- Memorise the stats and effects of all the different commands and units. You can be reminded of unit stats in the middle of a game, but not command costs or effects.
- Make sure you do not walk your units into an untimely death. If you forget the stats of a particular unit, you can right click it and select details. This will also tell you any commands active on that unit.
- Have your units protect each other, unless one is on a suicide mission.
- Units will counterattack if they are alive after your attack, and are in range to do so.
- If you attack an enemy with a health boosting command, damage is applied to the command first, and not the unit. For example, if you attack a Champion with Stoicism (which gives +400 hp for a turn) for 100 damage, on your opponent's next turn, their Champion will still have full health.
- Most of the time is it best to have 10 units and 4 commands. Commands are used to gain a material advantage over the opponent. Without 10 units, your squad may find that it is defeated very quickly. It is also best to use all 1,000 squad resources, unless you are planning to trick your opponent, as every additional resource can be put into having better units or commands.
- Charge and Battle Cry are essential commands. Without Charge, your enemy can attack from farther away, causing you to retreat or waste defensive commands. Without Battle Cry, it will be difficult to defeat units with high health, especially if the opponent has Regenerate for their Champions. When you have both, you can attack the enemy's costly high health units from farther away, potentially defeating them in one hit. A Scout with Charge and Battle Cry can hit an enemy unit 13 squares away (the farthest for any unit) for 300 damage.
- Try to predict what your opponent's commands will be by adding up their unit costs. The cost of their units and commands combined cannot be more than 1,000. Many times, there is more than one possibility for your opponent's commands. Play as though they could have any valid commands, although you can usually expect Charge and Battle Cry by default.
- If your opponent uses a command with a cooldown of say, 5, then you have exactly 5 turns before they can use it again, provided they do not use Winds of Fate.
- Charge and Battle Cry should generally be used to kill high value units (Halberdier and above). If your opponent wastes one or both of these (such as to simply trade a Scout or Foot Soldier), you may find yourself in an easy position to counterattack. You will have a movement and/or damage advantage over your opponent for 5 turns, often allowing you to capture one of their Champions and a few other units for one of yours.
- Keep track of your opponent's command points. The player who moves second starts with an extra 25 command points. For example, if they do not have at least 150 command points, you can be assured that they cannot use both Charge and Battle Cry.
- The maximum amount of command points a player can have during a game is 1,000.
- Using Archers or Mages is not advised unless you plan to protect them from Scout charges until the end game, or sacrifice them for a gambit or future attack.
- Chastise becomes a liability in the endgame because it does not work on your opponent's last unit; however, if you are playing with Winds of Fate, you can Chastise your opponent's last two units.
- Killing an enemy with Bombard does not award any command points.
- While Vigilance may seem like a very useful command, players new to Conquest should be made aware of its plentiful drawbacks. It can be countered by a longer range unit, Battle Cry, Stoicism, Bombard, Regenerate and to some extent Shield Wall. As nearly every single setup will have multiple counters to Vigilance, it will be useful in only a few instances. Please note that Vigilance is meant to be a command that is good for counter attacking, and is typically not meant for defence alone.
- When creating a set, think about how all of your different units and commands will work together in the game. Also keep in mind how these different guidelines will come together in your game.
- Whether you are in an attacking or defending position, it is best if you can force your opponent to use commands first, and before they attack any of your valuable units. Assuming you have equal commands, when you use your final command, the enemy will not have any left to defend themselves or attack you with.
- A unit with 4 movement, such as a Champion, placed on the front row can attack the enemy's back row in exactly 3 turns with Charge, provided that there are no obstacles or unit walls to manoeuvre around. The same unit on the back row can reach the enemy's front row in the same number of turns. Similarly, a Scout on the back row can attack the enemy's back row in exactly 2 turns with Charge, without obstacles or walls to manoeuvre around.
- While there are different types of formations, the most common effective one is the corner wall. Line up a row of cheap units (such as Scouts), along with your initial attacking units, in the front row in the corner. Place reserve units that you need to protect for later in the back row, behind the wall. Make sure your protected units can still move around and are not suffocated by your other units. Enemies will have to spend more time manoeuvring around the wall or attacking it. Close your wall if the enemy is making an attack that you cannot currently defend against. Setting up your formation in the corner increases your defensive potential without sacrificing your offensive potential. Keep in mind while using a corner setup, it can also be a death trap for your units if you cannot evade an attack or counter attack.
- An enemy can use Bombard against your Scout wall, and use the resulting hole to move their unit in and kill one or more of your reserved units, rendering your wall useless.
- Using a central formation can be used well both offensively and defensively, and allows you to send all of your units into the attack; however, it is easier for you to make mistakes with a central formation with troop positioning and responding correctly to your opponent's attacks. Minor differences are crucial and can be the difference between winning and losing a game. The idea behind the central formation is that when an enemy uses Charge to attack and kill one of your units, you can move one of your nearby units away, and use a defensive command to protect the other nearby unit. (The opponent should only have two possible targets after the initial Charge, so space your units accordingly.
- Unless the opponent has Regenerate, using a Scout to Battle Cry an enemy Champion down to 200 hp can be considered equal to capturing an enemy Halberdier. This is still a good idea if you have to use Charge on the Scout as well. The weakened Champion can be finished off with another Scout using Battle Cry, or a Halberdier, which has superior attacking range. The enemy champion also cannot use Battle Cry to defend itself from one of your Champions, nor can it use Stoicism as a defence if your Champion can use Battle Cry.
- Weakening an enemy Champion to 400 hp with a Scout not using Charge is also a good tactic. The enemy Champion can be finished off with a Halberdier using Battle Cry, or a Champion. Especially in an endgame, the enemy Champion cannot use Battle Cry to defend itself while your Champion can use Battle Cry. After using other commands, one of your full hp Champions can use Battle Cry to defend itself from the weakened enemy Champion, who now has to use Battle Cry in defence. Then, you can end your turn, as the enemy Champion cannot attack yours without being killed. You will finish their Champion off next turn when the effect wears off.
- Weakening a Regenerate Champion to 400 hp may still be a good idea. They must use 150 command points to heal off the damage, while your scout sacrifice only gave them 25. If you can keep this up, they will find themselves starved of command points. This is also useful if you can weaken their Champion in-between their Regenerate cooldown and capture it. In addition, this will also benefit you if they are trying to trick you using Winds of Fate.
- If your opponent moves a Scout up, and you decide to move a Scout up in response, make sure that you mirror the column that your opponent's Scout is on. If there is a gap between your two Scouts, your opponent can move their scout horizontally 6 spaces (depending on where the gap is) and up more, becoming closer and attacking your other units. This should be done similarly for other units.
- Placing a Foot Soldier 5 spaces from the edge of the board can keep enemy Scouts from advancing along the edge of the board. If your Champion is at least 2 spaces behind and horizontally (towards the edge of the board) of the Foot Soldier, enemy Scouts cannot come in normal attacking range (not using Charge) of the Champion without also being themselves attacked by the Foot Soldier. This works similarly for Halberdiers, placing the Champion 1 spaces left/right and behind the Halberdier.
- A Halberdier placed 3 or 4 spaces above and horizontally from your Champion can prevent an enemy Champion or Knight from getting within Charge range of your Champions without also being attacked by the Halberdier. This is useful if you have Charge on cooldown. Similarly, you can protect a full health Champion by placing a weakened Champion in front of it.
- If there is only one possible square for an enemy unit to attack yours, you do not necessarily have to retreat or use a command. You can place a cheaper unit on the only square they can attack you from to save your other unit. In the case of 2 Champions attacking each other on the last diagonal square and you have blocked that last square with a Scout, you will still be able to attack the enemy Champion due to the unique movement system. Remember, however, that they might do the same thing!
- Learn how the movement system works. There are many oddities such as a unit moving 4 spaces horizontally and then 4 spaces up, a total of 8 spaces, when it's movement is only 4. Even more oddly, most of the time a unit cannot move 4 spaces up and then 4 spaces horizontally, although this can be seen in specific instances. As a rule of thumb, when approaching an enemy wall, act as though you cannot move through it, but they can. You may need 9 movement points to go around their wall and kill the units behind it, while they may only need 8 movement points to go around it and kill your unit.
- Units: 2 Champions, 1 Knight, 1 Halberdier, and 6 Scouts
- Rush can be used with 5 scouts 2 halberds 1 foot soldier and 2 champs or other units potentially. Rush is considered rush because you replace shield wall for chastise, while also using charge battle cry and stoicism.
- Commands: Battle Cry, Charge, Shield Wall, Stoicism
Disclaimer: These are general strategies one should practice; however, each situation is different and you should treat each situation uniquely.
It is vital that you have your rush formation set up in a corner because you don't have the Chastise command, meaning that defending involves lesser units (scouts, foot soldiers and, sparingly, halberdiers) to protect more important units. The corner set-up allows you to make a wall with your scouts and foot soldiers to protect the others. You will have to experiment with different corner arrangements suiting your play style. Some things to consider are as follows: You needs a champion in the top row. This champion is for the initial rush. Scouts and foot soldiers should be up front. It is best to protect your halberdiers (although if you have two halberdiers, you can have one on the front) and knights by placing them on the last row.
The strategy is relatively simple. Rush involves you charging your first champion into the enemy ranks, killing units to get command points, and using commands to keep the champion alive. It is vital to prevent a hit on the champion by an opposing scout. Keep the champion at its full health before the rush begins.
A good first move is always to move a scout forward four spaces, keeping away any enemy scouts. Moving the scout forward gives the champion more chance to get across the board without being hit. After the scout advances, the opponent may move his or her scouts forward. In this case, you should kill the other scout with your own scout. The opponent will most likely respond by killing one's scout with his or her scout, moving his or her scout in range of your champion. At this point, it depends on the placement of your champ. If you have 100 command points that turn, you can move your champ up and a lot of players will suicide a scout on it, giving you 150 command points next turn, and they forget to chastise, giving you the ability to charge and battle cry one of the opposing champions.
The rush begins when one comes into charging range (eight squares) of their first 100 or 75 point unit, but 100 is always preferable. For charging 100-point units, you should accumulate at least 100 command points; this allows the use of more commands to keep your champion alive if the opponent Chastises the Champion (charging a 75-point unit only after acquiring 125 command points). After killing the first unit, you should begin using health-boosting commands. Continue killing units and using commands to defend. (Note: When using shield wall, you needs to watch for enemy halberdiers, as they can still lower the Champion's health to 400 without dying, therefore negating when you use battle cry next turn. Thus, you should generally use the commands in this order: Stoicism Battle Cry, then Shield Wall.)
When attacking an enemy Champion, you should not worry too much about losing your own Champion provided most of the enemy's units have been eliminated. Even though you has lost his or her Champion, the opponent's Champion will be at 100 health and vulnerable to scout kills.
A good rush can take down three high-point units (mages, knights, archers and halberdiers) as well as reducing a champion to 100hp. If your opponent is a competent defender, taking down two high-point units and hurting one champion should be considered a success.
In many cases, an easy win following the initial rush is obvious; however, in some situations, the opponent still has a good chance in the game. In these circumstances, overall game awareness comes into play. This cannot be described in words and comes from experience. Although paying attention to the location of enemy troops is a good idea. If they are concentrated in one location, you could just repeat the first rush with the second champion. If the enemy units are spaced out, a simple rush will not work. Make sure to take advantage of the Halberdier's superior range when attacking champions. If you have a Knight, it can be an effective champion killer, and can lure the opponent to use battle cry.
This set up has only one specific weakness: you're likely to have a hard time against opponents using Chastise.
- Units: 2 Champions, 1 Foot Soldier, 2 Halberdiers, and 5 Scouts
- Commands: Charge, Stoicism, Chastise, Battlecry
As the name suggests, this setup is very effective against rush formation. However, it can be used effectively against most other setups as well, although it has some weaknesses against setups such as bombard. This setup is effective against rush formation because once they make the attack, one can chastise and mend one's scout wall for 2 turns, usually enough to fully protect most of one troops. When the opponent attacks, he or she will either use shield wall or stoicism. If the Champion is at full health, one should fill a gap with one's halberdier then hit the champion when the opponent uses shield wall. When attacking with Antirush, one should know chastise is not an effective defence; however, with Champions and other high health troops, one can take advantage of the opponent's troop configuration. For example, if an enemy Champion restricts another enemy Champion, one should chastise the Champion restricting the other unit. Any setup with Chastise can be considered an antirush, but many have other names. Antirush should not be used with shield wall, as it is too easily exploited when making an attack (having a scout hit the champion and having chastise being used on your champion).
Weaknesses: Footsoldiers, scouts, shieldwall, chastise
- Units: 2 Champions, 1 Halberdier, 3 Foot Soldiers, 4 Scouts
- Commands: Charge, Battlecry, Stoicism, Chastise
For this formation, try to have 2 rows of pieces in the corner of the board, with four in the back row, zero in the middle, and six in the row closest to your opponent. (1 champion in each row) This creates a gap that can be used for both offence and defence depending on whether you decide to rush or stay holed up while protecting the pieces you consider most important for victory.
Using the best of both rush and antirush, this setup allows you to build a strong wall of footsoldiers that can be used to pick off an opponent's scouts while tanking their hits, or waiting for an opponent to waste a command to run in for a strike. With large amounts of life points, cheap secondary commands, and costly risk for the opponent, this setup both allows you to swiftly accrue command points, while leaving little on the plate for your opponent.
If you go first
If you are starting the game off, move your front row footsoldier located furthest away from the corner, 5 spaces from the side of the board to leave no space for a scout to sneak between you and moving forward. At this point, most opponents will either bring forward a champion, archer, or a scout, to either knock out your first footsoldier without sacrificing points or to kill it with only battlecry and attempt to tank your refreshing timer.
If your opponent is starting with an archer, place a scout behind and to the left of the footsoldier. This prevents the archer from working around and killing your scout without coming within the range of your footsoldier, or attacking the footsoldier without coming in range of the scout. If your opponent attacks your scout and uses vigilance, simply tank the hit with your footsoldier, and the next turn begin sending in a champion to rush their champion with your point advantage. If the opponent uses chastise on your footsoldier, simply chastise your opponents archer and wait for the next turn. They will likely bring in a large character such as a knight or a champion to protect the archer, but simply ignore them, kill the archer, and activate stoicism.
If your opponent is starting with a champion, simply bring out a scout 5 to 6 spaces away from the champion to prevent any potential rush from occurring. If he or she continues to move forward, simply suicide your scout into the champion and bring your champion forward into your enemies range, unless you believe they have enough points(150) to go in for the attack on your champion. This will prevent any rush. If the enemy does go through with the attack using charge and stoicism, simply chastise their champ and bring the secondary champ within range of the enemy champion. The enemy champion will have 300 hp and will have very little reason to use chastise on either of your champions if the ability is also at their disposal.
If your opponent is starting with a scout, simply move your footsoldier straight forward 4 more spaces, or 2 to the left, making sure to become within range of the attacking scout, since they will have yet to accrue the 75 points needed to remove your soldier from the battlefield. The next move the enemy makes will likely have little consequence and more likely benefit you if an offensive action is done. Using this pointless turn of your opponent, move your champion WITHIN the range of your footsoldier as protection and bait to the now deadly scout. If the footsoldier is killed upon the next turn, simply kill the scout and watch the enemy cower in fear of losing battlecry, or if chastised, do not chastise the enemy scout, but rather let it run into you, or let it run away. Your next turn will still be to try to get within the range of your enemy's hard hitters with your current point advantage. If the scout retreats instead of attacking your footsoldier, simply move your champion 2 more spaces, and upon the next turn you footsoldier, baby stepping your way to the enemy for a fake attack. They will likely have more points and will hit 150 before you, but doing this prevents any rush from occurring before you have sufficient points to react.
If they go first
If they go first, the objective is simple. You want to rush the opponent. Starting just as you would if you went first, ignoring what the opponent does, move your footsoldier farthest from the side as forward as possible, putting 5 spaces of distance between you and the side, with the exception of if archers were moved by the opponent to start things off. (If the archer is the case, put 9 spaces between you and the archer to stay out of its range for the next turn, while placing a scout 1 space back and to the left of the footsoldier for the next turn. Proceed to charge a recruit that is within range of the archer when enough points are accrued.) When the footsoldier is in place, move it up once more as far as you can, putting walking distance and attacking range between you and any enemy who is not a scout or footsoldier. (8 for mage 9 for archer 6 for halberdier 8 for footsoldier 8 for champion) Now place a champion 4 spaces forward and at least 2 spaces to the left of and behind your footsoldier, to avoid inflicting any harm to your champion from rogue scouts. Make sure you are within the range of at least 2 of your opponents hard hitting characters with a full life point champion when you hit 125 command points. Do not waste any command points until this point! If you are chastised and the enemy champions are out of range, simply ignore the chastise. Your enemy is scared and simply doesn't know what to do. The ability at that point was useless. If you find you need to go through an enemy scout to reach these pieces, get within the range of your opponent's scout at 100 command points and let them suicide into your champion. (You will automatically have 150 points!) If suicided upon, charge and battlecry an opponents champion (if any) and stoicism to prevent the death of your champion if another enemy champion is lurking about. If rushing with a full champion, do not use any further commands other than charge and battlecry until your next turn.
Weaknesses: archers, chastise
- Units: 2 Champions, 1 Halberdier, and 7 Scouts
- Commands: Charge, Battle Cry, Chastise, Regenerate
For the formation, one should start placing pieces at the edge of the board going outwards. On the first row, place four Scouts followed by a Champion. On the middle row, place two scouts outside the Champion so that the first scout is across from the front Champion. On the back row, place a Champion in the corner, then leave a one-square gap and place the halberdier there. Leave another gap and place a scout there.
The strategy itself is quite simple. In general, one should look for opportunities to charge the opponent's champion with your scouts using rush. If the opponent does not charge, wait for 150 command points to accumulate. Now, use Charge and Battle Cry and attack a Champion. In response to this the opponent will be forced to attempt a counter-attack. He or she will most likely advance with his or her Champion with full health. One should move the front champion into the corner between the halberdier and other champion. then close the wall next turn. This should prevent any counter by an enemy champion. If the opponent charges one's scout wall he or she will struggle because one can replace the lost scout with another. One also have the luxury of Chastise to defend.
The champion on the front row is used to launch quick counters if the opponent charges for some reason. When he or she does, one has five turns to counter, and one can often destroy many of their units in this time. Also, the champion is on the front row to deter enemy scouts. Often good players who know how to assault a scout wall will move up their scouts in a line as far as possible. This means that, providing they keep their champions back, they will block you from charge and battle crying them with your scouts. To counter this move up your front row champ. It does not matter if they attack you with scouts as you have regenerate, providing you remember to regenerate (many actually forget). So their scouts will most probably be forced to move back, giving you the chance to charge and battle cry their champs with your scouts. After you do proceed with defending against the enemy counter-attack as described above.
Another useful tip for using regenerate is the champ trade. If they only have one champ while you have two, you can simply place one champ into charging range of theirs as long as you keep your other within range of your bait champ. The opponent will probably charge and battle cry meaning that they cannot kill your second champ. After they take out your first champ, you can simply walk up to them and end your turn. Depending on their commands, you might want to chastise. If they have used all defensive commands then there is no need to chastise. But if they still have one left you can chastise first and then force them to use their defensive command, and then you can skip the next turn.
Weakness: Bombard, Rush (to an extent)
Winds of Fate
- Units: 2 Champions, 1 Halberdier, and 7 Scouts
- Commands: Charge, Battle Cry, Chastise, Winds of Fate
The formation should be exactly like the Regenerate set described above.
The strategy to play Winds of Fate is to pretend like you may have Regenerate. Similarly, a Regenerate player can benefit from playing as though they may have Winds of Fate. You might find yourself in a situation where you will lose unless you take a gamble - that is, make a move that would lose for Winds of Fate, but win for Regenerate. Your opponent will be forced to guess which command you have, which can win you the game if they guess wrong. If you are a predictable player, such as one who only ever uses Winds of Fate or only tries to bluff while having Winds of Fate, then this will not work for you. Switch between Regenerate and Winds of Fate, and play both the same way until you reveal which command you have. While using Regenerate, you might put yourself in a losing position that would win for Winds of Fate to maintain your unpredictability.
For example, you may use Battle Cry on a Scout to do something seemingly innocuous (or even detrimental) such as using Battle Cry on a Scout to kill a Halberdier. If the opponent is convinced that you have Regenerate, they may come in for a counterattack with a Champion. When they are close enough to your Champion, you can reveal that you have Winds of Fate, and then use Charge and Battle Cry to net yourself a free Champion. A Regenerate player may still opt to do this, as the potential to have Winds of Fate can be enough to intimidate more experienced players from counterattacking.
Once you have revealed that you have Winds of Fate, you may find yourself in positions where more gambling may be required. Perhaps you have Charge and Battle Cry on cooldown, but you need Battle Cry to win, but otherwise, the game may still be uncertain. You can make your opponent guess which command was cooled down by making an appropriate move. If cooling down the wrong command is a loss for you if you stay back, you should act as though it was the correct command. Your opponent still has to decide whether they want to take their 50/50 odds of winning or to stay back and try to gain an advantage.
Winds of Fate does not have to be full of coin flips and dice rolls, however. If you have only one command on cooldown, Winds of Fate will always cool that command down. You can use the same command for 3 turns in a row using this. For example, on turn 1, use Battle Cry and Winds of Fate. On turn 2, use Battle Cry. On turn 3, use Winds of Fate and Battle Cry. This can be used to win certain Champion vs Champion endgames, but remember that it uses a total of 525 command points, so it is vital that you save your command points early on.
During the late game, you will have to pivot between using Battle Cry as an offensive command for the extra 200 damage, and a defensive command for the extra 200 health. With this in mind, you want to avoid having your Champions weakened. A 200 health Champion cannot use Battle Cry to defend from an enemy Champion, or a Halberdier with Battle Cry. A 400 health Champion cannot defend against an enemy Champion using Battle Cry. Many players will avoid excessively weakening your Champions if they believe you have Regenerate. It may be hard to keep both Champions at full health and trying to keep up the guise of having Regenerate, because a common Regenerate opening is to take 100 damage from a Scout and heal it off later. This can still be beneficial if you manage to trade your weakened Champion for one of their Champions, as a single Champion is also much easier to defend.
Weaknesses: Rush, Bombard, Regenerate, Antirush, Footy Spam, opponent's knowledge that you have Winds of Fate
- Units: 2 Champions 8 Scouts
- Commands: Charge, Battle Cry, Chastise, Bombard
This setup is particularly one of the most deadly and is one of the easiest to use. These setups are most commonly seen staking, as they are particularly tedious to use for casual playing. For this setup, it can be overwhelming for the other opponent, as they have to make a quick attack, but with the equal champion wall to regenerate, suiciding scouts to bombard is a priority. However, champions are more valuable than they seem on a bombard setup, and you will need to rid of the opponent's knights and champions losing as few of your champions as possible. While the opponent moves their scout within range of your champion, continue to move it back. They will need multiple scouts advanced to make the attack, at least three in the beginning and 4 late in the game. This is because of vigilance, and if you don't slaughter their scouts in one turn, you probably will be able to the next. They will not have all 6 scouts to attack, because they need some left over for the rest of the game and to defend. A popular way to rid someone of scouts, if they have 4 attacking, is when they pull one up, kill that one with your champion with charge. When they have three left, kill one, bombard another, and chastise the rest. At this point, you will still have a lot of command points, but they will not have enough troops to kill off your remaining scouts, still enabling you to defend well. This setup works particularly well on regenerate as there are 2 ways to finish of a champion with a champion, and regenerate usually has only chastise, which does not work well, or shield wall, which is countered by your chastise.
Weakness: scouts, champions, bombard, winds of fate, regenerate, shield wall, stoicism
As far as staking goes, never stake if you are still new to the game. Skill only develops with your experience with the game, and you will never instantly be good enough to stake no matter how well you have been taught, or how good your setup is. When staking, always know that ranking means little: It is a poor representation of someone's true skill. Also, since many people have alternate accounts with low ranking by default, they will use them to stake as their main will have many people feeling uneasy with it. If anyone asks you to stake, there is nothing to make sure they are really good or adequate enough for you to stake. When staking, just concentrate, do your best not to mess up, and focus on both your and your opponent's moves.
Archer+1 foot soldiers -2
- Units: 1 Champion, 2 Halberdiers, 2 Archers, 2 Scouts, 1 Mage, and 1 knight.
- Commands: Battle Cry, Charge, Chastise.
This setup uses the default setup and swaps out both foot soldiers for 1 extra archer. The setup's purpose is to snipe down 100 HP units like scouts, other archers and mages using your archers. If you let a mage follow your archer, you can kill halberdiers without the use of commands unless your opponent uses them. After you have killed as many units with your archers and mage as you can, they will probably die and you'll have your melee units left, who are most likely outnumbering your opponent's units. Now it's a piece of cake to finish your opponent off. The biggest counter to this is if your opponent uses Charge on a scout or archer to kill your archers. Using Chastise could help you escape from this, but not always. Archers are VERY weak against champions and shouldn't be used against them unless they can be killed in one shot, or of the archer will die no matter what.
- Units: 2-4 Archers or Mages, 2 Halberdiers, 1 Champion, and 1-3 Scouts
- Commands: Battle Cry, Vigilance, Chastise
This variant has more range than the basic set-up stated above. However most units have poor defence, and thus this strategy doesn't work for close-combat.
This setup uses at least 2-4 archers or mages, followed by about 2 halberdiers (a knight could also work, but halberdiers are cheaper). With the extra funds you could buy a champion and perhaps a few scouts for suicide missions. Keep the distance attackers out of harm's way but within striking distance. Your objective is to lure the opponent's troop to your side of the board where you can overwhelm it with rangers and halberds from a safe distance. The opponent will get wise to the tactic soon, but by then you will have a good defence and a slight advantage because you have likely taken out one of their pieces. This technique is particularly useful against Championeers.
Recommended commands are: Battle Cry for taking out knights and other halberdiers (but if you have a mage following your archer(s) you can use them to kill the halberdiers); Vigilance for a defence against other archers (this can be countered by Battle Cry); and Chastise, for binding pieces and allowing halberdiers and distance attackers to safe spot.
- Units: 2 Archers, 2 knights, 2 Scouts, 1 mage, and 1 Champion
- Commands: Charge, Battle Cry, Chastise, Vigilance
This variant is for taking out heavy infantry(the high-health units and high-damage units). However it has less ranged units and is weak at a distance. This setup works well against champion groups as well if you know what you're doing. Preferably the other team should go first. Use your archers to pick off the enemy long range units for as long as possible and then use them to lure people towards your group. Once people get close enough you have a wide variety of units to kill them with. If they boost the person that is close just use chastise and wait for the effects to wear off. you should be able to kill almost any unit with someone in your squad if you do this well. That way when they use chastise you have multiple other options. The setup should look something like this:
- Units: 2 Champions, 2 Mages, and another optional unit, such as a Knight
- Commands: Battle Cry, Vigilance, Regenerate
This setup uses only two champions, two mages and another optional unit, preferably a knight. In this offensive strategy, use the two mages to kill off approaching enemy units. Now use one of your champions and clear away the remaining units. You can even dispose of the enemy champion in one turn by using Battle Cry on your champion. You can use the other champion as backup, in case the other dies.
- Units: 3 Champions and 2 or more Scouts
- Commands: Battle Cry, Charge, Regenerate, Shield Wall (note that this depends on personal preference and the number of scouts placed)
One of the most common setups in Conquest, the Championeer build uses scouts with Charge in order to take down units with low HP like archers and mages. Three champions deal with the rest of the units, making the most of commands. Note that this build isn't well liked, and there have been calls by players to limit the number of champions in a setup down to 1 or 2 (sometimes they simply say no champ noobs or they simply resign).
Please note: Due to the update on 12 October 2010 when champion's health was reduced by 100, this method is much less effective.
- Units: 1 Champion, 4 Halberdiers, 1 Archer, 1 Mage, and 2 Scouts
- Commands: Charge, Battle Cry, Shield Wall, Chastise.
This setup is designed to be a counter to the Championeer setup. Your opponent will most likely Charge with a scout to kill either your archer or your mage, which is sacrificed. Then, if they use Stoicism, use Chastise. If not, move an archer or a halberdier up and kill the scout. Next turn, move your halberdier or archer up depending on which one you already sent. If they killed your archer, move up a second halberdier. Note that the mage is there to take out halberdiers, in case they don't use their champions, but they can also be used to help take out champions and scouts. They already have used Charge so you can advance freely with your halberdiers. Move one halberdier one space outside their champion's range so if he moves his maximum amount of spaces, he won't hit you. Keep your archer or second halberdier far enough that he can't run past your halberdier. By now you should have enough for Shield Wall and Battle Cry so move 4 spaces to your opponent's champion. Attack from two spaces away to avoid a counter-attack, and use Shield Wall. If he attacks you, you can kill him on the next turn and save Battle Cry. If he uses Shield Wall, move up your other halberdier and attack a different champion. Your opponent now has 2 champs down to 300 HP, has used up Shield Wall and doesn't have enough points for Battle Cry and Regenerate, so he can only try to save one of his champions. Now use Battle Cry and kill off whichever one he didn't protect. From there, it should be pretty easy to win. Just remember to play it safe, and make sure that your opponent doesn't use Charge and Battle Cry to kill your champion. If your opponent moves up one champion at a time, you can Chastise it and then kill it.
- Units: 2 Champions, 1 Archer, 1 Mage, 1 Knight, and 1 Scout
- Commands: Charge, Shield Wall, Battle Cry, Stoicism
This setup sacrifices a berserker champion for several other enemy pieces, successfully killing one/two champions and other strong pieces, leaving them with a tattered squad and you with another champion, a knight and at least a mage/archer/scout. Whether you start first or not doesn't matter. The army should be aligned like so:
First, move your archer 3 squares forward. Depending on which unit the opponent moves, follow the directions below.
Move either champion out four spaces. As the enemy's archer advances, send forward your scout as the enemy will no longer advance, and kill your scout. It's okay, the scout is only for fodder. Make sure the scout is in range of the archer, so that when the archer attacks he is 8/9 squares away from the champion. By now it should be your third turn.
Move your archer just beyond the mage's range (so there are eight spaces between your archer and her). If the mage retreats, try to lure them back out a little, but not too close so that they can attack. If the mage doesn't retreat, you are able to kill her, because an archer's range is farther than a mage's. Make this last until your third turn.
Move your scout six spaces ahead. The enemy scout will either retreat, do nothing, or move forward. If the latter happens, send out your archer to either push him back or kill him. If he retreats or does nothing, skip your turn. If your opponent puts forward a different piece, follow the instructions for that soldier. By now you should be reaching your third turn.
Do nothing and skip your turn. If the unit put forward is melee, move your archer in range to attack to either kill or weaken him. This, at least, will hold back the enemy's attacks.
By your third turn, continue holding back the enemy while putting either champion forward 4 spaces, if you haven't already. Make sure an enemy soldier with the command value of at least 75 is within the champion's range as you are able to use Charge. Do so, and attack the mage, archer or whatever it may be. By killing it, you have gained 100 or so command points. Do not use any other commands until your next turn.
The opponent may attack you, but if they do it doesn't matter. shrug off that blow and move into the opponent's strongest piece, most likely a champion. Use Battle Cry and kill the champion. If Chastise has been used on your champion, use Stoicism and kill another medium-strength soldier on your next turn. If not, you will survive another turn. If your opponent has a knight or another champion, use Shield Wall. If they attack, you have taken out another one of their soldiers. Play the next turns freely, trying to keep your champion alive and killing for as long as possible.
At the very best, this setup can kill the entire enemy team with one champion. If minimal soldiers were killed, especially if your opponent has Chastise, it's fine because you still have enough high-powered and varied soldiers left to win the game. This doesn't necessarily work against Championeers, so you can just resign as soon as you see them, because there is no penalty for resigning at the very beginning.
- Units: 2 Champions and 8 Scouts.
- Commands: Charge, Battle Cry, Regenerate, one more of personal preference. NO Vigilance!
This setup has two champions in the middle, with four scouts on each side of them. With all those scouts and Charge, you can easily kill off the mages and archers from nearly anywhere in a single hit. Battle Cry can be used to increase the damage of scouts to 300 HP, making it possible to take out stronger units such as halberdiers or knights from anywhere as well. Alternatively, Battle Cry can be used to take out the enemy's champion by using your own. The scouts make up your "sweep" team to take out the annoying archers and mages, while the champions make up the brute force of your attack. Stoicism is a good option for your fourth command, as it will enable your scouts to survive for another turn after they have run in for a kill. With Stoicism in effect, your scout will have 500 HP, enough to withstand an attack from almost any enemy unit, even if they are using Battle Cry. Also, in combination with Regenerate, your champions will be transformed into tanks capable of withstanding massive amounts of damage. Note: If you don't feel safe with 8 scouts, you can replace 1-3 with foot soldiers or knights.
Weaknesses: opponent's knowledge of fake bombard, footsoldiers
Variation 1 (Real Bombard)
- Units: 2 Champions and 8 Scouts.
- Commands: Charge, Battle Cry, Bombard, Chastise
This variation is most effectively used against championeers and other teams which have high-health units, to whittle down their health with bombard.
This relies on the same strategy as above, except makes use of bombard to take out problem pieces from afar. Even if the opponent uses three or more champions, charge and battle cry can effectively be used to take out half of a champion's health in one attack, and bombard allows you to take out very weakened champions in the later game. Use the scout's superior range and manoeuvrability to hide behind obstacles in the arena and keep them out of range of the champions, but keep them just in range yourself. Chastise can be used to keep back an invading champion. Generally, try to buy time while your bonuses recharge for a scout sprint attack. Keep the champions in reserve until the middle-end of the game as a surprise to the enemy. This strategy is subject to changes depending on the enemy's strategy, but keep in mind keeping your scouts out of range of opposing units until they can hit them hard with a battle cry.
This setup, originating from the release of the Conquest minigame, is considered the main option when there are 8 scouts and 2 champions on the field. What makes this setup very lethal is that almost any early offensive attack can be swiftly negated by scouts with cheap losses, but stalling will make this setup harder and harder to beat. (25 command points each) Although this setup has become somewhat outdated from its early years according to many experienced Conquest players, it is still a very powerful and easy to use setup against the somewhat inexperienced.
Winds of Stab and Death
- Units: 2 Champions, 1 Halberdier, and 7 Scouts
- Commands: Charge, Battle Cry, Shield Wall, Winds of Fate
This strategy is similar to the "Fast and Brutal" listed above, but Winds of Fate is brought in to give your Scouts the punch they really need, both to survive and to kill mercilessly, all the while denying the enemy a large amount of points to spend on their abilities. The idea is to starve them early game, in order to dominate late game.
Going second is always preferable with this strategy - it means you get to make the first charge, as you do not get any points on the very first go. You set up in a line, as far forward as you can - Scouts on the flanks, Champions and Halberdier in the centre. Assuming the enemy don't run full-sprint with a Scout, you move one Scout 3 spaces forwards. If you do get the first go, the same move is made, but you must be mindful that they will charge you first. However, you have nothing worth charging as soon as possible - they won't kill your Champions or Halberdier, and you'll just kill their Scout if he kills one of yours.
Keep doing this, lining up 3 spaces forward, making sure to stay out of the enemy Scout/bow range. If an Archer moves towards you, let them kill a Scout - you have plenty, and in order to kill a Scout, they have to move into stab range from one of your friends. Even if they blow a cooldown to save themselves, you're still set.
As soon as you can, Charge with a scout. Run all the way to his back line, and stab something to death - Archers and Mages are a perfect target. If none are available, then wait until you can nut someone with a Battle Cry. Early game, you want to be covering your Scouts with more Scouts. You want to force him to lose units - for every unit he kills, he must lose one himself. If something big and tough runs in - a Champion, a Knight with Shield Wall/Battle Cry/Stoicism, then leave him until he runs out of cooldowns, as long as your scouts are playing merry hell through his lines with Charge and Battle Cry, using Shield Wall to save them from dying if you've got a Battle Cry up. Just make sure your Champions are kept safe, as they're your sucker-punch while he's reeling. As soon as you get a chance, you kill his invader in one blow from either a Battle Cry'd Champion, if he's running you with a Champ or Battle Cry'd Knight/Foot Soldier, or a Scout, or your Halberdier on anything else.
The magic is that even though your Scouts will die, they'll be taking an even number of casualties - and your Scouts only cost 25 points a piece. Archer or Mage nets you an easy 100. Foot Soldiers, Knights and Halberdiers are all popped with Battle Cry.
What do you do with your massive point advantage over the enemy? Winds of Fate. Mid-game, normally you would have lost 2-4 Scouts, and your opponent would be down all his Archers and Mages, most likely his Scouts too. Once all your cooldowns are off again, you would have an abundance of points to spare. Once you have 300+ points, your mid-game is available.
First, making sure that you're within 12 squares of an easy target, you use Battle Cry on a Scout. Then you blow Winds of Fate, giving you the Battle Cry back. Then you Charge, and preferably kill a Knight. So long as you have 100 points left after that kill, you're set - if they lack a Knight or Archer/Mage, you may want to delay until you'll have enough points - 325 points available if you'll be killing a Halberdier, 350 for a Foot Soldier, etc. With your 100 points remaining, you use Shield Wall, making your Scout now immune to death via Shield Wall, or Bombard via Battle Cry.
Once your next turn comes around, your Scout can blow Battle Cry again with his last 75 points, netting him another kill. If he's disabled via Chastise, then you move another Scout into range of his units, saving your Battle Cry. He can only kill one Scout, and the other goes on killing.
In an ideal game, the enemy Champions will be the last to die. The easiest way to do this is with a Battle Cry on your Champion. If this is not possible or feasible, your Halberdier + a Scout, with Battle Cry on one of them will also suffice.
You can surprise the enemy champion by using Battle Cry, then Winds of Fate, Charge (to get close), Shield Wall. Then on your next turn you close in for the kill, using Battle Cry. This is very useful because it may potentially trick the enemy into thinking that you have wasted your Battle Cry. Be aware, however, that this costs 400 points to do - a number you generally won't have during a game, especially if you've used Winds earlier in the game.
Remember - support your own units, and threaten his, the whole time. With so many Scouts, and Charge + Winds, you will most likely have the upper hand in movement. For every Scout he kills, he must lose something more precious in return. With this set up, you have the capability to do so. You may lose two Scouts killing an Archer, but he just lost 100 points, and you 50. This strategy requires a player to have a mild amount of experience on the Conquest battlefield, as compromises, strategic changes and trickery will definitely have to take place in the heat of the battle.
This set-up can take down championeers, though more experienced championeers will still manage to kill you. It is advised that you immediately resign at the start of a battle if the enemy is a championeer. If you are against a similar set-up, its also advisable to resign as this strategy isn't very effective against itself, as Battle Cry and Shield Wall will become nearly useless, and the only useful Command you can use is Charge, but with the enemy also capable of Charge, this will become hard. Since both sides will be starved of points, Winds of Fate cannot be used extravagantly.
Health over Damage
- Units: 2 Champions, 2 Mages, 1 Knight, and 1 Foot Soldier.
- Commands: Stoicism, Charge, Shield Wall, Vigilance
This setup makes the most of low HP, long ranged units, and then finishing off with champions. Without Battle Cry or Chastise this tactic may seem weak against Championeers, but it works very well against them if you know what you're doing. The army can be aligned like so, but it is personal preference:
If your opponent uses scouts, you should start with your knight. Otherwise, start with either mage. Go near enemy units with your knight/mage and eliminate any of them, preferably long ranged ones, which you can kill in one hit. By now you should have more than 100 command points from killing units. If you used your knight, cast Shield Wall on it. If you used your Mage, cast Vigilance. End your turn now. If your opponent attacks your unit, it will most likely die, and you'll get points. Next turn, use Stoicism if needed, if, for example, your opponent uses Vigilance on a unit you want to kill, and kill one more unit. If you can use Vigilance, Stoicism, or Shield Wall for your knight, use it. Your unit is not likely to die in your opponent's next turn, so you will be able to eliminate one more unit in your turn. Using this strategy, you can kill up to 5 enemy units, giving up one of your own. After your berserker dies, use either another mage, your champion, or your knight, if still alive, to try to finish off your opponent. There are no specific tactics after your berserker is dead, but you should use the commands to maximise your health, thus letting one of your units to stay on the field for much longer, even if it normally has low health.
It's a Trap!
- Units: 1 Champion, 1 Knight, 1 Archer, 2 Mages, and 5 Scouts.
- Commands: Battle Cry, Stoicism, Charge, Shield Wall
This strategy consists of more defensive, hit-and-run style attacks. The army should be aligned like so:
The object is to use your scouts to lure the opponent into using Charge to get to one of your scouts. You can then use another one of your scouts to get to the unit that just used Charge (without using your Charge). The opponent will likely not be able to reach you during their next turn - if they can, just reset the trap. You've got 5 scouts to use as bait - so long as you have one left over to actually do the dirty work. Once you have your scout into position, you should be able to charge to your opponent's champion if they have one. If not, go for the units with 300 HP, preferably knights. What you'll do is Charge to the unit you're attacking, then use Battle Cry and Shield Wall. This will allow you to attack (and potentially kill) the unit you're targeting. If the unit is not killed (a champion), it will recoil back 100 damage (because of Shield Wall). On your opponent's next turn, they will likely Chastise you if they have it.
Sometimes, people will attack the Chastised scout, thinking that it cannot do recoil damage. The scout has 200 HP remaining, and can take a maximum of only 100 because of Shield Wall. If they do not Chastise you, use Stoicism on the scout and proceed to attack any unit with 100 HP, preferably a mage. If they did Chastise you, just use Stoicism and end your turn. They will still be unable to kill you with anything, unless they use their Battle Cry, which is a drain on their points and leaves them having to cool down for 5 turns - a major setback. If they don't decide to kill the Scout, you're free to attack the champion again, bringing it to 200 HP - within killing range for your mages. After this point, most of the "bait" units (e.g. archers and scouts) will have been removed from the opponent's team. Their champion should be severely weakened, if not dead. Now, you are free to use the exact same tactics with your remaining scouts, then the mages - rinse and repeat. Use the knight for defence, and the champion to clean up any leftover messes.
The archer can be switched - possibly for another scout and a halberdier, or just another mage if you are worried about your opponent ignoring your bait and taking out your mages first.
If you encounter a team with 2 or more champions, you will not have a very good chance at winning. Resignation is penalty-free, as always at the beginning of the game.
One less Champion for Bombard
- Units: 1 Champion, 2 Halberdiers, and 2 Mages (1 mage can be replaced with an archer), and 2 scouts.
- Commands: Bombard, Vigilance, Charge, Battle Cry
This setup replaces one of the usual two champions in a team for bombard, which can be very useful for taking out 100 life point units like scouts. Not very useful against championeers, but very good against all other teams. Depending whether you go first or second, follow instructions below:
If you go first
Move your mage out, the opponent will most likely respond by moving a scout or archer forward, if they move a scout, move your mage forward just out of the scouts range, next turn, move a halberd out and cast vigilance on the mage, use your mage and halberd to take out other enemy units, when they are dead, use another mage/halberd combo, and use bombard to take out scouts or archers, clean up with your champion.
If they send out an archer, do not move your mage, instead move a halberd up to your mage, if your mage dies, kill the archer with halberd and move a scout up next to the halberd, begin to fight with you other mage, clean up with champion, halberdier and your last scout.
If they go first
Your opponent will most likely move a scout or an archer forward, respond with a scout, if they have a scout or archer out, wait until your charge is ready and charge opponents scout, next turn, your scout will most likely be killed, leave it there, and move halberds up and fight with them, once they are killed send out your champion and mages to clean up.
- Units: Two of each of the following: Archer, Champion, and Scout. Note that the Archers may be replaced with Mages for more damage versus teams with Champions.
- Commands: Chastise, Battle Cry, Stoicism, Regenerate Note that Chastise may be replaced with Charge if it is so preferred by eliminating one of the scouts.
This strategy focuses on using the Archers or Mages combined with Chastise, Battle Cry, and Stoicism to both be lethal weapons at range and also to protect them from attacks by pieces close up; however this strategy also focuses on Scouts being used as suicidal attackers in the early stages of the game.
- If you are using Chastise: await your opponents to come within range of either your Archers or Scouts, then unleash your attack.
- If you are using Charge: attack your opponent head-on at the beginning of the game, using your Scouts to attack longer-range targets of your enemy's.
- Remember that when an opponent's troop is defeated, you gain Command Points. Use these to increase the lifespan of your suicidal Scouts by using Stoicism and Battle Cry to live through anything and everything that your opponent can throw at you. Literally! A Champion using Battle Cry can only hit 600, while your Scout with Stoicism and Battle Cry has 700 life points!
If everything has gone your way this battle, you should end up with a somewhat weakened enemy lacking in long-ranged pieces. This is exactly what you desire, for your next stage of the attack:
- Use your Archers or Mages, whichever you chose, to snipe off your enemy's melee pieces one by one. The Archers or Mages may be used as suicidal pieces, however it is nice to spare them when possible so that you can use your longer ranged pieces to assist your Champions in the "Cleanup" stage, attempting to use your Champions to clear the board of your opponent's pieces.
- Remember that the only real reason to use Regenerate here is for your Champions; all of your other pieces have too little health for it to be wasted on.
- Also remember that your Champions are vulnerable to Knights, Mages, and Halberdiers of the enemy team: even with only 100 life points gone, they can be killed by these pieces if they use Battle Cry!
Formation should be as follows:
Note that this is the row closest to the enemy squad, the "front" row if you will.
- Units: 1 Champion, 2 Archers, 2 Mages, and 5 Scouts
- Commands: Charge, Battle Cry, Stoicism, Chastise
This setup is built for the sole purpose of killing of any enemy before they can possibly get into range to kill you back. The drawback to it is that the majority of units here have only 100 health so a single mistake could cost you your entire formation.
The first step is to move your scouts forward, within 12 paces of your opponent's archers or mages. If their archer moves forward to support, move your own one within range so you can take it out if they take out your scout. Up to 3 scouts can be deployed in this ready position. Count your opponent's Command points carefully to make sure their scouts never have the chance to use charge. If their scouts move forward within striking distance, let them kill your scout, and use the chance to bring another scout forward into the 12-square range, unless they are able to charge, in which case you should sacrifice your scouts to kill them off.
The top priority is to keep at least one archer and one mage alive'.
Once you can, charge with your scout and kill one of their archers or mages, and immediately use stoicism on your scout, so that nothing can kill you back without using battle cry. If your scout survives, kill another archer or mage if you can, or another scout, or if you have enough Command points to use battle cry, do so and kill off a knight. If your scout is chastised, move one of the reserve scouts forward 6 paces so that regardless of what they do, they cannot possibly guard against both of them. At this point, your opponent still will not have enough Command points to use Bombard for the first time.
If your opponent uses chastise or battle cry, their Command points will be very low at this point, so they cannot eliminate your second scout since they won't have enough to use charge.
Once all your opponent's scouts are down, move your archers and mages forward. Kill all halberdiers with the mage, and against knights, foot soldiers or champions, attack using the archer first and kill the unit with your mage once it moves forward to attack. If anything uses stoicism, chastise it and bring another mage/archer forward to provide fire support. If the champion moves forward, dock its health using the archer and kill it on the next turn with a battle-cry enabled mage.
Because your archer is attacking first and dealing 100 health, players will generally not use Regenerate against you, so you should almost always be able to kill off their champion in the next turn.
Optimally, nothing will be able to advance without first being attacked once by your archer, and having 2 mages to support means that even if one is chastised, the other can still provide the kill.
Vigilance is meaningless against this strategy as you should be able to out-range easily anything that attempts to attack.
Should the opposing champion ever manage to come within 8 paces of your champion, charge to kill it off. It can be useful to position your archer such that when the other champion charges to attack it (because it should never be reachable without using charge), it will exactly come into the 8 pace charge range of your champion.
The only setup that will be able to prevail consistently against the Glass Cannon strategy is one with at least 4 scouts and 3 halberdiers, as halberdiers are the only unit available that can effectively outrange an archer. Most other setups include too many knights or champions, which are especially weak against this setup. Thankfully, almost nobody ever uses the scout-halberdier formation so you should be able to win against virtually everyone you play against. However, three champions attacking together can be a worry due to you using battle cry on the first, your champion on the second and the third able to run riot with your mages and archers until you have battle cry again, which may well be too late, especially if they have regenerate (which most champion-heavy setups do).
Always be mindful of the recharge rates of your opponent's Commands, their Command Points and their units' charge ranges. Winds of Fate and Bombard may make it difficult to guard against an opponent's attacks, but again, almost nobody uses either of them.
Wrath of Bombard
- Units: 1 Champion, 6 Scouts, and 3 Halberdiers (one may be swapped out for any 100 troop if using chastise)
- Commands: Battle Cry, Charge, Stoicism (or Chastise if wanted), Bombard
This setup is built to devastate your opponent through aggressive commands. The only downside is that the number of command points needed to do this is high, as bombard does not reward you when you kill enemy troops. For this reason, when possible always finish the enemy off with a troop and not bombard. Bombard should be used for initial damage only, unless you plan on killing something from far away. It is well advised to only use bombard when needed and not just simply using it when you have 200 command points available. Wrongly using bombard could cost you the game.
The Bombard Difference
Champions: People only think of killing a champion with battle cry as the only way. But this is where bombard has ultimate use, the decrease of 100 hp. To take advantage of this, we use the elitist troops (the champion and the 3 halberdiers) to surprise opponents completely. With your lone champion, it is possible to kill the other champion in two ways; with use of either battle cry or bombard. The cost of each are 75 and 200 respectively, or 150 and 275 with charge. With halberdiers, there is a completely new way to kill champions. With battle cry and bombard, champions fall victim to halberdiers, due to the fact that halberdiers have extra range. This tactic costs 275 points but since charge will most likely be used, the total cost is 350, without counting the 200 you get from killing a champion.
Knights & Foot soldiers: It is recommended not to use bombard on these as just a simple battle cry/champion attack can kill them. But if you absolutely must, bombard and a single hit from a halberdier can finish these deadly 300 hp troops off.
Archers & Mages: People tend to kill these with bombard. It would seem like a great strategy, but the 200 command points down could be your downfall. Do not to kill these if they are not playing a part in the game, as the command points are wasted. The only 2 times where killing these is efficient is when either they pose a threat in the game, or you have enough command points to not risk the game to it (300-400+)
Scouts: Do not kill these with bombard. Since scouts are a meager 25 points, 95% of the time they will not be your target. There are 3 times when you can kill these; when they are the only troop your opponent has left, when you have 1000+ command points and you have nothing better to use it on (i.e., archers or mages) or the scout is blocking your way to a caged champion. (Gaining time through not killing the scout with the champion and using it to kill the other champion instead, killing the scout with bombard, may win the game sometimes).
Halberdiers: As these have only 200 hp, it is able to knock them down to 100, allowing anything to knock them out. The scouts can have the most advantage out of this since the other troops can already kill it in one hit anyway.
What to do with your troops
Scouts: These are the main attackers. With 6 of them, it is rare an opponent can defeat them all, and can be deadly in the end when 1 or 2 survive, with the added power of bombard. What these do in the beginning is move forward out of an archer's range ( 9 squares ). If the opponent offers to give up a scout for one of yours, do so, but after killing it use stoicism if you have it, or chastise if only one troop can kill your scout. Unless your opponent has chastise, you get more out of the trade. With battle cry and bombard these deal 400 damage, a good amount, but not enough to kill a champion.
Champion: What you do with this tough guy is simple. Kill all in your path! With Bombard these guys can kill 2 champions alone, leaving your hallies with a good game ahead of them. Use stoicism or defend yourself with chastise if you are chastised or are without defence, because you only have one of these!
Halberdiers: As stated above, these are good for killing enemy champions, using battle cry, charge and bombard. Weak as they seem, the offensive capabilities of these things are amazing and not to be underestimated.
This strategy can counter regeneration by mostly killing in one move, and can destroy unsuspecting champions. It is also a smart plan to economise command points, for bombard is a very costly strategy!
- Units: 1 Halberdier, 2 Mages, 2 Archers, 2 Scouts, and 2 Knights
- Commands: Stoicism, Battle Cry, Charge, Shield Wall
This strategy requires careful use of scouts at the beginning.
If they go first: This is what you want, as you get command points first. If they send in an archer or mage, move your scout just out of their reach. Then wait until you have enough points for charge, then strike the archer or mage. Then use stoicism. This will make it so that they
1. Waste a Battle Cry
2. Wait, and let another archer/mage die.
If they wait, quickly send your scout to kill another mage/archer. If they don't have any, kill scouts, or hit a champion. If your scout is still alive, use Battle Cry and Shield Wall, as you can get yet another turn to hit them. Once that scout is killed, either send your other scout and repeat or send your troops to try to eliminate as many champions as possible.
If you go first: This is sometimes tricky, as they sometimes charge your range units, still try to use your scouts. They will probably die more quickly than if they went first, however. This is more reliant on your mages and knights to get rid of champions and archers.
- Units: 2 Champions, 3 Halberders, and 5 Scouts
- Commands: Battle Cry, Charge, Chastise, Shield Wall
This is a well rounded setup used by many and is good against many strategies. The scouts are used to take out archers and mages, and sometimes a knight with battle cry, and you can put three together to tempt an archer and not fall to chastise. Halberders are deployed to take out other halberders and to safely whittle a champion's hp with shield wall. The champions are used to finish things off late in the game. The strategy is simple, yet it works well. Some players even call this setup "Classic Pro."
Halberder Hedge (HH)
- Units: 4 Halberdiers, 1 Champion, 2 Knights, and 1 Scout
- Alternative unit setup: 5 Halberdiers, 1 Champion, 1 Knight, and 2 Scouts
- Commands: Battle cry, Charge, Chastise, Stoicism
- Alternative commands: Battle cry, Charge, Shield wall, Stoicism
- Third Alternative unit setup: 6 Halberdiers, 1 Champion, and 3 Scouts
This is a general counter unit setup and is useful against the default set up and many mixed unit setups, including two Champion setups. It is least effective against setups with 3 Champions, but this varies depending on the skill of the players involved and whether Regeneration is available to your opponent. Regeneration hampers the effectiveness of this battle strategy.
Without Battle cry or the Halberdier already being injured, Archers, Scouts and Foot soldiers all need two hits to kill a Halberdier. Halberdiers can kill Mages, Archers, Scouts and other Halberdiers with one hit. Halberdiers also have a two square range giving him a advantage over other melee units. Halberdiers can be used to weaken a foot soldier, Knight or Champion by 200 health at no immediate risk to himself leaving the assaulted unit rather vulnerable to other attacks. Vigilance is useless on a melee who is being targeted by a Halberder. This something that many players forget or overlook. Also, uninjured Helberdiers can take a Bombard without dying. With your other unit setup, this makes Bombard much less effective in general as only one unit on your team can be killed by Bombard, and they would be spending 200 Command points to kill a Scout.
No matter what move your opponent makes or if you go first, move up a Halberdier. Left side or right side Halberdier depends on were your opponents troops are. When your next turn comes around, move up another Halberdier one-two squares away from the first. Be on the look out for enemy Mages, if your opponent went first, you will be 25 command points ahead of him, and may be able to use Charge on your Scout to take out the Mage. Once that is done, move up a third Halberdier close to the others. This makes a triangle of defence, no matter what your men are covered. If one is killed and the other Chastised, there is one more capable of action.
Although three Halberdiers is pesky and annoying, it is all the better to have one of your Knights in the middle, then another off to the side. Over lapping pain. Knights can take out any unit in the game besides Champions not under a command with one hit. Under Battle cry, Knights can kill a normal Champion. Or, you could move up your Champion with them. Another Halberdier may be substituted for the Knight or Champion if one wishes to hold the "big guns" in reserve.
Always make sure you move up your units together, I like the triangle formation but a line works as well.
Value him, but expect your Scout to die rather quickly. Just make sure his sacrifice is worth it. Taking out a Mage is useful with this setup as they are a Halbadiers bane, but you could use them to kill a Knight (with Battle Cry used on the Scout, obviously)or weaken a Champion, depending on personal preference.
I personally prefer to save the Champion for moping up, and as a reserve, but you can use him as a hard hitting first strike and then sweep up the leftovers. However sending out the Champion will most likely cause the opposing player to focus all of his/her commands on taking out that one unit, which could be use to your advantage if one is shrewd enough, or it could lead to you losing a substantial amount of your teams fire power.
For the alternative unit setup seen above the approach is basically the same but you now have different options. With alternative powers your strategy will require more changes.
Shield Wall VS Chastise in the Halbadier Hedge setup.
Now, never minding the debates of Shield wall VS Chastise in other areas, this section just focuses on how they compare to each other in this strategic setup.
Chastise is a very helpful command.(as they all are, in their proper situation) It is very cheap to use costing only 50 comand points, matching it with the cost of using Vigilance and Shield wall. Currently Chastise has the second shortest reset time of all commands, 3 turns,(along with Vigilance) it can prevent any damage to your units by freezing the marching enemy soldier in his tracks. Of course, it can only work on one unit at a time and so it can become somewhat less useful as the game progresses and the two opposing teams mix up together. Its main drawback however, is the fact that once your opponents force is down to one unit, it is a useless power unless you are fighting an inattentive player, in which case you may be able to trick them into thinking their last unit is Chastised. But such happenings are few and far between. Chastise and allow you to move up another unit in your triangle (or line) approach to the enemy.
Now Chastise must be contrasted with Shield Wall, a common alternative command to Chastise for the HH setup. Shield wall can be greatly annoying when you have a hard hitter at your disposal, for no amount of fire power may do more then 100 LP of damage to a unit under its protection. It is best used on Champions and Knights. But it too has drawbacks, its reset time is 2 turns longer then Chastise, 2 turns can mean the difference between winning and losing a Conquest match. Its secondary and not as worrisome weakness is that it is useless on any unit(not under a LP boosting command)with only 100 LP. Bombard is sort of the bane of Shield wall, as it can allow up to 200 LP's of damage to occur to your Shield wall protected unit. Shield wall is still quite useful to use on Halbadiers, as the cost of killing a Halbadier under its protection is far greater then the CP reward your enemy would reap from it.
Both powers have their places, consider what is written here and decide for yourself which is your favoured command.
Outrange and Outplay
- Units: 6 Scouts, 2 Halberdiers, 1 Mage, and 1 Champion
- Commands: Charge, Battle Cry, Chastise, Bombard
This is a balanced setup which can also kill off Championeer setups. It should be set up right in the middle in a square. 5 Scouts are on the top and edge. The 2 Halberdiers are on the bottom corners. The Mage is in the bottom middle, and the Champion is in the centre. The last remaining scout should be on the very edge of the board on the side to surprise inattentive players.
Against a Championeer setup: When facing a Championeer setup, the top priority is to kill off the Champions first. First off, you camp. Alternatively, you can set up a Halberdier into position to kill off a Champion with Charge and Battle Cry. However, this would cost a total of 350 Command Points because of bombard. When you camp, build up enough points to get a battle cry and bombard. When a champion comes into range, kill them off with a bombard first, and then a Mage or Halberdier attack. If a scout is killed, you can kill a champion with only Battle Cry. But the reason that you bombard first is that you don't get points for killing a troop with bombard. Attack with the unit last. When you kill the Champion, rinse and repeat. If they have scouts left over, you can bombard them if and only if you have extra points left over. Otherwise, just mop up and destroy them.
Against a normal setup: Use the Scouts to kill off Knights, Mages, or Archers, with Charge (and Battle Cry in the instance of a Knight). The Halberdiers can be used to take out other Halberdiers or Champions with Bombard. The Mage should stay back to defend, as it is flimsy when out in the clear because of its 100 health. The Mage is also good for killing Champions with Bombard as well. It is imperative that you protect the Mage, because if it is killed, you lose a valuable Champion killer, and the other person gets 100 Command points. The Halberdiers are there to protect the Mage in the beginning. The Champion should be saved for cleaning up the board.
Progressing through the game: Assuming you haven't lost any pieces, you should move your scouts on the middle edges to the sides of the other scouts, so all 6 scouts line up. The Halberdiers should be next to the Champion and the Champion and Mage should stay still. This way, it's easy to defend the Halberdiers and Mage from Scouts that are Charging, because you must be in a straight line with them to get near them and attack. A Champion can be easily dispatched this way. If the Champion uses Stoicism, Shield Wall, or anything like that, use a Chastise on them. If in the case that they use Stoicism, and you Chastise, with them using Shield Wall, hit the Champion with a Scout and finish off with a Champion attack if possible, or a Mage or Halberdier attack with Battle Cry.
- Units: 4 champions
- Commands: Regenerate, Chastise/Shield Wall/Vigilance (choose from personal preference)
Just destroy everything. This is a very strong setup, but if not used correctly, you will most certainly fail.
- Units: 3 Archers, 3 Mages, 2 Scouts, and 1 Knight
- Commands: Chastise, Battle Cry, Charge, Vigilance
Position alternating Archers and Mages, with a scout on each end, and a Knight in the middle. Lash out with your Scouts first, using charge and battle cry until they're dead. Then take your Mages and Archers, and advancing them in pairs, kill what remains. You can easily kill anyone under a Champion by Archering them, then when they advance, Mageing them. When fighting Scouts, count nine spaces away from the scout and put your Archer there. On your next turn, move your archer 3 spaces forward and attack. for other archers and mages, use yours to spread them out, then chastise and battle cry with your knight or scouts (if you're at the beginning). For Champions it is extremely important that you keep your Archers and Mages together. That way, you can shoot them with Archers from a distance. When they charge to get you, make sure you've vigilanced your Mage. When they go for your Archer, on your next turn battle cry and attack with your Mage. If, for whatever reason, they attack your vigilanced Mage, battle cry your archer and shoot him, as he will now be at 200 life. Save your Knight for herding, trapping, and killing the Archers and Mages. If you still have him at the end of the game, chances are the remaining people are going to be Archers and Mages. Your enemy will naturally be putting all of their commands into them, so wait until you get an opportunity to chastise (if they have multiple people left) and charge. Before then, stay 10 spaces from Archers, and 9 from Mages. If your enemy has charge, stay 13 from Archers, and 14 from Mages. Unless they make a mistake, you will not get an opportunity to attack like this, so be careful with your Archers', Mages', and Scouts' life. If you administer this setup correctly, you can easily win with only losing your Scouts and Archers and Mages equal to your opponents number of Champions. If you attempt some last hope sort of thing, you will be destroyed. Keep in mind that all but your Knight can be killed by a single hit.
"I AM THE WARRIOR!!!"
- Units: 3 Champions
- Commands: Charge, Stoicism, Regenerate, Battle Cry
Exactly as stated in the song (Warrior by Disturbed), this build focuses on Invincibility, Power, and Fear. When used correctly, it will most certainly make your opponent give up. This strategy is perfect for all players, no matter your experience in the game. This strategy has only one weakness: Traps. As long as you've studied the rest of the Wikia page, you should be able to tell when your enemy is trying to reel you in to their side so that they can ambush you. Do not, by any means, get close to a huge group of the enemy's characters. You will surely die.
This strategy focuses on the use of only one of your Champions. This is why the title says "Warrior" instead of "Warriors". The other two Champions are your reserves in case anything goes wrong. Each of your reserves will be in the two back corners of your side. Your main Champion will also be in the back row, but will be in the centre of the row. This is the most basic and efficient setup. As this strategy requires a volume of Command Points, be sure to skip turns or move one or two spaces now and then so that you can get CP before confronting the enemy.
Though Champions are powerhouses, this is a DEFENSIVE strategy. Because you can get hit easily by rangers and mages, hide behind the various obstacles on the board. These long-ranging enemies will be forced to move around the obstacle to attack you, allowing you to get them while they are far away from most of the enemy's forces. It is suggested to go ahead and use Battle Cry and/or Stoicism when attacking any of these enemies, as that way you won't have to use Regenerate all of the time since your original HP won't be decreased. Use CP sparingly, however, as Regenerate costs 150 CP and you may need it when you least expect it. Since Regenerate fully restores all HP, you can keep your one Champion alive and fighting if you manage your CP correctly. DO NOT attack any enemy that is further away from you than any other enemy. Only attack an enemy if it is in front of the other characters on the board and so close to you that you can take it out without being taken out by another enemy. You shouldn't have to worry about Scouts most of the time. If they attack you, you should be able to either counter attack them to death or do so along with using one turn and no commands to end them afterwards.
Patience is key to this strategy. Although each enemy you defeat will give you CP, you must watch out for Cooldowns no matter how much CP you have. Though you can sacrifice one Champion to give the others a break or advantage, you should not do it just because there is no other option. Play smart. Don't be risky. Also remember that Charge should only be used to get to enemies that may destroy you if they get to you first. This strategy is NOT a rush strategy nor an offensive one. The main idea of this strategy is to intimidate your opponent into quitting. Though you can probably defeat them anyway, you may lose your own patience if the game goes on too long. Do not let this happen.
Though your main Champion dying is rare, it's not impossible. If that Champion dies, pick one other Champion and use it the same way you used the first one. Keep the last Champion still in reserve just in case, as long as you haven't sacrificed it out of necessity. Remember these three points: 1) Have patience. Gaining CP is extremely important before defeating any enemy. Be wary of how you defeat your enemies and move back if ever your CP are in jeopardy. 2) Play smart. Cooldowns are your bane in this strategy. Your enemy may figure this out and use it against you. This will most likely involve traps, which you should always avoid. Do not let their high-hitters or long-rangers gang up on you. 3) Stay healthy. Make sure your main Champion is always healed and powerful. In a battle of Battle Cries, you should be able to come out victorious as long as you've been taking care of your Champion and commands. Keep your reserves out of the game, healed, and ready in case you need them. Do not use any reserve unless your current Champion has somehow died. With the three points above in check, you should never lose. Remember, though: Research is everything. Make sure you've read and studied the rest of this page.
- Units: 8 Halberders and 2 Scouts
- Commands: Battle Cry, Charge, Stoicisim, and Shield Wall/Chastise
- This is like the championeer setup, just use 1 halberdier and rush with protection commands. Halberdiers are good for this as they only grant your enemy 75 CP when killed, and can outrange archers. Use your scouts to kill any mages in the beginning. If there are none, move up halberdiers. If you are facing a championeer and you have shield wall instead of chastise, NEVER let a champion into your main base where all your reserve halberdiers are stored, as that is the downfall to your game. This layup is consistently good on pretty much anything. If champs have regenerate, do not use battle cry unless it will kill the champ that turn. This strategy is weakest to lots of mages (especially more than 2), or championeers, as a champion with battle cry will go through a halberdier with stoic, and a champion will go through a hallberdier with battle cry.