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Fighting a Battle

Chapter 12

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In this section you will find battle scenarios to add an extra level of strategy to your games. Complete the objectives to ensure victory over your opponent!

No two battles are the same. Reinforcement Zones, Objectives – even the composition of the Armies themselves – can vary wildly. To represent this, we use a selection of Scenarios, each of which alters the form and scope of the battle. This rulebook includes four Scenarios, there are also additional Scenarios on the Tournament page of the Para-Bellum Games website, but you should feel free to invent your own!

Points Values

Each Stand in a game of Conquest has a points value, representing its overall worth on the Battlefield. Stands with higher points values are generally better or more flexible fighters, while those with lower points values are less effective, or are useful in a narrow set of circumstances. Your Army's points value is equal to the total points values of every Stand in your Army, plus those of any upgrades you've purchased for those Stands. The higher the points value, the more lethal the Army you've selected. By choosing Armies of equal points values, you and your opponent can ensure a fair, challenging battle.

Size of Battle

By default, we recommend battles of 2,000 points – this generally gives enough slaughter for an evening's gaming. However, there's nothing to stop you from choosing a larger or smaller size for your confrontation. Indeed, smaller games of 1,000 points are an excellent way to learn the rules.

Building an Army

An Army consists of two types of entities: Characters and Regiments, all of which are selected from a single Faction's Army List. You may include any number of either in your Army, subject to the following rules:

You must include one Character to be your Warlord – your avatar on the Battlefield.

Each Character in your Army (including the Warlord) must be accompanied by a Warband of Regiments. You'll normally have a choice of Regiments to choose from, but you must always include a Regiment of the same type – i.e. Infantry, Cavalry or Brute – as your Character to ensure that they have a Regiment to join at the start of the battle.

Each Regiment is drawn from the Regiments section of the Army List. Depending on the Character it is chosen for, it will also count as a Mainstay or a Restricted choice. Each Character's Warband has a Regiment allowance of 4 Regiments. A Warband can include as many Mainstay choices as your Warband allowance allows. Restricted choices are more limited, as the name suggests. Each Warband can only include two Restricted choices from all the options presented. This can be two of the same Regiment, or two different Regiments from the list.

As a further restriction, you must include one Mainstay choice for each Restricted choice in your Warband. Therefore, a Warband that includes two Restricted choices will always have at least two Mainstay choices too. Note that a Regiment might be a Mainstay choice for one Character type, and a Restricted choice for another – check the Character's Army List entry to be sure.

Many Characters and Regiments have additional options that can be purchased for them, such as Abilities, Command Models, or even extra Stands (in the case of Regiments). If you purchase any of these upgrades, simply add the points cost to that of the Character or Regiment for which the upgrade was purchased.

Set Up the Battlefield

Terrain is an important part of Conquest: TLAOK, as your forces interact with their environment either by taking cover in dense forests or garrisoning vantage points. Each table's Terrain pieces should be pre-arranged before the battle begins and will not move or change throughout the game.

Terrain follows all normal rules found in Chapter 10 of the rulebook and may be set up according to the following rules:

Assign Characters Stands

Each Character in your Army must join a Regiment before the first Reinforcement Phase begins. The best way to do this is to set up your entire Army beside the Battlefield, with your Characters already in the Regiments in their Warbands that they'll be fighting from at the start of the battle.

Regiments are not deployed at the start of the Battle. They are held to one side, and arrive later in the Battle, as described on pages 20 and 30.

Note that if a Regiment is held back as Reinforcements, so is the Character that has been attached to it. The Character's Class has no effect on when the Regiment the Character has joined will come onto the battlefield from Reinforcements.

Secondary Objectives

Battles are primarily decided by Seizing Territory and destroying the opposition. However, as the fight goes on, opportunities unfold for one side or the other to claim an advantage. These are referred to as Secondary Objectives.

Each Faction has its own deck of Secondary Objective cards, representing the goals it considers pivotal to victory. While some Secondary Objective decks share some common cards, no two Faction decks are exactly the same. A player who adheres closely to the martial and ideological goals of the warriors under their command is that much more likely to achieve victory!

Shuffle your Secondary Objective deck and draw the top five cards. Your opponent does the same. Discard two cards of your choosing – this allows you to have some control over the style of objectives your Army will be pursuing during the battle. Keep your cards hidden from your opponent during the course of the game.

Each Secondary Objective card gives you the conditions required for completing it. Once you have completed a Secondary Objective, make a note of the Round number it was completed on, on your Army List. Note that some decks contain multiples of the same card. You cannot achieve the same Secondary Objective card more than once per Round.

Fight the Battle

With all the preliminaries complete, it's time to battle!

The Game Length heading will tell you how many Rounds to play, and the Victory Points heading gives you the information you need to know when you've won a mighty triumph, or cravenly plunged into the depths of defeat.

Players can ask to see their Opponent's list as well as scan any Command Card currently on table at any time. A player cannot ask their Opponent to scan a card that is currently in the Command Stack and instead must use the Army Builder, Faction Army List or their Opponent's Army List to reference that Regiment's rules.

When Activating a Regiment, make sure to leave its Command Card close to the Regiment, in a way that does not disrupt play, as a reminder that the Regiment has been Activated and to be easily accessible by both players in case they want to scan the card.

Battlefield dominance is determined from Round to Round. At the end of each Round, consult the Victory Conditions to work out how many Victory Points you've scored that Round – your opponent does the same. Keep a running total of the Victory Points as the game goes on. Once the battle is finished, these will be used to determine the winner!

Victory Points are often earned for Seizing Territory – battlefield quarters, center of the battlefield, Objective Zones, etc. The Player with the most Stands capable of Seizing and more total Stands in range of an Objective Zone, Seizes that Objective Zone.

Light Stands count as 0 Stands for the purposes of Seizing Territory. They do count however towards the total number of Stands in range of an Objective Zone. If a rule would make a Light count as X additional Stands towards Seizing Objective Zones then these Stands will be able to count towards the number of Stands capable of Seizing.

Medium and Heavy Stands count as 1 Stand for the purposes of Seizing Territory. Monster Stands count as 3 Stands for the purposes of Seizing Territory.

Should Stands lose their ability to Seize Objective Zones they still count towards the total number of Stands in range of an Objective Zone.

Finally, when a Stand is under the effects of an ability that allows it to "always Seize an Objective Zone" or "a Regiment counts as Seizing" an Objective Zone they are in range of, then the Player in control of that Regiment counts as Seizing that Objective Zone regardless of other Stands present in range of it.

Only one Player may be Seizing an Objective Zone at any given time.

Determine the Victor

Obviously, if your forces are wiped out, or you choose to concede, victory goes to your opponent. Otherwise, each Scenario has its own unique conditions for scoring points and securing victory which you will have to follow to come out victorious.

Scenario One: Head to Head

You and your opponent each choose an army, using the Army Lists.

This scenario is played on a 4΄x4΄ Battlefield. Players place an agreed amount of Terrain, then agree on the Defense values and Capacity of any Garrison Terrain, as well as the Elevation Levels of any Cover Terrain.

Both players roll off. The player who wins the roll-off chooses a Battlefield edge (which becomes their Reinforcement Zone). The other player takes the opposite Battlefield edge (and Reinforcement Zone).

Play continues for 10 Rounds, or until one side has scored 8 points, been eliminated or conceded.

At the end of each Round, you score points for the following:

Scenario Two: Breakthrough

You and your opponent each choose an army, using the Army Lists.

This scenario is played on a 4΄x4΄Battlefield. Players place an agreed amount of Terrain, then agree on the Defense values and Capacity of any Garrison Terrain, as well as the Elevation Levels of any Cover Terrain.

Objective Zones 6˝ in diameter are placed in the center of each of the 4 quarters of the Table. The Objective on the half of the table closest to your Reinforcement zone are considered Friendly. The Objectives on the opposite side of the table are considered to be enemy.

Both players roll off. The player who wins the roll-off chooses a Battlefield edge (which becomes their Reinforcement Zone). The other player takes the opposite Battlefield edge (and Reinforcement Zone).

Play continues for 10 Rounds, or until one side has scored 5 points, been eliminated or conceded.

At the end of each Round, you score points for the following:

Scenario Three: Maelstrom

You and your opponent each choose an army, using the Army Lists.

This scenario is played on a 4΄x4΄ Battlefield. Players place an agreed amount of Terrain, then agree on the Defense values and Capacity of any Garrison Terrain, as well as the Elevation Levels of any Cover Terrain.

One Objective Zone 3˝ in diameter is placed in the center of the table. Two 6˝ diameter Objective Zones are placed 12˝ away from the central objective and 24˝ away from each player's zone.

Both players roll off. The player who wins the roll-off chooses a Battlefield edge (which becomes their Reinforcement Zone). The other player takes the opposite Battlefield edge (and Reinforcement Zone). All Regiments are held back as Reinforcements.

Play continues for 10 Rounds, or until one side has scored 8 points, been eliminated or conceded.

At the end of each Round, you score points for the following:

Scenario Four: Pincer Attack

You and your opponent each choose an army, using the Army Lists.

This scenario is played on a 6΄x 4΄ Battlefield. Players place an agreed amount of Terrain, then agree on the Defense values and Capacity of any Garrison Terrain, as well as the Elevation Levels of any Cover Terrain.

An Objective Zone 6˝ in diameter is placed in the center of the Table exactly 36˝ from the sides and 24˝ from the Player's Reinforcement Zone. Two Objective Zone Markers 12˝ in diameter are each placed 18˝ from the sides and 24˝ from each Player's Reinforcement Zone.

Both players roll off. The player who wins the roll-off chooses a Battlefield edge (which becomes their Reinforcement Zone). The other player takes the opposite Battlefield edge (and Reinforcement Zone).

Play continues for 10 Rounds, or until one side has scored 8 points, been eliminated or conceded.

At the end of each Round, you score points for the following:

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