Ser HodorSon Of HodorPosts: 758
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Member since: 2016-Mar-20
Topic: House Analysis - Lannister
Posted: 2024-Mar-29 15:12
I think you the above is mostly correct, except for dealing with Tyrell. Yes, if they have an ally, persistence and some help from the Westeros cards, they can break through Stoney Sept support and make life hard. But a skilled and determined enemy with no other distractions can always make life hard, the game would be nothing if that were not the case.
But giving up Searoad voluntarily just makes your potential enemy stronger, and one march away from a back-breaking blow rather than two. That is unacceptable, because part of the reason it is so easy to lose with Lannister is the lack of secure sea areas for support, reinforcement and counterattacks. To compensate, Lanni needs their land empire to be locked down tight. It would be untenable to have Baratheon or Greyjoy one sitting next door to your capital, and with QOT and Loras, the damage potential of a backstab is doubled. So no, never give up Searoad unless Greyjoy is already knocking down your door and you have no other options.
For some of these reasons, my first diplomatic envoy as Lannister is not to Tyrell, but Martell. Which you get around to eventually in the post, and correctly assess that double-teaming with them is not only the most effective way to nab some extra territory, but also allows you to influence the flow of the game more in your favor. I.e., if you know which way Martell is inclined to go, you can be the one to initiate hostilies with their target, softening them up or drawing out big cards that make it easier for Martell to strike out earlier in the game rather than turtling up for 8 rounds. As soon as they do that, a great deal of pressure comes off you, and your options become significantly wider.
What I think you are getting to is that the options for a Lanni win are either a quick, decapitating blow at sea to Greyjoy, or slowly oozing out overland to eke out a tiebreak. The latter is doable, but it is important to be methodical and not get overambitious. You don't actually need to aim to wipe out an opponent entirely; your goal is more just to hold CCP or the Reach against steady pressure, and be in position to grab the other on the final turn.