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Subject: Archer Units rss
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Joel Schuster
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A Game of Thrones : A Storm of Swords Expansion » Forums » Variants
Archer Units
I am playing this game alot for years but I have never been quite happy with the selection of available units.

Since I favor ASOS over the original board you dont have ships anymore and I dont dare to include siege engines to ASOS as I see little use for them other than giving Baratheon a very powerful tool to wear down Kings Landings walls pretty easily. So with ASOS you are pretty much reduced to footmen and knights which gets boring rather quickly, making musterings a no brainer.

I always had some sort of archer units in mind to fit in well into selection of units given by FFG. They should on the one hand be quite effective on the offensive side of a battle but on the other hand they should be quite vulnerable as well. Sort of intermediate siege engine thats not so much limited for assaulting cities/strongholds but having a more versatile and general bonus in exchange for some general disadvantage as well.

So here is what I finally came up with after discussing this on the official FFG board as well as with some of the most experienced AGOT/ASOS players that I know. This definition of archer units has been played in several test games and worked out well. In the end, rules for archer units have been kept as simple as possible.

Mustering Points : 1
Base Strength : 1

Strength Modifiers :
- Attack or support an attack : 2
- Defend : 0
- Support a defense or defend city/stronghold/fortification : 1

Special:
- killed on retreat
- may be upgraded to knight or siege (in case playing with as well)


So, archers are cheap units that have a good strength when using them in an attack or for supporting an attack. On the other hand they are very vulnerable (0 strength) when directly attacked unless they are positioned behind walls (city/stronghold/fort) where they maintain their regular strength of 1. When not directly under attack but supporting a defense (regardless of terrain such as city/stronghold/fort) they may add their base strength of 1 as well. Just like siege engines, archer may never be routed, when they are directly involved in a battle (attacking or defending) and the battle is lost, those archers are to be removed from the board immediately, before casualties are removed, they cannot serve as casualties inflicted by swords over fortification icons.

As for amount of available archers, in PBEM thats easy enough to adjust, as unit pieces are virtual. Since the ASOS supply track leaves abit space on for some units even when maxed out on troops and allied units, in our test games, we removed 2 footmen in favor of adding 4 archers per house and this worked out well so far. So all in all there are 2 more units available. For a face2face game, you may as well try to give say 3 of your footmen a special mark and treat them as archers instead of footmen, or you borrow some units like ships or sieges, or use units of house Martell maybe.

I guess archers should work on the original board as well, but I have to admit I havent tried them out there yet. If anyone does, please let me know how they worked for you.

Anyone having another question or comment on this variant, speak aloud :)

Here is the link to the unit picture for photoshop, thx alot to Haggis for providing: http://www.boardgamegeek.com/file/info/33884
Will you change what units each house starts with, or does everyone (on ASOS) still get 4 footies and a knight? I was thinking maybe everyone should get 3 footman plus one archer unit? Like maybe Lannister could start with an archer in KL instead of the footman because it's defending a city or something like that? Or possibly make a footman in Trident Woodlands an archer? You could put another archer in Pyke to represent Theon perhaps...
Maybe give Black Walder an archer in the Twins. Hmm...giving Baratheon an archer to start with seems a bit too powerful. They are gonna want some archers to attack King's Landing with, while using all their other units in support. Not sure about Tyrell and Martell.
Joel Schuster
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In order to avoid new balance problems with starting units and opening moves I decided to keep them as they are with ASOS, 4 footmen and 1 knight for each house as given. So archer are for mustering later and I think thats good.

With archers, your musterings in ASOS will finally be something to think about again :)
Aljoscha
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Archers? It's always been your pet concern, right? ;)
Joel Schuster
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Yeah, sort of :)

Mainly, I was just abit bored with the selection of available units in ASOS, as you dont have ships anymore and I think sieges dont really fit in.

Archers always appealed to me to supplement the range of units thats right, and I am quite happy with the actual result as it is :)
Thiago Boaventura
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I prefer this:

Mustering Points : 1
- Attack: 1
- Defend: 0
- Any Support OR defend city/stronghold/fortification : +1

Special:
- may be upgraded to knight or siege (in case playing with as well)

Examples:
Attack: 1
Defend (any area): 0
Defend(city/stronghold or fortif.): 1 (0+1)
Support an attack: 2 (1+1)
Support a defense (any area): 1 (0+1)
William Payne
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CROSSBOWS

Mustering Points: 1
Strength: 1

Special: Strength 2 when supporting. Strength 0 when defending.

may be upgraded

Last edited on 2009-11-16 22:04:07 CST (Total Number of Edits: 1)
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