Direct Wounding: Difference between revisions
(those were undirected wounding cards, so let's replace them) |
(this isn't great, but cleaning it up some) |
||
Line 1: | Line 1: | ||
Direct wounding is both the act of causing [[wound]]s directly to [[character]]s | '''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. | ||
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. | 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 == | == Decks focused on direct wounding == | ||
Line 19: | Line 19: | ||
---- | ---- | ||
{{ | {{Gameplay Table}} |
Revision as of 04:45, 17 March 2022
Direct wounding is both the act of causing wounds directly to characters of your choice. This is contrasted with wounding them by winning skirmishes, or using undirected wounding effects like archery where your opponent gets to choose what gets wounded.
Direct wounding can also refer to a broad strategy of wearing down characters with exertions and wounds rather than killing them in skirmishes.. Free Peoples direct wounding strategies tend to aim to kill minions before they get to the end of their skirmish, while Shadow direct wounding strategies simply seek to apply wounds to wear down and kill companions 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 exertions 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
Example direct wounding cards
- Legolas, Greenleaf (1R50)
- Aragorn’s Bow (1R90)
- Úlairë Enquëa, Lieutenant of Morgul (1U231)
- Hate (1R250)
- Desert Lord (4R219)
- Mûmak Commander, Giant Among the Swertings (15R86)