How to Choose Your Faction

Pick the right Great House in War for Westeros. Compare Stark, Lannister, Targaryen, and Night King playstyles, strengths, weaknesses, and multiplayer identity.

Faction Choice Defines Your RTS Identity

Choosing a faction in Game of Thrones: War for Westeros is closer to picking a commander in a fighting game than selecting a cosmetic skin. Each Great House and the Night King faction advertises distinct army compositions, economic rhythms, and risk profiles. Your choice influences which heroes you command, which units you learn first, and which losses feel acceptable. Before launch hype pushes everyone toward dragons, pause and match house philosophy to how you actually win RTS matches.

This guide compares the four primary factions using preview materials, trailer evidence, and wiki articles like All Factions, Tier List Preview, and house-specific pages. No house is objectively "best" in a vacuum — power depends on map, mode, and player skill. The goal is fit: find the banner you will still enjoy after ten losses teach you hard lessons.

House Stark — Defense, Honor, Northern Tempo

House Stark appeals to players who value steady defense, morale stability, and climatic familiarity with northern biomes. Jon Snow's marketing presence suggests heroic infantry play, wolf cavalry or direwolf motifs, and strength around the Wall and snowy choke points described in Biomes & Battlefields. Stark is for patient commanders who accept slower early expansion if it means punishing overextended enemies in winter terrain.

Weaknesses likely include poorer early gold or diplomatic flexibility compared to Lannister trade engines, and less aerial dominance than Targaryen. If you rage-quit when a flashy flying unit erases a formation, Stark may frustrate you unless you master anti-air and timing counters documented future in Units & Armies. Read the dedicated House Stark page for deeper lore-mechanics ties.

House Lannister — Economy, Siege, Ruthless Efficiency

House Lannister targets players who treat war as accounting. Gold buys mercenaries, siege engines crack castles, and political cruelty translates into temporary buffs or debuffs in preview speculation. Jaime Lannister as a marquee hero implies elite cavalry and duelist moments, while Lannister armies likely excel in pitched battles funded by superior infrastructure.

The downside is hubris: expensive armies hurt when lost, and Lannister players may become priority targets in multiplayer alliances per Alliances & Betrayal. If you dislike macro-heavy openings, Lannister demands discipline. Study House Lannister and compare against Stark to see whether you prefer honorable holds or calculated trades.

House Targaryen — Aggression, Dragons, Map Pressure

House Targaryen is the headline faction for spectacle. Dragons suggest high micro ceiling, burst damage, and psychological warfare — enemies scatter, formations break, and objectives become contested the moment wings appear on the horizon. Daenerys embodies breakout potential: behind early, then unstoppable if air superiority arrives intact.

Balance risk accompanies power. Anti-dragon tools, resource costs, and focus fire mechanics may limit spam. Targaryen suits experienced RTS players willing to scout relentlessly and accept uneven matchups until late game. Cross-read House Targaryen and Heroes before committing, especially if team multiplayer roles need flexible backup plans in Co-op.

Night King — Attrition, Horror, Asymmetric Warfare

The Night King faction trades conventional charm for dread. Undead hordes, rising dead, and winter creep imply attrition strategies: lose units yet return pressure, exhaust enemy economies, and win by map denial. This house fits players who enjoy psychological pressure and long horizons, not those seeking quick honorable duels.

Night King gameplay may punish passive defenders who ignore objective timers. Yet burst-focused players might struggle if heroes and elite humans delete key undead lords. Preview the Night King article and matchup thoughts in Jon Snow vs Night King before selecting ice over fire.

Decision Framework Before Launch

Use three questions: Do you prefer macro, micro, or map control? Do you want symmetric fair fights or asymmetric tricks? Will you play campaign first or jump into Multiplayer Overview skirmishes? Answer honestly, then try our Faction Selector quiz for a second opinion.

You can main one house yet learn others for matchup knowledge. RTS mastery often requires knowing enemy timings. Wishlist on Steam, read How to Prepare Before Launch, and revisit Tier List Preview after balance patches. The throne is heavy — pick the house that helps you carry it.

Frequently Asked Questions

Can I change faction after starting?
Campaign restrictions depend on unreleased mission design. Skirmish and multiplayer typically allow faction selection each match.
Which faction is easiest for beginners?
Preview materials suggest Stark defensive simplicity or Lannister economic clarity may be approachable, but official tutorials will confirm.
Are all factions in the tier list equal at launch?
Day-one balance rarely stays perfect. Use the tier list as a snapshot, not gospel, and expect hotfixes.
Do factions share the same units?
Core RTS skeletons may overlap, but faction units and heroes aim to be asymmetric. See Units & Armies for details.
What if I like multiple houses?
Pick one main for mastery, rotate others in skirmish to learn matchups. The faction selector quiz helps break ties.

Related Pages

Wishlist on Steam

Wishlist on Steam