Box for the Conquest First Blood board game showing a armored warrior with wolf pelts on the cover on the right and blue panel design on the left

Conquest First Blood Brings New Elite Orders and Fallen Angels Into the Fight

This Conquest First Blood news update puts two very different elite forces in the spotlight.

The Hundred Kingdoms get disciplined warriors built for decisive combat. Meanwhile, the Old Dominion answers with airborne horrors fueled by dark power. Both previews add strong faction flavor while offering genuinely interesting tabletop choices. This is a summary of a community post found here.

Might of the Orders Turns Elite Knights Into a Complete Warband

Conquest First Blood news

The Might of the Orders brings First Blood its first Warband of Legend, letting Hundred Kingdoms players build completely around the knightly Orders. Its core revolves around a Priory Commander of the Sword, Order of the Sword warriors, St. Lazarus fighters, and supporting militia. More importantly, its rules reward careful aggression rather than simply throwing expensive models forward.

Conquest First Blood news

Kleon’s Dogma lets the first Orders Command Card each round grant Flurry, Regeneration, or Bravery during that activation. Meanwhile, Pursuit of Duty gives Orders Characters a free Duel Command Ability, although their pride means they cannot refuse enemy challenges. Honored Heraldry also allows another warrior to recover a fallen standard.

Conquest First Blood news

Upgrades push individual heroes further, including the powerful Ashen Dawn Vindicator and the mobile Questing Knight. However, these are still relatively low-model-count forces, so militia remain useful for objectives and absorbing pressure while the real monsters pick their fights.

Fallen Angels and Tainted Heralds Add Supernatural Speed to the Old Dominion

Conquest First Blood news

The Old Dominion’s new dual kit builds either Fallen Angels or Tainted Heralds, with both leaning into mobility and supernatural battlefield pressure. Fallen Angels represent surviving servants of the Fallen Pantheon, animated through dark power and capable of taking their ancient violence straight back into battle.

heralds

In First Blood, they function as potent champions who become even nastier as that power grows. Meanwhile, the related Heralds push ahead of the main army, delivering early pressure before shifting into support around important characters.

heralds
heralds

In larger TLAOK games, Fallen Angels gain additional flexibility through Dark Awakening, while Tainted Heralds emphasize maneuvering, outflanking, and careful use of Heaven’s Descent. However, committing them too early can waste their late-game potential. That creates the kind of timing puzzle experienced Conquest players usually enjoy.

Summary and Final Thoughts

Overall, this Conquest First Blood news adds two strong elite themes without making either feel one-dimensional. The Orders reward disciplined aggression, while the Old Dominion gets faster supernatural tools. Both releases revolve around timing, positioning, and knowing exactly when to commit.

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Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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