When I first started playing this game, it's biggest appeal for me (as for many of you, from what I have read on this and other message board sites) is the potential for solo play. However, after a few months of delving into the massive card base, exploring the encounter packs, and collecting everything FFG ha put out for this game, I came to the sad conclusion that it just ain't so.
Now, don't get me wrong - I have a solo deck that performs well about 85% of the time. There is a way to beat almost every quest produced (Dol Guldur and Return to Mirkwood notwithstanding). However, you can't just build in any particular sphere and do well. Even building 2-sphere (color) decks isn't completely feasible. If you want to run Tactics in solo play and win, forget it. You will spend all your time trying to quest unsuccessfully and end up having to hold back in order to take on very bloody and difficult fights. There just aren't any good solo cards in that particular sphere. I don't even look at cards in that sphere anymore unless I am putting a support deck together for a two-player game (which unfortunately, I don't get to play 2-player very often because most of my friends care nothing for this game and would rather play something competitive like Dust Tactics or HeroClix - which is fine, I enjoy those games, too).
So with Tactics out of my field of vision, that leaves Leadership, Spirit, and Lore. Leadership has some nice support cards like Sneak Attack (I only use these with Gandalf or the Song searcher card whose name I cannot recall at the moment), most of the Dunedain attachments, and Steward of Gondor. I used to think Celebrain Stone was fantastic until I realized that I am spending 2 leadership resources for an attachment when I could just buy an ally card that adds 2 to the quest total and has other uses as well (like attacking and blocking). Furthermore, the only good leadership card for solo play is Theodred (Gloin is a close second) because he speeds up your resource collection and I'm sorry to say that is critical for going it alone. If you can't build up your resources fast enough to play the cards in your hand, you will lose.
Ultimately, by the time The Redhorn Gate came out, I was already thinking about dumping Leadership cards out of my deck. I was really torn about not being able to use Sneak Attack for Gandalf, and I wondered if I would ever pull Grimeborn off the staging area, but running Theodred and watering my deck down with song cards just to have mana fixing options seemed a waste when I looked at all I was leaving out of the deck in the remaining two spheres (the best two, I might add). For the longest time, my heroes were Frodo (with the Celebrain), Theodred, and Beravor (the best hero in the game for lots of reasons). I was smashing through just about every encounter with the three of them. I had trouble with the Hill Troll but I won against that deck enough times to call it a success.
I had resource issues a lot. I mean ALOT. I couldn't collect 3 Lore every other round if I had to leave Beravor at home to block. And Frodo struggled with questing if the stone wasn't in my opening hand. My rule of thumb was if the deck design couldn't beat the level one encounter in the core set, it would fail against everything else. (By the way, I have wondered often who comes up with these challenge rating numbers. Journey Along the Anduin is much, much harder than Conflict at the Carrock. I have yet to lose to Conflict, even when I rush the quests.) Anyway, I tinkered around with the deck frequently, looking for the right combo of heroes. I even tried to build my deck to work with a Dwarf-focused support deck for when a friend did want to play. (Tactics/Lore/Leadership using Thalin/Bofur/Dain was the support structure. Tactics + Healing was incredible!) The more I tinkered, the more cards I kicked to the box never to be looked at again. They just don't work in solo mode, and I am not just referring to cards that do stuff when other players are in the game. A lot of the cards aren't meant for solo play. Only one or 2 have any real use, and those are limited to the ones that let you look at that top card of the encounter deck. Mercy on you if the card has Surge, though - ugh.)
When I finally hit the point where I decided I wanted to be able to play a deck that didn't care who the heroes were, I scrapped Leadership completely and just built Lore/Spirit. Threat reduction and healing is all that really matters - and of course, Gandalf, for the damage component. I started out with Beravor, but dropped that hero for Bofur, when I realized I was still having trouble playing Lore cards. Now my heroes are Eowyn "The Crutch," Dunhere "The Rescuer," and Bofur "The Fixer." With the three of them, I can start the game with 2 Lore when needed, or 2 Spirit, or rotate from Spirit to Lore just enough to build up both resource collections equally. My threat is 24, which is low enough to make Dunhere fantastic for combat since I hardly ever force engagements. And with only 2 spheres. I could really hone in on which allies to bring and not waste a lot of deck space trying to load up on attachments and events that had limited uses. I really miss Sneak Attack and the Dunedain Mark, but the trade-off of being able to run a total of 6 "cancel stupid evil shadow effects" was well worth it. Bofur doesn't have to sit at home to block with A Burning Brand on his back while I hold a Spirit event (can't remember the name) that does the same thing. And I don't fear every shadow card, so I can be selective about when to use it.
The point of this long essay is to see how other people really feel about the solo aspect of this game. Do you find you are locked into playing specific heroes/cards if you want to win? Is it just me, or do cards with Ranged/Sentinel/anything with the Tactics symbol just mean auto-loss? I look at these 1-cost allies and I think, what in the world? Not all of them are bad, but the ones that aren't usually have a dot in front of their name.
Maybe it is just me, but I think they missed the boat on proper scaling for players with this game. It needs to be about more than determining the number of encounter cards that get flipped over each quest phase. Scaling of threat levels based on the number of players would be a start. And for crying out loud, why can't a deck without Eowyn win the game without being pushed to the brink of defeat? I've played with her and without her, and let me tell you, playing the game without her is a heckuva lot harder than playing with her. There have been many games where she can just go the quest stage all alone for rounds at a time. Forget about doing that with just Frodo or Bofur or Beravor or Aragon, even if you have the stone attached. Those are your combatants (be it attacking or defending) and there are no other "QUEST WITH ME" cards in the game like Eowyn.
Thoughts?