If you enjoyed the time-limited "Storming the Great Wall" event, The Great Wall will be instantly familiar. It takes the recent PvE classic and returns it for PvP Siege battles, allowing you to endlessly enjoy the conflict from both sides. And, as the name suggests, it’s as unique a fortification as can be found anywhere in Conqueror’s Blade!

HISTORY

Far beyond the means of any single empire or age, the Great Wall is a collection of dozens of fortresses, new and old, that snake across the lands, linked by raised roadways, earthworks and imposing walls that have been built over many hundreds of years. Acting as a defensive bulwark against barbarian invaders as well as a border wall to protect the numerous trade routes that crisscross the land, the Great Wall has only in the last century been considered a single entity. Of course, that hasn’t stopped fractious warlords bickering over the parts of it they consider theirs.

SCOUTING REPORT

Inspired by its real-world namesake, The Great Wall is an iconic fortification like no other in Conqueror’s Blade. Rather than protecting a town, its battlements snake across the map, providing the layout for a distinctive and fast-paced siege with multiple routes to victory.

The main point of defence is the extensive gatehouse and the rear courtyard around control point A, which is well-protected and flanked by defensive guns. With no siege towers, the attacking team is limited to using ladders, trying a direct attack on the main gate, or bringing down a weak section of wall.

Once point A is taken, the attackers can then turn east and run the full route of the wall via point B as it leads up to the top of the map - securing a deadly line of defensive watchtowers along the way, or, alternatively, turn west and attack a second gatehouse at point C that guards the western approach.

The final capture point sits within a fortification at the highest point of the map. Though not as defensible as other capture points, the high walls and nearby resupply zone should ensure a climactic end to any battle - and a glorious view of the battlefield below for the eventual victor.

PLAN OF ATTACK

  • In front of the weak section of the outer wall are two mortars. Use them to collapse the battlements to ensure you have a quick route to assault the gatehouse and the resupply area to the west.
  • If you are attacking the main gate, do so from either side using siege ladders. The gate itself is well defended with firepots and close-range anti-personal artillery, which means that without the protection of siege towers, a frontal assault could be extremely costly.
  • Once you have troops on the wall (and point A is under your control), you can follow the wall directly up to point B. If you are met with resistance, or you find yourself targeted by units on the point B watchtower, outflank your opponent by using the ladders that bring you up behind the tower.
  • As well as the ladders than can be used to assault point C, mounted warlords can be used to scale the rocky area close to the westernmost resupply area. (Don’t expect your troops to be able to follow you though!)
  • The final control point at the top of the map is not as well protected as the others, but the defence does have a great height advantage and the use of a defensible resupply area. It may be an idea to try to assault the area from the sides; to blunt the opponent’s counter-attacking efforts.

DEFENSIVE MEASURES

  • The defending team has the height advantage pretty much from start to finish, so use it to your advantage - sections of the wall are easily lost, but if you can hold the towers, you will win the day!
  • Holding the gatehouse and protecting point A is the key to the whole map. Although the resupply points are quite far away and inevitably soon lost, if you manage to pack your units in a tight and effective defence, it might delay the attacking team enough that it will run the clock down to your advantage.
  • The wall between B and C is likely to be a contested area of the battlefield, regardless of which of the two capture points the attacking team favours. Try not to underestimate its importance.
  • When it comes to defending the final control point, a combination of pouring arrows into the centre courtyard from above and counterattacking using fast-moving or shield-breaking units might be more beneficial than trying to keep the circle blue at all costs. As always - use that height advantage!