Page 1 of 1

615-Pallando_Sand

Posted: Mon Jul 14, 2014 4:07 am
by dirhaval
The Enemy will be bringing the invincible mumakril host north to Mordor.
Who will stopped them? Pallando has been charged to rally the Free Peoples
of Far Harad and Bavor's Tribe to block this warhost.

Pallando will find the Southern Hammer and recruit several factions for battle.
Some factions will block aid from Bozisha-Dar while others will stand in Bosiri.
These beasts must be delayed by at least six turns to give Gondor a chance.
Endurance of Stone will help two dwarf factions hold the pass.

A place of healing will be found at Mablad-Dum with Concealed Entrance,
Engines of Defense, and Dwarven Fire. Two other dwarf-holds will have
No Strangers At This Time to use Bavor's Tribe United and gain MPs to Nar's Folk.
The Seeing Stones of Ankatare will be a great prize to aid the heroes.

Akhorahil is the opponent to Pallando. The wizard will hunt magic-users of the Storm King.
The Army of the Southern Dragon is building. Who will win? The Eyes of the Well or the Eyes of Mandos?
Who could have seen that coming :)

The hazard strategy is heavy on the Sunlands, which will clog the hand of Pallando. Yet, he has
one grey agent than could use the hazard limit to dismiss minion factions near Bozisha-Miraz.

Re: 615-Pallando_Sand

Posted: Tue Sep 05, 2017 10:32 pm
by dirhaval
This player did well during the practice game outside of factions. All of his factions were killed.
Elimination of the Mumakanril had a choice early in the battles. Then characters were lost from
shadow-mages lurking about. Yet, 26 MPs were gathered. The practice game does not grant kill
MPs from eliminating factions in battles. War I think is sign of failure of policy. I might count
such point, but not for Wizards during the Avatar Decks.
+
The new deck includes changes of exchanging grey agents. Sakalthor is better against heroes.
The two new grey agents will bother minions in the Sun-lands. Losing characters is a boon for
this player by freeing up direct influence for checks on factions. The Clan of Masra was replaced
due to the flipping mechanism. I rather avoid it and use another faction. Nice idea, but I just want
a card to fight. That is why Block was removed. Six resources were removed from the sideboard.
Fewer characters means less chance to fight; that is why Kindling of the Spirit was removed.
+
Hazard changes were to focus on Sun-land minions. Huorn seems the odd creature, but this
player needs a fast creature to play on anybody with many creatures just for the Sun-lands.

+++
Yes, many hero factions were killed. That is what I wanted. If the power of the Mumakaniril is lowered by two or three points, then that is fine. It just means that that faction must always have support factions.
The Mumakaniril only made it to Bozisha-Miraz on Turn 24. This was due to not allowing the faction to be alone and be vulnerable to a Numenor's Legacy hero faction named Knights of Dol Amorth. Akorahil and Adunaphel had minions factions in the Sunlands. The strategy was to not move the beasts into region alone without support already there or soon during the same turn. Elimination of minion factions during the march northward withered away support. It is like this:
Factions: A, B, C=beasts from three different players.
Turn 1
Move faction B from Imlad Morgul to Dagorlad; engage in battle and die.
Move faction C from Angmar to Anduin Vales
Move faction A from Angmar to Anduin Vales
Next turn move all to Southern Mirkwood.
Turn 2
No move since faction C can be stopped by a hazard and left alone.
Wait until help arrives.
Do move all to Southern Mirkwood if B was not eliminated.

Such an idea may have Ren move his factions south, which one did to aid.It was turned
back after loosing a battle with a Dwarf faction.