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		<title>ASOIAF Miniature Game</title>
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		<summary type="html">&lt;p&gt;2800:300:6331:48A0:0:0:0:4: /* Neutral */&lt;/p&gt;
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&lt;div&gt;[[Image:1587414916979.png|thumb|400px|right]]&lt;br /&gt;
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&#039;&#039;&#039;ASOIAF Miniature Game&#039;&#039;&#039; is a new  rank and file [[wargame]] that&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
Also there is a TTS mod for it.&lt;br /&gt;
&lt;br /&gt;
== Setting and History ==&lt;br /&gt;
&lt;br /&gt;
Meh later i&#039;ll write condensed fluff&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
The problem for CMON is, that Asmodeeus does all the distribution and that shit doesn&#039;t work.&lt;br /&gt;
Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.&lt;br /&gt;
&lt;br /&gt;
At least [[Duncan Rhodes]] says it is one of his favorites games.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
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.&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dice/wounds.&lt;br /&gt;
There are also conditions and shit which are more complex, but you will figure it out with practice.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Now the unique part: You have two unique aspects - the tactics board and tactics deck.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
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&#039;d see for GW products.&lt;br /&gt;
&lt;br /&gt;
Then the [[Skub|Baratheon showed up]].&lt;br /&gt;
&lt;br /&gt;
== The Factions ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
There are currently 8 factions:&lt;br /&gt;
Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen, Neutrals and Greyjoys.&lt;br /&gt;
&lt;br /&gt;
The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.&lt;br /&gt;
Closest (in play style) to each other are the Starks and the Lannisters.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
But there are also unit who are quite similar: Lannister Knights and Tully Cavaliers (who cost 1 point more).&lt;br /&gt;
Both have the same statline, same primary ability but a different secondary ability.&lt;br /&gt;
&lt;br /&gt;
But we now come to the biggest difference: Tactics deck.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
I would generally say that you have three factors influencing your army playstyle:&lt;br /&gt;
*Your faction, which gives you your 7x2 generic tactics cards.&lt;br /&gt;
*Your commander, which grants you another 3x2 generic tactics card.&lt;br /&gt;
*Your subtheme, units from a certain theme play differently from other units.&lt;br /&gt;
&lt;br /&gt;
So while the Lannisters are generally very sneaky and controll-y, using only the Mountain&#039;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.&lt;br /&gt;
I&#039;ll ignore sub-themes for now and focus on the iconic playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Stark ===&lt;br /&gt;
&lt;br /&gt;
The simple but [[Lawful Stupid|honorful]] citizens of the cold north. These were one of two factions introduced in the two-player starter.&lt;br /&gt;
&lt;br /&gt;
As of now they are composed of the Houses Stark, Umber, Reed, Tully, and recently Karstarks and Mormonts added.&lt;br /&gt;
In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
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&#039;re not all about throwing yourself at the enemy. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Lannister ===&lt;br /&gt;
&lt;br /&gt;
Introduced in the first starter set, these are the defensive counterparts to the Starks.&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Your tactics focus on messing with the enemy, disabling their abilites, causing panic tests and non-direct dmg.&lt;br /&gt;
&lt;br /&gt;
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&#039;t then you&#039;re probably losing&lt;br /&gt;
&lt;br /&gt;
=== Night&#039;s Watch ===&lt;br /&gt;
&lt;br /&gt;
Elite army somehow. Mostly to be a foil to the Free Folk.&lt;br /&gt;
&lt;br /&gt;
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&#039;s Watch kills several Lannister soldiers before being killed during a battle, so the Night&#039;s Watch being elite honestly makes sense. &lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Elite army. You have solid unit and attachments. Generally less units, but they&#039;re not going anywhere. You are a tough army, with some inbuilt heals and versatility via tactics card.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Attrition heavy, stay in combat and your superior units will slowly win the fight.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Free Folk ===&lt;br /&gt;
&lt;br /&gt;
Uncivilized savages, or so the people south of the wall believe. &lt;br /&gt;
A confederacy of tribal societies with some monsters and war-beasts thrown in for flavor.&lt;br /&gt;
You&#039;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?&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Tactics card are mobility based and piling in.&lt;br /&gt;
&lt;br /&gt;
Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds with your Monsters. &lt;br /&gt;
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&#039;t win unless you&#039;re on the offensive and make the battle a mess only you can work with.&lt;br /&gt;
&lt;br /&gt;
=== Baratheon ===&lt;br /&gt;
&lt;br /&gt;
Divided into 2 sub-factions each with its own sub-themes: &#039;&#039;&#039;Stannis&#039;&#039;&#039; and &#039;&#039;&#039;Renly&#039;&#039;&#039;. There&#039;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&#039;t field anything loyal to the other. There is a bunch of common Baratheon units and characters that either can take, however.&lt;br /&gt;
&lt;br /&gt;
Stannis is known for being a pretty good field commander but he&#039;s also overly strict and, well, kind of a dick. He&#039;s also heavily involved with the cult of R&#039;hllor, a strange fire-loving religion from the far east of Essos. His sub-faction units are fanatical cultists of R&#039;hllor, and elite Kingsguard-style units due to his strong claim to being the true heir to the late King Robert. &lt;br /&gt;
&lt;br /&gt;
Renly, Stannis&#039;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.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
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&#039;re vulnerable to being shot or outflanked, especially if whatever is hitting them can ignore/nerf their beefy armor.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;if you hit us, we&#039;ll hit you back harder&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, Stannis&#039;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.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;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 &amp;quot;rose effect&amp;quot; (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. &lt;br /&gt;
&lt;br /&gt;
Their tactics cards are all about getting extra benefits from being in combat and such, and throwing out new attacks. The Stannis sub-faction&#039;s tactics tend to augment his units or nerf enemies (because he&#039;s a big jerk who nobody likes), and Renly tends to focus on healing his units (because he&#039;s the popular pretty-boy, and people want to fight for him).&lt;br /&gt;
&lt;br /&gt;
=== Targaryen ===&lt;br /&gt;
&lt;br /&gt;
Dothraki, Unsullied and Stormcrows, you can&#039;t say they don&#039;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.&lt;br /&gt;
Now with added Dragons, which of course, are terrifying.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Given the variety of themes you won&#039;t say you&#039;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&#039;t really have any glaring gaps in your arsenal.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
Neutrals can be recruited into all factions except Free Folk.&lt;br /&gt;
&lt;br /&gt;
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 elephanst which are gorgeous models.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Depending on your units and shit you have 1 of three main themes.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Golden Company come with Iron resolve in both their infantry units and have decent base morale, the Swordsmen anren&#039;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.&lt;br /&gt;
&lt;br /&gt;
While not belonging to any particular theme in this faction, we do have Hedge Knights, they aren&#039;t stellar profile wise but get better when holding the Bags and/or Swords spot, also the attachments they bring aren&#039;t bad at all for their cost so do give them a chance.&lt;br /&gt;
&lt;br /&gt;
=== Greyjoy ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
Currently no real subthemes, but the roster is pretty solid so far.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;t get too excited), letting you still pull ahead if you&#039;ve lost control of the tactics board.&lt;br /&gt;
&lt;br /&gt;
== What to buy==&lt;br /&gt;
&lt;br /&gt;
There are three point sizes: 30 for demo games, 40 for normal players, 50 if you want to kill an afternoon.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
So in total you have 4 units and 2 NCU, clocking in at about 30 points. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
I recommend buying both, 1 unit box and 1 heroes box of the faction you play or neutrals. For the unit, just don&#039;t buy any unit already in your starter unless you&#039;re FF.&lt;br /&gt;
&lt;br /&gt;
Neutrals are the big outliner here, they don&#039;t have a starter box, the tactics cards are in Neutral heroes 1.&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
The starters include anything you need: Rulebook, Tokens, Tactics card, tactics board and Terrain.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Some minor advices. Usually your list will have between 7 (low amount) - 8 (average) units. &lt;br /&gt;
There are two schools of thought, the american prefer 5 units and 2 NCU, while European play 4 units and 3 NCU.&lt;br /&gt;
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&#039;ll hurt the 2 NCU player more.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
While choosing your NCU if you have 3 I recommend taking 2 with a effect while claiming and a third effect if possible.&lt;br /&gt;
&lt;br /&gt;
Also having a replace effect as one of your NCU helps you take those zone which won&#039;t help you and still gain some value&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&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. In higher level plays you want to combo cards to one-shot units quickly.&lt;br /&gt;
&lt;br /&gt;
==Tactics pages==&lt;br /&gt;
Here&#039;s the tactics pages that we have so far:&lt;br /&gt;
&lt;br /&gt;
While I will give an overview of the tactics, this is just the info by a guy who is around the midlevel.&lt;br /&gt;
I have heard some more information by pros by I can&#039;t verify myself and therefore will not include that.&lt;br /&gt;
&lt;br /&gt;
Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.&lt;br /&gt;
&lt;br /&gt;
Not constantly updated, so we&#039;ll appreciate if you chip in every once in a while.&lt;br /&gt;
&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Stark|Stark]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Lannister|Lannister]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Night Watch|Night Watch]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Free Folk|Free Folk]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Baratheon|Baratheon]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Targaryen|Targaryen]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Neutral|Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Fanmade-Shit==&lt;br /&gt;
&lt;br /&gt;
Because we are /tg/ and we have all the time I&#039;ll add everything people created in the general&lt;br /&gt;
&lt;br /&gt;
[[Media:Harras .pdf|All the missing factions]] Way too much time and unformated: But it is nice to imagine how certain factions could be&lt;br /&gt;
&lt;br /&gt;
[[Media:Baratheon units.pdf|Stannis Fixed]]&lt;br /&gt;
&lt;br /&gt;
[[Media:Greyjoy.pdf|Greyjoy as Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2800:300:6331:48A0:0:0:0:4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Lannister&amp;diff=8364</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=8364"/>
		<updated>2022-07-25T15:26:57Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:48A0:0:0:0:4: /* Attachements */&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 debuffs&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 cannons in the game&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Morale 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 3 themes 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. The Clegane units, that get benefits by fighting dirty and are better at finishing off wounded units rather than going at it toe to toe. The Faith of the Seven troops have excellent morale and play around with it by generating tokens that give them either offensive or defensive buffs.&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaime Lannister:&#039;&#039;&#039; Defensive Attachement with Tactics cards centered around his unit, giving Panic test passes, better offensive power on his unit and dealing panic tests to the enemy, as an addition all his cards can be played at the start of a turn to draw another one, giving you some great flexibility. He is as flexible as they come and is great for smaller forces where most of the battle will happen close to him so you can use his cards rather than just ditching them.&lt;br /&gt;
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*&#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, Mountain&#039;s Men and Brigands to get the most out of them. Aggression to the extreme is his whole thing so you should position in a way that will allow you to throw throw when you pick an Influence Borad spot or put units with lots of keywords in combat to use Price of Failure to maximum effect.&lt;br /&gt;
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*&#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 in long range whenever his unit activates, Broken Resolve depends on the target being Weakened so it really benefits to bring Pycele along so you can keep him guessing. He&#039;s very utilitarian giving you offense, defense and activation passing in one neat package. For some easy synergy, bring along a unit of Red Cloaks so they get an adittional activation with &amp;quot;Issue Commands&amp;quot; so you can spam even more panic on your enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Tyrion Lannister:&#039;&#039;&#039; Very strong, his cards get better when you have the Letters spot on the Influence board and are focused on stumping your enemy&#039;s plan with better positioning and basically nerfing you opponent. He&#039;s easily one of the strongest commanders for the faction, he takes you control oriented game andn turns it up to eleven, this is the Commander you take when you want to have your opponent tear his hair out.&lt;br /&gt;
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*&#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;
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*&#039;&#039;&#039;High Sparrow:&#039;&#039;&#039; Since NCU commanders are a thing of the past, he now brings a +1 morale bubble and Incite to keep you units at top bracket efficiency, 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, since all his cards have the unit make a morale test). Very fun to use though the units he supports can only be purchased on their own so the army 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 or Assault Veteran to make them an even more frustratingly defensive unit. Though with 4 movement and a 6/5/3 attack profile they can hardly afford to go on the offensive and even if they do they&#039;ll dish out more wounds from Lannister Supremacy than their longswords. &lt;br /&gt;
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*&#039;&#039;&#039;Poor Fellows (4pt):&#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 6+ morale makes them much more resistant for their price than you might have initially thought, and their ability to easily regenerate wounds by spending faith tokens helps them recover. Much like Guardsmen they rely on their ability to do the majority of their damage though its not that much.  &lt;br /&gt;
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*&#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 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. Though now they get WAY better when fighting dirty, whenever you attack a unit with equal or less ranks they get +1 to hit and vicious, which will fuel their Prey on Fear ability, a unit that loves offensive attachements like The Mountain or Assault Veterans, maybe Mandon Moore to make them basically old school cavalry.  &lt;br /&gt;
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*&#039;&#039;&#039;Lannister Crossbowmen (6pt):&#039;&#039;&#039;  6/6/3 attacks with Long Range and Sundering is fantastic, even better when you factor in the short range re-rolls, however this also means they are normally target number one for any dudes on horseback, so keep them protected. 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. Honorable mention to Adam Marbrand attachement to get extra shots from this unit when your opponent attacks Jaime&#039;s unit.&lt;br /&gt;
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*&#039;&#039;&#039;Lannister Halberdiers (6pt):&#039;&#039;&#039; Another very defensive unit, their order Set For Charge lets them attack a charging unit with 7 Sundering attacks which can give you extra control of the board as no unit really want so be around them to eat that attack, and its even better now that it also works on the flank, give them a Sentinel Enforcer to force your enemies to charge this unit, or Jaime Attachement to give em re-rolls and stick Vulnerable on the enmy so this unit can easily become a lose-lose situation for your opponent.&lt;br /&gt;
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*&#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 attachements for full scorched earth, alternatively you can give them an assault veteran so they will sting back even harder when your enemy attacks them and triggers &amp;quot;Horrific Visage&amp;quot;&lt;br /&gt;
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*&#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, now that there are a variety of Cavalry attachements you can have them be even more powerful, giving you more sustain with Glory Seeker or have them sling panic checks with a Clegane Butcher.&lt;br /&gt;
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*&#039;&#039;&#039;Warrior&#039;s Sons (7pt):&#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 get Sundering and re-rolls give them good offensive output letting them kill units the Poor Fellows cannot. while blocking a hit +1 for each missing rank 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 wound regen, the High Sparrow also loves to be in them (sweet clergy bussy Mmmmmmm), lastly Marbrand Commander makes these a nightmare since with hardened on top of Iron resolve makes it so the enemy needs to pile bonuses or shut their abilities off if they want to actually hurt the unit.  &lt;br /&gt;
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*&#039;&#039;&#039;The Mountain That Rides (4pt):&#039;&#039;&#039; Your cheapest unit points cost but not price wise. A formerly Kickstarter exclusive model it now comes with the Lannister Heroes 3 box so you too can abuse this beast of a unit if you&#039;re not using him as a commander or Robert Strong.&lt;br /&gt;
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*&#039;&#039;&#039;Red Cloaks (6pt):&#039;&#039;&#039; Average profile for their cost, but their abilities are the cherry on top, while controlling the Crowns, you proc panic checks at long range whenever this unit makes an action, this can easily be pumped up in number by playing other spots on the Influence board, just take Joffrey and you can take the Swords or Horses to proc a panic check and attack/reposition them since the enemy WILL be gunning for them.&lt;br /&gt;
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*&#039;&#039;&#039;Lannisport City Watch (6pt):&#039;&#039;&#039; Another bully unit with a basic profile almost identical to Halberdiers, they auto-pass panic tests when the enemy has less ranks than they do, they have an order that can bump up their saves or get autohits when attacking. They are an offensive unit make no mistake, they have to drop the enemies ranks so they are weaker on the counter attack and hold them there by sidestepping panic damage, The Hound pairs swimingly with them by letting them have better offense on the charge and sustain to keep their ranks topped off.&lt;br /&gt;
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*&#039;&#039;&#039;House Clegane Brigands (7pt):&#039;&#039;&#039; Panic damage, cavalry edition, they are real flimsy with 5+ armor and 7+ morale, but throw a decent amount of vicious attacks and deal an extra wound if the enemy fails their panic test, pair very very well with the Clegane Butcher attachement since it gives them more damage and dull the counterattack. For a single additional point you can take bolton flayed men that are way more reliable with better morale, armor, and abilities (Intimidating presence and crit on the charge) its absurd really, wait for them to get buffed, until then, just get some Flayed Men.&lt;br /&gt;
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*&#039;&#039;&#039;Casterly Rock Honour Guard (9pt):&#039;&#039;&#039; If there ever was a no-nonesense death-star unit its this one, good defense, but their token interaction is incredible, they get altertative ways to use their tokens so they get flexibility too, you&#039;ll want the Hound, Champion of the Faith, Jaime, whatever generates tokens so they canmake use of their ability.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pycelle (4pt):&#039;&#039;&#039; Weakens an enemy whenever he activates, its hard to argue against him since he directly synergizes with practically everything in your army by selectively softening your enemys attacks.&lt;br /&gt;
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*&#039;&#039;&#039;Cersei (4pt):&#039;&#039;&#039; Drawing cards is great, drawing 2 cards, which are among the best in our base deck, even out of your discard pile, twice per game is pretty fucking good my guy. A hilarious tactic is to use Joffrey to take the Bags and efectively activates your whole tactics deck and allows Cersei to drawn both Hear me Roar and Subjugation of Power (arguably the best cards of the basic Lannister deck) no matter what spot she takes giving you a TON of value in just 2 activations. &lt;br /&gt;
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*&#039;&#039;&#039;Joffrey Baratheon (5pt):&#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 now doesnt even put a panicked on your units, even getting a solid +1 wound from panic on an enemy unit, he is worth every point and while maybe not an auto-include he is definetely one of the strongest NCUs we have.&lt;br /&gt;
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*&#039;&#039;&#039;Tywin Lannister (6pt):&#039;&#039;&#039; Completely screw over you enemies plan 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, he&#039;s really expensive so you NEED to have a solid plan before getting him.&lt;br /&gt;
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*&#039;&#039;&#039;Tyrion Lannister (5pt):&#039;&#039;&#039; The Trolliest of NCUs, bigger hand size and getting a counterplot whenever you deem necesary once per game will ensure you have the advantage in the tactics card game, if you don&#039;t really know what to take for NCU&#039;s Tyrion is rarely a bad choice.&lt;br /&gt;
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*&#039;&#039;&#039;The High Sparrow (4pt):&#039;&#039;&#039; Pick an enemy unit, now any panic damage it takes heals one of your units up to 3, since you&#039;re the panic faction, this old man gives you all the healing you&#039;ll ever need and it procs off your strongest offensive option, if you focus fire an enemy unit you could easily heal more than 6 wounds in a single turn, which for the uninformed, is quite a good deal.&lt;br /&gt;
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*&#039;&#039;&#039;Tommen Baratheon (4pt):&#039;&#039;&#039; He is an alternative to Cersei, giving you Fealty to the Crown and Bribery, not as good since these are defensive options, you dont want to stop the bleeding you want your enemy to bleed harder with proactive plays, but to be perfectly honest he is not a bad choice at all, drawing two cards off of one activation is strong as hell no matter what you&#039;re drawing especially considering he still gets to use the tactics zone he claimed.  &lt;br /&gt;
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*&#039;&#039;&#039;Kevan Lannister (5pt):&#039;&#039;&#039; He is the pale image of his older brother Tywin, once per game you get to do a whole lot of utility, which will help you stabilize a game or capitalize on a good position, he isnt as strong as Tywin but is much safer.&lt;br /&gt;
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*&#039;&#039;&#039;Qyburn (5pt):&#039;&#039;&#039; An alternative to Varys, his effects are more focused on screwing your opponets use of the tactics board rather than mirroring them for yourself, he is a solid and versatile control piece.&lt;br /&gt;
&lt;br /&gt;
====Attachements====&lt;br /&gt;
*&#039;&#039;&#039;Preston Greenfield (1 pts):&#039;&#039;&#039; Moving more is... meh?, unless he&#039;s in Red Cloaks he&#039;s not playing to your faction&#039;s strengths so keep that in mind.&lt;br /&gt;
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*&#039;&#039;&#039;Meryn Trant ( 1 pts):&#039;&#039;&#039; Applies condition tokens on an enemy when he attacks in melee, versatile so he can pretty much go anywhere, but Honour Guard make the most out of his ability.&lt;br /&gt;
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*&#039;&#039;&#039;Arys Oakheart (1 pts):&#039;&#039;&#039; Defensive Buff, simple though its effectiveness will depend on where you put him in, Bolton Blackguards? good, Halbediers? meh.&lt;br /&gt;
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*&#039;&#039;&#039;Boros Blount (1 pts):&#039;&#039;&#039; Hybrid Buff, getting autowounds for getting damaged isn&#039;t something you really wanna pay for since you want stuff that helps you win, not stop the bleeding, but he has his place in units that like existing on their last rank like Warrior&#039;s Sons. &lt;br /&gt;
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*&#039;&#039;&#039;Jaime Lannister - Kingsguard (2 pts):&#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 like a commander&#039;s unit.&lt;br /&gt;
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*&#039;&#039;&#039;Mandon Moore (1 pts):&#039;&#039;&#039; Offensive buff, great on Mountain&#039;s men.&lt;br /&gt;
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*&#039;&#039;&#039;Sandor Clegane (1 pts):&#039;&#039;&#039; Your enemy gets a Vulnerable token whe you charge him? he also gives wounds regen if your enemy takes a wound, and its more if they are missing ranks? and he makes your unit Clegane? he&#039;s pretty fucking great bud not gonna lie. If youre bringing Mhe Mountain Commander put him in something like Warrior&#039;s sons or Blackguards to pump their offensive output, if you have any other commander he goes better on Mountain&#039;s Men.&lt;br /&gt;
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*&#039;&#039;&#039;Jaime Lannister - The Young Lion (2 pts):&#039;&#039;&#039; More consistent attacks on your unit and better morale, Pyromancers love him, so do Halberdiers.&lt;br /&gt;
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*&#039;&#039;&#039;Tyrion Lannister (2 pts):&#039;&#039;&#039; Short range counterplot on a stick, have him run interference on the front line and he won&#039;t dissapoint.&lt;br /&gt;
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*&#039;&#039;&#039;Barristan Selmy (2 pts):&#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;
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*&#039;&#039;&#039;Gregor Clegane (3 pts):&#039;&#039;&#039; Guaranteed wounds, 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;
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*&#039;&#039;&#039;Gregor Clegane (Cav)(3pts):&#039;&#039;&#039; He&#039;s very strong since he&#039;s exactly the same as his infantry version, probably better on Flayed Men since those autowounds guarantee the enemy makes a panic test at -2 but Cavalry need to position well to do the most damage and Gregor takes the needed control for that.&lt;br /&gt;
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*&#039;&#039;&#039;Adam Marbrand (2 pts):&#039;&#039;&#039; Jaime&#039;s Vassal makes it so he is an autoinclude in every Jaime Commander List, or even good in lists where you bring Jaime&#039;s attachement versions, since it can be argued he can make a charge when Jaime Captive&#039;s unit is atatcke by one of your own (lol), probably better then on a unit with some bite to it like Mountain&#039;s Men.&lt;br /&gt;
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*&#039;&#039;&#039;Qyburn (1 pts):&#039;&#039;&#039; -1 to defense saves is no joke, but the +1 to hit, vicious and preventing weakened tokens from being used against the unit are very strong too, you need to know what you&#039;re doing with him, he&#039;ll make units like poor-fellows decent in combat while just making them marginally more fragile, or he&#039;ll make something like Lannisport City Watch way scarier to face.&lt;br /&gt;
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*&#039;&#039;&#039;Ser Robert Strong (3 pts):&#039;&#039;&#039;Hoo-wee, this one&#039;s a doozy for sure, Order:Resilience and 2 autowounds will make any unit he&#039;s in a death star by itself, Pyromancers become uncharacteristically hard to hurt, Warrior&#039;s sons become unstoppable, he&#039;s the defensive version of The Mountain and he won&#039;t dissapoint.&lt;br /&gt;
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*&#039;&#039;&#039;Clegane Butcher (2 pts):&#039;&#039;&#039; A cavalry attachement that gives out a weakened token when an engaged enemy fails a panic test, and makes an enemy in Long Range take a panic test themselves. He interferes with the counterattack againts your Knights and sets up a harder morale check for another unit for added damage, also very good on Flayed men.&lt;br /&gt;
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*&#039;&#039;&#039;Champion of the Faith (1 pts):&#039;&#039;&#039; Tests morale and put Vulnerable and Panicked on a success, he obviously goes very well on Warrior&#039;s Sons.&lt;br /&gt;
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*&#039;&#039;&#039;Guard Captain (1 pts):&#039;&#039;&#039; Hold the Line, aka fuck around and find out, this gives the unit a lot of consistent chip damage that goes around some of the msot common defensive abilites, Poor fellows make a good homw since they like the grinder.&lt;br /&gt;
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*&#039;&#039;&#039;Assault Veteran (1 pts):&#039;&#039;&#039; Intimidating Presence, aka worse panic tests for your opponet, pairs very well with Guardsmen to have a potential -4 to roll +4 wounds panic test for whoever is dumb enough to get into combat with them. &lt;br /&gt;
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*&#039;&#039;&#039;Sentinel Enforcer (1 pts):&#039;&#039;&#039; has Taunt to force an enemy to charge his unit (if they fail a morale test and are close enough) good if you want to divert certain enemy units into your anvils, halberdiers are probably the better choice, though Guardsmen are cheap enough to do the job too.&lt;br /&gt;
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*&#039;&#039;&#039;Turncoat (1 pts):&#039;&#039;&#039; He&#039;s another one of those &amp;quot;Attach to an enemy unit to screw them over&amp;quot; type of guy, you can kill this little guy to give the enemy unit a condition token of your choice and turn off their orders and friendly tactics cards for the turn (their natural abilities are still on though), he&#039;s pretty straightforward really, just drop him with an enemy unit that you want to screw over and go for it when the time is right.&lt;br /&gt;
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*&#039;&#039;&#039;Maimed Jaime (2 pts):&#039;&#039;&#039; You attach him to an enemy unit, wwhen you control the Crown the unit gets -1 to hit and if the unit is destroyed they grant an additional VP (they do get +1 morale though). Put him on an enemy unit that cant really afford to teake the heat (bad armor save) and panic tests (remember you only need to inflict a wound to trigger one, or you can drop some on them with the Crown) and he might be an easy extra VP.&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;
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Sample List:&lt;br /&gt;
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==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;
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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;
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But a perfect card, can stop the foes plan in its track&lt;br /&gt;
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*&#039;&#039;&#039;Hear me Roar!:&#039;&#039;&#039; apply a -1 to -3 debuff to morale when an enemy takes a morale test and deal them a wound on a failure (or +1 wound if it was a panic test), with how easy it is to trigger panic tests you will definetly find an opportunity to use it.&lt;br /&gt;
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*&#039;&#039;&#039;Fealty to the Crown:&#039;&#039;&#039; When you enemy fails a panic test you can heal one to three wound on a single unit in long range for each model they lost, if you have the crown you heal 1 more. 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;
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*&#039;&#039;&#039;Bribery:&#039;&#039;&#039;  Your enemy gets saddled with their lowest attack die value until they use the bags or pass a morale test on the selected unit, put it on something with a sharp drop or just their basic units to ahve them hit like sleepy kittens, ranged units are also a good target for this.&lt;br /&gt;
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*&#039;&#039;&#039;Intrigue and Subterfuge:&#039;&#039;&#039; Take away your opponets NCU&#039;s abilities and make a combat unit weakened if you have the Bags, 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 whole round.&lt;br /&gt;
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*&#039;&#039;&#039;Subjugation of Power:&#039;&#039;&#039; Not unlike Intrigue and Subterfuge, an enemy unit must pass a morale test or lose abilities and cannot be targeed by friendly tactics cards, if you have the Bag and/or Crown spot the morale test has a -2 for each. This can be very powerful since some units really need their abilities to shine, turning off an Ironborn Reavers unit&#039;s Sundering and Pillage benefits or R&#039;hllor Lightbringers Vicious and panic test spreading when they ahve to make a play can be HUGE.&lt;br /&gt;
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*&#039;&#039;&#039;A Lannister pays his debts:&#039;&#039;&#039; Put this on a friendly unit for the rest of the game, they get vicious and +1 to hit (latter effect only if you have the Crown) after one of you trays gets wiped. Quite a few units could use the buff and lets you set up bloody retribution for your enemy. &lt;br /&gt;
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*&#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;
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==Tactics==&lt;/div&gt;</summary>
		<author><name>2800:300:6331:48A0:0:0:0:4</name></author>
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