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Council of Elrond • View topic - Re: Tower Raided

Re: Tower Raided

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Postby Thorsten the Traveller » Mon May 26, 2008 11:46 am

played a few games this weekend vs. minion opponent, and the ap's weren't doing much. He voiced the natures revenge all the time :cry: , and the chokings got wrapped after each attack. to be fair, he was quite buffed up, but not that extraordinary, one Morgul with Report You and Thong does the trick, he got all the trophies. So now I'm back in doubt whether our recent changes don't break it down too much :wink:

btw on the up side, Tower Raided was rockin' that hard, I still won easily. Perhaps the prowess bonus on that card is a bit heavy :)
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Postby Jambo » Mon May 26, 2008 12:15 pm

Voiced Nature's Revenge... How? Nature's Revenge is a short-event.

Buff companies will destroy a lot of creatures, not just the odd tree or two. Boosting awakened plants isn't intended to circumvent this, however, they should at least pose a thought or two.

Re Tower Raided, yes, I believe the + to prowess per MP under the card is perhaps too good, especially with the new Fair Travels in DD which is very powerful. I've not played a deck which uses this, but my guess is that once a conpany has played some swords and is in chopping up the darkholds, there's not much going to stop them. Women act as a solid Nazgul deterrent and the MP prowess boost just makes this all the more easy. Anyone else?
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Postby Thorsten the Traveller » Mon May 26, 2008 1:39 pm

I was thinking about that too, but the virtual 0.9 still reads permanent...and can a short-event go to the mp pile?

@tower: I didn't even have any swords or boost cards, I figured with dwarves' plus on orcs the auto is peanuts at most sites, and just pack Praise and Mount slain to score some points when Khamul kills my Dori. The main issue I have is that the auto becomes too easy, nobody even has to tap anymore when entering Barad dur once you got Cirith Ungol and Urulurtsu under Tower Raided. I don't expect to fight many drakes/wolves/animals in Mordor, about the only problem then could be undead, creature wise.
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Postby Jambo » Mon May 26, 2008 2:05 pm

Split this topic off.

An idea might be to make the prowess bonus equal to half the MP value of the card? Or, leave the prowess bonus to only automatic attacks so that your opponent's hazard strategy isn't getting quite so gimped should it also be orcs, trolls, Nazgul or spiders? I'm not sure why Nazgul would be easier to attack in their homeland.

Perhaps someone else can weigh in with some thoughts.
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Postby Frodo » Wed May 28, 2008 4:36 am

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Postby BoderHamster » Mon Mar 09, 2009 7:14 am

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Postby marcos » Mon Mar 09, 2009 12:49 pm

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Postby BoderHamster » Mon Mar 09, 2009 1:01 pm

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Postby Thorsten the Traveller » Mon Mar 09, 2009 3:02 pm

you only have to keep 2 guys untapped for the first TR...and there's always 2 crams.
Orcs can be flattered :wink: (don't ask me how to do it though, hehe), and you'd run a few dark quarrels anyway. But Redoubled and a timely Stirr with double lieutenants could be deadly, yes, as ever...

the event hazards you mention are of course good, but their effectiveness doesn't mean a big prowess boost is justified, that's a strange way of thinking. btw Dwarves can eat that Troll purse at Ungol/Urlurtsu any time (which are usually the first sites you go to, after that you have +4 prowess).

in sum, as said before, the card is not overpowered, in the few games I've played so far I got like 4 mp out of it, the first site on TR usually doesn't kick in until turn 4 anyway. 1st turn to Buhr Widu (or wherever), 2nd to Urlurtsu, 3rd to Barad (or wherever), but only in site phase do you get the prowess boost from TR, so no boost vs. creatures yes, then 4th turn you get full boost at +2. But alot can happen meanwhile.

But the card does feel weird, and indeed after you get 2 sites on TR all man/orc strategies are waste. I usually don't bother to play even more on TR but head straight for Southrons and some steeds, and no assassin will dare touch you, which is a bit strange...
so I wouldn't mind if it is reduced to auto attacks, or auto's and hazards keyed to site if need be (which still includes assassins...).
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