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694-Valdacli_Men

Posted: Thu Jul 17, 2014 6:12 am
by dirhaval
The Lords of the Dominions of the Seven have joined forces to rid the Uttersouth of a stain on
the morning. This stain is Indur Dawndeath - a menace since ages ago. No battle is expected for
the Seven Lands, but the Lords know that a great shadow is building war in the far north. Armies
of the faithful and surrounding clans will march to war to stop the Mûmakanril from aiding the
Shadow.

Two wings will form and move for battle. The West Wing will move north to Bozisha-Dar to be
the second barrier. Yet, it is expected to meet resistance from Akhorahil's Southern Dragon Army
in Hyarn. The East Wing will move south of the Yellow Mountains towards Bosiri joining
forces of Pallando. Battle there is expected to start on Turn 14. Rings of magic forged during an
earlier age will be used to unite the Free Peoples against this threat. A Union of the Valdaclian
will form aligning the strategies and forces of all seven princedoms.

The hazard strategy is to slow faction building of the main hazard opponent, Indur, and to steal
items using Men creatures such as Brigands, Ruffians. Hurled rocks thrown by giants in the
Yellow Mountains will slow the advance. Weariness and doubt will choke minion factions
marching through the Bosiri Pass before skirting the Great Desert.

Re: 694-Valdacli_Men

Posted: Sat Sep 09, 2017 7:44 pm
by dirhaval
Here is the updated deck file for this player.

A healthy 30 MPs were earned with 5 eliminated factions. Low prowess characters resulted
in unused Site phases. Not much with resources were changed.

Three fewer resources are now in the sideboard. No changes were made to the factions.
One fewer Pricedom of Miredor are Test of Lore are in the deck. Blood of Huan was removed. Keeping the Good Faith replaces I Know Much About You. Agents were not much a threat to this player. One Slayer and three Southern Slayer creatures attacked. Another Await the Advent of Alllies included to create the core companies in the second deck. I made the error to form those companies quickly. I will just allow the starting characters to be killed to free general influence for the core characters. Alliance of the Free Peoples also removed Old toby removed; that is a powerful card. Playing the magic rings can be delayed for this player.

Some creatures were changed. Pick-Pocket and Thief are prohibited now in Fate - use agents to steal. Slayer and Southern Slayer filled that gap. Jungle Demon replaces Sons of Kings. No More Would Come and Use and Old Age Accepted replaced Tidings of Bold Spies and Beacons Alight. Hurling Rocks replaced Two or Three Tribes Present. I might reduce the copies of Hurling Rocks to two. Again, I dislike three copies of a hazard long-event in any Division.

The Mumakanril decimated this player's factions. The first battle was the only chance to kill the beasts. This means to wait on the battles until four factions are ready to engage.