ASOIAF Miniatures/Tactics/Lannister: Difference between revisions
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====Units==== | ====Units==== | ||
*'''Lannister Guardsmen (5pt):''' | *'''Lannister Guardsmen (5pt):''' Your bread and butter melee unit, very defensive with a 3+ save and an in-built defensive ability in Lannister Supremacy, stick them on an objective and they have a good chance of holding it for a long time, considering giving them a Guard Captain if you don't want to run them naked to ensure that Lanniser Supremacy always goes off. Though with 4 movement and a 6/5/3 attack profile they can hardly afford to go on the offensive and even if they doo they'll dish out more wounds from Lannister Supremacy than their longswords. | ||
*'''Poor Fellows (5pt):''' | *'''Poor Fellows (5pt):''' Your other bread and butter unit, faith edition. Despite their 6+ save they are much more tankier than your would have believe, a 3+ moral ensures they will almost never fail a panic check which many units require to wipe out a tray and their ability to easily regenerate wounds helps them recover. Much like Guardsmen they rely on their ability to do the majority of their damage though their ability rather than their attacks so they like the meatgrinder. They unsurprising pair VERY well with the Champion of the Faith attachment which helps them which again helps them regen more units and gives them an easy way to generate faith tokens. | ||
*'''House Clegane Mountain Men (6pt):''' | *'''House Clegane Mountain Men (6pt):''' Mountain Men a re very simple, you want them to be in combat as soon as possible, with critical bow and vicious they can do serious damage to a unit though with a 4+ save and a subpar 7+ they can't take a lot of punishment in return. Another unit that a Guard Captain can fix but it's normally better to out The Mountain in to up their strengths rather than softening their weakness. | ||
*'''Lannister Crossbowmen (6pt):''' | *'''Lannister Crossbowmen (6pt):''' 7/7/3 attacks with Long Range and Sundering is fantastic, however this also means they are normally target number one for any dudes on horseback, so keep them protected. A guard captain is always a good idea as an 8+ leadership is one of the worst in the game. Use them to shoot at any wolf or Jorah you can see for a free VP, to soften up a unit before a charge, or use them to shoot at a unit camping an objective to force them to come to you. | ||
*'''Lannister Halberdiers (6pt):''' | *'''Lannister Halberdiers (6pt):''' Another very defensive unit, their order Set For Charge lets them lets them attack a charging unit with 8 Sundering attacks which can give you extra control of the board as no unit really want so be around them to eat that attack. | ||
*'''Pyromancers (7pt):''' | *'''Pyromancers (7pt):''' If you look up the definition of glass cannon you'll see these guys. They die easy but kill even faster if they can get there. Wildfire is a great way to crack open high armour targets. one of the most fun units in the game to use they love anything that can give them extra attacks and work well with The Mountain for full scorched earth. | ||
*'''Knights of Casterly Rock (8pt):''' | *'''Knights of Casterly Rock (8pt):''' The gold standard of cavalry, though with Lannisters did you expect anything else? The wealthiest motherfuckers around and they give you the mobility you desperately need, while they have a 3+ save and Lannister Supremacy they can take a hit as well as a Guardsmen but you want them to be constantly charging to make good use of their Lance ability. | ||
*'''Warrior's Sons (8pt):''' | *'''Warrior's Sons (8pt):''' Your other Faith unit these dudes have two different abilities, one offensive and one defensive that require Faith Tokens to use, using a faith token to hand out panicked and vulnerable give them good offensive output letting them kill units the Poor Fellows cannot. while getting a +1 or +2 to their save means that they will not die when brought down a rank or two. | ||
*'''The Mountain That Rides (4pt):''' | *'''The Mountain That Rides (4pt):''' Your cheapest unit points cost but not price wise. A Kickstarter exclusive model so good luck finding one or even being able to use him, that said 4 points for a couple of auto-wounds and a guaranteed Panicked on horse legs is a good deal. | ||
====Non-Combat Units==== | ====Non-Combat Units==== |
Revision as of 12:47, 21 July 2020
Why Play Lannister
Hear Me Roar"/"A Lannister Always Pays His Debts"/"Tywinn shits gold"/"MY HAND!!!"
You are a dick in real life, and want to be one in the game too. So you play this factions. Or you think money can buy you everthing (it can actually if you are rich enough). Lannisters are the richest factions and can buy the coolest shit. You are the faction build around tricks and defense
Pros
- Lots of denial and debuff
- Toolbox approach to units
- Good defense
- The Mountain who rides
- Some of the strongest glass cannon in the game
Cons
- Moral is kinda crap in general
- Panic bomb got nerfed
- Toolbox approach to units
- No offense increase via effects
- No free action either in attack or movement
- no movement tricks
Playstyle
House Lannister is about tricks. You debuff their offense and their option, you ensure you stay in a good position. After you are sure, you apply your specialized units to the task they are best at, then you pat yourself on the back you lazy fuck. Generally you are a defensive factions, and your offense is via Abilities and NCU. If you do take the iniative you mostly deal wounds via panic.
Unit and Attachement Analysis
You have 2 theme in your unit choices. The Lannister troops are all pretty well armored, have average to bad moral and help deal panic dmg. The Faith of the Seven troops have excellent moral and play around with their own moral
Commander
- Jaime Lannister:
- Gregor Clegane:
- Tywin Lannister:
- Tyrion Lannister:
- Joffrey Baratheon:
- High Septon:
Units
- Lannister Guardsmen (5pt): Your bread and butter melee unit, very defensive with a 3+ save and an in-built defensive ability in Lannister Supremacy, stick them on an objective and they have a good chance of holding it for a long time, considering giving them a Guard Captain if you don't want to run them naked to ensure that Lanniser Supremacy always goes off. Though with 4 movement and a 6/5/3 attack profile they can hardly afford to go on the offensive and even if they doo they'll dish out more wounds from Lannister Supremacy than their longswords.
- Poor Fellows (5pt): Your other bread and butter unit, faith edition. Despite their 6+ save they are much more tankier than your would have believe, a 3+ moral ensures they will almost never fail a panic check which many units require to wipe out a tray and their ability to easily regenerate wounds helps them recover. Much like Guardsmen they rely on their ability to do the majority of their damage though their ability rather than their attacks so they like the meatgrinder. They unsurprising pair VERY well with the Champion of the Faith attachment which helps them which again helps them regen more units and gives them an easy way to generate faith tokens.
- House Clegane Mountain Men (6pt): Mountain Men a re very simple, you want them to be in combat as soon as possible, with critical bow and vicious they can do serious damage to a unit though with a 4+ save and a subpar 7+ they can't take a lot of punishment in return. Another unit that a Guard Captain can fix but it's normally better to out The Mountain in to up their strengths rather than softening their weakness.
- Lannister Crossbowmen (6pt): 7/7/3 attacks with Long Range and Sundering is fantastic, however this also means they are normally target number one for any dudes on horseback, so keep them protected. A guard captain is always a good idea as an 8+ leadership is one of the worst in the game. Use them to shoot at any wolf or Jorah you can see for a free VP, to soften up a unit before a charge, or use them to shoot at a unit camping an objective to force them to come to you.
- Lannister Halberdiers (6pt): Another very defensive unit, their order Set For Charge lets them lets them attack a charging unit with 8 Sundering attacks which can give you extra control of the board as no unit really want so be around them to eat that attack.
- Pyromancers (7pt): If you look up the definition of glass cannon you'll see these guys. They die easy but kill even faster if they can get there. Wildfire is a great way to crack open high armour targets. one of the most fun units in the game to use they love anything that can give them extra attacks and work well with The Mountain for full scorched earth.
- Knights of Casterly Rock (8pt): The gold standard of cavalry, though with Lannisters did you expect anything else? The wealthiest motherfuckers around and they give you the mobility you desperately need, while they have a 3+ save and Lannister Supremacy they can take a hit as well as a Guardsmen but you want them to be constantly charging to make good use of their Lance ability.
- Warrior's Sons (8pt): Your other Faith unit these dudes have two different abilities, one offensive and one defensive that require Faith Tokens to use, using a faith token to hand out panicked and vulnerable give them good offensive output letting them kill units the Poor Fellows cannot. while getting a +1 or +2 to their save means that they will not die when brought down a rank or two.
- The Mountain That Rides (4pt): Your cheapest unit points cost but not price wise. A Kickstarter exclusive model so good luck finding one or even being able to use him, that said 4 points for a couple of auto-wounds and a guaranteed Panicked on horse legs is a good deal.
Non-Combat Units
- Pycelle (3pt):
- Cersei (4pt):
- Joffrey Baratheon (4pt):
- Tywin Lannister (4pt):
- Tyrion Lannister (4pt):
Attachement
- Preston Greenfield:
- Meryn Trant:
- Arys Oakheart:
- Boros Blount:
- Jaime Lannister - Kingsguard:
- Mandon Moore:
- Sandor Clegane:
- Jaime Lannister - The Young Lion:
- Tyrion Lannister:
- Barristan Selmy:
- Gregor Clegane:
- Gregor Clegane (Cav):
- Champion of the Faith:
- Guard Captain:
- Assault Veteran:
- Maimed Jaime:
Building your Army
As always, your list depends on your commander and objective. Make a list which can make use of your commanders ability and tactics card.
In general you want around 7+ activation in your army. Most everyone wants 3 NCU, and Lannister also like 3 as this allows them to steal a spot, someone else wanted. Also it gives you a NCU to claim the highly contested letters spot.
Your faction more then any other factions are highly dependent on the commander.
Sample List:
Tactics Deck
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand and combo them if you can to one-shot units. You are Lannisters, you will probably throw them out faster then anyone else. You have some very specific condition and situational cards, you struggle is to determine, when do you just toss a card or when do you keep them.
Your general Tactics deck is kinda lackluster in general, but if you use them right, you will feel like a genius. Though you have no offense increasing cards, in general your commander cards are just better.
But a perfect card, can stop the foes plan in its track
- Hear me Roar!:
- Fealty to the Crown:
- Wealth of the Rock:
- Intrigue and Subterfuge:
- Paid Mutiny:
- A Lannister pays his debts:
- Counterplot: