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Conquest - Faction Guide

There are currently 7 factions fighting in the wargaming game Conquest. Do you want to join the battle for the fate of the world of Eä and don't know which faction to choose?

Conquest - Faction Guide

In the wargaming game Conquest, 7 factions currently battle for supremacy. This number will eventually grow to 18. Do you want to join the fight for the fate of the world of Eä but aren't sure which faction to pick? Will you choose the classic human race with elite cavalry, orcs on dinosaurs, or the undead "Eastern Romans"? We have prepared a basic overview of the currently available races for you.

Spires

Spires are aliens who fled a dying civilization. Upon arriving on Eä, they slammed the door behind them, leaving the rest of their kind to burn and die. They have positioned themselves as predators on a foreign, primitive planet, and they act accordingly. Their technology focuses on biology—creating, healing, and reshaping. Their signature trick is Bioengineering—for any task beneath them, they create an adequate "tool".

Conquest - Faction Guide

Their strategy is unconventional. Their basic infantry is expendable—mindless drones assembled in vats whose immune systems are so compromised that they won't survive the battle anyway. However, their medium infantry consists of highly experienced cloned warriors with unusual and sometimes shocking talents. They lack heavy infantry, turning instead to a range of monsters and nightmares—these horrors are surprisingly cheap and disposable, so you can field many of them.

Pros

  • Cheap expendable infantry
  • Elite monsters
  • Wide selection of units for every job

Cons

  • Requires executing advanced combos at the right time
  • No truly durable units

Difficulty

Spires are a faction that deceives with its apparent simplicity. On one hand, you have cheap drones that can't take a hit, but under the right commander, they can surprise you with their endurance and ability to shred enemy lines when least expected. Easy to learn, hard to master.

Hundred Kingdoms

Hundred Kingdoms are inspired by the Holy Roman Empire. Their warriors come in all varieties—from basic militia to elite infantry. While their infantry holds the line, their true strength lies in the devastating charges of their cavalry. Because they possess such fearsome cavalry, they are the only faction that (so far) has no monsters.

Conquest - Faction Guide

They rely mainly on versatile units that can handle any situation. The Hundred Kingdoms are the original human race, hardened by constant power struggles. They thrive under the command of a leader who masters tactics and isn't afraid to attack even a theoretically stronger enemy.

Pros

  • Versatile infantry and cavalry army
  • No monsters

Cons

  • No monsters

Difficulty

This is truly an army that can do it all. That is a good thing, as it means no two armies will look the same. You can build it according to your own playstyle and customize it to suit your needs. There really is no "mandatory" unit you need in multiples to perform well. If you want them more elite, field more heavy infantry and knights; if you prefer a horde, field more militia and longbowmen.

If you like simple and direct solutions—charge attacks, shooting, melee combat—leading the Hundred Kingdoms means mastering the basic rules of positioning and coordinating forces on the table.

Dweghom

Dwarves who were enslaved by dragons and dug their way to the god of war. The god offered them the power to fight the dragons. In return, he asked only for… more war. The Dweghom won the battle and wiped out the dragons. However, their kingdom has not known peace for centuries. They gained power they were never meant to have, and it is slowly consuming them.

Conquest - Faction Guide

Dweghom are classic dwarves—tough, elite, heavily armed, and living underground. While ranged units are an exception in Conquest, the Dweghom have several types of powerful shooters, such as the Hellbringer Drake (a dragon with freaking laser beams). They lack cavalry, but they replace it with steel constructs that aggressively support their armored core.

Pros

  • Tough, elite, and heavily armed
  • Dragon with cannons

Cons

  • Slow
  • Expensive units

Difficulty

They play exactly as you would expect from a dwarven race: they are heavily armored, so they reach the table a bit slower than other armies. They are very hard to remove from the board and have a range of melee and ranged weapons. Due to their toughness, units tend to be a bit more expensive, making this army an elite force with high defense and resolve stats. They are very forgiving of mistakes and make a great first army for new players.

Nords

The human faction Nords contains more than just humans. This nation leads a wild and ruthless war against their southern cousins. It is a war of raids and pillaging, a war of countless battles and bloodshed, but above all, a war of revenge. Despite all the adversity and challenges, the Nords have adapted, learned to endure their environment, and coexist with their fallen kin. With renewed hatred and numbers, they turn their vengeful eyes toward the soft lands of the south, longing to take revenge on all who stole their destiny and their gods.

Conquest - Faction Guide

Joining their ranks are the raiders and the experiments performed on them by the Spires—mighty Ugrs, tough Trolls, agile and treacherous Fenrs, and last but not least, the powerful Jotnar (giants).

Pros

  • Fastest unit deployment on the battlefield
  • Above-average number of attacks
  • Giants, trolls, werewolves, and swine-folk
  • Plenty of support magic options

Cons

  • Weak melee defense
  • Almost zero offensive magic

Difficulty

Nords focus on aggressive and rapid advancement on the battlefield. Where infantry isn't enough, monsters, Jotnar (giants), and others are excellent additions. The difficulty of playing Nords lies mainly in ideal battlefield deployment and destroying enemy forces in time.

The W'adrhŭn

When the Spires needed "someone for aggressive reconnaissance" of their outer defensive line and grew tired of constantly creating soldiers, they created the W’adrhun. Aggressive, nomadic orcs with an innate sense for the hunt.

Conquest - Faction Guide

The main draw of the W'adrhŭn are the dinosaurs. These exotic beasts complement their otherwise lightly armored but dangerous infantry. The orcs themselves have the ability to use war chants. Through these songs, they gradually trigger powerful attacks that shatter enemy lines at decisive moments.

Pros

  • Aztecs, dinosaurs, and feathers
  • War Chants (One-time unit buffs using faction traits)

Cons

  • They don't know what defense is

Difficulty

Orcs rely on elite combat power. The core consists of shock infantry supported by fast cavalry units and massive dinosaurs. The key to success is the correct activation of war chants and their combinations. It is not an army that forgives mistakes, but when you pull it off, it is incredibly satisfying. Will dinosaurs solve everything? Maybe, and if not, we have more dinosaurs for the rest…

Old Dominion

Old Dominion, the predecessor to the Hundred Kingdoms, did what every civilization at the peak of its power and glory attempted—it tried to kill a god. They succeeded; dead angels rained from the sky, and their patron deity turned into a hideous nightmare. The cataclysm was so terrible that even the paving stones of the old capital became so cursed that they spontaneously came to life as war golems.

Conquest - Faction Guide

Old Dominion features the aesthetic of the undead from the Eastern Roman (or Byzantine) Empire—formations of legionnaires and praetorians, complemented by cultists, wraiths, animated statues, and even an avatar of the fallen god Hazlia. Because they are undead, they don't worry about morale, which means they last longer on the battlefield.

Pros

  • Ignore morale
  • The more the opponent kills, the stronger the rest of the army becomes
  • Durable units

Cons

  • Expensive units
  • Hard to learn, easy to master

Difficulty

An undead faction in the game that is really good at… surviving. Old Dominion units are much more durable than others because they never worry about morale. To compensate, they are more expensive in points, making them a substantial elite force. They require knowledge of the rules and using certain abilities at the right time, but a few mistakes won't lose you the game outright.

City States

City States are an ancient faction. They are known for their education, technology, and philosophy. They preserve the remnants of knowledge from the Old Dominion, or at least they would like others to think so. Their strength lies in perfectly trained infantry and commanders who can issue orders across the battlefield. They are joined by minotaurs, satyrs, and titans who decided to help them, not only in battles but also in building their cities.

Conquest - Faction Guide

Pros

  • Solid formations and battle orders
  • Titans and minotaurs
  • Chariots

Cons

  • Low flexibility and mobility due to formations

Difficulty

Just as every training brings discipline to an army, it also reduces flexibility. At first glance, City States seem like a simple faction, but it is essential to know the strengths and weaknesses of the opponent's army and specific rules. This can be a big bite for a beginner and requires patience.

authors Rostislav “Kiske” Mamčař and Vojtěch “Neeoo” Antonovič

Rostislav Mamčař

Autor článků na imago.cz

Vojtěch Antonovič

Autor článků na imago.cz

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