Artwork of a teal, skull-like helmet with glowing eyes and metal plates, with bold white text reading 'NEW TLAK SCENARIOS' across the bottom.

New TLAOK Scenario Pack Preview: Five Fresh Missions for Conquest

Conquest events live or die by their scenarios, and this update looks useful. Para Bellum is previewing five TLAOK missions ahead of Season 6.

They debuted during Indiana GT, which gives them tournament relevance. Better still, each one seems built to make players move and take risks. This is a summary of a Para Bellum community article found here.

Five New Missions Push Movement, Pressure, and Tough Choices

Terrain legend showing six colored tiles with labels/icons: Hill (yellow) elevated and obstructing; Structure (gray) impassable; Forest (green) traversable with hindering cover; Pond (blue) traversable with water hindering; Field (red) traversable with cover; Boulder (gray) impassable with obstructing.

The scenario pack starts with table guidance, which is appreciated before dice start flying. Terrain footprints can be adjusted, as long as pieces stay comparable and nine inches apart where required. It also defines terrain types, including hills, structures, forests, ponds, fields, and boulders. That matters because competitive Conquest needs boards that create choices without becoming gotcha zones.

Battlefield diagram for Seek and Destroy showing a grid with six colored objective zones and Player 1/2 labels.

Seek and Destroy uses six objective zones. It asks players to mark up to three enemy non-Light regiments as Chosen Regiments. Since Chosen units score extra points for holding zones and destroying enemies, the mission rewards decisive use of important pieces. However, those same regiments become valuable targets, so your big hitters suddenly wear a target marker.

Battlefield diagram: grid map with four 6-inch objective zones for Wheel of War, showing Player 1 at bottom and Player 2 at top.

Wheel of War feels more positional, with four objectives and one rotating Priority Zone. Because that Priority Zone moves clockwise each round, players cannot just castle on one safe point. Instead, you need to plan two turns ahead, which is the kind of movement puzzle TLAOK handles well.

Rule sheet page titled "Cursed Sanctuaries" showing a grid battlefield diagram with six brown objective disks and text sections about setup and victory points.

Cursed Sanctuaries turns objectives into dangerous ground by inflicting hits during each Victory Phase. The larger sanctuaries hit harder, while smaller ones punish units trying to score. Therefore, players must decide how much damage an objective is worth, especially when characters and warlords also award kill points.

Poster titled Flames of Conquest showing a grid-based battlefield diagram with six beige objective markers.

Flames of Conquest adds a brutal late-game twist. Starting in round four, regiments seizing an objective can burn it away for a strong VP reward. Once burned, that objective leaves the table completely. As a result, the mission can shrink the battlefield and force players to fight over what remains.

Infographic titled Break the Line showing a tabletop battlefield with a grid, two player zones (top blue, bottom orange), three 6-inch objective markers, and text blocks about setup and victory points.

Finally, Break the Line assigns each player two Linebreaker regiments that score big by ending unengaged in enemy territory. They lose Fly, which keeps the mission from becoming pure air cavalry nonsense. However, killing enemy Linebreakers also grants extra points, so aggressive pieces can become liabilities. For more details, read the original article, 5 New TLAOK Scenarios are Here!, and follow the scenario download linked there.

Summary and Final Thoughts

Diagram of two game terrain layouts: 'Seek and Destroy' and 'Wheel of War' with a grid map showing Field, Forest, Pond, and Boulder obstacles.

Overall, this is a strong scenario preview for The Last Argument of Kings. The missions add moving priorities, target pressure, dangerous objectives, burnable zones, and breakthrough scoring. Also, they should reward flexible armies over static lists. That is good for events, because players need fresh problems, not recycled chores.

author avatar
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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