~9 one-for-ones (potentially including Void Pirates and Rogue Traders)

~6 two-for-twos (if available)

as many "even more efficient" cards as possible (Biel-Tan Guardians, Recon Drone, Ripper Swarm)

3x Promotion, though if you have Recon Drone or Ripper Swarm cutting Promotions is quite possible.

Stall for as long as possible before going for your command deployments. Play supports, non-command attachments, combat units on the first planet, and so on before you play command. This gives you a better chance of "trumping" your opponent's moves.

Save two-for-twos to counter the enemy. Don't deploy them on their own if you can avoid it (though in some cases this can perhaps be useful as a bluff that you are running low on deployments).

Tyranids with Stalking Lictor as their Synapse choice have a very strong command position, since the Lictor can "snipe command" against enemy one-for-ones. As a result, Tyranid players should seriously consider using the Lictor, and people playing against a Lictor should be mindful that they're at a command disadvantage from the get-go.

Hold Promotion or other Limited cards for the end if possible. Waiting until your opponent thinks you're out of options before dropping two free command icons is a great move; playing a Limited card early and letting them know that you won't be playing any Promotions this turn isn't.

Place your command units with a mind for what commits your opponent might make. For instance, don't deploy 1 HP cappers next to Atrox Prime. The best place to put cards with card or resource bonuses, all else being equal, is whatever planet the enemy warlord least wants to go to.

Try to, whenever possible, commit your warlord to a planet where you are currently losing command so as to "flip" that planet. Ideally, the battle ability will also help your cause!

Exhausting your warlord during the Deploy phase removes its ability to snipe command, so doing so is very costly under normal circumstances. Be very careful around cards that have this as a secondary cost.

Don't hesitate to deploy units that cost two resources and have one command icon for command. Doing this can be a strong way to gain the advantage - even combat-focused units like Snakebite Thug or Bork'an Recruits can be best suited for command in the right context.

If you're winning the game, try to block your opponent's command more than you try to win your own command; if you're losing the game, try to win your own command more than you try to block your opponent's command.

Cards are normally better than resources, but that's not always the case - if you can prevent your opponent from getting to the 4 resources he needs for his Klaivex Warleader or the 2 resources he needs for his Drop Pod Assault, that can be more important than several cards.

eLLiptik, taider54, palpster and 21 others like this

Perhaps the most important element of playing a "long game" in Conquest is winning the command struggle. While there is some economy to be found outside of command, the main way most decks will draw cards and gain resources is through the command struggle. This guide explains the basic methods decks can use to do well on the command side of the game.Most units that you put in your deck will likely be useful in the command struggle. However, not all such units are created equal. When it comes to the economic side of things, the most efficient units that are widely available are the "one-for-ones" and "two-for-twos" - units that cost one resource and have one command icon or cost two resources and have two command icons.Here are some good examples of efficient command units:All factions have access, whether in faction or via allies and neutral units, to at least some of these units, and the humble Void Pirate and Rogue Trader are there to assist besides.The "one-for-ones" are the most efficient way to take command - the command they take pays for themselves on the turn you play them in the absence of enemy action (or even does better in the case of Pirate or Trader). The "two-for-twos", on the other hand, are the most efficient way to steal command - if your opponent plays a one-for-one, countering with a two-for-two is a great move.On the other hand, you don't normally want to deploy a two-for-two on its own, since they have poor non-command stats and your opponent can simply avoid opposing them, thus "wasting" their second icon. For this reason, most decks play many one-for-ones but fewer two-for-twos.If your one-for-one is countered by an enemy two-for-two, what is the best response? The answer is simple - Promotion (or its even better cousin, Recon Drone).Promotion is perhaps one of the best cards in the game. If you find yourself losing a command struggle by one, playing Promotion reverses the situation without spending a single resource! This is extremely valuable, and in fact so much so that Promotion is a 3x in almost every deck and has "driven out" most other Limited cards.The "standard approach" to command in deckbuilding thus looks a little something like this:This provides a strong base from which to compete on command. Notice, however, that not all factions and certainly not all alliances can do this - for instance, Zarathur/Ork or Dark Eldar/Eldar decks, while strong in many respects, can't field this command core and thus find themselves in a position where they must rely on other factors (like Ammo Depot or Archon's Palace) to bolster their command capabilities. However, these are the exceptions and not the norm - most decks that can field the aforementioned command pattern should do so, at least "by default".So, you have a deck with strong command cards in it, and now it's time to play some games. In order to make the most of your newfound command strength, I recommend the following tips:Finally, remember that there's a time and a place foryour focus on command. Once win conditions are imminent, deploying command units can seriously eat into your budget for things that actually win the game. Remember, command isn't what wins games - it's what sets you up for the win later. When it's time to go for the win, command is much less relevant, and one of the most important skills in Conquest is knowing when to transition from a command to a combat focus - but that's a matter for another article!Until next time, may your decisions be prudent and your dials well-chosen!