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    Hannover, Niedersachsen, Germany
  1. FS1976 said: One final question: Am I right when I say that inactive commanders still are able to play leadership cards on active units? Yes, thats correct!
  2. 1. Prevent the enemy from doing what he wanted to do. Like flank your units or such. 2. When eliminated, the zealots counterattack with the strength they had before the attack. otherwise, they counterattack at their actual (maybe reduced) strength. 3. Dont know, sorry.
  3. Our play statistics so far. S is win for Stark, L is win for Lannister, the letters link to the session reports on boardgamegeeks. 1 Clash on the Kingsroad S S 2 Paying the Piper L L 3 Riverlands Rescue S S 4 Battle of the Green Fork L S 5 Whispering Wood L S 6 Wolf Raiders L S 7 Rallying the Remnant S 8 Breaking the Siege S 9 Razing the Red Fork L 10 Harrassment to Harrenhal L 11 Flight from Riverrun S 12 Uninvitied Guests L 13 The Lion and the Maiden S L 14 The Fairmarket Price S 15 Before the Kneeling Man L L 16 Crossroads L 17 Around the Hornvale S 18 Deep in the Den of Lions L L 19 Road to the Rock L 20 Feed It to the Goats L S 21 Hold the River L 22 Toward the Bloody Gate S 23 Thorn in the Paw S 24 Dead Will Rise L 25 Fighting the Forgotten S 26 Will to Fight L 27 Raid on the Rainwood L PB1 Fighting Fire with Ice S PB3 In Sight of the Eye L CJ1 Go for Gold! L L
  4. Tribes of the Vale has; Momentum: Lannister 3 commanders with total value 5 or less. 2 unit cards, two terrain cards, side A Terrain within 8 hexes, units and commanders next to own markers 4 rounds, 3 command tokens, 5 order tokens, three cards, rout on both sides Player with most objectives at end of round 4 wins Both players may take terrain cards from tribes of the vale Each player places an additional crags terrain Before placing units and commanders, players take turns in placing own markers on crag fields Brotehrhood without Banners has: Momentum: Stark 3 commanders with value 7 or less, Beric is not allowed 3 unit cards, 2 terrain, side A Terrain within 6 hexes, commanders within 4, units next to commanders 4 rounds, 4 command tokens, 4 order tokens, 4 cards, rout on both sides Before placing terrain, Lannister places the Beric token on the middle row Units ending their turn on Beric can take him with them on their next turn, getting one less movement (min one) If the unit dies or retreats, Berics token stays where it is At end of round 4, a player wins if the Beric token is on his side of the map Played none of them so far, but thats the raw facts
  5. The unit has to retreat a hex for each flag symbol roleld against it (minus one if the target is stalwart) whether it took hits or not. The phrase "when taking hits…" is just a timing reference. Just telling you when to check for retreats, rigth when you check how many hits the target takes. Note that being forced to retreat can cause additional hits if the reatreat path is blocked, those are added to the hits caused by matching die results.
  6. No. Scenarios 27, 28, 29 (and 34 A) are playable with only core set and Baratheon. The others need additional expansions.
  7. Okay, i'll start with links to bgg again Great to hear you started painting. Some of our beginners-experience: http://bgg.cc/thread/722906/tales-of-two-painting-newbies And the session report for number 4: http://bgg.cc/thread/718688/a-lions-lessons-battle-of-the-green-fork The second report is not yet up, i lost on replay, but is was a close fight, with a lucky turn for Stark, having Robb attack my stalwart cav, rolling 3 blue, pursue to attack Adam, and rolling 4 blue to capture him. Quite unlikely, but i still gave him a hard time winning that one. My thoughts on scenario 4 are: - Dont care too much who dies. Its all about the tokens, really, and you cant get routed. - The right flank ist the most fragile one, from my experience so far. - Rickard and Robb will get a marker anyway, dont bother to try preventing them from snatching one. They are too fast and near unkillable. - Tempt your opponent into wasting time. Like setting your archers on the hills, he will likely attack. And the next turn, attack again, instead of moving towards the objectives. Even if they all die, if Stark loses one round, ist worth it. - The red units can sit on the points, sometimes, but with the light green ones, use their speed to rush into any oncoming northmen. If the fight, they loose time, if they march on, they take parting blows, and are that much easier to kill for Gregor - Dont be afraid to fight uphill with your red units. Loosing one attack die is okay, because if Stark rolls morale, he wont be able to advance onto the points. - Check which opposing units could reach markers, and focus on them. Dont kill weakened enemies with priority, but engage those within range of a marker. - When attacking one unit with two of your own, place the engagement token with the one attacking from the side. Star will most likely attack the engaged one, to avoid getting a parting blow. If he kills them or drives them back with morale results, northmen can advance. its better for you if they advance to the side, not towards the markers. - Dont forget to use Gregors commit ability when killing a unit. The morale might come in handy later on. - If Stark has enough markers, or seems to be getting them anyway, check your chances for getting his morale low. If you have been focused on engaging and blocking, he will have killed most of your soft targets (green and blue units) and you will have regained some of the morale due to the morale build-up phase and round ends. If youstart killing units in round 4, there is a decent chance to drop his morale. he has some red units, too, which are easier to kill then your own ones, and you can finish off all the blue guys. Stark will have less godd targets then you. Maybe you can get his morale low enough. Its not easy, but dont give up if the markers seem lost! Thats what i remember at the moment, feel free to ask questions and i am curios to hear about your session!
  8. First of all, you can find our session reports for that one over here: http://boardgamegeek.com/thread/717909/a-lions-lessons-riverland-rescue and here: http://boardgamegeek.com/thread/845961/stark-raving-riverlands-rescue You might note i lost both times - so dont worry too much if Stark gets you in this one, 4, 5 and 6 were all Lannister wins in our first play-through Killing the guys in the village is not that hard, except for Karstark, who is not that easy to get. Most important task in my opinion is to not make the same mistake i did. You really have to make sure Stark wont get his instant win condition in. So secure at least one River crossing. I would tend towards combining most of the units at the western front, cause it should be more easy to mass units there at the crossing, and you can kill the village people as you go, threatening to fulfill your own instant victory and maybe driving Karstark away. But do not focus too much on that - get the crossing first. Strategy does depend a little on what Stark does, though, since there isnt much you can do about Robb. If he rides west, you might want to try and get your green or blue rank heavy infantyr onto one of those other crossings. maybe you'll do that anyway, because taking care of those slows Stark down quite a bit. Note that its not possible to pursue or advance onto bridges! As for the commanders, Kevan and Addam are not that bad- kevan should stay behind some other guys most of the time, and just hand two dice to his men - prefering flanking units, of course. (And, in general, 4 dice ranged attacks can be nice, too!) With Adam, try not to expose him, cause he can get captured easily. Position him well, since he is mounted, his reach is quite nice, and since he is always flanking, he can often either kill or drive away (with morale) the units he attacks. Consider not to use pursue for a second attack, but for positioning. If he ist not engaged, he is that much harder to get, sicne he will not be flanked himself so fast. Very important: Remember his commit ability, he can force a retreat nce, which might get very important if you desperately need to pursue (sometimes) or need to drive some Stark away from a victory objective (quite common). I hope this helps a little, and good luck to you for the next session! Feel free to aks any further questions that might occur!
  9. There are certain scenarios (or situational development in combat) where a rout does become possible (and actually some few of our games have been decided by rout, and some more forced one player to alter strategy to avoid being routed). I did not see any special role for Gregor in this, besides hitting heavy and being hard to capture. (His commit ability wasnt that relevant for us so far). Pikemen are less cool then i expected them to be, yes, the first scenario with them was like "how should Stark win" before playing, and "gosh, pikemen are wothless" afterwards. But after some more plays with them, they feel a little more balanced (still not "good"" for me. Crossbowmen are amazing, yes, i like them very much, too. Scoring no hits against Gregor in three attacks might just have been bad luck. Depends on how many dice, whether they were flanking, and so on. (Do you know our iPhone and Android apps for dice roll probabilities?) Anyway, attacking red units can be useful. Do you play with the optional reduced strength unit? It makes attacking commanders way more useful. Rolling the result you did not want is always trashy, not just with dogs of war. They are somewhat less reliable, though. Forests are good with greent units, and a place where archers like to hang out. Rickard is a beast, yes. I hate him. And Robb is even worse. For your questions: If a unit retreats, an engagement token placed there is removed. Gregor gets his bonus rolls against forests. We used citadel knarloc green color, thinned with a little water. You can check some pictures over at boardgamegeeks: http://boardgamegeek.com/thread/722906/tales-of-two-painting-newbies
  10. Not played yet, but the commanders in scenario 33 are: Rickard, Eddard, Greatjon, Brynden, Rodrik, Robb, Marq, Edmure vs Kevan, Tyrion, Tywin, Timett, Shagga, Chella, Addam, Sandor
  11. Winning Scenario 1 as lannister is great, congrats! We have never swapped commanders if it wasn supported by the rules (you get a scenario in Tribes of the Vale Expansion with a choice between Timmett and Tyrion). I guess it would alter balance quite a bit. Imagine to have Jaime instead of Adam - Jaime is so much slower. The hexes he can reach withn a given number of turns is quite limited - moving one hex, instead three or four like Adam. But if he is already next to an important spot, he is difficult to capture… As for Scenario two, you might want to take a look at our short session reports for inspiration: http://bgg.cc/thread/715554/a-lions-lessons-paying-the-piper http://bgg.cc/thread/836319/stark-raving-paying-the-piper
  12. Just like in real live, if you want the armies to engage, give them the need to engage. Like, having objectives which give victory points each round. If someone waits for the other two to fight, they will get points all the time, and the third one will be too late. Or give units back to the armies, when they hold certain points, lets say they get reinforcements or something.
  13. Cant remember any battle with 3 participants, actually, but theres no one to tell you not to do one on your own
  14. Its always one big army against another, with troops and commanders divided between players in each team. Check the rules for more details: http://www.fantasyflightgames.com/ffg_content/battles-of-westeros/Support/BW08_Baratheon_Rules_eng_marketing.pdf
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