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Author Topic: Threats and Uruk Swarm.  (Read 5421 times)

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March 28, 2011, 07:32:55 AM
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JerryRice80

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Threats and Uruk Swarm.
« on: March 28, 2011, 07:32:55 AM »
Frodo HoFP w/SAWTC
Pippin StS(start)
Merry RS(start)
Glorfindel RIW(start)
Aragorn Driven by Need x3

Hobbit Sword x3
Elven Bow x1
Elven Sword x1
Asfaloth ES x1
Ranger's Sword BoA x2
Armor x1

Everyone Knows x2
There and Back Again x2
O Elbereth Gilthoniel x1
The Saga of Elendil x
SotWT x4
Defiance x2
Hobbit Intuition x2
Dagger Strike x2

Strategy is pretty simple. Get threats added by Merry to get Aragorn and Pippin stronger and Aragorn and Frodo to remove the treats. Now I was going for like a book style deck so Sam GEW was in it. But Greed really hurt me. But I still won the game. Haven't play tested this version yet.

Burning of Westfold x1
Race Across the Mark x1
Saruman's Ambition x4
Uruk Veteran x2
Uriuk Stormer x2
Uruk-Hai Mob x2
Uruk-Hai Marauder x4
Uruk Besieger x4
Uruk Trooper x2
Uriu-hai Horde x2
Uruk-Hai Regular x4
Down to the Last Child x1
Attack on Helm's Deep x3

So I am going for a Uruk Site control Uriks. But it''s been hard to swarm. I have used my whole deck before but swarming is really hard. So a little help would be appriciated.

Now for Sites:
Sleeping Quarters
Rohirrim Camp
Beacon of Minis Tirith
Anduin Banks
Pelennor Flats
Minis Tirith Third Circle
Ruined Capitol
Help???
Haunted Pass

March 28, 2011, 07:37:07 AM
Reply #1

FM

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Re: Threats and Uruk Swarm.
« Reply #1 on: March 28, 2011, 07:37:07 AM »
I'm not sure this is the way to go, I don't see your fellowship winning that many skirmishes, even with pumps, so perhaps focusing on not losing them and setting up a shadow kill might be the more wise strategy, which in turn would make you not need a lot of the cards you're packing. For starters, Elven Bow tossed in for good measure won't do squat. So won't Everyone Knows without other stuff to raise vitallity.

March 28, 2011, 07:43:50 AM
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macheteman

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Re: Threats and Uruk Swarm.
« Reply #2 on: March 28, 2011, 07:43:50 AM »
an uruk vanguard is almost always a wise splash minion. drop him on a battle ground somewhere between sites 5-7 and you can really throw a monkey wrench in your opponent's plans 

March 28, 2011, 08:08:21 AM
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macheteman

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Re: Threats and Uruk Swarm.
« Reply #3 on: March 28, 2011, 08:08:21 AM »
actually, i forgot this is movie block, perhaps better than vanguard is 2x Siege Troop. if you don't get greenleafed, its a quick way to pick up a site or 2. maybe playtest and see what works best

March 28, 2011, 08:41:28 AM
Reply #4

TheJord

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Re: Threats and Uruk Swarm.
« Reply #4 on: March 28, 2011, 08:41:28 AM »
"The rule of Gondor is mine!"

March 28, 2011, 02:12:41 PM
Reply #5

FM

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Re: Threats and Uruk Swarm.
« Reply #5 on: March 28, 2011, 02:12:41 PM »
I don't see why you're running Ambition, if you're not running that strength pump that gives Damage +1 when you control a site and/or Lurtz's Battle Cry. If you're cutting Regulars, it pretty much means the swarm ship has sailed, so I'd go the PUNISHMENT route.

March 29, 2011, 06:09:22 AM
Reply #6

FM

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Re: Threats and Uruk Swarm.
« Reply #6 on: March 29, 2011, 06:09:22 AM »
For sites, you should go with:

1 - Rohirrim Road instead of Sleeping Quarters (One takes away 2 twilight from the Shadow player, the other might take anywhere from 0 to 4-6, I'd play Road).
2 - Rohirrim Camp
3 - Hall of the Kings or Tower of Ecthelion instead of Beacon of Minas Tirith (Too early in the game, the healing might not be THAT necessary unless your deck exerts like crazy or something went VERY wrong. If you deck can move consistently, Tower is awesome, a run from 3-6 is always welcome. If not, drawing cards is almost always essentially better than any other thing you could be doing, INCLUDING healing, specially early in the game - and it also helps your shadow side)
4 - Osgiliath Fallen or Pelennor Plain instead of Anduin Banks (Uruks tend to be naturally strong, so strength pumps are not that great. They also tend to do a lot of damage, and these sites are the ones that punish the free peoples the most with uruks. If burdens run abundant, I'd go with Pelennor Plain, since it adds more twilight and translates in 3 extra damage; otherwise, Osgiliath Fallen is still goo enough, translating in 1 extra damage [your choice, which might be better than 3 in the dark] for the cost of 1 less twilight).
5 - Crashed Gate or Steward's Tomb, instead of Pelennor Flats (Burdens won't do you squat, while extra twilight and the ability to deny them their heals might, and getting a free site certainly will).
6 - Minas Tirith First Circle (If you can play Tower of Ecthelion, since they might end up NEEDING to go 5-7 to keep up, and your site will punish them SEVERELY for doing so, provided you can manipulate the site path to play YOUR site 6 - not to mention, it takes away a much-needed heal against your shadow that they might be needing); otherwise, your choice is fine.
7 - Fine choice (but consider playing the one that lets minions exert for twilight, and also the one that lets you draw cards, if this oen is not pulling its weight).
8 - Site 8 is a matter or setup VS. necessity. If you have a favorable game against a particular Shadow culture, you play the site that helps that culture. Or, you play the site that least punishes YOUR fellowship side (assuming they are playing the shadow culture that is site-friendly anyway) while adding the most twilight.
9 - Your choice is fine.

For sites 8-9, theres a catch, though. If burdening them to death is a possibility in your meta, due to Uruks doing serious damage, you might consider tossing Gollum in the deck, so you can play Northern Ithilien as your site 8 (or if they use threats a lot to their benefit, it's also a fine choice) and switch your site nine to one of those that deal with burdens. However, I'd advise against it, and if they DO need threats, it's not wise to spend them at site 8 when at 9 they provide a bigger benefit.