Direct Wounding: Difference between revisions

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'''Direct wounding''' is both the act of causing [[wound]]s directly to [[character]]s of your choice. This is contrasted with wounding them by winning [[skirmish]]es, or using [[undirected wounding]] effects like [[archery]] where your opponent gets to choose what gets wounded.
#REDIRECT [[Wounding]]
 
Direct wounding can also refer to a broad strategy of wearing down characters with exertions and wounds rather than killing them in skirmishes.. [[Free People]]s direct wounding strategies tend to aim to kill minions before they get to the end of their skirmish, while [[Shadow Alignment|Shadow]] direct wounding strategies simply seek to apply wounds to wear down and kill [[companion]]s before the end of the game. Despite the name, these decks often incorporate undirected wounding, just to increase the overall pressure. For example, a high archery total is very effective for finishing off exhausted characters.
 
Belying the name, direct wounding strategies usually incorporate both [[exertion]]s and wounds. Except for the purpose of [[wound prevention]], there's rarely any real difference between exerting an enemy character and wounding an enemy character unless that character is [[exhausted]]. If you have the option, wounds are better because they can kill characters, of course, and when you have access to both, you'll usually want to apply exertions before wounds so you can secure kills.
 
== Decks focused on direct wounding ==
* [[Rainbow Wounding]]
* [[Sauron Grind]]
 
== Example direct wounding cards ==
* {{Card|Legolas, Greenleaf}}
* {{Card|Aragorn's Bow}}
* {{Card|Ulaire Enquea, Lieutenant of Morgul}}
* {{Card|Hate}}
* {{Card|Desert Lord}}
* {{Card|Mumak Commander, Giant Among the Swertings}}
 
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{{Gameplay Table}}

Latest revision as of 17:00, 9 January 2024

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