ASOIAF Miniature Game: Difference between revisions

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It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off.
It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off.
Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closet I found is https://cmon.com/product/a-song-of-ice-fire-tmg.
Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closest I found is https://cmon.com/product/a-song-of-ice-fire-tmg.
Also there is a TTS mod for it.
Also there is a TTS mod for it.


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Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.
Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.


Atleast [[Duncan Rhodes]] says it is one of his favorites games.
At least [[Duncan Rhodes]] says it is one of his favorites games.


== Game Mechanics ==
== Game Mechanics ==
ASOIAF is a rank and file system. Unlike Fantasy, you have alternative activation instead of I-Go-U-Go. So player 1 activates a unit, then player 2 untill everything is activated once.
ASOIAF is a rank and file system. However unlike Fantasy, you have alternating activations instead of I-Go-U-Go. that means that player 1 activates a single unit, then player 2 until every unit is activated once.
A combat unit can do one action generally, which includes pivots, movements, and attacks. The standart movement for example, is pivot, straight movement and then pivot.
A combat unit can do one action generally, which includes pivots, movements, and attacks. The standard movement for example, is pivot, straight movement and then pivot. A march would be double movement and then pivots. Attacks are based upon the number of ranks as well as the unit's accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your morale, taking 1 + 1d3 wounds if failed. As well as all these fairly basic rules, many units have special abilities.  
A march would be double movement and then pivots. Attacks are a number of dice based on ranks against your own accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your moral, taking 1 + 1d3 wounds if failed. Now add to all these some unit abilities.


Compared to Fantasy a lot was streamlined and made more fluid. You have a fixed rank size (4 in each row of 3), attack dice are based on number of ranks and health are just model on the bases for most parts
Compared to Fantasy, a lot is streamlined and made more fluid. You have a fixed rank size (3 ranks of 4 models), the number of attack dice are based on the number of ranks and health is just how many models on the base for most part.
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dices/wounds.
There is also conditions and shit but you will figure it out.


For army building you have your combat unit, who each can have 1 attached Attachement, and your NCUs which are explained below. Additionally you will always have 1 Commander
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dice/wounds.
There are also conditions and shit which are more complex, but you will figure it out with practice.


Now to the unique part:
For army building you have your combat units, each of whom can have 1 attachment (normally a character), and your non-combatants (non-combat units, or NCUs) which are explained below. Additionally you will always have 1 Commander, who is free.
You have two unique aspect: the tactics board and tactics deck.
 
Now the unique part: You have two unique aspects - the tactics board and tactics deck.


The tactics board is the political side of the battle. Here non-combat units ([[Elf|cowards]]) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.
The tactics board is the political side of the battle. Here non-combat units ([[Elf|cowards]]) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.
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A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.
A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.


Last point is objective:
Last point is objectives: while killing a unit gives off 1 VP (victory point), you need 10 to win a 40 Points game. Most games are therefore played with a scenario, which allows you to receive more points
While killing a unit gives off 1 VP, you need 10 to win a 40 Points game. Most games are therefore played with a scenario.


== Models ==
== Models ==


All characters are unique and for the most part pretty cool looking. Units are made from 12 dudes, with around 4 variataion in model sculpts + 1 Banner. So you have around some samey looks.
All the characters are unique and for the most part pretty cool looking, with decent casts. Basic infantry units are made up of 12 dudes, with a variation of 4 models generally, plus a banner bearer. So you have around some samey looks. Cavalry has 4 sculpts, so are all unique as they only have 4 models total. Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay. One thing to note is that the models are one-piece casts, rather than the sprues you'd see for GW products.
Cavalry has 4 sculpts.
Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay.


Then the [[Skub|Baratheon showed up]].
Then the [[Skub|Baratheon showed up]].
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== The Factions ==
== The Factions ==


Like all game under the sun, you will have different factions and playstyle. While this lead to widely different armament and technology in a unified realm, having all look the same would be stupid as fuck.
Like all games under the sun, ASOIAF has different factions, each with a different playstyle. While this lead to widely different armaments and technology in a unified realm, having every single model look the same would be stupid as fuck.


There are currently 7 factions.
There are currently 9 factions:
Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen and Neutrals, with Greyjoy down the line.
Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen, Neutrals, Greyjoys and Martells.


The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.
The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.
Closet to each other are Stark and Lannister which I will use now to show the difference:
 
In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack.
In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack.
So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities.
So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities.
But there are also unit who are quite similar: Lannister Knights and Tully Cavallier (who cost 1 more).
But there are also unit who are quite similar: Lannister Knights and Tully Cavaliers (who cost 1 point more).
Both have the same statline, same primary ability but a different secondary ability.
Both have the same statline, same primary ability but a different secondary ability.


But we now come to the biggest difference: Tactics deck.
But we now come to the biggest difference: Tactics deck.
Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play a differently due to the access to their new cards.
Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play differently due to the access to their new cards.


I would generally say that you have three factors influencing your army playstyle:
I would generally say that you have three factors influencing your army playstyle:
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*Your subtheme, units from a certain theme play differently from other units.
*Your subtheme, units from a certain theme play differently from other units.


So while Lannister are generally very sneaky and controlly, only using Mountain Man and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter.
So while the Lannisters are generally very sneaky and controll-y, using only the Mountain's Men and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter.
I'll ignore sub-themes for now and focus on the iconic playstyles.
I'll ignore sub-themes for now and focus on the iconic playstyles.


=== Stark ===
=== Stark ===


The simple but [[Lawful Stupid|honorful]] citizien of the cold north. These were one of two factions introduced in the two-player starter.
The simple but [[Lawful Stupid|honorful]] citizens of the cold north. These were one of two factions introduced in the two-player starter.


As of now they are composed of the Houses Stark, Umber, Reed and Tully.
As of now they are composed of the Houses Stark, Umber, Reed, Tully, and recently Karstarks and Mormonts added.
In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit
In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit


==== Playstyle ====
==== Playstyle ====


Stark are the aggressive factions. You have heavy hitting units, some attacks where you take dmg to deal more dmg and access to Greywind, Shaggydog and Summer. And motherfucking RICKON.
Stark are the aggressive factions. You have heavy hitting side with Stark, Umber and Mormont units dealing more dmg after losing ranks and access to Greywind, Shaggydog and Summer, and defensive units with Tullys and Karstarks so you're not all about throwing yourself at the enemy.  


Your tactics cards are all about increasing damage on attack. Most of your attachement also plays into more dmg and more movement.
Your tactics cards are all about either getting you into melee or hitting harder in melee. Most of your attachments also play into more dmg and more movement.


Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.
Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.
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=== Lannister ===
=== Lannister ===


Introduced in the first starter set, these are the defensive counterparts to the Starks.
Composed of the well equipped and trained Lannister soldiers, the brutal and vicious men of House Clegane and the devout followers fo the church of the seven.


==== Playstyle ====
==== Playstyle ====


Lannister are generally defensive. They were 1 of the first two factions. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not moverable as much as other.
Lannister are generally defensive. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not as maneuverable as others.


Your tactics focus on messing with the enemy, turning off there abilites and such, panic test and non-direct dmg.
Your tactics focus on messing with the enemy, disabling their abilites, causing panic tests and non-direct dmg.


Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally.
Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally but commanders like Gregor can change this, the name of the game is control and you have it in spades, and if you don't then you're probably losing


=== Night Watch ===
=== Night's Watch ===


Elite army somehow. Mostly to be a foil to the Free Folk.
Elite army somehow. Mostly to be a foil to the Free Folk.


Different take: of all the factions only the Watch spent all the time fighting, training and preparing and unlike other factions, they are constantly fighting free folk.
Different take: of all the factions only the Watch spent all the time fighting, training and preparing and unlike other factions, they are constantly fighting free folk. In the books Yoren, an old and physically decrepit member of the Night's Watch kills several Lannister soldiers before being killed during a battle, so the Night's Watch being elite honestly makes sense.  


==== Playstyle ====
==== Playstyle ====


The Elite army. You have solid unit and attachement. Generally less unit, but long standing. You are a tough army, with some inbuilt heals and versatility via tactics card.
The Elite army. You have solid unit and attachments. Generally less units, but they're not going anywhere. You are a tough army, with some inbuilt heals and versatility via tactics card.


Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some really nice ranged options.
Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some top tier ranged options, also the only faction with war machines.


Attrition heavy, stay in combat and your superior units will slowly win the fight.
Attrition heavy, stay in combat and your superior units will slowly win the fight.


Also you will usually draw your entire deck with this factions, so a lot of your game plan is maximizing your ability cards.
Also you will usually want to draw your entire deck with this faction, so a lot of your game plan is maximizing your ability cards.


=== Free Folk ===
=== Free Folk ===


Uncivilized savages, a small step below starks.
Uncivilized savages, or so the people south of the wall believe.
A confederacy of tribal societies with some monsters and war-beasts thrown in for flavor.
You're playing a very different game from the rest of the factions, they are playing like 3 ages ahead in Age of empires while only your Thenns have reached Bronze, you will not win a straight up fight, but then again, why should you play fair?


==== Playstyle ====
==== Playstyle ====


The Horde army. Your people are cheap, rarely you find good armour. Yeah you have specialized unit, many different themes and ability but to summarize, you are a horde, try not to block your own charges and movements. Also Giants.
The Horde army. Your people are cheap and not very well equipped. Yeah you have specialized units, many different themes and abilities but to summarize, you are a horde, try not to block your own charges and movements. Also Giants.


Tactics card are mobility based and piling in.
Tactics card are mobility based and piling in.


Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds, you will probably kill more people via auto-wounds then actually attacking them.
Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds with your Monsters.
Unity is what lets you win, having Thenns taunt enemies into bad charges, Raiders mucking up the battlelines and ganging up on miss-positioned units, Spearwives assaulting and disengaging, Trappers tripping up the enemies chargers, Giants grinding the enemies anvils, you won't win unless you're on the offensive and make the battle a mess only you can work with.


=== Baratheon ===
=== Baratheon ===


Divided into 2 sub-factions with its own sub themes.
Divided into 2 sub-factions each with its own sub-themes: '''Stannis''' and '''Renly'''. There's a bunch of characters and units that are loyal to one or the other, and if you take stuff loyal to one, you can't field anything loyal to the other. There is a bunch of common Baratheon units and characters that either can take, however.


You have the Baratheon of Dragonstone with King Stannis, who are honestly a mess as of now, you have too many themes and not enough pieces supporting it.
Stannis is known for being a pretty good field commander but he's also overly strict and, well, kind of a dick. He's also heavily involved with the cult of R'hllor, a strange fire-loving religion from the far east of Essos. His sub-faction units are fanatical cultists of R'hllor, and elite Kingsguard-style units due to his strong claim to being the true heir to the late King Robert.  


Then you have the Baratheon of Storm's End under Usurper Renly. Easier to understand theme and more things working together as of now.
Renly, Stannis's younger brother and usurper, is charismatic and popular and very good at politics, but is not a particularly good general. His sub-faction leans heavily on his alliance with the wealthy House Tyrell, famous for having the largest armies in Westeros. His sub-faction units (of which there are two, with a third and fourth on the way as of Feb 2022) are basically just Tyrell infantry.


==== Playstyle ====
==== Playstyle ====


These are the newest faction. In general I would consider them second strike forces, you want to weather an attack and hit the enemy afterwards.
Overall the faction acts a lot like [[Dwarf]] infantry in most fantasy settings- painfully slow, but heavily armored, brave, and fairly hard hitting. Again, like Dwarves, their speed (or lack thereof) means they're vulnerable to being shot or outflanked, especially if whatever is hitting them can ignore/nerf their beefy armor.
 
The generic Baratheon units all wield hammers, further adding to the Dwarf analogy, which usually grant them anti-armor bonuses. The army has a general "if you hit us, we'll hit you back harder" vibe, with units that auto-hit enemies who swing at them and miss, or units that get to charge for free when friendly units are attacked. Elite Stag Knight infantry takes no ill effects from suffering casualties, and actually gets more powerful as the battle goes on. The Baratheon Bros have access to one unit of cavalry, the Champions of the Stag, who are hilariously slow but also bear the heaviest armor in the game and hit like a ton of bricks.
 
As mentioned above, Stannis's sub-faction gets access to cultist medium infantry units, fire archers that spread panic, King and Queens men who add more damage and tankiness respectively and enable a better card game for you. He also has access to  Dragonstone Noble cavalry units (which basically consist of one [[ANGRY MARINE|angry knight]] on a horse) that are unusually hard to kill even by Baratheon standards and can hit way above their weight.


Tactics card are all about getting benefit from starting in combat and such.
Renly's sub-faction, on the other hand, has access to Tyrell infantry units that heal themselves simply by doing things. The elite Rose Knight infantry have a "rose effect" (because the House Tyrell symbol is a rose, duh) so that whenever they heal, they auto-wound whatever enemies they happen to be engaged with, Thron watch get crosbows and can retreat after fighting in melee, regaining wounds when they do so (retreating that is), the upcoming Highgarden Pikemen heal a wound each time they fight and get some pretty reliable charge damage, making for a more offensive alternative to Wardens and Knights of Highgarden are simply cheap lance cavalry.  


Playstyle are defensive, you don't necessary need the charge but on the other hand you don't want the enemy to cripple your unit. Get hit, and counter charge them. Plays different then Lannister that you don't really have basically zero counterplay but a lot of punishement.
Their tactics cards are all about getting extra benefits from being in combat and such, and throwing out new attacks. The Stannis sub-faction's tactics tend to augment his units or nerf enemies (because he's a big jerk who nobody likes), and Renly tends to focus on healing his units (because he's the popular pretty-boy, and people want to fight for him).


=== Targaryen ===
=== Targaryen ===


Mostly Dothraki at this point
Dothraki, Unsullied and Stormcrows, you can't say they don't have variety at this point, the peoples of Essos who have joined Daenerys in her crusade to retake the Iron Throne for the Targaryen and make a better world.
Now with added Dragons, which of course, are terrifying.


==== Playstyle ====
==== Playstyle ====
Given the variety of themes you won't say you're not spoiled for choice, with Dothraki being maneuverable and fast as cracked out demons, Unsullied being hard as hell to shift and Stromcrows filling the in-between you don't really have any glaring gaps in your arsenal.
Since Commanders in this faction have 4 Tactics cards intead of the standard 3 playstyles will vary far more wildly than normal, but the Basic deck is all about maneuverability and aggression, not unlike the stark deck, thusly aggressive playstyles and a healthy dose of Dothraki cavarly should be your go-to with this faction.


=== Neutral ===
=== Neutral ===
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Neutrals can be recruited into all factions except Free Folk.
Neutrals can be recruited into all factions except Free Folk.


You have three subthemes, Boltons who are very panic and fear heavy., Stormcrow who are more reliable, focusing on the money spot and attachement and lastly the goat people, focusing on enemy missing them and hopefully not dying on the counter attack
You have four subthemes, Boltons who are very panic and fear heavy. Stormcrow who are more reliable, focusing on the money spot and attachements, The Bloody Mummers who focus on hit and run tactics and not getting absolutely blasted on the counter attack, and finally The Golden Company, who focus on being overpriced as of 2021-S01, but their models are cool and have War Elephants t which are gorgeous models.


==== Playstyle ====
==== Playstyle ====
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Depending on your units and shit you have 1 of three main themes.
Depending on your units and shit you have 1 of three main themes.


Tactics are controlly with a hint of aggression. Takes a bit after Lannister with a lot of Aggression.
Boltons go all in on the panic and dirty fighting shenanigans, with their commamnders rewarding control (Roose) or hyper-agression (Ramsay) and having a healthy balance between fast and hard-hitting units and heavily armored line holders/breakers as well as the best cavalry unit in the game.
 
Stromcrows are more balanced stats-wise and get discounts on whatever attachments they get, their melee units can use the Bags spot to get extra attack actions while the Archers get additional effects on their ranged attacks when you control some specific spots on the tactics board, overall they can reliably patch a hole in your list and can stay cheap while doing it.
 
Bloody Mummers are very lightly armored and have average offensive profiles, but their abilities can be very powerful when used correctly, skirmishers want units that are bad at combat so they can use counterstirke and Zoarse Riders want to hit flank and rear charges and then retreating to do it all over again, sort of weak currently but can be made to work if built around.
 
Golden Company come with Iron resolve in both their infantry units and have decent base morale, the Swordsmen anren't anything to write home about besides maybe being slightly overcosted, the Crossbowmen are basically slightly better Lannister ones with Sentinel to reposition either for better shots or to protect them. Now the War elephants, they are very intimidating and can wreak some very real havoc on the enemy lines, if they were not a waste against anything other than base Lannisters and Baratheons, Golden Company needs a bit of a bump in terms of stats or abilities if it is to become competitive.
 
While not belonging to any particular theme in this faction, we do have Hedge Knights, they aren't stellar profile wise but get better when holding the Bags and/or Swords spot, also the attachments they bring aren't bad at all for their cost so do give them a chance.
 
=== Greyjoy ===
 
Pillage and burn baby! the denizens of the Iron Isles are a brutal lot, they reward early aggression so they can build momentum and reach their full potential.
Currently no real subthemes, but the roster is pretty solid so far.
 
==== Playstyle ====
 
As said before, aggression and momentum, the Pillage mechanic allows our units to get better whenever they shave off an enemy rank giving us imporved armour saves, better panic damage, better melle attack rolls, etc, so getting a good first few engagements will mean your units will plow through similar opposition later in the game, but you have to be wary since neither our morale or armor saves are any good, we are all about dealing out punishment rather than taking it, with few exceptions.
 
Our tactics deck gives us added agression, some utility and fuinally sustain, with the notable detail of still getting extra benefits when enemies have the bags spot (only on a couple of cards don't get too excited), letting you still pull ahead if you've lost control of the tactics board.
 
=== Martell ===
 
The people of the southern desert lands of Westeros, being introduced on the second half of 2022 and coming in with a bang reintroducing NCU commanders and bringing their own brand of exotic mechanics into the mix.
 
==== Playstyle ====
 
Martells play the long game but they do it differently than the other factions, they focus on control and maneuverability in a very aggressive capacity, their units have decent to good morale and are very fast compared to their equivalents in other factions, all the while piling absurd amounts of tokens onto your enemy, they also bring around their own poison mechanic with Oberyn being able to poison an enemy unit and basically signing a death warrant for them and his daughter Tyene being able to poison a tactics board spot to deny it to your enemy unless he is willing to lose an NCU.  


Playstyle are quite aggressive, though I feel with Stark I set up a lot more domino effects where I play multiple cards after each other. Neutrals are mostly just solid one shot cards.
Their Tactics deck is full of control tricks, handing out tokens, combat debuffs and forcing your enemy to make less than ideal choices, while not devastating Martell tactics are more about piling up annoyances that will add up throught the game.


== What to buy==
== What to buy==


There are three sizes: 30 for demo, 40 for normal player, 50 if you have to kill an afternoon.
There are three point sizes: 30 for demo games, 40 for normal players, 50 if you want to kill an afternoon.
A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.
A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.


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So in total you have 4 units and 2 NCU, clocking in at about 30 points.  
So in total you have 4 units and 2 NCU, clocking in at about 30 points.  


If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachement generally. Heroes Box usually contain 7 characters, which can be Commanders, NCU or Attachement.
If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachment generally. Hero Boxes usually contain 7 characters, which can be Commanders, NCUs or Attachments.
I recommend buying both, 1 unit box and 1 heroes box of the faction you play or neutrals. For the unit boy just don't buy any unit already in your starter.
I recommend buying both, 1 unit box and 1 heroes box of the faction you play or neutrals. For the unit, just don't buy any unit already in your starter unless you're FF.


Neutrals are the big outliner here, they don't have a starter box, the tactics cards are in Neutral heroes 1.
Neutrals are the big outliner here, they don't have a starter box, the tactics cards are in Neutral heroes 1.


In general a starter box is 135, while the smaller boxes clock in at 39, the two-player cost around 190? and contains everything for two people to start playing, (but only 1 of each non-essential item; 1 rulenook but 2 tactics deck 1 for each faction)
In general a faction starter box is 90-100 dollars, while the smaller boxes clock in at 30-35, the two-player cost around 120-150 and contains everything for two people to start playing, (but only 1 of each non-essential item; 1 rulenook but 2 tactics deck 1 for each faction)


The starter includes anything you need: Rulebook, Tokens, Tactics card, tactics board and Terrain.
The starters include anything you need: Rulebook, Tokens, Tactics card, tactics board and Terrain.


== Tactics ==
== Tactics ==
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Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.
Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.


Being constantly updated
Not constantly updated, so we'll appreciate if you chip in every once in a while.


* [[ASOIAF Miniatures/Tactics/Stark|Stark]]
* [[ASOIAF Miniatures/Tactics/Stark|Stark]]

Latest revision as of 10:17, 17 June 2023

ASOIAF Miniature Game is a new rank and file wargame that's based on A Song of Ice and Fire. Despite being made by a company with a bad miniature system record but good boardgame record, it still manages to be a rather fun game. Also it is based on the book, so they can choose to not copy stupid shit from the show.

It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off. Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closest I found is https://cmon.com/product/a-song-of-ice-fire-tmg. Also there is a TTS mod for it.

Setting and History[edit]

Meh later i'll write condensed fluff

As this is CMON the game began with a [[1]kickstarter], and after that the game has had at least 2 dozen more releases with more factions added. The problem for CMON is, that Asmodeeus does all the distribution and that shit doesn't work. Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.

At least Duncan Rhodes says it is one of his favorites games.

Game Mechanics[edit]

ASOIAF is a rank and file system. However unlike Fantasy, you have alternating activations instead of I-Go-U-Go. that means that player 1 activates a single unit, then player 2 until every unit is activated once. A combat unit can do one action generally, which includes pivots, movements, and attacks. The standard movement for example, is pivot, straight movement and then pivot. A march would be double movement and then pivots. Attacks are based upon the number of ranks as well as the unit's accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your morale, taking 1 + 1d3 wounds if failed. As well as all these fairly basic rules, many units have special abilities.

Compared to Fantasy, a lot is streamlined and made more fluid. You have a fixed rank size (3 ranks of 4 models), the number of attack dice are based on the number of ranks and health is just how many models on the base for most part.

Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dice/wounds. There are also conditions and shit which are more complex, but you will figure it out with practice.

For army building you have your combat units, each of whom can have 1 attachment (normally a character), and your non-combatants (non-combat units, or NCUs) which are explained below. Additionally you will always have 1 Commander, who is free.

Now the unique part: You have two unique aspects - the tactics board and tactics deck.

The tactics board is the political side of the battle. Here non-combat units (cowards) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.

The tactics decks are faction specific decks, which around 7 cards + 3 commander specific cards in pairs of 2. These cards have bonus effects which can be played from your hand, some of them quite powerful like free movement, better charges or in case of the dirty Free Folk, respawns. A lot of these cards gives better effects, if you control certain spots on the tactics board, which gives another layer of decision making to the game. A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.

Last point is objectives: while killing a unit gives off 1 VP (victory point), you need 10 to win a 40 Points game. Most games are therefore played with a scenario, which allows you to receive more points

Models[edit]

All the characters are unique and for the most part pretty cool looking, with decent casts. Basic infantry units are made up of 12 dudes, with a variation of 4 models generally, plus a banner bearer. So you have around some samey looks. Cavalry has 4 sculpts, so are all unique as they only have 4 models total. Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay. One thing to note is that the models are one-piece casts, rather than the sprues you'd see for GW products.

Then the Baratheon showed up.

The Factions[edit]

Like all games under the sun, ASOIAF has different factions, each with a different playstyle. While this lead to widely different armaments and technology in a unified realm, having every single model look the same would be stupid as fuck.

There are currently 9 factions: Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen, Neutrals, Greyjoys and Martells.

The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.

In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack. So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities. But there are also unit who are quite similar: Lannister Knights and Tully Cavaliers (who cost 1 point more). Both have the same statline, same primary ability but a different secondary ability.

But we now come to the biggest difference: Tactics deck. Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play differently due to the access to their new cards.

I would generally say that you have three factors influencing your army playstyle:

  • Your faction, which gives you your 7x2 generic tactics cards.
  • Your commander, which grants you another 3x2 generic tactics card.
  • Your subtheme, units from a certain theme play differently from other units.

So while the Lannisters are generally very sneaky and controll-y, using only the Mountain's Men and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter. I'll ignore sub-themes for now and focus on the iconic playstyles.

Stark[edit]

The simple but honorful citizens of the cold north. These were one of two factions introduced in the two-player starter.

As of now they are composed of the Houses Stark, Umber, Reed, Tully, and recently Karstarks and Mormonts added. In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit

Playstyle[edit]

Stark are the aggressive factions. You have heavy hitting side with Stark, Umber and Mormont units dealing more dmg after losing ranks and access to Greywind, Shaggydog and Summer, and defensive units with Tullys and Karstarks so you're not all about throwing yourself at the enemy.

Your tactics cards are all about either getting you into melee or hitting harder in melee. Most of your attachments also play into more dmg and more movement.

Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.

Lannister[edit]

Introduced in the first starter set, these are the defensive counterparts to the Starks. Composed of the well equipped and trained Lannister soldiers, the brutal and vicious men of House Clegane and the devout followers fo the church of the seven.

Playstyle[edit]

Lannister are generally defensive. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not as maneuverable as others.

Your tactics focus on messing with the enemy, disabling their abilites, causing panic tests and non-direct dmg.

Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally but commanders like Gregor can change this, the name of the game is control and you have it in spades, and if you don't then you're probably losing

Night's Watch[edit]

Elite army somehow. Mostly to be a foil to the Free Folk.

Different take: of all the factions only the Watch spent all the time fighting, training and preparing and unlike other factions, they are constantly fighting free folk. In the books Yoren, an old and physically decrepit member of the Night's Watch kills several Lannister soldiers before being killed during a battle, so the Night's Watch being elite honestly makes sense.

Playstyle[edit]

The Elite army. You have solid unit and attachments. Generally less units, but they're not going anywhere. You are a tough army, with some inbuilt heals and versatility via tactics card.

Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some top tier ranged options, also the only faction with war machines.

Attrition heavy, stay in combat and your superior units will slowly win the fight.

Also you will usually want to draw your entire deck with this faction, so a lot of your game plan is maximizing your ability cards.

Free Folk[edit]

Uncivilized savages, or so the people south of the wall believe. A confederacy of tribal societies with some monsters and war-beasts thrown in for flavor. You're playing a very different game from the rest of the factions, they are playing like 3 ages ahead in Age of empires while only your Thenns have reached Bronze, you will not win a straight up fight, but then again, why should you play fair?

Playstyle[edit]

The Horde army. Your people are cheap and not very well equipped. Yeah you have specialized units, many different themes and abilities but to summarize, you are a horde, try not to block your own charges and movements. Also Giants.

Tactics card are mobility based and piling in.

Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds with your Monsters. Unity is what lets you win, having Thenns taunt enemies into bad charges, Raiders mucking up the battlelines and ganging up on miss-positioned units, Spearwives assaulting and disengaging, Trappers tripping up the enemies chargers, Giants grinding the enemies anvils, you won't win unless you're on the offensive and make the battle a mess only you can work with.

Baratheon[edit]

Divided into 2 sub-factions each with its own sub-themes: Stannis and Renly. There's a bunch of characters and units that are loyal to one or the other, and if you take stuff loyal to one, you can't field anything loyal to the other. There is a bunch of common Baratheon units and characters that either can take, however.

Stannis is known for being a pretty good field commander but he's also overly strict and, well, kind of a dick. He's also heavily involved with the cult of R'hllor, a strange fire-loving religion from the far east of Essos. His sub-faction units are fanatical cultists of R'hllor, and elite Kingsguard-style units due to his strong claim to being the true heir to the late King Robert.

Renly, Stannis's younger brother and usurper, is charismatic and popular and very good at politics, but is not a particularly good general. His sub-faction leans heavily on his alliance with the wealthy House Tyrell, famous for having the largest armies in Westeros. His sub-faction units (of which there are two, with a third and fourth on the way as of Feb 2022) are basically just Tyrell infantry.

Playstyle[edit]

Overall the faction acts a lot like Dwarf infantry in most fantasy settings- painfully slow, but heavily armored, brave, and fairly hard hitting. Again, like Dwarves, their speed (or lack thereof) means they're vulnerable to being shot or outflanked, especially if whatever is hitting them can ignore/nerf their beefy armor.

The generic Baratheon units all wield hammers, further adding to the Dwarf analogy, which usually grant them anti-armor bonuses. The army has a general "if you hit us, we'll hit you back harder" vibe, with units that auto-hit enemies who swing at them and miss, or units that get to charge for free when friendly units are attacked. Elite Stag Knight infantry takes no ill effects from suffering casualties, and actually gets more powerful as the battle goes on. The Baratheon Bros have access to one unit of cavalry, the Champions of the Stag, who are hilariously slow but also bear the heaviest armor in the game and hit like a ton of bricks.

As mentioned above, Stannis's sub-faction gets access to cultist medium infantry units, fire archers that spread panic, King and Queens men who add more damage and tankiness respectively and enable a better card game for you. He also has access to Dragonstone Noble cavalry units (which basically consist of one angry knight on a horse) that are unusually hard to kill even by Baratheon standards and can hit way above their weight.

Renly's sub-faction, on the other hand, has access to Tyrell infantry units that heal themselves simply by doing things. The elite Rose Knight infantry have a "rose effect" (because the House Tyrell symbol is a rose, duh) so that whenever they heal, they auto-wound whatever enemies they happen to be engaged with, Thron watch get crosbows and can retreat after fighting in melee, regaining wounds when they do so (retreating that is), the upcoming Highgarden Pikemen heal a wound each time they fight and get some pretty reliable charge damage, making for a more offensive alternative to Wardens and Knights of Highgarden are simply cheap lance cavalry.

Their tactics cards are all about getting extra benefits from being in combat and such, and throwing out new attacks. The Stannis sub-faction's tactics tend to augment his units or nerf enemies (because he's a big jerk who nobody likes), and Renly tends to focus on healing his units (because he's the popular pretty-boy, and people want to fight for him).

Targaryen[edit]

Dothraki, Unsullied and Stormcrows, you can't say they don't have variety at this point, the peoples of Essos who have joined Daenerys in her crusade to retake the Iron Throne for the Targaryen and make a better world. Now with added Dragons, which of course, are terrifying.

Playstyle[edit]

Given the variety of themes you won't say you're not spoiled for choice, with Dothraki being maneuverable and fast as cracked out demons, Unsullied being hard as hell to shift and Stromcrows filling the in-between you don't really have any glaring gaps in your arsenal.

Since Commanders in this faction have 4 Tactics cards intead of the standard 3 playstyles will vary far more wildly than normal, but the Basic deck is all about maneuverability and aggression, not unlike the stark deck, thusly aggressive playstyles and a healthy dose of Dothraki cavarly should be your go-to with this faction.

Neutral[edit]

Neutrals can be recruited into all factions except Free Folk.

You have four subthemes, Boltons who are very panic and fear heavy. Stormcrow who are more reliable, focusing on the money spot and attachements, The Bloody Mummers who focus on hit and run tactics and not getting absolutely blasted on the counter attack, and finally The Golden Company, who focus on being overpriced as of 2021-S01, but their models are cool and have War Elephants t which are gorgeous models.

Playstyle[edit]

Depending on your units and shit you have 1 of three main themes.

Boltons go all in on the panic and dirty fighting shenanigans, with their commamnders rewarding control (Roose) or hyper-agression (Ramsay) and having a healthy balance between fast and hard-hitting units and heavily armored line holders/breakers as well as the best cavalry unit in the game.

Stromcrows are more balanced stats-wise and get discounts on whatever attachments they get, their melee units can use the Bags spot to get extra attack actions while the Archers get additional effects on their ranged attacks when you control some specific spots on the tactics board, overall they can reliably patch a hole in your list and can stay cheap while doing it.

Bloody Mummers are very lightly armored and have average offensive profiles, but their abilities can be very powerful when used correctly, skirmishers want units that are bad at combat so they can use counterstirke and Zoarse Riders want to hit flank and rear charges and then retreating to do it all over again, sort of weak currently but can be made to work if built around.

Golden Company come with Iron resolve in both their infantry units and have decent base morale, the Swordsmen anren't anything to write home about besides maybe being slightly overcosted, the Crossbowmen are basically slightly better Lannister ones with Sentinel to reposition either for better shots or to protect them. Now the War elephants, they are very intimidating and can wreak some very real havoc on the enemy lines, if they were not a waste against anything other than base Lannisters and Baratheons, Golden Company needs a bit of a bump in terms of stats or abilities if it is to become competitive.

While not belonging to any particular theme in this faction, we do have Hedge Knights, they aren't stellar profile wise but get better when holding the Bags and/or Swords spot, also the attachments they bring aren't bad at all for their cost so do give them a chance.

Greyjoy[edit]

Pillage and burn baby! the denizens of the Iron Isles are a brutal lot, they reward early aggression so they can build momentum and reach their full potential. Currently no real subthemes, but the roster is pretty solid so far.

Playstyle[edit]

As said before, aggression and momentum, the Pillage mechanic allows our units to get better whenever they shave off an enemy rank giving us imporved armour saves, better panic damage, better melle attack rolls, etc, so getting a good first few engagements will mean your units will plow through similar opposition later in the game, but you have to be wary since neither our morale or armor saves are any good, we are all about dealing out punishment rather than taking it, with few exceptions.

Our tactics deck gives us added agression, some utility and fuinally sustain, with the notable detail of still getting extra benefits when enemies have the bags spot (only on a couple of cards don't get too excited), letting you still pull ahead if you've lost control of the tactics board.

Martell[edit]

The people of the southern desert lands of Westeros, being introduced on the second half of 2022 and coming in with a bang reintroducing NCU commanders and bringing their own brand of exotic mechanics into the mix.

Playstyle[edit]

Martells play the long game but they do it differently than the other factions, they focus on control and maneuverability in a very aggressive capacity, their units have decent to good morale and are very fast compared to their equivalents in other factions, all the while piling absurd amounts of tokens onto your enemy, they also bring around their own poison mechanic with Oberyn being able to poison an enemy unit and basically signing a death warrant for them and his daughter Tyene being able to poison a tactics board spot to deny it to your enemy unless he is willing to lose an NCU.

Their Tactics deck is full of control tricks, handing out tokens, combat debuffs and forcing your enemy to make less than ideal choices, while not devastating Martell tactics are more about piling up annoyances that will add up throught the game.

What to buy[edit]

There are three point sizes: 30 for demo games, 40 for normal players, 50 if you want to kill an afternoon. A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.

So to start off, you want the starter box for your factions. This includes 2 identical units, 2 * 1 another unit, 2 NCU, 2 Commander/Attachement, your tactics card, dices and all you need to play (shitty cardboard terrain). So in total you have 4 units and 2 NCU, clocking in at about 30 points.

If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachment generally. Hero Boxes usually contain 7 characters, which can be Commanders, NCUs or Attachments. I recommend buying both, 1 unit box and 1 heroes box of the faction you play or neutrals. For the unit, just don't buy any unit already in your starter unless you're FF.

Neutrals are the big outliner here, they don't have a starter box, the tactics cards are in Neutral heroes 1.

In general a faction starter box is 90-100 dollars, while the smaller boxes clock in at 30-35, the two-player cost around 120-150 and contains everything for two people to start playing, (but only 1 of each non-essential item; 1 rulenook but 2 tactics deck 1 for each faction)

The starters include anything you need: Rulebook, Tokens, Tactics card, tactics board and Terrain.

Tactics[edit]

Some minor advices. Usually your list will have between 7 (low amount) - 8 (average) units. There are two schools of thought, the american prefer 5 units and 2 NCU, while European play 4 units and 3 NCU. The justification is simple: If both have 2 they can claim their spot their want, but you can only limit your enemy to a small level. Both players having 3 NCU, will usually hurt the army of both players, but if only one has 3 and the other has 2, it'll hurt the 2 NCU player more.

If both have 3 NCU, you usually first contest the Tactics board, before moving to the units, the most important spot early on is probably the letters spot

While choosing your NCU if you have 3 I recommend taking 2 with a effect while claiming and a third effect if possible.

Also having a replace effect as one of your NCU helps you take those zone which won't help you and still gain some value

Commander choices influences your army as does the objective. You want to build your army usually around your commander, and the cards he gives to your deck.

For list-building do not go overboard on attachements. Not all units need attachements, make sure each attachement works in their rule. First try to get to your required number of activation, then decide if you want attachement.

General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand. In higher level plays you want to combo cards to one-shot units quickly.

Tactics pages[edit]

Here's the tactics pages that we have so far:

While I will give an overview of the tactics, this is just the info by a guy who is around the midlevel. I have heard some more information by pros by I can't verify myself and therefore will not include that.

Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.

Not constantly updated, so we'll appreciate if you chip in every once in a while.

Fanmade-Shit[edit]

Because we are /tg/ and we have all the time I'll add everything people created in the general

All the missing factions Way too much time and unformated: But it is nice to imagine how certain factions could be

Stannis Fixed

Greyjoy as Neutral

Gallery[edit]

See Also[edit]