New Conquest First Blood Warbands Revealed

New Conquest First Blood Warbands Revealed

Fantasy Friday is where we zoom in on the kinds of miniatures that thrive in small, character-driven battles, and the latest Conquest First Blood warbands fit that lens perfectly. These are not sprawling regiments or rank-and-flank blocks. They are tight, personality-heavy fantasy forces designed to feel distinct the moment they hit the table.

Para Bellum’s expanding First Blood range continues to carve out a space between high fantasy spectacle and grounded battlefield grit. The new warbands reinforce that tone with dynamic heroes, elite infantry, and creatures that feel purpose-built for skirmish play rather than scaled-down army leftovers.

TL;DR

  • New Conquest First Blood warbands bring elite, compact fantasy forces to skirmish scale
  • Strong faction identity through armor design, creature anatomy, and character sculpts
  • Ideal for narrative campaigns, painters, and small-table competitive play

These releases stand out because they feel composed as warbands first, not as trimmed-down army boxes.

What Makes These Warbands Stand Out

One of the defining strengths of the First Blood line has always been sculpt cohesion. Armor silhouettes, weapon proportions, and creature designs reinforce faction identity without relying on oversized gimmicks. The new warbands continue that approach, presenting units that look like they belong together even before paint ties them into a unified scheme.

The character models in particular carry a strong heroic fantasy presence. Leaders are posed mid-command or mid-strike, not static and ornamental. Cloaks sweep outward, polearms are angled forward, and shields feel functional rather than decorative. There is a deliberate sense of motion in these sculpts that reads beautifully at skirmish scale, where every model matters.

Creature elements also play a big role. Whether it’s hulking brutes, disciplined heavy infantry, or more exotic faction-specific beings, anatomy and armor are exaggerated just enough to read clearly at arm’s length without drifting into cartoon territory. That balance is tricky. Too subtle, and models blur together on a 3x3 table. Too extreme, and they start to feel disconnected from the setting’s tone. These warbands stay comfortably in the middle.

An interesting trend here is how modern fantasy skirmish lines are leaning back toward grounded menace instead of exaggerated high-fantasy flamboyance. The detailing is rich, but not baroque for its own sake. Painters get layered armor plates, textured cloth, and clear focal points without drowning in micro-detail.

Why This Matters for Skirmish Gamers

Skirmish gaming thrives on identity. In a 5 to 15 model force, every sculpt carries narrative weight. These warbands are clearly built with that in mind. Each miniature feels like a named character even when it represents a generic role.

For narrative players, this opens up campaign play naturally. A warband leader can develop scars, trophies, or swapped weapons over time. Elite infantry can become recurring rivals. Because the model count is manageable, hobbyists are more likely to personalize each figure rather than batch paint them.

Painters benefit too. The mix of armor, cloth, and creature elements invites varied techniques: edge highlighting on plate, glazing on cloaks, weathering on shields. These are models that reward careful attention without requiring display-level marathon sessions.

Flexible systems like Gangfight and other skirmish rulesets can incorporate warbands like these without heavy modification. Their strong visual roles translate easily into archetypes such as commander, brute, elite guard, or specialist. The emphasis remains on atmosphere and table presence rather than rigid faction mechanics.

Ultimately, these new Conquest First Blood warbands reinforce something many skirmish gamers already know: fantasy feels most personal when it is small-scale. When every sword stroke and shield wall matters, sculpt quality and thematic clarity carry the experience. These releases lean into that philosophy with confidence.

Hubris and New Units Expand Conquest’s Spires, Yoroni, and Weaver Courts

Hubris and New Units Expand Conquest’s Spires, Yoroni, and Weaver Courts

Para Bellum Games has unveiled a new wave of Conquest pre-orders that spans three very different factions, led by Hubris, a towering Founder's Exclusive character for the Spires. Alongside this limited centerpiece miniature, the update introduces the Shikigami for the Yoroni and the unsettling Morrowen for the Weaver Courts. For players who favor fast, small-unit systems like Gangfight, these releases highlight how strongly character-driven sculpts and distinct faction identities continue to influence skirmish-scale gaming.

TL;DR

  • What: A limited Hubris Founder's Exclusive plus new Yoroni and Weaver Courts units

  • When: Available now as pre-orders, with Hubris limited to a single production run

  • Why it matters: High-impact character sculpts and flexible unit roles that translate well to skirmish play

The headline release is Hubris, a 35mm Founder's Exclusive miniature sculpted by Michael Kontraros. Representing a Lineage Highborne of the Spires, Hubris is designed to lead Avatara and Sentinels, or to operate alongside a Leonine Avatara. The kit includes alternate head and weapon options, giving hobbyists meaningful choice without overcomplicating assembly.

As with previous Founder's Exclusives, Hubris is limited to 990 numbered copies worldwide. Once that run is gone, it will not be reissued. That scarcity matters less for gameplay access and more for collectors and painters who value unique centerpiece characters that won’t appear on every table.

From a lore perspective, Hubris embodies one of the Spires’ core themes: arrogance taken to its logical extreme. The background ties the character to ancient “dragon hunter” Avatara husks—monuments to overconfidence repurposed as punishment tools by elder Lineages. It’s a rare case where the narrative weight of a character is immediately readable in the sculpt itself, rather than requiring deep rules knowledge.

The pre-orders also include the Shikigami for the Yoroni. These smaller, energetic spirits serve as a cost-effective screening unit, designed to absorb pressure while enabling elite Yoroni elements to maneuver into position. Visually, the models lean into folkloric whimsy, with masked faces and exaggerated movement that set them apart from more conventional infantry designs.

Rounding out the wave are the Morrowen for the Weaver Courts. Shunned for their insectoid minds, these entities function as a resilient anvil unit, holding enemies in place while the rest of the force closes in. Their unsettling aesthetic reinforces the Weaver Courts’ reputation for uncanny, otherworldly designs that challenge painters to step outside traditional fantasy palettes.

What This Means at Skirmish Scale

At skirmish scale, Hubris reads as a natural leader or elite solo model—perfect for narrative play, character-driven scenarios, or as a visual focal point for smaller warbands. The limited nature of the sculpt also makes it attractive for hobbyists who enjoy fielding truly distinctive characters.

The Shikigami and Morrowen, meanwhile, translate cleanly into flexible systems. Screening units and durable anchors are universal roles in skirmish gaming, and both kits offer strong visual identity without being locked to mass-battle assumptions. Painters and kitbashers, in particular, will find plenty of room to experiment with color, texture, and alternative basing.

Taken together, this pre-order wave reinforces Conquest’s strength as a miniature line: even outside its native ruleset, the models remain highly usable, characterful, and table-ready.

Conquest Highlights Monstrous Spire Beasts in New Reveal

Conquest Highlights Monstrous Spire Beasts in New Reveal

Para Bellum Games has put the spotlight on one of Conquest’s most unsettling elements: the Monstrous Spire Beasts. These creatures, born from the Spires’ unnatural influence, represent some of the strangest and most visually striking designs in the game’s dark fantasy setting.

Rather than polished heroes or traditional fantasy monsters, Spire Beasts feel deliberately wrong—warped bodies, asymmetrical forms, and an almost biological horror that sets them apart from other factions on the table.

TL;DR

Conquest has highlighted the Monstrous Spire Beasts as part of its latest preview.
These creatures embody the Spires’ alien influence and stand out for their disturbing designs.
They offer strong inspiration for narrative and skirmish-scale encounters.

  • Grotesque, experimental creature designs

  • Strong visual identity tied to the Spires

  • Natural fit for narrative-driven games

Spire Beasts are not meant to look engineered or refined. Their designs emphasize mutation and excess—limbs that feel grown rather than built, and forms that suggest constant, painful transformation. This makes them instantly readable on the table as something otherworldly.

The recent preview reinforces that these creatures are less about symmetry and more about presence. Each Beast feels like a failed experiment that somehow survived, which gives them a strong narrative hook even before dice are rolled.

For hobbyists, they also stand out as painting projects. Organic textures, exposed muscle, and uneven surfaces invite experimentation without demanding clean, parade-ready finishes.

Why It Matters for Skirmish Gamers

Spire Beasts translate extremely well to skirmish games like Gangfight. A single Beast can act as a roaming horror, scenario centerpiece, or end-game threat without needing supporting units.

They work especially well in fantasy or horror-themed encounters where the focus is on tension and survival rather than army balance. Dropping one Spire Beast into a small narrative scenario instantly raises the stakes.

Even outside Conquest, these models are perfect examples of how creature design alone can drive a story.

First Look at the New Edition of Conquest: First Blood

First Look at the New Edition of Conquest: First Blood

Para Bellum has officially pulled back the curtain on the next edition of Conquest: First Blood, sharing the first preview of rules updates, gameplay tweaks, and the overall direction of the streamlined skirmish format.

TL;DR

The next edition of Conquest: First Blood aims to tighten gameplay and make small-scale battles faster and more tactical. Para Bellum has outlined changes to unit structure, new action economy ideas, and adjustments meant to reduce table clutter and speed up play.

Key points:

  • Updated rules for faster, cleaner skirmish turns

  • New unit templates and action adjustments previewed

  • Designed to match Conquest’s evolving rules ecosystem

Para Bellum’s preview highlights a focused redesign meant to make Conquest’s skirmish mode more readable on the table. The early look at the rules emphasizes streamlined actions, cleaner unit interactions, and clearer model roles. The design team notes that this brings First Blood closer to the core Conquest rules while still keeping its identity as a close-quarters skirmish game.

The preview mentions new reference layouts, a more intuitive turn flow, and clearer battlefield roles for individual troops and heroes. These changes appear aimed at reducing bookkeeping and helping players resolve engagements faster. As always with Para Bellum’s design philosophy, the game leans into tactical maneuvering rather than large dice pools.

Players also get hints about updated scenarios and deployment rules. While full details aren’t released yet, the preview suggests that small warbands will operate more dynamically around objectives, giving skirmish fans more movement and decision-making each turn.

Fans of tight, model-focused battles will likely appreciate how the redesign aims to make individual troops matter more on the table.

Why It Matters for Skirmish Gamers

First Blood has always been Para Bellum’s gateway into the Conquest world for skirmish players. A streamlined edition means easier onboarding, quicker games, and fewer barriers for hobbyists who enjoy small-unit tactical play.

For Gangfight players, many of the showcased Conquest units—especially infantry and unique characters—offer interesting inspiration for roles like Specialists or Heavies. The refreshed rules also help reinforce the broader trend toward compact, detail-driven tabletop experiences.

Weaver Courts Launch for Conquest with a Full Wave of New Miniatures

Weaver Courts Launch for Conquest with a Full Wave of New Miniatures

Para Bellum Games is unleashing the Weaver Courts on November 25, and the faction arrives with an entire slate of new units, creatures, and eerie fae constructs. From the Scaile Dancers’ shimmering violence to the haunting glow of the Will-o’ Wisps, this release marks the Weaver Courts’ true entry into Conquest.

TL;DR

The Weaver Courts debut with a full launch lineup on November 25, including elite dancers, monstrous Draics, spectral Wisps, and armored court-knights. This wave introduces a fast, deadly, supernatural faction steeped in eerie Summer-Court energy.

  • Five new releases, all shipping November 25

  • Mix of elite melee, spectral support, and monstrous attackers

  • Strong crossover potential as Fey in Chronicle skirmish play

The New Releases

Will-o’ Wisps

Floating fae spirits woven from light and misdirection. In Conquest, they appear as support and disruption pieces, guiding units or luring enemies out of position. They’re ideal for narrative scenarios or supernatural encounters in skirmish-scale play.

Scoth Draic & Coill Draic

A dual-kit featuring two very different fae beasts.
The Scoth Draic embodies twisted woodland hunger, prowling with predatory grace.
The Coill Draic leans into the Court’s vibrant but dangerous Summer energy.
Both add a monstrous presence perfect for mid-sized skirmish battles.

Scaile Dancers

Iridescent wings, insectlike eyes, and whip-swords define these elite fae duelists. They slice through light infantry with impossible speed, dancing through enemy lines before slipping away. Their fragility keeps them high-risk, high-reward. In Chronicle, they slot perfectly as Fey blade-dancers or elite trickster warriors.

Gemred Knights

Heavy armor meets shimmering fae aesthetics. These warriors offer the Weaver Courts a more durable hammer unit compared to the Dancers’ precision. Their crystalline armor and ornate weapons help anchor charges or hold objectives.

Why This Matters for Skirmish Gamers

The Weaver Courts bring a high-mobility, high-style faction built around supernatural trickery and Summer-Court violence. Their sculpts have dynamic posing, unusual silhouettes, and a fae-creature look rarely seen in rank-and-flank games.

For Gangfight and Chronicle, this entire release wave is perfect for building a Fey warband.
The Dancers work as elite assassins, the Knights as armored fae guardians, the Wisps as support spirits, and the Draics as monstrous centerpieces. The aesthetic cohesion makes them an easy drop-in for any fae-themed campaign or skirmish map.

These models broaden the palette for hobbyists who want supernatural forces without leaning into undead or demons—bringing a folklore-driven style that feels both fresh and dangerous.