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40k Conquest Fundamentals: Faction Identities

conquest fundamentals

Conquest features a wide range of factions to choose from, and those factions can play very differently from one another. This article seeks to provide an overview of the different factions' strengths and weaknesses, what their warlords are suited for, and what the cards one should be most wary of are from each faction. Without further ado, let's get to it!

Space Marines
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Strengths: Space Marines have some of the best combat units in the game, coupled with a ton of great combat tricks (most of which only work on SM units). While their combat tricks cover a wide range of scenarios, one special focus of Space Marine tricks is playing units in the middle of battle. This property makes it difficult to count Space Marines out, since a Space Marine player with cards and resources available could well have reinforcements incoming.

Weaknesses: The main Space Marine weakness is a relatively weak command presence. Most Space Marine units only have one command icon, and Marines have only one one-for-one and no two-for-two units whatsoever. As a result, most Space Marine decks use allied and/or neutral units to help them compete on command - which means fielding units that don't benefit from all those SM-only combat tricks.

Warlords: Both Cato Sicarius and Ragnar Blackmane are in the "top tier". They are balanced warlords who, with the help of allied command units, can play a very flexible game, either playing aggressively with combat units and early tricks or playing a longer game with allied command options. Ragnar has several elements that make him a strong candidate for playing a hunt-based game; Cato's warlord ability helps mitigate the Space Marine command weakness.

Surprises to Watch Out For: Drop Pod Assault, Indomitable, Crushing Blow, Eager Recruit. Note that while several of these cards are nonloyal, most Space Marine combat tricks don't make the cut in non-Space Marine decks, since they only affect Marine units and not those of the parent faction. Primal Howl is also worth mentioning as a way to get additional cards, especially when playing aggressively.

Astra Militarum:
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Strengths: The Astra Militarum features cheap, weak units which have strong effects when they leave play, paired with powerful Vehicle units for the late game. They also have some of the best Support options in the game and a wider array of two-shield cards than most. Astra decks are notable for featuring both several ways to threaten the opposing warlord and a very strong way to punish the opponent for not having their warlord in big fights (The Emperor's Warrant).

Weaknesses: It can be hard for Astra Militarum decks to "win the midgame", since they generally lack solid 2-3 cost combat units. Further, neither Warlord option for Astra Militarum is very popular - Straken is widely considered weak, while Coteaz is combo-heavy. Luckily, both of these weaknesses look like they will be mitigated in the upcoming Planetfall cycle!

Warlords: Colonel Straken features a strong signature squad and a generally balanced approach, but is widely considered to have among the worst warlord abilities in the game. Torquemada Coteaz is more of a combo deck - he can set up crazy amounts of damage with the right combinations of cards, but is vulnerable to being overwhelmed before he gets a chance to set up.

Surprises to Watch Out For: Preemptive Barrage, The Emperor's Warrant, Elysian Assault Team, Suppressive Fire. Note that Suppressive Fire in particular finds its way into many IG-allied decks as a solid means of controlling big threats.

Orks:
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Strengths: Orks have many units that are extremely efficient for their cost. It is hard to be more "cost for stats" efficient than with the Orks, and the upcoming Gorzod looks like he will take this to the next level! Further, like Astra Militarum, Orks have some very strong support options available to them.

Weaknesses: Like Space Marines, Orks have a generally weak command presence; unlike Space Marines, Orks are almost totally devoid of efficient combat tricks and have few surprises to offer. This "unsubtlety" makes Ork decks somewhat unpopular, since you can generally predict what an Ork player is going to be able to do in any given fight.

Warlords: Nazdreg focuses on leveraging the high HP of Ork units by providing all other Orks at his planet Brutal. Old Zogwort, on the other hand, has a very unusual dynamic where he generates a large number of Snotling tokens, but destroys them at the end of the turn, swarming the enemy with disposable units. Both Ork warlords lend themselves to aggressive play.

Surprises to Watch Out For: Battle Cry... and that's basically it? I wasn't kidding when I said Orks more or less don't have combat tricks - while Squiggify has a potentially powerful effect, its high cost usually means that it gets used as a two-shield card. Some Ork supports, like Tellyporta Pad, can provide interesting and powerful mid-combat moves, but the fact that they must be played out beforehand limit their surprise value.

Chaos:
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Strengths: Chaos features powerful direct damage/"burn" abilities. Further, Chaos has the best "heavy hitters" in the game by a fair bit right now - not only are its Elite units strong, many of them are Daemon units which can be discounted and sometimes buffed by sacrificing your weaker Cultists. Chaos also has access to a lot of alternative economy with its Cultist sacrifices, especially if combined with Ammo Depot from an Ork alliance.

Weaknesses: Chaos tends to be low on staying power, with several units being "glass cannons" - while they hit very hard, if the opponent can weather those hits and keep fighting, Chaos will quickly find themselves unable to keep up. Chaos warlords also tend to be extremely weak when bloodied, so hunt decks can be a bit of a problem.

Warlords: The two Chaos warlords play extremely differently - Zarathur buffs all your damage dealing abilities at his planet, while Ku'gath Plaguefather is just a huge tank that can fight whole armies on his own (with the right Events for support).

Surprises to Watch Out For: Tzeentch's Firestorm, Warpstorm, Infernal Gateway or Fetid Haze depending on which warlord you're playing against. Also, while not a "surprise" per se, Slaanesh's Temptation can be a very nasty thing to run up against, especially during initial deployment!

Dark Eldar:
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Strengths: Dark Eldar focus on "choke" effects oriented on starving the opponent of the cards and resources they need to win. As a result, when Dark Eldar get into a strong position, they can be very difficult to escape from. They also feature two very strong combat tricks that can help them win battles, and the swarms that DE can generate can in many respects be overwhelming.

Weaknesses: Almost every good Dark Eldar unit has low HP - as a result, Dark Eldar are very weak to Area Effect attacks and to mass damage abilities such as Gleeful Plague Beast. Further, while choke effects can be very powerful, the Dark Eldar tend to be a lot better at preventing the opponent from gaining cards/resources than they are at actually winning command themselves.

Warlords: The Dark Eldar warlords are on very different sides of the spectrum - Packmaster Kith is widely considered among the best warlords in the game, while Urien Rakarth is almost unambiguously the worst. Kith can play either an aggressive early game or a longer-term choke/command-oriented one, while Urien needs to play both choke and hunt at the same time to be truly effective - a difficult combination to achieve.

Surprises to Watch Out For: Dark Eldar only really have two big combat tricks, but they're both huge powerhouses - Archon's Terror is one of the best removal effects in the game and sees widespread play in both Dark Eldar and anyone allying with Dark Eldar, while Klaivex Warleader is even better - perhaps the only card in the game to be widely considered broken. They also have the economic trick Raid - while inefficient, this card can sometimes provide big swings by enabling (or disabling) other tricks.

Eldar:
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Strengths: Eldar have great control options. They are the only faction to have access to a "counterspell" type effect, they can greatly punish overinvestments in certain planets with cards like Mighty Wraithknight and Doom, and they feature strong command options paired with some solid midrange units.

Weaknesses: The main weakness of Eldar is that they have very few good combat units for less than 3 resources - the exception being the very strong Warlock Destructor, though even he will end up costing 3 or more if you keep him in play for more than a turn. Further, Eldar lack strong AoE options and therefore can be quite vulnerable to swarms.

Warlords: Eldorath Starbane is the more popular of the two Eldar warlords and is generally considered among the best warlords in the game. He offers excellent control options for both command and combat, and while he's best suited for a long game he's no slouch in an aggressive spread either. Baharroth offers a truly excellent set of command options, but has less ability to shift into a more aggressive playstyle if the situation demands it.

Surprises to Watch Out For: Nullify, Gift of Isha, Foretell. Many (most?) Eldar decks ally with Dark Eldar to bring in the powerful Archon's Terror and provide even more of a control focus. Foresight and Superiority can also provide surprise swings during the command phase.

Tau:
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Strengths: Tau have lots of strong attachments and like playing efficient weenies and then loading them up with said attachments, turning them into powerhouses. They have excellent command options, including the incredible Recon Drone (perhaps the best card in the game), and have many powerful and versatile units. Tau also have tools to get a lot of mileage out of Ranged units - via upgrading their attack value, readying them to shoot again, or even granting Area Effect.

Weaknesses: Tau's attachment focus can be vulnerable to removal effects taking out multiple cards at once. Further, if you find yourself not drawing attachments, many of your tricks don't function either - meaning that Tau can be a little less consistent than other factions as well.

Warlords: Tau have perhaps the two most different warlords of any faction, even more so than Chaos - Shadowsun focuses on efficiency and attachment recursion, while Aun'shi has himself and all his units at the same planet gain Armorbane, which lets them ignore shields completely! However, Aun'shi and many of his units also have to retreat back to HQ after making any attack, so they end up being in trouble versus opponents with a lot of staying power.

Surprises to Watch Out For: Deception, Ambush Platform, For the Tau'va, Kauyon Strike (for Aun'shi only)


Tyranids:
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Strengths: Tyranids begin with both a warlord and a Synapse unit, which has its own dial and acts as a secondary Warlord with more limited abilities. Even though the Tyranids start with only six cards and resources, the Synapse unit is very powerful indeed and tends to make up for this. Tyranids also have both powerful horde options and some truly scary big monsters, and their attachments can be used on even their strongest units - unlike most factions, who can't play their best attachments on their best units.

Weaknesses: Tyranids have fewer command options than most, and the fact that they cannot play allied cards or even neutral units means that the opponent faces less uncertainty as to what options the Tyranid player might have available.

Warlords: Tyranids have two warlords - The Swarmlord, who plays a longer game focused on building up Termagant tokens into an unstoppable lategame horde, and Old One Eye, who is more flexible, able either to attack aggressively or wait and play the long game with his health regeneration.

Note that the Synapse choice also plays a big impact on how a Tyranid deck is structured, however! Broadly speaking, Stalking Lictor provides a big boost in command, Savage Warrior Prime provides a big boost in combat, and the remaining three Synapse options provide more versatility with their utility effects.

Surprises to Watch Out For: Dark Cunning, Ferocious Strength/Indescribable Horror (depending on warlord), Clogged with Corpses (usually Swarmlord only). While not Tyranid cards proper, No Mercy and Fall Back! are both exceptionally well-suited to Tyranid decks thanks to their synergy with the Synapse mechanic - Synapse units are unique and Elites, so they can be used to trigger No Mercy without endangering your warlord and can be saved from danger with Fall Back!

One special note is that Tyranids are also the easiest faction for new players to get into the game with - you can buy a single core set and a single copy of The Great Devourer and have everything you need to make competitive Tyranid decks right out of the gate, and you don't need to worry about choosing an ally or even most neutral cards. Throw in two or three copies of Promotion and No Mercy, fill the rest of the deck with Nids, and you're good to go!
  • eLLiptik, taider54, VonWibble and 16 others like this


17 Comments

thank you so much for this! I just got into the game and a primer was much needed!

Very nice article that gives a clear concise outlay of the factions for new players.

A couple of things I think are worth adding though:-

SM weaknesses - Cato's Warlord ability and Primal Howl both help mitigate the command deficiency (as well as the two extremely strong command alliances as you mention).

DE tricks:- Raid is worth mentioning. Especially when you get to top end games where both players are trying to play super-efficiently so as not to lose an edge. The ability to disable an opponent's 'surprise' and enable your own should not be underestimated. And even when starting out it's worth being aware that the 3 resources you saved for warp storm might turn out to be too few.

Eldar tricks:- I know you're not a fan, but Superiority does still exist, Kingsley :P Seems like it should be in this section as, like Raid, it can mess up command maths.

Tau strengths - I think Ranged is worth a mention, especially for new players as it's also a playstyle consideration and thus might be a factor in choosing/not choosing a particular faction/warlord out the box.

Keep up the articles, it's a really good thing for the community!
    • snagga and AriceJ like this
I know its not a surprise as such but for Orks I think Tellyporta Pad and Kustom Field Generator deserve a mention as they can provide a massive swing in a combat.

Other than that a very good summary.
    • Netraven, Cimadon and FightingWalloon like this

Excellent summary, as a Tyranid player I feel one addition that might be worth including for Swarmlord tricks is Clogged with Corpses. This can really mess with enemy combat math (or in case of DE choke math). It is especially dangerous for factions that rely heavily on few support in order to be effective e.g. Shadowsun: Communication Relay/Ambush Platform, Aun'shi: Orbital City/Ambush Platform, Kith: Archons Palace/ Khymera Den, Orks: Tellyporta Pad/Signature supports and for AM: Catachan Outposts. Also I very much second the opinion that Tyranids are probably the most cost effective faction for beginners since this is how I got into the scene in a big way (I ended up buying everything a bit later but it really is an excellent point to start out with).

Awesome Possum! I love these articles.

 

One thing, under the AM, Warlords section, that first sentence seems to be a mish-mash of awkward pasting.

 

You probably meant to put the word "while" in there somewhere, in between the double use of "generally":

 

Warlords: Colonel Straken features a strong signature squad and a generally balanced is generally considered to have among the worst warlord abilities in the game.​

 

YEAH. :P

Good suggestions, all! I've added several of the suggested cards/notes and fixed Colonel Straken's description.

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MightyToenail
Nov 28 2015 10:29 PM

Nice job!

Squiggify often as a Shield?? Heresy!!! And I would mention the Snotling Attack also, very powerful card :P

 

But overall, very good overview :)

 

Edit: And no mention to Catachan Outpost! Double Heresy !! XD I know there is no room for all the cards in the article, just kidding.

A very useful and insightful article thank you for posting it

Great article!

 

One thing I would observe is that you mention weaknesses in SM that are mitigated by their allies, but then mention weaknesses in AM... but don't mention that their allies mitigate these weaknesses.

 

Good 3-coster units? They can look to SM for that. Good 2-cost units? Snakebite Thug and Evil Sunz Warbiker seem to fit the bill.

The problem I find with AM is that you have to go kinda either-or - if you go SM allies you can take some strong 3-cost options but the 2-cost options aren't great (Tactical Squad Cardinis is certainly good but not precisely what AM need in my view), while if you go Ork allies you have awesome 2-cost units, but not really any help in the 3-cost slot.

For sure, that's true, but my own take is that either/or is plenty. Access to combat units is no more of a problem for AM than access to command units is for SM. For sure, there's the same dilemma that SM faces - that AM's best event cards target AM units - but I think focusing on this as their weakness is incorrect.

 

The thing holding AM back, in my mind, is different for each warlord.

 

Straken's problem is quite simply that he has 6HP, and has to stick around in the middle of a battle to leverage his ability. While Zarathur can ping off a load of enhanced damage and then run away on that player's first combat turn, Straken is stuck waiting for all his soldiers to attack, and thus might have to deal with multiple attacks before he can get out of there. Straken has no problem at all with the combat presence of his units, simply because his 1 and 2 costers can hit harder anyway: a Staging Ground on a Goff Boyz or an Evil Sunz Warbiker will ruin almost anyone's day. Add in Catachan Outpost, and its big damage all round. Straken's fragility is compounded by the fact that many of AM's best tricks come from support cards, and broadly speaking, more support cards = less shields in the deck.

Combat presence from units isn't a problem, its durability thats a problem.

 

Coteaz, meanwhile, suffers a different sort of durability problem: he can take the hits, but he just can't sustain being outnumbered, because of his inherent +0 attack, and his lack of access to any crowd control except Tactical Squad Cardinis. This is kind of why Jeer's Coteaz deck is such a revelation: by declining the conventional wisdom of ork allies he added two cards that totally transform the Coteaz experience: Cardinis and Eager Recruit.

Coteaz to me is weakest in the early game, when he can be easily beaten down by just running out of attacks before he runs out of enemies. In the later game, as the HQ train stacks up with fleeing sanctioned-psykers and the like, he's something of a juggernaught. In fact, its in the mid-game when he really shines, as the threat of his presence along with the catachan outposts / barrages / whatever make players fear to send their warlord to planet 1, and Emperor's Warrant becomes more than a 2-shielder.

 

Actually, you kind of cover both these things in your description of the Warlords: I just think that saying these warlords lack for access to solid 2-3 cost combat units is really misleading, and that their true weaknesses lie elsewhere.

Hmm, I think our views of these warlords are pretty different.

 

I feel like Straken isn't very squishy thanks to his signature event and all the two-shielders you can play (plus the classic Rockcrete Bunker), but he can't be everywhere at once, so the 2/3 cost deficit hits hard. Either you get SM 3-costers, which can fight on their own but leave you without as many good early-game plays, or you get Ork 2-costers, which are great in the early game but can't really fight on their own as the game progresses, leading to a somewhat telegraphed midgame where your warlord keeps having to go to the big battles because you won't win without his presence.

 

Coteaz doesn't have much staying power - and in my view the 2/3 cost problem strikes back here as well. If Straken can't win battles without going there himself, Coteaz really can't - his signature unit is barely even useful in combat unless you're comboing it, and again you have to choose between Ork units that are strong in the early game or SM ones that mitigate your swarm weakness.

 

It might perhaps be more useful to point out that a big AM weakness is that they lack tools for winning battles without their warlords, leading to a scenario where the midgame and sometimes even early game commitments are telegraphed. Luckily, Worr provides a big change to this dynamic!

    • Asklepios likes this

Interesting to hear we're playing those warlords so differently! Undoubtedly you're the more skilled player (as our octgn matches have shown), but we so often think alike on general approach that the difference in assessments really surprises me!

 

Now you mention it, in the early game I tend not to send Straken to Planet 1, but I definitely still find him squishy, from the timing aspects. As a fellow Zarathur fan I've often noticed how squishy Zarathur isn't, just be virtue of it being a lot easier to clear attackers before the ranged step, and to retreat with Zarathur early, while with Straken I find any big combat he is in results in 2-3 attacks he must deal with at the very least.

Great Job Kingsley! I'd like to see some strengths and weaknesses of the synapse units included in the tyranid section since they are pseudo warlords. I just think they warrant more content. Very good articles, thanks!

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FightingWalloon
Jan 10 2016 04:26 AM
I notice you have been toying with Clogged with Corpses in OOE. You might want to edit your reference here to it as a Swarmlord only trick.
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FightingWalloon
May 23 2016 12:37 PM
Update post-Necrons?