ASOIAF Miniatures/Tactics/Night Watch: Difference between revisions

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(Created page with "Back to the list ==Why Play Night Watch== ''"I know nothing"'' You are the wall, you will hold the line. Night Watch are a Versatile and tough fac...")
 
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You are the wall, you will hold the line.
You are the wall, you will hold the line.


Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction
Night Watch are a versatile and tough faction. You are the faction most likely to use combined arms, using both ranged, mobile, tough and hard hitting units in conjunction with each other.


In general they are a tougher faction, due to your elite status.
In general they are a tougher faction, due to your elite status.
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===Pros===
===Pros===
*Elite army
*Elite army
*unique warmachines
*Unique war machines
*good Attachement
*Good Attachment
*Vow which gives you buffs over the course of the game
*Vow which gives you buffs over the course of the game
*good carddraw, and wide range of applications
*Good card draw, and wide range of applications
*above average moral and moral abilitx
*Above average morale and morale abilities
*healing
*Healing


===Cons===
===Cons===
*Either cheap units or expensive units
*Either cheap units or expensive units
*you don't really lile neutrals
*You don't really like neutrals
*hard to make certain things work in a list  
*Hard to make certain things work in a list  
*tactics card cover a big range of things, and you might get lost
*Tactics card cover a big range of things, and you might get lost
*some tactics card require your enemy to do certain actions
*Some tactics card requires your enemy to do certain actions


===Playstyle===
===Playstyle===
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3 themes. You have builders, rangers and the wall troops.
3 themes. You have builders, rangers and the wall troops.


Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better
Wall troops are your Veterans, Sworn bros and conscripts. They mostly hold the line and use standard things to win. Good morale and offense (except conscripts) help you hold the line. Attachments help you hold the line even better.


Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.
Rangers are mobile and fast. You have versatility due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. These are skirmishers rather than line troops so are meant to abuse their maneuverability to pick their engagements.
   
   
Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all.  
Builders are your defensive support group. You have builders crossbowmen, which are arguably the best ranged units in the game. The other side of the builders are your semi-static War machines. In summary you are slow, but far hitting, and have sundering on all.


==Units==
==Units==
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===Commander===
===Commander===


*'''Jon Snow:''' The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach
*'''Jon Snow:''' He is a strong and solid choice for a commander, and probably the first you'll pick up to play with. Jonny boy will add a bit of sustainability to your units, restoring 2 wounds to one each time his own unit makes an attack action. Jon will provide you with some strong tactics cards; playing well with the elite nature of the Watch, allowing you to keep units that should be dead still in the game with "it shall not end until my death". My particular favorite "Stand united brothers!" stacks well with Jon's ability to give black brothers a healing factor. Overall, he's as I said, a strong commander that certainly won't let you down (or lose models) and truly embodies the spirit of the Night's Watch's niche of doing a lot with only a few units (because as you all know, size doesn't matter).
*'''Jeor Mormont:''' He doubles down on the Vow mechanic with two of his commander cards being attachable to your units, and also gives your units better morale around him (a couple of cards depend on morale tests too so yey). He focuses on defensive buffs and getting the cards you need, he's flexible if utterly boring, you'll either use him as this or not at all since his NCU version is really restrictive.


*'''Jeor Mormont:''' Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn't need, and lost Critical Blow to give out the R'hllor tag. His card doesn't really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap.  
*'''Alliser Thorne:''' My favorite commander. An absolute terror, all of his cards are dedicated to bullying weaker units, with "Pathetic attempt" hitting your enemy back with a potential 6 hits for being a little pillowfisted pansy, "Price of Failiure" making your units realize their full offensive potential and #Seeing their Flaws" basically forcing a unit to not fight your commander's. a good al rounder for when you need someone to keep the pressure and offense on your opponent.


*'''Alliser Thorne:''' Andrew is good. He ignores all the R'hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren't too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don't care about but the last card is just great. Forcing someone to toss his hand will win you a round.
*'''Donal Noye:''' The absolute tankiest of commanders, Order: Shieldwall will have him shrug off big attacks and Imporved Armaments will make your vets (the unit you'll put him in, no if or buts) have a similar offensive power as Sworn Brothers. Aboslute defense is his deal, lending your units enough resilience expose themselves on risky engagements to hit where they need to.


*'''Donal Noye:''' You wanted to play stark but you didn't want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he'll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you'll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around.  
*'''Othell Warwick:''' The Builder-centric Commander, empowering war machines and Crossbows better than the rest of your units, with a bit of terrain shenanigans to mess with your opponent. He gives re-rolls to warmachines attacking targets within long range of him, and with Hardened his unit gets harder to take down the more punishment its taken, and with his permanent upgrade cards your Crossbows and his unit will become absolutely terrifying.


*'''Othell Yarwick:''' Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R'hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn't impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.
*'''Benjen Stark:''' The Ranger-centric Commander, he gives you a few tricks from the stark book of plays, with added maneuverability and reactive plays, his cards either depend or get addittional effects when a ranger unit is involved, so keep that in mind.


====Units====
====Units====


*'''R'hllor Faithful (7pt):''' The reason for all my complaint is this fucking unit. Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don't have much better choices. They will be better if we get good R'hllor units, maybe a unit to make use of excessive faith token, and ranged units, to force moral test and make use of your free attack easier.
*'''Conscripts (4pt):''' Remember I said this is the elite faction? Well, this kinda destroys my point. Conscripts are good, actually, I would say they are great for their price. While your morale suck, a Watch Recruiter negates the crown spot easily. Due to their healing, your frontline can survive longer than expected, just keep them away from the High damage units. They can hold 5 point units in place. You might want to go for more than 1 Conscript, but if you have 2 you won't really have enough points for attachment, which I usually enjoy using in Night Watch. Attachment-wise wise nothing seems worthwhile except Watch recuiters to keep them topped off and Othell in a Wramachines list.


====Non-Combat Units====
*'''Ranger Hunters (8pt):''' Fun to use, and your best alpha strike unit. You want to attack with these units then retreat sideways, so he'll have to either face you and turn his back towards the rest of their army, or risk you shooting into his flank (remember to shift even more towards his side). Don't forget that you can just retreat normally, with 7 + d6 you can probably get out of range They are also not bad at dealing damage, so the enemy really has to choose to leave an opening somewhere. If you are stuck in battle, you are probably dead. If you survive 1 attack you can still run away easily, find the balance of using a quick attack and just running away. My recommendation is to retreat away as far as you can, if you have access to a free movement. This unit can function well without attachment but if you decide to add them, I recommend Watch Captain, to give you more maneuver or attack actions, Stormcrow Lieutenant for pure better damage, Daario Naharis for the same effect, and if you are feeling really lucky Brienne. Pypar is fun but kinda unneeded.
 
*'''Ranger Trackers (7pt):''' On paper they are really cool. Giving out vulnerable token every turn is basically Jorah's entire life, but they can do it anytime and within long range. If they shoot, they are honestly not too shabby, when targeting flanks they can do serious damage. As cavalry you should always be able to run past the enemy, I recommend not taking a shot or even getting to short range until you are behind the enemy. Your melee is worse than your shooting, and close range is like the name implies, really close. Try targeting already activated units, who aren't a threat to your guys.
 
*'''Ranger Vanguards (7pt):''' The melee mounted Rangers, with outflank and Ambush built in you're memant to harass enemy flanks to shove Panicked and Weakened Tokens down your enemy's throat, they are just as fragile though so the same advice stands, prioritize attacking enemies that have already activated.


*'''Axell Florent (3pt):''' He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn't vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.
*'''Builder Crossbowmen (7pt):''' The best ranged unit in the game by most metrics. Sundering and their order is a great deterrant. Most players won't even try to attack you, which is both a curse and a blessing. If you do get charged, remember to shift further away. You might be inclined to put some attachment into it, but make sure you got their use down, if you don't know how to set up firing lanes, all the more damage won't help you. For attachment you want to increase their dmg output or give them some utility, Watch captains can double their damage output while Samwell gives you all the cards you want while in a pretty safe unit, Pypar might be a good idea, but he just means no one will ever attack them.  


*'''Davos Seaworth (4pt):''' My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn't even guarantee you make it.
*'''Builder Scorpion Crew (5pt):''' Your monster killer, semi immobile since it can't shift, retreat or charge,, and very fragile with 6 wounds and a 5+ armour save (2+ morale though), but htis thing will put the hurt on monsters like nothing else, this does 2 wounds to monters, warmachines and Cavalry when they don't bolck the hit and with vicious added in armies like Targs start to question their life decisions, its a simple tool, just point it at something tough like heavy cav or monsters and shoot away till they stop moving. With Othell commander they can spend a point to deal d3+1 wounds when they get charged giving you more insurance, or getting the Oerwatch order letting them double the amount of  attack actions each round. Will make single model cavalry characters cry salty tears if you manage to get a shot on them.


*'''Selyse & Shireen (4pt):''' Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R'hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.
*'''Builder Stone Thrower (8pt):''' Where the Scorpion is meant to take down big threats, the stone thrower is for smaller and more numerous units, aka infantry trays, it cannot target Solo units and has infinite range and does not need Line of sight, if it hits it deals wounds equal to 1+ remaining ranks, menaning this thing can deal a potential 4 wounds in a single attack without aking into acount armour saves or anyhting if you can roll a single 4+ with 2 die, this thing makes Baratheons and Lannisters weep, and will make short work of most infantry centric lists regardless.


*'''Melisandre (5pt):''' The only reason to play R'Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.
*'''Sworn Brothers (7pt):''' This is your bread and butter right here; with morale on par with Elite units, hitting on 3+ they are pretty high standard infantry. On top of this the can slap your enemy hard with -1 to defense rolls (Sundering). Their cost can be an issue, at whole two points above standard infantry of Starks or Lannisters (suck it up that's elite armies for yah) so oftentimes don't be surprised if you're surrounded. Other than that these guys are standard in movement meaning you aren't gonna be running any marathons here. Over all, an effective elite unit for troops, and play them right, these guys wont let you down.  
====Attachement====


*'''Andrew Estermont:''' Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don't care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won't survive another attack on the last rank.
*'''Veterans Of the Watch (7pt):''' Your anvil, with Disrupt and Counterstrike there are few units that want to get into melee with them, they make a great commander bunker being the defensive version of sworn brothers, attachements like Stormcrow lieutanents or Brienne make them terrifying.


*'''Davos Seaworth:''' Davos doesn't want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won't know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn't need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn't 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R'Hllor effects really want a unit with inbuild '''Go Down Fighting'''
*'''Watch Marshal (4pt):''' A cheap activation? yes please, oh it also boosts you attack die? that great man! Oh it ALO gives you a eactive shift action to better handle your already outnumberd units?Oh hell yeas gimme gimme gimme. A great support piece, anything that puts more power on your already rock solid units is always appreciated.


*'''Devan Seaworth:''' And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.
*'''Coldhands (4pt):''' Cheap, infinite, and supportive. While the Marshal is meant to stand behind your lines Coldhands is meant to harass the enemy's flanks without the same fear of getting geeked since he can impose a -1 to hit when he needs it (do consider dropping it on Vets to abuse their counterstrike ability), do mind that he still gives a VP each time he dies.


==Renly==
====Non-Combat Units====


===Commander===
*'''Craster (4pt):''' When he claims the Swords, Bags or Horses they have an enchanced effect, cheap and effective, if you don't know what to bring, Craster is a good jack of all trades.


*'''Renly Baratheon - The Charismatic Heir:''' The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. "They will make me King" requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn't really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn't die as his best cards require him being alive.  
*'''Maester Aemon (4pt):''' The coolest Targ. Healing's his thing, he'll prolly run you on averae about 9-10 wounds healed across the game all by himself, simple stuff really, if you're expecting to get tharshed he'll save your units bacon and do whatever the zone he claimed does too.


*'''Renly Baratheon - Lord Paramount of the Storm Lands:''' Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU's). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.
*'''Bowen Marsh (4pt):''' A free scry and draw with any claim. Field him if you dislike the letter spot, else it is a bit of an overkill. Since you have one of the easiest to use decks of all of them and get to choose which or the two cards yo keep, he's another solid no brainer pick when you don't have a plan.


*'''Loras Tyrell :''' Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.
*'''Qhorin Halfhand (6pt):''' One of my favorite NCU. He is of the only troops you have which can increase damage. Another 1 movement is not too shabby especially with Hunters and everyone who have an attached Watcher on the Wall. His other ability is quite strong but you will fuck yourself over with it. Best, to wait for turn 4-5, so you won't gimp yourself. Watch out for Olenna.


*'''Eldon Estermont:''' Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don't keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.
*'''Jeor Mormont (4pt):''' Pretty restrictive, he replaces whatever zone he takes with his own effect, which means you don't get the usual benefit of a Zone-and NCU. What he does is either switch a vow from one unit to another or search your deck or discard pile for an attachable card and attach it, without the immediate effect mind you. He's a tough call, he'll kick you vow mechanic into high gear getting you the vows you need on whatever needs it, but he doen't do anything besides that.


*'''Cortnay Penrose:''' The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights
*'''Donnel Noye (5pt):''' A nice piece of kit not gonna lie, twice per game he lets you either attack with rerolls and denying weakened tokens or defend with +1 to rolls and denying vulnerable tokens, he follows the same theme of up for whatever comes that other NCUs have, I rarely use him as an NCU since I really like his commander version better.


====Units====
*'''Othell Yarwick (5pt):''' When he claims, he can opt out of the usual effect to instead throw 3 (+remaining ranks) dice at 3+ with either Vicious, Sundering or assigning a Weakened token to the defender depending on whether he claimed the Crowns, Bags or Swords respectively. He's one of the very very rare reliable sources of weakened tokens (the rarest in the current version of the game), and lets you kill shit faster, 10/10 I can't live without this old bastard manning my war-machines.


*'''Rose Knights (7pt):''' Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they'll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.
*'''Samwell Tarly (5pt):''' Honestly, I love his design, he does the Increased hand size trick which is always good, but he brings along Gilly, you se Gilly is and NCU that can only be activated once, which means you get your regular NCU stuff and once per game you get to use Gilly to absolutely shaft your enemy for thinking that more NCUs was a bad thing.


====Non-Combat Units====
====Attachments====


*'''Eldon Estermont (3pt):''' Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card
*'''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.


*'''Margaery Tyrell (4pt):''' She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she'll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can't be done at any point in a turn, so play around that.
*'''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.


*'''Olenna Tyrell (5pt):''' A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer.
*'''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?


====Attachement====
*'''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.


*'''Cortnay Penrose:''' He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points.  
*'''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.


*'''Loras Tyrell:''' 2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.
*'''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.


*'''Brienne the Blue:''' She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn't stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn't even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.
*'''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.


==Building your Army==
*'''Coldhands (Infantry) (1pt):''' Outflank and Pathfinder, Rangers like him, but so do Crossbows or Sworn brothers, lets you play the tricksy game.


As always, your list depends on your commander and objective. Your choice of Commander also determines which units, attachement and NCU you can field.
*'''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.
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.


Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.
*'''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.


That what makes Baratheon honestly really good, is the fact that your foe won't know what way you'll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn't need high moral.
*'''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.
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.


Sample List:
*'''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.
These are made to get into the game early.
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that's why I suggest the neutral.
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.


Points: 40 (7 Neutral)
*'''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.


Combat Units:
*'''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.


• Baratheon Wardens (5) with Master Warden (1)
*'''Hardened Ranger (1pt):''' Furious Charge and Elusive escape, por a meager point you get better charges and better retreats, whats not to love?


• Baratheon Wardens (5) with Master Warden (1)
==Building your Army==


• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)
Night Watch list usually field 2 * 7+ units. Having lots of activation is rarer.


• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)
Usually, your list depends on your commander and objective. Within the Night Watch this is only true for a certain extend, some of the commander can be slotted into most list.
I would say your list is determent by which 2 units are your 7+ units


Non-Combat Units:
In general you will have 7 activation in your army. Your best units all cost 7+ points, and you usually field more attachement then usual list.
I like 2 NCU, you have good abilities, need to claim a lot of spots and these are cheap.


• Shyra Errol - Lady Of Haystack Hall (3)
Your commanders are determined by which unit you want to field, pay attention to it


• Alester Florent - Lord Of Brightwater (4)
Sample List:
These are made to get into the game early.


• Jaqen H'ghar - Follower Of The Red God (5)
Literally just the starter box


==Tactics Deck==
==Tactics Deck==


I know I have been shitting on Baratheon but they do have their uniqueness.
Night Watch have a unique feature with their vow ability. In many cases the vow ability have a better ability then the original.  
You will attack more then anyone else in the game, and while you can't really chain your cards well, you can chain all the attacks you will throw out.


Another thing you will sadly experience is, that you'll sit on dead cards more often then not.
The Night Watch deck covers a wide range of features, most everything really. Most of your cards have some real easy conditions, get attacked, attack, take a morale test, kill something, something yours dies, so you'll rarely have your full hand for a turn.
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don't draw Baratheon Conviction via the letters spot or both at the same time.


Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt
In use of your vows, put them on correctly, do keep in mind the long term benefit.


*'''Baratheon Conviction:''' Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that'll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.
Lastly as your vow are open information, keep a straight face, don't read you cards to obviously and don't telegraph you plan


*'''Counter Charge:''' Now we getting to it. Getting a free charge is great, can't say more. Don't be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can't shift out of line of sight or range.
*'''Take the Black:''' After destroying an enemy restore 4 wounds to a single unit in short range and nick watever attachement it had (regardless of ususal Attachement restrictions), lets you keep your momentum by ehaling your units and getting more effects on them.


*'''Hold the Line!:''' Your only damage buff, it is good. Keep in mind this won't work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R'hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack
*'''The Sword in the Darkness:''' Quick and dirty, deals out a panicked and vulnerable token if you're attacking someone who hasn't activated. Gives the unit +1 attack die when you attach it. Offensive, simple, lets you press the advantage while doing what you SHOULD be doing.


*'''Last Stand:''' Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don't be too obvious
*'''And Now his Watch has ended:''' Attach to unit A at the start of a turn, when you lose unit B you get to move a card it had attached to unit A and unit A makes an atatck, maneuver or march action, lets you recycle and get some value out of your expensive units getting geeked.


*'''Ours is the Fury!:''' Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn't aware of this card.  
*'''The Watcher on the Wall:''' The one for your rangers and builders, after one of your units gets attacked, someone else gets to pivot, shift and attach to get +1 mobility and charge rerolls, lets you reposition and get the mobility to take the best engagements.


*'''Stag's Resilience:''' Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.
*'''The Fire that burns against the Cold:''' Re-roll a morale test and attach to suffer wounds to remove tokens that you get. your units are expensive and while regeneration is one of your strong suits you should still use this sparingly, mostly when you KNOW you need that token off to accomplish whatever immediate goal you need.


*'''Stag's Wit:''' Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don't really requires it
*'''The Light that Brings the Dawn:''' Play before rolling attack dice, re-roll any misses, and attach to attack with your highest attack die value if the enemy has more ranks. Keeps you operating at peak efficiency and gives you a little offensive boost this one's prolly a no brainer 90% of the time.
 
*'''The Shield of the Realms of Men:''' Defensive, re-roll defense dice after rolling, attach to auto-block 1 hit each time you get attacked, always good for your frontline units, sworn brothers and vets are probably the best targets since they are already tough and will take lots of heat so they'll make the most use, you rangers and builders aren't really well armored so even with an aouto-block they won't last that much longer.


==Tactics==
==Tactics==
==List Discussion==
====Warmachine Heavy ====
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
Might do later
</div>

Latest revision as of 10:17, 17 June 2023

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Why Play Night Watch[edit]

"I know nothing"

You are the wall, you will hold the line.

Night Watch are a versatile and tough faction. You are the faction most likely to use combined arms, using both ranged, mobile, tough and hard hitting units in conjunction with each other.

In general they are a tougher faction, due to your elite status.

Pros[edit]

  • Elite army
  • Unique war machines
  • Good Attachment
  • Vow which gives you buffs over the course of the game
  • Good card draw, and wide range of applications
  • Above average morale and morale abilities
  • Healing

Cons[edit]

  • Either cheap units or expensive units
  • You don't really like neutrals
  • Hard to make certain things work in a list
  • Tactics card cover a big range of things, and you might get lost
  • Some tactics card requires your enemy to do certain actions

Playstyle[edit]

Night Watch are another attrition faction. You want to win small fights after each other and then move to the bigger game.

Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.

You will fight on multiple lines, push through in 1 fight, to then round up the rest. You also excel on making use of combined arms.

Unit and Attachement Analysis[edit]

3 themes. You have builders, rangers and the wall troops.

Wall troops are your Veterans, Sworn bros and conscripts. They mostly hold the line and use standard things to win. Good morale and offense (except conscripts) help you hold the line. Attachments help you hold the line even better.

Rangers are mobile and fast. You have versatility due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. These are skirmishers rather than line troops so are meant to abuse their maneuverability to pick their engagements.

Builders are your defensive support group. You have builders crossbowmen, which are arguably the best ranged units in the game. The other side of the builders are your semi-static War machines. In summary you are slow, but far hitting, and have sundering on all.

Units[edit]

Commander[edit]

  • Jon Snow: He is a strong and solid choice for a commander, and probably the first you'll pick up to play with. Jonny boy will add a bit of sustainability to your units, restoring 2 wounds to one each time his own unit makes an attack action. Jon will provide you with some strong tactics cards; playing well with the elite nature of the Watch, allowing you to keep units that should be dead still in the game with "it shall not end until my death". My particular favorite "Stand united brothers!" stacks well with Jon's ability to give black brothers a healing factor. Overall, he's as I said, a strong commander that certainly won't let you down (or lose models) and truly embodies the spirit of the Night's Watch's niche of doing a lot with only a few units (because as you all know, size doesn't matter).
  • Jeor Mormont: He doubles down on the Vow mechanic with two of his commander cards being attachable to your units, and also gives your units better morale around him (a couple of cards depend on morale tests too so yey). He focuses on defensive buffs and getting the cards you need, he's flexible if utterly boring, you'll either use him as this or not at all since his NCU version is really restrictive.
  • Alliser Thorne: My favorite commander. An absolute terror, all of his cards are dedicated to bullying weaker units, with "Pathetic attempt" hitting your enemy back with a potential 6 hits for being a little pillowfisted pansy, "Price of Failiure" making your units realize their full offensive potential and #Seeing their Flaws" basically forcing a unit to not fight your commander's. a good al rounder for when you need someone to keep the pressure and offense on your opponent.
  • Donal Noye: The absolute tankiest of commanders, Order: Shieldwall will have him shrug off big attacks and Imporved Armaments will make your vets (the unit you'll put him in, no if or buts) have a similar offensive power as Sworn Brothers. Aboslute defense is his deal, lending your units enough resilience expose themselves on risky engagements to hit where they need to.
  • Othell Warwick: The Builder-centric Commander, empowering war machines and Crossbows better than the rest of your units, with a bit of terrain shenanigans to mess with your opponent. He gives re-rolls to warmachines attacking targets within long range of him, and with Hardened his unit gets harder to take down the more punishment its taken, and with his permanent upgrade cards your Crossbows and his unit will become absolutely terrifying.
  • Benjen Stark: The Ranger-centric Commander, he gives you a few tricks from the stark book of plays, with added maneuverability and reactive plays, his cards either depend or get addittional effects when a ranger unit is involved, so keep that in mind.

Units[edit]

  • Conscripts (4pt): Remember I said this is the elite faction? Well, this kinda destroys my point. Conscripts are good, actually, I would say they are great for their price. While your morale suck, a Watch Recruiter negates the crown spot easily. Due to their healing, your frontline can survive longer than expected, just keep them away from the High damage units. They can hold 5 point units in place. You might want to go for more than 1 Conscript, but if you have 2 you won't really have enough points for attachment, which I usually enjoy using in Night Watch. Attachment-wise wise nothing seems worthwhile except Watch recuiters to keep them topped off and Othell in a Wramachines list.
  • Ranger Hunters (8pt): Fun to use, and your best alpha strike unit. You want to attack with these units then retreat sideways, so he'll have to either face you and turn his back towards the rest of their army, or risk you shooting into his flank (remember to shift even more towards his side). Don't forget that you can just retreat normally, with 7 + d6 you can probably get out of range They are also not bad at dealing damage, so the enemy really has to choose to leave an opening somewhere. If you are stuck in battle, you are probably dead. If you survive 1 attack you can still run away easily, find the balance of using a quick attack and just running away. My recommendation is to retreat away as far as you can, if you have access to a free movement. This unit can function well without attachment but if you decide to add them, I recommend Watch Captain, to give you more maneuver or attack actions, Stormcrow Lieutenant for pure better damage, Daario Naharis for the same effect, and if you are feeling really lucky Brienne. Pypar is fun but kinda unneeded.
  • Ranger Trackers (7pt): On paper they are really cool. Giving out vulnerable token every turn is basically Jorah's entire life, but they can do it anytime and within long range. If they shoot, they are honestly not too shabby, when targeting flanks they can do serious damage. As cavalry you should always be able to run past the enemy, I recommend not taking a shot or even getting to short range until you are behind the enemy. Your melee is worse than your shooting, and close range is like the name implies, really close. Try targeting already activated units, who aren't a threat to your guys.
  • Ranger Vanguards (7pt): The melee mounted Rangers, with outflank and Ambush built in you're memant to harass enemy flanks to shove Panicked and Weakened Tokens down your enemy's throat, they are just as fragile though so the same advice stands, prioritize attacking enemies that have already activated.
  • Builder Crossbowmen (7pt): The best ranged unit in the game by most metrics. Sundering and their order is a great deterrant. Most players won't even try to attack you, which is both a curse and a blessing. If you do get charged, remember to shift further away. You might be inclined to put some attachment into it, but make sure you got their use down, if you don't know how to set up firing lanes, all the more damage won't help you. For attachment you want to increase their dmg output or give them some utility, Watch captains can double their damage output while Samwell gives you all the cards you want while in a pretty safe unit, Pypar might be a good idea, but he just means no one will ever attack them.
  • Builder Scorpion Crew (5pt): Your monster killer, semi immobile since it can't shift, retreat or charge,, and very fragile with 6 wounds and a 5+ armour save (2+ morale though), but htis thing will put the hurt on monsters like nothing else, this does 2 wounds to monters, warmachines and Cavalry when they don't bolck the hit and with vicious added in armies like Targs start to question their life decisions, its a simple tool, just point it at something tough like heavy cav or monsters and shoot away till they stop moving. With Othell commander they can spend a point to deal d3+1 wounds when they get charged giving you more insurance, or getting the Oerwatch order letting them double the amount of attack actions each round. Will make single model cavalry characters cry salty tears if you manage to get a shot on them.
  • Builder Stone Thrower (8pt): Where the Scorpion is meant to take down big threats, the stone thrower is for smaller and more numerous units, aka infantry trays, it cannot target Solo units and has infinite range and does not need Line of sight, if it hits it deals wounds equal to 1+ remaining ranks, menaning this thing can deal a potential 4 wounds in a single attack without aking into acount armour saves or anyhting if you can roll a single 4+ with 2 die, this thing makes Baratheons and Lannisters weep, and will make short work of most infantry centric lists regardless.
  • Sworn Brothers (7pt): This is your bread and butter right here; with morale on par with Elite units, hitting on 3+ they are pretty high standard infantry. On top of this the can slap your enemy hard with -1 to defense rolls (Sundering). Their cost can be an issue, at whole two points above standard infantry of Starks or Lannisters (suck it up that's elite armies for yah) so oftentimes don't be surprised if you're surrounded. Other than that these guys are standard in movement meaning you aren't gonna be running any marathons here. Over all, an effective elite unit for troops, and play them right, these guys wont let you down.
  • Veterans Of the Watch (7pt): Your anvil, with Disrupt and Counterstrike there are few units that want to get into melee with them, they make a great commander bunker being the defensive version of sworn brothers, attachements like Stormcrow lieutanents or Brienne make them terrifying.
  • Watch Marshal (4pt): A cheap activation? yes please, oh it also boosts you attack die? that great man! Oh it ALO gives you a eactive shift action to better handle your already outnumberd units?Oh hell yeas gimme gimme gimme. A great support piece, anything that puts more power on your already rock solid units is always appreciated.
  • Coldhands (4pt): Cheap, infinite, and supportive. While the Marshal is meant to stand behind your lines Coldhands is meant to harass the enemy's flanks without the same fear of getting geeked since he can impose a -1 to hit when he needs it (do consider dropping it on Vets to abuse their counterstrike ability), do mind that he still gives a VP each time he dies.

Non-Combat Units[edit]

  • Craster (4pt): When he claims the Swords, Bags or Horses they have an enchanced effect, cheap and effective, if you don't know what to bring, Craster is a good jack of all trades.
  • Maester Aemon (4pt): The coolest Targ. Healing's his thing, he'll prolly run you on averae about 9-10 wounds healed across the game all by himself, simple stuff really, if you're expecting to get tharshed he'll save your units bacon and do whatever the zone he claimed does too.
  • Bowen Marsh (4pt): A free scry and draw with any claim. Field him if you dislike the letter spot, else it is a bit of an overkill. Since you have one of the easiest to use decks of all of them and get to choose which or the two cards yo keep, he's another solid no brainer pick when you don't have a plan.
  • Qhorin Halfhand (6pt): One of my favorite NCU. He is of the only troops you have which can increase damage. Another 1 movement is not too shabby especially with Hunters and everyone who have an attached Watcher on the Wall. His other ability is quite strong but you will fuck yourself over with it. Best, to wait for turn 4-5, so you won't gimp yourself. Watch out for Olenna.
  • Jeor Mormont (4pt): Pretty restrictive, he replaces whatever zone he takes with his own effect, which means you don't get the usual benefit of a Zone-and NCU. What he does is either switch a vow from one unit to another or search your deck or discard pile for an attachable card and attach it, without the immediate effect mind you. He's a tough call, he'll kick you vow mechanic into high gear getting you the vows you need on whatever needs it, but he doen't do anything besides that.
  • Donnel Noye (5pt): A nice piece of kit not gonna lie, twice per game he lets you either attack with rerolls and denying weakened tokens or defend with +1 to rolls and denying vulnerable tokens, he follows the same theme of up for whatever comes that other NCUs have, I rarely use him as an NCU since I really like his commander version better.
  • Othell Yarwick (5pt): When he claims, he can opt out of the usual effect to instead throw 3 (+remaining ranks) dice at 3+ with either Vicious, Sundering or assigning a Weakened token to the defender depending on whether he claimed the Crowns, Bags or Swords respectively. He's one of the very very rare reliable sources of weakened tokens (the rarest in the current version of the game), and lets you kill shit faster, 10/10 I can't live without this old bastard manning my war-machines.
  • Samwell Tarly (5pt): Honestly, I love his design, he does the Increased hand size trick which is always good, but he brings along Gilly, you se Gilly is and NCU that can only be activated once, which means you get your regular NCU stuff and once per game you get to use Gilly to absolutely shaft your enemy for thinking that more NCUs was a bad thing.

Attachments[edit]

  • 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?

Building your Army[edit]

Night Watch list usually field 2 * 7+ units. Having lots of activation is rarer.

Usually, your list depends on your commander and objective. Within the Night Watch this is only true for a certain extend, some of the commander can be slotted into most list. I would say your list is determent by which 2 units are your 7+ units

In general you will have 7 activation in your army. Your best units all cost 7+ points, and you usually field more attachement then usual list. I like 2 NCU, you have good abilities, need to claim a lot of spots and these are cheap.

Your commanders are determined by which unit you want to field, pay attention to it

Sample List: These are made to get into the game early.

Literally just the starter box

Tactics Deck[edit]

Night Watch have a unique feature with their vow ability. In many cases the vow ability have a better ability then the original.

The Night Watch deck covers a wide range of features, most everything really. Most of your cards have some real easy conditions, get attacked, attack, take a morale test, kill something, something yours dies, so you'll rarely have your full hand for a turn.

In use of your vows, put them on correctly, do keep in mind the long term benefit.

Lastly as your vow are open information, keep a straight face, don't read you cards to obviously and don't telegraph you plan

  • Take the Black: After destroying an enemy restore 4 wounds to a single unit in short range and nick watever attachement it had (regardless of ususal Attachement restrictions), lets you keep your momentum by ehaling your units and getting more effects on them.
  • The Sword in the Darkness: Quick and dirty, deals out a panicked and vulnerable token if you're attacking someone who hasn't activated. Gives the unit +1 attack die when you attach it. Offensive, simple, lets you press the advantage while doing what you SHOULD be doing.
  • And Now his Watch has ended: Attach to unit A at the start of a turn, when you lose unit B you get to move a card it had attached to unit A and unit A makes an atatck, maneuver or march action, lets you recycle and get some value out of your expensive units getting geeked.
  • The Watcher on the Wall: The one for your rangers and builders, after one of your units gets attacked, someone else gets to pivot, shift and attach to get +1 mobility and charge rerolls, lets you reposition and get the mobility to take the best engagements.
  • The Fire that burns against the Cold: Re-roll a morale test and attach to suffer wounds to remove tokens that you get. your units are expensive and while regeneration is one of your strong suits you should still use this sparingly, mostly when you KNOW you need that token off to accomplish whatever immediate goal you need.
  • The Light that Brings the Dawn: Play before rolling attack dice, re-roll any misses, and attach to attack with your highest attack die value if the enemy has more ranks. Keeps you operating at peak efficiency and gives you a little offensive boost this one's prolly a no brainer 90% of the time.
  • The Shield of the Realms of Men: Defensive, re-roll defense dice after rolling, attach to auto-block 1 hit each time you get attacked, always good for your frontline units, sworn brothers and vets are probably the best targets since they are already tough and will take lots of heat so they'll make the most use, you rangers and builders aren't really well armored so even with an aouto-block they won't last that much longer.

Tactics[edit]

List Discussion[edit]

Warmachine Heavy[edit]

Might do later