My motivation for writing this guide is simple. I think AGoT has the potential to rival some other great strategy games like Bridge and Chess, except that comparably few people are playing AGoT now. I’d like to help players see the game in different ways, in the hopes that it will improve the quality of the games in general by attracting new players at a medium to high level, and provide everyone (well, me, mainly) with many years of interesting games to supplement the workday. My intent is not to tell players how to play this game with an algorithm, but to illuminate some considerations that I’ve seen good players use in their reasoning. Some background theory will be required first.
Credentials and Scope
My experience is over 100 games on www.thronemaster.net as well as a handful of real life games. I have been ranked in the top 10 players on Thronemaster (by avg. points) since I started playing. Many of my games are played with other top 20 players and I don’t play ranked games with friends, so this ranking is not artificial.
My strategy has been influenced by a few other top players on the site, and I will give them credit here. I acknowledge Poncho and Cyanistes for their excellent diplomacy, BranisStannis for house card management, The Stranger and Strongest_Gallic for order placement, and Earthshaker for troop movement. I’m sure there are other excellent players whom I have yet to play against or have forgotten, so this list is certainly not exhaustive.
The intended audience for this guide is, really, anyone who can finish reading it! As a guideline, I’m thinking of a player who has played enough games to have memorized the board, and have played each house at least 3 times as my target audience. I will use standard acronyms without explanation, and assume that an experienced reader will not confuse a suggested march to SS as Salt Shore when it should have been Stoney Sept.
----- Table of Contents -----
Levels of War
Introduction
OPENING MOVES
House Baratheon
House Martell
House Tyrell
House Greyjoy
House Lannister
House Stark
LOGISTICS AND CONTROL
Introduction
House Stark
House Baratheon
House Martell
House Tyrell
House Greyjoy
House Lannister
Diplomacy
WINNING THE GAME
House Baratheon
House Martell
House Tyrell
House Lannister
House Greyjoy
House Stark
.
. Still, the point is that there needs to be strong pressure on Bara from somewhere, and ideally from two directions if the player is really strong. The best situation for you is from Lannister, since she will feel pressure from Tyrell and likely get only four castles. It’s easy enough to thwart her runaway victory, with access to RR and a virtually unstoppable navy. This fact alone keeps the western alliance very fragile, as the only way to secure the GS for Lannister is to take another sea when GJ isn’t paying attention. Tyrell in the capital area is also OK, since she is most exposed when in Baratheon lands, and it keeps her out of Sunset (and clashing with Lannister). Martell you can’t stop so when he goes north successfully that is the worst scenario. At that point it’s a race to 7.