Well here's one article;)
The One Ring, The Great RingFrodo, Little MasterWell the choise for this combo is obvious: Make Frodo as strong as needed to be to survive!
Starting:
Merry, Resolute FriendPippin, Steadfast FriendBoromir, Destined GuideFellowship:
Legolas, Skeptical Guide4x 
Gandalf, Wise Guide  4x 
Strength In My Blood  Sam, Loyal FriendSting, Elven Long Knife4x 
A Dragon's Tale 2x 
Scouring of the Shire  4x 
Everyone Knows   4x 
Hope is KindledBlade of Gondor, Sword of BoromirGimli, Lord of the Glittering CavesShadowfax, Greatest of the MearasAragorn, ThorongilAnduril, Flame of the WestThe Fellowship is basicly focused on Merry and Pipin. I start with them and Boromir (if he has his sword he can protect them). If Pipin doesn't get strong fast enough with the tales then I just discard them so that I can use Merry's abillity. This version of Aragorn is in against Hunters. Anduril to have a possible play of site on 2 to 5 and 5 to 6. I also can use Aragorn in combo with Legolas (exert Aragorn to give exertions to minions and then kill them with Legolas in the Archery; I can also use 
A dragon's tale for this). Hisk is in to remove burdens and give a hobbit a strengthbonus. 
Sting is in so I'll be able to remove threats. I hate it when my opponent plays an event so to prevents this I've got Gandalf. His horse gives extra vitality and give an option to remove burdens. Sam is for fun (actually Great Elf Warior would be better, but this one has more resistance when he's not the RB; which can be usefull against some minions). Gimli is in to complete the fellowship. I use this version, because there's no other Gimli which fit in this deck and this version works also against Lurkers. I knows give aextra strength to unbound hobbits and to Pipin even 2 extra strength.  
Scouring of the shire prevents my tales from being discarded by the shadowplayer(S).
Shadow:
4x 
Grima, Servant of Another Master4x 
Bill Ferny, Agent of Saruman3x 
Throne of Isengard4x 
Saruman, of Many Colours1x 
Radagast Deceived3x 
Pallando Deceived3x 
Alatar Deceived3x 
Staff of Saruman, Fallen Istar's Stave4x 
Ulaire Nertea, Dark Horseman4x 
Ulaire Toldea, Dark ShadowAlternative Shadow:
4x 
Grima, Servant of Another Master4x 
Bill Ferny, Agent of Saruman3x 
Throne of Isengard4x 
Saruman, Agent of the Dark Lord1x 
Radagast Deceived3x 
Pallando Deceived3x 
Alatar Deceived3x 
Staff of Saruman, Fallen Istar's Stave4x 
Lurtz, Halfling Hunter4x 
Fury of the Evil ArmyYes, two versions of shadow. Actually both are based on controlling the assignmentphase. Which gives me the possibillity to assign the skirmishes which makes the chance of winning the skirmish greater. I use the wizard conditions because they are very strong against Rohan and Gondor and when the throne is on table they become very scary. It also makes sure that you can play expensive minions and still have a lot of assignments. Also 
Pallando deceived and 
saruman's staff are very nice against opponent's wizards (if they use wizards). Grima is in to prevent the fellowship from using annoying abillities and it gives an exertion.
Before I go Further I'll explain the choise for 
radagast deceived, because a lot of people think this is lame, which is not. I use sites which makes sure that if opponent has a wizard in play he will heal and the rada's very dangerous. Assinmentcontrol is also very usefull against FS with alternate rb.
When I use the Nazgul it gives me more control on the assignmentphase. When I use them then 
saruman of many colours is in to weaken the opponent so I can win skirmishes.
When I use Lurtz then I also use 
Fury of the evil army and 
Saruman agent of the dark lord, so that I'm able to control sites or discard a follower. saruman makes sure that I gonna win the skirmish with Lurtz or with Saruman himself. Also this Saruman is nice with 
Radagast Deceived.
I actually make sure that 3 sites (hobbit heal site, heal all companions and heal or exert on resistance) are allwys in and one not (I like to use abbilities;))! The other 5 sites depends on my mood, but most times I use the site which gives archery for comps above 4, 
Mount doom, the river with 4 as shadownr. The site which allowes me to exert a minion to exert a comp. And finnaly a site with which I can discard a fs-condition or a site which prevents fs from moving in region 2 (wounding) or a site which gives burdens if a fs moves after the regroupphase (after region 1). Sorry don't have the enery to look the sites up 
