Just to throw in my 5 pence (being british) Its probably also worth considering thst sacrificial road blocks are a thing in this game. Because a lot of killing happens on the charge, cheap regiments like militia are useful for just screening more value regiments like house hold guard; blocking enemy movement, setting up counter charges etc.
Have been looking for a rank'n'flank game for a while. This definitely looks really promising,better than KoW or ASOIAF, but the interaction you mention around 18:00 sounds really immersion-shattering - there is no such thing as a counter-charge? Meaning that if two shock units of equal value face one another, one is getting obliterated without dealing any return damage, and there is no way around it? I get that it probably evens out over a game - not getting the initiative there might allow you to declare your own charge elsewhere on the battlefield, but two "damage" units meeting headlong being impossible feels kind of bad. Am I perchance misunderstanding something?
You don't necessarily have to put yourself in that kind of position in the first place. And you can also take regiments designed to be very charge resistant
Yeah I don't totally understand this yet as well. But from what I've seen, it does help to have other units nearby that can take advantage of a flank that might be exposed by a unit charging in like he did show in one example. It is also good to think that because of this, you may want to build a list with units that are just meant to die so that you can bring your heavier hitters in after your opponent is tangled up with your "chaff" type of units that are just distractions.
Does being locked into unit activation order once the cards are chosen prior to each turn not frustrate you in this game? Seems like it would limit reactionary tactical decisions during the turn...
As far as I'm concerned it's actually a big part of the game's appeal. Evaluating what your important activations are, what your _opponent's_ important activations are, juggling what your ideal order is if you go first versus going second, and weaving all of that into a turn sequence is the most interesting strategic challenge the game presents. That sort of thing is my jam.
So, Conquest 2.0 isn't even out yet? I just don't want to spend cash on this & then have the 1.5 models I've purchased become obsolete once 2.0 takes effect.
This is more for other people than you, since this is an old post. There are no 1.5/ 2.0models. All models since release are usable and continue to be updated as far as rules go.
Just to throw in my 5 pence (being british)
Its probably also worth considering thst sacrificial road blocks are a thing in this game.
Because a lot of killing happens on the charge, cheap regiments like militia are useful for just screening more value regiments like house hold guard; blocking enemy movement, setting up counter charges etc.
A classic, if a little brutal, military strategy
nice video, as always.
damn Tofu levelling up on the videos fast, what your power level up to now?
I’d love one video just on movement and another on combat.
Excellent, thanks for the video.
Very interesting. Thank you for that video. I suscribe.
Thanks! I really needed this 😅
Looking at my 15stands of Force Grown Drones and 15stands of Brutes 🤣 I definitly did skew my first army xD. Time to invest in Onslaught Drones
You need some Stryx too
Nice video for me as a beginner. The audio levels were really low though.
Have been looking for a rank'n'flank game for a while. This definitely looks really promising,better than KoW or ASOIAF, but the interaction you mention around 18:00 sounds really immersion-shattering - there is no such thing as a counter-charge? Meaning that if two shock units of equal value face one another, one is getting obliterated without dealing any return damage, and there is no way around it? I get that it probably evens out over a game - not getting the initiative there might allow you to declare your own charge elsewhere on the battlefield, but two "damage" units meeting headlong being impossible feels kind of bad.
Am I perchance misunderstanding something?
You don't necessarily have to put yourself in that kind of position in the first place. And you can also take regiments designed to be very charge resistant
Yeah I don't totally understand this yet as well. But from what I've seen, it does help to have other units nearby that can take advantage of a flank that might be exposed by a unit charging in like he did show in one example. It is also good to think that because of this, you may want to build a list with units that are just meant to die so that you can bring your heavier hitters in after your opponent is tangled up with your "chaff" type of units that are just distractions.
Did they get rid of retunes?
"Really good at painting your miniatures..."
Ight, ima head out.
Does being locked into unit activation order once the cards are chosen prior to each turn not frustrate you in this game? Seems like it would limit reactionary tactical decisions during the turn...
As far as I'm concerned it's actually a big part of the game's appeal.
Evaluating what your important activations are, what your _opponent's_ important activations are, juggling what your ideal order is if you go first versus going second, and weaving all of that into a turn sequence is the most interesting strategic challenge the game presents.
That sort of thing is my jam.
Exactly! I compare the command stack to X-wing's initiative/dial system. @@zacnewman7140
So, Conquest 2.0 isn't even out yet? I just don't want to spend cash on this & then have the 1.5 models I've purchased become obsolete once 2.0 takes effect.
It’s out
This is more for other people than you, since this is an old post. There are no 1.5/ 2.0models. All models since release are usable and continue to be updated as far as rules go.
You can use all models in the game.