Warhammer 40k Conquest

I’ve found the opposite to be true - I make more comebacks (and IMO more impressive comebacks) in Conquest than I do in Netrunner. Warlord positioning and battle effects often let you claw your way back from an otherwise very bad position. For instance, in a recent tournament I won a game where I spent the first two turns winning only one command struggle, with my opponent winning three on the first turn and four on the second. By the third turn, though, we were even, and I took the advantage afterwards, ultimately winning on turn 5.

The decisive factor was that I was able to trigger more beneficial planet abilities than my opponent did, and use those to pull myself back into the game. One planet in particular lets you gain three cards or three resources if you win a battle there while you have fewer overall units than your opponent, and this is quite useful for making comebacks.

I’ve had wins from one-unit and even zero-unit starts because of how important setting your dial and sending out your warlord can be. However, I think one problem with Conquest is that the strategy behind this is very much not apparent to new players, and can lead to frustrating early experiences. I notice a lot of new players sending their warlord to planet 1 by default, which IMO is very often wrong - I find it much more effective to use my warlord to win commands that I would otherwise miss.