ASOIAF Miniatures/Tactics/Night Watch: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
Line 58: Line 58:
====Units====
====Units====


*'''Conscripts (4pt):''' .
*'''Conscripts (4pt):'''  
 
*'''Ranger Trackers (6pt):'''
 
*'''Builder Crossbowmen (7pt):'''
 
*'''Builder Scorpion Crew (7pt):'''
 
*'''Sworn Brothers (7pt):'''
 
*'''Ranger Hunters (8pt):'''
 
*'''Veterans Of the Watch (8pt):'''
 
*'''Builder Stone Thrower (10pt):'''


====Non-Combat Units====
====Non-Combat Units====
Line 77: Line 91:
====Attachement====
====Attachement====


*'''Andrew Estermont:'''  
*'''Othell Yarwyck:'''
 
*'''Qhorin Halfhand:'''
 
*'''Grenn :'''
 
*'''Pypar:'''
 
*'''Alliser Thorne:'''  


*'''Davos Seaworth:'''  
*'''Jon Snow:'''


*'''Devan Seaworth:'''
*'''Watch Recruiter:'''  


*'''Watch Captain:'''


==Building your Army==
==Building your Army==

Revision as of 06:42, 22 April 2020

Back to the list

Why Play Night Watch

"I know nothing"

You are the wall, you will hold the line.

Night Watch are a Versatile and tough factions. You are the faction most likely to use Combined arms, using both ranged, mobile, tough and hard hitting unit in conjunction

In general they are a tougher faction, due to your elite status.

Pros

  • Elite army
  • unique warmachines
  • good Attachement
  • Vow which gives you buffs over the course of the game
  • good carddraw, and wide range of applications
  • above average moral and moral abilitx
  • healing

Cons

  • Either cheap units or expensive units
  • you don't really like neutrals
  • hard to make certain things work in a list
  • tactics card cover a big range of things, and you might get lost
  • some tactics card require your enemy to do certain actions

Playstyle

Night Watch are another attrition faction. You want to win small fights after each other and then move to the bigger game.

Your vow mechanic gives you another level of tactical play. Calculate yourself if you need a certain spot.

You will fight on multiple lines, push through in 1 fight, to then round up the rest. You also excel on making use of combined arms.

Unit and Attachement Analysis

3 themes. You have builders, rangers and the wall troops.

Wall troops are your Veteran, Sworn bros and conscript. They mostly hold the line and use standart things to win. Good moral (except conscript) and good to great moral help you hold the line. Attachement help you hold the line even better

Ranger are mobile and fast. You have versentility in your due to your ranged attack. You are fragile, so make use of the retreat action via the horse zone. This is the more aggressive side of your support group. Qhorin make you deal even more dmg.

Builders are your defensive support group. You have builders crossbowmen, which are argurably the best ranged in the game. the other side of the builders are your semi-static Warmachines. In total you are slow, but far hitting, and have sundering on all.

Units

Commander

  • Jon Snow: He is a good commander, and probably the first you'll pick up to play with. His ability fits the easiest in Veterans but Sworn brothers won't say no to more sustain. To the other choices I would say no to, as he both want to be close to trigger it shall not and make use of ghost and because of his melee focus. Field him if you want the most sustained commander
  • Jeor Mormont:
  • Alliser Thorne:
  • Donal Noye:
  • Othell Yarwick:

Units

  • Conscripts (4pt):
  • Ranger Trackers (6pt):
  • Builder Crossbowmen (7pt):
  • Builder Scorpion Crew (7pt):
  • Sworn Brothers (7pt):
  • Ranger Hunters (8pt):
  • Veterans Of the Watch (8pt):
  • Builder Stone Thrower (10pt):

Non-Combat Units

  • Caster (3pt): One of three reason you are the tactics deck faction. 3 point and a replace effect is pretty on par. His effect does the two things you like draw and heal. As your cards require all possible spots having a replace effect can make it easier for you. Can't really go wrong with this guy. Only thing which sucks he is part of the free folk starter (unless Night Watch heroes 2 releases)
  • Maester Aemond (4pt): The coolest Targ. He used to be 1 of three good Night Watch NCU and is the reason with Jon that this is the healing factions. He is still good, he will snatch death from the jaws of defeat. No reason not to play him unless you go for no only rangers and builders.
  • Bowem Marsh (4pt): A free scry and draw with any claim. Too good for 3 point, meh for 4 point. Field him if you dislike the letter spot, else it is a bit of an overkill. CMON double all points, so that he can be 7 points.
  • Qhorin Halfhand (4pt): One of my favorite Commander. He is of the only troops you have which can increase dmg. Another 1 movement is not too shabby especially with Hunters and everyone who have an attched Watcher on the Wall. His other ability is quite strong but you will fuck yourself ovee with it. Best, to wait for turn 4-5, so you won't gimp yourself. Watch out for Olenna
  • Jeor Mormont (4pt): Used to be shit, now he is actually fun. Letters is probably the best effect, play it and laugh at Walder and some other nasty ability. Also a good counter to Ramsey, and Melisandre. The crown is also a permant effect, so all the fear forcing lannister and rhollor won't touch you
  • Donnel Noye (4pt): Another newish NCU. He is the other side og substainability, armor increase. Generally use him only on veteran and hunters, the other are probably a waste. Don't get a tunnel view like I do


Attachement

  • Othell Yarwyck:
  • Qhorin Halfhand:
  • Grenn :
  • Pypar:
  • Alliser Thorne:
  • Jon Snow:
  • Watch Recruiter:
  • Watch Captain:

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)

• Stag Knights (8) with Daario Naharis - Reckless Mercenary (2)

Non-Combat Units:

• Shyra Errol - Lady Of Haystack Hall (3)

• Alester Florent - Lord Of Brightwater (4)

• Jaqen H'ghar - Follower Of The Red God (5)

Tactics Deck

I know I have been shitting on Baratheon but they do have their uniqueness. You will attack more then anyone else in the game, and while you can't really chain your cards well, you can chain all the attacks you will throw out.

Another thing you will sadly experience is, that you'll sit on dead cards more often then not. 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

  • 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.
  • 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.
  • 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
  • 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
  • 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.
  • 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 of a 2 wounds unit for maximum fun.
  • 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

Tactics

List Discussion

Warmachine Heavy

Might do later