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====Attachements==== *'''Preston Greenfield (1 pts):''' Moving more is... meh?, unless he's in Red Cloaks he's not playing to your faction's strengths so keep that in mind. *'''Meryn Trant ( 1 pts):''' Applies condition tokens on an enemy when he attacks in melee, versatile so he can pretty much go anywhere, but Honour Guard make the most out of his ability. *'''Arys Oakheart (1 pts):''' Defensive Buff, simple though its effectiveness will depend on where you put him in, Bolton Blackguards? good, Halbediers? meh. *'''Boros Blount (1 pts):''' Hybrid Buff, getting autowounds for getting damaged isn't something you really wanna pay for since you want stuff that helps you win, not stop the bleeding, but he has his place in units that like existing on their last rank like Warrior's Sons. *'''Jaime Lannister - Kingsguard (2 pts):''' Snipe an attachment or 1 autowound is very good, put him on something that'll survive in the thick of it and send him towards something that really needs his attachment like a commander's unit. *'''Mandon Moore (1 pts):''' Offensive buff, great on Mountain's men. *'''Sandor Clegane (1 pts):''' Your enemy gets a Vulnerable token whe you charge him? he also gives wounds regen if your enemy takes a wound, and its more if they are missing ranks? and he makes your unit Clegane? he's pretty fucking great bud not gonna lie. If youre bringing Mhe Mountain Commander put him in something like Warrior's sons or Blackguards to pump their offensive output, if you have any other commander he goes better on Mountain's Men. *'''Jaime Lannister - The Young Lion (2 pts):''' More consistent attacks on your unit and better morale, Pyromancers love him, so do Halberdiers. *'''Tyrion Lannister (2 pts):''' Short range counterplot on a stick, have him run interference on the front line and he won't dissapoint. *'''Barristan Selmy (2 pts):''' Better morale, restore wounds if you have the Crown and pass a morale test, very good on faith units. *'''Gregor Clegane (3 pts):''' Guaranteed wounds, also makes your unit less controled but charges reliably if you lose that control. He's a very obvious tool and that doesn't make him any less terrifying, hes downright disgusting with his own Mountains Men but in the end he just makes a melee unit that much more hard hitting. *'''Gregor Clegane (Cav)(3pts):''' He's very strong since he's exactly the same as his infantry version, probably better on Flayed Men since those autowounds guarantee the enemy makes a panic test at -2 but Cavalry need to position well to do the most damage and Gregor takes the needed control for that. *'''Adam Marbrand (2 pts):''' Jaime's Vassal makes it so he is an autoinclude in every Jaime Commander List, or even good in lists where you bring Jaime's attachement versions, since it can be argued he can make a charge when Jaime Captive's unit is atatcke by one of your own (lol), probably better then on a unit with some bite to it like Mountain's Men. *'''Qyburn (1 pts):''' -1 to defense saves is no joke, but the +1 to hit, vicious and preventing weakened tokens from being used against the unit are very strong too, you need to know what you're doing with him, he'll make units like poor-fellows decent in combat while just making them marginally more fragile, or he'll make something like Lannisport City Watch way scarier to face. *'''Ser Robert Strong (3 pts):'''Hoo-wee, this one's a doozy for sure, Order:Resilience and 2 autowounds will make any unit he's in a death star by itself, Pyromancers become uncharacteristically hard to hurt, Warrior's sons become unstoppable, he's the defensive version of The Mountain and he won't dissapoint. *'''Clegane Butcher (2 pts):''' A cavalry attachement that gives out a weakened token when an engaged enemy fails a panic test, and makes an enemy in Long Range take a panic test themselves. He interferes with the counterattack againts your Knights and sets up a harder morale check for another unit for added damage, also very good on Flayed men. *'''Champion of the Faith (1 pts):''' Tests morale and put Vulnerable and Panicked on a success, he obviously goes very well on Warrior's Sons. *'''Guard Captain (1 pts):''' Hold the Line, aka fuck around and find out, this gives the unit a lot of consistent chip damage that goes around some of the msot common defensive abilites, Poor fellows make a good homw since they like the grinder. *'''Assault Veteran (1 pts):''' Intimidating Presence, aka worse panic tests for your opponet, pairs very well with Guardsmen to have a potential -4 to roll +4 wounds panic test for whoever is dumb enough to get into combat with them. *'''Sentinel Enforcer (1 pts):''' has Taunt to force an enemy to charge his unit (if they fail a morale test and are close enough) good if you want to divert certain enemy units into your anvils, halberdiers are probably the better choice, though Guardsmen are cheap enough to do the job too. *'''Turncoat (1 pts):''' He's another one of those "Attach to an enemy unit to screw them over" type of guy, you can kill this little guy to give the enemy unit a condition token of your choice and turn off their orders and friendly tactics cards for the turn (their natural abilities are still on though), he's pretty straightforward really, just drop him with an enemy unit that you want to screw over and go for it when the time is right. *'''Maimed Jaime (2 pts):''' You attach him to an enemy unit, wwhen you control the Crown the unit gets -1 to hit and if the unit is destroyed they grant an additional VP (they do get +1 morale though). Put him on an enemy unit that cant really afford to teake the heat (bad armor save) and panic tests (remember you only need to inflict a wound to trigger one, or you can drop some on them with the Crown) and he might be an easy extra VP.
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