Tactics Talk: Crannogman Trackers and Josh’s WHAM 2.0 List
Crannogman Trackers and the WHAM 2.0 List Josh From On the Table Gaming “I’ve sent word to Howland Reed, Father’s old friend at Greywater Watch. If the Lannisters come up […]
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Crannogman Trackers and the WHAM 2.0 List Josh From On the Table Gaming “I’ve sent word to Howland Reed, Father’s old friend at Greywater Watch. If the Lannisters come up […]
“I’ve sent word to Howland Reed, Father’s old friend at Greywater Watch. If the Lannisters come up the Neck, the crannogmen will bleed them every step of the way.”
—Robb Stark, to Catelyn Stark
Crannogman Trackers are an outstanding new addition to the Stark arsenal that plays into their key faction strengths. Outpacing and out-positioning your opponent is going to be the name of the game, and their ability to get free short range attacks after a maneuver or retreat will allow them continually harass and evade dangerous threats while putting out a decent amount of damage.
Today’s list focus is all about speed and maneuverability when I remix an old classic- the WHAM list. A couple of key changes here really highlight what changing a commander can do. Rather than a Robb Stark led army with Sworn Swords, I’ve leaned into a Howland Reed commanded Crannogmen theme with a dash of Berserkers to keep things spicy.
WHAM 2.0
Faction: House Stark
Commander: Howland Reed – Lord of the Crannogs
Points: 40 (0 Neutral)
Combat Units:
with Bran and Hodor – Protector and Ward (3)
with Robb Stark – The Young Wolf (3)
Non-Combat Units:
Made with ASOIAFBuilder.com
Robb is still present in a unit of Berserkers because one key objective of this list is out-activating my opponent. His brother Bran and loyal Hodor are coming along too, to add a little punch to a berserker unit and get me another doggo. With both wolves in attendance and 2 NCUs, I’m able to get 9 activations a turn which should put me ahead of just about everyone apart from those unwashed Freefolk north of the wall.
The other strength of this list is speed. Every unit on the table has a speed of at least 6 meaning in most games I should be able to reach objectives and key terrain before my opponent. Coupled with Howland Reed’s tactic cards it’s going to be a nightmare for my opponent to get anywhere before I do. Outriders serve as my flex playmaker, getting wherever they’re needed to bail out a unit in trouble.
Beatdown plan: My goal in scenarios where I’m claiming objectives is to get there first with my trackers and then use the berserkers and outriders to punish anyone trying to dislodge them. The wolves will dash in to harass and stall key units so they can’t join the fray until I’ve dealt with the vanguard. With any luck, I’ve accumulated enough of a point advantage to carry the day.
This list will probably struggle a bit more in Clash of Kings since there are 4 attachments/units that can’t redeploy once killed(both wolves, Bran/Hodor, and Robb), so the key is getting as much out of both berserker units before they inevitably bite the dust. Survivability is not this lists’ strong suit, so do as much damage as you can, and get out of Dodge.
“Turn 0” – Terrain selection. Bogs and anything hindering is your best friend with this list. Losing an inch off a maneuver hurts far worse when you’re starting at speed 5 or 4. Give them a -2 with Crannog Traps and they basically took the whole turn off. Take that, guardsman!
Crannogman references can be found in: