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DáinIronfoot |
Posted: Tue Apr 24, 2007 8:41 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #172
Well, I just updated The Road Ahead with some simple pumps for Gandalf, so let’s do the same here with minions. Enjoy!
Disquieting News
Event • Skirmish
Make a Orc strength +2 (or +4 if you can spot a Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”
Anger and Alarm
Event • Skirmish
Make a minion strength +1 for each threat you can spot (limit +4).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”
I almost threw in the "(except a Spider)" phrase I’m sure you all are getting sick of by now, but in the end, I decided to make the rare exception among Shadow cards: it works for ANY minion...Spiders included.  |
Last edited by DáinIronfoot on Tue Apr 24, 2007 12:58 pm; edited 2 times in totalBest regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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Anonymous Prodigy |
Posted: Tue Apr 24, 2007 8:44 am |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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DáinIronfoot wrote: Disquieting News
Event • Skirmish
Make a  Orc strength +2 (or +4 if you can spot a  Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”
Neat.
DáinIronfoot wrote: Anger and Alarm
Event • Skirmish
Make a [Mirkwood] minion strength +1 for each threat you can spot (limit +5).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”
Sweet!  |
I had to put something here. |
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Eomer3rdMarshal |
Posted: Tue Apr 24, 2007 9:47 am |
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Joined: 14 Apr 2006
Posts: 163
Location: Riding free in the Westfold
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DáinIronfoot wrote: Dáin’s DC Duos #172
Well, I just updated The Road Ahead with some simple pumps for Gandalf, so let’s do the same here with  minions.  Enjoy!
Disquieting News
Event • Skirmish
Make a  Orc strength +2 (or +4 if you can spot a  Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”
Anger and Alarm
Event • Skirmish
Make a  minion strength +1 for each threat you can spot (limit +5).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”
I almost threw in the "(except a Spider)" phrase I’m sure you all are getting sick of by now, but in the end, I decided to make the rare exception among  Shadow cards: it works for ANY  minion...Spiders included. 
What can I say? These are good, standard pumps. |
"Forth Eorlingas!" |
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DáinIronfoot |
Posted: Tue Apr 24, 2007 10:35 am |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Excellent. On we go, then!
Dáin’s DC Duos #173
Here’s a couple "Wood-orcs" that get better under the right circumstances...namely, in region 3. They age like fine wine, I suppose. Enjoy!
Tower Guard of Amon Lanc
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”
Dol Guldur Sentry
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’” |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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Anonymous Prodigy |
Posted: Tue Apr 24, 2007 10:39 am |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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DáinIronfoot wrote: Tower Guard of Amon Lanc
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”
Powerful, but it seems balanced.
DáinIronfoot wrote: Dol Guldur Sentry
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’”
Sweet!  |
I had to put something here. |
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sickofpalantirs |
Posted: Tue Apr 24, 2007 12:27 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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DáinIronfoot wrote: Dáin’s DC Duos #172
Well, I just updated The Road Ahead with some simple pumps for Gandalf, so let’s do the same here with  minions.  Enjoy!
Disquieting News
Event • Skirmish
Make a  Orc strength +2 (or +4 if you can spot a  Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”
nice and basic
Anger and Alarm
Event • Skirmish
Make a  minion strength +1 for each threat you can spot (limit +5).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”
make it only +4 IMHO |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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sickofpalantirs |
Posted: Tue Apr 24, 2007 12:30 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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DáinIronfoot wrote:
Tower Guard of Amon Lanc
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”
IMHO cut the lurker, replace with muster.
Dol Guldur Sentry
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’”
nice |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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Eomer3rdMarshal |
Posted: Tue Apr 24, 2007 12:59 pm |
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Joined: 14 Apr 2006
Posts: 163
Location: Riding free in the Westfold
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DáinIronfoot wrote: Excellent. On we go, then!
Dáin’s DC Duos #173
Here’s a couple "Wood-orcs" that get better under the right circumstances...namely, in region 3. They age like fine wine, I suppose.  Enjoy!
Tower Guard of Amon Lanc
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”
Lurker doesn’t really do anything for him. Muster seems bland to me as well... What about tracker?
Dol Guldur Sentry
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’”
Nice! He could probably afford to be 7 strength, though, because for most of the game he’ll cost 4. |
"Forth Eorlingas!" |
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DáinIronfoot |
Posted: Tue Apr 24, 2007 1:09 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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sickofpalantirs wrote: DáinIronfoot wrote:
Tower Guard of Amon Lanc
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”
IMHO cut the lurker, replace with muster.
Eomer3rdMarshal wrote: Lurker doesn’t really do anything for him. Muster seems bland to me as well... What about tracker?
Hmmm. Muster would be okay, but tracker doesn’t really fit this guy, because as a tower guard, he doesn’t go hunting through the forest like many other Orcs do. In fact, that’s the very reason I made him a lurker (and partially why he has the text he does)...he stays put as kind of the last line of defense.
So, is it okay to keep lurker, or should I shake him up and try to come up with something else? |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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DáinIronfoot |
Posted: Tue Apr 24, 2007 1:33 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Dáin’s DC Duos #174
Well while we debate and decide what to do with Tower Guard of Amon Lanc, here’s the last "Orc-pimping" cards I plan on posting today. This "duo"--and the next--will actually be a trio, since it seems difficult to split up the three cards found in each. You’ll understand when you see them. Enjoy!
Dol Guldur Blade
Possession • Hand Weapon
Strength +1
Bearer must be a minion (except a Spider).
While you can spot 2 threats, bearer gains hunter 1.
While you can spot 4 threats, bearer is damage +1.
Using the crudest of materials, the orcs of Dol Guldur forged the crudest of weapons.
The basic weapon of the Shadow culture, bearable by Orcs, of course, but also by Nazgûl (giving them an alternative to the unique Sword of Amon Lanc) and even Sauron himself if you so choose. Spiders will get their own toys to play with; for everyone else, this weapon is a great option.
Mirkwood Axe
Possession • Hand Weapon
Strength +2
Bearer must be a Orc.
Skirmish: Exert bearer to make bearer damage +1.
Often used for keeping the woods around Amon Lanc under control, the axes of Dol Guldur were just as effective at hewing their enemies.
And here’s another choice, but for Orcs only this time. That’s okay though, because in most cases, this is the better overall option for them anyway, especially if they have an extra vitality or two to devote to pumping up those damage bonuses.
Dol Guldur Bow
Possession • Ranged Weapon
To play, spot a Orc.
Bearer must be an Orc. Bearer gains hunter 1. You may exert bearer only once each turn.
Archery: Exert bearer to add 1 to the minion archery total.
Skirmish: Exert bearer to make bearer strength +1.
Man, I feel like Decipher making up all these non-canon possessions. In truth, there’s no evidence that Mirkwood Orcs used bows (or even swords or axes, for that matter), but it seems to make sense given their hunting nature and similar tactics to the goblins of Moria.
Like I said, look for three cards next time, too!  |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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