TLAOK FAQ & Update Log
Conquest: The Last Argument of Kings is a living Wargame, with rules changing to the better according to the design team’s directions and in tune with our Community’s voice.
This section is updated with the newest questions added on the very top of the list. You can also see when this list was last updated here: [17/01/2025]
Table of Contents
FAQ
Core Rules
Last Updated: 17/01/2025
Loose Formation takes effect first as it triggers upon declaring the Action. Then Effective Range applies.
Only Regiments that are in the path of the Charging Regiment are pushed. When another Regiment is directly behind the Target Regiment there is no need to move as it does not interfere with the Charge Move.
Different cases of Re-Rolls are handled as follows:
a) When one ability calls you to Re-Roll all fails and another to Re-Roll all successes the abilities cancel out.
b) When one ability calls you to partial Re-Roll fails (e.g. Re-Roll 1’s) and another to partial Re-Roll successes (e.g. Re-Roll 6’s) the abilities cancel out.
c) When one ability calls you to Fully Re-Roll successes/fails and another to partially Re-Roll successes/all fails then partial Re-Rolling is ignored.
Yes.
a) As per the Zonal Terrain Rules “When a Stand has any part of it within those extents, then it is considered to be within this piece of Zonal Terrain.”
b) As per the Obscuring Rules “A Stand drawing Line of Sight through this piece of Zonal Terrain as part of a Volley Action and/OR Targets a Regiment with all of its Stands in a piece of Obscuring Zonal Terrain, halves the X value in its Barrage (X) Special Rule (rounding up) to a minimum of 1.”
c) As “in a piece” is defined as “within” by Zonal Terrain Rules you would benefit from Obscuration through the Zonal Terrain’s Special Rules regardless of whether any line drawn from the Volleying Regiment has been interrupted by Obscuring terrain or not.
As long as the Charge Distance is enough to successfully Charge – the actual distance traveled does not matter as long as Contact is maximized.
When you Charge an Objective Marker you are in Contact with it as if you have Charged an Enemy Regiment and therefore cannot Volley, Charge or March away. You can Withdraw and then continue acting as usual.
Rules As Written you can. The ability to March or Charge through an Objective Marker is not affected by whether it is in contact with a Regiment or not.
In an instance where multiple game entities are Always able of something the rules cancel each other out regardless of how many entities are on each side.
Always supersedes Never/Cannot. If a Rule mentions that a Regiment is Always able of something, then that supersedes Rules that mention “Never”, Cannot or indirectly remove the ability to do something
Any kind of move triggers Dangerous and Perilous terrain as the Special Rules for these Terrain types requires a Regiment “moving” in or through it not performing a particular Action.
When a Regiment performs a Withdraw Action is only considered to have performed a single Action, that is Withdraw. The individual steps taken to physically move the Regiment and resolve the Withdraw Action follow the Reform and March rules without also turning a Withdraw Action into a Reform and a March as well. For all intents and purposes the Regiment counts as having performed a single Withdraw Action.
Yes. So long as the Regiment with Lethal Demise is Engaged with an Enemy Regiment, all Wounds they suffer from failed Defense Rolls from an Engaged Enemy Regiment will cause a Hit from the Lethal Demise Special Rule, and will be inflicted on the Enemy Regiment that caused the Wound(s).
The effects of Inspiration do not stack. If a Regiment has gained the benefits of being Inspired then applying that same Inspiration bonus again, no matter the source of the bonus, will not cause it to stack.
Whenever you compare a dice roll to a Characteristic, it is referred to as a Characteristic Test.
Whenever a Regiment performs an Action, every Stand in that Regiment is considered to be performing that Action. This does not include Character specific Actions.
E.g. If the Regiment performs a Charge Action then all Stands in the Regiment, including Character Stands count as having performed that Action. On the other hand, if a Character Stand has performed a Duel Action, the other Stands in the Regiment do not count as having performed a Duel Action.
When performing a Volley Action (when range attacks cause Morale Tests) or Casting Spells that cause direct Hits against a Regiment’s Flank or Rear, that Regiment does not Re-Roll successful Morale Tests.
Yes, all Stands including Character Stands are affected by Draw Events and Special Rules and/or their effects, bestowed upon the Regiment during the game.
You announce which Character Stand will join which Regiment for your entire Army right at the start of the first Reinforcement phase in the game. This also means that if attaching a Character Stand to a Regiment confers certain abilities, these count as if they have been bestowed upon the Regiment during the game.
When a Regiment is called to roll its Reinforcement Roll and a rule asks that this Roll is resolved under different conditions that the rest of this Regiment’s Class, make its Reinforcement Roll separately.
Priests are Casters and therefore both count for Enemy Interference.
No. You must activate a Men-at-Arms Regiment that has not Activated yet unless none is available to Activate.
Yoroni
No. The Fu Ideal Card effect is not lost and will be in effect during the Regiment’s Activation.
[For clarity and ease of reference there will be a wording update in the rule.]
No. A Yoroni Character must be activated by an Ideal Card of the same type as them in order to confer bonuses to the Regiment they are attached to.
Example: An Oyabun must be activated with a Chi Ideal Card in order to confer the bonuses to their Regiment.
[For clarity and ease of reference there will be a wording update in the rule.]
Nords
No. Written in Bones helps you protect the Regiment against abilities and Special Rules that would remove the ability to Seize – not Core Rules.
The Old Dominion
Insanity has no effect on a Regiment with the Automaton Special Rule even if a Character without the Automaton Special Rule is currently attached to it.
Yes. Since the Regiment gains a Special Rule and the Character Stand currently attached to it is part of that Regiment they will benefit from the Memory of Old ability for as long as the ability is active and/or for as long as they are attached to the Regiment.
Hundred Kingdoms
No. This is an unintended interaction and wording will be updated to reflect this.
The Rule will be reworded as follows: You may select a Household Knight Regiment in this Character’s Warband to gain the [Veteran] Battlefield Role if they do not already have it.
Yes. When a rule affects “Hit Rolls” it affects all Hit Rolls no matter how they come up. If it’s a Hit Roll, it is affected.
W’adrhun
Resonance is resolved at the moment the spell is cast. You target an objective zone, regiments in range of that zone gain Decay until the end of the round and that is the end of the Spell. Regiments coming within range of the objective zone later on will not suffer Decay.
Rulings
Rulings found in this section will be included in the next update. Once the rules are updated to include them, they will be removed from this page.
— Regiment Footprint and Incomplete Ranks —
Interaction: Regiment 1 is comprised of 5 Stands and has an Incomplete Rank. Enemy Regiment 2 concludes its March in the empty space left in Regiment 1’s Incomplete Rank. Regiment 1 is then Charged and subsequently Engaged by an Enemy Regiment at which point the rules dictate that Regiment 1’s footprint is considered to be a rectangle as long and as wide as the its most complete Rank (page 45, “Incomplete Ranks”).
Conflict: Once Regiment 1 becomes Engaged its footprint changes causing Regiment 1 and Regiment 2 to overlap leading to an illegal interaction. The Core Rules does not provide a clear solution to this.
Ruling: Regiment 2 performs a 1” move directly away from the Target Regiment, from the position the Regiment 1 is, moving backwards a full 1”, halting 1˝ away from any Enemy Regiment and any piece of Garrison Terrain. If halting 1” away from any Enemy Regiment and any piece of Garrison Terrain is not possible it halts as far away as possible and the Player controlling Regiment 2 ensures that its next Activation will bring it in a legal position.
Update Log
January Update 13/01/2025
Special Rules
Vanguard now becomes Vanguard (X) – All Faction Army Lists are updated to reflect the new format.
Priority Roll update – Now the Player who wins the roll chooses whether they go first or second.
Hashashin, change to Vanguard (4)
Optio, change to Vanguard (4)
Kentarch: [Always Active] When the Dark Power Pool reaches Tier II, the Character Stand and all Friendly Regiments within 8″ always count as being affected by the Inspired Special Rule.
Aristia: Target Friendly non-Monster Regiment within 8” treats its total Charge Distance as its March value +5″ until the end of the Round. This effect supersedes the limit set by the Phalanx Special Rule.
Infantry Tactics: When a Friendly Infantry or Brute Regiment Activates by drawing its Command Card from your Strategic Stack, that Regiment adds +1 to its March Characteristic until the end of the Round. This Supremacy Ability is always considered to be Active regardless of whether the Character Stand is currently on the Battlefield or having been destroyed.
Furthermore, once per battle, at the beginning of the Command Phase you may place a Command Card in your Strategic Stack. This does not count as having used the Strategic Stack for the Round and you may place a Command Card in the Strategic Stack as normal as long as there is no other Command Card in the Strategic Stack.
Oracle, Heavy, 260 points
Thorakites – Vanguard (3)
Satyroi – Vanguard (6)
Haspists – Vanguard (3)
Expert Scouts: [Always Active] Friendly Infantry Regiments without the Phalanx Special Rule Activating from the Strategic Stack, gain the Vanguard (3) Special Rule until the end of the Round.
Combined Arms Drills: [Always Active] All Auxiliary Stands in this Army count as one additional Stand for the purposes of Seizing Objective Zones.
Unstable Enhancement add line: … This Biomancy cannot be performed during the same Activation as Essence Transfer.
Essence Transfer add line: …This Biomancy cannot be performed during the same Activation as Unstable Enhancement.
Forced Grown Drones 4 Attacks
Abomination gains Unstoppable
Vanguard Clone Infiltrators, change to Vanguard (4)
Vanguard Clones, change to Vanguard (4)
Hold Warriors, change to Vanguard (3)
Baptized in Combat: [Always Active] this Character Stand and all Friendly Command Stands in this Army gain the Quicksilver Strike Special Rule.
Winglord Predator may now become the Warlord taking Thrill of the Kill as his Supremacy!
Tempo, change to Vanguard (3)
Drive, change to Vanguard (3)
Hunting Pack, change to Vanguard (4)
Stalkers, Barrage to (4)
Seidr, Heavy, 260 points
Captain (in raiders) to 20 points
Bow Chosen, 200 points
Goltr, +1 Wound, gain Unstoppable
Vargyr Lord gain Irregular and Forward Force
Fenr, remove Flank, add Vanguard (4)
Ulfhednar, change to Vanguard (4)
Bearsarks, change to Vanguard (4)
Blooded – This [Character] Stand may be attached to Brute [Half-Bloods] Regiments even though it is an Infantry [Character] Stand.
Ghols, change to Vanguard (4)
Faction Rework!
They are Here!