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====Attachments==== *'''Othell Yarwyck (1pt):''' Probably required if you play Stone Thrower, and if you play Scorpion this attachment pushes your damage output above Crossbows. As I will write below; a war machine list, wants him. So you stick him in a cheap unit. Two schools of thoughts exist, either you go put him in a conscript unit, or throw into stormcrows mercenaries, both are 5 points. Unless you play against high volume of attacks and no weirdwood trees, I would say conscripts are better. But it is your choice. *'''Qhorin Halfhand (2pts):''' Way better as and NCU, To the last lets you save your bacon when you lose his unit, go down fighting isn't something you want to pair with it though, he's insurance rather than an investment, make of that what you will. *'''Grenn (1pts):''' Taunt for a point, nits like Veterans do want to be in the thick of it and to take the heat for other units, taunting a uni of raiders into charging them would be horrible for that cheese mongering Free-Folk player wouldn't it? *'''Pypar (1pts):''' Can go into Grenn's unit or on his own, gives Swift retreat, stacking defensive and control utility on the same unit is good, they let you take agency away from your opponent and get out before he wheels in the real hammer. *'''Alliser Thorne (1pts):''' Iron Resolve and Stuborn Tenacity, morale insulation and a bit of bite to compliment it, he'll do great on you Brothers or Vets. *'''Jon Snow (2pts):''' Autocharge and shout Vulnerable and Panicked at the enemy? this is the good stuff my brother, your unnits are top-rate badasses and all they want is to get into combat from half a mile away with someone who you previously in the same turn scared shitless of you, so yeah, take him, he won't dissapoint. *'''Benjen Stark (1pt):'''Sentinel and Ambush, he really feels like a stark doesn't he? he lets you get free charges and imporves them since the enemy will be front facing your unit already, he's even cheap so no excuse not to put him somewhere in your lists. *'''Coldhands (Infantry) (1pt):''' Outflank and Pathfinder, Rangers like him, but so do Crossbows or Sworn brothers, lets you play the tricksy game. *'''Coldhands (Cavalry) (1pt):''' Sentinel and Intimidating Presence, you cavalry is quick so they'll have a real easy time getting into a position to abuse Sentinel, Intimidating Presence to up you damage output won't hurt either. *'''Samwell Tarly (2pt):''' He does his Hand size increase while on the field too! and lets you discard 2 from your hand to seach your deck for whatever you want, he's good but you need to have a plan to make full use of him. *'''Watch Recruiter (1pts):''' Order: Incite keeps you fighting at peak efficiency and adds vicious, while reinforcements gives you up to 2 wounds per round to keep your exxpensive units topped off easier, no reason to not put him into conscripts to have a unit dedicated to sustaining your battleline. *'''Watch Captain (3pts):''' Absurdly powrful, Relentless lets you get in another (if limited) activation in your turn so he increases the number of things to do each round for a measly 3 pts, find a spot for him, a unit of Sworn Brothers with this guy is an absolutely solid that won't dissapoint you ever. *'''Watch Marhsal (Cavalry) (1pt):''' Your fragile Ranger cavalry can escape so as to not get bogged down and lets you play around with tokens, both your own and you enemy's, a nice piece of kit. *'''Senior Builder (1pt):''' Better armour saves when holding the bags and once per game place a Stake terrain piece in front of you, he goes swimingly in Crossbows when you want them holding a position. *'''Hardened Ranger (1pt):''' Furious Charge and Elusive escape, por a meager point you get better charges and better retreats, whats not to love?
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