Heya man, I was surprised to recognize your name from my Infinity days and am stoked to see you've made the transition to C:LAK! Looking forwards to more of your insightful analysis... Andy
That was interesting. They also said that getting rid of retinues lowered the price buy in point. No need for retinue models which were quite costly. I agree it could have been done differently by just negating the need to have the models in official tournaments. It has toned down characters which is a good thing overall.
Thanks for doing this. Just getting into the game(s), and your channel has been a great find. (If anybody knows a channel that makes First Blood content, I'd be interested to know, but I haven't found one.) Seems like a great game and this gave me a bunch of confidence about it's developers.
I like the gothi being gone, he felt like an auto take, also with these changes the shaman will be joining a unit of bearsarks where he will be a useful addition, giving pseudo blessed for defence and having an offensive output spell.
Amusing when all the armies in the game get massive updates and Nords get like 10 lines with no changes to Werewargs. Ulfs needed more tweaks and Sarks needed something to compensate for loss of Gothi. Stalkers probably a slight downward points adjustment to compensate for loss of scoring with warlords not named Jarl.
With the benefits of a few months of play, lemme go over the important changes to City States: Removing Retinues really hurt the Aristarch and Polemarch, but overall the characters are much better balanced now. We lost a relic that allowed big Phalanx bricks to always inspire and got that moved to the basic Strategic Stack mechanic. It's less consistent but more flexible now, which is probably a net gain. The Aristarch's new supremacy is fantastic. It offers some some very unique tactical deck manipulation and is one of the few things in the game that can further manipulate the Supremacy roll. In addition, he got Selinoi moved to Mainstay, and that helps him compete with the Polemarch's mainstay Haspists and Agema. The Ipparchos got a nifty new supremacy. He makes Companion Cav hit a fair bit harder, and shutting off enemy scoring is _really_ strong but it's balanced by only flimsy Cav and Chariots that don't want to be in melee doing it. Both Minotaur units gained a wound per stand, that's a pretty big deal. Neither of those units was tough enough. Selinoi went from 160 to 130. They were absurdly overpriced at 160, they're good now. Both the Agema and Thorakites got a little faster, they needed it. The Mechanist picked up Torque, which reclasses a unit to Heavy for the turn. That's a _huge_ buff to his utility, although he still has trouble casting successfully. All the relics moved around. - we've got a weapon choice between Cleave (4) Clash (+1) Attacks (-1) and Cleave (1) Attacks (+1), which is a lot better balanced. - we've got a "counts for 2 extra scoring stands" banner for a _third_ way to let lights score zones. - we've got a relic that lets the character point at a unit and say "you just automatically roll a 5 on your charge", which is bordering on auto-include. And although it wasn't really part of the balance update, the Chariot got a massive rework in the run-up to their release. It's the best kind of huge shake-up to the faction; top table players will find them a useful but not game-changing tool, but they significantly raise the floor under the low-end performance for beginners and (_be polite, be polite_) more experienced players who aren't very good at the game yet. It's not all sunshine though: I'm disappointed the Eidolon/Mechanist didn't see an adjustment to their shared Supremacy, that -1 speed penalty hurts. The Phalangites and Inquisitors came down in points, they still need more work. Titans came down 10 points and gained two wounds and they're still not quite there. Agema and Satyroi are honestly probably still a little overpriced. The ratio of chaff to good stuff in the Relics, Masteries, and Modifications didn't actually move despite a lot of relics moving. Overall City States got exactly what you wanted for Dweg. They used to be very one-note with basically one viable list archtype, and now they're a lot more flexible.
Quick comment on something you say about the new players at Cancon. Most players have played for several years, some since day one. I think out of the 24 players we had only a few had played a small handful of games and a lot were returning from 2023's Cancon. The Hierodeacon also still has Dark Supplication, but it wasn't changed so it was left off the designer notes.
Thanks for the new video! Agreed with you on the Dweghom, people will still play the exact same things (just a bit less). They are no new playstyles, nothing that makes you want to create new different lists, just another wave of blanket nerfs. Hopefully next update (do we know when?) will improve the less-played units in order to finally bring some breath of fresh air to the ol' Dweghom Gunline. Mayyybe if I dare to dream we'll have a decent Dweghom melee build possible?
An Ardent Kerawegh dueling list with a few ranged units in support is a lot of fun. The fact that it's the weaker Dewg build archtype is kind of scary.
V2.0 came out early last year. It was updated with errata and clarifications in May last year. This is the first change to the rules since then. The core game remains the same but some of the mechanics and special rules have changed.
@@clarkcommando1983 it happens but not as much as warhammer and most of the rule changes are to buff or change points, sometimes sometimes they debuff a unit.
a.t.m. knights are getting a lot of love and giving a lot of power for not so many points. Also shooting is a bit too strong in C:LAK, if it's supposed to be rank and file game.
Well, I started playing with CS and almost dropped the game as they felt so underpowered, I was convinced Conquest has miserable balance on pair with worst GW can offer. It's a case of "love the models - hate the rules". Everything is overly complicated, every bonus brings a malus as well, but bonus is not all that strong to begin with. Really bad to play and poorly balanced.
Haha can't believe I looked up the new stoneforged rules right after posting this...
Heya man, I was surprised to recognize your name from my Infinity days and am stoked to see you've made the transition to C:LAK! Looking forwards to more of your insightful analysis... Andy
Thanks for watching the vids Andy
That was interesting. They also said that getting rid of retinues lowered the price buy in point. No need for retinue models which were quite costly.
I agree it could have been done differently by just negating the need to have the models in official tournaments.
It has toned down characters which is a good thing overall.
Thanks for doing this. Just getting into the game(s), and your channel has been a great find.
(If anybody knows a channel that makes First Blood content, I'd be interested to know, but I haven't found one.)
Seems like a great game and this gave me a bunch of confidence about it's developers.
I like the gothi being gone, he felt like an auto take, also with these changes the shaman will be joining a unit of bearsarks where he will be a useful addition, giving pseudo blessed for defence and having an offensive output spell.
I would have preferred just changing the Gothi if they felt it was too OP.
Amusing when all the armies in the game get massive updates and Nords get like 10 lines with no changes to Werewargs. Ulfs needed more tweaks and Sarks needed something to compensate for loss of Gothi. Stalkers probably a slight downward points adjustment to compensate for loss of scoring with warlords not named Jarl.
With the benefits of a few months of play, lemme go over the important changes to City States:
Removing Retinues really hurt the Aristarch and Polemarch, but overall the characters are much better balanced now.
We lost a relic that allowed big Phalanx bricks to always inspire and got that moved to the basic Strategic Stack mechanic. It's less consistent but more flexible now, which is probably a net gain.
The Aristarch's new supremacy is fantastic. It offers some some very unique tactical deck manipulation and is one of the few things in the game that can further manipulate the Supremacy roll. In addition, he got Selinoi moved to Mainstay, and that helps him compete with the Polemarch's mainstay Haspists and Agema.
The Ipparchos got a nifty new supremacy. He makes Companion Cav hit a fair bit harder, and shutting off enemy scoring is _really_ strong but it's balanced by only flimsy Cav and Chariots that don't want to be in melee doing it.
Both Minotaur units gained a wound per stand, that's a pretty big deal. Neither of those units was tough enough.
Selinoi went from 160 to 130. They were absurdly overpriced at 160, they're good now.
Both the Agema and Thorakites got a little faster, they needed it.
The Mechanist picked up Torque, which reclasses a unit to Heavy for the turn. That's a _huge_ buff to his utility, although he still has trouble casting successfully.
All the relics moved around.
- we've got a weapon choice between Cleave (4) Clash (+1) Attacks (-1) and Cleave (1) Attacks (+1), which is a lot better balanced.
- we've got a "counts for 2 extra scoring stands" banner for a _third_ way to let lights score zones.
- we've got a relic that lets the character point at a unit and say "you just automatically roll a 5 on your charge", which is bordering on auto-include.
And although it wasn't really part of the balance update, the Chariot got a massive rework in the run-up to their release. It's the best kind of huge shake-up to the faction; top table players will find them a useful but not game-changing tool, but they significantly raise the floor under the low-end performance for beginners and (_be polite, be polite_) more experienced players who aren't very good at the game yet.
It's not all sunshine though:
I'm disappointed the Eidolon/Mechanist didn't see an adjustment to their shared Supremacy, that -1 speed penalty hurts.
The Phalangites and Inquisitors came down in points, they still need more work.
Titans came down 10 points and gained two wounds and they're still not quite there.
Agema and Satyroi are honestly probably still a little overpriced.
The ratio of chaff to good stuff in the Relics, Masteries, and Modifications didn't actually move despite a lot of relics moving.
Overall City States got exactly what you wanted for Dweg. They used to be very one-note with basically one viable list archtype, and now they're a lot more flexible.
I love conquest, about 8 months in, dweghom main, I do wish city states were a bit better
Lucky you for being smart and not starting CS. CS are terrible. I got a full army of CS and they just simply suck.
Quick comment on something you say about the new players at Cancon. Most players have played for several years, some since day one. I think out of the 24 players we had only a few had played a small handful of games and a lot were returning from 2023's Cancon.
The Hierodeacon also still has Dark Supplication, but it wasn't changed so it was left off the designer notes.
Thanks for the new video! Agreed with you on the Dweghom, people will still play the exact same things (just a bit less). They are no new playstyles, nothing that makes you want to create new different lists, just another wave of blanket nerfs.
Hopefully next update (do we know when?) will improve the less-played units in order to finally bring some breath of fresh air to the ol' Dweghom Gunline. Mayyybe if I dare to dream we'll have a decent Dweghom melee build possible?
An Ardent Kerawegh dueling list with a few ranged units in support is a lot of fun. The fact that it's the weaker Dewg build archtype is kind of scary.
How often do they change the rules?
V2.0 came out early last year. It was updated with errata and clarifications in May last year. This is the first change to the rules since then. The core game remains the same but some of the mechanics and special rules have changed.
Thank you I’m totally new building some nords currently
@@clarkcommando1983 it happens but not as much as warhammer and most of the rule changes are to buff or change points, sometimes sometimes they debuff a unit.
@@clarkcommando1983 game dev said that maybe they'll completely redo the Nords to have them as brawler army. Currently they're a finesse army.
I just scrub off whole complain post about new update becouse fuck, nobody wants to read that, even at PB Discord.
a.t.m. knights are getting a lot of love and giving a lot of power for not so many points. Also shooting is a bit too strong in C:LAK, if it's supposed to be rank and file game.
Nerf tontorr to the ground!!
Needs a 10-15% point increase at least.
Well, I started playing with CS and almost dropped the game as they felt so underpowered, I was convinced Conquest has miserable balance on pair with worst GW can offer. It's a case of "love the models - hate the rules". Everything is overly complicated, every bonus brings a malus as well, but bonus is not all that strong to begin with. Really bad to play and poorly balanced.