ASOIAF Miniature Game: Difference between revisions
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=== Targaryen === | === Targaryen === | ||
Dothraki, Unsullied and Stormcrows, you can't say they don't have variety at this point, the peoples of | Dothraki, Unsullied and Stormcrows, you can't say they don't have variety at this point, the peoples of Essos who have joined Daenerys in her crusade to retake the Iron Throne for the Targaryen and make a better world. | ||
Now with added Dragons, which of course, are terrifying. | Now with added Dragons, which of course, are terrifying. | ||
Revision as of 00:44, 12 November 2021
ASOIAF Miniature Game is a new rank and file wargame that's based on A Song of Ice and Fire. Despite being made by a company with a bad miniature system record but good boardgame record, it still manages to be a rather fun game. Also it is based on the book, so they can choose to not copy stupid shit from the show.
It received a resurgence on /tg/ but noone gives a fuck about it on the general. They were some fan-made factions early on (Greyjoy, Yunkai, Tully) but even those people fucked off. Both the official app war council and asoiafbuilder, lets you look at units, while they somehow fucked up and made no gallery, closet I found is https://cmon.com/product/a-song-of-ice-fire-tmg. Also there is a TTS mod for it.
Setting and History
Meh later i'll write condensed fluff
As this is CMON the game began with a [[1]kickstarter], and after that the game has had at least 2 dozen more releases with more factions added. The problem for CMON is, that Asmodeeus does all the distribution and that shit doesn't work. Most units had an initial releases, which prometly sold out, and then 4 months later those units were available again. Fuck that.
At least Duncan Rhodes says it is one of his favorites games.
Game Mechanics
ASOIAF is a rank and file system. However unlike Fantasy, you have alternating activations instead of I-Go-U-Go. that means that player 1 activates a single unit, then player 2 until every unit is activated once. A combat unit can do one action generally, which includes pivots, movements, and attacks. The standard movement for example, is pivot, straight movement and then pivot. A march would be double movement and then pivots. Attacks are based upon the number of ranks as well as the unit's accuracy. All hits are saved by the enemy units armour. If you suffer 1 wound, you have to do a panic test with 2d6 against your morale, taking 1 + 1d3 wounds if failed. As well as all these fairly basic rules, many units have special abilities.
Compared to Fantasy, a lot is streamlined and made more fluid. You have a fixed rank size (3 ranks of 4 models), the number of attack dice are based on the number of ranks and health is just how many models on the base for most part.
Units usually have 1 or 2 abilities, which are normally easy to understand, and either give bonus actions and abilities or more dice/wounds. There are also conditions and shit which are more complex, but you will figure it out with practice.
For army building you have your combat units, each of whom can have 1 attachment (normally a character), and your non-combatants (non-combat units, or NCUs) which are explained below. Additionally you will always have 1 Commander, who is free.
Now the unique part: You have two unique aspects - the tactics board and tactics deck.
The tactics board is the political side of the battle. Here non-combat units (cowards) can influence the board. You have 5 spots, each with a unique ability. These can be healing, taking another attack or movement, forcing panic test and drawing tactics card. This gives another layer of strategy to the game.
The tactics decks are faction specific decks, which around 7 cards + 3 commander specific cards in pairs of 2. These cards have bonus effects which can be played from your hand, some of them quite powerful like free movement, better charges or in case of the dirty Free Folk, respawns. A lot of these cards gives better effects, if you control certain spots on the tactics board, which gives another layer of decision making to the game. A big part of your thought process will be dedicated to make the best use of the tactics card in your hands in a turn.
Last point is objectives: while killing a unit gives off 1 VP (victory point), you need 10 to win a 40 Points game. Most games are therefore played with a scenario, which allows you to receive more points
Models
All the characters are unique and for the most part pretty cool looking, with decent casts. Basic infantry units are made up of 12 dudes, with a variation of 4 models generally, plus a banner bearer. So you have around some samey looks. Cavalry has 4 sculpts, so are all unique as they only have 4 models total. Models are good to amazing and for the most part realistically made. The body are made from PVC, shitty boardgame plastic, but all weapons and fragile is made from normal plastic. So that is okay. One thing to note is that the models are one-piece casts, rather than the sprues you'd see for GW products.
Then the Baratheon showed up.
The Factions
Like all games under the sun, ASOIAF has different factions, each with a different playstyle. While this lead to widely different armaments and technology in a unified realm, having every single model look the same would be stupid as fuck.
There are currently 8 factions: Stark, Lannister, Night Watch, Freefolk, Baratheon, Targaryen, Neutrals and Greyjoys.
The biggest difference between each faction are unit choices (with their abilities) and the tactics deck. Closest (in play style) to each other are the Starks and the Lannisters.
In most cases the unit variety between both factions can be big: the stark sworn swords and the Lannister guardsmen are both 5 points unit who are suppose to hold ground, but the lannister are very defensive while the sworn swords have the option of a better attack. So in most cases you have 1 unit in each faction fulfilling the same task but with sometimes a cost difference and widely different abilities. But there are also unit who are quite similar: Lannister Knights and Tully Cavaliers (who cost 1 point more). Both have the same statline, same primary ability but a different secondary ability.
But we now come to the biggest difference: Tactics deck. Each faction has its own tactics deck, which are ability cards you can play. There are usually quite strong and change how you approach the game. The Tully Knights play differently due to the access to their new cards.
I would generally say that you have three factors influencing your army playstyle:
- Your faction, which gives you your 7x2 generic tactics cards.
- Your commander, which grants you another 3x2 generic tactics card.
- Your subtheme, units from a certain theme play differently from other units.
So while the Lannisters are generally very sneaky and controll-y, using only the Mountain's Men and Gregor Clegane leads to a very aggressive version of the Lannister army. They keep their generic tactics card and can control the game with it, but you will have access to really heavy hitter. I'll ignore sub-themes for now and focus on the iconic playstyles.
Stark
The simple but honorful citizens of the cold north. These were one of two factions introduced in the two-player starter.
As of now they are composed of the Houses Stark, Umber, Reed, Tully, and recently Karstarks and Mormonts added. In general you have more cloth and fur wearing units, while the tully side look more similar to knights and shit
Playstyle
Stark are the aggressive factions. You have heavy hitting units, some units where you take dmg to deal more dmg and access to Greywind, Shaggydog and Summer.
Your tactics cards are all about either getting you into melee or hitting harder in melee. Most of your attachments also play into more dmg and more movement.
Aggressive and very charge heavy. Try to line up side charges and unexpected movements. Tactics cards are more of a addition instead of your main focus.
Lannister
Introduced in the first starter set, these are the defensive counterparts to the Starks. Composed of the well equipped and trained Lannister soldiers, the brutal and vicious men of House Clegane and the devout followers fo the church of the seven.
Playstyle
Lannister are generally defensive. You have an average higher defensive value then the other factions, access to some good defensive tools but are also generally slow and not moverable as much as other.
Your tactics focus on messing with the enemy, disabling their abilites, causing panic tests and non-direct dmg.
Playstyle is a very tactics card heavy while creating scenario where you can use your ability and tactics for maximum effect, on the field you are more defensive normally but commanders like Gregor can change this, the name of the game is control and you have it in spades, and if you don't then you're probably losing
Night's Watch
Elite army somehow. Mostly to be a foil to the Free Folk.
Different take: of all the factions only the Watch spent all the time fighting, training and preparing and unlike other factions, they are constantly fighting free folk. In the books Yoren, an old and physically decrepit member of the Night's Watch kills several Lannister soldiers before being killed during a battle, so the Night's Watch being elite honestly makes sense.
Playstyle
The Elite army. You have solid unit and attachments. Generally less units, but they're not going anywhere. You are a tough army, with some inbuilt heals and versatility via tactics card.
Your tactics card give benefit over multiple rounds and stay attached. Iconic abilities are all about healing back up. Also some top tierranged options, also the only faction with war machines.
Attrition heavy, stay in combat and your superior units will slowly win the fight.
Also you will usually want to draw your entire deck with this faction, so a lot of your game plan is maximizing your ability cards.
Free Folk
Uncivilized savages, or so the people south of the wall believe. A confederacy of tribal societies with some monsters and war-beasts thrown in for flavor. You're playing a very different game from the rest of the factions, they are playing ike 3 ages ahead in Age of empires while only your Thenns have reached Bronze, you will not win a straight up fight, but then again, why should you play fair?
Playstyle
The Horde army. Your people are cheap and not very well equipped. Yeah you have specialized unit, many different themes and ability but to summarize, you are a horde, try not to block your own charges and movements. Also Giants.
Tactics card are mobility based and piling in.
Lots of luring enemy to overcomming and dogpiling on the surrounded units. Also a suprising amount of auto-wounds with your Monsters. Unity is what lets you win, having Thenns taunt enemies into bad charges, Raiders mucking up the battlelines and ganging up on miss-positioned units, Spearwives assaulting and disengaging, Trappers tripping up the enemies chargers, Giants grinding the enemies anvils, you won't win unless you're on the offensive and make the battle a mess only you can work with.
Baratheon
Divided into 2 sub-factions with its own sub themes.
You have the Baratheons of Dragonstone with King Stannis, who have come unto their own as an aggresive and well rounded force, you have panic shenanigans, tactics card drawing, last stands, sentinel order, Stannis loyalty is less offensive and more armored spearhead.
Then you have the Baratheon of Storm's End under Usurper Renly Baratheon. As of now defensive oriented, but lacking in unit variety (we only have Rose Knights as of writing this) they have control and healing to make your units even tougher to shift.
Playstyle
Irrespective of loyalty, I would consider them second strike forces, you want to weather an attack and hit the enemy afterwards.
Tactics card are all about getting benefit from starting in combat and such, and throwing out new attacks.
Playstyle are defensive, you don't necessary need the charge but on the other hand you don't want the enemy to cripple your unit. Get hit, and counter charge them. Plays different then Lannister that you don't really have counterplay but a lot of punishement.
Targaryen
Dothraki, Unsullied and Stormcrows, you can't say they don't have variety at this point, the peoples of Essos who have joined Daenerys in her crusade to retake the Iron Throne for the Targaryen and make a better world. Now with added Dragons, which of course, are terrifying.
Playstyle
Given the variety of themes you won't say you're not spoiled for choice, with Dothraki being maneuverable and fast as cracked out demons, Unsullied being hard as hell to shift and Stromcrows filling the in-between you don't really have any glaring gaps in your arsenal.
Since Commanders in this faction have 4 Tactics cards intead of the standard 3 playstyles will vary far more wildly than normal, but the Basic deck is all about maneuverability and aggression, not unlike the stark deck, thusly aggressive playstyles and a healthy dose of Dothraki cavarly should be your go-to with this faction.
Neutral
Neutrals can be recruited into all factions except Free Folk.
You have three subthemes, Boltons who are very panic and fear heavy. Stormcrow who are more reliable, focusing on the money spot and attachements and lastly the goat people, The Bloody Mummers who focus on hit and run tactics and not getting absolutely blasted on the counter attack.
Playstyle
Depending on your units and shit you have 1 of three main themes.
Boltons go all in on the panic and dirty fighting shenanigans, with their commamnders rewarding control (Roose) or hyper-agression (Ramsay) and having a healthy balance between fast and hard-hitting units and heavily armored line holders/breakers.
Stromcrows are more balanced stats-wise and get discounts on whatever attachments they get, their melee units can use the Bags spot to get extra attack actions while the Archers get additional effects on their ranged attacks when you control some specific spots on the tactics board, overall they can reliably patch a hole in your list and can stay cheap while doing it.
Bloody Mummers are very lightly armored and have average offensive profiles, but their abilities can be very powerful when used correctly, skirmishers want units that are bad at combat so they can use counterstirke and Zoarse Riders want to hit flank and rear charges and then retreating to do it all over again, sort of weak currently but can be made to work if built around.
While not belonging to any particular theme in this faction, we do have Hedge Knights, they aren't stellar profile wise but get better when holding the Bags and/or Swords spot, also the attachments they bring aren't bad at all for their cost so do give them a chance.
Greyjoy
Pillage and burn baby! the denizens of the Iron Isles are a brutal lot, they reward early aggression so they can build momentum and reach their full potential. Currently no real subthemes, but the roster is pretty solid so far.
Playstyle
As said before, aggression and momentum, the Pillage mechanic allows our units to get better whenever they shave off an enemy rank giving us imporved armour saves, better panic damage, better melle attack rolls, etc, so getting a good first few engagements will mean your units will plow through similar opposition later in the game, but you have to be wary since neither our morale or armor saves are any good, we are all about dealing out punishment rather than taking it, with few exceptions.
Our tactics deck gives us added agression, some utility and fuinally sustain, with the notable detail of still getting extra benefits when enemies have the bags spot (only on a couple of cards don't get too excited), letting you still pull ahead if you've lost control of the tactics board.
What to buy
There are three point sizes: 30 for demo games, 40 for normal players, 50 if you want to kill an afternoon. A unit cost between 5-10 points, a NCU about 3-5. A normal list will have between 7-8 (Units + NCU) in a 40 point game.
So to start off, you want the starter box for your factions. This includes 2 identical units, 2 * 1 another unit, 2 NCU, 2 Commander/Attachement, your tactics card, dices and all you need to play (shitty cardboard terrain). So in total you have 4 units and 2 NCU, clocking in at about 30 points.
If you want to go up to 40 points, another box would suffice. A unit box will just have the unit you want + 1 Attachment generally. Hero Boxes usually contain 7 characters, which can be Commanders, NCUs or Attachments. I recommend buying both, 1 unit box and 1 heroes box of the faction you play or neutrals. For the unit, just don't buy any unit already in your starter.
Neutrals are the big outliner here, they don't have a starter box, the tactics cards are in Neutral heroes 1.
In general a starter box is 135, while the smaller boxes clock in at 39, the two-player cost around 190? and contains everything for two people to start playing, (but only 1 of each non-essential item; 1 rulenook but 2 tactics deck 1 for each faction)
The starter includes anything you need: Rulebook, Tokens, Tactics card, tactics board and Terrain.
Tactics
Some minor advices. Usually your list will have between 7 (low amount) - 8 (average) units. There are two schools of thought, the american prefer 5 units and 2 NCU, while European play 4 units and 3 NCU. The justification is simple: If both have 2 they can claim their spot their want, but you can only limit your enemy to a small level. Both players having 3 NCU, will usually hurt the army of both players, but if only one has 3 and the other has 2, it'll hurt the 2 NCU player more.
If both have 3 NCU, you usually first contest the Tactics board, before moving to the units, the most important spot early on is probably the letters spot
While choosing your NCU if you have 3 I recommend taking 2 with a effect while claiming and a third effect if possible.
Also having a replace effect as one of your NCU helps you take those zone which won't help you and still gain some value
Commander choices influences your army as does the objective. You want to build your army usually around your commander, and the cards he gives to your deck.
For list-building do not go overboard on attachements. Not all units need attachements, make sure each attachement works in their rule. First try to get to your required number of activation, then decide if you want attachement.
General rule of thumbs in ASOIAF Miniature Game is to play your card more often then just keeping them in your hand. In higher level plays you want to combo cards to one-shot units quickly.
Tactics pages
Here's the tactics pages that we have so far:
While I will give an overview of the tactics, this is just the info by a guy who is around the midlevel. I have heard some more information by pros by I can't verify myself and therefore will not include that.
Furthermore even though I will say Unit x is shit, do try them out yourself, I might be wrong.
Being constantly updated
Fanmade-Shit
Because we are /tg/ and we have all the time I'll add everything people created in the general
All the missing factions Way too much time and unformated: But it is nice to imagine how certain factions could be