jeudi 31 mars 2022

Non Combat Units 101 - Night's Watch

About a 15 min. read.


With the idea of learning more about each faction, this series of articles will be focused around each non combat unit (NCU), from the Night's Watch faction, giving an overview about them, discussing a bit what they can do in a game and how they synergize with their faction. 


Aemon


Aemon is your typical healer. As in any RPG, you know that the healer is one of the most important part of any party. In this wargame, and especially with Night's Watch, that role is crucial. Since one of the big aspect of the faction is getting stronger as the game progress, Aemon can actually maintain troops alive long enough for them to accumulate some power. 

His ability is more efficient on infantry units because he gets better if the targeted unit has destroyed ranks. If your intention is to run cavalry or warmachines, Aemon might not be your best option. One thing that is especially frustrating for an opponent, is to put Aemon on the Bag zone and heal a near death (last rank) infantry unit with both effects, to get a 6 wounds heal, but that's their problem for letting the Bag open in the first place. Another nice little trick that can be done is to use Aemon on the Sword zone and heal up a rank and augment your attack profile just before you resolve the zone free attack action.

Even tough he has a very nice total healing when taking the Bag zone, Aemon does help to alleviate the need to take that specific zone, so you might be able to keep focusing on your offense instead.

Bowen March


Bowen is that NCU that will be generally good with any lists. His effect will be useful in combination with any commander, as your choice of commander will often dictate how your army function, and that is intimately linked to their tactic cards. Having the right card at the right time will often mean the difference between victory or defeat. 

Depending on your viewpoint however, drawing cards via Bowen can be a boon or not. His presence in your roster diminishes your need to take the Letter zone as it's effect is redundant, so you may focus your attention on other zones. It can actually also cause problem if you are close to your hand limit as the Letter zone and Bowen could make you draw 3 cards together, forcing you to discard a card if you've gone over 5 cards. If one of your goal in your list building was to use the Letter zone to throw out condition tokens, then Bowen might not be a good fit for you.

Some heartbreaks are guaranteed to happen once in a while, as you might be forced to choose between 2 good cards and put one at the bottom of your deck, never to be seen again.

Craster


The dubious wildling host has an ability that is pretty straightforward in nature. He makes his chosen zone a bit better. While that may seem like an underwhelming ability when you could choose to actually add a whole other effect to a zone by selecting another NCU, one should not underestimate the possibilities that comes with what he does. 

Taking the Bag zone means that you can actually chip heal up to 3 different units and even remove a condition token on a fourth unit. This can be especially useful when you are trying to top up some ranks to maintain control over objectives or simply to make sure you act at max rank all over the board. Another non-negligible interaction with this, is the fact that you could potentially heal multiple Conscript units with this, and using supply aid afterwards can translate 1 wound healed into 2 wounds healed. 

The Sword zone effect is pretty self explanatory and it can help push a little more damage than what could have been anticipated. It is best used on cavalry to ensure max rank attacks, or Shadow Tower Spearmen since they keep a high attack profile even on 2 ranks. It can also combo with the Boldness and Courage ability, making a last rank unit attack with a 3 rank attack profile. 

Finally, the Horse zone gives a +1 move that is always nice in any situations. It can mean the difference between a failed retreat and one that succeed, it can mean that you could move completely out of your enemy line of sight instead of being barely visible. Since it adds up to the "Watcher on the Wall" card effect and Qhorin influence, this could mean that you could manoeuvre a Hunter unit into a Quickshot from much further than anticipated. Jon Snow card "For the Watch" is also compatible with this effect since, even if you replace the zone effect, Craster simply gives +1 move to the final effect, so you can use it to charge with a +1 move. 

Donal Noye



Donal is the kind of NCU that requires a bit of finesse and restraint on how you are going to use him. His ability is very powerful, and doesn't require him to take any zone, but can only be used in a very limited amount. You could simply burn them in 1 or 2 turns and that would be it. Fortunately, the trigger of his ability is pretty forgiving and lets you take multiple factors into consideration before you decide to commit a token or not. 

For the part where he makes you reroll your attack dices and prevent weakened tokens, it's application are very self explanatory. I think however that this is the part of his ability that will generally be used a little less, since Night's Watch already have cards, abilities and orders that will allow for attack dices reroll. That doesn't mean it cannot be considered as this is not an order, so it might be used at the same time as an order or tactic card such as "Incite" or "Sword in the Darkness" to really create some meaningful strikes. Since you can use this ability after attack dices are rolled, you get to actually see if you really need a reroll or not before you commit to it, and when you do, the opponent will not be able to diminish the result. Daario also appreciate this effect very much as a weakened token is a counter to his ability. Keep in mind that this part of the ability is also available to help reroll ranged attacks.

The additional defense ability is how his tokens will be spent most of the time. The Night's Watch units best defense is a 4, not bad, but easily affected by keywords like sundering and critical blows. Our defense also easily gets worse when flanked. So when you see that your opponent is trying to commit a lot of resources into finishing off a unit, you should consider carefully if you need to use a Donal token or not. Fortunately, the trigger is also after attack dices are rolled, so you have the benefit of seeing the max damage output potential before you commit a token. You can also pair this ability with "Shield of the realm of men" card to really make your defense extra resilient, but I would recommend to keep them for separate occasions. Diminishing your opponent attacks 4 times will often yield better results than blocking completely 2 attacks.

My suggestion for using him is to consider which aspect of him you will likely need the most when you are list building and try to commit to theses moments. If your list seems to be lacking in the offense department, try to keep his tokens to make a few of your attacks count as much as possible. If your list is already pretty aggressive, maybe try to hold on to the tokens for when your opponent really tries to off your glass canons. 

Jeor Mormont


Yours truly, is an NCU that should not be underestimated. On paper, his ability to switch attached cards between units seems limited a bit. It is on the field that you will see him shine. As the representative of the Night's Watch faction, adaptability is the word to remember with Jeor and you will often be able to surprise your opponent with effects that he didn't take into account. He is definitely an NCU with a learning curve.

Couple examples could be to switch "Watcher on the Wall" while taking the Horse zone to allow a unit to move further, switching "Light that brings the dawn" unto a near dead unit while taking the Sword zone to make it attack as if it had full ranks, or if you see that a unit with an attached "His Watch has ended" that is on the verge of dying and wasting the card effect, you can pre-emptively switch it unto a better unit. 

His effect is also not limited to the core tactic deck of the faction, as he can also switch some of the more powerful commander cards. You could switch Jon Snow card "For the Watch" while taking the Horse zone to replace it and to an unexpected charge. You can also use him with Donal commander cards, an switch "Refuse to yield" where it matters most. The true kicker comes with switching "Defensive formation" around, since you could take the Sword zone with Jeor, switch "Defensive formation" off from a unit that could then attack, without loosing the card to the discard pile. If you are able to get a good sense of rhythm between your units activation, you can effectively juggle a single card of "Defensive formation" between units activations and maintain that card alive round after rounds.

Finally, taking back one of theses powerful cards back on the field after it has been lost to the discard pile is pretty good as well. From the core deck, you could be looking out to trigger yet another "His Watch has ended" or take back a good commander card back unto the field. The important part is to keep looking for opportunities. 

Also, not really a gameplay mechanic, but opponents will often be confused by the sheer amount of stuff our tactic cards add to our units. Jeor will serve you well in confusing them even further and preventing them from thinking clearly. This is less efficient against seasoned players of course.

Othell Yarwick


What is not to like with Othell orbital strike. You will love it, your opponents will moan endlessly. His effect is very versatile as it can transform any zone that you do not want into a potent attack that can target anything, so you can support any part of the battlefield that requires it, or kill units that would be out of reach otherwise. 

Taking the Crown zone means that you actually produce a more potent version of the classic "Crownzap". Instead of a simple panic test at -1, you can actually deal damage AND produce a panic test at -2. There's actually no downside to replace that one. Replacing the Bag zone will usually mean that, in addition to making the hits harder to resist, your opponent might not be able to heal the damage at all. Taking the Sword zone, can be seen as a defensive application of his effect, as it produces an attack anyway, but throwing out a Weakened token in the process should help your troops survive longer. 

It is important to remember that Othell replacement effect is still a ranged attack. As such, your units engaged with the targeted opponent will need to pass a panic test as well. The silver lining is that you can actually take advantage of that with Jeor commander attachment to heal him, trigger moral tests for Jeor commander cards, trigger Donal "Refuse to Yield" card effect, Alliser attachment to further wound an engaged opponent, etc...

Qhorin Halfhand


One of the few big 6 pts NCU of the game, the guy that everyone loves to kill, the one and only Qhorin Halfhand. His high cost often makes him pretty hard to include in lists, but he's the kind of NCU that you learn to rely on with time, and after a while, it becomes hard to build a list without him. 

His influence effect is pretty good in itself, it is like adding the effect of "Sword in the Darkness" and "Watcher on the Wall" at the same time (and also stacks with the cards) on a unit, round after rounds. So getting that influence out early each round should be a priority to get the most out of it. Multiple movements or attacks (melee or ranged) from a unit means you get more out his influence. The perfect target for him remains Ranger Hunters, because they require both bonuses in spades. What is an influence of a single dice from Qhorin, can stack up to actually being 2-3 dices with Ranger Hunters. It gets even more crazy if you put that influence on a unit with a Watch Captain attached, as the bonuses will stack up in between the unit actions and extra actions. 

Besides Ranger Hunters, Qhorin influence is also good on Shadow Tower Spearmen, any kind of cavalry or any units with critical blow keyword really. He makes big plays bigger.

His reputation however, comes from his sacrifice play, as it is a play maker. Immobilizing a key unit for a full round can be absolutely huge. It can stop an opponent in his tracks if he was poised to overrun multiple units, or kill one of your important pieces. It can also let you snowball an advantage. If you were already winning the game, you could sacrifice Qhorin to immobilize your opponent last piece while you do whatever needs to be done to seal the victory, maybe table your opponent and get a crushing victory instead of a regular one. 

There's also a special interaction that can be taken into account. His sacrifice triggers the requirement for the card "His Watch has ended". So if both cards were already on the field, it gives you the power to choose when the cards are triggered both at the same time, instead of relying on your opponent killing a unit. It is sometimes a bit hard to time his sacrifice right, but if you bring him, there is no game where his death cannot be beneficial in some measure. 

Samwell Tarley & Gilly


Samwell and Gilly are a nice second, or third, add to any NCU setup. He serves pretty much the same goal as Bowen, that is to have as much card available in your hand as possible, and be able to react to events happening on the battlefield much more efficiently. Since they effectively both help in drawing more tactic cards, I would advise to take one or the other. Bringing both could mean that you have ultimate draw over your tactic deck, and that you are likely to run out of cards by round 4 without even taking the Letter zone. 

There is still a couple outliners that differentiate Samwell and Bowen, and making Samwell a bit more powerful. First, Samwell ability is a passive one, meaning that it happens regardless of him taking a zone or not, so if you manage to empty your hand before each rounds, you will draw more cards than your opponent, as he will not have any time to block it. Then, on the contrary to taking Bowen, Sam will not make the Letter zone obsolete as he also increases your hand size will not put you in a position where you need to discard from your hand when you do take the Letter zone. 

Finally, he also unlocks Gilly as an additional NCU to be used whenever you see fit. If you brought 2 NCU + Gilly, you can use her to block a zone at a moment when your opponent would need it, win that NCU race on a specific round if your opponent has 3 NCU, or just for the general utility of having another free activation. Samwell and Gilly pairs especially well with Qhorin NCU as you could use Gilly as a backup NCU for the round when you do the Qhorin sacrifice. 

vendredi 25 mars 2022

Factions 101 - Overview

About a 10 min. read.

One of the first question people asks when getting into this game is : Which faction should they play?

While it seems to be a simple question, it's still one that is to be taken seriously of course, because availability of boxes, finances, storage space, etc., are usually going to limit your choices, despite your preferences. 

But let's say that you can at least start one army of your choice, of course you will want to focus on one that vibes with either your playstyle or that contains some of your favorite characters of the ASOIAF series. 

So here's a brief description of their playstyle, some unique mechanics linked to the factions and a list of the most recommended boxes to get when starting your army. 

Note: The recommended boxes mentioned below will not mention Starter Sets, Heroes Boxes or Attachments Boxes. Theses are considered highly recommended for every factions that has them. They are the best bang for your buck and the biggest tools to customize your armies. So the recommended boxes sections will focus on additional units to buy first. 


Baratheon


Playstyle

Baratheon likes to get in the thick of things. They want to get into battle and stay there for as long as possible. Their armor will put them as one of the slower faction, but it will also help them win over prolonged engagements. They have many ways to make sure that their attack is rightfully felt and that their opponents attacks are wasted on them. Baratheon also bears a lot of different means to retaliate against attackers, but theses means are, for the most part, driven by your choice of loyalty.

The faction is known for being divided and choosing to dedicate yourself to one of theses sides will give additional focus to your gameplay. 

The Renly side resolves a lot around his alliance with Highgarden, and as such there is a big plant and flower thematic surrounding his dedicated troops. So Renly side will have a tendency to grow with battle, making sure that his troops are healed up, and as they heal, damage the opponent in kind. Renly loyalty also has an increased affinity with politics and manipulations, and as such, they have some very useful tools to be used to influence the tactic board.

The Stannis side focuses a lot on self-sacrifice for the greater good, high risk high reward type of deal. Stannis loyalty will use their faith in R'hllor against their opponent to make them flee the battlefield in terror. As such, Stannis troops affinity will be to push out more damage when they attack. As their rank gets lower, they maintain a high efficiency on the battlefield and push out more and more retaliation. One should be careful while threading with Stannis troops, as R'hllor is a powerful force to be tamed. It's sacrificial nature is unsettling to his own troops, so one should be mentally prepared for it. 

Unique mechanic

The Baratheon faction is a divided faction. Both King Stannis and King Renly have their own claim to the throne and neither will back down for the other. As such, houses have thrown their loyalty to either.

This means that units, attachments and characters loyal to Stannis cannot be taken at the same army as those loyal to Renly and vice-versa. There are units, attachments and characters that can be taken by any loyalties, but unless you have a chosen preference between one of the 2 Kings, this effectively makes Baratheon the equivalent of buying into 2 factions.

Do note that this does not influence tournament list building, as it is perfectly legal to bring 1 army of each loyalty in the same tournament.

Recommended boxes

Champions of the Stag

For Stannis loyalty, Queen's Men, R'hllor Lightbringers

For Renly loyalty, Rose Knights, Thorn Watch


Free Folk

Playstyle

Free Folk is known as the horde faction. They bring a lot of cheap units in the battle to surround or intimidate their opponent, and then wash them under the weight of their superior number. Having no access to proper metal to equip their troops, they are instead armed with leather, wood, bones or any other kind of organic material they can get their hands on. This leaves them very exposed to attacks and individual units will easily be defeated by Westeros metal weaponry. But fear not, as whenever Free Folk falls, there is always fresh troops ready to take the place of the fallen. Their wealth of tricks also helps them to even the odds against better troops. 

The units that compose their force are very adaptable and diversity in battle keep them strong. They also have a tight affinity with nature, bringing all kinds of monsters in battle. Giants, Mammoths, Bears, Wolfs, Eagles, they use everything at their disposal to gain the upper hand. They also do not play by the rules of the Seven Kingdoms, so they have their own way to manipulate political intrigues to their advantage. 

Unique mechanic

Free Folk lives to the north of the Great Wall and are proud independent people that doesn't bend the knee to any silly kings. As such, they live outside the boundaries of conventional society and do not have any coins to trade with southerners or hire mercenaries. 

This means that Free Folk players may not include any Neutral units into their list building. However, they are very adaptable and diversified by themselves to compensate this lack. 

Recommended boxes

Thenn Warriors, Followers of Bone, Frozen Shore Chariots


Greyjoy

Playstyle

The people born of the Iron Iles are raiders at heart and they thrive on acquiring goods and resources from their enemies instead of producing their own. As such, Greyjoy excel in snowballing an advantage. The cost of creating this advantage however is unimportant, and people are a useful resource to be used for the sake of that advantage. This also doesn't matter much, since the Greyjoy have many ways to replenish their ranks. Their faith in the drowned gods also helps them continue to fight for extended periods of time, long after what would have been lost by lesser men. 

Unique mechanic

Most Greyjoy units can accumulate pillage token. Pillage tokens are acquired from killing down ranks of enemies and each token gives additional and unique benefits to the unit that accumulates them. Thus, Greyjoy units tends to get better as battle progress, but Neutral units brought into battle will not benefit from pillaging. Besides making units better in the long run, pillage tokens can also be used as a currency to fuel some powerful tactics. 

Recommended boxes

Ironborn Trappers, Ironmakers, Blacktyde Chosen


Lannister

Playstyle

The Lannisters of Casterly Rock are a wealthy bunch and they want people to know it. They equip their troops with the best looking armor money can buy, and seeing them on the field of battle is quite the spectacle. They often terrify opponents from their looks alone, but when that is not enough, they play behind the scenes to prevent units from fighting effectively or manipulating the political game. 

The Lannister faction possess a good amount of tools that can prevent bad things from happening to them. But outside of manipulating their opponent, their troops are adept at a very wide range of roles. So while the faction as a whole is very well rounded in capacity, it is easy to specialize your army in multiple fashions. The classic Lannister troops are very efficient at terrorizing an enemy after they have been attacked. The Mountain, Gregor Clegane, brings ruthless killers into battle. The High Sparrow has a wealth of dedicated followers that gets better in battle each time their faith is tested. The very popular King Joffrey can also provide the might of his Kingsguard to help the battle. 

Unique mechanic

No particular mechanic to mention for the Lannister faction. They are very adaptable and are generally one of the best Faction to mingle with Neutral options as they complement each others pretty well. 

Recommended boxes

Knights of Casterly Rock, Warrior's Sons, Lannister Crossbowmen


Neutral

Playstyle

The Neutral faction is composed of mercenaries or Lords that will offer their services to whichever house they deems to serve, if not in fact, actually self-serving to gain more power. Their playstyle is the most varied out of any Faction, simply because Neutral put a big emphasis on their commander, which will dictate their playstyle in turn. Their core deck possess numerous tools to adapt to many situation and to draw out the power of their commander. 

The Boltons will enjoy making their opponents flee in terror and capitalize on it. Their units can be especially hard to bring down as they are constantly reminding enemies of their mortality. Stormcrows will enjoy the sound of fat money purses ringing and that motivation pushes them to new height of aggression. They are also very adaptable, and can easily be adapted to any flavor you need as the cost of bringing attachments in their units is reduced. Mummers enjoy dueling their opponents and making sure that their mistakes in battle are harshly felt. And while dueling is of their favorites sports, they are not above using underhanded techniques to deny an opponent strengths when he needs it the most. After all, a duel is only fun if you are the one coming out on top. 

Unique mechanic

While not having a specific mechanic on their own, they are the only faction that can be brought as a standalone faction OR they can also compose up to half another Faction army when calculating points for list building. 

Thus buying into Neutral options is recommended, even if you don't want to run them as a standalone, for the sheer options they can add to your list building.

Recommended boxes

Bolton Flayed Men, Bolton Blackguards, Stormcrow Archers


Night's Watch

Playstyle

Night's Watch are know to be an adaptable faction that bring a few elite, high-cost units on the table. As the fight progresses, your troops will improve and become even more powerful. They have access to a set of cards that can react to many different situations making them excellent all-rounders. 

With a diverse cast of characters coming from all over Westeros, units can obtain a huge variety of abilities that will help them to either mitigate their weaknesses, or specialize them into any role you need. 

You will often get outnumbered on the field because of the high cost of your units, but that is all right because each of your troops can grow to become worth two of other factions units. Night's Watch has access to a wide range of low cost units as well that are specialized in helping their more elite brothers. Take care of your units as every life is precious and should be accounted for. 

Besides an excellent cast of core units, the builders bring their engineering knowledge to the field in the form of warmachines. While slow and cumbersome, theses warmachines can be used to harass opponents on a very large range. And if slow and cumbersome doesn't do it for you, the rangers specialize in fast movement and blitz strikes.

Unique mechanic

The Night's Watch is a brotherhood dedicated to the defense of the realm of men. To be initiated into the brotherhood, one must take vows which are to be uphold until death.

This means that the core tactic deck of the Night's Watch faction has cards that may be attached to Night's Watch unit that uses them. Attached cards will give benefits to its unit for as long as the unit lives, the game ends or the card is transferred by other means. This helps Night's Watch units grow in power as the game progresses, but it is also a deterrent in bringing Neutral troops as they can never attach theses cards.

Recommended boxes

Ranger Hunters, Builder Crossbowmen, Conscripts


Stark

Playstyle

Probably the most recognized name of the franchise, the Stark embodies the furry of the north and they bring into battle the loyalty of many bannermen's. While their arch-nemesis, the Lannisters, uses subterfuge and conspiracy to get their way, the Stark faction focuses on controlling the most important part of any battle, namely the battlefield itself. As such, they do not let any obstacles relent their charges. They are very adept at blitzing an opponent and claiming first blood. 

Once they get into battle, they demonstrate their fury for their fallen comrades and they adopt a berserker-like style of fighting. Their attack and defense becomes more fierce as they loose ranks. Maintaining a balance on a sword edge, they are at their most dangerous when close to death. 

Having many bannermen's also means that you have access to a wide variety of specialists on your hand. For instance, the Tully's bring heavy armor and defensive shield walls to distract their enemies from their deadly cavalry charges, and the Crannogman's are adept trappers, limiting and punishing the advance of their opponents. 

Unique mechanic

No particular mechanic to mention for the Stark faction, but if you include their corresponding masters in your unit lists, you will be able to bring wolves to the fight. As with the Lannister faction, their lack of mechanic also makes them very apt Neutral users. 

Recommended boxes

Mormont Shebears, Tully Cavaliers, Tully Sworn Shields


Targaryen

Playstyle

The core of the Targaryen faction is all about moving fast and defeating their enemies before they get a chance to react. If that sound a bit like the Stark playstyle, that's normal, but they do it in their own fashion. Targaryen expects to draw the blood of their enemies, not their own, and so, most of their troops struggle over long engagements, but shine in alpha strikes. They have a huge amount of freedom in their mobility, letting them dismantle the opponents ranks from any angle they choose. 

It comes as no surprises that they will favor winning by killing of opponents than dragging a fight around controlling objectives. The core of their army is, again unsurprisingly, cavalry units, where other factions will have an infantry core accompanied by cavalry. The Targaryen's will not favor particularly synergy or cooperation between their units, preferring instead to have raw power in each individual unit. It doesn't mean that they don't work well together however, as getting double tagged by two Targaryen units of any kind is almost surely a death sentence. 

Unique mechanic

Their commanders being a cast of characters coming from all over the world, and not all of them agrees on how to best command the Targaryen troops. As such, each commander bring with him a set of 4 commander cards, as opposed to the regular 3, that lets them fashion the core Targaryen deck in their own image. 

They are (currently) one of the only faction that can bring a mounted commander, so having a full cavalry list is possible with them. 

Stormcrow units, normally from the Neutral faction, can be brought as full Targaryen units, meaning they don't count for the half army limit of Neutral points. 

Finally and just a small detail, they are the only faction with access to Dragons, if that strikes your fancy. 

Recommended boxes

Stormcrow Mercenaries, Stormcrow Archers, Unsullied Swordmasters