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The best strategies for team games-setting the record straig

Postby Fewnix on Sun Mar 18, 2012 8:38 am

This came up in our usergroup Whom or What and I thought if important and fun to circulate it widely:
macbone wrote:Viceroy is absolutely right. If I had to distill team play down to its most basic elements, I'd say these are the key ingredients:

  • 1. Never miss a turn. (Although there are exceptions to this.)
  • 2. Communicate, communicate, communicate. Everyone should know the gameplan. Everyone should know what their role should be, and what the team's objectives are.
  • 3. Strategy. Be familiar with the basic principles of denying opponents bonuses, establishing your own, and eliminating weak players on the other team.
  • 4. Know the map. Classic-style gameplay is fairly straightforward, but for maps with Conquest gameplay or more complicated bonus structures and attacking paths (Waterloo, Stalingrad, Poison Rome, etc.), there's no substitution for familiarity with the map.
  • 5. Team chemistry. You may have assembled four brilliant tacticians, but if they can't work together, or their play styles don't mess, you won't be as successful.

Clans like KORT and TOFU have gotten to the top by following all the above guidelines, and say what you will about our recent Conquerors, but they've followed #4 religiously.

Also, will you please credit emelar as the author of this?

The real rules #'s 1,2, and 3 are Communication, Communication, and Communication

The 1st four are Bruceswar's priorities in order:
1- break bonuses
2- break populations to below 12 to break popln bonuses
3- take your own bonuses
4- eliminate a player
These 4 subject to the facts-on-the -ground when the beginning game-drop is first seen.

Other tactics:
5- fort to the person who follows you if possible
6- separate the enemy players
7-try to always attack since it is a one v one game in essence (except in 3 and 4 team games)
8- attack with 4's or better (unless 3v1 sometimes), leave no attackable singles, snatch up unprotected singles

9 A concept to consider is that you should preferentially attack the player who comes immediately after you. (Try to maintain contact with that player's countries, try to avoid contact with the countries of the player before you, and keep away from your team mates the countries that come immediately before them.)

The game is about the team. At any time any or all of my pieces or bonuses may be sacrificed to gain a significant advantage such as enabling the killing 2 of the enemy players or gaining a dominant position (We've seen partners who didn't understand that concept.)

- emelar


Bruceswar taught me #1-4, and I passed it on to emelar, who refined it into this strategy PM. =)
][/quote]
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Re: The best strategies for team games-setting the record st

Postby Fewnix on Sun Jun 10, 2012 1:04 am

Fewnix wrote:Any objections if I post this a bunch of places? We are honoured to play the best.

Fewnix wrote:
Fewnix wrote:Game 11123264

TOFU is currrenty ranked second among competitive clans

Denise Colonel, Scoreboard ranking 192 out of 14, 844
catnipdreams Colonel 205th
Chuuuuck Brigadier 54th
Dako Major 405th



{quote="torres44cm"]Those are some bad arse hombres, we're dealing with, would be a nice notch on our pistols, taking them down


so how do you feel about the claim a core group of us make up SoH's top team for clan war and league games?

and this is our basic strategy guide.
macbone wrote:Viceroy is absolutely right. If I had to distill team play down to its most basic elements, I'd say these are the key ingredients:

  • 1. Never miss a turn. (Although there are exceptions to this.)
  • 2. Communicate, communicate, communicate. Everyone should know the gameplan. Everyone should know what their role should be, and what the team's objectives are.
  • 3. Strategy. Be familiar with the basic principles of denying opponents bonuses, establishing your own, and eliminating weak players on the other team.
  • 4. Know the map. Classic-style gameplay is fairly straightforward, but for maps with Conquest gameplay or more complicated bonus structures and attacking paths (Waterloo, Stalingrad, Poison Rome, etc.), there's no substitution for familiarity with the map.
  • 5. Team chemistry. You may have assembled four brilliant tacticians, but if they can't work together, or their play styles don't mess, you won't be as successful.

Clans like KORT and TOFU have gotten to the top by following all the above guidelines, and say what you will about our recent Conquerors, but they've followed #4 religiously.

Also, will you please credit emelar as the author of this?

The real rules #'s 1,2, and 3 are Communication, Communication, and Communication

The 1st four are Bruceswar's priorities in order:
1- break bonuses
2- break populations to below 12 to break popln bonuses
3- take your own bonuses
4- eliminate a player
These 4 subject to the facts-on-the -ground when the beginning game-drop is first seen.

Other tactics:
5- fort to the person who follows you if possible
6- separate the enemy players
7-try to always attack since it is a one v one game in essence (except in 3 and 4 team games)
8- attack with 4's or better (unless 3v1 sometimes), leave no attackable singles, snatch up unprotected singles

9 A concept to consider is that you should preferentially attack the player who comes immediately after you. (Try to maintain contact with that player's countries, try to avoid contact with the countries of the player before you, and keep away from your team mates the countries that come immediately before them.)

The game is about the team. At any time any or all of my pieces or bonuses may be sacrificed to gain a significant advantage such as enabling the killing 2 of the enemy players or gaining a dominant position (We've seen partners who didn't understand that concept.)

- emelar


Bruceswar taught me #1-4, and I passed it on to emelar, who refined it into this strategy PM. =)



Fewnix wrote:
Fewnix wrote:
Fewnix wrote:I have picked up 633 points on First Nations America and have a win record over 60%. Most of those points have come from our Whom or What signature map- FNA,quads sunny no spoils unlimited forts. I am looking for a core group, say half a dozen, WoW or Spelunkers, willing to play this map and settings to have fun, learn and bond and win. I believee in brains,and chemistry.communication is key. I am willing to play colloborative with a dash of me team captain.

PM or post.

Thank your for your consideration.
=D> =D> =D> =D>
[/quote]
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Re: The best strategies for team games-setting the record st

Postby Catarah on Sun Jul 08, 2012 9:39 pm

"The 1st four are Bruceswar's priorities in order:
1- break bonuses
2- break populations to below 12 to break popln bonuses
3- take your own bonuses
4- eliminate a player"

i really can't agree that these are in order. while it obviously depends on the exact situation, i'd say "eliminate a player" usually goes first on my games. this might have to do with me playing other settings though(mainly trench ;) )
and,extra things you should pay atention to:
-prevent your teammates from dying.
-failing that, make sure you take him out to get his cards, before the enemy does.(not always though...)
-protect bonusses.
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Re: The best strategies for team games-setting the record st

Postby Fewnix on Sun Jul 08, 2012 10:44 pm

Catarah wrote:"The 1st four are Bruceswar's priorities in order:
1- break bonuses
2- break populations to below 12 to break popln bonuses
3- take your own bonuses
4- eliminate a player"

i really can't agree that these are in order. while it obviously depends on the exact situation, i'd say "eliminate a player" usually goes first on my games. this might have to do with me playing other settings though(mainly trench ;) )
and,extra things you should pay atention to:
-prevent your teammates from dying.
-failing that, make sure you take him out to get his cards, before the enemy does.(not always though...)
-protect bonusses.


These 4 subject to the facts-on-the -ground when the beginning game-drop is first seen.
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Re: The best strategies for team games-setting the record st

Postby Jippd on Sun Jul 08, 2012 11:32 pm

Catarah wrote:"The 1st four are Bruceswar's priorities in order:
1- break bonuses
2- break populations to below 12 to break popln bonuses
3- take your own bonuses
4- eliminate a player"

i really can't agree that these are in order. while it obviously depends on the exact situation, i'd say "eliminate a player" usually goes first on my games. this might have to do with me playing other settings though(mainly trench ;) )
and,extra things you should pay atention to:
-prevent your teammates from dying.
-failing that, make sure you take him out to get his cards, before the enemy does.(not always though...)
-protect bonusses.


You should do whatever will change the net deploy difference between teams in your favor more.


IE if you have two options and they are break a bonus or kill a player from the other team. If the bonus is worth +5 and the player dying only takes away +3 from their team then breaking the bonus would be more valuable.

Of course if the kill was worth cards (esc/flat rate) then the kill might be more valuable.

It all depends on the situation/troop counts/turn orders/card count/etc
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