we actually chose to have our threat that high by triggering the action on that 5-threat location which allows you to do so.
Also, as I said, I made a stupid mistake by not defending the final attacks of Thaurdir with Erkenbrand.
Other than that, this really was cake walk, and we were quite surprised it was!
I was the guy who played with Banania.
As he said, we were surprised by our victory. It was an epic victory
In the last turn, we reveled 2 treacheries (one was canceled but you do not cancel the Sorcery trait so the Thaudir's immediate attack applied) and my 2 heroes died
. But even with the mistakes we made, we won ! We were lucky on the first turns, with revelling only locations and treacheries without dangerous effects. (+5 quest points on the side quests for exemple)
But we were aslo unlucky with our starting hands, especially Banania :-) And we don't play power decks, like Glorspindel Elrond Gandalf. We just played two 100% Rohan fluff decks.
I think we had a good decks combinaisons, and the good strategy too.
One deck with a huge sentinel defender stuffed on the first turns (Erkenbrand) and some resources advantage. And one deck with heavy questing (Eowyn and Rohan allies +Eomund+ Astonishing speed) and one strong attacker (Eomer + Firefoot).
Mustering the Rohirrim is now a great card, especiallly with the news Rohan unique allies from the Saga boxes (Hama, and actually the new Gamling is even better) . This time I picked Eomund with this event on the planing phase on the antepenultimate turn, and it was a huge help. Every caracter on quest except Eomund, then a Sorcery Treachery reaveled so Thaudir killed Eomund, and then every Rohan ready to fight for the combat phase, after puting 12 progress tokens on the 2B quest. ![]()
I think not spending too much resources for complete side quest on stage 1 was a good idea too. Better to stuff and be prepared for the 2d stage of the scenario.
Edited by Valiko33Yeah, and I mean, with the Treacheries giving +6 quest points and the ones forcing you to choose another side quest, how are you supposed to complete anyone of those side quests??
Also, I just realized I did not even look at the Objective side of the cards. Are they granting the player more advantages than just a mere 5 quest points reduction during stage 2?
The one time I played it I completed one side quest, and if I'd managed to spare one more resource in an earlier round it could've been two. Admittedly that was with a Dwarf deck, though not a particularly finely tuned one.
The objective sides attach to a hero and give them +1 willpower attack or defence (depending on which one you got).
played this quest for the first time today. I was playing a Rohan (S/S/Lo) deck with my wife playing Gondor (T/T/Ld).
First turn she put out Gather Information, and I played Westfold Traveller, switching the Great Hall with the Ancient Causeway. Because of this we cleared Ancient Causeway and Gather Information the first turn, allowing us to get the best cards from our deck and completely ignore the Great Hall the entire game -we just left it in the staging area the entire time.
After a pretty good start we cleared 2 side quests before time ran out (Astonishing Speed was helpful) and smashed it on stage 2b.
Tried this solo one handed yesterday (along with Across the Ettenmoors which I won pretty easy on first attempt) with my Dunedain Deck
I had an easy time while on stage one and managed to get one clue, but the moment I went on stage two I came up facing 5 enemies (started to pile up after third round on stage one) which made my game nearly impossible. Tried to progress and had ten progress tokens on stage two but after a while I could just defend and nothing else, which made me dump the game
I hope I will try again today, liked it very much. Maybe I shoulc add the descendants og Kings event card on my deck so that I can ready characters on stage two to be able to attack as well
Almost whenever I lose this quest is because I get swarmed by Cursed Dead. If I can avoid or successfully defend against them, it's not such a big deal. Good thing you mentioned Descendants of Kings. That card has mad potential, I really hope the Dúnedain archetype becomes more playable in these last 2 packs. Really anxious about our new Leadership Dúnadan heroine! (I'm almost certain it will be a ffg created gal.)
What the Dunedain miss IMO are attachments that will make them a bit better to attack or defend when needed (you cannot trap always).
Also a liitle boost on their tactics, there is only one tactics ally IIRC. I have tried a lot with them, I like them thematically, I like the story behind them, that they are descendants from Numenor etc so I decided to try and win the whole cycle with pure Dunedain decks (apart from Henamarth Riversong). Unfortunatelly it seems that this will end on the battle of Carn Dum cause of the luck of fighting cards I mentioned
I don't have this quest yet, but the Dúnedain deck I've been trying out lately (see strategy forum) has been smashing Deadman's Dike pretty consistently. I use Damrod but you can switch him for Berevor (and the various card-draw effects for readying such as Cram and Wingfoot and more resource generation like Ranger Provisions) if you want to keep it Dúnedain pure. You could try my version of a Lore-Leadership Dúnedain deck and see how it plays because I feel this deck should get me through the entire cycle.
Descendants of Kings is a super-card btw! I too underestimated him, thinking it would only ready 1 or two characters which isn't such a big deal. But through playing it often I discovered that it's true power is that it readies 'enough' characters because it scales with how much in danger you are. Add Forest Snares to put extra power in it and you'll understand why I consider this card one of the most powerful ones in my Dúnedain deck.
Tactics only has 1 Dúnedain Ally and 1 Hero. Spirit has 2 Allies and 1 Hero and they have no synergy at all (maybe through Caldara bit). My take on the Dúnedain is that there are 3 'archetypes'. Tactics Aragorn/Dúnedain Hunter is about engaging enemies one by one and killing them. But it requires many non-Dúnedain as support due to their lackluster appearance in Tactics. Weather Hill Watchman Signals is about the signal buffs and small card-advantage it provides, but that's more of a minor deck-addtion. Finally there's trap-Dúnedain which I play, which is about trapping enemies with Forest Snare and powering up on it. I think that last one is a fully developed archetype, though I would appreciate more support for it. It's just that these archetypes don't mix that well.
I like your deck, I ve seen it, but I own only one core set which is a bit of a problem, so never managed to give it a shot
Tried today with all copies of descendants of kings and some other tweaks and went easily. Won on clue, the one you add progress when explore locations, on round four and nearly got another, the one you add progress when you kill enemies. Two copies of descendants of king where enough to damage thaurdir as much as needed on two consecutive rounds. Beravor with two dunedain warnings, burning brand and self preservation was good enough to defend thaurdir each turn
What bug me about this quest is that I think it is impossible to beat all the sidequests in pure solo.
What bug me about this quest is that I think it is impossible to beat all the sidequests in pure solo.
Well, there are always cheesy mono lore decks ![]()
I don't think the intention is for us to actually be able to grab all 3, at least not without an aligning of the stars. I think thematically, it's more like grab what you can before time runs out, and make your choice.
The best I've done so far is getting 2.
Just confirmed - you can reliably get all 3 with a cheesy Erestor + Love of Tales deck.
Just confirmed - you can reliably get all 3 with a cheesy Erestor + Love of Tales deck.
Did you make a video? That cracks me up.