The general gist is the following, exceptions apply especially depending on personal playstyle and skill, also the exploitation of specific map terrains can offer huge advantages to certain unit uses: Meelee infantry, the more the better, example of meta units are paladins and wuwei, stay near shields and pikes but look to maneuver around for flanks charge in to kill or reinforce other units; Defensive units, need at least 1 or 2 deployed, examples meta units are myrmillos and imperial shields, gather with team and cover for them, preferably stick with braced pikes but otherwise stay in front or inside other units and either block enemies path or covering a corner, playing around a choke point is preferred when in defence; Anti cav units, need at least 1 or 2 deployed, examples of meta units are imperial pikes, halberdirs and fortebracios, try to alway keep them braced when not moving to a different position, preferably braced inside shields or other melee units, otherwise try to brace them where may come from the side of a chokepoint or right after a turn, always pay attention to flanks so you can quickly change the brace direction incase of enemy flanks; Muskets and imperial archers, 1 or 2 deployed is enough, examples of meta muskets are kriegsrats and imperial arquebusiers, good to have but only if there are few of them, stay behind or inside shields ready to suppress fire, otherwise stick to narrow corridors or around turns; Longbows and imperial archers, 1 is enough if played properly , same as above if not stay as far away from the battlefield and prioritise target firing the enemy ranged, then pikes then heroes; Cavalry, 1 or 2 deployed is usually enough, example of units companion cav, kriegsbruders, dagger lance: roam in search of flanks or distracted/mispositioned units, 1 proper charge can wipe blobs but otherwise can be quite useless especially enemy when the enemy has properly braced pikes or unit with high enough block, they can overwhelm players if they don't have counter unit deployed. What make people lose games is usually bad timing and positioning, that's what the heavy cc are for, if the level of skills are similar, after each successful push or defence, the remaining unit counts should be relatively even, engaging too early or too late, defending for too long or too little are all the same kind of bad, know when to engage, disrupt, defend, retreat and to ignore people that keep making calls that have no reason to be made, properly placed unit are valuable even after their commander is dead, otherwise they are jus fodder, that's what I believe is the real distinction between "hero" focused class and "unit" focused class, one disrupts the hero so they cannot properly control their units, the other directly disrupts the enemy units directly
is attack speed bugged? I tested it way back and it had some effect. As for +1, where do you want to use your reapers if not in blobs? :P Also, swords seem to have some crazy range when it comes to additional targets, so blob doesn't have to be that dense for it to be worth it.
@ I tested like 2 months ago 48%atk spd IR vs 0% and was always 50/50 who wins Only when you used Tigerstep with flail they won clearly For the +1 hit there needs to be a target when they want to hit and often if the enemy’s move they miss Mid is a lot of wasted points imo and the +15% top makes them hit rly hard
Thanks for the Video, are these T4/T5 Units Temporary or Permanent? I have not made the Choice yet. I have Iron Reapers but they are not leveled fully, so I wonder should I get them form here or better opt for Senji.?
Permanent. U should pick Iron Reapers and max level them because they are 1 of the best unit in the game. With high amor and damage, They're like "A moving MG42 bunker". They're also suit for 1 vs 1 situation. I want to add the author's suggestion: Avoid Wuwei and Lancelot if u don't know how to deal with them , dont charge into ANY pike except the Imperial pikemen cuz that unit is helpless when meet Iron reapers whether use Advance or not XD. Good luck n Have fun.
@@SuperKitowiec They are Mid level so that is why I hesitate I suppose I should use medals and level them and get Shenji then to have more varied options. Thanks!
i dont care make a video where they nerf this unit to the ground theyve been op since season 1 . they have no right to stay on meta for the whole duration of the game while other units are continuously getting nerfed
It is a pro move making something else available. How can a unit survive 2 to 4 sets of units and just lose 4 soldiers. If thats the case anyone against them will always have a unit deficit. Trying to defend last point oh sorry you can't cause that one unit of iron reapers just killed 60 of your main tankers and dmg dealers. Why can't it there in between the companion cav starting was trash then they overly buffed them. Same with iron cap cav how can a green unit still be viable in t5s? And still rack up 50 t5 unit kills.
I don't think they need nerf. I played since season 1. I use a purple unit berserker to kill them all the time. And they more like shock unit, slow as fark, can't run away from anything, dies to full charge calv. Too much weakness. Only use full in blob fights
Free max level unit event details: www.conquerorsblade.com/en/news/1353/
Get Conqueror's Blade and Newcomer Gift Code here: superkitowiec.carrd.co/
My man make a current meta unit list with playstyle and veterancy
I don't like tier lists :P
The general gist is the following, exceptions apply especially depending on personal playstyle and skill, also the exploitation of specific map terrains can offer huge advantages to certain unit uses:
Meelee infantry, the more the better, example of meta units are paladins and wuwei, stay near shields and pikes but look to maneuver around for flanks charge in to kill or reinforce other units;
Defensive units, need at least 1 or 2 deployed, examples meta units are myrmillos and imperial shields, gather with team and cover for them, preferably stick with braced pikes but otherwise stay in front or inside other units and either block enemies path or covering a corner, playing around a choke point is preferred when in defence;
Anti cav units, need at least 1 or 2 deployed, examples of meta units are imperial pikes, halberdirs and fortebracios, try to alway keep them braced when not moving to a different position, preferably braced inside shields or other melee units, otherwise try to brace them where may come from the side of a chokepoint or right after a turn, always pay attention to flanks so you can quickly change the brace direction incase of enemy flanks;
Muskets and imperial archers, 1 or 2 deployed is enough, examples of meta muskets are kriegsrats and imperial arquebusiers, good to have but only if there are few of them, stay behind or inside shields ready to suppress fire, otherwise stick to narrow corridors or around turns;
Longbows and imperial archers, 1 is enough if played properly , same as above if not stay as far away from the battlefield and prioritise target firing the enemy ranged, then pikes then heroes;
Cavalry, 1 or 2 deployed is usually enough, example of units companion cav, kriegsbruders, dagger lance: roam in search of flanks or distracted/mispositioned units, 1 proper charge can wipe blobs but otherwise can be quite useless especially enemy when the enemy has properly braced pikes or unit with high enough block, they can overwhelm players if they don't have counter unit deployed.
What make people lose games is usually bad timing and positioning, that's what the heavy cc are for, if the level of skills are similar, after each successful push or defence, the remaining unit counts should be relatively even, engaging too early or too late, defending for too long or too little are all the same kind of bad, know when to engage, disrupt, defend, retreat and to ignore people that keep making calls that have no reason to be made, properly placed unit are valuable even after their commander is dead, otherwise they are jus fodder, that's what I believe is the real distinction between "hero" focused class and "unit" focused class, one disrupts the hero so they cannot properly control their units, the other directly disrupts the enemy units directly
Thank you, i'll change my vet line now :)
I use Devastation doc
Only hits 2 units without the node? That's just not true. At 1:02 you even showed it yourself, it hits 4 units.
1:02 is with the node :P
is that devastation doctrine works on sword mode? i find diff answers on website which makes me really confuse
I never saw it working with swords so imo flail only
rip just got a devastation doctrine now seems useless 😢and thanks for the information
@@akalexkoey3861 it's good on mace sergeants ;)
i just dont like that there atk speed notes are still bugged in the middle and the +1 attack i only feel in big blob fights
is attack speed bugged? I tested it way back and it had some effect. As for +1, where do you want to use your reapers if not in blobs? :P Also, swords seem to have some crazy range when it comes to additional targets, so blob doesn't have to be that dense for it to be worth it.
@ I tested like 2 months ago 48%atk spd IR vs 0% and was always 50/50 who wins
Only when you used Tigerstep with flail they won clearly
For the +1 hit there needs to be a target when they want to hit and often if the enemy’s move they miss
Mid is a lot of wasted points imo and the +15% top makes them hit rly hard
love u ❤❤
Thanks for the Video, are these T4/T5 Units Temporary or Permanent? I have not made the Choice yet. I have Iron Reapers but they are not leveled fully, so I wonder should I get them form here or better opt for Senji.?
Permanent.
U should pick Iron Reapers and max level them because they are 1 of the best unit in the game. With high amor and damage, They're like "A moving MG42 bunker". They're also suit for 1 vs 1 situation.
I want to add the author's suggestion: Avoid Wuwei and Lancelot if u don't know how to deal with them , dont charge into ANY pike except the Imperial pikemen cuz that unit is helpless when meet Iron reapers whether use Advance or not XD. Good luck n Have fun.
depends what level are your IR. If it's somewhat close to max then there is no point in taking another one
@@SuperKitowiec They are Mid level so that is why I hesitate I suppose I should use medals and level them and get Shenji then to have more varied options. Thanks!
@@billtran6830 Thanks appreciate! :)
HELLO I START PLAY HUSSARS WICH VETE IS BETTER TOP OR BOOTM?
Bottom
Man how many tier 5 can you get
You talking about the whole game or the pass rewards?
You can get 1 max lvl out of the 3 for the rewards
@@papi_from_the_9th_floor Thanks papi. Just the reward
Is the devastation doctrine valid on them?
I don't use it. You rarely fight with flail basics so it's a waste of slot imo
Czemu masz na niebiesko te skile postaci?
Taki bajer złotego skina nodachi ;)
Gg wp
who even still plays conqueror's ?
Plenty of players according to steamdb ;)
I think the Achilles heel for Iron Reaper is Rattan Pikemen....
Hm, i don't see many rattans around anymore tbh
@@SuperKitowiec I play rattan pikemen solely for trolling
i dont care make a video where they nerf this unit to the ground theyve been op since season 1 . they have no right to stay on meta for the whole duration of the game while other units are continuously getting nerfed
I can make a vid like that but it might not contain accurate info :P
Yea man nerf a unit that new f2p Players can reliably unlock pro move
It is a pro move making something else available. How can a unit survive 2 to 4 sets of units and just lose 4 soldiers. If thats the case anyone against them will always have a unit deficit. Trying to defend last point oh sorry you can't cause that one unit of iron reapers just killed 60 of your main tankers and dmg dealers. Why can't it there in between the companion cav starting was trash then they overly buffed them. Same with iron cap cav how can a green unit still be viable in t5s? And still rack up 50 t5 unit kills.
I don't think they need nerf. I played since season 1. I use a purple unit berserker to kill them all the time. And they more like shock unit, slow as fark, can't run away from anything, dies to full charge calv. Too much weakness. Only use full in blob fights
@@vincentgan7873 you're funny where you playing at? A fresh server?