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		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8476</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=8476"/>
		<updated>2020-05-03T23:12:50Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 4 main theme in your unit choices.&lt;br /&gt;
Defensive Tully, fast, and ranged Crannogmen, Hard-hitting and Beserker Umber/Stark, and your wolves&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rob Stark:&#039;&#039;&#039; Your mobility commander. He is fun to use, and has a lot of tactical play. He himself has a buff, which on the first look seems weak, but not being able to reroll hurts and not being able to play card can throw a wrench in a lot of plans. Positioning is the problem though. &amp;quot;Hit and Run&amp;quot; is a great card, if you have a plan for it. But just running 6 + 5 away forces your foe to usually risk a panic test to follow you. &amp;quot;Tactical Retreat&amp;quot; is another retreat action but with better Timing. Even if you just use it to force a reroll it is worth it, but the bigger benefit is that you can throw in your shitload of stark charge cards too. Unlikely though that you can force a side charge, but with a bit of luck, he will pivot to face your troops after the retreat, giving the rest of your army better positions. The last card is a card you can keep in your hand, and it&#039;ll be worth gold, IF you are a player who mastered staying at the edge of the enemy charge distance. Rob also comes with a wolf btw, making him already worth atleast 1 points. The best units for him is flexible, put him in a unit which can stay close to the front, but won&#039;t want any dmg buffs. If you are feeling lucky, bowmen fit quite nicely, as Superior Positing can make you quite invulnerable against charges. But meh, as you don&#039;t really help the damage output of your bowmen, and people can safely declare a charge outside of long range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039; Aggression Commander (NEED MORE INFO)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Defensive Commander (NEED MORE INFO)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Stark:&#039;&#039;&#039; Aura and Eddard based Commander (NEED MORE INFO)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; Tricksy and auto hit Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; Slow aggression Commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully (Cav):&#039;&#039;&#039; Mobility and Cav.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  Solid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039; Good if enemy is playing death star style.&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.&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 2-4 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Stark (4pt):&#039;&#039;&#039; Eddard is your last infaction NCU. In total he can heal between 6 and 3+3d3 wounds. This is more then Tycho and Aemon on average but keep in mind that you require some conditions. But unlike Aemon you can heal someone 3 times in a turn without an issue. Good interaction with the bowmen for forced moral checks, while Greataxes like some sustainability.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meera Reed:&#039;&#039;&#039; Good for the points. Auto wounds and disorderly charge force is useful. But as you usually want to charge, the thing you probably enjoy the most will be the auto-wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rickon Stark:&#039;&#039;&#039;  My Boy. He gives you a dog, the best one of the bunch. He is also the cheapest of the three wolf attachement, of which you usually field 2. But the Dog and Rickon give 2 VP together, is that worth it? For the cheap package yes, affitionally you get Osha, one of your best attachement. Go down fighting, for a stark is usually 3d3 auto-wounds. Smart use of heals can even increase the amount. Add her to Sworn swords, and you can force the ability yourself, which can be strong enough, to punch way above your point total. For Rickon sending him off, always ask if you can achieve more with 1 Wound more, and d3 Auto-wounds or if the 1 VP saved won&#039;t matter. Rickon has synergy with eddard and with bryden commander, best units are sworn swords, stormcrows mecenary (5 points for 2 activations) and maybe Tully (beserkers are fine, but you might want to put more aggressive stuff on them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bran and Hodor:&#039;&#039;&#039; Good and solid. Good in greataxes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; Stalwart is a good ability, but your faction doesn&#039;t really need it. Most of your unit will pass moral test anyways. 2 Points is saving around one panic test probably not worth it, but luckily he comes with a second ability. 2 dice and +1 to hit is not useless, especially as you won&#039;t have a reroll due to already being engaged. The best fit is probably greataxes, as they already gain bonus from being battles, and every new hit is basically another wound. Beserkers might be a good choices, as this just upps their dmg after getting stuck in. The moral buff js wasted though unless you regulary face neutrals or lannisters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jojen Reed:&#039;&#039;&#039; 3 good abilities by itself. 3 really good ability, but three abilities which are situational in their use. Guiding Hands you want if you can&#039;t charge this turn, so best for a ranged unit or a melee unit, useless if you planning on charging.; 4-5 you want to set up a flank charge, charge or even pivot before shooting if they are right out of LoS, useless if you are actually already in melee, and useless if you set up your ranged attack. The last is just generally useful. But as 2-3 and 4-5 deal with wildly different scenarios, and you can&#039;t even ensure you have the one you want, he can hurt you more then he is worth. And because you roll on the activation, you can&#039;t even plan correctly. Not worth for the 2 points, unless you really want a unit to be crannog. In that case, best with ranged units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syrio Forel:&#039;&#039;&#039; Only fieldable with Arya, and not actually bad for his ability. It isn&#039;t flashy but can help you out of a pickle. If you want good fun, use him with either Sworn Swords or Rodrik. Precision works perfectly with Critical Blow, and even pillowfisted units, can push through an insane amounts of wounds. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  Expensive but good if you pull it off. Prob too expensive&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont:&#039;&#039;&#039; Overpriced. Stalwart is a good ability, but true value comes from ensuring passes and gaining something from each pass. Your best unit on average would pass most times already. Her active ability unlike Bryden Commandee is also an order, so usually not worth it and you can&#039;t even build around it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bryden Tully (Cav):&#039;&#039;&#039; Expensive but I&#039;ll talk him up now. You can outflank a unit, quite useful on some game modes, especially the newer ones. Regroup vibes well with the outriders, if you are lucky (or the enemy is weaken) you can pretty much ensure you will keep your rank. Retreat is a great option, if you can retreat via the tactics spot and the targetted unit won&#039;t activate next. Your cavalry unit, can position themselves in such a way, that the enemy can&#039;t pivot to be save for a flank charge. Both cavalier and Flayed men enjoy cycle charging. Keep in mind, the outflanked Outriders won&#039;t have to have Bryden in them, so that opens up a lot of things. Outriders are an natural fit, with the weaken from bushwaker and the autoretreat, you can pretty easily keep 2 ranks. The Cavalier and Flayed men enjoys retreating to set up an easy next charge, but Bryden doesn&#039;t help you here, unless you been hit. It depends on your playstyle then, if you are charging early with your Cav, get attacked back, and then as your last activation claim the retreat spot, this might have some values, otherwise he might be a waste. Play him if you can make use of his outflanked unit. BUT then you realize he is 3 points, that is a lot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Opportunist is a reroll for all yout missed attacks. Usually you gain a reroll on a successful charge, and as a Stark you should always successfully charge. So who is useful then. On the first look, ranged can benefit the most, and I agree. If you play bowmen, these guys can ensure you actually hit. With their ability, you should get enough attacks to be worth your investement. But the second problem is the condition itself, as a stark player you usually await your opponent, using cheaper unit to wait them out, attacking an unactivated unit always puts his risk on yourself.  There is one situation where this is actually useful on a melee unit, on the top of the round after you started your attack on the enemy&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain:&#039;&#039;&#039; One of your best attachement. Vulnerable usually give you 2 more wounds, it can be used by other units and if you play certain mission, vulnerable is even better. Rodrik loves them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion:&#039;&#039;&#039;  Also one of your best Attachements. use him for Greataxes, or if facing 6-7 moral unit. Watch out not to overuse it, if you you deal the same amount of wounds you take, something is wrong.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaqen H&#039;ghar:&#039;&#039;&#039; Jaqen is quite unique. You attach him to an enemy and the effect only triggers if you kill that unit. Taking out a NCU is definitly game changing but you need to ensure that happens. The normal rule for such a thing apply, put him on a cheap unit to easier kill it, or put him in a expensive unit to make the enemy hesitant. Make sure that you kill that unit early enough otherwise you have wasted 2 points. Worth it but you need to work for it.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 9+ activation in your army. Use wolves to pad your force. Most everyone wants 3 NCU, and for you 3 NCU means you have 1 more cheap activation, and you don&#039;t have to waste a NCU for a slot you usually ignore. But because of your wolves, you can easily ignore going 3 NCU&#039;s if you want to stuff up the table. You generally play more attachment then most factions due to your wolves and because of your good 2-3 point attachements. Get to the activation count you want, then start filling out your points with attachement.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have enough tools to weaken the enemy counter attack, so you need to have your army take out the enemy forces first, so fast and hard hitting units are good.&lt;br /&gt;
&lt;br /&gt;
Running either/both Beserker and/or Greataxes is probably a good idea.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
&lt;br /&gt;
Commander: Robb Stark – The Wolf Lord&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• House Umber Berserkers (7) with Robb Stark – The Wolf Lord (0)&lt;br /&gt;
&lt;br /&gt;
• Grey Wind (0)&lt;br /&gt;
&lt;br /&gt;
• House Umber Greataxes (7) with Bran and Hodor – Protector and Ward (2)&lt;br /&gt;
&lt;br /&gt;
• Summer (0)&lt;br /&gt;
&lt;br /&gt;
• Stark Sworn Swords (5) with Sworn Sword Captain (1)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Sansa Stark – Little Bird (3)&lt;br /&gt;
&lt;br /&gt;
• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
&lt;br /&gt;
• Catelyn Stark – Lady of Winterfell (4)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units.&lt;br /&gt;
Starks do that not as rigidly as others.&lt;br /&gt;
Starks have some very strong card, but some of them have specific conditions.&lt;br /&gt;
Unlike some other factions you will try to hold unto your cards.&lt;br /&gt;
But what Starks excel at with their Tactics deck is comboing the fuck out of their card.&lt;br /&gt;
&lt;br /&gt;
In general your Tactics Deck is supplementary to your play style and not the basis, you also lack card raw&lt;br /&gt;
Keep in mind nearly all your card are for getting into combat and then attacking, so fuck me you are screwed if you can&#039;t charge anymore because you are all stuck or just dead. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winter is coming:&#039;&#039;&#039; One of your best card. Charging and turning off tactics card and orders is in certain scenario a killer. Use this card later in the turn, so he&#039;ll won&#039;t have a chance to use his tactics card (and order) later in the same turn, this way that card will continue shitting up his hand. The additional effect is useful, but not required. Decide based on your target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Ferocity:&#039;&#039;&#039;  Good effect, use it often, there isn&#039;t really a point in keeping it for longer, you don&#039;t have a unit who immensely profits from it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The North remembers:&#039;&#039;&#039; One of your best cards. Holy crap this is good, but don&#039;t fall into the trap of it. You may hold unto it too long, and gain nothing by it, and secondly keep in mind the effect. You have to have a unit having activated, and throwing away unit might not be worth it if the other unit won&#039;t help you win the game. Usually wolves are sacrificed but make sure it is worth it&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Impact:&#039;&#039;&#039; Another one of your homerun cards. Don&#039;t be too obvious while using it, and more importantly don&#039;t overcommit your charges and get dog pilled. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swift Advance:&#039;&#039;&#039; I know I sound like a hype man, but damn this is a good card. Use it to either make it to their flank or get closer&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sudden Charge:&#039;&#039;&#039; Another charge card, now you know the problem I have with everything being about 1 thing. It&#039;s good, use this NCU to claim the Horse spot, then trigger this card (but see below). You usually can use it best by keeping it in your hand, use 1 turn to set up the motions. But keep in mind, if your first activation is claiming horse then your opponent is free to just take swords, getting a free attack in. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Direwolf&#039;s Fervor:&#039;&#039;&#039; Honestly meh, just use it ASAP unless you really want those d3 autowounds&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Wolves only have 2 wounds, protect them well. Walder has easy targets on your wolves but he should only use his ability on the turns, his ability wouldn&#039;t trigger. Don&#039;t attack easy sources of auto-wounds: Rose Knights, Gregor. Honestly just hide them.&lt;br /&gt;
&lt;br /&gt;
In general, due to the change of wolves that they cost 1 VP, they suck tremendously. Not in the game terms, they are still worth those points, but on a fluff level. &lt;br /&gt;
The nerf didn&#039;t weaken wolves, but nowadays the best bet for wolves is to just keep them in the far back, maybe let them sit on a objective, and never move them anywhere close to the battlefield. Attacking with them should only be done if a unit is close to death, and even then this is a big risk for you.&lt;br /&gt;
&lt;br /&gt;
This change sucks, as they went to useful road bumps, to cheerleaders, and unlike infinity they don&#039;t wear miniskirts (look up caledonian volunteers).&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8474</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=8474"/>
		<updated>2020-04-26T02:10:38Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 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;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Starj:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039;&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.&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 2-4 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.&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; &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;  &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; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Opportunist is a reroll for all yout missed attacks. Usually you gain a reroll on a successful charge, and as a Stark you should always successfully charge. So who is useful then. On the first look, ranged can benefit the most, and I agree. If you play bowmen, these guys can ensure you actually hit. With their ability, you should get enough attacks to be worth your investement. But the second problem is the condition itself, as a stark player you usually await your opponent, using cheaper unit to wait them out, attacking an unactivated unit always puts his risk on yourself.  There is one situation where this is actually useful on a melee unit, on the top of the round after you started your attack on the enemy&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain:&#039;&#039;&#039; One of your best attachement. Vulnerable usually give you 2 more wounds, it can be used by other units and if you play certain mission, vulnerable is even better. Rodrik loves them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion:&#039;&#039;&#039;  Also one of your best Attachements. use him for Greataxes, or if facing 6-7 moral unit. Watch out not to overuse it, if you you deal the same amount of wounds you take, something is wrong.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaqen H&#039;ghar:&#039;&#039;&#039; Jaqen is quite unique. You attach him to an enemy and the effect only triggers if you kill that unit. Taking out a NCU is definitly game changing but you need to ensure that happens. The normal rule for such a thing apply, put him on a cheap unit to easier kill it, or put him in a expensive unit to make the enemy hesitant. Make sure that you kill that unit early enough otherwise you have wasted 2 points. Worth it but you need to work for it.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 9+ activation in your army. Use wolves to pad your force. Most everyone wants 3 NCU, and for you 3 NCU means you have 1 more cheap activation, and you don&#039;t have to waste a NCU for a slot you usually ignore. But because of your wolves, you can easily ignore going 3 NCU&#039;s if you want to stuff up the table. You generally play more attachment then most factions due to your wolves and because of your good 2-3 point attachements. Get to the activation count you want, then start filling out your points with attachement.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have enough tools to weaken the enemy counter attack, so you need to have your army take out the enemy forces first, so fast and hard hitting units are good.&lt;br /&gt;
&lt;br /&gt;
Running either/both Beserker and/or Greataxes is probably a good idea.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
&lt;br /&gt;
Commander: Robb Stark – The Wolf Lord&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• House Umber Berserkers (7) with Robb Stark – The Wolf Lord (0)&lt;br /&gt;
&lt;br /&gt;
• Grey Wind (0)&lt;br /&gt;
&lt;br /&gt;
• House Umber Greataxes (7) with Bran and Hodor – Protector and Ward (2)&lt;br /&gt;
&lt;br /&gt;
• Summer (0)&lt;br /&gt;
&lt;br /&gt;
• Stark Sworn Swords (5) with Sworn Sword Captain (1)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Sansa Stark – Little Bird (3)&lt;br /&gt;
&lt;br /&gt;
• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
&lt;br /&gt;
• Catelyn Stark – Lady of Winterfell (4)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units.&lt;br /&gt;
Starks do that not as rigidly as others.&lt;br /&gt;
Starks have some very strong card, but some of them have specific conditions.&lt;br /&gt;
Unlike some other factions you will try to hold unto your cards.&lt;br /&gt;
But what Starks excel at with their Tactics deck is comboing the fuck out of their card.&lt;br /&gt;
&lt;br /&gt;
In general your Tactics Deck is supplementary to your play style and not the basis, you also lack card raw&lt;br /&gt;
Keep in mind nearly all your card are for getting into combat and then attacking, so fuck me you are screwed if you can&#039;t charge anymore because you are all stuck or just dead. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winter is coming:&#039;&#039;&#039; One of your best card. Charging and turning off tactics card and orders is in certain scenario a killer. Use this card later in the turn, so he&#039;ll won&#039;t have a chance to use his tactics card (and order) later in the same turn, this way that card will continue shitting up his hand. The additional effect is useful, but not required. Decide based on your target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Ferocity:&#039;&#039;&#039;  Good effect, use it often, there isn&#039;t really a point in keeping it for longer, you don&#039;t have a unit who immensely profits from it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The North remembers:&#039;&#039;&#039; One of your best cards. Holy crap this is good, but don&#039;t fall into the trap of it. You may hold unto it too long, and gain nothing by it, and secondly keep in mind the effect. You have to have a unit having activated, and throwing away unit might not be worth it if the other unit won&#039;t help you win the game. Usually wolves are sacrificed but make sure it is worth it&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Impact:&#039;&#039;&#039; Another one of your homerun cards. Don&#039;t be too obvious while using it, and more importantly don&#039;t overcommit your charges and get dog pilled. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swift Advance:&#039;&#039;&#039; I know I sound like a hype man, but damn this is a good card. Use it to either make it to their flank or get closer&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sudden Charge:&#039;&#039;&#039; Another charge card, now you know the problem I have with everything being about 1 thing. It&#039;s good, use this NCU to claim the Horse spot, then trigger this card (but see below). You usually can use it best by keeping it in your hand, use 1 turn to set up the motions. But keep in mind, if your first activation is claiming horse then your opponent is free to just take swords, getting a free attack in. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Direwolf&#039;s Fervor:&#039;&#039;&#039; Honestly meh, just use it ASAP unless you really want those d3 autowounds&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Wolves only have 2 wounds, protect them well. Walder has easy targets on your wolves but he should only use his ability on the turns, his ability wouldn&#039;t trigger. Don&#039;t attack easy sources of auto-wounds: Rose Knights, Gregor. Honestly just hide them.&lt;br /&gt;
&lt;br /&gt;
In general, due to the change of wolves that they cost 1 VP, they suck tremendously. Not in the game terms, they are still worth those points, but on a fluff level. &lt;br /&gt;
The nerf didn&#039;t weaken wolves, but nowadays the best bet for wolves is to just keep them in the far back, maybe let them sit on a objective, and never move them anywhere close to the battlefield. Attacking with them should only be done if a unit is close to death, and even then this is a big risk for you.&lt;br /&gt;
&lt;br /&gt;
This change sucks, as they went to useful road bumps, to cheerleaders, and unlike infinity they don&#039;t wear miniskirts (look up caledonian volunteers).&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8473</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=8473"/>
		<updated>2020-04-26T01:59:07Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Building your Army */&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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Starj:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; &lt;br /&gt;
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====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039;&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.&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 2-4 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.&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; &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;  &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; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Opportunist is a reroll for all yout missed attacks. Usually you gain a reroll on a successful charge, and as a Stark you should always successfully charge. So who is useful then. On the first look, ranged can benefit the most, and I agree. If you play bowmen, these guys can ensure you actually hit. With their ability, you should get enough attacks to be worth your investement. But the second problem is the condition itself, as a stark player you usually await your opponent, using cheaper unit to wait them out, attacking an unactivated unit always puts his risk on yourself.  There is one situation where this is actually useful on a melee unit, on the top of the round after you started your attack on the enemy&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain:&#039;&#039;&#039; One of your best attachement. Vulnerable usually give you 2 more wounds, it can be used by other units and if you play certain mission, vulnerable is even better. Rodrik loves them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion:&#039;&#039;&#039;  Also one of your best Attachements. use him for Greataxes, or if facing 6-7 moral unit. Watch out not to overuse it, if you you deal the same amount of wounds you take, something is wrong.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaqen H&#039;ghar:&#039;&#039;&#039; Jaqen is quite unique. You attach him to an enemy and the effect only triggers if you kill that unit. Taking out a NCU is definitly game changing but you need to ensure that happens. The normal rule for such a thing apply, put him on a cheap unit to easier kill it, or put him in a expensive unit to make the enemy hesitant. Make sure that you kill that unit early enough otherwise you have wasted 2 points. Worth it but you need to work for it.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 9+ activation in your army. Use wolves to pad your force. Most everyone wants 3 NCU, and for you 3 NCU means you have 1 more cheap activation, and you don&#039;t have to waste a NCU for a slot you usually ignore. But because of your wolves, you can easily ignore going 3 NCU&#039;s if you want to stuff up the table. You generally play more attachment then most factions due to your wolves and because of your good 2-3 point attachements. Get to the activation count you want, then start filling out your points with attachement.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have enough tools to weaken the enemy counter attack, so you need to have your army take out the enemy forces first, so fast and hard hitting units are good.&lt;br /&gt;
&lt;br /&gt;
Running either/both Beserker and/or Greataxes is probably a good idea.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
&lt;br /&gt;
Commander: Robb Stark – The Wolf Lord&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• House Umber Berserkers (7) with Robb Stark – The Wolf Lord (0)&lt;br /&gt;
&lt;br /&gt;
• Grey Wind (0)&lt;br /&gt;
&lt;br /&gt;
• House Umber Greataxes (7) with Bran and Hodor – Protector and Ward (2)&lt;br /&gt;
&lt;br /&gt;
• Summer (0)&lt;br /&gt;
&lt;br /&gt;
• Stark Sworn Swords (5) with Sworn Sword Captain (1)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Sansa Stark – Little Bird (3)&lt;br /&gt;
&lt;br /&gt;
• Rodrik Cassel – Combat Veteran (4)&lt;br /&gt;
&lt;br /&gt;
• Catelyn Stark – Lady of Winterfell (4)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units.&lt;br /&gt;
Starks do that not as rigidly as others.&lt;br /&gt;
Starks have some very strong card, but some of them have specific conditions.&lt;br /&gt;
Unlike some other factions you will try to hold unto your cards.&lt;br /&gt;
But what Starks excel at with their Tactics deck is comboing the fuck out of their card.&lt;br /&gt;
&lt;br /&gt;
In general your Tactics Deck is supplementary to your play style and not the basis, you also lack card raw&lt;br /&gt;
Keep in mind nearly all your card are for getting into combat and then attacking, so fuck me you are screwed if you can&#039;t charge anymore because you are all stuck or just dead. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winter is coming:&#039;&#039;&#039; One of your best card. Charging and turning off tactics card and orders is in certain scenario a killer. Use this card later in the turn, so he&#039;ll won&#039;t have a chance to use his tactics card (and order) later in the same turn, this way that card will continue shitting up his hand. The additional effect is useful, but not required. Decide based on your target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Ferocity:&#039;&#039;&#039;  Good effect, use it often, there isn&#039;t really a point in keeping it for longer, you don&#039;t have a unit who immensely profits from it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The North remembers:&#039;&#039;&#039; One of your best cards. Holy crap this is good, but don&#039;t fall into the trap of it. You may hold unto it too long, and gain nothing by it, and secondly keep in mind the effect. You have to have a unit having activated, and throwing away unit might not be worth it if the other unit won&#039;t help you win the game. Usually wolves are sacrificed but make sure it is worth it&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Impact:&#039;&#039;&#039; Another one of your homerun cards. Don&#039;t be too obvious while using it, and more importantly don&#039;t overcommit your charges and get dog pilled. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swift Advance:&#039;&#039;&#039; I know I sound like a hype man, but damn this is a good card. Use it to either make it to their flank or get closer&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sudden Charge:&#039;&#039;&#039; Another charge card, now you know the problem I have with everything being about 1 thing. It&#039;s good, use this NCU to claim the Horse spot, then trigger this card (but see below). You usually can use it best by keeping it in your hand, use 1 turn to set up the motions. But keep in mind, if your first activation is claiming horse then your opponent is free to just take swords, getting a free attack in. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Direwolf&#039;s Fervor:&#039;&#039;&#039; Honestly meh, just use it ASAP unless you really want those d3 autowounds&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Wolves only have 2 wounds, protect them well. Walder has easy targets on your wolves but he should only use his ability on the turns, his ability wouldn&#039;t trigger. Don&#039;t attack easy sources of auto-wounds: Rose Knights, Gregor. Honestly just hide them.&lt;br /&gt;
&lt;br /&gt;
In general, due to the change of wolves that they cost 1 VP, they suck tremendously. Not in the game terms, they are still worth those points, but on a fluff level. &lt;br /&gt;
The nerf didn&#039;t weaken wolves, but nowadays the best bet for wolves is to just keep them in the far back, maybe let them sit on a objective, and never move them anywhere close to the battlefield. Attacking with them should only be done if a unit is close to death, and even then this is a big risk for you.&lt;br /&gt;
&lt;br /&gt;
This change sucks, as they went to useful road bumps, to cheerleaders, and unlike infinity they don&#039;t wear miniskirts (look up caledonian volunteers).&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Lannister&amp;diff=8338</id>
		<title>ASOIAF Miniatures/Tactics/Lannister</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Lannister&amp;diff=8338"/>
		<updated>2020-04-25T00:25:32Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics Deck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Lannister==&lt;br /&gt;
&#039;&#039;Hear Me Roar&amp;quot;/&amp;quot;A Lannister Always Pays His Debts&amp;quot;/&amp;quot;Tywinn shits gold&amp;quot;/&amp;quot;MY HAND!!!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a dick in real life, and want to be one in the game too. So you play this factions. Or you think money can buy you everthing (it can actually if you are rich enough).&lt;br /&gt;
Lannisters are the richest factions and can buy the coolest shit. You are the faction build around tricks and defense&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of denial and debuff&lt;br /&gt;
*Toolbox approach to units&lt;br /&gt;
*Good defense&lt;br /&gt;
*The Mountain who rides&lt;br /&gt;
*Some of the strongest glass cannon in the game&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Moral is kinda crap in general&lt;br /&gt;
*Panic bomb got nerfed&lt;br /&gt;
*Toolbox approach to units&lt;br /&gt;
*No offense increase via effects&lt;br /&gt;
*No free action either in attack or movement&lt;br /&gt;
*no movement tricks&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Lannister is about tricks. You debuff their offense and their option, you ensure you stay in a good position.&lt;br /&gt;
After you are sure, you apply your specialized units to the task they are best at, then you pat yourself on the back you lazy fuck.&lt;br /&gt;
Generally you are a defensive factions, and your offense is via Abilities and NCU. If you do take the iniative you mostly deal wounds via panic.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
You have 2 theme in your unit choices.&lt;br /&gt;
The Lannister troops are all pretty well armored, have average to bad moral and help deal panic dmg.&lt;br /&gt;
The Faith of the Seven troops have excellent moral and play around with their own moral&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaime Lannister:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gregor Clegane:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tywin Lannister:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrion Lannister:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Joffrey Baratheon:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High Septon:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Lannister Guardsmen (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poor Fellows (5pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Clegane Mountain Men (6pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lannister Crossbowmen (6pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lannister Halberdiers (6pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyromancers (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knights of Casterly Rock (8pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior&#039;s Sons (8pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mountain That Rides (4pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pycelle (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cersei (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Joffrey Baratheon (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tywin Lannister (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrion Lannister (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Preston Greenfield:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meryn Trant:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arys Oakheart:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boros Blount:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaime Lannister - Kingsguard:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mandon Moore:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandor Clegane:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaime Lannister - The Young Lion:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrion Lannister:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barristan Selmy:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gregor Clegane:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gregor Clegane (Cav):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Champion of the Faith:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guard Captain:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Veteran:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maimed Jaime:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 7+ activation in your army. &lt;br /&gt;
Most everyone wants 3 NCU, and Lannister also like 3 as this allows them to steal a spot, someone else wanted. Also it gives you a NCU to claim the highly contested letters spot.&lt;br /&gt;
&lt;br /&gt;
Your faction more then any other factions are highly dependent on the commander.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units.&lt;br /&gt;
You are Lannisters, you will probably throw them out faster then anyone else.&lt;br /&gt;
You have some very specific condition and situational cards, you struggle is to determine, when do you just toss a card or when do you keep them.&lt;br /&gt;
&lt;br /&gt;
Your general Tactics deck is kinda lackluster in general, but if you use them right, you will feel like a genius.&lt;br /&gt;
Though you have no offense increasing cards, in general your commander cards are just better. &lt;br /&gt;
&lt;br /&gt;
But a perfect card, can stop the foes plan in its track&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hear me Roar!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fealty to the Crown:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wealth of the Rock:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Intrigue and Subterfuge:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paid Mutiny:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Lannister pays his debts:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counterplot:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8158</id>
		<title>ASOIAF Miniature Game</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8158"/>
		<updated>2020-04-25T00:13:22Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:1587414916979.png|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASOIAF Miniature Game&#039;&#039;&#039; is a new  rank and file [[wargame]] that&#039;s based on [[A Song of Ice and Fire]]. Despite being made by a company with a bad miniature system record but good boardgame record, it still manages to be a rather fun game. Also it is based on the book, so they can choose to not copy stupid shit from the show.&lt;br /&gt;
&lt;br /&gt;
It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off.&lt;br /&gt;
Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closet I found is https://cmon.com/product/a-song-of-ice-fire-tmg.&lt;br /&gt;
Also there is a TTS mod for it.&lt;br /&gt;
&lt;br /&gt;
== Setting and History ==&lt;br /&gt;
&lt;br /&gt;
Meh later i&#039;ll write condensed fluff&lt;br /&gt;
&lt;br /&gt;
As this is CMON the game began with a [[1]kickstarter], and after that the game has had at least 2 dozen more releases with more factions added.&lt;br /&gt;
The problem for CMON is, that Asmodeeus does all the distribution and that shit doesn&#039;t work.&lt;br /&gt;
Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.&lt;br /&gt;
&lt;br /&gt;
Atleast [[Duncan Rhodes]] says it is one of his favorites games.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
ASOIAF is a rank and file system. Unlike Fantasy, you have alternative activation instead of I-Go-U-Go. So player 1 activates a unit, then player 2 untill everything is activated once.&lt;br /&gt;
A combat unit can do one action generally, which includes pivots, movements, and attacks. The standart movement for example, is pivot, straight movement and then pivot.&lt;br /&gt;
A march would be double movement and then pivots. Attacks are a number of dice based on ranks against your own accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your moral, taking 1 + 1d3 wounds if failed. Now add to all these some unit abilities.&lt;br /&gt;
&lt;br /&gt;
Compared to Fantasy a lot was streamlined and made more fluid. You have a fixed rank size (4 in each row of 3), attack dice are based on number of ranks and health are just model on the bases for most parts &lt;br /&gt;
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dices/wounds.&lt;br /&gt;
There is also conditions and shit but you will figure it out.&lt;br /&gt;
&lt;br /&gt;
For army building you have your combat unit, who each can have 1 attached Attachement, and your NCUs which are explained below. Additionally you will always have 1 Commander&lt;br /&gt;
&lt;br /&gt;
Now to the unique part:&lt;br /&gt;
You have two unique aspect: the tactics board and tactics deck.&lt;br /&gt;
&lt;br /&gt;
The tactics board is the political side of the battle. Here non-combat units ([[Elf|cowards]]) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.&lt;br /&gt;
&lt;br /&gt;
The tactics decks are faction specific decks, which around 7 cards + 3 commander specific cards in pairs of 2. These cards have bonus effects which can be played from your hand, some of them quite powerful like free movement, better charges or in case of the dirty Free Folk, respawns. A lot of these cards gives better effects, if you control certain spots on the tactics board, which gives another layer of decision making to the game.&lt;br /&gt;
A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.&lt;br /&gt;
&lt;br /&gt;
Last point is objective:&lt;br /&gt;
While killing a unit gives off 1 VP, you need 10 to win a 40 Points game. Most games are therefore played with a scenario.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
All characters are unique and for the most part pretty cool looking. Units are made from 12 dudes, with around 4 variataion in model sculpts + 1 Banner. So you have around some samey looks.&lt;br /&gt;
Cavalry has 4 sculpts.&lt;br /&gt;
Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay.&lt;br /&gt;
&lt;br /&gt;
Then the [[Skub|Baratheon showed up]].&lt;br /&gt;
&lt;br /&gt;
== The Factions ==&lt;br /&gt;
&lt;br /&gt;
Like all game under the sun, you will have different factions and playstyle. While this lead to widely different armament and technology in a unified realm, having all look the same would be stupid as fuck.&lt;br /&gt;
&lt;br /&gt;
There are currently 7 factions.&lt;br /&gt;
Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen and Neutrals, with Greyjoy down the line.&lt;br /&gt;
&lt;br /&gt;
The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.&lt;br /&gt;
Closet to each other are Stark and Lannister which I will use now to show the difference:&lt;br /&gt;
In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack.&lt;br /&gt;
So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities.&lt;br /&gt;
But there are also unit who are quite similar: Lannister Knights and Tully Cavallier (who cost 1 more).&lt;br /&gt;
Both have the same statline, same primary ability but a different secondary ability.&lt;br /&gt;
&lt;br /&gt;
But we now come to the biggest difference: Tactics deck.&lt;br /&gt;
Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play a differently due to the access to their new cards.&lt;br /&gt;
&lt;br /&gt;
I would generally say that you have three factors influencing your army playstyle:&lt;br /&gt;
*Your faction, which gives you your 7x2 generic tactics cards.&lt;br /&gt;
*Your commander, which grants you another 3x2 generic tactics card.&lt;br /&gt;
*Your subtheme, units from a certain theme play differently from other units.&lt;br /&gt;
&lt;br /&gt;
So while Lannister are generally very sneaky and controlly, only using Mountain Man and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter.&lt;br /&gt;
I&#039;ll ignore sub-themes for now and focus on the iconic playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Stark ===&lt;br /&gt;
&lt;br /&gt;
The simple but [[Lawful Stupid|honorful]] citizien of the cold north. These were one of two factions introduced in the two-player starter.&lt;br /&gt;
&lt;br /&gt;
As of now they are composed of the Houses Stark, Umber, Reed and Tully.&lt;br /&gt;
In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Stark are the aggressive factions. You have heavy hitting units, some attacks where you take dmg to deal more dmg and access to Greywind, Shaggydog and Summer. And motherfucking RICKON.&lt;br /&gt;
&lt;br /&gt;
Your tactics cards are all about increasing damage on attack. Most of your attachement also plays into more dmg and more movement.&lt;br /&gt;
&lt;br /&gt;
Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.&lt;br /&gt;
&lt;br /&gt;
=== Lannister ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Lannister are generally defensive. They were 1 of the two first factions. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not moverable as much as other.&lt;br /&gt;
&lt;br /&gt;
Your tactics focus on messing with the enemy, turning off there abilites and such, panic test and non-direct dmg.&lt;br /&gt;
&lt;br /&gt;
Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally.&lt;br /&gt;
&lt;br /&gt;
=== Night Watch ===&lt;br /&gt;
&lt;br /&gt;
Elite army somehow. Mostly to be a foil to the Free Folk&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Elite army. You have solid unit and attachement. Generally less unit, but long standing. You are a tough army, with some inbuilt heals and versatility via tactics card.&lt;br /&gt;
&lt;br /&gt;
Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some really nice ranged options.&lt;br /&gt;
&lt;br /&gt;
Attrition heavy, stay in combat and your superior units will slowly win the fight.&lt;br /&gt;
&lt;br /&gt;
Also you will usually draw your entire deck with this factions, so a lot of your game plan is maximizing your ability cards.&lt;br /&gt;
&lt;br /&gt;
=== Free Folk ===&lt;br /&gt;
&lt;br /&gt;
Uncivilized savages, a small step below starks.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Horde army. Your people are cheap. Thats mostly it, try not to block charges and movements. Also Giants.&lt;br /&gt;
&lt;br /&gt;
Tactics card are mobility based and piling in.&lt;br /&gt;
&lt;br /&gt;
Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds, you will probably kill more people via auto-wounds then actually attacking them.&lt;br /&gt;
&lt;br /&gt;
=== Baratheon ===&lt;br /&gt;
&lt;br /&gt;
Divided into 2 sub-factions with its own sub themes.&lt;br /&gt;
&lt;br /&gt;
You have the Baratheon of Dragonstone with King Stannis, who are honestly a mess as of now, you have too many themes and not enough pieces supporting it.&lt;br /&gt;
&lt;br /&gt;
Then you have the Baratheon of Storm&#039;s End under Usurper Renly. Easier to understand theme and more things working together as of now.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
These are the newest faction. In general I would consider them second strike forces, you want to weather an attack and hit the enemy afterwards.&lt;br /&gt;
&lt;br /&gt;
Tactics card are all about getting benefit from starting in combat and such.&lt;br /&gt;
&lt;br /&gt;
Playstyle are defensive, you don&#039;t necessary need the charge but on the other hand you don&#039;t want the enemy to cripple your unit. Get hit, and counter charge them. Plays different then Lannister that you don&#039;t really have basically zero counterplay but a lot of punishement.&lt;br /&gt;
&lt;br /&gt;
=== Targaryen ===&lt;br /&gt;
&lt;br /&gt;
Mostly Dothraki at this point&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
Neutrals can be recruited into all factions except Free Folk.&lt;br /&gt;
&lt;br /&gt;
You have three subthemes, Boltons who are very panic and fear heavy., Stormcrow who are more reliable, focusing on the money spot and attachement and lastly the goat people, focusing on enemy missing them and hopefully not dying on the counter attack&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Depending on your units and shit you have 1 of three main themes.&lt;br /&gt;
&lt;br /&gt;
Tactics are controlly with a hint of aggression. Takes a bit after Lannister with a lot of Aggression.&lt;br /&gt;
&lt;br /&gt;
Playstyle are quite aggressive, though I feel with Stark I set up a lot more domino effects where I play multiple cards after each other. Neutrals are mostly just solid one shot cards.&lt;br /&gt;
&lt;br /&gt;
== What to buy==&lt;br /&gt;
&lt;br /&gt;
There are three sizes: 30 for demo, 40 for normal player, 50 if you have to kill an afternoon.&lt;br /&gt;
A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.&lt;br /&gt;
&lt;br /&gt;
So to start off, you want the starter box for your factions. This includes 2 identical units, 2 * 1 another unit, 2 NCU, 2 Commander/Attachement, your tactics card, dices and all you need to play (shitty cardboard terrain).&lt;br /&gt;
So in total you have 4 units and 2 NCU, clocking in at about 30 points. &lt;br /&gt;
&lt;br /&gt;
If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachement generally. Heroes Box usually contain 7 characters, which can be Commanders, NCU or Attachement.&lt;br /&gt;
I recommend buying both, 1 unit box and 1 heroes box of the faction or neutrals.&lt;br /&gt;
&lt;br /&gt;
Neutrals are the big outliner here, they don&#039;t have a starter box, the tactics cards are in Neutral heroes 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general a starter box is 135, while the smaller boxes clock in at 39.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Some minor advices. Usually your list will have between 7 (low amount) - 8 (average) units. &lt;br /&gt;
There are two schools of thought, the american prefer 5 units and 2 NCU, while European play 4 units and 3 NCU.&lt;br /&gt;
The justification is simple: If both have 2 they can claim their spot their want, but you can only limit your enemy to a small level. Both players having 3 NCU, will usually hurt the army of both players, but if only one has 3 and the other has 2, it&#039;ll hurt the 2 NCU player more.&lt;br /&gt;
&lt;br /&gt;
If both have 3 NCU, you usually first contest the Tactics board, before moving to the units, the most important spot early on is probably the letters spot&lt;br /&gt;
&lt;br /&gt;
While choosing your NCU if you have 3 I recommend taking 2 with a effect while claiming and a third effect if possible.&lt;br /&gt;
&lt;br /&gt;
Also having a replace effect as one of your NCU helps you take those zone which won&#039;t help you and still gain some value&lt;br /&gt;
&lt;br /&gt;
Commander choices influences your army as does the objective. You want to build your army usually around your commander, and the cards he gives to your deck.&lt;br /&gt;
&lt;br /&gt;
For list-building do not go overboard on attachements. Not all units need attachements, make sure each attachement works in their rule. First try to get to your required number of activation, then decide if you want attachement.&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand. In higher level plays you want to combo cards to one-shot units quickly.&lt;br /&gt;
&lt;br /&gt;
==Tactics pages==&lt;br /&gt;
Here&#039;s the tactics pages that we have so far:&lt;br /&gt;
&lt;br /&gt;
While I will give an overview of the tactics, this is just the info by a guy who is around the midlevel.&lt;br /&gt;
I have heard some more information by pros by I can&#039;t verify myself and therefore will not include that.&lt;br /&gt;
&lt;br /&gt;
Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.&lt;br /&gt;
&lt;br /&gt;
Being constantly updated&lt;br /&gt;
&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Stark|Stark]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Lannister|Lannister]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Night Watch|Night Watch]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Free Folk|Free Folk]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Baratheon|Baratheon]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Targaryen|Targaryen]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Neutral|Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Fanmade-Shit==&lt;br /&gt;
&lt;br /&gt;
Because we are /tg/ and we have all the time I&#039;ll add everything people created in the general&lt;br /&gt;
&lt;br /&gt;
[[Media:Harras .pdf|All the missing factions]] Way too much time and unformated: But it is nice to imagine how certain factions could be&lt;br /&gt;
&lt;br /&gt;
[[Media:Baratheon units.pdf|Stannis Fixed]]&lt;br /&gt;
&lt;br /&gt;
[[Media:Greyjoy.pdf|Greyjoy as Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8246</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8246"/>
		<updated>2020-04-25T00:10:51Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards. Sadly your offense buffs by some of your commander add sundering which is wasted on them&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they don&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. While their melee is only slightly above average, you will heal 1 Wounds and auto-wound 1, they do make good choices for Ours is the fury. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card which will lead you to probably always have above 3 cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly and useless for anyone else (except a very specific corner case, that if you face Renly, and use Jhagen to become him.... ). That&#039;s all you need to know. But if you want to know it, she can attack each time Renly unit is attacked, so make sure she isn&#039;t stuck somewhere away from renly, face each unit 1 by 1, so she&#039;ll can support Renly and you probably win the game with her alone. Remember the enemy can shift to the opposite side, if you are at the side of Renly getting out of your range. He can also go 100% with renly unit, preventing a charge by brienne unit, so all in all watch your positioning. So ensure that the enemy can&#039;t dodge. Fuck it isn&#039;t even limited to once per round, so try to make sure Renly survives. Make sure that both Renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left. If you want to make the best use of her, use Tycho to save Renly for a painful alpha strike. Best in Rose Knights (high volume of attacks is nice), or Bastards Girl, long range, but mind that you can only use your order once per turn&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness and strength.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can attack multiple times after each other, hell your cards are quite strong.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill off a 2 wounds unit for maximum fun, then charge another unit. Works good with Rose Knights, but what isn&#039;t)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Claim the Letters spot early, you usually want your powerful cards.&lt;br /&gt;
March your unit quickly forward unto the object.&lt;br /&gt;
Enable flank charge for your more aggressive units (Cutthroath or Sentinels)&lt;br /&gt;
&lt;br /&gt;
Claiming the panic spot, to protect your sentinels if you field them and gain some of your ability. Using a replace effect can be quite useful here if you are facing high moral units.&lt;br /&gt;
&lt;br /&gt;
Renly wants Weirdwood trees, Stannis wants Corpse piles&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8470</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=8470"/>
		<updated>2020-04-24T10:31:39Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Building your Army */&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; &lt;br /&gt;
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*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
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*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Starj:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039;&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.&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 2-4 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.&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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039;  &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;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bryden Tully (Cav):&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Opportunist is a reroll for all yout missed attacks. Usually you gain a reroll on a successful charge, and as a Stark you should always successfully charge. So who is useful then. On the first look, ranged can benefit the most, and I agree. If you play bowmen, these guys can ensure you actually hit. With their ability, you should get enough attacks to be worth your investement. But the second problem is the condition itself, as a stark player you usually await your opponent, using cheaper unit to wait them out, attacking an unactivated unit always puts his risk on yourself.  There is one situation where this is actually useful on a melee unit, on the top of the round after you started your attack on the enemy&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain:&#039;&#039;&#039; One of your best attachement. Vulnerable usually give you 2 more wounds, it can be used by other units and if you play certain mission, vulnerable is even better. Rodrik loves them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion:&#039;&#039;&#039;  Also one of your best Attachements. use him for Greataxes, or if facing 6-7 moral unit. Watch out not to overuse it, if you you deal the same amount of wounds you take, something is wrong.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaqen H&#039;ghar:&#039;&#039;&#039; Jaqen is quite unique. You attach him to an enemy and the effect only triggers if you kill that unit. Taking out a NCU is definitly game changing but you need to ensure that happens. The normal rule for such a thing apply, put him on a cheap unit to easier kill it, or put him in a expensive unit to make the enemy hesitant. Make sure that you kill that unit early enough otherwise you have wasted 2 points. Worth it but you need to work for it.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 9+ activation in your army. Use wolves to pad your force. Most everyone wants 3 NCU, and for you 3 NCU means you have 1 more cheap activation, and you don&#039;t have to waste a NCU for a slot you usually ignore. But because of your wolves, you can easily ignore going 3 NCU&#039;s if you want to stuff up the table. You generally play more attachment then most factions due to your wolves and because of your good 2-3 point attachements. Get to the activation count you want, then start filling out your points with attachement.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have enough tools to weaken the enemy counter attack, so you need to have your army take out the enemy forces first, so fast and hard hitting units are good.&lt;br /&gt;
&lt;br /&gt;
Running either/both Beserker and/or Greataxes is probably a good idea.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
&lt;br /&gt;
Commander: Robb Stark – The Wolf Lord&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• House Umber Berserkers (7) with Robb Stark – The Wolf Lord (0)&lt;br /&gt;
&lt;br /&gt;
• Grey Wind (0)&lt;br /&gt;
&lt;br /&gt;
• House Umber Greataxes (7) with Bran and Hodor – Protector and Ward (2)&lt;br /&gt;
&lt;br /&gt;
• Summer (0)&lt;br /&gt;
&lt;br /&gt;
• Stark Sworn Swords (5) with Syrio Forel - First Blade Of Braavos (2)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&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;
• Arya Stark - The Wolf Girl (3)&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 would 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;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8469</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=8469"/>
		<updated>2020-04-24T10:31:13Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Starj:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039;&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.&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 2-4 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.&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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039;  &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;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bryden Tully (Cav):&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Warden:&#039;&#039;&#039; Opportunist is a reroll for all yout missed attacks. Usually you gain a reroll on a successful charge, and as a Stark you should always successfully charge. So who is useful then. On the first look, ranged can benefit the most, and I agree. If you play bowmen, these guys can ensure you actually hit. With their ability, you should get enough attacks to be worth your investement. But the second problem is the condition itself, as a stark player you usually await your opponent, using cheaper unit to wait them out, attacking an unactivated unit always puts his risk on yourself.  There is one situation where this is actually useful on a melee unit, on the top of the round after you started your attack on the enemy&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Sword Captain:&#039;&#039;&#039; One of your best attachement. Vulnerable usually give you 2 more wounds, it can be used by other units and if you play certain mission, vulnerable is even better. Rodrik loves them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Umber Champion:&#039;&#039;&#039;  Also one of your best Attachements. use him for Greataxes, or if facing 6-7 moral unit. Watch out not to overuse it, if you you deal the same amount of wounds you take, something is wrong.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaqen H&#039;ghar:&#039;&#039;&#039; Jaqen is quite unique. You attach him to an enemy and the effect only triggers if you kill that unit. Taking out a NCU is definitly game changing but you need to ensure that happens. The normal rule for such a thing apply, put him on a cheap unit to easier kill it, or put him in a expensive unit to make the enemy hesitant. Make sure that you kill that unit early enough otherwise you have wasted 2 points. Worth it but you need to work for it.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.&lt;br /&gt;
&lt;br /&gt;
In general you want around 9+ activation in your army. Use wolves to pad your force. Most everyone wants 3 NCU, and for you 3 NCU means you have 1 more cheap activation, and you don&#039;t have to waste a NCU for a slot you usually ignore. But because of your wolves, you can easily ignore going 3 NCU&#039;s if you want to stuff up the table. You generally play more attachment then most factions due to your wolves and because of your good 2-3 point attachements&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 Syrio Forel - First Blade Of Braavos (2)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&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;
• Arya Stark - The Wolf Girl (3)&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 would 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;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8468</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=8468"/>
		<updated>2020-04-24T10:08:01Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics */&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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Starj:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039;&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.&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 2-4 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.&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; &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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jojen Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syrio Forel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bryden Tully (Cav):&#039;&#039;&#039; &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, all units&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&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 Syrio Forel - First Blade Of Braavos (2)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&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;
• Arya Stark - The Wolf Girl (3)&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 would 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;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8467</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=8467"/>
		<updated>2020-04-24T10:02:00Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Starj:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Sworn Shields (6pt):&#039;&#039;&#039; Tully are a weird unit for you. They don&#039;t hit hard, are slow and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039;&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.&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 2-4 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.&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; &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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jojen Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syrio Forel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bryden Tully (Cav):&#039;&#039;&#039; &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, all units&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&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 Syrio Forel - First Blade Of Braavos (2)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&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;
• Arya Stark - The Wolf Girl (3)&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;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Stark&amp;diff=8466</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=8466"/>
		<updated>2020-04-24T10:00:41Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Building your Army */&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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eddard Starj:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howland Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rodrik Cassel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
*&#039;&#039;&#039;Stark Sworn Swords (5pt):&#039;&#039;&#039; They do their job They are your cheap unit to hold your frontline. With above average defense, above average moral and average offense, they are here to fill your army, and even moreso then other factions, attachement determine their ability. Rickon and Osha in this unit have a great interaction, where you can voluntarily lose ranks via abilities, to deal wounds to the enemy. With that interaction, you can easily punch above your points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crannogman Trackers (5pt):&#039;&#039;&#039;  The other filler. This one has a unique role in their mobility and ability to move and take a free attack action. Keep them away from cavalry and know if the enemy faction can do some suprise attacks (counter charge from the baratheon for example). They really don&#039;t do well in melee, and attachment are probably a waste in this unit. There are interaction with Bryden and using this unit to force a moral test for a friendly Bryden-commander unit to heal. Fun to use but meh to be honest.&lt;br /&gt;
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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 and have no active ability. You will still play them sometimes, as having a resillient unit shouldn&#039;t be underestimated in certain game modes. Play them if you really want to have a defensive unit, but keep in mind they won&#039;t really gain much from you general deck. For an anvil, they work fine but are a bit too slow for it. More defensive attachement will lead people to just ignore them tbh, so best choices are naked unless there is a place you really wanna defend.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stark Bowmen (6pt):&#039;&#039;&#039;  One of the best ranged unit in the game in a faction all about charging, the ability to ignore intervening unit makes them passable. I wouldn&#039;t recommend them to a beginner, and playing more then 2 is hard to pull off, but 1 can work good. Warden is probably the only thing you&#039;ll put in them if ever. Can do the same thing Bryden does with trackers just easier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Greataxes (7pt):&#039;&#039;&#039; The unit you want if you are facing 3+ armor on the field. Generally Starks are not known for throwing out auto-wounds, for such a foe, they have this can opener. They are slightly slow, but your cards can remedy this. Best choices are to get them in as your last activation in a turn with an opponent initiative, so you can ensure executioner fury via swords spot.  Bran works to stop give you more hit and protect them in a pinch, Robb makes them faster, but these are fine naked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Umber Berserkers (7pt):&#039;&#039;&#039; Fast speed, good morale, sundering (armor reduction). They even get more offensive output as their numbers dwindle! People used to make lists consisting of only these units. These have traditionally been interchanged with Umber Greataxes depending on personal preference. Overall this unit has seen consistent play since the birth of the game.&lt;br /&gt;
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*&#039;&#039;&#039;Stark Outriders (7pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Tully Cavaliers (9pt):&#039;&#039;&#039;&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.&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 2-4 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.&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; &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 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; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brynden Tully:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jojen Reed:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syrio Forel:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatjon Umber:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maege Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bryden Tully (Cav):&#039;&#039;&#039; &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, all units&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&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 Syrio Forel - First Blade Of Braavos (2)&lt;br /&gt;
&lt;br /&gt;
• Stark Outriders (7)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&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;
• Arya Stark - The Wolf Girl (3)&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;
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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;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8245</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8245"/>
		<updated>2020-04-24T09:59:48Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
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You are the true King, by virtue or by ability.&lt;br /&gt;
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You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
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You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
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===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
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Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
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Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
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==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
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Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
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==For Both==&lt;br /&gt;
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===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
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====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
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*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards. Sadly your offense buffs by some of your commander add sundering which is wasted on them&lt;br /&gt;
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*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
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====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
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*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
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==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they don&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
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*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
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*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. While their melee is only slightly above average, you will heal 1 Wounds and auto-wound 1, they do make good choices for Ours is the fury. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card which will lead you to probably always have above 3 cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly. That&#039;s all you need to know. But if you want to know it, she can attack each time Renly unit is attacked, so make sure she isn&#039;t stuck somewhere away from renly, face each unit 1 by 1, so she&#039;ll can support Renly and you probably win the game with her alone. Remember the enemy can shift to the opposite side, if you are at the side of Renly, ensure that he can&#039;t dodge. Fuck it isn&#039;t even limited to once per round, so try to make sure Renly survives. Make sure that both Renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left. If you want to make the best use of her, use Tycho to save Renly for a painful alpha strike. Best in Rose Knights (high volume of attacks is nice), or Bastards Girl, long range, but mind that you can only use your order once per turn&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness and strength.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can attack multiple times after each other, hell your cards are quite strong.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill off a 2 wounds unit for maximum fun, then charge another unit. Works good with Rose Knights, but what isn&#039;t)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Claim the Letters spot early, you usually want your powerful cards.&lt;br /&gt;
March your unit quickly forward unto the object.&lt;br /&gt;
Enable flank charge for your more aggressive units (Cutthroath or Sentinels)&lt;br /&gt;
&lt;br /&gt;
Claiming the panic spot, to protect your sentinels if you field them and gain some of your ability. Using a replace effect can be quite useful here if you are facing high moral units.&lt;br /&gt;
&lt;br /&gt;
Renly wants Weirdwood trees, Stannis wants Corpse piles&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8244</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8244"/>
		<updated>2020-04-24T09:57:59Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards. Sadly your offense buffs by some of your commander add sundering which is wasted on them&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they don&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. While their melee is only slightly above average, you will heal 1 Wounds and auto-wound 1, they do make good choices for Ours is the fury. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card which will lead you to probably always have above 3 cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly. That&#039;s all you need to know. But if you want to know it, she can attack each time Renly unit is attacked, so make sure she isn&#039;t stuck somewhere away from renly, face each unit 1 by 1, so she&#039;ll can support Renly and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round, so try to make sure Renly survives. Make sure that both Renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left. If you want to make the best use of her, use Tycho to save Renly for a painful alpha strike&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness and strength.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can attack multiple times after each other, hell your cards are quite strong.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill off a 2 wounds unit for maximum fun, then charge another unit. Works good with Rose Knights, but what isn&#039;t)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Claim the Letters spot early, you usually want your powerful cards.&lt;br /&gt;
March your unit quickly forward unto the object.&lt;br /&gt;
Enable flank charge for your more aggressive units (Cutthroath or Sentinels)&lt;br /&gt;
&lt;br /&gt;
Claiming the panic spot, to protect your sentinels if you field them and gain some of your ability. Using a replace effect can be quite useful here if you are facing high moral units.&lt;br /&gt;
&lt;br /&gt;
Renly wants Weirdwood trees, Stannis wants Corpse piles&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8243</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8243"/>
		<updated>2020-04-24T09:56:02Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards. Sadly your offense buffs by some of your commander add sundering which is wasted on them&lt;br /&gt;
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*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
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*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they don&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. While their melee is only slightly above average, you will heal 1 Wounds and auto-wound 1, they do make good choices for Ours is the fury. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card which will lead you to probably always have above 3 cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer.&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness and strength.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can attack multiple times after each other, hell your cards are quite strong.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill off a 2 wounds unit for maximum fun, then charge another unit. Works good with Rose Knights, but what isn&#039;t)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Claim the Letters spot early, you usually want your powerful cards.&lt;br /&gt;
March your unit quickly forward unto the object.&lt;br /&gt;
Enable flank charge for your more aggressive units (Cutthroath or Sentinels)&lt;br /&gt;
&lt;br /&gt;
Claiming the panic spot, to protect your sentinels if you field them and gain some of your ability. Using a replace effect can be quite useful here if you are facing high moral units.&lt;br /&gt;
&lt;br /&gt;
Renly wants Weirdwood trees, Stannis wants Corpse piles&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8242</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8242"/>
		<updated>2020-04-24T09:55:28Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards. Sadly your offense buffs by some of your commander add sundering which is wasted on them&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they don&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. While their melee is only slightly above average, you will heal 1 Wounds and auto-wound 1, they do make good choices for Ours is the fury. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness and strength.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can attack multiple times after each other, hell your cards are quite strong.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill off a 2 wounds unit for maximum fun, then charge another unit. Works good with Rose Knights, but what isn&#039;t)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Claim the Letters spot early, you usually want your powerful cards.&lt;br /&gt;
March your unit quickly forward unto the object.&lt;br /&gt;
Enable flank charge for your more aggressive units (Cutthroath or Sentinels)&lt;br /&gt;
&lt;br /&gt;
Claiming the panic spot, to protect your sentinels if you field them and gain some of your ability. Using a replace effect can be quite useful here if you are facing high moral units.&lt;br /&gt;
&lt;br /&gt;
Renly wants Weirdwood trees, Stannis wants Corpse piles&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8241</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8241"/>
		<updated>2020-04-24T09:54:13Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics Deck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards. Sadly your offense buffs by some of your commander add sundering which is wasted on them&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they don&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. While their melee is only slightly above average, you will heal 1 Wounds and auto-wound 1, they do make good choices for Ours is the fury. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness and strength.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can attack multiple times after each other, hell your cards are quite strong.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill off a 2 wounds unit for maximum fun, then charge another unit. Works good with Rose Knights, but what isn&#039;t)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Claim the Letters spot early, you usually want your powerful cards.&lt;br /&gt;
March your unit quickly forward unto the object.&lt;br /&gt;
Enable flank charge for your more aggressive units (Cutthroath or Sentinels)&lt;br /&gt;
&lt;br /&gt;
Claiming the panic spot, to protect your sentinels if you field them.&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8405</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=8405"/>
		<updated>2020-04-24T00:53:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics Deck */&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;
&lt;br /&gt;
You are the wall, you will hold the line.&lt;br /&gt;
&lt;br /&gt;
Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction&lt;br /&gt;
&lt;br /&gt;
In general they are a tougher faction, due to your elite status.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*unique warmachines&lt;br /&gt;
*good Attachement&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*good carddraw, and wide range of applications&lt;br /&gt;
*above average moral and moral abilitx&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 require your enemy to do certain actions&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
&lt;br /&gt;
Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better&lt;br /&gt;
&lt;br /&gt;
Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.&lt;br /&gt;
 &lt;br /&gt;
Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all. &lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a good commander, and probably the first you&#039;ll pick up to play with. 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. Field him if you want the most sustained commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwick:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#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 moral suck, your reinforcement negates the crown spot easily. Due to their healing, you can survive longer then expected, just keep them away from High damage unit. They can hold 5 point units in place basically forever. You might want to go for more then 1 Conscript, but if you have 2 you won&#039;t really have enough points for attachement, which I usually enjoy using in Night Watch. Attachementwise wise nothing seems worthwhile except Othell in a certain list. If you know the enemy will field pillowfisted unit, Qhorin might be interested, but that increases the cost by 50%&lt;br /&gt;
&lt;br /&gt;
*&#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 entire live, but they can do it anytime and within long range. If they shoot, they are honestly not too shaby, in a flank shoot they can deal serious wounds. As a cavalry you should always be able to run past the enemy, I honestly 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 expose you. Try targeting already activated units.&lt;br /&gt;
&lt;br /&gt;
*&#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 attachement 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. They play well with Alliser (in the unit(He also fixes your horrible moral), and Othell Commanders, for attachement 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 noone will ever attack them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Scorpion Crew (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; Fun to use, and your best alpha strike unit. You want to attack with these unit 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 probabky get out of range They are also not bad at dealing damage, so the enemy really have 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 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 helps them more. This unit can function well without attachement 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, Bronn due to more damage increase, and if you are feeling really lucky Brienne. But Brienne is kinda hard to pull off if you can&#039;t control deployement. Pypar is fun, but kinda unneeded, 9 inches charge might only help a bit. Good combo, if isn&#039;t so obvious: Watcher on the Wall. Use Watch on the Wall to trigger quick fire 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. Biggest problem is to find the space for this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veterans Of the Watch (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Stone Thrower (10pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caster (3pt):&#039;&#039;&#039; One of three reason you are the tactics deck faction. 3 point and a replace effect is pretty on par. His effect does the two things you like draw and heal. As your cards require all possible spots having a replace effect can make it easier for you. Can&#039;t really go wrong with this guy. Only thing which sucks he is part of the free folk starter (unless Night Watch heroes 2 releases)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. He used to be 1 of three good Night Watch NCU and is the reason with Jon that this is the healing factions. He is still good, he will snatch death from the jaws of defeat. No reason not to play him unless you go for only rangers and builders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowem Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Too good for 3 point, meh for 4 point. Field him if you dislike the letter spot, else it is a bit of an overkill. CMON double all points, so that he can be 7 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand (4pt):&#039;&#039;&#039; One of my favorite NCU. He is of the only troops you have which can increase dmg. Another 1 movement is not too shabby especially with Hunters and everyone who have an attched Watcher on the Wall. His other ability is quite strong but you will fuck yourself ovee with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Used to be shit, now he is actually fun. Letters is probably the best effect, play it and laugh at Walder and some other nasty ability. Also a good counter to Ramsey, and Melisandre. The crown is also a permant effect, so all the fear forcing lannister and rhollor won&#039;t touch you. If you play him and Qhorin, mind that you can&#039;t stack&#039;em&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donnel Noye (4pt):&#039;&#039;&#039; Another newish NCU. He is the other side of substainability, armor increase. Generally use him only on veteran and hunters, the other are probably a waste. Don&#039;t get tunnel view like I do.&lt;br /&gt;
Probably one of your later picks&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwyck (1pt):&#039;&#039;&#039; Probably required if you play Stone Thrower, and if you play Scorpion this attachement pushes your damage output above Crossbows. As I will write below; a warmachine list, wants him, either Varys or Jeor as an NCU and some meat shields. But you are now stuck with a field commander, as roose might not be fitting, so you want one of the 7+ unit for your commander. Because of how your points work as long as you spent 10 points on warmachine (10+7+(7+1)+4 = 29: You want atleast 1 NCU and 1 unit so another 2*4 = 37 + 1 Craster = 40), I wouldn&#039;t recommend 2 7+ infantry unless you are ballsy. 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;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenn :&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Pypar:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Recruiter:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Watch Captain:&#039;&#039;&#039;&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
&lt;br /&gt;
Night Watch list usually field 2 * 7+ units. Having lots of activation is rarer.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Your commanders are determined by which unit you want to field, pay attention to it&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
&lt;br /&gt;
Literally just the starter box&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
Night Watch have a unique feature with their vow ability. In many cases the vow ability have a better ability then the original. Decide on a case by case decision if taking a weaker zone, is worth using an ability. I will give an overview below.&lt;br /&gt;
&lt;br /&gt;
The Night Watch deck covers a wide range of features, most everything except moral. Many of your cards will have a very specific condition so you might not be able to play a card in a turn and get to below 3 (due to caster, letters, bowen and horn). If you are above 3 don&#039;t toss them unless you really need &amp;quot;the fire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In use of your vows, put them on correctly, do keep in mind the longterm benefit.&lt;br /&gt;
&lt;br /&gt;
Lastly as your vow are open information, keep a straight face, don&#039;t read you cards to obviously and don&#039;t telephraph you plan&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Take the Black:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sword in the Darkness:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;And Now his Watch has ended:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Watcher on the Wall:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fire that burns against the Cold:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Horn that wakes the sleepers:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Shield of the Realms of Men:&#039;&#039;&#039;&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>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8392</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=8392"/>
		<updated>2020-04-22T12:13:59Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Night Watch==&lt;br /&gt;
&#039;&#039;&amp;quot;I know nothing&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the wall, you will hold the line.&lt;br /&gt;
&lt;br /&gt;
Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction&lt;br /&gt;
&lt;br /&gt;
In general they are a tougher faction, due to your elite status.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*unique warmachines&lt;br /&gt;
*good Attachement&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*good carddraw, and wide range of applications&lt;br /&gt;
*above average moral and moral abilitx&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 require your enemy to do certain actions&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
&lt;br /&gt;
Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better&lt;br /&gt;
&lt;br /&gt;
Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.&lt;br /&gt;
 &lt;br /&gt;
Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all. &lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a good commander, and probably the first you&#039;ll pick up to play with. 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. Field him if you want the most sustained commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwick:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#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 entire live, but they can do it anytime and within long range. If they shoot, they are honestly not too shaby, in a flank shoot they can deal serious wounds. As a cavalry you should always be able to run past the enemy, I honestly 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&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Crossbowmen (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Scorpion Crew (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; Fun to use, and your best alpha strike unit. You want to attack with these unit 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 him). They are also not bad at dealing damage, so the enemy really have 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 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 helps them more. This unit can function well without attachement 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, Bronn due to more damage increase, and if you are feeling really lucky Brienne. But Brienne is kinda hard to pull off if you can&#039;t control deployement. Pypar is fun, but kinda unneeded, 9 inches charge might only help a bit. Good combo, if isn&#039;t so obvious: Watcher on the Wall. Use Watch on the Wall to trigger quick fire 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. Biggest problem is to find the space for this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veterans Of the Watch (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Stone Thrower (10pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caster (3pt):&#039;&#039;&#039; One of three reason you are the tactics deck faction. 3 point and a replace effect is pretty on par. His effect does the two things you like draw and heal. As your cards require all possible spots having a replace effect can make it easier for you. Can&#039;t really go wrong with this guy. Only thing which sucks he is part of the free folk starter (unless Night Watch heroes 2 releases)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. He used to be 1 of three good Night Watch NCU and is the reason with Jon that this is the healing factions. He is still good, he will snatch death from the jaws of defeat. No reason not to play him unless you go for no only rangers and builders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowem Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Too good for 3 point, meh for 4 point. Field him if you dislike the letter spot, else it is a bit of an overkill. CMON double all points, so that he can be 7 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand (4pt):&#039;&#039;&#039; One of my favorite Commander. He is of the only troops you have which can increase dmg. Another 1 movement is not too shabby especially with Hunters and everyone who have an attched Watcher on the Wall. His other ability is quite strong but you will fuck yourself ovee with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Used to be shit, now he is actually fun. Letters is probably the best effect, play it and laugh at Walder and some other nasty ability. Also a good counter to Ramsey, and Melisandre. The crown is also a permant effect, so all the fear forcing lannister and rhollor won&#039;t touch you&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donnel Noye (4pt):&#039;&#039;&#039; Another newish NCU. He is the other side og substainability, armor increase. Generally use him only on veteran and hunters, the other are probably a waste. Don&#039;t get a tunnel view like I do&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwyck (1pt):&#039;&#039;&#039; Probably required if you play Stone Thrower, and if you play Scorpion this attachement pushes your damage output above Crossbows. As I will write below a warmachine list, wants him, either Varys or Jeor as an NCU and some meat shields. But you are now stuck with a field commander, as roose might not be fitting, so you want one of the 7+ unit for your commander. Because of how your points work as long as you spent 10 points on warmachine (10+7+(7+1)+4 = 29: You want atleast 1 NCU and 1 unit so another 2*4 = 37 + 1 Craster = 40), I wouldn&#039;t recommend 2 7+ infantry unless you are ballsy. 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;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenn :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pypar:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Recruiter:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Captain:&#039;&#039;&#039;&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&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>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8391</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=8391"/>
		<updated>2020-04-22T11:58:42Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Night Watch==&lt;br /&gt;
&#039;&#039;&amp;quot;I know nothing&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the wall, you will hold the line.&lt;br /&gt;
&lt;br /&gt;
Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction&lt;br /&gt;
&lt;br /&gt;
In general they are a tougher faction, due to your elite status.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*unique warmachines&lt;br /&gt;
*good Attachement&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*good carddraw, and wide range of applications&lt;br /&gt;
*above average moral and moral abilitx&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 require your enemy to do certain actions&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
&lt;br /&gt;
Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better&lt;br /&gt;
&lt;br /&gt;
Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.&lt;br /&gt;
 &lt;br /&gt;
Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all. &lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a good commander, and probably the first you&#039;ll pick up to play with. 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. Field him if you want the most sustained commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwick:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#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 entire live, but they can do it anytime and within long range. If they shoot, they are honestly not too shaby, in a flank shoot they can deal serious wounds. As a cavalry you should always be able to run past the enemy, I honestly 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&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Crossbowmen (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Scorpion Crew (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; Fun to use, and your best alpha strike unit. You want to attack with these unit 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 him). They are also not bad at dealing damage, so the enemy really have 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 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 helps them more. This unit can function well without attachement 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, Bronn due to more damage increase, and if you are feeling really lucky Brienne. But Brienne is kinda hard to pull off if you can&#039;t control deployement. Pypar is fun, but kinda unneeded, 9 inches charge might only help a bit. Good combo, if isn&#039;t so obvious: Watcher on the Wall. Use Watch on the Wall to trigger quick fire 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. Biggest problem is to find the space for this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veterans Of the Watch (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Stone Thrower (10pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caster (3pt):&#039;&#039;&#039; One of three reason you are the tactics deck faction. 3 point and a replace effect is pretty on par. His effect does the two things you like draw and heal. As your cards require all possible spots having a replace effect can make it easier for you. Can&#039;t really go wrong with this guy. Only thing which sucks he is part of the free folk starter (unless Night Watch heroes 2 releases)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. He used to be 1 of three good Night Watch NCU and is the reason with Jon that this is the healing factions. He is still good, he will snatch death from the jaws of defeat. No reason not to play him unless you go for no only rangers and builders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowem Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Too good for 3 point, meh for 4 point. Field him if you dislike the letter spot, else it is a bit of an overkill. CMON double all points, so that he can be 7 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand (4pt):&#039;&#039;&#039; One of my favorite Commander. He is of the only troops you have which can increase dmg. Another 1 movement is not too shabby especially with Hunters and everyone who have an attched Watcher on the Wall. His other ability is quite strong but you will fuck yourself ovee with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Used to be shit, now he is actually fun. Letters is probably the best effect, play it and laugh at Walder and some other nasty ability. Also a good counter to Ramsey, and Melisandre. The crown is also a permant effect, so all the fear forcing lannister and rhollor won&#039;t touch you&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donnel Noye (4pt):&#039;&#039;&#039; Another newish NCU. He is the other side og substainability, armor increase. Generally use him only on veteran and hunters, the other are probably a waste. Don&#039;t get a tunnel view like I do&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwyck:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenn :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pypar:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Recruiter:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Captain:&#039;&#039;&#039;&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&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>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8390</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=8390"/>
		<updated>2020-04-22T11:42:48Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Night Watch==&lt;br /&gt;
&#039;&#039;&amp;quot;I know nothing&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the wall, you will hold the line.&lt;br /&gt;
&lt;br /&gt;
Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction&lt;br /&gt;
&lt;br /&gt;
In general they are a tougher faction, due to your elite status.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*unique warmachines&lt;br /&gt;
*good Attachement&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*good carddraw, and wide range of applications&lt;br /&gt;
*above average moral and moral abilitx&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 require your enemy to do certain actions&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
&lt;br /&gt;
Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better&lt;br /&gt;
&lt;br /&gt;
Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.&lt;br /&gt;
 &lt;br /&gt;
Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all. &lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
As &lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a good commander, and probably the first you&#039;ll pick up to play with. 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. Field him if you want the most sustained commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwick:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranger Trackers (6pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Crossbowmen (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Scorpion Crew (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veterans Of the Watch (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Stone Thrower (10pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caster (3pt):&#039;&#039;&#039; One of three reason you are the tactics deck faction. 3 point and a replace effect is pretty on par. His effect does the two things you like draw and heal. As your cards require all possible spots having a replace effect can make it easier for you. Can&#039;t really go wrong with this guy. Only thing which sucks he is part of the free folk starter (unless Night Watch heroes 2 releases)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. He used to be 1 of three good Night Watch NCU and is the reason with Jon that this is the healing factions. He is still good, he will snatch death from the jaws of defeat. No reason not to play him unless you go for no only rangers and builders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowem Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Too good for 3 point, meh for 4 point. Field him if you dislike the letter spot, else it is a bit of an overkill. CMON double all points, so that he can be 7 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand (4pt):&#039;&#039;&#039; One of my favorite Commander. He is of the only troops you have which can increase dmg. Another 1 movement is not too shabby especially with Hunters and everyone who have an attched Watcher on the Wall. His other ability is quite strong but you will fuck yourself ovee with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Used to be shit, now he is actually fun. Letters is probably the best effect, play it and laugh at Walder and some other nasty ability. Also a good counter to Ramsey, and Melisandre. The crown is also a permant effect, so all the fear forcing lannister and rhollor won&#039;t touch you&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donnel Noye (4pt):&#039;&#039;&#039; Another newish NCU. He is the other side og substainability, armor increase. Generally use him only on veteran and hunters, the other are probably a waste. Don&#039;t get a tunnel view like I do&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwyck:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenn :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pypar:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Recruiter:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Captain:&#039;&#039;&#039;&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&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>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8389</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=8389"/>
		<updated>2020-04-22T11:42:30Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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;
&lt;br /&gt;
You are the wall, you will hold the line.&lt;br /&gt;
&lt;br /&gt;
Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction&lt;br /&gt;
&lt;br /&gt;
In general they are a tougher faction, due to your elite status.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*unique warmachines&lt;br /&gt;
*good Attachement&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*good carddraw, and wide range of applications&lt;br /&gt;
*above average moral and moral abilitx&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 require your enemy to do certain actions&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
&lt;br /&gt;
Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better&lt;br /&gt;
&lt;br /&gt;
Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.&lt;br /&gt;
 &lt;br /&gt;
Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all. &lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a good commander, and probably the first you&#039;ll pick up to play with. 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. Field him if you want the most sustained commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwick:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranger Trackers (6pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Crossbowmen (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Scorpion Crew (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Brothers (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranger Hunters (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veterans Of the Watch (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Builder Stone Thrower (10pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caster (3pt):&#039;&#039;&#039; One of three reason you are the tactics deck faction. 3 point and a replace effect is pretty on par. His effect does the two things you like draw and heal. As your cards require all possible spots having a replace effect can make it easier for you. Can&#039;t really go wrong with this guy. Only thing which sucks he is part of the free folk starter (unless Night Watch heroes 2 releases)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. He used to be 1 of three good Night Watch NCU and is the reason with Jon that this is the healing factions. He is still good, he will snatch death from the jaws of defeat. No reason not to play him unless you go for no only rangers and builders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowem Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Too good for 3 point, meh for 4 point. Field him if you dislike the letter spot, else it is a bit of an overkill. CMON double all points, so that he can be 7 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand (4pt):&#039;&#039;&#039; One of my favorite Commander. He is of the only troops you have which can increase dmg. Another 1 movement is not too shabby especially with Hunters and everyone who have an attched Watcher on the Wall. His other ability is quite strong but you will fuck yourself ovee with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Used to be shit, now he is actually fun. Letters is probably the best effect, play it and laugh at Walder and some other nasty ability. Also a good counter to Ramsey, and Melisandre. The crown is also a permant effect, so all the fear forcing lannister and rhollor won&#039;t touch you&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donnel Noye (4pt):&#039;&#039;&#039; Another newish NCU. He is the other side og substainability, armor increase. Generally use him only on veteran and hunters, the other are probably a waste. Don&#039;t get a tunnel view like I do&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwyck:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenn :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pypar:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Recruiter:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Watch Captain:&#039;&#039;&#039;&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&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>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8388</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=8388"/>
		<updated>2020-04-22T11:39:00Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Warmachine Heavy */&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;
&lt;br /&gt;
You are the wall, you will hold the line.&lt;br /&gt;
&lt;br /&gt;
Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction&lt;br /&gt;
&lt;br /&gt;
In general they are a tougher faction, due to your elite status.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*unique warmachines&lt;br /&gt;
*good Attachement&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*good carddraw, and wide range of applications&lt;br /&gt;
*above average moral and moral abilitx&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 require your enemy to do certain actions&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
&lt;br /&gt;
Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better&lt;br /&gt;
&lt;br /&gt;
Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.&lt;br /&gt;
 &lt;br /&gt;
Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all. &lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a good commander, and probably the first you&#039;ll pick up to play with. 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. Field him if you want the most sustained commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwick:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; .&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caster (3pt):&#039;&#039;&#039; One of three reason you are the tactics deck faction. 3 point and a replace effect is pretty on par. His effect does the two things you like draw and heal. As your cards require all possible spots having a replace effect can make it easier for you. Can&#039;t really go wrong with this guy. Only thing which sucks he is part of the free folk starter (unless Night Watch heroes 2 releases)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. He used to be 1 of three good Night Watch NCU and is the reason with Jon that this is the healing factions. He is still good, he will snatch death from the jaws of defeat. No reason not to play him unless you go for no only rangers and builders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowem Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Too good for 3 point, meh for 4 point. Field him if you dislike the letter spot, else it is a bit of an overkill. CMON double all points, so that he can be 7 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand (4pt):&#039;&#039;&#039; One of my favorite Commander. He is of the only troops you have which can increase dmg. Another 1 movement is not too shabby especially with Hunters and everyone who have an attched Watcher on the Wall. His other ability is quite strong but you will fuck yourself ovee with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Used to be shit, now he is actually fun. Letters is probably the best effect, play it and laugh at Walder and some other nasty ability. Also a good counter to Ramsey, and Melisandre. The crown is also a permant effect, so all the fear forcing lannister and rhollor won&#039;t touch you&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donnel Noye (4pt):&#039;&#039;&#039; Another newish NCU. He is the other side og substainability, armor increase. Generally use him only on veteran and hunters, the other are probably a waste. Don&#039;t get a tunnel view like I do&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039;&lt;br /&gt;
&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&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>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Night_Watch&amp;diff=8387</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=8387"/>
		<updated>2020-04-22T11:38:51Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: &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;
&lt;br /&gt;
You are the wall, you will hold the line.&lt;br /&gt;
&lt;br /&gt;
Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction&lt;br /&gt;
&lt;br /&gt;
In general they are a tougher faction, due to your elite status.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Elite army&lt;br /&gt;
*unique warmachines&lt;br /&gt;
*good Attachement&lt;br /&gt;
*Vow which gives you buffs over the course of the game&lt;br /&gt;
*good carddraw, and wide range of applications&lt;br /&gt;
*above average moral and moral abilitx&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 require your enemy to do certain actions&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
3 themes. You have builders, rangers and the wall troops.&lt;br /&gt;
&lt;br /&gt;
Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better&lt;br /&gt;
&lt;br /&gt;
Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.&lt;br /&gt;
 &lt;br /&gt;
Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all. &lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jon Snow:&#039;&#039;&#039; He is a good commander, and probably the first you&#039;ll pick up to play with. 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. Field him if you want the most sustained commander&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliser Thorne:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donal Noye:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Othell Yarwick:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conscripts (4pt):&#039;&#039;&#039; .&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caster (3pt):&#039;&#039;&#039; One of three reason you are the tactics deck faction. 3 point and a replace effect is pretty on par. His effect does the two things you like draw and heal. As your cards require all possible spots having a replace effect can make it easier for you. Can&#039;t really go wrong with this guy. Only thing which sucks he is part of the free folk starter (unless Night Watch heroes 2 releases)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maester Aemond (4pt):&#039;&#039;&#039; The coolest Targ. He used to be 1 of three good Night Watch NCU and is the reason with Jon that this is the healing factions. He is still good, he will snatch death from the jaws of defeat. No reason not to play him unless you go for no only rangers and builders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowem Marsh (4pt):&#039;&#039;&#039; A free scry and draw with any claim. Too good for 3 point, meh for 4 point. Field him if you dislike the letter spot, else it is a bit of an overkill. CMON double all points, so that he can be 7 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Qhorin Halfhand (4pt):&#039;&#039;&#039; One of my favorite Commander. He is of the only troops you have which can increase dmg. Another 1 movement is not too shabby especially with Hunters and everyone who have an attched Watcher on the Wall. His other ability is quite strong but you will fuck yourself ovee with it. Best, to wait for turn 4-5, so you won&#039;t gimp yourself. Watch out for Olenna&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jeor Mormont (4pt):&#039;&#039;&#039; Used to be shit, now he is actually fun. Letters is probably the best effect, play it and laugh at Walder and some other nasty ability. Also a good counter to Ramsey, and Melisandre. The crown is also a permant effect, so all the fear forcing lannister and rhollor won&#039;t touch you&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Donnel Noye (4pt):&#039;&#039;&#039; Another newish NCU. He is the other side og substainability, armor increase. Generally use him only on veteran and hunters, the other are probably a waste. Don&#039;t get a tunnel view like I do&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039;&lt;br /&gt;
&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&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;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8234</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8234"/>
		<updated>2020-04-21T21:26:03Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Why Play Baratheon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
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You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
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You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
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==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
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Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
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===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
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====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
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*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
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====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
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*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
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==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they it doesn&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
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*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
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*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
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*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8156</id>
		<title>ASOIAF Miniature Game</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8156"/>
		<updated>2020-04-21T21:25:32Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:1587414916979.png|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASOIAF Miniature Game&#039;&#039;&#039; is a new  rank and file [[wargame]] that&#039;s based on [[A Song of Ice and Fire]]. Despite being made by a company with a bad miniature system record but good boardgame record, it still manages to be a rather fun game. Also it is based on the book, so they can choose to not copy stupid shit from the show.&lt;br /&gt;
&lt;br /&gt;
It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off.&lt;br /&gt;
Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closet I found is https://cmon.com/product/a-song-of-ice-fire-tmg.&lt;br /&gt;
Also there is a TTS mod for it.&lt;br /&gt;
&lt;br /&gt;
== Setting and History ==&lt;br /&gt;
&lt;br /&gt;
Meh later i&#039;ll write condensed fluff&lt;br /&gt;
&lt;br /&gt;
As this is CMON the game began with a [[1]kickstarter], and after that the game has had at least 2 dozen more releases with more factions added.&lt;br /&gt;
The problem for CMON is, that Asmodeeus does all the distribution and that shit doesn&#039;t work.&lt;br /&gt;
Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.&lt;br /&gt;
&lt;br /&gt;
Atleast [[Duncan Rhodes]] says it is one of his favorites games.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
ASOIAF is a rank and file system. Unlike Fantasy, you have alternative activation instead of I-Go-U-Go. So player 1 activates a unit, then player 2 untill everything is activated once.&lt;br /&gt;
A combat unit can do one action generally, which includes pivots, movements, and attacks. The standart movement for example, is pivot, straight movement and then pivot.&lt;br /&gt;
A march would be double movement and then pivots. Attacks are a number of dice based on ranks against your own accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your moral, taking 1 + 1d3 wounds if failed. Now add to all these some unit abilities.&lt;br /&gt;
&lt;br /&gt;
Compared to Fantasy a lot was streamlined and made more fluid. You have a fixed rank size (4 in each row of 3), attack dice are based on number of ranks and health are just model on the bases for most parts &lt;br /&gt;
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dices/wounds.&lt;br /&gt;
There is also conditions and shit but you will figure it out.&lt;br /&gt;
&lt;br /&gt;
For army building you have your combat unit, who each can have 1 attached Attachement, and your NCUs which are explained below. Additionally you will always have 1 Commander&lt;br /&gt;
&lt;br /&gt;
Now to the unique part:&lt;br /&gt;
You have two unique aspect: the tactics board and tactics deck.&lt;br /&gt;
&lt;br /&gt;
The tactics board is the political side of the battle. Here non-combat units ([[Elf|cowards]]) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.&lt;br /&gt;
&lt;br /&gt;
The tactics decks are faction specific decks, which around 7 cards + 3 commander specific cards in pairs of 2. These cards have bonus effects which can be played from your hand, some of them quite powerful like free movement, better charges or in case of the dirty Free Folk, respawns. A lot of these cards gives better effects, if you control certain spots on the tactics board, which gives another layer of decision making to the game.&lt;br /&gt;
A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.&lt;br /&gt;
&lt;br /&gt;
Last point is objective:&lt;br /&gt;
While killing a unit gives off 1 VP, you need 10 to win a 40 Points game. Most games are therefore played with a scenario.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
All characters are unique and for the most part pretty cool looking. Units are made from 12 dudes, with around 4 variataion in model sculpts + 1 Banner. So you have around some samey looks.&lt;br /&gt;
Cavalry has 4 sculpts.&lt;br /&gt;
Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay.&lt;br /&gt;
&lt;br /&gt;
Then the [[Skub|Baratheon showed up]].&lt;br /&gt;
&lt;br /&gt;
== The Factions ==&lt;br /&gt;
&lt;br /&gt;
Like all game under the sun, you will have different factions and playstyle. While this lead to widely different armament and technology in a unified realm, having all look the same would be stupid as fuck.&lt;br /&gt;
&lt;br /&gt;
There are currently 7 factions.&lt;br /&gt;
Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen and Neutrals, with Greyjoy down the line.&lt;br /&gt;
&lt;br /&gt;
The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.&lt;br /&gt;
Closet to each other are Stark and Lannister which I will use now to show the difference:&lt;br /&gt;
In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack.&lt;br /&gt;
So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities.&lt;br /&gt;
But there are also unit who are quite similar: Lannister Knights and Tully Cavallier (who cost 1 more).&lt;br /&gt;
Both have the same statline, same primary ability but a different secondary ability.&lt;br /&gt;
&lt;br /&gt;
But we now come to the biggest difference: Tactics deck.&lt;br /&gt;
Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play a differently due to the access to their new cards.&lt;br /&gt;
&lt;br /&gt;
I would generally say that you have three factors influencing your army playstyle:&lt;br /&gt;
*Your faction, which gives you your 7x2 generic tactics cards.&lt;br /&gt;
*Your commander, which grants you another 3x2 generic tactics card.&lt;br /&gt;
*Your subtheme, units from a certain theme play differently from other units.&lt;br /&gt;
&lt;br /&gt;
So while Lannister are generally very sneaky and controlly, only using Mountain Man and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter.&lt;br /&gt;
I&#039;ll ignore sub-themes for now and focus on the iconic playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Stark ===&lt;br /&gt;
&lt;br /&gt;
The simple but [[Lawful Stupid|honorful]] citizien of the cold north. These were one of two factions introduced in the two-player starter.&lt;br /&gt;
&lt;br /&gt;
As of now they are composed of the Houses Stark, Umber, Reed and Tully.&lt;br /&gt;
In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Stark are the aggressive factions. You have heavy hitting units, some attacks where you take dmg to deal more dmg and access to Greywind, Shaggydog and Summer. And motherfucking RICKON.&lt;br /&gt;
&lt;br /&gt;
Your tactics cards are all about increasing damage on attack. Most of your attachement also plays into more dmg and more movement.&lt;br /&gt;
&lt;br /&gt;
Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.&lt;br /&gt;
&lt;br /&gt;
=== Lannister ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Lannister are generally defensive. They were 1 of the two first factions. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not moverable as much as other.&lt;br /&gt;
&lt;br /&gt;
Your tactics focus on messing with the enemy, turning off there abilites and such, panic test and non-direct dmg.&lt;br /&gt;
&lt;br /&gt;
Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally.&lt;br /&gt;
&lt;br /&gt;
=== Night Watch ===&lt;br /&gt;
&lt;br /&gt;
Elite army somehow. Mostly to be a foil to the Free Folk&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Elite army. You have solid unit and attachement. Generally less unit, but long standing. You are a tough army, with some inbuilt heals and versatility via tactics card.&lt;br /&gt;
&lt;br /&gt;
Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some really nice ranged options.&lt;br /&gt;
&lt;br /&gt;
Attrition heavy, stay in combat and your superior units will slowly win the fight.&lt;br /&gt;
&lt;br /&gt;
Also you will usually draw your entire deck with this factions, so a lot of your game plan is maximizing your ability cards.&lt;br /&gt;
&lt;br /&gt;
=== Free Folk ===&lt;br /&gt;
&lt;br /&gt;
Uncivilized savages, a small step below starks.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Horde army. Your people are cheap. Thats mostly it, try not to block charges and movements. Also Giants.&lt;br /&gt;
&lt;br /&gt;
Tactics card are mobility based and piling in.&lt;br /&gt;
&lt;br /&gt;
Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds, you will probably kill more people via auto-wounds then actually attacking them.&lt;br /&gt;
&lt;br /&gt;
=== Baratheon ===&lt;br /&gt;
&lt;br /&gt;
Divided into 2 sub-factions with its own sub themes.&lt;br /&gt;
&lt;br /&gt;
You have the Baratheon of Dragonstone with King Stannis, who are honestly a mess as of now, you have too many themes and not enough pieces supporting it.&lt;br /&gt;
&lt;br /&gt;
Then you have the Baratheon of Storm&#039;s End under Usurper Renly. Easier to understand theme and more things working together as of now.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
These are the newest faction. In general I would consider them second strike forces, you want to weather an attack and hit the enemy afterwards.&lt;br /&gt;
&lt;br /&gt;
Tactics card are all about getting benefit from starting in combat and such.&lt;br /&gt;
&lt;br /&gt;
Playstyle are defensive, you don&#039;t necessary need the charge but on the other hand you don&#039;t want the enemy to cripple your unit. Get hit, and counter charge them. Plays different then Lannister that you don&#039;t really have basically zero counterplay but a lot of punishement.&lt;br /&gt;
&lt;br /&gt;
=== Targaryen ===&lt;br /&gt;
&lt;br /&gt;
Mostly Dothraki at this point&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
Neutrals can be recruited into all factions except Free Folk.&lt;br /&gt;
&lt;br /&gt;
You have three subthemes, Boltons who are very panic and fear heavy., Stormcrow who are more reliable, focusing on the money spot and attachement and lastly the goat people, focusing on enemy missing them and hopefully not dying on the counter attack&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Depending on your units and shit you have 1 of three main themes.&lt;br /&gt;
&lt;br /&gt;
Tactics are controlly with a hint of aggression. Takes a bit after Lannister with a lot of Aggression.&lt;br /&gt;
&lt;br /&gt;
Playstyle are quite aggressive, though I feel with Stark I set up a lot more domino effects where I play multiple cards after each other. Neutrals are mostly just solid one shot cards.&lt;br /&gt;
&lt;br /&gt;
== What to buy==&lt;br /&gt;
&lt;br /&gt;
There are three sizes: 30 for demo, 40 for normal player, 50 if you have to kill an afternoon.&lt;br /&gt;
A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.&lt;br /&gt;
&lt;br /&gt;
So to start off, you want the starter box for your factions. This includes 2 identical units, 2 * 1 another unit, 2 NCU, 2 Commander/Attachement, your tactics card, dices and all you need to play (shitty cardboard terrain).&lt;br /&gt;
So in total you have 4 units and 2 NCU, clocking in at about 30 points. &lt;br /&gt;
&lt;br /&gt;
If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachement generally. Heroes Box usually contain 7 characters, which can be Commanders, NCU or Attachement.&lt;br /&gt;
I recommend buying both, 1 unit box and 1 heroes box of the faction or neutrals.&lt;br /&gt;
&lt;br /&gt;
Neutrals are the big outliner here, they don&#039;t have a starter box, the tactics cards are in Neutral heroes 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general a starter box is 135, while the smaller boxes clock in at 39.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Some minor advices. Usually your list will have between 7 (low amount) - 8 (average) units. &lt;br /&gt;
There are two schools of thought, the american prefer 5 units and 2 NCU, while European play 4 units and 3 NCU.&lt;br /&gt;
The justification is simple: If both have 2 they can claim their spot their want, but you can only limit your enemy to a small level. Both players having 3 NCU, will usually hurt the army of both players, but if only one has 3 and the other has 2, it&#039;ll hurt the 2 NCU player more.&lt;br /&gt;
&lt;br /&gt;
If both have 3 NCU, you usually first contest the Tactics board, before moving to the units, the most important spot early on is probably the letters spot&lt;br /&gt;
&lt;br /&gt;
While choosing your NCU if you have 3 I recommend taking 2 with a effect while claiming and a third effect if possible.&lt;br /&gt;
&lt;br /&gt;
Also having a replace effect as one of your NCU helps you take those zone which won&#039;t help you and still gain some value&lt;br /&gt;
&lt;br /&gt;
Commander choices influences your army as does the objective. You want to build your army usually around your commander, and the cards he gives to your deck.&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand. In higher level plays you want to combo cards to one-shot units quickly.&lt;br /&gt;
&lt;br /&gt;
==Tactics pages==&lt;br /&gt;
Here&#039;s the tactics pages that we have so far:&lt;br /&gt;
&lt;br /&gt;
While I will give an overview of the tactics, this is just the info by a guy who is around the midlevel.&lt;br /&gt;
I have heard some more information by pros by I can&#039;t verify myself and therefore will not include that.&lt;br /&gt;
&lt;br /&gt;
Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.&lt;br /&gt;
&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Stark|Stark]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Lannister|Lannister]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Night Watch|Night Watch]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Free Folk|Free Folk]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Baratheon|Baratheon]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Targaryen|Targaryen]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Neutral|Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Fanmade-Shit==&lt;br /&gt;
&lt;br /&gt;
Because we are /tg/ and we have all the time I&#039;ll add everything people created in the general&lt;br /&gt;
&lt;br /&gt;
[[Media:Harras .pdf|All the missing factions]] Way too much time and unformated: But it is nice to imagine how certain factions could be&lt;br /&gt;
&lt;br /&gt;
[[Media:Baratheon units.pdf|Stannis Fixed]]&lt;br /&gt;
&lt;br /&gt;
[[Media:Greyjoy.pdf|Greyjoy as Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8155</id>
		<title>ASOIAF Miniature Game</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8155"/>
		<updated>2020-04-21T11:53:35Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:1587414916979.png|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ASOIAF Miniature Game&#039;&#039;&#039; is a new  rank and file [[wargame]] that&#039;s based on [[A Song of Ice and Fire]]. Despite being made by a company with a bad miniature system record but good boardgame record, it still manages to be a rather fun game. Also it is based on the book, so they can choose to not copy stupid shit from the show.&lt;br /&gt;
&lt;br /&gt;
It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off.&lt;br /&gt;
Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closet I found is https://cmon.com/product/a-song-of-ice-fire-tmg.&lt;br /&gt;
Also there is a TTS mod for it.&lt;br /&gt;
&lt;br /&gt;
== Setting and History ==&lt;br /&gt;
&lt;br /&gt;
Meh later i&#039;ll write condensed fluff&lt;br /&gt;
&lt;br /&gt;
As this is CMON the game began with a [[1]kickstarter], and after that the game has had at least 2 dozen more releases with more factions added.&lt;br /&gt;
The problem for CMON is, that Asmodeeus does all the distribution and that shit doesn&#039;t work.&lt;br /&gt;
Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.&lt;br /&gt;
&lt;br /&gt;
Atleast [[Duncan Rhodes]] says it is one of his favorites games.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
ASOIAF is a rank and file system. Unlike Fantasy, you have alternative activation instead of I-Go-U-Go. So player 1 activates a unit, then player 2 untill everything is activated once.&lt;br /&gt;
A combat unit can do one action generally, which includes pivots, movements, and attacks. The standart movement for example, is pivot, straight movement and then pivot.&lt;br /&gt;
A march would be double movement and then pivots. Attacks are a number of dice based on ranks against your own accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your moral, taking 1 + 1d3 wounds if failed. Now add to all these some unit abilities.&lt;br /&gt;
&lt;br /&gt;
Compared to Fantasy a lot was streamlined and made more fluid. You have a fixed rank size (4 in each row of 3), attack dice are based on number of ranks and health are just model on the bases for most parts &lt;br /&gt;
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dices/wounds.&lt;br /&gt;
There is also conditions and shit but you will figure it out.&lt;br /&gt;
&lt;br /&gt;
For army building you have your combat unit, who each can have 1 attached Attachement, and your NCUs which are explained below. Additionally you will always have 1 Commander&lt;br /&gt;
&lt;br /&gt;
Now to the unique part:&lt;br /&gt;
You have two unique aspect: the tactics board and tactics deck.&lt;br /&gt;
&lt;br /&gt;
The tactics board is the political side of the battle. Here non-combat units ([[Elf|females]]) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.&lt;br /&gt;
&lt;br /&gt;
The tactics decks are faction specific decks, which around 7 cards + 3 commander specific cards in pairs of 2. These cards have bonus effects which can be played from your hand, some of them quite powerful like free movement, better charges or in case of the dirty Free Folk, respawns. A lot of these cards gives better effects, if you control certain spots on the tactics board, which gives another layer of decision making to the game.&lt;br /&gt;
A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.&lt;br /&gt;
&lt;br /&gt;
Last point is objective:&lt;br /&gt;
While killing a unit gives off 1 VP, you need 10 to win a 40 Points game. Most games are therefore played with a scenario.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
All characters are unique and for the most part pretty cool looking. Units are made from 12 dudes, with around 4 variataion in model sculpts + 1 Banner. So you have around some samey looks.&lt;br /&gt;
Cavalry has 4 sculpts.&lt;br /&gt;
Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay.&lt;br /&gt;
&lt;br /&gt;
Then the [[Skub|Baratheon showed up]].&lt;br /&gt;
&lt;br /&gt;
== The Factions ==&lt;br /&gt;
&lt;br /&gt;
Like all game under the sun, you will have different factions and playstyle. While this lead to widely different armament and technology in a unified realm, having all look the same would be stupid as fuck.&lt;br /&gt;
&lt;br /&gt;
There are currently 7 factions.&lt;br /&gt;
Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen and Neutrals, with Greyjoy down the line.&lt;br /&gt;
&lt;br /&gt;
The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.&lt;br /&gt;
Closet to each other are Stark and Lannister which I will use now to show the difference:&lt;br /&gt;
In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack.&lt;br /&gt;
So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities.&lt;br /&gt;
But there are also unit who are quite similar: Lannister Knights and Tully Cavallier (who cost 1 more).&lt;br /&gt;
Both have the same statline, same primary ability but a different secondary ability.&lt;br /&gt;
&lt;br /&gt;
But we now come to the biggest difference: Tactics deck.&lt;br /&gt;
Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play a differently due to the access to their new cards.&lt;br /&gt;
&lt;br /&gt;
I would generally say that you have three factors influencing your army playstyle:&lt;br /&gt;
*Your faction, which gives you your 7x2 generic tactics cards.&lt;br /&gt;
*Your commander, which grants you another 3x2 generic tactics card.&lt;br /&gt;
*Your subtheme, units from a certain theme play differently from other units.&lt;br /&gt;
&lt;br /&gt;
So while Lannister are generally very sneaky and controlly, only using Mountain Man and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter.&lt;br /&gt;
I&#039;ll ignore sub-themes for now and focus on the iconic playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Stark ===&lt;br /&gt;
&lt;br /&gt;
The simple but [[Lawful Stupid|honorful]] citizien of the cold north. These were one of two factions introduced in the two-player starter.&lt;br /&gt;
&lt;br /&gt;
As of now they are composed of the Houses Stark, Umber, Reed and Tully.&lt;br /&gt;
In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Stark are the aggressive factions. You have heavy hitting units, some attacks where you take dmg to deal more dmg and access to Greywind, Shaggydog and Summer. And motherfucking RICKON.&lt;br /&gt;
&lt;br /&gt;
Your tactics cards are all about increasing damage on attack. Most of your attachement also plays into more dmg and more movement.&lt;br /&gt;
&lt;br /&gt;
Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.&lt;br /&gt;
&lt;br /&gt;
=== Lannister ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Lannister are generally defensive. They were 1 of the two first factions. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not moverable as much as other.&lt;br /&gt;
&lt;br /&gt;
Your tactics focus on messing with the enemy, turning off there abilites and such, panic test and non-direct dmg.&lt;br /&gt;
&lt;br /&gt;
Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally.&lt;br /&gt;
&lt;br /&gt;
=== Night Watch ===&lt;br /&gt;
&lt;br /&gt;
Elite army somehow. Mostly to be a foil to the Free Folk&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Elite army. You have solid unit and attachement. Generally less unit, but long standing. You are a tough army, with some inbuilt heals and versatility via tactics card.&lt;br /&gt;
&lt;br /&gt;
Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some really nice ranged options.&lt;br /&gt;
&lt;br /&gt;
Attrition heavy, stay in combat and your superior units will slowly win the fight.&lt;br /&gt;
&lt;br /&gt;
Also you will usually draw your entire deck with this factions, so a lot of your game plan is maximizing your ability cards.&lt;br /&gt;
&lt;br /&gt;
=== Free Folk ===&lt;br /&gt;
&lt;br /&gt;
Uncivilized savages, a small step below starks.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Horde army. Your people are cheap. Thats mostly it, try not to block charges and movements. Also Giants.&lt;br /&gt;
&lt;br /&gt;
Tactics card are mobility based and piling in.&lt;br /&gt;
&lt;br /&gt;
Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds, you will probably kill more people via auto-wounds then actually attacking them.&lt;br /&gt;
&lt;br /&gt;
=== Baratheon ===&lt;br /&gt;
&lt;br /&gt;
Divided into 2 sub-factions with its own sub themes.&lt;br /&gt;
&lt;br /&gt;
You have the Baratheon of Dragonstone with King Stannis, who are honestly a mess as of now, you have too many themes and not enough pieces supporting it.&lt;br /&gt;
&lt;br /&gt;
Then you have the Baratheon of Storm&#039;s End under Usurper Renly. Easier to understand theme and more things working together as of now.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
These are the newest faction. In general I would consider them second strike forces, you want to weather an attack and hit the enemy afterwards.&lt;br /&gt;
&lt;br /&gt;
Tactics card are all about getting benefit from starting in combat and such.&lt;br /&gt;
&lt;br /&gt;
Playstyle are defensive, you don&#039;t necessary need the charge but on the other hand you don&#039;t want the enemy to cripple your unit. Get hit, and counter charge them. Plays different then Lannister that you don&#039;t really have basically zero counterplay but a lot of punishement.&lt;br /&gt;
&lt;br /&gt;
=== Targaryen ===&lt;br /&gt;
&lt;br /&gt;
Mostly Dothraki at this point&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
Neutrals can be recruited into all factions except Free Folk.&lt;br /&gt;
&lt;br /&gt;
You have three subthemes, Boltons who are very panic and fear heavy., Stormcrow who are more reliable, focusing on the money spot and attachement and lastly the goat people, focusing on enemy missing them and hopefully not dying on the counter attack&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Depending on your units and shit you have 1 of three main themes.&lt;br /&gt;
&lt;br /&gt;
Tactics are controlly with a hint of aggression. Takes a bit after Lannister with a lot of Aggression.&lt;br /&gt;
&lt;br /&gt;
Playstyle are quite aggressive, though I feel with Stark I set up a lot more domino effects where I play multiple cards after each other. Neutrals are mostly just solid one shot cards.&lt;br /&gt;
&lt;br /&gt;
== What to buy==&lt;br /&gt;
&lt;br /&gt;
There are three sizes: 30 for demo, 40 for normal player, 50 if you have to kill an afternoon.&lt;br /&gt;
A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.&lt;br /&gt;
&lt;br /&gt;
So to start off, you want the starter box for your factions. This includes 2 identical units, 2 * 1 another unit, 2 NCU, 2 Commander/Attachement, your tactics card, dices and all you need to play (shitty cardboard terrain).&lt;br /&gt;
So in total you have 4 units and 2 NCU, clocking in at about 30 points. &lt;br /&gt;
&lt;br /&gt;
If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachement generally. Heroes Box usually contain 7 characters, which can be Commanders, NCU or Attachement.&lt;br /&gt;
I recommend buying both, 1 unit box and 1 heroes box of the faction or neutrals.&lt;br /&gt;
&lt;br /&gt;
Neutrals are the big outliner here, they don&#039;t have a starter box, the tactics cards are in Neutral heroes 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general a starter box is 135, while the smaller boxes clock in at 39.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Some minor advices. Usually your list will have between 7 (low amount) - 8 (average) units. &lt;br /&gt;
There are two schools of thought, the american prefer 5 units and 2 NCU, while European play 4 units and 3 NCU.&lt;br /&gt;
The justification is simple: If both have 2 they can claim their spot their want, but you can only limit your enemy to a small level. Both players having 3 NCU, will usually hurt the army of both players, but if only one has 3 and the other has 2, it&#039;ll hurt the 2 NCU player more.&lt;br /&gt;
&lt;br /&gt;
If both have 3 NCU, you usually first contest the Tactics board, before moving to the units, the most important spot early on is probably the letters spot&lt;br /&gt;
&lt;br /&gt;
While choosing your NCU if you have 3 I recommend taking 2 with a effect while claiming and a third effect if possible.&lt;br /&gt;
&lt;br /&gt;
Also having a replace effect as one of your NCU helps you take those zone which won&#039;t help you and still gain some value&lt;br /&gt;
&lt;br /&gt;
Commander choices influences your army as does the objective. You want to build your army usually around your commander, and the cards he gives to your deck.&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand. In higher level plays you want to combo cards to one-shot units quickly.&lt;br /&gt;
&lt;br /&gt;
==Tactics pages==&lt;br /&gt;
Here&#039;s the tactics pages that we have so far:&lt;br /&gt;
&lt;br /&gt;
While I will give an overview of the tactics, this is just the info by a guy who is around the midlevel.&lt;br /&gt;
I have heard some more information by pros by I can&#039;t verify myself and therefore will not include that.&lt;br /&gt;
&lt;br /&gt;
Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.&lt;br /&gt;
&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Stark|Stark]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Lannister|Lannister]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Night Watch|Night Watch]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Free Folk|Free Folk]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Baratheon|Baratheon]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Targaryen|Targaryen]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Neutral|Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Fanmade-Shit==&lt;br /&gt;
&lt;br /&gt;
Because we are /tg/ and we have all the time I&#039;ll add everything people created in the general&lt;br /&gt;
&lt;br /&gt;
[[Media:Harras .pdf|All the missing factions]] Way too much time and unformated: But it is nice to imagine how certain factions could be&lt;br /&gt;
&lt;br /&gt;
[[Media:Baratheon units.pdf|Stannis Fixed]]&lt;br /&gt;
&lt;br /&gt;
[[Media:Greyjoy.pdf|Greyjoy as Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8233</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8233"/>
		<updated>2020-04-21T11:44:22Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics Deck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they it doesn&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more. Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8232</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8232"/>
		<updated>2020-04-21T11:44:09Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics Deck */&lt;/p&gt;
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&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
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You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
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==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they it doesn&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
I know I have been shitting on Baratheon but they do have their uniqueness.&lt;br /&gt;
You will attack more then anyone else in the game, and while you can&#039;t really chain your cards well, you can chain all the attacks you will throw out.&lt;br /&gt;
&lt;br /&gt;
Another thing you will sadly experience is, that you&#039;ll sit on dead cards more often then not.&lt;br /&gt;
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don&#039;t draw Baratheon Conviction via the letters spot or both at the same time.&lt;br /&gt;
&lt;br /&gt;
Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that&#039;ll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039; Now we getting to it. Getting a free charge is great, can&#039;t say more.&lt;br /&gt;
Don&#039;t be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can&#039;t shift out of line of sight or range.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; Your only damage buff, it is good. Keep in mind this won&#039;t work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R&#039;hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don&#039;t be too obvious&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn&#039;t aware of this card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill of a 2 wounds unit for maximum fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don&#039;t really requires it&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8231</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8231"/>
		<updated>2020-04-21T11:24:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Building your Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
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You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
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You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they it doesn&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
That what makes Baratheon honestly really good, is the fact that your foe won&#039;t know what way you&#039;ll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn&#039;t need high moral.&lt;br /&gt;
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8230</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8230"/>
		<updated>2020-04-21T11:22:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Stannis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
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====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
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*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they it doesn&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck, the fixes proposed by the autist would help all these characters find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
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*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
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*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
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*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
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====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
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*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
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*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
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*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
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*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
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*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
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====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
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*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
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====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
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*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
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• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
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==Tactics Deck==&lt;br /&gt;
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*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
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*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
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==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8229</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8229"/>
		<updated>2020-04-21T11:22:35Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Stannis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
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You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
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You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
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===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
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Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
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Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
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==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
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Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
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Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
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==For Both==&lt;br /&gt;
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===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
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====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they it doesn&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
Fuck the fixes proposed would help all these people find a spot.&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinals or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039; Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, whcih the faithful and the Stag Knights didn&#039;t need, and lost Critical Blow to give out the R&#039;hllor tag. His card doesn&#039;t really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; Andrew is good. He ignores all the R&#039;hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren&#039;t too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don&#039;t care about but the last card is just great. Forcing someone to toss his hand will win you a round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039; You wanted to play stark but you didn&#039;t want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he&#039;ll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you&#039;ll play totally different and should choose your force accordingly. Everthing is okay, but nothing I would build your force around. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R&#039;hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn&#039;t impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.  &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; The reason for all my complaint is this fucking unit.  Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don&#039;t have much better choices. They will be better if we get good R&#039;hllor units, maybe a unit to make use of excessive faith token, and  ranged units, to force moral test and make use of your free attack easier.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Shyra doesn&#039;t vibe with Melisandre and Wardens are unreliable. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune, Andrew does the same and if you go Melisandre you can usually kill your own conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn&#039;t even guarantee you make it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R&#039;hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039; The only reason to play R&#039;Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then look how alive they look, now you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition.&lt;br /&gt;
 &lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don&#039;t care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won&#039;t survive another attack on the last rank.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039; Davos doesn&#039;t want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won&#039;t know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn&#039;t need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn&#039;t 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R&#039;Hllor effects really want a unit with inbuild &#039;&#039;&#039;Go Down Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; And now his son. Actually I find him to be good. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8154</id>
		<title>ASOIAF Miniature Game</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8154"/>
		<updated>2020-04-21T10:34:04Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ASOIAF Miniature Game&#039;&#039;&#039; is a new  rank and file [[wargame]] that&#039;s based on [[A Song of Ice and Fire]]. Despite being made by a company with a bad miniature system record but good boardgame record, it still manages to be a rather fun game. Also it is based on the book, so they can choose to not copy stupid shit from the show.&lt;br /&gt;
&lt;br /&gt;
It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off.&lt;br /&gt;
Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closet I found is https://cmon.com/product/a-song-of-ice-fire-tmg.&lt;br /&gt;
Also there is a TTS mod for it.&lt;br /&gt;
&lt;br /&gt;
== Setting and History ==&lt;br /&gt;
&lt;br /&gt;
Meh later i&#039;ll write condensed fluff&lt;br /&gt;
&lt;br /&gt;
As this is CMON the game began with a [[1]kickstarter], and after that the game has had at least 2 dozen more releases with more factions added.&lt;br /&gt;
The problem for CMON is, that Asmodeeus does all the distribution and that shit doesn&#039;t work.&lt;br /&gt;
Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.&lt;br /&gt;
&lt;br /&gt;
Atleast [[Duncan Rhodes]] says it is one of his favorites games.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
ASOIAF is a rank and file system. Unlike Fantasy, you have alternative activation instead of I-Go-U-Go. So player 1 activates a unit, then player 2 untill everything is activated once.&lt;br /&gt;
A combat unit can do one action generally, which includes pivots, movements, and attacks. The standart movement for example, is pivot, straight movement and then pivot.&lt;br /&gt;
A march would be double movement and then pivots. Attacks are a number of dice based on ranks against your own accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your moral, taking 1 + 1d3 wounds if failed. Now add to all these some unit abilities.&lt;br /&gt;
&lt;br /&gt;
Compared to Fantasy a lot was streamlined and made more fluid. You have a fixed rank size (4 in each row of 3), attack dice are based on number of ranks and health are just model on the bases for most parts &lt;br /&gt;
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dices/wounds.&lt;br /&gt;
There is also conditions and shit but you will figure it out.&lt;br /&gt;
&lt;br /&gt;
For army building you have your combat unit, who each can have 1 attached Attachement, and your NCUs which are explained below. Additionally you will always have 1 Commander&lt;br /&gt;
&lt;br /&gt;
Now to the unique part:&lt;br /&gt;
You have two unique aspect: the tactics board and tactics deck.&lt;br /&gt;
&lt;br /&gt;
The tactics board is the political side of the battle. Here non-combat units ([[Elf|females]]) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.&lt;br /&gt;
&lt;br /&gt;
The tactics decks are faction specific decks, which around 7 cards + 3 commander specific cards in pairs of 2. These cards have bonus effects which can be played from your hand, some of them quite powerful like free movement, better charges or in case of the dirty Free Folk, respawns. A lot of these cards gives better effects, if you control certain spots on the tactics board, which gives another layer of decision making to the game.&lt;br /&gt;
A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.&lt;br /&gt;
&lt;br /&gt;
Last point is objective:&lt;br /&gt;
While killing a unit gives off 1 VP, you need 10 to win a 40 Points game. Most games are therefore played with a scenario.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
All characters are unique and for the most part pretty cool looking. Units are made from 12 dudes, with around 4 variataion in model sculpts + 1 Banner. So you have around some samey looks.&lt;br /&gt;
Cavalry has 4 sculpts.&lt;br /&gt;
Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay.&lt;br /&gt;
&lt;br /&gt;
Then the [[Skub|Baratheon showed up]].&lt;br /&gt;
&lt;br /&gt;
== The Factions ==&lt;br /&gt;
&lt;br /&gt;
Like all game under the sun, you will have different factions and playstyle. While this lead to widely different armament and technology in a unified realm, having all look the same would be stupid as fuck.&lt;br /&gt;
&lt;br /&gt;
There are currently 7 factions.&lt;br /&gt;
Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen and Neutrals, with Greyjoy down the line.&lt;br /&gt;
&lt;br /&gt;
The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.&lt;br /&gt;
Closet to each other are Stark and Lannister which I will use now to show the difference:&lt;br /&gt;
In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack.&lt;br /&gt;
So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities.&lt;br /&gt;
But there are also unit who are quite similar: Lannister Knights and Tully Cavallier (who cost 1 more).&lt;br /&gt;
Both have the same statline, same primary ability but a different secondary ability.&lt;br /&gt;
&lt;br /&gt;
But we now come to the biggest difference: Tactics deck.&lt;br /&gt;
Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play a differently due to the access to their new cards.&lt;br /&gt;
&lt;br /&gt;
I would generally say that you have three factors influencing your army playstyle:&lt;br /&gt;
*Your faction, which gives you your 7x2 generic tactics cards.&lt;br /&gt;
*Your commander, which grants you another 3x2 generic tactics card.&lt;br /&gt;
*Your subtheme, units from a certain theme play differently from other units.&lt;br /&gt;
&lt;br /&gt;
So while Lannister are generally very sneaky and controlly, only using Mountain Man and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter.&lt;br /&gt;
I&#039;ll ignore sub-themes for now and focus on the iconic playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Stark ===&lt;br /&gt;
&lt;br /&gt;
The simple but [[Lawful Stupid|honorful]] citizien of the cold north. These were one of two factions introduced in the two-player starter.&lt;br /&gt;
&lt;br /&gt;
As of now they are composed of the Houses Stark, Umber, Reed and Tully.&lt;br /&gt;
In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Stark are the aggressive factions. You have heavy hitting units, some attacks where you take dmg to deal more dmg and access to Greywind, Shaggydog and Summer. And motherfucking RICKON.&lt;br /&gt;
&lt;br /&gt;
Your tactics cards are all about increasing damage on attack. Most of your attachement also plays into more dmg and more movement.&lt;br /&gt;
&lt;br /&gt;
Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.&lt;br /&gt;
&lt;br /&gt;
=== Lannister ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Lannister are generally defensive. They were 1 of the two first factions. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not moverable as much as other.&lt;br /&gt;
&lt;br /&gt;
Your tactics focus on messing with the enemy, turning off there abilites and such, panic test and non-direct dmg.&lt;br /&gt;
&lt;br /&gt;
Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally.&lt;br /&gt;
&lt;br /&gt;
=== Night Watch ===&lt;br /&gt;
&lt;br /&gt;
Elite army somehow. Mostly to be a foil to the Free Folk&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Elite army. You have solid unit and attachement. Generally less unit, but long standing. You are a tough army, with some inbuilt heals and versatility via tactics card.&lt;br /&gt;
&lt;br /&gt;
Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some really nice ranged options.&lt;br /&gt;
&lt;br /&gt;
Attrition heavy, stay in combat and your superior units will slowly win the fight.&lt;br /&gt;
&lt;br /&gt;
Also you will usually draw your entire deck with this factions, so a lot of your game plan is maximizing your ability cards.&lt;br /&gt;
&lt;br /&gt;
=== Free Folk ===&lt;br /&gt;
&lt;br /&gt;
Uncivilized savages, a small step below starks.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Horde army. Your people are cheap. Thats mostly it, try not to block charges and movements. Also Giants.&lt;br /&gt;
&lt;br /&gt;
Tactics card are mobility based and piling in.&lt;br /&gt;
&lt;br /&gt;
Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds, you will probably kill more people via auto-wounds then actually attacking them.&lt;br /&gt;
&lt;br /&gt;
=== Baratheon ===&lt;br /&gt;
&lt;br /&gt;
Divided into 2 sub-factions with its own sub themes.&lt;br /&gt;
&lt;br /&gt;
You have the Baratheon of Dragonstone with King Stannis, who are honestly a mess as of now, you have too many themes and not enough pieces supporting it.&lt;br /&gt;
&lt;br /&gt;
Then you have the Baratheon of Storm&#039;s End under Usurper Renly. Easier to understand theme and more things working together as of now.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
These are the newest faction. In general I would consider them second strike forces, you want to weather an attack and hit the enemy afterwards.&lt;br /&gt;
&lt;br /&gt;
Tactics card are all about getting benefit from starting in combat and such.&lt;br /&gt;
&lt;br /&gt;
Playstyle are defensive, you don&#039;t necessary need the charge but on the other hand you don&#039;t want the enemy to cripple your unit. Get hit, and counter charge them. Plays different then Lannister that you don&#039;t really have basically zero counterplay but a lot of punishement.&lt;br /&gt;
&lt;br /&gt;
=== Targaryen ===&lt;br /&gt;
&lt;br /&gt;
Mostly Dothraki at this point&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
Neutrals can be recruited into all factions except Free Folk.&lt;br /&gt;
&lt;br /&gt;
You have three subthemes, Boltons who are very panic and fear heavy., Stormcrow who are more reliable, focusing on the money spot and attachement and lastly the goat people, focusing on enemy missing them and hopefully not dying on the counter attack&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Depending on your units and shit you have 1 of three main themes.&lt;br /&gt;
&lt;br /&gt;
Tactics are controlly with a hint of aggression. Takes a bit after Lannister with a lot of Aggression.&lt;br /&gt;
&lt;br /&gt;
Playstyle are quite aggressive, though I feel with Stark I set up a lot more domino effects where I play multiple cards after each other. Neutrals are mostly just solid one shot cards.&lt;br /&gt;
&lt;br /&gt;
== What to buy==&lt;br /&gt;
&lt;br /&gt;
There are three sizes: 30 for demo, 40 for normal player, 50 if you have to kill an afternoon.&lt;br /&gt;
A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.&lt;br /&gt;
&lt;br /&gt;
So to start off, you want the starter box for your factions. This includes 2 identical units, 2 * 1 another unit, 2 NCU, 2 Commander/Attachement, your tactics card, dices and all you need to play (shitty cardboard terrain).&lt;br /&gt;
So in total you have 4 units and 2 NCU, clocking in at about 30 points. &lt;br /&gt;
&lt;br /&gt;
If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachement generally. Heroes Box usually contain 7 characters, which can be Commanders, NCU or Attachement.&lt;br /&gt;
I recommend buying both, 1 unit box and 1 heroes box of the faction or neutrals.&lt;br /&gt;
&lt;br /&gt;
Neutrals are the big outliner here, they don&#039;t have a starter box, the tactics cards are in Neutral heroes 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general a starter box is 135, while the smaller boxes clock in at 39.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Some minor advices. Usually your list will have between 7 (low amount) - 8 (average) units. &lt;br /&gt;
There are two schools of thought, the american prefer 5 units and 2 NCU, while European play 4 units and 3 NCU.&lt;br /&gt;
The justification is simple: If both have 2 they can claim their spot their want, but you can only limit your enemy to a small level. Both players having 3 NCU, will usually hurt the army of both players, but if only one has 3 and the other has 2, it&#039;ll hurt the 2 NCU player more.&lt;br /&gt;
&lt;br /&gt;
If both have 3 NCU, you usually first contest the Tactics board, before moving to the units, the most important spot early on is probably the letters spot&lt;br /&gt;
&lt;br /&gt;
While choosing your NCU if you have 3 I recommend taking 2 with a effect while claiming and a third effect if possible.&lt;br /&gt;
&lt;br /&gt;
Also having a replace effect as one of your NCU helps you take those zone which won&#039;t help you and still gain some value&lt;br /&gt;
&lt;br /&gt;
Commander choices influences your army as does the objective. You want to build your army usually around your commander, and the cards he gives to your deck.&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand. In higher level plays you want to combo cards to one-shot units quickly.&lt;br /&gt;
&lt;br /&gt;
==Tactics pages==&lt;br /&gt;
Here&#039;s the tactics pages that we have so far:&lt;br /&gt;
&lt;br /&gt;
While I will give an overview of the tactics, this is just the info by a guy who is around the midlevel.&lt;br /&gt;
I have heard some more information by pros by I can&#039;t verify myself and therefore will not include that.&lt;br /&gt;
&lt;br /&gt;
Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.&lt;br /&gt;
&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Stark|Stark]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Lannister|Lannister]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Night Watch|Night Watch]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Free Folk|Free Folk]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Baratheon|Baratheon]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Targaryen|Targaryen]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Neutral|Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Fanmade-Shit==&lt;br /&gt;
&lt;br /&gt;
Because we are /tg/ and we have all the time I&#039;ll add everything people created in the general&lt;br /&gt;
&lt;br /&gt;
[[Media:Harras .pdf|All the missing factions]] Way too much time and unformated: But it is nice to imagine how certain factions could be&lt;br /&gt;
&lt;br /&gt;
[[Media:Baratheon units.pdf|Stannis Fixed]]&lt;br /&gt;
&lt;br /&gt;
[[Media:Greyjoy.pdf|Greyjoy as Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8228</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8228"/>
		<updated>2020-04-21T10:32:41Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Stannis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Bobby B? Never heard of him.&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
Short rant: Stannis suffers from a lack of focus. &lt;br /&gt;
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).&lt;br /&gt;
You have 4 themes in this army (R&#039;Hollor who want to damage themselves, King&#039;smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)&lt;br /&gt;
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they it doesn&#039;t fit yet.&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8226</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8226"/>
		<updated>2020-04-21T10:24:10Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Renly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8225</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8225"/>
		<updated>2020-04-21T10:23:57Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Renly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn&#039;t too shaby and works with some of the baratheon ability (stannis condition attack and axell)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039; This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039; Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don&#039;t keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she&#039;ll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can&#039;t be done at any point in a turn, so play around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer. &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly he that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8222</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8222"/>
		<updated>2020-04-20T22:52:19Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Who?  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gaming&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. Make sure that both renly stay alive as long as they can. If the factions gets the archer of the marshes it is pretty much good night for every army left.&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8221</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8221"/>
		<updated>2020-04-20T22:51:50Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Who?  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  Fucking meta gaming&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; She is free for Renly.  But if you want to know it, she can attack each time Renly unit is attacked, make sure she isn&#039;t stuck somewhere, face each unit 1 by 1 and you probably win the game with her alone. Fuck it isn&#039;t even limited to once per round. If the factions gets the archer of the marshes it is pretty much good night for every army left. Both renly want to stay alive as long as they can&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8220</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8220"/>
		<updated>2020-04-20T22:45:03Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Who?  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. Honestly your best choices&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039;&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8219</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8219"/>
		<updated>2020-04-20T22:44:52Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Who?  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. &amp;quot;They will make me King&amp;quot; requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn&#039;t really need to be very offensive.&lt;br /&gt;
In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn&#039;t die as his best cards require him being alive. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU&#039;s). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. Honestly your best choices&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039;&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8218</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8218"/>
		<updated>2020-04-20T22:33:47Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* 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 Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; Your bread and butter by virtue on just being cheap. 3 + armor and above average armor. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taling damage, but honestly these guy were never dealing damage&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039; A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the best of all the free attacks via tactics cards&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; Way too overpriced. You want them to take dmg and keep them at low health, but you can&#039;t really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they&#039;ll not be worth there value.&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Who?  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. Run them forwards early on, get them stuck and then they&#039;ll never die. Can take care of all your needs by autowounding them away. Honestly your best choices&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8212</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8212"/>
		<updated>2020-04-20T21:39:28Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Building your Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Who?  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arys Oakheart:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boros Blount:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8211</id>
		<title>ASOIAF Miniatures/Tactics/Baratheon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniatures/Tactics/Baratheon&amp;diff=8211"/>
		<updated>2020-04-20T21:39:11Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Building your Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ASOIAF Miniature Game|Back to the list]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Baratheon==&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the true King, by virtue or by ability.&lt;br /&gt;
&lt;br /&gt;
You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.&lt;br /&gt;
&lt;br /&gt;
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Lots of free attacks&lt;br /&gt;
*2 Major themes&lt;br /&gt;
*Stannis&lt;br /&gt;
*Attrition based game&lt;br /&gt;
*Two widely different playstyle (good for two list format, as preparing is hard)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Fucking hammers&lt;br /&gt;
*Stannis is a fuckin mess&lt;br /&gt;
*Renly is a bit simple at this point&lt;br /&gt;
*Slower then even Lannister&lt;br /&gt;
*Half of your releases won&#039;t work with the other half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playstyle===&lt;br /&gt;
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.&lt;br /&gt;
&lt;br /&gt;
Via your tactics deck and your characters, you have more attacks then god.&lt;br /&gt;
&lt;br /&gt;
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can&#039;t auto-attack no problem, you will grind everyone to dust.&lt;br /&gt;
&lt;br /&gt;
==Unit and Attachement Analysis==&lt;br /&gt;
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I&#039;ll say you have 6 theme in your unit choices.&lt;br /&gt;
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.&lt;br /&gt;
&lt;br /&gt;
Renly&#039;s Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, these will probably be armed well.&lt;br /&gt;
&lt;br /&gt;
Stannis followers, who only work for the rightful king. Here you have the R&#039;hollor followers, the Kingsmen and then Davos and his son. My complaints will follow&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==For Both==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
Nah no Robert&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Wardens (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Sentinels (6pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Knights (8pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyra Errol (3pt):&#039;&#039;&#039; Who?  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alester Florent (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Warden:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag Noble:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arys Oakheart:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boros Blount:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stannis==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The Rightful Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stannis Baratheon - The One True King:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont - First of the King&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth - Hero of Blackwater:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent - First of the Queen&#039;s Men:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;R&#039;hllor Faithful (7pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axell Florent (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Selyse &amp;amp; Shireen (4pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melisandre (5pt):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Andrew Estermont:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Davos Seaworth:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devan Seaworth:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Renly==&lt;br /&gt;
&lt;br /&gt;
===Commander===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - The Charismatic Heir:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renly Baratheon - Lord Paramount of the Storm Lands:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell :&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rose Knights (7pt):&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Non-Combat Units====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldon Estermont (3pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaery Tyrell (4pt):&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olenna Tyrell (5pt):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Attachement====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortnay Penrose:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Loras Tyrell:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brienne the Blue:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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. Your choice of Commander also determines which units, attachement and NCU you can field.&lt;br /&gt;
&lt;br /&gt;
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.&lt;br /&gt;
&lt;br /&gt;
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample List:&lt;br /&gt;
These are made to get into the game early.&lt;br /&gt;
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that&#039;s why I suggest the neutral.&lt;br /&gt;
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.&lt;br /&gt;
&lt;br /&gt;
Points: 40 (7 Neutral)&lt;br /&gt;
&lt;br /&gt;
Combat Units:&lt;br /&gt;
&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
• Baratheon Wardens (5) with Master Warden (1)&lt;br /&gt;
• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)&lt;br /&gt;
• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)&lt;br /&gt;
&lt;br /&gt;
Non-Combat Units:&lt;br /&gt;
• Shyra Errol - Lady Of Haystack Hall (3)&lt;br /&gt;
• Alester Florent - Lord Of Brightwater (4)&lt;br /&gt;
• Jaqen H&#039;ghar - Follower Of The Red God (5)&lt;br /&gt;
&lt;br /&gt;
==Tactics Deck==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baratheon Conviction:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Counter Charge:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Stand:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ours is the Fury!:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Resilience:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stag&#039;s Wit:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8152</id>
		<title>ASOIAF Miniature Game</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ASOIAF_Miniature_Game&amp;diff=8152"/>
		<updated>2020-04-20T21:34:47Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: /* Tactics pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ASOIAF Miniature Game&#039;&#039;&#039; is a new  rank and file [[wargame]] that&#039;s based on [[A Song of Ice and Fire]]. Despite being made by a company with a bad miniature system record but good boardgame record, it still manages to be a rather fun game. Also it is based on the book, so they can choose to not copy stupid shit from the show.&lt;br /&gt;
&lt;br /&gt;
It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off.&lt;br /&gt;
Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closet I found is https://cmon.com/product/a-song-of-ice-fire-tmg.&lt;br /&gt;
Also there is a TTS mod for it.&lt;br /&gt;
&lt;br /&gt;
== Setting and History ==&lt;br /&gt;
&lt;br /&gt;
Meh later i&#039;ll write condensed fluff&lt;br /&gt;
&lt;br /&gt;
As this is CMON the game began with a [[1]kickstarter], and after that the game has had at least 2 dozen more releases with more factions added.&lt;br /&gt;
The problem for CMON is, that Asmodeeus does all the distribution and that shit doesn&#039;t work.&lt;br /&gt;
Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.&lt;br /&gt;
&lt;br /&gt;
Atleast [[Duncan Rhodes]] says it is one of his favorites games.&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
ASOIAF is a rank and file system. Unlike Fantasy, you have alternative activation instead of I-Go-U-Go. So player 1 activates a unit, then player 2 untill everything is activated once.&lt;br /&gt;
A combat unit can do one action generally, which includes pivots, movements, and attacks. The standart movement for example, is pivot, straight movement and then pivot.&lt;br /&gt;
A march would be double movement and then pivots. Attacks are a number of dice based on ranks against your own accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your moral, taking 1 + 1d3 wounds if failed. Now add to all these some unit abilities.&lt;br /&gt;
&lt;br /&gt;
Compared to Fantasy a lot was streamlined and made more fluid. You have a fixed rank size (4 in each row of 3), attack dice are based on number of ranks and health are just model on the bases for most parts &lt;br /&gt;
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dices/wounds.&lt;br /&gt;
There is also conditions and shit but you will figure it out.&lt;br /&gt;
&lt;br /&gt;
Now to the unique part:&lt;br /&gt;
You have two unique aspect: the tactics board and tactics deck.&lt;br /&gt;
&lt;br /&gt;
The tactics board is the political side of the battle. Here non-combat units ([[Elf|females]]) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.&lt;br /&gt;
&lt;br /&gt;
The tactics decks are faction specific decks, which around 7 cards + 3 commander specific cards in pairs of 2. These cards have bonus effects which can be played from your hand, some of them quite powerful like free movement, better charges or in case of the dirty Free Folk, respawns. A lot of these cards gives better effects, if you control certain spots on the tactics board, which gives another layer of decision making to the game.&lt;br /&gt;
A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.&lt;br /&gt;
&lt;br /&gt;
Last point is objective:&lt;br /&gt;
While killing a unit gives off 1 VP, you need 10 to win a 40 Points game. Most games are therefore played with a scenario.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
All characters are unique and for the most part pretty cool looking. Units are made from 12 dudes, with around 4 variataion in model sculpts + 1 Banner. So you have around some samey looks.&lt;br /&gt;
Cavalry has 4 sculpts.&lt;br /&gt;
Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay.&lt;br /&gt;
&lt;br /&gt;
Then the [[Skub|Baratheon showed up]].&lt;br /&gt;
&lt;br /&gt;
== The Factions ==&lt;br /&gt;
&lt;br /&gt;
Like all game under the sun, you will have different factions and playstyle. While this lead to widely different armament and technology in a unified realm, having all look the same would be stupid as fuck.&lt;br /&gt;
&lt;br /&gt;
There are currently 7 factions.&lt;br /&gt;
Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen and Neutrals, with Greyjoy down the line.&lt;br /&gt;
&lt;br /&gt;
The biggest difference between each faction are unit choices (with their abilities) and the tactics deck.&lt;br /&gt;
Closet to each other are Stark and Lannister which I will use now to show the difference:&lt;br /&gt;
In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack.&lt;br /&gt;
So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities.&lt;br /&gt;
But there are also unit who are quite similar: Lannister Knights and Tully Cavallier (who cost 1 more).&lt;br /&gt;
Both have the same statline, same primary ability but a different secondary ability.&lt;br /&gt;
&lt;br /&gt;
But we now come to the biggest difference: Tactics deck.&lt;br /&gt;
Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play a differently due to the access to their new cards.&lt;br /&gt;
&lt;br /&gt;
I would generally say that you have three factors influencing your army playstyle:&lt;br /&gt;
*Your faction, which gives you your 7x2 generic tactics cards.&lt;br /&gt;
*Your commander, which grants you another 3x2 generic tactics card.&lt;br /&gt;
*Your subtheme, units from a certain theme play differently from other units.&lt;br /&gt;
&lt;br /&gt;
So while Lannister are generally very sneaky and controlly, only using Mountain Man and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter.&lt;br /&gt;
I&#039;ll ignore sub-themes for now and focus on the iconic playstyles.&lt;br /&gt;
&lt;br /&gt;
=== Stark ===&lt;br /&gt;
&lt;br /&gt;
The simple but [[Lawful Stupid|honorful]] citizien of the cold north. These were one of two factions introduced in the two-player starter.&lt;br /&gt;
&lt;br /&gt;
As of now they are composed of the Houses Stark, Umber, Reed and Tully.&lt;br /&gt;
In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Stark are the aggressive factions. You have heavy hitting units, some attacks where you take dmg to deal more dmg and access to Greywind, Shaggydog and Summer. And motherfucking RICKON.&lt;br /&gt;
&lt;br /&gt;
Your tactics cards are all about increasing damage on attack. Most of your attachement also plays into more dmg and more movement.&lt;br /&gt;
&lt;br /&gt;
Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.&lt;br /&gt;
&lt;br /&gt;
=== Lannister ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Lannister are generally defensive. They were 1 of the two first factions. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not moverable as much as other.&lt;br /&gt;
&lt;br /&gt;
Your tactics focus on messing with the enemy, turning off there abilites and such, panic test and non-direct dmg.&lt;br /&gt;
&lt;br /&gt;
Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally.&lt;br /&gt;
&lt;br /&gt;
=== Night Watch ===&lt;br /&gt;
&lt;br /&gt;
Elite army somehow. Mostly to be a foil to the Free Folk&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Elite army. You have solid unit and attachement. Generally less unit, but long standing. You are a tough army, with some inbuilt heals and versatility via tactics card.&lt;br /&gt;
&lt;br /&gt;
Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some really nice ranged options.&lt;br /&gt;
&lt;br /&gt;
Attrition heavy, stay in combat and your superior units will slowly win the fight.&lt;br /&gt;
&lt;br /&gt;
Also you will usually draw your entire deck with this factions, so a lot of your game plan is maximizing your ability cards.&lt;br /&gt;
&lt;br /&gt;
=== Free Folk ===&lt;br /&gt;
&lt;br /&gt;
Uncivilized savages, a small step below starks.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
The Horde army. Your people are cheap. Thats mostly it, try not to block charges and movements. Also Giants.&lt;br /&gt;
&lt;br /&gt;
Tactics card are mobility based and piling in.&lt;br /&gt;
&lt;br /&gt;
Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds, you will probably kill more people via auto-wounds then actually attacking them.&lt;br /&gt;
&lt;br /&gt;
=== Baratheon ===&lt;br /&gt;
&lt;br /&gt;
Divided into 2 sub-factions with its own sub themes.&lt;br /&gt;
&lt;br /&gt;
You have the Baratheon of Dragonstone with King Stannis, who are honestly a mess as of now, you have too many themes and not enough pieces supporting it.&lt;br /&gt;
&lt;br /&gt;
Then you have the Baratheon of Storm&#039;s End under Usurper Renly. Easier to understand theme and more things working together as of now.&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
These are the newest faction. In general I would consider them second strike forces, you want to weather an attack and hit the enemy afterwards.&lt;br /&gt;
&lt;br /&gt;
Tactics card are all about getting benefit from starting in combat and such.&lt;br /&gt;
&lt;br /&gt;
Playstyle are defensive, you don&#039;t necessary need the charge but on the other hand you don&#039;t want the enemy to cripple your unit. Get hit, and counter charge them. Plays different then Lannister that you don&#039;t really have basically zero counterplay but a lot of punishement.&lt;br /&gt;
&lt;br /&gt;
=== Targaryen ===&lt;br /&gt;
&lt;br /&gt;
Mostly Dothraki at this point&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
=== Neutral ===&lt;br /&gt;
&lt;br /&gt;
Neutrals can be recruited into all factions except Free Folk.&lt;br /&gt;
&lt;br /&gt;
You have three subthemes, Boltons who are very panic and fear heavy., Stormcrow who are more reliable, focusing on the money spot and attachement and lastly the goat people, focusing on enemy missing them and hopefully not dying on the counter attack&lt;br /&gt;
&lt;br /&gt;
==== Playstyle ====&lt;br /&gt;
&lt;br /&gt;
Depending on your units and shit you have 1 of three main themes.&lt;br /&gt;
&lt;br /&gt;
Tactics are controlly with a hint of aggression. Takes a bit after Lannister with a lot of Aggression.&lt;br /&gt;
&lt;br /&gt;
Playstyle are quite aggressive, though I feel with Stark I set up a lot more domino effects where I play multiple cards after each other. Neutrals are mostly just solid one shot cards.&lt;br /&gt;
&lt;br /&gt;
== What to buy==&lt;br /&gt;
&lt;br /&gt;
There are three sizes: 30 for demo, 40 for normal player, 50 if you have to kill an afternoon.&lt;br /&gt;
A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.&lt;br /&gt;
&lt;br /&gt;
So to start off, you want the starter box for your factions. This includes 2 identical units, 2 * 1 another unit, 2 NCU, 2 Commander/Attachement, your tactics card, dices and all you need to play (shitty cardboard terrain).&lt;br /&gt;
So in total you have 4 units and 2 NCU, clocking in at about 30 points. &lt;br /&gt;
&lt;br /&gt;
If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachement generally. Heroes Box usually contain 7 characters, which can be Commanders, NCU or Attachement.&lt;br /&gt;
I recommend buying both, 1 unit box and 1 heroes box of the faction or neutrals.&lt;br /&gt;
&lt;br /&gt;
Neutrals are the big outliner here, they don&#039;t have a starter box, the tactics cards are in Neutral heroes 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general a starter box is 135, while the smaller boxes clock in at 39.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Some minor advices. Usually your list will have between 7 (low amount) - 8 (average) units. &lt;br /&gt;
There are two schools of thought, the american prefer 5 units and 2 NCU, while European play 4 units and 3 NCU.&lt;br /&gt;
The justification is simple: If both have 2 they can claim their spot their want, but you can only limit your enemy to a small level. Both players having 3 NCU, will usually hurt the army of both players, but if only one has 3 and the other has 2, it&#039;ll hurt the 2 NCU player more.&lt;br /&gt;
&lt;br /&gt;
If both have 3 NCU, you usually first contest the Tactics board, before moving to the units, the most important spot early on is probably the letters spot&lt;br /&gt;
&lt;br /&gt;
Commander choices influences your army as does the objective. You want to build your army usually around your commander, and the cards he gives to your deck.&lt;br /&gt;
&lt;br /&gt;
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand. In higher level plays you want to combo cards to one-shot units quickly.&lt;br /&gt;
&lt;br /&gt;
==Tactics pages==&lt;br /&gt;
Here&#039;s the tactics pages that we have so far:&lt;br /&gt;
&lt;br /&gt;
While I will give an overview of the tactics, this is just the info by a guy who is around the midlevel.&lt;br /&gt;
I have heard some more information by pros by I can&#039;t verify myself and therefore will not include that.&lt;br /&gt;
&lt;br /&gt;
Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.&lt;br /&gt;
&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Stark|Stark]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Lannister|Lannister]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Night Watch|Night Watch]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Free Folk|Free Folk]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Baratheon|Baratheon]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Targaryen|Targaryen]]&lt;br /&gt;
* [[ASOIAF Miniatures/Tactics/Neutral|Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Fanmade-Shit==&lt;br /&gt;
&lt;br /&gt;
Because we are /tg/ and we have all the time I&#039;ll add everything people created in the general&lt;br /&gt;
&lt;br /&gt;
[[Media:Harras .pdf|All the missing factions]] Way too much time and unformated: But it is nice to imagine how certain factions could be&lt;br /&gt;
&lt;br /&gt;
[[Media:Baratheon units.pdf|Stannis Fixed]]&lt;br /&gt;
&lt;br /&gt;
[[Media:Greyjoy.pdf|Greyjoy as Neutral]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[category:Skirmish-Level Wargames]]&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=A_Song_of_Ice_and_Fire&amp;diff=9606</id>
		<title>A Song of Ice and Fire</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=A_Song_of_Ice_and_Fire&amp;diff=9606"/>
		<updated>2020-04-20T07:44:52Z</updated>

		<summary type="html">&lt;p&gt;2A02:1205:5051:3690:F45C:AF38:16E0:17AC: Link to a new page&lt;/p&gt;
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&lt;div&gt;[[image:Game_of_Thrones_Title-DVD.png|300px|thumb|WIENER PARTY! WIENER PARTY!]]&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&#039;&#039;&#039;Warning: This article contains so many spoilers we&#039;re ruining books that haven&#039;t even been released yet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Topquote|If you think this story has a happy ending, you haven&#039;t been paying attention.|Ramsay Bolton, nailing the grimdark theme of this series}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Song of Ice and Fire&#039;&#039;&#039;&#039;&#039; (more better known as &#039;&#039;&#039;&#039;&#039;Game of Thrones&#039;&#039;&#039;&#039;&#039;) is a [[Grimdark]] fantasy book series for people who hate fantasy. Its central themes include [[Tzeentch|political Machiavellian scheming]], [[Khorne|ultraviolence]], [[Slaanesh|incest/sex with exposition]], and [[Nurgle|everyone trying to survive in such a Crapsack World of perpetual suffering]]. Thus it has become one of the most popular series of our generation and its author, [[George R. R. Martin]], has been praised for his highly realized world and gritty low fantasy style. He was even called &amp;quot;the American [[Tolkien]]&amp;quot; by &amp;lt;s&amp;gt;Time magazine&amp;lt;/s&amp;gt; gormless idiots who lump diametrically different writers together for no other reason than that they&#039;re both fantasy authors, which would probably explains its sudden spike in popularity following the TV show (at least [[Skub|to a point, anyway.]]) The great joke of an actual World War veteran writing a story about heroic knights and elves being compared to and contrasted with a conscientious objector who writes what his more braindead fans see as a more &#039;realistic and gritty&#039; take on fantasy is not lost on most.&lt;br /&gt;
&lt;br /&gt;
The series itself is set on the [[Original character, do not steal|totally not medieval European ripoff]] realm of Westeros as it is wracked by a massive succession war drawing its realms into conflict. A bunch of dudes declare themselves kings (book two), they&#039;re burning the continent down in their scramble for power, and somehow all the fuck-ups managed to lose anyway (book three). Just when the guys who lost the least start thinking they get to rule over the remaining chaos, more fuck ups happen and more dudes show up (book four). Sadly, winter has finally come and, unbeknownst to most people, [[Thousand Sons|evil ice wizards leading soulless undead]] [[Alpha Legion|assumed to be only myths by most people]] are about to invade the continent from the north. By the fifth book, things are going and/or will go to shit even for the bad guys.&lt;br /&gt;
&lt;br /&gt;
According to a leaked fan conversation, George R. R. Martin jokingly stated the series would end with an epic cock-slap fight between Samwell Tarly and Jaime Lannister. &lt;br /&gt;
&lt;br /&gt;
TL;DR: [http://en.wikipedia.org/wiki/War_of_the_Roses War of Roses] redux, with a side helpin&#039; of &amp;lt;s&amp;gt;cliched fantasy&amp;lt;/s&amp;gt; George&#039;s old sci-fi writing plots given a fantasy overhaul and [[/d/]]-lite.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
Since these books have some thousand named characters, you won&#039;t remember most of them without an obsessive disorder over details.&lt;br /&gt;
Here&#039;s a relatively short list (mostly based on the TV series rather than the books, but seems to randomly switch between the two) for the characters you&#039;ll care about.&amp;lt;!--Maybe we should actually get around to, iunno, fixing that.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Stark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Winter Is Coming&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Honourable, bro-tier northerners who always [[Space Wolves|compare themselves to direwolves]]. They have a tendency towards [[Lawful Stupid]] that proves to bite them in the ass due to naivete about how [[Tzeentch|Westerosi corrupt politics actually works]]. They&#039;re also arguably the protagonists of the setting. Basically Scotland and/or the [http://en.wikipedia.org/wiki/House_of_york House of York].&lt;br /&gt;
* Eddard Stark, &#039;&#039;The Quiet Wolf&#039;&#039;: Patriarch, lord and POV death-puppet. Not nearly as stupid as everyone tries to pretend, but still a dead man walking.&lt;br /&gt;
* Robb Stark, &#039;&#039;The Young Wolf&#039;&#039;: Shiny, [[Lawful Stupid]] King Arthur-like hero. After waging a successful war to avenge his murdered father, he was betrothed to a noblewoman but he ended having comfort sex with a virgin noblewoman which may have been arranged by her scheming bitch mother, while in softcore porno he got the hots for a commoner. Cacks it nastily: he got his head cut off and his pet&#039;s wolf&#039;s head stuck on his body, which was paraded around while his enemies chanted &amp;quot;HERE COMES THE KING IN THE NORTH!&amp;quot; In other words, he&#039;s a Scottish [[Roman Empire|Hannibal Barca]].&lt;br /&gt;
* Sansa Stark: Useless teenage girl extraordinaire at the start of the series with dreams of marrying a prince and &amp;quot;having lots of babies&amp;quot;, but gets shat on hard by reality. Becomes Littlefinger&#039;s replacement goldfish when Catelyn&#039;s no longer around, her father got killed and her best friend was sold as a sex slave, and ended up in the worst relationship we can possibly imagine with King Joffrey. [[Grimdark|Even got deflowered via rape by Ramsey Bolton]] and married to him before managing to escape with the help of others. Currently acting as a co-ruler to her brother/cousin Jon Snow, and has learned much from her suffering, allowing her to kick Littlefinger out of the Great Game via throat slitting. While in the book Littlefinger is/was setting her up at House Arryn to claim the Vale and the North, the show version becomes QUEEN IN DA NORF in the final episode.&lt;br /&gt;
* Arya Stark: Little tomboy assassin. Has a kill list, but doesn&#039;t get to use it so long as she is an amnesiac apprentice of [[Officio Assassinorum|the Friendly Neighborhood Assassins Guild]]. After breaking away (in the TV series) from the Faceless Men she heads back to Westeros to get revenge on a LOT of people, giving her one of the highest kill counts in the series. Is currently back with her sister Sansa, acting as a general &amp;quot;troubleshooter&amp;quot;. Kills the Night King like a fucking champion [[Skub|(or, alternatively, in a nonsensical plot twist)]] in Season 8, and is now riding south to add Cersei to her killcount. Instead, the Hound talks her out of it and she decides to sail into the unknown west.&lt;br /&gt;
* Catelyn Stark (nee Tully): A woman who trusts the wrong people at the worst time, causing a lot of misery. Gets killed along with Robb, then comes back (books only) as an undead witch bent on killing all the Boltons, Freys, Greyjoys, Lannisters... pretty much everyone she thinks was tangentially involved in betraying her and her family, or somebody who just pissed her off.&lt;br /&gt;
* Bran Stark: Intelligent little boy, named after the founder of House Stark, Brandon the Builder (basically Tony Stark combined with [[Leman Russ]]). He was crippled in the first sign of major [[GrimDark]]. Has prophetic dreams and becomes a [[druid]]. In the TV series, fucks things up by alerting the Others to where he&#039;s hiding, which gets all of the Children, his loyal wolf, the Three-Eyed Crow and Hodor killed. For good measure, turns out to have accidentally &#039;&#039;caused&#039;&#039; Hodor to become, well, Hodor, as he was using his druid powers to figure out why Hodor is only able to say Hodor, resulting in Hodor&#039;s gruesome death-by-zombies being beamed directly into young!Hodor&#039;s brain. He&#039;s now the Three-Eyed Raven and likes going around being creepy as fuck and generally weirding people out. Becomes King of the Six Kingdoms in a hilariously nonsensical plot twist in the finale.&lt;br /&gt;
* Rickon Stark: Four years old at the start, turning into a real little [[Barbarian]] from not being raised properly, because everyone who would have raised him was dead or missing. In the show, he ends up hanging out at the Umbers, then is handed over to Ramsay as a prisoner when Smalljon becomes afraid of the Wildlings living north of him (who were invited by Jon Snow to fight the Zombie Apocalypse), and finally dies via arrow in a sick game of &amp;quot;dodge the missiles&amp;quot; courtesy of Ramsey.&lt;br /&gt;
* Jon Snow, &#039;&#039;The White Wolf&#039;&#039;: A bastard living in the Stark household before leaving for the Night&#039;s Watch (basically [[The Last Chancers|Colonel Schaeffer]] with more convicted rapists under his command) and excels there because nearly every one of his fellow recruits are peasants who have never had a formal days training while Jon has had the serious training afforded to all lords. After he takes over by becoming the Watch Commander secures and alliance with the Wildlings, ancient barbarian enemies of the Night&#039;s Watch, because when the end of the world is coming you tend to think outside the box. Currently revived by R&#039;hllor in the series after being stabbed to death by the senior members of the Watch. Isn&#039;t actually Eddard&#039;s bastard son, but rather the legitimate son of Rhaegar Targaryen and Lyanna Stark, meaning that he is in fact the rightful heir to the Iron Throne. The new KING IN DA NORF according to his supporters after he killed Ramsay Bolton and took back Winterfell, and is also currently hooking up with his own aunt. He turns on Daenerys once he realizes she&#039;s lost it and kills her in the throne room. The Unsullied want his head, but instead King Bran exiles him to the Night&#039;s Watch and he fucks off into the far north to live with the Free Folk.&lt;br /&gt;
* Hodor: Hodor. Hodor, Hodor, Hodor. &amp;lt;s&amp;gt;An enormous and possibly retarded stable boy, and Bran&#039;s faithful steed.&amp;lt;/s&amp;gt; Hodor. Ok, in all actual seriousness, this guy is probably one of the most tragic figures in this series (and that&#039;s saying something). [[Grimdark|The guy basically received horrible visions of his own death fighting a horde of zombies, buying time for his friends to escape by literally holding the door shut as he was hacked apart]]. This causes him to suffer a psychiatric break, leading him to develop Immature Personality Disorder and his only speech is to repeat a garbled phrase of his friend&#039;s last request &amp;quot;hold the door&amp;quot; for all of his adult life; the logic here is that &amp;quot;hold the door&amp;quot; devolves into &amp;quot;hol&#039; th&#039; door&amp;quot; and eventually &amp;quot;Hodor&amp;quot;. You now feel bad for at laughing at the guy.&lt;br /&gt;
* Osha: A Wildling woman who surrendered to the Starks and becomes their servant in exchange for not getting killed. Now dead in the show thanks to Ramsay&#039;s dickery.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Targaryen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Fire and Blood&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The former Dragon kings and rulers of Westeros, [[Eldar|fair-haired purple-eyed beautiful people]] who have descended from the [[Dark Age of Technology|ancient technologically-advanced superpower]] of [[Roman Empire|Valyria]], which collapsed because of [[Fall of the Eldar|their colossal hubris]]. After the anarchic [[Age of Strife|Century of Blood]], the Targaryen patriarch Aegon I, instead of reconquering the lost cause of Essos and of Valyria&#039;s former empire, looked towards the rather primitive continent of Westeros, and its squabbling Seven Kingdoms, [[Great Crusade|to establish his own Imperial dynasty and unify the Realm]]. Aegon I is essentially the Low Fantasy version of [http://en.wikipedia.org/wiki/William_the_Conqueror William the Conqueror] and/or the [[God-Emperor of Mankind]], with a little dash of [[/d/|incest]].&lt;br /&gt;
&lt;br /&gt;
[[Rules Lawyer|Thanks to a loophole]], the Targaryens were immune to the moral objections relating to incest. Common sense (and common decency) took back seat to a time-honored policy of [[/d/|catastrophic inbreeding]], which made a number of problems. Aegon I married his older and younger sisters and had several kids with each, which would be the start of another Targaryen tradition: the occasional succession crisis. The inbreeding would also lead to a line of almost alternatingly great and lunatic kings, culminating in Aerys &amp;quot;The Mad King&amp;quot; Targaryen and a palace coup. Eventually the lineage was banished to Essos after a brutal civil war, the remnants trying to gather armies to retake the Iron Throne which they see as rightfully theirs. Basically a family of inbreeding girly-men with a massive sense of superiority and as arrogant as they come, forgetting that most of what they accomplished was due to the fact that only they had dragons. Still, they occasionally did have genuinely good people like Aegon V (aka Egg), Jaeherys I the Conciliator, his wife Good Queen Alysanne and complete badasses like Brynden Bloodraven and Baelor Breakspear. &lt;br /&gt;
Pseudo-Romans and/or the [http://en.wikipedia.org/wiki/House_of_Normandy House of Normandy].&lt;br /&gt;
&lt;br /&gt;
* Aerys II, &#039;&#039;The Mad King&#039;&#039;: [[Kharn|A pretty fun guy to be around]]. Had a psychotic fascination for fire, which extended to being a psychotic fascination for burning traitors, a category of people that eventually grew to include anybody he disliked for any reason, anyone who disagreed with him, and a few people who were unlucky enough to be caught in the crossfire. [[Goge Vandire|Teamkilled by his bodyguard Jaime for planning to burn the city down with everyone inside it, and even refused to accept his death until he actually died]].&lt;br /&gt;
* [[Mary Sue|Daenerys Targaryen]], &#039;&#039;Stormborn&#039;&#039;: She was sold by her brother to a barbarian leader [[Genghis motherfucking Khan|Khal (warlord) Drogo]] in exchange for the promise that he&#039;d use his Khalassar (warband/tribe) to conquer Westeros. She found her self esteem as his wife, then her husband killed her idiot brother Viserys and promised to conquer the world for Daenerys, making her a full-fledged badass barbarian warqueen. Unfortunately, her husband died when [[Derp|Daenerys trusted one of the slaves whose town Drogo had pillaged and burnt to heal an infected wound of his]] and his horde fell apart (though the book is somewhat ambiguous as to whether the slave did kill Drogo). Then she hatched three dragons (completely by accident when she tried to commit suicide) bringing them back from extinction, and now everyone wants to marry her because she is now one of the most powerful people around due to said dragons and being good-looking (in the books this is by the age-of-consent in Westeros standards, where girls are women when they start getting their periods and boys are men at age 13). [[Gets shit done]] except the entire fifth book, in which she mopes around about wanting to marry an annoying, flamboyant mercenary instead of saving herself for political marriage. After banging the flamboyant mercenary, she later marries a Meereenese noble who guarantees he can get her some peace (more likely [[Just As Planned|just as he planned]]). She also does nothing while insurgents kill her men, a horde of plagued refugees spread disease to her city, and standing idly by while an enemy army besieges her walls, all for realistically political reasons because the world is a horrible place. Learns how to train her dragon.  While she&#039;s stuck with a Khalassar in the books, in the TV series she made it to Westeros invading the place with an army of elite hoplites, a massive horde of Dothraki and her dragons.  By the time she gets to King&#039;s Landing she&#039;s taken significant losses, including two of her dragons, and is fucking her nephew (Jon Snow). Has officially gone Mad Queen as of S8E5, wherein she burned most of King&#039;s Landing after the city attempted to surrender.  Jon kills her in the series finale so that she won&#039;t go around burninating the rest of the world.&lt;br /&gt;
* The dragons: The three dragons that Daenerys hatched. They&#039;re wyverns that breathe fire, [[Awesome|have blood hot enough to melt steel]], and [[List of /tg/ Cuisine|cook their meat before eating it]]. Naturally, some of the coolest things in the story.&lt;br /&gt;
** Drogon; named for her late husband, Khal Drogo. Black and Red, the biggest and [[Gork|most aggressive dragon]]. Starts eating people and then escapes, leading to the other two getting imprisoned. Interrupts a gladiator tournament, killing a lot of people before being whipped by Daenerys into flying her to a Khalassar that broke off from her husband&#039;s after his death. Is now the last dragon standing after Viserion bites it north of the Wall and his undead body is put down at Winterfell and Rhaegal gets shot down over Dragonstone.  Takes Dany&#039;s body, destroys the Iron Throne and fucks off to who knows where after Dany is killed.&lt;br /&gt;
** Rhaegal; named for the first of her dead brothers, Rhaegar. Green and gold, the [[Mork|cunning one]] and the loudest (with a roar &amp;quot;...that would have sent a hundred lions fleeing,&amp;quot;).  Kills Quentyn Martell when the latter is trying to goad Viserion (see below). After breaking out of jail with Viserion they go &amp;quot;all your bases are belong to us&amp;quot; on Meereen, killing people and taking over the pyramid of a loyal family as his lair.  Last seen playing &amp;quot;sack the town&amp;quot; with Viserion in the books.  Is now dead in the show thanks to Euron Greyjoy and some diabolus ex machina bullshit. &lt;br /&gt;
** Viserion; named for her other brother Viserys. White and gold and the [[Vulkan|friendliest]] (as dragons go, he still eats people). Dug cave for himself in his jail then moved into another pyramid after his and his brother&#039;s great escape.  Gets killed by the [[Vampire Counts|Night&#039;s King in the show via a magic spear, then his corpse is reanimated to be the Night King&#039;s zombie dragon steed]] and blasts a hole in the famous Wall, allowing the armies of snow elves and zombies to start flooding Westeros. Now perma-dead thanks to the Night King biting it. &lt;br /&gt;
* Viserys Targaryen, &#039;&#039;The Beggar King&#039;&#039;: Daenerys&#039; physically abusive older brother. Best known for being a bully with incestuous lust for her, and an arrogant and incompetent fuck with a massive sense of entitlement. He eventually got himself killed for being an all-around jerk and whiny idiot, which culminated in him threatening his sister and unborn nephew with a sword while drunk in a sacred Dothraki place where weapons and bloodshed are forbidden on pain of death (execution is done by bloodless death - having a scarf wrapped tight around the neck and being drowned in a barrel). Daenerys&#039; husband [[awesome|poured molten gold over his head and called it his promised crown, also ensuring his death didn&#039;t technically shed any blood in their sacred place]].&lt;br /&gt;
* Aegon Targaryen, &#039;&#039;Aegon VI&#039;&#039;: Daenerys&#039; nephew, the son of her brother Rhaegar. Been hiding in Essos for the entire length of the series, but recently raised an army of Westerosi exiles and threw them all a massive Welcome Home party with rape and pillage. Wants to marry his aunt because she has dragons, and might not actually be a member of House Targaryen if you believe some fans. He can actually count past 6, can multiply numbers, can read different language and has a minor understanding of geometry thus cementing him as one of the most educated people in this overwrought series. Can also do his own laundry.&lt;br /&gt;
* Brynden Rivers &#039;&#039;Bloodraven&#039;&#039;: A Targaryen bastard who came to prominence about a hundred years before the series as sort of sorcerer, he later became known as the &amp;quot;Three-Eyed Raven/Crow&amp;quot; after encountering the Children of the Forest, and uses his powers to help advert the Long Night and train Bran. He&#039;s described as having long, white hair, missing an eye, bound to a tree, knows all and sees all, associated heavily with ravens and omens... [[Vikings|yeah, he&#039;s very much Odin, come to think of it.]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Lannister&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hear Me Roar&amp;quot;/&amp;quot;A Lannister Always Pays His Debts&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;[[Monopoly|Westeros&#039; richest family]], proud, pompous, selfish and fabulous assholes. Not much of a martial tradition but if you cross them [http://www.youtube.com/watch?v=R7t7cnwlOgY they will fucking cut you]. You can tell they are the bad guys because they have an army of sick fucks, including a zebra-riding mercenary band and 7&#039; 8&amp;quot; Khornate Champion &amp;lt;s&amp;gt;not-Goliath&amp;lt;/s&amp;gt; Gregor Clegane. House Lancaster combined with the House of Rothschild and the Mafia.&lt;br /&gt;
* Tywin Lannister, &#039;&#039;The Lion of Lannister&#039;&#039;: The Godfather, head of the house, and obsessed with his reputation as a Magnificent Bastard extraordinaire. He was a most feared general whose greatest achievement was [[Exterminatus|erasing House Reyne from existence]], which was immortalised in his own sweet-yet-creepy-as-fuck theme song (The Rains of Castamere) that became used as a warning against anyone standing against him. During his tenure as Hand of the King (i.e. Prime Minister), he was a political genius who operates as the true power behind the Iron Throne, keeping the realm stable and prosperous despite the stupidity of Aerys II and Joffrey. However, despite all of his achievements, he was an [[Emperor|absolutely terrible father]], who treats his children as nothing more than tools to further his political agenda. He is completely blind to the incestuous relationship his two oldest children had, and hated Tyrion and made his life a living hell for very poor reasons. He humiliated Tyrion whenever it wouldn&#039;t threaten the family&#039;s reputation, berated Tyrion for being a whore-monger despite secretly being one himself, [[Grimdark|tried to get him killed multiple times]], and as the capstone of awful parenting, he taught Tyrion not to marry commoners after he married one called Tysha - by forcing Tyrion to watch Tysha get gangraped, forcing him to rape her too and then annulling their marriage. The only person Tywin truly loved was his wife.  He eventually gets his comeuppance when Tyrion finds out the truth about the Tysha incident, and kills him with a crossbow, all while mentioning that out of all his children, Tyrion was the most alike to Tywin himself. He&#039;s based on [https://en.wikipedia.org/wiki/Richard_Neville,_16th_Earl_of_Warwick Warwick the Kingmaker].&lt;br /&gt;
* Joanna Lannister: Tywin&#039;s late wife and first cousin, meaning the next three characters are inbred as well, ironically. Dies giving birth to Tyrion, which is part of why Tywin hates him, though Cersei hates him for other reasons. Caught wind of Cersei and Jaime&#039;s incestuous tendencies, but she died before she could tell Tywin. It is implied that her ghost visits Jaime in a dream and mourns the current state of her family.&lt;br /&gt;
* Cersei Lannister, &#039;&#039;Cunt Queen&#039;&#039;: Tywin and Joanna&#039;s first child. Twin sister to Jaime Lannister and wife to King Robert Baratheon. She fucks her brother Jaime all the time and had three of his children, whom she passed off as Robert&#039;s to grab power. She is a massive narcissist who thinks of herself as &amp;quot;female Tywin&amp;quot; and hence seeks to rule Westeros as the Queen, and will do anything to keep her power... even when [[Abbadon the Despoiler|most of her plans end up becoming utter failures]]. Crazy as all fuck and prophesied to be killed by the &amp;quot;little brother.&amp;quot; This is because of a prophecy a Gypsy made when Cersei was a child that she&#039;d be a beautiful queen, lose everything, her children would die before her, and the &amp;quot;Valonqar&amp;quot; would kill her. Though that does explains why she hates Tyrion as hard as all fuck, [[Just As Planned|the exact translation of the term]] that was used is &amp;quot;younger sibling&amp;quot;, and not necessarily her sibling, which opens the door to all sorts of characters who hate the fuck out of her. Since Jaime is technically younger by a few seconds, him killing Cersei would be an interesting twist not without buildup. Possibly the Gypsy was messing with her head because of what a bitch Cersei was being to her; something Cersei never grew out of. Cersei is currently alive only because Varys wants her to be, [[Just As Planned|as she&#039;s a terrible queen who&#039;ll destabilize the realm enough for him to bring back the Targaryens]]. She was completely shaved, stripped of power in all but her royal heritage and forced to do a nude walk of penance throughout the city by the High Sparrow (ASOIAF Pope equivalent) after he uncovered her crimes. Now she&#039;s waiting for her hair to grow back and may be thinking of revenge. She gets it in the show by blowing up the Sept (ASOIAF church) with everyone she doesn&#039;t like inside it, having her cousin killed near the Wildfire then capturing the nun who was her jailer and [[Grimdark|leaving her to be tortured to death by zombie Gregor Clegane]]. She is in short Thanquol disguised as a beautiful blonde woman. Gets anticlimactically squashed by a collapsing ceiling along with Jaime during Daenerys&#039;s assault on King&#039;s Landing.&lt;br /&gt;
* Jaime Lannister, &#039;&#039;The Kingslayer&#039;&#039;: Younger twin brother (by about three seconds) to Cersei Lannister and commander of the Kingsguard. He loves his sister in every sense of the word and had three children with her. Killed the last king despite his oath, and is widely hated for it, even though everyone agrees that dying was a massive improvement for Aerys. The reason for this betrayal was that Aerys had a huge stockpile of Acme Brand Magic Napalm stockpiled under the city, ready to be set off the moment a siege broke through the town walls, and Jaime&#039;s options were to let it happen or kill Aerys before the crazy fuck got &#039;&#039;everybody&#039;&#039; killed. His desire to openly love his sister and win the respect he feels he deserves eventually causes Cersei to reject him. Starts off as an arrogant douche [[Grimdark|and tried to murder Bran Stark, but accidentally crippled him instead]]; he becomes otherwise quite bro-tier besides the whole wants-to-fuck-his-sister thing, though he grows out of &#039;&#039;that&#039;&#039; as well when he realizes what a bitch she is and that there&#039;s plenty of women who want his jock - even the hunky Brienne isn&#039;t that bad looking. Thoroughly humbled to boot after learning a few hard lessons, losing his sword hand, and having some time to rethink his life. Also the only person in his family who treats Tyrion well, along with one of his aunts and two dead uncles. Essentially, a more incestuous and douchey Blood Angel. In the books, he is currently being lured into a trap by Lady Stoneheart. In the show, he has finally told Cersei to get fucked after realizing that she has well and truly lost it, and is riding north to help fight the White Walkers. He survives the Battle of Winterfell, hooks up with Brienne, and then rides south [[Derp|because he just can&#039;t let Cersei go.]] Winds up getting shanked by Euron Greyjoy and dies [[Fail|via collapsing ceiling]].&lt;br /&gt;
* Tyrion Lannister, &#039;&#039;Halfman&#039;&#039;: a very intelligent dwarf who is awesome, but hated by all of the civilized characters in the books, except his brother Jaime. He seems to do much better when getting drunk with whores, rogues, bastards and barbarians. His silver tongue is one of his greatest strengths (he&#039;s witty and good at persuading people) and weaknesses (he&#039;s quick with insults and the truth in a city ruled by sociopaths and liars). Tyrion is also one of the only characters with an actual sense of the bigger picture, and an interest toward steering the world toward an outcome that &#039;&#039;doesn&#039;t&#039;&#039; involve a [[The End Times|Warhammer End Times]] scenario. Unfortunately, the world&#039;s movers, shakers, and those who generally have the power to make a difference are increasingly either a) dead, b) scattered to the winds, or c) hate his dwarf guts. Despite the increasing difficulty and fruitlessness of his task, however, [[Awesome|Tyrion still fights]]. After being framed for killing Joffrey, he killed his own father and is currently in exile in the Free Cities, weaseling his way into leading a merc band and trying to sign them up with Daenerys&#039; forces, recognizing her as one of the few chances Westeros has got of fixing its shit (provided she can get her own shit together, which she&#039;s having a bit of trouble with). Since characters in this series tend to either be walking tropes, rip-offs of other fantasy characters, or historical people with different names, Tyrion is probably based on the great [https://en.wikipedia.org/wiki/Miles_Vorkosigan Miles Vorkosigan] (who was himself based on a few people including Sir Winston Churchill) and is a nod to King Richard III (a deformed but competent king later demonized by historians of his era). Even if he is usually the smartest one in the room at any given time, though, Tyrion is still not above having some derp moments. Exhibit A, when Tyrion asked his father what happened to his first wife (right before killing him), he took an &#039;&#039;obvious&#039;&#039; &amp;quot;I don&#039;t know and I don&#039;t care,&amp;quot; response (&amp;quot;Wherever whores go&amp;quot;) as actual, literal directions. The show version meets Daenerys and becomes her Hand only to [[Fail|fuck up a bunch of stuff]] and lose her trust. Sells her out when he realizes that she&#039;s gone round the bend and winds up becoming Hand to King Bran.&lt;br /&gt;
* Kevan Lannister: Tywin&#039;s younger brother, considered &amp;quot;the reliable one&amp;quot;. One of the few decent Lannisters, though saying that he is perfectly happy carrying out Tywin&#039;s bidding. Tried to talk sense into Cersei and was later called in to try and fix her mess. He did such a good job of it that Varys decided to personally thank him. With a crossbow. And a group of knife-wielding children.&lt;br /&gt;
* Cersei and Robert&#039;s (actually Jaime&#039;s) children:&lt;br /&gt;
** Joffrey Baratheon: &amp;quot;Heir&amp;quot; of the throne, and technical king of Westeros during the War of the Five Kings since he lives in King&#039;s Landing and sits on the throne. Turned out to be worse than Aerys. He died and there was much rejoicing. [[Fail|Except by his mother, who instead had sex on his corpse]]. Fourteen years old at time of death.&lt;br /&gt;
** Tommen Baratheon: The new king on the Iron Throne. Nine years old. Married to a teenaged shotacon wife who&#039;s (unknown to him) the granddaughter of his brother&#039;s true killer. Trying to litigate the criminalization of beets. Loves [[Cats|kittens]]. He&#039;s pretty well-rounded and non-fucked up, which is a miracle considering his parents, both putative and biological. Also seems to be trying to take kinging seriously, but his mom is trying to quash that in her subliminal attempt to hold power indefinitely, so whether it holds is another matter entirely. Prophesied to die before Cersei, which doubly tragic due to his age and being a much better person than her. He commits suicide after Cersei gets her revenge via killing his wife, godfather, great-uncle, and all his religious friends via blowing up the ASOIAF equivalent of St. Peter&#039;s Basilica, because of course her power hunger was more important than his happiness and well being.&lt;br /&gt;
** Mycella Baratheon: Princess, and Cersei and &amp;quot;Robert&#039;s&amp;quot; second oldest child. She had her face fucked up because of Arianne Martell&#039;s amateur intrigues, which overlapped with poor planning, general stupidity, and another guy&#039;s backstabbing. Ten years old. Before the maiming, she was quite decent and non-evil. Who knows how she&#039;ll turn out now with half of her face cut off. Also prophesied to die before Cersei. In the show she had a crush on Oberyn&#039;s surviving nephew, but was killed by Elia in revenge for Oberyn&#039;s death, but alive in the books though missing an ear. Also, the readership all got on George&#039;s balls for maiming this girl, mostly because it was a sign that he had run out of ideas and was basically just milking diabolus ex machina ([[Just As Planned|or that&#039;s what he wants us to think]]).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Baratheon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Ours is the Fury&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Ascended to the Iron Throne after a successful rebellion against the Mad King Aerys II Targaryen. Produces no less than three claimants to the succession, each one very different from the other. Technically a cadet branch of House Targaryen as their founder Orys was allegedly a Targaryen bastard, who took the original Storm Kings (House Durrandon) deer sigil after killing the last one and fucking his only child Argella and then 200 odd years later, King Egg&#039;s daughter married their grandfather, they&#039;re pretty much the [http://en.wikipedia.org/wiki/House_of_Plantagenet House of Plantagenet].&lt;br /&gt;
* Robert Baratheon, &#039;&#039;The Usurper&#039;&#039;: Fat, old, former badass who led the rebellion, and now the king who married Cersei Lannister. Then he fucked a bunch of other women and had lots of illegitimate kids. He was killed while mixing boar hunting and drinking, but whether this death was planned or not is uncertain. On the surface, a king with a thing for easy laughs and partying; right underneath the surface, he&#039;s irresponsible and leaves the actual ruling of a nation to his staff, deeper under the surface he&#039;s pretty much a sad, lonely old bro who would rather not have been king. Comparable to [https://en.wikipedia.org/wiki/Henry_IV_of_England Henry IV], in that both were powerfully built military geniuses who overthrew the existing monarchy and later succumbed to an unhealthy lifestyle.&lt;br /&gt;
* Stannis &#039;&#039;&#039;The Mannis&#039;&#039;&#039; Baratheon: Robert&#039;s younger brother, all-around badass who swings between [[Lawful Stupid]] (moreso in the show than the books) and [[gets shit done|getting shit done]]. [[Judge Dredd|Believes so strongly in the rule of law]] that he feels compelled to take the Iron Throne for himself despite wanting nothing to do with it. Is advised by a priestess of the God of light, Melisandre, and a lowborn smuggler named Davos Seaworth raised to knighthood and nobility. [[C.S Goto|His character is ruined in the show into an incompetent pawn of Melisandre and gets killed off just because one of the showrunners didn&#039;t like him]].&lt;br /&gt;
** Shireen Baratheon: Stannis&#039;s kid daughter. Sweet, charming, and intelligent little lady who was left with a deformity on her face from a disease called greyscale. Teaches Davos how to read, and is probably the most innocent person in the series alongside Tommen, Myrcella and a few others. Being the grim and dark universe A Song of Ice and Fire is, however, this means that she&#039;s likely going to end up becoming fuel for a vicious fire god. In the show she does, but in the books she is safe and sound since Stannis isn&#039;t stupid enough to bring him with her while campaigning. His wife, on the other hand, being such an idiotic fanatical pyromaniac... well, her odds aren&#039;t exactly looking that great.&lt;br /&gt;
* Renly Baratheon, &#039;&#039;That Gay Guy&#039;&#039;: Robert and Stannis&#039;s youngest brother. Took Loras Tyrell (a.k.a. Knight of Flowers, Pretty Boy, etc.) as his lover. Decided he was better suited to be king, though the bizarre and outdated laws of the land stated Stannis was next in line (though Joffrey and then Tommen were first since they were [[Pretend|officially]] Bobby B&#039;s legitimate kids). Was hugely popular since he had Robert&#039;s charisma, which led to him getting the most support, but he lacked Stannis&#039;s conviction and devotion to the duty of actually doing the work of a king, or even Robert&#039;s ability to wage war. Killed by Melisandre with some &amp;quot;help&amp;quot; by Stannis &#039;&#039;The Mannis&#039;&#039; for trying to steal his crown, though in the books Stannis may not have been completely aware of the role he played in Renly&#039;s death. He&#039;s basically [[That Guy]] of ASOIAF, since quite a lot of shit is his fault, indirectly or otherwise. &lt;br /&gt;
*Gendry Baratheon, the Bastard Son. One of Robert&#039;s many, many bastard children, and the one who gets the most page and screen time. He starts out as a humble blacksmith in King&#039;s Landing, who first comes to Ned&#039;s attention when Lord Stark is investigating the death of Jon Arryn. From there, he gets shipped off to the Night&#039;s Watch to avoid the imminent purge of Robert&#039;s bastards, and winds up becoming friends with Arya and Hot Pie. After some adventuring and sexual tension with Arya (at least in the show), he joins the Brotherhood Without Banners. In the show, they sell him to Melisandre so she can use him for a blood magic ritual, while in the books he just goes on being a smith and doesn&#039;t get involved in anything particularly weird or shady. He has yet to reappear in the books, but in the show Ser Davos sets him free and tells him to fuck off, which he does for a few seasons. He eventually turns up back in King&#039;s Landing, where Davos finds him and recruits him for Team Snow. He helps Jon capture a wight to show Cersei, makes dragonglass weapons for the Army of the Living, has sex with Arya, and fights in the Battle of Winterfell, after which Daenerys legitimizes him as the new lord of House Baratheon.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Tully&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Family, Duty, Honor&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; Lords of the central river lands. Being the obligatory central nation they spend a lot of the series being fought over like a cake in between fat kids. Basically Poland/Netherlands, given they have so many rivers and how hard they&#039;ve been fucked over.&lt;br /&gt;
*Edmure Tully: Basically the SoIaF universe&#039;s eternal butt monkey (because he happens to be a decent fucking person). A useless ponce with a dense streak a mile wide and a bad habit of bragging about things he shouldn&#039;t be proud of. It took hanging in a stockade for a few months to make him experience some growth. When Jaime was brought in to unfuck the situation and end the siege at Tully&#039;s house in Riverrun, Jaime&#039;s &amp;quot;negotiation&amp;quot; pressured him into convincing his house to surrender, but he made sure [[Troll|that Brynden got out first]]. Currently spending his days at the Lannister house as a hostage to make sure that the Tullys don&#039;t try to ruin the situation again. Tries to make a case for himself as king in the final episode, only to get shut down by Sansa.&lt;br /&gt;
*Brynden Tully &#039;&#039;the Blackfish&#039;&#039;: He didn&#039;t catch the memo that he was part of the joke faction, and proceeds to spend the entire series fucking Lannister shit up and generally being a boss. Thought to be the black sheep in a family of fish. (Thus &amp;quot;Blackfish&amp;quot;, geddit?) Ended up holed up in Riverrun, and got the fuck out right before the end of the siege, so that the Lannisters couldn&#039;t dick him over as a prisoner (or so he can keep dicking them over before he became a prisoner). Also widely accepted by the fans to be a closeted homosexual. In the HBO show, he gets killed when resisting arrest from Tully forces by order of Edmure. [[Rage|And it happens offscreen.]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Arryn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;As High as Honor&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Mountain lords turned [[NEET|neurotic shut ins]]. Goes through lords about as quickly as you would expect a castle equipped with a door that opens into empty air. Basically Switzerland/Afghanistan, seeing as how they stayed neutral in the War of Five Kings, their land is covered by nothing but mountains, and they&#039;re constantly fighting with the local tribes. They were being entertainingly screwed over by Littlefinger until his death.&lt;br /&gt;
*Jon Arryn: Only appears posthumously and is the catalyst for the whole plot. The true mastermind behind Robert&#039;s Rebellion, was killed by Littlefinger via Lysa when he figured out that Robert&#039;s kids are bastards of Cersei and Jaime. His death was blamed on the Lannisters to destabilize Westeros.&lt;br /&gt;
*Lysa Arryn: Loli bride turned Lady of the Vale after the Lannisters forcibly retired her husband from life, at least officially. In reality Littlefinger convinced her to poison her husband and blame the Lannisters [[Just As Planned|which pretty much started this whole clusterfuck to begin with]]. A closeted, crazy woman who spends the entire series in her castle &amp;quot;the Eyrie&amp;quot; being useless, breastfeeding her own son at age 10, obsessing over Littlefinger&#039;s cock, and [[Derp|refusing to help her sister and nephew in the war she and Littlefinger pretty much started]], which may have guaranteed their eventual horrific murders by their enemies. Finally gets her comeuppance when Littlefinger kicks her out the moon door (post-taunting, of course), putting her out of our collective misery. Long live the Lord Protector.&lt;br /&gt;
* Robert Arryn: &#039;&#039;Littlefuck&#039;&#039;, Lysa&#039;s equally mentally unstable autistic son, who still sucks on his mom&#039;s tit, and enjoys seeing people &amp;quot;fly&amp;quot; out the moon door to their deaths. He actually seems to be a bit smarter than you would first think and is a really, really good judge of character, except with Sansa. Secretly being poisoned by Littlefinger and Sansa, so she can take over the Vale and North. Named Robin in the show because the showrunners were afraid that having two characters with the same name would be too confusing. The show version doesn&#039;t get poisoned, but turns up in the series finale as the Lord of the Vale.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Greyjoy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We Do Not Sow&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;[[Awesome|A house founded by Cthulhu-worshipping Norscans]]. While not actual Vikings in any sense of the word, there is little other way to describe them. They live on some islands and almost their entire culture is based around raiding and the ocean. Their religion holds it shameful for a man to pay for personal possessions, and states they have to get things either by trade or The Iron Price; seizing something from the body or belongings of someone he defeated in conquest rather than paying or trading for it. Also only possessions acquired via The Iron Price command respect among the Ironborn. &lt;br /&gt;
*Balon Greyjoy: Asshole dad, crappy ruler and general shithead who rebelled against Robert Baratheon and failed miserably. All of his sons were killed, except for Theon, who was taken as a hostage to ensure his good behavior. Despite being in a position to join either the Lannisters or the Starks during the War of Five Kings and thereby get whatever he wanted from either (independence and the North, or independence and Casterly Rock, respectively), he does the absolute stupidest thing possible and declares himself independent without support from anyone, attacking the North and the rest of Westeros, thereby virtually guaranteeing that he&#039;ll be on the receiving end of another one-sided battle. Never got that far, though, since he was pushed off a bridge during a storm by an assassin his brother Euron sent.&lt;br /&gt;
*Victarion Greyjoy: Admiral of the Iron Fleet. [[Gets shit done]] while wearing [[Dark Elves (Warhammer Fantasy)|Lokhir Fellheart&#039;s]] armor during boarding actions. Does it for vengeance, the lulz and as a ticket to Ironborn heaven (which they believe men can reach if they die in battle or by drowning). Worships both R&#039;hllor and the Drowned God. For all his badassery, is far too stupid to realize that his black Red Priest sidekick&#039;s constant rambling about his &amp;quot;great destiny&amp;quot; is inevitably going to end in his burning to death on a sacrificial pyre. Said Red Priest impressed Victarion by surviving being marooned at sea for 3 weeks and turning Victarion&#039;s infected arm into a super-strong volcano arm. Seriously. &lt;br /&gt;
*Aeron Greyjoy &#039;&#039;Damphair&#039;&#039;: A priestly Alan Moore who drank seawater. Once a fun-loving party animal, he nearly drowned during the Greyjoy Rebellion, and became a dour and devout priest of the Ironborn [[Cthulhu]] religion. Confirmed to have been raped by Euron when they were kids. Planned to overthrow Euron, who bribed and manipulated his way into becoming king of the Ironborn. [[Grimdark|Was captured by Euron and tortured to try and make him renounce his faith, including feeding him spoiled food, drugging him and burning him. Later Euron tied Aeron, naked, to the prow of Euron&#039;s ship alongside Euron&#039;s tortured, pregnant former lover because she showed Aeron kindness by once giving him proper food]]. He tried to console her by saying their suffering will end in underwater Valhalla, [[Awesome|showing Euron failed to make him deny his faith]]. &lt;br /&gt;
*Theon Greyjoy: Son of the Lord/King of the Iron Islands. Had the personality of a stereotypical high school jock, being an excellent archer and womanizer and proud of it. He was given to Ned Stark by his father after Balon failed to successfully rebel against Robert Baratheon. Swore an oath to Robb, but then ditched him out of a desperate need to please his father. Ends up castrated and acts as the personal slave of Ramsay Bolton after Ramsay puts him through horrific torture to turn him into Reek. Rescued by his sister, but the psychological trauma meant it took awhile before he could stop calling himself Reek and start getting back to normal mentally (physically he&#039;s now missing a few parts that don&#039;t heal or grow back). Dead in the show, thanks to charging the Night King by himself while protecting Bran.&lt;br /&gt;
* Asha Greyjoy: Theon&#039;s older sister and a commander of some renown which is quite a feat - almost every man on the Iron Islands except her father either tried to get in her pants, or told her to [[-4 STR|stop playing around and go do some actual women&#039;s work]], before she kicked enough ass that they respected her. Rescues Theon after he escapes Ramsay but then loses him to Stannis. Is named Yara in the show because the showrunners thought her name sounded too similar to Osha the wildling chick, and is also apparently [[PROMOTIONS|bisexual]]. Eventually becomes Lady of the Iron Islands in the show because she&#039;s the last Greyjoy standing.&lt;br /&gt;
*Euron Greyjoy &#039;&#039;Crow&#039;s Eye&#039;&#039;: A [[Chaos|sick fuck Lovecraftian pirate armed with unnatural sorcerous powers, so evil]] that Balon banished him from the Iron Islands. Every member of his crew is a mute, because Euron ripped all their tongues out. Many of them are also the illegitimate sons of women he&#039;s raped around the world during his raids. Uses an eyepatch to conceal a pitch-black eye, his personal &amp;quot;obviously a villain&amp;quot; mark. Raped his brother Victarion&#039;s wife, then claimed she wanted it so Victarion had to kill her. Raped his younger brother Aeron. Also showed back up in the Iron Islands the day after Balon died, despite having been raping and pillaging in Essos before that, which is suspicious as fuck. Now the new Iron King. Plans to conquer Westeros, and has some unknown plan to deal with Daenerys. Revealed in the book &#039;&#039;Winds of Winter&#039;&#039; to be [[Honsou|the sickest fuck in an entire setting of sick fucks (and that&#039;s saying something)]], including having a god complex while hating religion so much he [[Grimdark|tortures any clergymen he captures to try and make them give up their faiths using ironic tortures themed around their religions - such as preachers have their tongues cut out and burning priests of the fire god to death]].  Euron tried and failed to break his priest brother Aeron&#039;s faith so he lashed Aeron to the front of his ship to die [[Grimdark|alongside Euron&#039;s own pregnant lover Falia]].  Jaime kills him in the second-to-last episode of the show. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Tyrell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Growing Strong&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Lords of Highgarden and backstabbers par-excellence and owners of a lot of fertile land. Unlike the current lot of Lannisters they understand the value of good PR, balancing ruthlessness with being somewhat amicable, political savvy and not being stuck-up on honor. They&#039;re basically France. [[Fail|Unfortunately they&#039;ve all been wiped out in the show]].&lt;br /&gt;
*Mace &amp;quot;The Ace&amp;quot; Tyrell: Lord of Highgarden. Massively fat and overweight, while being stupid, overreaching and constantly mocked by everyone else, he&#039;s otherwise known as a friendly man, a good Lord when it comes to management and a good father; unfortunately this isn&#039;t enough to save a man in the Game of Thrones. Gets killed with the rest of the noble houses when Cersei blows up the Great Sept of Baelor.&lt;br /&gt;
*Olenna Tyrell: The brains behind House Tyrell&#039;s schemes. Known as the &#039;&#039;Queen of Thorns&#039;&#039; for being an outspoken, prickly and venomous old lady. Schemed with Littlefinger to have Joffrey killed, but she carried it out with compressed powder &amp;quot;gems&amp;quot; that poisoned his wine. Now she keeps her family in line and is hailed as a more progressive version of Tywin. Became a fan favorite for constantly dropping awesome one-liners and telling the Sand Snakes to shut up. [[Fail|Later killed off in the show]], but not before revealing to Jaime that [[Awesome|she was the one who killed Joffrey and asking him to make sure Cersei knows it]].&lt;br /&gt;
*Willas Tyrell: Mace Tyrell&#039;s eldest son and heir, crippled at a very young age when jousting against Oberyn Martell. Probably one of the most pleasant and sensible characters in the series, which might explain why he&#039;s yet to make an appearance. Very fond of breeding animals, especially horses.&lt;br /&gt;
*Garlan Tyrell &#039;&#039;The Gallant&#039;&#039;: Second-born son. Badass extraordinaire, considered one of the best swords in Westeros, and one of the few people kind to Tyrion. Trains for real combat (often against multiple opponents by himself) unlike Loras, who&#039;s a tourney fighter. Single-handed wrecks many notable knights fighting for Stannis during the War of The Five Kings. And he is the only person other than Tywin to put Joffrey in his place, at his own wedding. Sadly no POV chapter yet and omitted from the TV series (Loras takes credit for his deeds). &lt;br /&gt;
*Loras Tyrell &#039;&#039;The Knight of Flowers&#039;&#039;: The Tyrell who appears most in the series. Considered to be an example of the perfect knight, despite his youth. Is secretly Renly&#039;s gay lover and conspired to take the throne with him and his sister. Last seen badly injured in the books attempting to take Stannis&#039; castle. In the show he ends up tortured by the members of the Faith for being gay [[C.S Goto|because the showrunners retconned them to hate gay people]], [[Protectorate of Menoth|later joins their ranks of questionable willingness]] then dies when Cersei blows up the Sept of Baelor.&lt;br /&gt;
*Margaery Tyrell: The would-be Queen of Westeros, she has married, in order, Renly Baratheon (gay), Joffrey Baratheon (evil), and Tommen Baratheon (8 years old) and has been crowned as queen three times. While she is nice, she is capable of manipulation. In the show she marries and uses sex to control Tommen. Was arrested by the resident Chamber Militant The Sparrow and asked for a trial by faith in the books. In the show this also happens but she tries to be pious in an attempt to save herself, but ended up getting killed when Cersei blew up the Sept of Baelor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Bolton&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Our Blades Are Sharp&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Starks&#039; most important (and most despised) vassal, a former arch rival made of [[Grimdark]] because their entire theme [[Dark Eldar|revolves around Torture]]. Their sigil is a flayed man and their castle is [[Commorragh|a complex of eternal suffering called the Dreadfort]], which shows how stupid the Starks were for allying with them. &lt;br /&gt;
*Roose Bolton, &#039;&#039;The &#039;Leech Lord&#039;&#039;: A Lawful Evil sociopathic health nut who&#039;s called the Leech Lord because he gets leeched regularly, believing they get rid of bad blood. Second-most powerful Lord in the North with ambitions to depose the Starks. Since the Starks are unable to think like crafty people and are blinded by honor this doesn&#039;t prove too difficult. He gets his wish when he stabs Robb Stark in the back, at his uncle&#039;s wedding no less, and has anyone associated with Robb killed. He then makes over Winterfell in his bloody image, and is currently trolling Stannis. Believes in the abolished practice of &amp;quot;[[Rape|Droit du seigneur]]&amp;quot; (a tradition that allowed a lord to have sex with subordinate women, whether they wanted to or not) and killed at least one man for trying to hide his wife from Roose (before fathering Ramsay with her via rape). Believed that he and his son could be as evil as they wanted as long as no one found out. Killed by Ramsey in the show, which Ramsay tried to cover with a lie despite the witnesses to his actions.&lt;br /&gt;
*Ramsay Snow/Bolton: The bastard son of Roose Bolton and a peasant woman he raped.  One of the most fucked up person in all of the Seven Kingdoms (alongside the original Reek, the paedophile marauder Rorge and Euron), because he [[Dark Eldar|loves to torture and kill people openly for the lulz]], such as Theon Greyjoy, who he crippled, knocked his teeth out, castrated, and brainwashed into calling himself Reek; Reek was originally a peasant appointed to try and control a young Ramsay, but instead Ramsay warped him into a mentally unstable necrophiliac before killing Reek to fake his death, but Ramsay seemed to hold some twisted affection for him.  He also sent Theon&#039;s severed appendage to Theon&#039;s dad in a cutesy box with a letter mockingly detailing his evilness. Will torture anyone who points out his illegitimate heritage though now he&#039;s legally recognized as a Bolton. Also has a pack of hunting dogs he names after women he hunts, rapes and kills. Married a fake Arya Stark and regularly mistreats her, including forced bestiality. Not a fun guy to be around. Only reason he&#039;s gotten away with it for so long (as pointed out by his father) is because no one is strong enough to stand up to him yet, but when they are he&#039;s going to be killed. In the show he killed his father with a knife, fed his stepmother and newborn half-brother to his dogs, then married Sansa Stark and deflowered her via rape. Ramsay was such a monster even Iwan Rheon, THE ACTOR WHO PLAYED THE GUY, hoped he&#039;d die horribly. He got his wish: The consequences of Ramsay&#039;s actions catch up with him when Jon Snow shows up with an army capable of threatening him, and after surprise reinforcements from Littlefinger and his own fucked-up teamkilling, the Starks crush the Bolton army, forcing Ramsay to flee back to Winterfell. Despite this, the gate is smashed down, he is disarmed, beaten rather brutally and detained to await trial. Before the trial Sansa sets his dogs on him, which he had deliberately starved so they would eat Jon. Apparently they found him quite tasty.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Martell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Unbowed, Unbent, Unbroken&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Desert dwelling survivalists who pride themselves on having never been conquered by the Targaryen dynasty (though they later married in). Moorish Spaniards, kinda. [[C.S Goto|Their story arc was completely FUBAR in the show, as Elia and Oberyn&#039;s daughters kill Oberyn&#039;s brother and nephew for taking too long to avenge him before being captured and killed themselves by Euron and Cersei]].&lt;br /&gt;
*Doran Martell: Lord of Sunspear and of royal descent. Still mad at the the Lannisters about that whole &amp;quot;murdered-my-sister-and-infant-niece thing&amp;quot;. Playing the longest of long games with Varys while trying to keep the rest of his psychotic family members in check. Wheelchair bound due to his gout. [[What|Killed off in the show by Ellaria as part of her plan to avenge Oberyn]].&lt;br /&gt;
*Arianne Martell: One of GRRM&#039;s characters who seems to exists solely to fuck everything up at the worst conceivable moment. Still hot as Dornish girls come. Exists only in the books, where she is currently helping her dad get ready to topple the Lannisters after fucking everything up with her own stupid plan to crown Myrcella, which is what got the poor girl maimed.&lt;br /&gt;
*Oberyn Martell &#039;&#039;The Viper of Dorne&#039;&#039;: Doran Martell&#039;s brother, a bisexual swinger, former mercenary, and a drunkard. His girlfriend is a spectacularly beautiful bastard named Ellaria Sand and he has many illegitimate children, mostly daughters, collectively called &amp;quot;The Sand Snakes&amp;quot;. Crippled the Tyrell heir in a fight, causing a rift between the two houses; despite this, he&#039;s actually best mates with the aforementioned heir, due to Willas Tyrell being straight up the nicest and most balanced man in the series and Oberyn being a somewhat decent person. Known for poisoning his weapons, as well as his battle-cry. Died from a mutual kill, with Gregor Clegane crushing his skull in rather graphically, avenging his sister Elia who Gregor had raped and murdered. Though it&#039;s probably a win for Oberyn, since he got Clegane with a horribly painful and slow-acting venom which stretched his death over days or even weeks, during which time he was ruthlessly experimented upon by a mad scientist.&lt;br /&gt;
*Quentyn Martell: Didn&#039;t realize he was in Low Fantasy and thought he was in High Fantasy, poor bastard.  A member of House Martell, sent to marry Daenerys to secure an alliance between the families, since the original marriage plan to hook Arianne up with Viserys won&#039;t work with Viserys dead. Leaves Westeros and goes all the way to the city of Meereen to marry her, but he&#039;s too late, as she marries the Meereenese noble Hizdahr, and like Jorah he&#039;s not her type (Dany likes her bad boys). Tries to tame two of her dragons to impress her; the attempt goes wrong, he gets horribly burnt and gradually dies in agony from his wounds. &lt;br /&gt;
*The Sand Snakes: Oberyn&#039;s children. All daughters he had with various women throughout his travels (all consensual encounters, mind you). Mixed race and all hot with various skills including combat training and mastery of poisons. Working with Doran and Ellaria in the books. [[C.S Goto|Ruined in the show where they don&#039;t accomplish anything, are given atrocious dialogue (the &amp;quot;you need the bad pussy&amp;quot; line comes to mind), aren&#039;t great fighters]] and get killed by Euron&#039;s men, except for one who gets captured and poisoned by Cersei so an imprisoned Ellaria is forced to watch her die and decompose.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Night&#039;s Watch&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Night&#039;s Watch are an apolitical force in charge of manning The Wall, a giant ice wall that separates the relative tranquility of the south from the Lovecraftian fucked-up-itude of the true north. They are chronically undermanned and undersupplied since nobody believes their stories of a barbarian army or the impending zombie apocalypse. Basically everybody else thinks they&#039;re in a game of [[Diplomacy]] and the Night&#039;s Watch are the only ones who realize they&#039;re actually in [[Warhammer Fantasy Battle]], though it&#039;s been so long since the last snow elf invasion that even they had forgotten about the undead hordes and focused too much on barbarians. They&#039;ve allied with the Wildings and the North, but in the TV show the Night&#039;s King used the undead dragon Viserion to burn a hole through The Wall.&lt;br /&gt;
*Jeor Mormont, &#039;&#039;The Old Bear&#039;&#039;: 997th Lord Commander of the Night&#039;s Watch at the start of the series. Sees Jon Snow as something of a second son (since his own son Jorah was exiled for enslaving and refused to take the black for his crimes). Leads a ranging north of the Wall to investigate reports that the Others have returned. Ends up killed during a mutiny of survivors after the Others wiped out most of his force.&lt;br /&gt;
*Alliser Thorne: Prick of a knight who was favorite to be the next Watch Commander, but was passed over by Jon Snow. Unable to accept Jon Snow letting the Wildlings live on the other side of the wall in an alliance against the zombie hordes, he staged a coup against Jon. It failed because Jon was brought back to life. He is now dead in the show, having been executed for his treason by Jon Snow.&lt;br /&gt;
*Aemon Targaryen: Maester of the Citadel at Castle Black. Despite being the third born son of King Maekar I Targaryen, he declined the right to sit on the Iron Throne. One of the few people in the series to die of old age, at 102.&lt;br /&gt;
*Samwell Tarly, &#039;&#039;The Slayer&#039;&#039;: Fat bookworm who was forced to take the black after his father Randyl threatened to murder him for being unmanly. Jon Snow&#039;s best friend among the Night&#039;s Watch, and knows everything because he &amp;quot;read it in a book&amp;quot;. Despite being a self-professed coward, Sam became the first person in thousands of years to slay an Other with an obsidian dagger. George Martin himself said Sam&#039;s based on Samwise Gamgee from Lord of the Rings. Since then, he has started improving his combat skills and balls (in more ways than one for the latter, finding his spine and losing his virginity). He abandons the Night&#039;s Watch to help fight the dead and tell Jon who he really is, and winds up becoming the new Grand Maester by the end of the show.&lt;br /&gt;
*Eddison Tollett, &#039;&#039;Dolorous Edd&#039;&#039;: Probably the most badass member of the Night&#039;s Watch. Responds to situations by making sarcastic jokes about them, and known for being a grim motherfucker in a setting of grim motherfuckers. In the show he [[Awesome|became the new Lord Commander]] while Jon was dead, but gave the title back to Jon when he was brought back to life, and then Jon handed it right back because he needed to go sort out Ramsay Bolton. Dies in Season 8 at the Battle of Winterfell. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wildlings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Groups of nomadic hunter-gatherer tribes who live north of the Wall. Mostly First Men by blood, they have been heading toward the Wall for the past decade with the reputed reemergence of the Others. Nomadic, aggressive, and very much believing in &amp;quot;might makes right&amp;quot;, they do not get along with anyone south of The Wall since they view them as &amp;quot;Kneeling weaklings&amp;quot;. Basically every Celtic/Scandinavian/barbarian stereotype combined.&lt;br /&gt;
*Mance Rayder, &#039;&#039;The King Beyond The Wall&#039;&#039;: A Wildling orphan who was taken in by the Night&#039;s Watch, he became their best Ranger before he deserted to join his people. He united the Wildlings and lead them south to escape the Others. Also a trained bard, but that was not enough to save him from death.&lt;br /&gt;
*Tormund Giantsbane: Claims to have a ten-inch penis, and invites his enemies to use their mouths if they want to clean it. Cool as fuck old guy who [[Furry|fucks mother-bears]] in his free time. Tough as nails motherfucker who preaches the merits of using one&#039;s cock for everything. He teams up with Jon Snow for the fight against the White Walkers, then fucks off back to the north once the Night King is dead, making him one of the most sensible people on the show. He and Jon go off to be bros at the end of the show.&lt;br /&gt;
*Ygritte: Wildling woman who Jon Snow ends up falling for and who returns his affections. Has red hair which is considered lucky among the Wildlings. This being &#039;&#039;A Song of Ice and Fire&#039;&#039;, she ends up dying because her worldview is not compatible with Jon&#039;s.&lt;br /&gt;
*Craster: A sick bastard, formerly a member of the Night&#039;s Watch. [[Grimdark|Has lots of daughters who he marries and fucks regularly, giving him more children. So his wives are his daughters, granddaughters and so on... Girls grow up to become more wives, boys get sacrificed to the Others]]. This keeps them at bay, and that sanctuary is why the Night Watch barely tolerate him. Fortunately, he&#039;s been killed off in the story.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;House Frey&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We Stand Together&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; House of weasels who are always grumpy and have a thing for overreacting to perceived slights. Wouldn&#039;t be that important except for the fact that they own the only bridge over a strategically important river, and regularly extort anyone attempting to cross it.&lt;br /&gt;
&lt;br /&gt;
*Walder Frey: The ancient, terrible, ornery old man in charge of the Twins. Hates everyone for &amp;quot;looking down on him&amp;quot;, and will readily betray an important ally for immediate gain, or if he feels he has been slighted in some minor way. His descendants are literally so numerous that no one except GRRM himself have been able to count them all, so we aren&#039;t even going to attempt it. Now dead in the show due to getting his throat slit by a vengeful Arya after she serves him two of his sons as meat pies. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Commoners, Knights, and Petty Lords&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Basically any character not associated with any of the Great Houses.&lt;br /&gt;
* Varys, &#039;&#039;The Spider&#039;&#039;: The eunuch spymaster of Westeros. You can&#039;t take a shit in the Seven Kingdoms without Varys finding out where, when, and how watery or dry it was. He does this through paid informants and his &amp;quot;little birds&amp;quot;, a spy network of children who sneak through the castle&#039;s passageways and air flues to eavesdrop on everyone. Stabs everyone in the back because he&#039;s actually trying to bring the Targaryens back in order to strengthen the realm. Dead in the show, having decided to try and put Jon on the throne instead of Daenerys; Jon says no, Tyrion sells him out when he realizes Jon absolutely means it, and Dany has Drogon barbecue him. &lt;br /&gt;
* Petyr Baelish, &#039;&#039;Littlefinger&#039;&#039;: The Master of Coin (the ASOIAF equivalent of a treasurer) and the closest person the Game of Thrones world has to a [[Daemon Prince]] of [[Tzeentch]], up to even declaring &amp;quot;[[Chaos]] is a Ladder&amp;quot;. A dangerous manipulator who manages to trick and steal his way to positions of lordship and wealth because no one takes him seriously, and stabs all the Lannisters in the back when they become inconvenient. As a child he wanted Catelyn Stark, and was tricked into thinking she wanted him when her sister Lysa fucked him while he was drunk. Challenged Catelyn&#039;s betrothed Brandon Stark, Ned&#039;s older brother who was murdered by Aerys, for her hand in marriage and got his ass kicked because he was a small skinny boy and Brandon Stark was a big strapping man, making that his start of darkness. The guy responsible, directly or indirectly, for the War of the Five Kings because he was the mastermind behind poisoning Jon Arryn, the capture and execution of Ned Stark, feeding several half-truths to Catelyn to motivate her to arrest Tyrion, and eventually Joffrey&#039;s death by having Dontos and Olenna Tyrell carry out the plan to kill Joffrey and letting Tyrion take the fall; but no one in the story knows this, not even Varys. People think he can pull gold out of thin air, but he&#039;s really been buying debt while letting Robert Baratheon&#039;s extravagances and Joffrey and Cersei&#039;s dipshittery pull the country into a serious debt of its own. So he&#039;s pledged himself to [[Chaos]] and destroying Westeros all because he couldn&#039;t have Catelyn as his girlfriend, though he changed his focus to her daughter Sansa now, making him a paedophile. Hasn&#039;t yet got his comeuppance in the books, but is curently dead in the show after he was outgambitted by Sansa and killed by Arya. According to GRRM he&#039;s based on the title character from the Great Gatsby.&lt;br /&gt;
*Gregor Clegane, &#039;&#039;The Mountain&#039;&#039;: A 7&#039; 8&amp;quot; 400 pound mass of [[Khorne|testosterone, muscles, steroid overdose and murderous RAGE]], Gregor is Tywin Lannister&#039;s top muscle. Killed his own father and sister and permanently scarred his brother. Hobbies include rape, arson, murder, and random torture; he&#039;s also been married a few times but not now with the implication he kept killing his wives. He played an important part in destroying the Targaryens by killing a couple of Rhaegar&#039;s kids in rather brutal fashion, then raping and murdering his wife. Spends a few novels doing Tywin&#039;s dirty work before a Trial by Champion leads to him dying after being poisoned by Oberyn Martell. Qyburn later resurrected him as... something... called &amp;quot;Ser Robert Strong&amp;quot;, and is now even stronger, less prone to psychotic rages, and is completely obedient. He&#039;s based on accounts of French knight Gilles de Rais and maybe also the scriptural giant Goliath.  Tortures Cersei&#039;s nun jailer to death in a brutal and unspecified fashion, kills Qyburn during the Siege of King&#039;s Landing and then nearly kills his little brother, only for Sandor to tackle him through a collapsing wall and into a gigantic inferno that claims both.&lt;br /&gt;
* Sandor Clegane, &#039;&#039;The Hound&#039;&#039;: Younger brother to Gregor Clegane, called the Hound because of his hound-face helm, his family&#039;s heraldry, and being the king&#039;s hired muscle without being a knight. He hates knights due to the hypocrisy of being a professional &amp;quot;noble warrior&amp;quot; but mostly since his monstrous brother is a knight, showing it&#039;s not so much of a noble promotion. Terrified of fire after Gregor put his head against a brazier for playing with one of Gregor&#039;s old toys when they were children, burning half his face, but he&#039;s still the second-strongest person in Westeros. A brutal anti-hero with a soft spot for Sansa, but a better person than his brother. After falling sick from Biter&#039;s nasty teeth, he ends up being a silent monk burying people in the Silent Isles. In the show he joins the Brotherhood without Banners and goes north to help fuck up the White Walkers. As of Season 8 he&#039;s survived the Battle of Winterfell and is riding south with Arya to put the boots to Gregor. Dies killing his now undead brother in a pretty epic fight amidst the crumbling ruins of the Red Keep.&lt;br /&gt;
*Grand Maester Pycelle: A shrewd, dangerous man putting on a &amp;quot;harmless old man act&amp;quot; and a high ranking scholar from the science/medical guild the Maesters. The longest serving member of the King&#039;s advisory staff, and is actually Tywin Lannister&#039;s biggest lackey. He convinced the Mad King to let Tywin in as Baratheon&#039;s armies were marching on the capital, where Tywin proceeded to sack the city and claim it for Robert. Gets his head bashed in by Varys in the books and murdered by Qyburn in the show.&lt;br /&gt;
* Qyburn: Formerly a maester, who was kicked out of the order for unethical experiments on the living (taking people and performing vivisections to be precise). Introduced as a part of a mercenary company serving Roose Bolton, which should be a red flag. He moves up in the world when he&#039;s sent to escort Brienne and Jaime back to King&#039;s Landing, and ends with Cersei employing him to replace Pycelle as &amp;quot;science advisor&amp;quot; and eventually Varys&#039;s Spymaster. Serves Cersei loyally as long as she lets him indulge his sick experiments, serving as a black magic variety of the court mage. He has resurrected Gregor Clegane as... something. [[Fabius Bile]] if he traded his robot limbs, eugenics and power armor for necromancy. He overestimated his hold on Gregor and got his head caved in for it as of the second-to-last episode of the show.&lt;br /&gt;
*Barristan Selmy, &#039;&#039;The Bold&#039;&#039;: Knight of the Kingsguard. Which Kingsguard? Take your pick. He&#039;s served pretty much every king since Aerys and understandably feels pretty bad about it. Another sad old man who pretty much just wants to die until he decides to go pledge his services to Daenerys. Even in his old age he is considered one of the most dangerous men in Westeros. [[Fail|Dead in the show]] (to be fair they gave him a huge last stand), but [[Awesome|alive]] and [[Roboute Guilliman|appointed himself Daenerys&#039; steward in her absence to try and fix Meereen&#039;s situation in the books]].&lt;br /&gt;
*Melisandre, &#039;&#039;The Red Witch&#039;&#039;: A priestess of R&#039;hllor, the god of fire. Proclaimed Stannis to be the messiah-king and is doing everything in her power to make sure he wins (considerable given that she can scry, make shadow baby assassins and set things on fire with her mind). She&#039;d be pretty bro-tier if her god wasn&#039;t so vicious. As it stands she&#039;s kind of in the gray (in the books, the show seems to zig-zag on her being evil &#039;cos the showrunners seem to hate religion). Most of the people she set on fire deserved it, and she hasn&#039;t &#039;&#039;succeeded&#039;&#039; in killing any babies yet. Show version now dead from suicide via rapid aging after ensuring the Living defeat the Dead.&lt;br /&gt;
*Jorah Mormont: A knight and son of Jeor Mormont, exiled for trying to sell poachers into slavery and eventually joining the exiles of House Targaryen. He is offered a pardon in exchange for spying on the Targaryens, but ultimately decides to stay with them after falling in love with Daenerys. Unfortunately, he gets friend-zoned hard. Despite saving her life from an assassin while she was pregnant, she still votes him off the Khalassar after learning he was a spy. He still loves her and follows her in secret, though. In the show he goes on a quest to prove himself to her and contracts the dangerous disease Greyscale (it&#039;s like the unholy lovechild of smallpox and leprosy), but he gets cured and is now back at her side. He dies protecting her at the Battle of Winterfell. &lt;br /&gt;
*Davos Seaworth, &#039;&#039;The Onion Knight&#039;&#039;: A former smuggler and bannerman to House Baratheon. During Roberts Rebellion he ran a blockade with a cargo of contraband onions to a castle Stannis Baratheon was besieged in. In exchange for for the food he had, Stannis knighted Davos, but Stannis&#039;s law-worshiping mindset compelled him to remove four digits from his left hand. Despite this, Davos has served Stannis with unquestioning loyalty, because Stannis knighting him gave his children a future. The fact that Stannis&#039;s war for the throne has ended up killing several of his sons hasn&#039;t dented his loyalty at all. Doesn&#039;t like Melisandre because he sees her as a user and her beliefs as brutal. He&#039;s a devout follower of the Faith of the Seven in the books and the first season of the show [[C.S Goto|but is clumsily retconned into an anti-religious atheist in later show seasons]]. In the show, he&#039;s now pledged to DA NORF and is basically Jon&#039;s Hand of the King, except he doesn&#039;t get a fancy pin. He survives the Battle of Winterfell and the Second Sack of King&#039;s Landing, and becomes Master of Ships in the final episode of the show.&lt;br /&gt;
*Shae: A former camp follower and Tyrion Lannister&#039;s squeeze for most of the story. Fled from an abusive family and became a camp follower to earn a living. Seems to fall in love with Tyrion, but it turns out she&#039;s a gold-digging bitch. When Tyrion doesn&#039;t marry Shae she sells him out to Cersei for a better offer, then fucks Tywin when she realizes Cersei won&#039;t keep her promise. Tyrion found her in his father&#039;s bed and strangled her to death with a necklace for betraying him.  The discovery of Shae&#039;s corpse in Tywin&#039;s bed - posthumously outing him as a whoremonger - upsets Cersei to the point she unpersons Shae. &lt;br /&gt;
*Bronn: A mercenary who acts as Tyrion&#039;s enforcer and personal killer until Cersei outbids him and he he settles down with a little wife and title. Routinely kills knights by exploiting how arrogant and stupid they are even after becoming one himself. Only in it for the money, which he&#039;ll happily tell you himself. The only character other than Littlefinger to end every book in a better position than he started it. In the show, he makes the very sensible decision to sit out the fighting and wait for his promised castle (Riverrun if Cersei wins, Highgarden if Daenerys wins). He gets Highgarden and is named Lord Paramount of the Reach and Master of Coin in the final episode.&lt;br /&gt;
* Brienne of Tarth, &#039;&#039;The Beauty&#039;&#039;: Surprisingly badass lady knight wannabe (since no women can be knighted), legendarily unattractive but still pretty idealistic despite the shit she gets for her looks. Fate frequently gives her the shit end of the stick, because no matter how hard she tries to finish her quests, she ends up failing or stuff happens that makes it impossible. Secretly crushes on Renly and unaware he&#039;s gay. After he dies, Brienne switches her loyalty to Catelyn and helps her bring Jaime to King&#039;s Landing as Tyrion promised Sansa&#039;s return in exchange for Jaime. She later developed a crush on Jaime. Things don&#039;t go well because Jaime lost his hand and the Red Wedding happened. Next, Jaime sends her out to find and keep Sansa safe to make good on Tyrion&#039;s promise, since he isn&#039;t the complete dick everyone thinks he is. Brienne ends up getting captured by Cat, now known as Lady Stoneheart and an insane undead, who was going to hang Brienne for working with Jaime. Brienne was spared at the last moment to capture/manipulate Jaime. In the show she&#039;s now sworn to House Stark and gets knighted by Jaime just before the Battle of Winterfell and then she and Jaime hook up afterward, only for him to take off and break her heart. She is now Lady Commander of the Kingsguard as of the final episode.&lt;br /&gt;
* Lyanna Mormont: A badass ten year old girl who inherits Bear Island after her mother and older sister die horribly in the Riverlands - at least if we are going by the show; in the book, her mother is still alive somewhere in the Neck and her older sister Alysanne is de-facto head of House Mormont. Her activities include pimp-slapping bitches, leading men twice as old as her, and being completely loyal to the Starks despite all their misfortunes. [[Awesome|&amp;quot;Bear Island knows no king but the King in the North, whose name is STARK.&amp;quot;]] She dies killing an undead giant at the Battle of Winterfell, which is pretty badass.&lt;br /&gt;
* Wyman Manderly, &#039;&#039;Lord Too-Fat-To-Sit-A-Horse&#039;&#039;: The Lord of White Harbour and one of the few Northerners who worship the Seven. Fervently loyal to House Stark, he pays lip-service to the Iron Throne long enough for his eldest son to return home, all to mask a plan to restore the Starks to power, mostly by destabilising the Frey-Bolton alliance, building a navy, marshalling the forces of the lands east of the White Knife river, &amp;quot;losing&amp;quot; Freys in the wilderness and sending Lord Davos Seaworth to rescue Rickon Stark from Skagos. His favourite food is lamprey, although he has also developed a taste for Frey Pie. Also a remarkably graceful dancer, and can survive taking a knife to the throat.&lt;br /&gt;
** Wylla Manderly: Granddaughter to the above. Another badass little girl, her activities include openly declaring undying loyalty to House Stark and dying her hair green. She and Lyanna Mormont would probably be best friends if they met. [[Awesome|&amp;quot;The city is built upon the land [the Starks] gave us. In return, we swore that we should always be their men. Stark men!&amp;quot;]]&lt;br /&gt;
* Jon Umber, &#039;&#039;The Greatjon&#039;&#039;: At first he seems to be your stereotypical, boisterous Northern Lord. However, he becomes one of Robb&#039;s most loyal supporters, being first to declare him as &#039;King in the North&#039; after Ned&#039;s execution. Had his moment of awesome [[Awesome|when he killed and wounded four Freys at the Red Wedding, all the while being drunk and needing eight additional men to take him down.]]&lt;br /&gt;
* Beric Dondarrion, &#039;&#039;The Lightning Lord&#039;&#039;: Minor lord who agreed to head an expedition to take out Gregor Clegane. This being Game of Thrones, however, his party is ambushed by the Mountain and is beaten rather badly, and he loses his life in the process. Thanks to his drunken Red Priest friend, however, he manages to come back not once, but eight times, and each time he comes back, he becomes more powerful, though at the cost of his memory. He now heads an outlaw faction of grimdark Robin Hood types called &amp;quot;The Brotherhood Without Banners&amp;quot;, who are dedicated to punishing those who abuse and mistreat the smallfolk. Ironically, he&#039;s one of the few book characters to have died (permanently) in the books but remain alive in the show, except now he&#039;s dead for real as of the Battle of Winterfell.&lt;br /&gt;
* Thoros of Myr: Aforementioned drunken priest who is dedicated to R&#039;hllor, though at first he doesn&#039;t really give a rat&#039;s ass about the Red God, as he prefers to party it up with wine and women, but after he &#039;accidentally&#039; resurrects Beric, he becomes quite serious about his religion and vows to curb his excesses in drinking. Dies on a mission beyond the Wall to capture a wight (show-version).&lt;br /&gt;
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&#039;&#039;&#039;The Free Cities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Nine city states to the West of Westeros, for the most part the old colonies of the Valaryian Freehold. Mostly they are ruled by Merchant Princes. They look down on the Westerosi for being a bunch of up jumped backwards war-mongering morons who are only a few silverware sets and maesters away from absolute barbarism. In turn the Westerosi look down on the Free Cities as being money-grubbing effete cowards ruled by cheesemongers who use bribery, tall walls and dirty tricks to get ahead in the world.&lt;br /&gt;
&lt;br /&gt;
* Illyrio Mopatis: A rich fat bastard and a Magister of Pentos. Old buddies with Varys and a bigtime schemer.&lt;br /&gt;
* [[Officio Assassinorum|The Faceless Men]]: A cult of shape-shifting assassins who worship The Many Faced God of death based in the free city of Braavos that give up personal identity. They claim descent from escaped Valyrian slaves whom considered death to be a better fate than perpetual slavery. Their mission hence became being servants of the Many Faced God of Death. You can hire them to off your rivals, but they request a steep and equivalent price. Their motto is &amp;quot;Valar Morghulis&amp;quot;: All Men Must Die.&lt;br /&gt;
* Xaro Xhoan Daxos: One of the thirteen leaders of the city of Qarth. A flamboyant, languid, bald rich man who looks after Daenerys while she stays in Qarth and gives her many gifts. He wants her dragons as much as anyone else and even tries to marry her despite his homosexual tendencies. He stops wanting the dragons later in the book series after seeing [[RIP AND TEAR|their work in Astapor]], and no longer wants her around as her anti-slavery stance is hampering his wealth, so he offers Daenerys ships to leave the area and declares war on her when she refuses. In the show he&#039;s heterosexual, helps steal her dragons, fucks one of her handmaidens and gets locked in a vault for conspiring to have her killed. He&#039;s also black and fat in the show when he&#039;s white and lanky in the books, being Qartheen and all.&lt;br /&gt;
* Syrio Forel: The former First Sword of Braavos (aka the ruler&#039;s personal bodyguard) and later Arya&#039;s mentor in King&#039;s Landing. He teaches her the way of Braavosi fencing, called &amp;quot;Water Dancing&amp;quot;, and sacrifices himself to save her from Lannister thugs, taking down at least six of them with a wooden sword. May have inadvertently set her on the path of becoming a badass assassin by telling her of his belief in the God of Death.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;The Dothraki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Horse people who live in a country of endless grass plains referred to by others as the Dothraki sea. They only have one city, called Vaes Dothrak, which is less of a city and more of a place they all meet when important things have to be discussed. Have traits borrowed from several cultures, including Mongols and Native Americans, all filtered through European misconceptions of those cultures of course, such as the Dothraki&#039;s antipathy for heavy armor, despite the fact that the Mongols were very heavily armored and also excelled as infantry, see the Battle of Leignitz. They fear the ocean because of its size and the fact that horses won&#039;t drink from it, calling it the &amp;quot;poison water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Khal Drogo: An expy of &amp;lt;s&amp;gt;Genghis Khan&amp;lt;/s&amp;gt; Yesukhei Baatyr (his son would have been the equivalent to Chinggis Khaan). Leads the largest Khalassar among the Dothraki. Despite being a barbarian warlord, Drogo is surprisingly intelligent and treats Daenerys well. After an assassin tries to kill her he promises to conquer Westeros for her and their unborn son, and immediately starts raiding towns for slaves and ships. At one town he gets cut in a leadership challenge and Daenerys gets a captive wise woman to heal him. However, the woman hates him because his tribe destroyed her hometown, raped/slaughtered or enslaved her friends and raped her three times so she curses him to become catatonic (along with killing his unborn son), leading a devastated Daenerys to perform an arguable mercy kill by smothering him with a pillow. After, she burns herself, her stillborn child and the wise woman on his funeral pyre, Daenerys survives and it brings her dragons to life. GRRM named Drogo after [[The Lord of the Rings|Frodo&#039;s father]]. &lt;br /&gt;
* Daenerys&#039; handmaidens.&lt;br /&gt;
** Doreah: Daenerys&#039; handmaiden and a wedding gift from Illyrio. A woman from Lysene brought by her brother to teach her how to pleasure a man. In the book she dies of fever and starvation crossing a desert, in the TV show she betrays Daenerys for [[Salamanders|Xaro&#039;s BBC]] and gets locked in a vault to starve to death.&lt;br /&gt;
** Irri: Daenerys&#039; handmaiden who teaches Daenerys how to ride a horse. [[PROMOTIONS|Also pleasures Daenerys twice after catching her masturbating once]], yet this canonical girl-on-girl action was left out of the show. The character was even killed off there when she survived in the books, but in this case, it was because her actress&#039; visa had expired rather than [[C.S. Goto|author railroading]].&lt;br /&gt;
** Jhiqui: Daenerys&#039; handmaiden who teaches her the Dothraki language and squabbles with Irri over wanting one of Daenerys&#039; bodyguards when he becomes a badass. Also dies in the TV show while staying alive so far in the books.&lt;br /&gt;
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&#039;&#039;&#039;Slavers Bay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A civilization of [[Stupid Evil]] slavers. The remains of a previous civilization that was once the big powerful empire thanks to having phalanxes of obedient, pain-resistant soldiers which Valyria conquered a long while ago because phalanxes don&#039;t do too well against motherfucking dragons. They are ruled by wealthy slavemongers who buy slaves, train them up to do specific things and generally are a bunch of stuck up, decadent, puppy-eating (literally) assholes. Basically a civilization so repugnant even most hippies will be cheering when Dany decides to conquer them.&lt;br /&gt;
&lt;br /&gt;
* The Unsullied: Eunuch phalanx fighting slave soldiers trained the Spartan way to produce totally obedient infantry that never break ranks. They also don&#039;t feel pain due to drinking a special drink daily, and each one has to take a new name from the name box each day so they can&#039;t develop a sense of identity. At least until Dany &amp;quot;bought&amp;quot; the lot of them, had them sack the city which trained them and freed them.&lt;br /&gt;
* Grey Worm: The Unsullied Commander and a no-nonsense badass. When given a chance to take a new name he keeps his slave name because it&#039;s the name he had when freed so he considers it lucky. He is completely loyal to Daenerys, considering her his savior, and in the show he falls in love with fellow freed-woman, Missandei. This being ASOIAF, however, he can only watch helplessly as his lover is beheaded in front of him by the Mountain. This drives him into a rage, and he eagerly takes part in the sacking of King&#039;s Landing in revenge for her death. After the war is over and both Daenerys and Cersei are dead, he takes the Unsullied forces to Naath, in order to fulfill his promise to Missandei that he&#039;d protect her homeland.&lt;br /&gt;
* Strong Belwas: A fat but skilled eunuch gladiator. Loves liver and onions and referring to himself in the third person. Traveling companion/guide of Ser Barristan. Has an awesome scene where he beats the champion of Meereen then mocks the Meereenese by taking a shit in their direction and wiping his ass on their dead champion&#039;s cloak. Also saves Daenerys from eating poisoned sweets. [[FAIL|Left out of the show]].&lt;br /&gt;
* Daario Naharis: A Tyroshi mercenary captain who dyes his hair blue. Betrays his fellow commanders for Daenerys because he loves her as a queen. Fortunately for him, Daenerys loves him back and they pursue a romance for a time, though she doesn&#039;t marry him as she&#039;s still otherwise smart enough to know she has to save herself for a political marriage. Goes to Yunkai as a hostage in the war on Meereen. Also potentially a shapeshifter, if the show is to be believed.&lt;br /&gt;
*Missandei: A young slave woman with a remarkable talent for linguistics and one of the more empathetic people in this dark world, Missandei is freed by Daenerys during her campaign to liberate Slaver&#039;s Bay, eventually becoming one of her closest confidants and advisers. She falls in love with the Unsullied eunuch Grey Worm, but later is captured by Cersei and beheaded by the Mountain in front of all her friends, but not before telling her friends to burn the Lannisters to ashes.&lt;br /&gt;
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&#039;&#039;&#039;The Others&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A mysterious race from beyond the Wall, known to [[newfag|HBO fans]] as &amp;quot;the White Walkers&amp;quot;. Can be described as ice demons/snow elves with necromancy. Eight thousand years ago, they invaded Westeros during a decades-long winter known as &amp;quot;the Long Night&amp;quot;. With an army of undead warriors, they proceeded to fuck Westeros up every which way to [[Sunday]] before the locals finally drove them out, established the Night&#039;s Watch, and built the Wall to keep them out. Like all fantasy aspects of ASOIAF, they are very cliched. In the TV series, it&#039;s revealed that they were created from human captives by &amp;quot;The Children&amp;quot;, the pseudo-[[Elf]] fair folk race that lived in Westeros before humanity arrived, as an attempt to create a super-weapon. The idea was, since humanity bred faster than the Children could keep up with, they would create icy [[lich]]-creatures that could create [[undead]] soldiers, and these would then wipe out all human life. Instead, it went disastrously wrong because it turned out that the Children actually couldn&#039;t control what they&#039;d created, so the Others [[Ork|just want to exterminate &#039;&#039;&#039;all&#039;&#039;&#039; life.]]&lt;br /&gt;
* Night&#039;s King: A long time ago, when the Night&#039;s Watch was just barely getting set up, its Lord Commander, the thirteenth in line, decided to climb over the Wall and explore some. While in the woods to the north of the Wall, he found a beautiful [[Monstergirls|Other female]]. He fell in love with her, had [[/d/|sex with her on top of the Wall]], which somehow changed him into an albino version of [[Star Wars|Darth Maul]], and set himself up as King of the Wall, making everyone in the Watch his slaves and sacrificial fodder. Naturally, this didn&#039;t sit too well with the Starks and the Wildlings, and so they banded together to free the Watch and kick his ass, which they managed to do successfully. Now everyone thinks him as dead or a myth. In the HBO version of the story, this whole backstory is basically dropped; he was the very first White Walker ever created by the Children, and he decided to get back at them by wiping out all life. Also, whilst he was apparently beaten in the ancient past and sealed away behind the Wall, he&#039;s still &amp;quot;alive&amp;quot; and well, [[Daemonculaba|turning infant human boys into new White Walkers]]. Also, he can apparently raise up entire legions of undead, just by raising his arms and looking completely smug about it; unlike regular Others, who can just raise up maybe a village at most. Given that he&#039;s the resident [[BBEG|Dark Lord]] of the series, it makes sense that he can take down a dragon with seemingly little effort (a simple throw of his spear), and resurrect it to be his personal steed a la Arthas. Used it to blow a hole in the Wall and begin [[The End Times]] for Westeros. Now dead thanks to Arya&#039;s magic ninja haxx letting her kill the BBEG and his entire race and army of zombies in one blow.&lt;br /&gt;
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&#039;&#039;&#039;Gods and their followers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; The world of ASOIAF has various religions and faiths abound, just like in real life.  Similarly, they range between fucking awesome to utterly useless.&lt;br /&gt;
&lt;br /&gt;
*[[Ecclesiarchy|The Faith of the Seven]]: The Catholic Church stand-in, which gets both sympathetic (books only) and unsympathetic (books and show) characters associated with it. Holds an anti-slavery stance.  The god/s are considered seven aspects of one deity with three male aspects (The Smith, the Father, the Warrior), three female aspects (The Maiden, the Mother, the Crone) and an asexual one representing Death. The places of worship are called Septs, and their system includes Septons, nun-equivalents called Septas and a Pope equivalent called a High Septon.  The High Septons all give up their names when they become one to confuse future historians.&lt;br /&gt;
** High Septon 1: A fat, greedy man who used the position for personal gain. He ended up being [[Grimdark|torn apart in a riot]], because the people resented that he had enough food to stay fat while they were starving.&lt;br /&gt;
** High Septon 2: Successor of High Septon 1. Chosen by Tyrion so the Faith would be loyal to the Lannisters. Only &#039;&#039;slightly&#039;&#039; corrupt, being a pro-Lannister yes-man. Murdered on Cersei&#039;s order in the book, while in the show he&#039;s retconned into a whoremonger who gets deposed by the Sparrows (see below). &lt;br /&gt;
** High Septon 3/The High Sparrow: Successor of High Septon 2. After the second High Septon died, the smallfolk burst into the meeting to pick a successor and ordered their chosen candidate to be put in charge when his original successor was caught whoremongering. He&#039;d been a wandering preacher beforehand, and his feet were dark and gnarled from lots of walking. When he reaches the position he starts [[gets shit done|getting things done]]. Since he was appointed by a smallfolk religious movement called Sparrows, he&#039;s given the moniker &amp;quot;The High Sparrow&amp;quot;. The nobility underestimate him, either due to having other matters or disregard for religious people, but he turns out to be smart, well-meaning and somewhat ruthless. Under the High Sparrow, he and the other clergymen sell their fancy clothes and decorations [[Noblebright|replacing them with simple wool tunics, using the money to buy food and clothes for the poor in King&#039;s Landing]]. He also has their Knights-Templar-equivalent reformed to [[Inquisition|protect the faithful and help them root out]] [[heresy]] and sin. He also outwits Cersei and has her arrested and tried for all her evil deeds. While Cersei&#039;s scheming does lead to Margaery&#039;s arrest, Cersei confesses to some crimes while concealing others, leading to Cersei taking a nude walk of penance in front of the entire city. After this he somewhat reined in the nobles&#039; politicking to actually look after the commoners and the Faith, though this does make some enemies.  In the show he and the Sparrows are [[C.S Goto|retconned]] from assorted smallfolk and clergymen tired of the nobles&#039; lawlessness and power plays into one-dimensional stereotypes and thinly-veiled jabs at the Catholic Church  [[Imperial Truth|in a shoe-horned anti-religion message]].  While they do arrest Cersei and Margaery like in the books, during the trial most of the Faith, including the High Sparrow himself, get blown to kingdom come when Cersei has her agents ignite a massive amount of magical napalm underneath the Great Sept. &lt;br /&gt;
* [[Old Ones|Old Gods]]: Native American/Japanese Kame/Druid/nature spirits that reside in places called Godswoods. Their powers are limited to the North, where the last remaining Godswoods remain, but they can grant gifted individuals awesome psychic powers like Warging (mind-controlling animals) and Greensight (Time Travel). For some reason, Martin claims they&#039;re based off the Norse Gods. Probably has to do with the way the Vikings made sacrifices to their gods, by hanging them in Ash trees, a symbol for the World Tree Yggdrasil. The Weirwood trees are sacred to the followers of the Old Gods in a similar way. Mostly worship of them is quiet and informal.&lt;br /&gt;
* R&#039;hllor: The God of Fire and Light, and like the Old Gods, actually shows evidence for existing. [[/tg/ gets shit done|He gets shit done]] such as fire magic and Resurrection. Has a nasty habit for burning heretics, though. GRRM said this faith is roughly based (read: poorly modeled after) upon Zoroastrianism and Gnosticism. His nemesis is The Great Other: the god of cold and darkness, the leader of the Others, and prophesied to be defeated by the chosen one, or messianic figure: [[Star Child|Azor Ahai/The Prince That Was Promised]], a figure who is the prophesied warrior that will fight with the Great Other/Night&#039;s King during the Apocalypse. Interestingly enough, the prophecy may not refer to a single person, but three (Jon, Tyrion/Bran, and Daenerys). Supposedly, one of these three will also receive an [[Emperor&#039;s Sword|awesome flaming sword called &amp;quot;Lightbringer&amp;quot;]].&lt;br /&gt;
* Him of Many Faces: The god of the Dead of the religion whose followers are the [[Officio Assassinorum|Faceless Men]]. According to his cult of assassins, whom Arya joins, every other god is him in a different form and he requires his assassins to utterly forget their past identities in service to him. Has a heyday during the Battle of King&#039;s Landing and the Red Wedding. His followers are granted shapeshifting abilities and powers to be the ultimate assassins.&lt;br /&gt;
* Drowned God: Cthulhu combined with Odin. Runs an underwater Valhalla were all Ironborn go whey they either if they drowned at sea, the men die a manly death or the women die in childbirth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The appeal of A Song of Ice And Fire==&lt;br /&gt;
Exactly what catches the eyes of [[Skub|a given fan/critic/lout who complains about how bad it is anytime the show is mentioned within earshot]] to ASOIAF and its TV adaptation varies from individual to individual. Still, there&#039;s a couple of major draws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Worldbuilding:&#039;&#039;&#039; The main reason why this series gets compared to [[The Lord of the Rings]], ASOIAF is literally &#039;&#039;drowning&#039;&#039; under the weight of its worldbuilding, being crammed as full of facts about fictitious regions, histories, cultures, dynasties and races as GRRM can fit it. Your mileage will vary on how &#039;&#039;good&#039;&#039; that info is, but there&#039;s plenty of info in it.&lt;br /&gt;
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&#039;&#039;&#039;Mainstream [[Dark Fantasy]]:&#039;&#039;&#039; Dark Fantasy is not exactly a mainstream niche. ASOIAF stands out by deliberately trying to market itself to the mainstream, despite embracing an abundance of dark fantasy tropes; gratuitous violence, sexuality and sexual violence, moral ambiguity, political intrigue, and a willingness to suddenly kill off any character, even the most likable or heroic of them.&lt;br /&gt;
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&#039;&#039;&#039;[[Low Fantasy]]:&#039;&#039;&#039; On the surface, ASOIAF is an old-school Low Fantasy setting, being a medieval-tech world with the story openly focused on the mundane lives of people struggling for political power.&lt;br /&gt;
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&#039;&#039;&#039;[[High Fantasy]]:&#039;&#039;&#039; But if you scratch the surface, ASOIAF is also a High Fantasy setting, which is always the more marketable of the two, with the big backstory about how the world is facing impending doom from an army of wintery [[fey]] and their [[undead]] minions.  There are also non-evil higher powers working against them, but they get swept under the rug in the show.  Also, [[dragon]]s. As the more marketable genre, it&#039;s also inevitably the more skubby one, for whatever that&#039;s worth.&lt;br /&gt;
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&#039;&#039;&#039;Gratuitous Sexuality:&#039;&#039;&#039; More a thing for the TV show than the book; the frequent scenes of nudity and sex in the early seasons were a &#039;&#039;big&#039;&#039; selling point for many people (the casting of actual porn stars for some of these scenes also helped).&lt;br /&gt;
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==Oh Yeah, About The TV Show==&lt;br /&gt;
[[image:KnightsWhoSayFuck.jpg|150px|thumb|left|Yeah, pretty much.]]&lt;br /&gt;
After the first three books became hits, many Hollywood producers and directors had came to the sadistic neckbeard, asking him about making a movie adaptation. At first, he was reluctant, at best, due to the fact that a whole lot of his content would&#039;ve been cut out to be fit into a movie trilogy (see the Lord of the Rings live action films). Then, a couple of dudes, David Benioff and D.B/Daniel Brett Weiss (AKA D&amp;amp;D, or more accurately as of the final season, Dumb &amp;amp; Dumber), decided to contact him, and asked him at a local restaurant about turning ASOIAF into a Television show produced by HBO, the top-rated soft-core porno channel. The story goes that George, before giving them his consent, ask them a very specific question (Who is Jon Snow&#039;s mother?). Satisfied with the response they gave, he gave them permission to start work on the show, which would be titled after the first book, &#039;&#039;Game of Thrones&#039;&#039;. They would later go on to prove that this is not a good way of choosing who should adapt your work.&lt;br /&gt;
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The television show casts several well known performers, such as Sean Bean as Eddard, Peter Dinklage as Tyrion, Lena Headey as Cersei, and Charles Dance as Tywin. They have also cast some comparatively less well-known actors and even ones new to cinema, such as Sophie Turner (Sansa), Maisie Williams (Arya), Kit Harington (Jon), Iwan Rheon (Ramsay), Alfie Allen (Theon), and Richard Madden (Robb).&lt;br /&gt;
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&#039;&#039;&#039;TL;DR&#039;&#039;&#039;&lt;br /&gt;
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[[GM|Producers Dumb&amp;amp;Dumber-style change characters and railroad the plot at a whim,]] [[/d/M|the tits and ultraviolence spigot is opened even wider than the books,]] and most scenes are made for the actors to show off their skills at making their signature angry/murder/brooding/etc. faces.&lt;br /&gt;
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Thus, book snobs seem to think that every episode post-season 3 is nothing more than Emmy-bait. Regardless of the fact Kit Harington still [[Fail|doesn&#039;t have an Emmy]], there&#039;s a valid contention in that regard, with the amount of liberties taken overshadowing the initial appeal.&lt;br /&gt;
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The final season was eventually revealed to be such a train wreck because Dumb &amp;amp; Dumber did not want to work on the series anymore and had let the success with the earlier seasons go to their heads so they shut out any dissenting voices (including even George&#039;s eventually).  In their arrogance, instead of handing the reins to someone else, they decided to plan out their own ending and use it as an audition to Disney so they could write for Star Wars.  By then, they&#039;d run out of books to adapt, there was no superior writing for them to leech off of and there was no one to gainsay them in their echo chamber/writer&#039;s room.  The result was absolutely shit writing that caused a glorious breakage in the [[skub]] dam that left [[Butthurt|many a fan&#039;s anus weeping]] (provided they weren&#039;t early seasons fans, book series fans, or any of the other assorted onlookers [[Lulz|taking part in the mightiest of keks]]) and, if anything, proved &amp;lt;s&amp;gt;George&#039;s &amp;lt;/s&amp;gt; Ramsay&#039;s quote at the beginning of the article true.  Goddamn Dumb &amp;amp; Dumber, could you talentless faggots do any worse if you tried? Luckily, comeuppance came after them and Disney, having some sense, told them to fuck off with their Star Wars ideas after the backlash towards the final season.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What about the final season?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Long story short, the Army of the Dead is destroyed in an epic battle, where the ancient and super-powerful BBEG gets killed by some slight-of-hand.  Meanwhile Daenerys has spent the last two seasons being stripped of her plot armor; she&#039;s lost most of her supporters - including one of her dragons - and has been forced to confront the fact that nobody in Westeros wants her around. Especially not the Northerners, where Sansa is basically playing the &amp;quot;Northern Independence Now!&amp;quot; movement to try and get her own bum in a throne after seven seasons of being a plaything for people with actual power. The kicker is she&#039;s fallen in love with Jon Snow, but he learns he&#039;s actually her nephew - and the fruit of a legitimate marriage between her elder brother Rhaegar Targaryean and Lyanna Stark that was handled in secret. This discovery not only caused him to back away from her (because he&#039;s got Northerner values, so fucking his aunt squicks him out... not that it stopped him from doing it at least once), but also makes him a threat to her political standing, which is something Varys makes plans to exploit.  When Tyrion found out Jon wouldn&#039;t back down, he told Danerys about it, for which she had Drogon burn Varys to ash.  When she forces the survivors of the final battle to march on King&#039;s Landing, another of her dragons ends up dead and her only remaining friend captured and executed by Cersei. So she attacks King&#039;s Landing... and then, when her followers maneuver around her to get the city to surrender rather than die to the last, she snaps and burns most of the city to ashes. She then decides to continue ramming her head against the proverbial wall and embraces her personal narrative of herself as a divinely chosen hero-queen meant to &amp;quot;free&amp;quot; the world by conquering everybody, having lost interesting in just ruling Westeros around the same time she lost her fucking mind. Such is her insanity that Jon Snow ends up sticking a dagger in her heart rather than let her kill Sansa and Arya, who he knows will resist her. &lt;br /&gt;
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Jon proceeds to somehow not get killed by her last surviving dragon who pretty much knows Jon killed his momma because plot reasons, and it destroys the Iron Throne ([[What|by accident, according to the showrunners]]) while chucking a tantrum over Dany&#039;s death before grabbing her body and flying off to parts unknown. This leaves everybody stuck trying to figure out what to do, [[The Empire (Warhammer Fantasy)|but ultimately they decide to replace a dynastic monarchy with an elective one]], and make Bran the new king because, hey, he&#039;s the 3-Eyed Raven and has the seer powers to see all of space and time, so he&#039;s the least worst option they have (he&#039;s also trying to find and take control of the aforementioned dragon). The North secedes from the Seven Kingdoms, but nobody gives a damn, and Jon Snow is formally banished to the Wall - where instead he wanders off into the wilderness with the surviving Wildlings, with the land showing signs of exiting its endless winter.  [[The Lord of the Rings|Arya runs off to sail to the West,]] and Sansa is crowned Queen in the North.&lt;br /&gt;
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==GRRM and [[Your Dudes]]==&lt;br /&gt;
Want to make your own ASoIF setting for a role playing game? Well, readers have enough room to fantasize about their own minor noble House (or kingdom during the Age of the Hundred Kingdoms).&lt;br /&gt;
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A good example of what you could do is the House from the old [[/v/|&amp;quot;Telltale Game of Thrones&amp;quot;]], House Forrester. Their relationship to the canon is as follows:&lt;br /&gt;
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House Forrester (lords of some place in the Wolfswood) &#039;&#039;&#039;-&amp;gt; is sworn to -&amp;gt;&#039;&#039;&#039; House Glover (overall lords of the entire Wolfswood) &#039;&#039;&#039;-&amp;gt; is sworn to -&amp;gt;&#039;&#039;&#039; House Stark (rulers of the North).&lt;br /&gt;
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There&#039;s also an actual tie-in tabletop RPG now, which uses its own system and looks kind of like [[Warhammer Fantasy Roleplay]] with a heavy helping of resource-management strategy feel. &lt;br /&gt;
Players are assuming the role of a minor House to guide to glory, or, more accurately given the setting we&#039;re in, NOT to ruin utterly in a season or two, which would still be more than many A-list players mustered in canon. Each PC has a specific position within said House, and only the role of official Head is mandatory; the rest could be wife/children/brothers and sisters/all other kinds of siblings, bastards (with rules for obtaining the legitimate recognition), maesters, sworn/subservient knights, or most of anybody else. This naturally opens up near-infinite possibilities for families screwed up seven ways to high heavens, which would make Lannister&#039;s brand of infighting-slash-inbreeding look as sane as the High Septon.&lt;br /&gt;
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The setting is also ill-suited for &amp;quot;adventures in Westeros&amp;quot; style of gaming for two reasons: &lt;br /&gt;
#In the grim darkness of low fantasy, a roaming nobody with no banner to talk about, no House allegiance, no nothing isn&#039;t generally treated to a Tavern With Quest Givers, but rather more to a Tavern Where You Are Shanked For Your Sword And Boots And Dumped At The Nearest Forest. Heck, even the big wheelers and dealers are routinely seen invited to the latter when they are slow to properly introduce themselves.&lt;br /&gt;
#Working on your initially-puny House will quite realistically involve thy neighbors first and foremost, then liege lords from the higher House yours is sworn to, and on occasion shopping around for an advantageous marriage - there simply ain&#039;t gonna be that much spare time to &amp;quot;travel to see places&amp;quot;. Both of these are also why tourism wasn&#039;t a very popular pastime in medieval Europe and why those who were &amp;quot;living on the road&amp;quot; usually enjoyed the lowest social standing.&lt;br /&gt;
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A note to aspiring Lords: do NOT, under any circumstances, allow your &amp;quot;combat-optimized&amp;quot; siblings an unsupervised minute in a social setting. Game&#039;s &amp;quot;social combat&amp;quot; system is a thing more brutal than the physical one, and it takes a socially-optimized character all of a few minutes to mindfuck one who is not (read: everyone but dedicated diplomats and Heads of the Houses, and not every one of the latter, to boot, as illustrated by several amazing boneheads in canon) into believing pretty much anything short of Grumpkins and Snarks. Stupid NPCs or a stupid GM will make said mindfuck obvious, allowing you to &amp;quot;mindfuck &#039;em back&amp;quot; without abuse of OOC info; cunning ones will not.&lt;br /&gt;
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On a side-note; GRRM is said to take a dim view of fanfiction, saying it kills creative ability. This is kind of a double-edged statement, since a lot of George&#039;s characters here are either rehashes of his characters from previous works, references to other fictional characters (like Littlefinger and Samwell being based on Jay Gatsby and [[The Lord of the Rings|Samwise Gamgee]]), walking tropes (such as Ned Stark and Robb Stark being the &amp;quot;[[TVTropes|Honor Before ]] [[Lawful Stupid|Reason]]&amp;quot; characters) or historical references (such House Lannister ripping off House Lancaster and House Tyrell being totally-not-House-Tudor - to the point that Margaery Tyrell is played by Natalie Dormer from &amp;quot;The Tudors&amp;quot; TV show).  While this makes everything he wrote just another...fanfiction, and his disapproval hypocritical. Still, given the &amp;quot;creative&amp;quot; output of the average neckbeard, he does have a point. Ironically he sold the rights to make a TV series of the books to HBO, who then went on to make a glorified fanfic.&lt;br /&gt;
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==Games==&lt;br /&gt;
[[image:AGot-2nd-ed-cardfan.png|thumb|250px]]&lt;br /&gt;
Like any fantasy author who finds themselves unexpectedly in the warm embrace of commercial success Martin quickly licensed the shit out of his setting, spawning everything from resin miniatures to replica great swords. While most of this is worthless junk to foist on [[Neckbeard|obsessive fanboys]] /tg/ has agreed that a few of the games are made of win. The first two are a collectable [[CCG|card game]] put out in 2002 by [[Fantasy Flight Games]] and a [[risk]]-esque board game that followed shortly after in 2003. One of [[White Wolf]]&#039;s subsidiaries also put out a d20 RPG in 2005 but it quickly tanked because, come on, White Wolf. Martin since wrested the rights back and developed a new version with Green Ronin games.&lt;br /&gt;
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Now lets have some serious talks about the game of thrones games, because they have become some sort of endless source of amusement and frustration for the gaming fanbase. Game of thrones is roughly speaking the second franchise with the most licensed board games, after star wars, and some of them have adquired quite a legendary status and a fanbase that goes beyond the book or series fans.&lt;br /&gt;
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The great juggernaut for all the ASOIAF based games is Fantasy Flight Games &lt;br /&gt;
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First and foremost we have the game of thrones board game, a game that after two editions stillranks high in the BGG top 100 board games, and has recently had an expansion. The game of thrones board game has becomesomesort of meme for the modern board gamersand it could be consider the equivalent of a more advanced risk, in which dice and blank character got replacedby a very flavourful and brutalcombat system and a lot of thematical mechanics fueling the engine. Overall this game has been associated with concepts such as, requiring maximun player count to really be entertaining, having an amazing ammount of lenght and depth and being a very faithful representation of the political feeling the series inspire. Almost any boardgamer or wargamer worth his salt has played this game and enjoyed its highs,its lows and the amazing ammount of frustrations it brings. This is probably the most well known of all the ASOIAF games and it was released way before game of thrones was a cultural phenomenom back in 2003.&lt;br /&gt;
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Another game that bears mention, both for it&#039;s excellent mechanics and its historical significance is the game of thrones card game.It is one of the most balanced card game experiences you can get,also full of flavour and with quite a great ammount of balance and non linear thinking. Best part is, unlike other card games,the game has a &amp;quot;living card game&amp;quot; release format,in which players know exactly what each booster pack brings and can buy cards in a more responsible manner rather than playing bingo and hoping to get a rare cards. Also the sole core set already provides more replayability than some fully fledged board games.&lt;br /&gt;
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Finally the last game to mention in the FFG venerable trilogy of games is &amp;quot;Battles of Westeros&amp;quot;, arguably the most ambitious and least succesful of the three. Battles of westeros was a fully fledged wargame that used the Memoir 44/battlelore rules as a base, but then evolved into its own by introducing mechanics such as commanders, tactic cards and very creative scenario rules. Miniatures were made in 15 mm and for their time and scale they were quite detailed, some commanders are real standouts(I´m looking at you Robb Stark(with his wolf jumping at his side) and Rickard Karstark). Thanks to it&#039;s scale, the game was able to provide players with a great ammount of options and units at a fraction of the price of other boardgames. With a core set that was already stacked with units and variety and then faction specific expansions that added several more units and commanders. The game also came with scenario books that provided narrative play with quite creative rule variants, such as storming palisades, having decoys in escort missions and bombarding enemies with catapults. One scenario even tried to bring to life the battle of the blackwater(the hibrid invation of kings landing by stannis the manis). The game was incredible and quite a creative wargame,its main issue was that the setup time was just terrible. Incredibly complex and tiresome when compared to the actual gameplay time.&lt;br /&gt;
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And then the miniature producing kickstarter juggernaut CMON decided to produce its own wargame, with AMAZING miniatures.&lt;br /&gt;
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As this is CMON the game began with a [[https://www.kickstarter.com/projects/cmon/a-song-of-ice-and-fire-tabletop-miniatures-game]kickstarter], and after that the game has had at least 2 dozen more releases with 3 more factions added.&lt;br /&gt;
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The game has some mechanics taken from rank and file games such as KOW combining them with mechanics taken out of &amp;quot;battles of westeros&amp;quot; particularly the tactics deck.&lt;br /&gt;
A new page is in the works [[ASOIAF Miniature Game]]&lt;br /&gt;
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==Books==&lt;br /&gt;
*&#039;&#039;A Game of Thrones&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Clash of Kings&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Storm of Swords&#039;&#039;: Split into 2&lt;br /&gt;
*&#039;&#039;A Feast for Crows&#039;&#039;: half the characters, the point where the series goes down the toilet&lt;br /&gt;
*&#039;&#039;A Dance with Dragons&#039;&#039;: split into 2 the first is about the other half of the characters, and manages to pick things up a bit&lt;br /&gt;
*&#039;&#039;The Winds of Winter&#039;&#039;: Most recent rumors say George could have it ready in late 2018. But will he &#039;&#039;really&#039;&#039;?&lt;br /&gt;
** Nope, though he has shared chapters of the book.   &lt;br /&gt;
** Official now set to release in summer 2020... but now that&#039;s come and gone and its still unreleased.&lt;br /&gt;
** It might happen by 2030 if we&#039;re really lucky&lt;br /&gt;
*&#039;&#039;A Dream of Spring&#039;&#039; : Unreleased and unlikely to ever be.&lt;br /&gt;
** GRRM will most likely die before writing this&lt;br /&gt;
*&#039;&#039;The Dunk and Egg Series&#039;&#039;: A story about a landless hedge knight traveling across Westeros with a Targaryen squire, so he can teach him how not to be an asshole to peasants.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[/tg/ Song of Ice and Fire Houses]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=3U7NpSubAJQ Weiner, weiner weiner]&lt;br /&gt;
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[[category: Literature]]&lt;/div&gt;</summary>
		<author><name>2A02:1205:5051:3690:F45C:AF38:16E0:17AC</name></author>
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