Conquest

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The Conquest is a walking mountain of steel bristling with some of the most powerful weapons ever used on the battlefields of the Iron Kingdoms. The deafening roar of the colossal’s steam-fed engine is punctuated by the staggering percussion of its devastating guns, which unleash a punishing barrage of shells able to reduce warjacks to slag and annihilate entire enemy formations. Deployed to the front lines, the Conquest brings unrivaled firepower to Khadoran battlegroups.

Basic Info

Template:Infobox-Model

Template:Colossal

Template:Warjack

Abilities

Weapons

Main Guns
File:Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
15 1 4 15 Superstructure
Secondary Battery (x2)
File:Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
12 2 3 10 1 each side
Fist (x2)
File:Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 4 23 1 each side

Theme Forces

Khador
Other Factions


Thoughts on Conquest

Conquest in a nutshell

Conquest is an epitome of the Khadoran jack traits. It has low SPD, thick armour, earth-shattering power on its melee weapons and inaccurate AoE guns. Though it lacks complex special rules, it can be a valuable addition to your arsenal. Creeping barrage is an excellent deterrent for jamming/chaff infantry units, and thanks to its base POW10, it ensures that troops which would normally survive blast damage will suffer losses. Coupling it with board controlling tricks (rough terrain patches, or straight damaging AoEs), it can effectively dictate where the lighter element of the enemy's force will proceed.

Combos & Synergies

  • Explosions become very dangerous under Butcher1's feat.
  • Strakhov1, Strakhov2 and Harkevich - out-of activation shootings on a gun with critical effect is always fun, even without boost. The usefulness of Strakhov's Superiority is self evident. Thanks to its long range, it can start an Overrun assassination chain by killing some squishy support fom afar.
  • Irusk1 can put the enemy into grave situation with Inhospitable Ground and Creeping Barrage, if they lack Pathfinder, while troops under Irusk2's Solid Ground can walk through Creeping Barrage unharmed.
  • Old Witch1 - a strong board controlling feat, a damaging large AoE spell, and possibility to shoot behind forests; the Old Witch can create a pretty big no-go zone on the table with the Conquest.
  • You can hardly miss under Sorcha1's feat, while you cause melee damage on par with the Behemoth under her epic incarnation's feat.
  • Zerkova1 can slow the enemy's advance to a crawl under her feat, and with a few barrage templates around you can pretty much dictate where they can go.
  • Gun Carriage - shoot Rough Terrain craters first, then fill up the holes between with barrage templates.
  • WGAK - scatter re-roll is always nice
  • The Man-o-War Suppression Tanker can lay down additional templates with Covering Fire. Thus you can deny the enmy quite the amount of the board.
  • Irusk2 has Fire for Effect to increase the power and critical chance of the gun. Artifice of Deviation and Creeping Barrage also limit where enemy models can go.
  • Koldun Lord - A boost and a reroll from Puppet Master pushes the critical chance of the main gun to roughly 70%. The Lord also packs a ranged ARM debuff for extra damage.

Drawbacks & Downsides

  • Absolutely abysmal DEF - great target for Backlash, Feedback, electro leaps, Spine Bursts and the like
  • Blast-immune troops can stride through Creeping Barrage, and won't be troubled much about the main gun either.
  • The Victor is one point cheaper, and has a better gun that deals with multi-wound models, or supports your gunline. It's cater shot type also fills the same role as creeping barrage.
  • Effects that prevent ranged attacks, (Kolgrimma's or Zerkova1's feat, Blinding Light, ect.) also prevent the placement of creeping barrage templates.

Tricks & Tips

  • Things that counter blast damage neuter Creeping Barrage.
  • You can use the Main Gun's critical effect against friendly models too. Perhaps a throw on your Devastator is the only thing it needs to get into a zone to control or contest...
  • 2 barrage AoE can cover a ~9" wide area, where infantry better not tread.

Other

Trivia

  • Released in Warmachine: Colossals (2012)
  • The Conquest's main armanent is a single weapon with ROF 1, despite the model having two barrels and it having the name "Guns".
The cannon used on the Conquest is normally mounted on warships. Only one barrel is loaded with a shell at a time, and the recoil of one barrel firing automatically loads the next shell into the other barrel - a simple but effective (aka traditionally Khadoran) way of having a good rate of fire without advanced technology.
This principle of simplicity was vital to the design of the Conquest, as its Khadoran cortex could not be burdened with the job of having to regulate reloading. - Warmachine: Colossals (2012)

Other Khador models

Template:Index Khador

Rules Clarifications

Template:RC Devastation Template:RC Creeping Barrage Template:RC High-Explosive Template:RC Open Fist

Template:RC Colossal Template:RC Construct Template:RC Pathfinder