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| Kairos Fateweaver, Oracle of Tzeentch |
Sunday, March 21, 2021
Part 3: Tzeentch's Eternal Conflagration
Friday, February 5, 2021
Part 2: Commission Details and Army Reveal!
Hey guys, HERO again with an update on how my army commission is going so far. When we left off last time, I talked about how I ended up meeting the artist, Teemu Sihvonen, and hinted at what army I ended up going with. Before I dive into the army and preview some of the pieces, I want to talk to you about how we got started on the business end.
Friday, January 1, 2021
Part 1: A Journey into a Commission
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| Behold, the power of directional lighting. Gravehammer Miniatures. |
This has been a long, hard year for many people. Not just our hobby, but for millions of people around the world experiencing the effects of the pandemic. While some of you might know me for my writing of strategy articles, I want to bring you something slightly different from my usual and into something a bit more personal. This will be the start of the 4-part series of my journey through getting an entire army commissioned.
I am one of the lucky ones that was not as adversely affected by the pandemic that affected many others. Since I was able to work from home, I was not only lucky enough to keep my job, but save throughout the year to buy myself in the hopes of buying a new computer. My gaming computer has needed an upgrade for quite some time now and I committed myself at the start of the year to save up and buy a new one. However, just as new-gen offerings were coming online, the global stock for some of these items have been completed wiped out. With most of the parts from my computer unavailable, I knew my chances for getting a new gaming rig was slim.
Gaming, and more specifically Tabletop has been a very important thing to me growing up. It is a chance for me to get together with friends, socialize and enjoy a fantasy world where I can think of other things outside of school, work and general hardship. While I can go on about the mental effects of quarantine and prolonged social distancing, it is still one of our best defenses against a global pandemic. However, this meant that I haven't been able to play a single game of 9th Ed. 40K as most of the launch parties in my areas were canceled, and most of my friends share the same mindset of staying at home to protect their families. Most of the tabletop clubs in my areas have been closed for months now with little signs of reopening. While some players have tried going online with Tabletop Simulator, I can tell you right now that it's just not the same. Nothing beats interacting in-person and talking smack with your best mates over beer and pretzels.
With tabletop taking a backseat in my life, it was out of complete chance that I stumbled upon an army being sold on Facebook. My jaw dropped. Not just a little, but to the floor.
Monday, July 13, 2020
New points are here! Time to boogy
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| Don't waste your time looking back, you're not going that way. |
- 2x Archons with BPs and PGL
- 2x10 Warriors with 2x Blaster, Dark Lance in Dissie Raider
- 4x5 Warriors with Blaster in Dissie Raider
- 2x Razorwings with Dissies
- 3x Ravagers with Dissies
- 19 Dissies
- 8 Blasters
- 2 Dark Lances
- And a healthy amount of Poison shots
Tuesday, June 30, 2020
Theorycrafting some 9th Ed. Eldar lists
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| Drafting up some lists again. |
Great, so with that said, let's talk about some lists. Out of curiosity, I've started building lists with -250 points from my 2K lists to prepare for that eventual points hike. That means every list I'm going to show you here is 1750 points, mainly because I'm taking a guess that we're going to see ~12.5% increase on average. Like I said before, points are the biggest unknown out of this entire thing. I have no idea exactly where they're going to bump the points, but I don't think they're going to alter CWE or DE too badly. GW has a tendency to target over-performing units that utterly shake up the meta, but they already took a stab at that pre-9th in the last CA. With both Crimson Hunter Exarchs and Ravagers nerfed with points, I don't expect GW to go after them again. If they do, well, then I get sad and we'll have to adjust the list some.
Either way, here's the first of the two lists I've been working on. You'll see a very familiar sight in the form of my mechanized Dark Eldar list.
Friday, June 26, 2020
A closer look at Raiding Force and aircraft engagement
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| Let the list building begin! |
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| Our first look at Patrol. |
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| Get ready for shenanigans. |
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| Check. Your move. |
9th Ed. 40K and how it affects all Eldar
| Bring on 9th Edition. |
Tuesday, June 23, 2020
First post in a long time
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| Can't wait for Eldar to come to AI! |
- Warhammer 40K (yup, still playing.. since 3rd lol)
- All Eldar - DE primary, then E, then Harlequins
- Age of Sigmar (fairly recent)
- Hedonites of Slaanesh
- Aeronautical Imperialis (just built my Tau, waiting on Eldar, still haven't played a game)
- Tau, until Eldar come
- X-Wing (sold all of it after FFG rebooted/destroyed it)
- Armada (packed up and sitting in the garage, just got boring with no new content)
- ASOIAF (packed up as well, just couldn't find any interest nearby or in my immediate playgroup)
Sunday, February 24, 2019
ASOIAF: Deployment and Activations
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| Get ready for some hard lessons. |
One of the best things about this game how in-depth alternate deployment and activations work. All of this is outlined really well in the main rulebook, but I want to take a moment to stress the importance of how greatly this affects overall gameplay. A lot of this harks all the way back to my WHFB days where "drops" and chaff really meant something when it comes to deployment. Having more drops than the opponent allows you to see where their most crucial units get placed so you can better deploy against them. Keep in mind that when it comes to "drops", this is strictly limited to combat units. It doesn't matter how many NCUs you have when it comes to deployment, but this will matter when it comes to overall activations. Activation order and the number of total activations matter because the more you have, the more you can "force" your opponents to activate their units so you can better counter them.
Alright, so let's dive into deployment first. Going forward, I'm just going to call these drops because I'm an old-school WHFB player and you're just going to have to deal with it. I'll start by using my Robb Stark list vs. the previously posted Ramsay list.
Faction: House Stark
Commander: Robb Stark – The Wolf Lord
Points: 40 (4 Neutral)
Combat Units:
• House Umber Greataxes (7)
with Robb Stark – The Wolf Lord (0)
• Grey Wind (0)
• Stark Sworn Swords (5)
with Bran and Hodor – Protector and Ward (3)
• Summer (0)
• House Umber Berserkers (7)
with Sworn Sword Captain (1)
• Stark Outriders (7)
with Brynden Tully – Vanguard Infiltrator (3)
Non-Combat Units:
• Sansa Stark – Little Bird (3)
• Lord Varys – The Spider (4)
Made with ASOIAFBuilder.com
vs.
Faction: House Lannister
Commander: Ramsay Snow – The Bastard of Bolton
Points: 40 (20 Neutral)
Combat Units:
• House Clegane Mountain Men (6)
with Ramsay Snow – The Bastard of Bolton (0)
and Theon Greyjoy – Reek (0)
• House Clegane Mountain Men (6)
with Dreadfort Captain (1)
• Bolton Cutthroats (5)
with Assault Veteran (1)
• The Flayed Men (10)
with Gregor Clegane – Mounted Behemoth (3)
Non-Combat Units:
• Tywin Lannister – The Great Lion (4)
• Lord Varys – The Spider (4)
Made with ASOIAFBuilder.com
Before we talk about anything else, keep in mind that after the battlefield is set up, you roll a die with your opponent and you see who gets to pick their deployment zone (winner chooses or passes). The player who does not choose their Deployment Zone will the First Player. The player who chooses the deployment zone puts down their first combat unit.
As you can see in the example lists above, Robb's army has a total of 6 drops compared to Ramsay's 4 drops. This is one of the best things about the Stark Dire Wolves and that's because it comes with good 0-point chaff that are combat units.
If you choose Deployment and therefore starts deploying first, it would look like:
- You put a wolf down
- They put down a combat unit
- You put another wolf down
- They have to put another combat unit
- You put down some Stark Swords
- They put down another combat unit
- You put down some Berserkers
- They have to put down their Flayed Men with Ser G
- Now you counter-deploy your Greataxes to meet his knights
- ...and you can put your Outriders somewhere that best suits your needs
Hell, if you count his drops ahead of time, you can even choose to Outflank with your Outriders because you know the drop advantage is yours. Always count the number of drops your opponent has and take note of any units of significance.
Do you see the power of having more drops than the opponent? This is actually one of Stark's most powerful tools and that's the free Dire Wolves with Robb and Brann. Once Shaggydog gets up in here, it's going to be a hoot. Even having one drop over the opponent can mean a big difference because it allows you to better set up your slower moving speed-4 Greataxes somewhere that's going to scare those Flayed Men. If you end up tieing with your opponent when it comes to drops, consider letting them choose deployment so they drop first.
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| Activating in the most optimal order is key. |
Next, let's talk a little bit about activations. For the most part, I'll try and keep things as generic as possible. Knowing the when and why you activate your units will mean the difference between victory and defeat. This is where most of the complexity of the game comes from. By understanding that your NCUs count towards total activations and directly interact with the game through the tactics board, this greatly enhances how you play the game. While most units interact directly with tactics cards, there's also a ton of ways to cheat out free actions. To explain all of this is going to be really complex because it's simply impossible to predict any and all events that are going to happen in a game. No worries though, I'll try and give out some hints based on the games I've had so far. Keep in mind that who is First Player also matters greatly.
Here are some helpful tips:
- NCUs tend to activate first to either stifle the opponent's zones or take advantages for themselves. For example, as First Player, taking the Tactics zone can be super useful, or robbing the Stark player of free maneuvers can also be strong, especially when there are plentiful objectives on the board.
- Whenever you interact with the tactics board, you should first consider if you're planning to give a direct benefit to yourself or to disrupt the opponents' plans. Every decision you make should be deliberate and has a significant impact on the game.
- When units are already engaged, claiming the Combat zone is very strong and should be claimed if you have First Player. This is essentially a free combat action, which is just incredible. Anything that gives free anything is highly-sought after.
- Activating your Dire Wolves first before your main combat units allow you to better move units in response to what the opponent is going to do. They have to activate their units and cannot choose to just pass. They can, however, put an activation token on the unit and just not do anything.
- Always look for low-risk activations first if you want to bait your opponent into doing something so you can counterplay it. However, you need to prioritize high-value activations if you absolutely need something to go in your favor. This is how tempo is set by the player: If everything you're doing gives you an advantage some way or another, you will always be ahead. An example of this could be deciding to put an NCU down first to disrupt the opponent or to activate a unit. You want to choose the one that will put you ahead while leaving the opponent unable to respond. The best type of activation is getting to do something that gives you advantage while the opponent gains nothing.
- As the game progresses, this is where the true chess element of the game comes in: Choosing the wrong activation order can literally mean victory or defeat. Everything is a risk because both you and your opponent has a hidden hand of tactics cards, and with NCUs being different every game, there's always going to be calculated risk. This is why Varys is one of the strongest NCUs in the game currently: He has 4 tries to foil your opponents' plans with the tactics board or their NCUs.
- Once combat is joined, the focus of the game shifts a bit from NCUs to actually fighting the battle. Otherwise, you risk skipping pivotal combat and your opponent might just tactics your unit into the ground before you get a chance to swing. If you see the opportunity to inflict damage, it's almost always worth it to take it unless you have the appropriate counter. Look for unit activations that will give you the battlefield advantage. NCUs are not the ones fighting over objectives.
- Typically when you're a couple of turns in and the battle is joined, you should look for opportunities for free actions first, then combat, then NCUs in that order. There are many factors that will change this order around, but that's completely up to you to analyze the opportunity cost. Since there are a lot of things to keep track of once battle is joined so it's important for you to get comfortable with your units, your commander, your NCUs, and your tactics cards. Else, you risk missing vital opportunities or triggers that can win the game for you.
Alright, that's pretty much all I have to say about activations. There are just a billion examples and each one of them is unique. However, I think mastering your activations is the most difficult, most complex, and most rewarding part of the game. It's probably the biggest factor in identifying player skill and experience, so it's definitely worth practicing. Good luck!
Saturday, February 23, 2019
ASOIAF: 40pt Boltons with Ramsay
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| You know it's real when everyone else is in armor and you're naked. |
I've been dying to write this piece. Beknownst to some, while Tywin is my favorite character of all time, I also really like Roose Bolton. I think of him as the Tywin of the North because they're so alike in a lot of ways. In fact, when you dig down a little deeper into the origins of House Bolton, you will find many disturbing and interesting things about them. Mechanically, I think they play very close to their book representation and that means a lot of death and terror. For now, I think Boltons' are the strongest when paired with House Lannister because of a lot of their tactics cards and toolkits synergizes with Lannister control elements.
Let's jump straight into a list that I've been messing with lately. Since I'm going to turn this into a 2-part show, let me start with something that I've had quite a bit of success with. To say it's pretty freaking brutal is an understatement.
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| I mean, lol, look at this guy. |
Faction: House Lannister
Commander: Ramsay Snow – The Bastard of Bolton
Points: 40 (20 Neutral)
Combat Units:
• House Clegane Mountain Men (6)
with Ramsay Snow – The Bastard of Bolton (0)
and Theon Greyjoy – Reek (0)
• House Clegane Mountain Men (6)
with Dreadfort Captain (1)
• Bolton Cutthroats (5)
with Assault Veteran (1)
• The Flayed Men (10)
with Gregor Clegane – Mounted Behemoth (3)
Non-Combat Units:
• Tywin Lannister – The Great Lion (4)
• Lord Varys – The Spider (4)
Made with ASOIAFBuilder.com
Just so you guys know, I absolutely hated Ramsay in the show. I still can't decide who I actually hated more, him or Joffrey, and that's an achievement in itself. To make things short and sweet, Ramsay's a battlefield commander through and through. He likes to get in there and chop people to bits to spread fear directly. When he pops his Order to Flay Them All! after a unit fails a Panic test, another unit within Long Range has to take a Panic test. This is a great mechanic to have in a unit of MM because of the Vicious inflicting a -2 modifier. The affiliation to House Bolton is something we will talk about once we take a look at his Tactics Cards. Before we forget, let's talk about poor Theon who Ramsay brings along with him. Having Theon dragged around with you basically allows Ramsay to auto-panic an opponents' unit every turn, but the downside there is that if you roll a 5+, Theon dies. Boohoo, I guess.
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| Everything is made for killing. |
The biggest weakness to this list is the low activations and deploys, but outwitting the opponent isn't something I'm going after. I'm looking to get in there and murder the enemy in every way possible. When you look at cards like Our Blades are Sharp, you will see that's one of the most damaging tactics cards in the entire game. If you attack a Panicked enemy, your attack gains +1 to hit and +2 dice on the attack. If you're a House Bolton unit, the defender also becomes Vulnerable. This is why I have 2 real House Bolton units in the game and a MM with the House Bolton affiliation. Make no mistake: This one card absolutely sky-rockets your units ability to deal damage. With a plentiful amount of Critical Blows, Vicious, and 3s to hit across the entire army, you will have plenty of chances to inflict maximum hurt on the enemy. Cruel Methods is activation cheating, simple as that. You play this card at the start of the round, regardless of whose turn it is and you get an out-of-turn free attack action. Sure, there are downsides to this card if you don't manage to destroy the enemy unit, but with 3 House Bolton units on the field using max dice and re-rolling misses, you better do some work. An amazing target for this is your Bolton Cutthroats with Assault Veteran. If you pop this on them and that unit is already engaged with something, you will be rolling 10 dice, hitting on 2s with re-rolls, making the Vulnerable, and they have to test Panic with Vicious. If it's going to be your unit activation, you can just cap the Combat zone with Varys and go again if that unit is somehow still alive and your guys are still around. I'm telling you, it's bananas. Lastly, we have Sadistic Games, where at the start of a friendly turn, your opponent has to pick either to have 2 of his units to be Panicked or suffer D3+2 automatic hits. If he understands Ramsay at all, he'll go for the extra hits because at least he has a chance to save them. Having 2 units being Panicked just sets them up to be abused later by Our Blades are Sharp.
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| Madness. Madness and Stupidity. |
Let's talk about the unit selection super quick: Mountain's Men should be pretty straight forward. You have Critical Blows and Vicious who works great with Ramsay's tactics cards. Bolton Cutthroats with Assault Veteran is a match made in heaven, and having a Dreadfort Captain on the MMs help spread Panic whenever the opponent fails their Panic test (which should be often due to Vicious). The giant elephant in the room is the fat-stack of The Mountain + Flayed Men. Let's get one thing straight here: This is 32.5% of your army and in most cases, can be considered a deathstar. Now, I normally don't like to do this kind of thing, but I think Ser G + Flayed Men are one of the strongest units in the entire game by far, especially when you have them in damage amplifying list like this one. For me, the best way to get value out of these guys is to take them in a list that will almost guarantee they make their points back. If you think about in terms of points: A 13-point unit better kill at least 13+ points to break even or be considered a unit well-spent. This is, after all, 2 more units of Mountain's Men or even close to 3 units of Cutthroats or Lannister Guardsman. It's a huge investment and I need people to realize that they do have weaknesses, that you can play around them quite easily, that mission objectives do matter, and there are plenty of tactics cards and combos out there that can stifle their damage or end them entirely. I do not consider them over-performing at all, but they are nasty.
So why did I bring them? Well, for one, Gregor applies free Panic that unlocks Our Blades are Sharp automatically and also automatically deal D3 wounds. The fact that you can play Our Blades are Sharp on this unit is something out of this world, because now, on the charge you have 10 attack dice, hitting on 2s and re-rolling, Critical Blows + Vicious, Panic + Spread Fear, you make the unit Vulnerable, and you deal D3 extra wounds from The Mountain just because you can. If that doesn't roll over many people, it will reduce them to almost combat ineffectiveness status and they will then try to retaliate against a unit with 2+ save. If you wipe them out or start the round with Cruel Methods, you can then Overrun into another unit with a free Charge action to start the chaos all over again. I don't know what to say, this unit with Ramsay is absolutely absurd considering how many extra, free combat rounds you can get from it, all the while spreading Panic tokens around because of Spread Fear and Vicious.
Yes, the unit above is ridiculously strong and I would say almost designed for Ramsay to take advantage of. However, it's hugely expensive and that's why a unit like that doesn't perform well in objective-based game modes. With only 4 combat units, one of which is a 13-point unit from hell, you can't possibly dedicate it to capturing points. What you need to do if you're piloting this list is to use that unit to smash everything in its way to smithereens. However, this will require you to have the right cards in hand which is something you should never build your strategy around. Before I forget, that unit, as mighty as it is, has one giant flaw that needs to be called out: It is hugely weak against anything that can blunt the initial assault. A lot of the damage comes from the Abilities that the unit has attached to it so if you take those abilities *cough, Martial Supremacy, cough*, it's pretty much a declawed cat. You can then trap the unit by engaging it from multiple sides (such as Grey Wind) and apply Greataxes to face.
Finally, I'd like to mention that Tywin as an NCU is still amazing. In fact, I think he has one of the best once-a-game abilities in the game because it completely makes an enemy unit worthless for a round. Funny enough, Tywin is also probably one of the best counters to something like the Gregor Flayed Train of Death.
Friday, February 22, 2019
ASOIAF: Rodrik Cassel 40pt Army
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| Let's get down to business. |
Winter has come. While there are some people out there that prefer to go maneuver-heavy with Robb or face-smashy with Greatjon Umber, I like going Rodrik Cassel. The reason why is because his tactics cards are absolutely bonkers and making units Vulnerable just makes a smashy faction even smashier.
First, let's take a look at Rodrik Cassel and see what he offers to our army:
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| A true soldier. |
As you can see, Rodrik is a soldier who has an Order to make the opponent's unit Vulnerable after Attack dice are rolled. The timing for this is exceptionally important because it's what Sworn Sword Captains have as well and it's considered one of the best 1-point attachments in the game. Vulnerable is huge for someone like Rodrik because it unlocks his Tactics cards and skyrockets the damage potential of all your units. Having Vulnerable on something after you charge it would mean you re-roll all hits and your opponent has to essentially re-roll all their successful saves. It pretty much means the Stark army will obliterate units that have low saves or punch through tougher targets that can normally deflect their blows. Peeling ranks off enemy units will also keep your units around longer as the enemies' damage potential will decrease.
Let's take a look at Rodrik's tactics cards:
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| All that martial goodness! |
Martial Superiority is one of the best defensive tactics cards in the game. It triggers off when the enemy unit attacks and that dice rolls less dice AND loses all abilities until the end of the turn. Now, it isn't as powerful as some of the silences we've been before where it lasts until the end of the round, but this card doesn't need any conditionals like expending condition tokens or anything else. You cast it, boom, and most of the opponent's plans are foiled. This card is amazing at stopping something like Gregor + Flayed Men from rolling a unit while you set up for a counter-attack. To make things even more interesting, if you're going after Rodrik's unit, good luck. Having Weakened on top of this card pretty much means Rodrik's units going to stay around. Combat Prowess is a great follow-up card when used with Rodrik's unit or with any unit under the influence of Vulnerable. What if your opponent rolls poorly and you don't need to spend the Vulnerable token? Guess like he's being silenced and unable to respond with any defensive tactics cards. It's really fierce when used on the charge as there are fewer things in the game that interacts with that timing window than when a friendly unit attacks. Lastly, we have Press the Advantage. This is another one of those cards that trigger off the attack so you can't use a Sworn Sword Captain's Orders and then play this card because it escapes the window. What this card does is kick your opponents when they're already down because of the Critical Blows on an already Vulnerable target. That's why I have taken a unit of Tully Sworn Shields with Rodrik because it makes them one of the tankiest units in the game while giving them the opportunity to do bigger damage than their stats suggest.
Here's the list:
Faction: House Stark
Commander: Rodrik Cassel – Master–at–Arms
Points: 40 (4 Neutral)
Combat Units:
• Stark Sworn Swords (5)
with Sworn Sword Captain (1)
• House Umber Greataxes (7)
with Robb Stark – The Young Wolf (3)
• Grey Wind (0)
• House Tully Sworn Shields (7)
with Rodrik Cassel – Master–at–Arms (0)
• Stark Outriders (7)
with Brynden Tully – Vanguard Infiltrator (3)
Non-Combat Units:
• Sansa Stark – Little Bird (3)
• Petyr Baelish – Littlefinger (4)
Made with ASOIAFBuilder.com
Let me try and explain some of these choices super quick. The Stark Sword Swords are simply one of the best offensive units in the game for the cost. With Stark Fury and 8 dice on a 5-point unit and the ability to make someone Vulnerable, the damage potential for this unit is huge. Great Axes deal a huge amount of damage and can definitely wreck heavy cavalry if they're already engaged with them. Robb Stark as an attachment makes them regular infantry speed and gives you the ability to launch yourself out there on a Maneuver trigger on the tactics board. This makes two units that can do it in the army and that will surprise your opponents a lot! The fact that Robb (and Bran) come with their Dire Wolves is one of the best things about Starks. These free wolves not only come with great abilities, but they're a free activation and deploy to be used in battle. Grey Wind is especially good because he is able to apply Vulnerable onto a unit if already used, or apply it beforehand so it can be consumed using Rodrik's own ability or tactics cards.
I already explained a little bit about the Tully Sworn Shields above, but with Rodrik's tactics cards, this unit becomes a very jack-of-all-trades unit. It's already super defensive with Shield Wall and 3+ save, but cards like Martial Superiority just takes it over the edge. While the defensive stats normally lower damage expectations, Press the Advantage and Vulnerable tokens in general greatly increases its damage potential. As for Stark Outriders, I think they're a great, solid unit at 7 points. With Brynden Tully however, they can be one of the most annoying units in the game thanks for their great flanking ability and healing on retreat. A lot of the Stark tactics cards play incredibly well with Outriders as well thanks to their unpredictable damage potential. Just remember that with 7-point units, you can also decide to trade out the Sworn Shields for a unit of Berserkers if you want some more face-smash.
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| "And yet you betrayed me.." |
As for NCUs, I really like Sansa Stark with Rodrik because of her ability to recycle or tutor for exactly what is needed right then and there. While we all try and anticipate everything that is going to happen in a game, Sansa offers us extra insurance that if an opponent rolls a 6 for a long ass charge you didn't anticipate and is rolling in with crazy Tactics cards in support, you always have a way to Martial Superiority him into the ground. For my next NCU, believe it or not, I think Littlefinger is a solid choice for the Starks. It's just comical that I'm taking both Sansa and Littlefinger in the same list, but his ability to claim Combat/Maneuver that unlocks the secondary capabilities for your Stark tactics cards while still reaping the benefit of other unclaimed zones is amazing.
Try out the list and let me know how you fair!
Thursday, February 21, 2019
ASOIAF: Tywin Lannister 40pt Army
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| My point exactly. |
In my previous article, I gave you guys the rundown for how I go about building army lists. I always start with the Commander first and then try to take units that best take advantage of their tactics cards. Well, I decided to get the party started with my favorite character from GoT: Tywin Lannister. Lannisters, in general, have a ton of control elements and I think Tywin just adds to the flavor in a big way. He is a battlefield commander so that means you put him with your frontline troops in any one of the units that he can be taken in. Since he's considered an infantry character, you have to put him in one of your infantry units. I decided to put Tywin inside a unit of Mountain Men because they have a pretty respectable save of 4+. Besides, having two chances to apply Panic-based damage is great. More on this later.
For now, let's take a look at Tywin himself and his Tactics cards to see what he offers us:
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| Just look at this badass. |
From the get-go, you can see that Tywin is all about making your opponents' units Weakened and then exploiting those tokens and effects to your advantage. Immediately, you can see that Tywin's Commander card has built-in Lannister Supremacy and Fear of the Lion. Fear of the Lion combos really nicely with Tywin's tactics cards because it allows him to place a free Weaken token on any enemy unit within Long Range of his unit when he activates. I put him with Mountain Men because MMs already have built-in Vicious so on the offense, they can make opponents take Panic Tests with a -2 modifier. When they attack back, Tywin's Lannister Supremacy makes it so if I roll a 7+ on my Panic test, my opponent has to take another test at -2 again. This is some pretty silly free damage if my opponent rolls poorly and can also be a form of damage negation because the more models they lose to Panic checks, the less damage they will do because of the ranks lost. Throw Weaken on top of this from Tywin and it becomes a force multiplier.
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| The Lion doesn't mess around. |
The Tactics cards themselves are very nasty. Exploit Weakness is a perfect example of a card that kicks your opponent when they're down. If you spend the Weaken token, you can force your opponent re-roll all of their successful hits and any 1s to pop up will deal automatic wounds to their unit on top of whiffing on their attacks. This is extremely effective at taking down heavy cavalry because it essentially turns that units attack into wounds that bypass saves. The Lion's Wrath is a great card because it affects ALL enemy units on the board that has Weaken on them and it lasts until the end of the round. You will hear me say this a lot, but anything that lasts an entire round is super good. Players take alternating turns activating their units, but rounds last after all player turns are finished. This means that for the duration of the round, anything Weakened on the battlefield will be moving -1 movement AND suffering Disorderly Charge on a roll of 1-2. First, this card auto-applies a Weaken effect anywhere on the board, but Disorderly Charge is super frustrating when it happens. Another example of Lannisters kicking you while you're down, but Disorderly Charge robs you from your ability to re-roll hits on a Charge AND essentially silences you for the rest of that unit's turn. Players cannot play Tactics cards for the remainder of that unit's action, and if you miss the actual charge itself, that unit has to take a Panic test. Lastly, we have Lannister Intimidation. This is pretty much a hard silence on the enemy unit and all of its attachments until the end of the round. Again, end of the round here folks, Tywin doesn't F around. Almost everything he does is centered around making your opponents' units weaker while giving slightly leveraging your battlefield position.
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| Pycelle is an auto-include with Tywin. |
As for unit selection, there are quite a few things you can do and I think Tywin is one of the more flexible commanders for how you want to build the list. To make things a little easier, let me first start off by saying that you should probably take Pycelle as your first NCU. Pycelle is incredible with Tywin because he puts Weaken tokens on your opponents when he claims a zone. This is exactly what Tywin needs when playing his Tactics cards and Pycelle on the Tactics zone after The Lion's Wrath will see 3 enemy units Weakend on a single turn. Now, Varys is pretty much one of the best NCUs in the game IMO. His ability is incredibly good even if you only have a limited amount of Order tokens. The ability to stop a crucial game-altering tactics board play or NCU ability from triggering when claiming a zone can be huge. Since Lannisters is a control-heavy faction in general, you will see me playing Varys a lot in my lists.
Alright, enough talk, here's the list:
Faction: House Lannister
Commander: Tywin Lannister – Lord of Casterly Rock
Points: 40 (4 Neutral)
Combat Units:
• Lannister Guardsmen (5)
with Assault Veteran (1)
• House Clegane Mountain Men (6)
with Tywin Lannister – Lord of Casterly Rock (0)
• House Clegane Mountain Men (6)
with Assault Veteran (1)
• Lannister Crossbowmen (6)
• Knights of Casterly Rock (8)
Non-Combat Units:
• Pycelle – Grand Maester (3)
• Lord Varys – The Spider (4)
Made with ASOIAFBuilder.com
As you can see, I have quite a bit of diversity in there with 7 total activations (5 combat and 2 NCUs). Combat activations matter for deployment, but total activations matter for how much control you have over the board state. That will be its own article at another time, but this isn't the first time I've played a minis game where activation and unit activation order matters a lot. Anyways, let's take a look at the rest of the list I have here: You will see Guardsman with Assault Vet, Tywin in MM and another unit of MM because they're a rock-solid unit. Assault Veterans because I love the aggression and they are great with Tywin because Weaken basically ensures that there will be a second round of combat and your guys will attrition quite well. For the Guardsman, you can also choose to bring along a Guard Captain to auto-pass Panic and therefore guarantees Lannister Supremacy every time.
When it comes to rounding out the rest of the army, Crossbowmen are there so they can pick off enemy units from range. From here, you can generally branch into any direction you want to bring for the meta. You can take another unit of Lannister Guards, another unit of MM, but for diversity and the ability to harass objectives, I decided to go with Xbows. If you think about it, if you're running a pretty aggressive infantry army, having 7 shots of Sundering from Long Range that hits on 3s is no joke. On top of that, I've decided to go wih a unit of Knights of Casterly Rock because they're a pretty decent unit to have for the points. Some people don't like them because you need to play them well and they're not push and win like the Flayed Men, but if you get them on the flank of a combat you need to win, you will like them a lot. They're designed to win on the charge so if you're not destroying units on the charge, think about saving them until you do or else you'll have to waste turns (or Manuever on the Tactics Board) to set them up again.
Stay tuned for my next article where I cover one of my favorite Stark lists to play right now!
Wednesday, February 20, 2019
ASOIAF: Getting started with army building
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| That Throne didn't build itself in a day. |
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| Each Commander's Tactics Cards are different! |
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| Even Jamie as a Commander works wonders in a Guard unit! |
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| Another great attachment option is the Guard Captain! |
Tuesday, February 19, 2019
ASOIAF: Starks and Lannisters Overview
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| So.. who's it going to be? |
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| Hear me roar! |
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| Kick 'em while they're down. |
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| Winter is coming. |
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| Winter is seriously coming. |
Monday, February 18, 2019
ASOIAF: A Song of Ice and Fire Intro
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| This is my new jam. |
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| I might have gone pretty hard with my first purchase. |
- I love the fact that the rules are some of the cleanest rules I have ever seen. It's almost like the game was designed with tournament play in mind in that there are very little questions I had out of the initial rules package. The game seems like a perfect blend of complexity and speed with tight-wording and streamlined mechanics seen from other minis games. The rules package itself is very lightweight and comes with all the nitty-gritty you need to get in and start playing.
- Speaking of speed, I just love that the game puts movement trays back on the table and the units are ready to play. I can get a package from Amazon to actively playing with that unit on the table in 5 minutes. The minis are hard plastic, has great detail on them, and come with a movement tray for all the units to fit snuggly into.
- The game uses alternate player activations with plenty of play and counterplay (via rules, tactics card, tactics board..etc) that allows for active engagement with the other player in all phases of the game. I absolutely love games that go back and forth because it not only keeps players focused, but it generally leads to more even games where choices feel more meaningful because you have a chance to respond next activation. It's not like you're just sitting there watching all your units get shot off the table.
- The rules are light, but the game is very deep: Activation order matters, the amount of drops you have matter (deployment and activation), the commander you choose matters, the control of the tactics board matters, your tactics cards and the order you play them matters, your list composition matters, the game mode and mission objectives matters, everything matters. Part of what makes a good game great is how much the player influences the outcome of the game. Looking back at all the games played so far, I can zero in on particular situations where if I did something different, I would have won. This is important for me as a competitive player because less ambiguity means a more direct route to improving.
- The tactics board by itself is a complete mini-game inside the existing game. This really deserves its own section, but let's just say that NCUs count as activations and how you interact with the tactics board influences the units on the board, the tactics cards in your hand, and how you play the game as a whole. It's absolutely awesome how it's so tightly integrated into the game mechanics while still making a ton of sense from a flavor and fluff perspective. When Cersei Lannister is playing her games at court, your units really feel that on the battlefield.
- There is so growth potential in the game that I can't fully wrap my head around it right now. Right now, we have Lannisters, Starks, Neutral (with House Bolton units!), Free Folk, and Night's Watch. There's a good amount of unit variety already but that's without most of the other major Houses in there as well. Where is Baratheon, Tyrell or Greyjoys? What about Daenerys and her dragons? Can we even fit Dragons in a 40 point game? Is there going to be an epic game format or the possibility to ally different houses with another outside of faction + neutral units? The possibilities are near endless.
- You can take 2 lists into a tournament event as long as they're from the same faction. This has got me super excited because you essentially have a backup list to play to a specific matchup or game mode to maximize your chances on winning.
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| More armies to come! |



































