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ASOIAF Miniatures/Tactics/Night Watch
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==Tactics Deck== Night Watch have a unique feature with their vow ability. In many cases the vow ability have a better ability then the original. The Night Watch deck covers a wide range of features, most everything really. Most of your cards have some real easy conditions, get attacked, attack, take a morale test, kill something, something yours dies, so you'll rarely have your full hand for a turn. In use of your vows, put them on correctly, do keep in mind the long term benefit. Lastly as your vow are open information, keep a straight face, don't read you cards to obviously and don't telegraph you plan *'''Take the Black:''' After destroying an enemy restore 4 wounds to a single unit in short range and nick watever attachement it had (regardless of ususal Attachement restrictions), lets you keep your momentum by ehaling your units and getting more effects on them. *'''The Sword in the Darkness:''' Quick and dirty, deals out a panicked and vulnerable token if you're attacking someone who hasn't activated. Gives the unit +1 attack die when you attach it. Offensive, simple, lets you press the advantage while doing what you SHOULD be doing. *'''And Now his Watch has ended:''' Attach to unit A at the start of a turn, when you lose unit B you get to move a card it had attached to unit A and unit A makes an atatck, maneuver or march action, lets you recycle and get some value out of your expensive units getting geeked. *'''The Watcher on the Wall:''' The one for your rangers and builders, after one of your units gets attacked, someone else gets to pivot, shift and attach to get +1 mobility and charge rerolls, lets you reposition and get the mobility to take the best engagements. *'''The Fire that burns against the Cold:''' Re-roll a morale test and attach to suffer wounds to remove tokens that you get. your units are expensive and while regeneration is one of your strong suits you should still use this sparingly, mostly when you KNOW you need that token off to accomplish whatever immediate goal you need. *'''The Light that Brings the Dawn:''' Play before rolling attack dice, re-roll any misses, and attach to attack with your highest attack die value if the enemy has more ranks. Keeps you operating at peak efficiency and gives you a little offensive boost this one's prolly a no brainer 90% of the time. *'''The Shield of the Realms of Men:''' Defensive, re-roll defense dice after rolling, attach to auto-block 1 hit each time you get attacked, always good for your frontline units, sworn brothers and vets are probably the best targets since they are already tough and will take lots of heat so they'll make the most use, you rangers and builders aren't really well armored so even with an aouto-block they won't last that much longer.
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