[h=1]WINTER IS COMING(60 pts)[/h]
- Commander: Eddard Stark (Lord of Winterfell)
- Eddard's Honor Guard (7pts) + Eddard Stark (7pts)
- Stark Sworn Swords (5pts) + Robb Stark (The Young Wolf, 3pts) (8pts)
- Stark Sworn Swords (5pts) + Brynden Tully (Unyeilding Knight, 2 pts) (7pts)
- Umber Berserkers (7pts) + Greatjon Umber (Fearless Bannerman, 3 pts) (10pts)
- Stark Bowmen (6pts)
- Stark Outriders (7pts)
- Stark Outriders (7pts)
- Grey Wind (0pts)
- NCU: Catelyn Stark (Lady of Winterfell) (4pts)
- NCU: Petyr Baelish (Little Finger) (4pts)
60/60 Points
[h=1]
General Theme[/h]This list has two core themes to it. The first is each unit serves a very specific counter-role in the army, dealing with a specific threat or need, and the second is that almost every unit gains extra benefits from manipulating the Tactics Board, specifically the Combat and Maneuver zones, which the Starks already favor
(go figure).
Aside from those two points, this is an aggressive army that isn't afraid to utilize its troop as a resource, expending them in whatever way necessary to achieve the scenario goals. This works in tandem with Eddard's tactics that, for the most part, are reactionary to your own units getting destroyed and/or having bad stuff happen to them. His cards are going to make the self-damaging effects of the units not matter as much, as you're going to gain benefits for them being destroyed, and his own innate recovery effect means you can be a bit more lose with said self-damaging effects since you have a way to recover them.
[h=1]Unit Specifics[/h]
Ok, so if you're playing along at home, you immediately noticed the
Eddard's Honor Guard listed above and went
"Wait, what is that?". Well, that's one of the surprises we mentioned. Basically, Eddard wants to be in a super-cool unit since he makes his own unit do... Well super cool stuff. There were a few options for this: Umber Berserkers if you wanted to be aggressive, Tully Sworn Shields if you wanted defense. Those tended to be the primary choices, but they heavily skewed toward aggression or protection and it felt Eddard should be more well rounded. Given that, we made him his own personal unit of Sworn Swords in the form of Eddard's Honor Guard.
So while you don't technically have to field the unit when you take Eddard, you'll probably want to- they're pretty cool. As you can see, they function as an upgraded Sworn Sword unit, gaining a 3+ Defense Value, extra Attack Dice, and the Fearless ability for a 2 point increase. Note they're a Character unit, so you only get one of them.
This gives Eddard a unit that has a good amount of aggression but also maintains some staying power so you can best utilize his Tactics. Combine this with Eddard's own rallying abilities and the Honor Guard can get right into the thick of the fight and stick around to finish it, making them the perfect anchor for your army.
- Robb's Sworn Swords + Outriders
Next up we have Robb's unit of Sworn Swords. The key here is that Robb allows them to basically March as if they were Maneuvering as well as gain extra benefits
(being able to Charge) if we claim the Maneuver Zone. The Stark Outriders also have this ability
(see below)so fully half of our Combat Units gain extra benefits from that zone, allowing some good plays and/or forcing your opponent to claim that zone if they want to shut down our effects. This makes the army highly mobile and will allow us to pull off some impressive Flank (and potentially Rear) Charges.
We're going to go
slightly off topic for a moment in talking about the Stark Outriders here. Basically during development we
really wanted the Light/Heavy Cavalry mechanics to work (with Light Cavalry having 2 Wounds-per-model, Heavy having 3 Wounds-per-model). The issue that kept coming up was that reducing a unit to only effectively 8 wounds just wasn't balancing against other factors, so eventually we removed it entirely and just uniformed everything into the
Cavalry rule, with unit stats being adjusted to compensate for the +/- in Wounds
(you didn't think Outriders would be the only Light Cavalry, did you?).
After that, we really pushed the maneuverability and speed aspects of the Outriders, making them
the premier unit to go for the flanks and hit the enemy where they can't defend. They still don't have the best staying power in the world with a 4+ Defense, and their Attack is average, but again, their maneuverability is their key power. After their reword, they got bumped a point to 7, whereas they were previously 6.
Back to list talk, their purpose is exactly as I mentioned above: Go after the flanks and hit the enemy where they can't defend. Like Robb's unit of Sworn Swords, they also gain benefits from the Maneuver Zone, giving us Tactics Board pressure for the opponent.
This is our big "deal with it" unit. Clocking in at a staggering ten points, I was initially going to use another unit of Sworn Swords here and save the 2pts for elsewhere, but I decided that I really wanted a unit that would destroy anything it came across. While the baseline Berserkers already come with Sundering, Greatjon can allow them to bypass Defense altogether, meaning nothing is safe. They're also faster than the Sworn Swords, so they can keep up with the rest of the army.
Most importantly, however, they gain additional Charge benefits when I claim the Combat Zone, furthering the army theme of Tactics Zone pressure. Finally, they synergize
extremely well with Catelyn, who will allow them to throw their full ten attack dice anytime I need it. Combine all these factors with Eddard's ability to recover them if they get too low and they can stick around for a terrifyingly long time, carving the enemy up the entire time!
These guys were included for area-denial as well as softening up targets for the primary attackers while I move into position. While, given the aggressive nature of the units, I don't expect getting to combat to be too hard, this unit can secure any backline objectives, freeing up my other combat units to... Well do the combat stuff. Nothing flashy here, they will just do what they're supposed to do and lock down a specific point on the battlefield.
So this is where those two points I would have saved from the Berserkers would have gone: changing the Sworn Swords for a unit of House Tully Sworn Shields. Either way, however, they serve the same battefield role: Take and hold objectives. Had I gone with the Sworn Shields I would have gained a bulwark unit that, combined with Brynden, would be incredibly hard to displace for the enemy. Combine with Eddard's Honor Guard and I'd have two central units that I could rely on to secure points. In the end I went for the aggressive nature of the Berserkers and the Sworn Swords since I wanted that combat edge, but it's still really a toss-up as to which is better for the list overall.
The other issue is the Sworn Shields are pretty slow, and I don't have any real way to fix that since I've allocated Robb elsewhere. While their intent is to go secure objectives, they're going to drag behind the rest of my army and that can be a problem- doesn't matter how unkillable they are if they get to the fight after everyone else is already dead.
The plus to including them, however, would be it frees up a point compared to Greatjon and the Berserkers, which means I could stick something like a
Crannogman Warden in with the Bowmen, which would give them Opportunist
(re-roll attacks against enemies that have not activated this round). Again, it's a matter of personal taste and just seeing how the list plays in the end.
[h=1]Non-Combat Unit Specifics[/h]
- Catelyn Stark (Lady of Winterfell)
Catelyn just synergizes so well with pretty much everything in the list
(and is another reason the Berserkers won out over the Sworn Shields) The Sworn Swords are going to damage themselves with Stark Fury, but Catelyn makes that a non-issue, and having my cheap unit throw 8 combat dice, hitting on a 3+ with Critical Blow, makes them a threat against almost anything. Meanwhile, as previously mentioned, she also turns the Berserkers into absolute rampagers as we can trigger their 10 attack dice
(with built in Sundering) anytime we need it. I would also mention that it's useful for the Bowmen, but frankly if they get to a point where they've taken heavy loses they're probably dead anyway.
- Petyr Baelish (Little Finger)
Petyr is actually a key part of this list, decidedly more important than most realize. As mentioned in the general strategies part, claiming the Maneuver and Combat Zones are a vital part of our overall strategy, as the majority of our units gain extra benefits for doing so.
What Petyr does is bring an element of counter-play to the Tactics Board while allowing us to gain the benefits we desire. If we're playing against Lannisters, we know they're going to want to claim that Crown Zone... Petyr says we can just claim it ourselves and replace it's effect with the Maneuver or Combat Zone, still gaining those full benefits but also denying the Panic Check from Crown to the Lannisters (or just cause Panic in their own units, why not?).
If playing against other Starks, then likewise we can claim/deny the Combat/Maneuver zones based on what our opponent needs at the present time. Finally, Petyr also allows us to potentially double-up on the Wealth zone of the board, which we can use to rally some wounds back to our units- remember, we do cause a decent amount of self-inflicted damage via our effects.
With Catelyn and Petyr we can potentially bring back up to 6 wounds a round to a unit- combined with Eddard's restoring effects and we can bring a unit almost on the break of death back to full ranks (and then of course have them go kill something).
[h=1]Final Thoughts[/h]While the list initially seems pretty straight-forward in execution, with every unit having a specific role but also being
really really aggressive, it has a really deep level of tactical play about it. Combat-wise you've got a wealth of positioning options available to you, making it so you can really pick-and-choose your engagements, and Tactics Board-wise you have a denial-piece in Petyr but also need to play it smart since you can gain so much benefit from knowing when to utilize each zone.