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ASOIAF Miniatures/Tactics/Baratheon
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==Army Building== Two anvils and two hammers is a base that many factions use. As Baratheon, you have some very powerful anvils and taking less than two normally means a bit of a meme list. Almost always start with a Warden unit, especially for any commander which can add a bit of damage or support. The only exception would be commanders which give survivability, which can afford to go in 'squishy' (see, 4+ armour) units. If they don't have a commander, make sure your Wardens can contribute some other way such as wounds for Meli or heals via Davos. They're not fast enough to claim objectives and they won't kill anything so having a backup function besides contesting is important. Your other anvil can be more Wardens if you want it cheap, Stag Knights if you want to win their engagement but can make sure they only fight one-on-one, Champions if you want to grab the centre objective, or Rose Knights if you're just looking for something more elite. In regards to hammers, there's normally two types. The straight forward "deploy against what you want to kill" (slow move), and the more flexible "choose your engagements" (fast move). Sentinel allows more of your units to fit into the latter, though your tactics deck can reward the former if you pass morale. Try them all, but in particular look at the fast Neutral units as they bring a lot to Baratheon and often synergise with panic lists (Bastard Girls and Sentinel cavalry especially). '''Moneybags List''' Petyr and Florent guarantee you a zone of your choice every round, making bags lists very strong. Petyr's once per game can trigger before your opponent takes first go, preventing tempo plays. Hedge Knights and Stormcrow Lieutenants both become very cost efficient, the latter bringing that rare Sundering to your faction. Take 3 units at least that use the zone, forget about Crown/Letters if you're not holding cards which you know you'll play which need them, and add in those cheap cheap Warden anvils. '''Panic Pass Wounds''' Stannis has some ridiculous synergy in his deck. Many pieces are rewarded from passing panic (faith tokens, S&S, Stag Nobles), and you have many ways to trigger panic (OTK cards, Meli, Red Priestess). Picture this, Axell is in combat with an enemy unit, giving his unit a 4+ morale. Meli targets him for her influence, and you play Fiery Resolve and pass. The opponent takes 3 wounds, a panic test at -3 +3, and then you resolve the tactics board. This is an extreme example, but Axell NCU and your many sources of Vicious allow variations of these combos across the board. And the units causing this don't even need to be offensive, they just needed to pass panic. '''Multi-Warden Drifting''' Somewhere between a joke list and a serious one, but an evolution of the only viable option Baratheon had back during their release. Flood the board with 3+ Wardens to play the objective game. Davos commander allows you to outflank one, alternatively Davos attachment allows you to use a backline unit (Wardens or Stormcrows) to heal up your beefy boys. Consider auto 6 charge role options (Commanders or Devan) to give bursts of speed to your units, and always take Tycho. '''Champions Immovable''' 2 Champions of the Stag. Move as fast as possible on the middle objectives. Renly version has extra healing and uses Penrose to shutdown enemy offensive cards and fish for Ours is the Fury (which you'll need), or can take Loras in Rose Knights to have 3 immovable anvils with some bite. Stannis version uses Davos commander to just deny enemy activations, and has access to Lightbringer and Noble support. The issue is that Cavalry are two ranks, so you'll need to strip a rank off the opponent. Since you'll be moving on the objective early that can be hard as you might not have the charge, and Renly especially struggles with finding supplementary units which can shift the enemy anvils most likely to bog your Champions down.
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