Blog of the
underappreciated models part 2
After the
success of part one, I have created a poll to ask you which unit or attachment
(NCU’s are units as well) do you think is not good in your humble opinion.
The poll
results made this a Lannister episode: The hound, the mad dog, and the boy
king. Sounds like a song out of the books but it isn’t. Now technically the
Nights Watch Captain was number 3 and not Lord Tywin’s mad Dog, but I’m going
to move him to part 3 in order to Make this a Lannister only entry.
One last
thing. In case it wasn’t clear, you can play any combination of unit with
commander and attachment that you like. I’m not going over every possible
combination and also tell you that you are wrong or dumb to use a certain
combination. This is more about “I can’t seem to do anything with this model,
I’m not using it anymore, it sucks!” “Well have you tried this?” approach.
So if you have a combo that works, feel free
to comment on this but this is more for the people who don’t want to use the
model at all.
Let’s get
started!
The Hound
First up is
Sandor Clegane the Hound.
I’m not
going to type the abilities anymore because you can read them unless I have to
go into detail on a certain part. The first ability gives you a +1 to hit and
Vicious in exchange for D3 Wounds. Is this a good trade people often ask? Well
yes it is. Don’t look at how many extra models it makes your opponent lose
compared to you. You should look at the ranks that he loses, because this will
be the only factor in how many attack dice they will roll on their turn. There
are 2 popular options in form of units for this fellow: The Halberdiers and the
Warrior’s sons.
Let’s take
a look at them both.
My personal
preference goes to the Halberdiers. Here is the reason for it. Sandor kills
your own men, they don’t lose attacks until you have lost 8 men. By the time
you are losing dice you should have healed them with either fealty to the crown or by the [Wealth
Zone]. The second reason why I like them more is because of the order Set for charge can be combined with The hound’s Fury. This was even before
the new FAQ. So the enemy charges you in the front, you get 7 attacks hitting
on 4-3+ with Sundering and Vicious. That is going to hurt! The third
part why I like them over the Warrior’s sons, is that they cost 2 points less
than the Warrior’s Sons. And with an army that has no free direwolves or cheap
units except the mountain that rides, you want to keep the cost of infantry
below the 10 points at all costs in games up to 40 points. By all means, if you
play with your friends at the 50-80 point level, go nuts!
For the
next part of his card we cannot talk about him without the tactics cards of his
big brother.
With The
Fury of the mountain, you can have 7 attack dice hitting on 3+ (reroll able if
you charged), Sundering, Vicious with 5+ critical blow. This will decimate a
lot of your opponents and will do more damage than whatever unit the mountain
is in or the mountains men. Little tip: don’t use that card on the mountains
men if you don’t have to, they already have critical blow, +1 to its effect is
nice but it is better to give a unit that doesn’t have critical blow one on a
5+.
Orders to
destroy is handy because in the middle of the game your opponent most likely
will forget that this card is in there. Especially forgetting that your
Halberdiers can charge because of this card and not just attack. 9 attack dice,
hopefully rerolling, hitting on a 3+ with vicious and Sundering almost any
Stark unit will hurt because of this so much that they have to heal in order to
do any damage ever again. So do make sure that you use that zone before he
knows what is happening. Even if you don’t need to heal, that is why this card
is so deadly.
Overrun is
so handy because if you play the Mountain, you are probably going to be
outnumbered at this point of the current available models. You cannot have the
Mountain that rides with you and so the cheapest unit you have cost 5 points
and don’t fit much in a Clegane list. You are probably going to have a lot of
7-10 point units in there. With this card you can have an extra activation of
sorts to destroy the enemy and pin then down. You already have the combat abilities
to kill them and here is the twist. “Before rolling dice, this unit’s Melee Attack gains +1 to hit and Vicious. If it
does, after this attack has been completed it suffers D3 Wounds.” The
underlined part is exactly as the Hold the Line order of Brynden Tully. It has
been FAQ’ed that the order lasts for the duration of the turn. So in that
regard you can assume that The Hounds Fury also lasts for the turn. And you
only suffer the D3 once. Seems like a very good trade off don’t you think?
Gregor Clegane, Lord Tywin’s
mad Dog.
Now let’s
talk about his Big Mean brother, Gregor Clegane.
-“OMG he is
3 points and you don’t get a direwolf with him!!! Also, I can’t use the
Mountain that Rides either!!”
All is true
but there are some good things he can do in a Lannister list. First of all, he
increases you Combat potential.
-“But
Lannisters are not good at combat and should focus more on fear based tactics!”
No not
really. If you think that Lannisters are not good at combat, you never looked
at the Knights of Casterly Rock or The Mountains Men have you? With his Inhuman
Strength he gives your unit 2 additional dice ALWAYS and on ALL ranks! Not to
mention they get Sundering as well.
-“But his
uncontrolled Rage! My opponent can provoke a charge from me and I have to make
that!”
True but
not completely. You can only declare a charge you within range and within line
of sight. If your opponent is within 11” of you, take a look if you have a NCU
available and if the [Manoeuver Zone] is still vacant. If it is, claim it. Now
you manoeuver 5” towards him and then you are at 6” away from him which you
always make. If you think your opponent will not fall for this, then you have
to make some weird changes. Block your line of sight by sending other troops in
front of Gregor so he can’t see any enemies. When he is in charging range,
shift the unit and prepare for the assault. If you don’t have enough units to
spare (which is a possibility), then use another facing for the end of turn 2.
With this technique you must be the first player at the beginning of the game. In
this manner, you move your unit closer at the last activation so you are within
charging distance and be able to make it as your first activation on round 3.
If you are not the first player in round 1, then keep an eye out for the
[manoeuver Zone] or activate him as soon as you can. Make sure you use Pycelle
to Weaken any enemy that comes close to Gregor. And try to zap them as well
with the [Crown Zone] in order to make them easier to destroy or weaken them
enough that they won’t do as much damage to Gregor’s unit.
What is a perfect benefit of having a negative ability on him? Well, nobody is going to zap his powers from him anytime soon. Not by an objective or other means so you will keep your sundering and 2 additional dice for as long as you want.
Now, which
unit do you put him in? I see only 1 that is worth the 3 additional points (at
this moment in time that is)
Off course,
they are named after him for a reason. 10/8/6 3+ to hit, 4+ def, 7+ moral,
Critical Blow, Vicious and Sundering. With those abilities and dice, not much
will live after being assaulted by this unit. Not to mention that there are
some commander tactic cards that will make sure you wipe out a complete unit. With
Cersi influencing the enemy and then attacking them, with a minus 4 to their
morale, what can survive this? Even units like the Flayed men might not take
this punishment unharmed. With Hear me Roar and Fealty to the crown, this unit
will heal and do more damage each time you kill at least one of the enemies
models. And I’m going to assume you are going to kill more than 1. Also, try to
get a vulnerable condition token on your victims as well. Pycelle excels at
this by claiming the [Tactics Zone], Starks most likely want to get rid of the
Weakened token then a Vulnerable Token.
Now, about
which commander do I speak of? Well, this guy:
Joffrey Baratheon
I’m going
to talk about him first and then I’m going to resume talking about Gregor in
this guy’s army.
Let’s take
a look at Joffrey’s Attachment card.
Jesus, why
would you ever play with this guy? …… A special Bodyguard unit, you say?
For 6
points, this is a great unit.
-“But I can’t
heal them! EVER!”
True, but
you don’t lose any attacks with them either. Grant, you want to heal units but
with their moral and Defence save and the fact that they don’t take penalties
to Morale and never become panicked, you can say that they won’t die easily. Do
be careful of any Sundering units that try to flank you or units that have
attacks that never let you use Defence saves. This includes special abilities
like traps. Do remember that they are fast for 3+ save unit. Keep them away
from serious combat until you have weakened your opponents enough or already
engaged them with another unit. If this unit ever has to make a Panic Test,
they cannot lose more than 2 Wounds. That by itself is extremely powerful and
some armies won’t be able to function near Joffrey’s unit.
Not to
mention that this unit has a special card as well.
Giving them
a free maneuver in order to make a unsuspected charge, or get them the hell out
of a certain combat is very good. Not to mention that the other abilities make
sure you put enough damage into your opponents that they are too weak to fight
back. This one time Swiss army knife is handy to find your opponent’s weak spot
and get you advantage out of it. Bad morale? Vicious and panicked. Okay Defence
save? Critical blow and Sundering. A good fighting unit with a good save but
you are waiting for a unit of Knights or The mountain’s Men to flank them (with
Gregor)? Make them vulnerable and weakened so they won’t be able to kill you
when they attack and then get decimated in the flank.
Now, let’s
take a look at his Tactics Cards.
“You Will
Obey Me!” Is a good one to use for Gregor and his men. Yes he will be Weakened
but 12 dice hitting on 2+, reroll able by the charge, 6’s will be 2 hits,
Sundering, Vicious. It is not unlikely to have 14 hits with this attack. This
means on average you just killed a unit of Berserkers. Believe me, that will
hurt a Stark Player. Even if they use Last Stand on you, this is something that
they won’t see coming as often as you might think.
“Traitors!
I Will Have Their Heads!” This one is very powerful because you can make a unit
Panicked and then target a completely different unit with the panic Test. You
might want to set up a Panicked unit that you are going to attack with Gregor
or another Vicious unit and then target a completely other unit that is annoying
you. Best part is, this is not your activation. This is a free thing. So after
this is done, you can now charge that unit, make them do another test by
claiming the [ Crown Zone] or heal a unit etc. This is handy if you need to
prepare your battlefield positioning but want to do some damage at the same
time. If your opponent is trying to lure your Gregor Clegane unit with a heavily
damaged unit, this might even kill them before you have to try and charge them.
“I Am The
King!” This card will keep your precious kings guard unit alive and well. You can
play this AFTER you have rolled your defence dice. Meaning, you can see if you
need to intervene or not. Remember, Losing 2 or 3 Kings Guard is no reason to
panic. This also means that you can play Wealth of the rock first to help block
some of those hits, and then see that you still have to many wounds. Or in case
of the “Don’t allow Defense saves” you can still block those wounds. Even if
you didn’t roll those dice, you can still use the trigger.
Now we all
know that an unit becomes panicked after these cards and some become weakened
and vulnerable. You do realise that Joffrey’s unit cannot get Panicked and you
have got 1 point attachments that kill a model if you do not make a panic test
in order to make it? Other tokens like weakened might be annoying but this all
depends on what unit gets which token. Weakened Guardsmen will not affect you
that much as weakened mountain’s men. And even so, 3+ to hit is no joke even if
you have to reroll successes.
Let me know
in the comments what you guys think and if you agree or disagree with my
writing.
Also, the
watch captain will be featured in the next blog but what will the others be?
Let me know who do you want. This can be NCU’s and actual combat units as well!