11.1 Conquest Caps {{ currentPage ? currentPage.title : "" }}

With the transition to Chinese Total War: Arena, the perma-death system was lost. Your units no longer die permanently, but respawn after a certain time at one of your conquered points. And exactly these points (A,B,C,D,E) are the core element in the game. Your focus should never be on destroying as many enemies as possible. Instead, think about

“How I can conquer as many points as possible with my team, or keep the opponents from the same goal.”

These 5 points also have a linear structure (see photo):

Team 1: At the beginning a team always has the points: A and B

Team 2: Meanwhile, the other team has the points: D and E

Point C is always neutral for the first 3 minutes of the game.

If team 1 now takes point D, the opposite point A cannot be conquered by team 2 until point D has been reconquered. The first team to neutralize the opposite point gets a lock (=secured) around the previous point. Point C, on the other hand, always represents the center of the skirmish.

If a point is occupied, one sees a larger square behind it. Within this square you can heal/respawn your units. This individual unit may, however, for 15 seconds. not be in enemy contact. Enemy ranged fire or a single bugged unit in the midst of the enemy turmoil is enough for the 15s timer. to reset again.

A little tip on the side for all melee units to either defend or attack a point correctly. -> Always position your units at the cap as precisely as possible on the border, so that your unit is just inside the cap, but the enemy is just kept outside.

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