Hello my zoulous and welcome to this new video! Today we are going to talk about artillery in Conqueror's Blade!
So we will cover everything related to range, power, size, deployment time, utility, and acquisition.
General overview of artillery
To begin with, a quick reminder about artillery: these are powerful tools that allow you to gain an advantage over the enemy. Each piece of artillery has its own utility and drawbacks.
With this brief reminder done, let’s now go into detail for each type of artillery.
Types of artillery
The mortar
And we immediately start with the mortar!
The advantage of the mortar is its ability to fire in an arc, allowing it to hit enemy units or artillery despite the presence of a wall, barricade, or anything else that would block a direct shot. Another advantage is that the mortar deals area damage, knocks down targets hit, and applies a burn effect for a few seconds, provided the target is not fireproof.
Regarding its deployment time, it is around ~11 seconds for a blue mortar and ~15 seconds for a purple mortar.
Be careful: damage, health points, ammunition count, and range of a mortar vary depending on its rarity.
We will of course deal more damage with a purple mortar and be able to shoot farther, but an interesting feature of the blue mortar lies in its ability to perform a very high arc, even allowing you to fire on your own position.
It therefore absolutely has its place in certain battles.
Another point to take into account: this artillery deals damage to your allies, so be careful before firing.
Regarding placement, you can position it behind a wall, barricade, rock, or tree, thus protecting it at least partially against enemy artillery.
The culverin
Let’s move on to the second artillery type: the culverin.
The culverin is often used to destroy other artillery, especially siege towers.
It has the advantage of being very accurate, dealing significant damage, having a small hitbox, and above all being deployed very quickly.
It can also be used to kill certain units or even some heroes.
Another advantage is that the culverin does not deal damage to allies; however, it can only hit a limited number of units (3 to 5 depending on rarity) since it can pierce but does not deal area damage.
Regarding deployment time, it is about 7 seconds for all rarities.
The Hwacha
We continue with the third artillery: the Hwacha.
The Hwacha is a kind of machine gun that fires many projectiles, thus dealing heavy damage.
Between the blue and purple versions, there is a significant gap in accuracy and penetration, which can justify using the higher rarity.
In terms of deployment time, it is 5 seconds for green, 6 seconds for blue, and 8 seconds for purple.
The cannon
4th artillery: the cannon
The cannon fires a direct shot that deals area damage, making it useful for destroying shielded positions, for example.
At each impact, the cannon deals damage, knocks down directly hit targets, and staggers targets within the explosion radius.
Be careful, the cannon also hits your allies, so avoid firing when your allies are pushing.
Regarding deployment, a green cannon takes about 8 seconds, a blue cannon about 10 seconds, and a purple cannon about 12 seconds.
The ballista
5th artillery: the ballista.
The ballista is an anti-hero artillery, capable of dealing heavy damage to a limited number of targets.
Additionally, this artillery does not damage allies.
Regarding deployment time, it is around 8 seconds for a green ballista, 10 seconds for a blue one, and 12 seconds for a purple one.
The scorpion
6th artillery: the scorpion.
The scorpion is a very agile artillery that deals fire damage.
Since most units are fireproof, this artillery is unfortunately often ineffective.
It can still stagger the target and, if the target is not fireproof, deal some minor damage.
Regarding deployment time, a green scorpion takes 5 seconds, a blue one about 6 seconds, and a purple one about 7 seconds.
The grapeshot cannon
7th artillery: the grapeshot cannon
Very popular in GvG, the grapeshot cannon deals heavy damage at short range, similar to a shotgun for example.
It also applies a micro stun to hit units.
Regarding deployment time, it is 5 seconds for a green grapeshot cannon, about 6 seconds for blue, and 8 seconds for purple.
The siege ballista
8th artillery: the siege ballista
Also known as the beam launcher, the siege ballista can kill any unit or hero standing in its trajectory.
It is therefore very dangerous in linear areas.
Be careful, the siege ballista occupies a large amount of space when deployed and can sometimes block your units.
Regarding deployment time, it is about 15 seconds for a purple siege ballista and 12 seconds for a legendary one.
The catapult
9th artillery: the catapult.
The catapult fires multiple projectiles dealing heavy damage to structures (siege towers, walls, gates). It can also be used against units, but it is clearly not ideal for that.
Nevertheless, it can stun targets hit.
Its deployment time is about 15 seconds.
The war rocket
10th artillery: the war rocket.
A very powerful artillery, the war rocket fires explosive projectiles that deal massive damage to hit targets.
Be careful, this artillery also damages allies, so it should not be used by just anyone.
Another special feature is that the war rocket can fire in a small arc.
Its deployment time is about 8 seconds for a purple war rocket and 10 seconds for a legendary one.
The great bombard
11th artillery: the great bombard.
The great bombard is extremely powerful but also extremely dangerous. Why? Because it can kill anything within a large area. It also has several issues.
- Issue number 1: it also hits your allies.
- Issue number 2: it is extremely slow to aim.
- Issue number 3: deployment and reload times are very long.
- Issue number 4: it is not very accurate.
Despite all these issues, the great bombard is a very powerful tool that can turn the tide of a battle if used correctly.
Regarding deployment time, it takes 25 seconds, which is really significant.
The flaming comet
12th artillery: the flaming comet.
Based on the same principle as the Hwacha, the flaming comet fires many projectiles to deal damage, with the difference that its damage is area-based and can knock down or stagger targets.
Regarding deployment time, it is about 5 seconds for a purple one and 7 seconds for a legendary one.
The siege tower
13th artillery: the siege tower
It is true that this is not really a standard artillery, as it does not deal damage, but the siege tower is extremely important both in regular matches and territory wars because it allows you to create new paths or make existing ones more accessible.
In siege mode, towers are already built; you just need to push them, and if a tower is destroyed, it will respawn after about ten seconds.
In GvG, however, you will need to build it via an outpost and add it to your wagon before the battle in order to deploy it at the designated location.
The battering ram
14th artillery: the battering ram
Same as the tower, the battering ram does not deal damage to enemies and its sole purpose is to destroy gates.
The advantage of the battering ram compared to other artillery is that it can destroy a gate even if it is open. Aside from that, it is not a very useful artillery.
The trebuchet
15th and final artillery: the trebuchet.
The trebuchet is a very powerful artillery that allows you to bombard a specific position.
In siege mode, trebuchets are already in place; in GvG, you will need to build them.
Additional information: trebuchets are destructible, so in some cases it may be useful to destroy them.
Acquiring artillery
We have now covered all the different artillery types; let’s move on to how to obtain them.
Craftable artillery
First part: craftable artillery. The list of craftable artillery at the time I am writing this video is as follows:
- Mortar.
- Cannon.
- Grapeshot cannon.
- Ballista.
- Culverin.
- Scorpion.
- Hwacha.
Let’s say I want to craft a purple mortar. The first thing I need to do is find a city that allows this craft.
Once the city is found, you will need to visit the artillery manufacturer in town to learn the required components.
*Rixmome* Uhh, what are these components? I’ve never dropped that stuff!
That’s normal; these are refined components. You first need to obtain raw components in the open world or at the auction house, then refine them into refined components to be able to craft the artillery.
Once the components are gathered, simply start the craft at the artillery manufacturer.
Artillery fragments
Let’s move on to the second method, which concerns obtaining all artillery except the great bombard: artillery fragments.
These fragments can be obtained in regular matches or territory wars after destroying enemy artillery.
Note that if you destroy an artillery of a given rarity, you can receive a fragment of the same rarity or a higher one.
Once you have collected 5 fragments of the same type, you can exchange them with the siege engineer for 1 crate of the corresponding color and obtain a random artillery of that rarity.
Fief capture
3rd method: obtaining artillery through fief capture.
When your house captures a fief, each participant will receive a certain amount of silver coins and potentially supply packs and artillery crates, depending on their participation and of course on the fief’s available tribute.
Outposts
4th method: obtaining artillery through outposts.
If your house builds an outpost, you will be able to purchase blue artillery using silver coins. Use this as a backup option, but it is clearly not cost-effective.
Regarding battering rams, siege towers, and trebuchets, they are also available at outposts in exchange for house reputation.
Events / Battle Pass
5th method: events / battle pass.
The final way to obtain artillery, which is not really controllable, is through events or the battle pass. There’s nothing special to add—just participate in the different events and stay attentive.
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