So you like Warhammer 40k, but don't have five hundo to drop on an army or the time to paint it? Or maybe you're tired of GW not playtesting any of the rules? Or perhaps you like adversarial deckbuilding games in general, and are put off by MTG's pay-to-win element?
PERHAPS YOU SHOULD TRY MUHFUCKIN' CONQUEST, FRIEND
So what is it!?
Conquest is an adversarial deckbuilding card game, in which players use custom decks to deploy units for board control and then ultimately GET STUCK IN AND BEAT EACH OTHER IN THE FACE vicariously through cardboard. It's set in the Warhammer 40,000 universe and therefore it is
metal as fuck.That sounds rad but I guess that means I need to spend like three hundred on cards and then learn a huge card pool, right?
Nope! Because it's one of Fantasy Flight's Living Card Games, all you need to get started is a forty-dollar core set. This gives you seven decks to play against your friends! If you like it and decide you want to start building your own decks, it's best to start with a second core set, this will give you a ton of options. Aside from that, there are three expansion packs out now, with another due this week--for a total entry fee of less than a hundred bucks! The game is still very young, so strike while the iron is hot!
Okay well how does the deckbuilding work?
It starts with a few decisions you make which will determine the general flavor and playstyle of your deck. First, you choose a faction (more on them later). Then you choose a warlord and an allied faction. Warlords come with a signature squad of eight cards, of which four will always be a special, powerful unit only they have access to, two will be a strong event, one will be an attachment of middling to great quality, and one will be a support card that can often win entire games on its own. Warlords themselves are key cards which are not drawn and not included in your deck's minimum size--you start with them on the table, and commit them to a planet each round. They're always powerful, and their presence alone can often win battles for you. But if they die, it's an automatic win for your opponent! You can also include non-signature and non-loyal cards from one of two factions--there is a faction wheel which I'll talk about in the next section. The only other requirement for your deck is that it must total at least fifty cards (not including your warlord), with no more than three of anything (except your signature unit).
Hm hm okay well I only want to do this if I can play my favorite army from the tabletop...
Well unfortunately only seven of the tabletop armies are represented in Conquest as of right now, with Daemons and Chaos Space Marines rolled into one, but you'll probably like at least one of them. They are:
Astra Militarum
The Hammer of Humanity, formerly known as the Imperial Guard, they're one of the game's token users, with cards that create and enhance Soldier tokens with attack and health of 1 and 2, respectively (henceforth noted as 1/2). They also have the strongest vehicles in the game, which are basically just army units that can't use certain attachment cards. They have tribal effects and cards that sacrifice your units to high effect, though not to the same degree as Chaos. They are also incredibly resilient, with four two-shield cards in faction (most have just two, or even one), and they have the strongest support cards. They're slow to come out of the gate, but if you can lay the foundation for a strong lategame, you can swing the game back in your favor without your opponent noticing until it's too late.
Space Marines
The Emperor's finest warriors, Space Marines are the faction that everyone hates to play against because they're a goddamn nightmare. The coreset warlord is a strong fighter and his ability gives you a resource (the game's currency) whenever an enemy unit is destroyed at the planet he is at, which seems irrelevant and not very interesting until you realize that most games it works out to like six extra resource you get for doing something you want to be doing anyway. They have the fattest unit in the game right now, an 8/8 dreadnought, they have a card that lets you destroy a unit damaged by any one of your attacks, they can declare Exterminatus on planets, wiping out all units there, they can play an Indomitable to cancel any one attack of yours, and they can summon a drop pod assault mid-battle, resulting in basically a free deploy out of nowhere and I HATE THEM TO DEATH. That said they're not as dominant after the release of a few packs, and we're starting to see far more deck diversity at tournaments.
Tau
Tau are the young upstart of the galaxy, with some of the strongest tech, represented in Conquest by their
vastly superior attachment cards. They are also a very mobile faction, with a fair number of ways for them to move between planets, normally a very difficult feat. Their units are generalists who trend toward the weak side, attack-wise, but become very scary very quickly once you start playing attachment cards, and they're better than most at winning the command struggles you need in order to draw those cards.
Eldar
Eldar are the obligatory ancient and dying race of haughty space elves. Their units are generally very powerful, very sturdy, but fairly expensive. Their coreset signature unit is one of the strongest--a 3/3 for 3 resource that deals +2 damage to tapped units. Combined with their warlord, who taps an enemy unit when deployed to a planet, they can be VERY scary, generating card value just from powerful attack after powerful attack. Combine them with Silvered Blade Avengers, who can tap an army unit when they attack, and Iyanden Wraithguard, whose strength 4 attacks ignore shields, things can get very scary. They play the most like an MTG control deck, with Eldorath taking units out of the first round of combat by tapping them, and cards like Nullify, which cancel any event played by the opponent, and Doom, which destroys all army units in both player's Headquarters. Their only weak point is a lack of cheap units with which to contest early planets, but those can easily be imported from their Tau allies.
Dark Eldar
Dark Eldar are, predictably, the dark mirror of their Eldar brethren, having given in to their decadent urges millenia ago. They're pirates, raiders, and torturers, stealing, killing and generally making life difficult for everyone else, which is why they're the most disruptive and annoying opponents in Conquest. Many of their cards create automatic card advantage, either by forcing discards, destroying units, or making your command struggles irrelevant, and their core set warlord creates a 2/1 token every round. Their units tend to be flimsy but strong; their events, supports and attachments tend to disrupt their enemies instead of buffing their own units. They don't have a lot of endurance, so if you can bloody their warlord early or establish a powerful economic advantage, you have much better chances.
Chaos
Daemons and Chaos Space Marines are rolled into one faction for Conquest, which means all your worst enemies are working together! Chaos units hit VERY HARD. Very, very, very hard. Vicious Bloodletters can wipe out entire armies with one swing. Warp Storm empties planets. The coreset warlord, Zarathur, increases ALL DAMAGE DEALT by one at his current planet. Possessed have the single strongest basic attack in the game at strength 9. Basically if all you want to do is turn your enemies into a heavy red fog, Chaos is for you. The tradeoff is that their most powerful units are extremely expensive, and they have a really difficult time winning command struggles, which means getting that money can be tough. The Cultist tokens they create can be used to make Daemons cheaper but right now there aren't many ways to get them on the table. Chaos also has fewer shields than everyone else, which makes it hard to protect your very expensive units. On the bright side, Nurgle units tend to be sturdy enough not to need shielding, providing some much-needed efficiency.
Orks
Orks are big green monsters who love fighting and looting. And that's pretty much it. Oddly, they have the most specialized units, with Boyz for killing vehicles and flyers and support structures. More broadly, they're the only faction with any support destruction at all. Unfortunately, these specialties aren't that important since vehicles and flyers aren't very common, though you're likely to get some mileage out of destroying supports. They also have very few units with more than one command icon, and many with none at all, so it's easy for them to stall out. On the bright side, they're sturdy and their warlord gives them all Brutal when he's at the same planet as them, which gives them +1 attack for each damage token on them, and if all else fails, you can always try to bury your opponents under waves of snotling tokens. Oh and also WAAAAAAAAAAAGH
Those are the coreset factions, and it's also the ally wheel, with Orks looping back around to Astra. And, FFG has said that both Tyranids and Necrons will be added to the game at a later date--Tyranids are in fact arriving in a few months; they'll be another token army (which will work sort of like Slivers, for those of you who play MTG), but they also have a Synapse unit, which is basically a secondary Warlord, and they will not be able to ally with anyone, because they are a horde of thoughtless ravening eatmonsters. Necrons are due out...in awhile. The way FFG times these releases, it probably won't be until next January at the earliest, and we don't have any details on what their mechanics look like, but word on the street is that they'll be able to ally with any of the core factions, with Necron units themselves being generalized and durable.
Okay wow that's a lot of stuff. How do you actually play it?
Basically, the game comes with ten planet cards, each of which will have 1-3 symbols on it. You deal five of them out faceup at the start of the game, with two more to be revealed in subsequent rounds. This is basically the board you play on. The first planet is the only one that can be won for points each round, and the first player to three of the same symbol wins. You can also lose if your warlord gets killed, but this is generally pretty tough to pull off as they all have quite a bit of health. When the game starts, players take turns deploying units, support cards and attachments. When both players have finished, the game goes to the Command phase, in which players compete for cards and money. After that it goes to Battle where you kill each other in order to determine WHO'S BETTER AT LIFE. Then you take a breath in Headquarters phase, and then you do it all over again until somebody wins. IT'S SUPER FUN. Here's a video Fantasy Flight made to show how it works.
https://www.youtube.com/watch?v=2EXfeEGuxwkOkay SHUT UP AND TAKE MY MONEY where I can I get it?
Fortunately, because it's published by Fantasy Flight and not Games Workshop, you can actually find it in convenient locations all over the place! Your local game stor probably already has it, and if not, you can get it from whatever website you buy boardgames from (please not Amazon, they're the worst), or from FFG's online store.
Great I guess I need someone to play it with THANKS, IDIOT
Well you should ask friends if they want to try it with you! It's still a pretty new game so most of the community has to be made, not found, but you can check the forums on Cardgamedb, Boardgamegeek and Reddit to see if there's a scene in your area. Here in Seattle, there's a group that meets to play it on Monday nights at Card Kingdom. I also play Netrunner at Green Lake Games on Thursdays but I do bring my Conquest decks in case somebody wants to try it out there as well, so just drop me a line if you want to come out.
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This means of course that (for me at least) there's an approaching zero chance i'll ever get to play it. Magic really smothers everything with sheer inertia at any card shop I've been to and since there's no online option cant even take that route.
I certainly hope it does well (as I do with several other games) so that there is a larger community for it, but unfortunately I have to watch from the sidelines
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Also:
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Switch: SW-0653-8208-4705
Aside from all that, it is good they are adding tyranids/necrons in the future. I am hoping that interest picks up for lcg's in general around here.
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A match can take 20 minutes to an hour. The decisions you need to make are very engrossing. You get very little resources/card draw compared to other games.
One of the more innovative features of the game is the resource system. Instead of land cards or a card purely used for resource development they have come up with a Command Struggle. The way you win a Command Struggle is by having more Command icons on your cards than your opponent at a particular planet. So instead of dedicated resource cards, your rank and file army cards have a varied number of Command icons on them anywhere from 0-3. So when you choose cards for deck building you don't have any filler resource cards that will mess you up by being mana flooded or mana screwed. You just put in more units and make sure a bunch of them have Command icons on them.
I've been to 2 tournaments for this in NYC. I plan on going to a third this Saturday.
Hm, not sure where I got that idea from then. Obviously I've never used octgn.
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BUT taken a close look at it but not play it yet I think I really, really, really like this game. It has some meaningful decision making without being a cluster-fuck like Star Wars was (you just can't cover everything you need to do) AND they managed to make 7 different factions feel unique and fit their flavor all in one box.
I haven't tried Netrunner yet, and stopped trying to pick up things for Game of Thrones when 2nd Edition was announced so this will be my go-to LCG for at least the near future. Hopefully I can convince some others locally to play.
I just picked up Conquest, and while I curse FFG for all the one of cards in this game they look lovely.
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it's also totally possible to come back from a bad start--I've lost games in which I bloodied their warlord on turn one, and won games where my opponent got two 3-point planets in the first two turns
I love it at least as much as Netrunner, it's so much fun
Do you mean 1 of's as in the starter/core doesn't give you the maximum number of copies you can play or do you mean there a bunch of "legends" as in magic type legend (can only have 1 in play at a time)?
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The core set is way worse than Netrunner. Netrunner has maybe eight 1-ofs and can function fine with two core sets, in Conquest it's all but two (non-Warlord retinue) cards from each faction and you need three core sets.
It applies all the rules the individual plug-in maker has gotten round to coding. For netrunner that's quite a lot (though certain things and cards are still hand cranked), less so for the Conquest one IRRC.
yeah...it's less than ideal
but you can totally have a lot of fun building decks with two cores, there are only a few cards you'll be really irritated not to have three of
https://fantasyflightgames.com/en/warhammer-40000-conquest-regional-championships/
Each faction has 26 cards, not including the Warlord and his signature squad. When you make any deck the Warlord and his squad are automatically included, if you have more than one core box you cannot increase the number of signature squad cards in your deck.
19 of the 26 cards are one ofs. So if you buy multiple Cores you are only getting extra unusable copies of 7 cards(but there may be several copies of each).
So of all the FFG LCGs I believe Conquest has the least amount of extra cards if you do buy multiple cores.
I mean, I've already purchased two cores of this thing but still feel like my decks are significantly less than optimal just because there are so many one-ofs in the core.
MSRP: 3 core sets is the same price as 1 box of Magic. The core set is the same size as a small Magic expansion (188 cards for 40k Conquest, 185 for Magic: Fate Reforged). A box of Magic gets you a playset of commons and a decent way into an uncommon playset, but nowhere near rares/mythics.
Sure, you'll get duplicates of things you won't use (warlords/squad) in the second box and some more in the third (the two-ofs, but not the neutral cards. 3 boxes gets you 2 playsets of those). But also? Far, far, far less junk than that box of Magic.
You forgot Neutrals, which come in 2s. And that whole "least extra cards" thing is cool... for FFG. For the rest of us the cores are exactly the same cost at Netrunners.
Don't get me wrong -- I understand why FFG produces them the way they do and I'm not complaining about that, but it's pretty undeniable that the Conquest cores are a worse value than Netrunner cores for players who want to build the most interesting decks.
Ideally, they could release a 'core expansion' box to fill out the playsets but I'm not sure that makes economic sense for them to do so.
I was thinking about this the other day when i was debating getting additional core sets for netrunner. i don't know how often people do alternate art on their own for LCG's as compared to custom card artwork in magic but that could be one use for excess cards.
i don't think that's unreasonable. console games are that price range, and a lot of board games are as well. i honestly feel it is even more annoying to buy a core set and then need to spend another $60 just to get a few cards in triplicate especially (and this is the case for me with netrunner currently) i only want maybe 1 or 2 of those cards. i really don't want or need a bazillion more tokens or extra copies of things i already have max copies of. no it isn't the end of the world, and it certainly is cheaper than alternatives(ex: magic), but that doesn't mean it isn't irksome.
at least in some cases the single copy cards were released as promos so you could fill out the extras that way.
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"Irksome" and "annoying" are irrelevant, because you're going to do/have already done it anyways. What matters is the initial, non-committed customer, which pretty much no one in this thread was.
annoying and irksome are incredibly relevant as i am on the outside looking and and it discourages me from purchasing the game.
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Is that about right? I was looking to make two decks from opposite sides of the wheel so I wouldn't have any overlapping issues and Eldar/Tau and Chaos/Orks or DE are what immediately appeals. Not looking for the strongest factions particularly just want to avoid ones that simply don't measure up this early in the meta.
Though when Tyranids appear I will be all over them like a bad rash.
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For Netrunner you have TC, Netrunners.co.uk, Apreche (though he's gone a bit quiet) and a bunch of other reasonable options.
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yeah that's about right
tau get a lot of allied play, especially in Space Marines, because of Earth Caste Technician (get those Iron Halos in hand, brah), Bork'An Recruits, Vash'Ya Trailblazer and Ion Rifle
and allying with Astra doesn't really get the Marines much, though there's a convincing argument to be made for Steel Legion Chimera, I think
Eldar like Tau as well for pretty much the same cards (though Earth Caste Technician isn't remotely as useful for them) but there are strong arguments to be made for the Dark Eldar ally just because of Archon's Terror
Orks really only get allied by Astra since they have good synergy with Straken, and occasionally by Plaguefather Chaos decks because Ork Kannon turns on his ability if your opponent refuses to attack him
Played in a tournament over the weekend. I did a dumb thing and played with the new Ork WL. I played about 8 games with it. I dont think the deck was optimal, and maybe Mr. Zogwort isn't that competitive. I'm switching to some other stuff. Been playing Orks for the last couple of months. I will now begin dabbling with Chaos/Orks as one deck and Eldar/DE as a second deck.
How many Core Sets and which expansions should I buy?
3xCore Sets, because you want to build the best decks.
Howl of Blackmane -- if only for Archon's Palace. Piranha Hunter is good too.
The Scourge -- Klaivex Warleader and Bork'an Recruits.
Gift of the Ethereals -- if you don't want to play the Ethereal Tau WL you could probably skip this one... except that Warlock Destructor is so good for Dark Eldar.
Zogwort's Curse -- I haven't played with these, yet, but Tense Negotiations looks great and Bloodied Reavers are solid. You'll also need this if you want to play the upcoming Dark Eldar toture WL.
Klaivex Warleader is one of the best cards in the game right now
play some games, if you like it, pick up the rest, starting with a second core set
Do the Tau not get as many good units in the expansions?
vior'la marksman, gun drones, recon drone, vash'ya trailblazer
and Ambush Platform
plus most of the Eldar and Space Marine units you'll want to ally with are also in the core set (altansar rangers, eldar survivalist, tactical squad cardinis, eager recruit)
Bork'An Recruits is a very good unit though, you'll definitely want Scourge since it's got both that and Klaivex Warleader
Looking through the rules and the cards... what do Rogue Trader and Void Pirate do? I see they give resources or cards, but how? When?
Those icons modify the amount of resources or cards you get when the controller of the card wins a command struggle at that planet.
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void pirates in particular are an automatic 3-of in pretty much every deck right now