Because SAGA is such a bloody game, win or lose a warlord tends to lose most if not all his warband every battle, however the recruitment of just 1 Hearthguard or 2 warriors does nothing to replace the fallen, so the warband is ever decreasing in size. The fate table will also deliver a foul blow to your warlord 50% of the time, and only a lucky roll actually delivers fresh troops.
In this small campaign, Revolt has been rolled 4 times! this being a sucker punch to a victorious warlord who actually loses effectively after winning a hard battle.
This is not right, and produces the scrappy 2 point warbands we are now fielding in the final stages of the campaign. To defend means to potentially miss out on a game - and thus fall even further behind the leader of the campaign.
While the option to ally is there, 4 of the 6 Warlords are unable to use this option due to Quarrelsome, Blood Feuds or some similar traits - or just the other player not wishing to ally with a weak partner he actually wants to attack. And mercenaries are not an option for a weak warlord that has no wealth.
'While the warband is strong recruitment should remain at it's current state, however when a warband is reduced to a 3 point army or less (not 3.5 points, but 3 or less) then the Warlord may recruit a full point unit of his choice to bring the warband back up greater than 3 points.'
Gaining a bonus Victory Point, win or lose once you get to 15 power is too great a reward. It really means that the first person to reach 15 power runs away with the campaign and its impossible to catch up.
'It is reward enough that a Warlord should obtain his own banner, but claiming victory regardless of the battle's outcome is no worthy of nobility'.
Twice now the Escort has been ambushed and twice the very ox themselves have been used as armoured battering rams! With the carts protected by Hearthguard, the Escort is a bonus 3 HG units to the defender even generating 3 additional SAGA dice!
'It is not the work of Heartguard to drive ox carts! this is the work of peasants! From this day forth the Escort shall be driven not by Hearthguard but by levy as is befitting. As levy the defense of each cart is unarmoured and unarmed also - with two drivers to each cart. Also, as the carts must be 'escorted' they need not be activated, but instead move with an escorting unit that starts it's move within 'S' of the cart.'
Hagar ponders... at the start of any battle, the warlord who will move second rolls 3 SAGA dice (regardless of any restriction on SAGA dice limits) and places them on his battleboard. He may place dice on the activation pool, but he may not use these until his own orders phase.
The intention here is to give the second player a chance to defend against a lightning first strike by the player who moves first as this can otherwise break some of the scenarios and make it virtually impossible to win if you go second.
'I am ready for you, whatever you may throw in my direction, my warriors are prepared to fight!'
Hagar ponders... The idea that you can't move to within VS of an unoccupied building is a fudge designed to fix the problem of units being unable to enter a building when an enemy model is within VS of said building, but it creates a much greater problem - namely that you cannot pass between two buildings spaced less than 6" without forming a single column, and you can't enter a village at all if the buildings are placed too close together. It's a rule that was never in the original book, but was introduced as an Errata in Raven's Shadow and subsequently repeated in the Crescent and the Cross.
Hagar speaks; "This rule is an ill-conceived fudge and should be dismissed by all warriors of stout heart. Be not afraid of unoccupied homesteads and obey this more wholesome command";
"A unit may enter an unoccupied building even if an enemy unit is within VS of the building in question. If the enemy unit is in base contact with the outside of the building, this will result in a melee."
i. It is the total number of troops listed on your roster that determines your warband's SAGA points value.
ii. It is the total number of troops that you field in a battle that determines the SAGA points value of your game.
iii. Small units listed on the campaign roster can be merged during actual games into battlefield units of twelve or less.
iv. Large units listed on the campaign roster cannot be split during games into smaller units.
v. Units listed on the campaign roster cannot be partially fielded during games.
Hagar speaks; "Warlords who create big units will create for themselves big problems. Keep your coffers and your rosters full."