Welcome back to my mini-series on the smaller skirmish form of Conquest: First Blood. Through this, I’m going over how the game plays and each faction that you can place on the table, their strengths and weaknesses, and how to field them. Today we will take you back to a time where the glory of Hazlia, the Pantokrator, the God of Mankind, reigns supreme. Where the Capitas, the greatest city of humanity ever built stood. And how the fall of the God corrupted the thousands of dead binding them into Her will. Today, the Legion stirred once more—a slow beat from the heart of the dead capital. Bringing death and destruction to the living world. All in the Glory of Haazlia!
Old Dominion is one of the most unique armies in all of Conquest. When one thinks of an undead army, there are a few things that come to mind: slow moving; large ‘horde’ style gameplay; plenty of abilities to hinder the enemy. The Dominion is different.
What makes the Old Dominion different? What are the strong options that are available to them? How would you serve Haazlia? All this and more as we go through this First Blood faction focus.
Strengths:
– No Resolve. Expanded below.
– Memories of Old: A powerful buff at the cost of an action.
Weaknesses:
– Average stat-line offensive wise.
– Very limited ranged options.
– Cost more expensive than their living counterpart.
Army Abilities
Animate Vessel
This is the strongest ability that Old Dominion has access to—and one that makes them leaps and bounds above every other faction in terms of their survivability. Outside of two units (Cultists and Hashasins), all Old Dominion units have no resolve stats. Every time you take damage, there is no potential for double damage from failing a resolve test. You also ignore half of the offensive abilities in the game just by not having resolve: Terrifying, Fearsome – just to name a few abilities that interact with resolve.
There is of course, a small drawback to this ability. They may not perform an inspire action to give them +1 clash in melee. They of course can still get this from charging and this ability does not prevent taking aim from giving +1 to volley.
A small drawback for such a stat gain.
Memories of Old
Again, outside of Cultists and Hashashins, all of the undead units of the Old Dominion have access to a special action called Memories of Old. Thematically, this represents the ability that the unit had when they were still alive. Legionnaires forming into a defensive formation so that they can weather an assault; Kataprakhtoi charging their foes, remembering that they are once the pride of the capitas. Gamewise, they represent a small buff given to the Old Dominion units at the cost of one action. Of course, considering they cannot inspire anyway, they might as well use their Memories of Old.
Character
Similar to their human counterparts, the Old Dominion characters have a wide variety of playstyles. Support is the name of the game since these characters give out a variety of buffs and abilities to other units. The difference between these undead and the living? They are inherently much more resilient since they do not have any resolve stats. Meaning, they can operate closer to the front while still being able to repel a hit or two.
This also makes them ideal bruiser characters if you give them the right upgrades and perhaps bring a retinue or two while the main character dishes out the damage.
Archimandrite
The classic support priest character, the Archimandrite is capable of impacting the battlefield from afar with its array of support spells. Again, the major difference between this and their living counterpart is that they are more resilient. Devoted to Hazlia is their signature ability, allowing them to cast two spells in their activation. Nekrosis is a spell that gives or amplifies a unit’s aura of death by making them more lethal. Past Echoes makes a unit able to use their Memories of Old as essentially a free action. And when your undead are all hurt (unsure why they would get hurt but) Resonating Essence can heal them to make them just a little bit more durable.
As a signature unit, Archimandrite would like to bring Moroi and Kheres—both are amplified by Scholar of the Profane, giving them priest+1 and the ability to cast a spell on them as if they are in command range. A lot of these spells are relatively short range, so despite them being tougher than an average spellcaster, do your best to keep them out of combat.
Hierodeacon
If the Archimandrite is the classic support priest, then the Hierodeacon multiclassed into a different school of support, with plenty of offensive abilities. Having the same defensive stats line as the Archimandrite (read: not anywhere near a front line, but good enough to withstand a punch or two), the Hierodeacon’s kit is all about buffing Karyatid and Canephor.
Hunters of the Souls ensures that whatever the Canephor punch, they do not get back up. Removing the casualty token in First Blood means that the enemy regiment cannot recover any health. Avatars of the Hunt gives your statue-archer re-roll when targeting an enemy inside an objective zone. Making them an ideal deterrent against an overzealous enemy. In terms of spells, Duty Bound is useful against another spellcaster, requiring an additional success when resolving a spell but largely useless in any other scenario. Aura of Malice gives terror, which removes the unit’s ability to inspire, hence increasing the survivability of said unit.
Strategos
Impressive defensive stat line for an infantry character with 4 defense (with shield) and no resolve, meaning that once again, this undead commander can operate much closer to the frontline compared to other characters. On top of that, the Peerless Commander allows the Strategos to resolve their command ability at any time during the activation (not just at the start of the action). This means you can buff a regiment with one command, and then, thanks to them being able to do two commands per turn, they can move and then buff another regiment. Glimmers of the Golden Age to an engaged unit activating their key memories of old for free and then Transient Glory to give another unit an ability to inspire.
The true strength of the Strategos, however, is in what they can bring to the army. Leader of the Legions ensures that any Athanatoi and Varangian Guard count as two models when they are seizing the same objective as the Strategos. On top of that, Undying Entourage gives Athanatoi and Varangian Guard to ignore a wound if they roll a “1” to their save. Making the already durable undead even more durable.
But wait, there’s more! The Strategos also likes its cavalry; Pride of Capitas gives the same ignore a wound on a roll of “1” to the Kataprakhtoi. This gives a variety of gameplans with the Strategos. A strong core of elite infantries backed with a few cavalry.
Now, the only downside of this gameplan is that the Strategos is an infantry unit with infantry move speed. Now if only we could have them on a horse…
Mounted Strategos
They do, but at a cost of 50 points extra. Would you pay 50 points for extra 2 movements and impact hit? Possibly. But this allows the Strategos to operate in a further reach and make them an effective combat unit with the additional offensive capabilities of impact and speed. For all intents and purposes, they are the same character—the same abilities and commands. Just the difference is that they are on an undead horse.
Xhiliarch
With an extra point of Attack and Wound and one less defense, the Xhiliarch is the offensive version of the Strategos. Now, while the Strategos prefer their elite infantry, the Xhiliarch does not mind bringing the cheap and plentiful Legionnaire or the more elite Praetorian Guard. Both are buffed by the Pentarchoi ability, giving said unit a free standard bearer at 6 models instead of 12. Moreover, any leader, standard bearer, officer, and even the Xhiliarch themselves count as two models in terms of seizing objectives. Leader of a Thousand amplifies that a little bit more by giving those units twice their seizing capabilities when in range of the same objective as the Xhiliarch.
Trading away the resilience that the Strategos has, Xhiliarch wants to do business. The down and dirty kind. Obdurate of Bone and Stone gives Legionnaire or Praetorian Guard the ability to clash twice. Transient Glory gives a regiment inspired. Well-timed-strike gives a re-roll on a “6” – meaning if you give your Praetorian Guard inspire and well timed strike, they only miss on a “5”. And lastly, Glimmers of a Golden Age gives a regiment memory-of-old as a free action.
Fallen Divinity
Soon™. There has been confirmation in the last Happy Hour for First Blood that this character is under testing. Hoping we see it in the next update!
Infantry Units
Legionnaires
Every faction has their standard spear and shield infantry, and Old Dominion probably has the best infantry to fit that category. While stats wise it is not very impressive, almost resembling that of Force Grown Drone, but the fact that you can bring 12 of them for only 170 points means that you can bring a lot of (dead) bodies to the battlefield.
Use their Memories of Old to block charge, secure objective, or tie down a scary monster or a unit for a turn or two. Never underestimate 24 wounds worth of unit without any resolve.
Praetorian Guard
The famed Praetorian Guard has almost the same stats line as their non-named counterpart, with the difference that it has one additional defense. And one additional attack. A full complement of 12 Praetorian Guard will set you back 330 points, but that’s 24 attacks that you can throw to the enemy. Combine them with the Xhiliarch, and you can start seeing a large number of dice being thrown to the enemy.
Athanatoi
Precursors to the Praetorian Guard, these so-called immortals were kept at a thousand for their numbers and are hand picked from the best warriors of the Dominion. In game, this regiment is a fast-moving, accurate infantry thanks to flurry but is rather poor defensively. Ideally, of course, you want your Legionnaires and Praetorian Guard to lead the charge and bog down the enemy, while the Athantoi becomes the flanking force to finish the job.
Varangian Guard
Serving as the bodyguards to the Caelesors of the Old Dominion, they stood to replace the Athanatoi when their mortal weakness betrayed their leaders. Their role of bodyguard makes them currently the tankiest out of all the infantry options of the Dominion. With 3 wounds and 3 defense plus the tenacity to discard 1 failed defense dice, they can take a large amount of punishment before going down. And if they do not go down? Cleave 2 and potentially 3 with deadly blades, as their Memories of Old can ensure that they took down all but the toughest armored opponent.
Cultists
The first of the two living units in Old Dominion, which means they have resolve stats (boo). Power attracts people delighted in their sweet promise. The cult of Haazlia seeks to spread chaos and death wherever they go to worship their God—and to one day attract His blessings by murdering people. Also, they have terrible fashion sense—almost comical in their triangle hats and robes. Then again, murder cults aren’t exactly attractive to those with more fashion.
The Cultists perform this task by serving the undead horde as a missile troop, Liquid Anathema amplifying the Aura of Death damage taken by the unit basking in the unholy concoction. Lethal Demise ensures that even in death, the Cultists will take down their enemy. Whether that counts as ‘murdering’ their target—it’s probably up to Haazlia’s whim.
Hashashin
While the Cultists prefer a more less-than-personal method of disposing of their foes in order to attract and fulfill their apocalyptic vision, the Hashashin prefers to do this up with their twin blades. With 3 attacks (yes, that’s right) each, cleave 1 and the potential to re-roll their attacks, these killers can perform their job very well so long as your army of undead hordes can ensure that they do not get hit in return.
Moroi
Desperate cultists who wish to obtain power have one last chance to obtain the Lord’s blessing. In their final moment of life, they jump into a bonfire out of their own volition. While the lucky ones emerged from their charred remains animated and with their minds mostly intact. The Moroi aren’t so lucky.
Moroi is a unique skirmisher unit that is a combination of a spellcaster and dagger-wielding assassins. A fast-moving infantry unit that has decent clash stats at 2, very good movement of 7 and 2 attacks each—they can crash into an undefended position and potentially deal a lot of damage. On top of that, they are also a spellcaster that has access to two spells: Pyrosis gives these burning undead Aura of Death 6, and Ashes-to-Ashes gives them a disengage action to wreak havoc into another unit.
Kheres
While considered ‘lucky’ in the definition of the Cult of Haazlia (while the majority of the living would prefer to remain alive rather than in such a tortured state of unlife), the Kheres fits a different role compared to their insane counterpart.
Retaining their sanity gives them the ability to fling fireballs at people, making them a missile unit (though short range at 10”). They also have access to very powerful spells: Blasphemous Miasma is a unique spell that removes engagement range aura from a non-character, non-officer, and non-monster model. In First Blood, this tantamounts to them not being able to clash or charge another unit. Watch the enemy’s face when they realize their Order of Crimson Tower unit cannot perform melee. On the other hand, Madness is a direct nuke that targets Resolve instead of Defense. While this does nothing in the mirror match, you can potentially deal a devastating blow to a unit that is high in defense but low on resolve.
Cavalry / Brute
Kataprakhtoi
The pride of the capitas; the precursor to the gallant ideal of a noble knight — the Kataprakhtoi are now twisted in their visage as they ride their undead horses, crashing fearlessly into enemy ranks as they feel neither fear nor pain.
If you think that armored undead horses move slowly, think again. At speed 7, they have a deceptively large threat range that is amplified further if you bring a standard bearer. The main strength of the Kataprakhtoi is in their ability to charge really well. 3 (potentially 5 impacts from memories of old) with 2 brutal impact (to reduce armor by 2 on the charge)—they can do plenty of damage just from their charge alone. Even if you catch them, they still can fight well with a natural Cleave 1 and their 4 defense (and animate vessel). To up their offensive power to 11, bring their unique attachment: the Hetairos, which will be discussed further in the article.
Centaur Prodromoi
Yes, they count as cavalry despite them being an actual horse. The two centaur units of the Dominion each serve a different purpose according to their loadout. The Prodromoi act as a forward scout, with their Vanguard ability, giving them a 5” march at the start of the game. This means that potentially the Prodromoi can be as far as 15.5” away from the deployment zone at the first round of the game. They have decent attack, though nowhere close to their Kataprakhtoi brethren—lower clash stats and no brutal impact, meaning that they cannot pierce through heavy armor. Best place them to harass missile troops by making them wary of moving close to fire their ranged attacks.
Centaur Kerykes
A horse archer. Well, undead horse archer. With a speed of 8 and 12” range, they have a threat range of 20”. If nothing else, they can also charge at the enemy with their movement speed. A good unit if you want a high mobility archer, but otherwise you might consider the other profile better.
Kanephors
What was once a benevolent guard that spread the bounty of their Lord to new initiates now exists as a parody of its former self. This lumbering animated statue seeks only one thing in their un-life existence: to deliver their God’s last gift — death.
Tough and hard-hitting, the Kanephor seemed to just ooze with special rules and abilities that make them almost leaps and bounds better than any of their brute counterparts. Offensively, they have 3 Clash, Cleave 1, Flurry. Defensively, they have Blessed (since you already have Flurry) and Hardened 1. The only downside of this brute is their low amount of attacks at 4. But for 130 points? You’re getting a lot from bringing these animated statue.
Karyatids
Trading away their melee weapons for a ranged attack, I almost wanted to say that these two have the same stat profile—except they are nothing alike. Built more for ranged engagement rather than a melee one, they are slightly cheaper than their melee counterpart.
The most direct comparison that the Karyatid has is the Dominion’s other ranged brute, the Kerykes. While the Kerykes has the overall better offensive stats and mobility, Karyatid is cheaper.
Bucchepaloi
Once a sacred guardian of its holiest sites, now unleashed against the enemy of Haazlia. What makes this brute different from the rest of the brute that Dominion has access to is that they have Cleave 3. They also have a combo play with the Hierodeacon, wth the Beacon of the Profane to affect regiments around the brute.
This undead cow is speedier than one expects out of a brute unit. Despite their standard march speed of 6, Unstoppable adds that extra 2” of charge range. Their memories of old to increase impact attack and brutal impact also ensure that they will break whatever their charge. A good option to bring if your enemy is stacking a lot of armors
Bone Golem
Created out of the death-soaked stones of the Capita itself, these massive animated constructs wreak havoc on the battlefield. On the charge, they can deal some truly scary output—4 attacks with Cleave 2, Impact 2 and Terrifying 1. If the enemy survives the charge, they have to deal with 6 autohits thanks to Aura of Death 6.
Costing just 10 points cheaper than Buccephaloi, they are a good choice to bring when you want to go up against a large amount of low-defense infantry, as they will do plenty of passive damage.
Officers
Profane Reliquary
At 35 points, you can eliminate the pesky weakness that Animate Dead cannot give a unit inspire. Using its command ability, the Profane Reliquary can give a unit inspire – plus their 4 attacks themselves are no slouch, giving them the ability to punch as hard as two Praetorian Guards.
Optio
An army that arrives on the battlefield faster is an army that wins games. With just 30 points, the Optio can give a unit of Legionnaire or Praetorian Guard an extra +2 to their March. Multiple Optio can also stack their abilities if they so desire, secretly turning your infantry unit into a cavalry mobility.
Dark Cenotaph
This unique attachment gives whatever unit they are attached to the benefit of their Memories of Old. Varangian Guard having Cleave 3 and deadly blades? Athanatoi always having counter-attack? You can also double up on any memories that have a +1, so you can even make the Varangian Guard Cleave 4!
Hetairos
Ionioi Heitaroi! Kudos if you got that reference. Costing just 30 points less than an actual Kataprakhtoi model, there is almost no reason to bring the Hetairos other than you not having the model itself. Bigger Clash value compared to the actual model plus granting the unit the unique Overrun ability, which will give you a second impact attack against a model that was broken by your initial charge. This gives an incentive to bring a large block of Kataprakhtoi to break the unit on the charge.
Building a First Blood Old Dominion List
There are certainly two flavors of army building when it comes to the Dominion. One can take you to a more ‘undead-horde’ style of gameplay with plenty of units on the table and overwhelming the enemies with sheer numbers. The other one is a more ‘brute’ heavy army with the Kanephors and Buccephakoi Thanks to Dominion’s no resolve stats, those basic legionnaires represent more wounds than your average 2 wounds chaff. However, despite their ability to absorb blows, you need some amount of offensive power yourself. This is where the brute, cavalry, or even the heavy infantry of the Dominion takes its role.
Luckily, the character options can act as a ‘guide’ to your army building preferences. For example, the Strategos would like a healthy amount of Kataprakhtoi because they are more resilient in their list. Or the Xhiliarch wants some amount of Legionnaires or Praetorian Guard.
Consider the following as a ‘guideline’ for an Old Dominion list:
- 1-2 ‘Signature’ Units: Kataprakthoi for Strategos or Kanephor for Archimandrite
- 2-3 Objective holders: Legionnaire, Praetorian Guard
- 0-1 Missile Troops: Karyatids, Cultists
- 2-3 Heavy Hitters: Kataprakhtoi, Buccephaloi, Bone Golem
Sample Old Dominion list:
=== First Blood ===
March of the Legion [1000/1000]
The Old Dominion
* Strategos [0]:
* Legionnaires (12) [200]: Standard Bearer, Optio
* Kataphraktoi (2) [335]: Leader, Standard Bearer, Hetairos
* Varangian Guard (6) [240]:
* Kataphraktoi (2) [225]:
A full compliment of Legionnaires with Optio for extra movement, backed alongside a unit of Varangian Guard for cleave options. The main threats will be the two units of Kataprakhtoi, one with the Hetairos attachment to give the unit the potential to impact twice if they break a unit during the charge.
Conclusion
Instead of the slow, uncoordinated classic undead, the Dominion is very similar to a classic military faction. Strong ‘hammers’ backed up by durable ‘anvils’. The character options represent ways to support the army, and each of them has a preferred unit that they would like to bring to an army.
The biggest reason why Old Dominion is a powerful faction is because they ignore the additional damage from failing their resolve tests. The balancing fact of this factor is that they cannot inspire, which can be mitigated by careful planning and ensuring that your chaff units in place so that you can execute the aforementioned ‘hammer-and-anvil’ playstyle.
The Dominion pays this by having their regiments be a bit more expensive compared to their living counterparts. A small price to pay for having the best defensive ability in the game.
Bring forth the glory of Haazlia to the living world!
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