Am I suffering from hubris or not? Of course not, I am one of the ruling class of a Great Kingdom. So get back in your box you miserable piece of dung and leave me to my business.
The Great Kingdoms faction in Saga represents order, a strong ruling class and pretty much a desire to be left alone. If you are out to conquer the known world, deliver rampage and mayhem then this is not the faction for you. But if pristine ranks of beautiful equipped troops tickles your fancy then the Great Kingdom’s might be the faction for you
My wargaming cabinet is full of Great Kingdom suitable armies from WHFB and playing ancients. High Elves, Bretonnians, Dwarves (which we also covered with Masters of the Underneath), Caesarean and Early Imperial Romans and ancient Greeks. So my challenge is to find a few playable version of the Great Kingdoms rather than just a one size fits all list.
The Great Kingdoms have the Winged Mount option for all heroes and heathguard units, given then flying cavalry with the associated manoeuvre benefits counted by their inability to every hide without magic.
So what makes the Great Kingdoms faction great?
However being rather civilised and all that jazz, means that you only have access to a single unit of creatures (either biped or quadruped) and single monster.
Your lieutenant options is the Captain who’s special ability is to bully any heathguard, warrior or levy units into action with “we obey”. Unfortunately creatures, monsters, war machines and other heroes think the captain is a self opinionated git and just ignore him. However a captain in your warband means that you can keep one flank active whilst your warlord is off on the other.
Warband Selection and how to make it both pretty and effective
The first principle of this warband placing defendable terrain and creating a clear field of fire for your levy and war machine.
Levy bow have a range of L and because they have none of the hitting benefits of crossbows or firearms you want to ensure you get as many shots as you can. 12 bow levy in defensive terrain is tough to budge but also hard to ignore. Positioning the Captain near your levy means it will always be able to shoot and maintaining a M+ gap between it and your war machine means you can use Enfilade (common) to shoot twice. The key here is that you need to be able to shoot with both units in order to use Enfilade so you need to keep those levy within L. The Static War Machine can target anywhere on the board it can see, so you also want to give it they best field of vision you can. However this also means that it is generally in vulnerable position to chargers and therefore it is a must to ensure that you have it behind uneven terrain, as it means no-one can get to you without having to spend at least 1 turn within aggression 4 range. As war machines count uneven and dangerous ground as impassable I play that you can’t deploy in them either.
The second principle is that you are going to have to draw them in and risk some pain first.
The third principle is to hit them when then bounce and to hit them hard.
Your captain is there to ensure you can shoot, take fatigue through Exhortation on defence and with Inspiration in attack. So you want to position him so he can be within M, but also move M+M to support the counter attack. You don’t want your captain in melee. However your Paladin is another matter entirely and you want to ensure that he is in a position to intercept or countercharge any creatures or monsters.
