The Last Homely House

Middle-Earth => Chamber of Mazarbul => Topic started by: DáinIronfoot on September 23, 2008, 12:17:15 PM

Title: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: DáinIronfoot on September 23, 2008, 12:17:15 PM
A long long LONG time ago, way back in Octber of last year, I began working on the [Raider] culture over at CC (http://lotrtcgdb.com/community/viewtopic.php?t=5630) for my middle set The Way Into Mordor. I kept bogging down and coming back, moving slowly through the culture in fits and spurts. But now, I resolve to do better. Or at least try really hard to do so. Maybe. :whistle:

I've really struggled with giving this culture an identity in this set, and at least part of that is because I haven't really used it much in real life. I know very little about it, and while I'm trying to take a crash course, it's been tough.

But I WILL try to get some regular posts going for this culture again, even if it's just once or twice a week, and make some steady progress. I feel like I can't really move on to other cultures like [Dunland], [Gollum], [Elven], and others until I finish [Raider] and another long-neglected culture (also begun in 2007): the [Isengard] culture (http://lotrtcgdb.com/forums/index.php?topic=215.0).

So, let's get back up to speed with all the cards I had posted at CC and see if that can light a fire under my butt to get moving with these guys again. :up:

Feel free to review (or re-review) any of these you think need additional touching up, but these have all already been subject to reviewers' scrutiny, so it's not strictly necessary to review any of them...especially since there are so many! Any comments you want to toss in (or suggestions for other cards) ARE greatly appreciated, though. ;)

[2] Desert Bandit [Raider]
Minion • Man
Strength: 5
Vitality: 2
Site: 4
Southron. Hunter 1.
While you can spot 2 other [Raider] Men, this minion is fierce.
Each time the Free Peoples player assigns this minion a skirmish, they must add [2] or a threat.
Used to raiding in numbers, the Southron warriors were increasingly vicious in groups.

[2] Desert Brigand [Raider]
Minion • Man
Strength: 5
Vitality: 2
Site: 4
Southron. Hunter 2.
At the start of each skirmish involving this minion, you may exert him to discard a possession borne by a character he is skirmishing.
“‘We have not seen Men like these before....’”

[5]•Desert Lancers [Raider] (reprint)
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] Man.
Regroup: Exert Desert Lancers twice to take control of a site.
“‘Always more people coming to Mordor. One day all the peoples will be inside.’”

[3] Desert Legionnaire [Raider]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Southron.
While you can spot a [Sauron] minion, this minion is twilight cost -1.
While you can spot another [Raider] hunter, this minion gains hunter 2.
While you can spot another [Raider] minion with ambush, this minion gains ambush [2].
“‘More Men going to Mordor. Dark faces.’”

[3] Desert Marauder [Raider]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Southron. Hunter 1.
This minion is strength +1 for each possession borne by each character in his skirmish.
“He could hear plainly the ringing grate of steel on steel, the clang of sword on iron cap, the dull beat of blade on shield; men were yelling and screaming....”

[2] Desert Raider [Raider]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Hunter 2.
While at a battleground site, this minion is fierce.
Each time the Free Peoples player assigns this minion to a fierce skirmish, you may add [2] or a threat.
The warriors of the far east were ferocious in battle.

[3] Desert Wanderer [Raider]
Minion • Man
Strength: 8
Vitality: 2
Site: 4
Southron. Ambush [1].
This minion gains hunter 1 for each possession borne by a character in his skirmish.
“‘And some have red paint on their cheeks, and red cloaks....’”

[4] Southron Adherant [Raider]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] minion.
This minion is strength +1 for each [Sauron] card you can spot.
“Presently the voices began to recede again, and then they slowly faded away. Far off a horn blew on the ramparts of the Morannon.”

[5] Southron Hussars [Raider]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Southron. Archer.
When you play this minion, you may remove a threat to play a [Raider] mount from your draw deck; the twilight cost of that mount is -2.
“‘Swertings we call ’em in our tales; and they ride on oliphaunts, ’tis said, when they fight.’”

[5] Southron Proselyte [Raider]
Minion • Man
Strength: 12
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] card.
This minion’s twilight cost is -1 for each [Sauron] card you can spot.
“‘These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower. Yea, up the very roads that craft of Gondor made.’”

[7]•Southron Regiment [Raider]
Minion • Man
Strength: 13
Vitality: 3
Site: 4
Southron. Ambush [2]. Hunter 1.
Each time Southron Regiment wins a skirmish involving a Ring-bound companion, you may add a threat.
While you can spot 2 threats, each [Raider] Man gains ambush [1].
While you can spot 4 threats, each [Raider] Man is an archer.
“‘Not nice; very cruel wicked men they look.’”

[6]•Sunland Legion [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. Ambush [2]. Hunter 1.
While you can spot another Southron, the site number of each [Sauron] Orc is -2.
While you can spot another [Raider] hunter, each [Sauron] Orc gains hunter 1.
While you can spot another [Raider] minion with ambush, each [Sauron] minion gains ambush [1].
“‘Sméagol thinks they have come out of the South beyond the Great River’s end....They have passed on to the Black Gate....’”

[4]•Voice of the Desert, Warriors of Far Harad [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. To play, spot a Southron.
While the fellowship is in region 1, each Southron gains ambush [1].
While the fellowship is in region 2, each Southron is an archer.
While the fellowship is in region 3, each Southron gains hunter 1.
“A new fear was upon them. They heard singing and hoarse shouting.”

[9]•Mûmak of Harad, Beast of Vast Bulk [Raider]
Minion • Mûmak
Strength: 15
Vitality: 4
Site: 4
Ambush [1]. Enduring. Fierce.
To play, spot a Southron or Mûmak.
Mûmak of Harad may not bear possessions.
At the end of each skirmish involving Mûmak of Harad, the losing character’s owner must assign 2 wounds to their characters.
“On he came...his great legs like trees, enormous sail-like ears spread out, long snout upraised like a huge serpent about to strike, his small red eyes raging.”

[3]•Oliphaunt of Far Harad [Raider]
Possession • Mount
Strength +3
Vitality +1
Bearer must be a Southron.
Bearer is fierce.
Each time bearer wins a skirmish, you make exert bearer to add a threat.
Each time a companion or ally is killed during a skirmish involving bearer, you may exert bearer to take control of a site.
“‘An Oliphaunt it was!’”

[3] Oliphaunt of War [Raider]
Possession • Mount
Strength +3
Bearer must be a Southron. Bearer is fierce.
If bearer is unwounded, bearer is an archer.
“‘They put houses and towers on the oliphauntses backs and all, and the oliphaunts throw rocks and trees at one another.’”

[1] Red-Tipped Spear [Raider]
Possession • Hand Weapon
Strength +2
Bearer must be a Southron.
When you play this possession, you may spot X threats and remove [X] to make bearer strength +X (limit +3) until the regroup phase.
“‘...and their flags are red, and the tips of their spears....’”

[2] Haradrim Bow [Raider]
Possession • Ranged Weapon
Bearer must be a Southron.
Bearer is an archer and gains hunter 1.
Archery: If bearer is mounted or you can spot 3 threats, discard this possession to make the minion archery total +2.
Unlike weapons of many western cultures, the bows made in the desert land of Harad were usually constructed of bone, horn, and metal rather than wood.

[1] Southron Shield [Raider]
Possession • Shield
Bearer must be a [Raider] Man.
The fellowship archery total is -1.
Skirmish: Remove a threat and discard this possession to discard a possession borne by a character skirmishing bearer. If that character does not bear a possession, exert him or her instead.
“‘...and they have round shields, yellow and black with big spikes.’”

[2]•Cruel Wicked Men [Raider]
Condition • Support Area
Each time a Southron wins a fierce skirmish, you may exert that Southron to make him immediately participate in an additional assignment and skirmish phase; the Free Peoples player may assign that minion only to Ring-bound companions. The Free Peoples player may add 2 threats to prevent this.
Each time the fellowship moves, remove a threat or discard this condition.
“Hard fighting and long labour they had still....”

[3] Flight Was Impossible [Raider]
Event • Archery
Toil 1.
Spot a [Raider] archer and remove X threats to make the minion archery total +X (limit +3).
“The voices and the clink of weapons and harness were very close....”

(0) Dark Faces [Raider]
Event • Shadow
Choose one: play a [Raider] minion at twilight cost -X, where X is the number of [Sauron] minions you can spot; or play a [Sauron] minion at twilight cost -X, where X is the number of [Raider] minions you can spot.
“‘Wicked men. Servants of Sauron. They are called to Mordor.’”

[1] Servants of the Dark Tower [Raider]
Event • Regroup
Exert a [Raider] minion and a [Sauron] minion to take control of a site or discard a condition.
“...other evil eyes were abroad: Sauron had many servants.”

[1] Singing and Hoarse Shouting [Raider]
Event • Maneuver
Spot a Southron to add a threat (or add 3 threats if you control a site).
“At first it seemed a long way off, but it drew nearer: it was coming towards them.”

[6] Sense of Duty [Raider]
Event • Assignment
Toil 2.
Remove 3 threats to assign a [Raider] minion to a companion. The Free Peoples player may discard a companion (except the Ring-bearer) to prevent this.
“‘War will make corpses of us all.’”

[1] Ringing Grate [Raider]
Event • Skirmish
Make a [Raider] Man strength +2. If that Man wins this skirmish, you may add [1] for each possession you can spot (limit [4]).
“‘It sounds like a hundred blacksmiths all smithying together.’”

[2] They Are Fierce [Raider]
Event • Archery
Discard your Southron with ambush [X] to make the minion archery total +X (limit +3).
“We have not seen men like these before, no, Sméagol has not.”
Title: Re: The Way Into Mordor - Raiders (9/23: Getting Reacquainted)
Post by: sickofpalantirs on September 23, 2008, 04:50:00 PM
all look coolio...proceed at will.
Title: Re: The Way Into Mordor - Raiders (9/23: Getting Reacquainted)
Post by: Thranduil on September 23, 2008, 04:52:12 PM
[2] Desert Bandit [Raider]
Minion • Man
Strength: 5
Vitality: 2
Site: 4
Southron. Hunter 1.
While you can spot 2 other [Raider] Men, this minion is fierce.
Each time the Free Peoples player assigns this minion a skirmish, they must add [2] or a threat.
Used to raiding in numbers, the Southron warriors were increasingly vicious in groups.
I like him. But see my later point.

[2] Desert Brigand [Raider]
Minion • Man
Strength: 5
Vitality: 2
Site: 4
Southron. Hunter 2.
At the start of each skirmish involving this minion, you may exert him to discard a possession borne by a character he is skirmishing.
“‘We have not seen Men like these before....’”
Again, fair enough except that he should only have hunter 1.

[5]•Desert Lancers [Raider] (reprint)
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] Man.
Regroup: Exert Desert Lancers twice to take control of a site.
“‘Always more people coming to Mordor. One day all the peoples will be inside.’”
OMG that's a terrible card! Why would you reprint him? :o Make a new version!

[3] Desert Legionnaire [Raider]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Southron.
While you can spot another [Raider] or [Sauron] hunter, this minion gains hunter 2.
While you can spot another [Raider] minion with ambush, this minion gains ambush [2].
While you can spot a [Sauron] minion, this minion is twilight cost -1.
“‘More Men going to Mordor. Dark faces.’”
This card is not groggable. I would put the third line first, then take out [Sauron] hunter from the options - it's unclear to have one line work for either [Sauron] or [Raider] and another for only [Raider].

[3] Desert Marauder [Raider]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Southron. Hunter 1.
This minion is strength +1 for each possession borne by each character in his skirmish.
“He could hear plainly the ringing grate of steel on steel, the clang of sword on iron cap, the dull beat of blade on shield; men were yelling and screaming....”
I wouldn't use him. If I'm playing a Southron deck, I don't want strength, that's completely irrelevant to me. I want only 1 thing: twilight in the pool for Whirling Strike/Red Wrath. If this card wounded people bearing possessions, then I would use it.

[2] Desert Raider [Raider]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Hunter 2.
While at a battleground site, this minion is fierce.
Each time the Free Peoples player assigns this minion to a fierce skirmish, you may add [2] or a threat.
The warriors of the far east were ferocious in battle.
This one is too dissimilar from the Desert Bandit - someone reading these cards for the first time might assume they had the same ability. I would rather this were a [3] cost minion in a vertical cycle with the Bandit. I would perhaps also have a [4] cost guy in the cycle as well.

[3] Desert Wanderer [Raider]
Minion • Man
Strength: 8
Vitality: 2
Site: 4
Southron. Ambush [1].
This minion gains hunter 1 for each possession borne by a character in his skirmish.
“‘And some have red paint on their cheeks, and red cloaks....’”

[4] Southron Adherant [Raider]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] minion.
This minion is strength +1 for each [Sauron] card you can spot.
“Presently the voices began to recede again, and then they slowly faded away. Far off a horn blew on the ramparts of the Morannon.”
See my point on the Marauder.

[5] Southron Hussars [Raider]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Southron. Archer.
When you play this minion, you may remove a threat to play a [Raider] mount from your draw deck; the twilight cost of that mount is -1.
“‘Swertings we call ’em in our tales; and they ride on oliphaunts, ’tis said, when they fight.’”
I would make it -2.

[4] Southron Proselyte [Raider]
Minion • Man
Strength: 12
Vitality: 2
Site: 4
Southron. To play, spot a [Raider] card.
This minion’s twilight cost is -1 for each [Sauron] card you can spot.
“‘These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower. Yea, up the very roads that craft of Gondor made.’”
He's good. I would rather he was [5] with vitality 3.

[7]•Southron Regiment [Raider]
Minion • Man
Strength: 13
Vitality: 3
Site: 4
Southron. Ambush [2]. Hunter 1.
Each time Southron Regiment wins a skirmish involving a Ring-bound companion, you may add a threat.
While you can spot 2 threats, each [Raider] Man gains ambush [1].
While you can spot 4 threats, each [Raider] Man is an archer.
“‘Not nice; very cruel wicked men they look.’”
Seems reasonable.

[6]•Sunland Legion [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. Ambush [2]. Hunter 1.
While you can spot another Southron, the site number of each [Sauron] Orc is -2.
While you can spot another [Raider] hunter, each [Sauron] Orc gains hunter 1.
While you can spot another [Raider] minion with ambush, each [Sauron] minion gains ambush [1].
“‘Sméagol thinks they have come out of the South beyond the Great River’s end....They have passed on to the Black Gate....’”
Perhaps you could make a new way of referring to people with ambush, like "ambusher".

[4]•Voice of the Desert, Warriors of Far Harad [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. To play, spot a Southron.
While the fellowship is in region 1, each Southron gains hunter 1.
While the fellowship is in region 2, each Southron is an archer.
While the fellowship is in region 3, each Southron is fierce.
“A new fear was upon them. They heard singing and hoarse shouting.”
Too similar to the original, I think. I would prefer drastically different abilities in region 2 or 3 (where's ambush, for example?).

[1](0)•Mûmak of Harad, Beast of Vast Bulk [Raider]
Minion • Mûmak
Strength: 15
Vitality: 5
Site: 4
Ambush [1]. Enduring. Fierce.
To play, spot a Southron or Mûmak.
Mûmak of Harad may not bear possessions.
At the end of each skirmish involving Mûmak of Harad, the losing character’s owner must assign 2 wounds to their characters.
“On he came...his great legs like trees, enormous sail-like ears spread out, long snout upraised like a huge serpent about to strike, his small red eyes raging.”
You could make a keyword like "creature" which prevented a thing bearing possessions. I also think that it should only have 4 vitality - however big he is, he's no Sauron or Balrog.

[3]•Oliphaunt of Far Harad [Raider]
Possession • Mount
Strength +3
Vitality +1
Bearer must be a Southron.
Bearer is fierce.
Each time bearer wins a skirmish, you make exert bearer to add a threat.
Each time a companion or ally is killed during a skirmish involving bearer, you may exert bearer to take control of a site.
“‘An Oliphaunt it was!’”
Seems fine. I hate site control and unless you bring in some drastic support, Southron site control remains one of the worst developed strategies in the game.

[3] Oliphaunt of War [Raider]
Possession • Mount
Strength +3
Bearer must be a Southron. Bearer is fierce.
If bearer is unwounded, bearer is an archer.
“‘They put houses and towers on the oliphauntses backs and all, and the oliphaunts throw rocks and trees at one another.’”
Seems good. Perhaps could be [2].

[1] Red-Tipped Spear [Raider]
Possession • Hand Weapon
Strength +2
Bearer must be a Southron.
When you play this possession, you may spot X threats and remove [X] to make bearer strength +X (limit +3) until the regroup phase.
“‘...and their flags are red, and the tips of their spears....’”
I think a simpler ability would be "remove X threats to..." which I would suggest instead. Having said that, I still don't think that strength is at all relevant to a Southron strategy.

[2] Haradrim Bow [Raider]
Possession • Ranged Weapon
Bearer must be a Southron.
Bearer is an archer and gains hunter 1.
Archery: If bearer is mounted or you can spot 3 threats, discard this possession to make the minion archery total +2.
Unlike weapons of many western cultures, the bows made in the desert land of Harad were usually constructed of bone, horn, and metal rather than wood.
'Tis good.

[1] Southron Shield [Raider]
Possession • Shield
Bearer must be a [Raider] Man.
The fellowship archery total is -1.
Skirmish: Remove a threat and discard this possession to discard a possession borne by a character skirmishing bearer. If that character does not bear a possession, exert him or her instead.
“‘...and they have round shields, yellow and black with big spikes.’”
Also alright. Probably should cost (0).

[2]•Cruel Wicked Men [Raider]
Condition • Support Area
Each time a Southron wins a fierce skirmish, you may exert that Southron to make him immediately participate in an additional assignment and skirmish phase; the Free Peoples player may assign that minion only to Ring-bound companions. The Free Peoples player may add 2 threats to prevent this.
Each time the fellowship moves, remove a threat or discard this condition.
“Hard fighting and long labour they had still....”
I would rather this condition did not have a moving penalty and instead discarded in order to provide the additional phase.

[3]•Flight Was Impossible [Raider]
Condition • Support Area
Toil 1.
At the start of each archery phase, you may spot a [Raider] archer and remove X threats to make the minion archery total +X (limit +3).
“The voices and the clink of weapons and harness were very close....”
Fine, but this looks like a very good text for an archery event, which I would prefer.

(0) Dark Faces [Raider]
Event • Shadow
Choose one: play a [Raider] minion at twilight cost -X, where X is the number of [Sauron] minions you can spot; or play a [Sauron] minion at twilight cost -X, where X is the number of [Raider] minions you can spot.
“‘Wicked men. Servants of Sauron. They are called to Mordor.’”
Good stuff.

[1] Servants of the Dark Tower [Raider]
Event • Regroup
Exert a [Raider] minion and a [Sauron] minion to take control of a site or discard a condition.
“...other evil eyes were abroad: Sauron had many servants.”
It's alright. I might make it (0).

[1] Singing and Hoarse Shouting [Raider]
Event • Maneuver
Spot a Southron to add a threat (or add 3 threats if you control a site).
“At first it seemed a long way off, but it drew nearer: it was coming towards them.”
Fair enough.

[5] Sense of Duty [Raider]
Event • Assignment
Toil 1.
Remove 3 threats to assign a [Raider] minion to a companion. The Free Peoples player may discard a companion (except the Ring-bearer) to prevent this.
“‘War will make corpses of us all.’”
Toil 2 does not seem over the top. Maybe even 3.

[1] Ringing Grate [Raider]
Event • Skirmish
Make a [Raider] Man strength +2. If that Man wins this skirmish, you may add [1] for each possession you can spot (limit [4]).
“‘It sounds like a hundred blacksmiths all smithying together.’”
Good stuff - I would make the event cost [2] with no limit.

[2] They Are Fierce [Raider]
Event • Archery
Discard your Southron with ambush [X] to make the minion archery total +X (limit +3).
“We have not seen men like these before, no, Sméagol has not.”
Fair enough. Could probably cost [1].

Thranduil
Title: Re: The Way Into Mordor - Raiders (9/23: Getting Reacquainted)
Post by: lem0nhead on September 24, 2008, 05:15:50 AM
Holy crud, thats a lot. Thran is insane to review all them! What happened to berating El for posting 7 DC's when you just reviewed 20 or 30?

Ok so have i reviewed these before Dain or would you like me to spend a few hours doing it?  ;D
Title: Re: The Way Into Mordor - Raiders (9/23: Getting Reacquainted)
Post by: DáinIronfoot on September 24, 2008, 06:44:53 AM
Quote from: lem0nhead
Holy crud, thats a lot. Thran is insane to review all them! What happened to berating El for posting 7 DC's when you just reviewed 20 or 30?

Yes...Thran is insane. I wasn't expecting anyone to review them all! :P (:gp: to him for doing so, though. :up:) Just meant for folks to breeze through and catch up before I move on.

Quote from: lem0nhead
Ok so have i reviewed these before Dain or would you like me to spend a few hours doing it?  ;D

Heheh...not at all necessary. If you see any you think DO need comments, though, then feel free to pick them out specifically. I'll hold off on new updates until tomorrow to give you (and others) a little more time to do just that.

Gonna go make some tweaks based on Thran's reviews first....
Title: Re: The Way Into Mordor - Raiders (9/23: Getting Reacquainted)
Post by: Thranduil on September 24, 2008, 07:30:37 AM
Quote from: lem0nhead
Holy crud, thats a lot. Thran is insane to review all them! What happened to berating El for posting 7 DC's when you just reviewed 20 or 30?

Yes...Thran is insane. I wasn't expecting anyone to review them all! :P
Yeah well, I looked through them and realised I had something to say on basically all of them, so I kept going... :uh-huh:

Thranduil
Title: Re: The Way Into Mordor - Raiders (9/23: Getting Reacquainted)
Post by: Gate Troll on September 24, 2008, 01:33:40 PM
A long long LONG time ago, way back in Octber of last year, I began working on the [Raider] culture over at CC (http://lotrtcgdb.com/community/viewtopic.php?t=5630) for my middle set The Way Into Mordor. I kept bogging down and coming back, moving slowly through the culture in fits and spurts. But now, I resolve to do better. Or at least try really hard to do so. Maybe. :whistle:

I've really struggled with giving this culture an identity in this set, and at least part of that is because I haven't really used it much in real life. I know very little about it, and while I'm trying to take a crash course, it's been tough.

But I WILL try to get some regular posts going for this culture again, even if it's just once or twice a week, and make some steady progress. I feel like I can't really move on to other cultures like [Dunland], [Gollum], [Elven], and others until I finish [Raider] and another long-neglected culture (also begun in 2007): the [Isengard] culture (http://lotrtcgdb.com/forums/index.php?topic=215.0).

So, let's get back up to speed with all the cards I had posted at CC and see if that can light a fire under my butt to get moving with these guys again. :up:

Feel free to review (or re-review) any of these you think need additional touching up, but these have all already been subject to reviewers' scrutiny, so it's not strictly necessary to review any of them...especially since there are so many! Any comments you want to toss in (or suggestions for other cards) ARE greatly appreciated, though. ;)

[2] Desert Bandit [Raider]
Minion • Man
Strength: 5
Vitality: 2
Site: 4
Southron. Hunter 1.
While you can spot 2 other [Raider] Men, this minion is fierce.
Each time the Free Peoples player assigns this minion a skirmish, they must add [2] or a threat.
Used to raiding in numbers, the Southron warriors were increasingly vicious in groups.

I'd change "Each time the Free Peoples player assigns this minion a skirmish, they must add [2] or a threat." to,
Each time the Free Peoples player assigns this minion a skirmish, they must add [1].

[2] Desert Brigand [Raider]
Minion • Man
Strength: 5
Vitality: 2
Site: 4
Southron. Hunter 2.
At the start of each skirmish involving this minion, you may exert him to discard a possession borne by a character he is skirmishing.
“‘We have not seen Men like these before....’”

Make him cost [3], drop Hunter or get rid of his text.

[5]•Desert Lancers [Raider] (reprint)
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] Man.
Regroup: Exert Desert Lancers twice to take control of a site.
“‘Always more people coming to Mordor. One day all the peoples will be inside.’”

Seriously, thats a really bad card. I have no idea why anyone would want to reprint him.

[3] Desert Legionnaire [Raider]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Southron.
While you can spot another [Raider] or [Sauron] hunter, this minion gains hunter 2.
While you can spot another [Raider] minion with ambush, this minion gains ambush [2].
While you can spot a [Sauron] minion, this minion is twilight cost -1.
“‘More Men going to Mordor. Dark faces.’”

Ok, I guess.

[3] Desert Marauder [Raider]
Minion • Man
Strength: 7
Vitality: 2
Site: 4
Southron. Hunter 1.
This minion is strength +1 for each possession borne by each character in his skirmish.
“He could hear plainly the ringing grate of steel on steel, the clang of sword on iron cap, the dull beat of blade on shield; men were yelling and screaming....”

Not bad, but I'd prefer: "Skirmish: This minion is strength +1 for each possession he bears."

[2] Desert Raider [Raider]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Hunter 2.
While at a battleground site, this minion is fierce.
Each time the Free Peoples player assigns this minion to a fierce skirmish, you may add [2] or a threat.
The warriors of the far east were ferocious in battle.

He's too much like Desert Bandit.

[3] Desert Wanderer [Raider]
Minion • Man
Strength: 8
Vitality: 2
Site: 4
Southron. Ambush [1].
This minion gains hunter 1 for each possession borne by a character in his skirmish.
“‘And some have red paint on their cheeks, and red cloaks....’”

Definitely should cost [4].

[4] Southron Adherant [Raider]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] minion.
This minion is strength +1 for each [Sauron] card you can spot.
“Presently the voices began to recede again, and then they slowly faded away. Far off a horn blew on the ramparts of the Morannon.”

In a rainbow deck that is insane. I could easily see a whole deck built off this guy and a bunch of cheap [sauron] conditions. Maybe make it:
[5] Southron Adherant [Raider]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] minion.
This minion is strength +1 for each [Sauron] card you can spot (limit +4).
“Presently the voices began to recede again, and then they slowly faded away. Far off a horn blew on the ramparts of the Morannon.”


[5] Southron Hussars [Raider]
Minion • Man
Strength: 10
Vitality: 3
Site: 4
Southron. Archer.
When you play this minion, you may remove a threat to play a [Raider] mount from your draw deck; the twilight cost of that mount is -1.
“‘Swertings we call ’em in our tales; and they ride on oliphaunts, ’tis said, when they fight.’”

I like this one.  :up:

[4] Southron Proselyte [Raider]
Minion • Man
Strength: 12
Vitality: 2
Site: 4
Southron. To play, spot a [Raider] card.
This minion’s twilight cost is -1 for each [Sauron] card you can spot.
“‘These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower. Yea, up the very roads that craft of Gondor made.’”

Another insane rainbow card. Him and Southron Adherhant are crazy. Might I suggest:
[6] Southron Proselyte [Raider]
Minion • Man
Strength: 12
Vitality: 3
Site: 4
Southron. To play, spot a [Raider] card.
This minion’s twilight cost is -1 for each [Sauron] card you can spot (limit -4).
“‘These cursed Southrons come now marching up the ancient roads to swell the hosts of the Dark Tower. Yea, up the very roads that craft of Gondor made.’”


[7]•Southron Regiment [Raider]
Minion • Man
Strength: 13
Vitality: 3
Site: 4
Southron. Ambush [2]. Hunter 1.
Each time Southron Regiment wins a skirmish involving a Ring-bound companion, you may add a threat.
While you can spot 2 threats, each [Raider] Man gains ambush [1].
While you can spot 4 threats, each [Raider] Man is an archer.
“‘Not nice; very cruel wicked men they look.’”

Each Raider man is an Archer?! I'd make it:
[7]•Southron Regiment [Raider]
Minion • Man
Strength: 13
Vitality: 3
Site: 4
Southron. Ambush [2]. Hunter 1.
Each time Southron Regiment wins a skirmish involving a Ring-bound companion, you may add a threat.
While you can spot 2 threats, each [Raider] Man gains ambush [1].
While you can spot 4 threats, this minion is an archer.
“‘Not nice; very cruel wicked men they look.’”

[6]•Sunland Legion [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. Ambush [2]. Hunter 1.
While you can spot another Southron, the site number of each [Sauron] Orc is -2.
While you can spot another [Raider] hunter, each [Sauron] Orc gains hunter 1.
While you can spot another [Raider] minion with ambush, each [Sauron] minion gains ambush [1].
“‘Sméagol thinks they have come out of the South beyond the Great River’s end....They have passed on to the Black Gate....’”

I really don't like this kind of card. Instead of keying off abilities this kind of minion is more like a Santa Claus who hands out
mechanics left and right. Heck, you should have called it menace64  

[4]•Voice of the Desert, Warriors of Far Harad [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. To play, spot a Southron.
While the fellowship is in region 1, each Southron gains hunter 1.
While the fellowship is in region 2, each Southron is an archer.
While the fellowship is in region 3, each Southron is fierce.
“A new fear was upon them. They heard singing and hoarse shouting.”

Next time you remake the card you should remake it completely. Thats like something Decipher would do, making a card an then remaking it
slightly different.

[1](0)•Mûmak of Harad, Beast of Vast Bulk [Raider]
Minion • Mûmak
Strength: 15
Vitality: 5
Site: 4
Ambush [1]. Enduring. Fierce.
To play, spot a Southron or Mûmak.
Mûmak of Harad may not bear possessions.
At the end of each skirmish involving Mûmak of Harad, the losing character’s owner must assign 2 wounds to their characters.
“On he came...his great legs like trees, enormous sail-like ears spread out, long snout upraised like a huge serpent about to strike, his small red eyes raging.”

"Mûmak of Harad may not bear possessions." Lol, if the Mumak could bear a Mumak... thats really funny  <:) Awesome card though.

[3]•Oliphaunt of Far Harad [Raider]
Possession • Mount
Strength +3
Vitality +1
Bearer must be a Southron.
Bearer is fierce.
Each time bearer wins a skirmish, you make exert bearer to add a threat.
Each time a companion or ally is killed during a skirmish involving bearer, you may exert bearer to take control of a site.
“‘An Oliphaunt it was!’”

Sweet card.

[3] Oliphaunt of War [Raider]
Possession • Mount
Strength +3
Bearer must be a Southron. Bearer is fierce.
If bearer is unwounded, bearer is an archer.
“‘They put houses and towers on the oliphauntses backs and all, and the oliphaunts throw rocks and trees at one another.’”

I don't quite get the second part, after all you can't be wounded before the Archery phase.  :-k

[1] Red-Tipped Spear [Raider]
Possession • Hand Weapon
Strength +2
Bearer must be a Southron.
When you play this possession, you may spot X threats and remove [X] to make bearer strength +X (limit +3) until the regroup phase.
“‘...and their flags are red, and the tips of their spears....’”

Nice. Well-balanced ability.

[2] Haradrim Bow [Raider]
Possession • Ranged Weapon
Bearer must be a Southron.
Bearer is an archer and gains hunter 1.
Archery: If bearer is mounted or you can spot 3 threats, discard this possession to make the minion archery total +2.
Unlike weapons of many western cultures, the bows made in the desert land of Harad were usually constructed of bone, horn, and metal rather than wood.

You really like cards with at least three abilities don't you? I'd get rid of the second ability.

[1] Southron Shield [Raider]
Possession • Shield
Bearer must be a [Raider] Man.
The fellowship archery total is -1.
Skirmish: Remove a threat and discard this possession to discard a possession borne by a character skirmishing bearer. If that character does not bear a possession, exert him or her instead.
“‘...and they have round shields, yellow and black with big spikes.’”

Ok, but I'd make it [2].

[2]•Cruel Wicked Men [Raider]
Condition • Support Area
Each time a Southron wins a fierce skirmish, you may exert that Southron to make him immediately participate in an additional assignment and skirmish phase; the Free Peoples player may assign that minion only to Ring-bound companions. The Free Peoples player may add 2 threats to prevent this.
Each time the fellowship moves, remove a threat or discard this condition.
“Hard fighting and long labour they had still....”

Nice card.

[3]•Flight Was Impossible [Raider]
Condition • Support Area
Toil 1.
At the start of each archery phase, you may spot a [Raider] archer and remove X threats to make the minion archery total +X (limit +3).
“The voices and the clink of weapons and harness were very close....”

I'd make it an event.

(0) Dark Faces [Raider]
Event • Shadow
Choose one: play a [Raider] minion at twilight cost -X, where X is the number of [Sauron] minions you can spot; or play a [Sauron] minion at twilight cost -X, where X is the number of [Raider] minions you can spot.
“‘Wicked men. Servants of Sauron. They are called to Mordor.’”

Nice rainbow idea.

[1] Servants of the Dark Tower [Raider]
Event • Regroup
Exert a [Raider] minion and a [Sauron] minion to take control of a site or discard a condition.
“...other evil eyes were abroad: Sauron had many servants.”

I'd make it: "Exhaust a [Raider] minion and a [Sauron] minion to take control of a site or discard a condition.

[1] Singing and Hoarse Shouting [Raider]
Event • Maneuver
Spot a Southron to add a threat (or add 3 threats if you control a site).
“At first it seemed a long way off, but it drew nearer: it was coming towards them.”

Maybe [2]?

[5] Sense of Duty [Raider]
Event • Assignment
Toil 1.
Remove 3 threats to assign a [Raider] minion to a companion. The Free Peoples player may discard a companion (except the Ring-bearer) to prevent this.
“‘War will make corpses of us all.’”

Awesome!

[1] Ringing Grate [Raider]
Event • Skirmish
Make a [Raider] Man strength +2. If that Man wins this skirmish, you may add [1] for each possession you can spot (limit [4]).
“‘It sounds like a hundred blacksmiths all smithying together.’”

Another nice one.

[2] They Are Fierce [Raider]
Event • Archery
Discard your Southron with ambush [X] to make the minion archery total +X (limit +3).
“We have not seen men like these before, no, Sméagol has not.”

Man, that is seriously underpriced. Make it [4] Toil 2.

I like them Dain, just don't give them too many abilities, and keep making them!  =P~
(PS;  :gp: for the hard work)  ;)
Title: Re: The Way Into Mordor - Raiders (10/2: "Great strength of them...marching north.")
Post by: DáinIronfoot on October 02, 2008, 09:36:54 AM
Okay, going to take some baby steps to slowly slide back into this culture...and DCing in general.

Two rather small minions today, but judge them by their size, you should not. ;) These guys are designed to really make site control (something Big D barely scratched the surface of with [Raider] minions, but that I want to make a bigger part of their overall strategy) much more viable and powerful a tactic for Southrons, and they form a nice little cycle to boot. Enjoy!

[4] Sunland Spy [Raider]
Minion • Man
Strength: 8
Vitality: 2
Site: 4
Southron. Ambush [1]. Hunter 1.
When you play this minion, you may spot another Southron to add a threat for each site you control.
“‘Tis said that there were dealings of old between Gondor and the kingdoms of the Harad in the Far South; though there was never friendship.’”

(0) Southron Swarmer [Raider]
Minion • Man
Strength: 6
Vitality: 1
Site: 4
Southron. Ambush [1].
To play, spot a [Raider] card and remove a threat (or spot 2 sites you control).
“‘Great strength of them was reported to us some days ago, marching north.’”
Title: Re: The Way Into Mordor - Raiders (10/2: "Great strength of them...marching north.")
Post by: Elf_Lvr on October 02, 2008, 09:43:02 AM
[4] Sunland Spy [Raider]
Minion • Man
Strength: 8
Vitality: 2
Site: 4
Southron. Ambush [1]. Hunter 1.
When you play this minion, you may spot another Southron to add a threat for each site you control.
“‘Tis said that there were dealings of old between Gondor and the kingdoms of the Harad in the Far South; though there was never friendship.’”

Very nice.

Quote
(0) Southron Swarmer [Raider]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Ambush [1].
To play, spot a [Raider] card and remove a threat (or spot 2 sites you control).
“‘Great strength of them was reported to us some days ago, marching north.’”

Neat. I'd be for reducing his vitality to 1, but that's probably not necessary.

By the way, I'd love to see some card that utilizes that ambush to take control of sites. Perhaps some high-costing skirmish event? That'd be a nasty surprise for the Freeps.
Title: Re: The Way Into Mordor - Raiders (10/2: "Great strength of them...marching north.")
Post by: DáinIronfoot on October 02, 2008, 09:44:21 AM
Quote from: Elf_Lvr
By the way, I'd love to see some card that utilizes that ambush to take control of sites. Perhaps some high-costing skirmish event? That'd be a nasty surprise for the Freeps.

Ooooo...I like that idea. :twisted: I'll see what I can cook up, probably for tomorrow. Thanks for the thought! :gp:
Title: Re: The Way Into Mordor - Raiders (10/2: "Great strength of them...marching north.")
Post by: sickofpalantirs on October 02, 2008, 11:06:36 AM
I agree, cut the seconds vitality to 1
Title: Re: The Way Into Mordor - Raiders (10/2: "Great strength of them...marching north.")
Post by: Thranduil on October 02, 2008, 12:44:20 PM
[4] Sunland Spy [Raider]
Minion • Man
Strength: 8
Vitality: 2
Site: 4
Southron. Ambush [1]. Hunter 1.
When you play this minion, you may spot another Southron to add a threat for each site you control.
“‘Tis said that there were dealings of old between Gondor and the kingdoms of the Harad in the Far South; though there was never friendship.’”
Quote
Yeah, he's fine.

(0) Southron Swarmer [Raider]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Ambush [1].
To play, spot a [Raider] card and remove a threat (or spot 2 sites you control).
“‘Great strength of them was reported to us some days ago, marching north.’”
Again fine.

But I don't think these cards in any way make Southron site control a viable strategy, just because it starts at such a disadvantage. EL is spot on; what the [Raider] culture needs is a skirmish event for [4] or [5] that says "Spot a [Raider] Man to take control of a site."

Thranduil
Title: Re: The Way Into Mordor - Raiders (10/2: "Great strength of them...marching north.")
Post by: lem0nhead on October 03, 2008, 02:12:13 AM

[4] Sunland Spy [Raider]
Minion • Man
Strength: 8
Vitality: 2
Site: 4
Southron. Ambush [1]. Hunter 1.
When you play this minion, you may spot another Southron to add a threat for each site you control.
“‘Tis said that there were dealings of old between Gondor and the kingdoms of the Harad in the Far South; though there was never friendship.’”

Wow thats a really easy way to add threats for a non unique or costly guy. Id be careful of him if its easy to take sites.

(0) Southron Swarmer [Raider]
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Ambush [1].
To play, spot a [Raider] card and remove a threat (or spot 2 sites you control).
“‘Great strength of them was reported to us some days ago, marching north.’”

Needs vitality 1 see uruk sieger guy.

Title: Re: The Way Into Mordor - Raiders (10/2: "Great strength of them...marching north.")
Post by: menace64 on October 04, 2008, 01:42:21 PM
Devil's advocate here, but just because White Hand Sieger has 1 vitality, doesn't mean that all 0-cost, "to play, spot yadda yadda yadda" minions must also have 1 vitality. Different cultures have different strengths, and it could be that a 2-vitality minion of this sort is appropriate in a specific culture.

That being said, 1 vitality is the way to go.  :lol:
Title: Re: The Way Into Mordor - Raiders (10/2: "Great strength of them...marching north.")
Post by: Gate Troll on October 05, 2008, 04:22:57 AM
Okay, going to take some baby steps to slowly slide back into this culture...and DCing in general.

Two rather small minions today, but judge them by their size, you should not. ;) These guys are designed to really make site control (something Big D barely scratched the surface of with [Raider] minions, but that I want to make a bigger part of their overall strategy) much more viable and powerful a tactic for Southrons, and they form a nice little cycle to boot. Enjoy!

[4] Sunland Spy [Raider]
Minion • Man
Strength: 8
Vitality: 2
Site: 4
Southron. Ambush [1]. Hunter 1.
When you play this minion, you may spot another Southron to add a threat for each site you control.
“‘Tis said that there were dealings of old between Gondor and the kingdoms of the Harad in the Far South; though there was never friendship.’”

Oooh, I like. Neat take on site control.

(0) Southron Swarmer [Raider]
Minion • Man
Strength: 6
Vitality: 1
Site: 4
Southron. Ambush [1].
To play, spot a [Raider] card and remove a threat (or spot 2 sites you control).
“‘Great strength of them was reported to us some days ago, marching north.’”

Very cool.


Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: DáinIronfoot on October 09, 2008, 12:22:13 PM
Alright, sticking with site control this time, but also introducing something I have shamefully little of thus far with the Southrons...archery! #-o I'll probably focus on that in the near future. Maybe. :P Anyway...enjoy!

[6]•Southron Headman [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. Archer. Ambush [1]. Fierce. Hunter 1.
To play, spot a [Raider] minion.
Regroup: Exert Southron Headman and discard a Southron to take control of a site.
Only the fiercest of a fierce race rise up to command entire Southron tribes.

I found myself laughing at how many keywords I put on this guy, but they all seemed to fit with other Southrons in the set, so...yeah, I went a little nuts. Hopefully the cost justifies it all.

[3] Southron Archer [Raider] (reprint)
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Archer.
While you can spot another Southron, the minion archery total is +1 for each site you control.
“‘They have passed on to the Black Gate; but more may follow.’”

I figured he made a PERFECT reprint to help boost archery and site control strategies all at the same time.

[4] Southron Marksman [Raider]
Minion • Man
Strength: 7
Vitality: 3
Site: 4
Southron. Archer. Hunter 1.
Archery: Exert this minion and remove a threat (or spot another [Raider] archer and 2 sites you control) to wound a companion (except the Ring-bearer).
From their high vantage point, Southron archers can quickly eliminate unprepared opponents on nearly any battlefield.

Since Southrons in this set are proficient at adding threats, I figured it wouldn't hurt to turn them (or your controlled sites) into some good old-fashioned [Raider] wounding. :twisted:
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't m
Post by: Gate Troll on October 09, 2008, 02:45:18 PM
Alright, sticking with site control this time, but also introducing something I have shamefully little of thus far with the Southrons...archery! #-o I'll probably focus on that in the near future. Maybe. :P Anyway...enjoy!

[6]•Southron Headman [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. Archer. Ambush [1]. Fierce. Hunter 1.
To play, spot a [Raider] minion.
Regroup: Exert Southron Headman and discard a Southron to take control of a site.
Only the fiercest of a fierce race rise up to command entire Southron tribes.

I found myself laughing at how many keywords I put on this guy, but they all seemed to fit with other Southrons in the set, so...yeah, I went a little nuts. Hopefully the cost justifies it all.

I think the cost justifies it.

[3] Southron Archer [Raider] (reprint)
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Archer.
While you can spot another Southron, the minion archery total is +1 for each site you control.
“‘They have passed on to the Black Gate; but more may follow.’”

I figured he made a PERFECT reprint to help boost archery and site control strategies all at the same time.

That was always a cool card. I used to have a Southron Archery deck and it had him in it...

[4] Southron Marksman [Raider]
Minion • Man
Strength: 7
Vitality: 3
Site: 4
Southron. Archer. Hunter 1.
Archery: Exert this minion and remove 2 threats (or liberate a site you control) to wound a companion.
From their high vantage point, Southron archers can quickly eliminate unprepared opponents on nearly any battlefield.

Since Southrons in this set are proficient at adding threats, I figured it wouldn't hurt to turn them (or your controlled sites) into some good old-fashioned [Raider] wounding. :twisted:

Maybe make it [5]?

Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: Thranduil on October 09, 2008, 03:18:10 PM
[6]•Southron Headman [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. Archer. Ambush [1]. Fierce. Hunter 1.
To play, spot a [Raider] minion.
Regroup: Exert Southron Headman and discard a Southron to take control of a site.
Only the fiercest of a fierce race rise up to command entire Southron tribes.
Yeah, he seems fine - his low strength is offsetted by the potential of his ambush and archer of horrible death!

[3] Southron Archer [Raider] (reprint)
Minion • Man
Strength: 6
Vitality: 2
Site: 4
Southron. Archer.
While you can spot another Southron, the minion archery total is +1 for each site you control.
“‘They have passed on to the Black Gate; but more may follow.’”
Meh - he's a bit bad, unless you actually have some feasible ways to take sites for Southrons (apart from Siege Troop :lol:)

[4] Southron Marksman [Raider]
Minion • Man
Strength: 7
Vitality: 3
Site: 4
Southron. Archer. Hunter 1.
Archery: Exert this minion and remove 2 threats (or liberate a site you control) to wound a companion.
From their high vantage point, Southron archers can quickly eliminate unprepared opponents on nearly any battlefield.
Um... Except the Ring-bearer? Otherwise, I would increase his strength and drop his vitality to 2.

Thranduil
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: sickofpalantirs on October 09, 2008, 06:50:25 PM
Alright, sticking with site control this time, but also introducing something I have shamefully little of thus far with the Southrons...archery! #-o I'll probably focus on that in the near future. Maybe. :P Anyway...enjoy!

[6]•Southron Headman [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. Archer. Ambush [1]. Fierce. Hunter 1.
To play, spot a [Raider] minion.
Regroup: Exert Southron Headman and discard a Southron to take control of a site.
Only the fiercest of a fierce race rise up to command entire Southron tribes.
he works...though personally, i would cut the hunter or fierce.


[4] Southron Marksman [Raider]
Minion • Man
Strength: 7
Vitality: 3
Site: 4
Southron. Archer. Hunter 1.
Archery: Exert this minion and remove 2 threats (or liberate a site you control) to wound a companion.
From their high vantage point, Southron archers can quickly eliminate unprepared opponents on nearly any battlefield.
I'd and remove one threat would be fine...up to you though.
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: lem0nhead on October 10, 2008, 07:06:18 AM

[6]•Southron Headman [Raider]
Minion • Man
Strength: 11
Vitality: 3
Site: 4
Southron. Archer. Ambush [1]. Fierce. Hunter 1.
To play, spot a [Raider] minion.
Regroup: Exert Southron Headman and discard a Southron to take control of a site.
Only the fiercest of a fierce race rise up to command entire Southron tribes.

Cool.


[4] Southron Marksman [Raider]
Minion • Man
Strength: 7
Vitality: 3
Site: 4
Southron. Archer. Hunter 1.
Archery: Exert this minion and remove 2 threats (or liberate a site you control) to wound a companion.
From their high vantage point, Southron archers can quickly eliminate unprepared opponents on nearly any battlefield.

Seems overly costly ability plus it hurts rb.

Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: DáinIronfoot on October 10, 2008, 07:44:54 AM
Tweaked the Marksman, excluding the Ring-bearer (#-o) and making the ability a little less costly. Good now?
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: Thranduil on October 11, 2008, 01:55:02 PM
No, the Marksman is far too complex now - i would just remove the parentheses or leave it as "remove a threat (or spot a site you control)".

Thranduil
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: Elf_Lvr on October 11, 2008, 07:00:08 PM
The Marksman could just as easily be split up into two cards, you know. One for threat strategies - one for site control.

Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: sickofpalantirs on October 12, 2008, 11:21:58 AM
I'd go with EL's idea personally...
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: Thranduil on October 13, 2008, 07:21:12 AM
I wholeheartedly agree with SoP, and by extension EL!

Thranduil
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: sickofpalantirs on October 13, 2008, 10:28:59 AM
I wholeheartedly agree with thranduil, and by extension myself, and by extensions EL!
(waiting for lem0n to continue it ;))

*blatant spam*
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: lem0nhead on October 14, 2008, 12:50:21 AM
I wholehe....

Wait a minute! I dont agree its overly complicated. How hard is it to understand or follow? The parenthesis hardly makes it complex, although i do think EL has the beginnings of a point regardless.
Title: Re: The Way Into Mordor - Raiders (10/9: Who says site control & archery don't mix?)
Post by: sickofpalantirs on October 14, 2008, 10:38:46 AM
the beginnings of a point?
not every card has to be useful...not every card has to be amazing...splitting it into 2 versions would make 2, ok cards. both useful in the proper circumstances but not amazing.