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: [11/04/2025]

Table of Contents

FAQ

Core Rules

Last Updated: 11/04/2025

The Regiment does not use the part of the Rule that modifies its Resolve Characteristic.

The Broken Rules will be updated to mention how it interacts with complex Special Rules like Phalanx.

Yes – as long as the Regiment does not end its move within such a piece of Terrain.

This will be included in the Fly Special Rule text.

During the second part of a Reform – where the Regiment rotates 180° – you may have your Regiment move through an unengaged Friendly Regiment.

Wording will be updated to include this point in the Reform rules.

Not being able to Seize and counting as 0 Stands for the purposes of Seizing is currently used interchangeably.

This wording will be streamlined in a future update.

Simple put – You need more Stands total AND more Seizing Stands.

As long as both of these are true – you Seize the Objective Zone.

The Regiment Engaging the Objective Marker is indeed Engaged and therefore another Friendly Regiment would not Charge through it.

Tenacious may ignore Deadly Blade Hits as they are regular Hits that cause more Wounds.

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.

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.

Spires

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

Yes – the Fallen Divinity may purchase and benefit from Masteries like Eternal Discipline etc.

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

The Warlord and their Dynastic Ally are each other’s Dynastic Ally.

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.