lazy-loading-responsive-images domain was triggered too early. This is usually an indicator for some code in the plugin or theme running too early. Translations should be loaded at the init action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/gdol2014/public_html/wp-includes/functions.php on line 6131The post 10 Tips: How to get 5 kills (X kills) in a row in Conqueror’s Blade? appeared first on DolyGames.
]]>These quests need X amount of kills one after another, which means that if your hero dies the counter is reset to zero. So if you killed players 20 times in one battle but died every 3rd or 4th time you will not get a single point for the “5 kills in a row” quest.

When you are the attacker and taking the last point to win the game, very often the enemy heroes will, in desperation, run onto the point ahead of their units just to stop the capture.
This is the perfect opportunity to get many kills because your hero is there together with your unit and your allies with their units while the enemy is just throwing themselves onto you for slaughter just to win a few seconds of capture-prevention.
If you have higher-tier Javelin units (Sergeants + Imperials or just one with more careful management) then you can dedicate the game to running around and sniping enemy heroes with your javelins.
As hero supporting the javelins you could either take Longsword to support heal them or Musket/Bow for the bomb/explosion to pinpoint or finish off the enemy hero supporting the javelins.
If you have units with Cover Commander skill (Spear Sergeants, Imperial Shields, Men-at-Arms) then not only you can support the battle but also, in parallel, you can hunt enemy heroes to get your kills.
This works good with Poleaxe for example whereby you cc enemy hero with your skills and your units are right on top of you providing the damage output which you are missing.
There are 2 reasons for Cover Commander:
This is a “more expensive” option, but you can setup a Ballista (or even 2 to get a faster shooting output) and focus on sniping enemy heroes from relative safety who may be busy defending a point.
The placement / location of the installation is extremely important to:
I personally do not like this option because one would need to do this multiple times to complete the quest which would cost a lot. But if you have a lot of silver or want to get this quest done fast this could certainly be one of the faster options.
You could setup your entire Warband with charging units (Imperial Pikemen have the strongest infantry charge) and bulldoze over enemy heroes – good opportunities can be capture points where multiple may be fighting to capture or defend.
For this:
If you have the unit you can use Rattan Rangers cavalry exclusively to run around with the only purpose to hunt down enemy heroes.
While it may seem you are not supporting the battle you actually are because when you kill the hero then his/her unit retreats and it takes longer and longer for them to respawn supporting your team to win the battle.
If you have strong and experienced cavalry units then you can play Field battles exclusively and simply run over any weaker hero avoiding any difficult fights with higher tier units.
While this may be a more “chicken” way of playing it can certainly help complete the quest at least.
If you have the Imperial Pike Guards – they have a unique ability to Advance onto the enemy. You can use this when capturing points or defending when there are multiple enemy heroes on the point.
Their Advance will kill everything in front of them so if used properly (and in combination with your hero – use a PvP weapon) this can help get multiple enemy hero kills.
If you have the Pavise Crossbowmen you can focus your efforts on managing them (also called babysitting) – if you place them well they can not only kill multiple enemy heroes but also units.
It is important for this to also careful manage their shields. You don’t want any one of them to die so you would need to protect them with their shields if there is a risk of enemy ranged unit, but at the first opportunity you need to switch quickly to maximize damage output.
As you need to babysit this unit (too expensive to lose them) it is better that you use a hero / weapon which “forces” you to stay near them. This can be, for example, a Longsword to heal them or Glave/Poleaxe if you are playing very aggressive and need to hold off enemy hero/units from hitting them.
Last, but not the least, is a simple but important phrase “Stop Dying”. Most of the time this quest fails because your hero dies. If the hero did not die you have 3-5 units per battle which can go fight and support you to get those kills.
Sometimes it’s very difficult to be patient and not rush into the thick of the battle. And other times it can simply be your Light Armor. So:
There are multiple other ways:
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post Can you make profit selling Well-Made Mortar in Conqueror’s Blade? appeared first on DolyGames.
]]>I am showing here the calculation for 10 Well-Made Mortars:

To produce 10 we need:
The silver taxes in total add up to 20,000 and this is the main cost element.
Then we calculate what the resources would be worth if we would sell them on the market instead of producing the Well-Made Mortar (in this case resources means the basic resources + exotics required to craft the improved versions of Materials):
Also let’s take cheap/low prices for these as sometimes players can gather more resources than they manage to sell.
The 20,000 silver tax + 12,200 silver cost of resources = production cost of 32,200 silver.
The minimum price at which we can sell a Well-Made Mortar = 4,950 silver (the reason i am using the minimum is because there are many on sale which pushes the price down to the minimum). That means 49,500 for 10 pieces.
This results in a pre-tax gain of 17,300 silver.
On this the auction system will take 10% tax (this may change some day but today it is 10%) which is 4,950 silver.
So the final result is:
This is because:
Artillery pieces are very heavy and take a lot of space in your camp. Crafting a bunch of them blocks space which you need to store excess resources.
So definitely don’t craft many Well-Made Mortasr at once. I craft them in packs of 5 and only craft the next 5 when the first batch gets sold. This way I don’t block any space in the camp.
Make sure your Artillery sales do not expire before Territory Wars. While you can make sales on other days the days when there is a Territory War offer a higher chance / motivation to buy/sell Artillery, especially the types more popular during TW (not Scorpio for example).
How to do?
I hope this calculation on Well-Made Mortars was useful to you and helps you make the best decisions for your hero in Conqueror’s Blade.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post Which are the Best Units in Conqueror’s Blade (Cost/Effective) appeared first on DolyGames.
]]>Prevail split the units in the several categories shown below:
Note: golden Era units are excluded as they are awesome as they are so no point discussing them (except Cataphract Lancers which everyone seems to hate).
Note #2: listed units are not in any order, so the ones on top are not automatically better.

I would also add Pavise Crossbowmen – they are pretty insane although they may be nerfed i the future.

I would also add to this list Ironcap Arquebusiers when upgraded fully. They have low leadership cost and hit really hard, but they are nearly useless on lower levels.
And I would also add here Spear Militia which is a very effective very low leadership cost large shield “wall” unit. I have used mine very effectively in various battles.
I would also add Falconetti Gunners here, because in specific situations, if they are protected by the team, they can complete decimate multiple units and heroes of the enemy.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post Poll Results: What’s more important Weapon or Player Skill? Conqueror’s Blade appeared first on DolyGames.
]]>Title: Poll: PvP by weapon or player skill?
Extra info: If unsure which or if you think maybe both please choose the option that is the most important part.
Vote option 1: Weapon decides (e.g. weapon specialized for PvP)
Vote option 2: Player skill decides (good skill can win with any weapon)
100 players voted, 39 chose “Weapon decides” and 61 chose “Player skill decides”.

Here are several comments I selected from people’s opinion showing different elements / reasons:
Kagerou_Daze
Weapon choice usually comes before skill. I mean anyone can play shortsword effectively without any game sense or knowledge. The same can’t be said for shortbow or nodachi. You can have 5x the skill of another player but be matched longbow vs dualblade and never win. So weapon decides. Those who voted for player skill decides probably play low skill weapons like Shortsword and Maul.
My comment on this: I think that’s a good point about bow/dualblade. Bow has a tendency of having a tunnel vision being focused on sniping its targets, so if a dualblade player catches the bow with his ultimate I would wager even an average skilled assassin would kill a high skill bow.
xEppyx
For PVP, definitely player skill. For duels, generally the weapon decides.
My comment on this: I think by PVP here it’s meant in battle. This could very well be true – an interesting point.
Kirikoe
Honestly have a friend who can pick up any weapon and just wreck almost anyone in a 1v1 , there are obviously issues with each weapon which even he recognizes but enough skill can compensate for it
My comment on this: I had a similar experience i fought once with a player who killed me so efficiently (without me hurting him almost at all) that i still don’t know how he managed to do it 🙂
ruleofKon
If we’re talking about siege gameplay, which is a majority of what this game is. It’s a combination of both.
Choose the weapon that best facilitate your troop load out and have the skill required to effectively use your weapon.
For example. If a dual blade duels a glaive, chances are, the glaive will lose the fight pretty handedly (considering both players are of equal skill). Glaive skills are slow and dual blades are fast. Now if you give both players a unit of condottierri guards to slug it out with them then 100% of the time the glaive will win. The glaive can hard CC groups of units pretty easily and in no situation will the dual blade be able to support his troops.
Weapon matters in terms of what they’re being used for, but skill does come into play. Glaive, again, can hard CC and break formations. The difference between you CCing at the right time and completely miss the timing can result in a very dead you and your troops.
The quality of weapon plays into this also. Higher damage weapons for dual blades means they can deal more damage in a shorter amount of time. Higher blunt damage on glaive means the Flying Reaper ult can utterly decimate units and heroes.
My comment on this: I like this comment very much. The comparison with glave working together with units I think is spot on.
Based on the players voting, the winner is “Player skill decides”, so the majority of voters believe that if you are very skilled in playing Conqueror’s Blade then you will do great no matter what weapon you hold.
Looking now after the results I am glad this is the option that won because that means if you practice and improve your skill you can have fun switching around using various weapons.
If the weapon was the focus you would be forced to stick to a specific weapon and miss out on the variety of all the weapons.
Finally a small comment on the poll sample size. 100 is not bad but is not a huge number either so some inaccuracy naturally comes due to sample size. However, the results were not close like 49/51. We have 39/61.
Did you like this Conqueror’s Blade poll results blog post? Do you have other poll ideas or opinions on this specific poll (then comment below)?
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]]>The post Seasoned Wood Business Case – Conqueror’s Blade Blog appeared first on DolyGames.
]]>Still, the silver tax for refining raw resources into Materials is the same for all resources so I was looking at Seasoned Wood to understand what is more profitable – to refine the material yourself or to buy it directly from the market?
I am using a quantity of 2000 Seasoned Wood for this analysis.
In the table below I present the cost of the production of Seasoned Wood (refining resources to Material). Here we can see that there is a small difference depending on which type of Timber, however, we also see that this is negligible and the major cost is the Silver tax.
| Timber Type | per 1 Wood | Silver Tax per 1 | Total Wood needed | Total Silver tax | Minimum Res cost | Res cost Total | TOTAL COST |
| Pine Timber | 10 | 2 | 20,000 | 4,000 | 0.02 | 400 | 4,400 |
| Ash timber | 8 | 2 | 16,000 | 4,000 | 0.04 | 640 | 4,640 |
| Oak timber | 7 | 2 | 14,000 | 4,000 | 0.05 | 700 | 4,700 |
| Cedar Timber | 6 | 2 | 12,000 | 4,000 | 0.06 | 720 | 4,720 |
Minimum price:
If we were to sell the Seasoned Wood at the minimum price allowed by the market then we would have to sell it at 1.44 per piece. Using the 2000 pieces of this analysis this would yield only 2,880 Silver (from which still 10% market tax of 288 should be paid).
This is a complete loss! (-2,128 silver) So the first conclusion we arrive at is that it is completely not interesting to Refine timber into Seasoned Wood and sell it at minimum price.
Profitable price #1?
Next I checked at which price others were selling (ignoring small amounts – focusing where the big volume is) and I saw the price of 2.88 per piece.

Would we make profit at this price?
2,000 x 2.88 = 5,760 silver
less 10% market tax of 576
less the cost of production 4720
yields a net result of +464 silver.
So it is a profitable price as such. However, there are 2 problems with this:
Point 1: we learn that it is a complete loss to try to sell Seasoned Wood at the minimum price.
Point 2: even at a higher price of 2.88 there is only a tiny profit (and no big demand either).
Point 3: this then means that if you are crafting artillery and can buy Seasoned Wood from the market for anything less than around 2.60 then it is more profitable to do that then bother refining the materials on your own.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post Can you make profit selling Green Cannons in Conqueror’s Blade? appeared first on DolyGames.
]]>I am showing here the calculation for 10 Green Cannons:

To produce 10 we need:
The silver taxes in total adds up to 9,500 and this is the main cost element.
Then we calculate what the resources would be worth if we would sell them on the market instead of producing the Green Cannons:
The 9500 silver tax + 2800 silver cost of resources = production cost of 12,300 silver.
The minimum price at which we can sell the Green Cannons = 2,100 silver (the reason i am using the minimum is because there are many on sale which pushes the price down to the minimum).
This results in a pre-tax gain of 21,000 silver.
On this the auction system will take 10% tax (this may change some day but today it is 10%) which is 2,100 silver.
So the final result is:

OK, so the first good news is that there is a profit.
However, it is only 660 per cannon and this would be impressive if we could sell hundreds of cannons gaining a lot of silver.
But the truth is that it could take players a long time to actually make a sale. At the moment I am selling packs of 5 around 1-3 times per week. PER WEEK! That’s really not much at all!
This is because:
The main reason I started with bothering to waste additional time in crafting artillery for sale is because I was already selling a lot of resources, i.e. I was mining a lot more than the speed at which the market was buying them.
This resulted in me having a lot of excess resources so I was investigating how to “get rid of them”, i.e. convert them into other things to sell in parallel to my regular resource sales.
Crafting artillery is one of the ways to get this done.
So…
Given that the profit is not horrible (660 per cannon) and that they do sell sometimes I may still try to sell them until it gets frustrating and/or unless the resources sell faster.
Because if you can sell the resources faster then there is no reason to waste time in crafting Materials from Resources and then waste more time crafting Artillery from the Materials.
Last point about weight!
Artillery pieces are very heavy and take a lot of space in your camp. Crafting a bunch of them blocks space which you need to store excess resources.
So definitely don’t craft many green cannons at once. I craft them in packs of 5 and only craft the next 5 when the first batch gets sold. This way I don’t block any space in the camp.
I hope this calculation on green cannons was useful to you and helps you make the best decisions for your hero in Conqueror’s Blade.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post Quest Help: How to: withstand damage by Eastern Spearmen appeared first on DolyGames.
]]>This is very confusing because the game never explains to you the origins of different units and does not guide you in any way after being “forced” to do this quest.
This also happened to me and i was completely confused trying to use various spear units that I had and after every battle I would check if there was progress for this quest and there was zero. This was very frustrating.
An example of quest text: “Shield of the east: use Eastern Spearmen to withstand 200,000 damage”.
There are 3 units only. They can all be visually identified by their massive shields:
With only 100 Leadership these are a very good “wall” unit to use in battle. They get the job done and cost very little to re-supply. They are also very cheap to unlock with Honor. Choose these to maximize your daily income per battle.

These are a high tier unit, heavily used in important battles such as Territory Wars. Even though some players do, I would not recommend using these in daily battles because you will have to pay a lot of money to re-supply them given their high tier status. This would completely destroy your income. Choose these if you already have units for daily battles and/or if you do not have any “wall” unit to use in Rebel Camp battles or Territory Wars.

These are in between the Imperial Spear Guards and Spear Militia, so they are neither cheap nor excellent, but a bit of both, which can work for those players who do not want to go to either extreme. I would not choose these personally since I prefer specific roles, but if you want something in between then these are for you.

Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post Useful Tip when Hunting for Camps or Derelict Huts – Conqueror’s Blade appeared first on DolyGames.
]]>Short reminder for those players who don’t know yet, it is possible to completely remove your troops and ride out of town with your hero only which makes you travel really fast (without wagon). This allows you to run around the map in a short amount of time hunting for Abandoned Camps and Derelict Huts.
I discovered this after weeks of playing Conqueror’s Blade and I wish I knew this from the beginning.
You see, a lot of players zoom out when they are traveling on the World Map. This is very nice as it allows you to see much more.
Absurdly this is exactly what makes you find less Abandoned Camps and Derelict Huts!
Yes, that was not a typing mistake, zooming out makes it worse not easier – here is what happens and why you need to stay zoomed in:
On both of the pictures below I am standing at the exact same location.
Picture #1 – Zoomed out:
Standing here I am not seeing any Derelict Huts or any Abandoned Camps.

Picture #2 – Zoomed in:
Who would have thought?! There is actually a Derelict Hut there! I would have never caught this if i was traveling zoomed out!

I believe I understand why this happens. It is not some evil conspiracy – it is just that when you are zoomed in you are more looking from the side while when you are zoomed out you are more looking from a bird’s eye view.
And so when looking from the side or behind the game knows that you have no chance of noticing Abandoned Camps and Derelict Huts and so it shows you with text only that they are there allowing you to walk in that direction until you find them.
Yes, it can be more annoying having to zoom in, but…
I think this is an extremely useful tip for all Conqueror’s Blade players because finding those extra Camps and Huts that you may have missed could have resulted in you finding skill pages and other rewards which you could use for your hero or sell for many thousands of silver.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post Ironcap Arquebusiers vs Imperials & Kriegsrat comparison – Conqueror’s Blade appeared first on DolyGames.
]]>Below I will be comparing stats of Ironcap Arquebusiers with the average of the 2 higher tier units; if you have not already seen the higher tier comparison you can check it here: Imperial Arquebusiers vs Kriegsrat Fusiliers.
You get 24 soldiers for half the leadership and significantly cheaper re-supply which results in much larger rewards after every battle. Level is naturally lower, at level 15, but that is not a major issue.
From here on Average of Kriegsrat Fusiliers and Imperial Arquebusiers I will mark as AVG. IMP/KRIEG.
| Basic Attributes | AVG. IMP/KRIEG | Ironcap Arquebusiers |
| Stars / Tier | 4.25 stars | 2.5 stars |
| Strength | 21 | 24 |
| Max level | 18.5 | 15 |
| Leadership | 267.5 | 145 |

Their health is lower indeed by about 35%, but it is still not as low as various archers, so if you do your best to take care of them (good placement) this will be less of an issue. Ammo I found is not an issue at all unless you get lucky with a team which protects them and allows them to constantly shoot the enemy without getting disturbed.
| Basic Attributes | AVG. IMP/KRIEG | Ironcap Arquebusiers |
| Health | 3241 | 2099 |
| Speed | 5 | 5 |
| Range | 60 | 60 |
| Ammo | 625 | 600 |
| Labour | 2.94 | 3.36 |
Ironcap Arquebusiers have nearly as much attack as the higher tiers, so this is really fantastic for the much lower cost. However, please note that they do miss more often, i.e. they are less accurate (part of that you can fix via Veteran skills by giving them a lot more accuracy).
| Attack Attributes | AVG. IMP/KRIEG | Ironcap Arquebusiers |
| Piercing Armour Penetration | 2645.5 | 2397 |
| Slashing Armour Penetration | 0 | 0 |
| Blunt Armour Penetration | 0 | 0 |
| Piercing Damage | 2674.5 | 2231 |
| Slashing Damage | 0 | 0 |
| Blunt Damage | 0 | 0 |
In terms of defense Ironcap Arquebusiers don’t fall too far behind. The Piercing defense is actually somewhat similar so they are nearly as good in taking less damage from archers. In melee they are indeed useless so if you do not manage well their placement on the battlefield and allow melee units to get to them then they will die pretty fast.
| Defense Attributes | AVG. IMP/KRIEG | Ironcap Arquebusiers |
| Piercing Defense | 371 | 311 |
| Slashing Defense | 401 | 247 |
| Blunt Defense | 276 | 179 |

Here is where the most important differences are. The Ironcap Arquebusiers, at least when you start playing with them, will shoot slower and miss a lot. This may disappoint at first, but you can actually address this in a great amount by improving their accuracy and rate of fire via Veteran skills.
| AVG. IMP/KRIEG | Ironcap Arquebusiers |
| Krieg: Melee Fighters | Poor shots: low accuracy |
| Imperials: Volley | Slow shot: low rate of fire |
As mentioned above, this is what “fixes” the Ironcap Arquebusiers by significantly increasing accuracy and rate of fire making them a very viable and effective unit to use. The higher tier counterparts get even stronger with their Veteran skills, but that is expected.
| AVG. IMP/KRIEG | Ironcap Arquebusiers |
| Aiming speed increased | Increasing damage |
| Increasing damage | Increasing rate of fire |
| Increasing rate of fire | Increasing accuracy |
| Increasing accuracy |

Here is what I think everything is results in:
| Elements | AVG. IMP/KRIEG | Ironcap Arquebusiers |
| Full Unit Health | 65,859 | 50,376 |
| Average Defense | 349 | 246 |
| Survivability Score | 774 | 456 |
| Damage Output | 56,277 | 53,544 |
| Full Unit Potential Damage | 40,746 | 24,176 |
Here is what this analysis tells the player:
My recommendation for the majority of players is to choose Ironcap Arquebusiers in their daily regular battles where using higher tier units is not effective in terms of cost versus income point of view.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post Imperial Arquebusiers vs Kriegsrat Fusiliers comparison – Conqueror’s Blade appeared first on DolyGames.
]]>The leadership values are almost the same, but there is a huge difference in the number of soldiers with 18 Kriegsrat Fusiliers being 6 less than the 24 Imperial Arquebusiers.
| Basic Attributes | Kriegsrat Fusiliers | Imperial Arquebusiers |
| Stars / Tier | 4.5 stars | 4 stars |
| Strength | 18 | 24 |
| Max level | 19 | 18 |
| Leadership | 265 | 270 |

On this second table we see immediately a massive different in Health. Kriegsrat Fusiliers are almost twice as bulky.
| Basic Attributes | Kriegsrat Fusiliers | Imperial Arquebusiers |
| Health | 3,975 | 2,507 |
| Speed | 5 | 5 |
| Range | 60 | 60 |
| Ammo | 450 | 800 |
| Labour | 2.52 | 3.36 |
Obviously both units are doing Piercing Damage and the magnitude as well as the Piercing Armour Penetration are very similar, so we cannot distinguish any difference here.
| Attack Attributes | Kriegsrat Fusiliers | Imperial Arquebusiers |
| Piercing Armour Penetration | 2,613 | 2,678 |
| Slashing Armour Penetration | 0 | 0 |
| Blunt Armour Penetration | 0 | 0 |
| Piercing Damage | 2,637 | 2,712 |
| Slashing Damage | 0 | 0 |
| Blunt Damage | 0 | 0 |
The Kriegsrat Fusiliers definitely have a defensive advantage with values significantly higher than the Imperials (from 17% to 64% higher).
| Defense Attributes | Kriegsrat Fusiliers | Imperial Arquebusiers |
| Piercing Defense | 401 | 341 |
| Slashing Defense | 485 | 317 |
| Blunt Defense | 343 | 209 |

Then we have some “special” differences. The Kriegs are good in melee mostly increasing their survivability (see more on this below) while the Imperials have a Volley damage output increasing their offensive capabilities.
| Kriegsrat Fusiliers | Imperial Arquebusiers |
| Melee Fighters: good in Melee combat | Firearms |
| Firearms | Fire by Ranks: volley constant fire |
| Fireproof | Three ranks form |
| Directed Fire: can shoot at a specified location | Poor shots: low accuracy |
| Three ranks form |
Here, overall, it is all about increasing damage, where the Kriegs are getting there by shooting faster and more accurately while the Imperials are directly increasing damage. Ultimately it does not matter as both paths result in increased damage output.
| Kriegsrat Fusiliers | Imperial Arquebusiers |
| Aiming speed increased | Chance to break block |
| Increasing damage | Faster Volleys |
| Increasing rate of fire | Increasing damage |
| Increasing accuracy | Increasing penetration |


Here is what I think everything is results in:
| Elements | Kriegsrat Fusiliers | Imperial Arquebusiers |
| Full Unit Health | 71,550 | 60,168 |
| Average Defense | 410 | 289 |
| Survivability Score | 1,009 | 540 |
| Damage Output | 47,466 | 65,088 |
| Full Unit Potential Damage | 37,973 | 43,520 |
Here is what this analysis tells the player:
My recommendation for the majority of players is to choose Kriegsrat Fusiliers versus Imperial Arquebusiers while, for expert players who can “guarantee” good battlefield placement, Imperials is a better choice.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post What’s a Large Artillery Piece in Conqueror’s Blade? appeared first on DolyGames.
]]>
Even after playing many hours and destroying dozens of various cannons and other artillery a player is shocked to discover that they have destroyed still zero!
I don’t know if this is a bad English issue or simply the game doing a terrible job in guiding the player…
So for the game these are, essentially:
I have seen a lot of players complain that it is impossible or extremely difficult to do this because, as a castle defender, most of the time your cannons are destroyed very fast giving you no chance to shoot down Battering Rams and Siege Towers.
Using own cannon:
Some players recommend putting your own green cannon a bit far from the wall and shoot with it, which is definitely one way of doing it, although, still, depending on the castle and battle this can also be destroyed or you may simply not have the time to do the job alone until the Siege Tower reaches your castle wall.
About Trebuchet:
The Trebuchet has a huge amount of Health and if you have the idea to run to them and try to destroy one with your bare hands (and weapon) then forget about it – it can be done but would take a VERY long time.
I also saw recommendations that certain town structures may also be considered “large pieces”, but I could not get a confirmation if destroying these works because I blew up a dozen of various buildings and overhangs and still did not get a point for this quest.
Just by luck I noticed these anti-arrow protective siege unit structures outside the castle walls. They do nothing at all and are there only for hiding perhaps (or decoration), but I have never seen any player use them.
So I thought would these fall into the category of “large artillery piece”? So I went ahead and destroyed one which was not too difficult and I was very happy to discover that they do count!
Therefore I totally recommend destroying these for this specific Conqueror’s Blade quest and that way you:

And here the confirmation that it indeed works:

So there you have it – this post hopefully covers everything you need to know to complete this quest and if someone has any additional Conqueror’s Blade tips regarding this topic of Large Artillery pieces, or knows the name of this artillery piece, please feel free to post in the comments below.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
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]]>The post What Units gain when Level Up – Conqueror’s Blade appeared first on DolyGames.
]]>In this blog post I focus on the gains per level as I was curious how much better units become versus what is “advertised” and also because someone told me that units gain health and damage and all stats improve and I wanted to check if this is true.
To do this I simply took a picture of my Spear Sergeants and Pike Militia before they leveled up and here I show you the result:
On the picture below you see my Spear Sergeants leveling up to Level 12 and, to my surprise, the only change I could see was an increase in Health from 8531 to 8699, which is an increase of 168 or exactly 2%.
I don’t observe any other change in stats purely from the level up.

To get further confirmation I did the same for my Pike Militia unit going from level 12 to level 13. Here I saw also only Health improvement from 6863 to 7015 which is an increase of 152 or 2.2%.

Finally, as one level may not seem impressive I wanted to compare the unit I have versus the “advertised” level 1 stats and this is what I saw:

So to conclude, based on the data I have so far I can safely say that the only change in the Conqueror’s Blade units when leveling up is an increase in health.
Obviously other things come on top such as Veteran skills (a.k.a. Veterancy) and Doctrines, but levels add only health.
Read more guides, tips, analysis on my Conqueror’s Blade Blog:
The post What Units gain when Level Up – Conqueror’s Blade appeared first on DolyGames.
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