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Author Topic: GoG's DC Thread ( The Dale Archers! )  (Read 11329 times)

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October 06, 2008, 03:05:22 PM
Reply #15

sickofpalantirs

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Re: GoG's DC Thread ( The Shadowrangers )
« Reply #15 on: October 06, 2008, 03:05:22 PM »
Got som more stuff.

 [2] •Gardu, Cunning Spy  [Gondor]
 Follower
 Strength: +1
 Aid- [2]
 When you transfer this to a Ranger you may add a burden to replace the fellowships current site with a site from you adventure deck.
 The Rangers often bought his information.
fine

 [2] Choice of a Ranger  [Gondor]
 Condition
 Bearer must be a Ranger
 Chose one: bearer gains Hunter 1, bearer gains Muster or bearer gains Shadow 2.
 A Rangers choice is not made in haste.
choose, not chose...I'm not sure on the wording, maybe when played choose one, bearer gains choice till end of game>
  
 [1] Furious  [Gondor]
 Event • Skirmish
 Exert a Ranger to chose one: make a Ranger strength +3 or replace the current site with one from your adventure deck.
 Furious with Sauron, furious with Saruman.
fine

 [1] United  [Gondor]
 Condition • Support Area
 Each Ranger gains Shadow 1
 Each time a minion is played you may exert a Ranger to exert that minion.
 The greater the enemy, the greater the fury.
works
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
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October 07, 2008, 03:53:47 PM
Reply #16

GarrisonofGondor

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Re: GoG's DC Thread ( The Shadowrangers )
« Reply #16 on: October 07, 2008, 03:53:47 PM »
 Lets move on to..........Dale Archers =D> This is one of my favorites.

 [2] Brand, Expert Archer [Gandalf]
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.

 [2] Jorgon, Swift Shooter  [Gandalf]
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.

 [2] Dale Archer  [Gandalf]
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 Archer
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers

 [2] •Fiorn, Hunting Falcon  [Gandalf]
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.

 [2] •Orc-Fate, Brand's Longsword  [Gandalf]
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...

 [1] Dale Longbow  [Gandalf]
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 Bearer is an Archer
 The Dale Men made formidable longbows.
 
 [2] Instincts of a Hunter  [Gandalf]
 Event • Archery
 Spot 2 [Gandalf] Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.

 [3] •Fury and Rage  [Gandalf]
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.

 What do you think?

 
 
 
"Never Again, will the land of my people, fall into enemy hands! For Gondor! For Gondor! For Gondor!

https://lotrtcgwiki.com/forums/index.php?topic=426.120

October 07, 2008, 05:28:04 PM
Reply #17

sickofpalantirs

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #17 on: October 07, 2008, 05:28:04 PM »
Lets move on to..........Dale Archers =D> This is one of my favorites.

 [2] Brand, Expert Archer [Gandalf]
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.
until, not until.  up cost to 3. and again, not sure if he should start with archer

 [2] Jorgon, Swift Shooter  [Gandalf]
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.
no...much better than legolas greenleaf...perhaps if you can spot 4 gandalf archers, you may exert jorgon and another gandalf archer to wound a minion...than up his cost to 3, and drop strength to 6 ;)

 [2] Dale Archer  [Gandalf]
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 Archer
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers
humm...now this is interesting.. make it cost 3.

 [2] •Fiorn, Hunting Falcon  [Gandalf]
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.
make it exert a mion, and you may add say 1 to exert a minion

 [2] •Orc-Fate, Brand's Longsword  [Gandalf]
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...
works

 [1] Dale Longbow  [Gandalf]
 Possesion • Ranged Weapon
 Bearer must be a [Gandalf] Man
 Bearer is an Archer
 The Dale Men made formidable longbows.
NO. maybe if bearer has resistance something or more bearer is an archer...there should never be another elven bow though.
 
 [2] Instincts of a Hunter  [Gandalf]
 Event • Archery
 Spot 2 [Gandalf] Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.
you need to get better lore ;) though the card itself is fine.

 [3] •Fury and Rage  [Gandalf]
 Condition • Support Area
 Archery: Discard this condition to make the fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.

 
needs a limit, perhaps plus 2, then increase cost to 5 and give it toil 2.
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
SoP's Trade List
Like Muscle Cars? Check out themusclecarplace.com

October 07, 2008, 05:37:30 PM
Reply #18

Thranduil

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Re: GoG's DC Thread ( The Shadowrangers )
« Reply #18 on: October 07, 2008, 05:37:30 PM »
[2] Brand, Expert Archer [Gandalf]
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.
I think he should make only [Gandalf] Men into archers, but otherwise he seems like a solid card. Should be unique, though...

[2] Jorgon, Swift Shooter  [Gandalf]
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.
Also should be unique, and also compare this guy to Greenleaf who himself is one of the best companions ever printed! :o Clearly this guy needs to be toned down a LOT. I would make him cost [3], make him spot some [Gandalf] Men to play and probably also make him not add to the archery total by using his ability like Greenleaf.

[2] Dale Archer  [Gandalf]
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 Archer
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers
Not unique archer companions are a serious taboo - you shouldn't make them. They should support the strategy in a different way like keying off wounds on minions, playing archery events and stuff, but they should not be archers themselves. Also, I would add some enforcement to them like "To play, spot a [Gandalf] Man."

[2] •Fiorn, Hunting Falcon  [Gandalf]
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.
Again, no cultural enforcement whatsoever makes this card ridiculously overpowered. It needs a huge penalty for transferring to anyone except for a [Gandalf] Man. Alternatively, I might have a smaller penalty and have the wounding apply only if it is borne by Brand.

[2] •Orc-Fate, Brand's Longsword  [Gandalf]
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...
Fair enough, but seems out of character for what [Gandalf] Men seem to do. They like [Gandalf] tokens and very high strength, not such direct wounding.

[1] Dale Longbow  [Gandalf]
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 Bearer is an Archer
 The Dale Men made formidable longbows.
This is absolutely more than enough to make your Dale Archers into archers making it even more pertinent that you remove the archer keyword from that companion.
 
[2] Instincts of a Hunter  [Gandalf]
 Event • Archery
 Spot 2 [Gandalf] Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.
Yeah, fair enough.

[3] •Fury and Rage  [Gandalf]
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.
Doubling the archery total with 1 card? I'm not convinced this is very fair. It should at least be [Gandalf] archer and spot some [Gandalf] Men to play, and I might want to have some exertions on [Gandalf] archers to pull off the ability as well.

Thranduil
« Last Edit: October 07, 2008, 06:30:52 PM by Thranduil »

October 08, 2008, 11:15:34 AM
Reply #19

GarrisonofGondor

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #19 on: October 08, 2008, 11:15:34 AM »
 [2]Brand, Expert Archer
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.

 [3] •Jorgon, Swift Shooter 
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 To play, spot a [Gandalf] Man.
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.

 [2] Dale Archer 
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers

 [2] •Fiorn, Hunting Falcon 
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.

 [1] •Orc-Fate, Brand's Longsword 
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...

 [1] Dale Longbow 
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 While bearer has resistance 5 or more, bearer is an Archer
 The Dale Men made formidable longbows.
 
 [2] Instincts of a Hunter 
 Event • Archery
 Spot 2  Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.

  [5] •Fury and Rage 
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.

 Changed it up.
"Never Again, will the land of my people, fall into enemy hands! For Gondor! For Gondor! For Gondor!

https://lotrtcgwiki.com/forums/index.php?topic=426.120

October 08, 2008, 03:54:12 PM
Reply #20

sickofpalantirs

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #20 on: October 08, 2008, 03:54:12 PM »
jorgon is still way too good...cut the ability and he is maybe balanced.
last one should be for each dale archer you can spot, with a limit of +2
make instincts or +2 if more minions thatn companions
the longbow is okay I guess, maybe 6 or more though
up orc fate to twilight cost 2
and brand shouldn't be an archer...than where good. maybe.
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
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Like Muscle Cars? Check out themusclecarplace.com

October 08, 2008, 07:09:51 PM
Reply #21

MR. Lurtzy

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #21 on: October 08, 2008, 07:09:51 PM »
I dunno about the lore though

October 09, 2008, 11:18:13 AM
Reply #22

Gate Troll

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #22 on: October 09, 2008, 11:18:13 AM »

[2]Brand, Expert Archer
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.

Definitely should be [3] but I would suggest a cost reduction if he is in your starting fellowship.

 [3] •Jorgon, Swift Shooter 
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 To play, spot a [Gandalf] Man.
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.

I think you should remove either the Archer bonus or his ability. I'd also down his strength to 6.
 
[2] Dale Archer 
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers

How about this as well: Maneuver: Exert Dale Archer twice to play a ranged weapon from your draw deck on him.
 
[2] •Fiorn, Hunting Falcon 
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.

 I like!  ;D


 [1] •Orc-Fate, Brand's Longsword 
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...

I'd make his ability Regroup.


 [1] Dale Longbow 
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 While bearer has resistance 5 or more, bearer is an Archer
 The Dale Men made formidable longbows.
 
Good one.   :up:

 [2] Instincts of a Hunter 
 Event • Archery
 Spot 2  Archers to make the fellowship archery total +1( or +3 if you can spot more minions than Companions.)
 Dales Men had instincts like a tiger.

lol, tigers aren't even in LotR. That lore is seriously horrible. Especially since this is the second time you used it.
The way I see it is, if you aren't going to use lore from Tolkien you might as well not use any lore at all.


  [5] •Fury and Rage 
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.

Okay, I guess. The lore is really kind of cheesy though. Most of your lore goes like this: "such and such is so wonderful" or "such and such owned this weapon" or "such and such was friends with this guy". I don't mind if you give us a little history about them each time you post but I do mind when it becomes the lore.

 Changed it up.

October 09, 2008, 03:05:01 PM
Reply #23

Thranduil

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #23 on: October 09, 2008, 03:05:01 PM »
[2]Brand, Expert Archer
 Companion • Man
 Strength: 6
 Vitality: 3
 Resistance: 6
 Archer
 Each [Gandalf] Archer is Strength +1.
 Archery: Exert Brand twice to make a Companion gain Archer untill the end of the turn.
 Brand had the best eyes of any bowbeast.
Perhaps his ability could affect each other [Gandalf] archer, or reduce his strength to 5.

[3] •Jorgon, Swift Shooter 
 Companion • Man
 Strength: 7
 Vitality: 3
 Resistance: 6
 To play, spot a [Gandalf] Man.
 Archer
 Archery: Exert Jorgon to wound a minion.
 Jorgon could fit an arrow to a bow faster than even Legolas.
As I said, Greenleaf is one of the best companions ever printed, and this guy is much better! He still needs serious toning down.

[2] Dale Archer 
 Companion • Man
 Strength: 4
 Vitality: 3
 Resistance: 7
 While this companion is in your starting fellowship, it is twilight cost -1.
 Dale men were great archers
You could have something as well like "Each ranged weapon played on this companion is twilight cost -1."

[2] •Fiorn, Hunting Falcon 
 Follower
 Strength: +2
 Aid-[2]
 Each time bearer wins a skirmish, you may wound a minion.
 Fiorn was Brand's great hunting bird.
This one still needs cultural enforcement - one of the dangerous things about followers is they often have none, or very little.

[1] •Orc-Fate, Brand's Longsword 
 Possesion • Hand Wepon
 Strength: +3
 Bearer must be Brand
 Skirmish: Exert Brand to wound an  Orc he is skirmishing.
 ...Orcs bowed low before his blade...
Certainly needs to cost [2] like it was originally.

[1] Dale Longbow 
 Possesion • Ranged Wepon
 Bearer must be a [Gandalf] Man
 While bearer has resistance 5 or more, bearer is an Archer
 The Dale Men made formidable longbows.
Yeah, fair enough.
 
  [5] •Fury and Rage 
 Condition • Support Area
 Archery: Discard this condition to make th fellowship archery total +1 for each Archer you can spot.
 ...Rage and Fury, Fury and Rage.
[/quote]
More appropriately costed, but i think it's too big an effect for too big a cost - a lower cost and lower effect would be preferable to me. Also, should be [Gandalf] archer - otherwise this goes in every archery deck.

Thranduil

October 17, 2008, 10:05:55 AM
Reply #24

GarrisonofGondor

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #24 on: October 17, 2008, 10:05:55 AM »
 I have been really busy so I have not been able to post in a while. So, here are some new ones.

 [2]•Ishtar, Queen of Dale [Gandalf]
 Companion • Man
 Strength: 5
 Vitality: 3
 Resistance: 6
 Brand is twilight cost -1
 While the fellowship is at a Forest site, Brand cannot be overwhelmed unless his strength is tripled.
 ...Beautiful as the Moon...

 [1] Dale Longsword [Gandalf]
 Possesion • Hand Wepon
 Strength: +2
 Bearer must be a [Gandalf] Man
 While bearer is at a Forest site, bearer is Damage +1
 Dale men could also fight hand to hand.

 [1] Quiver [Gandalf]
 Possesion • Quiver
 Resistance: +1
 Bearer must be a [Gandalf] Man
 Fellowship: Exert bearer to reinforce a [Gandalf] token.
 Dale Archers prefered shoulder quivers.

 (0) Rage Fire [Gandalf]
 Event • Archery
 Archery: Make the fellowship archery total -X ( to a maximum of 0 ), to rienforce X [Gandalf] tokens.
 Fury made them do incredible things...

 [2] Tree Cover [Gandalf]
 Condition • Support Area
 While the fellowship is in region 1, the fellowship archery total is +1
 While the fellowship is in region 2, the fellowship archery total is +2
 While the fellowship is in region 3, the fellowship archery total is +3
 Discard this condition during the regroup phase.
 Dale Archers used all cover.
 
 [1]•Full Quiver [Gandalf]
 Condition • Support Area
 When you play this condition, add a [Gandalf] token here for each Quiver you can spot.
 Archery: Remove 2 [Gandalf] tokens from this condition or dicard this condition to make the fellowship archery total +1
 With their quivers full they set off.
 
 So, what do you think?
 
 
"Never Again, will the land of my people, fall into enemy hands! For Gondor! For Gondor! For Gondor!

https://lotrtcgwiki.com/forums/index.php?topic=426.120

October 17, 2008, 11:05:15 AM
Reply #25

sickofpalantirs

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #25 on: October 17, 2008, 11:05:15 AM »
on the longsword I would prefer a bear is resistance +1...it just seems...more interesting.

on the quiver...you know, I think its fine. but maybe, at the start of the fellowship phase, so you can only do it once.
tree cover should be unique, and I think it should make the minion archery total -1 in region 1, minus 2 in region 2, and make the fellowship archery total +1 in region 3.

full quiver is fine.
perhaps make it cost 2 though.
Felipe Musco:
(after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
Elf Lvr:
Bit of a scrawny Iowan kid with an unhealthy artifact obsession. Oh, and a God of Spam. In a good way.
Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
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Like Muscle Cars? Check out themusclecarplace.com

October 19, 2008, 08:19:00 PM
Reply #26

Thranduil

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Re: GoG's DC Thread ( The Dale Archers! )
« Reply #26 on: October 19, 2008, 08:19:00 PM »
[2]•Ishtar, Queen of Dale [Gandalf]
 Companion • Man
 Strength: 5
 Vitality: 3
 Resistance: 6
 Brand is twilight cost -1
 While the fellowship is at a Forest site, Brand cannot be overwhelmed unless his strength is tripled.
 ...Beautiful as the Moon...
I'm not a big fan of just making up characters for DCs (especially as you're shamelessly using the name of a Babylonian goddess - at least find a Tolkienesque Lake-town name! :P ) because Tolkien's universe is so unbelievably rich there's no reason at all to be doing this as there are so many places from which to draw ideas. Also, if you're going to make up lore texts you don't need to surround them with ellipses ("..." is an ellipsis, by the way) as this makes it look like you've taken them from LotR in the middle of a sentence. Also, why forest sites? What to the Dalemen have to do with forests? If any terrain at all, surely "river"? That said, I don't think it would be too good if it happened at every site.

[1] Dale Longsword [Gandalf]
 Possesion • Hand Wepon
 Strength: +2
 Bearer must be a [Gandalf] Man
 While bearer is at a Forest site, bearer is Damage +1
 Dale men could also fight hand to hand.
See my point on forests above.

[1] Quiver [Gandalf]
 Possesion • Quiver
 Resistance: +1
 Bearer must be a [Gandalf] Man
 Fellowship: Exert bearer to reinforce a [Gandalf] token.
 Dale Archers prefered shoulder quivers.
It's a quiver, and therefore I feel it should have abilities during the archery phase. So, I would probably change it to an archery action. Then, because it seems very strong, I would either up the cost to [2] or make it an "At the start of the archery phase" action so that you can only use it once per turn.

(0) Rage Fire [Gandalf]
 Event • Archery
 Archery: Make the fellowship archery total -X ( to a maximum of 0 ), to rienforce X [Gandalf] tokens.
 Fury made them do incredible things...
What does "Rage Fire" mean? I'm sure you could think of a better title! You also mean "minimum of 0", but never mind. This I feel should cost about [2], and you also don't need the bolded phase in the text - that's already part of the subtype.

[2] Tree Cover [Gandalf]
 Condition • Support Area
 While the fellowship is in region 1, the fellowship archery total is +1
 While the fellowship is in region 2, the fellowship archery total is +2
 While the fellowship is in region 3, the fellowship archery total is +3
 Discard this condition during the regroup phase.
 Dale Archers used all cover.
Firstly, this should clearly be unique - otherwise, I save all 4 copies in my hand until region 3 and triple for the win with +12 archery. Secondly, it certainly needs to spot some [Gandalf] Men to play. Thirdly, this card is a BA9 (Bad At 9) which means that it's simply too good at site 9 and therefore should not exist. To remedy this, I would invert the archery bonuses so that you got the least in region 3. Fourthly, even unique, spotting [Gandalf] Men and inverting the bonuses, this card still needs to cost more, about [3] I reckon.
 
[1]•Full Quiver [Gandalf]
 Condition • Support Area
 When you play this condition, add a [Gandalf] token here for each Quiver you can spot.
 Archery: Remove 2 [Gandalf] tokens from this condition or dicard this condition to make the fellowship archery total +1
 With their quivers full they set off.
I would actually add tokens for ranged weapons, or perhaps better: "add a [Gandalf] token for each [Gandalf] archer you can spot" which I think makes the most sense. Other than that, seems an interesting card. It should probably cost more though (at least [2]) and maybe exert a [Gandalf] Man or 2 to play.

Thranduil