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ASOIAF Miniatures/Tactics/Stark
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==Tactics Deck== General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units. Starks do that not as rigidly as others. Starks have some very strong card, but some of them have specific conditions. Unlike some other factions you will try to hold unto your cards. But what Starks excel at with their Tactics deck is comboing the fuck out of their card. In general your Tactics Deck is supplementary to your play style and not the basis, you also lack card raw Keep in mind nearly all your card are for getting into combat and then attacking, so fuck me you are screwed if you can't charge anymore because you are all stuck or just dead. *'''Winter is coming:''' One of your best card. Charging and turning off tactics card and orders is in certain scenario a killer. Use this card later in the turn, so he'll won't have a chance to use his tactics card (and order) later in the same turn, this way that card will continue shitting up his hand. The additional effect is useful, but not required. Decide based on your target. *'''Northern Ferocity:''' Good effect, use it often, there isn't really a point in keeping it for longer, you don't have a unit who immensely profits from it. *'''The North remembers:''' One of your best cards. Holy crap this is good, but don't fall into the trap of it. You may hold unto it too long, and gain nothing by it, and secondly keep in mind the effect. You have to have a unit having activated, and throwing away unit might not be worth it if the other unit won't help you win the game. Usually wolves are sacrificed but make sure it is worth it *'''Devastating Impact:''' Another one of your homerun cards. Don't be too obvious while using it, and more importantly don't overcommit your charges and get dog pilled. *'''Swift Advance:''' I know I sound like a hype man, but damn this is a good card. Use it to either make it to their flank or get closer *'''Sudden Charge:''' Another charge card, now you know the problem I have with everything being about 1 thing. It's good, use this NCU to claim the Horse spot, then trigger this card (but see below). You usually can use it best by keeping it in your hand, use 1 turn to set up the motions. But keep in mind, if your first activation is claiming horse then your opponent is free to just take swords, getting a free attack in. *'''Direwolf's Fervor:''' Honestly meh, just use it ASAP unless you really want those d3 autowounds
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