Hello everyone,
With the current update, hardly a stone is left unturned, and the previous meta lists that some players felt were dominant will no longer exist in this form. We are getting two reworks and, with the exception of the Weaver (for which a rework has already been announced for 2026 in the document), all factions are receiving new tactical depth and adjustments.
Para Bellum was kind enough to provide me with the file early, so I played 42 (the best number) test games to see how theory holds up in practice. I’m deliberately leaving some things out, since Para Bellum sent me an 80-page PDF and I simply can’t cover everything.
Before we get to the armies, we need to talk about the new foundation. The general changes shift the balance of power significantly and reward smart positioning more than pure dice luck.
First things first: Hills now only increase the height of the stands on them, not the entire regiment. This, along with another system-wide reduction in ranged effectiveness, further tones down shooting—which I see as very positive. Many ranged units now have to move much closer to the enemy, encouraging riskier play and making it harder to simply camp in your own deployment zone.
The Aura of Death rule is now once again calculated per stand. This means that large regiments can deal massive damage in melee purely through their presence, making this type of unit a viable option again, especially for the Old Dominion.
Rear attacks have been massively buffed. If you catch an opponent in the flank, they are forced to reroll successful Morale tests. A rear attack is now even more devastating, as all Morale tests automatically fail. This strongly rewards bold maneuvering far more than before.
Additionally, the Below Starting Strength rule introduces a new mechanic. Units that have already taken damage gain additional offensive power through other rules such as Rage.
Many rules, such as Charge and Combat Reform, have also been clarified. When charging with single models—i.e. monsters—you must now establish maximum contact with the entire stand, making corner charges and the associated ability to hide from other regiments nearly impossible.
The Hundred Kingdoms served as the benchmark for the entire update. In my personal opinion, together with the Spires rework, this is the best book Para Bellum has produced in recent years.
With the Trebuchet, the brave humans now get to throw rocks. I think it’s a solid alternative to a Longbow regiment, but not a must-pick. The controversial discussions on Discord tend to swing to extremes, but I see it as a solid B-tier choice. That’s what all monsters should be: not mandatory, just solid.
The three most important changes, in my opinion, are the Militia, the Crimson Tower, and the Imperial Officer’s Supremacy. The Imperial Officer now only provides Fluid Formation and Opportunist instead of a free reform at some point during activation. The designer’s note in the PDF might as well be addressing me directly, since I abused that mechanic extensively over the past year. So the change is absolutely justified.
Militia Bowmen have been completely reworked and are now a serious consideration as a Mainstay, especially with a Theist Priest. For just 90 points, you get 3 shots with Volley 2 at 14 inches. Not extremely long range and not a huge number of shots, but very cheap. Due to their low cost and the fact that they unlock restricted slots for all Order characters except mounted ones, you’ll likely see one or two units of them in most lists going forward.
The Crimson Tower gain the new Fury rule, giving them +1 attack on the charge. Para Bellum clearly really wants us to go for charge-clashes with them—otherwise, I can’t explain Wedge and Fury on the same regiment. One thing is certain: Crimson Tower are now the regiment that deals the most damage in a charge-clash without needing support from other sources.
Less impactful, but still indicative of the meta, in my opinion, are the 15-point reduction for a Mounted Noble Lord and the 5-point increase for additional stands of Men-at-Arms, which were recently often seen in units of seven or more. Beyond that, there are many smaller point adjustments across regiments and items.
Overall, I would consider the Hundred Kingdoms one of the winners of this update. Their natural enemies have all been weakened, ranges have been reduced across the game, and what remains are fast cavalry, cheap troops, and strong Supremacies. In my view, this pushes the Hundred Kingdoms to the top of the food chain—or at the very least into the top three.
Originally, Para Bellum’s clear statement was that factions should not be touched for at least six months after a comprehensive rework. That the Spires are now receiving adjustments so soon is surprising. However, Para Bellum carefully read the community’s extensive feedback and decided to implement a few small changes and targeted buffs. These are less about massive overhauls and more about quality-of-life improvements for options that had previously been somewhat overlooked.
Again, I’ll focus on the three changes I consider most relevant. Let’s start with the Prideborne Supremacy. Designate Target now also gives rerolls on Clash actions, paving the way for Prideborne–Brute Drones lists. In scenarios, they are still relatively weak, but with Prideborne and Leoniden becoming cheaper, you can field multiple units of Brute Drones with effectively Charge 8, Unstoppable, and rerolls on Clash and Impacts. Add in the now cheaper Desolation Drones, and you have plenty of high-damage options, albeit at a limited range. That’s not a problem, since they are faster than most other units; only slower scenario play would discourage me. Hopefully, everyone else finds that just as unappealing as the Merchant Prince Warlord, and I’ll never have to play against it.
Speaking of Catabolic Node: at 20 points, it’s a steal and turns MSU Force-Grown Drones into nasty, annoying fighters. You don’t want to just knock them over, if only because of the bomb.
Another winner of this small wave of adjustments is the Highborne Supremacy Lambs to the Slaughter. The Highborne regiment now gains Fearless and Fury, independent of keywords. This means Incarnates or Bound Clones can also benefit, though in practice you’d probably only see it in Avatara blocks.
It’s admittedly small stuff, but it makes a few Warlords significantly more attractive. Since all relevant predators for the Spires have also been neutralized, I think they will, along with the Hundred Kingdoms, find themselves near the top of the food chain.
Alongside the Sorcerer Kings, the Dweghom are among the hardest hit in this update. While their win rates in Germany have been relatively modest so far, and many players complained that aside from Tempered nothing was really viable, Para Bellum targeted exactly that. On the other hand, Dweghom lists featuring Steelshaper or Magma units have consistently placed high worldwide.
The update is clearly dominated by the harsh nerfs to the Tempered regiments. Fireforged now only have three attacks in melee, and Steelforged also only have four attacks by default. Combined with the Automata now being 10 points more expensive, this significantly impacts most standard lists. Additionally, the notorious double-Stoneforged lists have been nerfed, as the Tempered Steelshaper’s healing is now limited to Non-Monster units.
These massive adjustments could provide the push players need to bring more Clan and Ardent units into play again. From experience, however, many players tend to ignore a faction until a leading player demonstrates it’s viable. Here I’d like to give a positive shoutout to Felix, who has already successfully played Ardent at events in Germany multiple times.
Another critical point is the change to spells and the Sorcerer Warlord. Honestly, Uziel was very disappointed by this, but with 10 dice on a 4+, he usually only gets three successes anyway, so it’s not a great benchmark. Most importantly, Magmatic Seep can no longer create terrain zones. This is generally a good decision, as these zones were often very negative and frustrating for other players. To compensate, the range of Magma spells was slightly increased, but at the same time, the Warlord’s Supremacy range was halved. Fire was also adjusted: Fireball lost 2 inches of range, and Coruscation no longer generates an additional marker. These are small changes, but they make it extremely difficult to actively threaten the opponent in their deployment zone with fire and magma.
In terms of buffs, I think there was too little. The Found being 20 points cheaper is really interesting and could potentially replace Fireforged as the standard ranged regiment. Small improvements to Initiates and Warriors are also solid. Especially with the Warriors, there are more and better scoring options for Objective Markers. Overall, though, I would have hoped for more love for the Ardent branch to help offset the fall of Tempered.
That said: is the fall of Tempered really that severe? Can’t I still run a list with four Steelforged and a Steelshaper Warlord? Wouldn’t that still be similarly effective? I think that’s still an option, just like Stoneforged or the Sorcerer Warlord. Especially since ranges have been reduced everywhere and there’s no Loose Formation for Jorogumos and Trinavartas anymore. I think the Dweghom will still sit around mid-tier, maybe more in the lower mid-field.
The Nords update impressed me the most during the practice games. I’m a big fan of infantry, and the way the Nords feel now is exactly what I like: brave humans with “sticks” (and very sharp blades on the end) standing up to the enemy. This comprehensive rework really deserves its own article, so I’ll only briefly outline the changes here and plan to update my old Nords guide in the coming months.
Until now, the Nords often felt very stuck. Almost every list relied on the Volva/Shaman’s Evasion 2 for all Supremacy, because there were few real alternatives. The update finally breaks up these rigid structures. It gives us the tools to effectively play other concepts, such as pure Mortal lists. While Lars and Morten (SirGrhino) had already demonstrated the potential of Mortals in German tournaments, most players previously focused on Half-Blood lists with many “pigs” (Goltr). Those remain a valid option, but now face strong competition.
Here’s a brief rundown of the changes I find most remarkable:
The Vargyr Lord and the Half-Bloods: His Supremacy allows all Half-Bloods to score Impact hits even in Hindering Terrain. Once per game, they also gain Shock and Flurry, enabling absolutely devastating turns. Players like Uziel, who enjoy the “go at it full force” style, will love this aggressive concept. It’s exactly the alternative needed to break free from Evasion dependency.
With new items like Mark of the Beast, which gives Mortals the Half-Blood keyword, or Vanguard options for Half-Bloods via items, the Nords finally gain the tactical depth they deserve.
The Konungyr is now truly a ruler over Mortals and everyone else: the Konungyr’s Supremacy allows you to choose one Tribal Tactic each round that you didn’t use in the earlier round. These tactics give Mortals and Exalted Regiments massive bonuses once per game, such as Tenacious (+1), Relentless Blows, or a boost to Flank attacks. This leads to absurd combinations: Nords regiments can reach Tenacious 2, and Steelchosen deliver an almost unnerving number of hits with Relentless Blows. The absolute highlight is the “All-In” moment: once per game, ALL regiments benefit from ALL buffs simultaneously. Pigs with Relentless Blows and Tenacious 1? That’s just good—almost cheeky.
Much has also happened outside of the Warlords. Ulfhednar are now a cheap and solid scoring option to watch out for. I’m particularly happy that Para Bellum finally made the Ugr viable again. Seriously, I had to read it several times: they now gain Unstoppable and a rule allowing them to use their Impacts even against opponents who attack them. As a fan of the “big guys,” I love this conceptually, even if it won’t appear in every tournament list.
Additionally, units like Bearserks and Ice Jotnar are now available in more warbands, making listbuilding much more flexible. Of course, there are also some downsides: losing Flank on the Blooded and the Vargyr Lord is painful, but in my opinion, the positive changes far outweigh this issue.
So where do the Nords stand after this major update Para Bellum has given us? I think they will settle in the upper mid-tier, maybe even higher, especially if they find good answers against the strengthened Spires and Hundred Kingdoms.
W'adrhŭn: The End of the Bird Era
When discussing the W’adrhŭn, we first have to address the elephant—or rather, the pterosaur—in the room. Winglords and Quatls have been further restricted, and in a very elegant way, without completely destroying the classic Speaker lists. Their free Volley action is now tied to a successful Chant. Additionally, the Winglord can no longer grant Terrifying to all chanting monsters, which noticeably reduces their damage output.
This ensures that they remain solid, but now require much more setup and generate less “free” damage. At the same time, monster lists with four or five pterosaurs become extremely unattractive, as you simply can’t produce enough markers to operate them efficiently. An important exception here is the Drumbeast: not only has it become cheaper, but it can now also serve as a Mainstay with the Scion of Conquest. This makes it a central enabler for exactly the lists that are under pressure from the changes. Monster lists are not dead, but they now need to be played much more structured and less spammy. Combined with the 10-point increase for the already very strong Thunder Riders, it’s clear that a real shift in approach is required. Even though the Thunder Chieftain remains a visually cool alternative and probably the first choice for Warlords, the overall conditions have at least shifted slightly.
Let’s briefly touch on the nerfs: Slingers have lost 2 inches of range, now only reaching 16 inches. This is a noticeable cut, as they lose some of their previous board control and are in danger earlier. However, it’s important to remember that ranges have been reduced across the entire game. Slingers are therefore not weaker in isolation—they now have to operate in a generally more aggressive environment. At the same time, Slingers and Veterans have become cheaper, and the Chieftain’s Supremacy now grants Vanguard 4. This makes infantry lists significantly more attractive again. Braves, Veterans, and Blooded can advance up to 15 inches onto the battlefield with a Chieftain Warlord, applying early scenario pressure. Crucially, this bonus only applies if the Chieftain is actually the Warlord; otherwise, it remains at Vanguard 3. This limitation forces players to commit to this playstyle deliberately.
I also want to highlight the Chosen of Death. Para Bellum deliberately created a regiment with Evasion 3 that has access to solid movement buffs and healing. At first glance, they seem expensive, but their good availability in warbands and the ability to be led by a Queen make them very interesting. With the Beads of Death, the Queen or any other character can grant the regiment +1 March for two wounds, which is extremely valuable in combination with their offensive strength. Still, they’re not a guaranteed win. Their output is solid rather than overwhelming against D4, and they rely heavily on the proper support being in play. I can well imagine seeing them more often as stable five-unit blocks on the battlefield in the future.
Overall, in my view, the W’adrhŭn are one of the factions that need to adjust the most. The targeted nerfs to the most popular Speaker elements hit the previous meta lists hard. The faction loses a noticeable amount of strength. Whether they can hold their own against the new top dogs depends on how quickly effective new list concepts are discovered. Currently, I see the W’adrhŭn on a similar level as the Dweghom: not a clear top faction, but with enough potential to hold their own in the mid-tier.
Old Dominion: Hazlias Blessing
The second major and very extensive rework in this update concerns the Old Dominion. Quite frankly: before this patch, the faction was the absolutely dominant powerhouse, a pure S-tier army. Now it has been brought back to a normal level. The “easy mode” is over—victories must be actively earned again. Playstyles that were common three years ago are now viable and attractive again thanks to the changes to Aura of Death, while the army is also significantly more vulnerable to good counterplay. The rework covers a lot, so I’ll focus on the key points.
As mentioned at the start, the arguably most important change for all fans of large blocks is that Aura of Death (AoD) now calculates damage per stand in contact with the enemy again. A massive regiment now exerts enormous pressure simply through its presence and rewards clean positioning in melee much more than before. To prevent this from becoming frustrating for the opponent, the value for Non-Monster regiments has been capped at a maximum of 4 hits. Large blocks are dangerous again, but not automatically overwhelming. This is a clear return to a classic archetype of the faction, which I really like.
At the same time, flank and rear attacks against the Old Dominion are now much more effective, which I felt clearly in almost all of my practice games. Thanks to the new special rule Brittle, which affects almost all units with Animate Vessel, defenses fail massively when a regiment is caught in the flank or rear. This finally forces OD players to actively protect their formations. Poorly positioned regiments are now consistently punished—this makes the army “honest” in a way it wasn’t before.
Another important tactical nerf concerns the Moroi: they can no longer simply disengage from melee using spells, making them much more tangible and predictable. In return, characters can now join Kheres. For an Archimandrite, this is a very useful option in combination with the Grave Steps item (+1 or +2 Movement, depending on tier level) to combine mobility and safety.
As with the Nords, all Supremacies have been fundamentally overhauled. The system is now divided into the keywords Fallen Pantheon, The Creed, and Legion, with the Legion able to act as a bridge via certain items. What was often a clear “best” choice before is now a true strategic decision. I’ll only cover three here:
Xhiliarche (Legion): For me, currently the strongest and most consistent Supremacy. Instead of a free Clash action, Legion regiments now gain sufficient Vanguard to apply early scenario pressure. Additionally, once per round they can gain a bonus to Charges corresponding to the current tier. In my tests, it was easy to reach Tier 2 or 3 quickly, covering huge distances with Varangians—up to 15 inches of movement in round 3 and a safe charge in round 4 are realistic. This makes the Xhiliarche the best choice for aggressive scenario play. The Strategos was also great in the practice games, but there’s not enough space to cover it here.
Theokrator (The Creed): Likely to be seen more often than my personal favorite, the Archimandrite, because Trial of Will is extremely strong for the Old Dominion. Against a token in the Dark Power Pool, once per round, attacks from a regiment can target modified Resolve instead of Defense, undermining many classic defensive concepts. At Tier 3, he additionally grants all Animate Vessel regiments Terrifying 2, creating enormous pressure against anything not Fearless. Moreover, the once-per-game effect applies this bonus to all regiments. Ever thought about Athanatoi with quasi Cleave 1 or 2? Purely awesome if you’re the Old Dominion player.
Hierodiacon (Fallen Pantheon): Beyond the interesting Fallen Divinity, this Supremacy is very solid. Additional spell actions and the Dark Shepard Draw event, which gives double tokens, provide a quick boost to the Dark Power Pool. The highlight, however, is that he can grant Blessed to all Fallen Pantheon regiments for one round. This affects not only Hashasin, Kühe, or Kaneshphors—which are now Medium and Unstoppable—but, thanks to Aventine Armor, also Legion characters and their regiments. Options for Blessed Varangians or Blessed Kataphraktoi are excellent without needing to give up Vanguard scenario play.
Overall, the Old Dominion has become “honest” again while remaining a strong army. Perhaps even Top 3, though now slightly below the Spires and the Hundred Kingdoms.
City States: The Lion Faces Competition from the Pony
The update is very generous to the City States, and it shows immediately. While other factions had to take hits, ancient Greece for the City States only got sweet bonuses.
The first thing any City States player will notice is the massive point reduction for almost all infantry regiments. Whether Phalangites, Agema, Hoplites, or the Sacred Band, many units that were previously rarely seen are now attractive. The Hoplites stand out in particular: an additional stand now costs only 35 points, which in my opinion makes them almost too cheap. These savings on regiments and many items often allow for an extra card in the strategy deck, greatly enhancing synergies.
A positive side effect of the update: it is now officially clarified what happens if two Polemarchs trigger their Supremacy simultaneously—nothing. This is exactly how it was usually handled in tournaments anyway. The Polemarch remains the best all-round choice for the faction. Its strength still lies in the combination of control, flexibility, and consistent pressure on the game.
While the Polemarch remains the rock of the army, the Ipparchos Warlord opens the list for Eidolon and/or Mechanists with Clockworks, and especially for cavalry concepts. His army rule is exactly what many old Warhammer Fantasy players have long wanted for Conquest: once per round, an infantry or cavalry regiment can perform a free Out-of-Combat Reform after its last action. This allows you to optimally realign your front after a march or attack and avoid flanking counters—a priceless tactical advantage, especially for regiments with Phalanx and/or shields. Compared to the Polemarch, he lacks some direct control over the flow of the game, but he brings much more dynamism to the army. Additionally, infantry or cavalry regiments activated directly from the Strategic Stack are now rewarded with Shock. This is a change with far more impact than it first appears. Important: activations via Entourage also count as activations from the Stack. This opens up extremely strong combinations, such as Thorakites or Clockworks hitting on a 4+ with Flurry in the Charge.
The designer notes in the PDF already hint that a full rework will follow. This is unsurprising, as the City States are currently the last faction without a fully developed keyword system. The current update therefore feels more like a targeted interim solution: more efficiency, more options, but no fundamental reorientation yet. In Germany, the City States were already performing well before the update, even if their tournament presence had recently declined.
The update gives the City States plenty of “sugar,” but the greatest gain comes indirectly from the nerfs to the previous top factions. Many armies now have significantly worse answers to the Polemarch, war chariots, or aggressive Thorakites concepts. In my view, the City States are now on a similar level to the Old Dominion: very strong armies in the upper mid-tier, with absolute potential to compete at the top in the right meta.
Sorcerer Kings:Cold Turkey for Free-Riders
Let’s move on to the faction that probably caused the most negative experiences in the community: the Sorcerer Kings. I’ve been playing this faction since its release, back when it was, let’s say politely, challenging. I pushed this army to its limits at tournaments. That’s precisely why I know how much of what was possible here was actually too strong for the game.
Last year’s rework turned them into an absolute force of nature. After some adjustments, however, certain elements remained simply too strong. Anyone who disagrees probably never played against the old Water Marker. With this update, the designers are now firmly pulling the reins. As painful as it may be for players, in my view, this is completely justified.
Let’s start with the Water Marker—it’s gone. Much of what was possible with it was beyond healthy game design. I don’t exempt myself from that. Water rituals now interact with terrain instead, which turns to water until the end of the round. This is far less explosive but significantly fairer and, above all, more interactive.
The Winds have also been noticeably adjusted. Spiteful Wind now only deals hits to a regiment in contact. Air Step has been reduced from a flexible Reform spell to a simple 2-inch shift. Homing Winds now only allows rerolls of sixes in ranged attacks. Painful, but necessary.
As expected, the Trinavartas lose their Loose Formation, but now gain Tenacious 1 against shooting. Still, the option for Evasion 3 remains critical—not because of raw power, but because it can still create frustrating situations.
The Dhanur losing 2 inches of range, now at 16", is less a targeted nerf than part of general system changes. At the same time, the interaction between Sorcerer and Dhanur is now much more consistent, since both now share 16" range. Things get more interesting with the Earth Court. Here too, the marker disappears in favor of terrain interactions, creating new tactical depth. The Kiss of the Earth ritual is notable for 6 tokens: a 2-inch reduction to an enemy regiment’s first action can massively blunt charges. Combined with the ability to prevent Impacts via two Earth spells, this provides a clear counter to the likely strong cavalry lists. Earth currently seems the most promising approach for rebuilding the faction.
My personal highlight are the Mahabharati Initiates. They become cheaper, gain Tenacious 1, and offer interesting special rules depending on the Court. They aren’t revolutionary units, but exactly the kind of solid infantry I like—brave humans with sticks. In my tests, combinations of Fire/Earth and Wind/Earth proved to be stable tournament approaches.
Classic Fire lists remain largely intact. They struggle against fast cavalry but are still playable. Earth-based concepts with three Chandavats, Mahut, and Ghols also worked well in practice games, though with clear limitations. The Sorcerer Kings thus primarily lose their dominance and simple solutions. Many may be tempted to call them weak, but after all my games, I’d place them in the mid-tier—above W’adrhŭn and Dweghom, but below the City States and the Old Dominion.
Yoroni: Fewer Monsters, More Blocks
Many had expected Para Bellum to come down hard on the Yoroni after their successes in recent months. The worst was feared, especially for the infamous monster lists built around Jorogumos and Yokais. However, while other top factions were hit hard, the nerfs here are moderate and, in some cases, even offset by surprisingly strong buffs.
The spider Warlords no longer dominate the field unchecked. Loose Formation for monsters is gone, and both the spiders and the Dai Yokai lose one point of Evasion. The Jorogumos additionally lose Fearless. This makes them noticeably more vulnerable without losing their character. But the spider changes don’t stop there. The Mahotsu now only heals Non-Monsters and only modular Stands by three wounds—a significant cut—but its point cost drops by a whopping 40 points, making it attractive for specialized lists. The Geisha gains a powerful Draw Event for self-protection, keeping both monsters playable but unappealing for spam lists.
For those looking for a strong spellcaster, the revamped Kitsune Onmyoji is hard to ignore. She now shoots better than the Tengu and comes with a strong spell list. In my view, she’s so flexible that she will likely appear in almost every competitive list.
The Vanguard range of the Tengu was reduced to 3 inches, but the bow-wielding birds now always get +1 Movement if they are part of a Modular Regiment. The idea seems to be enabling absurd block combinations, and 8-Movement Ayakashi are already nasty on their own. On the other hand, a Kappa block with Sui and a Fu character is a very strong and interesting option. You can thus achieve Vanguard 3 inches, Movement 7 inches, and sneak an additional 2 inches via the Fu character, allowing extreme board coverage by round two. Such maneuvers have already been seen at recent German tournaments and are now even more attractive. With the right equipment and enough stands, such a regiment can even survive a charge-clash against Crimson Tower.
Overall, the Yoroni came out lightly. Massive blocks remain an absolute weapon, and the faction hasn’t lost any tactical depth. Para Bellum has tweaked the controls rather than resorting to a purge. In my view, the Yoroni now play in the same league as the Old Dominion: solid, dangerous in the right hands, and ready to challenge the top of the new meta.
Weaver: Staying in the Thicket
The Weaver are currently probably the most enigmatic faction in Conquest. Para Bellum has already hinted that a rework of the faction rules is coming—a clear admission that the current system isn’t quite as smooth as it should be. But let’s get to the small changes.
It was pretty obvious to anyone who saw the first rules: Trample (3) on the Gallowglass Warriors was simply over the top. I think it’s good that Para Bellum adjusted this before the official release, following their current philosophy of “honesty” in game design. The decision to release them in a dual box with ranged units, however, was unexpected. While it gives players two options straight out of the box, it also forces us to carefully consider which gap in the roster we want to fill first. While I still find the melee units very solid, I’m unsure where the ranged units should fit.
Like many young factions, the Weaver suffer from not yet having a “lead player” to show the community what’s really possible. Anyone wanting to play the Weaver effectively right now often ends up with extreme spam. I tested them intensively a few weeks ago: a list with five Core and three regiments of Gemmed Knights is a guaranteed win machine.
But here’s the catch: most players don’t want to start a new faction by playing monotonous spam—they want to explore the synergies and diversity of magic. This reminds me of the start of the Sorcerer Kings, where I preferred mixed lists to achieve victory through skillful play rather than pure numerical bullying. Until a lead player emerges, they remain at the bottom of the food chain.
My conclusion: the end of “easy” victories and the start of the Age of Cavalry?
This update is one of the most comprehensive we’ve ever seen in Conquest. It’s clear that Para Bellum wants to move away from monster lists and oppressive mechanics toward a fairer, more tactical game.Word currently shows roughly 5,200 words (in german!) —and believe me, before I edited it down, it was significantly longer. I hope this insight was clear despite the length and, above all, helpful for your next list experiments.
How do you see the new power dynamics? Do the Sorcerer Kings still have a chance, or are you already busy painting Hoplites? I’d love to hear your feedback. If these articles helped, feel free to share them with your gaming groups.
Best regards
Hanna
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