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		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Lannister&amp;diff=8344</id>
		<title>ASOIAF Miniatures/Tactics/Lannister</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Lannister&amp;diff=8344"/>
		<updated>2020-11-07T22:54:47Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6321:8030:0:0:0:1: /* Commander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Lannister==&lt;br /&gt;
&#039;&#039;Hear Me Roar&amp;quot;/&amp;quot;A Lannister Always Pays His Debts&amp;quot;/&amp;quot;Tywinn shits gold&amp;quot;/&amp;quot;MY HAND!!!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a dick in real life, and want to be one in the game too. So you play this factions. Or you think money can buy you everthing (it can actually if you are rich enough).&lt;br /&gt;
Lannisters are the richest factions and can buy the coolest shit. You are the faction build around tricks and defense&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of denial and debuff&lt;br /&gt;
*Toolbox approach to units&lt;br /&gt;
*Good defense&lt;br /&gt;
*The Mountain who rides&lt;br /&gt;
*Some of the strongest glass cannon in the game&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Moral is kinda crap in general&lt;br /&gt;
*Panic bomb got nerfed&lt;br /&gt;
*Toolbox approach to units&lt;br /&gt;
*No offense increase via effects&lt;br /&gt;
*No free action either in attack or movement&lt;br /&gt;
*no movement tricks&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Lannister is about tricks. You debuff their offense and their option, you ensure you stay in a good position.&lt;br /&gt;
After you are sure, you apply your specialized units to the task they are best at, then you pat yourself on the back you lazy fuck.&lt;br /&gt;
Generally you are a defensive factions, and your offense is via Abilities and NCU. If you do take the iniative you mostly deal wounds via panic.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
You have 2 theme in your unit choices.&lt;br /&gt;
The Lannister troops are all pretty well armored, have average to bad moral and help deal panic dmg.&lt;br /&gt;
The Faith of the Seven troops have excellent moral and play around with their own moral&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaime Lannister:&#039;&#039;&#039; Mostly defensive and gets a better effect out of his cards if its his unit benefiting from them but doesnt really have the impact that other commanders have, doesn&#039;t see too much tournament play for that very reason but he can be very fun to use. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gregor Clegane:&#039;&#039;&#039; Relentless, Gregor is what you choose if all you want is to crush your enemy&#039;s head with your bare hands, his cards can combo with each other with quick and dirty combat buffs that have increased effect if the unit has the &amp;quot;Clegane&amp;quot; affiliation so he benefits from bringing Sandor and Mountain&#039;s Men to get the most out of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tywin Lannister:&#039;&#039;&#039; Gives &amp;quot;Lannister Supremacy&amp;quot; to the unit he attaches to and Weakens an enemy unit whenever his unit activates, all his cards get increased effect if the target is Weakened so it really benefits to bring Pycele along. He&#039;ll dull the enemy&#039;s attack like no other commander does so if you wanna play a more directly defensive type of style he&#039;s your guy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrion Lannister:&#039;&#039;&#039; Very strong, his cards depend on having the Letters spot on the Influence board and are focused on giving you more cards or stumping your enemy&#039;s own, he can burn through your and your opponent&#039;s tactics deck and if the game goes long enough he allows you to cherry pick cards from your discard pile (which should be all of them). He&#039;s easily one of the strongest commanders for the faction if not the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Joffrey Baratheon:&#039;&#039;&#039; Not used very much since he gives 3 VPs if he dies and his cards have negative effects for you, though the positive effects are one of the strongest in the game. He&#039;s a high risk high reward kind of guy so you need to build your list around him if you want to use him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High Sparrow:&#039;&#039;&#039; Our only in-faction NCU Commander and one of the strongest of the lineup, he synergizes with his intended combat units (Faith) like no other commander and his cards can be hair pullingly frustrating, his army will tend towards wound restoration and tough as nails morale sort of tankiness and can deal a surprising amount of damage through the use of Faith tokens (of which you&#039;ll have plenty). Very fun to use though the units he supports can only be purchased on their own so they might run a bit expensive, but you&#039;re a Lannister, money is not an issue.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Lannister Guardsmen (5pt):&#039;&#039;&#039;  Your bread and butter melee unit, very defensive with a 3+ save and an in-built defensive ability in Lannister Supremacy, stick them on an objective and they have a good chance of holding it for a long time, considering giving them a Guard Captain if you don&#039;t want to run them naked to ensure that Lanniser Supremacy always goes off. Though with 4 movement and a 6/5/3 attack profile they can hardly afford to go on the offensive and even if they doo they&#039;ll dish out more wounds from Lannister Supremacy than their longswords. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poor Fellows (5pt):&#039;&#039;&#039; Your other bread and butter unit, faith edition. Despite their 6+ save they are much more tankier than your would have believe, a 3+ moral ensures they will almost never fail a panic check which many units require to wipe out a tray and their ability to easily regenerate wounds helps them recover. Much like Guardsmen they rely on their ability to do the majority of their damage though their ability rather than their attacks so they like the meatgrinder. They unsurprising pair VERY well with the Champion of the Faith attachment which again helps them regen more mmodels and gives them an easy way to generate faith tokens. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Clegane Mountain&#039;s Men (6pt):&#039;&#039;&#039; Mountain&#039;s Men are very simple, you want them to be in combat as soon as possible, with critical bow and vicious they can do serious damage to a unit though with a 4+ save and a subpar 7+ they can&#039;t take a lot of punishment in return. Another unit that a Guard Captain can fix but it&#039;s normally better to put The Mountain in to up their strengths rather than softening their weakness.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lannister Crossbowmen (6pt):&#039;&#039;&#039;  7/7/3 attacks with Long Range and Sundering is fantastic, however this also means they are normally target number one for any dudes on horseback, so keep them protected. A guard captain is always a good idea as an 8+ leadership is one of the worst in the game. Use them to shoot at any wolf or Jorah you can see for a free VP, to soften up a unit before a charge, or use them to shoot at a unit camping an objective to force them to come to you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lannister Halberdiers (6pt):&#039;&#039;&#039; Another very defensive unit, their order Set For Charge lets them lets them attack a charging unit with 8 Sundering attacks which can give you extra control of the board as no unit really want so be around them to eat that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyromancers (7pt):&#039;&#039;&#039; If you look up the definition of glass cannon you&#039;ll see these guys. They die easy but kill even faster if they can get there. Wildfire is a great way to crack open high armour targets. One of the most fun units in the game to use, they love anything that can give them extra attacks and work well with The Mountain or Jaime for full scorched earth. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knights of Casterly Rock (8pt):&#039;&#039;&#039;  The gold standard of cavalry, though with Lannisters did you expect anything else? The wealthiest motherfuckers around and they give you the mobility you desperately need, since they have a 3+ save and Lannister Supremacy they can take a hit as well as a Guardsmen but you want them to be constantly charging to make good use of their Lance ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior&#039;s Sons (8pt):&#039;&#039;&#039; Your other Faith unit these dudes have two different abilities, one offensive and one defensive that require Faith Tokens to use, using a faith token to hand out panicked and vulnerable give them good offensive output letting them kill units the Poor Fellows cannot. while getting a +1 or +2 to their save means that they will not die when brought down a rank or two, put Barristan Selmy on them to give them even more solid morale and a better wound regen than the Champion of the Faith.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mountain That Rides (4pt):&#039;&#039;&#039; Your cheapest unit points cost but not price wise. A Kickstarter exclusive model so good luck finding one or even being able to use him, that said 4 points for a couple of auto-wounds and a guaranteed Panicked on horse legs is a good deal. &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pycelle (3pt):&#039;&#039;&#039; Weakens an enemy whenever he activates, at such a low price its hard to argue since he directly synergizes with practically everything in your army by selectively blunting your enemys attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cersei (4pt):&#039;&#039;&#039; Giving an enemy unit -2 morale is great, and it can be used with the Crown spot to consistenly chip away at you enemy through morale. A hilarious tactic is to use her to take the crown, debuff a units morale, have them take a panic test and hit them with &amp;quot;Hear me Roar&amp;quot; to have them take it at panicked -3 or more and zap away even the bravest of units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Joffrey Baratheon (4pt):&#039;&#039;&#039; Counting as holding the Crown independent of where you put him is VERY strong make no mistake, if he takes the Bag spot he turns on the *WHOLE* basic Lannister tactics deck and while panicked on one of your units will definetely sting he is definetely worth considering if you want to save a bit on NCUs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tywin Lannister (4pt):&#039;&#039;&#039; Completely screw over a unit at the start of a turn once per game. Thats it, and its very strong, especially if your enemy is running a deathstar, but that means you should know your opponent before choosing him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrion Lannister (4pt):&#039;&#039;&#039; The Trolliest of NCUs, bigger hand size and forcing your oponent show you 2 cards and have them discard one of them will ensure you have the advantage in the tactics card game, take him if you really want your opponent to be frustrated playing againts you.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Preston Greenfield:&#039;&#039;&#039; Drawing more cards is always good but make sure you can capitalize on the benefit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meryn Trant:&#039;&#039;&#039; Applies a condition token on an enemy when he activates, versatile so he can pretty much go anywhere. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arys Oakheart:&#039;&#039;&#039; Defensive Buff, simple though its effectiveness will depend on where you put him in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boros Blount:&#039;&#039;&#039; Offensive Buff, good stuff since you usually dont have that many autowounds outside of Poor fellows, goes swimingly with Mountains men.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaime Lannister - Kingsguard:&#039;&#039;&#039; Snipe an attachment or 1 autowound is very good, put him on something that&#039;ll survive in the thick of it and send him towards something that really needs his attachment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mandon Moore:&#039;&#039;&#039; Offensive buff, great on Halberdiers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandor Clegane:&#039;&#039;&#039; Hurts you unit to give them Vicious and +1 to hit, good on Halbediers and better still if your commander is The Mountain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaime Lannister - The Young Lion:&#039;&#039;&#039; More consistent attacks on your unit, Pyromancers love him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrion Lannister:&#039;&#039;&#039; Turns off your enemies tricks when fighting a unit but you&#039;re probably running him as a commander since he does more stuff and he&#039;ll be free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barristan Selmy:&#039;&#039;&#039; Better morale, restore wounds if you have the Crown and pass a morale test, very good on faith units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gregor Clegane:&#039;&#039;&#039; more attacks and sundering, also makes your unit less controled but charges reliably if you lose that control. He&#039;s a very obvious tool and that doesnt make him any less terrifying, hes downright disgusting with his own Mountains Men but in the end he just makes a melee unit that much more hard hitting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gregor Clegane (Cav):&#039;&#039;&#039; Hard to find his Cavalry Attachment Card but he&#039;s very strong since he deals d3 autowounds in melee and deals a Panicked token when he charges, he obviously goes on Knights of Casterly Rock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Champion of the Faith:&#039;&#039;&#039; Tests morale and restores a wound on a fail and 2 on a success, he obviously goes very well on Poor Fellows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guard Captain:&#039;&#039;&#039; Kill one of your guys to autopass a panic test, your easy Lannister Supremacy Trigger and as such goes very well on Guardsmen &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Veteran:&#039;&#039;&#039; Not used very much since his ability requires you to already be engaged when you activate, so he&#039;s a little slow, a shame since his mini is verry pretty.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maimed Jaime:&#039;&#039;&#039; You attach him to an enemy unit, whenever they activate thay take D3 hits and if the unit is destroyed they grant an additional VP. Put him on an enemy unit that cant really afford to cconstantly take hits (bad armor save) and panic tests (bad morale) and he&#039;ll might be an easy extra VP.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 7+ activation in your army. &lt;br /&gt;
Most everyone wants 3 NCU, and Lannister also like 3 as this allows them to steal a spot, someone else wanted. Also it gives you a NCU to claim the highly contested letters spot.&lt;br /&gt;
&lt;br /&gt;
Your faction more then any other factions are highly dependent on the commander.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units.&lt;br /&gt;
You are Lannisters, you will probably throw them out faster then anyone else.&lt;br /&gt;
You have some very specific condition and situational cards, you struggle is to determine, when do you just toss a card or when do you keep them.&lt;br /&gt;
&lt;br /&gt;
Your general Tactics deck is kinda lackluster in general, but if you use them right, you will feel like a genius.&lt;br /&gt;
Though you have no offense increasing cards, in general your commander cards are just better. &lt;br /&gt;
&lt;br /&gt;
But a perfect card, can stop the foes plan in its track&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hear me Roar!:&#039;&#039;&#039; apply a -2 to -4 debuff to morale when an enemy takes a panic test and if you control the Crown spot they become Panicked, with how easy it is to trigger panic tests you will definetly find an opportunity to use it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fealty to the Crown:&#039;&#039;&#039; When you enemy fails a panic test you can heal one wound on a unit unit for each model they lost, if you have the crown you can heal up to 2 wounds on any unit. Good on the attrition game and since we trigger and basically make sure our enemies *always* fail their panic tests you&#039;re gonna get use out of this card for sure.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wealth of the Rock:&#039;&#039;&#039; +1 to armor save and if you control the Bag spot you block d3 hits automatically, can really save your bacon whether you use it to protect expensive or cheaper units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Intrigue and Subterfuge:&#039;&#039;&#039; Take away your opponets NCU&#039;s abilities and make em discard a tactics card if you hold the Crown spot, this is deceptively strong since you only need to use it when the NCU activates which means your opponent is stuck with an NCU that only takes a spot and nothing else for a turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paid Mutiny:&#039;&#039;&#039; Not unlike Intrigue and Subterfuge, an enemy unit must pass a morale test or lose its attachments abilities and suffer d3 wounds, if you have the Bag spot the moral test has a -2 debuff and you deal 3 wounds intead of rolling. This can be very powerful since some units really need their attachments to shine, turning off a Baratheon&#039;s Warden Veteran before your Knighst make a charge can be HUGE.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Lannister pays his debts:&#039;&#039;&#039; Ehen you lose a unit you give one panicked and one vulnerable token to any units (you can put both tokens on the same enemy) and if you have the Bag spot you get one of you cards from the discard pile back. While you dont really want to lose units this can ease the sting and prepare you to absolutely wreck an enemy unit with the card and tokens. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counterplot:&#039;&#039;&#039; This is THE Lannister card, it allows you to deny the enemy a card they are trying to use on a 3+ with a reroll if you have the Crown spot, this is VERY powerful since you enemy doesnt know you have this card until you deny him his (unless you&#039;re fighting other Lannisters), letting you deny your opponent his tactics cards is strong on its own and making sure he has to commit to the card before you shoot him down puts this a step above.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2800:300:6321:8030:0:0:0:1</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8487</id>
		<title>ASOIAF Miniatures/Tactics/Stark</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8487"/>
		<updated>2020-11-04T13:33:44Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6321:8030:0:0:0:1: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Stark==&lt;br /&gt;
&#039;&#039;&amp;quot;Winter Is Coming&amp;quot;&#039;&#039;&lt;br /&gt;
You like being honorable? Or maybe you like playing the keepers of the old way ? OR even maybe you wanna play as the guys who are kind-of-sort-of to blame for most of the bad things that happened in setting in one way or another? Or maybe you just want to play one of the harder hitting armies in the game and like to zip around the battlefield and making the longest charges in the game&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*One of the hardest hitting armies in the game&lt;br /&gt;
*Multiple cheap solo units in the form of wolves&lt;br /&gt;
*Not failing charge distance is great&lt;br /&gt;
*Good moral&lt;br /&gt;
*High mobility&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*No responsive ability&lt;br /&gt;
*You need to attack at multiple front at the same time to ensure you can take the enemy force out&lt;br /&gt;
*Lack of autowounds&lt;br /&gt;
*No panic user&lt;br /&gt;
*No real tricky plays except maneuver&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Stark is mainly about aggression. You move quick, charge far and hit strong and accurate.&lt;br /&gt;
This idea is simple and your units and NCU double down on it. If you want to hit fast and heavy this is your factions.&lt;br /&gt;
Your alpha strike is a multiple alpha strike, strike at many different places at the same time, by using your superior mobility and outactivate beforehand via your doggos&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
You have 4 main theme in your unit choices.&lt;br /&gt;
Defensive Tully, fast, and ranged Crannogmen, Hard-hitting and Beserker Umber/Stark, and your wolves&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rob Stark:&#039;&#039;&#039; Your mobility commander. He is fun to use, and has a lot of tactical play. He himself has a buff, which on the first look seems weak, but not being able to reroll hurts and not being able to play card can throw a wrench in a lot of plans. Positioning is the problem though. &amp;quot;Hit and Run&amp;quot; is a great card, if you have a plan for it. But just running 6 + 5 away forces your foe to usually risk a panic test to follow you. &amp;quot;Tactical Retreat&amp;quot; is another retreat action but with better Timing. Even if you just use it to force a reroll it is worth it, but the bigger benefit is that you can throw in your shitload of stark charge cards too. Unlikely though that you can force a side charge, but with a bit of luck, he will pivot to face your troops after the retreat, giving the rest of your army better positions. The last card is a card you can keep in your hand, and it&#039;ll be worth gold, IF you are a player who mastered staying at the edge of the enemy charge distance. Rob also comes with a wolf btw, making him already worth atleast 1 points. The best units for him is flexible, put him in a unit which can stay close to the front, but won&#039;t want any dmg buffs. If you are feeling lucky, bowmen fit quite nicely, as Superior Positing can make you quite invulnerable against charges. But meh, as you don&#039;t really help the damage output of your bowmen, and people can safely declare a charge outside of long range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039; Aggression Commander (NEED MORE INFO)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Defensive Commander (NEED MORE INFO)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Stark:&#039;&#039;&#039; Aura and Eddard based Commander (NEED MORE INFO)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; Tricksy and auto hit Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; Slow aggression Commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully (Cav):&#039;&#039;&#039; Mobility and Cav.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  Solid. Quick and can hit way harder than they have any bussiness to with the right support, Mounted Brynden can keep a unit of them in reserve to have them come from a table side to throw a wrench into your enemy&#039;s plans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039; Good if enemy is playing death star style. These are mostly compared to Lannister&#039;s Knighst of Casterly Rock since their profiles are farily similar, but while they are just there to charge and delete units your Cavaliers can also buff the morale of other units, keep them close to your battleline to countercharge an enemy unit or just let them ride around the field since you can give them way better mobility than any other heavy cavalry unit in the game.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arya Stark (3pt):&#039;&#039;&#039; The little girl is useful not just because she is cheap. Forcing a free maneveur can grab an early objective, pull off a flank charge, for a rob attachement unit or get you out of danger. Keep in mind it is at the start of the round and commit to your movement, don&#039;t chicken out after you do a movement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sansa Stark (3pt):&#039;&#039;&#039; Sansa is meh in a hand of a beginner, but if you know your deck well you can pull off some insane maneveurs. Likr Arya her ability is one off, but it does have some better timing if you are unsure about your plan. Good choices to draw for beginners are Swift Advance, Devastating Impanct and Winter is coming. Make sure you know what you want and ypu might even toss a Winter is coming early to enable this. Highly recommended.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Catelyn Stark (4pt):&#039;&#039;&#039; Condition removing can be useful to stop Roose and Tywin, and a weaken token can gimp you if you are feeling unlucky. Attacking on the highest number can be good on certain unit, beserkers have a stronger alpha strike, while some unit will feel the damage less (good for sworn swords); in total you gain 2 dice. Her and Rodrik is a personal choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel (4pt):&#039;&#039;&#039;  Rodrik gives on average around 2-3 vulnerable tokens in the game and critical gives out around 2 extra hits. Not bad and there are some cool effects with using him with Syrio. Claiming swords is always nice to pull off, but keep in mind, if you are the one charging your enemy can claim swords, so it might be harder to pull of then you think. I would say the critical blow is the better benefit, just as it makes your initial attack so much more impactful. He gains more from repeated attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Stark (4pt):&#039;&#039;&#039; Eddard is your last infaction NCU. In total he can heal between 6 and 3+3d3 wounds. This is more then Tycho and Aemon on average but keep in mind that you require some conditions. But unlike Aemon you can heal someone 3 times in a turn without an issue. Good interaction with the bowmen for forced moral checks, while Greataxes like some sustainability.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meera Reed:&#039;&#039;&#039; Good for the points. Auto wounds and disorderly charge force is useful. But as you usually want to charge, the thing you probably enjoy the most will be the auto-wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rickon Stark:&#039;&#039;&#039;  My Boy. He gives you a dog, the best one of the bunch. He is also the cheapest of the three wolf attachement, of which you usually field 2. But the Dog and Rickon give 2 VP together, is that worth it? For the cheap package yes, affitionally you get Osha, one of your best attachement. Go down fighting, for a stark is usually 3d3 auto-wounds. Smart use of heals can even increase the amount. Add her to Sworn swords, and you can force the ability yourself, which can be strong enough, to punch way above your point total. For Rickon sending him off, always ask if you can achieve more with 1 Wound more, and d3 Auto-wounds or if the 1 VP saved won&#039;t matter. Rickon has synergy with eddard and with bryden commander, best units are sworn swords, stormcrows mecenary (5 points for 2 activations) and maybe Tully (beserkers are fine, but you might want to put more aggressive stuff on them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bran and Hodor:&#039;&#039;&#039; Good and solid. Good in greataxes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Stalwart is a good ability, but your faction doesn&#039;t really need it. Most of your unit will pass moral test anyways. 2 Points is saving around one panic test probably not worth it, but luckily he comes with a second ability. 2 dice and +1 to hit is not useless, especially as you won&#039;t have a reroll due to already being engaged. The best fit is probably greataxes, as they already gain bonus from being battles, and every new hit is basically another wound. Beserkers might be a good choices, as this just upps their dmg after getting stuck in. The moral buff js wasted though unless you regulary face neutrals or lannisters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jojen Reed:&#039;&#039;&#039; 3 good abilities by itself. 3 really good ability, but three abilities which are situational in their use. Guiding Hands you want if you can&#039;t charge this turn, so best for a ranged unit or a melee unit, useless if you planning on charging.; 4-5 you want to set up a flank charge, charge or even pivot before shooting if they are right out of LoS, useless if you are actually already in melee, and useless if you set up your ranged attack. The last is just generally useful. But as 2-3 and 4-5 deal with wildly different scenarios, and you can&#039;t even ensure you have the one you want, he can hurt you more then he is worth. And because you roll on the activation, you can&#039;t even plan correctly. Not worth for the 2 points, unless you really want a unit to be crannog. In that case, best with ranged units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syrio Forel:&#039;&#039;&#039; Only fieldable with Arya, and not actually bad for his ability. It isn&#039;t flashy but can help you out of a pickle. If you want good fun, use him with either Sworn Swords or Rodrik. Precision works perfectly with Critical Blow, and even pillowfisted units, can push through an insane amounts of wounds. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  Expensive but good if you pull it off. Prob too expensive&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont:&#039;&#039;&#039; Overpriced. Stalwart is a good ability, but true value comes from ensuring passes and gaining something from each pass. Your best unit on average would pass most times already. Her active ability unlike Bryden Commandee is also an order, so usually not worth it and you can&#039;t even build around it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bryden Tully (Cav):&#039;&#039;&#039; Expensive but I&#039;ll talk him up now. You can outflank a unit, quite useful on some game modes, especially the newer ones. Regroup vibes well with the outriders, if you are lucky (or the enemy is weaken) you can pretty much ensure you will keep your rank. Retreat is a great option, if you can retreat via the tactics spot and the targetted unit won&#039;t activate next. Your cavalry unit, can position themselves in such a way, that the enemy can&#039;t pivot to be save for a flank charge. Both cavalier and Flayed men enjoy cycle charging. Keep in mind, the outflanked Outriders won&#039;t have to have Bryden in them, so that opens up a lot of things. Outriders are an natural fit, with the weaken from bushwaker and the autoretreat, you can pretty easily keep 2 ranks. The Cavalier and Flayed men enjoys retreating to set up an easy next charge, but Bryden doesn&#039;t help you here, unless you been hit. It depends on your playstyle then, if you are charging early with your Cav, get attacked back, and then as your last activation claim the retreat spot, this might have some values, otherwise he might be a waste. Play him if you can make use of his outflanked unit. BUT then you realize he is 3 points, that is a lot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Opportunist is a reroll for all yout missed attacks. Usually you gain a reroll on a successful charge, and as a Stark you should always successfully charge. So who is useful then. On the first look, ranged can benefit the most, and I agree. If you play bowmen, these guys can ensure you actually hit. With their ability, you should get enough attacks to be worth your investement. But the second problem is the condition itself, as a stark player you usually await your opponent, using cheaper unit to wait them out, attacking an unactivated unit always puts his risk on yourself.  There is one situation where this is actually useful on a melee unit, on the top of the round after you started your attack on the enemy&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain:&#039;&#039;&#039; One of your best attachement. Vulnerable usually give you 2 more wounds, it can be used by other units and if you play certain mission, vulnerable is even better. Rodrik loves them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion:&#039;&#039;&#039;  Also one of your best Attachements. use him for Greataxes, or if facing 6-7 moral unit. Watch out not to overuse it, if you you deal the same amount of wounds you take, something is wrong.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaqen H&#039;ghar:&#039;&#039;&#039; Jaqen is quite unique. You attach him to an enemy and the effect only triggers if you kill that unit. Taking out a NCU is definitly game changing but you need to ensure that happens. The normal rule for such a thing apply, put him on a cheap unit to easier kill it, or put him in a expensive unit to make the enemy hesitant. Make sure that you kill that unit early enough otherwise you have wasted 2 points. Worth it but you need to work for it.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 9+ activation in your army. Use wolves to pad your force. Most everyone wants 3 NCU, and for you 3 NCU means you have 1 more cheap activation, and you don&#039;t have to waste a NCU for a slot you usually ignore. But because of your wolves, you can easily ignore going 3 NCU&#039;s if you want to stuff up the table. You generally play more attachment then most factions due to your wolves and because of your good 2-3 point attachements. Get to the activation count you want, then start filling out your points with attachement.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have enough tools to weaken the enemy counter attack, so you need to have your army take out the enemy forces first, so fast and hard hitting units are good.&lt;br /&gt;
&lt;br /&gt;
Running either/both Beserker and/or Greataxes is probably a good idea.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
&lt;br /&gt;
Commander: Robb Stark – The Wolf Lord&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• House Umber Berserkers (7) with Robb Stark – The Wolf Lord (0)&lt;br /&gt;
&lt;br /&gt;
• Grey Wind (0)&lt;br /&gt;
&lt;br /&gt;
• House Umber Greataxes (7) with Bran and Hodor – Protector and Ward (2)&lt;br /&gt;
&lt;br /&gt;
• Summer (0)&lt;br /&gt;
&lt;br /&gt;
• Stark Sworn Swords (5) with Sworn Sword Captain (1)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Sansa Stark – Little Bird (3)&lt;br /&gt;
&lt;br /&gt;
• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
&lt;br /&gt;
• Catelyn Stark – Lady of Winterfell (4)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units.&lt;br /&gt;
Starks do that not as rigidly as others.&lt;br /&gt;
Starks have some very strong card, but some of them have specific conditions.&lt;br /&gt;
Unlike some other factions you will try to hold unto your cards.&lt;br /&gt;
But what Starks excel at with their Tactics deck is comboing the fuck out of their card.&lt;br /&gt;
&lt;br /&gt;
In general your Tactics Deck is supplementary to your play style and not the basis, you also lack card raw&lt;br /&gt;
Keep in mind nearly all your card are for getting into combat and then attacking, so fuck me you are screwed if you can&#039;t charge anymore because you are all stuck or just dead. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winter is coming:&#039;&#039;&#039; One of your best card. Charging and turning off tactics card and orders is in certain scenario a killer. Use this card later in the turn, so he&#039;ll won&#039;t have a chance to use his tactics card (and order) later in the same turn, this way that card will continue shitting up his hand. The additional effect is useful, but not required. Decide based on your target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Ferocity:&#039;&#039;&#039;  Good effect, use it often, there isn&#039;t really a point in keeping it for longer, you don&#039;t have a unit who immensely profits from it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The North remembers:&#039;&#039;&#039; One of your best cards. Holy crap this is good, but don&#039;t fall into the trap of it. You may hold unto it too long, and gain nothing by it, and secondly keep in mind the effect. You have to have a unit having activated, and throwing away unit might not be worth it if the other unit won&#039;t help you win the game. Usually wolves are sacrificed but make sure it is worth it&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Impact:&#039;&#039;&#039; Another one of your homerun cards. Don&#039;t be too obvious while using it, and more importantly don&#039;t overcommit your charges and get dog pilled. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swift Advance:&#039;&#039;&#039; I know I sound like a hype man, but damn this is a good card. Use it to either make it to their flank or get closer&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sudden Charge:&#039;&#039;&#039; Another charge card, now you know the problem I have with everything being about 1 thing. It&#039;s good, use this NCU to claim the Horse spot, then trigger this card (but see below). You usually can use it best by keeping it in your hand, use 1 turn to set up the motions. But keep in mind, if your first activation is claiming horse then your opponent is free to just take swords, getting a free attack in. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Direwolf&#039;s Fervor:&#039;&#039;&#039; Honestly meh, just use it ASAP unless you really want those d3 autowounds&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Wolves only have 2 wounds, protect them well. Walder has easy targets on your wolves but he should only use his ability on the turns, his ability wouldn&#039;t trigger. Don&#039;t attack easy sources of auto-wounds: Rose Knights, Gregor. Honestly just hide them.&lt;br /&gt;
&lt;br /&gt;
In general, due to the change of wolves that they cost 1 VP, they suck tremendously. Not in the game terms, they are still worth those points, but on a fluff level. &lt;br /&gt;
The nerf didn&#039;t weaken wolves, but nowadays the best bet for wolves is to just keep them in the far back, maybe let them sit on a objective, and never move them anywhere close to the battlefield. Attacking with them should only be done if a unit is close to death, and even then this is a big risk for you.&lt;br /&gt;
&lt;br /&gt;
This change sucks, as they went to useful road bumps, to cheerleaders, and unlike infinity they don&#039;t wear miniskirts (look up caledonian volunteers).&lt;br /&gt;
&lt;br /&gt;
====List examples====&lt;br /&gt;
&lt;br /&gt;
The point of this is to explain list building a bit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
With this list I started with an idea: Make use of the Dervishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you usually won&#039;t use Motivated by Coin effictvely if you go for their role as flankers, I am convinced they have some hidden use in anvils. If you get charged early, you can then freely claim either money or swords ensuring you can always flee, and then charge in with their activation, fleeing again.&lt;br /&gt;
&lt;br /&gt;
First choices is always the commander: I went with Bryden.&lt;br /&gt;
He is a defensive Commander, he wants some good moral unit for himself, and does require you to maneveur competent in the field.&lt;br /&gt;
For the dervishes Set for Charge is a fun interaction, and Dervishes can benefit from some sustainability, of his other cards.&lt;br /&gt;
Bryden himself I put in them.&lt;br /&gt;
&lt;br /&gt;
Next step for me is often assigning blanket 11 points for NCU, as I often play with 3 NCU.&lt;br /&gt;
&lt;br /&gt;
Because this is a Dervish list, I really want to make Set for Charge happen I take another Dervish.&lt;br /&gt;
We now choose our other combat unit. As you are stark you want between 9-10 units.&lt;br /&gt;
I decided for 2 more units; 1 unit of Tully Sworn Shields as they are another anvil in your tully army, and playing bryden without tully is just sad.&lt;br /&gt;
&lt;br /&gt;
To get to 9 activation, I want 2 of the wolves attachement. I throw Bran into the 2nd Dervishes, and decide on Rickon as the second, as Robb can&#039;t fit. I like Rickon in the sworn brothers, as they allow some nice plays.&lt;br /&gt;
&lt;br /&gt;
For the NCU. I still have a point left, so I am quite free.&lt;br /&gt;
Rodrik fits well, as both dervishes can attavk multiple times, which his influence likes. Eddard helps heal my Dervishes back up, and I can decide to heal if I need to go back to a rank. Arya would help my slow Sworn shields and a 6 inch free maneuveur is just plain fun, I am going Sansa instead because I need Set for Charge in my life more.&lt;br /&gt;
&lt;br /&gt;
With my last point I get myself a Mormont Veteran to make the Baratheon feel inadaquate.&lt;br /&gt;
&lt;br /&gt;
So this should be the way to think about a list, think how your Commander can use his cards, get your prioritse done, and choose your NCU to complemante your army.&lt;br /&gt;
&lt;br /&gt;
There was always different choices, instead of the Sworn swords and veterans, Rickon could have gone into the Sworn Shields and we could have added bowmen to force more moral tests.&lt;br /&gt;
&lt;br /&gt;
Instead of Bran we could have thrown Robb unto the Dervishes for 7 + d6 retreats.&lt;br /&gt;
&lt;br /&gt;
My List:&lt;br /&gt;
&lt;br /&gt;
Faction: House Stark Commander: Brynden Tully – The Blackfish &lt;br /&gt;
&lt;br /&gt;
Combat Units: &lt;br /&gt;
&lt;br /&gt;
• Stormcrow Dervishes (7) with Brynden Tully – The Blackfish (0) &lt;br /&gt;
&lt;br /&gt;
• Stormcrow Dervishes (7) with Bran and Hodor – Protector and Ward (2) &lt;br /&gt;
&lt;br /&gt;
• Summer (0) &lt;br /&gt;
&lt;br /&gt;
• House Tully Sworn Shields (6) with Mormont Veteran (1) &lt;br /&gt;
&lt;br /&gt;
• Stark Sworn Swords (5) with Rickon Stark - Prince Of Winterfell (1) and Osha - Spearwife Guardian (0) &lt;br /&gt;
&lt;br /&gt;
• Shaggydog (0)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Eddard Stark – Warden of the North (4) &lt;br /&gt;
&lt;br /&gt;
• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
&lt;br /&gt;
• Sansa Stark - Little Bird (3)&lt;br /&gt;
&lt;br /&gt;
/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>2800:300:6321:8030:0:0:0:1</name></author>
	</entry>
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