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Beyo
Posted: Thu Dec 29, 2005 7:18 pm
Joined: 22 Nov 2005 Posts: 60 Location: Poland
--- description ---
How to gain initiative and use it for victory with both Shadow and Free Peoples cultures.
--- end description ---

Initiative is a key mechanic introduced in King block. It brings much more fun to the game because since then every player have to play their card carefully looking for not gaining to much advantage to his/her opponent.
Adding initative to game produced much more balanced decks and strategy especially preventing FP Player from playing too much cards in their fellowship phase.

So..what’s the rules? If FP player have 4 card or more in his hand he has initiative..if not he hasn’t...it’s simple, is it? but there is a lot more background to this.

How FP player can benefit of having initative? To simply say,he benefits from not giving initative to opponent Smile but there are two most used card in tournaments:
Hardy Garrisson - wound minion each time we lose initiative.
Glimpse Of fate - make minion strength -4.

Most powerful combo with that are Elven Swords or Gwemegil which provides discarding 2 cards from hand and as result opponent minion is -5 strength.
Even If we lose initiative earllier than assignment phase, we still can assign such weakened minion to Legolas,Elven Stalvart. His game text is easy to use in archer decks ,making skirmishing minion -7 (or -9 for Long Knives) Don’t forget to discard elven events with Glimpse of fate because of Cirdan..and that’s the way og having little Elvish Army Smile)

Initiative for Shadow Side
For now there are three metods to gain initative for shadow side:
a/ when FP player plays more then 4 card in fellowship or later phases
b/ forcing FP to discard card from his hand or even discard his entire hand
c/ using cards (usually condition) giving init regardless of FP hand.

2nd method was available in fellowship block already in both Sauron and Isengard culture. However, Isengard discard cards rather from deck than from hand and proper cards like Too Much Attention are difficult to play due to its requirements so the Sauron will be much better choice.

Minions like Orc Inquisitor discard cards when played and the most superb card is Southern Spies..discard entire hand when ring bearer put One-Ring and this is common!!! So try Witch-King,Lord of the Nazgul with some orcs and I’m sure you will have opportunity to use it even in maneuver phase.

And that is the moment when Flames Within comes to help - every Sauron minion is strength +2 no matter the race, so it helps even red wraiths Smile
Are you afraid of opponent’s nasty cards discarding conditions? You may still play condition in regroup phase thanks to the Secret Art Of Flame - 3 played and initiative is yours!

Several cards for Sauron benefit of initiative , especially those designed for besiegers
like Besieging Pike giving enormous boost of +5 strength. Red Orcs can really fight with forces of Good and there are plenty of Orcs in King Block like Gorgoroth Stormer which fit in corrupt deck as well.

Argh..corruption Said I? Yes..if we mean corruption we mean <vader breath on>Ringwraiths.]:-><vader breath off>
King block introduced another great support to 9 riders of Sauron - the Orcs, the most climatic culture IMHO in whole set. Gaining initiative is easy for them: Fell His Blade transfered in skirmish give init. to end of turn so this is good for fast moving fellowships. Even when nazgul is discarded it is not discarded for nothing thanks to More Unbearable. Put forth his strength may win a game, and They Came A Cry is much more devastating with init than without it.

And at last..initiative is key to put these nasty fellowships to the ground by the arrows..Gothmog,Morgul Commander make every wraith minion
an archer...yes even the Shadow Arises! and for Morgul Lurker initiative gives minion archery +2..when fellowship leaves site 3 just push it hardly by 5 archery on every side and be sure it never arrive to 9Smile

So at the end i present some example of shadow side:

8R72 Gothmog, Morgul Commander
8U71 Flung Into the Fray x2
8C76 Morgul Lurker x4
8U78 Streaming to the Field x2
7C186 Morgul Axe x4
7C184 More Unbearable x2
8C74 Morgul Ambusher x4
7R206 Stronghold of Minas Morgul
7C208 There Came a Cry x2
10U53 Black Marshal
7R219 Úlairë Toldëa, Wraith on Wings x2
7U217 Úlairë Nertëa, Black-Mantled Wraith
10R71 Úlairë Toldëa, Thrall of The One
7R179 Ghastly Host
1U258 Morgul Skulker x3
13R180 Shadow in the East
11R207 Dark Powers Strengthen
10R59 Gorbag, Covetous Captain
10R60 Gorbag’s Sword
Last edited by Beyo on Fri Dec 30, 2005 8:22 am; edited 1 time in totalTime in the universe may be eternal..our patience is not
Cobra
Posted: Thu Dec 29, 2005 7:44 pm
Joined: 12 Jul 2005 Posts: 1202 Location: Austin, TX, USA
There's some good stuff here, but frankly it's extremely hard to read. A few readthroughs for basic issues like spelling and grammar (get a friend's help if you don't feel comfortable enough with English) will bump this up a couple notches. Cool
http://cobracards.com -- Web's best deals on Trading Card Games.
Beyo
Posted: Fri Dec 30, 2005 8:07 am
Joined: 22 Nov 2005 Posts: 60 Location: Poland
OK sorry for that..i try some rebuildings..
Time in the universe may be eternal..our patience is not

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