Conqueror's Blade: Tips for Dominating in Territory Wars

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Hi my Zoulous and welcome to this new article.
In this article, we will talk about best practices and common mistakes in Territory Wars in order to be as effective as possible in battle.

Preparing for Territory Wars

Map analysis

The first thing you can do before a Territory War—and even before the TW briefing, if possible—is to analyze the map you will be attacking or defending in order to identify the key points (supply, X point, final point, breaches, artillery spots, and anything else that can be analyzed in advance to save time during the battle).

Attendance at the briefing

The second important point is to be present at the briefing. Raid leaders spend a significant amount of time preparing the battle and need players to be present so they can properly explain the strategy they want to deploy. This is also the moment to speak up if you did not understand something—during the battle, it will be too late.

Respect team compositions

The third important element is to take the requested units. If you are not listed in one of the formed groups, ask during the briefing which group you should join and with which units. There is nothing worse for a raid leader than seeing a completely off-meta unit being deployed, effectively making one player almost useless in battle.

Bring artillery

The fourth point, and a very important one: bring and place artillery. It is through artillery that you can create openings and therefore weaknesses.
*thurriaor* Yeeeeah, but I don’t know how to use artillery.
Placing artillery is a skill that every Territory War player must learn. You will therefore need to place artillery that may be average or even poorly positioned at first in order to learn the different trajectories and side effects and gradually improve. I recommend opening a private match and testing the different artillery pieces to become familiar with them more easily.
Be careful: artillery used in training mode is consumed from your personal inventory.
You can also watch the video on this topic by clicking a link somewhere on your screen.

Preparing units and gear

The fifth and final point: prepare your units and your gear.
- Check whether your units have low durability and ration them if necessary.
- Depending on how many players are in your raid, choose the right armor (Influence if you are few, Resistance if you are many).
- Equip the optimal runes for Territory Wars.
- Set up your configurations in advance depending on whether you are attacking or defending a fief and where your camp is located. As a reminder, if you do not do this, you will spawn with siege units, and you will have very little time to change your selection before the battle starts, which will likely result in reduced performance.

Communication in Territory Wars

Quick and concise calls

First tip: make quick, concise, and above all useful calls. Unless you have a specific role, it is not important to announce that you are dead, that you are low on health, or that enemies have taken a fief unrelated to the current battle.
However, you can call out that you are going to block the supply, that the cover you are providing on a flank is about to collapse, or that you are going to resupply your exotic units.

Follow the raid leader’s calls

Second tip: follow the raid leader’s calls.
Pay attention. The raid leader’s calls may sometimes seem unclear from your point of view, but follow them anyway. If mistakes are made, you can discuss them after the battle. During the fight, however, you must provide important information so the raid leader can react accordingly. The raid leader is not omniscient—they cannot see or know everything.

Troop morale

Third tip: troop morale.
During a battle, many things can happen. Even if the fight seems to be going badly, encourage your allies and avoid calls like “It’s over” or “We’re getting destroyed,” because demoralized players tend to flee or stop fighting, even when the objective is still achievable with enough commitment. Your goal is to lower the enemy’s morale while keeping yours high.

Best practices in Territory Wars

Spawning on the X point

Always take the time to spawn at the closest respawn point to the fight—if the X point has been captured, of course. Even if you lose two seconds selecting the spawn point, you will gain far more time overall.

For your information, fully capturing an X point takes 60 seconds. If there are only a few seconds left before the X is captured, it can also be worth waiting to spawn directly on the X.

Blocking the supply

Pay close attention to the supply point. If your unit is largely destroyed or completely wiped out, you must analyze the situation to determine whether you should go to the supply point to change units or simply leave the battle.

Rotation

If the icon on your right displays 0, you must not leave the battle even if you no longer have any units, because no one will be able to replace you. Simply try to stall using your hero.

Battle phase

If you are at the beginning of a push or in the middle of an active push and you have enough rotation available, analyze the important targets you could reach to help your allies.
For example, jumping behind enemy lines to eliminate exotic units such as Falconettis, flamethrowers, or Cocoshens is very effective. You can also hunt down artillery, typically war rockets or grapeshot cannons.
On some maps, pushing onto the enemy’s X or final point can relieve pressure on your team or even win the battle through a bold move.
If you really have no specific target, retreat using the button above the map and continue fighting for the next 10 seconds until you are removed from the battle.
Finally, if you are in a reset phase, you can go change units if it makes sense given the current needs.

Also, depending on the situation, do not hesitate to block the enemy supply yourself. If done properly, this can give your team a significant advantage.

Diving into enemy exotic units

We already mentioned this in the previous point, but of course you do not need to wait until you have no units left to dive into the enemy team’s exotic units.
Generally, mount your horse, then jump from the left or right side of the enemy setup and focus as much as possible on those units. Be careful: if you attempt this action, warn your allies so that four players do not dive at the same time and lose their units, leaving the frontline completely exposed.

Offer your artillery to allies

Do not forget that your allies can also use your artillery. A good practice is to place an artillery piece not too far from an ally who is already firing artillery—while still keeping enough distance to avoid both pieces being destroyed by a single enemy artillery shot—and simply ask them to handle it. This allows you to go fetch another artillery piece and be ready for the next push without losing DPS.

Be aware that unless you are in the same group as your ally, they will have to wait 60 seconds before being able to use it.

Watch your surroundings

Keep an eye on the map and continuously analyze the situation to find opportunities. Sometimes, a well-executed flank can turn around a battle that was going badly. Logically, also pay attention to your own flanks and your backline to avoid suffering heavy losses.

Push beyond the point

During a push—whether on the X or the final point—do not hesitate to push beyond the capture point. This makes it easier to capture the point, as the enemy will have to break through your frontline before they can anti-cap.

Spawn with one unit and switch

If your spawn point is far away and you have a safe supply point closer to the fight, you can spawn with cavalry or another fast unit to reach the battle quickly, then switch to the desired unit. The advantage is that your slower unit will be ready to fight sooner, and you may even be able to deliver an initial burst with cavalry before setting up with infantry.

High-ground positioning

In standard combat, try to position yourself lower than your opponents, as your melee units will hit more easily than those attacking from above.
This information applies only to melee units. Of course, if there are Cocoshens, Shenji grenadiers, or similar units facing you, high ground may still tip the balance in favor of elevation.

The horse is amazing

We already talked about this during exotic unit dives, but the horse is an extremely powerful tool used for much more than that.
For example:
Some classes gain additional abilities—this is notably the case for the Shortsword, which can apply a stun while mounted.
The horse also allows you to dodge certain ultimate abilities, especially Assassin crowd control.
It also helps capture points faster.
It is very useful during anti-cap to keep moving quickly without getting hit.
You can even use it to escape from walls quickly if sliding down ladders is not possible.

Breaking enemy setups by flanking from behind

How many battles have been lost because attackers did not dare to flank an established setup? Far too many. Yet, while risky, this action is extremely effective and can unlock a situation very quickly.This is already the end of this article. I hope you enjoyed it! Don’t forget to leave a thumbs up if you liked it, and subscribe if you want to follow the channel! I remind you that you can use the code ZYX515 to gain access to some in-game advantages for new players, or ZYL515 for players who haven’t launched the game in over a month


Dernière modification : 2026-01-06T018:00:00+02:00
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