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====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.
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