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CBL 2025: Quick Recap of APAC Group Stage – May 8

Greetings Warlords! The APAC battles on May 8 brought nonstop action in the CBL group stage. Let’s break down the highlights!
 
Match 1 MANU vs GCA [White Elk Fort] 2-1
 
Round 1 (MANU Offense - GCA Defense)
GCA gave up early resistance to the siege towers and instead destroyed the battering ram, but MANU still broke through the right wall. With time left 11:07, MANU surged through the breach and seized the right supply point. GCA quickly took the high ground on the wall, applying pressure on the attackers. At 7:38, GCA descended from both sides and flanked Point A. Despite opening the gate, MANU’s push faltered as infantry support lagged due to GCA’s hold on the supply point.
GCA resecured the gate, but MANU regrouped and launched a relentless assault from the wall base, draining GCA's forces. Using supply-point hopping tactics, they blocked reinforcements, opened the gate, and let the cavalry charge in. With 2 minutes remaining, they took Point A and pulled 200 units ahead. Riding the momentum, MANU stormed the base and took the first win.
 
Round 2 (GCA Offense - MANU Defense)
MANU hid under the main gate wall to avoid ranged fire. GCA breached the right wall, left the other side barely standing, and rolled up all three siege towers. Their main force entered from the right, capturing the supply point. Cavalry circled to flank the left-side point, but MANU’s Siphonarioi wiped out the follow-up infantry. Amidst the skirmish, GCA slipped into Point A and took it. While MANU was focused on the supply point, GCA launched a surprise strike on the base.
MANU abandoned the point to defend, leading to a brutal artillery exchange. GCA pressed on with Hwarang harassment. Though MANU broke GCA’s weak flank, their base defense came too late, and GCA equalized the score.
 
Round3 [Grasslands]
GCA swiftly took Point B and set up a full artillery duel. They positioned ballistaes on high ground and had Hwarang chip away at range. MANU, under pressure, launched a desperate charge only to be ambushed by a hidden Sunward Phalanx, making B nearly unbreakable. When MANU regrouped, GCA feigned retreat to bait them into a trap, then surrounded them and dealt massive damage. Though MANU briefly stole the point, they snuck in a crucial 19% capture progress. Every clash afterward saw MANU on the back foot, but that crucial 19% turned the tide. With grit and timing, they clutched the comeback and secured the match 2-1.
 
Match 2 HBB vs VNC [Heilung Fjord] 2-0
 
Round 1 (HBB Offense – VNC Defense)
HBB went with a main push toward Point A and a feint on B. After scaling the wall at B, the troops converged at A and harassed from range with artillery. With forces flanking from both sides, HBB locked down the breach with Sunward Phalanx, then stormed Point A. The Siphonarioi unleashed devastating firepower, wiping out VNC’s defenses. Forced to retreat, VNC lost Point A with around 200 total unit losses.
Abandoning Point C, VNC fell back to defend the base. HBB then smartly deployed artilleries that kept VNC pinned down with no room to regroup. At 6:20, HBB launched their final push, crushing VNC’s infantry and sweeping in from the right supply point. VNC’s remaining cavalry units tried to stall but were methodically dismantled by the advancing Sunward Phalanx. The base fell—HBB took the first game.
 
Round 2 (VNC Offense – HBB Defense)
Noticing the light defense at Point A, HBB swiftly repositioned to hold B. The clash began immediately. VNC couldn’t deal with HBB’s entrenched Siphonarioi and ranged fire, so they pivoted to assault Point A. HBB responded with reinforcements. After breaching the gate, VNC set up their own artilleries, but were quickly overwhelmed by HBB’s multi-angle counter-bombardment. Their Pikemen were eliminated, and cavalry couldn’t follow through—another failed assault. HBB sealed the gate with a Sunward Phalanx wall, leaving VNC with only cavalry and scattered infantry. Each charge was crushed, with VNC’s losses ballooning to 300.
In the end, HBB’s cavalry tore through the remnants, closing the match in clean, commanding fashion. A 2-0 sweep for HBB.
 
Match 3 VNH vs BOD [Harbour City] 0-2
 
Round1 (VNH Offense – BOD Defense)
BOD opened strong with artilleries pounding the siege towers. VNH quickly gave up on the battering ram and shifted toward the side gate. Spotting the change, BOD dropped from the walls and braced for combat. VNH moved in a tight column formation through the gate toward the supply point, but BOD swiftly regrouped and cut them off. Forced to pivot, VNH tried climbing the wall to capture the point but was ambushed and wiped out.
Their second regroup at the side gate was met with another devastating cavalry strike, forcing them to retreat toward the central gate. Amid the chaos, VNH managed to sneak-capture Point A—but on the counterattack, BOD crushed them at the base, opening up a 400-unit lead. The fight reset at the wall. VNH's last push came as a cavalry charge through the small gate, but BOD’s counter-charge slammed the door shut. Out of units, VNH crumbled. First blood to BOD.
 
Round 2 (BOD Offense – VNH Defense)
BOD pushed multiple siege towers simultaneously and scaled the walls, driving VNH back inside. Artillery duels exploded at the central gate. BOD baited VNH into splitting forces with a fake supply-point rush, then repositioned their siege to sap VNH's strength. Instead of rushing the base, BOD kept the fight outside, slowly chipping away while sending small squads to tick up capture progress. VNH, preoccupied with the brawl, failed to stop the quiet advance. By the time BOD committed to a final push, it was too late—VNH collapsed, and the base fell. BOD closed out the series clean, 2-0.
 
APAC Group Stage Standings

 
Upcoming APAC Matches

 
Note: Team MPR has withdrawn from the competition. All scheduled matches against them are counted as 2-0 forfeits in favor of the opposing teams.
 
Wishing all players the best of luck in the CBL!

CBL2025: EU & AMS Battles Recap | May 4 Highlights

EU Region
[previewyoutube][/previewyoutube]
Match 1 MS vs YB [White Elk Fort] 0-2 Round 1
MS launched their offensive from the right-side breach, pushing straight toward Point A through the central corridor. Fierce clashes broke out near the A-point junction. MS had a golden opportunity to punish YB with Trebuchets, but their shots landed too deep, and the units failed to press forward in time—squandering their siege advantage. Just then, multiple YB Cavalry squads struck from the flank, encircling and crushing MS’s frontline. MS regrouped and launched another assault on Point A, only to walk into a brutal three-sided ambush. Their forces were wiped out. Flawless defense by YB!
 
Round 2
With roles reversed, MS didn’t commit units to delay YB at Point A. Instead, they gambled on holding the base later on. YB swiftly captured Point A without resistance. As they regrouped near the final supply point, MS made a critical misstep—sending nearly all their forces into an aggressive push. In siege defense, such a move without overwhelming force is pure risk. As expected, YB held firm with constant reinforcements and crushed MS in one clean wave. YB rolled into the base for a textbook win. Congratulations to YB!
 
Match 2 WLD vs ETR [Heilung Fjord] 2-0 Round 1
WLD advanced through the breach near Point B and quickly formed up on the left flank. ETR initially held the upper hand in the B-point fight, but a full cavalry charge from WLD shattered their exposed lines. With a 300+ unit lead, WLD had the win in sight. From there, it was a smooth, unstoppable push. WLD dominated and claimed the first victory!
 
Round 2
After switching sides, the two teams traded blows at Points A and B. ETR managed to take both, and losses were even on both sides. Once they captured Point C, ETR aimed to press toward the base using the high-ground supply point above B. But WLD locked down the BC corridor from the plaza and launched a steady counterattack, pulling ahead by another 300 units. In the final showdown, a major misplay by ETR's shield squad on a narrow path left their main force wide open. WLD seized the moment and crushed their core. A decisive victory—congrats to WLD!
 
Match 3 HB vs DL [Heilung Fjord] 0-2 Round 1
HB opened the attack by setting up around the courtyard in front of Point A. But DL didn’t give them a second to breathe—no time for formation, no time for artillery. DL split their forces: front-line troops locked the courtyard gate while ranged units rained fire, and infantry swarmed in from the side stairs. In a crushing assault, HB was wiped out, and DL pulled ahead by over 100 units. With time running out, HB launched a final desperate push toward Point A, looking for a miracle. But DL’s reinforcements held the line to the very end. Solid defense—GG to DL!
 
Round 2
On defense, HB abandoned Point A from the start and made a reckless move: charging in with mass cavalry—straight into a visible Sunward Phalanx. Over 200 units were lost in the blink of an eye. At the B-point supply area, HB tried again with a mid-sized strike force, but DL, already in control, countered with ease. HB’s last strength collapsed, and DL cruised to victory. Well played, DL!
 
Match 4 AAS vs FOW [Kurak Castle] 2-0 Round 1
FOW, on defense, didn’t contest Point A and quickly fell back to the base. AAS split their forces—leaving a small group at the front gate to bait, while the main force flanked through the rear. FOW took the bait and pushed out in numbers, only to get caught off guard as AAS hit the rear supply point. A fierce clash broke out in the rear corridor. With FOW’s reinforcements scattered, AAS's respawns streamed straight into the base. A masterclass in tactical delay—AAS took the core and claimed the win. GG AAS!
 
Round 2
On the attack now, AAS charged head-on toward FOW’s main front gate position. Losses mounted on both sides. FOW pulled a surprise move—slipped through the gate and closed it behind them, nearly making it straight to the base. But the left siege tower, already landed, became the game-changer. AAS quickly rotated, overwhelmed FOW’s units before they could secure the base, and held the line. With a Unit lead and a clean sweep, AAS locked in the final win. Congratulations to AAS!
 
AMS Region
[previewyoutube][/previewyoutube] 
Match 1 SHRK vs WM [Harbour City] 0-2 Round 1
The first clash broke out on the left wall near Point A. WM capitalized on superior unit composition to wipe out SHRK’s initial assault, taking a lead of over 200 units. Though SHRK bounced back in the second wave, WM maintained the advantage. In the final base fight, SHRK managed to sneak in and briefly capture the flag with a flanking maneuver, but their earlier overextension cost them dearly. WM held firm with wave after wave of reinforcements and cleared them out of the base. Victory to WM!
Round 2
With roles switched, WM stormed the side gate with overwhelming numbers. SHRK, unprepared, failed to respond in time and lost key units early. The main battle erupted at the right supply point. Targeting enemy heroes with precision, WM dismantled SHRK’s formation—leaving their units leaderless. What remained was quickly surrounded. At the left flank, WM closed the match with a sweeping cavalry flank, crushing SHRK’s last line of defense. This time, it’s SHRK who seals the win. GG!
 
Match 2 APM vs WARR [Harbour City] 2-1 Round 1
APM kicked off strong, flanking from the side gate to disrupt WARR’s formation and snatch an early Unit lead. The first major fight happened at the base corridor. But as they say—pride comes before the fall. APM overcommitted in the narrow choke and got hammered by WARR’s trebuchet barrage. The early advantage vanished. With steady, disciplined pushes, WARR turned the tables and took the win. Well played!
 
Round 2
Now on offense, APM and WARR clashed early at the side gate. Losses were even, but APM couldn’t break through. They regrouped and surged up the main gate, flanking from the right stairs to push back toward Point A. Holding a slight unit edge, they forced a showdown at the base. This time, learning from past mistakes, APM chose a steady frontal assault rather than reckless aggression—earning a solid win and tying the score!
 
Round 3 [Grasslands]
In the final game, APM gave up on Point B and went all-in on a rapid AC capture. WARR stuck to standard tactics, fortifying B, thinking C was a red-side stronghold. That decision backfired fast. APM launched a direct strike on the exposed base and began capturing, reaching 40% before WARR scrambled to send reinforcements. Then APM pivoted, seized Point B, and locked in all three points. The final clash erupted at B, but APM’s relentless hold and delay tactics bled WARR out. With triple points in hand, APM reset the base progress and secured the match. GG APM!
 
Upcoming Match Schedule

[Conqueror's Blade] May. 8 Notice on Hacks

Greetings Warlords!
 
Recently, we have noticed a few violations of the game's rules. Some players have used hacks on the battlefield, others have employed farm bots to level up quickly, and some have spread inappropriate words within the game. All of these actions affect the environment of our entire Conqueror's Blade community.
 
We hope that all warlords can enjoy the pure joy of combat and have the best gaming experience without being disturbed by any violations.
 
Therefore, we'd like to take this chance to remind all warlords that we have recently noticed a significant increase in accounts being flagged for using hacks, as well as websites selling accounts and phishing software. Please do not attempt to use any of these out of curiosity, as doing so may lead to financial loss and is highly likely to compromise your account's security. Any usage of cheating software will result in your account being banned.
 
The following is the latest list of violators and their punishments:

 
We will continue to monitor the gaming status of the above players, and if the same violations occur again, they will be subject to more severe penalties.
 
In order to create a healthy environment for the community, and better everyone's gaming experience, the Conqueror's Blade Operations Team will be unwavering in our fight against hack or farm bot. We won't let slide any uncivilized language in any channel. Warlords are welcome to report any of the above game violations to us. As long as we work together, we can surely create a friendly and stable gaming environment. Thanks for your support of the Conqueror's Blade.
 
Meanwhile, some issues or exceptions in game might be caused by bugs or an unstable network. If you are uncertain if someone is cheating, you can send us a message to our report e-mail. Once we've verified the situation, we'll deal with them appropriately, and punish them severely should they be using hacks.
 
Support (https://www.conquerorsblade.com/en/)
 
If you have any questions about the results of our process or need to make a complaint, please also contact us at the above email address.
 
Conqueror's Blade Operations Team
 
 

May 8 Update Log

Greetings, Warlords!
We will conduct maintenance updates during the following time: APAC: May 8, 14:00-17:00 (UTC+8). EU/AMS: May 8, 7:00-10:00 (UTC+1). The maintenance is expected to last for 3 hours. After the maintenance, we will distribute Bronze Coins *8000, Honor *300, and Unit Medal *15 as compensation. Warlords, please arrange your playtime accordingly. The update will contain the following:
 
I. Events

[h3]1. New Items Available for a Limited Time in the Honour Store![/h3]
Available Items:
【Cudgel Monks】 Challenge Voucher, Price: 5,000 Honour, Purchase Limit: 10.
【Feathered Crossbowmen】Challenge Voucher, Price: 5,000 Honour, Purchase Limit: 10.
【Outriders】 Challenge Voucher, Price: 5,000 Honour, Purchase Limit: 10.
【Wuxing Pikemen】 Challenge Voucher, Price: 5,000 Honour, Purchase Limit: 10.
Available Time:
May 8th (After maintenance) - June 19th, 24:00
 
II. System Adjustments & Optimizations

[h3]1. System[/h3]
Optimized feedback when purchasing items, reducing redundant operations.
Streamlined system prompts for quest submissions when requirements are met.
[h3]2. Hero[/h3]
Optimized the description of 【Shield & Spear】 – 【Shield Defence】: When a block is successful, the hero cannot be concussed, pushed back, knocked down, or knocked back.
Optimized the description of 【Shield & Spear】 – 【Spartan Kick】: Added the following – Control Removal: Removes dazed, knocked-down, and concussed effects upon using the skill.
[h3]3. Units[/h3]
Unit Adjustment:
  【Spartan Chosen】: The shared team damage now updates once per second (lethal damage will be applied immediately).
 
Balance Adjustment:
  Introduction:
    Low-star units have long struggled to perform effectively on high-star battlefields, significantly limiting both strategic diversity and tactical depth. With this round of Mastery and Leadership adjustments, we aim to take the first step toward expanding viable unit choices across the battlefield.
    Our plan begins with 2-star and 3-star units. For each of these lower-star units, we try to provide a scenarios where their strengths can be maximized. When Warlords deploy them strategically in the right situations, they will reap significant rewards—turning the tide and achieving victory against stronger foes.
    Currently, low-star units face two major issues. First, many of them suffer from outdated mechanics and underwhelming base stats. We will address this through targeted balance and Mastery adjustments, guided by real-time battlefield performance data. This should help most low-star units meet the strength thresholds of high-star battles. Second, under the influence of Leadership-reduction Doctrines, the Leadership cost-efficiency of 3-star units is only about 50% that of some 4- or 5-star units. We are actively analyzing data to redefine the Leadership cost of low-star units, ensuring that—when used strategically—they can trade favorably against higher-cost enemy units.
     Looking ahead, we will also rework particularly underperforming masteries and adjust weaker 4- and 5-star units, ensuring every point of Leadership spent delivers its intended value.
 
  Details:
    Adjustments on Unit Nodes:
      Coutiliers
        Node 1: Piercing Armor Penetration +100
        Node 2: Piercing Damage +50
        Node 3: Piercing Armor Penetration +100
        Node 4: Piercing Damage +50
        Node 5: Charge Speed +20%, Damage Increase in All Stage +10%
        Node 6: Unit Headcount +1
        Node 7: Damage to Infantry Unit +300
        Node 8: At the end of a charge or when an attack command is issued during a charge, the unit unleashes a forward armor-breaking impact that deals 200% damage. If blocked, it puts the enemy into a block-broken state.
 
      Cudgel Monks
        Node 1: Health +420
        Node 2: Blunt Damage +80
        Node 3: Health +450
        Node 4: Blunt Damage +80
        Node 5: Each attack increases Blunt Damage by 5%, stacking up to 10 times.
        Node 6: Unit Headcount +2
        Node 7: Unit Headcount +2
        Node 8: Attacks will deal at least 30% damage to units.
 
      Wuxing Pikemen
        Node 1: Movement Speed +10%
        Node 2: Piercing Damage +100
        Node 3: Movement Speed +10%
        Node 4: Piercing Damage +100
        Node 5: Fiery Blast's attack range and damage increase by 20%, easier to ignite enemies.
        Node 6: Damage to Infantry Unit +300
        Node 7: Damage to Shield Unit +400
        Node 8: Attacks will deal at least 50% damage to units.
 
      Feathered Crossbowmen
        Node 1: Movement Speed +10%
        Node 2: Piercing Damage +70
        Node 3: Movement Speed +10%
        Node 4: Piercing Damage +70
        Node 5: Sudden Storm’s Cooldown -6s
        Node 6: Damage to Polearm Unit +400
        Node 7: Damage to Cavalry Unit +400
        Node 8: Each arrow during Sudden Storm deals an additional 150 block break damage
      
        Outriders
        Node 1: Ammo +15%
        Node 2: Piercing Damage +60
        Node 3: Ammo +15%
        Node 4: Piercing Damage +60
        Node 5: When throwing javelins at enemies, there is a 33% chance of throwing an incendiary javelin.
        Node 6: Damage to Tower Shield Unit +500
        Node 7: Damage to Cavalry Unit +400
        Node 8: killing an enemy restore 2 ammo.
 
      Incendiary Archers
        Node 1: Piercing Damage +60
        Node 2: Flaming Arrow’s Cooldown -2s
        Node 3: Piercing Damage +60
        Node 4: Flaming Arrow’s Cooldown -2s
        Node 5: Flaming Arrow is more likely to ignite fire-resistant targets. On hit, it ignites enemies within a 1-meter radius. Ammo consumption for Flaming Arrow is increased by 50%.
        Node 6: Flaming Arrow’s Burning Damage +100
        Node 7: Flaming Arrow’s Burning Duration +1s
        Node 8: Flaming Arrow disables cavalry movement for 1 second when it hits a cavalry unit.
 
      Demesne Arquebusiers
        Node 1: Piercing Damage +50
        Node 2: Rate of Fire +12%
        Node 3: Piercing Damage +50
        Node 4: Rate of Fire +12%
        Node 5: Learns skill: Suppressing Fire — Maximizes reload speed, unleashing 7 volleys toward the target direction within 12 seconds.
        Node 6: Damage to Polearm Unit +400
        Node 7: Damage to Cavalry Unit +400
        Node 8: Suppressing Fire’s Cooldown -5s
 
      Leadership Adjustemnt:
        Prefecture Guards:170→155
        Squires :155→140
        Prefecture Pikemen :165→145
        Halberdiers:165→150
        Landsknechts:165 →145
        Vanguard Archers:170→155
        Prefecture Archers: 180→150
        Rattan Vipers :155→135
        Incendiary Archers:180→160
        Namkhan Archers:180→155
        Rattan Marksmen :175→160
        Demesne Arbalists:160→140
        Demesne Arquebusiers:170→145
        Janissaries:180→160
        Zykalian Militia:175→155
        Sons of Fenrir:165→135
        Cudgel Monks:145→135
        Outriders:180→165
        Dimachaeri:165→140
        Jangjus:170→145
        Wuxing Pikemen:155→130
        Schutzdieners:165→125
        Bedivere Rangers:195→155
        Feathered Crossbowmen:160→145
        Reitar Pistoleers:190→165
        Silla Guards:160→150
 
III. Other Bug Fixes and Optimizations

Fixed an issue where the actual movement speed of 【Wuxing Pikemen】 did not match the displayed stat.
Fixed an abnormal animation issue when 【Siphonarioi】 pushed the siege tower.
Fixed a behavior issue with 【Prefecture Guards】 after learning the mastery node 8, where 【Cover Commander】 might malfunction.
Fixed an inconsistency in damage coefficients between 【Optimal Snow Mortar】 and other 【Optimal Mortars】.
Fixed a discrepancy in the skill display of 【Rattan Marksmen】 between the 【U】 interface and in-battle behavior.
Fixed an issue where 【Glaive】's skill 【Turn and Attack】 did not receive the intended 30% damage reduction during activation.
Fixed an issue where texts were not displayed properly in the Apothecary filter interface.
Fixed a possible unlock issue with the achievement "First Blood."
Fixed a possible unlock issue with the achievement "Dragon Spears I."
Fixed an issue where defending units might retreat abnormally on the 【Sabaton Fortress】 map.
Fixed an issue where heroes could move slightly during the preparation phase. All key inputs will now be disabled during map loading.
 

CBL2025: May 4th AMS/EU Group Stage Highlights at a Glance!

[h3]EU[/h3]
[h3]MS vs YB 0 - 2[/h3]
Round 1
MS kicked things off fast, pushing the siege towers to the walls without delay. The battle exploded at Point A, where YB’s Amya executed a brilliant flank that turned the tide in their favor. Regrouped, MS hit A again, but their tight formation was punished by YB’s coordinated three-lane assault. A third push toward the right-side supply point also failed. After three failed offensives, MS ran out of units. YB claimed the win and took a 1-0 lead.
 
Round 2
YB stormed the walls and set up high-ground artilleries, raining down pressure with cannons and archers to secure Point A with ease—MS barely had a chance. When YB launched their final push from the right supply point, MS tried to counter but missed their moment. YB were ready and struck back hard. With their base under siege and no time to regroup, MS crumbled. YB closed it out clean for the series win.
 
[h3]WLD vs ETR 2-0[/h3]
Round 1
WLD cracked the wall near Point B and launched a full-force assault, breaking straight through ETR’s defenses. ETR’s cavalry kept charging in attempts to stall, but it only widened WLD’s lead—at one point by nearly 400 units. Though ETR put up a brief fight at Point C, WLD kept momentum and steamrolled to the base for a dominant victory.
 
Round 2
ETR opened cautiously, setting up trebuchets at Point B to chip away at WLD’s forces. Then came a sudden pivot to Point A—caught off guard, WLD lost the point, and soon after, Points B and C as well. But at the left supply point, a massive clash broke out, and ETR collapsed. Respawning on the right, they leaned heavily on cavalry—only to be shut down by WLD’s infantry-heavy comp. With no way forward, ETR stalled out, and WLD secured the sweep.
 
[h3]DL vs HB 2-0[/h3]
Round 1
HB opened with a push through Point A, aiming to set up artillery in the open right flank. But DL reacted instantly, cutting them off and splitting their formation—leaving HB unable to mount a proper defense. After regrouping, HB launched a full cavalry charge while DL was rotating. But a single Sunward Phalanx squad held the line, buying precious time for reinforcements. With time ticking out, HB ran out of options and had to surrender the round.
 
Round 2
HB committed heavy cavalry to Point A, but DL’s Sunward Phalanx shut them down hard. Points fell one by one until only the base remained. HB fought back fiercely from the right-side supply point, but the drawn-out battle gave DL time to regroup. Surrounded and outnumbered, HB’s final forces were wiped out—another round, another loss.
 
[h3]FOW vs AAS 0-2[/h3]
Round 1
AAS lost several siege towers early, stalling their advance. So they baited a fake push at the main gate, forcing FOW to shift from offense to defense. With the last tower reaching the wall, FOW gave up Points A and B to fortify the base. AAS captured the points easily and split their forces—one to cut off the southern gate, the other to hit the rear supply point. As FOW left the base to clear the path, AAS flipped the supply point and launched a reverse assault—taking the core and the win.
 
Round 2
AAS opened with a full cavalry rush, wiping FOW’s frontlines in a surprise strike. But FOW respawned fast, stormed the main gate, and slammed it shut, locking AAS outside. They grabbed Point A and surged toward the base, only to meet fierce resistance from AAS’s defenders until the main force returned. FOW then used trebuchets to pin down defenders and gained high ground on the west wall, leading to a final clash at the core. AAS, with over 100 units in reserve, crushed the last stand and sealed the victory.
 
EU Group Standings:
 
 
[h3]AMS[/h3]
[h3]WM vs SHRK 2-0[/h3]
Round 1
WM opened by targeting SHRK’s trebuchets and siege towers with artillery, successfully taking out part of the setup before switching to a full defense on the walls. Lacking high-damage units like the Lionroar Crew or Siphonarioi, SHRK’s early push was repelled. After regrouping, SHRK came back stronger at Point A with Siphonarioi in play, forcing WM back toward their base. Both sides reorganized at opposite flanks of the base. In the final 2.5 minutes, SHRK attempted a backdoor flank—but WM's supply point was too close, and time ran out. WM held by the skin of their teeth.
 
Round 2
WM launched a surprise flank through the side gate, scaling the wall and clearing SHRK from Point A with strong trebuchet support. They pressed on to the right-side supply point and claimed it after a fierce fight. After resetting, WM stormed SHRK’s left supply point for the final blow, shutting down any chance of a comeback. With over 500 units in the lead, WM closed it out in style.
 
[h3]WARR vs APM 1-2[/h3]
Round 1
APM gathered forces at the side gate and launched a preemptive strike just as the siege towers closed in. The early advantage was theirs, but WARR regrouped swiftly and secured Point A. APM ambushed the narrow alleyway leading to the base, but WARR’s trebuchets chipped away at their numbers. The close-quarters fight ended in WARR’s favor, though their push toward the base was halted by fierce APM resistance. In the final clash, APM couldn’t hold the line—WARR broke through and claimed the first round.
 
Round 2
APM countered with a rapid side gate assault, hammering WARR with concentrated artillery fire. A brutal skirmish at the main gate followed, with WARR holding firm. Despite short regrouping times, APM lacked siege towers and couldn't climb the walls. They pivoted to a frontal push, overran WARR’s defenders on the A-point stairs, and surged toward the base—securing a clean win to tie the match.
 
Round 3
APM bypassed Point B and struck at C and A directly. After a narrow win at C, they held both points. While WARR overcommitted to defending B, APM launched a devastating strike on the base, forcing WARR to abandon B. APM captured all three points, drained WARR’s base health to zero, and crushed the final round in dominant fashion.
 
AMS Group Standings: