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ASOIAF Miniatures/Tactics/Baratheon
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==Tactics Deck== *'''Baratheon Conviction:''' With strong morale faction wide this card won't stay on your hand too long once you clash with your enemy, getting a bit of healing, potential panic damage and token generation out of a passed morale test is great, use it first chance you get, but don't be scared to throw it if you don't think its gonna get used for the turn. *'''Sustained Assault:''' Keeps your units effective when beating back something. Best used on offensive units like Sentinels, Rose Knights, or Faithful. Sadly it's rare to get both effects off, but once again we see Boldness and Courage overlap (doesn't allow the +1 hit sadly). Useful, but not a stellar card. *'''Oath of Duty:''' A Buff that comes up when you lose a unit, but you can just play this card at the start of any turn so just use it as soon as you can, put it on something you expect to take lots of panic tests or intends to get mixed up the grinder Baratheons are so fond of. Can have a surprising effect, especially combined with Stannis' Tactical Approach, or Iron Resolve making you almost immune to panic, a solid card. *'''Final Strike:''' On weaker opponents this is brutal, whenever a cheap enemy unit gets lucky you just pop this and make him suffer the consequences. If your Neutrals/R'hllor/whatever take a lot of wounds throw some back, no reason not to use it first chance you get either. *'''Ours is the Fury!:''' Best card in the deck, so much that King's Men's main ability is to fish it. Giving 3 of the best, and hardest to get for Baratheon, melee abilities. Good even without board control, amazing with it. *'''Baratheon Justice:''' Stannis Righful Heir players love this card. Requires control of the letters for full effect, but you should be going for the letters early in most rounds. Use it first chance you get to saddle your opponent with EVERY token available for daring to attack your units (remember this works on melee and ranged attack actions). *'''Stag's Wit:''' Bounce those tokens back at the enemy, in an edition with so many tokens being able to use you enemy's own token generation and making it work in your favor is great since it keep you units at peak efficiency and makes your enemies abilities work '''for''' you. Turn 1 use them to stop Letter tokens as they're not worth saving however.
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