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Well I'm currently working towards full elite void and the deflector along with it. I gave conquest a go today and I wasn't great at it - I was wondering is there a guide and tactics that I should follow or do people just do matches and then resign for ranks or what? Also how long does 250 conquest ranks take to gain and also how many commendations would I get over this time? Thanks for your help.

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If you have a friend who already has a deflector or whatever, then that friend can suicide for you. The ranks take maybe 5-10 games. I was at rank 1069 and got to 1257 in about 1.5 hours or so (not 100% sure on this, though) with a friend.

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By suiciding do you mean that he just moves all his troops forward and I kill them or that we play 2 minutes of a conquest game then he withdraws?

Pedicabo ego vos et irrumabo
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Minigames: Level 5 in All Barbarian Assault Roles PM me in game or on these forums to play. Over 500 Castle Wars Games with 460+ Tickets.

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By suicide, I mean play the game, but have one person lose every time. You have to do a certain amount of moves, etc I believe in order to get rank. So play like normal, except have your friend make terrible decisions, such as not attack or use a scout to attack a Champion.

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There are different ways to play the game, much dependant on your setup.

 

You should always have charge and battle cry. Without these it is impossible to put enough pressure on your opponent. Of course when defending, take into account that your opponent will probably have these commands.

 

I recommend having some knights to be able to one-hit enemy champions (with battle cry), as this prevents regenerating them. For all other troops, knights will one-hit without battle cry.

 

Archers are nice for their long range, I take one. I usually try to get a kill on an opponent's mage or archer for a quick 100 pts.

 

Halberds can't be one-hit by archers, scouts or soldiers and they can attack more powerful troops without suffering the retaliation (and the following swift death, very effective versus vigilance). With shield wall these can survive one turn no matter what is thrown at them, unlike scouts which require a health boost in addition.

 

You should count how many command points your opponent has. They get 25 per turn + the value of the troops they kill. The person who starts the game gets 0 points for their first turn. If they use a command, subtract the number of points the command costs. Similarly, keep a list of your opponent's commands and write down their cooldowns as you see them being used. You can usually guess what commands they have from the troops on the battlefield. For example if someone has champion - champion - mage - mage - knight, you would conclude they can only have up to (1000 - 200 - 200 - 100 - 100 - 100 =) 300 points on commands, of which probably 75 spent on charge and battle cry (each). This means your opponent will not have bombard (200 pts).

 

It's important to keep your distance, too. Do not step into the range of a troop that can kill you. Take into account that charge will increase the distance a troop can go, and battle cry will increase the damage they do. Charge + battle cry on a simple scout will make it one-hit a knight from 12 squares away.

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I did this 4 days ago. What I did is (might be seen as slightly dishonourable) is challenge players who are ranked under 1000.

I use a setup of 4 scouts, 2 halberdiers, 1 mage, 2 champions. My four special attacks were Charge, Battle Cry, Chastise, and Vigilance.

If the opponent has a large number of magers/rangers, you've got massively lucky. This is where the scouts are extremely useful. Use charge to one-hit their mages/rangers and then with the points you gain from killing that, you can use another special move to avoid your scout dying (if you're lucky with positioning/the units your opponent is using).

Opponent who use a large number of the "ordinary" units - Knights, Foot Soldiers, Champions - should be countered using your halberdiers and champions. The ability of the halberdier to avoid a retaliation from an attack due to its range is extremely useful. Using this attack and combining it with "vigilance" is highly effective. Combining "battle cry" with "charge" can K.O. other champions, and then combining that with chastise or vigilance if your opponent has other champions nearby can basically win you the game.

Lastly, the mage should be used due to its decent range and ability to counter halberdiers. It's a strong unit and can be very useful.

 

If your opponent ever casts chastise on your unit in order to delay an attack, just skip a go. It confuses your opponent and gives you 25 special move points.

 

Hope that helps. Don't feel this is the only setup that works - there are definately better ones - but take some of my strategies into account for your own playstyle!

 

EDIT: After reading the above post I'd completely agree about counting your opponent's special move points. Another useful strategy is counting their turns since the last battle cry/charge, and planning accordingly.

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Conquest is similar to chess in the regard that generating unequal exchanges that favor you is benificial. A scout is worth 25 points, and an archer is woth 100, it makes sense to use charge on a scout to kill the archer. Even if you don't use another command to protect your scout and it dies you forced a 25 for 100 exchange in your favor (your opponent lost more material than you). If you can generate enough of a material advantage, you can then control the tempo of the match so long as you know when your opponent is capable of battle crying, charging, etc.

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