In Fellowship Block, it's fairly difficult to actually kill a ringbearer, if the opponent is at all decent. It's not Expanded, Standard, or even Movie Block. A typical decent fellowship will try to win in 5 turns: 1-3, 3-5, 5-6, 6-8, 8-9. To win, you can plan on one or more of the following:
A) Go first and win in 5 turns. People would bid 5 or 6 to go first, start
Green Dragon Inn, and pull
Son of Hamfast to remove 3 burdens. This isn't bad, but pulling Sam has some disadvantages; in particular, it's tough to play
Horn of Boromir.
B) Play to win in 4 double moves. This is extremely tough, because a good shadow should prevent that. 5-7, 7-9 is really tough. People tried
Gift of Boats to triple 6-9, but that's also tough.
C) Build a shadow to get an additional stop, most often at site 2 or 4. If the opponent needs 6 turns, the typical fellowship can win in 5.
The most commonly played fellowships were based on
Horn of Boromir and lots of Elf Allies, or heavy choke (
A Talent for Not Being Seen,
No Stranger to the Shadows,
Aragorn Heir to the White City). Almost every fellowship at least splashes
Greenleaf, and almost every deck plays some Aragorn, and most play
Aragorn's Bow. Strategy A) usually played choke, because a Sam got in the way of Horn. There are other workable fellowships - I played a
Gandalf FotS deck - but it's easier to start with one of those.
As for shadows, Uruks with
Hollin were the most consistent, because no roaming at site 4 usually meant the extra stop.
Keeper of Isengard and Savagery keep Uruks on the table for those stops, too. There's a reason something like 12 of the top 16 decks at the first Worlds ran Uruks.
You also need to be prepared for Nazgul and early stops (fear of
Ford of Bruinen), and Moria with
Isengard Warrior. Discard is also tricky if you haven't practiced; the trick is to not waste cards and bluff Shadow for stops. There are also Twilight and Ferny Frost combo, but they need experience and a deft touch.