King's Court [Finished]

Talk about all things related to Conquer Club

Moderator: Community Team

Forum rules
Please read the community guidelines before posting.
Post Reply
User avatar
Donelladan
Posts: 3716
Joined: Tue Mar 03, 2009 8:48 am

King's Court [Finished]

Post by Donelladan »

Image

Mapmaker :
Art & Concept - Kabanellas
Code - chipv


Introduction to the map


Every family member has direct access to the King’s four Counsellors. These high placed advisers will lend some special abilities to the noble family that better knows how to use their influence on them. They will also grant access to the King.

The King is the most important character/region on map – He can one-way assault any Castle. Gaining power over the Noble families and reverting their Castles to the State.

Classification
Classification
Difficulty : extreme
Territories : 161
Features :
Starting Positions
Starting Neutrals
Bombardments
Killer Neutrals
Auto-Deploy
Adjusted Reinforcements
One Way Borders
Basics
Basics :
1 to 4 players you start with 2 castles and 2 nobles.
5 to 8 players you start with 1 castle and 1 noble.

Castles and nobles are connected to each other, therefore they can attack each other and fort each other.
Nobles can one way attack any of the 4 counsellors : Lord Chamberlain, The Duke, The Bishop and The Field Marshal.
The counsellors can one way attack the King.
Around each castle there are 2 villages, one knight, one catapult, one archer and one catapult.
Nota bene : when I speak about regions by giving them a letter A,B,C,D,E,F or G, it means that is the one next to the corresponding castle. For example catapult D3 is the catapult next to castle D. Knight C5 is the knight next to castle C.


King : 7 killer neutral (= will revert to neutral if held at the beginning of your turn). The King can one way attack any castle.

Lord Chamberlain : +1 auto. Give +1 bonus for each noble.

The Duke : Give a +1 bonus per 2 knights. Can bombard every "K" knights (= can bombard every knight that is not next to a castle).

The Bishop : +1 bonus per 2 villages

The Field Marshall : +1 bonus per catapult. Can attack every "S" archery ( = every archery that are not next to a castle).

Village :
give a +1 bonus to deploy

Knight :
+1 auto-deploy.
Knights cannot attack castles.
Knight has a range and can attack up to 3 territories away directly.
Each 2 knight will give you +1 bonus to deploy per castle : 2 knights 1 castle = +1 // 2 knights 2 castle = +2 // 4 knights 2 castles = +4

Archery :
+1 auto-deploy.
Archery can bombard everything in a range of 2.
Archery can only conquer other archery, can conquer other archery in a range of 5.
Archery S1, S2, S3, S4 and S7 are elevated and therefore can only be attacked by other archery and the field marshal, or bombarded by trebuchet, but are otherwise invisible.

Catapult :
+2 auto-deploy.
Can only conquer trebuchet, otherwise only bombard everything in a range of 3.
One way assault trebuchet in a range of 5. ( = can always reach nearest trebuchet).
Trebuchets are killer neutral 3. Trebuchet can bombard everything in a range of 4 ( = they can always reach closest castles.)


Basic strategy :


If no trench :
Very fast games. You should rush your opponent(s).
First regions to take are villages and knights.
Some knights can offer extremely fast attack routes to some castles.

Most common ones are :

Castle C / Knight C5 / N27 ( can be attacked directly from knight C5 because of the range of 3 of the knight)/ D2 or village D1 / castle D.
Castle D / Knight D4 / N55 / Village E2 / Castle E
Castle F / Knight F1 / N63 / Village G4 / Castle G
Castle G / Knight G5 / N64 / F2 / Castle F
Castle H / Knight H5 / N49 / G3 or village G2 / Castle G

From castle B and F, it can be better not to take the knight next to the village :

Castle B / Village B5 / N04 / Knight K3, then K3 can attack village C2 or C6.
Castle F / Village F4 or F3 / N65 / Knight K6, then K6 can attack village E2, or E6. - F3 is 1 neutral while village F4 is 2 neutral, but the village gives a +1 bonus.

Those are the best attack route especially in 1vs1 and when some castles are unoccupied : 2, 3, 5, 6, 7 players.
They are better because you can see 2 villages without being visible, so you may know the position of your opponent without revealing yours.

Then some castles are quite bad to attack, castle A and castle E. When you have 2 castles ( less than 5 players) then mainly deploy on your 2nd castle if one of them is A or E.

If trench :

Catapult become key territory. Strongly depends on the settings (1vs1, multiplayer or team game) but taking catapult archery and regions not bombardable by trebuchet are your priority.
1vs1 - no trench
1vs1 - no trench

Each player start with 2 castles so there is 4 castles occupied and 4 castle empty.

First step : choose from which castle you want to attack and only deploy on that castle.

With your second castle ( from which you will not attack) use auto deploy to take some bonus.
-> Sometimes it is interesting with your 2nd castle not to take villages/knights in the first rounds in order to hide your presence :
For example you have castle E, and your opponent may be in castle F, in this case you may not take your villages so that if your opponent take K6 he doesn't know you are here. In this case take village and catapult from castle E.

-> It can be also interesting to keep some regions as a protection. For example from castle D, do not take your knight D4, because if there is someone in castle E, he could take castle E/ Knight E3/ N45/ Knight D4.
Not taking knight D4 force your opponent to take a 4 neutral if he want to take that path.
Other examples, not taking village H2 from castle H to prevent attack from K1 or N24 if someone is on castle A.
Not taking village G4 and knight G5 from castle G to prevent attack from castle F.

(!) Attention :
1)if you do not find your opponent quickly or if the games last long even after you find each other, it is always interesting to take those regions you did not take at the beginning from your 2nd castle.
2) Always decide based on your drop and dice whether you want to keep defensive neutral or rather take the bonus next to your castle. There is no rule.

So, now that you know what to do with your "2nd castle".
With the first castle, on which you deploy all or a large majority of your troops, check nearby castle by taking knights, using quick attack routes defined in the basic strategy.
If you take one castle of your opponent quickly you won the game in 99% of the case.

If the castle you checked is empty. Depending on your position, you can either quickly check a 2nd one, or start gathering bonus by taking villages and knights. Never waste troops and time taking the empty castle itself.

For example, you had castle B, took village B6/N08/Knight K3 to attack castle C. Castle C is empty. You can take village C6, knight D5, and then go to castle D.
Or you can decide to take villages C2, C6, V3, and village B1 from your castle.

----------------------------

I advised you to focus on knights and villages, what of the other regions ?

Counsellors : Totally ignore them. They are useless in 1vs1 game. If your opponent take them you should take them back though. Therefore, also ignore the king. NB : don't forget to fort troops from the nobles towards castles or other regions since you won't be using them to take counsellor.

Catapults : Can be taken from the secondary castle. Usually don't take it with your primary castle, the auto deployed troops can be better used forted in the front line. If the game last because you did not find your opponent in the first rounds, and both of you have gathered a lot of villages and knight, it might be interesting to take a catapult then a trebuchet to destroy efficiently a lot of bonus for few loss.
For examples you have castle A and B, and started by checking castle C, then you took many villages and knight in this area. In the same time your opponent has castles G and F, went to check castle E and took many villages and knight in this area.
For you, taking Catapult D3 can be interesting to efficiently bombard E and F areas.

Archery : Some players in 1vs1 use an alternative strategy to the rush through knights and villages, they focus on archery and use their bombarding power as well as their hidden position ( S1/S2/S3/S4 and S7) to destroy opponents bonus efficiently. More difficult to use that the strategy I described above, and riskier if your opponent find you fast enough. Otherwise, you may mainly ignore archery in 1vs1 game.
1vs1 - trench
1vs1 - trench

While in 1vs1 no trench you want to rush the castles of your opponent, in 1vs1 trench you want to find empty castles.

In 1vs1 you may develop both castles, not one exclusively.
First you can either take a knight then village if you think you want to "quickly" (nothing quick in trench) check a neighbouring castle or a catapult. But if you don't take catapult round 1 you must take it round 2. Both catapult for both castle have to be taken very quickly.

Some castle are better placed than other to bombard.
Catapult B3, can take either treb T2 or T1, and can therefore bombard 4 castles. Same for catapult F.
Catapult A6 is the only catapult that can be bombarded by a trench, making it the less interesting catapult, and making castle A the worst starting position in trench.

In 1vs1 trench you want to take quickly the catapult of an empty castle. Giving you then control over a castle and possibility to bombard 1 or 2 more.
Information is also capital, if you have a castle in a corner, A, G or E, there is only 2 catapult that can bombard you, if you can make sure none of them can, then you may develop safely. And you should grab the catapult of those neighbouring castles pretty fast.
Try to identify which area are safe and develop there quickly.

In 99% of the case, do not even try to conquer the castles of your opponent. His catapults will probably smash you using attacker advantage. Your objective is to grow everywhere your opponent can't bombard you.
And to use your catapult to bombard your opponent regularly.
Team game no trench
Team game no trench

2vs2

Like in 1vs1, it is all about rushing opponent position, but here all castles are occupied.
Stack one castle, choose wisely which one. If you have choice between several interesting attacking position, consider possibility to continue your attack after the 1st castle you took.
Example :
You and your partners have H, F, A and B.
H could attack G but then your stack can't continue to attack in the following turns because F is yours.
F could attack E then D but taking D can be difficult as explained earlier, and when you are on D it is quite difficult to take D.
B could take C, then, D, then D.
I would probably choose to stack on B.

And do not take too many regions with the others castles, especially try to identify which castle is more likely to be attacked and do not take any regions from it. It would only give easy bonus, easier path to your opponent, and weaken yourself.

Attacks are often made round 2. Everything else is similar to 1vs1 strategy.

3vs3

Basically same than 2vs2, but 2 empty castles, so there is part of luck whether you find empty or filled castle first.


4vs4

Like in 2vs2, every castle is occupied. Attacks always happen beginning of round 2 and can sometimes happen end of round 1 with the 4th player of the team.
Contrary to 2vs2, once you took one castle you eliminate someone, making it more important to attack first. And if you are attacked, do not try to counter the one attacking you ( probably impossible anyway if you stacked where you should) but move forward to eliminate someone in the opponent team as well.

Stacking 1st player to start or 4th player to go can be interesting to try to be the one attacking first, but where you stack should mainly be decided by the drop. ( castle easily attackable, possibility to continue after the 1st one.)

There is sometimes the alternative strategy to stack where you think the other team will attack you. Because they have to go through minimum 6 neutrals on 3 regions before attacking someone, this strategy can also be a good one.
Team game trench
Team game trench

In 1vs1 trench you have to expand quickly trying go find empty castle and take catapult nearby.
In 2vs2 and 4vs4 all castles are occupied so no empty castle to find out.

Relatively rare but if you have one castle which can't be bombarded ( usually one castle in a corner if you have the 2 neighbouring castle, for example you and your partner(s) have A, B and H, then A can't be bombarded) then with the castle that can't be bombarded, expand quickly and don't bother taking the catapult at the beginning. Use your deploy mainly on the castle that can be bombarded to take their catapult and start bombarding fast.
Having a castle that can't be bombarded is quite lucky and should end up with you winning the game in 2vs2 or 4vs4 trench.

If every castle on the map can be bombarded, start by taking catapult. In 2vs2 you have to choose which one of your 2 castles first, take the one that can bombard the most castles.
In 4vs4 each player should try to take his catapult first. Then start taking bonus ( villages/ knights or archery) that cannot be bombarded. For example knight B2 can never be bombarded whatever the drop. Some regions cannot be bombarded depending on the drop.
Then you may take bonus that can be bombarded but try to let 2's on them not single troops, and don't expect to keep them.

Usually trying to expand too much isn't a good idea.
Some team may try to make a stack on a noble to then take counsellor then king and castle. ( king is killer neutral). I do not recommend this strategy in 2vs2. More feasible in 4vs4 but you need to have the possibility to take the castle of an opponent that then can't be bombarded by his partner or they'll save him from elimination by bombarding the stack you moved on their castle.

The win usually comes after a while of bombarding each other, and then moving forward, on a weakened position of your opponent. I recommend using archery so that if you take archery of an opponent castle and keep it one turn you can bombard everything in the area. Some try to move using knight, I find it more difficult.
Last edited by Donelladan on Fri Mar 05, 2021 4:52 am, edited 6 times in total.
Image
User avatar
JBlombier
Posts: 1435
Joined: Mon Jun 04, 2007 5:47 am
Gender: Male
Location: Gouda

Re: King's Court [Draft]

Post by JBlombier »

I can't comment on the strategic correctness, because I hardly know the map. But man, did you write an awesome guide here. Very easy to comprehend, yet it has a lot of depth. I don't like the map, but you might've persuaded me to give a try using this information.
Nice!

- JBlombier
Image
loutil
Posts: 786
Joined: Fri Feb 11, 2011 2:40 pm
Gender: Male

Re: King's Court [Draft]

Post by loutil »

Well done piece.
One correction:
You wrote this: Castle F / Village F4 / N65 / Knight K6, then K6 can attack village E2, or E6.
It should read Castle F/ F3 / N65.
F3 is a neutral 1 while the village is a neutral 2. This is a rush attack so the extra deploy for the village is not worth wasting the troops to get it.
Image
User avatar
Donelladan
Posts: 3716
Joined: Tue Mar 03, 2009 8:48 am

Re: King's Court [Draft]

Post by Donelladan »

Hum except in 4vs4, I would usually take the village T1, and attack T2, so I always go through the village (I don't play much 4vs4).
I will give the option.
Image
loutil
Posts: 786
Joined: Fri Feb 11, 2011 2:40 pm
Gender: Male

Re: King's Court [Draft]

Post by loutil »

Donelladan wrote:Hum except in 4vs4, I would usually take the village T1, and attack T2, so I always go through the village (I don't play much 4vs4).
I will give the option.
This is a fast attack situation. Why would you decrease your odds of success and attack a 2 instead of a 1? It could easily take 11% or more of your probability of success.
Image
User avatar
Donelladan
Posts: 3716
Joined: Tue Mar 03, 2009 8:48 am

Re: King's Court [Draft]

Post by Donelladan »

Because I will have +1 troops to deploy for many turns, told you before.
I understand your point, I think in 1vs1 it won't matter much which one you take, but I agree that in 4vs4 it is probably better to take your way. For the other settings I dunno.
Image
loutil
Posts: 786
Joined: Fri Feb 11, 2011 2:40 pm
Gender: Male

Re: King's Court [Draft]

Post by loutil »

Donelladan wrote:Because I will have +1 troops to deploy for many turns, told you before.
I understand your point, I think in 1vs1 it won't matter much which one you take, but I agree that in 4vs4 it is probably better to take your way. For the other settings I dunno.
My last comment on this. Of course it matters. This is probability we are talking about. Example: you have 14 on your castle. Your enemy has 4. My way = 1,1,1,1,1,4 which is a 64% probability roll. Your way = 2,1,1,1,1,4 which is a 52% probability roll. The first KO is the most important play on that map. You cannot afford to give up 12% probability to a good player as that will likely be the difference between winning and losing over time.
Image
User avatar
Donelladan
Posts: 3716
Joined: Tue Mar 03, 2009 8:48 am

Re: King's Court [Draft]

Post by Donelladan »

loutil wrote:
Donelladan wrote:Because I will have +1 troops to deploy for many turns, told you before.
I understand your point, I think in 1vs1 it won't matter much which one you take, but I agree that in 4vs4 it is probably better to take your way. For the other settings I dunno.
My last comment on this. Of course it matters. This is probability we are talking about. Example: you have 14 on your castle. Your enemy has 4. My way = 1,1,1,1,1,4 which is a 64% probability roll. Your way = 2,1,1,1,1,4 which is a 52% probability roll. The first KO is the most important play on that map. You cannot afford to give up 12% probability to a good player as that will likely be the difference between winning and losing over time.
Your example, 14 on the castle, it's a 4vs4 situation, in which I said, I agree with you, it matters, and your path is better.

In a 1vs1, you'll never have 14 on your castle, first turn you'll take the village only, 2nd turn you will go to the knight, 3rd turn you will attack. Therefore turn 2 and 3, you'll have that +1 deploy from the village. If you lost 2 troops on the village it doesn't change anything to take your way or my way, but if you lost 1 or 0 troops to take the village, my way give you more troops on your attack. And ofc on the following turn the village will keep giving the bonus.

In 1vs1, best case is you attack the castle turn 2, and I'd say even with perfect dice until the knight, it is in 99% of the case better to wait for turn 3.

For 2vs2 and 3vs3, it has to be considered. In 2vs2 I'd say you probably right as well. In 3vs3 there is also the possibility of empty castle, in which case you'll be happy to have that +1 troops deploy on the long run.
Image
User avatar
Dukasaur
Community Team
Community Team
Posts: 28280
Joined: Sat Nov 20, 2010 4:49 pm
Location: Beautiful Niagara

Re: King's Court [Final Check]

Post by Dukasaur »

I would disagree with Difficulty = extreme.

Maybe above average, sure, but not extreme. Probably not even in the top decile for the site.
“‎Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
User avatar
Donelladan
Posts: 3716
Joined: Tue Mar 03, 2009 8:48 am

Re: King's Court [Final Check]

Post by Donelladan »

I am not the one making that decision

classification of the map difficulty is here : https://www.conquerclub.com/forum/viewt ... 1&t=213879

topic speaking about it is here : https://www.conquerclub.com/forum/viewt ... 1&t=213940

just so you know, there is only 3 level, basic advanced and extreme.
Image
User avatar
Donelladan
Posts: 3716
Joined: Tue Mar 03, 2009 8:48 am

Re: King's Court [Finished]

Post by Donelladan »

This guide is officially finished.

But still accepting remarks and comments.
Image
Post Reply

Return to “Conquer Club Discussion”