Samstag, 14. Februar 2026

Conquest Tournament Hamburg 2026: Game 2 W’adrhŭn vs Spire (Call of the Kraken II)

Overview
Game 1
Game 2
Game 3

Hey there,

Game two at the Call of the Kraken brought me back to the same table as before. So, up to the first floor again. More dramatic than it sounds, since I had already left my army there. Naturally, for strategic foresight. Definitely not out of laziness.

They were still waiting there. Four massive birds, ready for the next battle. Transport-wise, about as pleasant as a live turkey on caffeine. I had surgically modified two of them just to make them remotely travel-ready.

Here’s the list again:

Birds of Prey [2000/2000]

== (Warlord) Thunder Chieftain [150]: Conquest
 * Thunder Riders (3) [220]: 
 * Thunder Riders (3) [220]: 
 * Quatl (1) [180]: 
 * Quatl (1) [180]: 

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Apex Predator (1) [190]: aka Skullgreymon

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Raptor Riders (3) [180]: 

And here’s a picture that Waaghi from the neighboring table took. A wall of dinosaurs just always looks impressive.

Game 1: Dok Grotsnik with Spire on Bulwark

I already knew Doc Grotsnik from other events, but we had never had the chance to play against each other directly. His Spire army was a real eye-catcher—painted so cleanly that I was almost tempted to copy the color scheme for my own Spire project, just without the perfection Hendrik had brought to the table.

His army list looked like this:

The Spires [2000/2000]
The Directorate

== High Clone Executor [90]: 
 * Onslaught Drones (4) [170]: 
 * Pteraphon Surveyor (1) [180]: 
 * Marksman Clones (4) [200]: 
 * Vanguard Clones (3) [145]: 

== (Warlord) Merchant Prince [120]: 
 * Bound Clones (5) [260]: Ward Preceptor
 * Centaur Avatara (3) [190]: 

== Biomancer [100]: 
 * Force-Grown Drones (6) [165]: 
 * Incarnate Sentinels (3) [220]: 
 * Desolation Drones (3) [160]: 

Before the game, Hendrik told me that he was still unsure how he wanted to play his Spire army after the rework. So he simply threw the new Merchant Prince Warlord and a few other experiments into the list. Effective? Maybe not always. But valuable. On the table, you immediately see what works and what you personally like.

And where outside of Bremen and Bremerhaven do you get three games in a row? At tournaments, of course. So Hendrik took the opportunity and was looking forward to Bulwark, since he didn’t feel like playing melee with his list. I, on the other hand, hesitated. Bulwark? Didn’t the schedule yesterday at T3 say that the second game would be melee? On Bulwark, I could see a chance against the Xhiliarch or the spiders, but not in melee. Well, a problem for future-Hanna and the plan was also just to avoid being paired against Old Dominion or Yoroni.


Round one, and Hendrik made me an immoral offer right at the start with the Merchant Prince. I accepted, after all, I’m not a monster. Meanwhile, the Merchant Prince’s dice pool was building up ominously, with everything except fives ready to go. That didn’t sit well with me, since I couldn’t gauge it properly.

Afterwards, I also botched the roll for the last Hunting Pack, so we both started with two regiments in the deck.

Hendrik opened with a Biomancer. I placed my Hunting Pack in the center to stay flexible. Shortly after, his FGD regiment appeared there, while I moved my Raptors toward the right zone. That’s exactly where his Vanguards showed up as well.


Round two, and once again the Merchant Prince made me an offer. Since rolling for reinforcements rarely ends well, I of course accepted.

On top of that, I rolled a Hunting Pack and another flyer. That sent two Winglords and a Quatl into the deck.

In return, the Spire got the Pteraphon, the Onslaught Drones, and the Marksman Clones. Fair—at least on paper.

Now a plan began to take shape. The middle objective had to be taken. Later, that could make all the difference, and this time I had the opportunity. So I sent two birds to the center. From there, I could react next turn, no matter where the heat would be. I also decided to place the two Winglords on top, maybe even bait the FGD. Spoiler: that didn’t happen, but the middle objective was mine. The Marksman Clones appeared centrally, the Onslaught Drones on the right.

A few activations later, the right objective already had two damage, while the Pteraphon on the left dealt one for him. Overall, very satisfying.


In round three, I declined the Prince’s offer. I already had enough flank and didn’t want to give him both heavies. Hendrik chose the Vanguard, and while my entire army hit the field, his Centaur and Bound Clones were still reluctantly waiting. I liked that, a minimal card advantage paired with absurd movement sounded like a strong starting position.

I considered how to make the most of it and saw a chance to secure both zones this round. So I placed a Hunting Pack on top, followed by all the regiments that hadn’t yet hit the battlefield, except for the Quatl. Then the right flank in the form of the Hunting Pack, the Raptors, and the Quatl, with the two Winglords in the center.

Hendrik went first. The Marksman Clones advanced and fired at my Hunting Pack for just five damage. Perfect. Now my friendly dinos could slip past the FGD regiment and charge straight at the Marksman. Hendrik swallowed the bait and rotated the Drones into the Hunting Pack.

We continued deploying our armies. I positioned the Apex and the first Thunder Riders further to the right. The next units went to the left flank, where the Pteraphon was just finishing off the objective in the Charge Clash. If the Spire destroys a marker, I naturally want to do the same. So the Raptors dealt the final damage to the right objective.

With no threat from the Raptors, Hendrik now dared to push the Vanguard Clones forward. Anything that went into melee with them would end up in the water. I decided my Hunting Pack with Shock could take that risk, two Stands Clones were devoured, and Hendrik placed the Incarnats behind them for support.


Nothing was standing in my way now: I could send a Quatl over the flank into the zone and shoot at the Terry, supported by a Winglord Move-Volley-Charge into the flank. The beast was reduced to a single wound, and the zone was secured. I secured the right zone with another Quatl.

Then I still had three tokens for chanting and a Winglord within 14 inches of the FGD block. Perfect, it cost me nothing, so Deadly activated, shot, charged, and…

The block fell. We only put it back up for the photo. Both zones were mine, and I had an almost perfect starting position.


Round four, and Hendrik finally got his remaining troops into the deck. With his current issues, reinforcements were very welcome for him but less so for me. I wanted to build on my advantage, so I put the Hunting Packs and a Quatl on top, followed by the Winglords.

The Spire went first. The Marksman were on top and left the Hunting Pack at a single wound. Unexpected and perfect for some mischief. They could rotate with Fluid Formation, gather, and threaten the flank of the Onslaught Drones. A sacrifice but strategically valuable.

Before that, though, the still-whole Hunting Pack finished off the last Stand of the Vanguard Clones. On the flank, not much happened for a while, except that the Onslaught Drones killed the pesky Stand in their line, and the Incarnates positioned themselves so I could not charge them. That suited me just fine as I would be able to hold that zone for at least two more rounds.


In the center, my Winglord killed the Marksman despite the water, and the Desolation Drones, which I had somehow pushed aside, dealt just under a dozen wounds to my fourth favorite Flap Flap.

On the left flank, things were chaotic as well. The Terry died obediently to the Quatl, and next to the second Winglord, the Centaur positioned themselves. I couldn’t see them, but Movement 9 is a lot. After a bit of maneuvering, I managed to get one with a Move, Volley, and Charge into the side, taking out a pony. The Thunder Riders marched forward, and on the flank his Bound Clones advanced as well.


Round five: In an epic story, the Centaur would have now crushed my Winglord in the flank and killed the Quatl with the Impacts. Instead, I went first and killed the Centaur. The Bound Clones avenged their comrades, but my Thunder Riders later made them explode.

On the other side, it was no better. The Quatl performed a Volley Charge against the Onslaught Drones. The regiment survived but was practically combat-ineffective.

Hendrik looked at the table, thought for a moment, and then decided to give in to the comforting smell of the grill. The game was over, and Hanna had forgotten to take photos of Wuetty at the grill and the food. But as in Bremerhaven, the Hamburg event included meals in the entry fee, and it was delicious.

After the game, five undefeated players remained: two Old Dominion, and one each of Nords, Spire, and W’adrhŭn. I had expected to be paired down for the next round or to have to give Nicki the friends of the Flap Flaps, but instead I faced David’s Old Dominion army with Xhiliarch and Theokrator. As if that weren’t bad enough, the scenario played was Melee.

You can find the third Hamburg match report here:

Conquest-Turnier Hamburg 2026: Spiel 2 W’adrhŭn gegen Spire (Ruf des Kraken II)

Übersicht:
Spiel 1
Spiel 2
Spiel 3


Moin,

Spiel zwei auf dem Ruf des Kraken führte mich zurück an denselben Tisch wie zuvor. Also wieder hoch in den ersten Stock. Dramatischer als es klingt, denn meine Armee hatte ich dort bereits stehen lassen. Aus strategischer Weitsicht natürlich. Ganz sicher nicht aus Faulheit.

Dort warteten sie noch immer. Vier gewaltige Vögel, bereit für die nächste Schlacht. Transporttechnisch ungefähr so angenehm wie ein lebender Truthahn auf Koffein. Zwei davon habe ich chirurgisch umgebaut, nur um sie halbwegs reisefähig zu bekommen.

Hier noch einmal die Liste:

Birds of Prey [2000/2000]

== (Warlord) Thunder Chieftain [150]: Conquest
 * Thunder Riders (3) [220]: 
 * Thunder Riders (3) [220]: 
 * Quatl (1) [180]: 
 * Quatl (1) [180]: 

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Apex Predator (1) [190]: aka Skullgreymon

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Raptor Riders (3) [180]: 

Und hier ein Bild was Waaghi vom Nachbartisch geschossen ht. Eine Wand aus Dinosauriern sieht einfach immer gut aus. 

Spiel 1: Dok Grotsnik mit Spire auf Bulwark

Doc Grotsnik kannte ich bereits von anderen Events, aber wir hatten bisher noch nie die Gelegenheit, direkt gegeneinander zu spielen. Seine Spire-Armee war ein echter Hingucker, so sauber bemalt, dass ich fast versucht war, das Farbschema direkt für mein eigenes Spire-Projekt zu übernehmen, nur ohne die Perfektion, die Hendrik auf den Tisch gezaubert hat.

Seine Armeeliste sah so aus:

The Spires [2000/2000]
The Directorate

== High Clone Executor [90]: 
 * Onslaught Drones (4) [170]: 
 * Pteraphon Surveyor (1) [180]: 
 * Marksman Clones (4) [200]: 
 * Vanguard Clones (3) [145]: 

== (Warlord) Merchant Prince [120]: 
 * Bound Clones (5) [260]: Ward Preceptor
 * Centaur Avatara (3) [190]: 

== Biomancer [100]: 
 * Force-Grown Drones (6) [165]: 
 * Incarnate Sentinels (3) [220]: 
 * Desolation Drones (3) [160]: 

Vor dem Spiel erzählte Hendrik mir, dass er noch unsicher war, wie er seine Spire nachdem Rework spielen wollte. Also packte er einfach den neuen Merchant Prince Warlord und einige andere Experimente in die Liste. Effektiv? Vielleicht nicht immer. Aber wertvoll. Auf dem Tisch sieht man sofort, was funktioniert und was einem persönlich gefällt. Und wo spielt man außerhalb von Bremen und Bremerhaven mit schon drei Spiele am Stück? Auf Turnieren natürlich. Daher nutze Hendrik die Gelenheit und freute sich auf Bulwark, weil er keien Lust hatte auf Melee zu spielen mit seiner Liste. Ich hingegen stutzte. Bulwark? Stand gestern auf T3 nicht, dass im zweiten Spiel Melee gespielt wird? Auf Bulwark sah ich eine Chance gegen den Xhiliarchen oder Spinnen, aber nicht auf  Melee. Naja, ein Problem für Zukunfts-Hanna und der Plan war ja auch, einfach nicht gegen das Old Dominion oder Yoroni gepaart zu werden. 


Runde eins und Hendrik machte mir über den Merchant Prince direkt zu Beginn ein unmoralisches Angebot. Ich akzeptierte, denn schließlich bin ich kein Unmensch. Auch der Würfelpool des Merchant Prince füllte sich bedrohlich, alles außer Fünfen lag bereit. Das gefiel mir nicht, weil ich das nicht gut einschätzen konnte.

Danach verwürfelte ich noch den Wurf für das letzte Hunting Pack, sodass wir beide mit jeweils zwei Regimentern im Deck starteten.

Hendrik begann mit einem Biomancer. Ich stellte mein Hunting Pack mittig, um flexibel zu bleiben. Kurz darauf erschien dort sein FGD-Regiment, während ich meine Raptoren in Richtung der rechten Zone schob. Genau dort tauchten auch seine Vanguards auf.


Die zweite Runde und wieder machte mir der Merchant Prince ein Angebot. Da für Reinforcements zu würfeln bekanntlich selten gut endet, nahm ich es natürlich an.

Zusätzlich erwürfelte ich ein Hunting Pack und einen weiteren Flugsaurier. Damit wanderten zwei Winglords und ein Quatl ins Deck.

Die Spire bekamen im Gegenzug den Pteraphon, die Onslaught Drones und die Marksman Clones. Fair. Zumindest auf dem Papier.

Jetzt formte sich ein Plan. Das mittlere Objektiv musste her. Später könnte genau das den Unterschied machen, und diesmal hatte ich die Gelegenheit dazu. Also zwei Vögel in die Mitte. Von dort aus konnte ich nächste Runde reagieren, egal wo es brennen würde. Daher entschied ich mich die beiden Winglords auch nach oben zu legen. Vielleicht lockte ich sogar den FGD damit an. Spoiler: das passierte nicht,a ber das mittlere Objektiv war mein. Die Marksman Clones erschienen zentral, die Onslaught Drones rechts.

Ein paar Aktivierungen später hatte auch das rechte Objektiv bereits zwei Schaden, während der Pteraphon links für ihn einen Schaden machte. Insgesamt sehr zufriedenstellen. 


In Runde drei lehnte ich das Angebot des Prinzen ab. Ich hatte genug Flank und wollte ihm nicht beide Heavys gönnen. Hendrik wählte das Vanguard, und während meine gesamte Armee aufs Feld kam, warteten seine Centaur und Bound Clones noch unfreiwillig ab. Gefiel mir sehr. Minimaler Kartenvorteil gepaart mit absurder Bewegung klang nach einer guten Ausgangslage.

Ich überlegte, wie ich davon maximal profitieren konnte, und sah die Chance, mir beide Zonen in dieser Runde zu sichern. Also legte ich ein Hunting Pack nach oben, gefolgt von allen Regimentern, die noch nicht auf dem Schlachtfeld standen außer dem Quatl. Dann die rechte Flanke in Form des Hunting Packs, der Raptoren und des Quatl, die beiden Winglords in die Mitte.

Hendrik begann. Die Marksman Clones rückten nach vorne und schossen auf mein Hunting Pack. Fünf Schaden. Perfekt. Jetzt konnten meine freundlichen Dinos an dem FGD-Regiment vorbeilaufen und direkt auf die Marksman zulaufen. Hendrik schluckte den Köder und drehte die Drohnen in das Hunting Pack.

Wir platzierten weiter unsere Armeen. Ich stellte den Apex und die ersten Thunder Riders weiter rechts auf. Die nächsten Einheiten kamen auf die linke Flanke, wo der Pteraphon gerade das Objektiv im Charge Clash erledigte.Wenn die Spire einen Marker zerstören, dann will ich das natürlich auch. Daher machten die Raptoren den letzten Schaden am rechten Objektiv.

Ohne Bedrohung durch die Raptoren traute sich Hendrik nun die Vanguard Clones nach vorne zu schieben. Alles, was jetzt in den Nahkampf mit denen wollte, würde im Wasser landen. Ich entschied, dass mein Hunting Pack mit Shock das riskieren kann, zwei Stands Clone wurden gefressen und Hendrik stellte dahinter die Incarnats zur Unterstütztung. 


Damit stand mir nichts im Weg: Ich konnte mit einem Quatl über die Flanke in die Zone gehen und auf den Terry schießen, unterstützt von einem Winglord Move Volley Charge in die Flanke. Das Vieh ging auf ein Leben runter und die Zone war gesichert. Die rechte Zone sicherte ich mit einem weiteren Quatl.

Dann hatte ich noch drei Token zum Chanten und einen Winglord in 14 Zoll zum FGD-Block. Perfekt, es kostet mich nichts also Deadly aktiviert, geschossen, Charge ausgeführt und... 

der Block fiel.Wir haben den nur für das Foto wieder hingestellt. Beide Zonen für ich und eine nahezu ideale Ausgansposition.


Die vierte Runde und Hendrik bekam endlich seine restlichen Truppen ins Deck. Bei den aktuellen Problemen waren Verstärkungen für ihn entsprechend willkommen. Mir hingegen weniger. Daher wollte ich meinen Vorteil gerne ausbauen und legte die Hunting Packs und einen Quatl nach oben, dann die Winglords.

Die Spire durften anfangen. Oben lagen die Marksman und ließen das Hunting Pack mit einem Leben stehen. Unerwartet und perfekt um damit Schabernack zu treiben. Die konnten sich mit Fluid Formation drehen, sammeln und die Flanke der Onslaught Droneschargen. Sicher ein Opfer, aber strategisch wertvoll.

Vorher erledigte jedoch das noch ganze Hunting Pack den letzten Stand der Vanguard Clones. Auf der Flanke passierte lange Zeit nichts, außer dass die Onslaught Drones den lästigen Stand in ihrer Flanke töteten und die Incarnates sich so positionierten, dass ich sie nicht chargen konnte. Das war mir ganz Recht, da ich so die Zone für noch mindestens zwei Runden halten würde.


In der Mitte erschlug mein Winglord die Marksman trotz Wasser und die Desolation Drones, die ich irgendwie verdrängt hatte, machten ein knappes dutzend Wunden an meinen viert liebsten Flap Flap. 

Auf der linken Flanke lief es ebenfalls chaotisch. Der Terry starb brav durch den Quatl und neben dem zweiten Winglord positionierten sich die Centaur. Zwar konnte ich die nicht sehen, aber Movement 9 ist sehr viel. Nach kurzem Rumprobieren konnte ich ihn mit einem Move + Volley + Charge in die Seite manövrieren und ein Pony erledigen. Die Thunder Riders marschierten vor und auf der Flanke marschierten auch seine Bound Clones auf.


Runde Fünf: In einem Epos hätten die Centaur jetzt meinen Winglord in der Flanke erschlagen und den Quatl mit den Impacts getötet. Stattdessen begann ich und tötete die Centaur. Die Bound Clones rächten ihre Kameraden, doch meine Thunder Riders ließen sie später explodieren.

Auf der anderen Seite lief es nicht besser. Der Quatl führte einen Volley Charge gegen die Onslaught Drones aus. Das Regiment überlebte zwar, war aber praktisch kampfunfähig.

Hendrik schaute sich den Tisch an, überlegte kurz und entschied sich dann, dem wohligen Geruch des Grills nachzugeben. Das Spiel war vorbei und Hanna hatte vergessen Fotos vom Wuetty am Grill und dem Essen zu machen. Aber wie in Bremerhaven auch, war in Hamburg das Essen im Startpreis enthalten und es war köstlich. 

Nach dem Spiel standen fünf ungeschlagene Spieler fest: zwei Old Dominion, je einmal Nords, Spire und W’adrhŭn. Ich hatte damit gerechnet, für die nächste Runde runtergepaart zu werden oder Nicki die Freunde der Flap Flaps schenken zu dürfen, doch stattdessen ging es direkt Davids Old Dominion Armee mit Xhiliarch und Theokrator. Da das nicht schlimm genug war wurde auch noch das Szenario Melee gespielt. 

Den dritten Spielbericht zu Hamburg findet ihr hier: 

Freitag, 13. Februar 2026

Conquest Tournament Hamburg 2026: Game 1 W’adrhŭn vs City States (Call of the Kraken II)

Overview
Game 1
Game 2
Game 3

Hi,

On the first weekend of February, 18 brave commanders gathered in Hamburg for the first German Conquest Tournament of 2026. The hall was cold, the atmosphere hot, and I was more than ready to put my lists to the test. With the ITC coming up two weeks later, this tournament was essentially a trial run for our lists.

My personal dilemma had been with me for weeks: W’adrhŭn or Sorcerer Kings? The decision was far from easy. Since no W’adrhŭn player had registered, I opted for the friendly Dino Air Force. After all, every army deserves its moment on the field of honor, and I would have had to convert a model for the Sorcerer Kings anyway.

So I packed the tried-and-true list that had already competed in Bremerhaven. You’re probably familiar with the epic battle reports, or you can check them out under “Wings over Bremerhaven.

Same weaknesses, same areas to improve, but above all: cool dinos on the table. And honestly, looking at the scenarios, the W’adrhŭn grinned at me far more pleasantly than the Sorcerer Kings.


Birds of Prey [2000/2000]

== (Warlord) Thunder Chieftain [150]: Conquest
 * Thunder Riders (3) [220]: 
 * Thunder Riders (3) [220]: 
 * Quatl (1) [180]: 
 * Quatl (1) [180]: 

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Apex Predator (1) [190]: aka Skullgreymon

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Raptor Riders (3) [180]: 

The list is extremely mobile and is practically fully on the field by turn 3. Ten out of eleven cards are regiments; while you can rarely completely neutralize your opponent, most 12-card lists only have nine active regiments. This often gives you the early advantage while still leaving enough regiments to work with. Thanks to War, heavily armored opponents aren’t a problem either. What does cause issues, however, are the Dweghom Sorcerer Warlord or the Old Dominion with Xhiliarch—but my plan against them is simply not to get paired with them.

Game 1: Deathwingritter with City States on Echolon

The army list from memory. I forgot one of the regiments, but I don’t remember which one: 

The City States [1815/2000]

== (Warlord) Polemarch [130]: Blades of Eakides
 * Hoplites (4) [195]: Dorilates, Minotaur Haspist Auxiliary
 * Phalangites (4) [205]: Dorilates
 * Minotaur Thyreans (4) [250]: 
 * Minotaur Thyreans (4) [250]: 

== Ipparchos [100]: 
 * Companion Cavalry (3) [140]: 
 * War Chariots [260]: Skorpios (2)

== Polemarch [90]: 
 * Hoplites (4) [195]: Dorilates, Minotaur Haspist Auxiliary

Right at first glance, it was clear: this was quite different from anything I’d seen before. The even 4-card regiments in particular looked strange and easy to shatter. On the other hand, you first had to deal 21 damage to the cows to actually manage that.


In round 1, I played solo since Sven didn’t have any Lights. A Hunting Pack never showed up for me, and I briefly considered putting pressure on the objective on his side, but I was also reluctant to lose a regiment early to the chariots. Especially since my list doesn’t reliably work with reinforcements in round 2, and I might not have been able to maintain the pressure. So, boring and conservative: one regiment per side. 


In round two, I received the mandatory bird in the form of a Quatl and a Winglord, while my second Hunting Pack didn’t show up. Sven’s reinforcements looked similarly weak: a regiment of Hoplites with Warlord and the cavalry. He moved his ponies into a zone, and I placed a bird in mine. Then the Raptors and the Winglord on the left flank did some damage to the objective, and we moved into round 3.


In round three, we both received almost all our cards: I had everything except a Quatl, Sven had everything except an Auto and one cow.

Sven went first, and instead of charging the objective marker with the Hoplites and showing my Hunting Pack his flank, he moved with Move + Charge into the Hunting Pack in the forest. Smart and annoying at the same time. I hadn’t measured and just placed it on a hunch, which now backfired. Many activations later, my Hunting Pack did two damage to the Hoplite regiment with Warlord, which prompted me to move my Warlord with Thunder Riders onto the same flank. Once the Hunting Pack was gone and the block emerged from the forest, it was set to become a nice fountain of blood.

The Apex moved into my zone, while on the same flank the first Auto, the Phalangites, and the Titan appeared. Mathematically, I could simply take the objective marker next round, so the Quatl went forward and shot at the marker—ready to either secure it next round or charge an Auto. Either option would have worked for me.

On the left flank, however, much more was happening. At first it was quiet: I destroyed the marker with my second Winglord, Sven placed his first cows far to the right, and I sent my second Winglord forward to shoot at the ponies. I had originally planned to pull back afterward, but after dealing seven damage, I decided to go directly into the yet-to-be-activated ponies. The impacts were enough to completely wipe out the regiment and secure both zones for me. On Echolon, this is a real disaster for the opponent, because it’s extremely difficult to hold the zone on the other side.


Round four and the last reinforcements entered the game. My Winglord was relatively safe—only a Move + Charge from the cows could have threatened him. That might have been enough to kill him, but it wasn’t realistic. Plus, the Raptors and the second Winglord could then engage the cows, so I wasn’t worried and focused initially on the other flank.

Sven realized this too and started with a chariot. The Auto didn’t attempt a volley charge against the objective and instead fired directly at the Quatl. The damage was moderate, and after quickly checking how far the Phalangites could get, I took the objective marker.

Sven’s Hoplites crushed my Hunting Pack, pushed his troops slightly forward, and used the forest as cover against my Thunder Riders. I placed my Apex in range of the Phalangites instead of sending it toward the Titan—a mistake that would come back to haunt me later. The beast ran into Autocharge range of the Quatl, and none of my regiments saw it.

On the other side, Sven placed his second cows directly in front of the Winglord, and I flew over them toward freedom—or at least out of danger. Now that the zone was free again and nothing was in range for Sven, he moved the second chariot and the first cows into the zone. Unfortunately, that was only two stands, which put me in a dilemma. Should I send in another Winglord? It would be greedy, but the points were tempting. So the second Winglord flew in while the Raptors performed a charge clash against the chariot. Only two made it, but thanks to Deadly, the Auto was taken out. At the same time, I pushed the second Quatl and the Hunting Pack along the flank. Even when the second Polemarch performed a Move + Charge against the fleeing Winglord, my triumph remained undiminished.


Round five: If I made a mistake, I would lose two Quatls with no compensation. The right flank had to be secured, and I was sure he would start with the Titan—but what if he didn’t? In the end, my double-card planning paid off, as there was a Quatl on each side that could act. So I placed one Quatl up top and then a Winglord.

Sven went first, and the Quatl survived the clash with the Phalangites. Since I was sure the cows would be his next activation, I activated the Quatl on the other side and went into the cows. With a Volley Charge Clash, I surprisingly took out two cows. But then the cows didn’t appear at all, and the Titan finally removed the other Quatl from the table. I could live with that—especially because the Winglord now went into the cows, and I only had to deal 7 more damage to shatter the regiment. He failed and almost died to the counterattack from the two cows. Later, the second cows also killed the Raptors on the flank, while the Hoplites and the second Winglord engaged in an eternal fight. My second Thunder Riders didn’t go into the cows but positioned themselves 11” away for some fun with the Juggernaut in the next round.

On the right side, it was more interesting. Although the Apex devoured the Phalangites despite the Pike Formation, the chariot took away half of its life. Only for my second Thunder Riders did the Warlord’s Hoplites have to activate, which allowed me to move into the Titan and kill it without penalty. So next round, I would just need to start and hold on—that would have secured the win, since the score could no longer be caught up.


In round six, I was hesitating: Should I try to play on initiative and put the Thunder Riders up top? Sven had always gone first so far; eventually, I would surely get to start. In my thinking, I skillfully ignored the Polemarch’s Supremacy. All my monsters were damaged, and I felt a bit under pressure. Then I remembered the second Thunder Riders, and the decision became clear: kill the cows and hold the left flank—my Warlord didn’t matter. On the right, Sven couldn’t score any points this round anyway, because he would first have to take out the Thunder Riders with my Warlord.

Sven triggered Supremacy and started his turn. The Thunder Riders actually survived with a few wounds, and the second Thunder Riders turned the cows into a red cloud. The other cows on the two flyers weren’t his next card, so they obediently died. The left zone was thus secured for the rest of the game.

Still, we played until round 10, as Sven wanted to score some moral victories. First, the Polemarch crushed my Warlord, and then when Skullgreymon pounced on him, he fell too—though he had casually posed for a photo beforehand.

Game one was over, and it had been against a fully painted army in purple and gold, which immediately brought back nostalgia for my Hundred Kingdoms.

Walking down the stairs afterward, I was already looking forward to lunch when I saw the plates on the counter. Only, Wuetty had just put them there and explained that he would start the grill in a few minutes. With a few sausages, I could expect food at the earliest in an hour. Well, that set the time window for game two. But then the pairings came in: Spire. That could seriously jeopardize my punctual lunch.

You can find the second Hamburg battle report here: W’adrhŭn vs Spire

Mittwoch, 11. Februar 2026

Conquest-Turnier Hamburg 2026: Spiel 1 W’adrhŭn gegen City States (Ruf des Kraken II)

Übersicht:
Spiel 1
Spiel 2
Spiel 3


Moin,

am ersten Februarwochenende haben sich 18 tapfere Kommandanten in Hamburg zum ersten deutschen Conquest-Turnier 2026 versammelt. Die Halle war kalt, die Stimmung heiß, und ich war mehr als bereit, meine Listen auf die Probe zu stellen. Da zwei Wochen später die ITC ansteht, war dieses Turnier für uns eigentlich als Testlauf für die Listen gedacht.

Meine ganz persönliche Zwickmühle begleitet mich seit Wochen: W’adrhŭn oder Sorcerer Kings? Die Entscheidung ist mir alles andere als leicht gefallen. Da aber kein W’adrhŭn Spieler angemeldet war, entschied ich mich für die freundliche Dino Luftwaffe. Schließlich sollen auf dem Feld der Ehre alle Armeen vertreten sein und für die Sorcerer Kings müßte ich noch ein Modell umbauen..

Also packte ich die bewährte Liste ein die schon in Bremerhaven antreten durfte. Die epischen Spielberichte dazu kennt ihr bereits oder könnt ihr unter "Flügel über Bremerhaven" nachlesen.

Gleiche Schwächen, die gleichen Baustellen, aber vor allem: coole Dinos auf dem Tisch. Und ehrlich gesagt: Mit Blick auf die Szenarien grinsten mich die W’adrhŭn deutlich freundlicher an als die Sorcerer Kings.

Birds of Prey [2000/2000]

== (Warlord) Thunder Chieftain [150]: Conquest
 * Thunder Riders (3) [220]: 
 * Thunder Riders (3) [220]: 
 * Quatl (1) [180]: 
 * Quatl (1) [180]: 

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Apex Predator (1) [190]: aka Skullgreymon

== Winglord Predator [220]: War
 * Hunting Pack (3) [120]: 
 * Raptor Riders (3) [180]: 

Die Liste ist extrem mobil und praktisch schon ab Runde 3 vollständig auf dem Feld. Zehn von elf Karten sind Regmenter,  zwar kann man den Gegner nur selten ausaktivieren, aber die meisten 12 Karten Listen haben nur neun aktive Regimenter. So hat man häufig den Startvorteil und trotzdem genug Regimenter zum Arbeiten. Dank War sind auch schwer gepanzerte Gegner kein Problem. Was hingegen Probleme macht ist der Dweghom Sorcerer Warlord oder das Old Dominion mit Xhiliarch, aber mein Plan dagegen einfach nicht gepaart zu werden.

Spiel 1: Deathwingritter mit City States auf Echolon

Die Armeeliste aus dem Kopf. Irgendein Regimet habe ich vergessen, aber ich weiß nicht welches:

The City States [1815/2000]

== (Warlord) Polemarch [130]: Blades of Eakides
 * Hoplites (4) [195]: Dorilates, Minotaur Haspist Auxiliary
 * Phalangites (4) [205]: Dorilates
 * Minotaur Thyreans (4) [250]: 
 * Minotaur Thyreans (4) [250]: 

== Ipparchos [100]: 
 * Companion Cavalry (3) [140]: 
 * War Chariots [260]: Skorpios (2)

== Polemarch [90]: 
 * Hoplites (4) [195]: Dorilates, Minotaur Haspist Auxiliary

Schon beim ersten Blick fiel auf: Das war ziemlich anders als alles, was ich sonst kannte. Besonders die geraden 4er Regimenter wirkten merkwürdig und leicht zu shattern. Andererseits musste man erst einmal 21 Schaden an die Kühe bringen um das auch zu schaffen.


Runde 1 spielte ich alleine, da Sven keine Lights hatte. Ein Hunting Pack kam bei mir nicht und ich überlegte kurz, das Objektiv auf seiner Seite unter Druck zu setzen, aber ich wollte auch nur ungerne ein Regiment früh an die Streitwägen verlieren. Vor allem, weil meine Liste in Runde 2 nicht zuverlässig mit den Reinforcements arbeitet und ich den Druck dann vielleicht nicht aufrecht halten konnte. Also langweilig und konservativ ein Regiment je Seite. 


In Runde zwei erhielt ich den Pflichtvogel in Form eines Quatl und einen Winglord, mein zweites Hunting Pack wollte hingegen nicht. Bei Sven sah es bei den Reinforcements ähnlich mau aus. Ein Regiment Hopliten mit Warlord und die Reiterei. Er zog mit seinen Ponys in eine Zone und ich setzte einen Vogel in meine. Dann verursachte die Raptoren und der Winglord auf der linken Flanke etwas Schaden am Objektiv und wir gingen in Runde 3.


In Runde drei erhielten wir beide fast alle Karten: ich hatte alles außer einem Qualt, Sven alles außer einem Auto und einmal Kühe.

Sven begann und statt mit den Hopliten in den Objektivmarker zu chargen und meinem Hunting Pack die Flanke zu zeigen, zog er mit Move + Charge in das Hunting Pack in den Wald. Klug und lästig zugleich. Ich hatte nicht gemessen und das auf Verdacht hingstellt was sich jetzt rächte. Viele Aktiverungen später machte mein Hunting Pack zwei Schaden an dem Regiment Hopliten mit Warlord, was mich dazu brachte auch meinen Warlord mit Thunder Ridern auf die gleiche Flanke zu stellen. Sobald das Huntig Pack tot war und der Block aus dem Wald kam sollte er in eine schöne Blutfontäne verwandelt werden.


Der Apex bewegte sich in meine Zone, während auf der gleichen Flanke das erste Auto, die Phalangites und der Titan auftauchten. Rechnerisch könnte ich mir jetzt einfach den Objektiv Marker nächste Runde holen, daher ging der Quatl nach vorne und schoss auf den Marker. Bereit nächste Runde anzufangen und den Marker zu holen oder ein Auto zu chargen. Beides wäre mir wilkommen.

Auf der linken Flanke passierte dafür deutlich mehr. Zunächst war es noch ruhig: Ich zerstörte den Marker mit meinem zweiten Winglord, Sven stellte seine ersten Kühe weit rechts auf, und ich schickte meinen zweiten Winglord nach vorne, um auf die Ponys zu feuern. Eigentlich wollte ich mich danach zurückziehen, aber nachdem ich sieben Schaden verursacht hatte, entschied ich mich, direkt in die noch nicht aktivierten Ponys zu gehen. Die Impacts reichten aus, um das Regiment komplett zu zerstören und mir beide Zonen zu sichern. Auf Echolon ist das ein echtes Desaster für den Gegner, weil es extrem schwer ist, die Zone auf der anderen Seite zu halten.


Die vierte Runde und die letzten Reinforcements kamen ins Spiel. Mein Winglord war relativ sicher, nur ein Move + Charge der Kühe hätte ihn bedroht. Könnte reichen um ihn zu töten, war aber nicht realistisch. Außerdem könnten dann auch die Raptoren in die Kühe gehen können und der zweite Winglord. Daher machte ich mir da keine Sorgen und legte meinen Fokus zunächst auf die andere Flanke.

Sven erkannte das auch und begann mit einem Streitwagen. Das Auto versuchte keinen Volley Charge gegen das Objektiv und schoss direkt auf den Quatl. Der Schaden war moderat und nach kurzen Prüfen wie weit die Phalangites kommen holte ich mir den Marker.


Svens Hopliten erschlugen mein Hunting Pack, schob seine Truppen minimal nach vorne und nutzte den Wald als Schutz vor meinen Thunder Riders. Ich stellte meinen Apex in Reichweite zu den Phalangites, anstatt ihn in Richtung des Titanen zu schicken, ein Fehler, der sich später rächen sollte. Den das Vieh rannte in Autocharge Reichweite zum Quatl keines meiner Regimenter sah ihn.

Auf der anderen Seite stellte Sven die zweiten Kühe direkt vor dem Winglord und ich flog über diese in Richtung Freiheit. Oder wenigstens außer Gefahrt. jetzt wo die Zone wieder frei war und nichts in Reichweite für Sven, ging er mit dem zweiten Streitwagen und den ersten Kühen in die Zone. Leider waren das nur zwei Stands und das brachte mich in ein Dilemm. Sollte ich noch einen Winglord in die Zone schicken? Eigentlich zu gierig aber die Punkte lächelten mich an. Also flog der zweite Winglord hinein, während die Raptoren einen Charge Clash gegen den Streitwagen durchführten. Nur zwei kamen an, aber dank Deadly war das Auto erledigt. Gleichzeitig schob ich den zweiten Quatl und das Hunting Pack über die Flanke. Selbst als der zweite Polemarch einen Move + Charge gegen den weggelaufenen Winglord machte, blieb mein Triumph ungetrübt.


Runde fünf: Wenn ich einen Fehler mache, verliere ich zwei Vögel ohne Gegenwert. Die rechte Flanke musste gesichert werden, und ich war mir sicher, dass er mit dem Titanen beginnt aber was, wenn er es nicht tut? Letztendlich belohnte mich die Doppelkarten-Planung, da auf jeder Seite ein Quatl stand, der aktiv arbeiten konnte. Daher legte ich einen Quatl nach oben und danach einen Winglord.

Sven fing an, und der Quatl überlebte den Zusammenstoß mit dem Phalangites. Da ich mir sicher war, dass als Nächstes bei ihm die Kühe kommen würden, aktivierte ich den Quatl auf der anderen Seite und ging in die Kühe. Mit Volley Charge Clash erledigte ich überraschend zwei Kühe. Doch dann kamen gar nicht die Kühe, und der  Titan räumten den anderen Quatl endlich vom Tisch. Nun, damit konnte ich leben. Vor allem, weil der Winglord jetzt auch in die Kühe ging und ich nur noch 7 Schaden machen musste, um das Regiment zu shattern. Er versagte und starb fast am Gegenschlag der beiden Kühe. Später erschlugen die zweiten Kühe auch die Raptoren auf der Flanke und die Hopliten und der zweite Winglord führten einen ewigen Kampf. Meine zweiten Thunder Rider gingen nicht in die Kühe sondern stellten sich auf 11" für Spaß mit Juggernauth in der Folgerunde.

Auf der rechten Seite war es interessanter. Zwar fraß der Apex trotz Pike Formation die Phalangites, aber der Streitwagen raubte ihm die Hälfte seines Lebens. Nur für meine zweiten Thunder Riders mussten die Hopliten des Warlords aktivieren, wodurch ich ungestraft in den Titanen gehen und ihn töten konnte. Nächste Runde also nur noch anfangen und durchhalten dann hätte ich gewonnen, da der Punktestand nicht mehr einzuholen wäre.


In der sechsten Runde haderte ich mit mir: Versuche ich, auf Initiative zu spielen und lege die Thunder Riders nach oben? Sven hatte bisher immer begonnen, irgendwann würde ich sicher auch mal anfangen dürfen. In meiner Überlegung verdrängte ich gekonnt die Supremacy des Polemarchen. Alle meine Monster waren angeschlagen, und ich fühlte mich ein wenig im Zugzwang. Dann fielen mir die zweiten Thunder Riders ein und die Entscheidung war klar: Kühe töten und die linke Flanke halten, mein Warlord war egal. Rechts konnte Sven in dieser Runde ohnehin keine Punkte machen, weil er zuerst die Thunder Riders mit meinem Warlord ausschalten müsste.

Sven zündete die Supremacy und begann seinen Zug. Die Thunder Riders überlebten tatsächlich mit ein paar Leben, und die zweiten Thunder Riders verwandelten die Kühe in eine rote Wolke. Die anderen Kühen an den beiden Flugsauriern waren nicht seine nächste Karte und starben daher brav.Die linke Zone war damit für den Rest des Spiels gesichert. Trotzdem spielten wir bis Runde 10, da Sven noch moralische Siege einzufahren hatte. Erst erschlug der Polemarch meinen Warlord und dann als Skullgreymon sich auf ihn stürzte fiel auch dieser. Wenn er auch vorher noch lässig für ein Foto posierte. 

Spiel eins war damit vorbei  und das direkt gegen eine vollbemalte Armee in Lila und Gold, die sofort Nostalgie an meine Hundred Kingdoms weckte.

Beim Abstieg die Treppen runter freute ich mich schon aufs Essen als ich die Teller auf dem Tresen sah. Nur hatte der Wuetty sie nur hingestellt und erklärte mir, dass er in ein paar Minuten den Grill anmacht. Mit ein paar Würstchen war frühestens in einer Stunde zu rechnen. Nun gut, dann stand das Zeitfester für Spiel 2 damit fest. Doch dann kamen die Paarungen: Spire. Das konnte mein pünktliches Mittagessen durchaus gefährden.

Den zweiten Spielbericht zu Hamburg findet ihr hier: W’adrhŭn gegen Spire

Donnerstag, 15. Januar 2026

Tier List and Thoughts on the Spire Rework

Hello there,

The age of the Spires has returned and every opponent should brace themselves because this rework brings a fresh gust of alien menace back to the table.

Infantry has seen a considerable power boost, new options unlock exciting tactical angles, and overall the army feels more flexible and vibrant than ever before. Yes, there are a couple of things I find a bit worrying, most notably the new movement tricks outside your own activation, but beyond that the book does not read like an over-the-top fever dream for Spire players. Instead, it feels like a thoughtful and constructive piece of game design. Not that this will stop Spire players from complaining, of course.

In this article I will take a close look at which combinations stand out, which units shine the brightest, and where there is still room for improvement.


Tier-Ranking

Evaluating units in Conquest is often complicated and heavily influenced by the local playgroup. Many units only reveal their full potential when paired with the right synergies and are difficult to judge in isolation. For this analysis I assume that every unit is operating at its full potential within the army. The goal is not to determine the mathematically most cost efficient choice, but to evaluate each option based on its role and impact. The entire list is therefore subjective.

  • S-Tier: Units that are widely considered overpowering due to rules or efficiency. Almost mandatory picks that improve most lists.

  • A-Tier: Excellent units that shine in their roles and often form the backbone of competitive lists.

  • B-Tier: Solid and well balanced units with clear strengths and weaknesses. They perform their role reliably and this is where most regiments and characters should land.

  • C-Tier: Units that see less play and fall slightly behind alternatives. They are usable, but less efficient.

  • D-Tier: Units that are barely playable or badly need a redesign. In newer factions this may happen when a unit is designed around synergies that have not been released yet.


Subfactions & Faction Mechanics

Exertion / Strain / Decay – the heart of the rework

A regiment may trigger its Strain ability as a draw event, gain the listed bonus, and then take one wound per stand or three wounds if it is a monster at the end of its activation. The system is elegant but merciless. You trade health for power. For me it fits perfectly with the faction’s lore and because the damage value is fixed it allows clean and reliable planning.
No rating here, since the strength of the mechanic is directly tied to the buffs it unlocks.


Subfactions, three identities, three archetypes

Just like Hundred Kingdoms and Dweghom, Spires now choose a subfaction and unlock an always-on army-wide rule. Each subfaction shapes how the army is built and favors its own set of synergies.


The Underspires (Violent Delirium) – B-Tier

Drones can be healed while broken, gain Indomitable depending on their size, and Drones and Clones receive Regeneration 2 as a draw event.

Probably the most consistent and reliable subfaction.
Regeneration almost completely offsets Decay for MSU regiments (three stands). In my test games, this was especially interesting for Vanguard and Marksman Clones, where I used the Strain abilities of the regiments very extensively.


The Directorate (Lobotomytic Override) – S-Tier

Once per round a drawn command card may be set aside and the next card in the stack is activated instead. After that, the first card is placed either on the top or bottom of the deck.

For players who want control over tempo and initiative, this ability is worth its weight in gold. Deck manipulation used to be exclusive to Biomancers and Pheromancers, and here the entire army gains that advantage for free. It will not suit every playstyle, but in a competitive setting it is extremely powerful because it lets you safeguard your plans regardless of whether you win the priority roll.


The Sovereign Lineage (Magnanimity) – A-Tier

Husk regiments gain Inspired or Aimed Shot against wounded targets.

The option to strike with Inspired first and then still take a move or charge action is brutal and borderline unfair. The free Aim also delivers exactly that small amount of extra damage you often need to swing a unit from too weak to just right. The issue is therefore not the power level but the pool of eligible regiments. There are only three units with the Husk keyword plus one item that can turn a Clone regiment into Husks, which naturally limits the ability. However, anyone who already brings Highborne or loves Husk lists will find an exceptionally efficient damage amplifier here.


Characters

Biomancer, C-Tier and B-Tier as Warlord

The Biomancer received a significant redesign in the rework and currently feels like a toolbox without a clear guiding direction. His ability to simply grant a Command Stand within 12 inches two additional attacks is undeniably strong and flexible. His warband options are also solid and fill many gaps the army might otherwise struggle with.

The real issue lies in the Biomancies. They are highly unreliable on the table, with some effects being brilliant, others situational or almost useless, and there is very little control over what you actually end up with. In practice they only really function smoothly when paired with focused support from the Merchant Prince Warlord, which pushes the Biomancer into a narrow army archetype.

As a Warlord these shortcomings become even more noticeable. His ability to collect tokens when models die on the battlefield is thematic and atmospheric, but it does not generate early or reliable value. Some of the effects he unlocks can be game changing, but being limited to collecting only three tokens keeps him permanently constrained. As a result he feels too difficult to plan around in a competitive environment and more like a liability than a dependable foundation for the army.


Pheromancer, A-Tier and A-Tier as Warlord

The Pheromancer was also extensively redesigned, but unlike the Biomancer, he benefits from it almost across the board. He still does not function like a traditional mage. His abilities simply happen without rolls or resources, making them reliably available.

He can grant Fearless to a friendly regiment within 12 inches. With Lethal Compulsion he can either give Untouchable to a regiment, or with Suppress Receptors create a 12-inch aura that allows sixes to be rerolled on Resolve and grants Tenacious 1 to his own regiment. The remaining two Pheromancy effects are more situational and less impressive. Untouchable in particular scales exceptionally well with elite units.

His warband offers a versatile and broad selection that fits well into different army concepts. Especially interesting is Master of Puppets, which upgrades Force Grown Drones in his regiment to medium size. This rule may seem minor, but it has major implications for mission play and army building, and is an elegant example of good game design. I hope Para Bellum continues this approach with other armies.

As a Warlord the Pheromancer gains a huge boost. He may use a second Pheromancy per round, and every regiment in the Drone, Clone, and Monstrosity categories may exchange its Strain for plus one Clash and plus one Movement. Combined with subfactions like Underspire, which provide Regeneration, this Strain swap becomes a central tool for the army.

The most crucial point, however, is that his regiment takes no damage from Decay. This single rule opens up entirely new army concepts. Suddenly large blocks of Force Grown Drones or Brute Drones become playable and are no longer just a meme concept.



High Clone Executor, B-Tier and A-Tier as Warlord

The High Clone Executor is almost absurdly cheap and could easily have been twenty to thirty points more expensive. He brings Double Time to a Clone regiment within twelve inches, has Flurry and Cleave 2 himself, and remains at a Resolve of 4. He becomes even more dangerous with Bound Clones, and the Marksman and Infiltrator variants give him additional flexibility. Apparently someone at Para Bellum decided that models no longer need the correct weapon equipped to use ranged options. This is a decision I strongly support and wish other factions would adopt as well. That he can now even deploy a Siegebreaker as Restricted feels a bit arbitrary, but additional options rarely hurt.

His Supremacy is particularly noteworthy. On paper it seems harmless, but the free movement for Clone regiments whenever a friendly model dies within twelve inches significantly changes the level of movement in the game. Together with the Ward Perceptor, the Spires now have movement outside of their own activations. Personally I would have preferred not to see this design path, but the strength of the rule is undeniable. Especially in tight situations, this free move often decides mission objectives and melee reach.

In addition there are other useful abilities such as Opportunist and the ability to deny Inspire to the opponent after a Clash action is announced. Both effects are exactly what Vanguard Clones love, and fortunately only one of these three effects can be chosen per round and only for Clone regiments. Overall, the Executor is one of the most versatile and valuable characters in the faction.


Merchant Prince, S-Tier and S-Tier as Warlord

The Merchant Prince is polarizing. Some players do not like him, but I am thrilled when an opponent does not take him. In my games he has consistently been a huge asset, as long as the opposing army does not have overwhelming Flank. I typically ran him with Ulterior Motives in Marksman or Desolation Drones, along with two Vanguard Clones and a Desolation Beast in the warband. Combat-wise he is essentially a weakling, but that is not the point. His value comes almost entirely from Master Manipulator.

Master Manipulator fits perfectly with the Spires’ lore because the Merchant Prince forces no one. He makes an offer. He gives the opponent a chance for both players to essentially gain a free Flank. If the opponent accepts, both sides benefit and the Spire gains Vanguard 3 for that regiment. If the opponent refuses, the Spire either gets Vanguard 3 for a target regiment or a reroll for a Reinforcement roll. Both options are extremely valuable because almost all important Spire units with Vanguard 3 reliably and quickly reach mission objectives. The fact that this also makes a list more resilient to Reinforcement mishaps is a bonus you only fully appreciate after losing a game because key units arrived late from reserves.

His Supremacy reinforces this style. You gain a pool of dice that can be used instead of rolling. Almost every action becomes more predictable. This applies to charge attempts, Resolve tests, Biomancy triggers, and virtually every critical decision in the game. Only the starting roll at the beginning of a round is exempt, probably because the mechanic would be too complex to track or the dice pool could otherwise be exploited.

The army moves exactly as intended. Biomancies hit precisely when needed. The entire list suddenly feels like a finely tuned instrument. For players who love control and reliability, the Merchant Prince as a Warlord is a dream figure.


Lineage Highborne, S-Tier and A-Tier as Warlord

She costs twenty points more than before and loses one wound. In return she gains plus one Clash, Flawless Strikes, and Parry for the regiment. That alone is not necessarily exciting. Her true strength lies in her warband, with Incarnates and Avatara as mainstays, as well as a full toolkit of equipment that can instantly change the battlefield.

Ablative Flesh granting plus one attack for five points is already strong. It becomes truly relevant with larger investments. Ferro Ossified Carapace gives a Hardened 1 draw event, which becomes extremely effective in combination with Avatara. Endocrine Overstimulation enable almost guaranteed charges. Preservation Protocols provide reliable healing. My personal favorite is Grafted Limbs, which raises the Highborne to Clash 5. All of this makes her expensive, but she protects and enhances Avatara to a level that turns these models into true boss figures.

Her Supremacy completes the package. Once per game, all sixes rolled for Husks on attack count as ones. If you pair her with a list full of Avatara, Leonine, and Centaur, this creates an almost automatic stream of hits. For players who focus on elite units and prefer top-end performance over mass synergy, the Highborne is a central cornerstone of the new Spire design.


Lineage Prideborne, B-Tier and B-Tier as Warlord

The Prideborne is basically solid. That is precisely its dilemma. This pattern runs throughout the entire rework. The Spires have a large number of useful, functional options, but also a variety of units and rules that appear very cheap or disproportionately effective in comparison. Where other characters shine, the Prideborne usually just does its job.

There is also a structural limitation and overlap with the Highborne. Since the Prideborne generates less flexibility and the Highborne now more often has free Restricted slots, Centaur and Leonine are more likely to be taken there.

She is not entirely useless, however. She provides the only way to heal Leonine with Preservation Protocols. Since Leonine, like all Husk regiments, takes one less damage from Strain, you can double the effect of rolled ones every round and absurdly increase the unit’s output. This generates impressive damage potential, but you cannot use the healing to bring stands back into play. This leaves at least a natural counterplay intact, as every dead stand still counts and can be exploited by the opponent.


Mimetic Assassin, B-Tier

The Mimetic Assassin has risen from almost irrelevant to useful thanks to his low point cost. That he replaces a stand and deals damage directly to the opponent is a clever design touch. Even more important is that he has finally been given Cleave 2, giving him a real role in damage distribution.

My preferred combination so far has been to play him with No Matter the Price and, with Vanguard Clones at his back, simply remove an enemy regiment where it hurts the most. This is expensive, but extremely threatening. The opponent has to constantly account for the fact that you can use this tool. And it is precisely this psychological presence that gives the Assassin his value.

Because he can fit into virtually any Clone or Drone regiment, he offers a high tactical density, especially in massed lists. He is still a niche tool, but finally one that must be taken seriously


Regiments

Bound Clones, A-Tier

The Bound Clones are my favorite units in the new book. The rework clearly aims to make larger blocks playable, and this unit fulfills that goal excellently. At its core, it is a slightly worse Gilded Legion or a significantly better Household Guard, but in Spires and especially in Medium size.

Thanks to the numerous buffs that Clones can receive, such as Regeneration, the Supremacy of the High Clone Executor, or equipment options, as well as the Ward Perceptor granting Tenacious, a regiment with five to seven stands and a character becomes very solid. Particularly strong is their combination of Bastion, shields, and Defence 2, which keeps them stable, along with Movement 6, which allows for quick repositioning. With Ward Perceptor and High Clone Executor Double Time, they can quickly move to a flank and strike effectively there.

In my view, the Strain ability of the Bound Clones is less useful. In large blocks, the damage from Decay is usually not proportional to the benefits of the buffs.


Desolation Drones, B-Tier

The Desolation Drones are one of my two preferred transport units for the Merchant Prince. They have become slightly more expensive, but in return gain an additional shot, an extra wound, and continue to reduce the opponent’s armor until the end of the round.

In combination with the other shooting regiments, armor is hardly a problem for the faction. The unit is flexible, durable, and valuable, especially in Prince lists.


Force Grown Drones, A-Tier

Para Bellum clearly wants Force Grown Drones to be played as blocks. The aggressive pricing of additional stands and special rules practically demands using eight to twelve stands. Without a character, the Drones are more like MSU regiments to cheaply heal the Consumption Beast.

However, if you use a Pheromancer as Warlord, the formerly weak Drones suddenly become serious units. With Biotic Renewal and the Underspire subfaction, you can heal nine wounds per round, buff the regiment to Clash 2 and Movement 6 without spending any wounds, making it almost immune to morale while staying cost-effective. Alternatively, you can use Lethal Demise 2. The Supremacy does cost something, but blocks are clearly the new theme for the Spires, and hopefully this trend continues in future reworks.

The strong healing means that opponents must deal serious damage to neutralize these regiments. New Incarnates can easily destroy Force Grown Drones in the air, but most other regiments simply do not generate enough damage to eliminate them immediately.


Marksman Clones, A-Tier

The Marksman Clones now have a range of only 18, but in return gain Evasion 1, access to Armor Piercing 1, and the Assault Preceptor, which grants them reroll 6s in shooting. Large blocks remain interesting despite Strain, even if Armor Piercing 1 is then used less often.

For me, four stands have always been the ideal size for my Merchant Prince. I also tried fielding multiple MSU regiments, but due to the abundance of strong options, I usually ended up with only one regiment. Marksman Clones remain flexible, reliable, and an excellent choice when you want to make the most of their range.


Onslaught Drones, B-Tier

Onslaught Drones are a cheap damage option that delivers exactly what you expect. For 135 points, they come with Linebreaker, Flurry, and a charge of seven with Unstoppable. They deal decent damage, and although Vanguard Clones are overall slightly stronger and more flexible, the Onslaught Drones hit like a regiment that would cost 25 to 40 points more. Their advantage over Vanguard Clones is that they qualify as a Medium regiment.


Stryx, A-Tier

The Stryx had to be nerfed in the rework as expected. Para Bellum decided to give them Clash 1 and only Movement 8 because many players considered their previous combination of rules too strong. In return, they now gain Opportunist, which partially compensates for the limitations, and with the Strain Disruptive, they can significantly hinder opponents in certain situations.

My favorite deployment trick so far has been to position the Stryx on the flank of an Avatara block. As soon as the opponent strikes there, the Stryx fall into their flanks. If the opponent only has one stand in contact, they do not have enough attacks to eliminate the Stryx. At the same time, Avatara or other stable Spire regiments become nearly immortal. The downside is that the Stryx are in direct competition with the very good Vanguard Clones, which are also light and mobile.


Vanguard Clone Infiltrators, A-Tier

My first thought was that 12 inch range is a bit tight, but Swift Retreat and access to the War Perceptor make the Infiltrators a very solid option. Especially in combination with the Ward Perceptor, which allows a free two inch shift as soon as an enemy comes within eight inches with an action, the Infiltrators can be positioned very flexibly. With High Clone, their damage increases further into a cheeky range.

The opponent only deals 1D6 damage, probably just one or two with Merchant Prince, and the Infiltrators keep shooting him in the face. The biggest challenge for the opponent is that they often stay out of range of their own units and are difficult to catch. Their value increases massively with proper timing and good positional control. The only limitation is that they do not score, and there are two other good alternatives in the Light category.


Vanguard Clones, S-Tier

The Vanguard Clones are like the classic Hunting Pack of the Wadrhun, just without the dinosaurs. In most of my lists, I run two to three regiments of them. They can purchase the War Perceptor, which I usually do not do for cost reasons, but even without this option, they are extremely efficient.

With Defence 2, shields, and Loose Formation, shooting becomes practically irrelevant. Additionally, they reduce the opponent’s attacks by one in melee, which causes real problems for many armies. They are fast enough that they do not necessarily have to take the opponent’s charge, and even outside the Supremacy of the High Clone Executor, they perform exactly the tasks of a Hunting Pack: controlling the field, posing a threat, and dealing good damage for low points.

The Vanguard Clones benefit especially from the Underspire subfaction, as they can offset their Strain with small heals. Overall, they are one of the most reliable and flexible units of the Spires and are included in almost every one of my lists.


Avatara, S-Tier

The Avatara have become 15 points more expensive and lost one Movement. In return, they gain plus one Clash, plus one Attack, and access to buffs from characters that are not friendly. I mean Hardened 1 as a draw event for a D4 regiment, Inspire from Sovereign Lineage, or the Supremacy, or the Parry of the Highborne.

With Preservation Protocols, the Avatara can also be healed. In my tests, I ran a seven-stand block led by the Highborne with a Merchant Prince Warlord. The block was only defeated after Varangians, the Theokrator, and Athanatoi struck it under Supremacy. In the meantime, the Avatara eliminated everyone except the Theokrator.

The Highborne’s Supremacy is somewhat overkill for this unit and is more worthwhile for many small regiments. For a block, I found the Merchant Prince as Warlord the most effective. He allows damage control, a friendly auto-charge on a six, and Vanguard 3. This makes the block extremely reliable and durable.


Brute Drones, A-Tier

At first glance, the Brute Drones lose Flurry, but in return gain Linebreaker and the option for Cleave 1. This makes them a nightmare for knights, even at only Clash 2. The six attacks make up for it. What I particularly like is that Para Bellum did not just raise the stats across the board, but gave the units a clearly defined role. Additional stands cost only 45 points, giving cheap wounds, many attacks, and great Strain. Strain can be a problem for large regiments, but thanks to Underspire and Biotic Renewal, you can heal up to five wounds per round.

The reason I place them in A Tier is the Pheromancer Warlord. With Strain, a lot of damage is generated for the regiment. The Pheromancer’s Supremacy makes using Strain, whether your own or newly added, a massive free buff.

At 150 points, with Clash 3, six attacks, Linebreaker, Movement 7, and Unstoppable, they are extremely efficient. The only downside is that this strong synergy only works with a Warlord. With three different, fully valid Warlord options, however, the flexibility remains high.


Incarnate Sentinels, B-Tier

The Incarnate Sentinels are the first Heavy choice we see, and for their price absolutely impressive. They used to appear in almost every Spire list, but now there are more options with Cleave. With Strain, their damage potential and number of attacks are enormous, placing them in an interesting niche regarding Value of Attacks.

Personally, I think it makes sense for them to always stay within the aura of the Endocrine Overstimulation so they can reach their full striking power. The feeling that you constantly have to support them, along with the Monstrosity keyword, pushes them into B Tier for me. If they had the advantages of Husks, such as healing, Hardened, or quasi-auto hits, they would clearly be S Tier. As it stands, they remain strong, with potentially 11 attacks per stand, which is cheeky, but they are not an automatic pick. Eleven attacks for 70 points would be outstanding in most factions, but for Spires, it is just enough for B Tier.


Centaur Avatara, B-Tier

The Centaur Avatara are heavy cavalry with options for Deadly on Impacts and Shock as Strain, all at a very reasonable price. They synergize well with the major buffs for Husks and deliver solid striking power.

However, the Heavy slot is highly contested in the Spires. Good options within the faction are rare, and although the Centaur Avatara are strong, they are not enough to compete with the massive access to excellent and brutally strong regiments in the Heavy slot. For that reason, I place them in B Tier.


Leonine Avatara, A-Tier

In my first test game, I was disappointed by the Leonine Avatara, but with Sovereign Lineage, their high point cost suddenly made sense. You have to choose your targets carefully. Their short range initially seems like a drawback, but it is well compensated by their high mobility and the buffs from Sovereign Lineage.

With a Highborne as Warlord, they became even more appealing. For me, they ultimately proved to be the best mobile fire support for Clone-heavy lists. A Highborne can easily attach to a Clone regiment, and the Leonine then benefit from both Sovereign Lineage and the Supremacy of the High Clone Executor. This allows the Leonine to fire safely behind friendly infantry while remaining well protected. The fact that their hits have Armor Piercing 2 and Deadly, and that they can gain Precise Shot for 2 damage as an MSU, is cheeky and results in one of the best potential damage outputs in the game, especially considering the rising defense values in the meta.

Like many other strong options in the book, however, they remain in the shadow of alternatives that can seem absurdly efficient and underpriced. Nevertheless, the Leonine Avatara remain a serious option and deserve their place in A Tier.


Abomination, B-Tier

The Spires now have three Medium monsters in a similar price range, and the Abomination feels like the least conspicuous of the three. It can still reach Movement 10 or gain another useful special rule depending on the subfaction, but compared to the others, it often lacks unique distinguishing features.

Its advantage over the Consumption Beast is easier integration into existing army lists. This also applies to the Pteraphon. With almost the same damage potential, movement, and durability, the Abomination therefore loses some profile. It is by no means bad and delivers solid performance, but compared to its direct competitors, it falls noticeably short.


Siegebreaker Behemoth, A-Tier

The Siegebreaker Behemoth brings another monster into the already strong Heavy slot of the Spires. For its points, other factions offer similar profiles, but usually only with D3 and Cleave 2. The Siegebreaker takes it further, delivering D4 with W18 and R4. Add to that impressive damage potential and the ability to reliably reach its target with Juggernaut.

Normally, any other faction would be drooling over a profile like this, but in the Spires, it competes with many excellent Heavy choices. The only reason not to automatically include it is the abundance of other strong options. With the Merchant Prince, however, you can now even dare to squeeze two or three Heavies into a list if you are willing to take the risk.


Pteraphon Surveyor, A-Tier

The Pteraphon Surveyor is the third Medium monster of the Spires and one of the most flexible. Thanks to high movement, solid ranged attacks, and decent impact hits, you can easily field multiple copies. Its durability is the only real weakness. Evasion 2, Resolve 4, and 14 wounds are okay, but its wounds melt quickly once Strain is activated, especially if the opponent also has shooting options.

It works particularly well in lists with a Pheromancer Warlord, where Strain allows it to hit faster and harder. Healing is a limiting factor, but combined with other shooting options, your own firepower usually lasts longer than the opponent’s.

An important tactical advantage comes from Vanguard Clones. Thanks to Vanguard, they can move far across the board, secure flanks, and ensure that the Pteraphon can always reach a relevant zone. With careful positioning, the Vanguard Clones then threaten anything that dares to attack the bird.


Desolation Beast, S-Tier

The Desolation Beast is probably the strongest Heavy in the entire game. It delivers exactly what the Hellbringer always wanted: strong ranged attacks with Armor Piercing 2, Volley 3, and at a reasonable cost. The additional effect of ignoring Evasion when taking three damage is fantastic, and at the same time the reason why the monster almost always dies in my games.

It becomes absurd, especially in combination with the Merchant Prince. Visceral Bombardment forces the opponent into poor positions or punishes them mercilessly. Two or three dead stands with a few ones in the dice pool is not uncommon when playing aggressively.

Even in melee, the monster is by no means helpless. Trample provides solid defense, and with Lethal Demise, it often takes something with it when it dies. One or two Desolation Beasts feel like must-picks.


Consumption Beast, A-Tier

The Consumption Beast is the melee variant of the new kit and benefits greatly from the Endless Hunger rule. It needs to be healed early and continuously, ideally with cheap Force Grown Drones. In my games, opponents quickly caught on, dealt a few early wounds, and then simply placed a monster in front, against which the output of the Consumption Beast was laughably low.

Why A Tier anyway? Because with the right support, it does an incredible amount of work. Two of these monsters can, by turn three or four, each hit up to sixteen attacks at Clash 4 with Inspire into any type of infantry, cavalry, or Brutes, and for very few points. Is that good given all the other monsters currently? As a Medium monster with Movement 8 and Unstoppable, it is extremely mobile and can choose its targets.

You cannot just throw it into any list; you have to build around it. If you do, the opponent absolutely needs an answer, or the game escalates very quickly.


The Spire rework has delivered. Even in the annual meta report ( Conquest Meta and Power Ranking in the Second Half of 2025 in Germany ), it was clear that something big was coming, which is why I deliberately left the faction out. Looking back, that was the right call. With the update, the army has not only received new rules but has undergone a complete rejuvenation.

The Spires are back at the top of the food chain. In my eyes, they are either the strongest faction in the game or share first place with Old Dominion. The new direction combines flexibility, brutal striking power, and reliable durability into a package that could previously only be guessed at. Whether it overshoots the mark remains to be seen in the coming weeks.

Overall, a faction that was often underestimated in recent months has become a spearhead of the meta. The Spires feel again like they did back in 1.5: stable, superior, and at times unfair. Anyone who underestimates them will quickly realize that this was a mistake.

If you have your own experiences, discovered wild combos, or have a completely different opinion, write it in the comments. I look forward to your thoughts, successes, failures, and crazy list ideas.

Regards

Hanna