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Thejollyone
04.04.15, 16:05
Tested numerous times now with these set ups; the guide is designed to allow for attacking immediately on landing. There is also a faster version by skipping camps 6 & 7.

The block on camp 11 is tight in as much as the bar starts to go down during the attack, but the block has held. The alternative for killing that camp with MMA is shown in blue on the right.

Block positions have been taken from the numerous guides already out there, and credit is given to those clever bods who took the time to work them out. All Ive really done is sim the MoD attacks and used some crude artistic license on the 1st block.

You may want to add some extra troops to allow for multiple attacks.

Hope you enjoy it :)

http://prntscr.com/6r1zj3

Some extra kills for dracula gens: ty Dorotheus

For the lootspotters with the new Lord Dracul

Camp 6 can be done with a Drac Smak of 20 mil 140 cav 40 xbow
Camp 7 can be done with a Drac Smak of 80 cav 120 xbow.



Dracul + MoD block. for SE leader camp not included in original guide.

From X1 Mod 89E
From X2 Drac 20S 120C 60XB Send gens after each other.

Thejollyone
04.04.15, 17:08
For those of you who want to help guildies level up, camps 6 & 7 can be looted without cannons as per attached:

http://prntscr.com/6pi5q9

If one looter does both camps on prem, then 11k XP is up for grabs ;)

fishslice
04.04.15, 19:58
Nice one Jolly - great use of the MoD to enable you to attack with fast troops rather than wait for slow ones for the blocks. Gratz on working this out for many of us :D

Dorotheus
04.04.15, 22:30
I have a question about your attack on camp 9. A MMA with 1r does not always kill all the car, some times 10 cav remain. When this happens the choice is an additional MMA 1r suicide or sending your cav (150 suggested by tage ) and accept the loss of 10 cav. Even your suggestion of 220 in simulation show a loss of 10 cav .

Update: adding two camp kills using Dracul General (http://forum.thesettlersonline.com/threads/30638-BK-Guide-MoD-as-blocker-2xMMAs-cannon?p=290026&viewfull=1#post290026)

bobsie
05.04.15, 00:30
I have a question about your attack on camp 9. A MMA with 1r does not always kill all the car, some times 10 cav remain. When this happens the choice is an additional MMA 1r suicide or sending your cav (150 suggested by tage ) and accept the loss of 10 cav. Even your suggestion of 220 in simulation show a loss of 10 cav .

You can avoid losing any C by sending an additional wave of 11R on any general, to mop up the last 10 enemy cavs.

Thejollyone
05.04.15, 07:56
I have a question about your attack on camp 9. A MMA with 1r does not always kill all the car, some times 10 cav remain. When this happens the choice is an additional MMA 1r suicide or sending your cav (150 suggested by tage ) and accept the loss of 10 cav. Even your suggestion of 220 in simulation show a loss of 10 cav .

Indeed, I can't quote statistics, but more often than not, the enemy cavs are all killed anyway. The 2nd 1R wave can ofc be used, though with the freely available horses in loots these days, Im happy to lose 10 Cav.

Salem_Warrior_1
05.04.15, 10:26
no way do MOD on DC block can last min of 9 rounds at 10 seconds, will fail now and then lossing valuable troops.. aready looked at this block days ago , bad block

Thejollyone
05.04.15, 10:36
that bad Ive done it what 8-10 times now and not a single fail? It works for me each time...

Dorotheus
05.04.15, 11:42
For 3 MMA's if you chose to skip camps 6 & 7 the following troop total are needed 561R 8M 320C 90E 290K, loss of 552R

Madorosu
05.04.15, 15:51
You can block the northern DC without having to take out the Northwest sectors:
http://i.imgur.com/0zRLDtn.png

Position your camps as follows:
http://i.imgur.com/jM6nm8A.png

As you can see from the first screenshot you can do this block even before taking out the southern DC. So, if you prefer not to be doing such a long block with the additional lag from other players, then you can finish on the southern DC, in which case the lootspotters can make a kill on the 100M 100LB camps with 1R on any general apart from an MoD:
http://i.imgur.com/xihfMV5.png

Madorosu
05.04.15, 16:07
that bad Ive done it what 8-10 times now and not a single fail? It works for me each time...

Salem has a point... at least 95 seconds is required from the time the block fight starts to the DC going down and your block set up can last for as little as 90 seconds.

However, tweaking the block set up to 10E 152C and it lasts for a minimum of 100 seconds.

Thejollyone
06.04.15, 07:28
Salem has a point... at least 95 seconds is required from the time the block fight starts to the DC going down and your block set up can last for as little as 90 seconds.

However, tweaking the block set up to 10E 152C and it lasts for a minimum of 100 seconds.

Thanks for this and the alternative block position :) (BTW using your block and skipping 6&7 reduces losses to approx 476R)

I ran the sims numerous times before putting the guide together, and having tested your suggestion, it does take away the marginal possibility of a fail on the DC1 block.

However, I also just tried adding 5 militia and reduced the Cav back to 150 and the tests are showing consistent results of nothing less than 12 rounds (av 150 seconds). I have now altered the guide to reflect this :)

Dorotheus
06.04.15, 09:07
I was doing that DC1 block last night when I suffered some lag which resulted in my attack being intercepted with no chance of retreat. I had used Max's tweak for that block. After the smoke had cleared I found the block gen had in fact won the fight despite the loss of all troops. As I understand combat mechanics a normal tavern would have been defeated , so thanks for the save Jolly:-)

Salem_Warrior_1
06.04.15, 10:06
thanks Madorosu that last block worked well and DC1 with rejig works also... WD jolly for the guide, bit of rejigging and works gr8 now :))

Madorosu
06.04.15, 17:47
Try using 51E 145C on the MoD instead (lasts 12-42 rounds)

Thejollyone
07.04.15, 20:48
The last block has continually been safe as far as I have done it - please do let me know if it has failed and needs to be changed..

However, Dorotheus has pointed out quite rightly that the attack on camp 1 had a chance of losing cav, (as I latterly experienced). I have now changed that to ensure its only recs.

I thank you for your continued feedback and suggestions :)

Madorosu
07.04.15, 23:04
The last block has continually been safe as far as I have done it - please do let me know if it has failed and needs to be changed..

However, Dorotheus has pointed out quite rightly that the attack on camp 1 had a chance of losing cav, (as I latterly experienced). I have now changed that to ensure its only recs.

I thank you for your continued feedback and suggestions :)

I wouldn't know about your configuration for the block on the Northern Castle failing or not, as it has always been my policy to use the longest block possible for a greater margin of safety, so I'll be sticking with mine.

As for the first camp, I have tested your new set up for that with 2 different sims and both tell me average losses for that troop configuration are 80R (not the 76 you have listed). However, 93R 1E 59C 67K has average losses of 77R.

Thejollyone
08.04.15, 07:02
ah yes I see your point - I re-ran the numbers 50k times a few times and got 9-38 / 9-39 / 10-38 rounds

http://prntscr.com/6r1xju
http://prntscr.com/6r1xz4
http://prntscr.com/6r1y5i

Guide updated on both points :)

Madorosu
08.04.15, 15:03
Oh.. that's weird...
I used a different sim to get my result of 12-42, but can't seem to reproduced it now.
However, I wasn't using as many as 50,000 iterations before so that may account for it.
Running at that level in both that sim and the one you are using several times each and I don't get any results as low as 9 rounds, which leads me to conclude that they are probably very freak occurrences in the sims you have run. Comforting to know, though, that even when they do occur, the minimum battle duration is still 100 seconds. :)

As a side note, I am pleased to see the long block that I suggested included in the guide and I commend you for your receptivity to suggestions and tweaks as well as your swift updates.

Gavona
08.04.15, 20:53
Great guide ==> ty jollyfog2012

I prefer not to have to reposition my MoD so use these positions instead of the x6, x7 in the original version. It is of course fully compatible with Madorosu's suggestion : http://i.imgur.com/p7s7t3n.jpg

Dorotheus
28.10.15, 06:13
For the lootspotters with the new Lord Dracul

Camp 6 can be done with a Drac Smak of 20 mil 140 cav 40 xbow
Camp 7 can be done with a Drac Smak of 80 cav 120 xbow.

Dorotheus
01.11.15, 10:18
Dracul + MoD block. for SE leader camp not included in original guide.

From X1 Mod 89E
From X2 Drac 20S 120C 60XB Send gens after each other.

Vopicus
11.11.15, 13:41
Indeed, I can't quote statistics, but more often than not, the enemy cavs are all killed anyway. The 2nd 1R wave can ofc be used, though with the freely available horses in loots these days, Im happy to lose 10 Cav.

Easy to do those stats, the MMA does 450-500 dam, and have 80% acuracy.

That means chaces are he'll do 500 dam (killing all cavs) 4 out of 5 times, and there's a 20% or 1 in 5 risk of him doing 450 dam (killing 90 cav).

As bobsie pointed out the solution to only killing 90 cav with MMA is to send 11R to attack, which will kill the last 10 cavs.

Bunnios
27.11.15, 00:15
Problems I have encountered with this guide:

1. With [60R 100C 60K] there is a 5% chance that you will lose 0-6C on camp 8 (it's happened to me a few times). According to TSO FastSIM (http://settlersonlinemaps.com/fastsim.php), the following setup will remove that 5% chance at the cost of one more R on average - 56)

[79R 90C 1E 50K]

http://settlersonlinemaps.com/fastsim.php?MapaID=24&LangCode=2&s=1&G_1_14=1&T_1_69=79&T_1_8=1&T_1_51=90&T_1_39=50&E_1_50=80&E_1_67=80

2. When blocking camp 11 and attacking camp 12, I've noticed I have had to wait until the MoD reaches *at least* the little tree above before sending my MMA, otherwise there is a very good chance that the MMA will be intercepted and sent to the camp below 11. Unless you retreat the MMA you will lose around [83R 3-24K], in addition to the [145C 51E] lost with the MoD.

For some strange reason, on occasion, even when allowing extra time before sending the MMA, the MMA will *still* be intercepted. The times this has happened I haven't been looking during the attack, so can't say for sure what is going on. I'm certain it's not a lag problem, as at this point no lootspotters were invited. It remains a mystery to me why the MMA is being intercepted. This has happened numerous times, costing a lot of time, gold coins and resources, to the point where I am thinking seriously about stopping using this guide. The only thing I can think of at this point is that BB is changing the pathing/camp influence range for those top camps sometimes.

Edit: Corrected camp 6 to camp 8

Dorotheus
27.11.15, 06:22
1 Do you mean camp 8 as the guide says 112R 108K for camp 6 ?

2 There are two different garrison positions given in the guide for the camp 11/12 block which ones are you using ?

Bunnios
27.11.15, 09:34
2 There are two different garrison positions given in the guide for the camp 11/12 block which ones are you using ?

I'm using the "X6/7" positions, the ones on the far right of the guide, i.e. the lower ones

topgearfan
27.11.15, 10:49
it is possible for mma to attack camp below 11 if you send the block before camp 10 is destroyed.
i think the waiting doesnt matter if that is the case. happened to me only once and have not tested it further so no idea if bug or working as intended.

oh and i love the easy to input round troop figures in this guide. please dont change them.

Bunnios
28.11.15, 11:43
it is possible for mma to attack camp below 11 if you send the block before camp 10 is destroyed.

I think this must be the reason - thanks for the tip. I think sometimes I haven't waited for 10 to be destroyed before sending the block and attack to the castle. Since I started waiting for camp 10 to be completely gone I have not had any problems.

Thejollyone
24.03.16, 15:58
just as an update, this is my revised BK guide Ive been using during this event. Having 2 MoDs is awesome with 4 (or even 5) MMA's approx 570R losses

I used the 140R 80K set up for pure speed, this only changes on the final attack. I have BK loots rtf in 35 mins (with looters invited 5 mins after starting adv)

http://prntscr.com/ajfi68

the attack 180C wave 2 on camp 7 can be replaced with a Drac to save time again.

This is purely a speed exercise for event loots - please consider the extra losses if you use this as a normal guide...

Dorotheus
19.10.16, 09:34
Now have my 2nd Drac, First attempt double Drac1r on camp 9 killed all cav and 13 xb. Second attempt Double Drac1r on camp 9 killed just 88 cav.

However in practice I will probably just send 1 drac1r as backup for when MMA fails to kill all cav.

Dorotheus
02.01.17, 22:01
6 tavern 135r Anslem30r 71c 47xb (165r) Tavern better
tavern 95r Nusala 45r 2s 71c 47k (130r) mma better
tavern 70r Vargus 60r 2s 71x 47k (118r)

7 tavern135r Anslem 30r 2s 71c 47k (165r) Vet better
tavern 50r Nusala 45r 2s 71c 47k (95r) Vet better
Vargus 60r 2s 71c 47k (60r)

Dorotheus
14.03.17, 23:07
Just in time for Easter, try these setups for the quick version. All 3 CoA needed.

X2 MMA 90r 60c 70k
X1 MoD 89e
X2 Anslem 70r 1s 79k
X3 MoD 5m 10e 150c
X4 Nusala 82r 83k
X5 MMA 61r 1e 113c 45k
X5 MMA 1r
X5 Vargus 1e 161c (will still be a no loss kill even if the MMA 1r leaves 10 cav remaining)
X5 MMA 80r 64c 1s 75k (do not replace s with e)
X6 MoD 51e 145c
X7 MMA 83r 1e 136k

troops needed 467r 5m 693c 1s 154e 488k. losses will be lower. if you have 5 MMA and 3 Mods no troops will need to be assigned during adventure and you will just need to replace recuits once gens have returned home. Happy egg hunting