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Wrath of the Nomads: new unit guide



Leading the charge for the Wrath of the Nomads update are six new units inspired by the Mongol Empire that once dominated central and eastern asia. Rather than conscripted for coin or wooed by Honour, as many current in-game units are, to unlock these new troops you need to impress them by completing sets of challenges that will soon be a part of your Seasonal progression. You can read more on these challenges soon, but for now we’re going to focus on the units themselves.

Generally, the new unit line contains troops that are strong fighters but don’t necessarily follow established battlefield etiquette. As an example, they may not fully benefit from being in a formation, but they will thrive once the chaos of battle is underway. Relatively lightly-armoured, these units enjoy mediocre survivability and good manoeuvrability and movement and can boast of a 5% damage increase when fighting on Field Battle maps.

Known for their ability to survive in hostile territory, the new units will consume fewer rations when traversing the open world and will claim extra food from each victory as a spoil of war - although they can’t carry as many provisions as similar units, as they prefer to stay as unencumbered as possible.



Namkhan Archers (Tier 3, ranged)

Namkhan roughly translates as “commoner” or “peasant”

Traits
  • Light archers with a relatively low base attack.
  • Firing can inflict bleeding on enemies and deal real damage.
  • Veterancy Points can make the bleed effect stronger. Full stacks of bleed inflict heavy damage.


 

Khorchins (Tier 3, ranged)

A “khorchin” relates to an arrow quiver.

Traits
  • These archers feature weak health and defence but strong attack and attack speed.
  • Can fire somewhat accurately while moving.
  • Can switch to bodkin arrowheads that increase armour penetration but lower attack speed.




Selemchid Cavalry (Tier 3, mounted)

Selemchid means “swordsmen” in Mongolian.

Traits
  • This unit has high attack and is capable in sustained melee combat.
  • Charge has a short cooldown, enabling lots of movement across the battlefield.
  • Health is exceptional but defence is weak and this unit has a hard time dealing with arrow attacks.




Tseregs (Tier 4, melee)

“Tsereg” is Mongolian for “soldier” or “warrior”.

Traits
  • This unit has high health and damage but low defence.
  • Can use Swift Blades and Wolf Blades.
  • Sabre Dance: Quick attack speed. Can attack two targets.
  • Wolf Blades: Attacks can pierce armour and inflict bleeding.




Khevtuul Cavalry (Tier 4, mounted)

The Khevtuuls were the nighttime bodyguards of the emperor, counterparts to the Kheshigs.
  • Traits
  • This heavily-armoured unit has relatively low attack and movement speed.
  • Can charge when wielding sabers.
  • Can fire while charging when arrows are equipped. Launches a rain of arrows while riding in a charge formation.




Kheshigs (Tier 5, mounted)

Kheshigs were the daytime bodyguards to the Great Khan, a counterpart to the Khevtuuls

Traits
  • Attacks with two sabers.
  • Heavy blade riders with high attack and long charge cooldowns.
  • Can launches a flurry of skills. The blades slash alternately, with explosive melee damage.
  • Immune to control effects. Has high melee defence and low ranged defence.
  • When charging, upon reaching a destination, can charge again toward a hero and inflict 50% damage.

MY.GAMES Market: Save 25% on More Epic Attire!



The MY.GAMES Market is your one-stop shop for Conqueror’s Blade content at amazing prices. To celebrate the launch of our new storefront, we’re offering discounts on the best in-game Attire throughout December in the MY.GAMES Market Winter Sale!

A new trio of Attire Sets are available for purchase starting today. Save an irresistible 25% on:
  • Chivalric Horse Attire:Knightly armor worthy of the most gallant steeds.
  • Vadász CorpsUnit Attire: Equipped with this elite armor, your soldiers will hunt down the enemy without hesitation and mercy.
  • AswaranHero Attire: This armor was worn by a noble cavalry that was once the cornerstone of a mighty empire.

The Chivalric Horse Attire, Vadász Corps Unit Attire, and Aswaran Hero Attire will be available from the MY.GAMES Market from December 16th at 00:01 CET until December 22nd at 23:59 CET (3pm PST).

Attire for Heroes, Horses and Units in Conqueror’s Blade is purely cosmetic, and does not grant additional bonuses or advantages during gameplay. It just looks really, really cool.

Weekly News Summary #37 (December 13, 2019)

This week we announced Wrath of the Nomads, reintroduced White Elk Fort and kicked off new contests and discounts - all of which are detailed in the moving picture below. Note that this will be the last video round-up of 2019, so you’ll have to try to keep abreast of the news all on your own for the next couple of weeks. We have faith in you - you got this!

https://www.youtube.com/watch?v=rSy-cUjRsPw

Map Guide: White Elk Fort (Siege)



If you recently defended its streets from the Sea Raiders and their nefarious rebel allies, the interior of White Elk Fort will be immediately familiar to you. However, now it’s not just the streets that are under siege, but the entire city! Regardless of whether you choose to side with the attackers or defenders, the battlements are calling!  

HISTORY
Named after the famed White Elk that has been hunted to near-extinction in the ancient forests beyond the city limits, White Elk Fort was considered a fairly quiet mercantile town until the Sea Raiders splintered its gates and massacred its citizens. Since then, the defences have been hastily rebuilt, although the walls remain every bit as fragile as the population’s nerves.

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SCOUTING REPORT
Were it not for its breached walls White Elk Fort could almost be called impregnable. The battlements are high and wide, offering plenty of depth for defence, while along the main gate facing, a line of stakes planted at the base of the outer wall is a permanent deterrent to any ladder-borne assault. However, to the east and west, the walls are much less secure, and with just two control points sited in the centre of the fort, it’s difficult for the defenders to both protect its flanks and hold the centre-ground. 



PLAN OF ATTACK
  • Unless you plan to ram through it at lightning speed, an assault on the main gate will be unwise - and seen for what it is, a folly rather than a feint. Use the siege towers by all means, but do so as part of a coordinated attack on the flanks of the fort.
  • If you intend to breach the fragile walls in order to quickly rout the enemy, don’t expect to find too many artillery pieces perfectly positioned to help you out. You will need to deploy your personal reserves if you want to bring down the scaffolding holding those brittle sections together. You may find it quicker still - not to say cheaper - to use the ladders instead.
  • Once you are established inside the city walls, your route to capturing the fort will be the same that the Sea Raiders faced. You may find you’ll also face the same defensive tactics from warlords that are used to facing them. So, instead of flooding the control points with waves of troops, use the narrow streets to outmanoeuvre the defenders. The mid-point latitude between A and B is especially fragile and, significantly, can be reinforced if you capture the supply zones to the east and west. 




DEFENSIVE MEASURES
  • As you will have found if you faced the Sea Raiders, trying to defend the walls of White Elk Fort was a futile gesture. It isn’t quite the same when under siege, but if you see that you face an attacker that is coordinating its attacks to soften your flanks, you may find it difficult to hold the enemy back on both fronts. Prioritise your defence to ensure a series of managed retreats, so that you can engage the attackers on your own terms.
  • Just as you don’t want to be too far in advance of your main defensive position in the centre of the map, neither do you want your main forces to be surrounded defending Point A. The ground that is most advantageous is Point B, and the supply areas to the north and west. It’s in the final third that the fort will be won or lost, so make the bulk of your preparations with that in mind.
  • Lone wolf tactics can be risky but one or two mounted warlords with elite-grade cavalry units roaming behind the enemy lines can be a great way to disrupt an attack. A wide map with narrow streets where you can hide entire units offers the perfect terrain for mounted raiders to cause chaos and rack up an impressive tally of kills!

Territory Wars reset coming as part of Season 2



It is time to bring to an end the current state of war in Conqueror’s Blade and prepare for a new era of conquest. With Season 2 approaching on December 19th, we will be resetting Territory Wars so that when a new age of hostilities gets underway, we can ensure that all players, houses and alliances will charge into battle across a level playing field. 

In addition to the following changes being in place on December 19th, due to the winter holidays, we will be running Territory Wars in Drill Mode on the 21st, 24th, 28th and 31st of December. Please plan your campaigns accordingly! 

ALLIANCE RESET
  • Diplomacy between alliances will be reset to Neutral.
  • There will be NO CHANGEto alliances in terms of names, member houses, member warlords or leadership.
HOUSE RESET
  • House level will return to Level 1.
  • House Prestige will be reset to 0
  • Unresolved war declarations will be cancelled.
  • House markers, which are used on the open-world map to tag Resources and places of interest for House members will be removed.
  • House membership will no longer be determined by level. All houses can have up to 100 members, regardless.
  • There will be NO CHANGEto houses in terms of their names, members, leadership, history or achievements.    
FIEF RESET
  • Fief ownership will be transferred to NPC houses.
  • A fief’s resource centres will return to default with access and transit permitted.
  • Fief levels and quests are to be reset.
  • Fief Prosperity will revert to 100.
RESOURCE RESET
  • Players will have access to acquire and transport resources.
  • Site reserves will be set to full.
  • The collection tax rate will revert to 100%.

If you have any questions or concerns about the Territory Wars reset, please direct them via the usual channels. You can always share your thoughts and request clarification in our Discord channel.