Mittwoch, 8. Januar 2025

Conquest Meta and Power Rankings in the second Half of 2024 in Germany

Hi everyone,
 
Since my last article in June, there have been significant developments in the German Conquest tournament scene. Player numbers continue to rise, and the number of events has also increased considerably. While we recorded eight tournaments with an average of 15 participants in the first half of 2024, 15 more tournaments have taken place in recent months. These added a total of 170 new placements, bringing the total number of participants for the year so far to 290 players.
 
This sharp increase not only reflects the growth of the community but also the rising enthusiasm for competitive Conquest. At the same time, this larger dataset offers fascinating insights into current faction distribution trends and developments within the German tournament scene.
 
A look at the 2024 faction distribution highlights which factions have gained the most traction since June:
  • Hundred Kingdoms: from 12 to 31 participants (+19)
  • Spire: from 22 to 45 participants (+23)
  • Nords: from 18 to 37 participants (+19)
  • Dweghom: from 10 to 31 participants (+21)
  • Wadrhun: from 16 to 40 participants (+24)
  • Old Dominion: from 21 to 47 participants (+26)
  • City States: from 18 to 47 participants (+29)
  • Sorcerer Kings: from 3 to 12 participants (+9)
As I mentioned in my last article, caution is needed when analyzing faction distribution. The dataset is relatively small, and even a single tournament where four players choose a particular faction can significantly skew the statistics. This is exactly what has happened in recent months: certain factions saw substantial growth due to a few tournaments where they were heavily represented.

For example, while one could identify a trend suggesting that City States and Old Dominion are becoming increasingly popular, much of this increase can be attributed to individual events where these factions were strongly represented. Additionally, conversations with two different stores confirmed that City States are not only leading in tournament participation but also in sales, whereas Sorcerer Kings are selling significantly worse. In our club, the main argument for this seems to be the visual appeal of the models, though, of course, that’s always a matter of opinion.

Player Meta

Despite all these developments, the Conquest scene remains defined by a clear player meta. This was demonstrated at the recent tournament in Bedburg, where the two most experienced players confidently claimed 1st and 2nd place, and similarly in Hamburg, where the same pattern occurred. T³ often gives the impression that Hundred Kingdoms or now Sorcerer Kings and Old Dominion win everything, but this is primarily because the Khachmon Club travels far and wide, from the North Sea down to the deep South, to compete. At the events where they weren’t present, the winners were as follows:
  • Nords (1x),
  • City States (2x),
  • Hundred Kingdoms (1x), and
  • Dweghom (1x).
These victories consistently came from familiar faces, players who participate frequently and excel regardless of their chosen faction.

One notable aspect is the strong network of the northern community, which regularly plays together, organizes many events, and is arguably the most sociable group. Where else would you go out to eat and party together three times during a tournament? Unsurprisingly, this close-knit and active practice translates into consistently strong performances in the rankings.

Outside of these established groups, however, there’s noticeable movement within the community: three new groups in Duisburg, Frankfurt, and Stuttgart are preparing to make a strong debut in 2025, with tournaments already listed on T³. This promises a significant expansion of the German Conquest scene and could bring greater diversity and competition.

The Frankfurt players even made their way to Bremerhaven recently, and I’m hopeful that we’ll see more activity from the Ruhr area heading both north and south.

Power Ranking 2024

Let’s get to the part most people read this article for: the Power Ranking and my personal assessment of the factions. As I explained above, I still believe that the meta is primarily shaped by individual players. As I argued in my last article, a player who plays frequently and invests significant time into mastering a faction will consistently achieve similar results, regardless of the faction they choose. The faction itself is not the sole determinant of success experience and dedication from the player play a far greater role.

Over the past few months, I’ve tested this theory with Wadrhun and the Sorcerer Kings, and as expected, it didn’t make a substantial difference. It was similar to what we saw with Nino and the City States: he performed just as strongly with another faction, without the specific strengths or weaknesses of the factions being decisive. This supports my belief that, overall, the game’s balancing is quite solid. With the exception of two outliers (which I’ll elaborate on later), I think all factions are within a margin of +/- 5% in terms of relative power.

S-Tier (Top Class) - Exceptionally strong and flexible. Few weaknesses.

A-Tier (Excellent) - Strong, well-balanced abilities. Minor weaknesses, but still reliable.

B-Tier (Solid) - Effective in specific roles, but noticeable weaknesses.

C-Tier (Below Average) - Average abilities, clear weaknesses, limited strengths.


Hundred Kingdoms - B-Tier

After the Ashen Dawn became 10 points more expensive multiple times, lost access to additional Stands, and even lost some attacks, the faction is now achieving only mixed success in tournaments. What was once one of the core units of the faction has clearly lost much of its appeal due to these changes. It’s evident that Ashen Dawn are no longer the universal tool they once were, and that’s ultimately good for the game.

The major update scheduled for January is desperately needed to address the lingering imbalances within the faction. A step in the right direction is the rework of the Hunter Cadre, which now offers a solid new option for scenario play. However, the faction still lacks effective synergies for its infantry and options that could appeal to players who prefer focusing on cavalry. While it is still possible to run pure cavalry lists, their success heavily depends on the specific battlefield. Impact cavalry has some clear weaknesses that experienced players often exploit, rendering the entire army ineffective in many cases.

The most successful list at the moment is a mixed list that adapts better to current conditions. An example is the list from Nauth and Kilian featuring an Imperial Officer Warlord, leveraging double Crossbows, Man-at-Arms, and Hunter Cadre to field two regiments capable of generating points starting in Round 2. This provides a strong scenario-focused strategy. Additionally, Knights of the Order, in the form of double Sealed Temple and double Ashen Dawn, are included to boost the list's hitting power. Some players are shifting to larger Crimson Tower blocks, as Ashen Dawn have become too expensive for many.

As a third Warband, players typically add something of their choice, depending on preference. However, this list has a clear downside: it lacks sufficient attack volume if the cavalry fails to secure the Charge Clash. For this reason, the faction remains firmly in B Tier for now.

Strategic Strengths and Weaknesses

Strengths:
  • Cavalry: When cavalry secures the Charge Clash, it is devastating. This makes it a consistently valuable and highly potent component of the army, capable of being decisive depending on the game situation.
  • Imperial Officer Warlord:The Vanguard and Flank rules are among the best mechanics in the game. With the Imperial Officer as Warlord, we can safely deploy both a Man-at-Arms regiment and a Hunter Cadre regiment onto the board by Round 2, moving them 15 and 18 inches into a zone, respectively. This tactic provides enormous flexibility and pressure, often translating into a clear advantage. In my opinion, this is currently an absolute must-have.

Weaknesses:

  • Poor Stats Outside of Knights of the Order: The stats and abilities of regiments that aren’t Knights of the Order are now at the low end of the spectrum and often uncompetitive. This makes them less viable and poses a significant drawback for the faction.
  • Melee Infantry: Melee infantry is mostly subpar and only useful in highly specific builds. Units like Man-at-Arms are more suited to holding points than posing any real threat. Consequently, they are rarely seen in most lists and are not used effectively.

Tactical Recommendations:

  • Complexity:Continue Using Ashen Dawn: One regiment of Ashen Dawn remains essential. Personally, I lean towards using two regiments, as they are still the best anvil the army has to offer.
  • Balanced Armies: A balanced mix of cavalry and infantry is crucial for both controlling the battlefield and quickly generating points. The current meta favors fast, scenario-driven armies that often come with solid defenses against the Hundred Kingdoms’ ranged attacks. Therefore, the main combat burden must be carried by the Knights of the Order.


Spire - A-Tier

Since the last article, the Spire have undergone significant improvements. The introduction of the new Leonine Avatara and Desolation Drones, along with the reworked version of the Siegebreakers, has greatly strengthened the army. Additionally, they are among the biggest beneficiaries of the changes to other factions.
The Spire’s ranged attacks are currently among the best in the game, thanks to the combination of Marksman Clones and Biomancer buffs. This synergy also enhances units like Vanguard Clone Infiltrators or Desolation Drones, but the Marksman Clones + Biomancer combination stands out by offering incredible range and devastating damage, putting opponents under immense pressure.
One of the Biomancer’s most notable advantages is its ability to activate two to three cards in succession every round. This dominates the battlefield and greatly increases in-game flexibility. Meanwhile, the Desolation Drones have proven to be incredibly powerful. Their special rules, combined with the ability to reduce an opponent's defense by one with just the declaration of a Volley action, are downright cheeky.
Despite these developments, the Incarnate Block remains a common sight. While it has lost some effectiveness due to a reduction in Aura of Death, the core concept remains strong. With the right buffs, it continues to exert immense presence on the battlefield.

Strategic Strengths and Weaknesses

Strengths:
  • Character Abilities: The Biomancies and Pheromancies are very straightforward to use since they do not require dice rolls.
  • Synergies: The combinations of characters and regiments, such as Biomancer buffs and Pheromones, provide enormous strategic advantages.
  • Ranged Attacks: With Leonine Avatara and Marksman Clones, the Spire currently have the best ranged options in the game when properly buffed.

Weaknesses:

  • Complexity: Using Biomancies and Pheromancies requires detailed planning and precise execution in deckbuilding. Mistakes in strategy or deck composition can be critical to success.
  • List Building/Synergies: The Spire derive much of their effectiveness from synergies. It is crucial to focus on a clear concept rather than just cramming all the “good stuff” into the list.
  • Learning Curve: The Spire have one of the steepest learning curves in the game. Players who do not fully grasp their mechanics or finely tuned synergies will struggle to unlock their full potential.

Tactical Recommendations

  • Attraction Pheromones: A core strategy should involve deploying two medium regiments onto the battlefield by Round 2. I generally recommend using Flank whenever it is accessible.
  • Vanguard Clones: These units are often overlooked, but with Vanguard, they can reach most zones from the board edge. Points win games, and Vanguard Clones are excellent at capturing them. Including at least one regiment is highly advisable.
  • Practice, Practice, Practice: The Spire offer powerful and destructive synergies, but many players fail to fully utilize their potential due to misunderstandings or misapplication of their rules. Consistent practice and a deep understanding of their mechanics are crucial for success with this army.


Dweghom - B-Tier

There have been no significant changes for the Dweghom, particularly on the German tournament scene. The Frenzy Flame concept with the Hold Rage Warlord from Canada has sparked some interest among players, but overall, the assessment of the faction remains largely unchanged.
As such, the strategic strengths and weaknesses are essentially the same as outlined in the previous article. Strong unit stats are offset by high point costs and average scenario play. While Frenzy Flame improves their scenario performance, it’s understandable that many players prefer not to forego Tokens and some of the best mages in the game.

Strategic Strengths and Weaknesses

Strengths:
  • Robustness: Dweghom units have good stats and at least 5 wounds per stand. Combined with the Tokens, this makes them highly resilient.
  • Magic: The Sorcerer with Magma or Fire has some of the best damage-dealing spells in the game. Additionally, both the Ardent and Steelshaper have potent spell lists.

Weaknesses:

  • Average Scenario Play: Dweghom struggle with fast maneuvers and controlling multiple zones, which can put them at a disadvantage in scenario-based games. The faction lacks movement tricks and mostly has a standard movement of 5.
  • Dependence on Sorcerers: The Sorcerers are so powerful that they are nearly always included. Lists without Sorcerers feel like they only operate at about 60% effectiveness.

Tactical Recommendations

  • Warlord: A Steelshaper, supported by two Magma Sorcerers, creates a strong self-healing army. Alternatively, you can maximize damage output with two Fire Sorcerers.
  • Fortress Strategies: With the Tokens and solid ranged combat options, it’s beneficial to play a more defensive game with the Dweghom. If the opponent succeeds in pulling you apart, isolated Dweghom regiments will die faster than you’d like.


Nords - B-Tier

Following the latest update, the Nords have evolved into an even faster and more dynamic army. Originally known for their speed and scenario play, their playstyle has been further optimized. The focus is now on mobility and the "Always Be Charging" principle, which defines their strategy: they storm the zones, capture points, and put constant pressure on their opponents.
One of the standout features of the new Nords is the central role of the Raider, who now plays a key position in point management. They are not only responsible for capturing zones but also for blocking the opponent, all while slowly disintegrating.
Another highlight is the integration of Seidr, which provides the Nords with a stable medium selection. This allows lists with 3-4 Jotnar, which are currently very popular in Germany. This combination opens up new tactical options for the Nords, making them a more flexible and dangerous army.
Overall, the new Nords offer a refreshing variety of tactics that put pressure on their opponents and quickly accumulate points.

Strategic Strengths and Weaknesses

Strengths:
  • Good Point Collection Options: Raider can now collect points as Lights and, thanks to their speed, can quickly capture zones and block the opponent.
  • Significant Charge Buffs: Gaining +1 point for a stand when getting the charge is a powerful advantage, almost surpassing the equally strong +1 Resolve. These buffs make the Nords particularly dangerous in the current MSU (Multiple Small Units) meta.
  • Movement 6 & 7: The entire army is fast, providing the Nords with enormous flexibility and mobility.

Weaknesses:

  • Reliance on Scenarios and Terrain: The Nords rely on scenarios and terrain that support their mobility and fast zone control. Scenarios with few zones or a focus on kill points pose a significant challenge. Tables without sufficient cover also prove difficult.
  • Vulnerability to Attrition: While many of the Nords' regiments are solid and there are options to equip the whole army with Evasion 2, they often lack stability. In longer battles, Nords frequently lose the upper hand, especially when their mobility and offensive strength aren’t enough to overwhelm the opponent quickly.

Tactical Recommendations

  • Raider: Two Raider regiments with a Captain are almost a must. They are fast, reliably score points, and with support from Tenacois, Volva, or Shaman Warlord, they can take more hits than expected. Their output is also solid, allowing them to effectively pressure the opponent.
  • Positional Play: The Nords benefit from well-thought-out positioning. Besides the classic "get in, get over, get through" strategy, it’s crucial to choose positions wisely. Small adjustments, such as angling regiments or using Hindering Terrain for cover, can make a difference.


Wadhrun - A-Tier

After the October update, the W'adrhŭn received significant changes and are currently one of the strongest factions in the game, in my opinion. Even though there is a lot of dissatisfaction within the international community, I still believe that the W'adrhŭn have enormous potential. After over 50 games, I can't understand the dissatisfaction — I'd rather call it whining. Maybe the faction feels stronger to me because I previously played many games with the Sorcerer Kings, but regardless of the mixed results from other W'adrhŭn players, I consider them one of the top 4 armies in the game.

The Chieftain, who offers free Vanguard for all The Tribes regiments in his warband, is, in my opinion, one of the strongest and most audacious advantages of the army. As for the Slingers, who can use Torrential Fire at 18", I wouldn't even start talking about their cost. While the loss of flexibility with the Chants is painful, the tactical advantage of gaining +1 Stand for scoring points is a very good compensation. Overall, the army’s general buffs quickly made me forget this loss.

Currently, I find both lists focused on The Tribes as well as Winglord/Raptor Spam lists and large Chosen of Conquest blocks to be highly competitive. The only point that bothers me is that positioning the models on the battlefield is often difficult, as they tend to extend beyond their stand.

Strategic Strengths and Weaknesses

Strengths:
  • High Mobility: With access to Vanguard for all The Tribes regiments, combined with fast Quatl, Raptors, Chosen of Conquest, and the Hunting Pack, the army is one of the most mobile in the game.
  • Chants: The buffs from Chants are still very strong, and, most importantly, they are free.

Weaknesses:

  • Battlefield Roles & Cults: Currently, the W'adrhŭn need to play heavily within their Battlefield Roles & Cults to activate most of their synergies. This could lead to a one-sided list structure, potentially making the gameplay less varied in the long run.
  • Fragility: The W'adrhŭn often field many Light units, which are anything but stable. While many regiments have at least 5 health points and D3, even that doesn't hold up well against many attacks at the moment.

Tactical Recommendations:

  • Chieftain with Double Braves/Veterans: Vanguard is excellent. He is a very strong fighter, and on top of that, you have impacts and access to strong elite regiments like the Slingers. It's just a very, very solid warband.
  • Utilize Mobility: Even though the Conquest Chants are not as easily executed anymore, they should still be prioritized. Mobility and tactical flexibility are huge advantages on the battlefield and always helpful.


Old Dominion - S-Tier

With the latest update, Old Dominion has experienced both a slight setback and significant buffs, making the faction overall more balanced. Despite the reduction in the Aura of Death values, Old Dominion remains a very strong and flexible faction. The adjustments have altered the gameplay slightly, but the faction is still absolutely competitive. The biggest shock for many opponents might be the new Moroi, who received a remarkable buff with their free spell, Translocation. These improvements have made them one of the most mobile options in the entire game, allowing them to threaten opponents in entirely new ways. Thanks to this, and the other ghosts and cultists, Old Dominion Rush lists have emerged – something that no one would have considered just two years ago.

In addition to the Moroi, Old Dominion continues to offer a variety of solid options that can be effectively used in different strategies, depending on the concept and setup. Whether it's tough Praetorians with theoretical D5 and possible 6 rerolls, accurate Athanatoi with Clash 3 and Flurry, or cows/Varangians with high Cleave values, the army is now broad and well-equipped to compete in all areas. Even ranged firepower is present, although it is less commonly seen.

Strategic Strengths and Weaknesses

Strengths:
  • Toughness: No Resolve means a lot of damage is simply negated, but beware, as many regiments only have D3 wounds, which can sometimes backfire.
  • Speed: With mobile units like the Moroi, the Legionnaires (who can zip into zones quickly with their Vanguard ability and the standard that grants +2 Movement), and the cavalry regiments, Old Dominion can overcome its perceived weakness of slow movement and act dynamically.
  • Terrifying: All undead units in Old Dominion cause Terrifying 1, which means that enemy regiments suffer significantly more damage from this ability.

Weaknesses:

  • Inspire: Starting at Tier III or on the charge, regiments benefit from Inspire. Until then, many units hit below average. This delay can make the difference between victory and defeat, especially in the early rounds.
  • Expensive Heroes: Regiments like the Praetorians and Cataphractoi require expensive upgrades and heroes to truly shine. Without these, regiments can be vulnerable.
  • Old Dominion Matchup: As one of the most popular factions, the Old Dominion matchup is frequently encountered, and these duels tend to be drawn-out and lengthy. They require strategic precision and can lead to a grueling game.

Tactical Recommendations:

  • Mirror Match: Think carefully about how to approach mirror matches. These are becoming more common, so it's worth being prepared for the quirks of the opponent’s playstyle.
  • Scenario Control: Even though armies with double cultists and three to four ghosts provide strong early-game play, don’t lose sight of point accumulation. It can be frustrating to leave an expensive cavalry block in a zone simply because no other regiments are available to secure the scenario.


City States - S-Tier

Since the introduction of Talos and Chariots, the rise of the City States has been undeniable. The faction has evolved into one of the most flexible and powerful armies. Particularly impressive is the armory, which is equipped with powerful and versatile artifacts and Masteries like the Standard of Last Oration or Alternative Soma for collecting points through Lights. Additionally, Aristia ensures safe charges, and Blade of Eakides and Atalanta’s Spear add more damage potential. These pieces of equipment can be perfectly combined, offering enormous tactical possibilities, especially with the already very strong characters of the City States, who were already excellent with their Battlefield Orders and Strategic Stack.
 
Although Expert Scouts have been toned down, the City States have received incredibly strong upgrades with new options such as the Initiative Mastery, free Vanguard for Thorakites, and Sacred Band Veterans for Phalangites and Agema. These improvements make the army extremely competitive and explain why nearly every City States model is regularly seen at tournaments today.

Aside from the classic "Good Stuff" approach, two types of lists have emerged:
  • Rush lists with double Thorakites, double Talos, and two to four Chariots, aiming to overwhelm the opponent early and dominate the game.
  • Mixed lists with Agema, a solid block of Clockworks, Phalangites, and Hoplites, supported by Selinoi, Chariots, and of course, Talos, to offer a strong and versatile setup.
The enormous flexibility of the City States makes them a constant threat and explains their current success at German tournaments.

Strategic Strengths and Weaknesses

Strengths:
  • Flexibility: Except for magic, the City States can develop strong and competitive lists in nearly every area. Whether it's Rush, scenario control, or mixed concepts, the faction has suitable options for almost every strategy.
  • Scenario Strength: Thanks to units like Chariots, Lights with Standard of Last Oration or Alternative Soma, and Haspits, the City States are excellent at consistently scoring points from turn 2 onwards. They have a broad arsenal of scenario-oriented units that can efficiently occupy and defend zones.
  • Speed: Fluid Formation, Initiative Mastery, Aristarchen Supremacy, and Aristia greatly extend the army's threat range. This allows them to maneuver around most enemy units and put them under pressure.

Weaknesses:

  • Vulnerability to Flanking Attacks: Since almost everything in the City States relies on shields and/or Phalanx to increase their defense values, flanking attacks from opponents are often devastating.
  • Temptation to Overload: The City States have many excellent pieces of equipment. However, the temptation to use all of them at once can make the heroes excessively expensive and irreplaceable, which can be a weakness in list-building.

Tactical Recommendations:

  • Strategic Stack: Use the Strategic Stack strategically to enable flexible plays. Whether it’s delaying activations, distributing buffs efficiently, or achieving surprise double activations – the right use can be game-changing.
  • Effective Scenario Units: Haspits may seem unremarkable at first glance, but with Movement 6 and built-in Vanguard, they are currently one of the best scenario units the City States have. They can reach most zones from the back edge and are very solid with D2 + Shield, R3, and W6.


Sorcerer Kings - C-Tier

The Sorcerer Kings remain a thematic and strong faction in Conquest, defined by their rituals and elemental synergies. Despite their unique mechanics, the faction still faces limitations, primarily due to their narrow model range and lack of versatility. In the current meta, dominated by fast Light Rush strategies, the Sorcerer Kings struggle significantly as they lack good and effective options for Light or Medium regiments with Flank capabilities.

Fire remains the dominant element within the faction, as it has more models and thus more pronounced synergies. These are generally reliable all-rounders who, combined with the Sorcerer Kings' rituals and spells, can win direct engagements with most other regiments. Wind, on the other hand, suffers from fewer options and weaker units, which results in poor synergy with Jadoo. Few attacks with Cleave or AP 1 are less effective in the current meta and naturally benefit less from Jadoo. Additionally, the armor debuff from Fire Sorcerers has made Wind-themed armies somewhat obsolete at the moment. Unfortunately, Raj and Sardar are also somewhat outdated, and you mostly see Maharajahs and Sorcerers now. These units are solid in both elements and provide strong support for Fire regiments.

Strategic Strengths and Weaknesses

Strengths:
  • Rituals: The rituals offer immense strategic value by allowing a third action with an Elemental. Regardless of the ritual effects, which are all nice, this is a significant advantage for the faction.
  • Synergies: The faction shines with synergies, especially within the same element. When optimally utilized, the units become quite effective.

Weaknesses:

  • Momentum Builds Over Time: The Sorcerer Kings rely on building up their rituals over the course of the game. In the early rounds, they remain relatively slow and vulnerable. The faction only reaches its full effectiveness around round 4, when the rituals come into play.
  • Reinforcements & Scenario Play: The faction suffers from limited options in scenario play. Without the ability to advance directly 15" from Reinforcements, it is hard to apply early pressure. This deficit can only be partially compensated by using Ghols with a Fire Sorcerer or Djinns with a Wind Sorcerer.
  • Dead Mages: Losing a mage means a significant drop in army effectiveness. Mages are the backbone of the Sorcerer Kings, and it is essential not to risk them unnecessarily.
  • Moderate Stability: Sorcerer Kings have D3R3 across most units. While not bad, it is far from ideal.

Tactical Recommendations:

  • Wind Maharajah with Dhanuar: The Homing Winds ability can also be applied to Flamecasters. They often benefit more from this than Dhanur, especially with Torrential Fire.
  • Only One Warlord: The Maharajah is the only truly viable Warlord option. Since rituals are the heart of the faction, we definitely want more of them.
  • Three Mages: To fully utilize the power of rituals, include three Mages and Shalut in every list. Rituals win games, and having more mages increases the chances of successfully executing them.
I hope you enjoyed reading this and perhaps see some things differently than I do. I would love to hear your opinions here in the blog as a comment, on Discord, or through PM.
 
I want to emphasize again that the current meta in Germany is strongly influenced by individual player skills and preferences. So, if tomorrow YOU head to a tournament and suddenly everyone is fearing Fraktion XY with an unknown tactic, I would be very excited to hear about it! It's always thrilling to see how the game evolves with new ideas and creative approaches.

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