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Conquest - What we know, what we suspect.


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#1
Tragic

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So what do we know?

I'll edit this original post with new or corrected info.

So what do we know?

I'll edit this original post with new or corrected info.

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- Each player uses a "hero" unit. This is much like a ID in ANR. Has special powers and dictates hand size and initial card draw. Unlike ANR it is a full unit and must commit to battle each turn. If it dies, your opponent wins. There was mention of retreat mechanisms so you can keep him alive even with the force commit. The 7/7 on these cards are hand and resource. I am assuming the orange 7 is hand size.

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- Each leader is a set squad (8 Cards). Kind of like a Star Wars PoD. So putting in a leader also adds other cards to the deck. After that though it is singles as per normal. So only the hero and its associated cards are "PoDs".

- This could indicate 2 things. 1, the heroes squad is forever linked to a hero. It appears there is a small icon above the faction symbol that might indicate a unit is part of a hero squad. Then we also have normal "loose" cards for deck building as we choose. The other option is that all cards are released as squads but you are only forced to include all squad members if you use the associated hero, otherwise you can mix as normal.

- There is no proof of card counts for the game. All we know is a Hero has 1 card and his squad makes 8 and can have multi copies. Looking at the spoiler it is easy to think 2 of each, but it could well be 3 of two cards and 2 of 2 cards for a total of 8.


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- The faction wheel is pretty neat.. any faction can pair with the faction adjacent. From the 2 adjacent factions you may only choose one. (lame) Also the "base" faction that you work out adjacency form is the faction of your hero unit.

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- There seams to be something similar to the story deck in Call of Cthulhu to represent the battlefield of the planets in the contested system the game is set. These appear to be separate to the player decks, again like in Cthulhu and are delt into a row of "battlefields". It is my hope that the same planet may have different battlefields as time goes on. This will give the sector a cohesive feel and add to the theme, as Planets will become "real" places in the players mind. If every planet card is unique then this will not happen.

- You may commit to any planet in the row delt out but only the left most (Player 1's left) will be resolved and any planet with a hero committed. Then the plants resolve in order. So going first will be a big deal as you dictate the battle order. I would expect cards to appear that allow you to futz with the battle order.. skipping or w/e. There is a lot about this area of the game we do not know. Are these cards removed after they resolve, do they stay there, if removed do they shift before being redelt, if the 1st planet is 1, are they numbered to 5 for order resolution.. etc etc

- I am still unclear here, but resources appear to not regen, but instead you have a pool that you can increase and persists bewteen turns.. kind of like ANR. At the end of all the battles you gain 4 resources (and 2 cards)

- Card draw is though effects, there is no default draw each turn. This is sorta mute though as after ALL battles are resolved in a turn all players draw 2 cards (and gain 4 credits)

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- The planets seam to have 2 different struggles. Command and Combat. The three icons at the top represent that planet’s strategic value, whether military, economic, or technological. The first player to conquer 3 Planets with 3 matching symbols wins.

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- There are two struggles at a planet. Battle and Command. The rewards for these are on the base of the planet cards. The numbers in the icons are for Command and you gain there effects when you win the command struggle. The square card looking shape means draw X cards, the number in the cog looking shape means gain X resources. Any hero at a location without another hero auto wins command (We think this auto win happens even if your oponant has other units at the location with command points?)

- The Battle rewards are printed in the text box and trigger for the victor (lone survivor, or oponant retreats)

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- The combat resolution itself seams to consist of 2 steps. Command and Battle. Command seams to consisted of comparing a single number for Command, whom ever has the higher total wins the command step. Each Hero has a GOLD hammer we think is the command symbol. All the other units have small silver hammer and these are suspected of standing for 1 command each. The Spoiled cards of the Demon has 2 hammers for example for 2 command points. There is also attack and health values on each unit that resolve a different struggle, the combat itself. Top number is attack, bottom health

- Battles resolve on the "1st" planet.. and also at the planets where the Warlords are deployed.

- You have the combat. Each unit attacks and exhausts. The attacker can choose the defender (wow, that is HUGE!!). There appears to be no defense value, and as yet we do not know if a "destroyed" unit is instantly removed or if it has a chance to send damage back before being removed. The council and the demon spoiled unit cards for example the council has 4 health and the demon has 4 attack. So if the attacker is the demon and chooses the council.. it could be removed with no chance to fight back. So attacker picking the target could be a big thing, After all units are exhausted they all ready and the combat round continues as before. This happens until one side is destroyed or one side retreats. There is talk that retreating is limited to command units, but I am unsure on this. It seams any unit can retreat after the 1st forced combat round.

- Wounds seam to be persistent between combat struggles. So after all combat rounds wounds stay even after you retreat to command.

- After the all battles are complete each player gains 2 cards and 4 resources. This seams to hint that battle resolution can occur in more than one planet.

- The command struggle seams separate. You may win the command and loose the battle. It is the command struggle that triggers the planet effect and the battle keyword is triggered by a win during the battles. I am unclear here and awaiting the rule book, but this could be very cool allowing players to send weak units to snipe command gains but retreat out of combat for the zone.

- The command struggle occurs before the combat and awards the value of either resources or card draw depending on the location. These values are the large numbers on the card. Resources are on the right of the card in a circle, card draw is on the left in the rectangular card shaped symbol.

- Eric Lang is once again lead designer (Call of Cthulhu, A Game of Thrones, Star Wars and Warhammer : Invasion)

- The game will run a 50 card deck. We are assuming the "Hero" card is not included. So you have 42 cards to deck build per deck. 8 for the squad = 50 and 1 for the Hero = 51.

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- There is a discard mechanism for "shields" to protect units. We do not know much about it.. but there is s suspicion this is only for certain units and it is this little icon above the faction icon that denotes this ability.. This is a guess. (note this guy has 1 hammer, that we think means 1 command point)

Looks like there is a limit ot how many images I can use in a single thread and I didn't think to reserve a 2nd post! Sorry guys.

Click to see a Servo Skull

- After players have completed deploying normal units there is a additional deployment phase that is secret of just the warlords. You select the planet you wish to deploy to by spinning the dial to the planet number and then each player flips this over at the same time and Warlords commit at the same time. (A cool card would be a way to change commitment after reveal)

#2
Nate

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The command struggle only generates either resources or cards

#3
mnBroncos

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command struggle is for resources basically and not triggering battle effect. I like the deck building. It uses elements of the pod system but with lot of freedom still. I don't know which factions in 40k go together but the idea of allying with one other faction per deck is a cool idea. The 1st planet is not the only one that is fought at warlords also dictate battles. I think the game will be good and i will probably play but wiith never playing the minitures game i wish was a different theme.

#4
Tragic

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The command struggle only generates either resources or cards


Yeah I see now..

he rewards for winning the command struggle are crucial to victory in Warhammer 40,000: Conquest. Certain planets, such as Osus IV, grant resources, whereas planets like Barlus grant additional card draw for winning the command struggle.
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Yet latter in the description...

After a battle resolves, the winner reaps the spoils of war and has the opportunity to trigger the Battle ability of the planet.


So.. the command can either win the numbers on the left or right inside the circular and card shaped symbol and the battle triggers the battle keyword.

Do you think this is hinting at there being no default card draw at all?

 

Updated OP

- The command struggle occurs before the combat and awards the value of either resources or card draw depending on the location. These values are the large numbers on the card. Resources are on the right of the card in a circle, card draw is on the left in the rectangular card shaped symbol.

- Guessing here, but there may not be any other way to draw cards apart from command struggles and and possible Hero unit abilities.

#5
mnBroncos

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i can almost promise their will be other ways to draw and a defualt draw step.

#6
Mikec103

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looks very interesting. I will be getting a core set at least. I like that its not a pod system for deck building like Star Wars

#7
Tragic

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updated OP

#8
Toqtamish

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looks very interesting. I will be getting a core set at least. I like that its not a pod system for deck building like Star Wars


It's not. Just the Warlord and his signature squad is comparable to a Star Wars objective set.
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#9
mnBroncos

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he said he likes that its not haha (: I also think really really like the mini pod system is cool especailly with the how combining factions work, picking your leader of the faction is a bigger deal then just picking one faction and combing with other faction... kinda mumbled there but think made sense ha

#10
Toqtamish

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Misread it I guess. Tracking too many threads and forums tonight between this and Doomtown.

#11
sWhiteboy

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After all battles resolve, each player gets four resources and draws two cards.

It is on the discription page.

Also, battles resolve at the first planet, and any planet with a Warlord present.

#12
Tragic

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Also I was thinking about the PoDs.. what if there are no individual cards? I think a really cool way would be that the only way we get new cards is in PoDs... but you only need all those cards if you use the leader that comes with the squad. Otherwise you can deck build as normal using singles. So for example, you get 8 cards with a PoD and that ultra marine looking guy... and you can deck build with any number of those cards.. but if you use the hero you have to use all 8 of those cards...

This way they can release PoDs every time.. and still keep the normal deck building... though 8+8 == 16.. so .. what some neutral maybe some planets to hit 20 cards in a pack?

After all battles resolve, each player gets four resources and draws two cards.


isn't it 2 resources and 2 cards at the end of ALL battles that round?

Yeah your right 4 resources.

Also, battles resolve at the first planet, and any planet with a Warlord present.


Yeah that is correct, and what I said.. might have not been clear will have another look.

#13
Keggy

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This would fall under the "what we suspect:"

Hero + 8 cards = 9 of the 60 physical cards in the ________ pack each month.

So hero pod + 2 cards per faction = 51. 3/6 cards for other factions, and 6/3 cards for neutral.

#14
mnBroncos

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umm sorry tragic but what are you talking about in the first part?

#15
mnBroncos

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there will not be a hero( its called warlord) in each pack they are more like identities in netrunner they are not part of the actual deck but more something you are building your deck around.

#16
Tragic

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No I mean...

This is all guessing btw

Each hero has 8 cards. Then you can use normal deck building rules to build the rest of your deck like a normal game using singles. I think There is only 1 hero per deck.

What I was saying.. what if every battlepack we got 2 new heroes. 2 Heroes in a battlpack == 18 cards.... so lets say the game will only allow 2 cards per title, that leaves 1 neutral card per battle pack. for a total of 20 cards per battlepack which is the standard for all the other LCGs.

When building a deck you can have 2 of any card, but you have to have all 8 of the squad matching the Hero.

So what we have is basically a improvement of the squad system in Star Wars. You still have PoDs containing cards that synergies with each other, but you only keep a the squad intact if you use their hero. If you don't you can use any combination of their cards.

#17
Mulletcheese

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Looking good so far, mixing some good parts of cthulhu and netrunner. Eric makes good games.
Difficult to make a call on this until we have more details.

Not sold on the theme, I played 40k as a child before tau or dark eldar existed and now I barely recognise the setting. Now I'm an adult do I really want to go back there? Probably not.

If this was in the twilight imperium setting I'd be a lot more interested.

#18
Tragic

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If this was in the twilight imperium setting I'd be a lot more interested.


Heretic!
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#19
Tragic

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Posted Image

So the only icon not "solved" is the little yellow thing on this card above the faction icon.

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And the icons at the top of the planet cards.

#20
RedSquadronK

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Pretty excited for this: 40K is a very cool setting and LCGs generally have really great mechanics!

For me the most unclear thing right now is how the 1st planet stuff works and we'll also have to wait for further previews to sort it out. Do you replace the planet with a new 1st planet? Shift the planets down and replace? I feel like there must be some sort of cycling to it, as you have to capture 3 planets with matching icons to win...

All of the deckbuilding stuff seems great so far, though I wouldn't have minded even more of a set based system (but just the warlord + his squad is still pretty cool). Will be very curious whether they do playsets of 3 or 2 as well as if the core set distribution is lumpy (like Netrunner) or even (like Cthulhu).

Also, kinda sad Tyranids aren't playable from the core set. Maybe they will be added later? I get they don't fit alliances, but would've liked to play them...
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