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ASOIAF Miniature Game
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== Game Mechanics == ASOIAF is a rank and file system. However unlike Fantasy, you have alternating activations instead of I-Go-U-Go. that means that player 1 activates a single unit, then player 2 until every unit is activated once. A combat unit can do one action generally, which includes pivots, movements, and attacks. The standard movement for example, is pivot, straight movement and then pivot. A march would be double movement and then pivots. Attacks are based upon the number of ranks as well as the unit's accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your morale, taking 1 + 1d3 wounds if failed. As well as all these fairly basic rules, many units have special abilities. Compared to Fantasy, a lot is streamlined and made more fluid. You have a fixed rank size (3 ranks of 4 models), the number of attack dice are based on the number of ranks and health is just how many models on the base for most part. Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dice/wounds. There are also conditions and shit which are more complex, but you will figure it out with practice. For army building you have your combat units, each of whom can have 1 attachment (normally a character), and your non-combatants (non-combat units, or NCUs) which are explained below. Additionally you will always have 1 Commander, who is free. Now the unique part: You have two unique aspects - the tactics board and tactics deck. 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. 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. 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. Last point is objectives: while killing a unit gives off 1 VP (victory point), you need 10 to win a 40 Points game. Most games are therefore played with a scenario, which allows you to receive more points
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