Conquest The Last Argument of Kings is now a year old. The game seems to be going from strength to strength at the moment. With a new wave of models recently released it was time to get hold of a copy to see what’s happening.
You may remember that Adam has had a look before at Conquest. As he has moved on we wanted to keep the coverage going so I am starting from scratch. The two-player starter set contains a force of 100 Kingdom and also The Spires.
Opening the box there isn’t much except a mass of sprues. No bells and whistles are needed. Just a solid game plan, miniatures and a few dice.
Without rewriting the wheel I agree with pretty much everything Adam has said. Although that being said I didn’t think the models were that bad to put together, other than the abomination. So let’s go a step further. Whilst building the forces in the starter box I came across a curiosity that isn’t just confined to Conquest. One of the forces cannot be made completely legal.
The Spires faction cannot field all the models from the box. It could have been sorted by the inclusion of another card for the Force-Grown Drones. As the box stands you can either take the Abomination or Brute Drones. Its a bit of a shame but at the end of the day it is a starter set. The Spires force (if you ignore the rules on force selection) weighs in at about 590 points. Whilst the 100 Kingdoms comes in at 580. Both forces come with a heap of options for customisation. When I spoke to the guys at Para Bellum about this they were pretty chilled and open about it. The starter set is designed to entice, even the recommended demo layout isn’t a game legal force but is more about the flavour and mechanics.
So straight out of the Conquest box, we have all we need for some great little skirmish games. Whilst I am still building up the miniatures the bases are ample to get a feel for the game. One thing that I both love and hate so far about Conquest is its Command Phase. During this phase, each regiment either on the field or arriving via reinforcement has their card put in an order by the controlling player.
During the turn, this is the order that they will activate. I love this phase as it really is a plan for what is going to happen in the next round. In my mind’s eye I can create this massive plan to obliterate my opponent completely, dice rolls excluded of course. What I don’t like about this though is it takes away the reactive ability to counter your opponent’s moves. This being said it’s very subjective and I am getting used to it. Maybe I might even grow to like it.
So why would I continue playing a game if I am not overly keen at the moment on one of its key mechanics as there are other games where I like all the mechanics straight from the start. Well, there are a few reasons. One of the reasons is the models, they just look so cool. The abomination is kind of right up there in terms of size and looks. The rest of the range looks almost as appealing. Secondly, I like the force building side of it. I will go into this in more detail in a later article but each character you select unlocks different troops in different ways. Each regiment is classed as either mainstay or Restricted, but the classification is based on the character accompanying them.
As an example, I will use the Spire models from the Last Argument of Kings starter set. The Pheromancer from the core box has Force-Grown Drones, Prowlers and Onslaught Drones listed as mainstay, with the Abomination, Stryx and Brute Drones as restricted. For each Mainstay regiment you have, you can include a Restricted regiment. Hence why the starter force for the Spires is illegal to play going by the letter of the rules without excluding one of the Restricted regiments. This is where the force building can get really fun and I have thoroughly enjoyed theory-crafting forces. As you can add as many characters in as you wish. So the different possibilities are really endless and varied.
As I have concentrated very heavily on the Spires forces (can you guess which I am collecting). It seems only right to shed a bit of light on their protagonists the 100 Kingdoms. Straight out of the box you have a small but 100% legal force for the tabletop. A unit of Knights to accompany the mounted Noble Lord. Now while these are really nice models to assemble and paint, I just don’t fancy being the good guys anymore. However, the Knights with the accompanying Noble Lord hit like a hammer. Although only four attacks per stand, and needing a 1 or 2 to hit ever time a defender rolls defence against these attack they are rolling on -2 to their defence.
Being Noble and footmen the 100 Kingdoms are easy to paint. Being mainly metal chainmail and armour with bright swatches of colour. Seeing people play them on the table is awesome. The 100 Kingdoms make a vast tapestry of bright colours.
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