Company of Archers (4R61): Difference between revisions

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* [[Uruk Trackers]]: {{Card|Worry}} and {{Card|Weary}} (when played on a key companion) are the main threats. {{Card|Many Riddles}} is a lesser threat but still enables {{Card|Kill Them Now}} and {{Card|Vengeance}}. {{Card|What Did You Discover?}} is generally lower-priority.
* [[Uruk Trackers]]: {{Card|Worry}} and {{Card|Weary}} (when played on a key companion) are the main threats. {{Card|Many Riddles}} is a lesser threat but still enables {{Card|Kill Them Now}} and {{Card|Vengeance}}. {{Card|What Did You Discover?}} is generally lower-priority.
* Other {{C|Isengard}}: {{Card|Greed}} should always be removed if you think it will affect your deck, although Company of Archers will often come too late to stop it. {{Card|Attack on Helm's Deep}} and {{Card|Down to the Last Child}} are important targets if they haven't controlled many sites yet. If you see {{Card|A Fell Voice on the Air}} or {{Card|Saruman's Snows}}, they are probably setting up some sort of [[bomb]] strategy and you should be looking to see how you can dismantle it (which will often involve taking out other key pieces of the bomb [[combo]]). {{Card|Suffered Much Loss}} is very rare, but if they're playing it, their deck generally relies on using it to enable monsters like {{Card|Uruk Vanguard}}. Most other conditions (especially {{Card|Saruman's Ambition}}) are chaff.
* Other {{C|Isengard}}: {{Card|Greed}} should always be removed if you think it will affect your deck, although Company of Archers will often come too late to stop it. {{Card|Attack on Helm's Deep}} and {{Card|Down to the Last Child}} are important targets if they haven't controlled many sites yet. If you see {{Card|A Fell Voice on the Air}} or {{Card|Saruman's Snows}}, they are probably setting up some sort of [[bomb]] strategy and you should be looking to see how you can dismantle it (which will often involve taking out other key pieces of the bomb [[combo]]). {{Card|Suffered Much Loss}} is very rare, but if they're playing it, their deck generally relies on using it to enable monsters like {{Card|Uruk Vanguard}}. Most other conditions (especially {{Card|Saruman's Ambition}}) are chaff.
* {{C|Moria}} [[swarm]]: {{Card|They Are Coming}} is the main target. The only potentially-more-dangerous target is {{Card|Goblin Swarms}}, but only if it already has minions stacked on it or if they're likely to win skirmishes and stack more minions on it this turn. {{Card|Goblin Armory}}, {{Card|The Underdeeps of Moria}}, and {{Card|Relics of Moria}} are less important, but fine targets too.
* {{C|Moria}} [[swarm]]: {{Card|They Are Coming}} is the main target. The only potentially-more-dangerous target is {{Card|Goblin Swarms}}, but only if it already has minions stacked on it or if they're likely to win skirmishes and stack more minions on it this turn. {{Card|Goblin Armory}}, {{Card|The Underdeeps of Moria}}, and {{Card|Relics of Moria}} are less important, but fine targets too. At site 9, the only condition that matters is Goblin Armory, since all of the others do their work in the Shadow Phase.
* [[Moria Navy]]: The combo relies on {{Card|They Are Coming}}, {{Card|Under Foot}}, and {{Card|Plundered Armories}}, and those cards should be targeted in that order, from most to least important.
* [[Moria Navy]]: The combo relies on {{Card|They Are Coming}}, {{Card|Under Foot}}, and {{Card|Plundered Armories}}, and those cards should be targeted in that order, from most to least important.
* General {{C|Raider}}: {{Card|Under Foot}} is always dangerous and should be removed if you can to help prevent a [[swarm]] [[bomb]], although most decks can [[Recursion|replay]] it with {{Card|Ships of Great Draught}}.
* General {{C|Raider}}: {{Card|Under Foot}} is always dangerous and should be removed if you can to help prevent a [[swarm]] [[bomb]], although most decks can [[Recursion|replay]] it with {{Card|Ships of Great Draught}}.

Revision as of 10:20, 4 March 2022

Blades Drawn (4U60)
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Elven Bow (4U62)

Company of Archers (4R61) is a Elven Event from the The Two Towers set.


Collection Info
Title Company of Archers
Unique No
Collectible Yes
Set 4 - The Two Towers
Rarity R - Rare
Card Number 61
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Elven
Side Free Peoples
Card Type Event
Twilight Cost 1
Game Text Archery: Spot 2 Elf companions to discard a condition.
Lore The Naith Company, a veteran band from the South of Lórien, concentrated fire on the Uruk machines.
Translations
DE - German
Card Name Eine Abteilung Bogenschützen
Game Text FernKampf Entdecke 2 Elbengefährten, um einen Effekt abzulegen.
Lore Die Kompanie aus Naith, ein erfahrener Haufen aus dem Süden Lóriens, konzentrierte ihr Feuer auf die Kriegsmaschinen der Uruks.
ES - Spanish
Card Name Compañía De Arqueros
Game Text Arquería: Avista 2 compañeros Elfos para descartar una condición.
Lore La compañía de Naith, una veterana banda del sur de Lórien, concentró su fuego en las máquinas Uruk.
FR - French
Card Name Compagnie d'Archers
Game Text Archerie : Désignez 2 compagnons Elfes pour défausser une situation.
Lore La Compagnie de Naith, un groupe expérimenté du sud de la Lórien, concentra son tir sur les machines Ourouks.
IT - Italian
Card Name Compagnia di Arcieri
Game Text Arcieri: Avvista 2 compagni Elfi per scartare una condizione.
Lore La Compagnia del Naith, una banda di veterani proveniente dal sud di Lórien, concentrò il proprio fuoco sui macchinari Uruk.


Technical Info
Wiki Base Card ID LOTR-EN04S061.0
TLHH ID LOTR04061
GEMP ID 4_61
LOTRO Hex ID 6D 93 D0 03
LOTRO Image ID 04_061


Strategy

This is a long-time staple of Towers Standard and Movie Block Elven decks to remove annoying Shadow conditions. Almost every Shadow side has some sort of nasty condition you'd rather not deal with. All you need is enough elf companions to meet the spot requirements. It's easy to just have two elves in your starting Fellowship, especially in Movie Block where Galadriel, Bearer of Wisdom (9R+14) is available.

Bear in mind that this card can't protect you from Shadow conditions that do all their work in the Shadow Phase or Maneuver Phase on the turn where they're played, like Greed (1R125) , Small Hope (7R159) , Under Foot (10C52) , Evil-smelling Fens (5U22) , or Final Strike (10U20) .

The only real deckbuilding consideration with this card whether you'd rather use this or one of the other Elven condition removal cards. Secret Sentinels (2R20) is stronger and its cost is negligible, since the most popular elf allies heal themselves. Secret Sentinels is generally a better choice if you're using elf allies, even if you have enough elf companions to spot. Vilya (3R27) is reusable but does not permanently remove conditions. Galadriel, Lady Redeemed (10R11) can turn any Elven event into condition removal, so Company of Archers only useful in that deck if you think Galadriel is likely to get killed. After Movie Block, Secret Sentinels is rarely played. While it's better than Seclusion (12U23) unless you only have one elf companion to spot, it's worse than Lothlórien Guides (17U9) and Namárië (17U10) .

Learning to use Company of Archers well relies on learning the key cards of your opponent's Shadow side. Notable targets in Towers Standard or Movie Block:

Strengths and Weaknesses

Synergizes With...

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