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ASOIAF Miniatures/Tactics/Stark
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====Units==== *'''Stark Sworn Swords (5pt):''' They do their job, they are your cheap unit to hold your frontline. With average defense, average morale and average offense (before factoring Stark fury, which is way better than last edition), they are here to fill your army, and even moreso then other factions, attachement determine how exactly they will accomplish their goal. *'''Stark Bowmen (6pt):''' One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them very good support for behind your frontline and taking orders off a unit that fails the panic test is tailor made for fighting Baratheons and Lannisters. I wouldn't recommend them to a beginner, and playing more then 2 is hard to pull off, but its hard to go wrong with bringing one. Warden is probably the only thing you'll put in them if ever, maybe Cassel Commander. *'''Stark Outriders (7pt):''' Solid. Quick and can hit way harder than they have any bussiness to with the right support, Mounted Brynden can keep a unit of them in reserve to have them come from a table side to throw a wrench into your enemy's plans all the while slinging Vulnerable tokens all around. *'''Crannogman Trackers (5pt):''' The other filler. This one has a unique role in their mobility and ability to deal hits and make enemies more likely to get a disorderly charge. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don't do well in melee so they have "Order: Swift Retreat" to get out after they get their asses kicked, and attachment are probably a waste in this unit. Fun to use but meh to be honest. *'''House Umber Greataxes (7pt):''' The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are average mobility wise, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure the bonus panic damage from executioner's fury and maybe even Catelyn. Greatjon ups their offense and survivability, Rob their mobility, Umber Champ and Sword captain keep them at peak effciency, they are fine naked but as a solidly rounded unit they can pretty much take whatever and get a benefit out of it. *'''House Umber Berserkers (7pt):''' Fast speed, good morale with Unyielding. They even get more offensive output as their numbers dwindle! more dice and better to hit rolls are always welcome. People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game and it will continue to do so, put Syrio Forel in them to take advantage of their absurd attack die values and to make them stay that much longer in the lower rank brackets. *'''House Tully Sworn Shields (6pt):''' Tully are a weird unit for you. They don't hit hard, are slow, but they do have Order:Shieldwall; which, gives them a defensive boost of blocking hits equal to their ranks from their front or flank every round. Having a resillient unit shouldn't be underestimated in certain game modes, and costing only 6pts makes them a reasonably priced anvil, primed for a Commander or 2/3 point attachements. Play them if you really want to have a defensive unit, but keep in mind they won't really gain much from you general deck, besides some mobility which is one of their weaker stats. For an anvil, they work fine but are a bit slow. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend or the attachment adds some movement like attachment Rob or Crannogman Survivalist. *'''House Tully Cavaliers (9pt):''' Good if enemy is playing death star style. These are mostly compared to Lannister's Knighst of Casterly Rock since their profiles are fairly similar (not to say almost identical), but while they are just there to charge and delete units your Cavaliers can also buff the morale of other units, keep them close to your battleline to countercharge an enemy unit or just let them ride around the field since you can give them way better mobility than any other heavy cavalry unit in the game (Except for Targaryens). *'''House Mormont She-Bears (6pt):''' Base profile is identical to Sworn Swords, but they differentiate themselves in their offensive output, they get Critical Blow as a base, and get +1 to hit for every missing rank, now take into account that they have Order: War Cry to hand out panicked and vulnerableand you see that they are not shabby on the offense at all. *'''House Mormont Bruisers (7pt):''' Light armor, good attack dice values, and counter-strike to hit back when you get the hurt sent your way, when you want to send it the enemy's way though, you get to choose between Critical blow, Precision or Re-rolls every time you attack, and get to pick one more for each missing rank. get a Mormont Veteran to keep this unit in their last rank to lay down the hurt. They are abit overpriced for what they do, counterstrike works best when you also have disrup or agil (which they don't) and their armor and morale are nothing to write home about, the can get shredded by units cheaper than themselves so the need supprt like Syrio and Howland Reed to make their points back. *'''House Karstark Spearmen (6pt):''' Defensive unit, but while their main competition in the Tully Sworn Shields get their toughness from blocking hits, these guys get it with high armor saves and denying charge and flank/rear bonuses. They are meant to be activated last in a round so they can get those sweet 2+ saves for as long as they can, plop them into objectives and watch you opponet struggle to shift them off.
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