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The Complete Strategy Guide-In Development

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The Complete Strategy Guide-In Development

Postby Joodoo on Thu Jun 12, 2008 7:23 pm

This strategy guide is made to include all of the strategies that are posted in the Strategy sub-forum. Anyone credited with the strategy will be listed at the bottom of the guide.
Plz remember that this is still in development, so don't be surprised if it looks crappy! I'm welcoming all suggestions to improve this guide.

Content:
Chapter 1:Map Types
Chapter 2:Game Types
Chapter 3: Play Order Types
Chapter 4: Bonus Card Types
Chapter 5: Speed Games vs Casual Games
Chapter 6: For Newbs
Chapter 7: Other Strategies


Maps:
Classic
- If you have at least 6 armies around or in Oceania I recommend concentrating on that continent for many reasons. First it is by far the easiest continent to hold and it's easy to get at the beginning. But I wouldn't recommend fighting someone for it if they really want it that bad let them have it but be concentrating on other places as well.

-DO NOT try to take Asia right off the bat or North America unless you already have the whole thing pretty much. But do not try to take Asia right off the bat either way because me and everyone here will tell you that you have made a big mistake. The problem with taking over such a big country at the beginning is that it has so many way to get to it and break the bonus you will receive that it is almost impossible to hold unless it is a no cards game or maybe a flat rate cards game.

-1st turn Deploy only, do not attack the first turn unless you have 3 out of 4 territories on South America or Oceania.
In an Escalating game it is all about cards and men. But the cards are not as important as the men in the first 2 or 3 turns. Think of it more like you have cards but the other guy is keeping them for you.
Then fortify a different spot than where you deployed if it is 1 fort or everywhere you can if it is unlimited fort

-Do not ever try to take and hold Europe, North America, or Asia. (Africa is even iffy but can sometimes be done by a better player).
You will be to spread out to properly hold and will spend all your men and effort retaking and fortifying the larger continents and will not be able to take out a weaker player because you are in one area instead of building on 2 or 3 different area's around the map.

-Everytime you log into game you need to know who is the weakest player and do they have enough cards to be worth taking out (the easiest way to do this is to read the forum in General Discussions for a download called Monkey Script, it Keeps count of Cards, Men, and Countries of each Player you are playing in that game).

-Forum: the forum is a tool that you can use. You need to use this tool for all the great information it can give you.

-In a Flat rate game Men are very important.
In first 3 rounds you need to deploy stratigically and attack softly, if at all. softly means attack once if you do not win the territory then stop attacking. The only real reason you would attack is to take over the small continents because you have 3 of the territories.
You may also try for Africa after the 3rd or 4th turn, if you own 3 or 4 of the african continent. More players lose tring to replace men that have been lost trying to hold the borders of North America or Europe, and rarely does any one hold Asia.
Flat rate is important to own each territory you have in the begining. What I mean is are you gonna attack a guy with 4 guys or 1 guy so if you can't get a small continent find 3 territorie to gether and start building from there deploy 1 on each and don't attack but maybe 2 out of 3 turns the first few turns and when you turn in a set it is ok to turn in a mixed set if you own 2 of the card territories or have to turn them in cause you have 5 cards.

-In a no cards game it is about territories and men again you need to own each territory you have leaving none with 1 man unless you got a shot at the small er territories but truth to tell in no card games you could end up owning USA or Europe.

-Never try for Asia unless you own Oceania, it will cost too many of their men to breach your borders and men do not replace easy in a no cards game.



Contributors (thank you!): UCAbears, wacicha

plz bear with me as this guide is very messy right now
Last edited by Joodoo on Tue Jun 24, 2008 10:50 pm, edited 1 time in total.
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Re: The Complete Strategy Guide-In Development

Postby GoVegan on Sat Jun 14, 2008 3:47 pm

This is way too general. You have to take into account game type, number of players... ect.

Blanket rules of "take aussie" " don't try for asia" mean nothing until you see the game type.
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Re: The Complete Strategy Guide-In Development

Postby Joodoo on Sat Jun 14, 2008 7:55 pm

that's why I have splitted it into chapters, I'm trying to be as specific as I can
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