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Isle of Conquest: how to attack and defend the five points

Isle of Conquest: how to attack and defend the five points

•PvP•Brendo Arruda

Isle of Conquest is not a mess — it is poorly distributed priority

Isle of Conquest looks like a BG where everyone runs to a random place and the team that “has the most people” wins. In practice, IoC is a map of strategic decisions.

You win in two ways:

  • killing the enemy general
  • resetting enemy reinforcements

But, almost always, the real way to do this is through destroying gates and controlling the right points in the right order.


How the map works

IoC is a 40v40 BG with five captureable locations that directly change how your team attacks or defends the enemy fortress.

The five points are:

  • Workshop
  • Docks
  • Hangar
  • Quarry
  • Refinery

Everyone does something different. And the classic mistake is to treat everyone as if they were worth the same.


The strategic weight of each point

Workshop

Workshop is the heart of the map.

It is located in the center and delivers:

  • siege vehicles
  • strategic respawn position
  • constant pressure in the middle of the map

If your team controls Workshop, you control the axis of the match. It's not just because of the vehicles. It's because the center of the map becomes yours.

Docks

Docks delivery:

  • Glaive Throwers
  • Catapults
  • strong access for quick assault

Glaives are devastating against gates, but too fragile. If the team doesn't protect, they become trash in seconds.

Catapult also has value because it inserts players for internal pressure and chaos in the backline.

Hangar

Hangar allows the use of the airship to bomb the enemy stronghold and exert vertical pressure.

It’s the most “showy” point on the map, so many people overvalue it. The problem is that spectacle is not the same as efficiency. Hangar wins the game when the team knows how to use it. Random team often captures and wastes.

Quarry and Refinery

These two points seem minor, but they are not irrelevant.

They:

  • increase siege damage
  • help with prolonged control of the match
  • they weigh a lot when the BG doesn't finish early

In an organized team, they make a real difference. In a random team, they are usually the first place where people disappear without impact.


Practical order of value

In most games, the safe priority looks like this:

  1. Workshop
  2. Docks or Hangar, depending on the team's execution
  3. Quarry/Refinery to accelerate or consolidate advantage

If you lose Workshop early and don't compensate with very well protected Docks, the game tends to be more difficult than it seems.


How to attack correctly

When the plan is Workshop + frontal pressure

This is the most stable plan.

Your goal:

  • guarantee Workshop
  • produce siege
  • advance with coverage
  • open gate with discipline

Common mistake here: running alone in front of the vehicle. Vehicle without escort dies. Player without a vehicle too.

When the plan is Docks

Docks is strong if the team really plays around Glaives.

You need:

  • protect Glaives from spawn
  • clear route
  • prevent simple flank
  • do not abandon vehicles midway

The biggest IoC mistake is capturing Docks and letting Glaive walk alone.

When the plan is Hangar

Hangar requires more coordination.

It works best when:

  • the team knows how to use the airship
  • there is simultaneous pressure on the ground
  • someone calls target and synchronizes input

If the team takes Hangar and the rest of the map collapses, the point turns into visual smoke.


How to defend law

Defending in IoC is not “staying inside the base waiting”. Good defense is active.

Against Workshop

  • kill vehicles before they pull over
  • do not spend damage on random player ignoring siege
  • hold choke and advance line

Against Docks

  • Glaive is top priority
  • if you let Glaive hit free, you chose to lose gate
  • catapult with attentive player also needs quick response

Against Hangar

  • don't panic about bombing
  • use window between attacks to reorganize defense
  • focus on clearing the entrance and not on hunting isolated targets without impact

Assault on enemy headquarters

Reaching the general is not the same as being able to kill the general.

Before the final push, confirm:

  • gate actually fell
  • your team is not spread out too much
  • healers arrived
  • front-line joined together
  • whoever was behind has a role and not just delay

A lot of BG is thrown away because half go into the general room and the other half are fighting in the middle of nowhere.


The most common errors that deliver IoC

1. Splitting the team too early

IoC punishes sprawl. Teams that try to “catch everything” early usually don’t hold on to anything important.

2. Overvaluing Hangar

Hangar is good. But it's not a magic answer for every match.

3. Ignore Glaive

If the enemy team has a free Glaive, this needs to become an instant priority.

4. Fighting far from the objective

Killing in the middle of the map without protecting a point, vehicle or entrance is vanity, not strategy.

5. Entering the general room without preparing the ground

Disorganized push delivers wipe and gives time back to the enemy.


Quick BG reading checklist

| Situation | Right decision | |---|---| | Your team took Workshop | Protect the center and transform it into an open gate | | Enemy caught Docks | Hunting Glaive becomes top priority | | Your team took Hangar | Coordinate pressure, don't let it become a show without damage | | Game stuck | Quarry and Refinery now have more weight | | Gate fell | Regroup before diving into the general |


Minimum recommendation

To gain more IoC:

  1. Treat Workshop as a top priority in most matches
  2. if the plan is Docks, protect the Glaives as if they were the win condition
  3. Don't overestimate Hangar just because it looks more epic
  4. kill vehicle before hunting kill useless
  5. only make final push in general with coordinated entry

Pronto?

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