Welcome

Welcome

I decided to try my hand at blogging my time with Conquest: The Last Argument of Kings a miniatures game published by Para Bellum Games.  I ...

Sunday, October 29, 2023

Episode 2 Recap Hard Mommy

 Alright time to do a recap of episode 2 which is available HERE




    I mentioned that I didn't weight the categories at all during the episode and I think that it is important to look at where value comes from in characters.  Even through I think the Queen's supremacy is basically bad at this point I'm not sure how much that matters to her overall quality because we do have good supremacies available on characters you want to take.  The real drawback to the Queen currently for me is in her Warband.

    The biggest issues are her signature mainstay, Warbred, have aged a bit poorly and aren't nearly the menace of new elite cost brutes AND she can't join them.  This forces you to either take another basic mainstay for her or spend resources to put her into one of her restricted of which the only ones she can actually join are Raptors, for the upcharge of a 45 point artifact, or the Apex Predator which takes both her mastery and is another regiment I feel has aged a bit poorly.

    Realistically her 3 best regiments are Tontorr, Drum Beast, and Raptors.  All of these are restricted and none are particularly easy to get her into.  I do like that she has a couple of light regiments available to her.  At the moment she can join them and give you an early scoring option.  I think that can be very helpful with some lists but also isn't by any means mandatory.  I do question whether or not characters keeping their own classification is actually a good rule in general.  I'd almost rather see them just count as whatever the regiment is much like auxiliary rules do in City States

    My thoughts on the queen are that she isn't unplayable trash by any means but I'd only run her in a competitive oriented list if I had a very specific plan and at this point I think that would fairly limited to take a big brick of braves (or blooded) as a mainstay and then take a Tontorr.  The big brick gives that style of list a durable medium unit to smooth out scenario play a little bit.  For me she is decidedly a secondary character.

Thanks for listening to the ramble and reading the review I hope you enjoyed it.  There is a special Halloween episode coming. 

-K

Monday, October 23, 2023

Thunder Chieftain Breakdown Podcast

 The first episode of the Chanting Conquest podcast is available HERE

    I thought I'd write a quick follow up to explain some of the "grading" system I've been looking at for characters.  As mentioned in the cast I look at Supremacy, Special Rules, Personal Output, and Warband.  When I was looking at this I decided to give each character a score out of 5 in these areas for a potential of 20 points.  

    The Thunder Chieftain ended up with 19.  I only gave him 4 in personal output because while he can get a lot of attacks and has a solid Cleave 2 he lacks is any sort of ranged output so I dinged him a little bit for not being able to consistently do damage over the course of the game the way a ranged character can.

    The score card for the Thunder Chieftain looked like this:

    
 

 

    I do have all the other characters graded and am looking to do an episode on each one.  Maybe I'll actually write some notes or something beforehand so I'm not just rambling.  I can assure you there will be some hot takes on my grades for the rest of the characters.

    I don't actually consider all of these areas equal.  For example I put a lot more emphasis on Warband that anything else.  The regiments you bring are going to be the biggest factor in the functionality of your list so they really should be the first thing you look at.  After that it's probably global special rules/supremacy.  Anything that can effect multiple regiments or general game flow is very powerful. Examples would be things like getting Shock from the Chieftain supremacy on your whole army while he is on the table or Crescendo from the Scion enabling additional chants. 

    The other thing I want to touch on briefly as a follow up to that cast is the idea of primary and secondary characters in list building.  I look at the characters with the better warband options as primary characters.  Those warbands are where you are likely to spend the majority of your points and secondary characters are likely to just have a couple of regiments with them.  The Thunder Chieftain is an obvious candidate for a primary character as it brings an excellent signature mainstay in Thunder Riders and a few very nice choices for Restricted slots.

    I'm not sure what the podcast special will end up looking like but I'd like to do at least one a month as long as I have ideas.  As always thanks for reading

-K


Thursday, October 12, 2023

Chant Deep Dive part 3: Cult of Famine

    Famine is a personal favorite cult of mine even if one I don't reach for all that often.  Famine works to improve your threat ranges and the output of march charge and charge clash activations.  The second tier benefit can be useful in a sustained combats as relentless blows does combine nicely with the already good attack volumes we bring but in general this is a cult that amplifies your ability to initiate combats more than sustain them.

    Jumping into the benefits Tier 1 nets us Shock and +2" to movement on charges.  Shock is a nice special rule and does a fair bit to amplify damage but the real winner here for me is the additional movement.  For an already reasonably pacey faction that extra movement puts a lot of our regiments into cavalry threat ranges which can be very difficult to play around.  Being able to reach out and touch opponents or guard objectives is very powerful in a scoring based game.  
    This combos very nicely with already fast units like Raptors that are now threatening largely whatever they want when you add on fluid formation shenanigans.  Your normal march 6 regiments like Thunder Riders and Warbred are now threatening with the higher end of cavalry movement - Thunder Riders in particular already can march charge in for solid damage being able to get to 14" plus a rerollable d6 on the movement portion of that activation is very solid.  You can also stack this with a skirmisher on Hunters or Blooded giving the infantry pretty surprising reach.
    The Shock part of this is nice in that we have good volume so tend to get good benefit from hit buffs often pushing damage close to finishing off an extra stand vs leaving it on a couple of wounds.  However, there is no stacking with shock so if you take a Chieftain as your warlord you wont really see much of this benefit.  I'd say it's still worth playing Famine with the Chieftain supremacy as the movement and other benefits are still excellent.

    Moving to the Tier 2 benefit this is the one that adds specifically to your clash.  As mentioned already relentless blows is an above average buff to W'adrhun as you tend to already have good volumes.  A minimum unit of raptors for example is rolling 15 attacks base with flurry potentially netting you quite a few extra hits here.  Thunder Riders with a Thunder Chieftain also tend to be rolling a lot of attacks with rerolls.  While this won't always kick on because it will require a clash action it is a sneaky good benefit for several units.

    Tier 3 has one of the more interesting benefits available as it is a +2 impact attacks and glorious charge.  The +1 clash on impact attacks from glorious charge does stack with shock allowing for a few of our regiments to get to Clash 5 on impact attacks and terrifying 1 is never bad as a little damage boost.  The +2 impacts can range from meh if those are the only 2 you are getting to phenomenal on something like Thunder Riders that are now getting 6 good quality impacts per stand.  As this benefit is +2 it does stack with the Death's Gaze banner allowing for 4 impacts to infantry regiments.  That is potentially a future combo with Chosen of Famine depending on how they shake out.
    As far as actually getting this on the table Fanatic Famine Thunder Riders are probably the regiment I would look to to getting value out of this.  Their output is easily among the best if the game with the tier 3 on board and while expensive and relatively squishy compared to Cult of War Thunder Riders they can have a huge impact on the table state.  It's a regiment that you'll need to use carefully but can be an absolute nightmare to account for as your opponent really can't let you get it into anything of value.  A regiment of 4 Thunder Riders plus the Chieftain with Mantle will set you back over 500 points but will be outputting 30(!) impact attacks with brutal impact 2 and clash 5 and then another 10 auto hits from tramples into whatever remains of the regiment they charged.  It's a massive amount of potential damage.

    Cult of Famine, to me, is more like Cult of War where you'll want to build a list that wants to utilize what it does well rather than dropping any list into it the way you can basically do with Cult of Death.  In the case of war that is usually taking the regiments available that already have decent defenses and wounds and pumping that up.  In the case of Famine I think you actually still want to lean toward those picks.  Because Famine doesn't really help your sustained clashes you want at least some of your army to be able to shoulder that.  There are two general ideas I would learn toward with this cult.
    The first is the fairly obvious Thunder Riders and Thunder Chieftain combo.  That regiment takes the bonuses from Famine very well and becomes devastating on the March Charge.  However, you'll still want to combine it with other options to provide durability.  Cult of Famine Thunder Riders need to choose their targets well to avoid being a liability to counter attacks.  This will often result in them starting the game in wider areas so you'll want something like Chosen of Conquest or a Tontorr to help hold the middle.
    The second general idea would be to utilize the Matriarch Queen supremacy to amp up cheaper units like Blooded and use them as disposable missiles to take space and provide threat.  This build will also want some decently bulky options to take advantage of the space the Blooded create and would be a good place to run a Scion on a Drum Beast.  While I'm not super high on the Drummie this sort of list takes advantage of what it does well and you can also bring some Chosen to help threaten larger areas.

    Cult of Famine provides some interesting tactically capabilities and is definitely worth exploring as you tinker with various list builds.  The recent availability of more durable, elite options opens up possibilities that were previously difficult to utilize do to the difficulties W'adrhun had in maintaining space as a game went on.  This shift in options opens up the lesser used Cults and enables a variety of different builds and combos.  I hope that this article helps you consider ways to utilize the aggression that the Cult of Famine can play with in your games.

As Always Thanks for Reading
-K