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Feudal War - Strategy

Postby Coleman on Tue Jan 01, 2008 11:52 am

While it's great fun slaughtering people in 1v1 Feudal War I'd like a few more harder games so I thought I'd give people a better idea of what they should be doing.

First Turns:No matter what game type you are playing go nuts on your first turn. There is always at least 20 neutrals between you and your closest opponent and those little +1 for every 2 territories add up a lot over time. You should get as many of them as you can as quickly as you can. If your opponent is dumb enough to make a go at you chances are almost 99% his forces will be so crushed you can rush down his little line of 1s and have another castle your next turn.

(Special Note: Keep in mind it's +1 for every 2, pushing yourself for 5 or some other odd number is dumb. If you have 3 or 4 left and the next number is odd just wait a turn.)

After That: Once you have everything in your starting territories except the 10s it's usually a good idea to pick a village and go for it. The best one to go for is pretty much top down. (Rhu then Fol then err, that other one) Don't try to compete with an opponent over villages if you have more than one option.

Late Game: Now that you've done this you should start building up near your borders. Don't break your own neutrals though, wait for their patience to wear out, or for your chances to be so good you can afford to rush through to them. Often they are still attacking weird random things at this point or exhausting their armies on neutral 10s for no apparent reason. If your forces are double theirs it's nearly always a good idea to make a push.

(Special Note: Never ever forget that castles can bombard their entire realm. Don't leave any extra armies in their area during a siege if you don't take the castle. You get enough people every turn you can afford to siege again with just your drop.

Profit:Eventually you should win. There is more to it then all that, but that's the basics.
Last edited by Coleman on Tue Jan 01, 2008 12:44 pm, edited 3 times in total.
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Postby lord voldemort on Tue Jan 01, 2008 11:58 am

its like u made it
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Postby Blitzaholic on Tue Jan 01, 2008 12:14 pm

thanks for ruining my game plan :lol:
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Postby Coleman on Tue Jan 01, 2008 12:36 pm

It's okay, most players don't read the forums. :lol: And I've left out what to do if someone else is trying this and a bunch of other stuff.
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Postby dominationnation on Tue Jan 01, 2008 5:35 pm

thanks coleman. Now I can beat you next time You challenge me
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Postby gimil on Wed Jan 02, 2008 7:59 am

Colemans strategy is a little flauded.

To start out you should,

-only take 1 terr within a kingdom (that means one in each kingdom for 2 player)

-fort everything onto your castle next turn you still have a path out of your castle with the auto deploy. By the end of your secons turn you could have most of the kingdom with penty of troops left.

- always leave at least 1 set of 10's, if you do this is also means you should leave 1 of the 2's as well.

But thats all im sharing :)
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Postby Coleman on Thu Jan 03, 2008 1:22 pm

I disagree with the first move, and this is a perfect example of why gimil and I need to rematch.

The castle's auto deploy can bombard everything, so there is no real reason your whole collection of armies needs to be bunched together with it. I like to have a main force and use my castle force first to wittle down the 10 I want to go through with my main force.
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Postby daydream on Tue Jan 08, 2008 1:02 pm

interesting, my tactics are different entirely, and i am 13-1 on that map...
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Postby Easy n Dirty on Mon Jan 14, 2008 1:02 pm

How do you win? I just finished a trun where I now control all 6 castles yet the game is still going on. I was under the impression that to win, you had to simply control all castles, not necessarily eliminate the other players.

I was under this impression because clear as day across the top of the damn map it says "Victory is gained by conquering all castles". :?
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Postby browng-08 on Mon Jan 14, 2008 1:08 pm

Easy n Dirty wrote:How do you win? I just finished a trun where I now control all 6 castles yet the game is still going on. I was under the impression that to win, you had to simply control all castles, not necessarily eliminate the other players.

I was under this impression because clear as day across the top of the damn map it says "Victory is gained by conquering all castles". :?
Well, you can't lose now, can you? :P
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Postby Easy n Dirty on Mon Jan 14, 2008 1:15 pm

browng-08 wrote:
Easy n Dirty wrote:How do you win? I just finished a trun where I now control all 6 castles yet the game is still going on. I was under the impression that to win, you had to simply control all castles, not necessarily eliminate the other players.

I was under this impression because clear as day across the top of the damn map it says "Victory is gained by conquering all castles". :?
Well, you can't lose now, can you? :P


I can and I will - another player has 53 armies on one spot and is about to cash for another 45 or so armies and then he will inflict alot of pain. In fact I'm probabbly gonna lose because I deployed and attacked in a manner specifically to grab the 6 castles.
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Postby browng-08 on Mon Jan 14, 2008 1:17 pm

Well, with most (all?) objective maps, you have to hold it for a turn.
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Postby Easy n Dirty on Mon Jan 14, 2008 1:53 pm

browng-08 wrote:Well, with most (all?) objective maps, you have to hold it for a turn.


What other objective maps are there?
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Postby cena-rules on Mon Jan 14, 2008 2:01 pm

age of realms might and magic
19:41:22 ‹jakewilliams› I was a pedo
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Postby Edward on Wed Jan 16, 2008 3:02 am

Before taking on the 10s, is it best to wait until your attacking force is greater than 10 and stop once your attacking force is weaker than the defending wall.

I ask this because I seem to remember that your odds are better when your attacking force is superior to the defending one (something about having an extra dice?) The problem with this is that it would take a lot longer to break out of my kingdom. Is it better to just keep crashing my attacking army down to 1 until I break through?
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Postby EmperorOfDaNorth on Fri Jan 18, 2008 1:56 am

I don't get any of this.

Is there stuff going on on this map that's different from regular CC Risk?

If I understand correctly, the game starts out with some neutral territories having 10 (TEN!) armies on them??

I never play this map and I never play 1 on 1.. The gain from a 1 on 1 game simply isn't enough to make it worthwhile IMHO, and they can and do take just as long as a 6-8 player Freestyle that can give you dozens of points.
Alex..? Alexander the Great, my Commander, what's wrong? Did someone leave you negative feedback again?
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Postby TheTrust on Fri Jan 18, 2008 8:49 am

I've been taught some strategies on the Feudal War map.

This is an email message sent to me when I asked about feudal map to my mentor.

You start with just 1 castle, and from there you expand, there are neutrals in the forms of 2s, 4s, 10s 6s, 8s etc...

Logically you have some strategies you can consider....

a) Feeding on the 2s to grow in numbers and recieve more men, eventually taking on 10s.

b) Attacking the 10s early hoping to bring them down and break out into the nearest village very fast (which will, like a castle gives 5 per round, give you 3 per round)

c) Taking the 2s and setting up an ambush inside your wall of 10s. If escalating cards you can get a set early and not play it until values are high enough. Most players will not take on 10s to early, if they do it will be to break out of their own 10, not do it to attack another player's 10 right away.

My trainer adopted a strategy of setting up an ambush near villages. Say you start in the Imperial or Barbarian castle (lower left and lower right) upon breaking out of a neutral 10 you have to take on the neutral defenders of "Yer" village. The army being as sizeable as it is, its sometimes worth it to just start building men right behind it. Let the other player who is 80% of the time thinking of taking the same village take it.

After they take it they will have few men to defend it, and will likely be forced to reinforce it with men from their castle. If that happens, you can overwhelmingly deploy men to attack the village on your next turn and then follow a trail of 1s into the opposing players castle (most of the time, sometimes they dont leave it vulnerable.


Another small tip:

Try to avoid leaving any sizeable remainders of men in an enemy's kingdom if you cant take it next round. Otherwise their castle will be able to attack them.
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Postby gimil on Fri Jan 18, 2008 8:55 am

I assume this is for fog on seetings?
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Postby Easy n Dirty on Fri Jan 18, 2008 11:00 am

I've played 6 or 7 games now on this map, I like it alot, but...it seems to me there's a definite advantage to being placed on the northern side of the river. You only have one opponent to contend with early in the game (as opposed to three opponents in the bottom half, assuming a 6-man game), and if you prevail in that battle, then you can accumulate just a huge amount of territories virtually uncontested. Having a neutral 10 on both sides of the 2 bridges makes going between the upper and lower halves pretty difficult, esp early in the game, or even later in the game if it's flat rate or no cards.

I realize that we all have an opportunity for input via the map foundry process, and so it's my own fault for not participating in those forums, but I think this map would be better if there were one or even two more bridges across the river, without the foreboding 10s on either side. I love the concept for this map but am beginning to think there's an imbalance early on if you can get placed in the upper half.
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Postby gimil on Fri Jan 18, 2008 11:15 am

Easy n Dirty wrote:I've played 6 or 7 games now on this map, I like it alot, but...it seems to me there's a definite advantage to being placed on the northern side of the river. You only have one opponent to contend with early in the game (as opposed to three opponents in the bottom half, assuming a 6-man game), and if you prevail in that battle, then you can accumulate just a huge amount of territories virtually uncontested. Having a neutral 10 on both sides of the 2 bridges makes going between the upper and lower halves pretty difficult, esp early in the game, or even later in the game if it's flat rate or no cards.

I realize that we all have an opportunity for input via the map foundry process, and so it's my own fault for not participating in those forums, but I think this map would be better if there were one or even two more bridges across the river, without the foreboding 10s on either side. I love the concept for this map but am beginning to think there's an imbalance early on if you can get placed in the upper half.


there is no where viable to palce the bridges
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Postby Easy n Dirty on Fri Jan 18, 2008 1:38 pm

gimil wrote:
Easy n Dirty wrote:I've played 6 or 7 games now on this map, I like it alot, but...it seems to me there's a definite advantage to being placed on the northern side of the river. You only have one opponent to contend with early in the game (as opposed to three opponents in the bottom half, assuming a 6-man game), and if you prevail in that battle, then you can accumulate just a huge amount of territories virtually uncontested. Having a neutral 10 on both sides of the 2 bridges makes going between the upper and lower halves pretty difficult, esp early in the game, or even later in the game if it's flat rate or no cards.

I realize that we all have an opportunity for input via the map foundry process, and so it's my own fault for not participating in those forums, but I think this map would be better if there were one or even two more bridges across the river, without the foreboding 10s on either side. I love the concept for this map but am beginning to think there's an imbalance early on if you can get placed in the upper half.


there is no where viable to palce the bridges


Lake Minitello 1 to Northern Plains 6? Or perhaps do away with the river altogether and insert a bunch of 1s in it's stead?
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Postby Coleman on Fri Jan 18, 2008 2:11 pm

I don't like that, and I haven't seen the top castles win more than the bottom ones in my games.

That said, I'm going to be running some stats soon on all finished 6 player games to see which castles won and to see if there may be an imbalance.

If there is this may be corrected with some neutral value changes, but I doubt we would change layout.

EDIT: Also, gimil's tactic is superior to mine. He beat me pretty well.
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Postby happy2seeyou on Fri Jan 18, 2008 2:18 pm

I played this map fot the first time last night in 2 speed fog games.... 6am rolled around and I was almost ready to go again lol. Was very addicting.
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Postby Blitzaholic on Fri Jan 18, 2008 5:40 pm

did you win?
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Postby PLAYER57832 on Fri Feb 08, 2008 10:15 am

Easy n Dirty wrote:How do you win? I just finished a trun where I now control all 6 castles yet the game is still going on. I was under the impression that to win, you had to simply control all castles, not necessarily eliminate the other players.

I was under this impression because clear as day across the top of the damn map it says "Victory is gained by conquering all castles". :?


You have to keep them until your next turn .. then you will automatically win. (same applies, by-the-way for gaining Sanctuary in the Realms set).
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