News for May 2010
The Lives of Many Lay in the Hands of a Few 5
A look at Commanders in the upcoming board game Battles of Westeros
Battles of Westeros | Published 05 May 2010

The release of Battle of Westeros is nearly upon us, but there's still plenty to preview before it hits store shelves. Previously, designer Rob Kouba has taken us through combat, terrain, troop management, and unit types. Today, Rob takes us through a closer look at commanders. Enjoy!

Field commanders in Westeros play a large part as they direct and maneuver the bulk of your army throughout the battle. While forces can certainly exist and function on their own, commanders allow players to order units more efficiently and this coordination can often swing the balance in your favor.

Seat at the Table
Although battle plans specify which commanders to use, advanced players will soon be paying attention to what specific commanders bring to the table when playing skirmishes, player-created scenarios, or other battles where players can choose which commanders to employ.

The biggest difference are the cards that a commander will “donate” to the Leadership deck. This deck is comprised of ten basic cards that each House has in common. However, each commander also has 5 cards which are included when he is present in the battle. By learning which commanders’ cards work well together with your particular play style, you’ll gain an advantage when you have an option to recruit your choice of commanders.

Can I See Your ID?
Each commander has a corresponding Commander card that gives you valuable information regarding your commander. Some of the more important things to be found on the Commander card are:

  • Name & Title: The title is what most players will concern themselves with as it details which version of a particular commander a player must use. This will affect which stats and abilities the commander has.
  • Command Limit: The number of command tokens that can be placed on this commander. This restricts the number of leadership cards that can be used by commanders. In the core set, this value can be from 1 to 3.
  • Capture Rating: Commanders are usually worth more alive than dead as they can provide leverage against your enemies. In order to defeat a given commander, you must roll hits equal to or greater than the capture rating in a single attack. Otherwise the capture attempt fails.


Abilities Great & Small
Commander cards also specify two types of abilities: unit abilities and commit abilities. While a unit ability can be used for the duration of the battle, a commit ability can typically only be used once.

Unit abilities are also in addition to the normal abilities figures of that unit type possess. For example, a unit type with the advance ability will still have the advance ability if it comprises the commander’s unit.

Commit abilities are usually more substantial abilities that are limited. Use of a commit ability is monitored by which side a commander is on. The uncommitted side (full-color) side denotes that the commit ability is still unused.

The card is merely flipped facedown when the ability is used to the uncommitted (one-color) side.

Tactical Advantage
Tactics are special card effects that can be used before the main text (command) of the Leadership card is resolved. Each of the five Leadership cards that a commander donates to your leadership deck have the bottom portion (tactic) of the card in common. Since these tactics have to be triggered, it is important that players familiarize themselves with the different tactics they can take advantage of. In this way, a player can work towards fulfilling the trigger on a future turn if they can’t do it on the current turn.

Human Target
It is important to realize from the beginning of the game that commanders are a very important asset and that an early loss can be a very debilitating blow to even the strongest army.

Thanks Rob! Keep watching for more on Battles of Westeros.

Set in the rich and vibrant world of George R.R. Martin’s Song of Ice and Fire series, Battles of Westeros is a board game of tactical battlefield combat for two players. With scenarios that include beloved characters and settings, players can recreate the most significant battles from The War of the Five Kings.

Write Comments     
More News [+]
Comments (5)

Published: 5/9/2010 2:18:01 AM

Im really excited for this game. It looks like it works a lot like tide of iron except medieval times (the board and its overlays and im guessing the units even peg into bases like TOI also), which could be a nice change of pace.

Published: 5/7/2010 12:41:31 PM

 Field commanders, I like the idea, a lot!. This looks so awesome. I'm looking forward to read the complete rules.

Published: 5/6/2010 5:01:30 AM

The more I see of this game, the more I think I will enjoy it.  However, these tantalising glimpses, although individually interesting, still don't allow us to piece the whole thing together.  We either need a full look at the rules, or, as I have said before, one of FFGs' excellant videos of game play.  Not films of knights and bowmen fighting, but how the game actually plays.  See Warhammer Invasion for an excellant example.  In the meantime, push forward with its release before I get too old to play it.


Published: 5/5/2010 6:49:47 PM

Seriously...I can't wait for this.  (Or the book...sigh...)

One of the most anticipated games for me, in a while...

Published: 5/5/2010 3:45:39 PM

                    Me wants!!!!!!

© 2014 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS