The Stark vs Lannister Starter Set will provide you with the core units of the Stark battle line. Included are two units of Stark Sworn Swords, one unit of Stark Outriders, and one unit of Umber Berserkers. To command your Starks the set comes with two commanders, Robb Stark the Wolf Lord and Greatjon Umber, Lord of the Last Hearth. Robb, who can be fielded with Grey Wind, focuses on maneuverability and tactical retreats, while Greatjon punishes opponents with vicious counterattacks and auto-wounds. Both of these commanders can also be fielded as regular unit attachments (and yes, Robb keeps his free wolf), along with the two Sworn Sword Captains and Umber Champion included in the starter. Rounding out your starter set are your two NCUs, Catelyn Stark, Lady of Winterfell and Sansa Stark, Little Bird.
The key to winning games in ASOIAF TMG is not just understanding the capabilities of your units, but more importantly how they synergize with their comrades, commanders, attachments and NCUs to become a focused, deadly battlefield force. Experience is the best teacher, but in the style of Ser Rodrick Cassel (who you can find in Stark Heroes #1), we’ll do our best in this article to make sure you don’t hit your first battle unprepared.

Stark Sworn Swords (5 pts)
The Stark Sworn Swords are the backbone of many Stark armies. They are cost-effective and flexible, and while other units are better suited for specific battlefield niches, the Sworn Swords are your versatile multitool.
The keyword to keep in mind when looking at Sworn Sword stats is average. They don’t excel in any one area except morale, which at a 6+ is slightly better than average. Compared with their Lannister counterparts, the Guardsmen, they are slightly faster, with a 5 speed vs the Lannister 4, have the same to hit stat of 4+ while rolling more dice, and a 1 point worse defense. A key element of the Sworn Swords is their Stark Fury ability, an effect that allows them to hit on a 3+ and gain Critical Blow. Rolling 8 dice with critical blow and hitting on 3+ gives this 5 point unit an attack on par with some of the strongest units in the game. And since it’s not an order, it can be used on every attack the Sworn Swords make during a round. Of course, something this powerful does not come without a price. For every attack made using this ability the Sworn Swords take D3 wounds. When they’re on their last rank (4 remaining models), Stark Fury can be used without penalty. Stark players often use this ability when the unit is either at full ranks, or on the last, but often the decision to use it needs to be purely based on the current state of the battlefield. For instance, if you have a chance to hit a unit with a devastating flank charge that could potentially take if off the battlefield, then it might be worth it to use that Stark Rage even if it could potentially reduce you to only two remaining models.
The last stat that hasn’t been discussed yet is Morale. Sworn Swords have a Morale of 6+ which is average for the Stark forces and generally speaking better than most units in the game.

House Umber Berserkers (7 pts)
If the Stark Sworn Swords are your backbone, then the House Umber Berserkers are your devastating haymaker. While powerful, the Berserkers will require a careful balance of offense and positioning to remain on the battlefield.
Unlike the Sworn Swords, the Berserkers are characterized by extremes in their stat profile. A good place to start is their movement of 6. Very few infantry units in the game are this fast and coupled with their strong attack, potential attachments, and the Stark tactics cards it gives the Berserkers an enormous threat range.
The Berserkers attack profile is also unique, increasing their attack dice as they lose ranks. Their 3+ to hit starts with 8 dice at full ranks, then 9 dice at two ranks, and finally 10 dice on their last rank. When coupled with their Sundering ability (-1 to defense), the berserkers attack stats mark them as an offensively-focused unit.
Although designed for aggression, their 5+ defense save can make prolonged combat a dicey proposition. While it does allow the unit to quickly gain its last rank and 10 dice attack, they are unlikely to survive another hit after. Their elite 4+ morale save helps mitigate their poor armor to a degree, as it is rare they’ll take any meaningful damage from a failed morale test.
Use the Umber Berserkers maneuverability to position them for devastating flank attacks on engaged opponents, and alpha striking exposed enemy units from across the board, but try and avoid leaving them exposed too early in the game.

Stark Outriders (7 pts)
Stark Outriders are the first cavalry unit available to the Starks. They are a medium/light cavalry unit designed to threaten opponents with their mobility and hit and run tactics. Outriders are often useful in harassing ranged enemies and charging engaged units in the flank/rear.
Stark Outriders fall somewhere in the light to medium cavalry range. Their 6 speed them faster than heavier cavalry like the Lannister Knights of Casterly Rock or Tully Cavaliers at the sacrifice of armor. Don’t forget, like all cavalry the Outriders have a free maneuver action at the start of their activation.
The Outrider’s stat profile is similar to the Stark Sworn Swords, mostly average. They hit on a 4, have a defense save of 4+, and a slightly better than average morale at 6+. Since Cavalry only contains two ranks their attack profile goes from 8 dice at full to 5 dice on the last rank. While they can dish out damage, they’re unlikely to be a devastating offensive tool, so don’t rush them into the heat of battle as a frontline combatant unless absolutely forced to do so.
It’s their order and ability that set them apart. The Outrider’s order, allows them to make a free retreat when targeted with melee. Never underestimate the benefit of a tactical retreat, whether you’re setting yourself up for a charge on the unprotected flank of a vulnerable enemy, pouncing on a free objective, or simply surviving to fight another round it’s an important tool in the Stark arsenal. It also combines well with their Rapid Assault ability, which allows them to make a free charge when targeted by the maneuver zone on the tactics board. Creative use of these two tools can turn the Outriders into a perimeter nightmare for your opponent, darting in to cause damage and then escaping destruction to attack once again.