Buying Guide – Orks

While the Warhammer 40,000 universe is filled with grim grit and despair it has a distinct streak of humour, both goofy and morbid, running through it. No faction better embodies this humour than the Orks. Orks are hoards of boyz, ramshackle looted trukks, and various other strange sights, all held together solely by belief. In the Warhammer 40,000: Conquest Living Card Game these themes are carried through to create some hilarious and distinct game play.

In my first Buying Guide – The Basics, I discussed the LCG format and made suggestions for initial purchases. In this article I’m going to delve into Conquest’s fungal green skinned hooligans, the Orks.

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Buying Guide – Astra Militarum

In the Warhammer 40,000 universe the Space Marines represent the poster children of humanity but the true might of the Imperium of Man comes from the Astra Militarum. The countless soldiers of the Militarum are numerous and expendable, a theme that is carried over well into the Warhammer 40,000: Conquest Living Card Game. In my first article, Buying Guide – The Basics, I talked about the LCG format and how to get started in general, today I’m going to focus on getting started with Astra Militarum in particular.

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The Hammer Dance

If there is one thing about Warhammer 40,000: Conquest that new players miss, it is the importance of the Command Struggle.  Sure, you can try to dump all your units at planet 1 each turn and hope to win by brute force, but after a turn or so you’ll look across the table and say “Hey, why do I only have 4 resources and 2 cards while my opponent has 10 resources and 7 cards?”.  The reason?  The Command Struggle.

The Command Struggle is the most subtle part of Conquest, but if you ask me, it is easily the most important part of it.  Even if the first three planets share an icon and your opponent won the first two, with more resources and cards at your disposal you can pick and choose your battles and overwhelm your opponent where necessary.  The Command Struggle requires many small choices to maximize your returns and minimize your losses. 

So the question is, how do you maximize your gains from the Command Struggle, while not letting your opponent win the game by planet icons? 

As you all know, whichever player has more command icons on their units at a planet after Warlords have committed will receive the card and resource bonus from a planet.  Leaving Warlords out of it for now, let’s discuss the basics.

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Buying Guide – Tyranids

When the Wahammer 40,000: Conquest Living Card Game was released in 2014 the core set included 7 playable factions. However, the rulebook stated that there would be a total of 9 playable factions. In 2015 the first of those two additional factions – the Tyranids – was released.

In my first article, Buying Guide – The Basics, I talked about the structure of the Living Card Game format and game a general overview of some good starting purchases. In this article I’m going to talk about getting started with the Tyranid faction.

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Buying Guide – The Basics

The Warhammer 40,000: Conquest Living Card Game by Fantasy Flight Games was released at Gencon in 2014. Since its release the game has seen its card pool grow continuously and the community has developed along with it. While this is exciting, it means that the game may be more daunting and expensive to enter. This buying guide will introduce prospective players to the Living Card Game model, explain what comes in different products, and give suggestions about what products will give players a good selection to get started with.

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