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		<title>ASOIAF Miniatures/Tactics/Night Watch</title>
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		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* 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 Night Watch==&lt;br /&gt;
&#039;&#039;&amp;quot;I know nothing&amp;quot;&#039;&#039;&lt;br /&gt;
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You are the wall, you will hold the line.&lt;br /&gt;
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Night Watch are a versatile and tough faction. You are the faction most likely to use combined arms, using both ranged, mobile, tough and hard hitting units in conjunction with each other.&lt;br /&gt;
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In general they are a tougher faction, due to your elite status.&lt;br /&gt;
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===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*Unique war machines&lt;br /&gt;
*Good Attachment&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*Good card draw, and wide range of applications&lt;br /&gt;
*Above average morale and morale abilities&lt;br /&gt;
*Healing&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Either cheap units or expensive units&lt;br /&gt;
*You don&#039;t really like neutrals&lt;br /&gt;
*Hard to make certain things work in a list &lt;br /&gt;
*Tactics card cover a big range of things, and you might get lost&lt;br /&gt;
*Some tactics card requires your enemy to do certain actions&lt;br /&gt;
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===Playstyle===&lt;br /&gt;
Night Watch are another attrition faction. You want to win small fights after each other and then move to the bigger game.&lt;br /&gt;
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Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
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You will fight on multiple lines, push through in 1 fight, to then round up the rest. You also excel on making use of combined arms.&lt;br /&gt;
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==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
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Wall troops are your Veterans, Sworn bros and conscripts. They mostly hold the line and use standard things to win. Good morale and offense (except conscripts) help you hold the line. Attachments help you hold the line even better.&lt;br /&gt;
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Rangers are mobile and fast. You have versatility due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. These are skirmishers rather than line troops so are meant to abuse their maneuverability to pick their engagements.&lt;br /&gt;
 &lt;br /&gt;
Builders are your defensive support group. You have builders crossbowmen, which are arguably the best ranged units in the game. The other side of the builders are your semi-static War machines. In summary you are slow, but far hitting, and have sundering on all.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Commander===&lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a strong and solid choice for a commander, and probably the first you&#039;ll pick up to play with. Jonny boy will add a bit of sustainability to your units, restoring 2 wounds to one each time his own unit makes an attack action. Jon will provide you with some strong tactics cards; playing well with the elite nature of the Watch, allowing you to keep units that should be dead still in the game with &amp;quot;it shall not end until my death&amp;quot;. My particular favorite &amp;quot;Stand united brothers!&amp;quot; stacks well with Jon&#039;s ability to give black brothers a healing factor. Overall, he&#039;s as I said, a strong commander that certainly won&#039;t let you down (or lose models) and truly embodies the spirit of the Night&#039;s Watch&#039;s niche of doing a lot with only a few units (because as you all know, size doesn&#039;t matter).&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; He doubles down on the Vow mechanic with two of his commander cards being attachable to your units, and also gives your units better morale around him (a couple of cards depend on morale tests too so yey). He focuses on defensive buffs and getting the cards you need, he&#039;s flexible if utterly boring, you&#039;ll either use him as this or not at all since his NCU version is really restrictive.&lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; My favorite commander. An absolute terror, all of his cards are dedicated to bullying weaker units, with &amp;quot;Pathetic attempt&amp;quot; hitting your enemy back with a potential 6 hits for being a little pillowfisted pansy, &amp;quot;Price of Failiure&amp;quot; making your units realize their full offensive potential and #Seeing their Flaws&amp;quot; basically forcing a unit to not fight your commander&#039;s. a good al rounder for when you need someone to keep the pressure and offense on your opponent.&lt;br /&gt;
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*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; The absolute tankiest of commanders, Order: Shieldwall will have him shrug off big attacks and Imporved Armaments will make your vets (the unit you&#039;ll put him in, no if or buts) have a similar offensive power as Sworn Brothers. Aboslute defense is his deal, lending your units enough resilience expose themselves on risky engagements to hit where they need to.&lt;br /&gt;
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*&#039;&#039;&#039;Othell Warwick:&#039;&#039;&#039; The Builder-centric Commander, empowering war machines and Crossbows better than the rest of your units, with a bit of terrain shenanigans to mess with your opponent. He gives re-rolls to warmachines attacking targets within long range of him, and with Hardened his unit gets harder to take down the more punishment its taken, and with his permanent upgrade cards your Crossbows and his unit will become absolutely terrifying.&lt;br /&gt;
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*&#039;&#039;&#039;Benjen Stark:&#039;&#039;&#039; The Ranger-centric Commander, he gives you a few tricks from the stark book of plays, with added maneuverability and reactive plays, his cards either depend or get addittional effects when a ranger unit is involved, so keep that in mind.&lt;br /&gt;
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====Units====&lt;br /&gt;
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*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; Remember I said this is the elite faction? Well, this kinda destroys my point. Conscripts are good, actually, I would say they are great for their price. While your morale suck, a Watch Recruiter negates the crown spot easily. Due to their healing, your frontline can survive longer than expected, just keep them away from the High damage units. They can hold 5 point units in place. You might want to go for more than 1 Conscript, but if you have 2 you won&#039;t really have enough points for attachment, which I usually enjoy using in Night Watch. Attachment-wise wise nothing seems worthwhile except Watch recuiters to keep them topped off and Othell in a Wramachines list.&lt;br /&gt;
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*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; Fun to use, and your best alpha strike unit. You want to attack with these units then retreat sideways, so he&#039;ll have to either face you and turn his back towards the rest of their army, or risk you shooting into his flank (remember to shift even more towards his side). Don&#039;t forget that you can just retreat normally, with 7 + d6 you can probably get out of range They are also not bad at dealing damage, so the enemy really has to choose to leave an opening somewhere. If you are stuck in battle, you are probably dead. If you survive 1 attack you can still run away easily, find the balance of using a quick attack and just running away. My recommendation is to retreat away as far as you can, if you have access to a free movement. This unit can function well without attachment but if you decide to add them, I recommend Watch Captain, to give you more maneuver or attack actions, Stormcrow Lieutenant for pure better damage, Daario Naharis for the same effect, and if you are feeling really lucky Brienne. Pypar is fun but kinda unneeded. &lt;br /&gt;
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*&#039;&#039;&#039;Ranger Trackers (7pt):&#039;&#039;&#039; On paper they are really cool. Giving out vulnerable token every turn is basically Jorah&#039;s entire life, but they can do it anytime and within long range. If they shoot, they are honestly not too shabby, when targeting flanks they can do serious damage. As cavalry you should always be able to run past the enemy, I recommend not taking a shot or even getting to short range until you are behind the enemy. Your melee is worse than your shooting, and close range is like the name implies, really close. Try targeting already activated units, who aren&#039;t a threat to your guys.&lt;br /&gt;
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*&#039;&#039;&#039;Ranger Vanguards (7pt):&#039;&#039;&#039; The melee mounted Rangers, with outflank and Ambush built in you&#039;re memant to harass enemy flanks to shove Panicked and Weakened Tokens down your enemy&#039;s throat, they are just as fragile though so the same advice stands, prioritize attacking enemies that have already activated.&lt;br /&gt;
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*&#039;&#039;&#039;Builder Crossbowmen (7pt):&#039;&#039;&#039; The best ranged unit in the game by most metrics. Sundering and their order is a great deterrant. Most players won&#039;t even try to attack you, which is both a curse and a blessing. If you do get charged, remember to shift further away. You might be inclined to put some attachment into it, but make sure you got their use down, if you don&#039;t know how to set up firing lanes, all the more damage won&#039;t help you. For attachment you want to increase their dmg output or give them some utility, Watch captains can double their damage output while Samwell gives you all the cards you want while in a pretty safe unit, Pypar might be a good idea, but he just means no one will ever attack them. &lt;br /&gt;
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*&#039;&#039;&#039;Builder Scorpion Crew (5pt):&#039;&#039;&#039; Your monster killer, semi immobile since it can&#039;t shift, retreat or charge,, and very fragile with 6 wounds and a 5+ armour save (2+ morale though), but htis thing will put the hurt on monsters like nothing else, this does 2 wounds to monters, warmachines and Cavalry when they don&#039;t bolck the hit and with vicious added in armies like Targs start to question their life decisions, its a simple tool, just point it at something tough like heavy cav or monsters and shoot away till they stop moving. With Othell commander they can spend a point to deal d3+1 wounds when they get charged giving you more insurance, or getting the Oerwatch order letting them double the amount of  attack actions each round.&lt;br /&gt;
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*&#039;&#039;&#039;Builder Stone Thrower (8pt):&#039;&#039;&#039; Where the Scorpion is meant to take down big threats, the stone thrower is for smaller and more numerous units, aka infantry trays, it cannot target Solo units and has infinite range and does not need Line of sight, if it hits it deals wounds equal to 1+ remaining ranks, menaning this thing can deal a potential 8 wounds in a single attack without aking into acount armour saves or anyhting, this thing makes Baratheons and Lannisters weep, and will make short work of most infantry centric lists regardless.&lt;br /&gt;
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*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; This is your bread and butter right here; with morale on par with Elite units, hitting on 3+ they are pretty high standard infantry. On top of this the can slap your enemy hard with -1 to defense rolls (Sundering). Their cost can be an issue, at whole two points above standard infantry of Starks or Lannisters (suck it up that&#039;s elite armies for yah) so oftentimes don&#039;t be surprised if you&#039;re surrounded. Other than that these guys are standard in movement meaning you aren&#039;t gonna be running any marathons here. Over all, an effective elite unit for troops, and play them right, these guys wont let you down.   &lt;br /&gt;
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*&#039;&#039;&#039;Veterans Of the Watch (7pt):&#039;&#039;&#039; Your anvil, with Disrupt and Counterstrike there are few units that want to get into melee with them, they make a great commander bunker being the defensive version of sworn brothers, attachements like Stormcrow lieutanents or Brienne make them terrifying.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Marshal (4pt):&#039;&#039;&#039; A cheap activation? yes please, oh it also boosts you attack die? that great man! Oh it ALO gives you a eactive shift action to better handle your already outnumberd units?Oh hell yeas gimme gimme gimme. A great support piece, anything that puts more power on your already rock solid units is always appreciated.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (4pt):&#039;&#039;&#039; Cheap, infinite, and supportive. While the Marshal is meant to stand behind your lines Coldhands is meant to harass the enemy&#039;s flanks without the same fear of getting geeked since he can impose a -1 to hit when he needs it (do consider dropping it on Vets to abuse their counterstrike ability), do mind that he still gives a VP each time he dies.&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
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*&#039;&#039;&#039;Craster (4pt):&#039;&#039;&#039; When he claims the Swords, Bags or Horses they have an enchanced effect, cheap and effective, if you don&#039;t know what to bring, Craster is a good jack of all trades.&lt;br /&gt;
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*&#039;&#039;&#039;Maester Aemon (4pt):&#039;&#039;&#039; The coolest Targ. Healing&#039;s his thing, he&#039;ll prolly run you on averae about 9-10 wounds healed across the game all by himself, simple stuff really, if you&#039;re expecting to get tharshed he&#039;ll save your units bacon and do whatever the zone he claimed does too.&lt;br /&gt;
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*&#039;&#039;&#039;Bowen Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Field him if you dislike the letter spot, else it is a bit of an overkill. Since you have one of the easiest to use decks of all of them and get to choose which or the two cards yo keep, he&#039;s another solid no brainer pick when you don&#039;t have a plan.&lt;br /&gt;
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*&#039;&#039;&#039;Qhorin Halfhand (6pt):&#039;&#039;&#039; One of my favorite NCU. He is of the only troops you have which can increase damage. Another 1 movement is not too shabby especially with Hunters and everyone who have an attached Watcher on the Wall. His other ability is quite strong but you will fuck yourself over with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna.&lt;br /&gt;
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*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Pretty restrictive, he replaces whatever zone he takes with his own effect, which means you don&#039;t get the usual benefit of a Zone-and NCU. What he does is either switch a vow from one unit to another or search your deck or discard pile for an attachable card and attach it, without the immediate effect mind you. He&#039;s a tough call, he&#039;ll kick you vow mechanic into high gear getting you the vows you need on whatever needs it, but he doen&#039;t do anything besides that.&lt;br /&gt;
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*&#039;&#039;&#039;Donnel Noye (5pt):&#039;&#039;&#039; A nice piece of kit not gonna lie, twice per game he lets you either attack with rerolls and denying weakened tokens or defend with +1 to rolls and denying vulnerable tokens, he follows the same theme of up for whatever comes that other NCUs have, I rarely use him as an NCU since I really like his commander version better.&lt;br /&gt;
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*&#039;&#039;&#039;Othell Yarwick (5pt):&#039;&#039;&#039; When he claims, he can opt out of the usual effect to instead throw 3 (+remaining ranks) dice at 3+ with either Vicious, Sundering or assigning a Weakened token to the defender depending on whether he claimed the Crowns, Bags or Swords respectively. He&#039;s one of the very very rare reliable sources of weakened tokens (the rarest in the current version of the game), and lets you kill shit faster, 10/10 I can&#039;t live without this old bastard manning my war-machines.&lt;br /&gt;
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*&#039;&#039;&#039;Samwell Tarly (5pt):&#039;&#039;&#039; Honestly, I love his design, he does the Increased hand size trick which is always good, but he brings along Gilly, you se Gilly is and NCU that can only be activated once, which means you get your regular NCU stuff and once per game you get to use Gilly to absolutely shaft your enemy for thinking that more NCUs was a bad thing.&lt;br /&gt;
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====Attachments====&lt;br /&gt;
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*&#039;&#039;&#039;Othell Yarwyck (1pt):&#039;&#039;&#039; Probably required if you play Stone Thrower, and if you play Scorpion this attachment pushes your damage output above Crossbows. As I will write below; a war machine list, wants him.  So you stick him in a cheap unit. Two schools of thoughts exist, either you go put him in a conscript unit, or throw into stormcrows mercenaries, both are 5 points. Unless you play against high volume of attacks and no weirdwood trees, I would say conscripts are better. But it is your choice.&lt;br /&gt;
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*&#039;&#039;&#039;Qhorin Halfhand (2pts):&#039;&#039;&#039; Way better as and NCU, To the last lets you save your bacon when you lose his unit, go down fighting isn&#039;t something you want to pair with it though, he&#039;s insurance rather than an investment, make of that what you will.&lt;br /&gt;
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*&#039;&#039;&#039;Grenn (1pts):&#039;&#039;&#039; Taunt for a point, nits like Veterans do want to be in the thick of it and to take the heat for other units, taunting a uni of raiders into charging them would be horrible for that cheese mongering Free-Folk player wouldn&#039;t it?&lt;br /&gt;
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*&#039;&#039;&#039;Pypar (1pts):&#039;&#039;&#039; Can go into Grenn&#039;s unit or on his own, gives Swift retreat, stacking defensive and control utility on the same unit is good, they let you take agency away from your opponent and get out before he wheels in the real hammer.&lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne (1pts):&#039;&#039;&#039; Iron Resolve and Stuborn Tenacity, morale insulation and a bit of bite to compliment it, he&#039;ll do great on you Brothers or Vets.&lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow (2pts):&#039;&#039;&#039; Autocharge and shout Vulnerable and Panicked at the enemy? this is the good stuff my brother, your unnits are top-rate badasses and all they want is to get into combat from half a mile away with someone who you previously in the same turn scared shitless of you, so yeah, take him, he won&#039;t dissapoint.&lt;br /&gt;
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*&#039;&#039;&#039;Benjen Stark (1pt):&#039;&#039;&#039;Sentinel and Ambush, he really feels like a stark doesn&#039;t he? he lets you get free charges and imporves them since the enemy will be front facing your unit already, he&#039;s even cheap so no excuse not to put him somewhere in your lists.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (Infantry) (1pt):&#039;&#039;&#039; Outflank and Pathfinder, Rangers like him, but so do Crossbows or Sworn brothers, lets you play the tricksy game.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (Cavalry) (1pt):&#039;&#039;&#039; Sentinel and Intimidating Presence, you cavalry is quick so they&#039;ll have a real easy time getting into a position to abuse Sentinel, Intimidating Presence to up you damage output won&#039;t hurt either.&lt;br /&gt;
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*&#039;&#039;&#039;Samwell Tarly (2pt):&#039;&#039;&#039; He does his Hand size increase while on the field too! and lets you discard 2 from your hand to seach your deck for whatever you want, he&#039;s good but you need to have a plan to make full use of him.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Recruiter (1pts):&#039;&#039;&#039; Order: Incite keeps you fighting at peak efficiency and adds vicious, while reinforcements gives you up to 2 wounds per round to keep your exxpensive units topped off easier, no reason to not put him into conscripts to have a unit dedicated to sustaining your battleline.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Captain (3pts):&#039;&#039;&#039; Absurdly powrful, Relentless lets you get in another (if limited) activation in your turn so he increases the number of things to do each round for a measly 3 pts, find a spot for him, a unit of Sworn Brothers with this guy is an absolutely solid that won&#039;t dissapoint you ever.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Marhsal (Cavalry) (1pt):&#039;&#039;&#039; Your fragile Ranger cavalry can escape so as to not get bogged down and lets you play around with tokens, both your own and you enemy&#039;s, a nice piece of kit.&lt;br /&gt;
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*&#039;&#039;&#039;Senior Builder (1pt):&#039;&#039;&#039; Better armour saves when holding the bags and once per game place a Stake terrain piece in front of you, he goes swimingly in Crossbows when you want them holding a position.&lt;br /&gt;
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*&#039;&#039;&#039;Hardened Ranger (1pt):&#039;&#039;&#039; Furious Charge and Elusive escape, por a meager point you get better charges and better retreats, whats not to love?&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
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Night Watch list usually field 2 * 7+ units. Having lots of activation is rarer.&lt;br /&gt;
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Usually, your list depends on your commander and objective. Within the Night Watch this is only true for a certain extend, some of the commander can be slotted into most list.&lt;br /&gt;
I would say your list is determent by which 2 units are your 7+ units&lt;br /&gt;
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In general you will have 7 activation in your army. Your best units all cost 7+ points, and you usually field more attachement then usual list.&lt;br /&gt;
I like 2 NCU, you have good abilities, need to claim a lot of spots and these are cheap.&lt;br /&gt;
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Your commanders are determined by which unit you want to field, pay attention to it&lt;br /&gt;
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Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
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Literally just the starter box&lt;br /&gt;
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==Tactics Deck==&lt;br /&gt;
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Night Watch have a unique feature with their vow ability. In many cases the vow ability have a better ability then the original. &lt;br /&gt;
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The Night Watch deck covers a wide range of features, most everything really. Most of your cards have some real easy conditions, get attacked, attack, take a morale test, kill something, something yours dies, so you&#039;ll rarely have your full hand for a turn.&lt;br /&gt;
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In use of your vows, put them on correctly, do keep in mind the long term benefit.&lt;br /&gt;
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Lastly as your vow are open information, keep a straight face, don&#039;t read you cards to obviously and don&#039;t telegraph you plan&lt;br /&gt;
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*&#039;&#039;&#039;Take the Black:&#039;&#039;&#039; After destroying an enemy restore 4 wounds to a single unit in short range and nick watever attachement it had (regardless of ususal Attachement restrictions), lets you keep your momentum by ehaling your units and  getting more effects on them.&lt;br /&gt;
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*&#039;&#039;&#039;The Sword in the Darkness:&#039;&#039;&#039; Quick and dirty, deals out a panicked and vulnerable token if you&#039;re attacking someone who hasn&#039;t activated. Gives the unit +1 attack die when you attach it. Offensive, simple, lets you press the advantage while doing what you SHOULD be doing.&lt;br /&gt;
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*&#039;&#039;&#039;And Now his Watch has ended:&#039;&#039;&#039; Attach to unit A at the start of a turn, when you lose unit B you get to move a card it had attached to unit A and unit A makes an atatck, maneuver or march action, lets you recycle and get some value out of your expensive units getting geeked.&lt;br /&gt;
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*&#039;&#039;&#039;The Watcher on the Wall:&#039;&#039;&#039; The one for your rangers and builders, after one of your units gets attacked, someone else gets to pivot, shift and attach to get +1 mobility and charge rerolls, lets you reposition and get the mobility to take the best engagements.&lt;br /&gt;
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*&#039;&#039;&#039;The Fire that burns against the Cold:&#039;&#039;&#039; Re-roll a morale test and attach to suffer wounds to remove tokens that you get. your units are expensive and while regeneration is one of your strong suits you should still use this sparingly, mostly when you KNOW you need that token off to accomplish whatever immediate goal you need.&lt;br /&gt;
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*&#039;&#039;&#039;The Light that Brings the Dawn:&#039;&#039;&#039; Play before rolling attack dice, re-roll any misses, and attach to attack with your highest attack die value if the enemy has more ranks. Keeps you operating at peak efficiency and gives you a little offensive boost this one&#039;s prolly a no brainer 90% of the time. &lt;br /&gt;
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*&#039;&#039;&#039;The Shield of the Realms of Men:&#039;&#039;&#039; Defensive, re-roll defense dice after rolling, attach to auto-block 1 hit each time you get attacked, always good for your frontline units, sworn brothers and vets are probably the best targets since they are already tough and will take lots of heat so they&#039;ll make the most use, you rangers and builders aren&#039;t really well armored so even with an aouto-block they won&#039;t last that much longer.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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==List Discussion==&lt;br /&gt;
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====Warmachine Heavy ====&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;
Might do later&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8433</id>
		<title>ASOIAF Miniatures/Tactics/Night Watch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8433"/>
		<updated>2022-01-01T23:27:50Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* Non-Combat Units */&lt;/p&gt;
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&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
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==Why Play Night Watch==&lt;br /&gt;
&#039;&#039;&amp;quot;I know nothing&amp;quot;&#039;&#039;&lt;br /&gt;
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You are the wall, you will hold the line.&lt;br /&gt;
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Night Watch are a versatile and tough faction. You are the faction most likely to use combined arms, using both ranged, mobile, tough and hard hitting units in conjunction with each other.&lt;br /&gt;
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In general they are a tougher faction, due to your elite status.&lt;br /&gt;
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===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*Unique war machines&lt;br /&gt;
*Good Attachment&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*Good card draw, and wide range of applications&lt;br /&gt;
*Above average morale and morale abilities&lt;br /&gt;
*Healing&lt;br /&gt;
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===Cons===&lt;br /&gt;
*Either cheap units or expensive units&lt;br /&gt;
*You don&#039;t really like neutrals&lt;br /&gt;
*Hard to make certain things work in a list &lt;br /&gt;
*Tactics card cover a big range of things, and you might get lost&lt;br /&gt;
*Some tactics card requires your enemy to do certain actions&lt;br /&gt;
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===Playstyle===&lt;br /&gt;
Night Watch are another attrition faction. You want to win small fights after each other and then move to the bigger game.&lt;br /&gt;
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Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
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You will fight on multiple lines, push through in 1 fight, to then round up the rest. You also excel on making use of combined arms.&lt;br /&gt;
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==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
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Wall troops are your Veterans, Sworn bros and conscripts. They mostly hold the line and use standard things to win. Good morale and offense (except conscripts) help you hold the line. Attachments help you hold the line even better.&lt;br /&gt;
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Rangers are mobile and fast. You have versatility due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. These are skirmishers rather than line troops so are meant to abuse their maneuverability to pick their engagements.&lt;br /&gt;
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Builders are your defensive support group. You have builders crossbowmen, which are arguably the best ranged units in the game. The other side of the builders are your semi-static War machines. In summary you are slow, but far hitting, and have sundering on all.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Commander===&lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a strong and solid choice for a commander, and probably the first you&#039;ll pick up to play with. Jonny boy will add a bit of sustainability to your units, gifting you with an order to restore wounds upon passed the morale test (Not to mention the addition of one particularly fluffy boi). His ability fits the easiest in Veterans but Sworn brothers won&#039;t say no to more sustain. To the other choices, I would say no to, as he both want to be close to trigger it shall not and make use of ghost, and because of his melee focus. Jon will provide you with some strong tactics cards; playing well with the elite nature of the Watch, allowing you to keep units that should be dead still in the game with &amp;quot;it shall not end until my death&amp;quot;. My particular favorite &amp;quot;Stand united brothers!&amp;quot; stacks well with Jon&#039;s order to give black brothers a healing factor, when a unit passes a morale check within Long range they can gain D3 + 1 (average of 3 wounds), and if that&#039;s Jonny boy&#039;s unit they auto-gain 3 wounds which stacked with his order and perhaps Ameon this can make them unstoppable revenants. Finally, Jon&#039;s last card is the most adaptable use; &amp;quot;For the Watch!&amp;quot; allows you to pick one of the following abilities (two if this unit has got the main man himself) to have for the rest of the turn: +2 movement, +1 to hit in melee, and last and certainly not least restore 2 wounds and remove one token (Catelyn crying she lost part of her ability). Overall, he&#039;s as I said, a strong commander that certainly won&#039;t let you down (or lose models) and truly embodies the spirit of the Night&#039;s Watch&#039;s niche of doing a lot with only a few units (because as you all know, size doesn&#039;t matter).&lt;br /&gt;
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*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; My favorite commander. He himself has 2 actually useful abilities, one is an attack buff, which always works, the other is insurance. He has two situational cards, and 1 always useful and quite strong. &amp;quot;Pathetic Attempt&amp;quot; is nice in a mission where you have to have more rank to contest, a failure to finish a rank can immediately cost the enemy 1 rank at a minimum. But don&#039;t save it, sometimes not losing rank can be quite hard, especially if you are only on 1 rank in a rank. &amp;quot;Seeing their flaw&amp;quot;, you really don&#039;t need to keep from round to round. The secondary effect, I wouldn&#039;t use unless you are playing the secret obj cards. &amp;quot;Ruthless Approach&amp;quot; is powerful, and this card will determine your NCU turn. Letters are always useful, Horses can cripple their plans, Money can set up 1HKO, Swords can hurt certain units (all solos), and lastly, crown is meh. Three attractive unit choice to ferry him around. Veterans are prime candidates for Pathetic attempts, especially if you use Donal. Ranger Hunters, in theory, won&#039;t be able to use Pathetic attempt well, but due to the nature of their attack, your second archery shot usually benefits from prey on the weak. A good choice and they make better use of his morale ability. My favorite unit is the crossbows though. Usually, they have horrible morale, Alliser fixes that easily. His prey on the weak, he can usually work, by shooting an already fighting unit in their flank. If you use the crossbow aggressive (using horse or march to use forward, then use attack zone or their activation to shoot) you can even use your benefit from their stand and fire: 7 sundering attacks on 3+, followed by another 7 sundering attacks on 2+, should easily cripple an attacker. Last advice, morale pass is an order, don&#039;t rely on it to save you against 2 cutthroats&lt;br /&gt;
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*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Othell Warwick:&#039;&#039;&#039; The most aggressive choice. You gain three tactics, and around these cards, you should build your game. Add to that fact, that he is an NCU Commander and you are in great shape. Your game is built around dealing the maximum dmg every turn, your cards are flexible attack cards any of the three would be useful to use, but mind that you have an abundance of sundering and sworn brothers have critical blow inbuilt, which can make Precision Enhancement feel wasted, but pseudo precision works great with the critical blow, so Grenn finds a use. Mind that all of his cards also work for ranged, Warmachine though I would discourage. He works well with Veterans, Crossbows, and Hunters, sworn brothers are not that useful for him. If you attack ensure the enemy has no weakened token, if you can choose the engagement, don&#039;t attack more than you have his cards on hand. I recommend NCU Bowen, Qhorin, and him.&lt;br /&gt;
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====Units====&lt;br /&gt;
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*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; Remember I said this is the elite faction? Well, this kinda destroys my point. Conscripts are good, actually, I would say they are great for their price. While your morale suck, a Watch Recruiter negates the crown spot easily. Due to their healing, your frontline can survive longer than expected, just keep them away from the High damage units. They can hold 5 point units in place. You might want to go for more than 1 Conscript, but if you have 2 you won&#039;t really have enough points for attachment, which I usually enjoy using in Night Watch. Attachment-wise wise nothing seems worthwhile except Watch recuiters to keep them topped off and Othell in a Wramachines list.&lt;br /&gt;
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*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; Fun to use, and your best alpha strike unit. You want to attack with these units then retreat sideways, so he&#039;ll have to either face you and turn his back towards the rest of their army, or risk you shooting into his flank (remember to shift even more towards his side). Don&#039;t forget that you can just retreat normally, with 7 + d6 you can probably get out of range They are also not bad at dealing damage, so the enemy really has to choose to leave an opening somewhere. If you are stuck in battle, you are probably dead. If you survive 1 attack you can still run away easily, find the balance of using a quick attack and just running away. My recommendation is to retreat away as far as you can, if you have access to a free movement. This unit can function well without attachment but if you decide to add them, I recommend Watch Captain, to give you more maneuver or attack actions, Stormcrow Lieutenant for pure better damage, Daario Naharis for the same effect, and if you are feeling really lucky Brienne. Pypar is fun but kinda unneeded. &lt;br /&gt;
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*&#039;&#039;&#039;Ranger Trackers (7pt):&#039;&#039;&#039; On paper they are really cool. Giving out vulnerable token every turn is basically Jorah&#039;s entire life, but they can do it anytime and within long range. If they shoot, they are honestly not too shabby, when targeting flanks they can do serious damage. As cavalry you should always be able to run past the enemy, I recommend not taking a shot or even getting to short range until you are behind the enemy. Your melee is worse than your shooting, and close range is like the name implies, really close. Try targeting already activated units, who aren&#039;t a threat to your guys.&lt;br /&gt;
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*&#039;&#039;&#039;Ranger Vanguards (7pt):&#039;&#039;&#039; The melee mounted Rangers, with outflank and Ambush built in you&#039;re memant to harass enemy flanks to shove Panicked and Weakened Tokens down your enemy&#039;s throat, they are just as fragile though so the same advice stands, prioritize attacking enemies that have already activated.&lt;br /&gt;
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*&#039;&#039;&#039;Builder Crossbowmen (7pt):&#039;&#039;&#039; The best ranged unit in the game by most metrics. Sundering and their order is a great deterrant. Most players won&#039;t even try to attack you, which is both a curse and a blessing. If you do get charged, remember to shift further away. You might be inclined to put some attachment into it, but make sure you got their use down, if you don&#039;t know how to set up firing lanes, all the more damage won&#039;t help you. For attachment you want to increase their dmg output or give them some utility, Watch captains can double their damage output while Samwell gives you all the cards you want while in a pretty safe unit, Pypar might be a good idea, but he just means no one will ever attack them. &lt;br /&gt;
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*&#039;&#039;&#039;Builder Scorpion Crew (5pt):&#039;&#039;&#039; Your monster killer, semi immobile since it can&#039;t shift, retreat or charge,, and very fragile with 6 wounds and a 5+ armour save (2+ morale though), but htis thing will put the hurt on monsters like nothing else, this does 2 wounds to monters, warmachines and Cavalry when they don&#039;t bolck the hit and with vicious added in armies like Targs start to question their life decisions, its a simple tool, just point it at something tough like heavy cav or monsters and shoot away till they stop moving. With Othell commander they can spend a point to deal d3+1 wounds when they get charged giving you more insurance, or getting the Oerwatch order letting them double the amount of  attack actions each round.&lt;br /&gt;
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*&#039;&#039;&#039;Builder Stone Thrower (8pt):&#039;&#039;&#039; Where the Scorpion is meant to take down big threats, the stone thrower is for smaller and more numerous units, aka infantry trays, it cannot target Solo units and has infinite range and does not need Line of sight, if it hits it deals wounds equal to 1+ remaining ranks, menaning this thing can deal a potential 8 wounds in a single attack without aking into acount armour saves or anyhting, this thing makes Baratheons and Lannisters weep, and will make short work of most infantry centric lists regardless.&lt;br /&gt;
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*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; This is your bread and butter right here; with morale on par with Elite units, hitting on 3+ they are pretty high standard infantry. On top of this the can slap your enemy hard with -1 to defense rolls (Sundering). Their cost can be an issue, at whole two points above standard infantry of Starks or Lannisters (suck it up that&#039;s elite armies for yah) so oftentimes don&#039;t be surprised if you&#039;re surrounded. Other than that these guys are standard in movement meaning you aren&#039;t gonna be running any marathons here. Over all, an effective elite unit for troops, and play them right, these guys wont let you down.   &lt;br /&gt;
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*&#039;&#039;&#039;Veterans Of the Watch (7pt):&#039;&#039;&#039; Your anvil, with Disrupt and Counterstrike there are few units that want to get into melee with them, they make a great commander bunker being the defensive version of sworn brothers, attachements like Stormcrow lieutanents or Brienne make them terrifying.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Marshal (4pt):&#039;&#039;&#039; A cheap activation? yes please, oh it also boosts you attack die? that great man! Oh it ALO gives you a eactive shift action to better handle your already outnumberd units?Oh hell yeas gimme gimme gimme. A great support piece, anything that puts more power on your already rock solid units is always appreciated.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (4pt):&#039;&#039;&#039; Cheap, infinite, and supportive. While the Marshal is meant to stand behind your lines Coldhands is meant to harass the enemy&#039;s flanks without the same fear of getting geeked since he can impose a -1 to hit when he needs it (do consider dropping it on Vets to abuse their counterstrike ability), do mind that he still gives a VP each time he dies.&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
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*&#039;&#039;&#039;Craster (4pt):&#039;&#039;&#039; When he claims the Swords, Bags or Horses they have an enchanced effect, cheap and effective, if you don&#039;t know what to bring, Craster is a good jack of all trades.&lt;br /&gt;
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*&#039;&#039;&#039;Maester Aemon (4pt):&#039;&#039;&#039; The coolest Targ. Healing&#039;s his thing, he&#039;ll prolly run you on averae about 9-10 wounds healed across the game all by himself, simple stuff really, if you&#039;re expecting to get tharshed he&#039;ll save your units bacon and do whatever the zone he claimed does too.&lt;br /&gt;
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*&#039;&#039;&#039;Bowen Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Field him if you dislike the letter spot, else it is a bit of an overkill. Since you have one of the easiest to use decks of all of them and get to choose which or the two cards yo keep, he&#039;s another solid no brainer pick when you don&#039;t have a plan.&lt;br /&gt;
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*&#039;&#039;&#039;Qhorin Halfhand (6pt):&#039;&#039;&#039; One of my favorite NCU. He is of the only troops you have which can increase damage. Another 1 movement is not too shabby especially with Hunters and everyone who have an attached Watcher on the Wall. His other ability is quite strong but you will fuck yourself over with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna.&lt;br /&gt;
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*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Pretty restrictive, he replaces whatever zone he takes with his own effect, which means you don&#039;t get the usual benefit of a Zone-and NCU. What he does is either switch a vow from one unit to another or search your deck or discard pile for an attachable card and attach it, without the immediate effect mind you. He&#039;s a tough call, he&#039;ll kick you vow mechanic into high gear getting you the vows you need on whatever needs it, but he doen&#039;t do anything besides that.&lt;br /&gt;
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*&#039;&#039;&#039;Donnel Noye (5pt):&#039;&#039;&#039; A nice piece of kit not gonna lie, twice per game he lets you either attack with rerolls and denying weakened tokens or defend with +1 to rolls and denying vulnerable tokens, he follows the same theme of up for whatever comes that other NCUs have, I rarely use him as an NCU since I really like his commander version better.&lt;br /&gt;
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*&#039;&#039;&#039;Othell Yarwick (5pt):&#039;&#039;&#039; When he claims, he can opt out of the usual effect to instead throw 3 (+remaining ranks) dice at 3+ with either Vicious, Sundering or assigning a Weakened token to the defender depending on whether he claimed the Crowns, Bags or Swords respectively. He&#039;s one of the very very rare reliable sources of weakened tokens (the rarest in the current version of the game), and lets you kill shit faster, 10/10 I can&#039;t live without this old bastard manning my war-machines.&lt;br /&gt;
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*&#039;&#039;&#039;Samwell Tarly (5pt):&#039;&#039;&#039; Honestly, I love his design, he does the Increased hand size trick which is always good, but he brings along Gilly, you se Gilly is and NCU that can only be activated once, which means you get your regular NCU stuff and once per game you get to use Gilly to absolutely shaft your enemy for thinking that more NCUs was a bad thing.&lt;br /&gt;
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====Attachments====&lt;br /&gt;
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*&#039;&#039;&#039;Othell Yarwyck (1pt):&#039;&#039;&#039; Probably required if you play Stone Thrower, and if you play Scorpion this attachment pushes your damage output above Crossbows. As I will write below; a war machine list, wants him.  So you stick him in a cheap unit. Two schools of thoughts exist, either you go put him in a conscript unit, or throw into stormcrows mercenaries, both are 5 points. Unless you play against high volume of attacks and no weirdwood trees, I would say conscripts are better. But it is your choice.&lt;br /&gt;
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*&#039;&#039;&#039;Qhorin Halfhand (2pts):&#039;&#039;&#039; Way better as and NCU, To the last lets you save your bacon when you lose his unit, go down fighting isn&#039;t something you want to pair with it though, he&#039;s insurance rather than an investment, make of that what you will.&lt;br /&gt;
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*&#039;&#039;&#039;Grenn (1pts):&#039;&#039;&#039; Taunt for a point, nits like Veterans do want to be in the thick of it and to take the heat for other units, taunting a uni of raiders into charging them would be horrible for that cheese mongering Free-Folk player wouldn&#039;t it?&lt;br /&gt;
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*&#039;&#039;&#039;Pypar (1pts):&#039;&#039;&#039; Can go into Grenn&#039;s unit or on his own, gives Swift retreat, stacking defensive and control utility on the same unit is good, they let you take agency away from your opponent and get out before he wheels in the real hammer.&lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne (1pts):&#039;&#039;&#039; Iron Resolve and Stuborn Tenacity, morale insulation and a bit of bite to compliment it, he&#039;ll do great on you Brothers or Vets.&lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow (2pts):&#039;&#039;&#039; Autocharge and shout Vulnerable and Panicked at the enemy? this is the good stuff my brother, your unnits are top-rate badasses and all they want is to get into combat from half a mile away with someone who you previously in the same turn scared shitless of you, so yeah, take him, he won&#039;t dissapoint.&lt;br /&gt;
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*&#039;&#039;&#039;Benjen Stark (1pt):&#039;&#039;&#039;Sentinel and Ambush, he really feels like a stark doesn&#039;t he? he lets you get free charges and imporves them since the enemy will be front facing your unit already, he&#039;s even cheap so no excuse not to put him somewhere in your lists.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (Infantry) (1pt):&#039;&#039;&#039; Outflank and Pathfinder, Rangers like him, but so do Crossbows or Sworn brothers, lets you play the tricksy game.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (Cavalry) (1pt):&#039;&#039;&#039; Sentinel and Intimidating Presence, you cavalry is quick so they&#039;ll have a real easy time getting into a position to abuse Sentinel, Intimidating Presence to up you damage output won&#039;t hurt either.&lt;br /&gt;
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*&#039;&#039;&#039;Samwell Tarly (2pt):&#039;&#039;&#039; He does his Hand size increase while on the field too! and lets you discard 2 from your hand to seach your deck for whatever you want, he&#039;s good but you need to have a plan to make full use of him.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Recruiter (1pts):&#039;&#039;&#039; Order: Incite keeps you fighting at peak efficiency and adds vicious, while reinforcements gives you up to 2 wounds per round to keep your exxpensive units topped off easier, no reason to not put him into conscripts to have a unit dedicated to sustaining your battleline.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Captain (3pts):&#039;&#039;&#039; Absurdly powrful, Relentless lets you get in another (if limited) activation in your turn so he increases the number of things to do each round for a measly 3 pts, find a spot for him, a unit of Sworn Brothers with this guy is an absolutely solid that won&#039;t dissapoint you ever.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Marhsal (Cavalry) (1pt):&#039;&#039;&#039; Your fragile Ranger cavalry can escape so as to not get bogged down and lets you play around with tokens, both your own and you enemy&#039;s, a nice piece of kit.&lt;br /&gt;
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*&#039;&#039;&#039;Senior Builder (1pt):&#039;&#039;&#039; Better armour saves when holding the bags and once per game place a Stake terrain piece in front of you, he goes swimingly in Crossbows when you want them holding a position.&lt;br /&gt;
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*&#039;&#039;&#039;Hardened Ranger (1pt):&#039;&#039;&#039; Furious Charge and Elusive escape, por a meager point you get better charges and better retreats, whats not to love?&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
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Night Watch list usually field 2 * 7+ units. Having lots of activation is rarer.&lt;br /&gt;
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Usually, your list depends on your commander and objective. Within the Night Watch this is only true for a certain extend, some of the commander can be slotted into most list.&lt;br /&gt;
I would say your list is determent by which 2 units are your 7+ units&lt;br /&gt;
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In general you will have 7 activation in your army. Your best units all cost 7+ points, and you usually field more attachement then usual list.&lt;br /&gt;
I like 2 NCU, you have good abilities, need to claim a lot of spots and these are cheap.&lt;br /&gt;
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Your commanders are determined by which unit you want to field, pay attention to it&lt;br /&gt;
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Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
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Literally just the starter box&lt;br /&gt;
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==Tactics Deck==&lt;br /&gt;
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Night Watch have a unique feature with their vow ability. In many cases the vow ability have a better ability then the original. &lt;br /&gt;
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The Night Watch deck covers a wide range of features, most everything really. Most of your cards have some real easy conditions, get attacked, attack, take a morale test, kill something, something yours dies, so you&#039;ll rarely have your full hand for a turn.&lt;br /&gt;
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In use of your vows, put them on correctly, do keep in mind the long term benefit.&lt;br /&gt;
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Lastly as your vow are open information, keep a straight face, don&#039;t read you cards to obviously and don&#039;t telegraph you plan&lt;br /&gt;
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*&#039;&#039;&#039;Take the Black:&#039;&#039;&#039; After destroying an enemy restore 4 wounds to a single unit in short range and nick watever attachement it had (regardless of ususal Attachement restrictions), lets you keep your momentum by ehaling your units and  getting more effects on them.&lt;br /&gt;
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*&#039;&#039;&#039;The Sword in the Darkness:&#039;&#039;&#039; Quick and dirty, deals out a panicked and vulnerable token if you&#039;re attacking someone who hasn&#039;t activated. Gives the unit +1 attack die when you attach it. Offensive, simple, lets you press the advantage while doing what you SHOULD be doing.&lt;br /&gt;
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*&#039;&#039;&#039;And Now his Watch has ended:&#039;&#039;&#039; Attach to unit A at the start of a turn, when you lose unit B you get to move a card it had attached to unit A and unit A makes an atatck, maneuver or march action, lets you recycle and get some value out of your expensive units getting geeked.&lt;br /&gt;
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*&#039;&#039;&#039;The Watcher on the Wall:&#039;&#039;&#039; The one for your rangers and builders, after one of your units gets attacked, someone else gets to pivot, shift and attach to get +1 mobility and charge rerolls, lets you reposition and get the mobility to take the best engagements.&lt;br /&gt;
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*&#039;&#039;&#039;The Fire that burns against the Cold:&#039;&#039;&#039; Re-roll a morale test and attach to suffer wounds to remove tokens that you get. your units are expensive and while regeneration is one of your strong suits you should still use this sparingly, mostly when you KNOW you need that token off to accomplish whatever immediate goal you need.&lt;br /&gt;
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*&#039;&#039;&#039;The Light that Brings the Dawn:&#039;&#039;&#039; Play before rolling attack dice, re-roll any misses, and attach to attack with your highest attack die value if the enemy has more ranks. Keeps you operating at peak efficiency and gives you a little offensive boost this one&#039;s prolly a no brainer 90% of the time. &lt;br /&gt;
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*&#039;&#039;&#039;The Shield of the Realms of Men:&#039;&#039;&#039; Defensive, re-roll defense dice after rolling, attach to auto-block 1 hit each time you get attacked, always good for your frontline units, sworn brothers and vets are probably the best targets since they are already tough and will take lots of heat so they&#039;ll make the most use, you rangers and builders aren&#039;t really well armored so even with an aouto-block they won&#039;t last that much longer.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List Discussion==&lt;br /&gt;
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====Warmachine Heavy ====&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;
Might do later&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8432</id>
		<title>ASOIAF Miniatures/Tactics/Night Watch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8432"/>
		<updated>2022-01-01T23:23:07Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* Units */&lt;/p&gt;
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&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
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==Why Play Night Watch==&lt;br /&gt;
&#039;&#039;&amp;quot;I know nothing&amp;quot;&#039;&#039;&lt;br /&gt;
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You are the wall, you will hold the line.&lt;br /&gt;
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Night Watch are a versatile and tough faction. You are the faction most likely to use combined arms, using both ranged, mobile, tough and hard hitting units in conjunction with each other.&lt;br /&gt;
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In general they are a tougher faction, due to your elite status.&lt;br /&gt;
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===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*Unique war machines&lt;br /&gt;
*Good Attachment&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*Good card draw, and wide range of applications&lt;br /&gt;
*Above average morale and morale abilities&lt;br /&gt;
*Healing&lt;br /&gt;
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===Cons===&lt;br /&gt;
*Either cheap units or expensive units&lt;br /&gt;
*You don&#039;t really like neutrals&lt;br /&gt;
*Hard to make certain things work in a list &lt;br /&gt;
*Tactics card cover a big range of things, and you might get lost&lt;br /&gt;
*Some tactics card requires your enemy to do certain actions&lt;br /&gt;
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===Playstyle===&lt;br /&gt;
Night Watch are another attrition faction. You want to win small fights after each other and then move to the bigger game.&lt;br /&gt;
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Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
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You will fight on multiple lines, push through in 1 fight, to then round up the rest. You also excel on making use of combined arms.&lt;br /&gt;
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==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
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Wall troops are your Veterans, Sworn bros and conscripts. They mostly hold the line and use standard things to win. Good morale and offense (except conscripts) help you hold the line. Attachments help you hold the line even better.&lt;br /&gt;
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Rangers are mobile and fast. You have versatility due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. These are skirmishers rather than line troops so are meant to abuse their maneuverability to pick their engagements.&lt;br /&gt;
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Builders are your defensive support group. You have builders crossbowmen, which are arguably the best ranged units in the game. The other side of the builders are your semi-static War machines. In summary you are slow, but far hitting, and have sundering on all.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Commander===&lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a strong and solid choice for a commander, and probably the first you&#039;ll pick up to play with. Jonny boy will add a bit of sustainability to your units, gifting you with an order to restore wounds upon passed the morale test (Not to mention the addition of one particularly fluffy boi). His ability fits the easiest in Veterans but Sworn brothers won&#039;t say no to more sustain. To the other choices, I would say no to, as he both want to be close to trigger it shall not and make use of ghost, and because of his melee focus. Jon will provide you with some strong tactics cards; playing well with the elite nature of the Watch, allowing you to keep units that should be dead still in the game with &amp;quot;it shall not end until my death&amp;quot;. My particular favorite &amp;quot;Stand united brothers!&amp;quot; stacks well with Jon&#039;s order to give black brothers a healing factor, when a unit passes a morale check within Long range they can gain D3 + 1 (average of 3 wounds), and if that&#039;s Jonny boy&#039;s unit they auto-gain 3 wounds which stacked with his order and perhaps Ameon this can make them unstoppable revenants. Finally, Jon&#039;s last card is the most adaptable use; &amp;quot;For the Watch!&amp;quot; allows you to pick one of the following abilities (two if this unit has got the main man himself) to have for the rest of the turn: +2 movement, +1 to hit in melee, and last and certainly not least restore 2 wounds and remove one token (Catelyn crying she lost part of her ability). Overall, he&#039;s as I said, a strong commander that certainly won&#039;t let you down (or lose models) and truly embodies the spirit of the Night&#039;s Watch&#039;s niche of doing a lot with only a few units (because as you all know, size doesn&#039;t matter).&lt;br /&gt;
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*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; My favorite commander. He himself has 2 actually useful abilities, one is an attack buff, which always works, the other is insurance. He has two situational cards, and 1 always useful and quite strong. &amp;quot;Pathetic Attempt&amp;quot; is nice in a mission where you have to have more rank to contest, a failure to finish a rank can immediately cost the enemy 1 rank at a minimum. But don&#039;t save it, sometimes not losing rank can be quite hard, especially if you are only on 1 rank in a rank. &amp;quot;Seeing their flaw&amp;quot;, you really don&#039;t need to keep from round to round. The secondary effect, I wouldn&#039;t use unless you are playing the secret obj cards. &amp;quot;Ruthless Approach&amp;quot; is powerful, and this card will determine your NCU turn. Letters are always useful, Horses can cripple their plans, Money can set up 1HKO, Swords can hurt certain units (all solos), and lastly, crown is meh. Three attractive unit choice to ferry him around. Veterans are prime candidates for Pathetic attempts, especially if you use Donal. Ranger Hunters, in theory, won&#039;t be able to use Pathetic attempt well, but due to the nature of their attack, your second archery shot usually benefits from prey on the weak. A good choice and they make better use of his morale ability. My favorite unit is the crossbows though. Usually, they have horrible morale, Alliser fixes that easily. His prey on the weak, he can usually work, by shooting an already fighting unit in their flank. If you use the crossbow aggressive (using horse or march to use forward, then use attack zone or their activation to shoot) you can even use your benefit from their stand and fire: 7 sundering attacks on 3+, followed by another 7 sundering attacks on 2+, should easily cripple an attacker. Last advice, morale pass is an order, don&#039;t rely on it to save you against 2 cutthroats&lt;br /&gt;
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*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Othell Warwick:&#039;&#039;&#039; The most aggressive choice. You gain three tactics, and around these cards, you should build your game. Add to that fact, that he is an NCU Commander and you are in great shape. Your game is built around dealing the maximum dmg every turn, your cards are flexible attack cards any of the three would be useful to use, but mind that you have an abundance of sundering and sworn brothers have critical blow inbuilt, which can make Precision Enhancement feel wasted, but pseudo precision works great with the critical blow, so Grenn finds a use. Mind that all of his cards also work for ranged, Warmachine though I would discourage. He works well with Veterans, Crossbows, and Hunters, sworn brothers are not that useful for him. If you attack ensure the enemy has no weakened token, if you can choose the engagement, don&#039;t attack more than you have his cards on hand. I recommend NCU Bowen, Qhorin, and him.&lt;br /&gt;
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====Units====&lt;br /&gt;
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*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; Remember I said this is the elite faction? Well, this kinda destroys my point. Conscripts are good, actually, I would say they are great for their price. While your morale suck, a Watch Recruiter negates the crown spot easily. Due to their healing, your frontline can survive longer than expected, just keep them away from the High damage units. They can hold 5 point units in place. You might want to go for more than 1 Conscript, but if you have 2 you won&#039;t really have enough points for attachment, which I usually enjoy using in Night Watch. Attachment-wise wise nothing seems worthwhile except Watch recuiters to keep them topped off and Othell in a Wramachines list.&lt;br /&gt;
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*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; Fun to use, and your best alpha strike unit. You want to attack with these units then retreat sideways, so he&#039;ll have to either face you and turn his back towards the rest of their army, or risk you shooting into his flank (remember to shift even more towards his side). Don&#039;t forget that you can just retreat normally, with 7 + d6 you can probably get out of range They are also not bad at dealing damage, so the enemy really has to choose to leave an opening somewhere. If you are stuck in battle, you are probably dead. If you survive 1 attack you can still run away easily, find the balance of using a quick attack and just running away. My recommendation is to retreat away as far as you can, if you have access to a free movement. This unit can function well without attachment but if you decide to add them, I recommend Watch Captain, to give you more maneuver or attack actions, Stormcrow Lieutenant for pure better damage, Daario Naharis for the same effect, and if you are feeling really lucky Brienne. Pypar is fun but kinda unneeded. &lt;br /&gt;
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*&#039;&#039;&#039;Ranger Trackers (7pt):&#039;&#039;&#039; On paper they are really cool. Giving out vulnerable token every turn is basically Jorah&#039;s entire life, but they can do it anytime and within long range. If they shoot, they are honestly not too shabby, when targeting flanks they can do serious damage. As cavalry you should always be able to run past the enemy, I recommend not taking a shot or even getting to short range until you are behind the enemy. Your melee is worse than your shooting, and close range is like the name implies, really close. Try targeting already activated units, who aren&#039;t a threat to your guys.&lt;br /&gt;
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*&#039;&#039;&#039;Ranger Vanguards (7pt):&#039;&#039;&#039; The melee mounted Rangers, with outflank and Ambush built in you&#039;re memant to harass enemy flanks to shove Panicked and Weakened Tokens down your enemy&#039;s throat, they are just as fragile though so the same advice stands, prioritize attacking enemies that have already activated.&lt;br /&gt;
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*&#039;&#039;&#039;Builder Crossbowmen (7pt):&#039;&#039;&#039; The best ranged unit in the game by most metrics. Sundering and their order is a great deterrant. Most players won&#039;t even try to attack you, which is both a curse and a blessing. If you do get charged, remember to shift further away. You might be inclined to put some attachment into it, but make sure you got their use down, if you don&#039;t know how to set up firing lanes, all the more damage won&#039;t help you. For attachment you want to increase their dmg output or give them some utility, Watch captains can double their damage output while Samwell gives you all the cards you want while in a pretty safe unit, Pypar might be a good idea, but he just means no one will ever attack them. &lt;br /&gt;
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*&#039;&#039;&#039;Builder Scorpion Crew (5pt):&#039;&#039;&#039; Your monster killer, semi immobile since it can&#039;t shift, retreat or charge,, and very fragile with 6 wounds and a 5+ armour save (2+ morale though), but htis thing will put the hurt on monsters like nothing else, this does 2 wounds to monters, warmachines and Cavalry when they don&#039;t bolck the hit and with vicious added in armies like Targs start to question their life decisions, its a simple tool, just point it at something tough like heavy cav or monsters and shoot away till they stop moving. With Othell commander they can spend a point to deal d3+1 wounds when they get charged giving you more insurance, or getting the Oerwatch order letting them double the amount of  attack actions each round.&lt;br /&gt;
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*&#039;&#039;&#039;Builder Stone Thrower (8pt):&#039;&#039;&#039; Where the Scorpion is meant to take down big threats, the stone thrower is for smaller and more numerous units, aka infantry trays, it cannot target Solo units and has infinite range and does not need Line of sight, if it hits it deals wounds equal to 1+ remaining ranks, menaning this thing can deal a potential 8 wounds in a single attack without aking into acount armour saves or anyhting, this thing makes Baratheons and Lannisters weep, and will make short work of most infantry centric lists regardless.&lt;br /&gt;
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*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; This is your bread and butter right here; with morale on par with Elite units, hitting on 3+ they are pretty high standard infantry. On top of this the can slap your enemy hard with -1 to defense rolls (Sundering). Their cost can be an issue, at whole two points above standard infantry of Starks or Lannisters (suck it up that&#039;s elite armies for yah) so oftentimes don&#039;t be surprised if you&#039;re surrounded. Other than that these guys are standard in movement meaning you aren&#039;t gonna be running any marathons here. Over all, an effective elite unit for troops, and play them right, these guys wont let you down.   &lt;br /&gt;
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*&#039;&#039;&#039;Veterans Of the Watch (7pt):&#039;&#039;&#039; Your anvil, with Disrupt and Counterstrike there are few units that want to get into melee with them, they make a great commander bunker being the defensive version of sworn brothers, attachements like Stormcrow lieutanents or Brienne make them terrifying.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Marshal (4pt):&#039;&#039;&#039; A cheap activation? yes please, oh it also boosts you attack die? that great man! Oh it ALO gives you a eactive shift action to better handle your already outnumberd units?Oh hell yeas gimme gimme gimme. A great support piece, anything that puts more power on your already rock solid units is always appreciated.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (4pt):&#039;&#039;&#039; Cheap, infinite, and supportive. While the Marshal is meant to stand behind your lines Coldhands is meant to harass the enemy&#039;s flanks without the same fear of getting geeked since he can impose a -1 to hit when he needs it (do consider dropping it on Vets to abuse their counterstrike ability), do mind that he still gives a VP each time he dies.&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
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*&#039;&#039;&#039;Craster (4pt):&#039;&#039;&#039; When he claims the Swords, Bags or Horses they have an enchanced effect, cheap and effective, if you don&#039;t know what to bring, Craster is a good jack of all trades.&lt;br /&gt;
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*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. Healing&#039;s his thing, he&#039;ll prolly run you on averae about 9-10 wounds healed across the game all by himself, simple stuff really, if you&#039;re expecting to get tharshed he&#039;ll save your units bacon and do whatever the zone he claimed does too.&lt;br /&gt;
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*&#039;&#039;&#039;Bowen Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Field him if you dislike the letter spot, else it is a bit of an overkill. Since you have one of the easiest to use decks of all of them and get to choose which or the two cards yo keep, he&#039;s another solid no brainer pick when you don&#039;t have a plan.&lt;br /&gt;
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*&#039;&#039;&#039;Qhorin Halfhand (6pt):&#039;&#039;&#039; One of my favorite NCU. He is of the only troops you have which can increase damage. Another 1 movement is not too shabby especially with Hunters and everyone who have an attached Watcher on the Wall. His other ability is quite strong but you will fuck yourself over with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna.&lt;br /&gt;
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*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Pretty restrictive, he replaces whatever zone he takes with his own effect, which means you don&#039;t get the usual benefit of a Zone-and NCU. What he does is either switch a vow from one unit to another or search your deck or discard pile for an attachable card and attach it, without the immediate effect mind you. He&#039;s a tough call, he&#039;ll kick you vow mechanic into high gear getting you the vows you need on whatever needs it, but he doen&#039;t do anything besides that.&lt;br /&gt;
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*&#039;&#039;&#039;Donnel Noye (5pt):&#039;&#039;&#039; A nice piece of kit not gonna lie, twice per game he lets you either attack with rerolls and denying weakened tokens or defend with +1 to rolls and denying vulnerable tokens, he follows the same theme of up for whatever comes that other NCUs have, I rarely use him as an NCU since I really like his commander version better.&lt;br /&gt;
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*&#039;&#039;&#039;Othell Yarwick (5pt):&#039;&#039;&#039; When he claims, he can opt out of the usual effect to instead throw 3 (+remaining ranks) dice at 3+ with either Vicious, Sundering or assigning a Weakened token to the defender depending on whether he claimed the Crowns, Bags or Swords respectively. He&#039;s one of the very very rare reliable sources of weakened tokens (the rarest in the current version of the game), and lets you kill shit faster, 10/10 I can&#039;t live without this old bastard manning my war-machines.&lt;br /&gt;
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*&#039;&#039;&#039;Samwell Tarly (5pt):&#039;&#039;&#039; Honestly, I love his design, he does the Increased hand size trick which is always good, but he brings along Gilly, you se Gilly is and NCU that can only be activated once, which means you get your regular NCU stuff and once per game you get to use Gilly to absolutely shaft your enemy for thinking that more NCUs was a bad thing.&lt;br /&gt;
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====Attachments====&lt;br /&gt;
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*&#039;&#039;&#039;Othell Yarwyck (1pt):&#039;&#039;&#039; Probably required if you play Stone Thrower, and if you play Scorpion this attachment pushes your damage output above Crossbows. As I will write below; a war machine list, wants him.  So you stick him in a cheap unit. Two schools of thoughts exist, either you go put him in a conscript unit, or throw into stormcrows mercenaries, both are 5 points. Unless you play against high volume of attacks and no weirdwood trees, I would say conscripts are better. But it is your choice.&lt;br /&gt;
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*&#039;&#039;&#039;Qhorin Halfhand (2pts):&#039;&#039;&#039; Way better as and NCU, To the last lets you save your bacon when you lose his unit, go down fighting isn&#039;t something you want to pair with it though, he&#039;s insurance rather than an investment, make of that what you will.&lt;br /&gt;
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*&#039;&#039;&#039;Grenn (1pts):&#039;&#039;&#039; Taunt for a point, nits like Veterans do want to be in the thick of it and to take the heat for other units, taunting a uni of raiders into charging them would be horrible for that cheese mongering Free-Folk player wouldn&#039;t it?&lt;br /&gt;
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*&#039;&#039;&#039;Pypar (1pts):&#039;&#039;&#039; Can go into Grenn&#039;s unit or on his own, gives Swift retreat, stacking defensive and control utility on the same unit is good, they let you take agency away from your opponent and get out before he wheels in the real hammer.&lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne (1pts):&#039;&#039;&#039; Iron Resolve and Stuborn Tenacity, morale insulation and a bit of bite to compliment it, he&#039;ll do great on you Brothers or Vets.&lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow (2pts):&#039;&#039;&#039; Autocharge and shout Vulnerable and Panicked at the enemy? this is the good stuff my brother, your unnits are top-rate badasses and all they want is to get into combat from half a mile away with someone who you previously in the same turn scared shitless of you, so yeah, take him, he won&#039;t dissapoint.&lt;br /&gt;
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*&#039;&#039;&#039;Benjen Stark (1pt):&#039;&#039;&#039;Sentinel and Ambush, he really feels like a stark doesn&#039;t he? he lets you get free charges and imporves them since the enemy will be front facing your unit already, he&#039;s even cheap so no excuse not to put him somewhere in your lists.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (Infantry) (1pt):&#039;&#039;&#039; Outflank and Pathfinder, Rangers like him, but so do Crossbows or Sworn brothers, lets you play the tricksy game.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (Cavalry) (1pt):&#039;&#039;&#039; Sentinel and Intimidating Presence, you cavalry is quick so they&#039;ll have a real easy time getting into a position to abuse Sentinel, Intimidating Presence to up you damage output won&#039;t hurt either.&lt;br /&gt;
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*&#039;&#039;&#039;Samwell Tarly (2pt):&#039;&#039;&#039; He does his Hand size increase while on the field too! and lets you discard 2 from your hand to seach your deck for whatever you want, he&#039;s good but you need to have a plan to make full use of him.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Recruiter (1pts):&#039;&#039;&#039; Order: Incite keeps you fighting at peak efficiency and adds vicious, while reinforcements gives you up to 2 wounds per round to keep your exxpensive units topped off easier, no reason to not put him into conscripts to have a unit dedicated to sustaining your battleline.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Captain (3pts):&#039;&#039;&#039; Absurdly powrful, Relentless lets you get in another (if limited) activation in your turn so he increases the number of things to do each round for a measly 3 pts, find a spot for him, a unit of Sworn Brothers with this guy is an absolutely solid that won&#039;t dissapoint you ever.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Marhsal (Cavalry) (1pt):&#039;&#039;&#039; Your fragile Ranger cavalry can escape so as to not get bogged down and lets you play around with tokens, both your own and you enemy&#039;s, a nice piece of kit.&lt;br /&gt;
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*&#039;&#039;&#039;Senior Builder (1pt):&#039;&#039;&#039; Better armour saves when holding the bags and once per game place a Stake terrain piece in front of you, he goes swimingly in Crossbows when you want them holding a position.&lt;br /&gt;
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*&#039;&#039;&#039;Hardened Ranger (1pt):&#039;&#039;&#039; Furious Charge and Elusive escape, por a meager point you get better charges and better retreats, whats not to love?&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
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Night Watch list usually field 2 * 7+ units. Having lots of activation is rarer.&lt;br /&gt;
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Usually, your list depends on your commander and objective. Within the Night Watch this is only true for a certain extend, some of the commander can be slotted into most list.&lt;br /&gt;
I would say your list is determent by which 2 units are your 7+ units&lt;br /&gt;
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In general you will have 7 activation in your army. Your best units all cost 7+ points, and you usually field more attachement then usual list.&lt;br /&gt;
I like 2 NCU, you have good abilities, need to claim a lot of spots and these are cheap.&lt;br /&gt;
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Your commanders are determined by which unit you want to field, pay attention to it&lt;br /&gt;
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Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
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Literally just the starter box&lt;br /&gt;
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==Tactics Deck==&lt;br /&gt;
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Night Watch have a unique feature with their vow ability. In many cases the vow ability have a better ability then the original. &lt;br /&gt;
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The Night Watch deck covers a wide range of features, most everything really. Most of your cards have some real easy conditions, get attacked, attack, take a morale test, kill something, something yours dies, so you&#039;ll rarely have your full hand for a turn.&lt;br /&gt;
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In use of your vows, put them on correctly, do keep in mind the long term benefit.&lt;br /&gt;
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Lastly as your vow are open information, keep a straight face, don&#039;t read you cards to obviously and don&#039;t telegraph you plan&lt;br /&gt;
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*&#039;&#039;&#039;Take the Black:&#039;&#039;&#039; After destroying an enemy restore 4 wounds to a single unit in short range and nick watever attachement it had (regardless of ususal Attachement restrictions), lets you keep your momentum by ehaling your units and  getting more effects on them.&lt;br /&gt;
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*&#039;&#039;&#039;The Sword in the Darkness:&#039;&#039;&#039; Quick and dirty, deals out a panicked and vulnerable token if you&#039;re attacking someone who hasn&#039;t activated. Gives the unit +1 attack die when you attach it. Offensive, simple, lets you press the advantage while doing what you SHOULD be doing.&lt;br /&gt;
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*&#039;&#039;&#039;And Now his Watch has ended:&#039;&#039;&#039; Attach to unit A at the start of a turn, when you lose unit B you get to move a card it had attached to unit A and unit A makes an atatck, maneuver or march action, lets you recycle and get some value out of your expensive units getting geeked.&lt;br /&gt;
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*&#039;&#039;&#039;The Watcher on the Wall:&#039;&#039;&#039; The one for your rangers and builders, after one of your units gets attacked, someone else gets to pivot, shift and attach to get +1 mobility and charge rerolls, lets you reposition and get the mobility to take the best engagements.&lt;br /&gt;
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*&#039;&#039;&#039;The Fire that burns against the Cold:&#039;&#039;&#039; Re-roll a morale test and attach to suffer wounds to remove tokens that you get. your units are expensive and while regeneration is one of your strong suits you should still use this sparingly, mostly when you KNOW you need that token off to accomplish whatever immediate goal you need.&lt;br /&gt;
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*&#039;&#039;&#039;The Light that Brings the Dawn:&#039;&#039;&#039; Play before rolling attack dice, re-roll any misses, and attach to attack with your highest attack die value if the enemy has more ranks. Keeps you operating at peak efficiency and gives you a little offensive boost this one&#039;s prolly a no brainer 90% of the time. &lt;br /&gt;
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*&#039;&#039;&#039;The Shield of the Realms of Men:&#039;&#039;&#039; Defensive, re-roll defense dice after rolling, attach to auto-block 1 hit each time you get attacked, always good for your frontline units, sworn brothers and vets are probably the best targets since they are already tough and will take lots of heat so they&#039;ll make the most use, you rangers and builders aren&#039;t really well armored so even with an aouto-block they won&#039;t last that much longer.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List Discussion==&lt;br /&gt;
&lt;br /&gt;
====Warmachine Heavy ====&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;
Might do later&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8431</id>
		<title>ASOIAF Miniatures/Tactics/Night Watch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8431"/>
		<updated>2021-12-31T22:16:21Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* Attachments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Night Watch==&lt;br /&gt;
&#039;&#039;&amp;quot;I know nothing&amp;quot;&#039;&#039;&lt;br /&gt;
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You are the wall, you will hold the line.&lt;br /&gt;
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Night Watch are a versatile and tough faction. You are the faction most likely to use combined arms, using both ranged, mobile, tough and hard hitting units in conjunction with each other.&lt;br /&gt;
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In general they are a tougher faction, due to your elite status.&lt;br /&gt;
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===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*Unique war machines&lt;br /&gt;
*Good Attachment&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*Good card draw, and wide range of applications&lt;br /&gt;
*Above average morale and morale abilities&lt;br /&gt;
*Healing&lt;br /&gt;
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===Cons===&lt;br /&gt;
*Either cheap units or expensive units&lt;br /&gt;
*You don&#039;t really like neutrals&lt;br /&gt;
*Hard to make certain things work in a list &lt;br /&gt;
*Tactics card cover a big range of things, and you might get lost&lt;br /&gt;
*Some tactics card requires your enemy to do certain actions&lt;br /&gt;
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===Playstyle===&lt;br /&gt;
Night Watch are another attrition faction. You want to win small fights after each other and then move to the bigger game.&lt;br /&gt;
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Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
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You will fight on multiple lines, push through in 1 fight, to then round up the rest. You also excel on making use of combined arms.&lt;br /&gt;
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==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
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Wall troops are your Veterans, Sworn bros and conscripts. They mostly hold the line and use standard things to win. Good morale and offense (except conscripts) help you hold the line. Attachments help you hold the line even better.&lt;br /&gt;
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Rangers are mobile and fast. You have versatility due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. These are skirmishers rather than line troops so are meant to abuse their maneuverability to pick their engagements.&lt;br /&gt;
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Builders are your defensive support group. You have builders crossbowmen, which are arguably the best ranged units in the game. The other side of the builders are your semi-static War machines. In summary you are slow, but far hitting, and have sundering on all.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Commander===&lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a strong and solid choice for a commander, and probably the first you&#039;ll pick up to play with. Jonny boy will add a bit of sustainability to your units, gifting you with an order to restore wounds upon passed the morale test (Not to mention the addition of one particularly fluffy boi). His ability fits the easiest in Veterans but Sworn brothers won&#039;t say no to more sustain. To the other choices, I would say no to, as he both want to be close to trigger it shall not and make use of ghost, and because of his melee focus. Jon will provide you with some strong tactics cards; playing well with the elite nature of the Watch, allowing you to keep units that should be dead still in the game with &amp;quot;it shall not end until my death&amp;quot;. My particular favorite &amp;quot;Stand united brothers!&amp;quot; stacks well with Jon&#039;s order to give black brothers a healing factor, when a unit passes a morale check within Long range they can gain D3 + 1 (average of 3 wounds), and if that&#039;s Jonny boy&#039;s unit they auto-gain 3 wounds which stacked with his order and perhaps Ameon this can make them unstoppable revenants. Finally, Jon&#039;s last card is the most adaptable use; &amp;quot;For the Watch!&amp;quot; allows you to pick one of the following abilities (two if this unit has got the main man himself) to have for the rest of the turn: +2 movement, +1 to hit in melee, and last and certainly not least restore 2 wounds and remove one token (Catelyn crying she lost part of her ability). Overall, he&#039;s as I said, a strong commander that certainly won&#039;t let you down (or lose models) and truly embodies the spirit of the Night&#039;s Watch&#039;s niche of doing a lot with only a few units (because as you all know, size doesn&#039;t matter).&lt;br /&gt;
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*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; My favorite commander. He himself has 2 actually useful abilities, one is an attack buff, which always works, the other is insurance. He has two situational cards, and 1 always useful and quite strong. &amp;quot;Pathetic Attempt&amp;quot; is nice in a mission where you have to have more rank to contest, a failure to finish a rank can immediately cost the enemy 1 rank at a minimum. But don&#039;t save it, sometimes not losing rank can be quite hard, especially if you are only on 1 rank in a rank. &amp;quot;Seeing their flaw&amp;quot;, you really don&#039;t need to keep from round to round. The secondary effect, I wouldn&#039;t use unless you are playing the secret obj cards. &amp;quot;Ruthless Approach&amp;quot; is powerful, and this card will determine your NCU turn. Letters are always useful, Horses can cripple their plans, Money can set up 1HKO, Swords can hurt certain units (all solos), and lastly, crown is meh. Three attractive unit choice to ferry him around. Veterans are prime candidates for Pathetic attempts, especially if you use Donal. Ranger Hunters, in theory, won&#039;t be able to use Pathetic attempt well, but due to the nature of their attack, your second archery shot usually benefits from prey on the weak. A good choice and they make better use of his morale ability. My favorite unit is the crossbows though. Usually, they have horrible morale, Alliser fixes that easily. His prey on the weak, he can usually work, by shooting an already fighting unit in their flank. If you use the crossbow aggressive (using horse or march to use forward, then use attack zone or their activation to shoot) you can even use your benefit from their stand and fire: 7 sundering attacks on 3+, followed by another 7 sundering attacks on 2+, should easily cripple an attacker. Last advice, morale pass is an order, don&#039;t rely on it to save you against 2 cutthroats&lt;br /&gt;
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*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Othell Warwick:&#039;&#039;&#039; The most aggressive choice. You gain three tactics, and around these cards, you should build your game. Add to that fact, that he is an NCU Commander and you are in great shape. Your game is built around dealing the maximum dmg every turn, your cards are flexible attack cards any of the three would be useful to use, but mind that you have an abundance of sundering and sworn brothers have critical blow inbuilt, which can make Precision Enhancement feel wasted, but pseudo precision works great with the critical blow, so Grenn finds a use. Mind that all of his cards also work for ranged, Warmachine though I would discourage. He works well with Veterans, Crossbows, and Hunters, sworn brothers are not that useful for him. If you attack ensure the enemy has no weakened token, if you can choose the engagement, don&#039;t attack more than you have his cards on hand. I recommend NCU Bowen, Qhorin, and him.&lt;br /&gt;
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====Units====&lt;br /&gt;
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*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; Remember I said this is the elite faction? Well, this kinda destroys my point. Conscripts are good, actually, I would say they are great for their price. While your morale suck, your reinforcement negates the crown spot easily. Due to their healing, you can survive longer than expected, just keep them away from the High damage unit. They can hold 5 point units in place basically forever. You might want to go for more than 1 Conscript, but if you have 2 you won&#039;t really have enough points for attachment, which I usually enjoy using in Night Watch. Attachment-wise wise nothing seems worthwhile except Othell in a certain list. If you know the enemy will field pillow fisted unit, Qhorin might be interested, but that increases the cost by 50%&lt;br /&gt;
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*&#039;&#039;&#039;Ranger Trackers (6pt):&#039;&#039;&#039; First to admit, I suck with this unit. Don&#039;t get me wrong, on paper they are really cool. Giving out vulnerable token every turn is basically Jorah&#039;s entire life, but they can do it anytime and within long range. If they shoot, they are honestly not too shabby, when targeting flanks they can do serious damage. As cavalry you should always be able to run past the enemy, I recommend not taking a shot or even getting to short range until you are behind the enemy. Your melee is worst then your shooting, and close range is like the name implies, really close. The thing I do wrong is, to commit to shooting to early and that really exposes you. Try targeting already activated units, who aren&#039;t a threat to your guys.&lt;br /&gt;
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*&#039;&#039;&#039;Builder Crossbowmen (7pt):&#039;&#039;&#039; The best ranged unit in the game in my opinion. Sundering and their order is a great deterrant. Most players won&#039;t even try to attack you, which is both a curse and a blessing. If you do get charged, remember to shift further away. You might be inclined to put some attachment into it, but make sure you got their use down, if you don&#039;t know how to set up firing lanes, all the more damage won&#039;t help you. For attachment you want to fix their morale and increase their dmg output. A 7 morale means people will morale bomb them (luckily with the change you need two to actually feel it), and if that happens twice you are already in danger. They play well with Alliser (commander in the unit- He also fixes your horrible morale), and Othell Commanders, for attachment Brienne (use her if you can deploy this unit after the enemy is done and especially if facing high panic armies) and Bronn. Pypar might be a good idea, but he just means no one will ever attack them. &lt;br /&gt;
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*&#039;&#039;&#039;Builder Scorpion Crew (7pt):&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; This is your bread and butter right here; with morale on par with Starks, hitting on 3+ they are pretty high standard infantry. On top of this, they gain exploding sixes (Critical Blow) and can slap your enemy hard with -1 to defense rolls (Sundering). Their cost can be an issue, at whole two points above standard infantry of Starks or Lannisters (suck it up that&#039;s elite armies for yah) so oftentimes don&#039;t be surprised if you&#039;re surrounded. To round out this surprisingly effective death squad, running Allister Thorne would give you -2 to enemy panic tests (Vicious) for only 2 points. Other than that these guys are standard in movement meaning you aren&#039;t gonna be running any marathons here. Over all, an effective elite unit for troops, and play them right, these guys wont let you down.   &lt;br /&gt;
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*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; Fun to use, and your best alpha strike unit. You want to attack with these units then retreat sideways, so he&#039;ll have to either face you and turn his back towards the rest of their army, or risk you shooting into his flank (remember to shift even more towards his side). Don&#039;t forget that you can just retreat normally, with 7 + d6 you can probably get out of range They are also not bad at dealing damage, so the enemy really has to choose to leave an opening somewhere. If you are stuck in battle, you are probably dead. If you survive 1 attack you can still run away easily, find the balance of using a quick attack and just running away. My recommendation is to retreat away as far as you can, if you have access to a free movement. Play Qhorin on this unit if you field them, as +1 move and more damage only help them more. This unit can function well without attachment but if you decide to add them, I recommend Watch Captain, to give you more movement, and ensure more dice via Sword in the darkness, Stormcrow Leur for pure better damage, Bronn due to more damage increase and even more speed., and if you are feeling really lucky Brienne. But Brienne is kinda hard to pull off if you can&#039;t control deployment. Pypar is fun but kinda unneeded, 9 inches charge might only help a bit. Good combo, it isn&#039;t so obvious: Watcher on the Wall. Use Watch on the Wall to trigger quickfire on an already activated unit - charge into the unit - stay in combat. Beginning of the next turn, use watch captain to trigger the effect - retreat sideways - charge again - now retreat, without fear behind the side you start away. Fun if you can turn a unit all around. The biggest problem is to find the space for this. Lastly, you can get them to speed 9 without much effort, via Qhorin, Watcher on the wall, and Bronn.&lt;br /&gt;
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*&#039;&#039;&#039;Veterans Of the Watch (8pt):&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Builder Stone Thrower (10pt):&#039;&#039;&#039;&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
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*&#039;&#039;&#039;Craster (4pt):&#039;&#039;&#039; When he claims the Swords, Bags or Horses they have an enchanced effect, cheap and effective, if you don&#039;t know what to bring, Craster is a good jack of all trades.&lt;br /&gt;
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*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. Healing&#039;s his thing, he&#039;ll prolly run you on averae about 9-10 wounds healed across the game all by himself, simple stuff really, if you&#039;re expecting to get tharshed he&#039;ll save your units bacon and do whatever the zone he claimed does too.&lt;br /&gt;
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*&#039;&#039;&#039;Bowen Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Field him if you dislike the letter spot, else it is a bit of an overkill. Since you have one of the easiest to use decks of all of them and get to choose which or the two cards yo keep, he&#039;s another solid no brainer pick when you don&#039;t have a plan.&lt;br /&gt;
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*&#039;&#039;&#039;Qhorin Halfhand (6pt):&#039;&#039;&#039; One of my favorite NCU. He is of the only troops you have which can increase damage. Another 1 movement is not too shabby especially with Hunters and everyone who have an attached Watcher on the Wall. His other ability is quite strong but you will fuck yourself over with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna.&lt;br /&gt;
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*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Pretty restrictive, he replaces whatever zone he takes with his own effect, which means you don&#039;t get the usual benefit of a Zone-and NCU. What he does is either switch a vow from one unit to another or search your deck or discard pile for an attachable card and attach it, without the immediate effect mind you. He&#039;s a tough call, he&#039;ll kick you vow mechanic into high gear getting you the vows you need on whatever needs it, but he doen&#039;t do anything besides that.&lt;br /&gt;
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*&#039;&#039;&#039;Donnel Noye (5pt):&#039;&#039;&#039; A nice piece of kit not gonna lie, twice per game he lets you either attack with rerolls and denying weakened tokens or defend with +1 to rolls and denying vulnerable tokens, he follows the same theme of up for whatever comes that other NCUs have, I rarely use him as an NCU since I really like his commander version better.&lt;br /&gt;
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*&#039;&#039;&#039;Othell Yarwick (5pt):&#039;&#039;&#039; When he claims, he can opt out of the usual effect to instead throw 3 (+remaining ranks) dice at 3+ with either Vicious, Sundering or assigning a Weakened token to the defender depending on whether he claimed the Crowns, Bags or Swords respectively. He&#039;s one of the very very rare reliable sources of weakened tokens (the rarest in the current version of the game), and lets you kill shit faster, 10/10 I can&#039;t live without this old bastard manning my war-machines.&lt;br /&gt;
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*&#039;&#039;&#039;Samwell Tarly (5pt):&#039;&#039;&#039; Honestly, I love his design, he does the Increased hand size trick which is always good, but he brings along Gilly, you se Gilly is and NCU that can only be activated once, which means you get your regular NCU stuff and once per game you get to use Gilly to absolutely shaft your enemy for thinking that more NCUs was a bad thing.&lt;br /&gt;
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====Attachments====&lt;br /&gt;
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*&#039;&#039;&#039;Othell Yarwyck (1pt):&#039;&#039;&#039; Probably required if you play Stone Thrower, and if you play Scorpion this attachment pushes your damage output above Crossbows. As I will write below; a war machine list, wants him.  So you stick him in a cheap unit. Two schools of thoughts exist, either you go put him in a conscript unit, or throw into stormcrows mercenaries, both are 5 points. Unless you play against high volume of attacks and no weirdwood trees, I would say conscripts are better. But it is your choice.&lt;br /&gt;
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*&#039;&#039;&#039;Qhorin Halfhand (2pts):&#039;&#039;&#039; Way better as and NCU, To the last lets you save your bacon when you lose his unit, go down fighting isn&#039;t something you want to pair with it though, he&#039;s insurance rather than an investment, make of that what you will.&lt;br /&gt;
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*&#039;&#039;&#039;Grenn (1pts):&#039;&#039;&#039; Taunt for a point, nits like Veterans do want to be in the thick of it and to take the heat for other units, taunting a uni of raiders into charging them would be horrible for that cheese mongering Free-Folk player wouldn&#039;t it?&lt;br /&gt;
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*&#039;&#039;&#039;Pypar (1pts):&#039;&#039;&#039; Can go into Grenn&#039;s unit or on his own, gives Swift retreat, stacking defensive and control utility on the same unit is good, they let you take agency away from your opponent and get out before he wheels in the real hammer.&lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne (1pts):&#039;&#039;&#039; Iron Resolve and Stuborn Tenacity, morale insulation and a bit of bite to compliment it, he&#039;ll do great on you Brothers or Vets.&lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow (2pts):&#039;&#039;&#039; Autocharge and shout Vulnerable and Panicked at the enemy? this is the good stuff my brother, your unnits are top-rate badasses and all they want is to get into combat from half a mile away with someone who you previously in the same turn scared shitless of you, so yeah, take him, he won&#039;t dissapoint.&lt;br /&gt;
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*&#039;&#039;&#039;Benjen Stark (1pt):&#039;&#039;&#039;Sentinel and Ambush, he really feels like a stark doesn&#039;t he? he lets you get free charges and imporves them since the enemy will be front facing your unit already, he&#039;s even cheap so no excuse not to put him somewhere in your lists.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (Infantry) (1pt):&#039;&#039;&#039; Outflank and Pathfinder, Rangers like him, but so do Crossbows or Sworn brothers, lets you play the tricksy game.&lt;br /&gt;
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*&#039;&#039;&#039;Coldhands (Cavalry) (1pt):&#039;&#039;&#039; Sentinel and Intimidating Presence, you cavalry is quick so they&#039;ll have a real easy time getting into a position to abuse Sentinel, Intimidating Presence to up you damage output won&#039;t hurt either.&lt;br /&gt;
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*&#039;&#039;&#039;Samwell Tarly (2pt):&#039;&#039;&#039; He does his Hand size increase while on the field too! and lets you discard 2 from your hand to seach your deck for whatever you want, he&#039;s good but you need to have a plan to make full use of him.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Recruiter (1pts):&#039;&#039;&#039; Order: Incite keeps you fighting at peak efficiency and adds vicious, while reinforcements gives you up to 2 wounds per round to keep your exxpensive units topped off easier, no reason to not put him into conscripts to have a unit dedicated to sustaining your battleline.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Captain (3pts):&#039;&#039;&#039; Absurdly powrful, Relentless lets you get in another (if limited) activation in your turn so he increases the number of things to do each round for a measly 3 pts, find a spot for him, a unit of Sworn Brothers with this guy is an absolutely solid that won&#039;t dissapoint you ever.&lt;br /&gt;
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*&#039;&#039;&#039;Watch Marhsal (Cavalry) (1pt):&#039;&#039;&#039; Your fragile Ranger cavalry can escape so as to not get bogged down and lets you play around with tokens, both your own and you enemy&#039;s, a nice piece of kit.&lt;br /&gt;
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*&#039;&#039;&#039;Senior Builder (1pt):&#039;&#039;&#039; Better armour saves when holding the bags and once per game place a Stake terrain piece in front of you, he goes swimingly in Crossbows when you want them holding a position.&lt;br /&gt;
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*&#039;&#039;&#039;Hardened Ranger (1pt):&#039;&#039;&#039; Furious Charge and Elusive escape, por a meager point you get better charges and better retreats, whats not to love?&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
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Night Watch list usually field 2 * 7+ units. Having lots of activation is rarer.&lt;br /&gt;
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Usually, your list depends on your commander and objective. Within the Night Watch this is only true for a certain extend, some of the commander can be slotted into most list.&lt;br /&gt;
I would say your list is determent by which 2 units are your 7+ units&lt;br /&gt;
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In general you will have 7 activation in your army. Your best units all cost 7+ points, and you usually field more attachement then usual list.&lt;br /&gt;
I like 2 NCU, you have good abilities, need to claim a lot of spots and these are cheap.&lt;br /&gt;
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Your commanders are determined by which unit you want to field, pay attention to it&lt;br /&gt;
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Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
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Literally just the starter box&lt;br /&gt;
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==Tactics Deck==&lt;br /&gt;
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Night Watch have a unique feature with their vow ability. In many cases the vow ability have a better ability then the original. &lt;br /&gt;
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The Night Watch deck covers a wide range of features, most everything really. Most of your cards have some real easy conditions, get attacked, attack, take a morale test, kill something, something yours dies, so you&#039;ll rarely have your full hand for a turn.&lt;br /&gt;
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In use of your vows, put them on correctly, do keep in mind the long term benefit.&lt;br /&gt;
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Lastly as your vow are open information, keep a straight face, don&#039;t read you cards to obviously and don&#039;t telegraph you plan&lt;br /&gt;
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*&#039;&#039;&#039;Take the Black:&#039;&#039;&#039; After destroying an enemy restore 4 wounds to a single unit in short range and nick watever attachement it had (regardless of ususal Attachement restrictions), lets you keep your momentum by ehaling your units and  getting more effects on them.&lt;br /&gt;
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*&#039;&#039;&#039;The Sword in the Darkness:&#039;&#039;&#039; Quick and dirty, deals out a panicked and vulnerable token if you&#039;re attacking someone who hasn&#039;t activated. Gives the unit +1 attack die when you attach it. Offensive, simple, lets you press the advantage while doing what you SHOULD be doing.&lt;br /&gt;
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*&#039;&#039;&#039;And Now his Watch has ended:&#039;&#039;&#039; Attach to unit A at the start of a turn, when you lose unit B you get to move a card it had attached to unit A and unit A makes an atatck, maneuver or march action, lets you recycle and get some value out of your expensive units getting geeked.&lt;br /&gt;
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*&#039;&#039;&#039;The Watcher on the Wall:&#039;&#039;&#039; The one for your rangers and builders, after one of your units gets attacked, someone else gets to pivot, shift and attach to get +1 mobility and charge rerolls, lets you reposition and get the mobility to take the best engagements.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fire that burns against the Cold:&#039;&#039;&#039; Re-roll a morale test and attach to suffer wounds to remove tokens that you get. your units are expensive and while regeneration is one of your strong suits you should still use this sparingly, mostly when you KNOW you need that token off to accomplish whatever immediate goal you need.&lt;br /&gt;
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*&#039;&#039;&#039;The Light that Brings the Dawn:&#039;&#039;&#039; Play before rolling attack dice, re-roll any misses, and attach to attack with your highest attack die value if the enemy has more ranks. Keeps you operating at peak efficiency and gives you a little offensive boost this one&#039;s prolly a no brainer 90% of the time. &lt;br /&gt;
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*&#039;&#039;&#039;The Shield of the Realms of Men:&#039;&#039;&#039; Defensive, re-roll defense dice after rolling, attach to auto-block 1 hit each time you get attacked, always good for your frontline units, sworn brothers and vets are probably the best targets since they are already tough and will take lots of heat so they&#039;ll make the most use, you rangers and builders aren&#039;t really well armored so even with an aouto-block they won&#039;t last that much longer.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List Discussion==&lt;br /&gt;
&lt;br /&gt;
====Warmachine Heavy ====&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;
Might do later&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8499</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=8499"/>
		<updated>2021-12-27T20:00:30Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* Attachement */&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 7 themes in your unit choices.&lt;br /&gt;
Defensive Tully, even more defensive Karstark, fast and ranged Crannogmen, Hard-hitting and maneuverable Stark, offensive berzerkers with Umbers, not THAT offensive berzerkers with Mormonts.&lt;br /&gt;
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===Commander===&lt;br /&gt;
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*&#039;&#039;&#039;Rob Stark:&#039;&#039;&#039; Mobility Commander. He is fun to use, and has a lot of tactical play. He himself has a gives a free shift every round and heals his unit when they retreat. Positioning is his game, with sudden retreat and hit and run you&#039;ll never get bogged in a protacted fight, and superior positioning lets you bait enemies into making disordely charges that will get them a fraction of the value they were expecting. He rewards clever positioning and keeping control of the different fights that&#039;ll happen on the front line.&lt;br /&gt;
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*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039; Aggression Commander, pure berzerker tactics, he rewards keeping your units on the lowest rank possible and playing balls to the wall assaulting, killing and dying so you can take your enemy with you. Just shut off your brain, grab Mormonts and Umbers and show those southerners what it takes to survive in the North (Hint its mostly madnees, and muscles).&lt;br /&gt;
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*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Defensive Commander, Stand your ground and Stalwart his unit will be hard to shift, his cards give you a chance to attack before you take a charge and deal out vulnerable and panic tokens. His main issue is that while the Tully units he wants in his list could def use the extra offensive power, you can just get more value out of using them on the other more offensive focused units, so what I do is put him in Greataxes so he can work as the center of your battleline, that way he can proc his cards by himself and have the other benefit fully from what they can do.&lt;br /&gt;
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*&#039;&#039;&#039;Eddard Stark:&#039;&#039;&#039; Aura Based Commander, his whole kit is centered around stuff happening around Eddards unit, letting him buff their attacks, better morale or counter-charging attackers with his unit, as such he needs a good unit to go into, his Honor Guard is solid since their profile is balanced and pretty good for the cost (though they could do with a bit more, as it stands they are just slightly buffed Sworn Swords). Very balanced and great potential, remember to take Syrio too.&lt;br /&gt;
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*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; Tricksy Commander, a variety of debuffs for your enemy lets him take control of the battlefield, hitting their mobility, getting in free attacks and weakened tokens and some panicked and panic tests, its all dependent on Crannog units but with 2 of them, counting his own and with Meera and Jojen you may not even need trackers, you&#039;re more than set.&lt;br /&gt;
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*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; Slow aggression Commander, his cards all play around with tokens, so you&#039;ll benefit from having Bowmen, She-bears and Outriders to let you get them, given the cost of this cards (tokens) they have very powerful effects, like denying abilities and tactics cards, buffing atatcks or debuffing your enemies own. Put him in a unit of Bowmen or She-bears and play the long game with your opponent.&lt;br /&gt;
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*&#039;&#039;&#039;Brynden Tully (Cav):&#039;&#039;&#039; Mobility and Cav, go full Targ with an all cavalry list so that all your units may benefit from your cards, with sentines and ride-by attack you&#039;ll be spoiled for choice on what you want to dogpile, and with Marshal and Elusive escape you&#039;ll be way harder to finish off than the enemy expects.&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 average defense, average morale and average offense (before factoring Stark fury, which is way better than last edition), they are here to fill your army, and even moreso then other factions, attachement determine how exactly they will accomplish their goal. &lt;br /&gt;
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*&#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 very good support for behind your frontline and taking orders off a unit that fails the panic test is tailor made for fighting Baratheons and Lannisters. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but its hard to go wrong with bringing one. Warden is probably the only thing you&#039;ll put in them if ever, maybe Cassel Commander. &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 all the while slinging Vulnerable tokens all around.&lt;br /&gt;
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*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to deal hits and make enemies more likely to get a disorderly charge. 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 so they have &amp;quot;Order: Swift Retreat&amp;quot; to get out after they get their asses kicked, and attachment are probably a waste in this unit. Fun to use but meh to be honest.&lt;br /&gt;
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*&#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 average mobility wise, 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 the bonus panic damage from executioner&#039;s fury and maybe even Catelyn.  Greatjon ups their offense and survivability, Rob  their mobility, Umber Champ and Sword captain keep them at peak effciency, they are fine naked but as a solidly rounded unit they can pretty much take whatever and get a benefit out of it.&lt;br /&gt;
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*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale with Unyielding. They even get more offensive output as their numbers dwindle! more dice and better to hit rolls are always welcome. 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 and it will continue to do so, put Syrio Forel in them to take advantage of their absurd attack die values and to make them stay that much longer in the lower rank brackets.&lt;br /&gt;
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*&#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, but they do have Order:Shieldwall; which, gives them a  defensive boost of blocking hits equal to their ranks from their front or flank every round. Having a resillient unit shouldn&#039;t be underestimated in certain game modes, and costing only 6pts makes them a reasonably priced anvil, primed for a Commander or 2/3 point attachements. 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, besides some mobility which is one of their weaker stats. For an anvil, they work fine but are a bit slow. 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 or the attachment adds some movement like attachment Rob or Crannogman Survivalist. &lt;br /&gt;
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*&#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 fairly similar (not to say almost identical), 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 (Except for Targaryens).&lt;br /&gt;
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*&#039;&#039;&#039;House Mormont She-Bears (6pt):&#039;&#039;&#039; Base profile is identical to Sworn Swords, but they differentiate themselves in their offensive output, they get Critical Blow as a base, and get +1 to hit for every missing rank, now take into account that they have Order: War Cry to hand out panicked and vulnerableand you see that they are not shabby on the offense at all. &lt;br /&gt;
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*&#039;&#039;&#039;House Mormont Bruisers (7pt):&#039;&#039;&#039; Light armor, good attack dice values, and counter-strike to hit back when you get the hurt sent your way, when you want to send it the enemy&#039;s way though, you get to choose between Critical blow, Precision or Re-rolls every time you attack, and get to pick one more for each missing rank. get a Mormont Veteran to keep this unit in their last rank to lay down the hurt. They are abit overpriced for what they do, counterstrike works best when you also have disrup or agil (which they dont) and their armor and morale are nothing to write home about, the can get shredded by units cheaper than themselves so the need supprt like Syrio and Howland Reed to make their points back.&lt;br /&gt;
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*&#039;&#039;&#039;House Karstark Spearmen (6pt):&#039;&#039;&#039; Defensive unit, but while their main competition in the Tully Sworn Shields get their toughness from blocking hits, these guys get it with high armor saves and denying charge and flank/rear bonuses. They are meant to be activated last in a round so they can get those sweet 2+ saves for as long as they can, plop them into objectives and watch you opponet struggle to shift them off.&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
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*&#039;&#039;&#039;Arya Stark (4pt):&#039;&#039;&#039; The little girl is useful not just because she is cheap. Forcing a free maneveur can grab an early objective or get you out of danger. Since its at the start of an enemy turn you should use it when your enemy is running out of activations.&lt;br /&gt;
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*&#039;&#039;&#039;Sansa Stark (4pt):&#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. Like Arya her ability is limited, 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 you might even toss a Winter is coming early to enable this. &lt;br /&gt;
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*&#039;&#039;&#039;Catelyn Stark (4pt):&#039;&#039;&#039; Removing tokens is always useful, since weakened tokens can gimp your charges and vulnerable upping the damage you take. 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;
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*&#039;&#039;&#039;Rodrik Cassel (4pt):&#039;&#039;&#039;  Rodrik gives on average around 2-3 vulnerable tokens in the game, and will allow you to recycle orders twice per game. 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. The order recycling is the star of the two, ettin more overwatch with Crannog Wardens, Incite with Umber champs, or even more Stark Fury on you sworn swords, easy example; start turn, recycle stark fury on previously activated Sworn Swords, take the sowrds, put vulnerable on the poor sod and have them attack with stark fury again, even with basic units he synergizes with a great deal of the army so do consider him.&lt;br /&gt;
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*&#039;&#039;&#039;Eddard Stark (5pt):&#039;&#039;&#039; Panic insulation with re-rolls and healing, in total he can heal between 8 and 16 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 multiple times times in a turn. &lt;br /&gt;
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*&#039;&#039;&#039;Howland Reed (5pt):&#039;&#039;&#039; He gimps enemy units, thats it, and its great, by clipping their movement he helps you maintain your positioning, and the -1 to hit helps with the average survibability of your units, if you&#039;re not sure what to bring, you&#039;ll hardly go wrong with good ol&#039; Howland Reed.&lt;br /&gt;
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====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rickon Stark:&#039;&#039;&#039;  My Boy. He gives you a dog, the hardest-hitting one of the bunch. He is also the cheapest of the three wolf attachement, for a total of 4 points. But the Dog and Rickon give 2 VP together, is that worth it? For the cheap package yes, additionally you get +1 morale and Osha, a solid attachement. Counterstrike will probably amount to 4-6 hits depending on how bad the enemy unit is, Poor Fellows? they migh as well kill themselves, Reavers with pillage tokens? they don&#039;t give a shit. Best synergy is with Stormcrows Mecenaries (8 points for 2 activations) and maybe Tully (beserkers are fine, but you might want to put more aggressive rather than defensive stuff on them.&lt;br /&gt;
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*&#039;&#039;&#039;Bran and Hodor:&#039;&#039;&#039; Good and solid. autowounds? great, auto-retreat? also good, but they depend on your list, if you want something that&#039;ll consistently help your unit you can get better stuff, but Iif you need an escape plan and some slightly better damage output then by all means, take them.&lt;br /&gt;
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*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; A simple morale buff, dampening the panic damage you take and dealing a bit of it when you pass is all well and good, but as with other things in this army, he&#039;ll fit better on defensive rather than offensive units, Sworn Shileds and Spearmen can use him, Sworn Swords not so much.&lt;br /&gt;
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*&#039;&#039;&#039;Bryden Tully (Cav):&#039;&#039;&#039; Expensive but I&#039;ll talk him up now. You can outflank a cavalry unit, quite useful on some game modes, and throwing around vulnerable every turn is also very good.  Outriders are an natural fit, with the weaken from Ambush and Swift retreat to keep them out of danger, you can pretty easily keep 2 ranks. The Cavalier and Flayed men enjoys ouflanking to set up an easy charge, and vulnerable just helps them hit even harder on the charge than they already do. It depends on your playstyle, play him if you can make use of his outflanked unit, for 2 points on units of at least 7 points he is an investment so use him wisely.&lt;br /&gt;
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*&#039;&#039;&#039;Jojen Reed (2pts):&#039;&#039;&#039; Getting re-rolls on demand is good, he&#039;s the flexible choice, put him in some sort of skirmisher like Dervishes or Sworn Swords.&lt;br /&gt;
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*&#039;&#039;&#039;Meera Reed:&#039;&#039;&#039; Good for the points. Hits and disorderly charge is useful, but as you usually want to charge, she&#039;s a defensive attachement on a faction all about agression.&lt;br /&gt;
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*&#039;&#039;&#039;Syrio Forel (2pts):&#039;&#039;&#039; Only fieldable with Arya or Eddard, and not bad at all for his cost. Precision will give you an easier time punching through armor saves and agile makes the unit harder to kill, Berzerkers love him since with their high attack die numbers they get more benefit out of Precision, also agile lets them stay at 1 rank for longer, Bloody Mummer Skirmisher also like him since Agile stacks with Disrupt for a -2 to hit against them and a hit back for every enemy miss.&lt;br /&gt;
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*&#039;&#039;&#039;Greatjon Umber (2pts):&#039;&#039;&#039;  Simple, yet effective, dealing Vulnerable on the charge makes your attacks even more brutal, coupled with his Order to prevent your unit from going down completely he was tailor made for the Berzerkers that come with him in the starter set.&lt;br /&gt;
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*&#039;&#039;&#039;Maege Mormont (2):&#039;&#039;&#039; Overpriced. You want stuff that helps you win, not stuff that makes it hurt less when you are losing, she doesn&#039;t do anything proactive and honestly won&#039;t do much at all with her abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Sworn Sword Captain (1pts):&#039;&#039;&#039; One of your best attachement. Vulnerable and re-rolls will make any unit happy, especially one that intends to fight multiple times in a round, you&#039;ll learn to love them.&lt;br /&gt;
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*&#039;&#039;&#039;Winterfell Guardian (1 pts):&#039;&#039;&#039; A cavarly attachement, gives stubborn tenacity (1 autowounds when you pass a Morale test) and Dauntless (heal 1 wound when passing a morale test), definetly better on Tully Cavaliers than Outriders since they have enough morale and staying power to trigger multiple times.&lt;br /&gt;
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*&#039;&#039;&#039;Umber Champion (1pts):&#039;&#039;&#039;  Also one of your best Attachements. Use him for Greataxes, to more easily and effectively trigger their special ability or just Berzerkers to have them fight at top die value from the get go.&lt;br /&gt;
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*&#039;&#039;&#039;Mormont Veteran (1 pts):&#039;&#039;&#039; Auto-block a hit and another one for every missing rank whenever you get attacked, for the price its not bad at all and your units could def use the added resilience when they start getting the hurt piled onto them.&lt;br /&gt;
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*&#039;&#039;&#039;Crannogmen Survivalist (1 pts):&#039;&#039;&#039; Terrain no longer slows you down, and you weaken enemies when you retreat from them, great synergy with the likes of Robb Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden (1pts):&#039;&#039;&#039; Getting more ranged attacks is a good investment, but he needs line of sight for it, so he&#039;ll do more work with Stormcrow Archers than your own bowmen, not really a bad thing.&lt;br /&gt;
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*&#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 (or rather, him, the attachement, like with Vargo), once you do you get to deal 3 wounds against a single unit, killing an attachement with them if you so choose. The normal rule for such a thing apply, put him on a cheap unit to have an easier time killing 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 a 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;
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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;
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• Grey Wind (0)&lt;br /&gt;
&lt;br /&gt;
• House Umber Greataxes (7) with Bran and Hodor – Protector and Ward (2)&lt;br /&gt;
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• 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;
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Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Sansa Stark – Little Bird (3)&lt;br /&gt;
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• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
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• Catelyn Stark – Lady of Winterfell (4)&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;
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;
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*&#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>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8498</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=8498"/>
		<updated>2021-12-27T19:39:56Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* Non-Combat 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 7 themes in your unit choices.&lt;br /&gt;
Defensive Tully, even more defensive Karstark, fast and ranged Crannogmen, Hard-hitting and maneuverable Stark, offensive berzerkers with Umbers, not THAT offensive berzerkers with Mormonts.&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rob Stark:&#039;&#039;&#039; Mobility Commander. He is fun to use, and has a lot of tactical play. He himself has a gives a free shift every round and heals his unit when they retreat. Positioning is his game, with sudden retreat and hit and run you&#039;ll never get bogged in a protacted fight, and superior positioning lets you bait enemies into making disordely charges that will get them a fraction of the value they were expecting. He rewards clever positioning and keeping control of the different fights that&#039;ll happen on the front line.&lt;br /&gt;
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*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039; Aggression Commander, pure berzerker tactics, he rewards keeping your units on the lowest rank possible and playing balls to the wall assaulting, killing and dying so you can take your enemy with you. Just shut off your brain, grab Mormonts and Umbers and show those southerners what it takes to survive in the North (Hint its mostly madnees, and muscles).&lt;br /&gt;
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*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Defensive Commander, Stand your ground and Stalwart his unit will be hard to shift, his cards give you a chance to attack before you take a charge and deal out vulnerable and panic tokens. His main issue is that while the Tully units he wants in his list could def use the extra offensive power, you can just get more value out of using them on the other more offensive focused units, so what I do is put him in Greataxes so he can work as the center of your battleline, that way he can proc his cards by himself and have the other benefit fully from what they can do.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Stark:&#039;&#039;&#039; Aura Based Commander, his whole kit is centered around stuff happening around Eddards unit, letting him buff their attacks, better morale or counter-charging attackers with his unit, as such he needs a good unit to go into, his Honor Guard is solid since their profile is balanced and pretty good for the cost (though they could do with a bit more, as it stands they are just slightly buffed Sworn Swords). Very balanced and great potential, remember to take Syrio too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; Tricksy Commander, a variety of debuffs for your enemy lets him take control of the battlefield, hitting their mobility, getting in free attacks and weakened tokens and some panicked and panic tests, its all dependent on Crannog units but with 2 of them, counting his own and with Meera and Jojen you may not even need trackers, you&#039;re more than set.&lt;br /&gt;
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*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; Slow aggression Commander, his cards all play around with tokens, so you&#039;ll benefit from having Bowmen, She-bears and Outriders to let you get them, given the cost of this cards (tokens) they have very powerful effects, like denying abilities and tactics cards, buffing atatcks or debuffing your enemies own. Put him in a unit of Bowmen or She-bears and play the long game with your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully (Cav):&#039;&#039;&#039; Mobility and Cav, go full Targ with an all cavalry list so that all your units may benefit from your cards, with sentines and ride-by attack you&#039;ll be spoiled for choice on what you want to dogpile, and with Marshal and Elusive escape you&#039;ll be way harder to finish off than the enemy expects.&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 average defense, average morale and average offense (before factoring Stark fury, which is way better than last edition), they are here to fill your army, and even moreso then other factions, attachement determine how exactly they will accomplish their goal. &lt;br /&gt;
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*&#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 very good support for behind your frontline and taking orders off a unit that fails the panic test is tailor made for fighting Baratheons and Lannisters. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but its hard to go wrong with bringing one. Warden is probably the only thing you&#039;ll put in them if ever, maybe Cassel Commander. &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 all the while slinging Vulnerable tokens all around.&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 deal hits and make enemies more likely to get a disorderly charge. 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 so they have &amp;quot;Order: Swift Retreat&amp;quot; to get out after they get their asses kicked, and attachment are probably a waste in this unit. Fun to use but meh to be honest.&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 average mobility wise, 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 the bonus panic damage from executioner&#039;s fury and maybe even Catelyn.  Greatjon ups their offense and survivability, Rob  their mobility, Umber Champ and Sword captain keep them at peak effciency, they are fine naked but as a solidly rounded unit they can pretty much take whatever and get a benefit out of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale with Unyielding. They even get more offensive output as their numbers dwindle! more dice and better to hit rolls are always welcome. 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 and it will continue to do so, put Syrio Forel in them to take advantage of their absurd attack die values and to make them stay that much longer in the lower rank brackets.&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, but they do have Order:Shieldwall; which, gives them a  defensive boost of blocking hits equal to their ranks from their front or flank every round. Having a resillient unit shouldn&#039;t be underestimated in certain game modes, and costing only 6pts makes them a reasonably priced anvil, primed for a Commander or 2/3 point attachements. 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, besides some mobility which is one of their weaker stats. For an anvil, they work fine but are a bit slow. 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 or the attachment adds some movement like attachment Rob or Crannogman Survivalist. &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 fairly similar (not to say almost identical), 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 (Except for Targaryens).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Mormont She-Bears (6pt):&#039;&#039;&#039; Base profile is identical to Sworn Swords, but they differentiate themselves in their offensive output, they get Critical Blow as a base, and get +1 to hit for every missing rank, now take into account that they have Order: War Cry to hand out panicked and vulnerableand you see that they are not shabby on the offense at all. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Mormont Bruisers (7pt):&#039;&#039;&#039; Light armor, good attack dice values, and counter-strike to hit back when you get the hurt sent your way, when you want to send it the enemy&#039;s way though, you get to choose between Critical blow, Precision or Re-rolls every time you attack, and get to pick one more for each missing rank. get a Mormont Veteran to keep this unit in their last rank to lay down the hurt. They are abit overpriced for what they do, counterstrike works best when you also have disrup or agil (which they dont) and their armor and morale are nothing to write home about, the can get shredded by units cheaper than themselves so the need supprt like Syrio and Howland Reed to make their points back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Karstark Spearmen (6pt):&#039;&#039;&#039; Defensive unit, but while their main competition in the Tully Sworn Shields get their toughness from blocking hits, these guys get it with high armor saves and denying charge and flank/rear bonuses. They are meant to be activated last in a round so they can get those sweet 2+ saves for as long as they can, plop them into objectives and watch you opponet struggle to shift them off.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arya Stark (4pt):&#039;&#039;&#039; The little girl is useful not just because she is cheap. Forcing a free maneveur can grab an early objective or get you out of danger. Since its at the start of an enemy turn you should use it when your enemy is running out of activations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sansa Stark (4pt):&#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. Like Arya her ability is limited, 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 you might even toss a Winter is coming early to enable this. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Catelyn Stark (4pt):&#039;&#039;&#039; Removing tokens is always useful, since weakened tokens can gimp your charges and vulnerable upping the damage you take. 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 will allow you to recycle orders twice per game. 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. The order recycling is the star of the two, ettin more overwatch with Crannog Wardens, Incite with Umber champs, or even more Stark Fury on you sworn swords, easy example; start turn, recycle stark fury on previously activated Sworn Swords, take the sowrds, put vulnerable on the poor sod and have them attack with stark fury again, even with basic units he synergizes with a great deal of the army so do consider him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Stark (5pt):&#039;&#039;&#039; Panic insulation with re-rolls and healing, in total he can heal between 8 and 16 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 multiple times times in a turn. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed (5pt):&#039;&#039;&#039; He gimps enemy units, thats it, and its great, by clipping their movement he helps you maintain your positioning, and the -1 to hit helps with the average survibability of your units, if you&#039;re not sure what to bring, you&#039;ll hardly go wrong with good ol&#039; Howland Reed.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&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;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;Jojen Reed (2pts):&#039;&#039;&#039; getting re-rolls on demand is good, he&#039;s the flexible choice, put him in some sort of skirmisher like Dervishes or Sworn Swords.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meera Reed:&#039;&#039;&#039; Good for the points. Hits and disorderly charge is useful, but as you usually want to charge, she&#039;s a defensive attachement on a faction all about agression.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syrio Forel (2pts):&#039;&#039;&#039; Only fieldable with Arya or Eddard, and not bad at all for his cost. Precision will give you an easier time punching through armor saves and agile makes the unit harder to kill, Berzerkers love him since with their high attack die numbers they get more benefit out of Precision, also agile lets them stay at 1 rank for longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber (2pts):&#039;&#039;&#039;  Simple, yet effective, dealing Vulnerable on the charge makes your attacks even more brutal, coupled with his Order to prevent your unit from going down completely he was tailor made for the Berzerkers that come with him in the starter set.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont (2):&#039;&#039;&#039; Overpriced. You want stuff that helps you win, not stuff that makes it hurt less when you are losing, she doesn&#039;t do anything proactive and honestly won&#039;t do much at all with her abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain (1pts):&#039;&#039;&#039; One of your best attachement. Vulnerable and re-rolls will make any unit happy, especially one that intends to fight multiple times in a round, you&#039;ll learn to love them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winterfell Guardian (1 pts):&#039;&#039;&#039; A cavarly attachement, gives stubborn tenacity (1 autowounds when you pass a Morale test) and Dauntless (heal 1 wound when passing a morale test), definetly better on Tully Cavaliers than Outriders since they have enough morale and staying power to trigger multiple times.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion (1pts):&#039;&#039;&#039;  Also one of your best Attachements. Use him for Greataxes, to more easily and effectively trigger their special ability or just Berzerkers to have them fight at top die value from the get go.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mormont Veteran (1 pts):&#039;&#039;&#039; Auto-block a hit for every missing rank whenever you get attacked, for the price its not bad at all and your units could def use the added resilience when they start getting the hurt piled onto them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogmen Survivalist (1 pts):&#039;&#039;&#039; Terrain no longer slows you down, and you weaken enemies when you retreat from them, great synergy with the likes of Robb Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Getting more ranged attacks is a good investment, but he needs line of sight for it, so he&#039;ll do more work with Stormcrow Archers thanm your own bowmen, not really a bad thing.&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>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8497</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=8497"/>
		<updated>2021-12-27T19:25:46Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* 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 7 themes in your unit choices.&lt;br /&gt;
Defensive Tully, even more defensive Karstark, fast and ranged Crannogmen, Hard-hitting and maneuverable Stark, offensive berzerkers with Umbers, not THAT offensive berzerkers with Mormonts.&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rob Stark:&#039;&#039;&#039; Mobility Commander. He is fun to use, and has a lot of tactical play. He himself has a gives a free shift every round and heals his unit when they retreat. Positioning is his game, with sudden retreat and hit and run you&#039;ll never get bogged in a protacted fight, and superior positioning lets you bait enemies into making disordely charges that will get them a fraction of the value they were expecting. He rewards clever positioning and keeping control of the different fights that&#039;ll happen on the front line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039; Aggression Commander, pure berzerker tactics, he rewards keeping your units on the lowest rank possible and playing balls to the wall assaulting, killing and dying so you can take your enemy with you. Just shut off your brain, grab Mormonts and Umbers and show those southerners what it takes to survive in the North (Hint its mostly madnees, and muscles).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Defensive Commander, Stand your ground and Stalwart his unit will be hard to shift, his cards give you a chance to attack before you take a charge and deal out vulnerable and panic tokens. His main issue is that while the Tully units he wants in his list could def use the extra offensive power, you can just get more value out of using them on the other more offensive focused units, so what I do is put him in Greataxes so he can work as the center of your battleline, that way he can proc his cards by himself and have the other benefit fully from what they can do.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Stark:&#039;&#039;&#039; Aura Based Commander, his whole kit is centered around stuff happening around Eddards unit, letting him buff their attacks, better morale or counter-charging attackers with his unit, as such he needs a good unit to go into, his Honor Guard is solid since their profile is balanced and pretty good for the cost (though they could do with a bit more, as it stands they are just slightly buffed Sworn Swords). Very balanced and great potential, remember to take Syrio too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; Tricksy Commander, a variety of debuffs for your enemy lets him take control of the battlefield, hitting their mobility, getting in free attacks and weakened tokens and some panicked and panic tests, its all dependent on Crannog units but with 2 of them, counting his own and with Meera and Jojen you may not even need trackers, you&#039;re more than set.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; Slow aggression Commander, his cards all play around with tokens, so you&#039;ll benefit from having Bowmen, She-bears and Outriders to let you get them, given the cost of this cards (tokens) they have very powerful effects, like denying abilities and tactics cards, buffing atatcks or debuffing your enemies own. Put him in a unit of Bowmen or She-bears and play the long game with your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully (Cav):&#039;&#039;&#039; Mobility and Cav, go full Targ with an all cavalry list so that all your units may benefit from your cards, with sentines and ride-by attack you&#039;ll be spoiled for choice on what you want to dogpile, and with Marshal and Elusive escape you&#039;ll be way harder to finish off than the enemy expects.&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 average defense, average morale and average offense (before factoring Stark fury, which is way better than last edition), they are here to fill your army, and even moreso then other factions, attachement determine how exactly they will accomplish their goal. &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 very good support for behind your frontline and taking orders off a unit that fails the panic test is tailor made for fighting Baratheons and Lannisters. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but its hard to go wrong with bringing one. Warden is probably the only thing you&#039;ll put in them if ever, maybe Cassel Commander. &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 all the while slinging Vulnerable tokens all around.&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 deal hits and make enemies more likely to get a disorderly charge. 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 so they have &amp;quot;Order: Swift Retreat&amp;quot; to get out after they get their asses kicked, and attachment are probably a waste in this unit. Fun to use but meh to be honest.&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 average mobility wise, 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 the bonus panic damage from executioner&#039;s fury and maybe even Catelyn.  Greatjon ups their offense and survivability, Rob  their mobility, Umber Champ and Sword captain keep them at peak effciency, they are fine naked but as a solidly rounded unit they can pretty much take whatever and get a benefit out of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale with Unyielding. They even get more offensive output as their numbers dwindle! more dice and better to hit rolls are always welcome. 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 and it will continue to do so, put Syrio Forel in them to take advantage of their absurd attack die values and to make them stay that much longer in the lower rank brackets.&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, but they do have Order:Shieldwall; which, gives them a  defensive boost of blocking hits equal to their ranks from their front or flank every round. Having a resillient unit shouldn&#039;t be underestimated in certain game modes, and costing only 6pts makes them a reasonably priced anvil, primed for a Commander or 2/3 point attachements. 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, besides some mobility which is one of their weaker stats. For an anvil, they work fine but are a bit slow. 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 or the attachment adds some movement like attachment Rob or Crannogman Survivalist. &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 fairly similar (not to say almost identical), 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 (Except for Targaryens).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Mormont She-Bears (6pt):&#039;&#039;&#039; Base profile is identical to Sworn Swords, but they differentiate themselves in their offensive output, they get Critical Blow as a base, and get +1 to hit for every missing rank, now take into account that they have Order: War Cry to hand out panicked and vulnerableand you see that they are not shabby on the offense at all. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Mormont Bruisers (7pt):&#039;&#039;&#039; Light armor, good attack dice values, and counter-strike to hit back when you get the hurt sent your way, when you want to send it the enemy&#039;s way though, you get to choose between Critical blow, Precision or Re-rolls every time you attack, and get to pick one more for each missing rank. get a Mormont Veteran to keep this unit in their last rank to lay down the hurt. They are abit overpriced for what they do, counterstrike works best when you also have disrup or agil (which they dont) and their armor and morale are nothing to write home about, the can get shredded by units cheaper than themselves so the need supprt like Syrio and Howland Reed to make their points back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Karstark Spearmen (6pt):&#039;&#039;&#039; Defensive unit, but while their main competition in the Tully Sworn Shields get their toughness from blocking hits, these guys get it with high armor saves and denying charge and flank/rear bonuses. They are meant to be activated last in a round so they can get those sweet 2+ saves for as long as they can, plop them into objectives and watch you opponet struggle to shift them off.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arya Stark (4pt):&#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;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;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;Jojen Reed (2pts):&#039;&#039;&#039; getting re-rolls on demand is good, he&#039;s the flexible choice, put him in some sort of skirmisher like Dervishes or Sworn Swords.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meera Reed:&#039;&#039;&#039; Good for the points. Hits and disorderly charge is useful, but as you usually want to charge, she&#039;s a defensive attachement on a faction all about agression.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syrio Forel (2pts):&#039;&#039;&#039; Only fieldable with Arya or Eddard, and not bad at all for his cost. Precision will give you an easier time punching through armor saves and agile makes the unit harder to kill, Berzerkers love him since with their high attack die numbers they get more benefit out of Precision, also agile lets them stay at 1 rank for longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber (2pts):&#039;&#039;&#039;  Simple, yet effective, dealing Vulnerable on the charge makes your attacks even more brutal, coupled with his Order to prevent your unit from going down completely he was tailor made for the Berzerkers that come with him in the starter set.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont (2):&#039;&#039;&#039; Overpriced. You want stuff that helps you win, not stuff that makes it hurt less when you are losing, she doesn&#039;t do anything proactive and honestly won&#039;t do much at all with her abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain (1pts):&#039;&#039;&#039; One of your best attachement. Vulnerable and re-rolls will make any unit happy, especially one that intends to fight multiple times in a round, you&#039;ll learn to love them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winterfell Guardian (1 pts):&#039;&#039;&#039; A cavarly attachement, gives stubborn tenacity (1 autowounds when you pass a Morale test) and Dauntless (heal 1 wound when passing a morale test), definetly better on Tully Cavaliers than Outriders since they have enough morale and staying power to trigger multiple times.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion (1pts):&#039;&#039;&#039;  Also one of your best Attachements. Use him for Greataxes, to more easily and effectively trigger their special ability or just Berzerkers to have them fight at top die value from the get go.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mormont Veteran (1 pts):&#039;&#039;&#039; Auto-block a hit for every missing rank whenever you get attacked, for the price its not bad at all and your units could def use the added resilience when they start getting the hurt piled onto them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogmen Survivalist (1 pts):&#039;&#039;&#039; Terrain no longer slows you down, and you weaken enemies when you retreat from them, great synergy with the likes of Robb Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Getting more ranged attacks is a good investment, but he needs line of sight for it, so he&#039;ll do more work with Stormcrow Archers thanm your own bowmen, not really a bad thing.&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>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8496</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=8496"/>
		<updated>2021-12-27T19:18:10Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* Unit and Attachement Analysis */&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 7 themes in your unit choices.&lt;br /&gt;
Defensive Tully, even more defensive Karstark, fast and ranged Crannogmen, Hard-hitting and maneuverable Stark, offensive berzerkers with Umbers, not THAT offensive berzerkers with Mormonts.&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rob Stark:&#039;&#039;&#039; Mobility Commander. He is fun to use, and has a lot of tactical play. He himself has a gives a free shift every round and heals his unit when they retreat. Positioning is his game, with sudden retreat and hit and run you&#039;ll never get bogged in a protacted fight, and superior positioning lets you bait enemies into making disordely charges that will get them a fraction of the value they were expecting. He rewards clever positioning and keeping control of the different fights that&#039;ll happen on the front line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039; Aggression Commander, pure berzerker tactics, he rewards keeping your units on the lowest rank possible and playing balls to the wall assaulting, killing and dying so you can take your enemy with you. Just shut off your brain, grab Mormonts and Umbers and show those southerners what it takes to survive in the North (Hint its mostly madnees, and muscles).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Defensive Commander, Stand your ground and Stalwart his unit will be hard to shift, his cards give you a chance to attack before you take a charge and deal out vulnerable and panic tokens. His main issue is that while the Tully units he wants in his list could def use the extra offensive power, you can just get more value out of using them on the other more offensive focused units, so what I do is put him in Greataxes so he can work as the center of your battleline, that way he can proc his cards by himself and have the other benefit fully from what they can do.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Stark:&#039;&#039;&#039; Aura Based Commander, his whole kit is centered around stuff happening around Eddards unit, letting him buff their attacks, better morale or counter-charging attackers with his unit, as such he needs a good unit to go into, his Honor Guard is solid since their profile is balanced and pretty good for the cost (though they could do with a bit more, as it stands they are just slightly buffed Sworn Swords). Very balanced and great potential, remember to take Syrio too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; Tricksy Commander, a variety of debuffs for your enemy lets him take control of the battlefield, hitting their mobility, getting in free attacks and weakened tokens and some panicked and panic tests, its all dependent on Crannog units but with 2 of them, counting his own and with Meera and Jojen you may not even need trackers, you&#039;re more than set.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; Slow aggression Commander, his cards all play around with tokens, so you&#039;ll benefit from having Bowmen, She-bears and Outriders to let you get them, given the cost of this cards (tokens) they have very powerful effects, like denying abilities and tactics cards, buffing atatcks or debuffing your enemies own. Put him in a unit of Bowmen or She-bears and play the long game with your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully (Cav):&#039;&#039;&#039; Mobility and Cav, go full Targ with an all cavalry list so that all your units may benefit from your cards, with sentines and ride-by attack you&#039;ll be spoiled for choice on what you want to dogpile, and with Marshal and Elusive escape you&#039;ll be way harder to finish off than the enemy expects.&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 average defense, average morale and average offense (before factoring Stark fury, which is way better than last edition), they are here to fill your army, and even moreso then other factions, attachement determine how exactly they will accomplish their goal. &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 very good support for behind your frontline and taking orders off a unit that fails the panic test is tailor made for fighting Baratheons and Lannisters. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but its hard to go wrong with bringing one. Warden is probably the only thing you&#039;ll put in them if ever, maybe Cassel Commander. &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 all the while slinging Vulnerable tokens all around.&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 deal hits and make enemies more likely to get a disorderly charge. 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 so they have &amp;quot;Order: Swift Retreat&amp;quot; to get out after they get their asses kicked, and attachment are probably a waste in this unit. Fun to use but meh to be honest.&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 average mobility wise, 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 the bonus panic damage from executioner&#039;s fury and maybe even Catelyn.  Greatjon ups their offense and survivability, Rob  their mobility, Umber Champ and Sword captain keep them at peak effciency, they are fine naked but as a solidly rounded unit they can pretty much take whatever and get a benefit out of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale with Unyielding. They even get more offensive output as their numbers dwindle! more dice and better to hit rolls are always welcome. 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 and it will continue to do so, put Syrio Forel in them to take advantage of their absurd attack die values and to make them stay that much longer in the lower rank brackets.&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, but they do have Order:Shieldwall; which, gives them a  defensive boost of blocking hits equal to their ranks from their front or flank every round. Having a resillient unit shouldn&#039;t be underestimated in certain game modes, and costing only 6pts makes them a reasonably priced anvil, primed for a Commander or 2/3 point attachements. 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, besides some mobility which is one of their weaker stats. For an anvil, they work fine but are a bit slow. 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 or the attachment adds some movement like attachment Rob or Crannogman Survivalist. &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 fairly similar (not to say almost identical), 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 (Except for Targaryens).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Mormont She-Bears (6pt):&#039;&#039;&#039; Base profile is identical to Sworn Swords, but they differentiate themselves in their offensive output, they get Critical Blow as a base, and get +1 to hit for every missing rank, now take into account that they have Order: War Cry to hand out panicked and vulnerableand you see that they are not shabby on the offense at all. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Mormont Bruisers (6-7?pt):&#039;&#039;&#039; (Leaked) Light armor, good attack dice values, and counter-strike to hit back when you get the hurt sent your way, when you want to send it the enemy&#039;s way though, you get to choose between Critical blow, Precision and Re-rolls every time you attack, and get to pick one more for each missing rank. get a Mormont Veteran to keep this unit in their last rank to lay down an amount of damage they have no bussiness delaing out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Karstark Spearmen (6pt):&#039;&#039;&#039; Defensive unit, but while their main competition in the Tully Sworn Shields get their toughness from blocking hits, these guys get it with high armor saves and denying charge and flank/rear bonuses. they are meant to be activated last in a round so they can get those sweet 2+ saves for as long as they can, plop them into objectives and watch you opponet struggle to shifte them off.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arya Stark (4pt):&#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;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;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;Jojen Reed (2pts):&#039;&#039;&#039; getting re-rolls on demand is good, he&#039;s the flexible choice, put him in some sort of skirmisher like Dervishes or Sworn Swords.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meera Reed:&#039;&#039;&#039; Good for the points. Hits and disorderly charge is useful, but as you usually want to charge, she&#039;s a defensive attachement on a faction all about agression.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syrio Forel (2pts):&#039;&#039;&#039; Only fieldable with Arya or Eddard, and not bad at all for his cost. Precision will give you an easier time punching through armor saves and agile makes the unit harder to kill, Berzerkers love him since with their high attack die numbers they get more benefit out of Precision, also agile lets them stay at 1 rank for longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber (2pts):&#039;&#039;&#039;  Simple, yet effective, dealing Vulnerable on the charge makes your attacks even more brutal, coupled with his Order to prevent your unit from going down completely he was tailor made for the Berzerkers that come with him in the starter set.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont (2):&#039;&#039;&#039; Overpriced. You want stuff that helps you win, not stuff that makes it hurt less when you are losing, she doesn&#039;t do anything proactive and honestly won&#039;t do much at all with her abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain (1pts):&#039;&#039;&#039; One of your best attachement. Vulnerable and re-rolls will make any unit happy, especially one that intends to fight multiple times in a round, you&#039;ll learn to love them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winterfell Guardian (1 pts):&#039;&#039;&#039; A cavarly attachement, gives stubborn tenacity (1 autowounds when you pass a Morale test) and Dauntless (heal 1 wound when passing a morale test), definetly better on Tully Cavaliers than Outriders since they have enough morale and staying power to trigger multiple times.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion (1pts):&#039;&#039;&#039;  Also one of your best Attachements. Use him for Greataxes, to more easily and effectively trigger their special ability or just Berzerkers to have them fight at top die value from the get go.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mormont Veteran (1 pts):&#039;&#039;&#039; Auto-block a hit for every missing rank whenever you get attacked, for the price its not bad at all and your units could def use the added resilience when they start getting the hurt piled onto them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogmen Survivalist (1 pts):&#039;&#039;&#039; Terrain no longer slows you down, and you weaken enemies when you retreat from them, great synergy with the likes of Robb Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Getting more ranged attacks is a good investment, but he needs line of sight for it, so he&#039;ll do more work with Stormcrow Archers thanm your own bowmen, not really a bad thing.&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>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8492</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=8492"/>
		<updated>2021-11-16T00:04:40Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* Non-Combat 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;
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*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039; Aggression Commander (NEED MORE INFO)&lt;br /&gt;
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*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Defensive Commander (NEED MORE INFO)&lt;br /&gt;
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*&#039;&#039;&#039;Eddard Stark:&#039;&#039;&#039; Aura and Eddard based Commander (NEED MORE INFO)&lt;br /&gt;
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*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; Tricksy and auto hit Commander.&lt;br /&gt;
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*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; Slow aggression Commander&lt;br /&gt;
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*&#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 average defense, average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. &lt;br /&gt;
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*&#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 very good support for you frontline and taking orders off a unit that fails the panic test is tailor made for fighting Baratheons and Lannisters. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but its hard to go wrong with bringing one. Warden is probably the only thing you&#039;ll put in them if ever, maybe Cassel Commander. &lt;br /&gt;
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*&#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 all the while slinging Vulnerable tokens all around.&lt;br /&gt;
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*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to deal hits and make enemies more likely to get a disorderly charge. 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 so they have Order:Swift Retreat to get out after they get their asses kicked, and attachment are probably a waste in this unit. Fun to use but meh to be honest.&lt;br /&gt;
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*&#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 average mobility wise, 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 the bonus panic damage from executioner&#039;s fury and maybe even Catelyn.  Bran works to stop give you more wounds and getting them out od dodge in a pinch, Robb makes them faster, Champion keeps them at top efficiency and ensures that panic damage goes through, but these are fine naked.&lt;br /&gt;
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*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale with Unyielding. They even get more offensive output as their numbers dwindle! more dice and better to hit rolls are always welcome. 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 and it will continue to do so, put Syrio Forel in them to take advantage of their absurd attack die values and to make them stay that much longer in the lower rank brackets.&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, but they do have Order:Shieldwall; which, gives them a  defensive boost of blocking hits equal to their ranks from their front or flank every round. Having a resillient unit shouldn&#039;t be underestimated in certain game modes, and costing only 6pts makes them a reasonably priced anvil, primed for a Commander or 2/3 point attachements. 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, besides some mobility which is one of their weaker stats. For an anvil, they work fine but are a bit slow. 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 or the attachment adds some movement like attachment Rob or Crannogman Survivalist. A solid unit especially in a Robb or Brynden Tully list.&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 fairly similar (not to say almost identical), 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 (Except for Targaryens).&lt;br /&gt;
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*&#039;&#039;&#039;House Mormont She-Bears (6pt):&#039;&#039;&#039; Base profile is identical to Sworn Swords, but they differentiate themselves in their offensive output, they get Critical Blow as a base, and get +1 to hit for every missing rank, now take into account that they have Order: War Cry to hand out panicked and vulnerableand you see that they are not shabby on the offense at all. &lt;br /&gt;
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*&#039;&#039;&#039;House Mormont Bruisers (6-7?pt):&#039;&#039;&#039; (Leaked) Light armor, good attack dice values, and counter-strike to hit back when you get the hurt sent your way, when you want to send it the enemy&#039;s way though, you get to choose between Critical blow, Precision and Re-rolls every time you attack, and get to pick one more for each missing rank. get a Mormont Veteran to keep this unit in their last rank to lay down an amount of damage they have no bussiness delaing out.&lt;br /&gt;
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*&#039;&#039;&#039;House Karstark Spearmen (6pt):&#039;&#039;&#039; Defensive unit, but while their main competition in the Tully Sworn Shields get their toughness from blocking hits, these guys get it with high armor saves and denying charge and flank/rear bonuses. they are meant to be activated last in a round so they can get those sweet 2+ saves for as long as they can, plop them into objectives and watch you opponet struggle to shifte them off.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arya Stark (4pt):&#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;
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*&#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;
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====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;
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*&#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;
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*&#039;&#039;&#039;Bran and Hodor:&#039;&#039;&#039; Good and solid. Good in greataxes.&lt;br /&gt;
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*&#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;
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*&#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;
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*&#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;
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*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  Expensive but good if you pull it off. Prob too expensive&lt;br /&gt;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#039;&#039;&#039;Mormont Veteran (1 pts):&#039;&#039;&#039; Auto-block a hit for every missing rank whenever you get attacked, for the price its not bad at all and your units could def use the added resilience when they start getting the hurt piled onto them.&lt;br /&gt;
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*&#039;&#039;&#039;Winterfell Guardian (1 pts):&#039;&#039;&#039; A cavarly attachement, gives stubborn tenacity (D3 autowounds when you pass a Morale test), definetly better on Tully Cavaliers than Outriders since they have enough morale and staying power to trigger the order multiple times.&lt;br /&gt;
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*&#039;&#039;&#039;Crannogmen Survivalist (2 pts):&#039;&#039;&#039; Re-roll retreat distance rolls, d3 wounds when disengaging and pathfinder for that sweet +1 movement ignores rough/hindering/dangerous terrain, put it on something that can make good use of the mobility but wants to go around bouncing from unit to unit.&lt;br /&gt;
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*&#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;
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==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;
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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;
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Sample List:&lt;br /&gt;
&lt;br /&gt;
Commander: Robb Stark – The Wolf Lord&lt;br /&gt;
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Combat Units:&lt;br /&gt;
&lt;br /&gt;
• House Umber Berserkers (7) with Robb Stark – The Wolf Lord (0)&lt;br /&gt;
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• Grey Wind (0)&lt;br /&gt;
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• House Umber Greataxes (7) with Bran and Hodor – Protector and Ward (2)&lt;br /&gt;
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• Summer (0)&lt;br /&gt;
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• Stark Sworn Swords (5) with Sworn Sword Captain (1)&lt;br /&gt;
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• Stark Outriders (7)&lt;br /&gt;
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Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Sansa Stark – Little Bird (3)&lt;br /&gt;
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• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
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• Catelyn Stark – Lady of Winterfell (4)&lt;br /&gt;
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==Tactics Deck==&lt;br /&gt;
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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;
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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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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==Tactics==&lt;br /&gt;
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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;
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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;
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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;
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====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;
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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;
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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;
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Next step for me is often assigning blanket 11 points for NCU, as I often play with 3 NCU.&lt;br /&gt;
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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;
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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>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8491</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=8491"/>
		<updated>2021-11-15T22:49:27Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* 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 average defense, average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. &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 very good support for you frontline and taking orders off a unit that fails the panic test is tailor made for fighting Baratheons and Lannisters. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but its hard to go wrong with bringing one. Warden is probably the only thing you&#039;ll put in them if ever, maybe Cassel Commander. &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 all the while slinging Vulnerable tokens all around.&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 deal hits and make enemies more likely to get a disorderly charge. 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 so they have Order:Swift Retreat to get out after they get their asses kicked, and attachment are probably a waste in this unit. Fun to use but meh to be honest.&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 average mobility wise, 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 the bonus panic damage from executioner&#039;s fury and maybe even Catelyn.  Bran works to stop give you more wounds and getting them out od dodge in a pinch, Robb makes them faster, Champion keeps them at top efficiency and ensures that panic damage goes through, 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 with Unyielding. They even get more offensive output as their numbers dwindle! more dice and better to hit rolls are always welcome. 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 and it will continue to do so, put Syrio Forel in them to take advantage of their absurd attack die values and to make them stay that much longer in the lower rank brackets.&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, but they do have Order:Shieldwall; which, gives them a  defensive boost of blocking hits equal to their ranks from their front or flank every round. Having a resillient unit shouldn&#039;t be underestimated in certain game modes, and costing only 6pts makes them a reasonably priced anvil, primed for a Commander or 2/3 point attachements. 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, besides some mobility which is one of their weaker stats. For an anvil, they work fine but are a bit slow. 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 or the attachment adds some movement like attachment Rob or Crannogman Survivalist. A solid unit especially in a Robb or Brynden Tully list.&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 fairly similar (not to say almost identical), 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 (Except for Targaryens).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Mormont She-Bears (6pt):&#039;&#039;&#039; Base profile is identical to Sworn Swords, but they differentiate themselves in their offensive output, they get Critical Blow as a base, and get +1 to hit for every missing rank, now take into account that they have Order: War Cry to hand out panicked and vulnerableand you see that they are not shabby on the offense at all. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Mormont Bruisers (6-7?pt):&#039;&#039;&#039; (Leaked) Light armor, good attack dice values, and counter-strike to hit back when you get the hurt sent your way, when you want to send it the enemy&#039;s way though, you get to choose between Critical blow, Precision and Re-rolls every time you attack, and get to pick one more for each missing rank. get a Mormont Veteran to keep this unit in their last rank to lay down an amount of damage they have no bussiness delaing out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Karstark Spearmen (6pt):&#039;&#039;&#039; Defensive unit, but while their main competition in the Tully Sworn Shields get their toughness from blocking hits, these guys get it with high armor saves and denying charge and flank/rear bonuses. they are meant to be activated last in a round so they can get those sweet 2+ saves for as long as they can, plop them into objectives and watch you opponet struggle to shifte them off.&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;Mormont Veteran (1 pts):&#039;&#039;&#039; Auto-block a hit for every missing rank whenever you get attacked, for the price its not bad at all and your units could def use the added resilience when they start getting the hurt piled onto them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winterfell Guardian (1 pts):&#039;&#039;&#039; A cavarly attachement, gives stubborn tenacity (D3 autowounds when you pass a Morale test), definetly better on Tully Cavaliers than Outriders since they have enough morale and staying power to trigger the order multiple times.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogmen Survivalist (2 pts):&#039;&#039;&#039; Re-roll retreat distance rolls, d3 wounds when disengaging and pathfinder for that sweet +1 movement ignores rough/hindering/dangerous terrain, put it on something that can make good use of the mobility but wants to go around bouncing from unit to unit.&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>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8490</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=8490"/>
		<updated>2021-11-15T21:43:14Z</updated>

		<summary type="html">&lt;p&gt;2800:300:6331:AFC0:0:0:0:3: /* 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 average defense, average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. &lt;br /&gt;
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*&#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 and taking orders offa unit that fails the panic test is tailor made for fighting Baratheons and Lannisters. 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;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;
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*&#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 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;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow, but they do have the activated ability Shieldwall; which, gives them a  defensive boost of blocking D3 hits from their front every round. Having a resillient unit shouldn&#039;t be underestimated in certain game modes, and costing only 6pts makes them a reasonably priced anvil, primed for a Commander or 2/3 point attachements. 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, besides some mobility which is one of their weaker stats. For an anvil, they work fine but are a bit slow. 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 or the attachment adds some movement like attachment Rob or Crannogman Survivalist. A solid unit especially in a Robb or Brynden Tully list.&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;Mormont Veteran (1 pts):&#039;&#039;&#039; Auto-block a hit for every missing rank whenever you get attacked, for the price its not bad at all and your units could def use the added resilience when they start getting the hurt piled onto them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winterfell Guardian (1 pts):&#039;&#039;&#039; A cavarly attachement, gives stubborn tenacity (D3 autowounds when you pass a Morale test), definetly better on Tully Cavaliers than Outriders since they have enough morale and staying power to trigger the order multiple times.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogmen Survivalist (2 pts):&#039;&#039;&#039; Re-roll retreat distance rolls, d3 wounds when disengaging and pathfinder for that sweet +1 movement ignores rough/hindering/dangerous terrain, put it on something that can make good use of the mobility but wants to go around bouncing from unit to unit.&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;
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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;
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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;
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Running either/both Beserker and/or Greataxes is probably a good idea.&lt;br /&gt;
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Sample List:&lt;br /&gt;
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Commander: Robb Stark – The Wolf Lord&lt;br /&gt;
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Combat Units:&lt;br /&gt;
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• House Umber Berserkers (7) with Robb Stark – The Wolf Lord (0)&lt;br /&gt;
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• Grey Wind (0)&lt;br /&gt;
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• House Umber Greataxes (7) with Bran and Hodor – Protector and Ward (2)&lt;br /&gt;
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• Summer (0)&lt;br /&gt;
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• Stark Sworn Swords (5) with Sworn Sword Captain (1)&lt;br /&gt;
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• Stark Outriders (7)&lt;br /&gt;
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Non-Combat Units:&lt;br /&gt;
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• Sansa Stark – Little Bird (3)&lt;br /&gt;
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• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
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• Catelyn Stark – Lady of Winterfell (4)&lt;br /&gt;
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==Tactics Deck==&lt;br /&gt;
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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;
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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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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*&#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;
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==Tactics==&lt;br /&gt;
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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;
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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;
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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;
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====List examples====&lt;br /&gt;
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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;
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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;
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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;
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Next step for me is often assigning blanket 11 points for NCU, as I often play with 3 NCU.&lt;br /&gt;
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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;
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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;
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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;
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With my last point I get myself a Mormont Veteran to make the Baratheon feel inadaquate.&lt;br /&gt;
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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;
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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;
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Instead of Bran we could have thrown Robb unto the Dervishes for 7 + d6 retreats.&lt;br /&gt;
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My List:&lt;br /&gt;
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Faction: House Stark Commander: Brynden Tully – The Blackfish &lt;br /&gt;
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Combat Units: &lt;br /&gt;
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• Stormcrow Dervishes (7) with Brynden Tully – The Blackfish (0) &lt;br /&gt;
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• Stormcrow Dervishes (7) with Bran and Hodor – Protector and Ward (2) &lt;br /&gt;
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• Summer (0) &lt;br /&gt;
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• House Tully Sworn Shields (6) with Mormont Veteran (1) &lt;br /&gt;
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• Stark Sworn Swords (5) with Rickon Stark - Prince Of Winterfell (1) and Osha - Spearwife Guardian (0) &lt;br /&gt;
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• Shaggydog (0)&lt;br /&gt;
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Non-Combat Units:&lt;br /&gt;
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• Eddard Stark – Warden of the North (4) &lt;br /&gt;
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• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
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• Sansa Stark - Little Bird (3)&lt;br /&gt;
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/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>2800:300:6331:AFC0:0:0:0:3</name></author>
	</entry>
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