This is the current variant of the mono-Tactics solo deck I have been playing since Flame of The West - and therefore Tactics Éowyn - was released. The Hero lineup allows for some explosive starts, hopefully getting a foothold in the quest before you can deploy your allies. The combination of Eowyn and Tactics Théoden allows you to Quest for 8 right out of the gate - which is good since most of your allies have 0-1 ! Beorn takes care of early game combat better than any other Hero and combined with Honour Guard and Landroval can keep going long after he should be dead. Last Stand is the other trick up Beorn's furry sleeve as once he is dead he is no longer immune to player card effects so can usually strike down the enemy who defeated him (and hopefully also be returned by Landroval to attack another enemy).
Mono-Tactics decks are excellent in combat but rather weak at questing, which is why the Hero lineup is so important. Mithlond Sea-watcher and Envoy of Pelargir bring that crucial cheap willpower to the table, whilst more expensive Allies such as Grimbold and Ranger of Cardolan ensure enough to Quest successfully in the later stages of the game.
Beorn is an excellent defender at the start of the game but his giant pool of hit points won't last forever so the deck includes the combination of Defender of Rammas and Raiment of War to set up a strong defender for the later game. A spare Raiment can be thrown on Theoden to turn him into a reasonably strong attacker or defender and allow him to soak up some extra archery damage. Tactics also has access to some excellent defensive tricks in the form of Feint, Horn's Cry and Grimbold (a Feint that quests for 2!) and being mono-Tactics allows for the even more impressive Thicket of Spears and lets you use White Tower Watchman as a Feint of sorts as he can soak an undefended attack even when he has quested.
Attack power mostly comes from Beorn with assistance from the many 3 allies included in the deck. Special mention must go to Marksman of Lórien whose effect when played reduces the of an enemy for a round which often allows Beorn to kill a more powerful enemy by himself and if not the extra attack power should do the trick. Mithlond Sea-watcher provides one willpower for only two resources and since you are often sacrificing Grimbold or a White Tower Watchman (or occasionally even chump-blocking) will normally have an attack of 3 as well.
The deck's big weakness - of course - is the lack of any cancellation at all, but this is not as bad as it sounds. As long as you are well set up for combat (and have a plan to rescue Beorn!) most Shadow effects can be mitigated and the deck has plenty of attack cancellation which is better than simple shadow cancellation anyway as the whole attack is prevented! Treacheries are another matter but recent quests have moved away from the old 'cancel or die' treacheries towards Treachery cards that can be mitigated by playing to the scenario's quirks and many nowadays cause enemies to engage you - which for a combat deck is not really an issue! There will always be combinations that cause trouble, but this is part of the fun of the game in my eyes. This deck doesn't steamroll everything in its path (lack of cancellation and card draw means it can fail spectacularly at times) and that is a good thing in my eyes. I find that most quests are challenging but winnable with this deck and so to me it falls right on the sweet spot for having an enjoyable game.