Which isn't to say I want them changed any more, but that it seems to me that helpers for active factions would be necessary in future sets. The reasons are as follows:
1) Currently, Alliance/Grond implement new rules -- but it's impossible to really write completely fair and balanced rules in the space of one card;
2) The side who wins the first battle is going to keep on winning, no matter what happens to the faction;
3) Whoever gets a faction into play first can have that faction waiting in the opponent's region, making it difficult for the opposing player to get a whole faction ready for defense;
4) The doubling of faction MP values for combat drastically reduces the value of 1 MP factions, but these are sometimes the only viable source of faction MPs in a deck, and to make such crushable in two turns hampers gameplay by essentially eliminating such factions as viable options in a deck; meaning:
Decks focused on Grond/Alliance are going to be fairly strong in the first set of Virtual Cards to the point of forcing others to build their decks around the same concept.
They're already wordy enough as it stands, though, which is why I think "helper" cards should be reserved for another expansion -- here are a few types that I feel are needed:
"Defensive" helper cards -- something that gives a faction a bonus on defense for staying in its own region.
"Safe/Healing" helper cards -- Snaga-Hai may be weak, but Snaga-Hai holed up in Gorgoroth should be seriously untouchable and have an easier time finding recruits.
"Leader" helper cards for synergy -- if a specific character is at a site in the same region as the faction, the faction gets a bonus in army combat.
Examples of each might be:
Defensive Helper -- Fortress of the Isen
Stage Resource Permanent Event
Isengard is protected, yadda, yadda, yadda -- any of your factions located in the Gap of Isen receive a +2 bonus to effective MPs when defending against an opponents' attacking factions.
Safe/Healing Card -- A Few Recruits
Minion Resource Short Event
Playable on a character at a site in the same region as a wounded Orc or Troll Faction. Character makes an influence check against the faction as though it were played from your hand. If the influence check is successful, the faction is healed.
Leader -- Theoden
Add to his text: If Theoden is at the same site as the region containing Riders of Rohan or Wild Horses, these factions gain a +1 bonus to effective MPs when fighting other factions.
As I said, I like the idea of faction combat, but I think making it balanced, believable, and strategic is beyond the scope of the effect of any one Virtual card.
So, am I off my rocker?
Discuss.
