Aquí tenéis las dos actualizaciones que nos han ofrecido los chicos de FFG, referente a su nuevo LCG ambientado en el universo de 40K.
Como siempre las ilustraciones son espectaculares y el juego seguro sera divertido, pues todos los LCG, en sus propias lineas lo son, otra cosa será que enganche lo suficiente, como para hacer atractiva la cara licencia de GW.
Veremos si tienen más suerte que con Warhammer Invasion.
The fires of war burn brightly from star to star. Everywhere the fortresses of Man are steeped in blood and ancient enemies appear from the darkness. Sensing weakness they gather for the kill.
Fantasy Flight Games recently announced Warhammer 40,000: Conquest, a new Living Card Game® of galactic warfare in the Traxis sector of the Ultima Segmentum. In the game, you take command of a warlord leading one of seven factions to glorious victory, claiming planets in your name and establishing dominion over that region of space. If your warriors and tactics prove superior to your opponent, you will emerge victorious, but if your armies are overwhelmed, you will surely be forgotten.
In today’s preview, we’ll take a closer look at how your armies come into contact with your opponent by examining both planet cards and the deployment phase.
Innumerable Worlds
At the center of any game of Warhammer 40,000: Conquest are the planets of the Traxis sector, represented on planet cards arranged in a row between the players. Out of ten planet cards, seven are dealt facedown in a line between you and your opponent at the beginning of the game. Because three planet cards are left unused in each game, and because the planets are arranged randomly, every game of Warhammer 40,000: Conquest will feature different planets in an unique order. If you win initiative for the beginning of the game, you begin by revealing five planet cards, leaving your two rightmost planets facedown. These planets will be revealed as the game progresses.
The planets that lie before you hold the key to victory over your opponent. In the upper left-hand corner of every planet card, you’ll find one or more type symbols. These symbols represent the strategic importance of the planet. Some planets possess valuable materials needed by armies in the 41st millennium. These planets show the red Material type symbol. Other planets are important to the war effort, and bear the green Strongpoint symbol. Still other planets hold powerful or ancient technology, designated with the blue Tech symbol. These symbols have no powers inherently, but if you can seize three planets that share a common symbol before your opponent, you win the game! Every planet possesses at least one of these symbols, but some planets, like Atrox Prime, possess two, and Iridial has all three type symbols.
Begin Deployment Immediately
Planets are the locations where you deploy your army units during the deployment phase. The deployment phase takes place at the beginning of each round, representing the gathering and deploying of armed forces that precedes military engagement. At the beginning of the deployment phase, the player with initiative deploys one card from his hand. Army units are immediately deployed to one of the face-up planets arranged between the players. Support cards remain in play at your headquarters, whereas attachment cards are attached to another card or game element.
On your turn, you may deploy one card by paying its resource cost, shown in the upper left-hand corner of the card. For example, if you want to deploy the Haemonculus Tormentor (Core Set, 106), you begin by paying the four resources that this army unit costs. You must determine which planet this unit will deploy at. After you deploy, your opponent has the chance to deploy a card, before the chance to deploy passes back to you. Because the opportunity to deploy passes back and forth between the players, the order in which you deploy your units becomes a vital concern. By waiting to play some units, you gain a greater picture of what your opponent is most likely to accomplish this round. With this extra information, you can play your high-impact units where they can benefit you the most.
For example, you most likely want to deploy support cards before you play units. Playing support cards gives your opponent little information about your plans for the round, forcing your opponent to make choices about where to deploy his unit without seeing where your first unit will go. Knowledge of which planets your opponent’s units deploy to gives you some insight into whether you can win command struggles or battles at a given planet.
Which planet you deploy your units to is a critical consideration in Warhammer 40,000: Conquest as well. Your units can be deployed to any face-up planet, but only the first planet can be claimed by a player each round. It may be tempting to concentrate wholly on the first planet each round, but spreading your forces across planets is crucial to maintaining your warlord’s offensive. Planets other than the first planet cannot be claimed each round, but they can grant you resources and added card draw during the command struggle, as will be described in a future preview. The necessity to gather extra resources and cards must be balanced against the battles that must be fought this round. Combat will also be described more fully in a future preview.
Once a player neither deploys or takes an Action, he passes, forgoing the opportunity to deploy more cards or take moreActions this phase. The deployment phase ends once both players have passed, and the command struggle begins at planets throughout the Traxis sector, as we’ll describe in our next preview.
Fully Deployed
Your armies may be deployed across the planets of the Traxis sector, and combat will soon begin. Only through victory and glory can your warlord escape the ignominy of being forgotten. Prepare your soul for battle, and check back for more previews of the intense galactic warfare of Warhammer 40,000: Conquest!
Mankind is not the only race to tread the stars. There are hundreds of civilizations amid the star-strewn pathways of the galaxy, whose threat is only contained through Imperial might. Some of these races are ancient beyond Mankind’s reckoning. Others are newborn powers, stretching forth for the first time. All must be fought tooth and nail for the survival of our race.
Are you prepared to enter the grim future and battle for the stars in Warhammer 40,000: Conquest? This new Living Card Game® thrusts you into combat over the planets of the Traxis sector, testing your strategy and military might as you attempt to destroy your opponent and rise to victory. Whether you control an Ork Waaagh!, utilize the ancient technology of the Eldar, or serve at the behest of the Emperor as a Space Marine, you can lead your warlord and his armies to conquer the Traxis sector!
No campaign consists purely of massive battles though, with glorious victories and crushing defeats. A worthy warlord must consider every possible outcome of his actions, balancing the resources needed to support his army, the possibility of reinforcements, the desire to claim a decisive victory, and the morale of his troops. In our first preview of Warhammer 40,000: Conquest, we looked at the deployment of units across planets. Today, we’ll take a closer look at the consequences of that deployment by showing how to commit your warlord and win command struggles across the sector.
Into the Fray
At the beginning of the command phase, each player secretly selects which planet to send his warlord to using the servo-skull dial. You must make several important considerations when deciding where to commit your warlord. Firstly, if your warlord is the only warlord present at a planet, you automatically win the command struggle, which is vital for gathering cards and resources, as described below. In addition, battle takes place at the first planet and at any planet with a warlord, meaning that committing your warlord to a planet is your only way to force a battle beyond the first planet.
Although only the first planet can be claimed for a player’s victory display, triggering a battle at another planet with your warlord can be an exceptional way to remove a future threat or activate the planet’s Battle ability. Because any army units at your headquarters move to your selected planet along with your warlord, your warlord can also lead your armies into battle at a critical juncture, when you expect the battle to be hotly contested.
The Spoils of War
After both players set their dials, the dials are simultaneously revealed, and the warlords moved to the selected planets, along with any units at your headquarters. The command struggle now begins, representing a strategic battle for resources and influence throughout the Traxis sector. Normally, the command struggle at each planet is resolved by tallying the number of command icons on both player’s ready units, but if your warlord is present, you win the command struggle automatically – assuming your opponent’s warlord is not present. If your opponent’s warlord is present, command icons must be counted to determine the victor of the command struggle.
Each unit in Warhammer 40,000: Conquest may have a number of command icons depicted on its card between the artwork and the text box. For example, the Land Raider (Core Set, 17) has three command icons that will count towards your side’s total, provided the Land Raider is ready during the struggle.
The winner of the command struggle at a given planet receives the rewards of his superior planning and strategy by gaining the card bonus and resource bonus listed on the planet card. The planet Plannum, for example, contributes both one card and one resource to the player who wins the command struggle there, as shown by the symbols in the lower left and right corners of the planet card. Every planet offers different rewards, some inviting you to draw extra cards, whereas others are rich in resources to fuel your war. These bonuses are claimed immediately, and can play a key role in the remainder of the round. Even if you previously had no event cards to affect the course of combat, or lacked the resources to play them, you can plan ahead and either gain resources or draw more cards in the command phase, potentially receiving the cards and resources you need to turn combat in your favor.
A Grand Strategy
For an example of a command struggle resolution, refer to the image above, depicting a command struggle about to resolve on the planet Plannum. There are no warlords present, so the victor of the command struggle must be determined by counting command icons. The Space Marine player has a ready Land Raider, and an exhausted 10th Company Scout(Core Set, 12). The 10th Company Scout’s command icon is not counted, since it is exhausted, so the Space Marine player has a total of three command icons.
On the other side, the Ork player has two ready units on Plannum: a Goff Nob (Core Set, 59) and Nazdreg’s Flash Gitz(Core Set, 54). The Goff Nob has no command icons, while Nazdreg’s Flash Gitz has one command icon, giving the Ork player only one command icon. The Space Marine player wins the command struggle decisively, counting three command icons to the Ork player’s one command icon. As the reward for his strategic placements, the Space Marine player immediately claims the bonuses granted by Plannum, drawing one card and claiming one resource.
You can find ways to get even more out of the command struggle by using certain units that can raise your bonuses for winning the command struggle at a planet. For example, if you win the command struggle at a planet where the Rogue Trader (Core Set, 171) is present, you’ll collect one additional resource. The Void Pirate (Core Set, 170) offers a similar reward, allowing you to draw one additional cards. By using these units to aid your struggle for command of the Traxis sector, your conquest can grow quicker than ever before.
Prepare to Charge
The command struggles resolving at the planets of the Traxis sector give you the resources and cards you need to continue your assault on your opponent, seizing planets in the name of your faction and claiming victory. The command phase is followed by combat breaking out on certain planets, as we’ll examine in a future preview. Can you plan for the future, gathering necessary resources and still attain glory on the field of battle? You’ll find out in the Traxis sector!
Preorder Warhammer 40,000: Conquest at your local retailer today.
Mankind is not the only race to tread the stars. There are hundreds of civilizations amid the star-strewn pathways of the galaxy, whose threat is only contained through Imperial might. Some of these races are ancient beyond Mankind’s reckoning. Others are newborn powers, stretching forth for the first time. All must be fought tooth and nail for the survival of our race.
Are you prepared to enter the grim future and battle for the stars in Warhammer 40,000: Conquest? This new Living Card Game® thrusts you into combat over the planets of the Traxis sector, testing your strategy and military might as you attempt to destroy your opponent and rise to victory. Whether you control an Ork Waaagh!, utilize the ancient technology of the Eldar, or serve at the behest of the Emperor as a Space Marine, you can lead your warlord and his armies to conquer the Traxis sector!
No campaign consists purely of massive battles though, with glorious victories and crushing defeats. A worthy warlord must consider every possible outcome of his actions, balancing the resources needed to support his army, the possibility of reinforcements, the desire to claim a decisive victory, and the morale of his troops. In our first preview of Warhammer 40,000: Conquest, we looked at the deployment of units across planets. Today, we’ll take a closer look at the consequences of that deployment by showing how to commit your warlord and win command struggles across the sector.
Into the Fray
At the beginning of the command phase, each player secretly selects which planet to send his warlord to using the servo-skull dial. You must make several important considerations when deciding where to commit your warlord. Firstly, if your warlord is the only warlord present at a planet, you automatically win the command struggle, which is vital for gathering cards and resources, as described below. In addition, battle takes place at the first planet and at any planet with a warlord, meaning that committing your warlord to a planet is your only way to force a battle beyond the first planet.
Although only the first planet can be claimed for a player’s victory display, triggering a battle at another planet with your warlord can be an exceptional way to remove a future threat or activate the planet’s Battle ability. Because any army units at your headquarters move to your selected planet along with your warlord, your warlord can also lead your armies into battle at a critical juncture, when you expect the battle to be hotly contested.
The Spoils of War
After both players set their dials, the dials are simultaneously revealed, and the warlords moved to the selected planets, along with any units at your headquarters. The command struggle now begins, representing a strategic battle for resources and influence throughout the Traxis sector. Normally, the command struggle at each planet is resolved by tallying the number of command icons on both player’s ready units, but if your warlord is present, you win the command struggle automatically – assuming your opponent’s warlord is not present. If your opponent’s warlord is present, command icons must be counted to determine the victor of the command struggle.
The winner of the command struggle at a given planet receives the rewards of his superior planning and strategy by gaining the card bonus and resource bonus listed on the planet card. The planet Plannum, for example, contributes both one card and one resource to the player who wins the command struggle there, as shown by the symbols in the lower left and right corners of the planet card. Every planet offers different rewards, some inviting you to draw extra cards, whereas others are rich in resources to fuel your war. These bonuses are claimed immediately, and can play a key role in the remainder of the round. Even if you previously had no event cards to affect the course of combat, or lacked the resources to play them, you can plan ahead and either gain resources or draw more cards in the command phase, potentially receiving the cards and resources you need to turn combat in your favor.
A Grand Strategy
For an example of a command struggle resolution, refer to the image above, depicting a command struggle about to resolve on the planet Plannum. There are no warlords present, so the victor of the command struggle must be determined by counting command icons. The Space Marine player has a ready Land Raider, and an exhausted 10th Company Scout(Core Set, 12). The 10th Company Scout’s command icon is not counted, since it is exhausted, so the Space Marine player has a total of three command icons.
On the other side, the Ork player has two ready units on Plannum: a Goff Nob (Core Set, 59) and Nazdreg’s Flash Gitz(Core Set, 54). The Goff Nob has no command icons, while Nazdreg’s Flash Gitz has one command icon, giving the Ork player only one command icon. The Space Marine player wins the command struggle decisively, counting three command icons to the Ork player’s one command icon. As the reward for his strategic placements, the Space Marine player immediately claims the bonuses granted by Plannum, drawing one card and claiming one resource.
Prepare to Charge
The command struggles resolving at the planets of the Traxis sector give you the resources and cards you need to continue your assault on your opponent, seizing planets in the name of your faction and claiming victory. The command phase is followed by combat breaking out on certain planets, as we’ll examine in a future preview. Can you plan for the future, gathering necessary resources and still attain glory on the field of battle? You’ll find out in the Traxis sector!
Preorder Warhammer 40,000: Conquest at your local retailer today.
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