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Subject: A Collection of Opening Moves and First Round Strategies rss

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Matteo Angioletti
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Hey there, I noticed the lack of a detailed compilation of openings for each House so I put together something.
Please comment, criticize blatant bad moves and correct my awful grammar and syntax and I'll insert everything that is missing

The following assumes a 6 player game, no Tides of Battle and competent players who go for victory or death.


Stark

Overall: Stark has a good starting position at the north of the map, with only Greyjoy as immediate land threat. Your focus should be on protecting your borders, holding Moat Calin and especially the Narrow Sea. Try to convince Greyjoy to stay out of the Bay of Ice, if not muster a ship in Winterfell port and raid or push him out. Use support from the Narrow Sea to keep Baratheon on the defensive against Martell, help your mainland and strike at the Eyrie if the opportunity arises. Against an aggressive Baratheon, support the Narrow Sea from the Shivering Sea and White Harbor port. Try to always have a footman in Karhold (and Castle Black if there is no Greyjoy in the Bay of Ice) to consolidate power every round.

1- Balanced spread:
Quote:
March +1 on the Shivering Sea, March +0 on Winterfell, March -1 on White Arbor.
This opening provides a good overall start, netting you a castle, a barrel, the Narrow Sea and sets up power generation or round 2 special muster.
Always move the ship last to keep away Baratheon from the Narrow Sea.
Move knight to Moat Calin, footman to Widow's Watch (you may not leave a power token in White Harbor at a risk of losing a muster point on round 2), either move footman to Karhold or let him sit in Winterfell for a round 2 special muster/consolidate, move ship to the Narrow Sea.

2a- Muster:
Quote:
Special Consolidate on Winterfell, March +1 on the Shivering Sea, March +0 on White Arbor.
This opening gives you more units to play with, softens the gap with other houses in the eventuality of a round 2 muster and helps you secure the seas against aggressive neighbors. And a much needed supply to top it. The main weaknesses are not having certain control of the Narrow Sea (although the probability of Baratheon committing to such a strategy is not that high) and delaying your power generation.
Move footman to Widow's Watch, ship to the Narrow Sea. Muster a ship in the Bay of Ice if you fear Greyjoy moving early to the north, if not a ship in the Shivering Sea for movement and support to the Narrow Sea and a footman. If you trust you can defend the Narrow Sea easily mustering a knight for greater control of Moat Calin and a sudden strike to the Eyrie is also a good option.

2b- Muster/Eyrie:
Quote:
Special Consolidate on Winterfell, March +1 on the Shivering Sea, March +0 on White Arbor.
This opening is best reserved against a non-aggressive Greyjoy, as it commits most of your forces away for a couple of rounds. It should be also somehow unexpected, may encourage a Greyjoy/Lannister truce and Baratheon's greed, which is something you would not want for sure to happen.
Ship to Narrow Sea, footman to the Mountains of the Moon, muster a footman in Winterfell and a ship in the Shivering Sea.
Round 2, support from both ship and footman and march from Winterfell to get Eyrie. If you can, use march +1 and support +1 to send the footman to Karhold or to leave 1 footman in Winterfell. Also move the knight first to the Mountains of the Moon and send only a footman to the Eyrie to start power generation as soon as possible while having the opportunity to send back the bulk of your forces to the north.

3- Alternative muster:
Quote:
Special consolidate on White Arbor, March +1 on the Shivering Sea, March +0 on Winterfell.
A hybrid opening that gives you a castle, a barrel and one point of mustering.
Move footman to Karhold if you want to start power generation asap or let him stay in Winterfell to consolidate in round 2, the Knight either grabs a barrel in Widow's Watch or takes Moat Calin against an aggressive Greyjoy. Move the ship into the Narrow Sea, muster a ship in the Shivering Sea for movement and support.

3b- Alternative muster/Eyrie:
Quote:
Special consolidate on White Arbor, March +1 on the Shivering Sea, March +0 on Winterfell.
Another way to get quickly into the Eyrie is to elevate a footman to Siege Engine in round 1, then strike as you have the chance. The good part is that you'll very likely get the Narrow Sea, hold the Western land front against Greyjoy and show your aims only at the end of the round . The bad part is that Baratheon or a disastrous CoK where you lose all your stars may forbid you from gaining Eyrie in round 2, or at least require a larger number of units.
If all goes as planned you are in a very nice position: a good part of your armies are still holding the North, you have a SE ready to strike anywhere in the areas which are yours by right (such as Crackclaw Point) and a new power farming territory which has a buffer zone to avoid Baratheon's backstabs or raids.
Move footman to Karhold if you want to start power generation asap or let him stay in Winterfell to consolidate in round 2, the Knight either grabs a barrel in Widow's Watch or takes Moat Calin against an aggressive Greyjoy. Move the ship into the Narrow Sea, muster a Siege Engine in White Arbor. Round 2, march the SE to the Eyrie with ship support, muster again in Winterfell if you can to secure the western sea and strengthen your land forces.


Baratheon

Overall: Baratheon's main plan is to secure the castles on the eastern shore, using support from the sea. Your position will lead you to clash with Martell for Storms End, Tyrell for the Reach, Lannister for Harrenal and also Stark for Crackclaw Point and the Narrow Sea. Your main concern in the early game is to balance the spread of your forces as you don't have any supply immediately available (Blackwater should be one of the big objectives in the first rounds for you to achieve, as it grants 2 supplies and large control over the center of the map).

1- King's Landing:
Quote:
March +1 on Dragonstone, March +0 on Shipbreaker Bay, Support on Kingswood.
Classic opening move, netting you a big and quite defensible stronghold to expand later over the inland. Consolidating power for 3 tokens every round from the very beginning is a big advantage over the other houses in the mid game, forcing Tyrell in particular to have a strong grasp on the Reach to try a raid or a march.
Move a ship in Blackwater Bay, then knight to Kingswood and footman to grab King's Landing (you can move your units in any fashion you like, but moving to Kingswood is better if somehow Tyrell doesn't go for the Reach).

2- Balanced:
Quote:
March +0 on Dragonstone, March +1 on Shipbreaker Bay, Consolidate Power on Kingswood.
A less aggressive and well round set of orders which let you gain some power to dominate an eventual early Clash of Kings and potentially net you a Round 2 Blackwater and King's Landing.
Move a ship in Blackwater Bay, move Knight and FM to Crackclaw Point. Try to steer Tyrell away from the Reach in the early Rounds to ensure a quick and nice expansion, otherwise you may have to wait for a Mustering or have your plan delayed.

3- Muster/Sea aggression:
Quote:
Special consolidate on Dragonstone, March +0 on Shipbreaker Bay, Consolidate Power on Kingswood.
As you hold the Iron Throne at the beginning of the game, the likeliness of not having a mustering on round 2 is around 66%; therefore ending the first round with only a stronghold may be not that crippling.
Move either one or both ships to Blackwater Bay, then muster a ship in Shipwrecker Bay and a footman in Dragonstone (or even 2 ships if you feel the need of a big naval presence from early on).
If somehow Stark or Martell didn't put their march +1 on the ship, you can capitalize on their error by moving both your ships in the adjacent sea and then mustering another 2 in Shipwrecker Bay. This way you'll gain a big tactical advantage over your opponents, having the opportunity to strike over huge areas of the map. It will also almost inevitably lead to a full-scale commitment by your neighbor to push you back and probably also an alliance against you, so weigh your risks.

4- Sea aggression:
Quote:
March +0 on Dragonstone, March +1 on Shipbreaker Bay, March -1 on Kingswood.
If you totally want to expand north or south on the sea you can gamble on Stark or Martell using a special consolidate in the first round, giving you the opportunity to move last to use the march +1.
Either leave your footman in Kingswood or move it to Dragonstone (set down a power token if you plan on not coming back), then move your forces from Dragonstone as you please, grabbing Crackclaw Point/Storm's End/leaving a footman in Dragonstone for later consolidate power. March in Narrow Sea or East Summer Sea, if occupied you should win at the cost of blowing Stannis (or Renly if you march with both ships hoping in a round 2 mustering).
If both Stark and Martell play safe and put 3 march orders, bad luck: move the ship into Blackwater Bay and try another time.

A note on going south: savvy Martell players can hold you out of East Summer Sea by playing Arianne Martell and then mustering ships from Sunspear. You may partially counter this by using Melisandre or Brienne killing their ship, or play safe if you fear the Red Viper.

5- Early Blackwater:
Quote:
Special Consolidate on Dragonstone, March -1 on Shipbreaker Bay, March +0 on Kingswood.
As said The Blackwater area is paramount for controlling the center of the map and doubly useful for Baratheon as it hold two supply barrels. This opening sets you up for a quick expansion in round 2 while betting on not having an early Clash of King.
Move both Ships into Blackwater Bay, move FM to Crackclaw Point while leaving a PT in Kingswood. Muster a FM and a Ship from Dragonstone.
In round 2 support from Blackwater Bay and move your troops around to get both King's Landing and Blackwater.



Martell

Overall: Martell is a strange house to play with: you have four castles under your immediate area of influence instead of the usual three, but also have a hard time to reach the fifth. The Sea of Dorne can function as an unraidable support to almost all of your core areas, but at the same time you don't have sea access to Baratheon and Tyrell territories... while they have to Storm's End and Starfall.
An aggressive stance on both seas and land will thus be necessary to win the game, expanding over the Boneway and Prince's Pass to keep the heat on Tyrell and provide you a buffer (but beware of Loras).

1a- Muster:
Quote:
Special Consolidate on Sunspear, March +1 on the Sea of Dorne, March +0 on Salt Shore.
A safe opening to strengthen up your numbers and have a presence in the East Summer Sea, it also nets you a castle and a supply.
Move your ship after Baratheon's to the East Summer Sea, move footman to Starfall (you should leave a power token as you probably won't return there), then muster a ship in the Sea of Dorne and a footman in Sunspear (or two ships if you fear early attacks).

1b- Muster/Sea aggression:
Quote:
Special Consolidate on Sunspear, March +1 on the Sea of Dorne, March +0 on Salt Shore.
(Further discussion in this thread)
If you gamble on a round 2 without mustering and clash of kings you can try to set up a sea attack on one of your adjacent houses. This opening works best if Baratheon goes for King's Landing and Tyrell spread his forces.
Move your ship after Baratheon's to the East Summer Sea, move footman to Starfall or Storms End, muster two ships in East Summer Sea (or one in the Sea of Dorne for more subtlety).
Round 2, if muster does not happen, march +1 on East Summer Sea, *Consolidate Power* on Sunspear, March +0 on footman wherever it is. March with two ships to either (A)Shipwrecker Bay if his combined naval force is 3 or lower / (B)West Summer Sea.
(A) Play the Red Viper for a secure win and dispatch of the enemy ship. You'll probably eat a Patchface and lose Areo or Doran. Muster troops (and a ship if needed for transport) from Sunspear and press the attack in round 3.
(B) If Tyrell didn't put a defense order on his ship, you can play Areo and still win. If he did, or you want to have his ship destroyed, play the Red Viper. Again muster troops (and a ship if needed for transport) from Sunspear and press the attack in round 3.
This opening main weakness is drawing too much attention on you from both of your neighbors, one trying to push you out, the other giggling as his enemies waste big house cards and leave their back open.

2- Spread:
Quote:
March +0 on Sunspear, March +1 on the Sea of Dorne, March -1 on Salt Shore.
This opening gives you secure possession of you main areas, 2 or 3 castles and a supply.
Move footman to Starfall leaving a power token in Salt Shore, move Footman to Storms End, either move the Knight to Yronwood or leave it in Sunspear to consolidate power later, move ship to East Summer Sea. Moving a footman to the Boneway to raid/support could also be a good option to influence the early power generation and overall balance of your closest neighbors.

3- Power generation:
Quote:
Special consolidate on Sunspear, March +1 on the Sea of Dorne, CP on Salt Shore.
A big advantage of your House against your immediate neighbors is having 2 starred orders available. Unfortunately an early Clash of Kings could leave you in a very bad spot, as both Tyrell and Baratheon usually farms a lot more Power Tokens that you in the first rounds.
To lessen that risk you can open with a slow expansion which will let you blossom in later rounds, avoiding being relegated in a small corner of the map.
Move the ship into the East Summer Sea, muster another ship in the Sea of Dorne and a footman in Sunspear (or two ships if you fear early attacks).


Tyrell

Overall: With Lannister usually focused on not losing to Greyjoy, your early game main antagonists will be Martell and Baratheon. Your strongholds are quite far and easy defensible, letting you spread your forces with very low risk of backstabbing. As for every other house it is very important to hold the seas and set up a strong net of support around Highgarden. Try to have a very strong navy and siege engines to expand into adjacent areas and launch surprise attacks to distant castles.

1a- Balanced:
Quote:
March +0 on Highgarden, March -1 on the Redwine Straight, Consolidate Power on Dornish Marches.
You will end the round with two new castles, added control to the center of the map and two much needed power tokens to get some stars in the next clash of kings.
Move the Ship into the West Summer Sea, then a FM to the Reach and the KN to Oldtown.
In round 2 the FM can be used to Raid Baratheon lands or to secure Blackwater, while the Knight should be consolidating power (and mustering* if you secured a star in a Clash of Kings)


1b- Power Generation:
Quote:
March +0 on Highgarden, March -1 on the Redwine Straight, Consolidate Power on Dornish Marches.
If Baratheon opens with CP* in Dragonstone the chance of mustering in Round 2 are likely around 33%, so it could be worth to start the power generation engine in the Arbor very early.
Move the Ship into the West Summer Sea, then a FM to the Arbor and the KN to Oldtown.
Keep a low profile while you wait for a Mustering and a Clash of Kings, then start growing strong.



Lannister

Overall: Lannister starting position is very critical, with Greyjoy immediately at your borders. The situation, while being not totally desperate, requires smart planning and some diplomacy. The key to success will be making good use of the Raven's power, adapting to the moves of your big nasty Iron friend, and convincing him to go north instead of struggling against you. Try to get most of the territories around Stoney Sept and set there a big center of support (especially reach for Blackwater in the mid game, as it borders three enemy castles and Harrenal, plus having two barrels).

1- Muster:
Quote:
Support +1 on the Golden Sound, Special Consolidate on Lannisport, March +1 on Stoney Sept.
A quite safe opening that lets you see Greyjoy moves and prepare for the second round.

A- If Greyjoy puts march -1 on Pike, march +0 on Greywater Watch, support on ship: an attack over Riverrun is quite possible and you can't hold it now, but you can make sure to retake it next round. Peek at Wildlings' deck, then move your footman into Riverrun. If he doesn't attack you (always try to convince him to do not), muster a ship in port or the Golden Sound and a footman in Lannisport. If he attacks with 3-4 total strength, either play it safe with the Hound or gamble with Tywin (you'll lose against Euron, Balon and Victarion); if he attacks with 5 or more total strength play the Hound. Route the footman to Harrenal if you lose, then muster a siege engine in Lannisport. On round 2, attack with support from Harrenal, playing a high enough card or Clegane for some secure casualties. If a muster or a clash of kings happens you may not win. Hold your borders and have Stark and even Tyrell come to help you.
You may not go into Riverrun and instead go for Harrenal to avoid the potential conflict, or change to consolidate power in Stoney Sept and hope for a clash of kings (as you hold the raven there's a quite good chance).
Another course of action could be changing into opening nº2 or 3.

B- If Greyjoy puts march +0 on Pike, CP on Greywater Watch, support on ship: he will probably go for Seagard and Flint's Finger, but he could still make a shot for Riverrun. Either do as explained above or change into opening nº2 or 3.

C- If Greyjoy puts march +0 on the ship in the Ironman's Bay, march -1 on Pike: if you can hold Riverrun this round Greyjoy will probably not attack the Golden Sound, so the best thing to do is to change to march +0 in Lannisport into opening nº3.

D- If Greyjoy puts march +0 on the ship in the Ironman's Bay and march -1 on ship in port: a quite unlikely strategy; you could partially counter by changing to defense +2 on the ship, then the Hound (he should use Balon for a safe win, so you may trow Cersei or another low card at him, or even gamble with Tywin) and retreating to the Sunset Sea if you lose. Take Riverrun, muster two ships in port if you lost. If during round 2 a mustering happens and Greyjoy puts two ships in Ironman's Bay retaking the Golden Sound will be a bit harder, but remember you actually have 4 more points of overall units strength over him by now. Raid/support from the Sunset Sea and get out of the port when you are able. You may not change orders to have a peek at the Wildlings' deck, but forcing Greyjoy to use Balon early is usually better.


2- Muster/Sea focus:
Quote:
March +0 on the Golden Sound, Special Consolidate on Lannisport, March +1 on Stoney Sept.
As Greyjoy can't get more units till a Muster or CoK happen you may get some leverage out of your star orders and try to counter his big advantage over the sea areas. This opening is difficult to pull out as it is very dependant on Westeros cards. Works better if Baratheon does not take King's Landing and CP* in Dragonstone instead.

A,B- Move the ship into the Sunset Sea, then the footman either to Riverrun or Harrenal. (You can't hold Riverrun, but sometimes having to fight may discourage Greyjoy to attack). Muster a ship in the Golden Sound, then either upgrade footman to siege engine (to bloody take back Riverrun) / muster a footman to have more land power and to better counter Balon with Kevan / put another ship in the Golden Sound.

C- Change to defense +2 on ship to make him use Balon if he wants to attack, move the footman either to Riverrun or Harrenal, retreat to port if you lose and muster either one ship and upgrade to siege tower / one ship and a footman / a siege tower / two ships in port.

D- Either move to the Sunset Sea, in port or even stay in the Golden Sound, move footman to Riverrun, retreat to the Sunset Sea if you lose, muster two ships in port.
You can also change to defense +2 as explained above.


3- Double march:
Quote:
Support +1 on the Golden Sound, March +0 on Lannisport, March +1 on Stoney Sept.
A quite similar opening that gives you a bit more punch early in Riverrun. You still can't hold it against a determined Greyjoy but you can force him to commit some of his might there.

A- Move all your forces to Stoney Sept, move the knight and a footman into Riverrun, the other footman to Harrenal. If he attacks with 3-4 total strength he will probably play Balon, you can gamble with Tywin or play safe with Tyrion or the Hound. If he attacks with 5 or more play the Hound and route back to Lannisport.
Another course of action could be changing to special CP on Lannisport into opening nº1.

B- Regroup into Stoney Sept and wait for Greyjoy to move, then march to Riverrun and Harrenal if possible. (He can hold Riverrun by having there a knight, a footman and playing Balon. You can counter with Kevan and marching your full army)

C- Gather in Stoney Sept and wait for Greyjoy to move. If he is fool enough to set foot in Riverrun march there; this time not even Balon will save him. Move to Harrenal if you can, you may also leave a footman in Stoney Sept or Lannisport for support and consolidate.

D- Either change to special consolidate on Lannisport and round into almost opening nº1 or change to defense +2 in the Golden Sound. If you choose the former, play the Hound and retreat in the Sunset Sea, take Riverrun and muster two ships in port. If the latter, play the Hound (he should use Balon for a safe win, so you may trow Cersei or another low card at him, or even gamble with Tywin) and route either to the Sunset Sea or into the port, then take Riverrun with a footman, bring back the other to Lannisport and leave the knight in Stoney Sept to support. Hope in a muster, get help from other players to bring the pressure away.


4 - The Vengeful Hedgehog:
Quote:
The discussions in this thread (http://boardgamegeek.com/thread/917237/fixing-lannistergreyj...) pointed out a very defensive opening to repel over the course of early rounds both a sea and land attack from Greyjoy.
It is not foolproof and have the mayor disadvantage that you gain no Power Tokens while spending all your big cards, but saving your butt and having a difficult late game is better then getting ganked and having no late game.

Greyjoy assumed starting orders is C, but you may hold also against A and B by swapping the defense +2 to support/raid or the march +0 into a CP*.

Round 1

The Golden Sound - Defense +2*
Stoney Sept - Support +1*
Lannisport - March +0

KN to SS, FM to Riverrun and so Greyjoy must bring there most of his forces.
Play Tywin to force Balon and retreat to Harrenal or to Port if attacked.

Round 2 - The Golden Sound attacked

(Mustering: KN in Lannisport, KN in Riverrun)
Port of Lannisport - Raid
Lannisport - March +0
Stoney Sept - Support +1*
Riverrun - Defense +2*

Lannister marches the KN from Lannisport to Stony Sept.
You can hold both Riverrun and Lannisport, and also give Greyjoy casualties if attacked.

(No Mustering)
Port of Lannisport - Raid
Stoney Sept - Support +1*
Riverrun - Defense +2*

You can hold both Riverrun and Lannisport, and also give Greyjoy casualties if attacked.

Round 2 - Riverrun attacked

(Mustering: KN Lannisport, SE Harrenal)
Golden Sound - Raid*
Stoney Sept - Support +1* (If Greyjoy has raid on Riverrun, change support to march+0)
Harrenhal - March+1
Lannisport - March -1(If Greyjoy has march on Riverrun, change march to support and attack immediately from Harrenhal)

Attack from Harrenal, destroy 2 units with Gregor. Try to not bring the SE to Riverrun.

(No Mustering)
Golden Sound - Raid*
Stoney Sept - Support +1* (Raid the raid in Riverrun if there's one, swap support with CP* and muster a SE)
Harrenhal - March +1*

Prepare for round 3, where you play the same set of orders again.

Round 3 - Riverrun Attacked

Golden Sound - Raid*
Stoney Sept - Support +1*
Harrenhal - March +1*
(Mustering: SE Lannisport, FM Harrenal)
+Lannisport(march-1) (If Greyjoy has march on Riverrun, change march-1 to support and attack immediately from Harrenhal)



You could put defense +2 on the Golden Sound at start if you fear a sea attack, but usually support is better as trying to hold Riverrun requires all of what you can get. You could also put a consolidate power token into Stoney Sept to not get crushed by a round 2 clash of kings.


Greyjoy

Overall: Greyjoy, despite the strong starting position, is a tricky house to play as: you will have to make good use of your offensive power throughout all the game, crushing Lannister while at the same time being a continue thorn in Stark's side. The road to success usually will consist in having a big scary navy and occupying the more sea areas you can to raid and strike everywhere while having support and denying enemy power generation.

1- Aggressive spread:
Quote:
March -1 on Pyke, March +0 on Greywater Watch, Consolidate Power on ship in port, Raid or Support on ship in Ironman's Bay.
Regroup all your troops into Greywater Watch and then evaluate the situation: by now Stark and Lannister should have used two march orders, and usually Stark only left order will be having to move the ship into the Narrow Sea. It's the time to be a true man of Iron and take everything you want! Actually you can do only one attack per march order, so you'll probably be forced to focus either on the Moat Calin or Riverrun. If one (or both) of them is empty, move in there and into Seagard, then attack the other and make good use of the Valyrian Blade and your house cards. Best case scenario you take Seagard, Moat Calin and Riverrun without wasting big cards, gain 7 points worth of mustering, a supply, and a power token.
In the real world, you'll probably settle with Flint's Finger, Seagard and one between the Moat and Riverrun. Leaving a power token in Greywater Watch is not mandatory as there's usually only 33% chance of Supply in the second round. A power token on the other hand will be extremely precious should a clash of kings happens.


2a- Balanced/power:
Quote:
March +0 on Pyke, Consolidate Power on Greywater Watch, Consolidate Power on ship in port, Raid or Support on ship in Ironman's Bay.
A nice opening that grants you a bit of everything, while potentially wasting the possession of the Blade. Bring the knight to Seagard, then move the footman to Riverrun if you can take and hold it (with Balon and the Blade it should be easy, but blowing him so soon is not always a good strategy). If Lannister commits to a full defense to Riverrun, or you don't want to fight, let them have it and go to Flint's Finger. At the end you should have got 1 or 2 barrels, a couple of castles and 2 power tokens to have an edge in the next betting session.


2b- Balanced/Riverrun:
Quote:
March +0 on Pyke, March -1 on ship in port, Consolidate Power on Greywater Watch, Support on ship in Ironman's Bay.
A variant which trades one power token for a better strategical view of the map. Setting down two marches usually let you move after Lannister, thus giving you a quite big advantage. You will also have both ships to support an eventual fight.
Move ship to Ironman's Bay, then attack Riverrun with the very minimal power required to win. Move also to Seagard if you can.


3- The phantom menace/Total offensive:
Quote:
March -1 on Pyke, March +0 on ship in Ironman's Bay, Consolidate Power on ship in port, consolidate power on Greywater Watch.
This opening tries to pounce over Lannister in round 1, thanks to your unit and House Card superiority. If Lannister does not play correctly, you can take and hold Riverrun and the Golden Sound using Balon to win an uphill fight (use Aeron first to better adjust your strategy), but you also will be very reliant on a mustering to not being pushed back after Lannister puts some ships in his port. If you don't feel cocky, just get Seagard and Flint's Finger (or Riverrun if scarcely defended), maybe forcing Lannister to use the Raven and denying him a peek at the Wildlings' Deck.
Another unexpected move could be marching your units from Pyke, then attacking the Golden Sound but playing Areon: you may just lose but have him trow away a good card, or change to Euron or Asha for the kill. (A good choice for Lannister here is to play Tywin and force Greyjoy to usually just let him get the power tokens, as switching to Balon and spending 2 tokens is usually a not so good trade)


Putting a raid or support order on ship in Ironman's Bay is kind of personal preference and luck, raid countering support +1 while support being better if Lannister goes for defense +2 or march on his ship.

If Lannister goes for march on ship and CP* in Lannisport to muster two ships be cautious as he may stage a round 2 sea attack. Opening nº3 usually counter this, if not support from Pike's port, threaten his land areas (especially raid from Riverrun). If mustering happens you should get an edge and be safe, populating Ironman's Bay with ships.

In the eventuality of a round 2 clash of kings, bet something for the Iron Throne. Moving and raiding before Lannister is golden, especially if he mustered a siege engine to strike you down. A two or even three tokens bidding may also snatch the throne from Baratheon's grip.
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Sean D.
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Re: A Collection of Opening Moves and First Turn Strategies
Great collection!

Why does everything have Spoiler protection?
 
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Matteo Angioletti
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Re: A Collection of Opening Moves and First Turn Strategies
Thanks!
Spoilers are mandatory, you can never be sure about who might see your orders! XD yeah I put them cause it felt too much wall of texty, but they don't work that good.. I'll edit later
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Sean D.
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Re: A Collection of Opening Moves and First Turn Strategies
Ah yes, keep it secret, keep it safe...
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Jonathan Harrison
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So long ...
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... and thanks for all the fish.
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Re: A Collection of Opening Moves and First Turn Strategies
Tuzzo90 wrote:
Thanks!
Spoilers are mandatory, you can never be sure about who might see your orders! XD yeah I put them cause it felt too much wall of texty, but they don't work that good.. I'll edit later

Quote blocks might work nicely.
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Matteo Angioletti
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Re: A Collection of Opening Moves and First Turn Strategies
HuginnGreiling wrote:

Quote blocks might work nicely.


They indeed work perfectly, thanks!
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Paweł
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Re: A Collection of Opening Moves and First Turn Strategies
In my opinion Lannister should ALWAYS muster troops in Lannisport in turn 1. If they don't and in the 2nd turn there's Feast for Crows (no CP orders), and no CoK (Greyjoy still has the sword), they can be wiped out by Greyjoys.

I generally don't like attacking very early, but last game as Greyjoy when I saw Lannister didn't muster in turn 1, and could not muster in turn 2 due to feast for crows, I seized the opportunity, launch an offensive and a series of battles which he could not win even theoretically (!), by turn 4 I had Riverrun, Seagard and Lannisport, and Lannisters were in decline: they had only Harrenhal and no prospects of getting back their core provinces.

What struck me that he was totally helpless during my offensive, 3 or 4 battles in a row he couldn't win. Why? Because he was short 2 units, these units he should get by mustering in turn 1. After the game he said he wanted to muster in turn 2 - that would have stopped my offensive but didnt expect feast of crows

When there's still very few armies on the map, sword has A LOT of power, and as a neighbour of a sword-wielding house I believe you should ALWAYS muster in turn 1.
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Matteo Angioletti
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Re: A Collection of Opening Moves and First Turn Strategies
comrade7 wrote:
In my opinion Lannister should ALWAYS muster troops in Lannisport in turn 1. If they don't and in the 2nd turn there's Feast for Crows (no CP orders), and no CoK (Greyjoy still has the sword), they can be wiped out by Greyjoys.

When there's still very few armies on the map, sword has A LOT of power, and as a neighbour of a sword-wielding house I believe you should ALWAYS muster in turn 1.


Feast for Crows and no mustering on turn 2 has around 5% chance to happen, and usually CoK favors Greyjoy more than Lannister (They may lose the Sword, but gain better position in the other tracks. Being above Greyjoy in turn order for raid and attacks, while denying them special orders is IMHO way better then snatching the Sword from them. They also usually have 6 or 7 tokens).
That said, CP* on turn 1 is still a quite good and kinda "safeish" move, but not always inherently superior to marching.

comrade7 wrote:
I generally don't like attacking very early, but last game as Greyjoy when I saw Lannister didn't muster in turn 1, and could not muster in turn 2 due to feast for crows, I seized the opportunity, launch an offensive and a series of battles which he could not win even theoretically (!), by turn 4 I had Riverrun, Seagard and Lannisport, and Lannisters were in decline: they had only Harrenhal and no prospects of getting back their core provinces.

What struck me that he was totally helpless during my offensive, 3 or 4 battles in a row he couldn't win. Why? Because he was short 2 units, these units he should get by mustering in turn 1. After the game he said he wanted to muster in turn 2 - that would have stopped my offensive but didnt expect feast of crows


If Greyjoy has a big hold on Riverrun and may take Lannisport, Stark player should be in Moat Calin threatening Seagard, and same for Tyrell in the Sunset Sea and Searod Marshes (at least raiding their support). It's unfortunate that Greyjoy could jump on another player like that, but in the process he also should have played all of his big cards while being far from having 7 VP, thus being an easy prey to other houses.
The big barganing chip for Lannister should be Gregor Clegane, as one misstep will change the tide of the struggle.
 
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Re: A Collection of Opening Moves and First Turn Strategies
Tuzzo90 wrote:

Greyjoy
...
Putting a raid or support order on ship in Ironman's Bay is kind of personal preference and luck, raid countering support +1 while support being better if Lannister goes for defence +2 or march on his ship.



In my opinion the march -1 is also a mentionable option. Lannister is more or less forced to place a Defence Order in the Golden Sound to ensure that he doesnt lose his ship. Greyjoy has the option to destroy the ship, if the Defence Order isnt played, or has the possibility to delay his second march order.


EDIT: I forgot a crucial thing. You cant attack with the ship first, because you need it for the ship transport from Pyke.
 
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Matteo Angioletti
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Re: A Collection of Opening Moves and First Turn Strategies
el_diablo wrote:

In my opinion the march -1 is also a mentionable option. Lannister is more or less forced to place a Defence Order in the Golden Sound to ensure that he doesnt lose his ship. Greyjoy has the option to destroy the ship, if the Defence Order isnt played, or has the possibility to delay his second march order.


EDIT: I forgot a crucial thing. You cant attack with the ship first, because you need it for the ship transport from Pyke.


The lines you quoted referred mainly to the alternative I put into the first two openings, while march on ship is addressed in opening n°3.
Also Lannister has the option to save the ship using the Hound even if they don't go for defence* in the Golden Sound.
 
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Shezmaine
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Re: A Collection of Opening Moves and First Turn Strategies
Just theorygaming:

A potentially devastating opening move for Tyrell *Could* be, if you've arranged a meaningful and vaguely trustworthy alliance with Lannister, to march on Starfall in Turn 1.

Send in the Knight AND the footman after moving the ship to the West Summer sea, Consolidate power with the remaining footman. Martell will likely send a footman to Starfall in the same turn, but Tyrell is higher on Feifdoms IIRC, so with a knight in tow and a 2 card you should be able to hold the gain unless Martel throws a Red Viper at you.

If you're lucky you could get an early mustering, or failing that a clash of kings, wherein you might grab a better place on the Kings Court Track to start building units in Highgarden to ship to Dorne to defend your gain. If you manage to send out a seige tower (or upgrade a footman with a muster in Starfall) then you might even be able to play Loras to wipe out Martel entirely. You'd obviously expect an Arriane in response, so you'd have to try and tease it out, possibly with a feint.
 
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Matteo Angioletti
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Re: A Collection of Opening Moves and First Turn Strategies
shezmaine wrote:
Just theorygaming:

A potentially devastating opening move for Tyrell *Could* be, if you've arranged a meaningful and vaguely trustworthy alliance with Lannister, to march on Starfall in Turn 1.

Send in the Knight AND the footman after moving the ship to the West Summer sea, Consolidate power with the remaining footman. Martell will likely send a footman to Starfall in the same turn, but Tyrell is higher on Feifdoms IIRC, so with a knight in tow and a 2 card you should be able to hold the gain unless Martel throws a Red Viper at you.

If you're lucky you could get an early mustering, or failing that a clash of kings, wherein you might grab a better place on the Kings Court Track to start building units in Highgarden to ship to Dorne to defend your gain. If you manage to send out a seige tower (or upgrade a footman with a muster in Starfall) then you might even be able to play Loras to wipe out Martel entirely. You'd obviously expect an Arriane in response, so you'd have to try and tease it out, possibly with a feint.


I don't think it is a very viable strategy, you gain too little for too much effort. First consequence is giving Baratheon at least one turn of free CP in King's Landing and overall little pressure as Martell will be fighting you in the west side. Then you may not set foot in Starfall if Arienne is played, so you'd trade his footman and Arienne for a 2 card and no new barrels or castles.

Even if you manage to hold Starfall you are in a risky situation: in the worst case scenario Martell musters two ships in the East Summer Sea, no mustering and CoK happens, you lose your ship in West Summer Sea and thus your naval bridge, Highgarden is now under Martell's reach and the bulk of your troops is far away and with no support.

A different approach could be sending only one footman to Starfall and moving the Knight either to the Reach or Oldtown. You now can play safe and throw Mace for a sure casualty, or gamble with Randyll. If Martell plays Arienne you kill his footman and go back to Highgarden, while if he plays the Red Viper you win with Mace and lose both Starfall and your unit with Randyll.

I'd base it more on Baratheon's moves: if he goes for KL you should go for the Reach and Oldtown, while if he CP* in Dragonstone you may risk going for Starfall as a mustering is less likely.
 
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Jan Helmdag
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Re: A Collection of Opening Moves and First Turn Strategies
Thanks Tuzzo90 this is a good compilation of opening moves. There is an aggressive Baratheon opening move which I like a lot. It is a bit risky, since you have to gamble and depend on your luck.

At the beginning of round two the Westeros cards are drawn and the chance for a mustering to be drawn is 1:5. However, when an iron throne card comes up Baratheon can decide whether to muster, adjust supply or do nothing. So the chance for Baratheon to muster technically rises to 2:5 (or in other words: 40 per cent).

So if Barathon puts

March+0 on Dragonstone,
March-1 on Kingswood,
Support+1 on Shipbreaker Bay

he can occupy Cracklaw Point, The Reach and Storm's End in the first round which gives him four castles/strongholds. So when Baratheon is lucky and at the beginning of round two is a mustering, then he is in a very good position, because he gets five mustering points. If he musters a ship from Cracklaw Point into Blackwater Bay, then the occupation of King's Landing in round two is a matter of low effort.
The support from the ships secures Storm's End and makes it unattractive to Martell to occupy Storm's End in his turn.
 
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Matteo Angioletti
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Re: A Collection of Opening Moves and First Turn Strategies
SergeantGore wrote:
Thanks Tuzzo90 this is a good compilation of opening moves. There is an aggressive Baratheon opening move which I like a lot. It is a bit risky, since you have to gamble and depend on your luck.

At the beginning of round two the Westeros cards are drawn and the chance for a mustering to be drawn is 1:5. However, when an iron throne card comes up Baratheon can decide whether to muster, adjust supply or do nothing. So the chance for Baratheon to muster technically rises to 2:5 (or in other words: 40 per cent).

So if Barathon puts

March+0 on Dragonstone,
March-1 on Kingswood,
Support+1 on Shipbreaker Bay

he can occupy Cracklaw Point, The Reach and Storm's End in the first round which gives him four castles/strongholds. So when Baratheon is lucky and at the beginning of round two is a mustering, then he is in a very good position, because he gets five mustering points. If he musters a ship from Cracklaw Point into Blackwater Bay, then the occupation of King's Landing in round two is a matter of low effort.
The support from the ships secures Storm's End and makes it unattractive to Martell to occupy Storm's End in his turn.


Thx for the imput =)

I have to say I don't like your proposal very much, it is way too much aggressive. Baratheon in my opinion should not eye Storm's End in the early game, as it antagonize Martell and lead him to build ships and send units north, while you want him pointed at Tyrell.

Tyrell could be pissed off, move after you and send a FM or a KN into the Reach, win and kill your FM.

Also, you may need to leave a PT in Kingswood for the Supply, which could be critical in a turn 2 CoK.


That said I think Baratheon "standard" openings (King's Landing and CP*) are preferable, as 1 (not even assured) Mustering point is less valuable than KL or 2PT+CP* and a safer diplomatic standing.
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Jan Helmdag
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Re: A Collection of Opening Moves and First Turn Strategies
I just came up with the idea because the last two games I played the player having Baratheon decided not to to muster, because he was the one with the fewest of all castles (because of the [preparation of the] occupation of King's Landing) and everyone was like "That's lame to do nothing" and I just thought that it would be nice to gain advantage of the fact that he's king in the beginning.

Also being aggressive is a very good tactic to intimidate other players. Also they are much more to form an alliance with you since the least they want is to have you as an enemy. But I can see your point and next time me being Baratheon I will try it out and tell you how it went. Also I'm very interested how I can drag myself out of that misery if there's no muster in round two.
 
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Matteo Angioletti
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Re: A Collection of Opening Moves and First Turn Strategies
I think the option of not choosing mustering is the real power of Baratheon, especially if the other players did not go for CP* in turn 1 and rushed for castles.

In my experience being aggressive without the numbers to hold your gains actually forge alliances against you, and more so if you have attacked what are perceived possession of other Houses.


I'd propose to you a little variant if you are going to test this opening:
Quote:
Dragonstone - March +0
Kingswood - March +1*
Shipbreaker Bay - Support


(Usually Martell opens with CP* in Sunspear, so the maximum strenght he can bring to Storms End is 1 FM. Therefore the Support is not that needed, freeing up one of your Ships to move into Blackwater Bay and letting you march after Tyrell and Martell.
You may then put a March -1 on the SHips and play as you were going for King's Landing. Act genuinely shocked when your opponents point out that you misplaced your Support +1* in Kingswood with a March +1*!)

Bring up your war face (or a silver tongue), move the FM from Dragonstone to Storms End, KN to Kingswood. Then KN to the Reach, FM either stays for Supporting both your new holdings next turn or goes to Cracklaw Point.

The problem is that you'll probably lose Storms End next turn and have to fight hard for the Reach, even if Mustering comes.

Good luck!
 
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Bence Tamás
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Re: A Collection of Opening Moves and First Turn Strategies
Actually I was just thinking about the same opening (three march tokens) with Baratheon, to weaken Tyrell in the first turn. Should an unsuspecting Tyrell will move to take the Reach too fast you are in a very good position cripple him. If you attack a Tyrell garrison in the Reach with a +1 single knight, Tyrell can't really match you with high value cards (ok he can, but it is a waste to use Mace or Loras, as he cannot utilize their powerful effects).
Let us say Tyrell was greedy and took the Reach with a knight and no support around. It's 2 vs. 3 for Baratheon. He does not want to lose the knight so he will play a card with fortress, Bara puts out his 0 card to have Loras or Mace thrown away.
This loses you the reach, but Tyrell begins the 2nd turn is a very weak position.
 
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Jay Wittman
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Re: A Collection of Opening Moves and First Turn Strategies
Quote:
Just theorygaming:

A potentially devastating opening move for Tyrell *Could* be, if you've arranged a meaningful and vaguely trustworthy alliance with Lannister, to march on Starfall in Turn 1.

Send in the Knight AND the footman after moving the ship to the West Summer sea, Consolidate power with the remaining footman. Martell will likely send a footman to Starfall in the same turn, but Tyrell is higher on Feifdoms IIRC, so with a knight in tow and a 2 card you should be able to hold the gain unless Martel throws a Red Viper at you.

If you're lucky you could get an early mustering, or failing that a clash of kings, wherein you might grab a better place on the Kings Court Track to start building units in Highgarden to ship to Dorne to defend your gain. If you manage to send out a seige tower (or upgrade a footman with a muster in Starfall) then you might even be able to play Loras to wipe out Martel entirely. You'd obviously expect an Arriane in response, so you'd have to try and tease it out, possibly with a feint.


Good thought until you think about it a little harder. This move=death. It is maybe the worst opening move any house can possibly make. In fact, it is so bad that as Martell, I usually avoid taking Starfall on the first turn just on the off-chance that I can tempt Tyrell into making it.

Martell, turn 1
CP* in Sunspear. Build FM in Sunspear and ship in East Summer Sea.
M+1 FM in Salt Shore to Yronwood.

You move the Kn and FM into Starfall.

Martell, turn 2 (moves before Tyrell)
M+1 in Sunspear. Kn goes to Starfall, the FM can do something, anything, else.
Support +1 in Yronwood and Support in ESS (or the other way around, it makes no difference).

Assuming Tyrell played defend on Starfall and Support in WSS (remember, no stars), he has five combat points (Kn=2, FM=1, Ship=1, Def. order=1). Martell has six (Kn=2, supporting FM=1, supporting ship=1, support order=1, March order=1). Even if a muster card came up on turn 2, it makes no difference as Tyrell will have an extra point in in Starfall and one (or 2) in WSS, but Martell will have an extra point in Yronwood and one (or 2) in ESS. The balance of power is still Martell +1.

Martell will play Red Viper and Tyrell cannot win this battle. He also can't even use Mace to get the consolation prize of killing a FM, since Martell didn't bring any of them into the fight (the supporting FM in Yronwood doesn't count). But it gets worse than that. If Tyrell plays any card other than one of his towers, he loses both pieces, meaning he has only a FM left and, without any stars, no way to rebuild until a muster card (at which point, Martell will probably already own Highgarden). If he does play one of the towers, he still loses the battle, still loses a FM and also loses one of his precious towers, leaving only one in his deck to protect him from the 3 swords that Martell still has in his. This is a move that a Martell player salivates at the thought of Tyrell making.


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ken carson
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Nice thoughts, but what march do you put on your ship in Sea of Dorne?

Anything but a M+1 risks Baratheon moving both ships into East Summer Sea and owning Martell for the duration of the game.
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David Williams
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What does, "opening n°2 or 3" mean?
 
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Matteo Angioletti
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The Old Man wrote:
What does, "opening n°2 or 3" mean?


Sorry, I can't understand where your doubt arises. Can you specify the question?
 
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David Williams
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In the collection above there are a number of instances where the degree symbol ° is used. Complete examples:

Quote:
Another course of action could be changing into opening n°2 or 3.

Quote:
...so the best thing to do is to change to march +0 in Lannisport into opening n°3.

Quote:
Opening n°3 usually counter this...


Etc.

What is the purpose, or meaning, of the degree symbol in this context?
 
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Matteo Angioletti
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I used "°" not as a degree simbol but as a numeral indicator so that "n°x" just means "number x", where x is one of the numbered openings.

EDIT: I checked wikipedia and I think the simbol I had to use is slightly different (nº instead of n°). Again sorry for the confusion
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Dr. Thisson
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Here in my locality, in an informal document, I would write No.1 or #1. When making a list in a more formal document, you would use the format: 1) ___; 2) ____; and, 3) ____.
 
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David Williams
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Ah, the international world of boardgamedom. Thanks for the clarification.
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