ASOIAF Miniatures/Tactics/Baratheon
"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
- You are the slowest army in the game
- The zones you want to use during game don't often line up with those you want for card bonuses
- Renly is the best thing in the world since Swiss cheese.
- Stannis burns children
Playstyle
High defense, both on morale and armour. They struggle to get on objectives but are very hard to shift once they do. Their tactics deck features multiple cards to reflect condition tokens, hits, and panic tests yet subsequently relies a lot on being engaged to shine. Where many armies struggle once they get bogged down in multi-turn melee battles, Baratheon units shine.
Renly doubles down on their theme, giving healing and simple melee upgrades (duellist, precision, extra attacks).
Stannis trades survivability for damage, taking Panic tests to throw out tokens, do damage, and inherits a lot of Vicious.
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
- 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, and each miss rolled when attacking them hits the attacker back with a hit. With an underwhelming attack profile and a sluggish 4” move, Wardens are a defensive unit through and through. Always bring one, as one of the best 5 point units they can sit and survive to score objectives.
- 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 as well as added mobility in the form of the "Sentinel" Order, yet an average 4+ save and 6+ morale, Sentinels are an excellent first strike option a terrible first strike option but designed to be a powerful counterpunch.
Getting a Sentinel charge is very rare, but being able to position an extra 5 inch is invaluable. Going first next turn? When the last attack hits your guys, use Sentinel to move towards those pesky archers, even if you've activated. Or move on an objective. Or position in a flank or rear.
Don’t expect them to survive many games to the end. Still, at 6 points they more than pay for themselves in many matches if used carefully and in the absence of enemy Disrupt. A competitive choice that used to shine with Commanders attached to them, the new Commander scoring and Sentinel squishiness doesn't pair perfectly. Works wonders with Andrew Estemont to keep their attack dice high and give them Vicious, but what doesn't.
- Stag Knights (8 pts):
Reworked for the latest edition of the game, retaining their previous basic profile on attacks per rank, movement, save and morale (which is better now that the offensive power and morale of units in general has been toned down), they now gain abilities as the game progresses and get "Order: Resilience" to cut the enemies hits IN HALF, they are much more valuable now. Consider them as an anvil that powers up as turns go on; they'll eventually win the flank they're put on but are a lot weaker if attacked twice a turn (due to 4+ armour and Resilience being an order) so can fold quickly in the middle. Forget attachments, except maybe Commanders, and tie up whatever you want.
- Champions of the Stag (10 pts):
Here come the biggest, beefiest boys. Riding in at a 8 points, the Champions of the Stag are the heaviest cavalry in Westeros. With a 2+ armor save and a 6+ morale, good luck shifting this tray. These monsters are designed to get stuck in and shrug off most attacks, throwing out Weakened in case their armour wasn't already strong enough. They struggle to kill most average armour units unsupported with only Critical Blow, but their 3+ to hit works wonders with Ours is the Fury if you throw a Sundering or Vicious on there. Another anvil type unit, use their extra movement to get on further out objectives early before bunkering down. At speed 4, don't expect them to be flanking before clearing out their side of the board though.
Non-Combat Units
- Shyra Errol - Lady of Haystack Hall (4 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 only. A relatively poor choice as Baratheons get little from the Letters or Crown in later rounds and the Stannis/Renly exclusive NCUs have many replacement or influences which are stronger than her bonuses (not to mention not tied to a specific zone). With the new 4 point NCU standard, and no longer being able to place any token when taking bags anymore, she's not seen as much.
- Alester Florent - Lord of Brightwater (4 pts): Before being sacrificed to the Lord of Light, Alester is another strong option available to both commanders. His thrice per game ability to shove someone off an already claimed zone on the Tactics Board to take for himself is a nightmare for many armies, most notably Lannisters, as well as folks who like to rely on Walder Frey. Combined with Petyr you can guarantee that zone you want every single round, making Stormcrow Lieutenant / Hedge Knight forces ridiculously powerful in Baratheon.
Attachments
- Master Warden (1 pt): Makes a flank unit a lot harder to shift. Most Baratheon bunkers don't need him though, with Wardens and Champions being able to take a hit from the side relatively well. Allows you to wiggle your ass at the enemy to position better for supporting charges, but there's probably better choices for that (Sentinel for free pivots, taking the Horse) that either don't cost or allow other options.
- Stag Knight Noble (2 pts): The Stag Knight Noble is the epitome of the Non-loyalty Baratheon range, they give both resilience and the ability to bite back when you get hit, if you have 2 points laying around and a unit without an attachment, you'd probably not go wrong getting one of these guys. How often you have 2 points free is a different question, but if you have something that you know will get attacked it can be a fun middle finger to the attacker.
Loyalty: Stannis Baratheon
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. 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 an all-rounder Commander with the ability to distribute Vulnerable tokens and also swap token types. He's got some great damage with Tactical Approach, allowing even Wardens to be very dangerous (and making him great in them as a cheap, defensive unit that scores +1 for having the Commander). Harsh Conditions is one of the few cards that can strip abilities, stopping abilities like Night's Watch crossbow shenanigans or Set For Charge hits. Finally, Will of the One True King turns a zone you often want to have but not use into one that synergises well with Stannis himself. Don't risk losing him by putting him in a weak unit, as his Orders are very strong and Commander scoring is very important.
- 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. Trading his condition token shenanigans for boosted morale for his unit, the One True King version of Stannis synergizes directly with his own cards, going all in on the R'hllor side of the army of sacrifice and panic test your own units for additional Oomph, he is decidedly more offensive than Rightful Heir and benefits a more balls to the wall purge the heretics approach to list building.
- Andrew Estermont - First of the King's Men: Andrew is a Commander with an offensive leaning, giving guaranteed charges, free attacks, and an ability similar to his attachment. The guaranteed 6 on charges is extra useful on the slower Baratheon units and can cause some hard to predict Sentinel charges. Unfortunately Reckless Fury is another "when making a Melee attack" trigger and, unlike Ours is the Fury, comes with a downside of taking a Panic Test making it outmatched in the Basic deck (OitF is also a card you can scry with King's Men). You always count as holding the Crown and Letters for tactics cards that target him, allowing Baratheon to relax on taking those zones and focus on other areas (for Bag-focused armies potentially, or low NCU armies).
- 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. Davos' unit can Outflank, allowing your Commander Warden unit to turn up practically on top of those mid-board objectives Turn 1. His cards feature Stannis' only real healing, as well a very strong card; Parley, allowing you to give up your activation to force an enemy to do the same (something going to kill your Wardens? Turn off their ability to attack. 8+ point unit of the enemy about to charge? Sentinel your Dragonstone Noble close and trade it's turn for your 4 point Solo tray). Flea Bottom Tricks, while nice for movement (acting as a pseudo Sentinel on any close units) doesn't work great with Davos if he's outflanking so the really strong Pivot+March is somewhat wasted.
- Axell Florent - First of the Queen's Men: Axell Florent has amazing attachment abilities, with Intimidating Presence stacking with Vicious if you can get it and Stalwart making anything Baratheon indestructible to Morale (4+ King's Men that never fail To The Last are a good combo). Use your ranged units to shoot into Axell's enemy, trigger the panic on Axell's unit, then throw back wounds with his Fiery Resolve (and an extra one if using the S&S NCU). Fiery Resolve also works with Melisandre, if you want to cause 3 wounds on top of the -2 +2 Panic test (which is -3 +3 due to Intimidating Presence) so you can see how wonderfully he combines with the rest of Stannis' options. He also has a guaranteed charge card, allowing the previously mentioned movement fun. R'hllor's Wrath, while a zone replace (which Stannis' card is good for) relies also on your units being both in Short Range and R'hllor to have full effect making it relatively bad if drawn in Turns 2 and 3. Turn 1 it can be used to convert Bags or Swords if they're not needed for a try-your-luck panic shot. Overall has the most synergy and doesn't even require a R'hllor army (but he gives it his unit anyway).
Units
- R'hllor Faithful (6 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 6 pts. You’ll find no shortage of players claiming they’re not worth the cost, but when they’re struck they can spend a “faith token”, earned by passing morale tests, to clap back at the attacker with a solid 3 hits for every missing rank *before* the enemy resolves their attack, they can also gain Vicious and Precision (6s to hit deal wounds not hits) on their attacks by spending a token. When they are destroyed, a faith token can be expended to give a R’hllor unit within long range a free attack (Lightbringers are probably your best option for this). These guys are built entirely around forcing panic tests and passing morale tests, so thankfully they’re sporting a 4+ morale. But 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 can be terrifying, with a hard attacks and some additional defense. Against armies with the ability to mitigate morale losses or have good armor, notably Lannisters and Night’s Watch, they can struggle though. Until the lightbringers are out, or other NCUs, if you do decide to bring them bring two and build your list around their strengths.
- R'hllor Lightbringers (7 pts): Good god, these guys, designed to fully exploit the strengths of R’hllor based army lists their bows fire at long range with a strong 7/6/4 profile and “Vicious” for good measure. Panic tests failed against their attack cause another enemy within short range to also take a panic test at -2 (so Vicious). They also have 4+ armour which is unheard for ranged units (3+ if you get that One True King card off for some reason) allowing them to safely trade with non-Sundering units, making them a great Stormcrow counter if the Bags aren't yet claimed. Add Davos to them, please. You now have a back-line unit that heals your anvils and hammers, and as soon as they drop a rank they lose 1 dice to gain re-rolls which is a very valuable trade.
- Dragonstone Noble (4 pts): Included in Baratheon Attachments 1 box, the Dragonstone Noble is a stand-alone cavalry model adding some activation assistance and flank harassment with a 2+ armour and 3+ morale. A very controversial piece, he's used by some as a Solo counter, by others to tie up ranged units, to flank charge, to objective sit, etc. Yet people still disagree if he's worth it due to his low wounds dying surprisingly fast and unwounded profile not hitting that hard (and his speed doesn't get him into rears much). He has Sentinel, allowing similar options as discussed in the Sentinels (end of round movement towards archers, positioning into flank to lock units from retreating (if sandwiched) or from pivoting (if you're about to retreat)). If you want to play risky, take 2 wounds with Melisandre and hope he passes the panic to give him his full attack profile on demand. Consider using him in a Davos list, where he can move into Short easily to trigger Parlay, trading your 4 point activation for a 7+ one of your opponent (remember that as of 1.7 you don't get the cavalry move prior to Parley though). Also has the new Solo Rider free action, meaning you can retreat for free! If you're in combat move from Front to Flank, or Flank to Rear, each turn to hit harder.
- King's Men (7 pts): Stannis' personal agents within his army, they have an average profile when it comes to movement, morale and armour, but their offense is solid with +3 to hit and sundering standard and they feature some unique orders. One allows you to fish OitF out your deck or discard, your strongest card, so long as they're attacked (not always easy). The other allows them to survive death if they pass a panic, not great alone with the various minuses around, but with someone like Axell can be very strong. Unfortunately they're quite squishy, have a bad last rank attack (so surviving with one wound isn't super amazing), and are quite expensive. If not using Axell or another source of Stalwart, try Andrew Estemont for Sundering Vicious with full rank attack (so if you do survive, you're guaranteed rerolls as well).
- R'hllor's Queen's Men (7 pts): The defensive stats of Wardens for 2 points more. They can pull out one of two cards from your deck or discard if a R'hollr unit is attacked, unfortunately those aren't your best cards (but you can pull them out then immediately use them). At 6 points they could be a decent trade for Wardens, but for 7 it's a big ask unless you're all in on R'hllor with your army, and if you are you're better giving that keyword with Stannis/Axell/S&S/Meli than buying it raw on these guys.
Non-Combat Units
- Axell Florent - Hand of the Queen (4 pts): A control guy, his influence ability slaps an enemy unit with +1 wounds on panic tests and "Can't be targeted by friendly Tactics Cards" depending on whether you hold the Crown and/or Letters respectively. He's decent in a control orientated list, but his zone requirements ask a lot unless you've got replace cards, which rely on different NCUs claiming (meaning he might miss the point in the game when you want him active).
- Davos Seaworth - Hand of the True King (4 pts): The NCU version of Davos is quite versatile, 3 times per game he can give rerolls to charges (After rolling the dice, sweet) or giving an enemy "Cant use Orders or be targeted by friendly Tactics cards", so he allows you to more reliably get stuck in on your own terms and/or nerf a unit so you can fuck them up without tactics cards intervening. A solid choice to give two different strong abilities.
- Selyse & Shireen - Queen and Princess (5 pts): Stannis’ wife and child bring some more resilience to the table, by having their influence ability give +1 to morale and dealing a wound to enemies when the unit passes a morale test (not just panic tests, which means this can proc a bunch of times). Put it on Axell's unit and shoot into it to cause wounds everywhere as Axell passes everything. Also has the ability to destroy this NCU to prevent a combat unit from getting wiped, leaving it with d3 wounds a making it R'hllor. The latter can win games, but is very hard to know when to play. Sometimes using it on your 4 point Dragonstone Noble will be worth it if it keeps a unit locked up and stopped from scoring. In general keep her alive until turn 4 so you don't lose that guaranteed activation.
- Melisandre - The Red Woman (6 pts): Weep, you filthy scoundrels, for the wrath of the Red Woman is terrible to behold. Melisandre is a terror, both for you and your enemy. Gives a unit both the R'hollor Keyword and Vicious for their melee attacks, the interesting part is you may have the unit take 2 wounds and a panic test, you then get to pick an enemy and have them take a panic test on -2 morale and +2 wounds. Have a Dragonstone Noble take the wounds and panic test (with +3 morale hes set to pass) on the turn you want him to charge something and have him THRASH the poor sod who has to face 4-7 hits with both sundering and vicious, noble's wrath indeed.
Unit Attachments
- Andrew Estermont - True Loyalist (1 pts): With "Incite" order and True Conviction he will keep a unit fighting at top efficiency to their final moments. As the First of the King's men he obviously pair very well with them, but re-rolls, Vicious, and full rank attacks make anything good. Can mitigate Sentinel's 4+ to hit.
- Davos Seaworth - Onion Knight (1 pts): Like his Commander version, this Davos offers something that the army struggles with: healing potential. With the addition of granting low-rank re-rolls, he makes ranged units a beat (see Lightbringer entry) but can also just sit in a back-line Wardens unit throwing out wounds. Don't forget he can suffer 0 wounds to heal 1, giving him up to 6 free wounds on top of whatever you sacrifice.
- Devan Seaworth - King’s Squire (1 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. Not advised in an Axell/Andrew list as they already have guaranteed charges, nor if you're using Davos NCU as his order is probably better.
- Red Priestess (1 pt): Oh, you. Coming in the R’hllor Faithful unit box, the Red Priestess is was an auto-include on your high morale units though now costs more to activate. When attacking, her unit may take a wound and a *panic* test, the enemy becomes vulnerable and panicked. Unlike War Cry (which doesn't cause wounds either directly or through panic), it triggers even if you fail, but losing 4 models can be game-changing. Consider her with Axell commander to throw 3 wounds at an enemy if you're in a R'hllor unit, or on Bastard Girls as they can trigger her twice (ranged and melee), not that the Girls really need her now their ranged attack causes Vulnerable.
- Dragonstone Noble(1 pt): Sentinel. Give Hedge Knights counter charge? Definitely. Give Zhorse riders even more speed to hit flanks? Sure. Give Champions more speed? Probably not, but for 1 point it's a thought. Allows Neutral cavalry to really shine, even before you consider getting the counter charge off (which mobile cav have a better chance of).
Loyalty: Renly Baratheon
Commander
- Renly Baratheon - The Charismatic Heir: The Baratheon Starter Box version of Renly is a very strong offensive/buff commander. Renly himself lends his unit +1 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 Charismatic Heir really shines, however, is his set of tactics cards. 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 defensive/control set of abilities and cards. Placing the Lord Paramount in a unit prevents it from being targets by tactics cards, orders and influences. His cards, on the other hand, are geared around a counter-offensive focused playstyle. 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, though they are 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 defensive 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 and getting a wound back each time they pass a morale test. All three of his tactics cards contribute to an defensive playstyle with two getting extra benefits from keeping close to Loras’ unit. Of all of the commanders available to Renly, Loras is the most straightforward, you can be aggressive or defensive with him and he'll allow you to weather the storm each time.
- 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. Eldon is an auto-include unless he’s your commander, which he really shouldn't be.
- 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. Go for broke with the Crit Blow / Precision combo by putting him in Stag Knights for a whopping 10 points, but maybe have Renly Charismatic Heir commander nearby to make sure they're on a 4+ morale and are sticking around.
- 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.
- Thorn Guard Sentinel (1 pts) (Announced and previewed): There is no mention of the "Thorn Guard" in either the books or the shows, but it is likely that they serve a leadership role within Renly's military apparatus and are likely part of the House Tyrell contingent of his forces. The Sentinel provides "Parry", a solid ability that works well when dealing with heavily armored or heavy duty single units. Rose Knights can often find themselves without an attachment, so that seems like an ideal placement.
- Pikeman Captain (1 pts) (Announced and previewed): The Pikeman Captain brings "Dauntless", the ability Rose Knights have that gives them back a wound when they pass a morale test. I would recommend against taking this on Wardens or Sentinels as they suffer average to poor morale. It's more likely this attachment will synchronize better with later Renly attachments, but that's conjecture for now. It's a shame this is a Renly loyalty, as it would work well with Stannis' forced Morale tests from cards
Tactics Deck
- Baratheon Conviction: Better on high morale units since you need to keep passing panic tests to get the benefit, so Rhllor and Rose knights like it better that Wardens or neutrals. Can really up the power of a unit like Lightbringers, which can take panic test on their own terms with Red Priestess or commander cards.
- Sustained Assault: Keeps your units effective when beating back something. 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 beat the snot outta them. This also works with attacks made with the Swords spot, making this card the premiere grinder card in your arsenal.
- Oath of Duty: A Buff that comes up when you lose a unit, but you can just play this card at the start of any turn so just use it as soon as you can, put it on something you expect to take lots of panic tests or intends to get mixed up the grinder Baratheons are so fond of.
- Final Strike: On weaker opponents this is brutal, whenever a chep enemy unit gets lucky you just pop this and make him suffer the consequences, units like Raiders or poor fellows will probably do as much damage to themselves as they did to you.
- Ours is the Fury!: Easy peazy smashing squishys, this is probably the simplest card in the deck and by no means a weak one, rewards control of the tactics board and lets units punch way above their weight class.
- Baratheon Justice: 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: Bounce those tokens back at the enemy, in an edition with so many tokens being able to use you enemy's own token generation and making it work in your favor is great since it keep you units at peak efficiency and makes your enemies abilities work for you.
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. Palisades can be helpful to slow the advance of a cavalry heavy enemy, but don't count on it doing a lot of work.
•Prioritise the horse early on. You want to be first on objectives, as you're hard to shift off. Wardens and Rose Knights especially, with their great defense and speed 4.