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====Units==== *'''Conscripts (4pt):''' Remember I said this is the elite faction? Well, this kinda destroys my point. Conscripts are good, actually, I would say they are great for their price. While your morale suck, a Watch Recruiter negates the crown spot easily. Due to their healing, your frontline can survive longer than expected, just keep them away from the High damage units. They can hold 5 point units in place. You might want to go for more than 1 Conscript, but if you have 2 you won't really have enough points for attachment, which I usually enjoy using in Night Watch. Attachment-wise wise nothing seems worthwhile except Watch recuiters to keep them topped off and Othell in a Wramachines list. *'''Ranger Hunters (8pt):''' Fun to use, and your best alpha strike unit. You want to attack with these units then retreat sideways, so he'll have to either face you and turn his back towards the rest of their army, or risk you shooting into his flank (remember to shift even more towards his side). Don't forget that you can just retreat normally, with 7 + d6 you can probably get out of range They are also not bad at dealing damage, so the enemy really has to choose to leave an opening somewhere. If you are stuck in battle, you are probably dead. If you survive 1 attack you can still run away easily, find the balance of using a quick attack and just running away. My recommendation is to retreat away as far as you can, if you have access to a free movement. This unit can function well without attachment but if you decide to add them, I recommend Watch Captain, to give you more maneuver or attack actions, Stormcrow Lieutenant for pure better damage, Daario Naharis for the same effect, and if you are feeling really lucky Brienne. Pypar is fun but kinda unneeded. *'''Ranger Trackers (7pt):''' On paper they are really cool. Giving out vulnerable token every turn is basically Jorah's entire life, but they can do it anytime and within long range. If they shoot, they are honestly not too shabby, when targeting flanks they can do serious damage. As cavalry you should always be able to run past the enemy, I recommend not taking a shot or even getting to short range until you are behind the enemy. Your melee is worse than your shooting, and close range is like the name implies, really close. Try targeting already activated units, who aren't a threat to your guys. *'''Ranger Vanguards (7pt):''' The melee mounted Rangers, with outflank and Ambush built in you're memant to harass enemy flanks to shove Panicked and Weakened Tokens down your enemy's throat, they are just as fragile though so the same advice stands, prioritize attacking enemies that have already activated. *'''Builder Crossbowmen (7pt):''' The best ranged unit in the game by most metrics. Sundering and their order is a great deterrant. Most players won't even try to attack you, which is both a curse and a blessing. If you do get charged, remember to shift further away. You might be inclined to put some attachment into it, but make sure you got their use down, if you don't know how to set up firing lanes, all the more damage won't help you. For attachment you want to increase their dmg output or give them some utility, Watch captains can double their damage output while Samwell gives you all the cards you want while in a pretty safe unit, Pypar might be a good idea, but he just means no one will ever attack them. *'''Builder Scorpion Crew (5pt):''' Your monster killer, semi immobile since it can't shift, retreat or charge,, and very fragile with 6 wounds and a 5+ armour save (2+ morale though), but htis thing will put the hurt on monsters like nothing else, this does 2 wounds to monters, warmachines and Cavalry when they don't bolck the hit and with vicious added in armies like Targs start to question their life decisions, its a simple tool, just point it at something tough like heavy cav or monsters and shoot away till they stop moving. With Othell commander they can spend a point to deal d3+1 wounds when they get charged giving you more insurance, or getting the Oerwatch order letting them double the amount of attack actions each round. Will make single model cavalry characters cry salty tears if you manage to get a shot on them. *'''Builder Stone Thrower (8pt):''' Where the Scorpion is meant to take down big threats, the stone thrower is for smaller and more numerous units, aka infantry trays, it cannot target Solo units and has infinite range and does not need Line of sight, if it hits it deals wounds equal to 1+ remaining ranks, menaning this thing can deal a potential 4 wounds in a single attack without aking into acount armour saves or anyhting if you can roll a single 4+ with 2 die, this thing makes Baratheons and Lannisters weep, and will make short work of most infantry centric lists regardless. *'''Sworn Brothers (7pt):''' This is your bread and butter right here; with morale on par with Elite units, hitting on 3+ they are pretty high standard infantry. On top of this the can slap your enemy hard with -1 to defense rolls (Sundering). Their cost can be an issue, at whole two points above standard infantry of Starks or Lannisters (suck it up that's elite armies for yah) so oftentimes don't be surprised if you're surrounded. Other than that these guys are standard in movement meaning you aren't gonna be running any marathons here. Over all, an effective elite unit for troops, and play them right, these guys wont let you down. *'''Veterans Of the Watch (7pt):''' Your anvil, with Disrupt and Counterstrike there are few units that want to get into melee with them, they make a great commander bunker being the defensive version of sworn brothers, attachements like Stormcrow lieutanents or Brienne make them terrifying. *'''Watch Marshal (4pt):''' A cheap activation? yes please, oh it also boosts you attack die? that great man! Oh it ALO gives you a eactive shift action to better handle your already outnumberd units?Oh hell yeas gimme gimme gimme. A great support piece, anything that puts more power on your already rock solid units is always appreciated. *'''Coldhands (4pt):''' Cheap, infinite, and supportive. While the Marshal is meant to stand behind your lines Coldhands is meant to harass the enemy's flanks without the same fear of getting geeked since he can impose a -1 to hit when he needs it (do consider dropping it on Vets to abuse their counterstrike ability), do mind that he still gives a VP each time he dies.
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