ASOIAF Miniatures/Tactics/Baratheon: Difference between revisions

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[[ASOIAF Miniature Game|Back to the list]]
[[ASOIAF Miniature Game|Back to the list]]
[[Image:housebaratheon.jpg|800px|center]]
{{topquote|Robert was the true steel. Stannis is pure iron, black and hard and strong, yes, but brittle, the way iron gets. He'll break before he bends. And Renly, that one, he's copper, bright and shiny, pretty to look at but not worth all that much at the end of the day.|Donal Noye, steward of the Night's Watch}}


==Why Play Baratheon==
==Why Play Baratheon==
''"Ours is the Fury"''
''"Ours is the Fury"''


You are the true King, by virtue or by ability.
In the wake of the death of King Robert Baratheon, the king’s house quickly divides between Robert’s two brothers: the stoic, dedicated middle brother Stannis and the charismatic, handsome youngest brother Renly. As the sixth faction to join the roster of the A Song of Ice and Fire Miniatures game, House Baratheon features a slow, heavily armored play style that thrives in multi-turn combats with cards that benefit from being stuck in.


You are like a rock and will not move, hell they can hit you all you want, they are just playing into your hands. This is the faction for you.
As House Baratheon is divided between those loyal to Stannis and those to Renly, the Baratheon faction in game is similarly divided. The Baratheon core set features units that can be fielded by both commanders, but later releases feature units that have the “Loyalty” keyword, marking them as units available only to Stannis or Renly commanders. These include the fanatical R’hllor Faithful of the Lord of Light, sworn to Stannis, and the regal Rose Knights of Highgarden, sworn to Renly.
 
You are a defensive faction, mostly because you are slow but also because all your ability go off getting stuck in battle.  


===Pros===
===Pros===
*Lots of free attacks
*Most units feature strong armor, especially Wardens
*2 Major themes
*Two armies for the price of one starter box: Stannis and Renly feature different playstyles
*Stannis
*In a game with high attrition, Baratheon units thrive as many of their basic tactics deck activate upon taking damage or being engaged
*Attrition based game
*Those helmets have antlers
*Two widely different playstyle (good for two list format, as preparing is hard)
*Those swords are on fire
*Stannis is the actual rightful king of the Seven Kingdoms


===Cons===
===Cons===
*Fucking hammers
*Sundering is rare and hard to come by
*Stannis is a fuckin mess
*High damage potential is limited, can struggle against tough, single model units (Giants, Dragons, etc.)
*Renly is a bit simple at this point
*Less NCUs available on a whole by virtue of the fact that many of their units are only available to Stannis or Renly
*Slower then even Lannister
*Average to poor morale across basic units
*Half of your releases won't work with the other half
*You are the slowest army in the game
*Renly is a punk ass bitch


===Playstyle===
===Playstyle===
House Baratheon are about attrition. You just take it on the chin, wait for him to be unprepared and then hit him, multiple times.
The basic units in the Baratheon army are not the most intimidating combat monsters on the table by any stretch, but what they lack in punch they more than make up for in plate mail. Baratheon units are well suited to mitigate losses in the attack phase with strong initial armor. Further, their tactics deck features a wealth of cards that activate only once a unit has been attacked, charged, or engaged. Where many armies struggle once they get bogged down in multi-turn melee battles, Baratheon units shine.
 
Via your tactics deck and your characters, you have more attacks then god.
 
Generally you are a defensive factions, but you counter attack on the field via attacks. If you can't auto-attack no problem, you will grind everyone to dust.
 
==Unit and Attachement Analysis==
I would now say you have x themes, where x is a number. With the Baratheon x is so high, leading mathematicians are unsure if x is observable in our universe. So I'll say you have 6 theme in your unit choices.
 
Your generic part, which can be used by both sides. In general you have good - average moral, err on the slower side and work via condition and taking a hit then hitting back.
 
Renly's Tyrell, who only work for him, these have the two themes of healing wounds and dealing auto wounds, he wants a mix on anvil and hard hitting hammers.
 
Stannis followers, who only work for the rightful king. Here you have the R'hollor followers, the Kingsmen and then Davos and his son. My complaints will follow below:


==For Both==
==Units and Attachments==


===Commander===
===Commander===


Bobby B? Never heard of him.
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.
 
====Units====


*'''Baratheon Wardens (5pt):''' Your bread and butter by virtue on just being cheap. 3 + armor and above average moral. Giving out weaken is good, though the other ability is only good if you really lucky on your attack. Loses a lot of dices later with rank lost, which kinda fights your theme of taking damage, but honestly these guy were never dealing damage. March them forward and let them contest objectives. Fon't waste your additional attacks on these guys
====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. Wardens can also spend “Weakened” tokens as if they were a “Vulnerable” token. Situational, but not terrible. With an underwhelming attack profile and a sluggish 4” move, Wardens are a defensive unit through and through. Bring two.


*'''Baratheon Sentinels (6pt):''' A good unit if a bit expensive. There are your attacking unit, sundering on 8 dice is good, but once again consider how much dices you lose on lost ranks. Within your faction, this unit probably make the third best of all the free attacks via tactics cards. Sadly your offense buffs by some of your commander add sundering which is wasted on them
*'''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, Sentinels are an excellent first strike option, but with an average 4+ save and a poor morale at 7”, don’t expect them to survive many games to the end. Still, at 6 points they more than pay for themselves in many matches. A competitive choice that often shines with Commanders attached to them.


*'''Stag Knights (8pt):''' Way too overpriced. You want them to take dmg and keep them at low health, but you can't really prevent them from dying if you get to low health. 7 7 7 is good, if you can luck out and always keep them alive but more often then not they'll not be worth there value.
*'''Stag Knights (8 pts):''' Folks, they’re not good! This one hurts, as the Stag Knights are some of the coolest models in any army, but these ones really need to be re-examined by CMON. Built around a mechanic of gaining abilities when they lose ranks (your choice of “Sundering”, “Critical Blow”, or “Vicious” at each lost rank), Stag Knights are clearly meant to be a threat that either must be wiped quickly or left alone. Throwing 7 dice on attacks regardless of ranks is a nice idea, but just not scary enough with an 8 point cost, which is what sinks this unit. With a 4+ save, 4” move and a 6+ morale, dedicated offensive units/deathstars will mulch these guys. Their point cost is just way, way too steep. Avoid.


*'''Champion of the Stag (10pt): ''' Ever felt that warden are good, but you rather have something which will never die? Get these guys. The Best armour, 1 aggressive defensive tech, and 1 defensive aggressive tech make these hard to deal with. As long as you can prevent people to charge them in the rear, probably nothing will deal wounds to you, and more likely take more wounds when attacking you. They are not to shabby at attacking themselves, but don't risk an aggressive charge and expose you flanks. Play them with Shyra, you hate vulnerable token, and weakend will blunt the enemy attack. Good choice for free attacks, and they really like some heals as they are resillient
*'''Champions of the Stag (announced and previewed) (10 pts): ''' Here come the biggest, beefiest boys. Riding in at a staggering 10 points, the Champions of the Stag are the heaviest cavalry in Westeros. With a 2+ armor save and a 5+ morale, good luck shifting this tray. These monsters are designed to get stuck in and finish off units in short order while shrugging off most attacks. Featuring “Critical Blow” and the Wardens ability to place “Weakened” tokens on enemy units who roll a 1 on their defense saves, the Champions all feature “Parry”, where attack rolls of a 1 against the Champions return a wound on the attacking unit. While incredibly slow and expensive, expect the Champions of the Stag to run roughshod over most other enemy deathstars.


====Non-Combat Units====
====Non-Combat Units====


*'''Shyra Errol (3pt):''' Literally who? But she is useful, she is a 3pt NCU which is a value in itself but her ability isn't too shaby and works with some of the baratheon ability (stannis condition attack and axell)
*'''Shyra Errol (3 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, but she’s a solid choice in game. A bargain at 3 pts, Shyra’s ability to place or remove tokens synchronizes well with both Stannis and Axell Florent’s cards, abilities, and in Axell’s case, influence.
 
*'''Alester Florent (4pt):''' This one is match-up based. You can deny your enemy his game if you use Alester smartly, or you can use him to claim while using a different spot, but keep in mind, this enables your doe to still claim that the used spot. A bit of synergy with Bronn, and all Stormcrows. Can counter and play with frey well


====Attachement====
*'''Alester Florent (4 pts):''' Before being sacrificed to the Lord of Light, Alester is another strong option available to both commanders. His twice per game ability to claim an already claimed zone on the Tactics Board is a nightmare for many armies, most notably Lannisters, as well as folks who like to rely on Walder Frey.


*'''Master Warden:''' Always useuable, if you facing mobile armies this can save a unit, but you have to find the correct use to get the value back. if you stop only 1 charge it might be a waste
====Attachments====


*'''Stag Noble:''' Good attachement, bad choices of units. Your generic unit lose a lot by losing a rank, pushing in more wounds will hurt you. Stag Knight would be perfect but they are fragile and expensive. The Rose Knighs though are a good choice, only one which can really fit. Neutrals are all just not good enough offensively to warrant such an expensive artachement.
*'''Master Warden (1 pt):''' An absolute steal at a single point, Master Wardens are what turn a strong defensive unit like Wardens into a nigh impenetrable bunker. Once per round, they may issue an order cancelling an attacking unit’s charge, flank, and/or rear bonuses. Paired with the Wardens 3+ save, your line troops are tougher than nails. Worth considering taking on just about any unit, Master Wardens are an auto-include.


==Stannis==
*'''Stag Knight Noble (2 pts):''' The Stag Knight Noble is in a tough spot right now. Clearly designed to synergize with the “lose ranks, gain abilities” approach of the Stag Knights, the ability to take 2 wounds to attack again takes an already overcosted unit like Stag Knights up to 10 points. Absolutely not worth it. With the release of the Rose Knights and their ability to heal when attacking, the Noble becomes an interesting choice again, but outside of attaching him to those two units, leave him home.


Short rant: Stannis suffers from a lack of focus.  
==Loyalty: Stannis Baratheon==
On the one hand you want to take damage to activate your ability, but you have no benefit from actually having weaken units (except the generic Stag Knights).
[[Image:Stannismini.jpg|right|thumb|350px|The rightful king.]]
You have 4 themes in this army (R'Hollor who want to damage themselves, King'smen who mitigate that they are weak, Conditions usage and lastly Seaworth movement shit)
The rightful king of the Seven Kingdoms leans heavily on the play style of sacrificing models to punish the enemy team, primarily via panic/morale. To that end, Stannis enjoys the patronage of R’hllor, the Lord of Light. With R’hllor Faithful, you receive flaming sword wielding zealots that can punish enemies with morale tests multiple times a round. With the upcoming R’hllor Lightbringers, the panic tests can spread from one unit to another. You can expect to lose many of your trays by the end of the battle, but that’s what Stannis Commanders are designed to do, as their units and NCU’s abilities rely on sacrifice to pull off their strongest effects.
If you follow my blog/vlog/twitch/youtube/onlyfans/livefree I can rant a bit more but fuck I hate that they don't fit yet.
Currently the best approach is a panic build, use mobile units.


Fuck, the fixes proposed by the autist would help all these characters find a spot.
===Commander===
===Commander===


*'''Stannis Baratheon - The Rightful Heir:''' The man himself. His ability as a commander attachment is good. His cards are useful but the timing is the biggest problem. One requires a death, 1 require claiming a specific zone while the last requires the start of the Round, but you already have 2 of these cards, so you are kinda screwed. I admit I am a Stannis man through and through. But meh. I recommend putting him in Sentinels or Bastard Girls, who can gain much from spamming attacks and using Tactical Approach
*'''Stannis Baratheon - The Rightful Heir:''' The version of Stannis included in the Baratheon Starter Box, the Rightful Heir is a perfect attachment for Baratheon Sentinels, and a strong choice if you decide to run Stag Knights, as he provides them not only with “Critical Blow” but the ability to refuse any tokens on that unit. However, his Tactics Cards are decidedly the weakest amongst all the Stannis aligned commanders with most relying on specific tactics zone control to proc.


*'''Stannis Baratheon - The One True King:''' Stannis converted but damn that was a horrid choice. His ability goes from good to why right now? He gives bonus to moral, which the faithful and the Stag Knights didn't need, and lost Critical Blow to give out the R'hllor tag. His cards doesn't really vibe too with your faction, he really wants more units. The armor increase would be great on a 3+ unit but your only 3+ unit kinda sucks except in holding the line and being cheap. His card work well with neutrals though especially more attacks which the neutrals units enjoy
*'''Stannis Baratheon - The One True King:''' The version of Stannis included in the Baratheon Heroes I box, this version has converted to the faith of the Lord of Light. Providing the “R’hllor” keyword to the unit he’s embedded in, this version of Stannis is also best placed in a unit of Sentinels. Trading his “Critical Blow” for a refusal of morale penalties for the unit he’s in, the One True King version of Stannis shines more in his deck than in his attachment abilities. With cards dealing auto hits even before attacks and synergizing well with the “R’hllor” keyword, lean in with other “R’hllor” units if you want to run this version.


*'''Andrew Estermont - First of the King's Men:''' Andrew is good. He ignores all the R'hollor stuff and just pretends he is actually Tyrell. Tossing card to draw is actually worthwhile in Baratheon, while his cards aren't too shaby. Reliable Bannerman is the weakest, At any cost, mgiht be good in another factions, but Baratheon really don't care about but the last card is just great. Forcing someone to toss his hand will win you a round. Play him if yoh want an a tricksy commander and make the enemy miserable. Use Attrition Tactics at the start of the second turn, right before the lines clash.
*'''Andrew Estermont - First of the King's Men:''' A solid commander with strong cards, Andrew Estermont is an ideal attachment for Stag Knights or Sentinels as he adds “Critical Blow” along with the “Meticulous Planning” order, allowing you the opportunity to search your deck for the right card. Where Andrew’s power really lies is his deck, however, as he features some of the strongest control cards available to Stannis players. “At Any Cost” and “Attrition Tactics” have the potential to swing turns if not whole rounds.  


*'''Davos Seaworth - Hero of Blackwater:''' You wanted to play stark but you didn't want to sleep with a bear? Davos got you. Pathfinder is just good, so put him in any unit and he'll shine. For the True King and Flea Bottom Tricks are good suprise cards, use them to charge from 20 inches away, and surprise the fuck out of your enemy who expected the slow and reactive Baratheons. If you field him, you'll play totally different and should choose your force accordingly. "Everthing" is okay, but nothing I would build your force around, Trying to put Vargo, Ramsey and Roose in 1 unit might sound cool, but that unit will still die too easily
*'''Davos Seaworth - Hero of Blackwater:''' Davos is an exciting and explosive commander for Stannis players as he can mitigate the army’s biggest weakness: its speed. Attaching Davos to a unit improves their speed by 1” and allows them to ignore the penalties of “Dangerous”, “Hindering”, and “Rough” in terrain. Positioning Davos’ units with these abilities in mind can force enemy players into some tough decisions when it comes to positioning and charging. Further, Davos features a very strong deck with “For the True King” and the frankly bonkers potential of “Flea Bottom Tricks”, which allows a unit to make a free maneuver or march before taking their action. If those two cards combo with Davos attached to a unit of Sentinels, you can theoretically perform a 30” charge(!!!). Further, Davos’ “Parlay” card can seriously disrupt an enemy’s plan by shutting down a unit for a turn. The coolest guy in the books AND the show also rules in the game. Nice.


*'''Axell Florent - First of the Queen's Men:''' Strangely your best commander. His ability is kinda shit, Caits better, but he does makes people R'hlorr. He does have 2 things no-Baratheon commander can actually achieve. A) He has an attack buff on an attack (compared to Hold the Line), which isn't impossible specific to pull of. B) He actually has cards which can combo reasonable well. Good for you Axell.
*'''Axell Florent - First of the Queen's Men:''' The only NCU Commander available to Stannis armies, Axell Florent features a strong deck designed entirely around the “R’hllor” keyword. His influence removes a condition token from a target unit, but the real effect is adding the “R’hllor” keyword for a round. “R’hllor’s Wrath” in his deck is particularly of note as it can add “Sundering” to an attack, but only after being engaged which can harm its effectiveness.  


====Units====
====Units====


*'''R'hllor Faithful (7pt):''' The reason for all my complaint is this fucking unit. Their best and unique ability should be Heart of Fire. This unit dies and another, deathstar unit would attack. Nice and even fit into Baratheon unrelenting assault theme, but first that other unit needs to be Rhollor and within Long and engaged (or ranged), and secondly this unit is 7 points and on the higher end of the cost bracket. The other half of your ability wants you to remain in combat long or atleast get hit often, to make the best use of your ability to inflict panic test, but they are made of cardboard, Good moral, but shit armor, your sentinels are better armored. Also back to making the target Rhollor, I feel like most unit get destroyed early in the round, which makes the work of setting up this ability even harder. Lastly why are they only speed 5, fuck atleast be speed 6. Atleast their attack is usable. I would field 1 unit, but just because you don't have much better choices. They will be better if we get good R'hllor units, maybe a unit to make use of excessive faith token, and ranged units, to force moral test and make use of your free attack easier.
*'''R'hllor Faithful (7 pts):''' Zealots wielding flaming swords sounds pretty cool right? The R’hllor Faithful are the first combat unit available only to Stannis players and, at first glance, seem a bit expensive at 7 pts. You’ll find no shortage of players claiming they’re not worth the cost, but those players are wrong and dumb because the Faithful are very, very scary. While their armor is a joke at 5+, they bring a strong attack profile hitting on a 3+, all but guaranteeing a wound or two which is all they need for their “Vicious” ability to kick in. When they’re struck back, they can spend a “faith token”, earned by passing morale tests, to force a panic test back on the attacker with a -1 for each rank the Faithful have left. Further, when they are destroyed, another faith token can be expended to give a R’hllor unit within long range a free charge at the attacker. As you can see, these guys are built entirely around forcing panic tests and passing morale tests, thankfully they’re sporting a 4+ morale, so that comes easy even with Cersei lurking about. So, are they worth it? If you’re building a dedicated “R’hllor” army or are looking to exploit an opposing enemy’s poor morale, these units are truly terrifying. Against armies with the ability to mitigate morale losses, notably Lannisters and Night’s Watch, they can struggle. If you do decide to bring them, bring two, then choose your commander and build your list around their strengths.
 
*'''R'hllor Lightbringers (announced and previewed) (6 pts):''' Good god, these guys. There’s a running bet on the ASOIAF discord about their previewed unit card and whether or not it will go unchanged before release because right now these archers are bananas, designed to fully exploit the strengths of R’hllor based army lists. Their bows fire at long range with a strong 8/7/4 profile and “Vicious” for good measure. Panic tests failed against their attack cause an additional wound and another enemy within short range must also take a panic test. While their armor is weak, their morale and mobility is above average for Baratheons. If they release as previewed, expect to see these guys in every list. Terrifying.


====Non-Combat Units====
====Non-Combat Units====


*'''Axell Florent (3pt):''' He is 3 point with an influence, he is good. Use him with Shyra, and Warden to take out tough units. The problem is that Wardens are unreliable if used aggressive and Shyra is not the perfect fit for Melisandre. Use Shyra to throw out panicked tokens and heal your units, and use Axell to burn non-needed tokens. You can throw the Influence on a friendly unit, but if you field Stannis 1 unit is basically immune anyways, Andrew does the same and if you go Melisandre you can usually kill your own conditions.
*'''Axell Florent - Hand of the Queen (3 pts):''' The slayer of wolves, the bane of mountains, Axell Florent is uniquely suited to dealing with individual model units. His influence ability allows both players to deal two wounds to a unit in exchange for using up a condition token on them. Playing him early in a round in conjunction with the letters can set-up instakills on wolf models with ease. A steal at 3 points.
 
*'''Davos Seaworth - Hand of the True King (4 pts):'''  Sadly, the NCU version of Davos is a big swing and a miss for his points. Twice per game he allows a unit to re-roll their charge dice which can be useful, but unless we see him dropped to 2 points, don’t expect him to hit the tactics board any time soon.
 
*'''Selyse & Shireen - Queen and Princess (4 pts):''' Stannis’ wife and child bring a much needed ability to the faction that tends to struggle against single model units like the Mountain That Rides or the Savage Giants. When influencing a unit, that unit gains the “R’hllor” keyword and allows that unit to, each time it attacks, take d3 wounds to deal d3 wounds to the attacker. Ideal if you’re trying to crack a tough model or tray but debatable as a strong choice as this is yet another tactic based around losing models and bodies tend to stack up fast when playing Stannis armies. Might be stronger at 3 pts.


*'''Davos Seaworth (4pt):''' My Man. Kinda overpriced though. 2 times in a game re-roll is not really good especially for 4 points. It doesn't even guarantee you make it. His worst offense is that it is kinda braindead and not fun to use
*'''Melisandre - The Red Woman (5 pts):''' Weep, you filthy scoundrels, for the wrath of the Red Woman is terrible to behold. Melisandre is a terror. Essentially Cersei Lannister on steroids, Melisandre’s ability allows the player to sacrifice 1, 2, or 3 of their own models from a unit to force a panic test on an enemy unit at a minus to their roll equal to the models sacrificed. Further, if that panic test is failed, they lose additional models equal to the models sacrificed. This gives her the potential to cause 7(!!!) wounds with her ability every round. Units with 6 or worse morale must live in constant fear of her and avoid any negative modifiers or Panicked tokens at all costs. If you really want to go for broke, place her on the Crown and go for double panic tests. The safer option is to claim the Bag, nullifying your own losses while still opting for maximum damage potential on her test. At 5 points, she is expensive for an NCU...and worth every point.


*'''Selyse & Shireen (4pt):''' Another Rhollor person. This one damage you to damage your enemy, only problem, he might be better in healing. As your faction only has limited healing abilities infaction, and you already have take damage ability, and basically gain nothing from the fact you are low on health, this kinda sucks. Might be good in Wardens if you really want to press through a wound to force the panic test, but honestly meh. She does make someone R'hllor which is kinda important for a couple of commanders (Sucky Stannis, and Axell) and your faithful.
====Unit Attachments====


*'''Melisandre (5pt):''' One of the reasons to play R'Hllor. If your foe has someone with 7 moral on the field, may god have mercy on their soul. With corpse pile this is basically a guaranteed 6 kills. You will have a unit of Warden or Stormcrows just dedicated for her, and boy will it be worth it. Use her and bomb a 7 moral unit, even better if they already lost 3 models. Then based on how alive they look, you can either take money to heal your warden back up, or if you feeling lucky go for the panic spot. If both test are failed these are 5 + 2d6 wounds. Choose your target wisely and she will probably kill a unit by turn 2. If you go the slow route, just go for money every turn and slowly bleed them dry by turn 3. Throw a panicked token on a unit to have some insurance, but honestly that is unneeded. If you want a token removed, just use her to bomb a unit using the unit with the condition as battery, then heal and remove the condition. She works passable with Shyra, Shyra can provide panicked token if you have a weak hard, but the problem is that Melisandre usually claims the money spot, a spot Shyra wants.
*'''Andrew Estermont - True Loyalist (2 pts):''' As an attachment, Andrew is in a bit of a strange place as his “loyalty” ability is only available to a single unit, R’hllor Faithful, for the moment. His other ability, adding “Critical Blow” is better served in the units that have some added melee punch potential, like Sentinels or even Stag Knights. If you’ve got the points spare, “Critical Blow” isn’t a bad thing to add to a unit.


====Attachement====
*'''Davos Seaworth - Onion Knight (2 pts):''' The attachment version of Davos is, like Andrew Estermont, in a strange place as well. Like his Commander version, this Davos offers something that the army struggles with: healing potential, but it’s very situational and hard to proc. Being able to add wounds to a unit near death can be good, but at the expense of wounds to another unit is a tough decision to justify, even at 2 points. Further Davos’ “loyalty” ability, like Andrew Estermont’s, is currently only active in R’hllor Faithful.


*'''Andrew Estermont:''' Andrew gives critical blow and has that loyalty ability. Critical blow is good, maybe worthwhile in some units but 2 points are iffy. The second ability is suffering from lack of who should have it. This means a unit is at the last rank, should probably live for another turn to be worthwhile, and has a benefit from being low? Stag Kngihts don't care about having more ranks, Wardens are pretty much useless even with 2 ranks, Sentinels are probably the best choices, and your Faithful won't survive another attack on the last rank.
*'''Devan Seaworth - King’s Squire (2 pts):''' Davos’ senior surviving son is designed to help a unit alleviate some of the army’s movement problems with his order of “Reckless Heroism”. After declaring a charge, that unit can take d3 wounds to automatically assume a roll of a 6. In an army that is already self-sacrifice heavy, this can be costly but if you’re finding yourself up against an opponent who excels at cat and mouse tactics, Devan can come in handy.  


*'''Davos Seaworth:''' Davos doesn't want to be a Stannis men it seems. He can heal another unit, on their turn IF they are at their last rank by taking damage to his unit. This heal is sadly randomized, so you won't know how much it hurts you and how much it will actually help. Also any unit with True Loyalty doesn't need to get to 2 ranks before an attack. And then we get to his unit, to make use of his True Loyalty you want to send him into a fight, but then taking damage to heal someone else is basically a death sentence especially as it is random. So you either make use of true Loyality or his heal, using both means something is going wrong. He is a good example of anti-synergy. Even then he would be okay if he wasn't 2 points. Can work if you put him in a unit of stormcrows who were acting as a battery for Melisandre anyways. He like all the R'Hllor effects really want a unit with inbuild '''Go Down Fighting'''
*'''Red Priestess (1 pt):''' Oh, you. Coming in the R’hllor Faithful unit box, the Red Priestess is an auto-include on your high morale units. When attacking, her unit may make a morale test. If they fail, the unit may take a wound to re-roll. If they pass, the enemy becomes vulnerable and panicked. Extremely strong and pairs well with the R’hllor Faithful looking to pass morale tests to gain Faith Tokens. Never leave home without her.


*'''Devan Seaworth:''' And now his son. Actually I find him to be fun. Getting an insane charge off can sometimes be worth so much, use him with counter charge for the maximum fun. It is a may effect so decide if you want to take d3 to get rid of chance. Also use it on full health, on 2 wounds less you really risk losing 2+ attack dice unless you are a Stag Knight (once again too expensive). The only bad part is that it is predictable and more telegraphed then anime.
*'''Lord of Dragonstone (1 pt):''' Bizarrely, the attachment for the Champions of the Stag is a Stannis only option. The Lord allows your cavalry to make a free charge or maneuver when a friendly unit within Long Range is attacked. If you choose to charge, it must be the enemy that attacked the friendly unit. Helpful with the slow movement of the Champions, the only question is do you really want to spend even more points on the Champions?


==Renly==
==Loyalty: Renly Baratheon==


===Commander===
===Commander===
[[Image:Renlymini.jpg|right|thumb|350px|Fancy lad.]]
*'''Renly Baratheon - The Charismatic Heir:''' The Baratheon Starter Box version of Renly is a very strong offensive/buff commander. Renly himself lends his unit +2 attack dice at full ranks or being treated as one higher rank in terms of attack dice than your actual ranks. Further, units within Short Range of Renly’s unit get a +1 to morale, very strong for Baratheon units. Where Renly shines is his cards as each features a way to heal wounds for both his and other units, sometimes simultaneously. With the release of Rose Knights, bunkering Renly in their unit is all but guaranteed to make your opponent tear their hair out trying to wipe the tray. This is particularly vital as this version of Renly’s cards, unlike many other commanders, requires him to be alive to get their full effect. Very strong choice.


*'''Renly Baratheon - The Charismatic Heir:''' The starter box renly was made for the content for the starter box, but he can benefit from Rose Knights and the new attachements too. He does get access to Brienne below, that is just a giant plus. His Younger... works great with Rose Knights, as the card is a new source of healing therefore you can dish out those wounds. "They will make me King" requires a bit of foresight, but it will shift the balance towards you. He is ok with any kind of list, but does want a nice bunker for himself to give out buffs, while he wants a fighty unit for Brienne. His bunker doesn't really need to be very offensive. In general he is a solid, if a bit unfocused commander. Keep him in the middle, and make sure he doesn't die as his best cards require him being alive.  
*'''Renly Baratheon - Lord Paramount of the Stormlands:''' The version of Renly included in the Baratheon Heroes II box forgoes the healing and buffing role for a more offensive set of abilities and cards. Placing the Lord Paramount in a unit prevents it from being targets by tactics cards or influences. His cards, on the other hand, are geared around various combat effects. Like the basic tactics deck, these abilities tend to require a triggering action by the enemy to come into effect. This can make it much harder to pull off some of the tricks these cards afford. Interesting, but not terribly strong. You should usually bring the free Brienne attachment when playing Renly in general, but for this version she should be an auto-include.
 
*'''Renly Baratheon - Lord Paramount of the Storm Lands:'''  Renly is armor. He lost his area buffs and his friendly tactics card to focus more on single targets. He might want to be used in a more proactive choice, so Rose Knights works well. He wants an aggressive unit, as he is one of your two auto-included attachement. Keep attention to when your units gets attacked to make use of all your cards. He also gets Brienne, so you usually field 2 fighty units (2 Rose Knights = 14 and 3 Wardens/Cutthrouths/Stormcrow Mercs make a nice 29 point base to fill up with NCU's). Throwing in some Stormcrows can make it easier to trigger Hidden Affairs, I recommend 2 with either Wardens or the Leutnant.


*'''Loras Tyrell :''' Loras wants to be in the thick of it, and he makes good use of the additional attacks of the baratheon deck, as he personally will kill a bunch of people. Growing Strong enables him to run 3 Rose Knights with Tycho for maximum fun. Else he just wants some Rose Knights to heal with 2 of his cards, while he himself is in the thick of it to make use of his ability and his leftover card.
*'''Loras Tyrell - The Knight of Flowers:''' The knight beloved by the smallfolk is a monster. Loras is a full on offensive choice with strong healing options and some additional punch in combat. Loras’ unit benefits from either dealing an additional wound every attack or, on a 3+ roll, killing the enemy unit’s attachment. All three of his tactics cards contribute to an aggressive playstyle and one benefits from keeping close to Loras’ unit. Of all of the commanders available to Renly, Loras’ is the most straightforward...and arguably the strongest.


*'''Eldon Estermont:'''  Fucking meta gamer. Eldon has a bad ability, in ever other factions. In Baratheon it is average and situational. His cards are interesting though, ability turn off is always useful and reducing dices kill solos and warmachines. His Battle Endurance is average on the 4 turn and good later. Use it but don't keep it. Lastly his ladt card can win your game or shit up your hand, but 1 VP can suprise anyone.
*'''Eldon Estermont: Lord of Greenstone'''  A very interesting, if bizarre, set of cards and abilities sets Eldon apart from the other commanders. With a strong deck available to Baratheon players, Eldon’s ability to dump a card to place a condition token on an enemy in short range can be powerful but it requires Eldon to keep close to an enemy. Unfortunately, his “Battle Endurance” tactics card wants to keep you out of combat until at least turn 3. His “Hefty Ransom” is a fun card that will very, very rarely be worth it, but if you can pull it out for a last round victory, that’s a story to tell for months. Your weakest option, overall.


*'''Cortnay Penrose:''' The most standart defensive Commander. Instead of healing up from a counter attack you will try to mitigate the enemy alpha strike. But both suprise Strategy and Counterplot can be used aggressively as well. In general he is good, and his ability is actually pretty nice, If you choose an enemy, using a tactics spot to assign a condition is also targetting a unit, so use that information. Use Shyra to get another tactics board use and then play some Rose Knights
*'''Cortnay Penrose: Castellan of Storm’s End''' Bonkers. Mental. Insane. Bananas. Cortnay Penrose, pre-shadow murder, is a terror. As the sole NCU commander available to Renly players, Penrose fills out the three NCU builds popular across the factions nicely, but it only gets better from there. When activated, Penrose may influence an enemy unit. Whenever the influenced unit is targeted on the tactics board by either player, a friendly unit within long range may heal d3 wounds. Penrose should be played as soon as possible every round to maximize the healing potential and you can force your opponent to seriously reconsider their own moves on the tactics board with that amount of healing going off. His tactics cards are equally brutal. Not only does he feature more healing potential, he also has the chance to turn off enemy abilities when they attack, and he’s holding two “Counterplots” in the deck. If you like manipulation and control of the table through abilities, Penrose is a fantastic commander. Top tier.


====Units====
====Units====


*'''Rose Knights (7pt):''' Hot damn these unit is awesome, very tough, good moral and not too shaby offense. The two abilities push them over the horizon. An autoheal, basically after each time you are attack is quite nice, and just their general heal make them a nuisance to remove. And because your auto wounds trigger on every attack, money spot, Tycho, card effect, and every attack, you xan basically kill people just via autowounds. Run them forwards early on, get them stuck and then they'll never die. Can take care of all your needs by autowounding them away. All types of healing make them better, make sure they suffer 1 or 2 wounds early so you can always use your healing cards on them. While their melee is only slightly above average, you will heal 1 Wounds and auto-wound 1, they do make good choices for Ours is the fury. If you field a bunch of them Tycho can deal damage all over the place. Honestly your best choices.
*'''Rose Knights (7pt):''' The first unit available exclusive to Renly players, the Rose Knights of House Tyrell are, quite possibly, the best combat unit in the game. With a 4” move and a 3+ save, Rose Knights hold to the slow and sturdy play style that defines both Baratheon commanders, but the Rose Knights feature robust abilities to keep themselves healed up and dealing regular additional wounds. Each time this unit attacks in melee or passes a moral test, they restore 1 wound. Every time the unit restores wounds, a unit its engaged with takes 1 wound. You can see where this is going. Rose Knights are a “death by a thousand cuts” style unit, capable of whittling down even the toughest units through their own healing.


====Non-Combat Units====
====Non-Combat Units====


*'''Eldon Estermont (3pt):''' Probably a staple in your list. Scrying and drawing 2 cards on any spot is a really good effect. It is equal to claiming the letters spot. The only problem with this is that Baratheon have a big problem with having multiples of the same card which will lead you to probably always have above 3 cards
*'''Eldon Estermont - Venerable Knight (3 pts):''' Extremely strong at 3 points, this version of Eldon allows you to replace a tactics zone’s effect with the ability to draw three cards from the top of your deck, placing one on the bottom of the deck and keeping the other two. With some of the strongest commander tactics cards in the game, Eldon is an auto-include unless he’s your commander.
 
*'''Margaery Tyrell (4pt):''' She is okay. Not useless but also not your number 1 choice. For a Rose Knight list she is a foil to Tycho. Field Tycho if you want some ensures against alpha strikes, heal multiple units and field Margaery if you are a Dreamer. Theoretically she can do 12 net wounds damage, by healing Rose Knights every turn for 6 turns, more likely she'll do 8 net wounds total. Keep in mind unlike Tycho she requires a Zone holding, which a) hurts you in 3 NCU games, and b) can't be done at any point in a turn, so play around that.
 
*'''Olenna Tyrell (5pt):''' A tech pick. She shuts down some of the strongers NCU, but cost a lot herself. Add to that, that you require her to claim a zone. In total I would say she is good if you dislike certain problematic NCU, like Walder, Jaqen, Styr, Joer.
 
====Attachement====
 
*'''Cortnay Penrose:''' He gives you another card. This is similar to Tyrion effect, but unlike Lannister you might not toss to many cards, and with Eldon, you can sometimes have some cards leftover in your hand. Is he worth 2 points? Only if you are good at making use of every card, if you rather keep them in your hand or frequently claim letters/have Eldon, do something better with your points.
 
*'''Loras Tyrell:'''  2 points for Precision? He is weaker then Syrio but he is in a faction with Critical Blow. Sadly that unit is overpriced. Not worth it unless you think your Rose Knights need more auto wounds.
 
*'''Brienne the Blue:''' She is free for Renly and useless for anyone else (except a very specific corner case, that if you face Renly, and use Jhagen to become him.... ). That's all you need to know. But if you want to know it, she can attack each time Renly unit is attacked, so make sure she isn't stuck somewhere away from renly, face each unit 1 by 1, so she'll can support Renly and you probably win the game with her alone. Remember the enemy can shift to the opposite side, if you are at the side of Renly getting out of your range. He can also go 100% with renly unit, preventing a front charge by brienne unit, so all in all watch your positioning and ensure that the enemy can't dodge. If you are attack it isn't even limited to once per round, so try to make sure Renly survives. Make sure that Renly stays alive as long as he can and just get a lot of attackd in. If the factions gets the archer of the marshes it is pretty much good night for every army left. If you want to make the best use of her, use Tycho to save Renly from a painful alpha strike. Best in Rose Knights (high volume of attacks is nice), or Bastards Girl, long range, but mind that you can only use your order once per turn
 
==Building your Army==
 
As always, your list depends on your commander and objective. Your choice of Commander also determines which units, attachement and NCU you can field.
In general you want around 8+ activation in your army. Reason herefore is to wait out the enemy attacks.
Most everyone wants 3 NCU, and as a Baratheon I found that a third NCU allows you to wait out the foes actions a bit more. Also because some ability requires Crown you might want 1 more NCU.
 
Baratheon usually build around one of three units, if you go Renly Rose Knights (between 1 and 2), if you go Stannis Faithful and else Flayed men.
 
That what makes Baratheon honestly really good, is the fact that your foe won't know what way you'll go. If you go Renly, he might want auto-wounds, corpse pile and wouldn't need high moral.
But if you then went Stannis, he would need high volume of attacks, good moral themselves and weirwood trees.
 
Sample List:
These are made to get into the game early.
I recommend the Neutral Hero Box 2. The faction specific herobox can only be used by 1 side, that's why I suggest the neutral.
I recommended 2 instead of 1 just because I feel the character within work better with both factions, but it is your decision.
 
Points: 40 (7 Neutral)
 
Combat Units:
 
• Baratheon Wardens (5) with Master Warden (1)
 
• Baratheon Wardens (5) with Master Warden (1)


• Baratheon Sentinels (6) with Stannis Baratheon - The Rightful Heir (0)
*'''Margaery Tyrell - Little Rose (4 pts):'''  Not enough heals? Bring along the queen-to-be. Margaery synchronizes especially well with Rose Knights as her ability to heal whenever claiming a tactics board zone gives the Rose Knights’ ability to proc yet again. Also useful to scare up one final wound on a stubborn enemy tray. A bit steep, but works very well with the Renly playstyle.


• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)
*'''Olenna Tyrell - Queen of Thorns (5 pts):''' The matriarch of House Tyrell is tired of your bullshit. Dealing with nonsense from Walder Frey? Mance Rayder? Cersei? Whatever NCU is vexing you gets to take a seat with Olenna in play as her ability shuts down an NCU’s ability when she claims a tactics zone. Make sure you play her early enough to not get shut out as she is five points. Very expensive, very powerful, very annoying for opponents.


Non-Combat Units:
====Attachment====


• Shyra Errol - Lady Of Haystack Hall (3)
*'''Cortnay Penrose - Reliable Castellan (2 pts):''' When attached, Penrose increases your hand size by 1. Simple and effective, but it’s really up to you. Do you find yourself often short on cards? Mixing this attachment with Eldon Estermont as an NCU can solve that problem. As Rose Knights can excel even without a dedicated attachment, that’s a good place for him to go if you have the points.


• Alester Florent - Lord Of Brightwater (4)
*'''Loras Tyrell - King’s Squire (2 pts):'''  Attachment Loras provides “Precision”, allowing no saves on attack rolls of a 6. Unless you find yourself going up against a heavily armored opponent, this is a bit expensive. Still, if you have the points this makes Rose Knights even scarier.


• Jaqen H'ghar - Follower Of The Red God (5)
*'''Brienne - The Blue (0 pts):''' Brienne in her Rainbow Guard (good luck painting the cape) attire serves as the bodyguard to King Renly Baratheon. Brienne is a free attachment for any unit not including Renly with a bodyguard ability that activates once Renly’s unit has been attached. The unit Brienne The Blue is attached to gets a free attack or charge against the attacker, and that unit rolls +2 dice. Absent Renly she has no place in a list, but placing both Renly and Brienne in two units of Rose Knights is a deadly combination. Keep her close and dare your opponent to charge.


==Tactics Deck==
==Tactics Deck==


I know I have been shitting on Baratheon but they do have their uniqueness and strength.
*'''Baratheon Conviction:''' It’s...okay. Many cards that must be played at the beginning of the round tend to be stronger than cards that can be played during a turn, but Conviction has no latent abilities unless you control certain zones. A shrewd opponent will look to control the zones where those abilities proc. Like many cards of similar framing, this requires forethought on controlling the right zones on the tactics board at the right time to get the effects, but both can really buff up a unit’s survivability. Remember: this must be played at the start of a round, so pay attention!
You will attack more then anyone else in the game, and while you can't really chain your cards well, you can attack multiple times after each other, hell your cards are quite strong.


Another thing you will sadly experience is, that you'll sit on dead cards more often then not.
*'''Counter Charge:''' Brutal and effective, this card is what keeps your opponents at bay which, paradoxically, is the last thing you want as a Baratheon player. Best used on offensive units like Sentinels, Rose Knights, or Faithful. Try to bait the charge with Wardens, negate their charge bonus with the Master Warden, then flank with this.
You have 3 cards with the same trigger, 1 card on the start of the Round and another 1 when you are destroyed. The other 2 also have specific timing. In general try to force the situation where you can play your cards, suprise him with your attacks and hope to god you don't draw Baratheon Conviction via the letters spot or both at the same time.


Also all your effects can be quite obvious if you act in a certain way, channel your Renly and hide your buggery attempt
*'''Hold the Line!:''' A straight up damage buff, it does suffer from needing to be engaged before being played, but it does allow you to punch above your rank in prolonged fights. Solid.


*'''Baratheon Conviction:''' Not a good card. The card itself does nothing, but does remain till the end of the game. You need setup to make it work, which can suck tremendously as the card will be blanked at the start of each turn. If you draw it in the course of the turn, you run into the fact, that you might want to keep it to play at the beginning of the next, but that'll leave you with only 2 cards. Honestly just toss it, unless you face Melisandre or Ramsey.
*'''Last Stand:''' Nothing gets your opponent down like “Last Stand”. Once they finally manage to wipe one of your units, you get to swing back one last time with full ranks. The sort of thing “Counterplot” was born for.


*'''Counter Charge:''' Now we getting to it. Getting a free charge is great, can't say more. Don't be too obvious in your usages, as people can play around it. Make sure you have line of sight and that the enemy unit can't shift out of line of sight or range.
*'''Ours is the Fury!:''' Another free attack once you’ve been attacked, although this one allows you to swing back at full rank strength if you hold the Crown tactics zone. Situational, but nothing to sneeze at.


*'''Hold the Line!:''' Your only damage buff, it is good. Keep in mind this won't work usually work with Last Stand, Ours is the Fury!, Stag Knight Noble, Brienne, Renly and Counter Charge as those effects are usually played not in your activation. But if you do want to try something funny, attack, kill yourself with a stupid R'hllor ability or counter and make another attack. 5 bucks for that guy who manages to play this, charge his renly unit into Halbediers, use Ours is the Fury!, then use Brienne to kill herself on some spikes, use Renly card to attack again and finally use your initial charge attack
*'''Stag's Resilience:''' Very powerful as it’s a rare healing option in the main tactics deck, so especially valuable to Stannis players. Requires control of the letters for full effect, but you should be going for the letters early in most rounds.


*'''Last Stand:''' Good ability, it is a free attack with max dice. Unlike Winter is coming and Watch has ended requires no set up. The crown is useful but not needed. Also makes me question True Loyalty again. Don't be too obvious
*'''Stag's Wit:''' Your worst card as it requires you to be engaged (like most of your cards). Being able to dump tokens is strong, but any player wouldn’t wait for you to already be engaged before spending tokens after a charge. Dump whenever possible.  


*'''Ours is the Fury!:''' Another free attack, a bit easier to pull of then last stand unless something is going very, very right for your foe. Having the crown spot is useful if the enemy has high damage unit otherwise you can survive with no rank loss, if he isn't aware of this card.
==Tactics==
 
*'''Stag's Resilience:''' Your best card. This can be a shift of a total of 4 wounds in the worst case, and 8 wounds in the best. Always use it with letters. Kill off a 2 wounds unit for maximum fun, then charge another unit. Works good with Rose Knights, but what isn't)


*'''Stag's Wit:''' Meh, it requires you to be in melee and have condition. Use it immediately when you find a chance, letter is a good bonus but unless you play a lot of wardens, tactical approach and Axel you don't really requires it
•Look to take the Letters from Turn 2 onward as many of your cards proc once you’re actually engaged.


==Tactics==
•Control of the Crown is also vital as many of your units have average to poor morale. Shrewd opponents will use panic to get around your solid armor saves.


Claim the Letters spot early, you usually want your powerful cards.
•Wardens are best placed on the flanks of your army where their Master Warden bonus can prevent the full effectiveness of charges from faster armies.
March your unit quickly forward unto the object.
Enable flank charge for your more aggressive units (Cutthroath or Sentinels)


Claim the panic spot, to protect your sentinels if you field them and gain some of your conditional ability. Using a replace effect can be quite useful here if you are facing high moral units.
•You will be outmaneuvered by most armies, so choosing to hold a specific side of the board can help mitigate your slow speed. Layering your forces so that units charging put themselves in danger of countercharges is a sound strategy.


Money spot is useful with Melisandre and some Stannis Commanders
•R’hllor lists thrive in situations where enemies suffer from morale penalties, so look to place Corpse Piles during set-up. Renly lists, on the other hand, often enjoy additional bonuses from their tactics cards when they pass morale tests, so look to place Weirwood Trees.


Renly wants Weirdwood trees, Stannis wants Corpse piles
•Stag Knights are not good. They look very cool, but don’t do it. They’re too expensive for what they do. Hopefully this changes.

Revision as of 12:19, 8 October 2020

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"Robert was the true steel. Stannis is pure iron, black and hard and strong, yes, but brittle, the way iron gets. He'll break before he bends. And Renly, that one, he's copper, bright and shiny, pretty to look at but not worth all that much at the end of the day."

– Donal Noye, steward of the Night's Watch

Why Play Baratheon

"Ours is the Fury"

In the wake of the death of King Robert Baratheon, the king’s house quickly divides between Robert’s two brothers: the stoic, dedicated middle brother Stannis and the charismatic, handsome youngest brother Renly. As the sixth faction to join the roster of the A Song of Ice and Fire Miniatures game, House Baratheon features a slow, heavily armored play style that thrives in multi-turn combats with cards that benefit from being stuck in.

As House Baratheon is divided between those loyal to Stannis and those to Renly, the Baratheon faction in game is similarly divided. The Baratheon core set features units that can be fielded by both commanders, but later releases feature units that have the “Loyalty” keyword, marking them as units available only to Stannis or Renly commanders. These include the fanatical R’hllor Faithful of the Lord of Light, sworn to Stannis, and the regal Rose Knights of Highgarden, sworn to Renly.

Pros

  • Most units feature strong armor, especially Wardens
  • Two armies for the price of one starter box: Stannis and Renly feature different playstyles
  • In a game with high attrition, Baratheon units thrive as many of their basic tactics deck activate upon taking damage or being engaged
  • Those helmets have antlers
  • Those swords are on fire
  • Stannis is the actual rightful king of the Seven Kingdoms

Cons

  • Sundering is rare and hard to come by
  • High damage potential is limited, can struggle against tough, single model units (Giants, Dragons, etc.)
  • Less NCUs available on a whole by virtue of the fact that many of their units are only available to Stannis or Renly
  • Average to poor morale across basic units
  • You are the slowest army in the game
  • Renly is a punk ass bitch

Playstyle

The basic units in the Baratheon army are not the most intimidating combat monsters on the table by any stretch, but what they lack in punch they more than make up for in plate mail. Baratheon units are well suited to mitigate losses in the attack phase with strong initial armor. Further, their tactics deck features a wealth of cards that activate only once a unit has been attacked, charged, or engaged. Where many armies struggle once they get bogged down in multi-turn melee battles, Baratheon units shine.

Units and Attachments

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

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. Wardens can also spend “Weakened” tokens as if they were a “Vulnerable” token. Situational, but not terrible. With an underwhelming attack profile and a sluggish 4” move, Wardens are a defensive unit through and through. Bring two.
  • 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, Sentinels are an excellent first strike option, but with an average 4+ save and a poor morale at 7”, don’t expect them to survive many games to the end. Still, at 6 points they more than pay for themselves in many matches. A competitive choice that often shines with Commanders attached to them.
  • Stag Knights (8 pts): Folks, they’re not good! This one hurts, as the Stag Knights are some of the coolest models in any army, but these ones really need to be re-examined by CMON. Built around a mechanic of gaining abilities when they lose ranks (your choice of “Sundering”, “Critical Blow”, or “Vicious” at each lost rank), Stag Knights are clearly meant to be a threat that either must be wiped quickly or left alone. Throwing 7 dice on attacks regardless of ranks is a nice idea, but just not scary enough with an 8 point cost, which is what sinks this unit. With a 4+ save, 4” move and a 6+ morale, dedicated offensive units/deathstars will mulch these guys. Their point cost is just way, way too steep. Avoid.
  • Champions of the Stag (announced and previewed) (10 pts): Here come the biggest, beefiest boys. Riding in at a staggering 10 points, the Champions of the Stag are the heaviest cavalry in Westeros. With a 2+ armor save and a 5+ morale, good luck shifting this tray. These monsters are designed to get stuck in and finish off units in short order while shrugging off most attacks. Featuring “Critical Blow” and the Wardens ability to place “Weakened” tokens on enemy units who roll a 1 on their defense saves, the Champions all feature “Parry”, where attack rolls of a 1 against the Champions return a wound on the attacking unit. While incredibly slow and expensive, expect the Champions of the Stag to run roughshod over most other enemy deathstars.

Non-Combat Units

  • Shyra Errol (3 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, but she’s a solid choice in game. A bargain at 3 pts, Shyra’s ability to place or remove tokens synchronizes well with both Stannis and Axell Florent’s cards, abilities, and in Axell’s case, influence.
  • Alester Florent (4 pts): Before being sacrificed to the Lord of Light, Alester is another strong option available to both commanders. His twice per game ability to claim an already claimed zone on the Tactics Board is a nightmare for many armies, most notably Lannisters, as well as folks who like to rely on Walder Frey.

Attachments

  • Master Warden (1 pt): An absolute steal at a single point, Master Wardens are what turn a strong defensive unit like Wardens into a nigh impenetrable bunker. Once per round, they may issue an order cancelling an attacking unit’s charge, flank, and/or rear bonuses. Paired with the Wardens 3+ save, your line troops are tougher than nails. Worth considering taking on just about any unit, Master Wardens are an auto-include.
  • Stag Knight Noble (2 pts): The Stag Knight Noble is in a tough spot right now. Clearly designed to synergize with the “lose ranks, gain abilities” approach of the Stag Knights, the ability to take 2 wounds to attack again takes an already overcosted unit like Stag Knights up to 10 points. Absolutely not worth it. With the release of the Rose Knights and their ability to heal when attacking, the Noble becomes an interesting choice again, but outside of attaching him to those two units, leave him home.

Loyalty: Stannis Baratheon

The rightful king.

The rightful king of the Seven Kingdoms leans heavily on the play style of sacrificing models to punish the enemy team, primarily via panic/morale. To that end, Stannis enjoys the patronage of R’hllor, the Lord of Light. With R’hllor Faithful, you receive flaming sword wielding zealots that can punish enemies with morale tests multiple times a round. With the upcoming R’hllor Lightbringers, the panic tests can spread from one unit to another. You can expect to lose many of your trays by the end of the battle, but that’s what Stannis Commanders are designed to do, as their units and NCU’s abilities rely on sacrifice to pull off their strongest effects.

Commander

  • Stannis Baratheon - The Rightful Heir: The version of Stannis included in the Baratheon Starter Box, the Rightful Heir is a perfect attachment for Baratheon Sentinels, and a strong choice if you decide to run Stag Knights, as he provides them not only with “Critical Blow” but the ability to refuse any tokens on that unit. However, his Tactics Cards are decidedly the weakest amongst all the Stannis aligned commanders with most relying on specific tactics zone control to proc.
  • Stannis Baratheon - The One True King: The version of Stannis included in the Baratheon Heroes I box, this version has converted to the faith of the Lord of Light. Providing the “R’hllor” keyword to the unit he’s embedded in, this version of Stannis is also best placed in a unit of Sentinels. Trading his “Critical Blow” for a refusal of morale penalties for the unit he’s in, the One True King version of Stannis shines more in his deck than in his attachment abilities. With cards dealing auto hits even before attacks and synergizing well with the “R’hllor” keyword, lean in with other “R’hllor” units if you want to run this version.
  • Andrew Estermont - First of the King's Men: A solid commander with strong cards, Andrew Estermont is an ideal attachment for Stag Knights or Sentinels as he adds “Critical Blow” along with the “Meticulous Planning” order, allowing you the opportunity to search your deck for the right card. Where Andrew’s power really lies is his deck, however, as he features some of the strongest control cards available to Stannis players. “At Any Cost” and “Attrition Tactics” have the potential to swing turns if not whole rounds.
  • Davos Seaworth - Hero of Blackwater: Davos is an exciting and explosive commander for Stannis players as he can mitigate the army’s biggest weakness: its speed. Attaching Davos to a unit improves their speed by 1” and allows them to ignore the penalties of “Dangerous”, “Hindering”, and “Rough” in terrain. Positioning Davos’ units with these abilities in mind can force enemy players into some tough decisions when it comes to positioning and charging. Further, Davos features a very strong deck with “For the True King” and the frankly bonkers potential of “Flea Bottom Tricks”, which allows a unit to make a free maneuver or march before taking their action. If those two cards combo with Davos attached to a unit of Sentinels, you can theoretically perform a 30” charge(!!!). Further, Davos’ “Parlay” card can seriously disrupt an enemy’s plan by shutting down a unit for a turn. The coolest guy in the books AND the show also rules in the game. Nice.
  • Axell Florent - First of the Queen's Men: The only NCU Commander available to Stannis armies, Axell Florent features a strong deck designed entirely around the “R’hllor” keyword. His influence removes a condition token from a target unit, but the real effect is adding the “R’hllor” keyword for a round. “R’hllor’s Wrath” in his deck is particularly of note as it can add “Sundering” to an attack, but only after being engaged which can harm its effectiveness.

Units

  • R'hllor Faithful (7 pts): Zealots wielding flaming swords sounds pretty cool right? The R’hllor Faithful are the first combat unit available only to Stannis players and, at first glance, seem a bit expensive at 7 pts. You’ll find no shortage of players claiming they’re not worth the cost, but those players are wrong and dumb because the Faithful are very, very scary. While their armor is a joke at 5+, they bring a strong attack profile hitting on a 3+, all but guaranteeing a wound or two which is all they need for their “Vicious” ability to kick in. When they’re struck back, they can spend a “faith token”, earned by passing morale tests, to force a panic test back on the attacker with a -1 for each rank the Faithful have left. Further, when they are destroyed, another faith token can be expended to give a R’hllor unit within long range a free charge at the attacker. As you can see, these guys are built entirely around forcing panic tests and passing morale tests, thankfully they’re sporting a 4+ morale, so that comes easy even with Cersei lurking about. So, are they worth it? If you’re building a dedicated “R’hllor” army or are looking to exploit an opposing enemy’s poor morale, these units are truly terrifying. Against armies with the ability to mitigate morale losses, notably Lannisters and Night’s Watch, they can struggle. If you do decide to bring them, bring two, then choose your commander and build your list around their strengths.
  • R'hllor Lightbringers (announced and previewed) (6 pts): Good god, these guys. There’s a running bet on the ASOIAF discord about their previewed unit card and whether or not it will go unchanged before release because right now these archers are bananas, designed to fully exploit the strengths of R’hllor based army lists. Their bows fire at long range with a strong 8/7/4 profile and “Vicious” for good measure. Panic tests failed against their attack cause an additional wound and another enemy within short range must also take a panic test. While their armor is weak, their morale and mobility is above average for Baratheons. If they release as previewed, expect to see these guys in every list. Terrifying.

Non-Combat Units

  • Axell Florent - Hand of the Queen (3 pts): The slayer of wolves, the bane of mountains, Axell Florent is uniquely suited to dealing with individual model units. His influence ability allows both players to deal two wounds to a unit in exchange for using up a condition token on them. Playing him early in a round in conjunction with the letters can set-up instakills on wolf models with ease. A steal at 3 points.
  • Davos Seaworth - Hand of the True King (4 pts): Sadly, the NCU version of Davos is a big swing and a miss for his points. Twice per game he allows a unit to re-roll their charge dice which can be useful, but unless we see him dropped to 2 points, don’t expect him to hit the tactics board any time soon.
  • Selyse & Shireen - Queen and Princess (4 pts): Stannis’ wife and child bring a much needed ability to the faction that tends to struggle against single model units like the Mountain That Rides or the Savage Giants. When influencing a unit, that unit gains the “R’hllor” keyword and allows that unit to, each time it attacks, take d3 wounds to deal d3 wounds to the attacker. Ideal if you’re trying to crack a tough model or tray but debatable as a strong choice as this is yet another tactic based around losing models and bodies tend to stack up fast when playing Stannis armies. Might be stronger at 3 pts.
  • Melisandre - The Red Woman (5 pts): Weep, you filthy scoundrels, for the wrath of the Red Woman is terrible to behold. Melisandre is a terror. Essentially Cersei Lannister on steroids, Melisandre’s ability allows the player to sacrifice 1, 2, or 3 of their own models from a unit to force a panic test on an enemy unit at a minus to their roll equal to the models sacrificed. Further, if that panic test is failed, they lose additional models equal to the models sacrificed. This gives her the potential to cause 7(!!!) wounds with her ability every round. Units with 6 or worse morale must live in constant fear of her and avoid any negative modifiers or Panicked tokens at all costs. If you really want to go for broke, place her on the Crown and go for double panic tests. The safer option is to claim the Bag, nullifying your own losses while still opting for maximum damage potential on her test. At 5 points, she is expensive for an NCU...and worth every point.

Unit Attachments

  • Andrew Estermont - True Loyalist (2 pts): As an attachment, Andrew is in a bit of a strange place as his “loyalty” ability is only available to a single unit, R’hllor Faithful, for the moment. His other ability, adding “Critical Blow” is better served in the units that have some added melee punch potential, like Sentinels or even Stag Knights. If you’ve got the points spare, “Critical Blow” isn’t a bad thing to add to a unit.
  • Davos Seaworth - Onion Knight (2 pts): The attachment version of Davos is, like Andrew Estermont, in a strange place as well. Like his Commander version, this Davos offers something that the army struggles with: healing potential, but it’s very situational and hard to proc. Being able to add wounds to a unit near death can be good, but at the expense of wounds to another unit is a tough decision to justify, even at 2 points. Further Davos’ “loyalty” ability, like Andrew Estermont’s, is currently only active in R’hllor Faithful.
  • Devan Seaworth - King’s Squire (2 pts): Davos’ senior surviving son is designed to help a unit alleviate some of the army’s movement problems with his order of “Reckless Heroism”. After declaring a charge, that unit can take d3 wounds to automatically assume a roll of a 6. In an army that is already self-sacrifice heavy, this can be costly but if you’re finding yourself up against an opponent who excels at cat and mouse tactics, Devan can come in handy.
  • Red Priestess (1 pt): Oh, you. Coming in the R’hllor Faithful unit box, the Red Priestess is an auto-include on your high morale units. When attacking, her unit may make a morale test. If they fail, the unit may take a wound to re-roll. If they pass, the enemy becomes vulnerable and panicked. Extremely strong and pairs well with the R’hllor Faithful looking to pass morale tests to gain Faith Tokens. Never leave home without her.
  • Lord of Dragonstone (1 pt): Bizarrely, the attachment for the Champions of the Stag is a Stannis only option. The Lord allows your cavalry to make a free charge or maneuver when a friendly unit within Long Range is attacked. If you choose to charge, it must be the enemy that attacked the friendly unit. Helpful with the slow movement of the Champions, the only question is do you really want to spend even more points on the Champions?

Loyalty: Renly Baratheon

Commander

Fancy lad.
  • Renly Baratheon - The Charismatic Heir: The Baratheon Starter Box version of Renly is a very strong offensive/buff commander. Renly himself lends his unit +2 attack dice at full ranks or being treated as one higher rank in terms of attack dice than your actual ranks. Further, units within Short Range of Renly’s unit get a +1 to morale, very strong for Baratheon units. Where Renly shines is his cards as each features a way to heal wounds for both his and other units, sometimes simultaneously. With the release of Rose Knights, bunkering Renly in their unit is all but guaranteed to make your opponent tear their hair out trying to wipe the tray. This is particularly vital as this version of Renly’s cards, unlike many other commanders, requires him to be alive to get their full effect. Very strong choice.
  • Renly Baratheon - Lord Paramount of the Stormlands: The version of Renly included in the Baratheon Heroes II box forgoes the healing and buffing role for a more offensive set of abilities and cards. Placing the Lord Paramount in a unit prevents it from being targets by tactics cards or influences. His cards, on the other hand, are geared around various combat effects. Like the basic tactics deck, these abilities tend to require a triggering action by the enemy to come into effect. This can make it much harder to pull off some of the tricks these cards afford. Interesting, but not terribly strong. You should usually bring the free Brienne attachment when playing Renly in general, but for this version she should be an auto-include.
  • Loras Tyrell - The Knight of Flowers: The knight beloved by the smallfolk is a monster. Loras is a full on offensive choice with strong healing options and some additional punch in combat. Loras’ unit benefits from either dealing an additional wound every attack or, on a 3+ roll, killing the enemy unit’s attachment. All three of his tactics cards contribute to an aggressive playstyle and one benefits from keeping close to Loras’ unit. Of all of the commanders available to Renly, Loras’ is the most straightforward...and arguably the strongest.
  • Eldon Estermont: Lord of Greenstone A very interesting, if bizarre, set of cards and abilities sets Eldon apart from the other commanders. With a strong deck available to Baratheon players, Eldon’s ability to dump a card to place a condition token on an enemy in short range can be powerful but it requires Eldon to keep close to an enemy. Unfortunately, his “Battle Endurance” tactics card wants to keep you out of combat until at least turn 3. His “Hefty Ransom” is a fun card that will very, very rarely be worth it, but if you can pull it out for a last round victory, that’s a story to tell for months. Your weakest option, overall.
  • Cortnay Penrose: Castellan of Storm’s End Bonkers. Mental. Insane. Bananas. Cortnay Penrose, pre-shadow murder, is a terror. As the sole NCU commander available to Renly players, Penrose fills out the three NCU builds popular across the factions nicely, but it only gets better from there. When activated, Penrose may influence an enemy unit. Whenever the influenced unit is targeted on the tactics board by either player, a friendly unit within long range may heal d3 wounds. Penrose should be played as soon as possible every round to maximize the healing potential and you can force your opponent to seriously reconsider their own moves on the tactics board with that amount of healing going off. His tactics cards are equally brutal. Not only does he feature more healing potential, he also has the chance to turn off enemy abilities when they attack, and he’s holding two “Counterplots” in the deck. If you like manipulation and control of the table through abilities, Penrose is a fantastic commander. Top tier.

Units

  • Rose Knights (7pt): The first unit available exclusive to Renly players, the Rose Knights of House Tyrell are, quite possibly, the best combat unit in the game. With a 4” move and a 3+ save, Rose Knights hold to the slow and sturdy play style that defines both Baratheon commanders, but the Rose Knights feature robust abilities to keep themselves healed up and dealing regular additional wounds. Each time this unit attacks in melee or passes a moral test, they restore 1 wound. Every time the unit restores wounds, a unit its engaged with takes 1 wound. You can see where this is going. Rose Knights are a “death by a thousand cuts” style unit, capable of whittling down even the toughest units through their own healing.

Non-Combat Units

  • Eldon Estermont - Venerable Knight (3 pts): Extremely strong at 3 points, this version of Eldon allows you to replace a tactics zone’s effect with the ability to draw three cards from the top of your deck, placing one on the bottom of the deck and keeping the other two. With some of the strongest commander tactics cards in the game, Eldon is an auto-include unless he’s your commander.
  • Margaery Tyrell - Little Rose (4 pts): Not enough heals? Bring along the queen-to-be. Margaery synchronizes especially well with Rose Knights as her ability to heal whenever claiming a tactics board zone gives the Rose Knights’ ability to proc yet again. Also useful to scare up one final wound on a stubborn enemy tray. A bit steep, but works very well with the Renly playstyle.
  • Olenna Tyrell - Queen of Thorns (5 pts): The matriarch of House Tyrell is tired of your bullshit. Dealing with nonsense from Walder Frey? Mance Rayder? Cersei? Whatever NCU is vexing you gets to take a seat with Olenna in play as her ability shuts down an NCU’s ability when she claims a tactics zone. Make sure you play her early enough to not get shut out as she is five points. Very expensive, very powerful, very annoying for opponents.

Attachment

  • Cortnay Penrose - Reliable Castellan (2 pts): When attached, Penrose increases your hand size by 1. Simple and effective, but it’s really up to you. Do you find yourself often short on cards? Mixing this attachment with Eldon Estermont as an NCU can solve that problem. As Rose Knights can excel even without a dedicated attachment, that’s a good place for him to go if you have the points.
  • Loras Tyrell - King’s Squire (2 pts): Attachment Loras provides “Precision”, allowing no saves on attack rolls of a 6. Unless you find yourself going up against a heavily armored opponent, this is a bit expensive. Still, if you have the points this makes Rose Knights even scarier.
  • Brienne - The Blue (0 pts): Brienne in her Rainbow Guard (good luck painting the cape) attire serves as the bodyguard to King Renly Baratheon. Brienne is a free attachment for any unit not including Renly with a bodyguard ability that activates once Renly’s unit has been attached. The unit Brienne The Blue is attached to gets a free attack or charge against the attacker, and that unit rolls +2 dice. Absent Renly she has no place in a list, but placing both Renly and Brienne in two units of Rose Knights is a deadly combination. Keep her close and dare your opponent to charge.

Tactics Deck

  • Baratheon Conviction: It’s...okay. Many cards that must be played at the beginning of the round tend to be stronger than cards that can be played during a turn, but Conviction has no latent abilities unless you control certain zones. A shrewd opponent will look to control the zones where those abilities proc. Like many cards of similar framing, this requires forethought on controlling the right zones on the tactics board at the right time to get the effects, but both can really buff up a unit’s survivability. Remember: this must be played at the start of a round, so pay attention!
  • Counter Charge: Brutal and effective, this card is what keeps your opponents at bay which, paradoxically, is the last thing you want as a Baratheon player. Best used on offensive units like Sentinels, Rose Knights, or Faithful. Try to bait the charge with Wardens, negate their charge bonus with the Master Warden, then flank with this.
  • Hold the Line!: A straight up damage buff, it does suffer from needing to be engaged before being played, but it does allow you to punch above your rank in prolonged fights. Solid.
  • Last Stand: Nothing gets your opponent down like “Last Stand”. Once they finally manage to wipe one of your units, you get to swing back one last time with full ranks. The sort of thing “Counterplot” was born for.
  • Ours is the Fury!: Another free attack once you’ve been attacked, although this one allows you to swing back at full rank strength if you hold the Crown tactics zone. Situational, but nothing to sneeze at.
  • Stag's Resilience: Very powerful as it’s a rare healing option in the main tactics deck, so especially valuable to Stannis players. Requires control of the letters for full effect, but you should be going for the letters early in most rounds.
  • Stag's Wit: Your worst card as it requires you to be engaged (like most of your cards). Being able to dump tokens is strong, but any player wouldn’t wait for you to already be engaged before spending tokens after a charge. Dump whenever possible.

Tactics

•Look to take the Letters from Turn 2 onward as many of your cards proc once you’re actually engaged.

•Control of the Crown is also vital as many of your units have average to poor morale. Shrewd opponents will use panic to get around your solid armor saves.

•Wardens are best placed on the flanks of your army where their Master Warden bonus can prevent the full effectiveness of charges from faster armies.

•You will be outmaneuvered by most armies, so choosing to hold a specific side of the board can help mitigate your slow speed. Layering your forces so that units charging put themselves in danger of countercharges is a sound strategy.

•R’hllor lists thrive in situations where enemies suffer from morale penalties, so look to place Corpse Piles during set-up. Renly lists, on the other hand, often enjoy additional bonuses from their tactics cards when they pass morale tests, so look to place Weirwood Trees.

•Stag Knights are not good. They look very cool, but don’t do it. They’re too expensive for what they do. Hopefully this changes.