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Verya

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  1. I think I can say I'm a decent Stark player and I manage to play to the final just about every game. Either nearly losing or nearly winning. My early strategy is just holding my own and securing the north. I save all my power for the initial clash of kings, never bidding on anything but a couple on the King's court. I secure supplies first, then start pumping out power from the north, while I slowly creep into the Vale, if I can manage, take Eyrie. On GJ front and on Baratheon sea, I make sure my defences are best I can provide with supports and defence orders. If anything breaches my sea defences, I immediately pull back troops to winterfell to avoid losing it, that can be devastating. General aim is to hold my own till turn 6-7 with 3-4 castles. By this time I have tons of power to bid, since I havent bid my power on anything. Hopefully a clash of kings comes up turn 6-7, I take the iron throne, then the King's Court. After that… winter comes Nothing really ever goes as planned in this game, but I think its a solid strategy.
  2. I agree with the Jamie house card being underpowered. With my mates, we place one castle icon on that house card so Jamie is 2 + 1 sword + 1 castle About Lannister + Greyjoy balance problem: I think it is basically is balanced depending on strategy and chance. I think its an even fight if you manage to anticipate what the other player will do. Lannister raid order in golden sound or lannisport is a must if you want to survive. At first hand, if I see Greyjoy has a march order on the sea, I use the raven to put a march order in the golden sound to pull my ship back to lannisport. This way I can prevent my ship from being destroyed without using and housecards, and ensure that Greyjoy can get no support from golden sound. With this strategy I also move my footman from Stoney Sept to Harrenhal, to muster with Special Consolidate Power. I think with the Messenger Raven Lannister can adjust his strategy to counter Greyjoy's movements and with the 3 special orders Lannister is able to place, he can even the odds with special consolidate power mustering. However I do accept that Lannister can get absolutely crushed if he's unlucky or has made a mistake, whereas Greyjoy will not be destroyed even if he makes a mistake or loses a battle. What I'm trying to say is that consequence of winning and losing is not the same. (But the chances of winning and losing are about the same.) This is why it seems unbalanced I think.
  3. Another question is about Patchface house card. So this happened last game: Tyrell attacks Baratheon, Tyrell has 1 house card. Baratheon reveals Patchface. The way I see it, once Tyrell discards the used card, he takes his discard pile back into his hand (except the last used). Since Patchface card specificly says ''after combat'' Baratheon can look at Tyrell's hand and choose to discard one AFTER Tyrell takes his discard pile back. Is this how it should be? It can matter life and death if Mace and Loras are in that discard pile
  4. Hi guys, We play GoT board game every week with my buddies but it seems to me some of the rules are not clearly specified in the manual or we are missing some points. I appretiade your answers. Firstly about Loras Tyrell: So you use Loras, win a fight. The enemy troops retreat to an adjacent area. You place ur march order and troops in the area you conquered and attack again. Do you use a NEW house card during this combat? And isnt it fair to attack the area where the enemy troops have just retreated? This way those troops pose a combat strenght of 0 and cannot retreat again, so its utter destruction for those troops. I know you can anticipate Loras Tyrell and plan accordingly, but still it seems to me its unbalanced. Secondly, when you lose a combat and have to retreat, can you retreat to a neutral area? This question is both for sea and land. This confusion is sea is baffling us Third, when moving into neutral areas with march orders, can you take 2 neutral areas with 1 march order? (considering they do not have garrisons such as Eyrie or King's landing)
  5. Me and my buddies thought the game wasnt fair at all in it current setup with four, mostly due to Lannister - Greyjoy balance problems. So we came up with our own house rules, thought maybe you guys like it too. In four player games we play the following houses: Baratheon, Lannister, Tyrell, Martell. Not having Stark direwolves in the game is a little detaching from the spirit of the books but hey... Lannister - Greyjoy problem is really annoying. Other house rules are, all areas north riverrun are off limits including pyke and area around Eyrie. We draw the limit at the river just south of Eyrie and following up west just north of riverrun. So the map basically looks like a square, not including anything north of riverrun and crackclaw point. We made it so that all fortresses - except home regions (Dragonstone, Lannisport, Highgarden and Sunspear)and Kings Landing - are castles, so they provide 1 muster point instead of 2. We also placed garrisons on Kings Landing and Blackwater. Kings Landing has a garrison strenght of 8 and blackwater 7. So in early game its very difficult to take these natural places. It gives Baratheon an advantage in position but we think its rather balanced. It turned out to be a good game, I recommend it to people who find default settings in the manual are not fun. We are also considering a house rule involving Stark's Roose Bolton card. We find that this card becomes very very unfair in stalemate situations. Stark can use this card every turn if he plays it right, enabling him to use Eddard Stark just about every other turn. Its very unfair. So we make it so that this card only returns one selected card from the discared ones and itself stays down. That however proved a little too weak so we decided to make it two and Roose Bolton stays down in discard once its used. Recommended.
  6. Hmmm either this forum is pretty much deserted or my question was so silly that noone bothered to answer
  7. I guess you are not asking for the rules. Basically, its up to you. You have the option to choose, support one of them or dont support anyone. However, if two players are duking it out and you are caught around the warzone, you should support the weaker side or the side that has a general disadvantage. Why? A few reasons. 1- You dont want the weaker of the two players out of the game. The longer weaker player stalls the others, longer time you will have to backstab him. 2- If you dont support any of them, neither will be happy (if they are both asking for your support) If neither is happy with you, when they are done with each other, it is likely that they will target you. Since you did not help them, they will see it as if you helped their enemy. Therefore making you a possible enemy 3- In such an instance if you dont have an alliance of the game, what I do is: If two houses are equal of general strenght, I try to place my support such that their battle takes as long as possible. Support one then the other Its mean. If one is stronger than the other, I support the weaker house to keep balance of the game and to prevent the stronger from getting more stronger. The first, if done correctly, may not generate as much threat as supporting anyone. The second however will cause the stronger house to see you as an enemy. Will probably lead to two teams forming, WITH YOU ON THE WEAKER SIDE! Beware.
  8. Hey guys, Some points that me and my friends have been discussing, we could settle it from the rulebook. Firstly, do you only and only change your placement in supply track when Supply card is drawn from Westeros Deck? For example, If I barely meet my supply limit and I lose a region with supply in it, do I have to 'immediately' kill off some units to meet my supply? (considering I do not have to retreat some units and stack up stuff) Or do I only do that when a supply card is revealed from Westeros Deck? So is it possible to have a 4-3-2-2, then you lose 2-3 supply, but no supply card is revealed. Do you get to keep your 4 and 3 untill a supply card is revealed? I can also rephrase that as, do I lower myself down on supply track 'immediately' after I lose a region with a barrel on it? Secondly I'd like to ask if the same applies for gaining supply. Do I move myself up on supply track immediately after I take a new region with barrel on it? These questions became a major dispute last game because we had musters in first two turns of the game and no supply cards. So some houses had trouble fitting into their supply limit and claimed that taking supply would immediately increase your limit while losing it would require a supply card to reconcile armies. Meanwhile, other players were free to distribute their units and claimed a supply card is necessary to make ''any'' changes to supply track. Appritiate any answers you guys provide! Thanks
  9. Hey guys, Some points that me and my friends have been discussing, we could settle it from the rulebook. Firstly, do you only and only change your placement in supply track when Supply card is drawn from Westeros Deck? For example, If I barely meet my supply limit and I lose a region with supply in it, do I have to 'immediately' kill off some units to meet my supply? (considering I do not have to retreat some units and stack up stuff) Or do I only do that when a supply card is revealed from Westeros Deck? So is it possible to have a 4-3-2-2, then you lose 2-3 supply, but no supply card is revealed. Do you get to keep your 4 and 3 untill a supply card is revealed? I can also rephrase that as, do I lower myself down on supply track 'immediately' after I lose a region with a barrel on it? Secondly I'd like to ask if the same applies for gaining supply. Do I move myself up on supply track immediately after I take a new region with barrel on it? These questions became a major dispute last game because we had musters in first two turns of the game and no supply cards. So some houses had trouble fitting into their supply limit and claimed that taking supply would immediately increase your limit while losing it would require a supply card to reconcile armies. Meanwhile, other players were free to distribute their units and claimed a supply card is necessary to make ''any'' changes to supply track. Appritiate any answers you guys provide! Thanks
  10. vendredi said: Long-time lurker who finally managed to pick up a copy of 2nd edition for myself. I've been following discussions of the "Lannister weakness" here and on BGG, but it doesn't really ring true to me after looking at the game... From the "theme" standpoint, I actually think the Lannister position is quite faithful to the first book. Remember that: {SPOILERS FOR BOOK 1) 1. Cersei bribes the gold cloaks to take King's Landing but the actual number of Lannister swords in the city is very small. 2. Tywin is furious with Joffrey for executing Ned, because the Lannisters are caught between Baratheon-Tyrell and Stark in the North and fighting on two fronts. He dispatches Tyrion with a real Lannister force to try and hold King's Landing. 3. Lannister loses every proper Stark engagement save for the feint by Bolton, which puts paid the notion that the gold of Casterly Rock somehow enables the Lannisters to fight any better than the northmen. 4. Balon Greyjoy decides to go after Stark rather than much richer Lannister due to a personal grudge against the Starks. {SPOILERS END HERE} So really, the book Lannisters aren't really all that more powerful than they're represented on the board game. They're just very lucky and very good at politicking - both of which are adequately represented by their positions on the Influence tracks: lousy on Fiefdoms, best at the King's Court, and second best on the Throne. Now, from the game balance perspective... Karl M said: So we did many scenarios in which the Greyjoy tried to take Riverrun and saw that it was impossible for the Lannister player to counter in any way. We spent a couple of hours trying to see if somehow we were wrong but it seems we are not. This is by not applying the new Battle cards systems. It all because of the Aeron Damphair card that let you see the opponent card and for the cost 2 power token makes you changed the card ( but Aeron is discarded) Combined with the +1 the Valyrian blade it gives no chance to the Lannister player. While Damphair allows the Greyjoy player to dictate the outcome of every battle, 2 power does hurt! Also, Lannister can dictate the strategic situation so long as they hold the Messenger Raven - they can change orders. If Greyjoy holds 2 power in order to use the Damphair, they're unlikely to gain on the King's Court Track and likely will not have special orders. I think the combination of special orders, the Raven, plus the fact that Lannister will act before Greyjoy makes them very deadly and hardly a pushover. The key is to use the Raven to change key orders from raids to support, and staying ahead of Greyjoy in turn order - both easy to do if Greyjoy must conserve power for Aeron. Here is my proposed: "Riverrun or Bust" Lannister opening: 1. March -1 for your starting ship. If a march shows up on the Iron Fleet, then you can retreat to the Port at Lannisport, where you can continually raid any attempt at Greyjoy fleet support with impunity. If Greyjoy doesn't try to smash the Lannister fleet, then you can continually raid their ship support and force them to split up if they want to do something. If a March doesn't show up on the Iron Fleet, use the Raven to change the fleet action to raid to counter any Greyjoy attempts at raiding or support. 2. Move the footman from Stoney Sept to Harrenhal. 3. Special Order consolidate in Lannisport and muster another knight (or siege tower if you want Riverrun for sure!). You are ahead of Greyjoy in total strength even if a mustering comes up and can raid any attempt at support from the sea with your navy. Greyjoy likely has access to very few special orders as well if he's holding out for Damphair and won't be likely to rise on the Court track if a Clash comes up. 4a. (no muster drawn) Play Special March +1 in Lannisport, Raid in the sea, and Special Raid in Harrenhal (to remove any defence orders). Switch one of the Raids using the Raven with a Special Support +1 order if you can afford it (either the ship or the footman). With a +1 March Knight/Knight/Footman in Lannisport, a Footman/Ship +1 Support, you have 8 strength. If you were gutsy and went for the Siege Tower, you have 10! Even if somehow you cannot place a support, you have 6 (8) and should be able to deny at least some ship support to Greyjoy land forces (even if you had to hole up in port you should be able to raid the surrounding sea), who can at best manage 3 (the Knight/Footman stack) + 1 (another Footman) +1 (if he split his ships, but this may not be likely) +1 (Valyrian) = 6, which is still beatable if you took the Siege Tower option. Play Gregor Clegane; Greyjoy's best defenders cannot avoid all casualties and an early game bloodying will give you the edge you need for further battles. 4b. (muster) You have even more options here. Add another ship and change the Footman in Lannisport to a third Knight, and muster another Footman in Harrenhal or upgrade to Siege Tower. Either way you have an overwhelming force that can take Riverrun. Note that if a muster was drawn, Greyjoy may decide to go after Lannisport if he has control of the sea, but if you were able to crush Riverrun, retaking Lannisport and bloodying the remaining Greyjoy forces even further is easily doable. This may be costly though if Greyjoy forced your ship into port earlier and thus take the ship from you, but hey, no war is ever completely free from risk. You may want to use Tywin for Riverrun and save Gregor Clegane for retaking Lannisport, but I'd rather have the guaranteed casualties on Riverrun and bet that Greyjoy will likely ask for some breathing room. I feel this opening has the fewest number of holes in it, but let me know if I've missed anything. Trying to hold both Lannisport and take Riverrun at the same time is tricky but I think it's still doable for the Lannisters. Greyjoy cannot use any special orders on turn 1 (at least if you're playing five players), so they definitely cannot out-muster you at the opening. I feel G. Clegane is the best leader for an early battle against Greyjoy; taking one or two units off Greyjoy early is needed to blunt his bite and teach him not to mess with the lions, although you may prefer the power tokens afforded by Tywin, or alternately, you may want to go Footman heavy and use Kevan so as not to burn your best leaders early. The key again behind the strategy is to exploit the Messenger Raven, Special Orders, plus the fact Lannister acts first. But again, this strategy is only if you want Riverrun and must have it early. Personally I feel Riverrun makes a better bargaining chip with either Stark or Greyjoy. Lannister can easily surround Riverrun at any time and apply some serious pressure on the holder in favour of the other northern power, so using it as a bargaining chip can make either northern player play a little nicer. Also, do spoiler tags work on this forum? This probably was one of the single most useful posts here. Its a solid strategy my lord, I humbly bow before you. I will try this next game as Lannister. We played a four man game yesterday which got me thinking about this. Around turn 4-5 Lannister was completely obliterated by Greyjoy. Which got me thinking Greyjoy is overpowered and Lannister is the underdog. Here's how it went down: Lannister consolidated power in lannisport, his ship in the golden sound was defeated by attacking victarion greyjoy, tides of battle destroyed the lannister's only ship. Lannister rushed for Riverrun, while Greyjoy went for Seagard. Second turn Muster Card is revealed. Lannister musters one ship and rest on land, Greyjoy deploys two ships and rest on land. Greyjoy keeps 3 ships in sea area around pyke always with a +1 support, and one in Golden sound with a raid. Having focused on power (since he has no special tokens) Greyjoy is able to rise to top in all influence tracks. (Myself Baratheon and Stark were busy taking fortresses in our spheres) At turn 4, with the help of his ships, Greyjoy takes over Riverrun. One having lost one of his two territories with supply on it, Lannister is forced to destroy both of his defending units in Riverrun since he cannot have 4 land units in one area. Greyjoy continues to take over Lannisport and kick Lannister from the game. So it was a literally 1 on 1 between Lannister and Greyjoy and Lannister was steamrolled. This happened one more time yesterday. In my opinion, while every other house can afford to make mistakes in the first few turns and survive and contend for the game, Lannister (against Greyjoy) cannot afford to make mistakes. Its way to easy and simple for Greyjoy to overwhelm Lannister. I'm not saying Lannister cant survive, but he needs to plan out everything very carefully and anticipate every Greyjoy move. I'm leaving out diplomatic options out of this since all houses should be able to survive 1 on 1 early game, without aid or alliance from other players. It is doable to survive and contend for Lannister but I do not think its fair. It should be fair. Not equal, but fair. Balancing problem. Will take Lannister myself next time and try out efidm's strategy. If with variations it does not work out against equally experienced Greyjoy, I will call in some of the House rules suggested here.
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