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Content:
An extensive starter set for one player as a start for a Last Argument of Kings army or as an extensive selection for building First Blood lists. The units can be assembled in various variations.
Includes:
- 1 Ancestor
- 12 Magmaforged
- 12 Wardens
- 3 Found
- 3 Steelforged
- 2 Terrain Elements
- Conquest: The Last Argument of Kings Quickstart Rulebook
- Conquest: First Blood Quickstart Rulebook
- Path of Conquest Guide
- Assembly Instructions
- A set of 12 dice and a measuring tool
- An Eä Paper Map
- All necessary command cards, bases and stands
The models are made of plastic and resin, unpainted and need to be assembled.
Background:
Dweghom armies are slow, tough, and unwavering - just as one would expect from their origins. What truly makes them unique, however, is their magic. With access to fantastic combat magic and defensive spells, the Dweghom are capable of becoming an elemental storm on the battlefield. They can erect walls of fire, slow down opponents by turning the ground against them, and much more.
In combination with extremely powerful, elite infantry units and strong, specialized non-infantry options, Dweghom players can decide where they want to go on the field and relentlessly make their way there - no matter how high the obstacles.
Content:
An extensive starter set for one player as a start for a Last Argument of Kings army or as an extensive selection for building First Blood lists. The units can be assembled in various variations.
Includes:
- 1 Ancestor
- 12 Magmaforged
- 12 Wardens
- 3 Found
- 3 Steelforged
- 2 Terrain Elements
- Conquest: The Last Argument of Kings Quickstart Rulebook
- Conquest: First Blood Quickstart Rulebook
- Path of Conquest Guide
- Assembly Instructions
- A set of 12 dice and a measuring tool
- An Eä Paper Map
- All necessary command cards, bases and stands
The models are made of plastic and resin, unpainted and need to be assembled.
Background:
Dweghom armies are slow, tough, and unwavering - just as one would expect from their origins. What truly makes them unique, however, is their magic. With access to fantastic combat magic and defensive spells, the Dweghom are capable of becoming an elemental storm on the battlefield. They can erect walls of fire, slow down opponents by turning the ground against them, and much more.
In combination with extremely powerful, elite infantry units and strong, specialized non-infantry options, Dweghom players can decide where they want to go on the field and relentlessly make their way there - no matter how high the obstacles.