Once is never, twice is always... :cool:
thanks polymer, for seclued experiements. I putted in front page with link. Sorry for delay :)
Thanks for the guides, there is however a little error in 'The Black Knights' camp #15 in Tage's guide:
Camp 15) 100 Soldier Deserters, 75 Crossbowman Deserters
ANY general: [1: 119R (119R), 2: 138C (-)]
VETERAN general: [121R 129S (116R - 119R - 121R)]
VETERAN general: [120R 130E (116R - 119R - 120R)]
The camp has 100C and 100A, not 100S and 75A as stated in the guide. It got me a little confused :)
The first block worked for me all 3 times i did it. though the finish bar started on camp 20, before the leader was destroyed, but my BHG was fast enough to destroy:-)
But the block on camp 13 didnt work for me the 3. time. guess i wasnt fast enough.
But great guide have used it 3 times now. looking forward to start it again tomorrow:))
Thanks Tage
Enjoy your bowling, with all that hard work with guides, you deserve it:)
No pressure:) ( at least not much ) I can wait a day more:)
Will be looking for updates, and wait untill you finished..
It is great guides, i started use yours 2 weeks ago, when i got my grim reaper.:)
A little question: is it possible to play Victor with BHG instead? with SidV guide i can, but double the looses than your guide with vet.
Maybe there was a middle way you might have tried? :)
on outlaws first block : ive been doing a little trying, and your original setup has a chance to take 4 rounds (some 5.30 average i think), but doing just a few less cav (193) i get 5-10 rounds (99999 reruns) with an average of 6.67 rounds for the block, that should make it a safe block to do with a bhg ( which i use , hence the trying to find a good block for that one :-) )
Not quite... :)
That's how I used to make my round blocks... maximum number of rounds,
regardless of whether they were going to win or lose the battle.
A battle that is won lasts 2 rounds (40 seconds) longer though,
which is why you have to check the win/loss distribution using this simulator as well.
Nowadays I prefer making blocks that are almost 100% sure of being successful,
even if that means the average number of rounds would be lower.
With 197C you'd get a block that is almost guaranteed to last 140 seconds (5+2 rounds):
http://settlersonlinesimulator.com/d...6_8-21-3_9-1-0
With 193C you'd get a block which every sixth time (388 times out of 2200) would lose after 5-6 rounds, lasting only 100-120 seconds:
http://settlersonlinesimulator.com/d...5-51-71_10-0-7
That is something I started some time ago, and never finished.
Updated the Victor guide now, so that most camps have that BHG alternative.
Haven't done any summary for the troops needed though.
For camp 15 you would need crossbows, and camp 19 was the one I never found time to optimise,
so for the time being I will have to refer to SidV's guide,
or ask that you invite two lootspot buyers who each has a veteran to deal with camp 19. :)
EDIT:
Added camps 13/15 unblocked and camp 19 optimised for the normal generals as well... Enjoy! :)
My block failed and i destroyed blocking camp and not the one i wanted to destroy...
settlersonlinetools.com/en/combat_simulator/#/groupId=rasenderbulle/general=1/milizen=250/kataphrakt=100/lanzenreiter=90
need solution on how to destroy camp 30 when only camp 27 is left in RB?
And on this map its camp 7 and 8 http://img37.imageshack.us/img37/8248/rbfullmaprr.png
And camp 7 is destroyed here and i cant do block on this camp
dso-karten.de/images/articles-pics/1083_1345125342.jpg
ive made my own setups for the Outlaws blocks, uses less cavs and lasts a little longer, but mainly the point of it was to need less cavs for the blocks
--Top Left Leader
From A to Camp 20) 100 Scavengers, 50 Stone Throwers
BLOCKING NORMAL general: [20R 155C (-)] {5-9 rounds (6.4ave)}
From B to Camp 22) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers (Camp 21)
BLOCKING NORMAL general: [20R 120C (-)] {4-8 rounds (5.9ave)}
From C to Camp 22) 1 Skunk, 100 Guard Dogs, 80 Stone Throwers
VETERAN general: [84R 166E (69-84R)] {2 Rounds}
---------------
--Top Center Leader
From A to Camp 4) 80 Roughnecks, 100 Rangers
BLOCKING NORMAL general: [20R 15E 165C (-)] {7-13 rounds (9.1ave)}
From B to Camp 6) 40 Roughnecks, 80 Guard Dogs, 60 Rangers
BLOCKING NORMAL general: [35E 116C (-)] {5-11 rounds (7.2ave)}
From C to Camp 5) 150 Roughnecks
BLOCKING NORMAL general: [100E 82C (-)] {7-15 rounds (9.8ave)}
From D to Camp 7) 1 Metal Tooth, 2 Skunks
VETERAN general: [1E 249XB (-)] {2 rounds}
---------------
--Top Right Leader
From A to Camp 14) 60 Thugs, 60 Guard Dogs, 60 Rangers
BLOCKING NORMAL general: [19E 148C (-)] {5-10 rounds (7.1ave)}
From B to Camp 13) 60 Thugs, 60 Guard Dogs, 60 Rangers
BLOCKING NORMAL general: [19E 148C (-)] {5-10 rounds (7.1ave)}
From C to Camp 15) 1 One-Eyed Bert, 180 Thugs
VETERAN general: [75R 55M 1S 8E 111XB (75R 50M - 75R 55M 1S)] {2 rounds}
---------------
i use all the same positions as the killste guide
Awesome guides btw :)
Hi, it's me again with some modifications :-D
This time its The island of the pirates (original version, w/o Elites and Xbows)
Did some different attacks on camps 8 and 10, both can be killed with a single attack (using veteran).
camp 8: 20R 20S 200C (losses: 10R 11Cav)
camp 10: 225R 25S (losses: 148R)
this reduces a need for two attack waves completely (block on camp 9 still stands as it is) and if you are willing to lose 10-15 cav a lot less suicide recruits
plus it reduces a need for BHG in last attack and minimizes risk of bad attack due to lag, and shortens the adventure time.
You can practically do the whole adventure with just two generals, veteran and a normal general for blocks
My total losses were 384R 11Cav
It would be nice if someone else tested this, this is first time i tried this setup
Indeed! :)
Updated, but not 100%... still need to count all troops needed and lost...
Feel I'm catching a flu though, so will not do it tonight.
Hopefully I will be able to add them tomorrow...
I hope all garrison settings are there and correct though! :)
I've also included setups for those who don't have a fast general, and want to lose a lot of recruits... :rolleyes:
please stop changing any other day of the army on the map
Thanks a lot Tage
For the hard work on outlaws.
You were really busy, making this new pathings in the spoiler:)
The blocks from landing zone has worked for me 4 times now with grim reaper.
And i dont have Canoneers
I know my favourite simulator gives that same setup for camp 8 as well...
Personally I still feel it's cheaper to lose 38R than 10C, and I do have enough generals for the suicide.
But yes, I agree on adding that as an option, optimised for losing fewer recruits though: :)
And yes, added that one too :)
Yes it is, and the difference is not that bigger, but option for playing with just veteran and a single normal general is very appealing for me since it leaves my BHG free for any random lootspot buy :-D
still appreciate your efforts with these guides, they make life much easier ...
NB!
If your player level is 36 or higher, you should probably check the Hard Version rather than this one.
Save the Christmas feast
Easy version (levels 26-35)
Average Losses (best version): 81R
Adventure Info:
Player Level: 26-35
Difficulty: 3/10
Number of Players: 1
Duration: 2 days
Where to get?: As a reward from one of the daily Christmas quests
http://i232.photobucket.com/albums/e...issionlv26.jpg
http://i232.photobucket.com/albums/e...XFLootlv26.jpg
http://i232.photobucket.com/albums/e...et/StXFMap.jpg
You need to send troops 3-4 times.
Six versions are summarized below, with the number of needed generals and troops and with the following lost troops:
One ANY general only recruits, no block
- Units needed, average: 378R (378 units)
- Units needed, maximum: 402R (402 units)
- Units lost, minimum: 200R
- Units lost, average: 239R
- Units lost, maximum: 270R
One ANY general, no block
- Units needed, average: 296R 192C 164LB (652 units)
- Units needed, maximum: 314R 192C 164LB (670 units)
- Units lost, minimum: 125R
- Units lost, average: 157R
- Units lost, maximum: 182R
One ANY general
One NORMAL general, using one 1R block
- Units needed, average: 291R 174C 164LB (629 units)
- Units needed, maximum: 307R 174C 164LB (645 units)
- Units lost, minimum: 126R
- Units lost, average: 152R
- Units lost, maximum: 175R
One ANY general with Longbows
One NORMAL general using one round block and one 1R block
- Units needed, average: 116R 154S 174C 164LB (608 units)
- Units needed, maximum: 127R 155E 174C 164LB (620 units)
- Units lost, minimum: 86R
- Units lost, average: 110R
- Units lost, maximum: 127R
One ANY general with Crossbows
One NORMAL general using one round block and one 1R block
- Units needed, average: 111R 154S 174C 120XB (559 units)
- Units needed, maximum: 122R 155E 174C 120XB (571 units)
- Units lost, minimum: 82R
- Units lost, average: 105R
- Units lost, maximum: 122R
One VETERAN general with Longbows
One NORMAL general, using one round block
- Units needed, average: 89R 218S 247C 151LB (705 units)
- Units needed, maximum: 98R 200S 18E 248C 151LB (715 units)
- Units lost, minimum: 67R
- Units lost, average: 86R
- Units lost, maximum: 98R
One VETERAN general with Crossbows
One NORMAL general, using one round block
- Units needed, average: 84R 218S 247C 109XB (658 units)
- Units needed, maximum: 93R 200S 18E 248C 109XB (668 units)
- Units lost, minimum: 64R
- Units lost, average: 81R
- Units lost, maximum: 93R
This guide includes one round block of method 2 and one 1R block of method 1.
Game flow, garrison settings and losses (minimum - average - maximum):
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G1
Move your best general to garrison position G1, or attack directly from the landing zone:
http://i232.photobucket.com/albums/e...Jet/StXFG1.jpg
Camp 2) 40 Thugs, 40 Fanatics
ANY general: [160R (54R - 65R - 73R)]
ANY general: [26R 174C (15R - 21R - 26R)]
ANY general: [25R 1S 174C (15R - 21R - 25R)]
VETERAN general: [18R 1S 231C (10R - 15R - 18R)]
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G2 (BLOCK)
Move your best general and one normal general (for the block) to garrison position G2:http://i232.photobucket.com/albums/e...Jet/StXFG2.jpg
- Position A: NORMAL general (needed for the block)
- Position B: VETERAN general or ANY general
If you do not have the needed troops for the block, or if you don't want to use the block, kill camps 5 and 6 one at a time:
Camp 5) 40 Recruit Deserters, 40 Shadowsneakers
ANY general: [130R (18R - 21R - 24R)]
ANY general: [23R 85S (18R - 21R - 23R)]
Camp 6) 30 Scavengers, 1 Skunk, 30 Thralls
ANY general: [200R (26R - 30R - 32R)]
ANY general: [14R 19C 164LB (9R - 12R - 13R)]
ANY general: [13R 1S 19C 164LB (9R - 12R - 13R)]
ANY general: [8R 1S 71C 120XB (5R - 7R - 8R)]
ANY general: [7R 1E 72C 120XB (4R - 7R - 7R)]
VETERAN general: [5R 1S 93C 151LB (3R - 5R - 5R)]
VETERAN general: [4R 1E 94C 151LB (3R - 4R - 4R)]
VETERAN general: [1S 140C 109XB (0 - 0 - 1S)]
VETERAN general: [1E 140C 109XB (-)]
If you have the needed troops, the following round block is recommended.
Send both generals right after each other:
From A to Camp 5) 40 Recruit Deserters, 40 Shadowsneakers
BLOCKING NORMAL general: [27S (-)] {160 - 340 seconds of fighting, 0.2% chance of 140 seconds}
BLOCKING NORMAL general: [6S 18E (-)] {180 - 380 seconds of fighting, 0.2% chance of 160 seconds}
From B to Camp 6) 30 Scavengers, 1 Skunk, 30 Thralls
ANY general: [14R 19C 164LB (9R - 12R - 13R)] {60 seconds of fighting}
ANY general: [13R 1S 19C 164LB (9R - 12R - 13R)] {60 seconds of fighting}
ANY general: [8R 1S 71C 120XB (5R - 7R - 8R)] {60 seconds of fighting}
ANY general: [7R 1E 72C 120XB (4R - 7R - 7R)] {60 seconds of fighting}
BATTLE HARDENED general: [13R 1S 19C 164LB (9R - 12R - 13R)] {30 seconds of fighting}
BATTLE HARDENED general: [7R 1E 72C 120XB (4R - 7R - 7R)] {30 seconds of fighting}
VETERAN general: [5R 1S 93C 151LB (3R - 5R - 5R)] {30 seconds of fighting}
VETERAN general: [4R 1E 94C 151LB (3R - 4R - 4R)] {30 seconds of fighting}
VETERAN general: [1S 140C 109XB (0 - 0 - 1S)] {30 seconds of fighting}
VETERAN general: [1E 140C 109XB (-)] {30 seconds of fighting}
The marching time through the red area of camp 5 takes about 50 seconds.
Thus a total block duration of 110 seconds is nedeed for a successful block, even if you do not use a fast general attacking camp 6.
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G3
Move your best general and one normal general (for the block) to garrison position G3:http://i232.photobucket.com/albums/e...Jet/StXFG3.jpg
- Position A: NORMAL general (needed for the block, but not if you have a veteran in B)
- Position B: VETERAN general or ANY general
Camp 8) 20 Thugs, 20 Rangers, 40 Cavalry Deserters
ANY general: [125R (29R - 36R - 43R)]
ANY general: [42R 80S (29R - 36R - 42R)]
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G3 (BLOCK)
http://i232.photobucket.com/albums/e...et/StXFG3B.jpg
Send both generals right after each other:
From A to Camp 9) 20 Scavengers, 20 Cultists, 20 Nomads
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From B to Camp 10) 60 Lance Riders, 60 Karls, 1 Croaker
ANY general: [200R (54R - 61R - 68R)]
ANY general: [46R 154S (32R - 40R - 46R 1S)]
ANY general: [45R 155E (30R - 38R - 45R)]
VETERAN general: [32R 218S (24R - 29R - 32R)]
VETERAN general: [32R 218E (23R - 29R - 32R)]
If you have only one general, kill camps 9 and 10 one by one.
Also, if you have a veteran general, you may as well kill camp 9 first:
Camp 9) 20 Scavengers, 20 Cultists, 20 Nomads
ANY general: [115R (23R - 26R - 30R)]
ANY general: [8R 192C (4R - 6R - 8R)]
ANY general: [7R 1S 192C (4R - 6R - 7R)]
VETERAN general: [2R 1S 247C (0R - 1R - 2R)]
VETERAN general: [1R 1E 248C (0R - 1R - 1R)]
Camp 10) 60 Lance Riders, 60 Karls, 1 Croaker
ANY general: [200R (50R - 61R - 68R)]
ANY general: [46R 154S (32R - 40R - 46R 1S)]
ANY general: [45R 155E (30R - 38R - 45R)]
VETERAN general: [32R 218S (24R - 29R - 32R)]
VETERAN general: [32R 218E (23R - 29R - 32R)]
http://static3.thesettlersonline.com...r/ornament.png
All garrison setups have been simulated at least 5000 times, using this simulator.
Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.
All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...
On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.
All round blocks have been optimised using this simulator.
The durations of the blocks and attacks are based on this post.
NB!
If your player level is 35 or lower, you should probably check the Easy Version rather than this one.
Save the Christmas feast
Hard version (levels 36-)
Average Losses (best version): 46R 65B
Adventure Info:
Player Level: 36+
Difficulty: 4/10
Number of Players: 1
Duration: 2 days
Where to get?: As a reward from one of the daily Christmas quests
http://i232.photobucket.com/albums/e...issionlv36.jpg
http://i232.photobucket.com/albums/e...Lootlv36-2.jpg
http://i232.photobucket.com/albums/e...et/StXFMap.jpg
You need to send troops 3 - 4 times.
Four versions are summarized below, with the number of needed generals and troops and with the following lost troops:
One ANY general with Longbows
One NORMAL general using one round block and one 1R block
- Units needed, average: 204R 130S 133C 159LB (626 units)
- Units needed, maximum: 223R 6S 131E 133C 159LB (652 units)
- Units lost, minimum: 165R
- Units lost, average: 197R
- Units lost, maximum: 223R 3S
One ANY general with Crossbows
One NORMAL general using one round block and one 1R block
- Units needed, average: 191R 130S 133C 155XB (609 units)
- Units needed, maximum: 208R 6S 131E 133C 155XB (633 units)
- Units lost, minimum: 155R
- Units lost, average: 184R
- Units lost, maximum: 208R 3S
One VETERAN general with Longbows
One NORMAL general, using one round block and one 1R block
- Units needed, average: 157R 204S 212C 190LB (763 units)
- Units needed, maximum: 173R 8S 200E 212C 190LB (783 units)
- Units lost, minimum: 123R
- Units lost, average: 149R
- Units lost, maximum: 173R 3S
One VETERAN general with Crossbows
One NORMAL general, using one round block and one 1R block
- Units needed, average: 152R 204S 212C 145XB (713 units)
- Units needed, maximum: 167R 8S 200E 212C 145XB (732 units)
- Units lost, minimum: 117R
- Units lost, average: 144R
- Units lost, maximum: 167R 3S
One VETERAN general with Crossbows and Elite Soldiers
Two NORMAL general, using two round blocks
This includes using the double block hidden in the spoiler for garrison position G3.
- Units needed, average: 49R 4S 63E 212C 71B 162XB (561 units)
- Units needed, maximum: 55R 4S 63E 212C 105B 145XB (584 units)
- Units lost, minimum: 35R 55B
- Units lost, average: 46R 65B
- Units lost, maximum: 55R 71B
This guide includes one round block of method 2 and one 1R block of method 1.
Game flow, garrison settings and losses (minimum - average - maximum):
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G1
Move your best general to garrison position G1, or attack directly from the landing zone:
http://i232.photobucket.com/albums/e...Jet/StXFG1.jpg
Camp 2) 60 Thugs, 40 Fanatics
ANY general: [47R 1S 133C 19LB (32R - 39R - 47R)]
ANY general: [47R 1S 133C 19XB (32R - 39R - 47R)]
VETERAN general: [37R 1E 212C (24R - 31R - 37R)]
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G2 (BLOCK)
Move your best general and one normal general (for the block) to garrison position G2:http://i232.photobucket.com/albums/e...Jet/StXFG2.jpg
- Position A: NORMAL general (needed for the block)
- Position B: VETERAN general or ANY general
Send both generals right after each other:
From A to Camp 5) 60 Recruit Deserters, 70 Shadowsneakers
BLOCKING NORMAL general: [1R 42S (-)] {160 - 400 seconds of fighting}
BLOCKING NORMAL general: [4S 33E (-)] {180 - 420 seconds of fighting}
From B to Camp 6) 50 Scavengers, 1 Skunk, 50 Thralls
ANY general: [40R 1S 159LB (28R - 35R - 40R)] {80 seconds of fighting}
ANY general: [25R 1S 19C 155XB (18R - 22R - 25R)] {60-80 seconds of fighting}
BATTLE HARDENED general: [40R 1S 159LB (28R - 35R - 40R)] {40 seconds of fighting}
BATTLE HARDENED general: [25R 1S 19C 155XB (18R - 22R - 25R)] {30-40 seconds of fighting}
VETERAN general: [24R 1S 35C 190LB (17R - 20R - 24R)] {30-40 seconds of fighting}
VETERAN general: [18R 1E 86C 145XB (11R - 15R - 18R)] {30-40 seconds of fighting}
The marching time through the red area of camp 5 takes about 50 seconds.
Thus a total block duration of 130 seconds is nedeed for a successful block, even if you do not use a fast general attacking camp 6.
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G3 (for VETERAN general with Crossbows and Elite Soldiers)
This optional way of round-blocking both camps 8 and 9 is reserved for those having a veteran general with crossbows and elite soldiers.
The inspiration came from NightEye. Thanks mate! Open the spoiler for more information...
Spoiler
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G3
Move your best general and one normal general (for the block) to garrison position G3:http://i232.photobucket.com/albums/e...Jet/StXFG3.jpg
- Position A: NORMAL general (needed for the block)
- Position B: VETERAN general or ANY general
Camp 8) 40 Thugs, 30 Rangers, 50 Cavalry Deserters
ANY general: [65R 125S (51R - 59R - 65R 3S)]
ANY general: [65R 2S 123E (51R - 59R - 65R 2S)]
http://static3.thesettlersonline.com...r/ornament.png Garrison Position G3 (BLOCK)
http://i232.photobucket.com/albums/e...et/StXFG3B.jpg
Send both generals right after each other:
From A to Camp 9) 20 Scavengers, 60 Cultists, 40 Nomads
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From B to Camp 10) 70 Lance Riders, 70 Karls, 1 Croaker
ANY general: [70R 130S (53R - 63R - 70R 1S)]
ANY general: [69R 131E (52R - 61R - 69R)]
VETERAN general: [46R 204S (30R - 38R - 46R)]
VETERAN general: [44R 6S 200E (28R - 36R - 44R)]
VETERAN general: [44R 206E (28R - 36R - 44R)]
http://static3.thesettlersonline.com...r/ornament.png
All garrison setups have been simulated at least 5000 times, using this simulator.
Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.
All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...
On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.
All round blocks have been optimised using this simulator.
The durations of the blocks and attacks are based on this post.
Sorry for asking this here. Has there been any changes to Witch of the Swamp lately as ive done one today and the block has not worked? I did check with this guide first before doing the block.
Not as far as I know... played it on the tester a couple of days ago, and it still worked as before.
1R blocks can easily fail in a laggy environment though.
Always watch your generals closely when sending them out.
Recall both generals immediately if:
- the first one is not marching, but instead both are marching at the same time
- the second one is not marching within 5 seconds after the first one
Thanks for your reply. As far as i saw both generals left straight away. The blocking generals fight seemed to be over very quickly. Bit annoying to lose 50 soldiers! I will try again. Thanks for the great guides by the way.
Thanks for the update on Outlaws!
One correction though: The text on G3 for BHG tells to send two attacks to camp 18 when other should be 19 I think.
Tage,
In Outlaws, the G3 position graphics doesn't match the graphic of the blocks for camps 4-7. Im still going the old way cos I've played outlaws soo many times, its like stuck in my head :)
Whoops, now they match! :o
Thanks Sumee!
I know... it's hard to teach an old dog... ehm... I mean... I'm also used to doing things the way I've always done them... :)
I would receommend that you learn that new setup though...
The distance between generals B and C is one step longer,
the distance between generals C and D is also one step longer.
At the same time, the total distance between A and D is one step shorter.
All in all, this adds additional safety against laggy situations. :)
Bandit Nest
with Round Blocks
Average Losses (veteran and crossbows): 297R 66S 100C
Average Losses (veteran and cannoneers): 325R 52S 100C
Average Losses (major + 3 suicidal MoMAs): 388R
Adventure Info:
Player Level: 36+
Difficulty: 5/10
Number of Players: 1
Duration: 2 days
Where to get?: Trader (Shop) for 200 map fragments
http://i232.photobucket.com/albums/e.../BNMission.jpg
https://lh6.googleusercontent.com/-n...h364-no/BN.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...eJet/BNMap.jpg
QUICK LINKS: ... LANDING ZONE ... G1 ... G2 ... G3 ... G4
You need to send troops 5-6 times.
Nine main versions are presented below.
Several subversion can be made from the alternatives for the attacks below though.
Most notably, the distribution between recruits, militia and soldiers used against the leaders, affects what troops are needed and lost.
Also the different suicide versions affect the number of dead cavalry and the subsequent need for R/M/S.
Two NORMAL generals using one 1R block
- Units needed, average: 1007R 159S 268C 145LB (1579 units)
- Units needed, maximum: 1070R 210S 274C 145LB (1699 units)
- Units lost, minimum: 906R 103S 268C
- Units lost, average: 1007R 125S 268C
- Units lost, maximum: 1070R 210S 274C
Two NORMAL generals using one 1R block
- Units needed, average: 1078R 81S 207C 99XB (1465 units)
- Units needed, maximum: 1142R 134S 217C 99XB (1592 units)
- Units lost, minimum: 977R 56S 207C
- Units lost, average: 1078R 75S 207C
- Units lost, maximum: 1142R 134S 217C
One BATTLE HARDENED general with Longbows
One ANY general
Two NORMAL generals using 3 round blocks
- Units needed, average: 437R 223S 341C 145LB (1094 units)
- Units needed, maximum: 464R 223S 341C 145LB (1110 units)
- Units lost, minimum: 398R 103S 268C
- Units lost, average: 437R 125S 268C
- Units lost, maximum: 464R 184S 274C
One BATTLE HARDENED general with Crossbows
One ANY general
Two NORMAL generals using 3 round blocks
- Units needed, average: 508R 208S 319C 99XB (1134 units)
- Units needed, maximum: 536R 108S 126E 319C 99XB (1188 units)
- Units lost, minimum: 469R 56S 207C
- Units lost, average: 508R 75S 207C
- Units lost, maximum: 536R 108S 217C
Two BATTLE HARDENED generals with Longbows
Two NORMAL generals using 3 round blocks
- Units needed, average: 298R 223S 428C 145LB (1094 units)
- Units needed, maximum: 314R 223S 428C 145LB (1110 units)
- Units lost, minimum: 280R 103S 268C
- Units lost, average: 298R 125S 268C
- Units lost, maximum: 314R 180S 274C
Two BATTLE HARDENED generals with Crossbows
Two NORMAL generals using 3 round blocks
- Units needed, average: 369R 132S 126E 319C 99XB (1045 units)
- Units needed, maximum: 386R 149S 126E 319C 99XB (1079 units)
- Units lost, minimum: 351R 56S 207C
- Units lost, average: 369R 75S 207C
- Units lost, maximum: 386R 104S 217C
One VETERAN general with Longbows
One BATTLE HARDENED general
Two NORMAL generals using 3 round blocks
- Units needed, average: 203R 276S 418C 142LB (1039 units)
- Units needed, maximum: 217R 295S 418C 142LB (1073 units)
- Units lost, minimum: 187R 128S 137C
- Units lost, average: 203R 148S 137C
- Units lost, maximum: 217R 176S 143C
One VETERAN general with Crossbows
One BATTLE HARDENED general
Two NORMAL generals using 3 round blocks
- Units needed, average: 300R 132S 418C 96XB (946 units)
- Units needed, maximum: 314R 143S 418C 96XB (971 units)
- Units lost, minimum: 284R 49S 100C
- Units lost, average: 300R 66S 100C
- Units lost, maximum: 314R 90S 100C
- Units needed, average: 297R 117S 135E 317C 96XB (962 units)
- Units needed, maximum: 310R 128S 135E 317C 96XB (986 units)
- Units lost, minimum: 281R 49S 100C
- Units lost, average: 297R 66S 100C
- Units lost, maximum: 310R 90S 100C
One VETERAN general with Cannoneers
One BATTLE HARDENED general
Two NORMAL generals using 3 round blocks
- Units needed, average: 325R 108S 127E 317C 96XB 145K (1118 units)
- Units needed, maximum: 334R 119S 127E 317C 96XB 145K (1138 units)
- Units lost, minimum: 311R 35S 100C
- Units lost, average: 325R 52S 100C
- Units lost, maximum: 334R 80S 100C
This guide includes 3 round blocks of method 2.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Landing Zone
You do not have to move any generals for the first attacks.
For faster play, make sure your fast generals carry enough troops to kill camps 1 and 3.
http://i232.photobucket.com/albums/e...leJet/BNG1.jpg
As soon as your first generals have arrived and you have enough troops, attack camps 1 and 3:
Camp 1) 100 Scavengers, 100 Rangers
ANY general: [67R 3S 123C 7LB (54R - 61R - 67R 2S)]
ANY general: [67R 3S 121C 9XB (53R - 60R - 67R 2S)]
VETERAN general: [44R 3S 170C 33LB (37R - 42R - 44R 2S)]
VETERAN general: [42R 3S 179C 26XB (35R - 40R - 42R 2S)]
VETERAN general: [42R 1S 1E 180C 26K (35R - 40R - 42R 1S)]
MAJOR general: [39R 1S 1E 218C 11K (32R - 37R - 39R 1S)]
MASTER of Martial Arts: [39R 2S 169C 10LB (32R - 36R - 39R 1S)]
MASTER of Martial Arts: [38R 2S 172C 8XB (30R - 36R - 38R 1S)]
MASTER of Martial Arts: [38R 1S 1E 172C 8K (30R - 36R - 38R 1S)]
Camp 3) 100 Scavengers, 50 Guard Dogs, 50 Rangers
ANY general: [143R 57S (122R - 133R - 143R 1S)]
VETERAN general: [118R 132S (95R - 106R - 118R 1S)]
VETERAN general: [114R 1S 135E (92R - 103R - 114R 1S)]
VETERAN general: [103R 1S 1E 145K (87R - 96R - 103R 1S)]
MAJOR general: [98R 1S 1E 158K (83R - 91R - 98R 1S)]
MASTER of Martial Arts: [82R 120S (67R - 74R - 82R 1S)]
MASTER of Martial Arts: [82R 1S 1E 96K (67R - 74R - 82R 1S)]
You may also consider using a master of martial arts for a first suicidal attack on camp 3:
Camp 3a) 100 Scavengers, 50 Guard Dogs, 50 Rangers
MASTER of Martial Arts: [1R (1R)]
Camp 3b) 100 Scavengers, 25-30 Rangers
ANY general: [43R 1S 114C 42LB (34R - 39R - 42R)]
ANY general: [40R 1S 128C 31XB (32R - 37R - 40R)]
ANY general: [40R 1E 128C 31K (32R - 37R - 40R)]
Lord DRACUL: [40R 1S 152C 7LB (27R - 32R - 40R)]
Lord DRACUL: [40R 1S 153C 6XB (27R - 32R - 40R)]
Lord DRACUL: [40R 1E 153C 6K (27R - 32R - 40R)]
VETERAN general: [30R 1S 219C (24R - 28R - 30R)]
MAJOR general: [27R 1E 242C (21R - 25R - 27R)]
MASTER of Martial Arts: [27R 1S 192C (21R - 25R - 27R)]
MASTER of Martial Arts: [26R 1E 193C (20R - 24R - 26R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (BLOCK Camps 4-6)
In order to find free spots to place your generals for the first block,
let's move them a bit to the left, away from the landing zone:http://i232.photobucket.com/albums/e...eJet/BNG1B.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: VETERAN general or ANY general
- Position D: BATTLE HARDENED general or VETERAN general
If you do not have a fast general, kill camp 5 first:
Camp 5) 100 Thugs, 50 Guard Dogs, 50 Rangers
ANY general: [1: 50R, 2: 175R 25S (182R - 205R - 225R 14S)]
ANY general: [1: 75R, 2: 150R 50S (194R - 211R - 225R 4S)]
ANY general: [1: 50C, 2: 94R 2S 61C 43LB (67R 50C - 82R 50C - 94R 1S 50C)]
ANY general: [1: 50C, 2: 94R 2S 61C 43XB (67R 50C - 82R 50C - 94R 1S 50C)]
When camp 5 is gone, a 1R block can be used against camp 4, and no fast general is needed.
Send all three generals right after each other.
Note that general B must be sent to the leader camp 6. He will be intercepted by camp 4, which is his real target.
Do not send him directly at camp 4. In that case he will take the western route and walk into camp 2.
From B to Camp 6) 200 Thugs (Camp 4)
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
ANY general: [91R (91R)]
From D to Camp 6) 57-65 Thugs, 100 Rangers, 1 One-Eyed Bert
ANY general: [13R 30S 125C 32LB (13R 9S - 13R 15S - 13R 29S)]
ANY general: [13R 30S 125C 32XB (13R 6S - 13R 15S - 13R 29S)]
VETERAN general: [32R 17S 125C 76LB (32R 3S - 32R 9S - 32R 16S)]
VETERAN general: [65R 3S 125C 57XB (41R - 53R - 65R 2S)]
VETERAN general: [66R 1S 1E 125C 57XB (41R - 53R - 66R 1S)]
Note! If general D is late and gets intercepted by camp 4, do recall him immediately.
If you have at least one fast general, send all generals right after each other:
From A to Camp 5) 100 Thugs, 50 Guard Dogs, 50 Rangers
BLOCKING NORMAL general: [49S 145C (-)] {140 - 260 seconds of fighting}
BLOCKING NORMAL general: [54E 117C (-)] {140 - 260 seconds of fighting}
BLOCKING NORMAL general: [11S 39E 131C (-)] {140 - 260 seconds of fighting}
Note that general B must be sent to the leader camp 6. He will be intercepted by camp 4, which is his real target.
Do not send him directly at camp 4. In that case he will take the western route and walk into camp 2.
From B to Camp 6) 200 Thugs (Camp 4)
BLOCKING NORMAL general: [129S 71C (-)] {160 - 260 seconds of fighting, <0.1% chance of 140 seconds}
BLOCKING NORMAL general: [125E 50C (-)] {160 - 280 seconds of fighting, <0.1% chance of 140 seconds}
BLOCKING NORMAL general: [55S 71E 63C (-)] {160 - 280 seconds of fighting}
If you have a veteren general, camp 6 can be killed in one wave:
From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
VETERAN general: [69M 3S 125C 53LB (52M - 60M - 69M 2S)] {50 seconds of fighting}
VETERAN general: [47R 30S 123C 50LB (47R 14S - 47R 20S - 47R 29S)] {50 seconds of fighting}
VETERAN general: [69M 2S 1E 125C 53XB (52M - 60M - 69M 2S)] {50 seconds of fighting}
VETERAN general: [65R 22S 1E 123C 39XB (65R 8S - 65R 14S - 65R 22S)] {50 seconds of fighting}
MAJOR general: [60R 17S 1E 120C 72XB (60R 4S - 60R 9S - 60R 17S)] {40 seconds of fighting}
MASTER of Martial Arts: [100R 4S 68C 48LB (75R - 91R - 100R 3S)] {40 seconds of fighting}
MASTER of Martial Arts: [100R 4S 71C 45XB (75R - 91R - 100R 3S)] {40 seconds of fighting}
MASTER of Martial Arts: [69R 11S 1E 65C 74XB (69R - 69R 5S - 69R 11S)] {30 seconds of fighting}
If you do not have a veteran general, camp 6 will have to be killed in two waves.
Two-wave veteran versions are also included below, that lose more recruits, but less soldiers (compared to the single waves above).
Send generals C and D right after A and B:
From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
ANY general: [91R (91R)] {20 seconds of fighting}
From D to Camp 6) 57-65 Thugs, 100 Rangers, 1 One-Eyed Bert
BATTLE HARDENED general: [13R 30S 125C 32LB (13R 9S - 13R 15S - 13R 29S)] {50 seconds of fighting}
BATTLE HARDENED general: [13R 30S 125C 32XB (13R 6S - 13R 15S - 13R 29S)] {50 seconds of fighting}
VETERAN general: [32R 17S 125C 76LB (32R 3S - 32R 9S - 32R 16S)] {40 seconds of fighting}
VETERAN general: [65R 3S 125C 57XB (41R - 53R - 65R 2S)] {40 seconds of fighting}
VETERAN general: [66R 1S 1E 125C 57XB (41R - 53R - 66R 1S)] {40 seconds of fighting}
If you do have at least one Master of Martial Arts, you may want to use him in a suicidal wave:
From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 6) 100 Thugs, 50-55 Rangers, 1 One-Eyed Bert
VETERAN General: [98R 4S 50C 1B 97LB (73R - 88R - 98R 3S)] {30 (40) seconds of fighting}
VETERAN General: [90R 2S 80C 1B 1LB 76XB (66R - 79R - 90R 1S)] {30 seconds of fighting}
VETERAN General: [89R 1S 1E 81C 77XB 1K (67R - 79R - 89R 1S)] {30 seconds of fighting}
MAJOR General: [87R 1S 1E 101C 79XB 1K (65R - 77R - 87R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [88R 2S 42C 88LB (64R - 77R - 86R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [86R 1S 1E 50C 82XB (64R - 77R - 86R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [86R 1S 1E 50C 52XB 30K (64R - 77R - 86R 1S)] {30 seconds of fighting}
The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is less than 50 seconds (14 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. The total time of marching and fighting for generals C and D will thus be less than 50+5+5+20+50 = 130 seconds (even if general C is a normal one). With all block versions lasting 140 seconds or longer, there shouldn't be any danger with this block, unless you're really slow with sending out your generals.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (BLOCK Camps 10-12)
Move two normal generals, and two fast generals to garrison position G2:http://i232.photobucket.com/albums/e...et/BN%20G2.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: BATTLE HARDENED general or ANY general
- Position D: VETERAN general or BATTLE HARDENED general
If you do not have two fast generals, and less than 27E (for the block on camp 10), kill camp 10 first:
Camp 10) 80 Thugs, 100 Guard Dogs, 20 Rangers
ANY general: [150R 50S (118R - 139R - 150R 4S)]
VETERAN general: [120R 130S (102R - 113R - 120R 4S)]
If you do not have a fast general, kill camp 11 as well:
Camp 11) 150 Thugs, 50 Rangers
ANY general: [1: 120R, 2: 100R 38S 62C (190R - 210R - 220R 5S)]
ANY general: [120M 22S 58C (107M - 117M - 120M 10S)]
If you have two fast generals, send all four generals right after each other.
If you have at least 27E (for the block on camp 10), you may opt to use a normal general in position C.
If you have already killed camp 10, send generals B, C and D right after each other.
In this case general C can always be ANY general.
If you have already killed both camps 10 and 11, send only generals C and D (no block).
In this case, replace the BATTLE HARDENED general (as listed) with ANY general.
From A to Camp 10) 80 Thugs, 100 Guard Dogs, 20 Rangers
BLOCKING NORMAL general: [48S 146C (-)] {140 - 240 seconds of fighting, 17% chance of 140 seconds}
BLOCKING NORMAL general: [17S 27E 149C (-)] {140 - 220 seconds of fighting, 3% chance of 140 seconds}
BLOCKING NORMAL general: [44S 67E (-)] {140 - 200 seconds of fighting, <2% chance of 140 seconds}
From B to Camp 11) 150 Thugs, 50 Rangers
BLOCKING NORMAL general: [78S 122C (-)] {140 - 260 seconds of fighting}
BLOCKING NORMAL general: [82E 89C (-)] {160 - 260 seconds of fighting}
BLOCKING NORMAL general: [29S 59E 80C (-)] {160 - 220 seconds of fighting}
The setups for generals C and D depend on what kind of main general you have.
Keep sending generals C and D right after generals A and B.
If you have a BATTLE HARDENED general with longbows follow this:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
BATTLE HARDENED general: [148C (148C)] {10 seconds of fighting}
From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 0-10 Rangers
BATTLE HARDENED general: [43S 12C 145LB (34S - 39S - 43S 6C)] {40 seconds of fighting}
If you have a BATTLE HARDENED general with crossbows or
if you have a VETERAN general with longbows follow this:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
BATTLE HARDENED general: [87C (87C)] {10 seconds of fighting}
From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 43-56 Rangers
BATTLE HARDENED general: [44S 63C 93XB (32S - 38S - 44S 10C)] {40 seconds of fighting}
VETERAN general: [45S 63C 142LB (32S - 38S - 45S 6C)] {40 seconds of fighting}
If you have a VETERAN general with longbows, the version below is cheaper in lost units, but also more risky.
I would not try this version unless you have elite soldiers for the first block on camp 10 above.
If you have at least a VETERAN general with crossbows follow this:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
BATTLE HARDENED general: [50C (50C)] {10 seconds of fighting}
From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 80 Rangers
VETERAN general: [4R 80M 1S 100C 65LB (4R 60M - 4R 69M - 4R 80M)] {50 seconds of fighting}
VETERAN general: [37R 40S 100C 73LB (37R 24S - 37R 31S - 37R 39S)] {50 seconds of fighting}
VETERAN general: [62M 3S 100C 85XB (50M - 57M - 62M 2S)] {40 seconds of fighting}
VETERAN general: [30R 30S 1E 100C 89XB (30R 18S - 30R 24S - 30R 30S)] {40 seconds of fighting}
VETERAN general: [65R 20S 1E 100C 64K (65R 4S - 65R 10S - 65R 20S)] {30 seconds of fighting}
MAJOR general: [77R 8S 1E 100C 84K (69R - 77R 2S - 77R 8S)] {30 seconds of fighting}
Camp 12 can be killed in one wave if you have a MASTER of Martial Arts:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
MASTER of Martial Arts: [90R 130S (90R 33S - 90R 45S - 90R 62S)] {50 seconds of fighting}
MASTER of Martial Arts: [96R 59S 65E (96R 28S - 96R 42S - 96R 59S)] {50 seconds of fighting}
MASTER of Martial Arts: [25R 130M 65S (25R 99M - 25R 119M - 25R 130M 10S)] {50 seconds of fighting}
MASTER of Martial Arts: [133R 17S 1E 69K (125R - 133R 5S - 133R 17S)] {30 seconds of fighting}
MASTER of Martial Arts: [163R 7E 50K (130R - 150R - 163R 5E)] {40 seconds of fighting}
The cheapest way is to use your MASTER of Martial Arts for the suicidal wave though:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 55-60 Rangers
VETERAN general: [87R 20S 72C 71LB (87R 3S - 87R 10S - 87R 19S)] {50 seconds of fighting}
VETERAN general: [91R 7S 83C 69XB (74R - 87R - 91R 6S)] {50 seconds of fighting}
VETERAN general: [99R 1S 1E 84C 4XB 61K (74R - 87R - 99R 1S)] {30 seconds of fighting}
MAJOR general: [96R 1S 1E 107C 4XB 61K (67R - 82R - 96R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [103R 6S 14C 97LB (81R - 97R - 103R 5S)] {40 seconds of fighting}
MASTER of Martial Arts: [97R 1E 56C 66XB (68R - 82R - 97R)] {40 seconds of fighting}
MASTER of Martial Arts: [96R 1E 56C 6XB 61K (67R - 81R - 96R)] {30 seconds of fighting}
The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is less than 80 seconds (23 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. The total time of marching and fighting for generals C and D will thus be less than 80+5+5+10+40 = 140 seconds. With all block versions lasting 140 seconds or longer, there should normally not be any danger with this block. However, if your last fight lasts 50 seconds, or if you don't have a battle hardened general to use for general C, then your total fighting will last over 140 seconds, and there will be a small chance (depending on which block you use) that the first block on camp 10 will finish too soon.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (BLOCK Camps 8-9)
Move one normal general, one any general and one fast general (veteran or battle hardened) to garrison position G3.http://i232.photobucket.com/albums/e...leJet/BNG3.jpg
- Position A: NORMAL general
- Position B: ANY general
- Position C: VETERAN general or BATTLE HARDENED general
If you do not have a fast general, kill camp 8 first:
Camp 8) 100 Guard Dogs, 90 Roughnecks
ANY general: [160R 40S (135R - 154R - 160R 7S)]
Send generals B and C right after general A has appeared outside his garrison.
Otherwise, if general B marches out at the same time as general A, there is a risk that general B will be intercepted within friendly territory.
From A to Camp 8) 100 Guard Dogs, 90 Roughnecks
BLOCKING NORMAL general: [118S (-)] {160 - 280 seconds of fighting}
BLOCKING NORMAL general: [108E (-)] {180 - 300 seconds of fighting}
BLOCKING NORMAL general: [62S 53E (-)] {180 - 300 seconds of fighting}
BLOCKING NORMAL general: [34S 78E (-)] {180 - 300 seconds of fighting}
Depending on what generals you've got and what you're prepared to lose (cavalry or soldiers), there are a few alternatives below:
Losing 50C:
From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers
ANY general: [50C (50C)] {20 seconds of fighting}
From C to Camp 9) 1 Chuck, 100 Roughnecks, 50 Rangers
VETERAN general: [8R 100S 62C 80LB (8R 82S - 8R 90S - 8R 99S)] {50 seconds of fighting}
VETERAN general: [20R 79M 1S 59C 91XB (20R 60M - 20R 69M - 20R 79M)] {40 seconds of fighting}
VETERAN general: [59R 35S 1E 59C 96XB (59R 23S - 59R 28S - 59R 35S)] {40 seconds of fighting}
Using your Master of Martial Arts for the suicide:
From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From C to Camp 9) 1 Chuck, 100 Roughnecks, 25-30 Rangers
BATTLE HARDENED general: [16R 57S 27C 100XB (16R 41S - 16R 48S - 16R 56S)] {40 seconds of fighting}
VETERAN general: [58R 83S 24C 85LB (58R 37S - 58R 45S - 58R 82S)] {50 seconds of fighting}
VETERAN general: [117R 11S 1E 30C 91XB (112R - 117R 4S - 117R 11S)] {40 seconds of fighting}
VETERAN general: [117R 11S 1E 30C 77XB 14K (112R - 117R 4S - 117R 11S)] {30 seconds of fighting}
MAJOR general: [130R 1S 1E 34C 75XB 29K (102R - 117R - 130R 1S)] {30 seconds of fighting}
Losing 120C or using your Master of Martial Arts and losing 56C:
From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers
ANY general: [120C (120C)] {20 seconds of fighting}
MASTER of Martial Arts: [56C (56C)] {10 seconds of fighting}
From C to Camp 9) 1 Chuck, 99-100 Roughnecks, 0-2 Rangers
BATTLE HARDENED general: [105S 95LB (60S - 71S - 105S)] {50 seconds of fighting}
BATTLE HARDENED general: [72R 29S 99XB (72R 15S - 72R 22S - 72R 28S)] {40 seconds of fighting}
VETERAN general: [135R 19S 96LB (135R - 135R 8S - 135R 18S)] {50 seconds of fighting}
VETERAN general: [125R 1S 1E 123XB (94R - 110R - 125R 1S)] {40 seconds of fighting}
If you've still got two Masters of Martial Arts alive, there is also a possibility to use two suicidal attacks.
Open the spoiler for more details:
Spoiler
The marching time for general B, from the moment general A starts his battle, till the moment general B starts his battle, is less than 40 seconds (11 steps marching) plus the time it takes to send off general B, some 5 seconds. The total time of marching and fighting for generals B and C will thus be less than 40+5+20+50 = 115 seconds with the slowest setups above. With all block versions lasting 160 seconds or longer, there should not be any danger with this block.
http://www.thesettlersonlinewiki.com...s/ornament.png
All garrison setups have been simulated at least 5000 times, using this simulator.
Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.
All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...
On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.
All round blocks have been optimised using Andelar's TSO battle simulator V1.0.1 and double-checked using this simulator.
The duration of the blocks and attacks are based on this post.
Seing that is missing from your collection, can I add a Gunpowder guide? I seem to specialise in adventures noone else plays.
Updated guide with MMA/MG options here
Use with caution, problems have been reported with blocks on this and other adventures
Polymer
GunpowderDifficulty: 5/10
with Round Blocks
Maximum Losses (veteran and crossbows): 2120R, 200B, 104M, 10S, 31C
Troops required: 2120R, 200B, 104M, 150XB, 75S, 223ES, 488C
Number of Players: 3
Duration: 4 days
Where to get?: Trader (Shop) for 200 map fragments
Credits:
Franky_13 user on http://dso-karten.de/index.php?site=...rticlesID=1465
trimy http://img841.imageshack.us/img841/200/gunpowderb.jpg
Disclaimer: understand that you play an adventure at your own risk, always check yourself troop setups with a simulator and keep an eye on the blocks making sure they work. I post only ideas that worked for me. Dead troops are gone and won`t be refunded :)
Also, my setups are not necessarly the most economical ones. I assume the troops are there and given that they can be used. I also assume you don`t start a hard adventure without having enough higher tier troops.
http://www10.pic-upload.de/18.11.12/sdzzzsvqz8n.png
Full size image
http://www10.pic-upload.de/18.11.12/ysgp7k97ne2t.png
http://www10.pic-upload.de/18.11.12/87p31g13ofd2.png
All following blocks are done with REGULAR generals, only first wave attacks on camps are done with fast generals.
Blue line represents block path, red line the attack path.
http://static3.thesettlersonline.com...r/ornament.pngSector 2:
Send the second blocking general with a 3-5 seconds delay after the first.
C8:
50 BD, 100 MD
optional kill: 68R, 1ES, 124C, 57 XB
block: 20ES, 165C --- 6-10 rounds, avg 7.78
C7:
120 BD, 60 MD
optional kill: 49R, 1M, 200C
block: 175C --- 6-11 rounds, avg 7.59
C6:
40 BD, 80 MD, 50 CD
110R, 140K (106R)
or
124R, 126 ES (124R)
http://www10.pic-upload.de/17.11.12/tzsxp5vsnw25.png
http://static3.thesettlersonline.com...r/ornament.pngSector 3:
Send the second blocking general with a 3-5 seconds delay after the first, the veteran attack with a 5 seconds delay after second blocking general.
C9:
30 BD, 120 MD
optional kill: 91R, 1ES, 78C, 80 XB
block: 45ES, 120C --- 5-12 rounds, avg 8
C10:
90 BD, 90 MD
optional kill: 75R, 1ES, 130C, 44 XB
block: 26S, 150C --- 6-11 rounds, avg 7.81
C11: wait 5 seconds
40 BD, 100 MD, 30CD
117R, 1ES, 132K (116R)
or
147R, 103ES (147R)
http://www10.pic-upload.de/17.11.12/2q7mlz1mb923.png
http://static3.thesettlersonline.com...r/ornament.pngSector 4:
Attack C5 from sector 2:
C5:
70 BD, 50 MD, 80 CD
135R, 115 ES (135R)
Next triple block has the chances of being nasty. I do NOT recommend the block if you don`t have cannoneers, and if you do, keep eyes open and send the generals in the proper order, they are numbered on the picture for a good reason.
C12:
80 BD, 60 MD, 60 CD
optional kill 150R, 100 ES (150R)
block: 9ES, 190C --- 5-10 rounds, avg 7
C14:
80 MD, 20 CD, 80 LbD
optional kill 67R, 30ES, 115C, 38 XB (67R)
block: 40ES, 101C --- 5-11 rounds, avg 7
C13:
50 MD, 70 CD, 50 LbD
optional kill 91R, 159 ES (91R)
block: 197C --- 5-10 rounds, avg 7.69
C15:
50 CD, 70 LbD, 50 SD
110R, 1ES, 139K (108R) --- 1 round
or
137R, 113 ES (137R) --- 2 rounds (not recommended)
http://www10.pic-upload.de/17.11.12/sdeghoe38ep2.png
http://s20.postimg.org/9bwjtg861/gunpowder_b3.jpg
http://static3.thesettlersonline.com...r/ornament.pngSector 1:
Allow 5 seconds delay between generals.
C4:
100 BD, 100 MD
optional kill: 95R, 1ES, 120C, 34 XB
block: 68ES, 60C --- 5-11 rounds, avg 7.56
C3:
60 BD, 90 MD, 30 CD
124R, 1ES, 125K (124R, 1ES)
or
70R, 1 ES, 120C, 59 XB (70R, 30C)
http://www7.pic-upload.de/17.11.12/h8vk974f8gmt.png
http://s20.postimg.org/chqk2yvvh/gunpowder_b4.png
http://static3.thesettlersonline.com...r/ornament.pngSector 5:
C16
75 LbD, 75 SD
kill 60R, 1ES, 139C, 50 XB (60R)
block: 12 ES, 187C --- 7-13 rounds, avg. 8.99 {180-260sec, avg.200sec}
If you use cannons version, move the veteran in the BHG spot on the picture. This block is risky and you can at times lose the troops on the first blocking general.
C17
50 CD, 100 SD
kill 81R, 1ES, 43B, 125 XB
block: 55 ES, 140C --- 7-13 rounds, avg 9.3 {180-260sec, avg.220sec}
C18
40 CD, 70 LbD, 70 SD
optional kill :
w1: 50R
w2: 70R, 1ES, 100C, 29 XB
block: 51 ES, 100C --- 6 -12 rounds, avg 8.55 {160-240sec avg.220sec}
C19
50CD, 50 LbD, 100 SD
165R, 85K (163R) -- 2 rounds {40sec}
or
w1: 60R (60R) --- use fast general / 1 round {10sec}
w2: 84R, 1 ES, 80C, 85 XB (84R)/ 2 rounds {40sec}
http://www10.pic-upload.de/17.11.12/r3o5leqtrlbh.png
http://static3.thesettlersonline.com...r/ornament.pngSector 6:
Send general in the middle camp to attack C22, wait untill he enters it and then send in order attacks on C20, C23 and C21. If you use the cannons version, place veteran general on the position where the BHG is on the picture.
C22
100 CD, 100 SD
block: 115 ES --- 7-14 rounds, avg. 10 {180-280sec, avg 240sec} or 128 S, for 1 round {20sec}shorter
optional kill: 157R, 93ES (157R)
C20
50CD, 70 LbD, 80 SD
block: 40 ES, 155C --- 7-13 rounds, avg. 9.36 {180-260sec, avg 220sec}
optional kill:
w1:60R (60R)
w2: 60R, 2M, 38ES, 100C, 50XB (60R, 2M, 1ES)
C23
80 LbD, 120 SD
optional kill: 155R, 1ES, 52C, 42XB (155R)
block: 1S, 67ES, 132C
C21
200 SD
122M, 128K (122M) --- 2 rounds
or
w1: 200R or 200B--- use fast general
w2: 109R, 1ES, 140 XB (109R)
http://www10.pic-upload.de/17.11.12/9bw2js1jxoy.png
http://static3.thesettlersonline.com...r/ornament.pngSector 7:
Next block can be done from 2 positions for the veteran general marked on next picture with A and B. Notice B is the position occupied possibly by the fast general recovering from last block.
Anyway order of sending attacks is A-1-2-3 in fast succession if veteran can`t be positioned on B spot or 1-2-3-B if the fast general has recovered and can be moved away.
C24
70 LbD, 130 SD
block: 80ES, 119C --- 7-14 rounds, 8.97avg {180-280sec, avg 220sec}
optional kill: 120R, 20S, 70C, 40XB (120R, 20S, 1C)
C25
50 CD, 50 LbD, 100 SD
block: 75 S, 120C --- 7-13 rounds, avg.9.08 {180-260sec, avg.220sec}
optional kill:
w1: 60R (60R)
w2: 85R, 1ES, 80C, 84XB (84R)
C26
50 CD, 150 SD
block: 127ES, 62C --- 8-14 rounds, avg 9.87 {200-280sec, avg.240sec}
optional kill:
w1: 60R (60R)
w2: 137R, 2ES, 111XB (137R)
C27
100 SD, 100 XBD
79R, 24M, 1ES, 120C, 26K (79R, 24M)
OR
57M, 1ES, 129C, 63XB --- 2 rounds, veteran 40sec
http://www7.pic-upload.de/17.11.12/sv3gawngwuhp.png
http://s20.postimg.org/wzg3scxcp/gunpowder_b7.jpg
http://img845.imageshack.us/img845/7963/5bax.png
http://static3.thesettlersonline.com...r/ornament.pngSector 8:
C28
50 CD, 80 SD, 60 XBD
w1: 60R (60R)
w2: 61R, 1ES, 135C, 53K (61R)
or
w2: 65R, 1ES, 134C, 50XB (65R)
C29
90 SD, 90 XBD
70R, 10S, 110C, 60XB (70R, 8S)
C30
40 CD, 80 SD, 80XBD
optional kill:
w1: 48R
w2: 66R, 1ES, 102C, 81XB
block: 35ES, 164C --- 7-13 rounds, avg 9.4 {180-260sec, avg. 220sec}
C31
40 CD, 100 SD, 60XBD
w1: 48R (48R) --- use fast general
w2: 84R, 1ES, 80C, 85XB (84R)
http://www10.pic-upload.de/17.11.12/del54rnm4qub.png
http://static3.thesettlersonline.com...r/ornament.pngSector 9:
C32
120 SD, 80 XBD
100R, 28M, 1ES, 84C, 37K (100R, 28M, 1ES)
or
55R, 47M, 1ES, 100C, 47XB (55R, 47M)
On camps 33, 34 and 35 you can try trimy`s block, on his map camps are numbered 26-27-28 in which case garrissons should be placed like here: http://img841.imageshack.us/img841/200/gunpowderb.jpg
Remember to delay the veteran attack with 5 seconds.
C33
70CD, 130 SD
w1: 84R (84R)
w2: 100R, 14ES, 136XB (100R)
Untested: trimy block: 80M, 40S, 40ES, 40XB
C34
200 SD
optional kill
w1: 200R or 200B--- use fast general
w2: 109R, 1ES, 140 XB (109R)
block: 168ES, 20C --- 8-15 rounds, avg. 10.34 {200-300sec, avg 240sec}
OR
block: 20M, 40S, 120ES, 20C --- 8-15 rounds, avg. 10.44 {200-300sec, avg 240sec}
C35
100 SD, 100XBD
79R, 24M, 1ES, 120C, 26K (79R, 24M)
OR
99R, 10S, 1ES, 105C, 35XB (99R, 10S) --- 2-3 rounds, avg.2
http://www7.pic-upload.de/18.11.12/tse88jsj9wjk.png
http://postimg.org/image/4sqyj01qx/gunpowder_b9.jpg
http://postimg.org/image/4sqyj01qx/gunpowder_b9.png
http://static3.thesettlersonline.com...r/ornament.pngSector 10:
Best to call in lootspotters now and send them on the stonetowers. Carefull when you check combat simulation to pick the stone tower too as it gives a 90% bonus (I didn`t and wondered why some of my xbows died). You can send lootspotters though on any camp in this sector with 1-5R.
C36 stone tower
60 ESD, 40 KD
99R, 1ES, 150XB (99R)
C37 stone tower
50 ESD, 50 KD
114R, 1ES, 135XB (114R)
C39
60ESD, 60XBD
49R, 1ES, 120C, 80XB (49R)
skip C38
50ESD, 70XBD
41R, 1ES, 158C, 50XB (41R)
C40
2 Big Bertha, 50 ESD, 50 XBD, 20 KD
w1: 200B (200B)
w2: 48R, 202ES (48R)
http://static3.thesettlersonline.com...r/ornament.pngSummary:
Computed for crossbow version, not cannon.
http://www10.pic-upload.de/18.11.12/i9m8d25zatrt.png
Great Bandit Nest guide. This Gunpower guild looks good think I am gunna try it mix things up at little. Would love to see DP and RB guides
thanks for Tage and Polymer for guides. Updating them in front page :)
Hi Tage i didn't see set up for 1st 3 camps are we skipping those camps?