Posts Tagged ‘lcg’


This article will be the first in a series regarding Warhammer 40,000 Conquest: The (Living) Card Game. I’m doing a number of overview for a friend who runs his own online board game store – Dicing on the Cake!

You can read more about it here:

Now that we’re one chapter pack into the game with a deluxe expansion on the way – let’s take a look at some Factions and their Warlords.

First up – Astra Militarum!

Or ‘Imperial Guard’ to those of you not worried about the fact that you can’t trademark something called ‘Imperial Guard’.

In the table-top game, The Guard quite often could be seen using mass-numbers as a tactic over specialised units, however in the card game this is dialled down somewhat. With units spanning a range of cost bands, Imperial Guard seem to favour a Combined Arms approach, utilising key Army units that span across troops, and vehicles, with a high number of support options and some supporting mechanics in the form of deck search and sacrificing units.

They are also one of the four factions that currently have access to token units – the other three being Dark Eldar, Orks and Chaos. When the Tyranid-themed ‘Great Devourer’ expansion comes out next month (we think?), the new faction will also have their own set of Token Units – Termagants.

Unfortunately, unlike factions like the Dark Eldar and Orks, the Imperial Guard token units are fairly underutilised at the moment. There are no cards outside of Warlord signature cards that can summon tokens to the field. Coteaz, the newest Warlord, has a single signature Support card that allows you to draw tokens, while Straken has a Support card and four signature Army Units that can get tokens into play. They are a great asset for the smattering of sacrifice mechanics you see in the Guard line-up, but it’s a shame they are not catered too more.

The new Warlord coming with the second Warpack cycle however shows some promise in this area.


Colonel Straken was the Warlord that came with the Core Set. He’s a fairly simple Warlord to use – his ability allows every Soldier or Warrior card to get +1 to Attack. Simples. You don’t have to do any complex manoeuvring or plays to get his ability to work, so from a deck-building perspective just make sure you throw in a lot of keyword-matching cards. Orks are a good ally for Straken, since they have a lot of Warriors and Soldiers amongst their non-loyal pool, and many of them are quite cheap as well.

Straken’s not very useful when it comes to the Guard’s most powerful plays though. The Infantry Conscripts – which relies on having a lot of supports on the field – only has the ‘Conscript’ keyword, and while not as powerful as the Space Marines, the Guard does have some pretty awesome vehicles as well, such as the Assault Valkyrie, Lemon Russ Tank and the Steel Legion Chimera. None of these benefit from Straken’s ability however.

By comparison, Torquemada Coteaz is a far more engaging prospect to lead your Guard forces into battle. His combat action is all about sacrificing units to boost his attack –so you’ll want to go with a deck that’s largely filed with disposable 1 cost or 2 cost units. Personally, I like to beef up the mid-cost range with some Chimeras and a couple of Tanks or Valkyries, but with cards like Staging Grounds, you’ll want to keep the majority of your units cheap. Again, Orks are a great ally here, as they have some pretty good cards that are 2-cost, and even an event called Made Ta Fight which, when you read it, sounds more suited to a Guard deck than an Ork deck anyway. It’s a shame they don’t do more with ‘Inquisitor’ as a keyword, but it’s still early days yet.

You have to be careful with Coteaz though, as sacrificing units means you have less attacks per round, even if the +3 usually makes Coteaz better than the card you’re sacrificing. Catachan Outposts and Staging Grounds are essential in a Coteaz Deck, as is To Arms! Which is a good ‘support’ Event for Supports.

Hope you enjoyed today’s post – we’ll go through all the factions, posting surface thoughts and ‘drive-by’ analysis of the various decks, to give you a brief overview as to what you can expect. More in-depth analysis may come later!

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WHK01-box-leftSo I play card games now. I haven’t played a card game in years. Growing up I used to collect Pokémon cards (we never played the actual game though, as it was a bit naff), and after that it was Yu-Gi-Oh cars, because the TV show was pretty awesome and we’d just “IT’S TIME TO DUEL” at each other and send everyone to the shadow realm.

That was then, though, and after I went to Uni I didn’t really play anything. Videogames have always been my thing, and most recently my job, but they kind of stopped being a hobby for me, which is probably why I’ve jumped back into board games with so much passion. It helps that I have a good group of friends that I can play with, as well as a local club, but I’m really enjoying having a ‘hobby’ again after such a long time.

Which brings us back to card games – recently I’ve been playing a lot of Warhammer 40,000: Conquest.

It’s an ‘LCG’ from a company called Fantasy Flight Games. It differs from the games I used to play (and current popular games like Magic), because it does away with the booster system. No longer do you need to spend money on packs with a random chance of what you get – instead everything is known. Aside from the core set, thematic packs are released as part of a cycle, and you’ll always know what cards are in them so you can pick and choose what you want to buy, and these packs always come with three of each card so there’s no question of needing to choose whether or not to pick up a second one. On the flip side, it means less cards per faction (there are 7 base in conquest), but it still builds up gradually.

I like it, for the most part, but being involved from a game from the ground up there is one glaring thing that annoys me about it the system – the Core Sets.

Now, this is only my experience with one of FFG’s LCG’s – there are plenty other (Game of Thrones, for example, is quite interesting. NetRunner has a-symmetrical mechanics, and Star Wars is, well, Star Wars, although I find the actual gameplay a bit confusing and boring). The Core Sets come with a respectable amount of cards – not enough to build a tournament deck with only one faction (you have to combine them), but it’s not the end of the world. Still, because some cards in the core set are so powerful and, well, really good to use in a game, its given rise to a situation where players will buy multiple core sets.

I’m offended by this idea on principle – why should I buy a second core set? I get more cards than I really need (since I’m only really going to play a handful of factions); I get duplicates of the other bits and bobs which I definitely don’t need. The plus side is that I get to make a mono-faction deck, but to be honest I shouldn’t HAVE to buy a second core to have that option at launch.

I get it – this thinking is completely on me – but coming videogames it smacks a little bit of ‘pay to win’ because those that do want to spend money on two (even three!?) Core Sets have a decided advantage. Not total supremacy – you can have a good deck but a bad player, after all – but having more versions of certain cards than one core set allows you does come with certain advantages.

But I shall remain strong – there are some people at my club with multiple core sets, so I’m going to play against them as much as possible to try and learn how to deal with the card disadvantage. Plus, I’m banking on Core Set cards becoming less of a thing when Conquest gets onto its second and third cycle (of which there are around 8 packs in a cycle) as well as the ‘big box’ expansions they’ll do from time to time. I’m already chomping at the bit for Howl of Blackmane, the first War Pack in the first cycle (Warlords) – some really interesting cards in that.

But yeah… Conquest. Get it. I might start talking about it a lot more in the future. That and X-Wing: Miniatures Game.