Kinda a nerdy question, but if you were creating a strategy game, how would you differentiate each region’s military? Any unique bonuses or units for each place?

(They’re all nerdy questions, anon. That’s why they’re good.)

So I did a bit of thinking about it here, but why not go into more detail about how we might go about differentiating the armies of the different kingdoms?

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So here’s what I’d do:

  • the North:
    • Bonus to charge attacks – whether we’re talking about the Dance of the Dragons or the War of Five Kings, the North is most successful when it uses devastating shock tactics, and least successful when its on the defensive (with the exception of Moat Cailin). 
    • New Unit: Northern heavy cavalry. My thinking is that Northern heavy cavalry have an increased chance to cause routs or eliminate enemy commanders, but must pursue fleeing enemies. 
  • the Vale:
    • Bonus to fortifications  – as we see with the Bloody Gate, the Vale fares best by building strong walls and making the enemy attack them, inflicting heavy casualties. Thus, Vale units gain two times the normal advantage from fortifying. 
  • the Riverlands:
    • Bonus to scorched earth tactics – as we see with the various wars of the Riverlands, the Riverlanders are very good at severing supply lines, destroying everything in the line of march, and then whittling down the enemy. So I would give the Riverlands an automatic Pillage ability, allowing them to strip resources and move at the same time. 
  • the Iron Islands:
    • Bonus to marine operations: all Ironborn naval units are both warships and transport ships, reflecting the longships’ capacity to quickly land reavers, attack, and then flee. 
    • New Unit: Longship. Can ignore minimum water levels, sail on both ocean and rivers. 
  • the Westerlands:
    • Bonus to infantry: the Westerlands have the best-trained pike levies in Westeros, so they get a bonus to unit discipline and attack power of their hand-to-hand infantry units. 
  • the Stormlands:
    • bonus to artillery: the Stormlands canonically have a combat doctrine of being the best archers plus lots of castle-building, so I’d give their archers increased range and accuracy, doubled when they’re fortified. 
  • the Reach:
    • best heavy cavalry: Reach knight units are stronger than the norm, and have a bonus to unit discipline, representing their devotion to the codes and disciplines of chivalry. 
    • bonus to recruitment/unit size/number of units: to represent the Reach’s larger population. 
  • Dorne:
    • best light cavalry: Dornish cavalry has the highest movement speed of any unit, and gets additional bonus when flanking or counter-attacking.
    • New Unit: Dornish cavalry. Only cavalry unit that can attack with both ranged weapons (throwing spears) and hand-to-hand (lances). 

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