Montag, 22. Dezember 2025

Conquest Meta and Power Ranking in the Second Half of 2025 in Germany

Hi everyone,

Here comes the fourth meta report, this time for the second half of 2025.

Tournament activity continues to increase slightly. According to T3, 16 tournaments were held in Germany in the second half of 2025, two more than in the first half. What stands out most is the growth in participant numbers. While 187 players were counted in the first half of the year, the second half saw 240 players.

Comparing this with 2024: back then, 23 tournaments brought a total of 290 players, while today, 30 tournaments attracted 427 players. This is a significant increase both in the number of tournaments and in participants. However, when looking at how many of these players were actually new to the tournaments, the growth is somewhat smaller than initially expected.

📊 Faction Distribution: H1 vs. H2 2025

Faction% H1 2025% H2 2025Change
W’adrhŭn15.0 %15.0 %0.0
City States10.2 %8.75 %−1.45
Hundred Kingdoms14.4 %9.17 %−5.23
Nords17.1 %13.33 %−3.77
Dweghom9.6 %10.83 %+1.23
Sorcerer Kings3.7 %5.83 %+2.13
Yoroni4.3 %13.75 %+9.45
Spires11.2 %7.5 %−3.7
Old Dominion14.4 %15.0 %+0.6
Weaver Courts0 %0.83 %+0.83

Faction distribution changed slightly in the second half of the year. Most notable is the rise of the Yoroni, who were introduced as a new faction in Q2. Their popularity within the community came as no surprise. Only eight months after their release, they have already become the second most-played faction. Minor nerfs after the World Championship did not slow this trend. In my estimation, the Yoroni could even become the most-played faction in the first half of 2026.

The W’adrhŭn remain stable at 15 %, despite nerfs and fewer new extras. They apparently still appeal to many players’ “inner child,” which explains their continued popularity.

Other gains and losses are harder to attribute directly to the post-World Championship update. The previous top faction, the Sorcerer Kings, remains the least popular faction in Germany.

The Weaver Courts are still very rarely represented. This is because they were only released a few weeks ago and have so far only been played in one tournament.

After looking at the distribution of players, it is worth taking a look at tournament wins by faction, as these are often cited in discussions.

🏆 Tournament Wins: 2nd Half of 2025

FactionWins
W’adrhŭn5
City States1
Sorcerer Kings3
Nords1
Yoroni2
Old Dominion3
Dweghom1

At first glance, this suggests a dominance of W’adrhŭn, Sorcerer Kings, and Old Dominion. Looking closer at the T3 statistics, however, many of these wins are concentrated among a few players. For example, three of the five W’adrhŭn wins and all Sorcerer Kings wins were achieved by the same individual. In fact, just two players secured almost 60 % of all tournament wins. Examining the top three players makes the influence of individual competitors even clearer.

This shows that raw win numbers alone tell us little about the general strength of a faction. Statistics can be heavily skewed by individual outliers, especially given the still limited number of tournaments and players that Conquest has in Germany and worldwide.

The same applies to the T3 table of the best-performing factions. There, the Sorcerer Kings are ranked first, while W’adrhŭn are last. At first glance, one might assume W’adrhŭn are weak. But, as mentioned above, Sorcerer Kings are rarely played. In this case, even 50 % of all Sorcerer Kings tournament placements came from a single player who consistently scored 3:0 results. Accordingly, the faction’s win rate appears disproportionately high.

W’adrhŭn, on the other hand, are played by many different players, including both below-average and some very strong players who regularly place in the top ranks. These few strong players largely shape the subjective perception in the community that W’adrhŭn is a strong faction, even though the majority do not achieve good results with it.

In general, this is a structural issue in the German tournament scene: Many factions lack a player who can consistently, skillfully, and flexibly represent them at a high level. The group of frequent players is small, meaning that individual players have a disproportionately large influence on the perception and meta of each faction. In other words, right now it hardly matters which faction you play if your goal is to win.

Next, we return to the “fun” tier list, which reflects my assessment of the current power balance between factions. Additionally, by popular demand, I’ve included a list showing which factions have achieved at least one decent result in a tournament since the Chios update.

Preliminary note: After the Chios update, I consider the overall balancing to be very healthy again. At the moment, almost all factions fall within the A- to B-tier range. Extreme outliers—either much stronger or weaker—have become rare. To show finer distinctions, I occasionally use a + or −, without implying any artificial hierarchy. Player skill, matchups, and scenarios continue to decide more games than raw faction strength.


Hundred Kingdoms – A-Tier

The Hundred Kingdoms have clearly benefited from their internal balance in the second half of the year. The faction update transformed them from a highly polarizing army into a stable all-round faction. There is no single unit or warband dominating the meta, but there are many effective combinations. The vast majority of players also consider the Hundred Kingdoms army book to be the best rework in 2.0, and I can only agree.

Infantry-heavy builds are now fully tournament-ready, especially thanks to the supremacy of the Imperial Officer. At the same time, mixed infantry/cavalry lists remain the most reliable approach, as they simply have more pressure and flexibility.

What currently prevents the Hundred Kingdoms from pushing into A+ or S-tier is less a lack of tools and more the absence of “unfair” moments. They win games through clean positioning, good scenario control, and consistent performance, not through explosive power turns. This, however, makes them one of the best factions for players seeking reproducible results.

Example list from Kilian, France [2000/2000]

== (Warlord) Theist Priest [115]: Elysian Fragment

  • Crusaders (5) [220]: [Veteran]

  • Sicarii (3) [160]:

  • Archangel (1) [240]: Aspect of the Avenger (Sword)

  • Archangel (1) [240]: Aspect of the Avenger (Sword)

== Mounted Noble Lord [120]: Dynastic Ally, Tourney Champion

  • Household Knights (3) [170]:

  • Household Knights (3) [170]:

  • Mounted Squires (3) [130]:

  • Longbowmen (5) [220]:

== Chapter Mage [105]: School of Fire, Art of War

  • Men at Arms (3) [110]:


Spires – (on hold)

The Spires are about to receive a comprehensive rework, expected to coincide with the release of the new monsters at the end of January. A serious evaluation based on the current army book therefore makes little sense.

Until the rework, the Spires remain playable but noticeably behind the modern meta. Their tier placement will be updated in the next report.


Dweghom – A−-Tier

The rework has noticeably benefited the Dweghom. The faction now has several viable builds that move significantly away from the old “token wall” approach. Particularly noteworthy are the new and updated medium regiments with D4 attacks, which pose major problems for many armies lacking reliable cleave. The revamped Stoneforged, with built-in healing, high resilience, and consistent damage output, is currently one of the most efficient anchor regiments in the game and performs well against common Old Dominion builds.

Tournament results—including a finals appearance in Duisburg and a victory at Victorum Liubice VIII—demonstrate that the Dweghom are competitive again. While matchups against very fast, high-cleave lists remain challenging, overall they have clearly established themselves in the upper mid-tier.

Winners list Victorum Liubice VIII from Tjade "Uziel" Heyer [2000/2000]

The Tempered Creed

== (Warlord) Tempered Sorcerer [140]: Fire School, Thaumaturge

  • Inferno Automata (3) [170]:

  • Fireforged (3) [160]:

  • Stoneforged (1) [230]:

== Tempered Sorcerer [140]: Fire School, Relentless March

  • Hold Ballistae (3) [130]:

  • Hold Warriors (3) [130]:

== Tempered Steelshaper [120]: Champion's Horns, Bloody-Minded Focus

  • Inferno Automata (3) [170]:

  • Magmaforged (3) [190]:

  • Steelforged (3) [210]:

  • Steelforged (3) [210]:


Nords – B-Tier

The nerf to the Captain came unexpectedly and hit the Nords harder than anticipated. In particular, MSU Raider concepts lost a significant portion of their early scenario strength. Currently, Fenr remains the most reliable option for early scoring, which noticeably restricts list construction.

In addition, the Warlord options—aside from Volva and Shaman—are currently only situationally attractive. This has led to a noticeable decline in player numbers. Individual successes, such as builds focused heavily on boars or mixed lists, show that the faction still works, but it is far less forgiving of mistakes than in the first half of the year.

The Nords are not weak, but they have lost some of their previous ease. Players looking to master them now need to plan more precisely and play more cleanly than before.

Winners List Kelpie Con from Tim-Lukas "Nauth" Steinbrüggen [1995/2000]

== Konungyr [120]:

  • Bow-Chosen (3) [190]:

  • Bow-Chosen (3) [190]:

  • Steel-Chosen (3) [180]: Shield Biter

  • Sea Jotnar (1) [240]:

== Vargyr Lord [135]: Massive Frame

  • Fenr Beastpack (3) [140]:

  • Fenr Beastpack (3) [140]:

  • Werewargs (3) [160]:

  • Goltr Beastpack (3) [160]:

== (Warlord) Volva [120]: Coils of the Serpent

  • Huskarls (4) [220]: Skald


W’adrhŭn – A-Tier

The W’adrhŭn remain a reliable tournament faction despite all the nerfs. Both Tribes and Speaker lists are still competitive, even though they now require more planning and better positioning than before.

Subjectively, they may seem less dominant, but objectively, many players—including myself—turn to them exactly when it matters most. This speaks to their high flexibility and robust toolkit. The fact that W’adrhŭn are still deliberately chosen at the highest levels highlights their current strength.

They are not on autopilot, but that is exactly what makes them fair and simultaneously dangerous. Players who master the faction will consistently achieve strong results.

Winners List Duisburg from Mateusz "Podwys" Podwysocki [2000/2000]

== (Warlord) Thunder Chieftain [150]: War

  • 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]:

== Winglord Predator [220]: War

  • Hunting Pack (3) [120]:

  • Raptor Riders (3) [180]:


Old Dominion – A+-Tier

Alongside the City States, the Old Dominion is one of the last remaining factions without a comprehensive rework. Yet, or perhaps because of this, it has emerged as one of the big winners of the Chios update and the associated nerfs to many other factions. In particular, Xhiliarch lists with Theocrator have proven effective and clearly outperform many of the currently common tournament lists. The faction benefits from a predictable activation sequence, no Resolve, and reliable output.

At the same time, it can be observed that Varangian Guard are increasingly being integrated into competitive lists. This is less due to internal synergies and more a response to the meta itself: the new Dweghom profiles, as well as the rising number of heavy cavalry, present a growing challenge for classic Athanatoi and Legionary cores—one that the Varangian Guard can efficiently mitigate.

Winners List Teutoburger Wald #2 from Nino Beck [1995/2000]

== Theokrator [280]:

  • Hashashin (3) [140]:

  • Hashashin (3) [140]:

== Archimandrite [110]:

  • Legionnaires (3) [100]:

  • Legionnaires (3) [115]: Optio

  • Moroi (3) [180]:

  • Moroi (3) [180]:

== (Warlord) Xhiliarch [140]: Sanctified Labaron, Calamitas, Blade of the Caelesor

  • Legionnaires (3) [100]:

  • Athanatoi (3) [170]:

  • Athanatoi (3) [170]:

  • Athanatoi (3) [170]:


City States – B-Tier

The City States are currently viewed rather critically on the international scene. Particularly from Poland and Italy, there have been few flattering assessments of the faction’s current strength. In Germany, however, the picture is noticeably different. Here, the City States continue to achieve consistently strong results and regularly appear in final matchups, even since the Chios update.

In the current meta, the City States increasingly rely on faster, less resilient elements with D3 or D2 attacks and only four hit points, such as the Thorakites and horses. The Polemarch is predominantly played as Warlord, and the army is built as a “glass scalpel”—rewarding precise play but punishing mistakes severely. Strong shooting or Dweghom Sorcerer Warlords, in particular, can hit these lists hard, and they become tricky when the scenario is unfavorable. That shooting has significantly declined in Germany since Chios, however, works in the City States’ favor.

Overall, the City States remain in B-tier. They are stronger than their reputation suggests, can go very far in the right environment, but are dependent on the regional meta.

As an example, here is the winners’ list from the 3rd Schwaben Conquest Tournament.

David "Der_Hack" Schwind [2000/2000]

== (Warlord) Polemarch [155]: Atalanta's Spear, Inscription of Lighter Alloys

  • Hoplites (6) [275]: Dorilates, Minotaur Haspist Auxiliary

== Aristarch [90]:

  • Thorakites (5) [230]: Andromachos, Minotaur Thyrean Auxiliary

  • Companion Cavalry (3) [140]:

== Aristarch [110]: Aristia

  • Thorakites (5) [230]: Andromachos, Minotaur Thyrean Auxiliary

  • Companion Cavalry (3) [140]:

  • Selinoi (3) [120]:

  • War Chariots (Flogobollon//Skorpios) (1) [130]: Flogobollon

== Polemarch [150]: Blades of Eakides, Inscription of Impact Resistance

  • Thorakites (5) [230]: Andromachos, Minotaur Thyrean Auxiliary


Sorcerer Kings – B-Tier

After their peak in the first half of the year, the Sorcerer Kings have fallen further down the rankings in the current meta. They remain dangerous, however. The Court of Fire impresses with numerous cards, wide-reaching Juggernaut, and solid healing. At the same time, the fire monsters are very expensive, and mono-fire lists are overall quite predictable. The high number of activations also consumes a lot of time, allowing opponents to estimate fairly accurately when and where decisive actions will occur.

Additionally, there is a glaring lack of strong scoring regiments. This weakness is currently mitigated by the new medium Wind monsters but remains a structural issue for the faction. The Trinavarta represent the only reliable way to score directly in round 2. The ranged variant, Chandavat, is an expensive but worthwhile investment, especially effective against early-rush lists and the still-present, though less frequent, shooting, helping the Sorcerer Kings remain relevant in the game.

Overall, the Sorcerer Kings are clearly a late-game faction. If they manage to survive the early rounds in a controlled manner, they develop enormous control and staying power later in the game. If not, they often lack the tools to regain lost tempo or zones early on.

Emanuels Vögel [2000/2000]

== Maharajah [135]: Court of Earth, Favored of Hormus

  • Mahut (1) [240]:

  • Ghols (3) [110]: Court of Air

== (Warlord) Maharajah [135]: Court of Air, Court of Water, Bound to the Elements

  • Steelheart Djinn (5) [290]:

  • Trinavarta Chandavat (1) [240]:

  • Steelheart Djinn (3) [170]:

  • Trinavarta Chandavat (1) [240]:

== Sorcerer [90]: Court of Air

  • Ghols (3) [110]: Court of Air

  • Trinavarta Chandavat (1) [240]:


Yoroni – A-Tier

After the minor nerfs following the World Championship, the Yoroni remain one of the most prominent and powerful factions overall. A key factor is that they are technically easier to play, as many of their mechanics forgive mistakes in positioning and deck-building. Yoroni armies tend to operate with a smaller number of cards, but this disadvantage is more than offset by the activation rules, the high quality of their elite units, and especially their monsters.

Currently, monster lists are particularly widespread, benefiting from the Geisha’s aura, which grants widespread Evasion 3 or Loose Formation, and further stabilized—and even healed—by the Mahotsu. For many opponents, this combination creates an extremely unpleasant experience. However, it is important to remember that the Mahotsu’s spells scale, meaning that against monsters at least three successes are needed. With only six dice, this becomes uncertain, especially under the influence of Interference, as three successes on two dice are by no means guaranteed statistically.

Nevertheless, tournament results clearly show that the Yoroni can function effectively even without monsters, as repeatedly demonstrated by Felix “Tero” Werner across multiple events.

Winners List Rodenbach Part 3 from Daniel „Ducky“ Kühn  [1995/2000]

== Jorogumo Mahotsu [280]:

  • Modular Regiment (2) [160]: Tengu Ayakashi (L), Tengu Ayakashi

  • Dai Yokai (1) [230]

  • Dai Yokai (1) [230]

  • Modular Regiment (2) [160]: Tengu Ayakashi (L), Tengu Ayakashi

== Jorogumo Geisha [260]:

  • Modular Regiment (2) [150]: Tengu Bushi (L), Tengu Bushi

== (Warlord) Daimyo [125]: Ka, Kenshibu Dancer

  • Modular Regiment (5) [400]: Kami Ayakashi (L), Kami Ayakashi (4)


Weaver Courts – A oder B-Tier (Preliminary)

The Weaver Courts are still too new for a reliable assessment. Early impressions from online events suggest a solid to strong faction. Their actual position in the meta will largely depend on when the remaining Gallows and Heralds are released and whether their rules remain unchanged. Once these units are available, it is expected that the Weaver Courts could land in the upper tier. On the other hand, it is also possible that the complex and arguably unnecessary rule involving Seed Markers will be adjusted, which could significantly alter the faction’s overall design.

A proper evaluation will follow once more tournament data is available in July next year.

Mittwoch, 17. Dezember 2025

Conquest Meta und Powerranking im zweiten Halbjahr 2025 in Deutschland

Moin,

hier kommt der vierte Meta-Report, diesmal für das zweite Halbjahr 2025.

Die Turnieraktivität steigt weiterhin leicht. Im zweiten Halbjahr 2025 fanden laut T3 16 Turniere in Deutschland statt, zwei mehr als im ersten Halbjahr. Auffällig ist vor allem das Wachstum bei der Teilnehmerzahl. Während im ersten Halbjahr 187 Spieler gezählt wurden, waren es im zweiten Halbjahr 240 Spieler. Vergleicht man das mit 2024: Damals hatten wir auf 23 Turnieren insgesamt 290 Spieler, heute auf 30 Turnieren 427 Spieler. Das ist ein deutlicher Zuwachs sowohl bei der Turnierzahl als auch bei den Teilnehmern. Wenn man sich jedoch anschaut, wie viele dieser Spieler tatsächlich neu auf den Turnieren dabei waren, fällt der Zuwachs etwas geringer aus als zunächst erwartet.

📊 Fraktionsverteilung: 1. Halbjahr vs. 2. Halbjahr 2025

FraktionProzent H1 2025Prozent H2 2025Veränderung
W’adrhŭn15,0 %15,0 %0,0
City States10,2 %8,75 %−1,45
Hundred Kingdoms14,4 %9,17 %−5,23
Nords17,1 %13,33 %−3,77
Dweghom9,6 %10,83 %+1,23
Sorcerer Kings3,7 %5,83 %+2,13
Yoroni4,3 %13,75 %+9,45
Spires11,2 %7,5 %−3,7
Old Dominion14,4 %15,0 %+0,6
Weaver Courts0 %0,83 %+0,83

Die Fraktionsverteilung hat sich im zweiten Halbjahr leicht verändert. Am auffälligsten ist der Aufstieg der Yoroni, die im zweiten Quartal als neue Fraktion eingeführt wurden. Dass diese Fraktion innerhalb der Community beliebt ist, war kein Geheimnis. Nur acht Monate nach Release haben sie sich bereits zur zweitmeistgespielten Fraktion hochgearbeitet. Leichte Nerfs nach der Weltmeisterschaft konnten diesen Trend nicht bremsen. Meiner Einschätzung nach könnten die Yoroni im ersten Halbjahr 2026 sogar die meistgespielte Fraktion werden.

Die W’adrhŭn bleiben stabil bei 15 %, trotz Nerfs und weniger neuer Extras. Sie sprechen bei vielen Spielern offenbar nach wie vor das „innere Kind“ an, was ein Grund für ihre anhaltende Beliebtheit ist.

Andere Zu- und Abgänge lassen sich nur schwer auf das Update nach der Weltmeisterschaft zurückführen. Der damalige Platzhirsch Sorcerer Kings bleibt in Deutschland weiterhin die unbeliebteste Fraktion.

Die Weaver Courts sind noch sehr selten vertreten. Das liegt daran, dass sie erst vor wenigen Wochen erschienen sind und bislang nur bei einem Turnier gespielt werden konnten.

Nachdem wir die Verteilung der Spieler betrachtet haben, lohnt ein Blick auf die Turniersiege je Fraktion, da diese oft in Diskussionen angeführt werden.

🏆 Turniersiege: 2. Halbjahr 2025

FraktionSiege 
W’adrhŭn5
City States1
Sorcerer Kings3
Nords1
Yoroni2
Old Dominion3
Dweghom1

Auf den ersten Blick sieht das stark nach einer Dominanz von W’adrhŭn, Sorcerer Kings und dem Old Dominion aus. Schaut man genauer in die T3 Statistik erkennt man, dass viele der Siege sich auf einzelne Spieler konzentrieren. So wurden beispielsweise drei der fünf Siege der W’adrhŭn und alle Siege der Sorcerer Kings von jeweils derselben Person errungen. Tatsächlich haben nur zwei Spieler fast 60 % aller Turniersiege geholt. Betrachtet man die Top 3, wird der Einfluss einzelner Akteure noch deutlicher.

Diese Beobachtung zeigt, dass die nackten Siegzahlen allein wenig über die generelle Stärke einer Fraktion aussagen. Die Statistik kann durch einzelne Ausreißer stark verzerrt werden, besonders bei einer begrenzten Turnier- und Spielerzahl die Conquest in Deutschland und Weltweit noch hat.

Gleiches gilt für die T3-Tabelle der bestplatzierten Fraktionen. Dort stehen die Sorcerer Kings auf Platz 1, während W’adrhŭn auf dem letzten Platz liegen. Auf den ersten Blick könnte man also meinen, W’adrhŭn sind schwach. Wie oben aber bereits erwähnt ist Sorcerer Kings eine selten gespielte Fraktion. In diesem Einzelnfall stammen sogar 50 % aller Turnierplatzierungen der Sorcerer Kings von nur einer Person, die konstant 3:0-Ergebnisse erzielt. Demtentsprechend ist die Sigesrate der Fraktion unverhältnismäßig hoch.

Die W’adrhŭn hingegen werden von vielen Spielern genutzt, darunter sowohl unterdurchschnittliche als auch einige sehr starke Spieler, die regelmäßig in den oberen Tabellenrängen landen. Diese wenigen starken Spieler prägen maßgeblich das subjektive Empfinden in der Community, dass W’adrhŭn eine starke Fraktion sei obwohl die Mehrheit damit keine guten Ergebnisse erzielt.

Generell ist dies ein strukturelles Problem der deutschen Turnierszene: Vielen Fraktionen fehlt ein Spieler, der sie konstant, vielseitig und auf hohem Niveau repräsentiert. Die Gruppe der Vielspieler ist insgesamt klein, wodurch einzelne Personen einen unverhältnismäßig großen Einfluss auf Wahrnehmung und Meta einzelner Fraktionen haben. Oder anders Ausgedrückt: Es ist aktuell quasi völlig egal welche Fraktion man spielt, wenn man gewinnen möchte. 

Nun folgt wieder die „lustige“ Tierliste, die sich auf meine Einschätzungen des aktuellen Kräfteverhältnisses der Fraktionen zueinander bezieht. Außerdem füge ich auf allgemeinen Wunsch noch eine Liste ein, die zeigt, welche Fraktionen seit dem Chios-Update auf mindestens einem Turnier ein brauchbares Ergebnis erzielt haben.

Vorab: Nach dem Chios-Update halte ich das Balancing insgesamt wieder für sehr gesund. Wir bewegen uns aktuell fast ausschließlich im Bereich zwischen A- und B-Tier. Harte Ausreißer nach oben oder unten sind selten geworden. Um feinere Abstufungen sichtbar zu machen, nutze ich daher vereinzelt ein + oder , ohne daraus eine künstliche Hierarchie zu konstruieren. Spielerqualität, Matchups und Szenarien entscheiden weiterhin mehr Spiele als reine Fraktionsstärke.


Hundred Kingdoms – A-Tier

Die Hundred Kingdoms profitieren im zweiten Halbjahr deutlich von ihrer internen Balance. Das Fraktionsupdate hat sie von einer sehr polarisierenden Armee zu einer stabilen Allround-Fraktion gemacht. Es gibt keine einzelne Einheit oder Warband, die das Meta dominiert, dafür aber viele funktionierende Kombinationen. Von der überwiegenden Mehrheit der Spieler wird das Hundred Kingdoms Armeebuch auch als das beste Rework in 2.0 betitelt und ich kann mich dem nur anschließen.

Infanterie-lastige Builds sind inzwischen absolut turnierfähig, insbesondere durch die Supremacy des Imperial Officers. Gleichzeitig bleiben gemischte Infanterie/Kavallerie-Listen der verlässlichste Ansatz, da ihnen schlicht mehr Druck und Flexibilität zur Verfügung steht.

Was die Hundred Kingdoms aktuell davon abhält, in Richtung A+ oder S vorzustoßen, ist weniger ein Mangel an Tools als vielmehr das Fehlen von „unfairen“ Momenten. Sie gewinnen Spiele durch sauberes Positioning, gute Szenariokontrolle und konstante Leistung, nicht durch explosive Power-Turns. Genau das macht sie aber zu einer der besten Fraktionen für Spieler, die reproduzierbare Ergebnisse suchen.

Beispielliste von Kilian aus Frankreich [2000/2000]

== (Warlord) Theist Priest [115]: Elysian Fragment

  • Crusaders (5) [220]: [Veteran]

  • Sicarii (3) [160]:

  • Archangel (1) [240]: Aspect of the Avenger (Sword)

  • Archangel (1) [240]: Aspect of the Avenger (Sword)

== Mounted Noble Lord [120]: Dynastic Ally, Tourney Champion

  • Household Knights (3) [170]:

  • Household Knights (3) [170]:

  • Mounted Squires (3) [130]:

  • Longbowmen (5) [220]:

== Chapter Mage [105]: School of Fire, Art of War

  • Men at Arms (3) [110]:


Spires – (ausgesetzt)

Die Spires stehen kurz vor einem umfassenden Rework, das voraussichtlich zeitgleich mit der Veröffentlichung der neuen Monster Ende Januar erscheinen wird. Eine seriöse Bewertung auf Basis des aktuellen Armeebuchs ergibt daher wenig Sinn.

Bis zum Rework bleiben die Spires spielbar, aber spürbar hinter dem modernen Meta zurück. Ihre Einordnung erfolgt mit dem nächsten Report.


Dweghom – A−-Tier

Das Rework hat den Dweghom spürbar gutgetan. Die Fraktion verfügt nun über mehrere valide Builds, die sich deutlich vom alten „Tokenburg“-Ansatz lösen. Besonders hervorzuheben sind die neuen und überarbeiteten Medium-Regimenter mit D4, die vielen Armeen ohne verlässlichen Cleave große Probleme bereiten. Auch der überarbeitete Stoneforged mit eingebauter Heilung, hoher Resilienz und stabiler Schadensausbeute ist aktuell eines der effizientesten Anker-Regimenter im Spiel und schlägt sich brauchbar gegen die gängigen Builds vom Old Dominion.

Turnierergebnisse, unter anderem ein Finaleinzug in Duisburg und der Sieg beim Victorum Liubice VIII, zeigen, dass die Dweghom wieder konkurrenzfähig sind. Gegen sehr schnelle High-Cleave-Listen bleibt das Matchup anspruchsvoll, insgesamt haben sie sich aber klar im oberen Mittelfeld etabliert.

Siegerliste Victorum Liubice VIII von Tjade "Uziel" Heyer [2000/2000]

The Tempered Creed

== (Warlord) Tempered Sorcerer [140]: Fire School, Thaumaturge

  • Inferno Automata (3) [170]:

  • Fireforged (3) [160]:

  • Stoneforged (1) [230]:

== Tempered Sorcerer [140]: Fire School, Relentless March

  • Hold Ballistae (3) [130]:

  • Hold Warriors (3) [130]:

== Tempered Steelshaper [120]: Champion's Horns, Bloody-Minded Focus

  • Inferno Automata (3) [170]:

  • Magmaforged (3) [190]:

  • Steelforged (3) [210]:

  • Steelforged (3) [210]:


Nords – B-Tier

Der Nerf des Captains kam unerwartet und hat die Nords härter getroffen als erwartet. Insbesondere die MSU-Raider-Konzepte verloren einen Großteil ihrer frühen Szenariostärke. Aktuell bleiben Fenr die verlässlichste Option für frühes Punkten, was die Listen spürbar einschränkt.

Dazu kommt, dass die Warlordoptionen, abgesehen von Volva und Shaman, derzeit nur situativ attraktiv sind. Das hat zu einem merklichen Rückgang der Spielerzahlen geführt. Einzelne Erfolge, etwa mit stark auf Schweine fokussierten Builds oder gemischten Listen, zeigen zwar, dass die Fraktion weiterhin funktioniert, aber sie verzeiht deutlich weniger Fehler als noch im ersten Halbjahr.
Die Nords sind nicht schwach, aber sie haben an Leichtigkeit verloren. Wer sie meistern will, muss präziser planen und sauberer spielen als zuvor.

Siegerliste der Kelpie Con von Tim-Lukas "Nauth" Steinbrüggen [1995/2000]

== Konungyr [120]:

  • Bow-Chosen (3) [190]:

  • Bow-Chosen (3) [190]:

  • Steel-Chosen (3) [180]: Shield Biter

  • Sea Jotnar (1) [240]:

== Vargyr Lord [135]: Massive Frame

  • Fenr Beastpack (3) [140]:

  • Fenr Beastpack (3) [140]:

  • Werewargs (3) [160]:

  • Goltr Beastpack (3) [160]:

== (Warlord) Volva [120]: Coils of the Serpent

  • Huskarls (4) [220]: Skald


W’adrhŭn – A-Tier

Die W’adrhŭn bleiben trotz aller Nerfs eine verlässliche Turnierfraktion. Sowohl Tribes- als auch Speaker-Listen sind weiterhin konkurrenzfähig, auch wenn sie heute mehr Planung und besseres Positioning erfordern als früher.

Subjektiv wirken sie weniger dominant, objektiv greifen viele Spieler, mich eingeschlossen, genau dann auf sie zurück, wenn es wichtig wird. Das spricht für eine hohe Flexibilität und ein robustes Toolkit. Die Tatsache, dass auch auf höchstem Niveau weiterhin gezielt W’adrhŭn gewählt werden, unterstreicht ihre aktuelle Stärke.

Sie sind kein Auto-Pilot, aber genau das macht sie fair und zugleich gefährlich. Wer die Fraktion beherrscht, wird konstant Ergebnisse holen.

Siegerliste Duisburg von Mateusz "Podwys" Podwysocki [2000/2000]

== (Warlord) Thunder Chieftain [150]: War

  • 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]:

== Winglord Predator [220]: War

  • Hunting Pack (3) [120]:

  • Raptor Riders (3) [180]:


Old Dominion – A+-Tier

Zusammen mit den City States ist das Old Dominion eine der letzten verbliebenen Fraktionen ohne umfassendes Rework. Und dennoch, oder vielleicht gerade deshalb, zählt es zu den großen Gewinnern des Chios-Updates und der damit verbundenen Nerfs vieler anderer Fraktionen. Insbesondere Xhiliarch-Listen mit Theokrator haben sich als effektiv erwiesen und sind viele der aktuell gängigen Turnierlisten in der Reichweite klar überlegen. Die Fraktion profitiert dabei von planbarer Aktivierungsreihenfolge, keinem Resolve und verlässlichem Output.

Gleichzeitig lässt sich beobachten, dass zunehmend Varangian Guard in kompetitive Listen integriert werden. Der Grund dafür liegt weniger in internen Synergien als vielmehr im Meta selbst: Die neuen Dweghom-Profile sowie die steigende Anzahl schwerer Kavallerie stellen für klassische Athanatoi- und Legionärs-Kerne ein wachsendes Problem dar, das die Varangian Guard effizient abfedern können.

Siegerliste Teutoburger Wald #2 von Nino Beck [1995/2000]

== Theokrator [280]:

  • Hashashin (3) [140]:

  • Hashashin (3) [140]:

== Archimandrite [110]:

  • Legionnaires (3) [100]:

  • Legionnaires (3) [115]: Optio

  • Moroi (3) [180]:

  • Moroi (3) [180]:

== (Warlord) Xhiliarch [140]: Sanctified Labaron, Calamitas, Blade of the Caelesor

  • Legionnaires (3) [100]:

  • Athanatoi (3) [170]:

  • Athanatoi (3) [170]:

  • Athanatoi (3) [170]:


City States – B-Tier

Die City States werden international derzeit eher kritisch betrachtet. Vor allem aus Polen und Italien hört man wenig schmeichelhafte Einschätzungen zur aktuellen Spielstärke der Fraktion. In Deutschland zeigt sich jedoch ein deutlich anderes Bild. Hier erzielen die City States weiterhin konstant gute Ergebnisse und stehen regelmäßig in Finalpaarungen, auch seit dem Chios-Update.

Im aktuellen Meta setzen die City States verstärkt auf schnellere, weniger stabile Elemente mit D3 oder D2 und lediglich vier Lebenspunkten in Form der Thorakites und Pferde. Als Warlord wird überwiegend der Polemarch gespielt und die Armee als Glaskalpell aufgebaut. Das ein präzises Spiel belohnt, Fehler aber hart bestraft. Gerade starker Beschuss oder Dweghom Sorcerer Warlords können diese Listen hart bestrafen und unangenehm werden, wenn das Szenario nicht günstig ist. Dass Beschuss in Deutschland seit Chios jedoch deutlich auf dem Rückzug ist, spielt den City States aktuell in die Karten.

Insgesamt bleiben die City States damit im B-Tier. Sie sind stärker, als ihr Ruf vermuten lässt, können im richtigen Umfeld sehr weit kommen, sind aber abhängig vom regionalen Meta.

Als Beispiel die Siegerliste vom 3. Schwaben Conquest Turnier

David "Der_Hack" Schwind [2000/2000]

== (Warlord) Polemarch [155]: Atalanta's Spear, Inscription of Lighter Alloys

  • Hoplites (6) [275]: Dorilates, Minotaur Haspist Auxiliary

== Aristarch [90]:

  • Thorakites (5) [230]: Andromachos, Minotaur Thyrean Auxiliary

  • Companion Cavalry (3) [140]:

== Aristarch [110]: Aristia

  • Thorakites (5) [230]: Andromachos, Minotaur Thyrean Auxiliary

  • Companion Cavalry (3) [140]:

  • Selinoi (3) [120]:

  • War Chariots (Flogobollon//Skorpios) (1) [130]: Flogobollon

== Polemarch [150]: Blades of Eakides, Inscription of Impact Resistance

  • Thorakites (5) [230]: Andromachos, Minotaur Thyrean Auxiliary


Sorcerer Kings – B-Tier

Nach ihrer Hochphase im ersten Halbjahr sind die Sorcerer Kings im aktuellen Meta wieder weiter unten im Feld angekommen. Sie bleiben jedoch gefährlich. Der Court of Fire überzeugt mit vielen Karten, flächendeckendem Juggernaut und solider Heilung. Gleichzeitig sind die Feuer-Monster sehr teuer, und Mono-Fire-Listen sind insgesamt recht vorhersehbar. Die hohe Zahl an Aktivierungen kostet zudem viel Zeit, wodurch der Gegner oft recht genau einschätzen kann, wann und wo entscheidende Aktionen stattfinden.

Hinzu kommt ein eklatanter Mangel an starken Scoring-Regimentern. Dieser Schwachpunkt wird aktuell durch die neuen medium Wind-Monster abgefedert, bleibt aber ein strukturelles Problem der Fraktion. Die Trinavarta stellen die einzige verlässliche Möglichkeit dar, direkt in Runde 2 zu punkten. Besonders die Fernkampfvariante Chandavat ist eine teure, aber lohnenswerte Investition. Sie hilft vor allem gegen Early-Rush-Listen und den weiterhin präsenten, wenn auch seltener werdenden Beschuss, die Sorcerer Kings im Spiel zu halten.

Insgesamt sind die Sorcerer Kings klar als Late-Game-Fraktion einzuordnen. Gelingt es ihnen, die ersten Runden kontrolliert zu überstehen, entfalten sie im späteren Spielverlauf enorme Kontrolle und Durchhaltevermögen. Misslingt dies jedoch, fehlt es oft an den Werkzeugen, um verlorenes Tempo oder Zonen frühzeitig zurückzuholen.

Emanuels Vögel [2000/2000]

== Maharajah [135]: Court of Earth, Favored of Hormus

  • Mahut (1) [240]:

  • Ghols (3) [110]: Court of Air

== (Warlord) Maharajah [135]: Court of Air, Court of Water, Bound to the Elements

  • Steelheart Djinn (5) [290]:

  • Trinavarta Chandavat (1) [240]:

  • Steelheart Djinn (3) [170]:

  • Trinavarta Chandavat (1) [240]:

== Sorcerer [90]: Court of Air

  • Ghols (3) [110]: Court of Air

  • Trinavarta Chandavat (1) [240]:


Yoroni – A-Tier

Nach den kleinen Nerfs nach der Weltmeisterschaft sind die Yoroni weiterhin eine der präsentesten und stärksten Fraktionen überhaupt. Ein entscheidender Faktor dabei ist, dass es sich technisch leichter mit ihnen spielen lässt, da viele ihrer Mechaniken Fehler bei Positionierung und Deckbau verzeihen. Zwar neigen Yoroni-Armeen dazu, mit einer geringeren Anzahl an Karten zu operieren, doch dieser Nachteil wird durch die Aktivierungsregel sowie die hohe Qualität ihrer Eliteeinheiten und insbesondere ihrer Monster mehr als ausgeglichen.

Aktuell besonders verbreitet sind Monsterlisten, die dank der Aura der Geisha flächendeckend über Evasion 3 oder Loose Formation verfügen und durch die Mahotsu zusätzlich stabilisiert und sogar geheilt werden können. Für viele Gegner stellt diese Kombination eine äußerst unangenehmene Erfahrung dar. Gerade hier darf man jedoch nicht vergessen, dass die Zauber der Mahotsu Skaling haben und man gegen Monster somit mindestens drei Erfolge benötigt. Bei lediglich sechs Würfeln wird dies, insbesondere unter Einfluss von Interference, schnell unsicher, da drei Erfolge auf zwei Würfeln statistisch keineswegs garantiert sind.

Trotzdem zeigen die Turnierergebnisse deutlich, dass die Yoroni aktuell auch ohne Monster funktionieren wie z.B. immer wieder auf mehreren Turnieren von Felix "Tero" Werner demonstriert wird.

Siegerliste von Daniel „Ducky“ Kühn beim Turnier Rodenbach Part 3 [1995/2000]

== Jorogumo Mahotsu [280]:

  • Modular Regiment (2) [160]: Tengu Ayakashi (L), Tengu Ayakashi

  • Dai Yokai (1) [230]

  • Dai Yokai (1) [230]

  • Modular Regiment (2) [160]: Tengu Ayakashi (L), Tengu Ayakashi

== Jorogumo Geisha [260]:

  • Modular Regiment (2) [150]: Tengu Bushi (L), Tengu Bushi

== (Warlord) Daimyo [125]: Ka, Kenshibu Dancer

  • Modular Regiment (5) [400]: Kami Ayakashi (L), Kami Ayakashi (4)


Weaver Courts – A oder B-Tier (vorläufig)

Die Weaver Courts sind noch zu jung für eine belastbare Einordnung. Erste Eindrücke aus Online-Events deuten auf eine solide bis starke Fraktion hin. Ihre tatsächliche Position im Meta wird maßgeblich davon abhängen, wann die noch ausstehenden Gallows und Herolde erscheinen und ob deren Regeln zu bleiben. Sobald diese verfügbar sind, ist damit zu rechnen, dass die Weaver Courts eher im oberen Bereich landen könnten. Auf der anderen Seite kann es auch gut sein, dass die komplizierte und als unnötig bezeichnete Regel mit den Seed Markern noch mal angepasst wird, was das ganze Spieldesign der Fraktion ändern könnte.

Eine Bewertung folgt mit mehr Turnierdaten im Juli nächsten Jahres.


Tournament Report Sidequest #8: Wings over Bremerhaven Game 2: W’adrhŭn vs. City States

Overview:
Game 1
Game 2
Game 3

Welcome back to the final part of the Chronicle Wings over Bremerhaven.

But before I tell you whether the Queen’s loyal Flap Flaps were able to prevail in the third game as well, bringing love and justice to the people, here once again is their army list.

Birds of Prey [2000/2000] – The W'adrhûn

  • (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]

  • Winglord Predator [220]: Death

    • Hunting Pack (3) [120]

    • Raptor Riders (3) [180]


Game 3 against Martin with City States on Off Balance
 

Once again, fate led the Queen into the final, and once again the dreaded City States awaited her. This marked the third time since the venerable Chios update that the army of freedom, love, and justice had to face this stubborn faction. Memories and reports from the last tournament in Wolfschlugen resurfaced, where a City States army had also claimed victory. This was something the Queen was determined to avoid, aiming instead to lead the brave people back out of the shadows.

From Poland and Italy, one currently hears little in the way of kind words about the City States, but here in good old Germany they seem to be enjoying real success at the moment. The list the opponent brought to the field was very similar to the well-known Carsten, aka Redfreak, list from Worms and Duisburg, and Martin had consulted with Carsten and made a few adjustments of his own.

The best part about this army, however, was that it had been borrowed from Nino and the Beast from Hildesheim, meaning a significant portion of it was already painted. A true feast for the eyes on the battlefield, and a welcome consolation for the fact that the Queen was not allowed to play at the other table against Nicki’s Old Dominion. Nicki occasionally needs the Queen’s gentle but firm hand on the back of his neck to understand that he shouldn’t always be playing such grim and gloomy stuff.

A small spoiler is permitted: Nicki narrowly won against David, who was also running dinosaurs. Nevertheless, Nicki’s W’adrhûn trauma was permanently reinforced by three regiments of Raptors, which the Queen considered a perfectly sufficient disciplinary measure.

=== The Last Argument of Kings === Bremerhaven [2000/2000] The City States == (Warlord) Polemarch [175]: Standard of Last Oration, Blades of Eakides

  • Hoplites (5) [235]: Dorilates, Minotaur Haspist Auxiliary
  • Minotaur Haspists (3) [170]:
  • Selinoi (3) [120]:
  • Satyroi (3) [160]:
== Polemarch [120]: Atalanta's Spear
  • Thorakites (5) [230]: Andromachos, Minotaur Thyrean Auxiliary
== Ipparchos [120]: Initiative
  • Companion Cavalry (3) [140]:
  • Companion Cavalry (3) [140]:
  • War Chariots (Flogobollon//Skorpios) (2) [260]: Flogobollon, Skorpios
  • War Chariots (Flogobollon//Skorpios) (1) [130]: Skorpios

In the first round, both Polemarchos Martin and the Queen received two light regiments. However, the Queen was once again missing a Hunting Pack, a circumstance that slightly dampened the spirits of the Birds of Freedom. A brief glance across the battlefield revealed that the City States’ side was well protected against ranged fire, while the W’adrhûn side offered considerably less cover. This darkened the Queen’s mood a little further, but the large house that almost split the battlefield in two like a guardian proved to be a useful tactical point on the field of honor, both for the City States and the W’adrhûn. In addition, the left flank was the area where scoring would be possible in round two.

The first troops were led onto the battlefield. The W’adrhûn deployed their first Hunting Pack, and the Raptors also advanced onto the right flank. Hopes were high that the City States’ Thorakites would be deployed there as well, allowing a friendly flying dinosaur to glide into the zone without being immediately threatened. The plan worked, and indeed both City States regiments were obligingly placed on the right side, drawing a cautious smile from the Queen.



In the second round, both players each received two medium regiments. In addition, another Hunting Pack appeared for the friendly Queen, who is always known for running casual lists, much to her delight. The City States could certainly have brought more units onto the field, but this turned out to be a welcome advantage.

This time, the Queen chose a Quatl and a Winglord, while Martin deployed his Hoplites and the Phlogoballoon. With the Strategy Deck, this gave him two more cards than the Queen, but it did not unsettle her. She placed a Winglord at the very top of her stack, with the Raptors above it. The rest was of secondary importance for the moment.

Carefully, well outside the Thorakites’ range, the Queen deployed the Quatl, whose war chariot rolled onto the battlefield behind the objective marker. Time crept by, and the Thorakites advanced only slightly, seemingly reluctant to later find the bird, or any of the other dinosaur units, caught in a trap. This suited the Queen just fine, as she wished to avoid any unpleasant dice rolling in the next round.

Next, the Winglord had to be activated. With majestic calm, he flew along the flank into the left zone. There he felt at ease as the Hoplites appeared on that side, just as expected. The position was ideal: the house provided cover on one side, while Martin still wanted to deploy only three models wide, leaving space for another regiment. Most importantly, even with a move-and-charge, he would not be able to reach the Winglord in the next round. Thus, the Queen secured two points on her own and surveyed the battlefield with satisfied composure.



In round three, almost all of Martin’s units appeared, with the Satyroi missing only once. On the Queen’s side, the second Quatl was once again absent, but otherwise all units were present, exactly as the rough expectations had suggested.

Since nothing from the City States posed any real threat to the beloved dinosaurs, the Queen felt no immediate pressure to act. One Winglord moved downward, as did the Raptors and the Hunting Packs. The City States did have three more activations thanks to the Strategy Deck, but as long as they did not advance, there was no reason for the W’adrhûn to commit. Moreover, the Queen was already in the lead. The plan was to roughly maintain the gap and deny the left zone. If the Thorakites were to do something rash, the Quatl might potentially fly into the zone; otherwise, everything was fine.

The City States were allowed to begin. Some units, spoiler: the Thorakites, ent into the Strategy Deck. Overall, very little happened. On the left side, the cavalry with the Ipparchos appeared. This might have required action, but the Queen waited. On the right flank, the remaining cavalry showed up, and Martin attempted to bring the chariot onto the battlefield from the side. In the process, a bird cheekily took a few hits. The Phlogoballoon dealt damage to the objective marker, and a chariot was parked nearby. All in all, the Queen was not dissatisfied.

She placed the Apex at the objective marker, the first Thunder Riders without a character behind the right Hunting Packs, and the next Winglord on the right flank as well. Both the Winglord and the Quatl fired once at the right-side cavalry, and two of them fell. Surprising, the Queen thought, remembering that they only had Defense 2.

The plan for the other flank began to take shape in her mind. The Hoplites had not yet been activated, the Haspists on the right were merely standing around, having just been taken out of the box, and the Thorakites were also missing. However, the proxy base revealed that the Winglord could perform a move–volley–charge into the cavalry on the left flank without the Hoplites being able to see him. That sounded more than acceptable, so the bird flew in. Unfortunately, he dealt only seven damage, but this was made up for by the subsequent move–charge of the Hoplites.

The Hunting Pack had not yet been activated, but Martin approved of the plan. The pack took the charge, rolled only moderately well, and still inflicted ten damage on the regiment. It wasn’t perfect, but the Haspists, who now appeared on that side, did nothing to change the situation.

No one scored in this round, but the W’adrhûn continued to lead with two points, for love and justice.



In round four, both Winglords were placed right at the top of the deck. If one of them survived, he would still make his contribution. The other, meanwhile, was ready to fly into one of those annoying chariots should the opportunity arise. The rest of the units remained positioned rather conservatively. The Thunder Riders were placed lower in the stack, in the hope that the lead would hold.

Despite their disadvantage, the City States were allowed to begin. They very nearly brought down the first Winglord. He resisted pitifully, but in the end another regiment put the bird out of his misery. In what order this happened is undocumented, but overall it was not a glorious performance.

The second Winglord also failed to make himself and his name immortal with a move–volley–charge, but at least he prevented some annoying fire from the chariot, which was acceptable. Overall, the outcome did not quite meet expectations, and perhaps the Hunting Pack should indeed have been placed higher in the stack. The Queen, however, had been too stingy. As a result, the Hunting Packs died to the charge of the Haspists, who in turn were attacked by a move–charge from the Thunder Riders with Chieftain. Anyone who still had doubts about the effectiveness of these units could now witness how 18 wounds were convincingly erased in a single sweep of impact hits and trample moves.



In an attempt to somehow salvage the flank, the City States sent their reserve troops, the Satyroi, onto that side, while the Queen dispatched a Quatl. Simply because scoring points is great, and because the Thunder Riders might yet fail.

In the center, the Apex Predator executed a beautiful move–charge into a chariot, while the other chariot fired at him. The Apex took seven damage but at least held on.

On the remainder of the right flank, after some prolonged consideration, the Queen decided to advance only minimally. There was no reason to push further forward. In the following round, this would be an option regardless of how the Thorakites acted, as they were once again sitting in the Strategy Deck. Either they would attempt a charge on the Winglord, in which case they would be tied up for two rounds and the Queen would secure the zone in the end, or they would advance and die to the Thunder Riders in the next round. They chose to stay where they were, and the Queen was quite pleased with that decision.


In round five, the right flank had a bit of time to spare, but the left flank absolutely had to succeed. The Thunder Riders and the Quatl were placed at the top of the deck. Given the Queen’s card disadvantage, taking the first activation should not have been a problem. Well, then the City States actually began, and the Satyroi charged the Thunder Riders. But practically nothing happened. The Queen considered this acceptable. Without Inspire, the attackers were swept aside, and the Hoplites were finished off on the charge.

Then came the ponies, who bravely broke their legs in the field and likewise failed to inflict any meaningful damage. The Queen thus had the flank handed to her by Fortuna herself, how kind. The Quatl, already familiar with the punishment for failure, shot down these brave ponies with precision. Thus, the left side remained in the iron grip of the W’adrhûn for the rest of the game.

In the center, the Apex Predator devoured one chariot and grinned mischievously at the other. But before any further movements could take place on the right flank, the City States conceded in the face of the hopeless situation on the battlefield.

The W’adrhûn stood victorious, their wings of freedom, love, and justice held high, and the final was decided.

Thus, a trophy for the Queen was assured. Which one it would be, however, was to be decided by Strength of Schedule. As close as it had been between Nicki and the friendliest of all casual players at the end of game two, so clearly did the field separate in the end. Full of joy, the Queen was able to take home a beautiful golden trophy.

The wings of the W’adrhûn had triumphed once more, their love, their justice, and their unshakable courage rewarded. And as the Birds of Freedom circled high above the battlefield, the Queen knew that this had been yet another glorious day on the field of honor.