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Saturday, July 25, 2026

Faction Focus: Crown

The Crown are, in a word, reliable. By default, they field a range of heavily armoured units with good long-range firepower supported by a mix of less durable, highly specialised, infantry and cavalry.  These are high-quality troops, with good Discipline across the board and a points cost to match.  As traditionalists, slow to evolve to new technologies (like aircraft), the Crown currently have a significant blind-spot in terms of the breadth of their anti-aerial options, but the few they do offer are good at what they do.  Crown Faction Battlegroup Special Abilities are also key to Crown success, giving their units significant benefits in terms of claiming and holding onto Objectives, if supported by your card-play.

You should play the Crown if… you like the rumble of heavy tanks, including plenty of heavy armour to shrug off hits, and high-velocity guns with armour piercing rounds to dish out punishment in return.  The Crown are also highly mobile, with many armoured personnel carrier options allowing for rapid the deployment of the ubiquitous, stalwart Crown Rifles or specialised Engineer Sappers.  They also have one of the best flanking units in the game, in the form of Horse Gard cavalry who can reliably appear in the enemy backline and inflict considerable mayhem.

The Crown also offer a lot of support for their troops, through a range of heavy artillery, field artillery, and fortifications.  These emplaced guns can inflict a lot of damage, but like all forces who boast an immobile backline, Crown Generals who want to deploy significant artillery support, will also need to consider assigning protection for these big guns, lest they become easy prey for flanking enemies, or aerial sorties.  Crown players are also likely to have clear priorities for both their low and high value cards to support faction and unit special abilities, which will likely trump the specified effect of a given card, making this phase of the game fairly straightforward.

In terms of modelling and painting, the Crown sculpts include a glorious mix of overstated ornamental filagree and thick plates of riveted armour, reinforcing the idea that the very presence of Crown armour projects colonial might in many parts of the Dystopian World.  Their infantry, clad in something like the ‘1879 Pattern Infantry uniform’ complete with pith helmets are wonderful, and you can also choose to fill you infantry ranks with the turban-wearing rifles from the Indian Raj.  For additional flavour you can take the Sharp Rifles, complete with slouch hats, or Scots with Glengarry caps.

The Dragoon models are also both a joy (in terms of their look and design) and a potential frustration (in terms of being extremely fiddly models to assemble).  Each Dragoon has 8 individual pieces (10 for the Engineer Dragoons) not counting the base and getting them to fit together properly can be a test of patience.  One tip is to paint the pilot and their ‘cage’ before assembly, as it’s tricky to get paint to all the different angles once they are built into the Dragoon walker.  Also pay close attention to the legs, as you will need a correctly paired set if you want the model to be walking forward.   Similarly, the Mordered Heavy artillery may require a little manipulation as they are assembled (before the glue dries) to fit properly into place.

Each Crown unit has a function worth considering, depending on what you may face in terms of your opponent’s force and Clash scenario, but when building your army, don’t leave home without:

  • Dragoons - these are the workhorses of the Crown faction, able to take some hits and still deliver on the mission and as such, are likely to be pivotal to claiming, or defending, Objectives.  There are 3 flavours (Engineer, Heavy and Assault) and each can have an important role to perform in your force, depending on what you’re up against and what you’re taking.
  • Defiance Fighters - in addition to being great all-rounders that are equally good against Light and Heavy targets, these aircraft also offer the Crown a much-needed interceptor with a strong Anit-Aerial attack, to protect from enemy air strikes.  Their versatility makes them a great inclusion in almost any list.
  • Tanks – especially the Galahad Medium Tank and Challenger Superheavy Tank.  These tough customers are top performers in their respective weight categories, especially when used in conjunction with the LINEBREAKERS Special Command to capture an Objective.  Their presence forces your opponent either to target them with a very considerable amount of firepower to get their Victory points, or largely ignore them, allowing them relative freedom to blast-away at will.
  • Rifle Platoons - because so many of the Crown troops are elite, and therefore comparatively few in number, you need some troops who can grab and hold Objectives under fire.  The humble Rifle Platoon, especially when deployed at Reinforced size or larger is better placed to take the hits for their points cost than other Crown infantry and are solid when shooting at Light targets.  Once you factor in the LIONHEARTED Special Command, these troops are likely to perform admirably under fire, so long as you have low-value cards to help them hold their nerve.

While these units should be used with care:

  • Fortifications. The Crown currently has two options for fortifications (the Corfe and Roxburgh) which offer the option of a static, armoured, position with solid firepower - but also yield significant Victory points when Annihilated.  These can be deployed aggressively, including potentially next to Objectives, using the FORWARD special rule. The risk here is that these units have no Melee value, no SPONSONS, and the STATIC special rule – which combines to make them extremely vulnerable to close combat (a Full-Size unit will be Annihilated if one model is destroyed), making them a priority target for your opponent!
  • Royal Engineer Sappers. This is an extremely versatile unit, which can act as a Spotter, improving your Bors Heavy Artillery or Monarch Landship attacks, storm and occupy buildings, or effectively demolish heavy targets through the use of improvised explosives.  A reinforced unit of Sappers fits perfectly into a basic-size unit of Tristan Assault Transports and will likely make excellent use of the built-in ASSAULT RAMPS. But, Sappers are not cheap, are few in number and not protected in any way making them extremely vulnerable, especially if they are going toe-to-toe with Heavy shock troops like Automata.
  • Royal Engineer Artificers. Even more expensive than the Sappers, these specialist Engineers have a few additional tricks in their sporrans.  This includes the CONSTRUCTION TEAM special rule, which seems to have most value for your Rifles and Drake Field Guns, allowing them to be Emplaced and treated as heavy targets as well as providing a Melee boost if they are charged.  The Artificers also have the ability to Repair Artillery and Fortifications.  While undoubtedly useful in a force built around artillery, fortifications and field guns or for a Cataclysm level game, the Artificers may be a difficult inclusion to justify under other circumstances.

On the battlefield, the Crown have some neat options and tactics that play to their strengths:

  • Rolling Barrage – The Drake is a great unit that can punch well above its weight, especially at close range.  If you have a mind to really lean-into this, then the Support Auxiliary Battle Group allows you to take Drakes as a Mainstay unit and also offer the Gun Luggers Special Command – which if successfully issued allows your Drakes to use the STALKERS Special Rule to close to optimal range and then immediately go ‘On Lookout’ ready to blast enemies that move into their pre-sighted field-of-fire.  To fully capitalise on this strategy, pair Drakes with a Rifle Platoon and support both these units with the Royal Engineer Artificers, enabling them to dig-in on (or near) and Objective via Emplacement.  Once in-place, your opponent will likely need to commit significant resources to shift them.
  • Tank Escorts.  The LINEBREAKER Special Rule makes pushing your armoured units forward a viable way of grabbing an Objective. But if you’re expecting your opponent to aggressively come after them with Heavy units in Melee (for example a relentless automata assault, or being trampled and tossed by an enormous robotic crab), you may want to consider an additional level of protection.  An escort may be the solution.  The Royal Engineer Dragoons can provide some invaluable support (or deterrence) with their devastating WRECKERS melee attack.  As an added bonus, they can also repair your tanks from their battle damage and link-up their activation using the SUPPORT Special Rule so long as they stay close. 
  • Queen of the Castle.  The Sovereign Landship is an iconic Crown unit and can prove a very tough nut to crack.  If you have a mind to lean into this, you can use its STRONGPOINT Special Rule, paired with a Crown Rifle Platoon to definitively claim an Objective.  To fortify your castle further, upgrade the battlement defenders to a full unit of Sharp Rifles to add a 32” shooting attack, with the PRECISION Special Rule.  Further upgrades might include a unit of Royal Engineer Dragoons to keep automata out of your moat and repair any battle-damage. Thus reinforced, an opponent will need to expend significant resources to lay-siege to your castle!
  • Heavyweight brawlers.  The Crown offer several options for units that can rain destruction down on Heavy targets at range, putting them in a strong option to smash enemy behemoths. First and foremost, the Merlin Railgun is optimised for this task, potentially inflicting multiple points of damage on an enemy Behemoth with each activation, or knocking out an enemy tank. Mordred Heavy Artillery is also good in this role, albeit slightly less optimised for a killer punch.  If you have the points available and want something tougher, then the Roxburgh Firebase can both dish-out and take a lot of punishment, but it is extremely vulnerable to flankers.  The ultimate option, to wrap your big guns in an armoured shell, complete with SPONSONS and willingness to run-over anything that gets in its way, is the Conqueror Superheavy Tank – or if you can afford the premium points option, a Monarch Landship can really immolate any target, but the weight of its enormous shells mean this will only fire half of the time.

Overall, you can choose to deploy the Crown as a relatively compact force (especially if you lean into Superheavy tanks) with less painting needed than some other factions. The Crown mix of speed, and relatively elite units, means they're competitive in virtually any Clash scenario, but they must also carefully manage their staying-power in games where their enemies are more numerous, or which add a lot of Objective victory points in later turns, as their comparatively expensive and smaller-size units may struggle to go full-distance.  Because the Crown units also tend to be more specialised in the enemies they are designed to engage, Crown generals must choose and deploy their units thoughtfully to have the greatest impact in the fight.

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