This will be, if all goes well, the first of multiple articles detailing various tactical and strategic approaches of the various armies present in Conquest: the Last Argument of Kings, starting with one of its two initial armies: the Hundred Kingdoms.
This review will consist of 5 parts: a brief introduction of your background, followed by an analysis of the strengths and weaknesses of the faction; Next, we will carry out a brief description / examination of their factions (what they offer, basically), and we will continue detailing the pros and cons of the units that make up these sub-factions. Finally we will review his armory, his relics we go.
Initially I was thinking of doing a single article, but it would come up with a hulk. This first article will cover points I and II (background and faction analysis). A second article will address the sub-factions while point IV (components of the lists) will be the subject of 2 or 3 articles, depending on the monstrosity that I have left at the end.
Before we start, I want to do two things:
First of all, I want to thank VBS for their efforts regarding the reporting they have given Conquest throughout these months, and the encouragement they have given me to write this. You really are Vanguard material. (Note: At least someone takes advantage of so many articles )
Second, I’m going to introduce myself. I know it is not the best time because I have already stuck 4 paragraphs rambling without rhyme or reason, but I am not an orderly person. If you want to skip this piece ahead, I will not judge you * dust the book of grievances preventively * .
I started with Warhammer in 8th grade (in quotes, I played with cards and proxies, I didn’t get a mini one) back in 2012. As a game, I was attracted to Warhammer, I fell in love, and a lot!
But its high cost of entry discouraged me (I’m sure you have heard this type of comment many times by now).
Fast forward to 2013 and I bought myself Dark Vengeance. I loved the aesthetics of the Dark Angels and the Chaos Marines and the dark universe of 40k absorbed me for 2 years and a little, until the beginning of 2016 when the supplement “Angels of Death” came out. I got off the hook back then due to various factors.
Another fast forward: June 2015. Sigmar arrives. Like many I did not like this game at first, but like many other people, I ended up giving it a chance and I liked its high fantasy background (including the initial campaigns, I leave it there openly) and in 2015 I started my honeymoon with that game. However, throughout 2019 I began to have some problems with the game, which culminated in a tournament that left a pretty bad taste in my mouth and I have not played Age of Sigmar since.
2020 has been 2020. During the months in which it has been possible to play physically I have played Beastgrave (a game of which I am still a great standard bearer)… until I re-discovered Conquest two months ago. It was not my first system outside of the big GW (I have played Malifaux, X-Wing and I am still playing Infinity) but …
I haven’t felt this passion and joy since those days when I played with those cards thinking it was Fantasy. And the truth is, it is a very beautiful feeling that I want to see to share with the more people the better.
For the two people who are still reading this despondent (bad for morality, I’ve been around the bush much more than expected), we move on to the first point.
VBS has already given a good look at the background of the factions. I highly recommend reading your articles. Here is a brief introduction:
The Hundred Kingdoms emerged from the ashes of the great human empire – the Old Domain. This great nation collapsed more than six and a half centuries ago, in an apocalyptic event called “the Fall.” The survivors, shielded by the remnants of the Old Domain’s army, the 12th Legion, fled west. After decades of great hardship, humanity once again expanded under the cover of a nascent feudal system.
The human being returned to colonize new lands with the help of the 12th Legion, which by then had reformed its structure and had become the Orders. The kingdoms emerged alongside the theistic and deist creed, the two religions (well, the deists are a range of interpretations) of the Hundred Kingdoms.
Around four centuries before the current plot arises Carlos Armatello (read: Charlemagne). Carlos achieves the milestone of unifying human nations and forging a great empire with the support of the orders. The nobility submits to their supremacy and muzzles theists, controlling their military might via the prohibition of maintaining armies under the banner of the church.
Very sadly, the imperial dynasty dies out and the empire quickly disintegrates as the nobles swoop down on each other. The nobility acts fast and manages to disband four of the six legions as the theistic church tries to unleash itself and take over the kingdoms.
And so we come to the present day. As the romance of the 3 kingdoms said: the empire, long united, must be divided.
Where once there was a kingdom now there are a hundred. Kings and kings fight without quarter. Some seek to maintain their dominion over a corner of the Hundred Kingdoms, others fight in order to take for themselves the hollow throne, the imperial throne.
Among this tangle of alliances and wars stands the Imperial Chancellery, founded to manage the patrimony of the emperors (no one wanted to enrich their rivals), which directs the remnants of the imperial institutions and exerts its influence through many means, being the Legion Dorada and the Legion of Steel the most striking means.
For its part, the church seeks to break its chains and impose its earthly supremacy, eager to deploy its own armies.
And all this happens before the gaze of the Orders, who cannot but put their hands to the head with this mess.
The Hundred Kingdoms are heading into a very tumultuous period, the Empire, long divided, must unite. But … Under what banner?
General Faction Traits
The Hundred Kingdoms are one of 3 known human factions in Conquest. And they are the most strictly human of the 3: while the Norse have the “mutants” (trolls, ogres, etc.) who descend from the Einheriar, as well as the giants; and the City States feature exotic creatures like minotaurs and centaurs, the armies of the Hundred Kingdoms are made up of ordinary men and women.
This implies, aesthetically speaking, that a Hundred Kingdoms army will very likely be made up entirely of size 1 units (normal infantry) or, if you include cavalry, size 2. Conquest standardizes unit sizes for line-of-line purposes. vision and it is important to take this small detail into account when positioning units. The most important note at this point is that it will be easy for you to cover many of your important units (legions, longbows, sworn guard, etc.) with cheaper ones.
Getting to the point: What separates the Hundred Kingdoms from the other factions? Let’s look at it point by point:
Is something important. The Hundred Kingdoms have, thanks to their sub-factions, a great variety of play styles. While Faith allows you to field unwavering hordes, nobles will allow you to field ‘feudal’ armies ranging from mere levies to semi-professional armies with notorious cavalry support. While Imperial Remnants can deploy armies spanning steel walls to hosts of skirmishers, Orders can command lances of heavy cavalry supported by powerful elite troops.
It is not a tactical point but the amalgamation of the Hundred Kingdoms allows you to deploy very disparate forces and still 100% thematic. Do you want trash for your legions? You are a noble imperialist. I could really go around the bush but what I want to say is this: with Hundred Kingdoms you can build an army that is truly ‘yours’ and nobody else’s.
Moderate power for moderate cost
By this I mean the fact that Hundred Kingdoms units do not generally have a stat that makes you think “heck that gross” or a price that says “shit that expensive.” A Hundred Kingdoms unit will not fight badly, but if you play it against its counterparts from other factions, it will most likely lose. However, in return, these units will cost you less points. The Imperial Rangers occupy a strategic niche similar to the Vanguard Infiltrator Clones of the Spiers, a unit with far superior stats but which costs almost twice as much for all practical purposes.
In short: you pay for what you have, you are efficient. While other armies sweat blood to see how they can list their units, you can reasonably have large numbers and variety.
Good selection of magic
In Conquest priests and wizards are considered casters and the Hundred Kingdoms offer their casters a wide range of skills. While the Dweghom (the Conquest dwarves) have overwhelming destructive power, the Hundred Kingdoms casters have a more moderate output in exchange for a greater number of buffs and debuffs.
Excellent number of lightweight units
The Hundred Kingdoms can choose from 7 types of light units. Of the four current armies they are the one with the greatest variety of light ones (Norse has 4, Dweghom has 3, Spiers have 4).
This is very important since the light ones can enter already on turn 1. While other armies will have a poorer variety of light units, and with it a more predictable ‘early game’, the Hundred Kingdoms can dominate the former in many ways rounds, paving a way for the cavalry and legions. In addition, there are a large number of very useful light units, such as the Horse Squires and the Imperial Rangers, so you will have some very interesting first rounds.
Excellent range of ranged troops
Among the 4 armies in existence, the Hundred Kingdoms have the second largest range of ranged troops. The Dweghom have 3 ranged units, the Norse as many (technically 4, but as another day will show, using Raiders as ranged troops is a very bad idea). Spiers have 6 units and Hundred Kingdoms have 5.
This is a very good amount, particularly when all the missile units in the hundred kingdoms have a range greater than 20 inches (in contrast, only 2 units of the Spiers have a range greater than 20 inches, and 3 of them only have scope 12).
One might think that there would be a lot of redundancy but in reality it is not the case, each one has its niche and use. Furthermore, 3 of these 5 units are ‘mainstays’, meaning that they can be deployed without any restriction, giving the Hundred Kingdoms player the ability to replay the Battle of Agincourt.
Excellent cavalry, both in terms of the variety of units and in terms of skills and stats
The Hundred Kingdoms have no more and no less than 5 cavalry units: 1 light, 2 medium and 2 heavy. This variety gives you multiple ways to harass the opponent and their weak points.
Now, not everything is pink, the Hundred Kingdoms have a number of weaknesses:
There are no monsters. Not one. Zero. Niet
Monsters fill an important niche in Conquest, as they represent a regiment whose combat ability and footprint on the battlefield will remain constant regardless of the number of wounds sustained.
The armies of the Hundred Kingdoms will suffer the war of attrition with greater relevance compared to other armies, given the fact that each wound suffered is a dead soldier and fewer attacks.
Moderate power for moderate cost
What I have discussed above is nothing but a double edged sword. Your units won’t ask for much, but they won’t be able to give you much in return. With the exception of orders, the units of Hundred Kingdoms do not have a particular power. Consequently you will have to surpass your opponent in the aspect of maneuvers and play with more skill than strength. Blow up those flanks, come on.
In practice it is not such a complex situation because, with the exception of one or two lists of Spiers, your army will have many more units than the enemy, so do not hesitate to sacrifice your militias.
This also means that your army will ‘lague’ as you get to the mid and late game, since your opponent will be able to deploy more powerful units than yours.
Right now it is not an elite army
The Orders are coming. But until they have come out, it is not ‘feasible’ to mount an elite army with the Hundred Kingdoms. If you hate armies with many minis and units, this is not an army for you at the moment.
His supremacy skills are usually quite mediocre
Supremacy Skills are, as the name suggests, skills possessed by generals in your army that they can use once per game (as a general rule). Each hero is assigned a supremacy ability. It will go into more detail when we talk about the sub-factions, but I will limit myself to saying that of the three supremacies available right now one is good, one is pretty bland, and one is worse than hitting a parent with a sweaty sock filled with rubble of an orphanage for children with terminal cancer that has been evicted and demolished for reasons of speculation.
Lack of long-range units and firepower
Hundred Kingdoms has a good variety of ranged units. The “problem” is that these units are ‘medium’ range (20 ”). Specifically, crossbowmen, hunters, and rangers have range 20. Militiamen have range 24 but with volley 1 they won’t wreak havoc. Longbows have the range but only one shot per model. In contrast, many of the ‘elite’ firing units have 2 shots per model (such as the Chosen archers of the Norse and the Clone Spiers). For those of you who are not very seasoned in Conquest: when a unit shoots at more than half its range (11-20 inches, for example) the number of models that fire is reduced by half, rounding up. However, having 2 shots per model,
Consequently, your opponent will take advantage of you in terms of range and number of shots in many situations, so you will have to position yourself and take advantage of your backpack.
Bottom line: the Hundred Kingdoms are an army that shines at the beginning and end of the game, suffering in the middle turns, while its units are more than the sum of its parts.
If you like humans and positioning, if you like an army that rewards planning, you will love the Hundred Kingdoms.
I hope you liked this post (otherwise you will learn to love it). I am already giving the rag to have the next article. Hit it, and hopefully you’ll have the last argument.