When to run 3 NCUs?

Hecaton

New member
It seems like running 2 or 3 NCUs is what people do. Whay affects your guys' decision making process in this regard? When do you run 2, when do you run 3?
 

Gallahad

New member
I haven't run three in any games yet but I plan to in my next game. I feel like the more your opponent relies on tactics cards to drive their game play, the more valuable 3 NCUs are.
Basically many commander tactics cards give extra bonuses when you control certain zones, and I like the idea of having an NCU specifically to block the choice the other guy really wants.
With FF Lady Val is obviously a strong choice for this or Baelish if you are anyone else.
I'd be interested in hearing what others with more experience have to say about it.
 

King_Kraken

New member
This is a really tough and nuanced question to answer, oh boy.

This is going to largely be influenced by my perspective as a Stark player predominantly. Generally speaking, each faction wants 2 zones that either synergize with the play style of the combat units on the board (Baratheons might want the bags before they take the swords to make their tough units last longer, for example, or certain units getting to proc different effects than the zone would normally allow such as "Onslaught") or, as tends to be the case more frequently, their cards encourage the possession of those zones such as Starks' Devastating Impact having a stronger effect when the Stark player owns the Horses space.

So, that tends to mean that (on top of wanting to claim the zones' effects themselves), you'll always want at least 2 NCUs to claim the spaces you need and have some flexibility in claiming zones beneficial to the state of the game independent of card effects.

But the choice to go from 2 to 3 NCUs is an interesting one that depends on a lot of different factors. It might be that you want an unkillable activation that's cheaper than a combat drop, or that the NCU in question's ability is a nasty one, or maybe you just have an awkward 3 point gap in your list that's not useful for anything else. Generally speaking, though, I think most players would ascribe to the maxim that 2 NCUs covers your faction's tactics board needs for your cards, and the 3rd is purely for area denial or situational tactics board needs (say needing the money bags after you just got slammed by some Mountain's Men).

From a Stark perspective, if I'm taking Howland Reed I always have 3 NCUs by virtue of having a free one. Generally, though, since most of the Stark NCUs have actually rather potent Influence abilities that mesh well with the faction, I tend to take 2 of them for 7-8 points because I'm taking them just to cover my bases and provide my army with an extra punch. If I have the points leftover, I take Sansa or Arya for the once-per-game boost and cheap activation + zone claim (unpopular I know, since Sansa is usually the starting point for all Stark lists).

My usual Stark NCU suite varies depending on the list. My tough, defensive Tully list runs Ned Stark and Sansa. My Howland lists run Howland, Arya, and Sansa/Catelyn. And my Robb lists usually have Rodrik and Arya/Catelyn. If I think I'll be facing a particularly nasty NCU suite or a list built to dominate the tactics board, I'll try to stick to just 2 NCUs, but it's really difficult to peg exactly why any army chooses 2 or 3.
 

Oakwolf

Member
It seems like running 2 or 3 NCUs is what people do. Whay affects your guys' decision making process in this regard? When do you run 2, when do you run 3?

I usually end up with 2, but the decision depends entirely on the army i am building. Some faction/commanders will favor few or more.

For example, if i think i can get away with 1 NCU, and bring one more unit on the table, then that's fine by me.

I've used 1 NCU in the past with Free Folks (not always, but more so than most factions). That's because their units are usually not elites so the effect of some zones is less impactful, and because their deck only favors the Manoeuvre zone. Their tactics and some units also benefit when engaging 2 vs 1, which kind of encourage more combat units over NCUs imho.

3 NCUs would work well with super-elite forces..to multiply their efficiency and increase the activation count cheaply.

One of the times i've brought 3 was with Joffrey (as commander) to enhance the prowess of the King's Guard. I've done so as well with Tyrion.
 

sacrilege83

New member
In 30 points games it is okay to run 1 NCU but never more than 2.

In 40 points 2 NCUs should be optimal, if you go 1 more then you might be sinking too many points into NCUs unless you're playing Free Folk. You should have at least 2 NCUs preferably to cover those 2 specific political zones that your faction's house deck covets.

I play 40 points Free for All quite often, going 1 or 2 NCUs is fine, add one more then it is very likely it won't get played during multiple rounds.
 
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