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===Commander=== Robert Baratheon got gored by a boar which is why we’re in this mess to begin with. The Baratheon faction has no commanders that can use units with the “Loyalty” keyword for both Stannis and Renly. However, there are a number of units without the “Loyalty” keyword, making them available to both. ====Basic Units==== [[Image:Baratheonbox.jpg|right|thumb|350px|The starter box features units available to both commanders.]] *'''Baratheon Wardens (5 pts):''' The basic, line troop of the Baratheon faction are the Wardens and are they ever a tough nut to crack. Sporting a 3+ armor and a solid 6+ morale, Wardens are top notch at grabbing and holding objectives and protecting flanks, just don’t expect them to wipe any units. One shining light: defensive save rolls of 1 against Wardens gives that unit a “Weakened” token, and each miss rolled when attacking them hits the attacker back with a hit. With an underwhelming attack profile and a sluggish 4” move, Wardens are a defensive unit through and through. Always bring one, as one of the best 5 point units they can sit and survive to score objectives. *'''Baratheon Sentinels (6 pts):''' The Baratheons' glass cannon unit, the Sentinels are running around the battlefield dual wielding warhammers. Featuring the rare Sundering ability in the army as well as added mobility in the form of the "Sentinel" Order, yet an average 4+ save and 6+ morale, Sentinels are <s>an excellent first strike option</s> a terrible first strike option but designed to be a powerful counterpunch. Getting a Sentinel charge is very rare, but being able to position an extra 5 inch is invaluable. Going first next turn? When the last attack hits your guys, use Sentinel to move towards those pesky archers, even if you've activated. Or move on an objective. Or position in a flank or rear. Don’t expect them to survive many games to the end. Still, at 6 points they more than pay for themselves in many matches if used carefully and in the absence of enemy Disrupt. A competitive choice that used to shine with Commanders attached to them, the new Commander scoring and Sentinel squishiness doesn't pair perfectly. Works wonders with Andrew Estemont to keep their attack dice high and give them Vicious, but what doesn't. *'''Stag Knights (8 pts):''' Reworked for the latest edition of the game, retaining their previous basic profile on attacks per rank, movement, save and morale (which is better now that the offensive power and morale of units in general has been toned down), they now gain abilities as the game progresses and get "Order: Resilience" to cut the enemies hits IN HALF, they are much more valuable now. Consider them as an anvil that powers up as turns go on; they'll eventually win the flank they're put on but are a lot weaker if attacked twice a turn (due to 4+ armour and Resilience being an order) so can fold quickly in the middle. Forget attachments, except maybe Commanders, and tie up whatever you want. *'''Champions of the Stag (10 pts): ''' Here come the biggest, beefiest boys. Riding in at a 8 points, the Champions of the Stag are the heaviest cavalry in Westeros. With a 2+ armor save and a 6+ morale, good luck shifting this tray. These monsters are designed to get stuck in and shrug off most attacks, throwing out Weakened in case their armour wasn't already strong enough. They struggle to kill most average armour units unsupported with only Critical Blow, but their 3+ to hit works wonders with Ours is the Fury if you throw a Sundering or Vicious on there. Another anvil type unit, use their extra movement to get on further out objectives early before bunkering down. At speed 4, don't expect them to be flanking before clearing out their side of the board though. ====Non-Combat Units==== *'''Shyra Errol - Lady of Haystack Hall (4 pts):''' The Lady of Haystack Hall is a bizarre choice to include as a universal NCU as the character in the books, only briefly seen, is sworn to Renly only. A relatively poor choice as Baratheons get little from the Letters or Crown in later rounds and the Stannis/Renly exclusive NCUs have many replacement or influences which are stronger than her bonuses (not to mention not tied to a specific zone). With the new 4 point NCU standard, and no longer being able to place any token when taking bags anymore, she's not seen as much. Potentially viable in a Melisandre build where you want to mitigate the wound cost and take crown to double down on panic tests. *'''Alester Florent - Lord of Brightwater (4 pts):''' Before being sacrificed to the Lord of Light, Alester is another strong option available to both commanders. His thrice per game ability to shove someone off an already claimed zone on the Tactics Board to take for himself is a nightmare for many armies, most notably Lannisters, as well as folks who like to rely on Walder Frey. Combined with Petyr you can guarantee that zone you want every single round, making Stormcrow Lieutenant / Hedge Knight forces ridiculously powerful in Baratheon. ====Attachments==== *'''Master Warden (1 pt):''' Makes a flank unit a lot harder to shift. Most Baratheon bunkers don't need him though, with Wardens and Champions being able to take a hit from the side relatively well. Allows you to wiggle your ass at the enemy to position better for supporting charges, but there's probably better choices for that (Sentinel for free pivots, taking the Horse) that either don't cost or allow other options. *'''Stag Knight Noble (2 pts):''' The Stag Knight Noble is the epitome of the Non-loyalty Baratheon range, they give both resilience and the ability to bite back when you get hit, if you have 2 points laying around and a unit without an attachment, you'd probably not go wrong getting one of these guys. How often you have 2 points free is a different question, but if you have something that you know will get attacked it can be a fun middle finger to the attacker.
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