Conquest is an annual wargaming tournament held in Christchurch since 2002 or there abouts. I attended to first 12 or so Conquests playing Flames of War and always enjoyed them so am looking forward to getting back into gaming. The location has changed since last time I played there and there has been a small cloud over whether the event will be able to be held due to two covid cases recently in Christchurch but hopefully nothing changes in the next two weeks and it is able to proceed.
I have spent more evening than
I‘d care to admit crunching lists on Easy Army, going in circles trying to find
the “best” balanced list for my ogres and the way I want to play them. I had
decided on a list I was going to take (the last list I fought Gordon with) but
at the very last minute changed it, mainly as the Song of ice and Fire War Mammoths
arrived and the mini’s are so awesome I could not take at least one, so dropped
a unit of berserker braves and the boomer sergeant to squeeze in the mammoth. A
wise choice? Probably not but the model is great and needs to see some action on
the tabletop. I’ve not used the mammoth so it definitely is a wild card element
to the list so we will see how the army performs on the table in a couple of
weekends time.
- 1x Goblin scouts
- 2x boomer regs
- 1x beserker braves reg
- 1x shooter horde
- 2x siege breaker hordes- 1 with healing brew
- 1x hunter horde- mead of madness
- 1x mammoth
- 1x warlock- inspiring talisman
- 1x Nomgorok
My thoughts on individual units
1x Goblin Scout
Regiment
Speed 10, Def 4, 14 attacks at
4+ and nerve 12/14. Thunderouse charge 1, vicious.
I know that troops of red goblins
scouts often get used as chaff but they are taken off the board if someone as
much as sneezes in their general direction. Regiments on the other hand are more
robust and can really do some damage if they are able to get flanks. This unit
is my fast moving flanking force/threat or even a reserve if necessary and if
they can get flank charges to support other units then they can pack a punch. The key to their use is going to be NOT throwing
them away in the first turn or two if I can. I have a tendency to throw them
towards sharpshooters (for instance) early and so lose them as a result so want
to be less aggressive with them and make use of that speed. Later in
the game when opportunities open up.
2x Boomer Regiments
@ 140 pts each
Spd 6, Melee 4, ranged 4+, Def
4, Atks 9, Nerve 12/14. Steady aim, piercing 1, range 12”
A lot of people ignore taking
the boomer regiments preferring the horde which unlock and have 18 attacks for
230 points. And after several games I can see the strength in the horde.
However, in most of my games I wanted to use them to screen my advance so although
they are 50pts dearer than a horde there are some advantages.
1. This is one of my chaff units, and intend to use
them to screen the advance and act as disposable chaff if necessary.
2. Two regiments means that I can either choose two different
targets or concentrate on one, so have some extra flexibility there.
3. US 2 each regiment means they add 1 extra to my
overall unit strength.
4. Anti-flyer unit. Being able to turn (90 degrees
anyway) and shoot the Boomers can act as an AA unit vs enemy flyers.
5. Flank support, 9 attacks becomes 18 if they ever
are able to get flank charges- which when hitting on 4+s with CS 1 can be a
great support unit.
1x berserker braves reg @140pts
My third unit that I consider
chaff. The berserker braves Have wild charge D3, 15 attacks hitting on 4+ and
Nerve of -/15. They are a solid wee unit and a popular choice as a result. Their
defence 4 means they are susceptible to shooting but like the boomers I intend
to use this unit either protecting a flank or screening the advance.
D3 wild charge means they have
a 13-15 inch charge range which adds an element of uncertainty for opponents.
I am not 100% sold on the unit
tohug and it was a toss up between taking the berserker braves or taking a
third regiment of boomers instead. I think the extra attacks and nerve of the
berserkers cold come in handy though so we will see.
1x shooters horde
@230 pts
Another unit that seems to attract
a lot of discussion. Many people over look them preferring the boomers who can
move and shoot without penalty, while their is a smaller group of players who
rate them highly. I definitely fall into the latter group. 18 attacks hitting
on 5+ with piercing 2 is not to be sneezed at and with a range of 30” they have
a good range too. Like most shooting units their defence is dodgy and they have
potshot so -2 to hit and so half attacks when moving and shooting so the
obvious solution is to position them with decent fields of fire and don’t move.
Sensible. However, they also have 18 attacks, CS 1 and hitting on 4+ in melee
so are IMO a versatile multipurpose unit more than capable of getting in hand to
hand later in the game if necessary. 36 attacks hitting on 4+ CS 1 on a flank
charge is definitely something that can swing a fight!
1x hunters horde
@225pts
18 attacks hitting on 3+ with
CS1, ensnare and pathfinder the hunters come with a highly recommended tag from
a number of players. They are great for clearing units out of terrain and love
lurking round in difficult going terrain to maximise their ensnare. Their main weakness
if defence 4. They also have a 7” move and with the mead of madness a 15” charge
range so they are for all intends and purposes medium cavalry. They are
susceptible to shooting though so need to be screened/used carefully but when
they do get into combat they never disappoint bu that being said are also a unit
my opponents like to target
2x Siege breakers @240pts
(1 with brew of healing + 5pts)
Many players consider siege
breakers and auto include unit and I am definitely one of them. They are tough
with def 6 from the front with their big shields, hit on 3+ with 18 attacks at CS
2. So far I have never lost both units in a game. They are damn tough and the
main hammers in the army, which means they get targeted or avoided but also
provide a key unit anchoring the mainline. Point at the enemy and off you go. However,
they do need to be supported and can get bogged down easily but are in most
instances the unit I most want to get into the thick of things.
Manny the Mammoth @220pts
A last minute call up simply
due to the awesome model that demanded it be included Manny is the wild card in
my list. Spd 7, 12 attacks on a 4+, Def 5, Nerve -/18.
Like most of the army he has Brutal,
Crushing Strength (2), Thunderous Charge (2) and strider so like the hunters will
be useful vs opponents in terrain. But like the hunters needs to be supported.
I like using the giant + hunter together as combination and see Manny and the
rangers working together as well. The giant I have tended use impetuously at times
and see this potentially being a problem with Manny too but used wisely he
should add another element to the army and make a good solid support unit.
1x Ogre warlock with
the inspiring talisman- 115pts
This was probably one of the
hardest choices. I really, really like the boomer sergeants- 8 ranged attacks,
4 melee attacks all hitting on 4+ for 90 points. They are damn useful (and make
for very handy chaff units). I have been
vacillating between the boomer sergeant or the warlock as one of my two main
characters (I happily included one of each until Manny got the call up and at
that point it became one or the other). Brutal, Crushing Strength (1),
Inspiring (Berserkers only), Nimble, Ogre Warlock, Lightning Bolt (3). What is
not to like?
I am hoping the extra range of
the lightning bolt will be useful over the course of the games and the inspiring
talisman is make him the second inspiring character in the army. Definitely a
support character but if he has 3 ogre units nearby he can generate a lightning
bolt 6 which is not too shabby and why in the end I went for the warlock over
the boomer sergeant. I hope it works but I am already missing my boomer
sergeant which is in my opinion one of the best character choices for the
ogres.
Nomgarok (aka Nom Nom)-
140 points
Another very popular character
choice with ogre players. Nom Nom is a spellcaster that can also handle melee
with 5 attacks on 4+. He has some good spell options and if he does heal a unit
that unit gains vicious in melee special rule. Bloodlust, Brutal, Crushing
Strength (1), Inspiring, Nimble, Ogre Warlock; Spells: Bane Chant (3), Heal
(4), Lightning Bolt (4)
Battlegroups
An important element of my list
design has been the concept of battlegroups. The Germans in WWII used a flexible
system of command called kampgruppes, by which they would assign and attach
various formations depending on the mission. The US developed a similar system
with its regimental combat teams. In my case I have developed two core battle
groups which I try to coordinate and work together in most scenarios:
2x siegebreakers, 1x boomers,
1x berserkers + warlock
Hunters + mammoth + 1x boomers
+ warlock
As you can see one the hunters and mammoth are a bit more mobile (much more so if the goblin scouts are also assigned to this group) and so hopefully can act as a hammer while and the other battle group with the siegebreakers can be seen to be more of an anvil although they can act also make a damn fine hammer too.
I can split the shooters and
goblin scouts as flank protection or additional support for both battle groups
or I can combine them to support only one as required. Thus there is quite a quite
a bit of flexibility and I can change round the support options in different games
as necessary but by having two core battlegroups it makes it easier for me to
go into a game knowing which units I intend to work together.
Deployment
Another area I have given
quite a bit of thought too is deployment. Which units do I want to deploy where?
Again, terrain does play a factor , as does my opponent’s forces but as I am most
likely going to be out-deployed in most missions I try not to over think it or
worry too much about what my opponent is deploying. I accept that most often I
am going to be deployed before my opponent puts their important counters on the
board so my typvial deployment is designed to keep my forces supporting each other
and protecting each other.
Sure, the terrain can, and
does, influence where some units are most likely to be deployed- the shooters ideally
want some sort of area terrain to deploy in or an obstacle to shoot over to
make them harder to hit but also need to have a reasonable field of fire to
support the main combat units. Same goes with the hunters, they prefer a wood
or other area terrain to lurk in if possible. Furthermore, with only two inspiring
sources I need to be careful as to where my warlocks are going to be deployed
to maximise the use of thre 6” inspiring circle. So I have a couple of standardised
deployments that I try to use as much as possible. When I do follow my
deployment plans my army tends to fight more cohesively.
One of my standard deployments.
Final thoughts
So there you have it, a bit of
theory crafting for my army for Conquest. It is a small army with only 11 units
and in my various playtests have found that it really doesn’t like to get
involved in the grind aspect of the game and get bogged down. With a small unit
count I am usually out deployed and although many of the units hit hard they
are not very forgiving and easily outnumbered and overwhelmed. Still, I think
it is a fun, flavourful list and I have thoroughly enjoyed putting it together.
Enough of the theory-crafting
though. I am looking forward to giving it a crack at Conquest and see how it
does vs a variety of opponents in a variety of missions. My goal is to try to win
2 out of the 5 games though would be very, very happy if I could win more. We will
see.
Craig
Thanks for sharing Miếng dán thải độc chân Kenko
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