Please be aware that from 7:00 CET on January 28 (10:00 pm PST 1/27), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 5 hours.
Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.
For North American players that still wish to have their characters transferred to the Eagle Range (NA East) server, please be aware that the last opportunity to do so is fast approaching.
There will be a penultimate transfer during scheduled maintenance on January 28, with the very last batch of characters due to complete the move on Thursday, February 25. If you’ve been holding off on your journey east, now is the time to book your place. February 25 will be your very last chance to make the change.
After being successfully reintroduced as a Free Battle map, Hidden City has returned to the Siege rotation. Just bring up the Battle screen in-game (press ‘J’) to join the matchmaking queue. You can then check out the guide below while waiting to join the fray.
Hidden City
History
There is some logic to the idea that if you give somewhere an unattractive name, no one will want to go there. However, there will always be a determined minority, with resources equal to their curiosity, who will try to seek it out. Hence why Hidden City quickly became a popular destination for conquering warbands, rather than the quiet backwater town its citizens hoped it would remain. Unfortunately, by the time an effort was made to rechristen the settlement, it was too late and the name had stuck. Only the occasional sandstorm is able to obscure the city these days.
Scouting Report
Hidden City maintains a low profile that should be easy to defend. Its wide battlements can accommodate large numbers of troops, all with unobscured views of the featureless terrain beyond and the uncomplicated layout within. Once the outer wall is breached, both sides should be able to reinforce and counterattack almost at will, promising intense battles with quick and decisive outcomes.
General Tips
The main gate is relatively well defended for a Siege map, so be prepared to switch your attention to the flanks at a moment’s notice. Taking or holding point A is a key objective for both sides, so broadening the front line may be necessary for the attackers.
The straight streets are surprisingly good terrain for all unit types, including cavalry. Just because you need to be direct in your attacks, doesn’t mean the defenders will play to the same script. Just when you think a control point is about to become yours is when it’s most likely to slip from your grasp. Remain mobile!
The attack is going to be focused on progressing from point A to B and then to C in a fairly direct route. The inner terrain will help such an advance, but equally, it allows the defenders to direct lightning-fast counterattacks. Both sides will need to harass the enemy with mobile units to maintain or suppress the main flow of the attack.
Update 25/01/2021: Article has been updated to show that a level of Influence is required to attack AND defend capitals.
13/01/2021: Battles for regional capitals are returning! Throughout Season VI: Scourge of Winter, we will continue to host these epic Territory War battles across Stage 4 and Stage 5. New to this season, all accessible regional capitals will remain in play during Stage 5, even after the core capital is open for conquest.
The ability to wage war for control of regional capital, as well as the season’s core capital, is dependent on an alliance’s ability to amass Influence prior to mounting an attack. In order to defend or declare war on a region’s capital, an alliance must have 3,000 Influence in that same region. To subsequently battle for control of the core capital, an alliance must have amassed 4,000 Influence (from fiefs across Ostaria, in the case of Season VI).
Accessible regions and the designated core region will change from season to season, depending on its lore, timeline, and themes. However, aside from the status of a region’s capital in separating a season’s champions from the runners-up, the only fundamental difference between the regions is that all core region fiefs (Ostaria for Season VI) will award alliances with 30% more Influence than those in other regions.
To defend or declare war on...
An Alliance requires...
Control of the city bestows...
Turul Város (Stage 4 and 5)
3,000 Influence from fiefs in Ungverija
1,000 Influence
Reginopolis (Stage 4 and 5)
3,000 Influence from fiefs in Anadolou
1,000 Influence
Augolia (Stage 5)
4,000 Influence from fiefs in Ostaria
DECLARING WAR AND COMMENCING AN ATTACK
Without the required levels of Influence, an alliance cannot declare war on a capitol. The only circumstances in which an alliance can fight for a capital otherwise is to aid in its defence or if a battle in which the alliance was able to join is already underway. If the alliance subsequently loses a battle that reduces its Influence below the required amount, it will no longer be in a position to declare war on the capital.
There is a strict order in which alliances that successfully declare war on a capital city will be allowed to fight for its control once Territory War preparation is concluded:
Alliances will be ordered from high to low depending on their Influence (regional or total, depending on the capital being targetted).
If alliances have equal Influence, those that declared war first will take precedence.
Following this order alliances may contend for the capital.
The ruling house of an alliance will always be placed first in the attack order.
Once a battle is underway, the order of attack can only be changed under the following circumstances. In all cases the house or alliance will be placed last in the attack order:
If an alliance fails to launch an attack within three minutes after gaining the ability to do so.
If an alliance fails to successfully occupy the city.
If an eligible house successfully declares war against the city while Territory War is in progress.
If for some reason a house is removed from the attack order and is subsequently able to rejoin.
IMPERIAL RESTORATIONISTS: IN DEFENCE OF THE REALM
Members of Imperial Restorationist forces (Cohorts and Legions) cannot declare war on a regional capital, only fight to defend those that have yet to be taken by a player alliance. Once a city is occupied by an alliance, it can only be targetted by other alliances. Access to capital city battles is further limited to Imperial Restorationist ranked Decanos or Patrol Leader and above.
One benefit of defending a regional capital on behalf of Imperial Restorationists is that Unit Kits are not consumed in the course of a battle.
SOME GREAT REWARDS
Controlling regional capitals and, more specifically, the core capital, is what separates the victors from the vanquished when eventually a season comes to an end.
For the leader of an alliance’s ruling house to secure the nobility rank of Hegemon, and the leaders of the alliance’s other houses to receive the nobility rank of Chamberlain:
For the leader of an alliance’s ruling house to secure the nobility rank of Monarch, and the leaders of the alliance’s other houses to receive the nobility rank of Chief Justiciar:
They must be members of the alliance that controls the Core Capital when the season ends. The alliance must also command a total Influence of 8,000 or more (disregarding any Influence gained from regional capitals)
They must be members of the alliance that controls the Core Capital while having LESS than 8,000 total Influence (disregarding any Influence gained from regional capitals)
OR
Must be a member of an alliance that controls a regional capital when the season ends. The alliance must also command an Influence of 5,000 or more from that same region.
Liege leaders that are awarded the nobility rank of Hegemon or Monarch (it’s not possible to attain both or multiples of either) will also receive regal attires in keeping with their status and the themes of the recently-concluded season. Officers and other alliance members who took part in the season’s climactic battles and remain members during the close season will also receive rewards for their effort and achievements. As with nobility ranks, alliance members will not receive multiple rewards for taking multiple capitals - only the highest level of reward will apply. These rewards will be announced in detail at the end of each season.
Finally, with great rewards come great responsibilities: The occupier of a capital city will receive a tribute to reflect its economic and social importance, in return for which all players will continue to enjoy full access to its goods and services. Unlike other fiefs, the owner of a capital city will not be allowed to install upgrades and change permissions that favour one group of players over another. Even under occupation, capitals are the hub of each region and must retain some autonomy.
Whether you have been following the origins, movements and devious machinations of Bob the Imperial, or have no idea what we’re talking about, you’ll want to know this: the authorities have approved rewards for the hot-footed heroes that help to track him down.
Simply approach the on-duty Community Manager to be given a cryptic clue as to Bob’s last known whereabouts. You’ll find your first contact standing with the Watchman at the main entrance to Turul Város.
The Community Team will be online from:
EU1
January 25
18:00 CET
EU2
January 26
18:00 CET
EU3
January 27
18:00 CET
EU4
January 28
18:00 CET
NA West
January 29
18:00 PDT
NA East
February 1
18:00 PDT
Once you’ve deciphered the evidence, make haste until contact with the suspect is made. Others will be on the trail too, so the quicker you are, the better your chance of a reward!
Each day, the first five players that track down Bob the Imperial will receive a Fate of Theseus pack. 525 Sovereigns will be awarded to the next 20 players that complete their investigation. Once all the winners have been registered, the event will end.
If you need further encouragement, consider the sorry plight of Jack. Poor, poor Jack.
Used to patch up units, acquire resources, and improve siege capabilities, Bronze is something you can never have too much of in Conqueror’s Blade. You can often have too little though, which we’re here to help with over the new few days!
You can now earn a 15% bonus to all Bronze income from matchmaking battles until 23:59 server time on January 25. So, if you need to invest in new unit kits, or just need to increase your savings ahead of a new campaign season, this weekend might be a good time to get some battles in!
Two classic Field Battle maps have been reintroduced after some time away. They are Combat Arena and Grassland Assault, and they join the matchmaking rotation from today, January 21. If you’re unfamiliar with either, simply read on!
Combat Arena
History Combat Arena is a purpose-built training ground, nestled between the sites of two great military academies that once vied for imperial favour. At the end of every academic year, their graduates would stage a fierce battle to decide which of the colleges would lead the empire’s next intake of officers. Unfortunately, while both institutions have long since perished, their bloody tradition persists as the arena continues to attract eager warriors with little cause to fight for.
Scouting Report A stockade surrounds a perfectly square arena, with entrances at opposing corners from where the two sides enter. Aside from its near-featureless symmetry, what distinguishes the map from other Field Battle arenas are raised platforms that lead into the centre, upon which ranged troops can be stationed and protected. These also provide quick routes into the heart of the battle, rewarding those that react quickly to what’s going on around them.
General Tips
Capturing points A or C (preferably both) is, of course, a necessity, but do not be deceived into defending them too deeply. Taking and holding point B in the centre of the map should be your priority. Then, charge out to capture or reinforce the other point as and when the right opportunity arrives.
The arena’s flat and open layout makes it difficult to station ranged units effectively. The platforms either side of the raised centre offer obvious staging points, however, as do the steps that lead up to point C.
Cavalry can make use of its mobility despite the limited space, but also face grave when so many players rely on pike and spear units to advance and hold the line. Use the wider channels to navigate the map, thus avoiding the central melee, so you can find a favourable angle of attack.
Grassland Assault
History
Local legend says that the old keep at the centre of this peaceful landscape was commissioned by a warlord eager to tax the local farmers working the most fertile land in the province. Greed eventually provoked the locals into an insurrection that undermined the keep, in revenge for which the warlord is said to have cursed the soil with his dying breath. Whatever the truth in the story, no crops have grown since, nor has the keep been rebuilt. However, the echoes of unrest are often heard from the valley, as passing warbands spar for fleeting dominance.
Scouting Report The site for Grassland Attack would be idyllic, were it not for the two military encampments at either side and a row of capture points cutting the map roughly in half. In the centre is the ruined keep, to which most pathways lead, but the higher ground to the north and south is where any battle is won or lost.
General Tips
Despite comprising a small group of crumbling outhouses, both point A and point C are easily defensible thanks to their elevation and limited access. Troops can keep watch on the valley below and, if need be, reign fire on an approaching enemy.
The old sandstone keep at point B offers little tactical advantage, aside from shielding intentions and troops. However, there is rocky outcrop between A and B that makes for a perfect rallying point from which to defend the north side of the battlefield.
Remember you only need to control two capture points to unlock the enemy encampment and press home a final attack!
Snowstorm is a new PvP mode that has just blown in as part of Season VI: Scourge of Winter. Accessible via the Battle Interface (press ‘J’), it’s set across terrain where only one control zone is capturable at a time. Your team needs to secure it before the focus switches to another part of the map, or maintain the highest progress towards its capture when the battle timer runs out.
Snowstorm encounters are intense with a fast turnaround. However, in order to claim victory over the other team, you need to win at least two out of three consecutive rounds.
One notable restriction that you can join a match alone or as part of a pair, but groups within each team can be no larger than two players.
To aid mobility, the map is populated with tamed horses (approach and press ‘F’ during the match), giving riders more speed and endurance over regular mounts. Certainly, if you want to enjoy Stormstorm, you’ll need to be quick, as there’ll be a change of weather at 9:00 CET (00:00 PDT / 03:00 EST) on February 8 that will make Snowstorm unavailable.
See you on the Snowstorm battlefield (before February 8)!
Available now via the in-game Store, the MILITARY TRAINING BOX contains 15x Unit Medals and 5x 1-Battle Super XP Cards. Inside you’ll also receive a Military Training Box Charter, a new item that allows you to claim an extra three Unit Medals and three 1-Battle Super XP Card PER DAY for a week. That adds up to 36x Unit Medals and 26x Super XP Cards!
Once the Charter is used up, you can acquire a new one by picking up another Military Training Box, up to a maximum of one per seven days (per account).
The Military Training Box is currently available from the in-game Store for 490 Sovereigns. Check it out before the 43% discount ends!
Please be aware that from 7:00 CET on January 21 (10:00 pm PST 1/19), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 6 hours.
Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.