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Conquest - New WH40K based LCG from FFG?


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211 replies to this topic

#201
Tragic

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I didn't see much about the economy either.


There was in fact quite a lot on this...

1) The resource pool is a non-refreshing persistent pool.. like the credit pool in ANR. So if at the end of the round you have 10, Then at the start of the next you also have 10.. but you could conceivably have 20 at some point if you are not spending.

2) The default card draw and resource generation is done after the combat struggle has resolved at all the battle zones. A Battle zone is the 1st planet + any zone with a warlord.. so conceivably 3 max. The draw is 2 cards + 4 resources. So every turn you draw 2 cards and 4 resources AFTER combat.

3) Also, there is 2 conflict struggles. One is Command the Other is Combat. You automatically win command if you are the sole warlord. Each location has a number in a icon to the left or right of the text box. The icon in the rectangle is :draw X" and the one in the cog looking thing is "gain X Resource" So mana acceleration is dependent on winning stories, as is increased card draw. These extra gained resources are in addition to the 4 you get each turn.

4) The 2nd struggle is the battle and the winner of this triggers the battle keyword in the text box of the location. In the 1 of the spoiled locations the battle effect is a 1 resource swing (you take a resource from your oponant) Also there is the Ultramarine hero that is spoiled who has a response to an oponant unit getting destroyed is to gain a resource. So we know that there are going to be mana acceleration outside the other 3 "standard" ways to gain resources.

So the upshot of all this that we will often be drawing way more than 4 a turn. So there will not be traditional coc style restrictions on what you can play.. I expect that it will be unit dumps where you empty your hand often. The mass resource pool + the way the combat works in cycles so units are always desroyed or retreat looks like it is designed to be able to cast and rte cast new units and sac them at the battles.
  • cparadis likes this

#202
Asklepios

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No necrons and tyranids is a really GOOD thing, as them not being on the alliance wheel or in the core set means they can have completely their own style of play and rules.

Premature, I know, but I predict each of those two races breaking the rules on how the game is played. For example, I see Tyranids being devourers who eat up the game board one planet at a time, and Necrons emerging from within the planets rather than being deployed to them.

Neither faction ought to be allying with any other anyway, so not being in the core set gives them a better design space for future.
  • Magni likes this

#203
Magni

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I think they will make an appearance if the game takes off - each will be a solo deluxe expansion. Nids need more starting cards as no one wants to be there friends so its not feesable for them to start in box.

As for the alliances system as a whole its widely seen by us 40k ex-pats as a way to get more people to buy more minis with little to no concern for the purity of the IP. The lore is just a tool to "act" like it makes any sense at al...l want people to buy more flier models? well make space marines and necrons be friends then you get all those space marine players to buy 2 necron fliers.. WOW .. what great lore...

I wouldent have minded if all the factions hated each other and they made a neutral pool of merc's that we could all pick from. In my mind Eldar will always hate dark eldar.

#204
Toqtamish

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A lot of these "alliances" have been in the lore a very long time. Well before 6th editions current alliance chart system. I like the system FFG made for this game.

#205
Magni

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Yeah, you just did not see them hit the board as a unified force very often in 2nd 3rd or 4th. (i have no idea when 5th even was?!) That said dont get me wrong im very excited about teaming up in the early meta but i look forward to the expanded cardset already. New craftwords new chapters man it will be alot of fun (if the rules are good :-) )

#206
wyrmw00d

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Switching the "Eldar" and the "Tau" places on the alliance wheel would make a LOT more sense. It's all a stretch and in good fun, but I see Eldar working alongside SMs much easier than with Tau, who won't compromise their struggle for the "greater good".

I guess it doesn't matter, they're all xeno scum who need to be obliterated in the name of the Emperor. I haven't been more excited about an upcoming game in a long time, though I am admitted 40K fanatic who will consume any and everything related to the world (except the miniature game).
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#207
Asklepios

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I wouldent have minded if all the factions hated each other and they made a neutral pool of merc's that we could all pick from. In my mind Eldar will always hate dark eldar.


I think thats reasonable, in the sense of how the dark eldar were first presented. In their current codex fluff however they've given Craftworld Eldar and Dark Eldar a lot more in common. After all, both are fragments of a once greater Eldar Empire that somehow survived that empire's Fall, and thus they have a shared heritage and survival mentality, even if they're taken different approaches to evading She Who Thirsts. Really, its Chaos and Dark Eldar who don't work together.

This isn't WFB, where Dark Elves and High Elves are divided by a historical schism and where Dark Elf cults have often turned to chaos. In the 40k setting the Eldar and the Dark Eldar have never been directly opposed to each other (at least less so that they have with any other faction) and their sense of brotherhood makes a lot more sense.
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#208
Jhaelen

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Well, considering the theme does not interest me, the game would have to be exceptionally good indeed to make me buy it. So far, I don't see that happening, as it doesn't appear to be markedly different from Star Wars or Call of Cthulhu.

#209
dboeren

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Well, considering the theme does not interest me, the game would have to be exceptionally good indeed to make me buy it. So far, I don't see that happening, as it doesn't appear to be markedly different from Star Wars or Call of Cthulhu.


I get what you're saying, but just because there are certain aspects of the game which resemble Star Wars (alternate striking) and Call of Cthulhu (cards in the middle to compete over) doesn't mean that the game overall is similar to either.

I'm expecting that FFG will be doing demos at Gencon and then we'll have a much better understanding of the game.

And no, I am not really a fan of the theme either. But this is what we have and you either buy it or skip it based on the whole package.

#210
BobaFett

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Well, considering the theme does not interest me, the game would have to be exceptionally good indeed to make me buy it. So far, I don't see that happening, as it doesn't appear to be markedly different from Star Wars or Call of Cthulhu.


the game isn't out and we really don't know that much about it. i think its WAY too early and short sighted to sit and say the game is too much like another game at this time. personally, if it has elements from SW, i would fine with that as its a great game, but understandable if its not your thing. everyone can't like everything after all.

#211
Jhaelen

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Well, don't get me wrong, I will certainly give it a try. The guys I'm usually playing Netrunner with are also Warhammer 40K players, so I'll definitely get the opportunity to playtest it. One of them even threatened to drop Netrunner for it... :o

Also, I'm enjoying Death Angel despite the theme B)

#212
Asklepios

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To be honest, even as a diehard fan, I think I only love the setting becase I started loving it at age 11. If confronted with something similar now, I'd probably think it was all a bit too silly and puerile and OTT, so I totally get it when people don't like the setting.