Conqueror’s Blade is a PVP-focused MMORPG where you control a Hero with a small army and work together with your team to defeat the opposing enemy. More information can be found on their website here and through our review here.
Conqueror’s Blade is a team-based game that requires you to work with your squad to succeed. Personal skill is important to winning fights, but using strategies and supporting one another will win the game. This guide will go over the basics of the strategic components to the game and provide tips on how to incorpoate them into your own gameplay.
1. Push from multiple directions
Teams that group up all together are much easier to defend against. It is infinitely easier to just stack pikes and shields on only one entrance and watch your opponent struggle to advance. As the attacker, you will end up having a much harder time breaking through and getting to the point.
Attacking from multiple directions forces the enemy to divert forces away and give up certain defensive angles. Creating the threat of flanks adds pressure for the defender to move units to less strong positions. If no flanking movements are being done, the enemy ranged units are also free focus entirely on harassing any advances your team makes. This point is especially true on certain siege maps where there are positions for ranged units that cannot be reached from outside the wall.
Keep in mind that this is just a general guideline for when the defence already has units in position. There are certain situations where it will be better for everyone to just rush inside regardless of direction.
2. Watch the top of buildings and battlements for ranged units
Keep your eyes peeled for ranged units placed on top of any type of building. These units generally will have a much more open angle to attack your troops. If left unchecked, they can end up focus firing and eliminating high value exposed targets such as pikes or your own ranged units. On the defender’s side, this can often be enough to stall a push or weaken them enough for your melee teammates to clean up. On the attacker’s side, the high vantage point can be enough to take down defensive ranged units that are placed in position to watch the entrances. This will help your push especially if they bring Pavisse or Janissaries that can stun troop advances.
The priority in these instances is to use your own ranged units or artillery to either clear them out or force them to relocate to another location. Constantly scanning for these threats will enable you to deal with them before any major damage is done to your own team.
3. Protect your shieldwalls from CC
This tip does not apply to all classes, since it will not always be possible for you to stop your opponents from breaking the block on your shields. But whenever possible, do not leave your shieldwall alone. Many classes have ults that throw down units and your unit is essentially dead the moment a large opening is made. Having a knockdown or concussing ability handy allows you to interrupt your opponent’s abilities.
Even if you do not have an interrupt-style ability, staying around the unit helps reduce the total damage that can be done to them. Having your hero in the fight prevents enemy units from taking advantage of the opening and helps improve your unit’s chances of recovering.
4. Use Focus Fire on exposed units
Most ranged units have some sort of Focus Fire ability that can target specific areas or directions. If you are using a ranged unit, be aware of potential opportunities to pick off enemy ranged units or exposed pikes/swords. Most shield units will take minimal damage from you, but focus firing specific areas will work wonders in eliminating your opponent’s damage capacity.
For muskets, the volley function can be used to pick up quick hero kills since it forces your unit to sync up attacks – leading to burst that can be enough to take down a hero. These units have no problem against shields, but should still be used to eliminate higher armour troops such as Imperial Pike Guards.
Also be mindful that many bow units can end up hitting buildings if they are in the way. The units will continuously fire regardless and end up wasting ammo. Whenever you use Focus Fire, just stick around for another second or two just to make sure they are actually able to hit the enemy.
5. Never Charge braced pikes head-on
Sword and shield units will melt against braced pikes due to their lack of range. Do not underestimate the damage that it will do and do not assume your sword and shield units will even get close enough to deal damage.
This tip really sounds like a given, but I have seen enough players do this to warrant its place in this guide. Whenever possible, try to either go around and flank or use your hero to create an opening that the charge can be forced through. Head on attacks without any CC or throwdown will result in a waste of units. You are better off saving them until the right opportunity arrives.
6. Use trebuchets to stop reinforcements
Once your team has pushed onto a point or objective, a well-placed trebuchet can stop any reinforcements from coming from a certain chokepoint. They do not always have to just be used on exposed units.
One way to use it would be to pre-emptively trebuchet a doorway that leads to the enemy supply point when you see their units coming on the mini-map. If you sync up the time delay just right, the enemy movement will result in either several unit kills or a forced retreat by the enemy hero.
7. Capture enemy supply points to open angles of attack
This relates back to point #1 about attacking from more than one angle. If you are able to capture an enemy supply point inside of their city, you can use it to change troops to a “charge” unit and flank against the enemy shieldwall or ranged units. When this is done alongside several teammates, it can be enough to force the enemy to back off of their defensive positions – allowing the main force to push onto point.
The goal behind this tip is to disrupt the existing formations your enemies have in place. The end result should be that your other teammates won’t have to deal with multiple Fortebraccios and shieldwalls right on the entrance.
8. Coordinate pushes with your teammates
Whenever I use the term “push”, it almost always means as a group. Entering in with all of your units at the same time (from multiple directions) overwhelms the defense. They will have a much harder time eliminating units and will give your team a chance to set up a defensive position on the point.
It can be extremely frustrating to not have your teammates push with you, but absolutely avoid pushing by yourself onto a defended point. You will likely end up wasting your unit and accomplish nothing. As bad as it sounds, you are better off communicating with your teammates and confirming when everyone should be pushing – it can be as simple as a “push at 3 minutes” message.
One other thing to keep in mind is that there needs to be a good composition of units that are pushing. There needs to at least be one unit of shields for the push to be successful. No shields will make it extremely difficult to hold the point due to the lack of protection from ranged units.
9. Push before the last minute
If you are pushing in the last minute, chances are you have already lost. It takes around 15-20 seconds to capture a point uninterrupted, and the enemy heroes will almost always suicide on the point to delay your team.
General rule of thumb is to coordinate a push at the last 3 minutes mark to account for the time it takes for the fight and to set up a perimeter that prevents enemy hero access. This is definitely not a rule that should be blindly followed, but just keep the time urgency in mind once the game reaches this point.
10. Learn to effectively trade Leadership
Total kill count does not mean as much as total leadership eliminated – killing a unit of Fortebraccios is much more useful than killing 3 units of serfs. Depleting your opponent’s leadership while retaining your own will slowly tip the balance of the game in your favour.
Everyone only has around 700 leadership to bring to battles (some people have more due to bonuses from armour). In general, higher leadership means a unit is more useful to use. Eliminating a higher leadership unit with your own low leadership unit would usually be a net gain for your team. For example, if your Ironcap Swordsmen was able to flank a Condo unit and eliminate 3/4 of them, you would have effectively put your team ahead.
This does not mean you should suicide your units just to gain net leadership – team composition is still extremely important. This is just another decision-making tool that you can use to make better strategic choices.
Thank you all for reading and I hope that this guide has helped some of the beginners become more accustomed to the strategic aspect of the game.