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FalloutGuy004

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  1. Just found out you can play this game online. You download the VASSAL program, then download the GameofThrones.vmod and it is there. It takes about 15 mins to learn the interface, but I have to say, it is extremely well done. I found the info on this forum www.sherdog.net/forums/f88/game-thrones-board-game-2nd-edition-play-online-free-2083223/ Hope to play against some of yall soon.
  2. Im looking for some fresh opponents. I've got about 12 people I play with currently, but I'd like to get some stronger challengers. Anyone near the DFW area in Texas interested in getting together for a game. We can find a neutral site to play at. Lonestar comics would let us play for sure. Or if you know some other location, I'd be down. Post in this thread if you are interested.
  3. I was close, looked like he was too young to be Roose himself. You got it.
  4. Bastards actually take the name of their region, so his actual name would be Ramsy Snow. But he is still Roose Boltons son. Thats a little more accurate, and Im 98% sure thats who the artwork is showing. If you are not deep in the book series, he was known as Reek for a while in book 2 and 3, due to the fact that he covered himself in horse crap and never bathed while disguising himself. Man I can be a nerd. King in the NORTH!
  5. With the Flayed Man Sigil on his Armor he is more than likely a Bolton. My guess would be Roose Boltons bastard son Ramsy Bolton. But not 100%.
  6. Unless you are talking about a home variation. 3 Player normal houses are Stark, Lannister, Baratheon. In a three player game, Stark has to take the Eyrie by the end of round 2 and start putting pressure on Baratheon by round 3. You can read other posts on how to accomplish this, but if you don't do that, or Baratheon is a first time player, Baratheon is really hard to keep from winning. Definitely try other house combos in a three player game. Its fun any way you play it.
  7. You make some solid points about Lannister. If there were a house that needed the raven more than any of the others I would see Lannister being that house. You have a daunting task of keeping Greyjoy at bay early in the game, and if Tyrell is smart he will know this and put pressure on Lannister from the start. Fortunately for Lannister, without a muster card coming up, it is painfully slow to build an early game arsenal with Tyrell. I probably know Tyrell better than most as I previously thought they were the weakest house and I was determined to master them. When it was all said and done I now think they are a top 3 house in 5 and 6 man games if played correctly. And if Tyrell can convince Baratheon that he can take out Martell in a 6 man game, I think the only house better than Tyrell in a big game is Stark. But now I am getting off forum topic. Jhagen is so right about the throne. I didn't want to give reasons for why I chase the throne in case the psycho's I play with troll these forums, but since Jhagen laid it out on the table its fairly obvious to see. Having the power to determine ties is huge in the game. Bidding 5 on the Throne track will almost positively get it for you. Bidding 1 of Fiefdom will get you 3 or 4 for sure, then 3 on the raven gets you at least 1 star, possible two because everyone you tie with goes below you. And in all honesty you only need 1 star, 2 is nice, but you aren't overly crippled with 1. So in a 6 player game you are more than likely sitting at 1,3,3 on the tracks and that will be better than almost anyone else. The OTHER benefit that has been overlooked that I absolutely love is the fact that when the westeros card comes up, you have the power to decide when EVERYONE supplies or musters. That gives you a massive advantage over the board in getting to cripple your closest foe. There is nothing sweeter than taking 3 barrels from an enemy, having that card come out, then nailing him with a resupply. That is a 6 barrel swing in your favor against that guy. Same goes for taking castles and mustering. KING IN THE NORTH
  8. In my humble Opinion: Best House: 3-5 Man: Baratheon 6 Man: Stark or Martell Best Deck: 3 Man: Stark 4-6 Man: Greyjoy Best Track: I like to be the top on the Throne track, but a lot of people I play with prefer the Kings Court Best Way to make alliances: Don't make friends with those next to you, it seems like it should be obvious to ally so you wont get attacked, but they will backstab you sooner or later because they have to. Find someone close enough to support your battles with the houses you target for castles, but aren't a direct threat to. Primary example, Tyrell and Baratheon.
  9. The main thing I think you run into is that in 10 rounds, I don't know how you could find ways to muster 12 ships, and if you did manage it, a ship can't take a castle, so you will have spent 6-7 rounds making a navy, and have a footman or two protecting your lands. You also run into some pretty heavy supply issues. There are only so many sea areas, so even if you managed to get six barrels(Highly unlikely if you are focusing on the sea, because apparently Westeros does't like fish and there are no barrels out there), that allows for a 4,4,3,2,2(I think). You would then have to take control of 4 sea areas and basically use all of your Army limit making boats that can't take castles required to win the game. With that being said, the only balance issue i think you run into is that Greyjoy gains a huge advantage because his house deck is navy strong, and to a lesser extent Baratheon who has a pretty good boat card. If you like sea battles, I would maybe say try it out with 8 ships and see what happens. Seems like a decent number, but I think 12 is probably too many unless you start adjusting a lot of game mechanics to make it work. King in the North!!!!!!!!
  10. There is no way for me to wrap my head around the balance issues without playtesting, but I think the idea is extremely interesting. 1 thought I would have would be that for each time you use a text ability printed on the card, it cost you one extra power token. First time would cost 1, second time 2, third time 3, etc…. Ser Loras would still seem to have an advantage. The Blackfish couldn't be killed if you had enough tokens. If the unit is killed then that card is out of play for good? Damphirs text would be pretty useless, as well as Patchface, Roose Boltons, Tyrions, and I am sure several others. But If everyone picked 4 cards from their deck to apply to units, then used the other 3 as normal in battles without a "hero", then that could fix that issue. Gregor Cleganes card could potential wipe an entire house off the map. Good Idea. Go play a game or 2 with it and see what happens. I'd like to hear what happens.
  11. Playing as Tyrell in a six person game is interesting, because you have no stars, a late turn (which doesn't matter for a few turns since no one really bothers with you, and a high Fiefdom start, only bettered by the Greyjoys. So play to your strengths, and play defensively. If you get too close to Martel you will be sent to the bottom of an influence track which will piss you off even more. Castles and power should be your first concern, since muster cards can come up, or you can bid for a star. Opening moves: That said my starting move; would be to move all my units. From Highgarden the footman down to Oldtown, For the hope that the Muster card is played. The Dornish Marches footman to either Prince's Pass (although you are getting closer to Martel territory) or The Reach in the hope that the Muster card is played. Marching the boat from Redwyne Straights into the Oldtown Port (to farm power in the next turn. The 7 castles I target are Highgarden (home) Oldtown (right below home) The Reach (right to home) Flint's Finger (steal for 7th castle) If you want to attack Martel the other 3 will be Starfall, Yronwood, & Sunspear If you want to attack Lannister the other 3 will be Lannisport, Starfall & Yronwood If you want to attack Baratheon the other 3 will be King's Landing, Storms End/Yronwood and Starfall Allies: depends on who are you playing with. Greyjoy: Keeps Lannister off your back, but requires sunset sea to control Lannister, and that can be dangerous Lannister: Keeps Greyjoy far away from you and is really only concerned with the castles in the middle of the map Baratheon: Can check and eliminate Martel; if Martel pisses him off with Doran [forgot his name] (the 0 card) Martel: Harasses Baratheon, slowly chipping away at his defenses In short: focusing on building crowns & castles for mustering or gaining stars to muster. Only attack Martel after he uses Doran. Setup to steal 3/4 Castles in one turn (with Loras, Mace & Queen) Well answered. I agree with you on a lot of points. Especially targeting power tokens, because you HAVE to get higher on the Raven track to get a star. Castles are tough to worry about early cause you have to enter someone's zone to get one. The Reach is really hard to hold if Baratheon is aggressive, but that goes in to my alliance scheme that I'll talk about later. Here are my opening three rounds. I don't like to bank on a muster in the first two rounds, but more than likely by the third round you will get a muster or a bid on the influence track Westeros card. First turn: Move on Oldtown, Consolidate on Dornish Marches, support/raid/defense on Redwyne Straights boat(I could be wrong here but I think you have to have a boat in Redwyne Straights to be able to consolidate power out of the Oldtown Port) Move Highgarden Footman to the Arbor, Highgarden Knight to Oldtown. Collect Power: You now have 7(5 to start and 2 for Round) Second Turn: Move on Oldtown, Consolidate power on Dornish Marches, Consolidate Power on Arbor, Support/Defense/Raid depending on your opponents on Redwyne Straights as GreyJoy/Lannister/Martell could all be getting closer to your business. Move Knight in OldTown to the Barrell land right next to Oldtown. Leave Power token on Oldtwon. Collect Power Tokens(4) Current Power is 10 (7+4-1) In my opinion, no other house can have 10 power at this point. If a bid comes up, take stock of what others have, you really only need 2 stars at this point for an extra move and a Consolidate* that can muster. If you can grab the Throne and pick up 2 stars, you are in pretty good shape from here on. I like the sword, but if they are at odds, Lannister or Greyjoy should be bidding heavy on it and if you won the throne, you can usually get 3rd or 4th on the track bidding 1 or 0 on the Fiefdom. By this point, your home base is built up, its time to start moving out. If still no muster or bid has come up. Rinse and Repeat on consolidate power at Arbor and Dornish Marches, move your Knight back to Highgarden by way of your boat so he can be there to lend defense to your home base, and Support/Raid/Defense depending on situation for your boat in Redwyne Straights. Now you have 14 power and still primed to go get those stars on the Raven Track. Wildlings are also probably getting close to being a factor, so xtra power is not a bad thing. Sadly at this point, someone is probably sensing weakness by the lack of units on the board that are green and they will probably be looking to attack very soon. Which leads into Alliances. In my opinion, Baratheon is your best bet for an Ally. He can keep Martell off your A$$ and you help by going after the guy you need to set your sights on Castlewise which is Lannister. This is ESPECIALLY true if GreyJoy and Lannister are at each others throats. Start building up, and make a deal with Baratheon on the Reach, to get your 3rd Castle. Then March north, not pissing off Martell who is dealing with your Ally, and focus on Lannister forces near Baratheon. You should be able to grab Harrenhal, RiverRun, and Lannisport, and then Back door a Martell castle for the win in the late rounds. Lannister in my opinion is not a good ally, cause he can't do a lot for you with Baratheon, and almost nothing against Martell. Martell makes a pretty good ally, but it is very easy for him to backdoor you late in the game because you will be taking on Lannister and he will be marching on Baratheon. His home base is South of yours, and with you going North, he will see easy pickins for himself on The Reach and even Oldtown or Highgarden if he is boat strong. Baratheon doesn't really have that option if he is your ally. All he can swipe is the Reach. There is my Tyrell thoughts, I think it is pretty sound, but feel free to tear it apart. I want it perfected. I have vowed to only play as them till I win with them, and since the 10-12 guys I play with are all scared of my gameplay, I usually get ganged up on pretty big. No problem if I am Winterfell, or Martell, but the middle ground areas are tough for me.
  12. I would like to hear from other Thrones Board Game fanatics some strategies they have found that work for house Tyrell in a 6 man game. The way I see it, they are the most hamstrung to start the game. Limited access to castles, and Crowns(the painted kind on the board). No stars to start the game from the Raven Track which is brutal. And the only house to truly have 3 enemies close enough to battle with them early in the game. On the positive side, they have an above average deck. Its no Greyjoy deck, but the queen of Thorns card is one of the best 0 cards, if not the best in the game(argument for patchface in Baratheon, but you have to time it right), Mace is strong, and Ser Loras card is huge as an army destroyer and a late game castle grabber. Another positive is that the land and sea areas are very insulated and you can set up a very tough defense to break through. Final Positive, you can get to 6 barrells for supply realitively easily. That allows you to be a major force later in the game. Who are Tyrells best allies. What first moves would you make. How much focus on the sea. Which 7 castles are the best to target. Will write my thoughts later, but at work and out of time.
  13. I had honestly thought I misspoke when talking about the Robb card. I do know the rules state that a routed unit cannot retreat to the area the attack came from. So you are right, the Robb card wouldn't help much, but needless to say with the Eddard Card, you get a strength of 4 with 2 swords, Baratheon will lose no matter what if Winterfell plays the Eddard Card, and will have his boats destroyed in the process. So anyone reading this, forget the Robb Stark card and just play the Eddard Card.
  14. Let me start by saying I''''d love to play a natural game with you JHagen as Stark and you Baratheon, I think you would sharpen my strategy up even more. Here I am offering an early Stark build to counter baratheon''''s quick win. Please advise on any counters Baratheon could throw at it. This is for 4-5 Players. Round 1 - Right here is the key for Stark. March+1 in Shimmering sea is a must(has to be done), Consolidate* in White Harbor, March+0 in Winterfell. Baratheon can attempt to take the sea. But he won''''t hold it(without Battle cards, Winterfell wins on Fiefdom with Eddard Card and with BattleCards if he tries he can get ruined by the Rob Stark card which allows you to retreat him NORTH if you win(if he doesn''''t play his 4 card), OR if you play Eddard, both boats will be destroyed, risk is too great for him to even try. Move your Knight from Winterfell to White Harbor, and your footman over to the barrel on the opposite side of the board from White Harbor(you''''ll need that Barrel later.) Consolidate a ship into the ocean from white harbor. With this early position, you are ecstatic if a muster comes up, but even if it doesn''''t you are now primed to jack with Baratheon. Turn 2: With Muster - Another Ship into the sea from white Harbor, 2 Footmen at Winterfell. Support +1 on your 3 boats, March+1 in white harbor, March +0 in Winterfell, March -1 on your Lone guy on the barrell on the Far side on Winterfell. ****If Baratheon raids your support on your ships(Unlikely if he is charging south) - Move all the guys from White Harbor to the Castle right above Kings Landing ****If Baratheon doesn''''t raid, take your footman from White Harbor into the Eyrie(+4 for Support,+1 Footman,+1 March order = 6 for Garrison) and your Knight into the Castle above Kings Landing. Move the 2 footmen in Winterfell to the 2 crown areas above Winterfell, and move the Lone Barrel guy back into Winterfell. With this 2 round Build-up, Winterfell now owns 4 castles and is in direct attack position on baratheon from the north. He also now has supply barrells stocked pretty good, and solid consolidate power building areas. If Baratheon ignores this threat, and keeps heading south, Winterfell can just march south. If he spends a turn or two fortifying against this threat, then Lannister and/or Tyrell has time to keep him from a few needed castles in the south. This Strategy also works extremely well in a 3 player game.
  15. jhagen said: thanks for the post and the props. The 3 player game martell is off limits (as well as the south) so my generalization of baratheon was amiss. my apologies. The issue lies with how tough it is in the game to get over to baratheons units, and to remove him from the seas. with proper mustering, baratheon will find himself at 4-5 victory points by turn 3-4 and in position to win one turn after that. The key to winning with Baratheon: turn 1 place: (+0 march) in Shipbreaker bay. (*consolidate) in Dragonstone (-1 march) in Kingswood. Because Baratheon goes before stark, it is key to manipulate your use of tokens to force Stark''s moves. If Stark played a march (-1) order for shivering sea, move north with one ship before him. Otherwise roll north with both ships. staark will not be able to crack your fleets, play a (4) card and be done with it. move kingswood to crackclaw or storm''s end (your choice) most common is storms end. Stark can leave the (+1 march) at the sea and hold off to attack Baratheons moved ships if he has placed 3 march orders or plays wisely, so be sure to NOT move north if that happens. Instead spread to blackwater bay and the east summer sea. Muster Ship into Shipbreaker Bay --------------------------------- Let me start by saying I''d love to play a natural game with you JHagen as Stark and you Baratheon, I think you would sharpen my strategy up even more. Here I am offering an early Stark build to counter baratheon''s quick win. Please advise on any counters Baratheon could throw at it. This is for 4-5 Players. Round 1 - Right here is the key for Stark. March+1 in Shimmering sea is a must(has to be done), Consolidate* in White Harbor, March+0 in Winterfell. Baratheon can attempt to take the sea. But he won''t hold it(without Battle cards, Winterfell wins on Fiefdom with Eddard Card and with BattleCards if he tries he can get ruined by the Rob Stark card which allows you to retreat him NORTH if you win(if he doesn''t play his 4 card), OR if you play Eddard, both boats will be destroyed, risk is too great for him to even try. Move your Knight from Winterfell to White Harbor, and your footman over to the barrel on the opposite side of the board from White Harbor(you''ll need that Barrel later.) Consolidate a ship into the ocean from white harbor. With this early position, you are ecstatic if a muster comes up, but even if it doesn''t you are now primed to jack with Baratheon. Turn 2: With Muster - Another Ship into the sea from white Harbor, 2 Footmen at Winterfell. Support +1 on your 3 boats, March+1 in white harbor, March +0 in Winterfell, March -1 on your Lone guy on the barrell on the Far side on Winterfell. ****If Baratheon raids your support on your ships(Unlikely if he is charging south) - Move all the guys from White Harbor to the Castle right above Kings Landing ****If Baratheon doesn''t raid, take your footman from White Harbor into the Eyrie(+4 for Support,+1 Footman,+1 March order = 6 for Garrison) and your Knight into the Castle above Kings Landing. Move the 2 footmen in Winterfell to the 2 crown areas above Winterfell, and move the Lone Barrel guy back into Winterfell. With this 2 round Build-up, Winterfell now owns 4 castles and is in direct attack position on baratheon from the north. He also now has supply barrells stocked pretty good, and solid consolidate power building areas. If Baratheon ignores this threat, and keeps heading south, Winterfell can just march south. If he spends a turn or two fortifying against this threat, then Lannister and/or Tyrell has time to keep him from a few needed castles in the south. This Strategy also works extremely well in a 3 player game.
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