Combat units
Lannister guard
These are your core Lannister troops. Their attack profile may seem underwhelming at 6,5,3 hitting on a 4+, but don’t sleep on their inherent ability: Lannister Supremacy. This is an ability and not an order which means it can be triggered over and over again. Lannister supremacy is triggered by this unit passing a panic check from an attack (ranged or melee). With a base morale of 7, it’s about a 50/50 shot without modifiers. If you do pass, the attacker must immediately make a panic check at -2 to their roll. This ability is going to most often be your best source of damage. We will get into attachments, non-combat units (NCU’s), and cards that stack well with this later, but for now let’s just say that this ability is generally going to give your opponent fits. The real strength of this unit is the amazing 3+ defense save. They are a proper anvil unit capable of soaking up charges and living to fight another round. They are generally included in competitive and friendly lists because of their versatility and survivability. They are a great commander bunker and they can anchor the line for your other troops. However, their movement speed of 4 makes them a little slower than the rest of the army, so don’t leave them behind to get Isolated and overwhelmed.

LANNISTER Halberdiers
You will see immediately that the attack dice of the Lannister Halberdiers do not decrease until the last rank (7,7,3 hitting on 4+) and they come with sundering. Their armor save of 4+ isn’t amazing but it is definitely capable of blocking a fair amount of hits. Like the Lannister guardsmen, they have a moral of 7+. Base stats aside, the order is where this unit really shines. When they are unengaged and charged from the front, Lannister Halberdiers get to make a free melee attack before the enemy gets to attack. So with their attack profile and sundering, it is very likely they will put some wounds on the attacker and force them to take panic before they even get to attack. This will often mean the enemy is attacking with one less rank. Since the order gives a FREE attack action, you might get to activate and attack again after taking the charge. These guys also make a great bunker for a commander and their flanks should be protected by those guardsmen. Their movement is 5 so try to keep your lines together as much as you can. You generally do not want this unit running out alone looking for fights.

Mountain’s Men
Here we have a proper hammer unit for the Lannister forces available in the Stark vs. Lannisters Starter Set. With attack dice of 8,6,4 hitting on 3+ plus critical blow and vicious, this unit can bring the pain. Vicious is an ability that stacks incredibly well in a Lannister army and against high armor troops you might end up doing more damage with the panic check than the actual attack. They also have an armor value of 4+, a morale stat of 7+, and movement of 5. These guys are offensive but don’t expect them to always win on their own. You should always look to keep your units in a position to support one another and these guys are no exception but they will tear through units with low armor and average to below-average morale.
Nice writeup. I am just now switching over to Lannisters from Starks and definitely having a hard time of it, but what a fun faction.
Hopefully your opponents will be hearing you roar soon!