Ae while back while Conflict was still in R&D, we had a rather amusing match that ended in a standoff between a ranger and a fighter. The fighter had gained the upper hand and was attempting to cow his opponent into surrender. "Will you join us, or die?" he asked.
The ranger, only a few hit points from dropping and feeling his options were dwindling, decided that discretion was the better part of valor. "Yes…" he relented, "I will join you."
"Then drop your bow and draw your sword!"
The ranger complied, provoked an attack of opportunity by drawing a weapon, and was swiftly beheaded. It was a memorable moment that we quoted for weeks afterward.
This is one of the reasons why I take issue with anyone who says a miniature skirmishing game can't be considered roleplaying. I've even heard it suggested that simply using the word 'roleplaying' is false advertisement. It's an understandable complaint, but one that shows little understanding of what separates Conflict from every other tactics game out there.
A standard tactics game consists of two or more players each controlling a squad or army. Individual units are pre-generated, non-customizable, and, quite frankly, boring. Who can blame them, though? After all, what Warhammer player has the time to personalize each and every soldier with unique stats, names and personalities? After breathing in so many paint fumes it's a wonder they have the wherewithal to launch a coordinated strike.
Conflict has no such problem. Every player gets a single character, and every character is a one man army. They have names, faces, individual skill sets, and even a little room for personality. Players own, and sometimes are, their characters. When that barbarian takes a swing with his greatsword, you're not losing Nameless Space Marines A, C, and F. You're losing hit points. Your hit points. In short, it's personal, and when you grimace menacingly at the guy on the other side of the table and tell him his mother was a gnoll… that's roleplaying. You just can't pull that off the same way in a mass tactics game.
There are so many opportunities for roleplaying in Conflict that can be used constructively, and a good player can capitalize on those to great effect. Sure, you can build an optimized character with the best bonuses, spells, and magic items, but the best players are the ones who approach Conflict with an open mind. It's perfectly legal to trick players into believing the untrue, cajole them into forging a temporary alliance, or intimidate them into doing your will.
Communication and lines of sight also play an important role. Teamwork in game terms means player characters must be able to see and hear one another in order to relay information, and if you don't have your act together, the game will quickly break down into chaos. Most teams will also defer to the most experienced player to take on a leadership role, and this leader can become a key piece in the game. Maybe that sneaking rogue isn't posing a huge threat at the moment, but when his superior skills and positioning allow him to shout orders to his fighter, he suddenly becomes a tempting target. Remember, good leadership isn't based on a die roll.
And let's not forget the game's most overlooked roleplaying opportunity: charm and compulsion spells.
A player's wording and tone can make or break these spells, and the moment a charmed player sees a loophole, expect plenty of arguments in favour of a second saving throw. Rather than squabble over how charmed a character is given spell X, players can use this as a chance to show off their roleplaying skills, using arguments and phrasing in character to out maneuverer their opponent. Casting Charm Person and commanding your opponent to "hand over the McGuffin" is perfectly fine (if uninspired), but how much better is it to say "Our enemies think you have the McGuffin! Quickly, give it to me! While you distract them, I will secure our victory!" When well played, these kinds of situations can not only become a pivotal point in the match, but also provide the table with an entertaining reprieve from the pressure of combat.
Can you play Conflict just like a tactics game and still have a good time? Absolutely. But the fullness of a Conflict match comes from elements outside d20 rolls. Finding creative ways to gain leverage not only plays an important role in the endgame of a Conflict match, but also adds to the enjoyment of everyone at the table. After all, talking is a free action. Why not take advantage of it?