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Conquest: The Last Argument of Kings
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==The game== '''Conquest: The Last Argument of Kings''' is a Rank and Flank tabletop strategy game in the style of [[Kings of War]] and [[Warhammer Fantasy]], with the rules written by who else but [[Alessio Cavatore]] (Game has developed since, further from the original design from Alessio). I guess the guy has a type. Conquest's concept is basically revive a Warhammer Fantasy setting that doesn't exist currently while also not being generic Tolkien plagiarism. While also actually encouraging strategy outside of listbuilding. The game has a few unique mechanics that create an experience which makes it quite different from other Fantasy and Rank 'n File games. First: Alternating activations, the good shit. After a regiment activates, your opponent gets to activate one of theirs, its basic stuff but makes the game less of a "oops i killed your whole army on my turn" affair that is unfortunately present in other games. Second: The command deck. You pick the order your regiments will activate at the start of the turn, then you stick to that order (Unless you're a cheating Spire motherfucker) via the command deck. This creates an element of prediction to the game, sometimes its better to activate a unit that might not be obvious first because you know your opponent's response is likely deep in their deck, and you could take advantage of that knowledge. Third: Regiments have 2 actions. Your dudes get to pick from a list of actions (Move, Charge, Shoot, Reform are the basic ones) you can use these in any combination, you just can only use 2 unless a special rule is allowing you a third. Fourth: Dynamic Deployment, your furthest forward unit creates a line, you can deploy units on the edges of the battlefield as far as this line goes. Meaning giving your opponent lots of ground can be very dangerous, UP YOURS GUNLINES! However you can counter this by moving units past their line, which pushes their line back that far Fifth: Unit weight classes. Lights, Mediums, and Heavies. Your scouts actually matter! You don't start out with ''any'' of your army on the table actually, you start rolling for reinforcements turn 1, Lights can come on as quick as turn one or as late as turn 3, while heavies might not show up into the 5th turn. However because of this your Light units are usually either cheap scouts or very expensive special forces dudes. Mediums are line holders or pushers generally, while Heavies are line breakers and usually a bit undercosted due to them taking forever to get to the battle. These things add up into what is a unique experience in wargaming, with listing building, positioning, and prediction equaling being important factors. The rules are free and you can get [https://www.para-bellum.com/rules-and-faq/ them off the company's site]
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