Sorry, SoP, but there was nothing 'tactically sound' about storming the Black Gate beyond the mere possibility of giving Frodo more time to accomplish his task. In the book everybody knew that there would never be a real chance to win such a battle.
Aragorn is now infinitely 'cooler' in my opinion, having taken on Dain's suggestion. He now enters play more easily with more races in the fellowship... which is sooooo flavorful that I didn't even consider *not* making the change. He's also got that 9 resistance. Great Need of Aid has also been changed in accordance with the reviews.
As for The Hour of Men, I did see
Men taking advantage of it when I wrote it but at the time I thought that was just an added 'cool' bonus of the card. Now (as I slowly tinker with a follow-up set) I realize there's plenty of design space for
alliances so they don't need this one.
Three Gorn-specific cards today:
Black Banners
Event • Skirmish
Exert Aragorn to make an unbound companion strength +3 (and gain
flanking until the regroup phase if you can spot a Shadow alliance).
"And looking hither they cried in dismay; for black against the glittering stream they beheld a fleet borne up on the wind: dromunds, and ships of great draught with many oars, and with black sails bellying in the breeze."M1C22
Flanking (If this companion is not assigned to a skirmish, at the start of another of your character's skirmishes, you may exert this companion to replace that character in the skirmish).Pretty spot-on with the flavor of the moment - Aragorn arrives unexpectedly and cuts into Sauron's forces from the rear, routing them and helping win the day.
The Path of Prophecy
Condition
Resistance +1
Bearer must be a unique
companion. Limit 1 per bearer.
Each time the fellowship moves, if bearer is not exhausted, you may play the fellowship's next site.
Regroup: If bearer is Aragorn, discard this condition to reconcile your hand.
"He stood up. ‘Come!' he cried, and drew his sword, and it flashed in the twilit hall of the Burg. ‘To the Stone of Erech! I seek the Paths of the Dead. Come with me who will!'"M1U28
It's been a while since one of these cards came up, but in
Lands of Shadow there is a cycle of conditions that reconciles your hand. This is one of them.
You might be inclined to immediately jump on this card as too good; don't forget though that
is naturally very good at site manipulation, just like
and
. Since, in my opinion,
got shafted with so many other things (no condition removal, no real archery, no double-moving, and more I can't think of), I say this should be one area where they have domain. Which explains this card.
The Tide is Broken
Event • Skirmish
Spot Aragorn. For each alliance of a different culture you can spot, make an unbound companion strength +2.
"And in that hour the great Battle of the field of Gondor was over; and not one living foe was left within the circuit of the Rammas. All were slain save those who fled to die, or to drown in the red foam of the River. Few ever came eastward to Morgul or Mordor; and to the land of the Haradrim came only a tale from far off: a rumour of the wrath and terror of Gondor."M1U32
...another strength pump. In
Lands of Shadow there are alliances in the
,
,
,
and
cultures. Expect more in the next set. But in a normal game you'd have to build a deck around this kind of event, netting you in such a deck anywhere from +2 to +6 or +8 strength. Hmm. It's a very risky kind of event since you might lose Aragorn or just have no alliances to spot... but it still might be too good. Let me know what you think!