Voyage Across Belegaer 1/381

After a months-long hiatus, we’re back after our Lord of the Rings LCG progression play-through. We left off at the of The Lost Realm cycle having beaten The Dread Realm. Now we’re on to The Dreamchaser with Voyage Across Belegaer_. JL used a dwarf deck which had a lot of allies network pretty well. I used the Boromir power deck that beat The Three Trials.

A few highlights:

  • Round 4 requesting for 18. This is after sailing check, which is good.
  • Round 5 saw Winds of Wrath Treachery drawn which cleared all of my allies in my tableau, which more or less broke our game. We decided to play it out anyway.
  • Round 7 had Fog Bank for active location. We cleared it which put our ships back into play and then another ship came out which would’ve killed. We were in a position where both of our objective ships would be dead, which would be killing the game and we didn’t have enough allies on the table to make it worthwhile.

AAR

This would have been a two asterisk play due to missing some of the mechanics in miss playing a couple of early rounds. Nothing major just small small changes, small retros.

We need to be able to cancel treacheries in this quest, specifically, Winds of Wrath which puts a hit on every character. This needs to be canceled flat out, so make sure we have Test of Will, Ancient Mathom, and Dwarven Tombs. Alternatively, have more expensive allies with more than 1 hit point. But that slows down questing due to the need to pass Sailing tests.

For passing Sailing tests, it’s really helpful when you have a lot of allies so deck should focus on getting a lot of allies out very quickly. This is a good for Dwarf decks. Good maybe good for outland decks and possibly good for other Gondor in world war Sylvan swarm decks, which neither of us have dealt yet.

The Boromir deck did not really have enough allies to do well in tihs quest. However, given Bomer gets powered up, it would do really well against ships.

Location control is also good to have for this quest.