by Alex Brown
Membury wrote:
Alex Brown wrote:
I've played about twenty solo games and Concentration/Will Focus + Swiftness is always huge in making the early leap.
Will Focus + Swiftness will kill: Cursed Hags, Wolf Riders, Ironclads, Orc Summoners (the four kinds of orc who will get you that first level) and Monks, Illusionists, Fire Mages and Ice Mages (in monasteries) and Minotaur, Medusa, Werewolf (in dungeons).
Concentration + Swiftness will kill: Cursed Hags, Wolf Riders, Orc Summoners, Monks, Ice Mages, Minotaur, Medusa, Werewolf.
Getting one of the bolts (my preference order: Fire, Ice, Crushing, Swift) from that first level helps a lot too. But these are wound avoiding strategies. You have to be willing to take wounds from, say, a Crypt Worm when you go down that dungeon with your Concentration + Swiftness.
Concentration/Will Focus +Swiftness can destroy some of those units but I think it's more effective when the range prevents wounds. Otherwise, Rage or would suffice (and be better in the case of Crypt Worm).
While I think you have to be willing to take wounds on Day One, I do think any way of using or healing the wounds is exceedingly powerful. When hands and decks are small, or there are many turns left, wounds are much more painful.
Ultimately I think there is a solution to the highest scoring solo game within the bounds of reasonableness. I'm sure Concentration/Will Focus+Swiftness is within it.