Guest Article: Brotherhood Tactics Cards by Warfactory

Welcome Bannermen,

We have already covered all Combat Units available for Brotherhood, so we can move to the next element which is one of the most important parts of the game. Yes, today we’ll be talking about Brotherhood tactic cards. 

 

 

Though this card has been a staple in the game for a while, it feels like it would be a great fit for this faction. This is a great card for any unit who doesn’t want to be stuck in combat and would rather charge as many times as possible. Bearing that in mind we have a few options from the Starks and Baratheons that would make good use of this Tactics card.

 

 

Another well-known card. It allows our elite units to stick around longer if we transfer wounds to units like the Peasants Levy. Switching and moving Attachment(s) may also be helpful after deployment when we realize we need them in a different unit.

 

 

Canceling the enemy’s tactic card or ability is good enough on its own but the extra movement is the icing on top. Given how important it is for the Brotherhood units to be able to hit our enemy’s flank, the added mobility is a great bonus.

We need to pass a Morale test though but without spoiling too much the Brotherhood can certainly make that happen. Furthermore, with their high base Moral, it ensures we reliably pass most Morale tests.

 

 

Again, an effect which bolsters our mobility and allows us to move to a good position.

The significant drawback is receiving a Weakened token, so we might not be able to charge in as effectively as we think (unless we’re talking about Brotherhood Sworn Knights hitting on 2+) unless we have a way to remove those tokens easily. Who knows. We could also cheat a little and use it on a unit which is already Weakened. Modern problems require modern solutions.

 

 

Yet another card that requires a Morale test is required but we trade this requirement for flexibility. We can use it to heal our unit or make enemy Weakened and Panicked. Fair Deal.

 

 

The Lord of Light has many followers among the Brotherhood, so this card shouldn’t surprise us as much. It works like Stannis, The One True King’s card but the additional effect works only on the Commander and not R’hlorr units (which is a slight downgrade) however it gives Weakened instead of Panic tokens (which is better). This is rather a situational card but could save you when used at the right moment.

 

 

This card would certainly help you out in a bind when the losses begin racking up. We get 2 modes to choose from: you can protect yourself from Condition tokens or heal a unit when you need it. The usual problem with a card like this is that you don’t want your units dying but at least you get a little help from this Tactics card when that happens.

What is your opinion about this deck? Let us know in the comments. 

In our opinion it’s thematic and plays into the Brotherhood’s overall strategy. Though there are no cards that would change up the game significantly here (which we think is good for the game), it synergizes well with their units and attachments.

Well, that wraps it up for today. In the next article we’ll be taking a closer look at the Brotherhood commanders.

See you soon!

Warfactory Team