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Conquest - Void minigame


wozzels

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Hi all,

 

I was wondering what the best way/tactique is to go from say 1000 rank to the 1250 mark for void deflector?

I saw there was no dedicated theme-world for this minigame but I assume it is played on the pest control worlds.

My impression was, even on these worlds, the number of players is limited making it hard to constantly play to raise rank. Besides, a big portion of the players here are high-ranked (good!) players which tend to play with stake only! :mellow:

Currently I am on rank 940 and still optmizing my troop setup and commands. Any thought for this from you guys? Can you make a deal with a friend to raise rank or you have to play it (like I'm playing it right now) the normal way? (Good thing is that in the meantime I got void gloves already) :thumbup:

 

Greetings

Wozzels

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There isn't really any best setup for Conquest.

 

Its all about how well you play with your troops and equally how well the opponent plays.

A team that should statistically obliterate you can easily be overcome if you are a good player and they are useless

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Try and find someone willing to suicide for points, you'll sometimes hear people saying this in the challenge room. Even better if you can find someone willing to suicide all the way for you like me :P .

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Find friend who also wants a deflector

Beat them until 1250 rank

Buy a deflector or two or three

Let them beat you until 1250 rank

They buy a deflector or two or three

???

Profit!

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Find friend who also wants a deflector

Beat them until 1250 rank

Buy a deflector or two or three

Let them beat you until 1250 rank

They buy a deflector or two or three

???

Profit!

 

1: Use the best setup (which now is nerfed)

2: Pwn some nuubs

3: ??????????

4: PROFIT!

My lame drops:
6 Effigys
1 D Med - 1 D Dagger
1 Verac's Helmet - 1 Guthan's Platebody

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Find friend who also wants a deflector

Beat them until 1250 rank

Buy a deflector or two or three

Let them beat you until 1250 rank

They buy a deflector or two or three

???

Profit!

 

1: Use the best setup (which now is nerfed)

2: Pwn some nuubs

3: ??????????

4: PROFIT!

 

It needed the nerf. 3 champs setups killed the minigame for two reasons: 1, champs are overpowered; 2, everyone used champs, and turned a great game with diversity into a boring grind.

 

Now, champs have been lowered from 600 HP to 500 HP, but I haven't gone back to see if people have altered their setups.

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It needed the nerf. 3 champs setups killed the minigame for two reasons: 1, champs are overpowered; 2, everyone used champs, and turned a great game with diversity into a boring grind.

 

Now, champs have been lowered from 600 HP to 500 HP, but I haven't gone back to see if people have altered their setups.

 

There are still a lot of people who cling to the 3 champ build. Despite the nerf, many people still believe it to be a very powerful setup, and it undoubtedly is.

 

However ever since the update, I've gone 2 knights instead of a champ and have not gone back. I played maybe 5 matches after the update and only lost 1, to some guy rank 2000+ and when I made a stupid mistake in tracking command cooldowns :P

 

 

OT, some tips:

 

-the only units you want to mass are halbs and scouts (or 3 champs if you count that has massing them) since they're so flexible and "expendable"

-I find shield wall and vigilance to be generally the least useful commands in the game, since your opponent can just opt to not attack you. However, it's completely situational and if you find a build that works, go for it

-counting enemy command points/cooldown times is highly critical. Remember you get 25 at the start of every turn and you get the value of units you kill (unless you use bombard). One of my rookie mistakes was not factoring in the fact that my opponent got lots of points for killing a unit of mine and when I expected to kill them on my turn, they managed to buff that unit and make it a lot more difficult to kill

-always assume the opponent has charge until you see it used or 4 other commands. Place archers and mages accordingly.

 

Conquest is probably one of my favourite minigames in RS. I grabbed like 600 commendations and hit rank 1500+ and didn't get bored of it at all.

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Find friend who also wants a deflector

Beat them until 1250 rank

Buy a deflector or two or three

Let them beat you until 1250 rank

They buy a deflector or two or three

???

Profit!

 

1: Use the best setup (which now is nerfed)

2: Pwn some nuubs

3: ??????????

4: PROFIT!

 

It needed the nerf. 3 champs setups killed the minigame for two reasons: 1, champs are overpowered; 2, everyone used champs, and turned a great game with diversity into a boring grind.

 

Now, champs have been lowered from 600 HP to 500 HP, but I haven't gone back to see if people have altered their setups.

 

Lots of people stopped using the 3 champ setup but if you're a good player with a 3 champ setup you're still pretty much untouchable if your opponent doesn't have enough distance units.

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Shield wall rocks on halberds. Scouts suck. Otherwise I agree with Sinkhan.

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Vigilance is a defensive command, of course you play it expecting your opponent not to attack the vigilanced unit unless they attack it with something with more range. This does not make it useless however, it can act like a chastise that works even when the opponent is down to 1 unit if they cannot survive the preemptive attack. Even in the early game you can vigilance a unit after storming in with it to take out a unit. If the opponent reacts by chastising your vigilanced unit and waiting a turn, that's good too since now you know they can't chastise for 3 turns due to the cool down.

 

Scouts are throwaway units, being the cheapest unit they are excellant for creating unequal exchanges that favor you, such as charging a scout to take out an archer or mage. Even if it dies next turn the result was a 75 point material shift in your favor.

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Scouts are throwaway units, being the cheapest unit they are excellant for creating unequal exchanges that favor you, such as charging a scout to take out an archer or mage. Even if it dies next turn the result was a 75 point material shift in your favor.

Yeah this. Though I usually manage to snipe scouts pretty well.

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Scouts are throwaway units, being the cheapest unit they are excellant for creating unequal exchanges that favor you, such as charging a scout to take out an archer or mage. Even if it dies next turn the result was a 75 point material shift in your favor.

Yeah this. Though I usually manage to snipe scouts pretty well.

 

Yeah Scouts are brilliant (especially with charge and damage boosters) as you can use them tactically to pick off units.

 

I personally love using scouts carefully to snipe off outlying units then retreating again; used well u can take out most of a team with just scouts.

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I've completely done away with mages and archers, it's all too common nowadays for people to scout-charge them and rack up a crap load of command points. Now I use a 1 champ, 4 knight, 5 scout build. It counters those 2 champ 8 scout noobies pretty well since it severely limits the damage they can initally inflict with their scouts (it also makes bombard somewhat of a pointlessly huge investment against anyone who actually has it, but then again, since when is bombard NOT a pointlessly huge investment? lolol).

 

It's always fun to charge into the middle of a bunch of enemies with a knight/champ, buff yourself with stoicism+battle cry pwn their champ, easily survive their next turn, then buff with shield wall for additional mayhem. Best to do this the turn after they use chastise, unless of course it is the last stand of your final unit X].

 

I also find scouts to be extremely useful as decoys or forcing the opponent to make a tough decision if they try to take an offensive stance.

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I always find a good tactic is when you can divide you're team into say two or three small units and split them up.

Most people seem to opt for 1 solid tank unit that goes to pot once its divided.

 

So by splitting up you either force them to spread and thus make them easy targets OR while they bear down on one group you can snipe them from the sides and behind. I took down a fair few teams that way

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Yes it's good idea to spread, even if your setup starts to look messy - it doesn't matter. Pretty formations do not win matches. Unless you find yourself up against a block of 10 halberds, be VERY defensive against that setup, they will rip you apart otherwise.

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Yes it's good idea to spread, even if your setup starts to look messy - it doesn't matter. Pretty formations do not win matches. Unless you find yourself up against a block of 10 halberds, be VERY defensive against that setup, they will rip you apart otherwise.

 

Depends on how good the person using them is, what commands thry got and whether you have rangers/mages.

 

Hally kids r no problem for mages n rangers

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Yes it's good idea to spread, even if your setup starts to look messy - it doesn't matter. Pretty formations do not win matches. Unless you find yourself up against a block of 10 halberds, be VERY defensive against that setup, they will rip you apart otherwise.

 

Depends on how good the person using them is, what commands thry got and whether you have rangers/mages.

 

Hally kids r no problem for mages n rangers

 

Ya, formation is all about what strategy you are using. Like myself, I use a mixture of scouts, a ranger, a mage and 2 champs. Mages are good late-game tools, if you can protect them long enough. My mage is tucked away in my bottom corner surrounded by 2 champs and my scouts. My biggest threat would be archers (since scouts cant rush my mage), which can be easily scout rushed if your opponent is spread out. So being spread isn't always the best idea, however it depends on your strategy.

 

Unit placement in general isn't "needed" to be successful against an opponent, but can amplify your strategy if your setup demands a well-placed setup.

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What obstacles you get thrown up can make all the difference too.

 

A relatively clear field is a bit of a nightmare for distance attacking. While a lot of horizontal walls etc can make mages and archers darn hard to kill even while they are right up in the action.

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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

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