View Full Version : We need yours too! Ideas for the not-very-attractive adventures
Hi guys!
I saw so many great guides for the popular adventures, but it's really hard to find guides for the not-too-nice ones. So I ask you too, collect any ideas for these hard adventures to make easier to complete them. I don't need complete tactical maps, if you have only one garrison setting, post it here! If you only have an idea which is worth to try, post it too! If you have some time to check these ideas on the testserver, check them! :) (remember on the testserver (http://www.tsotesting.com/en) you can buy adventures for mf easily, you can train units immediately with gems, etc.)
Here is a list:
Wild Mary (http://siedler-vision.de/wp-content/uploads/2012/02/Die-Wilde-Waltraut.jpg): Atm I didn't find tactical map for Wild Mary. Neither here nor on the german wiki (Siedler-Vision (http://siedler-vision.de/die-wilde-waltraud/)). It's not surprising, because of its hard camps... For example you need at least 3 waves for the last camp and all with veteran.
Update: New map (http://www.dso-planer.de/taktikkarten/eingetragen/die-wilde-waltraut.png)
Secluded Experiments (http://siedler-vision.de/wp-content/uploads/2012/02/einsameexperimente1.jpg): I only find one tactical map (http://siedler-vision.de/wp-content/uploads/2012/02/einsameexperimenteTaktik.jpg) (and it has only arrows, so it's not very informative). And this adventure can be found by explorer (ok, you need lvl 42 to start it), but I guess lots of us have at least one from this. The biggest problem with SE, that this is a tipical loot-adventure. The enemies don't give too much xp points so you have to finish to make it worth.
Update: New map (http://s14.directupload.net/images/120701/5px77ynk.jpg)
Gunpowder (http://siedler-vision.de/wp-content/uploads/2012/02/Schiesspulver.jpg): We like Traitors (http://www.pic-upload.de/view-14211301/verraeter.jpg.html) for the xp we gain when we cancel it before the last camps. We like Stealing for the ok xp, ok loot and for the chance to get Sir Robin's Castle. We love Black Knights for the great xp and great loot. But we don't like Gunpowder because its bad loot and the losses. It's a really hard adventure even for 3 player. I found one tactical map (http://www10.pic-upload.de/04.04.12/sayivsgddzo.jpg) but I'm pretty sure we can do it better.
We have 2 more adventures: Sons of the Veldt (http://siedler-vision.de/wp-content/uploads/2012/02/soehnedersteppe1.jpg) and Bandit nest (http://siedler-vision.de/wp-content/uploads/2012/02/Das-Banditennest.jpg) (from the 5 new adventures Roaring Bull (http://www.pic-upload.de/view-14058088/RasenderBulle05052012.jpg.html) and Surprise Attack are really nice ones, so if you have enough map fragments and lvl, buy them!). Doctor Bob has already made tactical maps (http://forum.thesettlersonline.com/threads/17691-BobGuides-Veteran-Strategy-Maps) for them you should check it! In the case of Bandit Nest I'm pretty sure there is nothing we can do, but in the case of Sons there is still hope to lower the losses I guess.
Of course if you have any idea for other adventures, post it!
Regards: Lisztes (and sorry for my bad English)
Ok, I have started it already. I'm trying garrison settings on Gunpowder (http://www10.pic-upload.de/04.04.12/sayivsgddzo.jpg) (on the testserver of course). Well, my first try was pretty bad, I failed :) But I think my idea still has potential :) I was thinking about something like this:
http://kepkezelo.com/images/pcig82dey4qaf0qo6o7.png
Attention! I didn't try this, I tried with a little bit different garrison placing and the general on the left was too early, the veteran was too late, so I made this from these observations (but I can't try it already). I will post more tries from this adventure if I have time.
Here is the next one:
http://kepkezelo.com/images/0ul78c45039qho40365v.png
First I defeated the next camp in the normal way.
Then I tried a normal block with 1 recruit to reach the leader camp on the right. I need this sector because I want a triple block in the middle (attack from both peninsulas). Of course that will be the trickiest one, and there is just a little hope for success. But camp5 is a really hard one (the losses are 155R), so I have to try :)
This block was a success but it was really close :) I think the normal general I didn't use (I can't move it, because the general is recovering) is important too as a barrier.
The next step for my masterplan: clear the road for a surprise attack from behind:
http://kepkezelo.com/images/iwjll7pto2dm5skhbz.png
With this we can send the generals from 3 ways.
(...)
And here we are... There is one tiny problem so my original idea won't work (I think). Too bad.
http://kepkezelo.com/images/2zordge0zsm7lfhe47am.png
Anyways, I post the plan. I was hoping that when I attack camp 6, my general WILL attack camp 6... But instead of this, camp 5 will intercept the general. I didn't find super garrison settings for the long blocks, anyways I post them:
Long blocks:
To camp 5: 105S 30C; 4-7 rounds (much better version: 184C 9S; 6-10 rounds)
To camp 6: 110S; 4-6 rounds (much better version: 188C 3S; 5-10 rounds, this is the best I find, there is a very little chance for 5 rounds (~0,1%))
To camp 7: 66S 67C; 4-10 rounds (much better version: 188C 12S; 6-11 rounds)
Attacking camp 8: 140R 110S
(...)
And I finally tried it. Because of I have to attack earlier camp 5 than I planned this won't work.
http://kepkezelo.com/images/ugeno62ipwx17swnvyqe.png
First I attacked camp 8 with the Veteran, and right after that I attacked camp 7 with a normal one. When the latter reached the red X...
http://kepkezelo.com/images/g72q25wxflnrnqnty9d.png
...I sent the general on the left to camp 5, and when he reached the red X, I sent the general on the right to camp 6.
Too bad camp 5 finished too early. I guess I have to defeat camp 5 before the long blocks.
(...)
Ok, there is still a little hope. All we need is to change the generals. Attack camp 6 and camp 7 from behind (there are only 2 places there...) attack camp 5 from the usual place and attack the leader (camp 8) with the veteran from the right.
sk_setttler
13.05.12, 15:07
Hi for SotV I would recommend this tactical map (http://www.bilderupload.de/bild.php/69343,sdsvorlageL59G2.jpg).
I play it with a few changes:
1. I always use the first wave (7a / 13a / 21a / 26a) to eliminate the dogs, and so the cavalery losses are at the minimum you can see on the tactical map...you also save other troops in the second wave
2. this is a bit complicated, and I always have to coordinate with my brother - I block camps 2 & 4 with Tavern-general and I attack with my Veteran camp 3, my brother attacks camp 5 with his Veteran (now that there is 2nd veteran avalable in the , it can be a little bit simpler for gem buyers) - order for the attacks: camp 4, 2 after 30s 3 and last 5 (check the timing because of the server lag the general start can be delayed).
3. camp 19 is also blockable - my first try didn't go so well so I have to tweak this ;)
4. I don't attack camp 27 - instead of that I attack the second camp 1 (less losses than with camp 27) and than you can block camp 27 and attack camp 28 from the second landingzone
Good luck...here's my setup (right now without the block on camp 19):
http://www.lanet.sk/tso/SotV2.png
PS - Losses for 13b should be in militia column & second camp 1 (before attacks on 27/28) should be 51 ;) - so there should be 1335 in the Recruit column...if you consider saving another 130R on camp 19 in the future, the R losses can be reduced to 1200R, which isn't bad for 33k XP adventure.
Well, the moment just come. My first success with a longblock:
http://kepkezelo.com/images/nhma060oxxvalpfwba.png
(...)
And here I am again. Here is the next problem:
http://kepkezelo.com/images/5iqhujts79dmwcxxcfzx.png
I found great garrison settings for longblocks :)
The plan:
G1 attacks camp 13, and when he arrives and the fight begins you can send the next general. But G2 to camp 14 can be sent earlier, camp 13 won't intercept him. G3 attacks camp 15, and the Veteran of course attacks the leader, camp 16.
Settings:
G1 to camp 13:
Enemies: 100 DC 100 DS
Troops: 125S (7-13 rounds)
G2 to camp 14:
Enemies: 80 DLB 120 DS
Troops: 80S 120C (7-14 rounds)
G3 to camp 15:
Enemies: 50 DC 70DLB 80 DS
Troops: 50S 139C 1B (7-12 rounds)
V to camp 16 (leader):
Enemies: 200 DS
Troops: 76S 174XB
Guys that was hilarious. I tried this triple-block, and it was a success. Nevertheless I sent my veteran to a wrong camp, then retreated him, and sent to the right camp. There was enough time for this :)
So you can see the picture above.
Send the G1 to camp 13, when he reaches the borderline (blue-red points) send G2 to camp 14. When G1 disappears in camp 13, send G3 to camp 15. When G3 on his way leaves camp 13, send the Veteran to camp 16. There is enough time, all you need: don't send the generals too early.
(...)
The next plan:
http://kepkezelo.com/images/ewhvazar4xn2728izbnd.png
An other triple-block yeah :)
We must be a little more tricky here. So my plan is: Attack camp 21 with G2 (and will be intercepted by camp 18, the real target), rigth after that I attack camp 17 with G1. When both generals start to fight, I send G3 to camp 19, and ~when G3 arrives to the walls, I send my Veteran to camp 20 (leader).
Settings:
G2 to camp 21 (camp 18 is the real target):
Enemies: 50 DC 150 DS
Troops: 160S (7-13 rounds)
G1 to camp 17:
Enemies: 70 DLB 130 DS
Troops: 90S 110C (7-14 rounds)
G3 to camp 19:
Enemies: 50 DC 50DLB 100 DS
Troops: 100S 80C (7-13 rounds)
V to camp 20 (leader):
Enemies: 100 DS 100 DXB
Troops: 55S 100C 95XB [52S]
(...)
And... Ladies and Gentlemen. It was a success. So with these garrison settings you can do a triple-block on this sector. First attack camp 21 with G2, count to 3 and attack camp 17 with G1, when G1 arrives to camp 17, and G2 is really close to camp 18, send G3 to camp 19. When G3 reaches the dried out tree next to the wall, send the veteran to camp 20. When it's over, don't forget to retreat with G2!!! :)
(...)
Camp 21
Enemies: 50DC 80DS 60DXB
Troops: 60R; 50R 17M 70C 113XB [60R; 50R 15M]
Camp 22
Enemies: 90DS 90DXB
Troops: 55R 25M 100C 70XB [55R 22M]
Camp 23 (longblock)
Enemies: 80DS 80XB 40DC
Troops: 41S 159C (7-13 rounds)
Camp 24 (leader)
Enemies: 100S 40C 60XB
Troops: 30M 110S 35B 75XB [30M 108S 34B]
(...)
An another successful longblock :)
http://kepkezelo.com/images/ito760w0akxsdv3dma.png
After defeated camp 21 and camp 22 (the first wave to camp 21 was started from left, so when the general is recovering, he's not in the other's way), I tried this simple longblock. I attacked camp 23 with the general (G), and when he reached the red X, I sent the Veteran to the leader camp 24. It was very simple. The garrison settings are above.
Camp 25
Enemies: 120DS 80DXB
Troops: 60R 55M 80C 55XB [60R 54M]
Camp 26
Enemies: 130DS 70DC
Troops: 85R; 80R 20M 150XB [85R; 80R 16M]
Camp 27 (longblock)
Enemies: 200DS
Troops: 178S 10C 10B (7-11 rounds)
Camp 28 (leader)
Enemies: 100DS 100DXB
Troops: 100C 50R 50M 50XB
I think before this we have to kill the watchtower on the right, because it has a big infuence area.
Camp 29 (watchtower)
Enemies: 50DES 50DK
Troops: 65R 185XB [63R]
Here we are:
http://kepkezelo.com/images/j5j693wsqwto9xhwbb01.png
Send G to camp 27, and when he arrives the red X, send V to camp 28 (leader). It's an easy longblock.
We are really close to the goal.
http://kepkezelo.com/images/cd9texe7zgcbfux2ie9.png
Camp 30 (watchtower)
Enemies: 60DES 40DK
Troops: 70R 180XB [69R]
Camp 31
Enemies: 60DES 60DXB
Troops: 10S 180C (7-12 rounds)
or: 55R 80C 115XB [54R]
Camp 32
Enemies: 50DES 70DXB
Troops: 20S 110C (7-13 rounds)
or: 55R 80C 115XB [54R]
Camp 33 is the hardest one, the Dark Castle. I'm working on the best solution, I hope I will find the greatest garrison settings. We must be fast.
Camp 33
Enemies: 50DES 50DXB 20DK 2BB
Troops: 160C 40LB, 135LB 115XB [160C 40LB; 132LB]
(...)
Ok guys. There is one little thing. The simulator gives wrong results with cannoneers. Something is wrong, because the real losses are much more bigger.
(...)
I think I found the source of the problem. Cannoneers have extra bonuses in watchtowers and buildings. Too bad the simulator is down now.
This is the project that I did from TSoServer - SON OF VELD! I did it 3 times and doing well I think.
I copied bob units information for killing camp and 18-30 was my idea for more Blocking method.
---------------------------------------------------------------------------
1: 80 Stone Thrower, 80 Thug - 61R 1S 162C 26A - 51R lost
2: 80 Guard Dog, 80 Ranger - 81R 169S - 69R lost
3: 2 Skunk, 100 Thug, 80 Ranger - 92R 1S 97C 60A - 71R lost
4: 100 Scavenger, 80 Ranger - blocks:31S 101C or (6Rounds)
5: 1 One-Eyed Bert, 80 Stone Thrower, 50 Thug, 50 Guard Dog - 140R 110S - 123R lost
6: 80 Stone Thrower, 50 Roughneck - 35R 1S 194C 20A - 30R lost
7: 1 Metal Toothed, 60 Guard Dog, 60 Ranger, 60 Roughneck - 1:60C 2: 119R 1S 60C 70A - 60C 101R lost
8: 80 Ranger, 50 Roughneck - 36R 1S 193C 20A - 29R lost
9: 1 One-Eyed Bert, 1 Skunk, 50 Ranger, 50 Roughneck - 54R 1S 95C 100A - 47R lost
10: 150 Roughneck - 137R 1S 112A - 120R lost
11: 100 Ranger, 100 Roughneck - Blocking 67S 110C (8Rounds)
12: 100 Guard Dog, 100 Roughneck - Blocking 20R 110S 18C (8Rounds)
13: 1 Chuck, 50 Guard Dog, 60 Ranger, 70 Roughneck - 1: 50C 2: 119R 1S 50C 80A - 50cC 112R lost
14: 2 One-Eyed Bert, 1 Skunk , 50 Guard Dog, 50 Roughneck - 113R 137S - 103R lost
15: 1 One-Eyed Bert, 1 Skunk, 50 Ranger, 50 Roughneck - 53R 1S 90C 106A - 48R lost
16: 2 One-Eyed Bert, 1 Skunk , 50 Guard Dog, 50 Roughneck - 113R 137S - 103R lost
17: 80 Ranger, 50 Roughneck - 36R 1S 193C 20A - 26R lost
18: 55 Guard Dog, 55 Ranger, 55 Roughneck - Blocking: 46S 100C (8Rounds)
19: 80 Stone Thrower, 50 Roughneck - blocking 29S 80C (8Rounds)
20: 1 Chuck, 50 Guard Dog, 60 Ranger, 70 Roughneck - 1:60c 2: 119R 1S 60C 70A - 60C 98R lost
21: 2 Skunk, 100 Thug, 80 Ranger - 92R 1S 97C 60A - 74R lost
22: 100 Scavenger, 80 Ranger - 63R 1S 166C 20A - 46R lost
23: 80 Guard Dog, 80 Ranger - 1R lost
24: 1 One-Eyed Bert, 1 Skunk, 60 Thug, 60 Guard Dog - 89R 161S - 79R lost
25: 80 Rangers, 80 Thug - 60R 1S 159C 30A - 41R lost
26: 100 Scavenger, 100 Guard Dog - 70R 180S -65R lost
27: 160 Thugs - 84S 101C (8 rounds)
28: 1 One-Eyed Bert, 80 Stone Thrower, 50 Thug, 50 Guard Dog - 147R 103S - 126R lost
29: 50 Thug, 100 Guard Dog, 60 Ranger - Blocking: 132C 45S (6 rounds)
30: 100 Thug, 80 Guard Dog, 40 Ranger - blocking: 55S 145C (6 rounds)
31: 1 Metal Toothed, 50 Guard Dog, 80 Ranger, 50 Roughneck - 1:50C 2:50M 1S 119C 80A - 50C 44M lost
------------------------------------------------------------------------------------------------------------------------
Maximum lost - 1829R 50M 220C
My lost -1578R 44M 220C
So I finished Gunpowder and I got a lot of experience (and xp :P). I have new ideas for the start (and of course you can just skip the first 15 camps, but I think there is a way to defeat them with minimal losses). I will use new numbering system (from the german abenturer, when the numbers are same I will use the color code (B=Blue, R=red, G=green; for exampe Camp 1B, Camp 3R, etc.).
Here is the picture:
http://kepkezelo.com/images/0w8crj3hkmlyfbo3waed.jpg
When you start from the upper peninsula you can kill camp 9, camp 10 and then can do a longblock with camp 11-12. On that peninsula there is only 2 spot for generals so this is the best you can do. But I think if we clear the previous sectors there is hope for a double long block (camp 10-11-12). I will try it.
To start from the beginning, I will try new garrison settings for longblocks, and start the whole attack from the green landing zone. After I defeated Camp 3G, I will try a triple longblock in the middle. First I defeat camp 9. Then block camp 7 and camp 6 from above, block camp 5 and attack camp 8 from green landing zone. I really hope with this way we can skip camp 4B.
After this as I promised I will try a double long block on camp 10-11-12. And then come 2 triple long blocks (these went good, so I will just do them again). Then come camp 21, 22, and an another longblock on camp 23-24. After this I will defeat camp 25, 26 and one watchtower (camp 30).
Then comes an other longblock with camp 27-28. After this I will kill the other watchtower (camp 29; I need new settings for watchtowers, cannoneers have bigger damage here).
Because of the Dark Castle is really strong I don't think longblocks on camp 31-32 can work. So I must defeat camp 32, but there is a little hope for blocking camp 31 on the usual way (attack with 1R). When I attacked the dark castle, generals always marching to the castle from right. So we need to block camp 31 when the two waves of the attack of the dark castle tresspassing there.
New garrison settings for the Dark Castle:
1: 140B 60C, 2: 250R [75R 140B 60C]
So the new plan with settings (the plans are in italic):
1G (120DM 30DB): 35S 165C (6-12 rounds)
2G (90DM 90DB): 20S 170C (6-11 rounds)
3G (100DM 30DC 40DB): 50R 45M 28B 127XB [50R 45M 27B] 1-2 rounds or: 150R 100S [150R] 2 rounds
9 (75DS 75DLB): 65R 110C 75XB [62R]
5 (80DB 60DM 60DC): 184C 9S (6-10 rounds)
6 (80DM 20DC 80DLB): 188C 12S (6-11 rounds)
7 (50DM 70DC 50DLB): 188C 3S (5-10 rounds)
8 (50DC 50DS 70DLB): 140R 110S [140R] 2 rounds
3B (80DM 50DC 40DB): 125R 125S [125R]
3R (90DM, 60DC, 30DB): 165R 85S [163R]
10 (50DC 100DS): 62S 138C (7-13 rounds)
11 (40DC 70DLB 70DS): 26S 2B 170C (7-11 rounds)
12 (50DC 50DLB 100DS): 42S 90C 118XB [42S 50C] *Longblock with camp 11 works, I'll try a double block with camp 10-11 while attacking camp 12.
13 (100DC 100DS): 125S (7-13 rounds)
14 (50DC 70DLB 80DS): 50S 139C 1B (7-12 rounds)
15 (80DLB 120DS): 80S 120C (7-14 rounds)
16 (200 DS): 76S 174XB [75S] *It works :)
17 (70DLB 130DS): 90S 110C (7-14 rounds)
18 (50DC 50DLB 100DS): 100S 80C (7-13 rounds)
19 (50DC 150DS): 160S (7-13 rounds)
20 (100DS 100DXB): 55S 100C 95XB [52S] *It works too :)
21 (50DC 80DS 60DXB): 1: 60R; 2: 50R 17M 70C 113XB [60R; 50R 15M]
22 (90DS 90DXB): 55R 25M 100C 70XB [55R 22M]
23 (80DS 80XB 40DC): 41S 159C (7-13 rounds)
24 (100S 40C 60XB): 30M 110S 35B 75XB [30M 108S 34B] *It works
25 (120DS 80DXB): 60R 55M 80C 55XB [60R 54M]
26 (130DS 70DC): 1: 85R; 2: 80R 20M 150XB [85R; 80R 16M]
30 (50DES 50DK): 65R 185XB [63R] *reinforced watchtower bonus!
27 (200DS): 178S 10C 10B (7-11 rounds)
28 (100DS 100DXB): 100C 50R 50M 50XB [50R 48M] *It works
29 (60DES 40DK): 70R 180XB [69R] *reinforced watchtower bonus!
32 (60DES 60DXB): 55R 80C 115XB [54R]
31 (50DES 70DXB): 55R 80C 115XB [54R]
Or:
31 (50DES 70DXB): 1R *I will try a simple block here
33 (2BB 50DES 50DXB 20DK): 1: 140B 60C, 2: 250R [140B 60C; 75R]
I really hope my plans will be successful. If they will be, we can count with these losses:
1243R 230M 277S 110C 201B
It's definitely not the best, but not that bad :) Remember: it's for 38k xp, and for a really bad loot (x3) :D
http://kepkezelo.com/images/733hsl1ie91b4tkw4oja.png
Blebekblebek
17.05.12, 15:25
keep them up, and try to sum up your final setup to beat those worthless adv.
I Might do it since the cost to get Fragments almost equal or sometimes less to spent more troops than buying fragments.
sk_setttler
23.05.12, 14:53
SotV - Update -> as promised with new pictures and blocks ;)
Setup (https://docs.google.com/spreadsheet/ccc?key=0AlZSJyOEmArFdE5teFFxZkFaNjV5dGVSU09pRjZQU 0E#gid=4) + compare with the one in earlier post or this one - old setup (http://www.lanet.sk/tso/SotV.png) -> I've used more Soldiers, because I don't have problem with steel swords as earlier :).
Original tactical map. (http://www.bilderupload.de/bild.php/69343,sdsvorlageL59G2.jpg)
Block - camps 2/3/4/5:
http://www.lanet.sk/tso/SotV/sotv_new_block1.png
Attack in this order:
1) G4 (tavern) attacks camp 4
2) G2 (tavern) attacks camp 2
3) after 30 sec. G3 (veteran) attacks camp 3
4) right after G3 you can send your 2nd Veteran or the 2nd player sends his Veteran - G5 (veteran) attacks camp 5
How it's going: 1 (http://www.lanet.sk/tso/SotV/sotv_new_block1_p1.png), 2 (http://www.lanet.sk/tso/SotV/sotv_new_block1_p2.png), 3 (http://www.lanet.sk/tso/SotV/sotv_new_block1_p3.png).
Block - camps 11/12/13:
I've used two generals to attack camp 13 (as I've written in the previous post you can minimize the Cavalery losses):
http://www.lanet.sk/tso/SotV/sotv_new_block2.png
Block - camps 27/28:
Ideally when you attack camp 28 first and right after the general appears you send the block-G27 but you should do it before the red square (this setup worked for me, with the General starting 11 seconds).
http://www.lanet.sk/tso/SotV/sotv_new_block3.png
Block - camps 19/20/21:
http://www.lanet.sk/tso/SotV/sotv_new_block4_p1.png
G20 attacks when G19 is on the marked spot, or with my Generals starting (appearing) 11 seconds, it was 20 seconds after I've clicked attack on camp 19:
http://www.lanet.sk/tso/SotV/sotv_new_block4_p2.png
You attack with 21a/21b when G19 appears, so 11 seconds after I've clicked attack on camp 20, or 31 seconds after attack on camp 19.
http://www.lanet.sk/tso/SotV/sotv_new_block4_p3.png
If some things are not clear, just ask ;) ... hope this helps!
I'm doing Secluded Experiments now, doing paths and garrison setups as I go, will be writing everything down. I've done one map and it was a pain so don't plan to do one but I'll make the basics availible for sure.
There are room for alot of blocks on it but I will just do the absolute easiest ones as I suck at coming up with the blocks. Anyone who wants to help feel free to contact me in game, I just started, will take a week or so I reckon...
I need that Angel Gate, only epic building left!
Ok, getting close to the end, should finish this tonight if all goes well. Where should I post this, in here, in a new thread or in Killstes thread?
Post it here pls :) I'll be afk for a week, but after that I'll restart my project.
Bobguides
1: 80 Stone Thrower, 80 Thug - 56R 1ES 170C 23A - 46R lost
2: 80 Guard Dog, 80 Ranger - 81R 169ES - 69R lost
3: 2 Skunk, 100 Thug, 80 Ranger - 80R 1S 100C 69A - 77R lost
4: 100 Scavenger, 80 Ranger - blocks:31S 101C or (6Rounds)
5: 1 One-Eyed Bert, 80 Stone Thrower, 50 Thug, 50 Guard Dog - 140R 110ES - 129R lost
6: 80 Stone Thrower, 50 Roughneck - 32R 1ES 203C 14A - 30R lost
7: 1 Metal Toothed, 60 Guard Dog, 60 Ranger, 60 Roughneck - 1:60C 2: 108R 1ES 65C 76A - 60C 96R lost
8: 80 Ranger, 50 Roughneck - 32R 1ES 203C 14A - 28R lost
9: 1 One-Eyed Bert, 1 Skunk, 50 Ranger, 50 Roughneck - 50R 1ES 100C 99A - 42R lost
10: 150 Roughneck - 129R 1ES 120A - 108R
11: 100 Ranger, 100 Roughneck - Blocking 67S 110C (8Rounds)
12: 100 Guard Dog, 100 Roughneck - Blocking 20R 110S 18C (8Rounds)
13: 1 Chuck, 50 Guard Dog, 60 Ranger, 70 Roughneck - 1: 50C 2: 114R 1ES 54C 81A - 50c 108R Lost
This is the project that I did last week ago
My Blocking method Son Of veld
http://img254.imageshack.us/img254/1884/block2b.png (http://imageshack.us/photo/my-images/254/block2b.png/)
Uploaded with ImageShack.us (http://imageshack.us)
14: 2 One-Eyed Bert, 1 Skunk , 50 Guard Dog, 50 Roughneck - 113R 137S - 105R lost
15: 2 One-Eyed Bert, 1 Skunk , 50 Guard Dog, 50 Roughneck - 113R 137ES - 101R lost
16: 1 One-Eyed Bert, 1 Skunk, 50 Ranger, 50 Roughneck - 50R 1ES 100C 99A - 45R lost
17: 80 Ranger, 50 Roughneck - 32R 1ES 203C 14A - 29R lost
Block 3
http://img835.imageshack.us/img835/1351/block3.png (http://imageshack.us/photo/my-images/835/block3.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Send the Veteran(V),First Wave(F) to camp 20, B1 to Camp 18 and then B2 for camp 19.
18: 55 Guard Dog, 55 Ranger, 55 Roughneck - Blocking: 1R 43S 99C (8Rounds)
19: 80 Stone Thrower, 50 Roughneck - blocking 29S 80C (8Rounds)
20: 1 Metal tooth, 50 Guard Dog, 60 Ranger, 70 Roughneck - 1:60C 2: 108R 1ES 65C 76A - 60C 98R lost
Examples
1
http://img842.imageshack.us/img842/6093/98096212.png (http://imageshack.us/photo/my-images/842/98096212.png/)
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2
http://img194.imageshack.us/img194/1924/33244987.png (http://imageshack.us/photo/my-images/194/33244987.png/)
Uploaded with ImageShack.us (http://imageshack.us)
3
http://img825.imageshack.us/img825/4486/54615951.png (http://imageshack.us/photo/my-images/825/54615951.png/)
Uploaded with ImageShack.us (http://imageshack.us)
4
http://img515.imageshack.us/img515/4239/90422074.png (http://imageshack.us/photo/my-images/515/90422074.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Block 4
21: 2 Skunk, 100 Thug, 80 Ranger - 80R 1S 100C 69A - 69R
22: 80 Stone Thrower, 80 Thug - 56R 1ES 163C 30A - 50R lost
http://img833.imageshack.us/img833/7904/block4.png (http://imageshack.us/photo/my-images/833/block4.png/)
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Send the veteran to Camp 24 and when it arrived too white Circle, send B1 to 23.
23: 80 Guard Dog, 80 Ranger - 1R lost
24: 1 One-Eyed Bert, 1 Skunk, 60 Thug, 60 Guard Dog - 86R 164ES - 71R lost
Block 5
25: 80 Rangers, 80 Thug - 56R 1ES 163C 30A - 52R lost
26: 100 Scavenger, 100 Guard Dog - 69R 181ES - 65R lost
http://img818.imageshack.us/img818/2995/block5.png (http://imageshack.us/photo/my-images/818/block5.png/)
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27: 160 Thugs - 84S 101C (8 rounds)
28: 1 One-Eyed Bert, 80 Stone Thrower, 50 Thug, 50 Guard Dog - 140R 110ES - 130R lost
Example
http://img215.imageshack.us/img215/6334/block51.png (http://imageshack.us/photo/my-images/215/block51.png/)
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Block 6
http://img26.imageshack.us/img26/9477/block6.png (http://imageshack.us/photo/my-images/26/block6.png/)
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Send the B1 to camp 29, B2 to Camp 30, First wave(F) and the last wave to camp 31.
29: 50 Thug, 100 Guard Dog, 60 Ranger - Blocking: 132C 45S (6 rounds)
30: 100 Thug, 80 Guard Dog, 40 Ranger - blocking: 55S 145C (6 rounds)
31: 1 Metal Toothed, 50 Guard Dog, 80 Ranger, 50 Roughneck - 1:50C 2: 90R 1ES 96C 63A - 50C 83R
Example
http://img138.imageshack.us/img138/2679/block61.png (http://imageshack.us/photo/my-images/138/block61.png/)
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Result
-----------
Troops needed 1812R 190S 181ES 593C 120A
My losses 1632R 220C
sk_setttler
27.05.12, 11:49
THNX NicePuppy...I'll revise my strategy, implement your blocks 3 & 5 (I'll just change the 4th to 1R)...I think it will cut down the losses a bit ;).
I'll stick with militia and soldiers attacks on some of the leaders (I don't have problem with IS and SS at this point) so I think I can attack 1500 for cumulative losses ... now I have 1604 (https://docs.google.com/spreadsheet/ccc?key=0AlZSJyOEmArFdE5teFFxZkFaNjV5dGVSU09pRjZQU 0E#gid=4)!
THNX NicePuppy...I'll revise my strategy, implement your blocks 3 & 5 (I'll just change the 4th to 1R)...I think it will cut down the losses a bit ;).
I'll stick with militia and soldiers attacks on some of the leaders (I don't have problem with IS and SS at this point) so I think I can attack 1500 for cumulative losses ... now I have 1604 (https://docs.google.com/spreadsheet/ccc?key=0AlZSJyOEmArFdE5teFFxZkFaNjV5dGVSU09pRjZQU 0E#gid=4)!
NP... This is the best that I can do using single veteran. I tested this first in the test server which I done many times but still not my type that I was looking for. lossing 220C is a pain! and yeah also found the 2 veteran attacking 2 leader camp and blocking in the same which it reduce more Units losses. You see 4 and 5 you can block more but too risky 3 blocking need an asian dude lol.
Unfortunately Bob's long attacks on the easter camps of Sons of the Veld won't be possible with the new pathing...
Those paths wouldn't come through the southern entrance anymore, they'd take the western one.
With the new pathing it will also be impossible to avoid the central camp in the east with 150 roughnecks (N° 19 below).
Unfortunately all this also means that NicePuppy's block 3 will be out of the question...
Quite a different approach will be needed, and I had to check it out on the test server yesterday.
Despite the new pathing, I've so far managed to get the average losses down to 1513R 220C.
The main reason for this was the successful attack with 6 generals and 4 simultaneous blocks in the east:
http://i232.photobucket.com/albums/ee198/RippleJet/SotVKillingCamp23.jpg
In this picture blocking generals A, B, C and D are still busy fighting camps 19, 20, 21 and 22.
The suicidal battle hardened general E is returning from camp 23 after losing his 50 cavalry.
The main veteran general F is just about to kill the remainder of camp 23.
It needs to be pointed out that this cannot be done with one player alone.
Since 4 blocking normal generals are needed, it will require two players.
No less than 1026 units took part in in this single battle:
120R 1M 390S 437C 78XB and the average losses are 106R 50C.
I need to play SotV once more before getting all the needed pictures for a post though... :)
sk_setttler
29.05.12, 11:36
Hi Tage, I'm really pissed about the new pathing...but that's not the issue right now.
Congrats on this successful 4-block -> I've tried that about a month ago and I wasn't successful, because I made a mistake and after that I've dismissed this block, so I'm really looking forward to your pictures and setups, so I can try it once again.
I've just finished SotV with MrBlunts map...but with my double-veteran-attack at the start and with Nicepuppy's blocks 3 & 5 ... I don't use R on all camps so my losses with S and M are: 772R+200M+220C+128S = 1320 (which is really close to your 1513R if you consider 1M=2R & 1S=4R );), but with your block it could be even better...I hope I'll have a chance to play it once again before they introduce the new pathing and I stop playing TSO.
So as I promised, I restarted Gunpowder. Unfortunately the whole pathfinding system changed, so I have to figure out every blocking method again.
The first one was a double longblock.
http://kepkezelo.com/images/yone3fdndg28vp39pww.png
I attacked camp 1 (green) with G1, then when G1 reached the red X, attacked camp 2 (green) with G2. When he arrived to the pink X I sent my Veteran to camp 3 (green). It was risky, but I succeed.
1G (120DM 30DB): 35S 165C (6-12 rounds)
2G (90DM 90DB): 20S 170C (6-11 rounds)
3G (100DM 30DC 40DB): 50R 45M 28B 127XB [50R 45M 27B] 1-2 rounds or: 150R 100S [150R] 2 rounds
These were the garisson settings (in bold).
Next step:
http://kepkezelo.com/images/mdkds3g8q1wbop0v4vcm.png
9 (75DS 75DLB): 65R 110C 75XB [62R]
The next plan is a little more complicated than I thougt first.
4B (70DB 50DM 80DC): 22S 153C (5-10 rounds)
5 (80DB 60DM 60DC): 184C 9S (6-10 rounds)
6 (80DM 20DC 80DLB): 188C 12S (6-11 rounds)
7 (50DM 70DC 50DLB): 188C 3S (5-10 rounds)
8 (50DC 50DS 70DLB): 140R 110S [140R] 2 rounds
Yeap, my plan is a quadruple-block :D
The plan is very easy:
Attack camp 6 from the upper pennisula. It's a tricky attack, because camp 7 will intercept it, BUT on the way to camp 7 the general will leave its zone, so he will turn back, and attack camp 6.
http://kepkezelo.com/images/kf9mufx7h40jhmpn5prc.png
So when he arrives to the red X we can attack the next camp:
http://kepkezelo.com/images/8qzz73v1i97oj7sta.png
Attack camp 5 with G2. When he reaches the pink X, attack camp 4 (blue) with G3 and camp 7 with G2. When these generals leave the white X, attack camp 8 with your veteran.
So this is the plan. I must wait a little, because I had to try what happens when I attack these camps, so my generals are recovering now.
And here I am again:
http://kepkezelo.com/images/34p3c0hid89eh44c8uja.png
The timing is near to perfect, but there was a little problem. My settings on camp 5 were bad. I don't know how. So the fight lasted for 5 rounds which is obviously not enough. 6 rounds would be okay, and I'll find the right settings.
The next plan is a little more complicated than I thougt first.
4B (70DB 50DM 80DC): 22S 153C (5-10 rounds)
5 (80DB 60DM 60DC): 184C 9S (6-10 rounds)
6 (80DM 20DC 80DLB): 188C 12S (6-11 rounds)
7 (50DM 70DC 50DLB): 188C 3S (5-10 rounds)
8 (50DC 50DS 70DLB): 140R 110S [140R] 2 rounds
Yeap, my plan is a quadruple-block :D
Ahh, I love quadruple-blocks :D
However, since you can only buy three normal generals from the tavern,
and since all generals in your images are yours, how did you do it?
Did you invite a friend to help you, or did you use a battle hardened general in one of the blocks?
I would certainly not recommend the latter...
Your current setup for camp 5 would indeed only last 4-9 rounds (average 5.1).
1R 9S 190C would last 5-10 rounds (average 7.5).
Ahh, I love quadruple-blocks :D
Who doesn't? :D
However, since you can only buy three normal generals from the tavern,
and since all generals in your images are yours, how did you do it?
You can buy more than 3 generals. I did it on the test server, I have 5 normal generals there right now. And in the normal game I have 3 normal generals, and I can buy the next one for 2000 coins.
Did you invite a friend to help you, or did you use a battle hardened general in one of the blocks?
I would certainly not recommend the latter...
No, I didn't use BH generals for block. And the best part of this block: You can do it cooperating with somebody. The timing on the first attack is not so tight, so If your friend help you, he can send his general from the upper pennisula, and you can do the rest of it from the southern, when your friend's general arrives approx. to the red X.
Your current setup for camp 5 would indeed only last 4-9 rounds (average 5.1).
1R 9S 190C would last 5-10 rounds (average 7.5).
I know, I've found good setups already, but I will ask my friend to help, he wrote a program which counts the best settings for longblocks (and counts with the "smoking" part too, what you can't do with the other simulators (the "smoking" goes on apr. 2 rounds, so if with your settings the fight is 5-10 rounds, but all the 5-6 variants are "surewinning", it basically 7-10 rounds)).
Btw Gunpowder is a little buggy, or bad edited.
http://kepkezelo.com/images/ra99s2fwnasonxoo6vky.png
The camp in the circle shouldn't be there since I defeated the leader. The other 2 camps, which are equal to it (camp 4 blue, camp 5 (which should be camp 4 green)) disappeared, when I killed camp 8. Moreover if your generals landed on the blue, or green zone, you can't transfer them to the red zone... There is a camp on the way what blocks it... So if your general arrives on the red landing zone, you can't move anywhere.
Well, I was trying a double block, but my time wasn't perfect. Anyway, it will work. And after the changes on pathfinding it's better... I can test the former simple block on these 2 camps (last time it worked, when I sent the generals (G2 and V on the picture below) right after each other). but I can't log to the testserver right now, don't know why...
http://kepkezelo.com/images/dbwo0zpbxuf3zk2x8le.png
We have to send G2 (to camp 11) and V (to camp 12) first (I'll check the exact timing), and when G2 arrives to the red line, you can attack camp 10 with G1.
It will work. I sent G2 a little earlier, and camp 10 intercepted him. But the red line will work. And after I realised that, I call G2 and V back (G2 was at the fences), they went back to the garrison, and after they were ready I waited aprox. 25-30 seconds until the battle on camp 10 ended... So there is enough time :)
You can buy more than 3 generals. I did it on the test server, I have 5 normal generals there right now. And in the normal game I have 3 normal generals, and I can buy the next one for 2000 coins.
Ooooh, thanks... I wonder why I thought 3 was the maximum... :confused:
Maybe it used to be 3, or maybe I just discarded the idea of wasting my precious gold coins back then... :rolleyes:
Just bought my fourth normal general on the test server... :o
I have been playing SotV some 6-7 times already.
The reasons I haven't posted anything from that yet, are the constant changes they've been making,
both the visual representation of showing the paths, but also changes to the map itself (including roads that disappear while you're playing...)
My average losses on SotV are down to 1410R 220C at the moment though. :)
Now I'm actually starting to hope that the new pathing will come to the main game too...
...need to start playing those tens of SotV I've been saving for a rainy day... ;)
Thanks God I failed the previous block. Because of the new pathfinding system the earlier timing on this blocking wasn't good anymore.
http://kepkezelo.com/images/1nxtno650hvcc8o55p.png
Here is the new picture. So attack camp 11 with G2, and when he reaches the red X, attack camp 12 with your veteran. When they're in the position like on the picture (G2 reached the red line), attack camp 10 with G1.
10 (50DC 100DS): 62S 138C (7-13 rounds)
11 (40DC 70DLB 70DS): 26S 2B 170C (7-11 rounds)
12 (50DC 50DLB 100DS): 42S 90C 118XB [42S 50C]
This can work. Because of my first failed block I can't check it right now.
The next was an easy one again, but I had to change the garrisons and the timing...
http://kepkezelo.com/images/yrjfs7k7wokiby1s01ij.png
G1 to camp 13, when he reaches the red X, G2 to camp 14. When G1 disappears in camp 13, send G3 to camp 15. When G2 leaves the pink X, send the veteran to camp 16.
13 (100DC 100DS): 127S (7-13 rounds) *thanks Tage for the correction
14 (50DC 70DLB 80DS): 50S 139C 1B (7-12 rounds)
15 (80DLB 120DS): 80S 120C (7-14 rounds)
16 (200 DS): 76S 174XB [75S]
he wrote a program which counts the best settings for longblocks (and counts with the "smoking" part too, what you can't do with the other simulators (the "smoking" goes on apr. 2 rounds, so if with your settings the fight is 5-10 rounds, but all the 5-6 variants are "surewinning", it basically 7-10 rounds)).
I'd like to hear more about that...
I take it you've verified in the game that a won battle lasts significantly longer than a lost battle, if the number of rounds of fighting is the same?
13 (100DC 100DS): 125S (7-13 rounds)
That one must in that case be wrong... almost a certain loss... maybe it should be 127S :)
The next triple block was an easy one again.
http://kepkezelo.com/images/a8655m7chv2ugo19sur0.png
Attack Camp 17 with G1 and Camp 19 with G2. When G1 disappears in Camp 17, attack Camp 18 with G3. When G3 reaches the red X, Attack Camp 20 with your veteran (yes, now you can attack Camp 19 directly, in the previous version you had to attack camp 21).
17 (70DLB 130DS): 90S 110C (7-14 rounds)
18 (50DC 50DLB 100DS): 100S 80C (7-13 rounds)
19 (50DC 150DS): 160S (7-13 rounds)
20 (100DS 100DXB): 55S 100C 95XB [52S]
Next:
http://kepkezelo.com/images/xt62iqttb3np3qv9vhql.png
21 (50DC 80DS 60DXB): 1: 60R; 2: 50R 17M 70C 113XB [60R; 50R 15M]
22 (90DS 90DXB): 55R 25M 100C 70XB [55R 22M]
I'd like to hear more about that...
I take it you've verified in the game that a won battle lasts significantly longer than a lost battle, if the number of rounds of fighting is the same?
Yes, when you won the battle, the camps start to smoke, and that means like ~+2 rounds.
That one must in that case be wrong... almost a certain loss... maybe it should be 127S :)
Thank you. I really don't know what happened, why I wrote wrong settings...
Nice work, grats. I never understand the Blue Byte why can't make some good ballance the loot and army lose in adventures or why can't give some extra loot on hard adventure (similar too than White Castle in SFTR). This will be popular thing and much people would effort to start these not popular adventures.
Bye:)
Today I'm on a Dark Brotherhood aventure. A lvl42 player on the testserver made me a favor, and started it so I can try some longblocks.
I made 5 longblocks, 4 were successful, 1 wasn't but it was my mistake, I sent the blocking general with wrong garrison settings. I'll put the pictures tomorrow.
I want to do one more longblock, hope it will be successful.
Here is the picture:
http://kepkezelo.com/images/0vpfbjz2cw8o94ed9p.png
So the plan is really easy:
Attack camp 19 with G1, then camp 21 with G2, then camp 17 with G3, then camp 18 with G4. When G1 reaches the gates, attack camp 20 with G5. When G2 reaches camp 21 (1-2 secs before the fight starts) attack camp 22 with G6. When G3 leaves the gates attack camp 23 with G7 (BH general) and G8 (veteran).
Settings (all the settings were calculated by a program which counts with the smoking, so if you see that a setting is only 4 rounds, it's because all 4 rounds-variants are winning, so the fights are actually 6 rounds long.
G1 (to camp 19)
1R 127S (rechecked by Andelar: 123S 10C)
G2 (to camp 21)
1R 160C 37S
G3 (to camp 17)
4R 16B 12C 97S
G4 (to camp 18)
22R 169C 9S
G5 (to camp camp 20)
1R 183C 16S
G6 (to camp 22)
174C 26S
G7 and G8 (to camp 23)
50C; 80S 170XB [50C, 77S]
The timing was bad a little, so I lost my army :D G6 was too slow, camp 22 intercepted my BH general and veteran. So all we need is a little change in the sequence. Start the whole attack with G2, and wait with the main attack until G6 reaches the gates.
And there is an other strange thing:
http://kepkezelo.com/images/e2mejbt5pw63b3j9o87.png
Hehe. So only one camp left with 0 enemy. And this is why the attack on camp 19 wasn't enough long. 5 rounds is fine, because the program I use thinks it is a winning setting, so we can count 2 more rounds, while the camp is smoking.
Does anybody know what's the best setting on this camp with 0 enemy?
http://kepkezelo.com/images/e8q4i0mhqqae2ydaz4.png
Ok, so as I said earlier, I tried some blocks on The Dark Brotherhood. Most of them was successful, when wasn't, it was my fault (bad settings, bad timing, etc).
http://siedler-vision.de/wp-content/uploads/2012/02/diedunklebruderschaft.jpg
This is the whole map. This adventure isn't easy, but has a great loot and a really interesting map.
Attention! These blocks works only on the testserver atm, because of the different pathfinding of the generals.
I also must mention I used a program for the block settings which counts with the smoking part too. So if you see on the simulator that the worst case 4 rounds, it probably an always win setting, so actually counts as a 6 rounds long setting.
So start from the green landing zone, as most of the tactical maps.
http://kepkezelo.com/images/hf6jsunqhnoujth78i7.png
Attack camp 1 (green) with G1, when he arrives to the red circle, attack camp 2 (green) with your veteran.
Settings:
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R
http://settlersonlinesimulator.com/dso_kampfsimulator/includes/plotRounds.img.php?r=5&s=40&c=154&u_1928=100&u_1930=100&roundsPlotData=5-1484-2_6-354-7_7-50-9_4-70-0_8-15-2_9-4-2_10-1-0
It means, that the fight is minimum 5 rounds (but it's very unlikely) and max. 12 rounds (with smoking part). Most in the cases it will be 7 rounds long (5+2).
Camp 2 (green), 100CU 100SS
V: 60R 190S [59R]
This was a successful and easy block.
(...)
Well, I screwed up the next block, sorry for that. I sent the blocking general with wrong settings, so the fight was only 3 rounds long.
http://kepkezelo.com/images/ouwm5nwwbiatr0qrhu18.png
First of all, I sent my veteran too late. You can send your 3-4 secs earlier then the blocking general reaches the red circle.
The pink circle indicates when was my veteran, when the 3-rounds-fight was over.
So with a better timing and with the right garrison settings I think it can be done.
Settings:
Camp 3 (green), 80CU 80FA 40SS
G1: 29S 164C 2R
http://settlersonlinesimulator.com/dso_kampfsimulator/includes/plotRounds.img.php?r=2&s=29&c=164&u_1928=80&u_1929=40&u_1930=80&roundsPlotData=5-1394-2_6-176-6_4-384-0_9-4-0_7-23-6_8-2-3
There is a really little chance for a 5-rounds fight, 7 rounds is the most likely.
Camp 4 (green), 80CU 40SS 40DP 40FA
V: 155R 95S [155R]
Update: I tried this block again (not on the testserver) and I failed again :)
So the fight was 4 rounds long, and the camp started smoking when the main attack reached camp 4... If the fight 5 rounds long (and after that the camp starts smoking) it can be successful :)
Solution for SotV is really simple: Make it 3 players adv, remove tit ore from dropping in the loot and put more granite like 1100/1300... it would make totally different adventure even with the current losses.
So I finished a Dark Brotherhood a few days ago, I tried some blocks so... here are the pictures (again).
http://siedler-vision.de/wp-content/uploads/2012/02/diedunklebruderschaft.jpg
I'll follow the numbering of this map, I'll start from the green landing zone (northwest). DO NOT invite anybody until you don't finished these blocks.
The first sector:
http://kepkezelo.com/images/2adxmk6kd7cl5dyvg0vs.png
Attack camp 1 (green) with G1, and right after that attack camp 2 (green) with your veteran.
Settings:
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R (block)
http://kepkezelo.com/images/eh9zf2k8hqvcc41e6sbr.png
It means, that the fight is minimum 5 rounds (but it's very unlikely) and max. 12 rounds (with smoking part). Most in the cases it will be 7 rounds long (5+2).
Camp 2 (green), 100CU 100SS
V: 60R 190S [59R] or: 58R 192ES [58R]
The second sector:
This remains on the old fashioned way: attack camp 3 to clear the road to the middle, and leave the leader out.
Camp 3 (green), 80CU 80FA 40SS
V: 147R 103ES [147R]
OR:
MMA: 1R, V: 44R 1E 165C 40K
The third sector:
http://kepkezelo.com/images/vmkjfy6nqc66rvb3fbl.png
Attack camp 5 (green) with your normal general, when he reaches the red X, attack camp 6 (green) with your veteran.
Camp 5 (green), 200CU
G1: 9S 15C 176R (block)
http://kepkezelo.com/images/gopq9tki0q412hlwbqi.png
Camp 6 (green), 120CU 80DP
V: 114R 1ES 135C [114R]
DO NOT try to attack sector with camp 11-12-13. You will get intercepted when you try attack camp 12 or camp 10 (blue) by camp 6 (blue).
Sector with camp 14-15-16:
http://kepkezelo.com/images/hg2r1a7nmjprjgggq6wu.png
Attack camp 14 with G1, when he reaches the red X, attack camp 15 with your Veteran. And yes, I took this picture after the battles, so you can't see the attacked camps.
Camp 14, 200CU
G1: 9S 15C 176R (block)
http://kepkezelo.com/images/gopq9tki0q412hlwbqi.png
Camp 15, 120CU 80FA
V: 114R 1ES 135C [114R]
AND NOW YOU CAN ATTACK the middle. You must destroy camp 17, 22, 21 to reach the witchtower. Place your veteran (and the other generas) between camp 16 and camp 10 (red) on sector(14-15-16). Like this:
http://kepkezelo.com/images/doxmo58fp26y8ja7kfsh.png
Camp 17, 75DP 125SS
V: 85R 165ES [85R]
Camp 22, 50CU 50FD 100SS
V: 100R 1S 149ES [100R, and a really small chance to loose the S]
Camp 21, 140DP 60CU (attack camp 24, and after the veteran finishes with camp 21, retreat!)
V: G1: 128B; V: 250C [128B]
You've cleared the way in the middle, there is only one more camp: #25
Camp 25, 66CU 66DP 66SS
V: 120R 130ES [120R]
OR:
MMA: 1R, V: 24R 1R 225C
Now you can attack the witchtower:
Send your generals with 200C-200C-200C-200C-200C
If some Dancing Dervish remained, send an other general with (DD*13)C. For every Dancing Dervish send 13C.
Killing the 2 Nightspawns:
150S 100ES [150S] or: 80M 170K [80M] - That was the short version.
BUT Before you kill the tower, you can get more xp from clearing some sectors.
You can directly attack camps on the red sector: camp 9, 6, 4, 2.
Camp 9 (red), 50CU 150DP
G1: 122B, V: 250C [122B]
Camp 6 (red), 80DP 120CU
V: 114R 1ES 135C [114R]
Camp 4 (red), 80CU 40DP 40SS 40FA
V: 156R 94ES [156R]
Camp 2 (red), 100CU 100SS
V: 58R 192ES [58R]
But you can't attack the blue sector, because you will be intercepted in the middle.
So first kill camp 27 (3142xp, G1: 160B, V: 87R 163XB [160B, 86R]), which give you great xp, and then from its sector you can clear the blue zone.
Camp 10 (blue), 100DP 100SS - 3700 xp
V: 110R 140ES [110R]
Camp 7 (blue), 70CU 70SS 60DP - 2710xp
V: 120R 130ES [120R]
And there is another block now (you can do it when you defeated camp 7 (blue)).
http://kepkezelo.com/images/9q085r10kqnjhvwf403v.png
Send G1 to camp 11, and when he reaches the red X (makes his first turn), attack camp 12 with your veteran.
Camp 13, 200CU
G1: 9S 15C 176R (block)
http://kepkezelo.com/images/gopq9tki0q412hlwbqi.png
Camp 12, 100CU 100FA - 2100xp
V: 114R 1ES 135C [114R]
Camp 4 (blue), 80CU 40DP 40SS 40FA - 2000xp
V: 156R 94ES [156R]
Camp 2 (blue), 100CU 100SS - 1800xp
V: 58R 192ES [58R]
or: G: 61R 1M 138K [61R 1M]
With this guide you will skip the following camps:
Camp 4 (green); Camp 7 (green); Camp 10 (red); Camp 18; Camp 19; Camp 20; Camp 23; Camp 24 (1900xp); Camp 26 (1650xp, V: 195R 1ES 54C [195R]).
fefekiraly
17.07.12, 10:06
great work, i will check it soon
Total losses in the quick version:
738R 128B 1000+C 151S or: 738R 128B 1000+C 1S 80M
Units needed:
1000+C 738R 128B 151S 192ES or: 1000+C 738R 128B 40S 192ES 80M 170K
Total losses in the more-xp version:
1510R 250B 1000+C 151S or: 1510R 250B 1000+C 1S 80M
Units needed:
1150+C 1510R 250B 160S 192ES or: 1150+C 1510R 250B 40S 192ES 80M 170K
Fast version only S
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R (5-11 rounds)
Camp 2 (green), 100CU 100SS
V: 60R 190S [59R]
Camp 3 (green), 80CU 80FA 40SS
V: 148R 102S [148R]
Camp 5 (green), 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 6 (green), 120CU 80DP
V: 114R 1S 135C [114R]
Camp 14, 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 15, 120CU 80FA
V: 114R 1S 135C [114R]
Camp 17, 75DP 125SS
V: 86R 164S [86R]
Camp 22, 50CU 50FD 100SS
V: 101R 149S [101R]
Camp 21, 140DP 60CU (attack camp 24, and after the veteran finishes with camp 21, retreat!)
G1: 128B; V: 250C [128B]
Camp 25, 66CU 66DP 66SS
V: 121R 129S [121R]
Now you can attack the witchtower:
Send your generals with 200C-200C-200C-200C-200C
If some Dancing Dervish remained, send an other general with (DD*13)C. For every Dancing Dervish send 13C.
Killing the 2 Nightspawns:
250S [160S]
Needs: 743R 128B 1000+C 250S
Losses: 743R 128B 1000+C 160S
Kills: 1296CU 361DP 260FA 497SS 116FD 66DD 2NS
XP: 3888+2888+1560+2982+1624+1320+1000=15262xp
Fast version with ES
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R (5-11 rounds)
Camp 2 (green), 100CU 100SS
58R 192ES [58R]
Camp 3 (green), 80CU 80FA 40SS
V: 147R 103ES [147R]
Camp 5 (green), 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 6 (green), 120CU 80DP
V: 114R 1ES 135C [114R]
Camp 14, 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 15, 120CU 80FA
V: 114R 1ES 135C [114R]
Camp 17, 75DP 125SS
V: 85R 165ES [85R]
Camp 22, 50CU 50FD 100SS
V: 101R 149ES [101R]
Camp 21, 140DP 60CU (attack camp 24, and after the veteran finishes with camp 21, retreat!)
G1: 128B; V: 250C [128B]
Camp 25, 66CU 66DP 66SS
V: 120R 130ES [120R]
Now you can attack the witchtower:
Send your generals with 200C-200C-200C-200C-200C
If some Dancing Dervish remained, send an other general with (DD*13)C. For every Dancing Dervish send 13C.
Killing the 2 Nightspawns:
150S 100ES [150S]
Needs: 739R 128B 1000+C 150S 192ES
Losses: 739R 128B 1000+C 150S
Kills: 1296CU 361DP 260FA 497SS 116FD 66DD 2NS
XP: 3888+2888+1560+2982+1624+1320+1000=15262xp
Fast version with ES and K
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R (5-11 rounds)
Camp 2 (green), 100CU 100SS
58R 192ES [58R]
Camp 3 (green), 80CU 80FA 40SS
V: 146R 1ES 103K [146R]
Camp 5 (green), 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 6 (green), 120CU 80DP
V: 114R 1ES 110C 25K [114R] (lowering the number of rounds)
Camp 14, 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 15, 120CU 80FA
V: 114R 1ES 110C 25K [114R] (lowering the number of rounds)
Camp 17, 75DP 125SS
V: 85R 165ES [85R]
Camp 22, 50CU 50FD 100SS
V: 84R 1ES 165K [84R]
Camp 21, 140DP 60CU (attack camp 24, and after the veteran finishes with camp 21, retreat!)
G1: 128B; V: 250C [128B]
Camp 25, 66CU 66DP 66SS
V: 116R 1ES 133K [116R]
Now you can attack the witchtower:
Send your generals with 200C-200C-200C-200C-200C
If some Dancing Dervish remained, send an other general with (DD*13)C. For every Dancing Dervish send 13C.
Killing the 2 Nightspawns:
80M 170K [80M]
Needs: 717R 128B 1000+C 192ES 80M 170K
Losses: 717R 128B 1000+C 80M
Kills: 1296CU 361DP 260FA 497SS 116FD 66DD 2NS
XP: 3888+2888+1560+2982+1624+1320+1000=15262xp
More XP- version only S (+XB)
Camp 1 (green), 100CU 100FA
G1: 40S 154C 5R (5-11 rounds)
Camp 2 (green), 100CU 100SS
V: 60R 190S [59R]
Camp 3 (green), 80CU 80FA 40SS
V: 148R 102S [148R]
Camp 5 (green), 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 6 (green), 120CU 80DP
V: 114R 1S 135C [114R]
Camp 14, 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 15, 120CU 80FA
V: 114R 1S 135C [114R]
Camp 17, 75DP 125SS
V: 86R 164S [86R]
Camp 22, 50CU 50FD 100SS
V: 101R 149S [101R]
Camp 21, 140DP 60CU (attack camp 24, and after the veteran finishes with camp 21, retreat!)
G1: 128B; V: 250C [128B]
Camp 25, 66CU 66DP 66SS
V: 121R 129S [121R]
Camp 27, 66CU 66FD 66DD 2DHP
G1: 160B, V: 87R 163XB [160B, 86R]
Camp 9 (red), 50CU 150DP
G1: 122B, V: 250C [122B]
Camp 6 (red), 80DP 120CU
V: 114R 1S 135C [114R]
Camp 4 (red), 80CU 40DP 40SS 40FA
V: 156R 94S [156R]
Camp 2 (red), 100CU 100SS
V: 60R 190S [59R]
Camp 10 (blue), 100DP 100SS
V: 110R 140S [110R]
Camp 7 (blue), 70CU 70SS 60DP
V: 121R 129S [121R]
Camp 13, 200CU
G1: 9S 15C 176R (6-11 rounds)
Camp 12, 100CU 100FA
V: 114R 1S 135C [114R]
Camp 4 (blue), 80CU 40DP 40SS 40FA
V: 156R 94S [156R]
Camp 2 (blue), 100CU 100SS
V: 60R 190S [59R]
Now you can attack the witchtower:
Send your generals with 200C-200C-200C-200C-200C
If some Dancing Dervish remained, send an other general with (DD*13)C. For every Dancing Dervish send 13C.
Killing the 2 Nightspawns:
250S [160S]
Needs: 1839R 410B 1000+C 250S 163XB
Losses: 1839R 410B 1000+C 160S
Kills: 3672CU 1311DP 800FA 1097SS 182FD 132DD 2DHP 2NS
XP: 11016+10488+4800+6582+2548+2640+700+1000=39774xp
I have an idea for unattractive maps, add the recycle option to get some map frags from an adventure you don't want.
fefekiraly
02.08.12, 06:46
Just finished DB. All blocks went perfect. Thanks for that.
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