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A Game of Thrones: The Board Game (Second Edition)» Forums » Strategy

Subject: General Strategy rss

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James Turvill
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So I've recently been introduced to AGOT and have been hooked ever since. I've seen loads of posts about different house strategies but does anyone have any general strategy tips ? For instance is it worth using power tokens to fortify territories or are you better off going all out in a bid to win the Iron Throne ?
 
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Chris K.
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General suggestion:

Everything is situational.
Always form a general direction of a plan, rather than a specific step by step thing and then decide what seems to help you most in that direction.

Generally it's worth it to spend a token to secure an area you are leaving if there is noone around to take it away immediately.

Generally it's a bad idea to spend your last two tokens for anything that is not absolutely essential. Securing at least one star on the bottom track counts as essential for me most of the time.

Generally attacking for the sake of attacking and "punishing" someone is a waste of ressources. Doing the same to cycle cards faster may be worth it.

Generally pushing someone at the table down to only one or two areas held will be a bad idea, since he will either go into "I will take you with me"-Mode or just start helping your opponents more.

Generally overextending is a bad idea. Bide your time.

Generally having all forces on the table/being at the supply limit and remaining passive is a bad idea. If you have all of them on there and the others don't yet, do something with your forces. Otherwise the next recruitment just allows them to catch up and fortify while not helping you any further along.


Obviously there's piles more and as mentioned even these general ways have their exceptions.
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Tommy Bara
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First off: It's usually not the smartest move to go all out in a bid to win the Iron Throne. While it is not bad to have it (especially for raids), Fiefdoms and Kings Court are more important. Using power tokens to establish control can be a smart move to keep areas that are not contestet right now, especcialy at the beginning when you have only a few units. Since empty areas are easy to attack it is usually a waste of money to use tokens on territories your opponents can reach.
for general strategy: Do not understimate raids and support hubs (there is an excellent article about the former in this section). Defense is usually way less effective than a good raid imo.
 
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Tiger 19
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A good way to start is to secure your position by putting massive troops in unraidable zone, and place support order on these areas every turn. Obviously, you'll have to expand in the first 2-3 turns, but then its usually a good idea to secure your position this way by turn 3 or 4. Every houses have those areas:

Stark: If you're able to have 2-3 ships in the Shivering Sea and troops in White Harbour, you should be able to keep Winterfell, Moat Cailin and The Narrow Sea pretty easily.

Greyjoy: When you play Greyjoy, you must the Iron-price... Controlling The Golden Sound might be the best way to secure your defensive position, so you can place support on Ironman's Bay to protect Sunset Sea, Seaguard and Flint's Finger...

Lannister: Last game I played, I had 3 Knights on Stoney Sept (with support + 1 order, giving 7 CS for any combat in an adjacent land...) This position is maybe a little weaker, cause you could be raid from Searoad Marches or Blackwater, two pretty contested area, if you don't control them.

Baratheon: Support on Blackwater Bay is a no-brainer, everybody who ever played the game probably knows it. Those ships can support Shipbreaker's bay, King's Landing, Cracklaw Point and Kingswood.

Tyrell: Redwyne Straits can support West Summer Sea every turn, and often Highgarden is a good spot to place support that can protect The Reach, Searoad Marches, Dornish Marches and Oldtown (usually Oldtown doesn't have to be protected...cool)

Martell: Sea of Dorne support, another no-brainer, Yronwood can also be a good spot to support Starfall, Prince's pass, The Boneway and Sunspear if needed.

Obviously all those examples are defensive strategies that are commonly played, but those are not enough. You won't win the Game of Thrones with defensive strategies, you'll have to plan to expand either with an explosive offensive, either winning small battles and gaining one new territory every turn...

So expand yourself and then secure your main territories this way, this might be a good way to play the first 3-4 turns if you don't want to early invade someone else territories and setup your diplomacy talks.

Hope that help you, have fun.
 
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Will Thisisnotmylastname
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General Strategy tips- Get a good ally! Someone who hopefully won't backstab you, and is in a good position to help you.

Stark Ally with Greyjoy if possible, then advance towards the Twins, Mountain of the Moons, ect. If you can't ally with Greyjoy, build a big fleet in the bay of ice, and attack his navy. Greyjoy has a really good navy card (doubles power of all ships) but that card only works if Greyjoy is attacking.

Greyjoy Greyjoy IMO has the best house cards in the deck. Ally with Stark or Lannister. If you ally with Stark, take Riverrun on turn one, which could let you take Lannisport on turn 2 or 3.

Lannister Ally with Tyrell or Greyjoy, then focus on taking Greyjoy or Baratheon out. If you are allied with Greyjoy, you can kinda just sit there while Greyjoy deals with Stark, and Baratheon,Tyrell and Martell all fight. Join the battle when you see an opening to steal some castles.

Baratheon IMO toughest house to play. Try to attack Martell ASAP. You can potentially take Sunspear on turn 2 or 3 if you defeat their navy.

Tyrell and Martell Tyrell and Martell work best if they ally together and work on taking out Lannister and Baratheon. Combined, these two houses are very deadly. If they don't ally, it usually means one house will defeat the other, and Bara. or Lannister will swoop in the clean up both houses' scraps.

General tips- Use supports and raids alot.
Having a good navy is often key to winning.
 
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