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Scenario Generator

Scenario Generator

SCENARIO GENERATOR INTRO

 

With only the basic scenarios from the rulebook officially available, we soon knew that we wanted more. There is already a lot of discussion going on regarding table sizes and scenarios, the role and value of Heavy units, etc. and we are glad that Para-Bellum is aware of these topics. In the meantime, we took matters in our own hands and created this scenario generator, that would add some variety and maybe further replayability to the game of Conquest, the Last Argument of Kings.

In order to use these scenarios, you will need five (5) objective markers; the markers from the boxed set work just fine, or you could use whichever suitable markers you have. Both players need access to the listed objectives, too. We printed them on label stickers and attached them to spare cards to have our own decks.

In the earlier versions, each player drew a mission for themselves; with the objective layout being identical this was also a fun way to approach, later we switched back to just one mission for both.

Herein you will also find an Initiative system, which is more of a narrative/ campaign orientated one. Instead of just rolling off, your force composition would modify the dice you have at your disposal. Furthermore, we restricted each scenario to be available only once to each individual player – discarding the scenario after being chosen from your own deck, only to be available in a later (campaign) turn. This should prevent certain list builds and scenarios tailored to the respective players and their armies.

Here you will find the setup steps and some brief notes on the missions. These scenarios have been play tested on 48”x48” or 72”x48” so far.

 

INSTRUCTIONS

  1. Each player deploys two (2) objective markers 12“ away from opposing table edges and at least 12“ away from any other objectives.
  2. Then deploy just one (1) more marker in the center of the battlefield.

Each objective marker is the center of a 6“ diameter zone.

  1. Set up the battlefield. No impassable terrain may be placed within 12“ of any objective marker.
  2. Roll for table sides.
  3. Draw two (2) Scenario Objective cards and select one (1). Determine randomly* which player will decide which mission will be played.
  4. Each player draws five (5) Secondary Objective cards and selects three (3). These are considered as hidden information.
  5. Each game lasts for 10 turns, or until one side has scored 10 VP’s, been eliminated or conceded.
  6. Any Objectives can only be scored by turn #3. Characters are not able to score.
  7. Proceed with gameplay as usual:

I REINFORCEMENT PHASE

II COMMAND PHASE

III SUPREMACY PHASE

IV ACTION PHASE

V VICTORY PHASE

 

*randomly OR

 

INITIATIVE

Before the start of the game, both sides determine the strategic value of their forces, either as a fast-raiding party, or a slow but resilient bulwark.

 

Basic: 1 D6
Add +1 (max. 3 D6 total) for:
+1 Any unit(s) with „Scout“
+1 Any level of Tactical retinues
+1 Any unit(s) with „Vanguard”
+1 Any unit(s) from class Light, or Medium Cavalry
+1 If you have more (1>)

Light regiments than Medium + Heavy (class)

+1 Any unit(s) with March 10 or more
+1 Your army is from the Nords faction

*excl. „Bastion“ Draw Event

 

Basic: 1 D6
Substract -1  (min. 1 D6 total) for:
-1 Any unit(s) with Defense 5 (incl. Shields)*
-1 Your army won the last game (still plundering)!
-1 If you have more (1>)

Medium + Heavy regiments than Light (class) in total

-1 Your army is from the Dweghom faction

 

 

Both sides gather their dice and roll for Initiative. Even if you are rolling multiple dice, only the highest single D6 result counts!

The player that won that roll, can select one of the available scenario cards, that will be the scenario for this game.

Proceed with the pre-game and in-game sequence as usual.

 

THE MISSIONS

INVASION

VICTORY POINTS

At the end of each turn you score points for the following:

 

  • 3 VP’s for each objective on the opponent’s half of the table
  • 1* VP for each enemy command card removed from play

*add +1 VP per 3 stands in the unit.

For example: A unit of six (6) stands of Force Grown Drones is worth 2 VP’s. Even if reduced later in the same game down to four (4) stands; this very unit would be worth when removed from the game 2 VP’s. A unit of five (5) Ugr is worth 1 VP.

  • 1 VP for each Secondary Objective completed

 

LIBERATION

VICTORY POINTS

At the end of each turn you score points for the following:

 

  • 2* VP’s for the central objective in the middle of the table

*add +1 VP if your Warlord is securing the objective

  • 1 VP for any one of your own objectives (regardless of how many)
  • 1 VP for each Secondary Objective completed

 

RIGHT (or LEFT) HOOK

VICTORY POINTS

Pick a side on the table: your left, or right. At the end of each turn you score points for the following for objectives on the chosen side:

 

  • 1 VP for the objective in your half of the table – 2 VP‘s for the objective in the middle – 3 VP’s for the objective in your opponent half of the table
  • 1 VP for each Secondary Objective completed

 

 HEADHUNT

VICTORY POINTS

At the end of each turn you score points for the following:

 

  • X* VP for each enemy command card removed from play – depending on their class:

X = Light – 1*/ Medium 2* / Heavy 3*

Characters are only worth 1 VP (regardless of class): Warlord +1 (2) VP‘s

*add +1 VP per 3 stands in the unit

 

For example: A unit of six (6) stands of Force Grown Drones is worth 2 VP’s. Even if reduced later in the same game down to four (4) stands; this very unit would be worth when removed from the game 2 VP’s. A unit of five (5) Ugr is worth 1 VP.

  • 1 VP for each Secondary Objective completed

 

NEW ORDERS

VICTORY POINTS

At the end of each turn you score points for the following:

 

  • 1 VP for your first completed Secondary Objective – 2 VP’s for your second completed Secondary Objective – 3 VP’s for your third completed Secondary Objective
  • 1 VP for any one of your own objectives (regardless of how many)

 

AFTERTHOUGHTS

There had been a sixth scenario; a rather funny one – in which you scored VP’s for having a unit locked in melee and not been destroyed by your opponent, depending on their class.

This led to interesting manoveurs (getting into combat, but no clash actions and later on Withdrawals), but did not “feel right”. This one will be reworked and added maybe in the near future.

We ran a one day event with 3 games and a separate scenario for each player the first time. In later games we just shared the same mission. Both worked, but the shared one created more interaction and a singular focus of both players, rather than playing the mission, the opponents army and their mission.

Grauer Prophet
Grauer Prophet

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