I had to change the location of the image files and re-edit all the guides. Sorry it took me a little while to do this yesterday, it was as frustrating for me as it was for you guys. Lets hope imageshack doesn't introduce a bandwidth limit as well.
Bandit Nest NORMAL GENERAL NO BLOCKS
I don't know how this will work, I just quickly calculated setups with combat simulator. There is a better way of doing this I'm sure but i don't have the skills and time to make a better guide. So use it at your own risk.
Camp 1) 100 Scavengers, 100 Rangers
ANY general: [67R 3S 123C 7LB (54R - 67R 2S)]
Camp 3) 100 Scavengers, 50 Guard Dogs, 50 Rangers
ANY general: [143R 57S (122R - 133R - 143R 1S)]
Camp 5) 100 Thugs, 50 Guard Dogs, 50 Rangers
ANY general: [80R 20S 80C 20LB (80R 11 - 20S 50 - 80C)]
Camp 4) 200 Thugs
ANY general: [60R 60S 80LB(60R 50 - 60S 0 - 19LB)]
Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
ANY general: [80S 100C 20LB (56-70S)]
Camp 10) 80 Thugs, 100 Guard Dogs, 20 Rangers
ANY general: [160R 40S (122 - 156R)]
Camp 11) 150 Thugs, 50 Rangers
ANY general: [60R 40S 60C 40LB (60R 32 - 40S 0-33C)]
Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
ANY general: [1: 40C (40C)]
ANY general: [2: 80S 80C 40LB (67-80S 10-31C)]
Camp 8) 100 Guard Dogs, 90 Roughnecks
ANY general: [160R 40S (142 - 160R)]
Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers
ANY general: [1: 50C (50C)]
ANY general: [2: 60R 140LB (60R 140LB)]
ANY general: [3: 40R 20S 60C 80LB (38-40R 0-3S)
Units needed 826R 317S 294C 239LB
Hi!
I have a question on Lost Skull adventure. The guide say:
http://s17.postimage.org/af7idgjen/image.jpg
And my question: The 3320 includes the 2100? So the total XP will be 3320?
Welcome back, no sign of a postcard yet. ;)
Just knew you'd packed the laptop, you addict :)
Hi on VTV Garrison Position G4 block doesn't seem to work anymore ? i've done the adv about 10 times and al has been fine but but the last 2 times the block has failed. THe Vet gen at camp D gets intercepted before the BHG at camp C. my positioning is as in the pic and they set off all ok but IDK what is happening.
Has anyone else had this ?
Seems most pictures are back. If you can't still see some pictures, try clear cach and delete cookies, reload page (f5) etc...
After that, ask POSTER (how post that guide) can he/she fix problem, if its problem with image hoster.
I think Tage didn't received my last message a week or two ago but nevermind, i will say it in public:
I stopped playing settlers, because my study needs some more attention.
I see that if I don't login for a while, the photo's get offline.
I don't know if it's settlers or photobucket, but it's annoying for sure.
You're lucky I wanted to check if everything was right, just before I knew I would never look at settlers again.
So....... this problem........., I have a solution for that.
Tage, I want you to copy-paste my guide, and if the images go offline again, you 'may' ('have to' actually) make new ones :cool:
You can do it Tage! :p
Feel free to change something!
XiozZe ;)
Actually, Santa is right, but his tone is appalling for a moderator.
It sounds like "I did this adventure and lost these troops thanks to you" which is the sort of post that deserves a giant slap.
But the simulator does agree that there's a CHANCE of losing expensive troops. That chance is less than 1 in a 100, though. Depends how much of a risk you like to take.
Sounds like a case of bad lag if the veteran reached camp 15 before the suicidal bhg did.
Thanks, I'll save your images at least when I get home... :)
At some stage I might combine all Nords versions into one, with the setups for all generals in one post.
(I did get your PM, just haven't replied to it yet) :)
Guilty as charged... :rolleyes:
My veteran frequently overtakes other generals en route to battle. Been having to stagger him quite a bit further back, especially on advs where he zig-zags a lot, like Pirates. Seems to behave better when he's forced to walk in straight lines.
This guide was compiled by me during my first two Victor the Vicious. First time I did all the necessary calculations, second time I corrected several mistakes. Most attacks are taken from Tage's guide on Victor the Vicious
This setup requires 3 normal generals with crossbows and uses 3 round blocks.
You need to send troops 14-15 times.
When it is not an existing attack in Tage's guide I calculated the setup using this combat simulator
All attacks were simulated at least 2200 times.
------------------------------------
Avg units needed: 1984R 217B 195S 215C 145XB (total: 2756)
Max units needed: 2023R 217B 195S 236C 145XB (total: 2816)
Min losses: 1814R 217B 140S 215C
Avg losses: 1969R 217B 157S 215C
Max losses: 2023R 217B 197S 240C 24XB
-------------------------------------
The garrison positions can be found here
Garrison position G1: (exact placement not required)
Destroy Camp 1: 110R 90S (82R - 98R - 110R 3S)
Destroy Camp 2: 46R 2S 123C 29XB (28R - 36R - 46R 1S)
Destroy Camp 3: 137R 63S (125R - 133R - 137R 5S)
Suicide Camp 4: 72R (72R)
Destroy Camp 4: 34R 1S 140C 25XB (23R - 30R - 34R 1S)
Suicide Camp 5: 116R (116R)
Destroy Camp 5: 92R 2S 106XB (62R - 77R - 92R)
Min losses so far (508R)
Avg losses so far (562R)
Max losses so far (607R 10S)
Garrison position G2: See this map, we're not blocking camp 7
Suicide Camp 7: 82B (82B)
Destroy Camp 7: 83R 1S 54C 62XB (63R - 77R - 83R 1S 9C)
Block Camp 8: 130S (round block)
Suicide Camp 9: 135R (135R)
Destroy Camp 9: 60R 2S 75C 63XB (40R - 51R - 60R 1S)
Min losses so far (746R 82B) = (508R)+(238R 82B)
Avg losses so far (825R 82B) = (562R)+(263R 82B)
Max losses so far (885R 82B 12S 9C) = (607R 10S)+(278R 82B 2S 9C)
Garrison position G3: see this map, we're not blocking camp 10
Suicide Camp 10: 5R 135B (5R 135B)
Destroy Camp 10: 49R 1S 120C 30XB (38R - 46R - 49R 1S 10C)
Block Camp 11: 128S (round block)
Suicide Camp 12: 113R (113R)
Destroy Camp 12: 81R 4S 115XB (57R - 72R - 81R 3S)
Min losses so far (959R 217B) = (746R 82B)+(213R 135B)
Avg losses so far (1061R 217B) = (825R 82B)+(236R 135B)
Max losses so far (1133R 217B 16S 19C) = (885R 82B 12S 9C)+(248R 135B 4S 10C)
Garrison position G5: see this map
Destroy Trap 1: 5R 195S (5R)
This block is cutting it close timewise, and has a small chance to finish early
Block Camp 13: 53S 147C (round block)
Suicide Camp 15: 40C (40C)
Destroy Camp 15: 115S 85XB (99S - 109S - 115 S 24XB)
Min losses so far (964R 217B 99S 40C) = (5R 99S 40C)+(959R 217B)
Avg losses so far (1066R 217B 109S 40C) = (5R 109S 40C)+(1061R 217B)
Max losses so far (1138R 217B 131S 59C 24XB) = (5R 115S 40C 24XB)+(1133R 217B 16S 19C)
Garrison position G6:
Suicide Camp 17: 96R (96R)
Destroy Camp 17: 64R 2S 69C 65XB (47R - 55R - 64R)
Suicide Camp 18: 55R (55R)
Destroy Camp 18: 92R 8S 100C (71R - 86R - 92R 6C)
Suicide Camp 19: 100R 100C (100R 100C)
Suicide Camp 19: This wave is critical, since it has to kill the remaining scavengers, so might need more or less cavalry, seeSpoiler
Destroy Camp 19: 55S 145XB (41S - 48S - 54S)
Min losses so far (1458R 217B 140S 215C) = (964R 217B 99S 40C)+(494R 41S 175C)
Avg losses so far (1583R 217B 157S 215C) = (1066R 217B 109S 40C)+(517R 48S 175C)
Max losses so far (1670R 217B 195S 240C 24XB) = (1138R 217B 131S 59C 24XB)+(532R 54S 181C)
Invite lootspotters, 1C on camp closest near landing zone
Garrison position G3: (exact placement not required)
Suicide Camp 6: 116R (116R)
Destroy Camp 6: 92R 2S 106XB (62R - 77R - 92R 1S)
Suicide Camp 20: 116R (116R)
Destroy Camp 20: 92R 2S 106XB (62R - 77R - 92R 1S)
Min losses so far (1814R 217B 140S 215C) = (1458R 217B 140S 215C)+(356R)
Avg losses so far (1969R 217B 157S 215C) = (1583R 217B 157S 215C)+(386R)
Max losses so far (2023R 217B 197S 240C 24XB) = (1670R 217B 195S 240C 24XB)+(416R 2S)
All garrison setups have been simulated at least 2200 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.
it's happened again, its not lag as i even left it a good few seconds before sending the vet. If someone else could check or have a look at that block if they get a mo.Quote:
Sounds like a case of bad lag if the veteran reached camp 15 before the suicidal bhg did.
Your earlier post mentioned garrison position VtV g4, so I'm assuming general C and D are the generals that march for camp 12 (so not camp 15 ;))
You said general D gets intercepted before general C. Do you mean intercepted or does general D arrive in camp 12 before general C.
If the general gets intercepted, do you send the generals A & B, do you send them to their seperate targets or to camp 12?
Bandit Nest
It is possible to make a 1R block if you do not have a fast general to kill the first leader camp 6:
Camp 5 has been cleared already.
B to Camp 6 (will be intercepted by Camp 4): 1R, Loss : 1R
C to Camp 6: 78S 15ES 107C, Loss: 55S - 64.9S -78S
In Suprise Attack
From D to Camp 16) 150 Housecarl, 50 Valkyrie
VETERAN general: 48M 1E 34C 167XB (39M - 44M - 48M)
Your map is missing a red arrow... Looking at the map i thought the camp was not taken into consideration and i got slaughtered...tnx a lot!
Hey guys, can we please keep feedback and criticism civil please.
There is also clearly an arrow.
http://imageshack.us/a/img835/8024/sa5f.png
In Suprise Attack block 3 camp 12 can be skipped and camp 11 blocked instead, this saves 17R 25M (camp 11 100Hk, 100WK - blocking with 128C 70ES 2 XB) Basing on positions I'm showing on screen bellow non of generals is intercepted by camp 12 because walking path is on the edge of camp 12 influence area, not even veteran since he is entering leader camp from SE side not SW.
I've confirmed it in 2 steps:
1) Destroyed camp 11 and used combat preview on camps 13 and 14, it showed no interceptions, finished with double block on 13 and 14.
2) Blocked 11, 13, 14 from positions on screen.
Positions are fool-proof there is at least 4-6 seconds gap on entering to interception area, there is plenty of time for block so its not a problem here.
Starting obviously from the closest to the furthest, as I've said above it can be done with lollipop in one hand and coke in other.
http://img33.imageshack.us/img33/6282/block3a.jpg
Additionally i would reconsider last block to be double not triple (only camps 17 and 19 blocked):
1) You are using way to much of high value units ~300ES ~300S ~200 XB which is like 4,5k gc value.
2) Jumping and lag can end up in 2 or 3 days in rebuilding queue and at this final block its even more noticeable due to ls buyer.
Never mind..
Note, the latest additions to this guide made it too long to fit into one post.
Thus, the guide is posted in two halves, with garrison positions G1-G3 in this post and G4-G6 in the next post.
Victor the Vicious
1-2 Fast Generals and Round Blocks
Average losses (one veteran with crossbows): 1310R 162M 49S 170C
Average losses (two veterans with cannoneers): 806R 212M 2S 160C
Adventure Info:
Player Level: 36+
Difficulty: 8/10
Number of Players: 3
Duration: 8 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 200 map fragments
http://i232.photobucket.com/albums/e...VtVMission.jpg
https://lh4.googleusercontent.com/-v...356-no/VtV.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...ampNumbers.jpg
QUICK LINKS: ... G1 ... G2 ... G3 (Lootspot) ... G4-G6 (Opens up in a separate window)
You need to send troops 8-15 times.
Nine versions are presented below. Note that the versions can be mixed, if 2-3 players play it together.
If you're not playing it alone, it's up to you to decide how you share the camps between you.
The units needed are valid only if you're playing it alone.
If you play it alone, a suggestion for the lootspot is given below (right in the end before the last kill).
One BATTLE HARDENED general with Longbows
One ANY general (battle hardened is better)
Two NORMAL generals using 3 round blocks
- Units needed, average: 1915R 192M 207S 327C 115B 142LB (2898 units)
- Units needed, maximum: 1995R 207M 212S 327C 115B 142LB (2998 units)
- Units lost, minimum: 1797R 176M 69S 190C 115B
- Units lost, average: 1915R 192M 77S 215C 115B
- Units lost, maximum: 1995R 207M 108S 257C 115B
One BATTLE HARDENED general with Crossbows
One ANY general (battle hardened is better)
Two NORMAL generals using 4 round blocks
- Units needed, average: 1598R 207S 215C 145XB (2165 units)
- Units needed, maximum: 1664R 211S 257C 145XB (2277 units)
- Units lost, minimum: 1495R 140S 190C
- Units lost, average: 1598R 157S 215C
- Units lost, maximum: 1664R 185S 257C
One BATTLE HARDENED general with Cannoneers
One ANY general (battle hardened is better)
Two NORMAL generals using 4 round blocks
- Units needed, average: 1209R 129M 212S 215C 63XB 100K (1928 units)
- Units needed, maximum: 1269R 143M 169S 207E 257C 63XB 100K (2208 units)
- Units lost, minimum: 1171R 99M 81S 190C
- Units lost, average: 1209R 119M 116S 215C
- Units lost, maximum: 1202R 143M 169S 257C
One VETERAN general with Longbows
One ANY general (battle hardened is better)
Two NORMAL generals using 4 round blocks
- Units needed, average: 1546R 11M 208S 199C 185LB (2149 units)
- Units needed, maximum: 1647R 11M 210S 209C 185LB (2262 units)
- Units lost, minimum: 1355R 11M 144S 164C
- Units lost, average: 1531R 11M 159S 179C
- Units lost, maximum: 1647R 11M 185S 209C
One VETERAN general with Crossbows
One ANY general (battle hardened is better)
Two NORMAL generals using 4 round blocks
- Units needed, average: 1310R 162M 207S 213C 181XB (2073 units)
- Units needed, maximum: 1420R 212M 209S 223C 181XB (2245 units)
- Units lost, minimum: 1164R 212M 170C
- Units lost, average: 1310R 162M 49S 170C
- Units lost, maximum: 1420R 179M 66S 170C
One VETERAN general with Cannoneers
One ANY general (battle hardened is better)
Two NORMAL generals using 4 round blocks
- Units needed, average: 967R 212M 207S 199C 67XB 137K (1789 units)
- Units needed, maximum: 1054R 243M 20S 208E 199C 67XB 175K (1966 units)
- Units lost, minimum: 874R 167M 160C
- Units lost, average: 967R 212M 160C
- Units lost, maximum: 1054R 243M 20S 160C
Two VETERAN generals with Longbows
Three NORMAL generals using 5 round blocks
- Units needed, average: 1244R 11M 219S 259C 168LB (1901 units)
- Units needed, maximum: 1331R 11M 249S 259C 168LB (2018 units)
- Units lost, minimum: 1084R 11M 175S 259C
- Units lost, average: 1230R 11M 192S 259C
- Units lost, maximum: 1331R 11M 249S 259C
Two VETERAN generals with Crossbows
Three NORMAL generals using 5 round blocks
- Units needed, average: 1100R 168M 207S 409C 181XB (2065 units)
- Units needed, maximum: 1186R 179M 209S 7E 409C 181XB (2171 units)
- Units lost, minimum: 978R 156M 26S 170C
- Units lost, average: 1100R 168M 42S 170C
- Units lost, maximum: 1186R 179M 66S 170C
Two VETERAN generals with Cannoneers
Three NORMAL generals using 5 round blocks
- Units needed, average: 806R 212M 207S 409C 67XB 137K (1838 units)
- Units needed, average: 806R 212M 94S 166E 401C 67XB 137K (1883 units)
- Units needed, maximum: 872R 243M 94S 208E 419C 67XB 175K (2078 units)
- Units lost, minimum: 739R 184M 160C
- Units lost, average: 806R 212M 2S 160C
- Units lost, maximum: 872R 243M 20S 160C
This guide includes several round blocks of method 2.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1
Most of your generals will have arrived in Landing Zone 1 (click the map above to see where it is).
Move two (one if you have cannoneers) fast generals and two normal generals to garrison position G1:http://i232.photobucket.com/albums/e...eJet/VtVG1.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: BATTLE HARDENED general or ANY general or VETERAN general
- Position D: VETERAN general or BATTLE HARDENED general
Only your best general is needed for the first two attacks:
NB!
If you have several MASTERs of Martial Arts, and are not in a hurry finishing this adventure, you may use one MoMA for a suicidal first wave on Camp 1. If you do opt for this, place this MoMA well to the left or to the right, so that he won't obstruct the paths for the generals in the upcoming block. Your suicidal MoMA will be resting for two hours. Open the spoiler for details:
Spoiler
Camp 1) 50 Thugs, 50 Guard Dogs, 50 Rangers
ANY general: [110R 90S (82R - 98R -110R 3S)]
ANY general: [103R 1E 96K (77R - 90R -103R)]
VETERAN general: [91R 140S (69R - 81R - 91R)]
VETERAN general: [91R 2E 120K (69R - 81R - 91R)]
MASTER of Martial Arts: [75R 85S (54R - 64R - 75R)]
MASTER of Martial Arts: [75R 1E 57K (54R - 64R - 75R)]
Camp 2) 50 Roughnecks, 100 Rangers
ANY general: [53R 2S 123C 22LB (35R - 44R - 53R 1S)]
ANY general: [46R 2S 123C 29XB (28R - 36R - 46R 1S)]
ANY general: [43R 1E 128C 28K (27R - 36R - 43R)]
VETERAN general: [38R 2S 180C 30LB (26R - 32R - 38R)]
VETERAN general: [35R 2S 196C 17XB (25R - 31R - 35R)]
VETERAN general: [35R 2E 199C 14K (25R - 31R - 35R)]
MAJOR general: [34R 1E 225C 10K (23R - 29R - 34R)]
MASTER of Martial Arts: [36R 1S 164C 19LB (23R - 29R - 36R)]
MASTER of Martial Arts: [35R 1S 174C 10XB (22R - 28R - 35R)]
MASTER of Martial Arts: [34R 1E 176C 9K (21R - 28R - 34R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (BLOCK)
http://i232.photobucket.com/albums/e...Jet/VtVG1B.jpg
This first block is tight with the garrison placements, so make sure no two generals march out at the same time.
Send the first three generals after each other, but wait for the previous one to appear before sending the next one.
Send general D when general C has reached the indicated spot.
From A to Camp 3) 100 Roughnecks, 50 Guard Dogs
BLOCKING NORMAL general: [112S (-)] {160 - 280 seconds of fighting} Avoid this setup if general C is a normal general!
BLOCKING NORMAL general: [64S 135C (-)] {180 - 300 seconds of fighting, 0.4% chance of 160 seconds}
BLOCKING NORMAL general: [32S 74E (-)] {180 - 300 seconds of fighting}
BLOCKING NORMAL general: [102E (-)] {180 - 300 seconds of fighting}
Send general B as soon as general A has appeared outside his garrison:
From B to Camp 4) 50 Roughnecks, 60 Guard Dogs, 50 Rangers
BLOCKING NORMAL general: [7S 193C (-)] {160 - 260 seconds of fighting}
BLOCKING NORMAL general: [6E 193C (-)] {160 - 260 seconds of fighting}
If you have a MAJOR general and at least one master of martial arts, consider using your MoMA for a suicidal first wave. Your MoMA will be resting for two hours after this. Send general C as soon as general B has appeared outside his garrison:
From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
Send general D to leader camp 5 when General C is walking past garrison D (General D is to follow behind General C):
From D to Camp 5) 99 Roughnecks, 0-10 Guard Dogs, 1 One-Eyed Bert
MAJOR general: [77R 3S 1E 10B 179XB (59R - 71R 2B - 77R 2S 10B)] {20 (30) seconds of fighting}
If you have cannoneers, or if you have a MASTER of Martial Arts, no general D is needed. Camp 5 can be killed in one wave.
Also, if you have a veteran, you may opt to kill camp 5 in one wave.
Note however that there is a risk of failure if this wave lasts 70 seconds or longer.
The one-wave alternative with militia instead of recruits is a lot safer.
Send general C as soon as general B has appeared outside his garrison:
From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
ANY general: [139R 13S 1E 47K (134R - 139R 5S - 139R 13S)] {40 seconds of fighting}
VETERAN general: [200R 50S (149R - 181R - 200R 7S)] {60-80 seconds of fighting} Note, this is going to be tight!
VETERAN general: [184R 8S 58E (148R - 177R - 184R 8S)] {60-70 seconds of fighting} Note, this is going to be tight!
VETERAN general: [100M 150S (89M - 96M - 100M 2S)] {50 seconds of fighting}
VETERAN general: [120R 2E 128K (95R - 110R - 120R)] {30 seconds of fighting}
MASTER of Martial Arts: [175R 45S (126R - 146R - 175R)] {50-60 seconds of fighting}
MASTER of Martial Arts: [140R 80S (126R - 140R 2S - 140R 10S)] {50 seconds of fighting}
MASTER of Martial Arts: [146R 7S 67E (125R - 142R - 146R 7S)] {50 seconds of fighting}
MASTER of Martial Arts: [120R 2E 98K (95R - 110R - 120R)] {30 seconds of fighting}
If general D is a BATTLE HARDENED general with Longbows, follow this.
Send general C as soon as general B has appeared outside his garrison:
From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
ANY general: [145R (145R)] {40 seconds of fighting} Note, this is going to be tight!
BATTLE HARDENED general: [145R (145R)] {20 seconds of fighting}
Send general D to leader camp 5 when General C is walking past garrison D (General D is to follow behind General C):
From D to Camp 5) 72-82 Roughnecks, 1 One-Eyed Bert
BATTLE HARDENED general: [78R 2S 120LB (51R - 65R - 78R 1S)] {40 seconds of fighting}
In all other cases, use these setups for generals C and D.
Send general C as soon as general B has appeared outside his garrison:
From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
ANY general: [116R (116R)] {40 seconds of fighting} Note, this is going to be tight!
BATTLE HARDENED general: [116R (116R)] {20 seconds of fighting}
Send general D to leader camp 5 when general C is walking past garrison D (general D is to follow behind general C):
From D to Camp 5) 90-98 Roughnecks, 1 One-Eyed Bert
BATTLE HARDENED general: [92R 2S 106XB (62R - 77R - 92R)] {40 seconds of fighting}
BATTLE HARDENED general: [90R 3M 1S 1B 1LB 104XB (62R - 77R - 90R 2M)] {30 seconds of fighting}
VETERAN general: [88R 3S 159LB (62R - 77R - 88R 2S)] {40 seconds of fighting}
VETERAN general: [88R 3S 159XB (55R - 68R - 88R 2S)] {30-40 seconds of fighting}
VETERAN general: [85R 6M 1S 1B 1LB 156XB (55R - 69R - 85R 5M)] {30 seconds of fighting}
VETERAN general: [60R 9S 181XB (53R - 60R 3S - 60R 8S)] {30 seconds of fighting}
The remaining marching time for general C at the moment when general A starts his blocking fight is about 90-95 seconds. Thus, in the worst case (if general C is a normal general) a block lasting at least 175 seconds would be needed. Note that there is a very small chance that blocking general C will last only 160 seconds. Or the other way around, if the block on camp 3 may last only 160 seconds, only attack combinations (C+D) lasting no more than 60 seconds are safe. If the block on camp 3 lasts 180 seconds, all attack combinations (C+D) lasting no more than 80 seconds are pretty safe.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (BLOCK)
Move one or two fast generals and two or three normal generals to garrison position G2:http://i232.photobucket.com/albums/e...eJet/VtVG2.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
Send the generals right after each other:
From A to Camp 7) 120 Roughnecks, 50 Rangers
BLOCKING NORMAL general: [77S 117C (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}
BLOCKING NORMAL general: [4S 83E 67C (-)] {180 - 300 seconds of fighting}
BLOCKING NORMAL general: [87E 67C (-)] {180 - 300 seconds of fighting}
From B to Camp 8) 120 Roughnecks, 50 Guard Dogs
BLOCKING NORMAL general: [130S (-)] {180 - 300 seconds of fighting, 0.3% chance of 160 seconds}
BLOCKING NORMAL general: [44S 81E (-)] {180 - 300 seconds of fighting}
BLOCKING NORMAL general: [119E (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}
If you have a BATTLE HARDENED general with Longbows:
From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
ANY general: [171R (171R)] {40 seconds of fighting}
BATTLE HARDENED general: [171R (171R)] {20 seconds of fighting}
From D to Camp 9) 42-54 Roughnecks, 60 Rangers, 1 One-Eyed Bert
BATTLE HARDENED general: [45R 2S 75C 78LB (21R - 33R - 45R 1S)] {40 seconds of fighting}
If you have a BATTLE HARDENED general with Crossbows:
From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
ANY general: [135R (135R)] {40 seconds of fighting}
BATTLE HARDENED general: [135R (135R)] {20 seconds of fighting}
From D to Camp 9) 47-58 Roughnecks, 60 Rangers, 1 One-Eyed Bert
BATTLE HARDENED general: [60R 2S 75C 63XB (35R - 48R - 60R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [55R 6M 1S 73C 1B 1LB 63XB (35R - 48R - 55R 5M)] {30 seconds of fighting}
BATTLE HARDENED general: [60R 1E 75C 63XB 1K (35R - 48R - 60R)] {30 seconds of fighting}
If you have at least a VETERAN general, follow this:
From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
ANY general: [60R (60R)] {20 seconds of fighting}
BATTLE HARDENED general: [60R (60R)] {10 seconds of fighting}
From D to Camp 9) 79 Roughnecks, 60 Rangers, 1 One-Eyed Bert
VETERAN general: [85R 5S 50C 110LB (66R - 79R - 85R 4S)] {40 seconds of fighting}
VETERAN general: [74R 2S 107C 67XB (53R - 64R - 74R)] {40 seconds of fighting}
VETERAN general: [71R 4M 1S 105C 1B 1LB 67XB (53R - 64R - 71R 3M)] {30 seconds of fighting}
VETERAN general: [73R 2E 107C 67XB 1K (53R - 64R - 73R)] {30 seconds of fighting}
MAJOR general: [71R 1S 1E 130C 66XB 1K (52R - 63R - 71R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [75R 2S 34C 109LB (54R - 65R - 75R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [71R 2S 80C 67XB (52R - 62R - 71R 1S)] {30 seconds of fighting}
If you have a MASTER of Martial Arts, the cheapest option is to use him for the suicidal wave.
This will however also leave him recovering for the next two hours:
From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 9) 80 Roughnecks, 35-40 Rangers, 1 One-Eyed Bert
BATTLE HARDENED general: [43R 36M 3S 52C 66LB (43R 21M - 43R 30M - 43R 36M 2S)] {50 seconds of fighting}
BATTLE HARDENED general: [60M 3S 51C 86LB (47M - 55M - 60M 2S)] {50 seconds of fighting}
BATTLE HARDENED general: [78R 3S 46C 73XB (56R - 67R - 78R 2S)] {40 seconds of fighting}
BATTLE HARDENED general: [77R 2S 1E 46C 73XB 1K (56R - 67R - 77R 2S)] {30 seconds of fighting}
VETERAN general: [73R 3S 62C 112LB (54R - 66R - 73R 2S)] {40 seconds of fighting}
VETERAN general: [71R 2S 109C 68XB (52R - 63R - 71R 1S)] {40 seconds of fighting}
VETERAN general: [70R 4M 1S 106C 1B 1LB 67XB (52R - 63R - 70R 3M)] {30 seconds of fighting}
VETERAN general: [71R 1S 1E 109C 67XB 1K (52R - 63R - 71R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [72R 2S 38C 108LB (53R - 63R - 72R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [70R 2S 83C 65XB (50R - 60R - 70R 1S)] {30 seconds of fighting}
MAJOR general: [70R 1S 1E 131C 66XB 1K (50R - 61R - 70R 1S)] {30 seconds of fighting}
If you have a MASTER of Martial Arts, you may also opt to kill camp 9 in one wave:
From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
MASTER of Martial Arts: [150R 70S (107R - 126R - 150R 1S)] {40-50 seconds of fighting}
MASTER of Martial Arts: [147R 3S 70E (107R - 124R - 147R 3S)] {40-50 seconds of fighting}
MASTER of Martial Arts: [126R 1S 1E 92K (97R - 112R - 126R 1S)] {30 seconds of fighting}
The remaining marching time for general C at the moment when general A starts his blocking fight is about 50 seconds. Thus, in the worst case (if general C is a normal general) a block lasting at least 130 seconds would be needed. All block variations are long enough for this, leaving a margin of at least 30 seconds.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (Lootspot)
Leave these camps when you first reach G3. Save them till the end to make it easier with the lootspots. On the first pass, go directly to G4 in the next post. Return back here after you have killed camp 19:
http://i232.photobucket.com/albums/e...et/VtVG3-1.jpg
http://i232.photobucket.com/albums/e...eJet/VtVG7.jpg
Your lootspot buyers should bring either any general with 1C and attack their nearest camp, or bring a MoMA 1R and attack any of the remaining camps N° 6.
Attack the southern N° 6 leader camp and the northern N° 6 leader camp after you have verified that both lootspot buyers have killed at least one guard dog:
Camp 6 and Camp 6) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
ANY general: [1: 145R, 2: 78R 2S 120LB (196R - 210R - 223R 1S)]
ANY general: [1: 116R, 2: 92R 2S 106XB (178R - 193R - 208R 1S)]
ANY general: [139R 13S 1E 47K (134R - 139R 5S - 139R 13S)]
VETERAN general: [200R 50S (149R - 181R - 200R 7S)]
VETERAN general: [184R 8S 58E (148R - 177R - 184R 8S)]
VETERAN general: [100M 150S (89M - 96M - 100M 2S)]
VETERAN general: [120R 1S 1E 128K (95R - 110R - 120R 1S)]
MASTER of Martial Arts: [175R 45S (126R - 146R - 175R)]
MASTER of Martial Arts: [140R 80S (126R - 140R 2S - 140R 10S)]
MASTER of Martial Arts: [146R 7S 67E (125R - 142R - 146R 7S)]
MASTER of Martial Arts: [120R 1S 1E 98K (95R - 110R - 120R 1S)]
If you yourself have a MoMA alive, or your lootspot buyer(s) bring a MoMA, use this for a first suicidal attack:
Camp 6a and Camp 6a) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
MASTER of Martial Arts: [1R (1R)]
Camp 6b and Camp 6b) 99 Roughnecks, 0-10 Guard Dogs, 1 One-Eyed Bert
ANY general: [94R 14S 10B 82LB (92R - 94R 6S 1B - 94R 13S 10B)]
ANY general: [93R 1S 10B 96XB (68R - 80R 1B - 93R 10B)]
VETERAN general: [93R 1S 10B 146LB (68R - 80R 1B - 93R 10B)]
MASTER of Martial Arts: [106R 1S 10B 103LB (68R - 82R 1B - 106R 10B)]
MASTER of Martial Arts: [89R 1S 10B 120XB (66R - 77R 1B - 89R 10B)]
MAJOR general: [77R 3S 1E 10B 179XB (59R - 71R 1B - 77R 2S 10B)]
This guide continues in the next post below...
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.
This is the second part of the guide for Victor the Vicious, which started in the previous post.
http://i232.photobucket.com/albums/e...ampNumbers.jpg
QUICK LINKS: ... G1-G3 (Opens up in a separate window) ... G4 ... G5 ... G6
http://www.thesettlersonlinewiki.com...s/ornament.png Optional Garrison Positions G4 and G5
An alternative setup is presented below, hidden in the spoiler.
Attacking camps 10-12 now, before going north, is tighter and more risky than if attacked from the north, after attacking camps 13-15.
Thus, use this alternative setup only if you're confident about it, and do not use it if you have only one fast general with longbowmen.
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4
Move one or two fast generals and one or two normal general to garrison position G4:http://i232.photobucket.com/albums/e...eJet/VtVJ4.jpg
- Position A: NORMAL general
- Position B: BATTLE HARDENED general or ANY general
- Position C: VETERAN general or BATTLE HARDENED general
Trap T1) 100 Wolves
ANY general: [5R 100S (5R)]
MASTER of Martial Arts: [5R 55S (5R)]
MASTER of Defence: [1R (1R)] (*
*) Please note that a MoD will kill all 100 wolves and, thanks to his area of effect damage ability, will also raze the camp itself.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4 (BLOCK)
http://i232.photobucket.com/albums/e...Jet/VtVJ4B.jpg
If you have a BATTLE HARDENED general with Longbows (or if you have Crossbows but don't want to lose a lot of soldiers in the block further down), you will have to kill camp 13 first, in two waves:
Camp 13a) 100 Roughnecks, 100 Rangers
ANY general: [148R (148R)]
Camp 13b) 50-60 Roughnecks, 100 Rangers
ANY general: [70R 5S 125C (38R - 54R - 70R 4S)]
followed by camp 15, in three waves:
Camp 15a) 155 Roughnecks, 40 Guard Dogs, 1 Metal Tooth
ANY general: [40C (40C)]
Camp 15b) 155 Roughnecks, 1 Metal Tooth
ANY general: [85M 115B (85M 115B)]
Camp 15c) 143-153 Roughnecks
ANY general: [123M 77LB (91M - 107M - 122M)]
ANY general: [70S 130LB (54S - 61S - 69S)]
ANY general: [93M 1S 106XB (69M - 82M - 93M)]
ANY general: [56S 144XB (39S - 46S - 55S)]
Otherwise, for the block, send the generals right after each other:
From A to Camp 13) 100 Roughnecks, 100 Rangers
BLOCKING NORMAL general: [53S 147C (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}
BLOCKING NORMAL general: [17S 32E 149C (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}
BLOCKING NORMAL general: [33S 18E 149C (-)] {180 - 280 seconds of fighting, <0.1% chance of 160 seconds}
BLOCKING NORMAL general: [47E 149C (-)] {180 - 300 rounds of fighting, 0.2% chance of 160 seconds}
From B to Camp 15) 155 Roughnecks, 40 Guard Dogs, 1 Metal Tooth
ANY general: [40C (40C)] {20 seconds of fighting}
BATTLE HARDENED general: [40C (40C)] {10 seconds of fighting}
From C to Camp 15) 155 Roughnecks, 1 Metal Tooth
BATTLE HARDENED general: [135S 65XB (111S - 122S - 134S)] {60 seconds of fighting}
BATTLE HARDENED general: [115S 85XB (99S - 109S - 115S 24XB)] {50 seconds of fighting}
BATTLE HARDENED general: [100S 100K (81S - 90S - 100S)] {40 seconds of fighting}
VETERAN general: [11M 109S 130LB (11M 94S - 11M 102S - 11M 108S)] {50 seconds of fighting}
VETERAN general: [156M 2S 92XB (133M - 145M - 156M 1S)] {50 seconds of fighting}
VETERAN general: [75M 35S 2E 138XB (75M 25S - 75M 30S - 75M 35S)] {40 seconds of fighting}
VETERAN general: [130M 1E 119K (113M - 122M - 130M)] {30 seconds of fighting}
VETERAN general: [76R 56S 2E 116K (76R 41S - 76R 49S - 76R 56S)] {30 seconds of fighting}
VETERAN general: [74S 1E 175K (61S - 68S - 74S)] {30 seconds of fighting}
MAJOR general: [120M 1E 149K (101M - 111M - 120M)] {30 seconds of fighting}
MASTER of Martial Arts: [130S 90LB (110S - 120S - 129S)] {50 seconds of fighting}
MASTER of Martial Arts: [85S 135XB (72S - 78S - 84S)] {30 seconds of fighting}
MASTER of Martial Arts: [64M 43S 1E 112K (64M 31S - 64M 37S - 64M 43S)] {30 seconds of fighting}
If you have a master of martial arts, you may opt to use him for the suicidal wave. After that he will have to recover for 2 hours though:
From B to Camp 15) 155 Roughnecks, 40 Guard Dogs, 1 Metal Tooth
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From C to Camp 15) 152-153 Roughnecks, 1 Metal Tooth
BATTLE HARDENED general: [125S 75XB (103S - 114S - 124S)] {50-60 seconds of fighting}
BATTLE HARDENED general: [116S 84XB (99S - 107S - 116S 15XB)] {50 seconds of fighting}
BATTLE HARDENED general: [94S 1E 105K (76S - 85S - 94S)] {30-40 seconds of fighting}
VETERAN general: [115S 135LB (99S - 106S - 114S)] {50 seconds of fighting}
VETERAN general: [150M 2S 98XB (124M - 138M - 150M 1S)] {50 seconds of fighting}
VETERAN general: [75M 34S 1E 140XB (75M 22S - 75M 29S - 75M 34S)] {40 seconds of fighting}
VETERAN general: [128M 1E 121K (110M - 120M - 128M)] {30 seconds of fighting}
VETERAN general: [78R 54S 2E 116K (78R 39S - 78R 47S - 78R 54S)] {30 seconds of fighting}
VETERAN general: [73S 1E 176K (60S - 66S - 73S)] {30 seconds of fighting}
MAJOR general: [117M 1E 152K (97M - 107M - 117M)] {30 seconds of fighting}
MAJOR general: [79R 82M 1S 1E 107K (79R 61M - 79R 73M - 79R 82M 1S)] {30 seconds of fighting}
MAJOR general: [120R 37S 1E 112K (120R 21S - 120R 29S - 120R 37S)] {30 seconds of fighting}
If you have a master of martial arts, you may also opt to kill camp 15 in one wave:
From B to Camp 15) 155 Roughnecks, 40 Guard Dogs, 1 Metal Tooth
MASTER of Martial Arts: [220S (145S - 160S - 175S)] {70 seconds of fighting}
MASTER of Martial Arts: [175S 45E (144S - 159S - 175S)] {70 seconds of fighting}
MASTER of Martial Arts: [21R 80S 1E 118K (21R 67S - 21R 73S - 21R 80S)] {30 seconds of fighting}
If you have at least one MAJOR general and at least one MASTER of Martial Arts you may kill camp 15 without losing anything but recruits. After this, however, one MAJOR general and one MoMA will be resting for two hours. In this case, place general D four flags to the left of general B:
From B to Camp 15) 155 Roughnecks, 40 Guard Dogs, 1 Metal Tooth
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From C to Camp 15) 152-153 Roughnecks, 1 Metal Tooth
MAJOR general: [270R (270R)] {30 seconds of fighting}
From D to Camp 15) 122-144 Roughnecks
BATTLE HARDENED general: [130R 5S 1E 64K (95R - 120R - 130R 5S)] {30 seconds of fighting}
VETERAN general: [107R 2S 1E 30C 110K (78R - 94R - 107R 2S)] {20-30 seconds of fighting}
MAJOR general: [107R 2S 1E 53C 107K (77R - 92R - 107R 2S)] {20-30 seconds of fighting}
MASTER of Martial Arts: [107R 1E 112K (77R - 92R - 107R)] {20-30 seconds of fighting}
If you have a veteran general and own some crossbowmen, but not enough for the setups above, open the spoiler below for setups with different combinations of longbows and crossbows:
Spoiler
The remaining marching time for general B at the moment when general A starts his blocking fight is less than 60 seconds. Thus, in the worst case (if general B is a normal general) a block lasting 140 seconds would be needed. All block variations are long enough for this, leaving a margin of at least 20 seconds.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G5 (BLOCK)
Move one or two fast generals and two normal generals to garrison position G5:http://i232.photobucket.com/albums/e...eJet/VtVJ5.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: BATTLE HARDENED general or NORMAL general or VETERAN general
- Position D: VETERAN general or BATTLE HARDENED general
Send the generals right after each other:
From A to Camp 10) 100 Roughnecks, 100 Rangers
BLOCKING NORMAL general: [53S 147C (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}
BLOCKING NORMAL general: [17S 32E 149C (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}
BLOCKING NORMAL general: [33S 18E 149C (-)] {180 - 280 seconds of fighting, <0.1% chance of 160 seconds}
BLOCKING NORMAL general: [47E 149C (-)] {180 - 300 rounds of fighting, 0.2% chance of 160 seconds}
From B to Camp 11) 100 Roughnecks, 100 Guard Dogs
BLOCKING NORMAL general: [128S (-)] {180 - 280 seconds of fighting, 0.3% chance of 160 seconds}
BLOCKING NORMAL general: [35S 86E (-)] {180 - 300 seconds of fighting}
BLOCKING NORMAL general: [117E (-)] {180 - 300 seconds of fighting}
If you have BATTLE HARDENED generals with Longbows, follow this:
From C to Camp 12) 90 Roughnecks, 100 Guard Dogs, 1 Skunk, 1 One-Eyed Bert
ANY general: [162R (162R)] {40-60 seconds of fighting}
BATTLE HARDENED general: [162R (162R)] {20-30 seconds of fighting}
From D to Camp 12) 77-85 Roughnecks, 1 Skunk, 1 One-Eyed Bert
BATTLE HARDENED general: [56R 2S 142LB (27R - 44R - 56R 1S)] {40 seconds of fighting}
If you have a VETERAN general with Longbows, follow this:
From C to Camp 12) 90 Roughnecks, 100 Guard Dogs, 1 Skunk, 1 One-Eyed Bert
ANY general: [120R (120R)] {20 seconds of fighting}
BATTLE HARDENED general: [120R (120R)] {20 seconds of fighting}
From D to Camp 12) 77-85 Roughnecks, 1 Skunk, 1 One-Eyed Bert
VETERAN general: [77R 5S 168LB (55R - 69R - 77R 3S)] {40 seconds of fighting}
If you have Crossbows, follow this:
From C to Camp 12) 90 Roughnecks, 100 Guard Dogs, 1 Skunk, 1 One-Eyed Bert
ANY general: [113R (113R)] {40 seconds of fighting}
BATTLE HARDENED general: [113R (113R)] {20 seconds of fighting}
From D to Camp 12) 81-89 Roughnecks, 1 Skunk, 1 One-Eyed Bert
BATTLE HARDENED general: [81R 4S 115XB (57R - 72R - 81R 3S)] {40 seconds of fighting}
VETERAN general: [84R 1S 165XB (57R - 71R - 84R)] {40 seconds of fighting}
If you have Cannoneers, or a MASTER of Martial Arts, follow this (no general D is needed):
From C to Camp 12) 90 Roughnecks, 100 Guard Dogs, 1 Skunk, 1 One-Eyed Bert
BATTLE HARDENED general: [125R 13S 1E 61K (116R - 125R 4S - 125R 13S)] {40 seconds of fighting}
VETERAN general: [118R 2E 130K (90R - 105R - 118R)] {30 seconds of fighting}
MAJOR general: [117R 2E 151K (89R - 104R - 117R)] {30 seconds of fighting}
MASTER of Martial Arts: [170R 50S (123R - 148R - 170R 3S)] {60-70 seconds of fighting}
MASTER of Martial Arts: [136R 13S 71E (116R - 136R 3S - 136R 13S)] {60 seconds of fighting}
MASTER of Martial Arts: [118R 2E 100K (88R - 105R - 118R)] {30 seconds of fighting}
If you have at least one MASTER of Martial Arts, you may consider using your MoMA for a suicidal first wave. After this, your MoMA will be resting for two hours:
From C to Camp 12) 90 Roughnecks, 100 Guard Dogs, 1 Skunk, 1 One-Eyed Bert
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 12) 90 Roughnecks, 0-10 Guard Dogs, 1 Skunk, 1 One-Eyed Bert
BATTLE HARDENED general: [99R 1S 10B 90XB (63R - 85R 1B - 99R 10B)] {30-50 seconds of fighting}
BATTLE HARDENED general: [101R 1E 98K (71R - 87R - 101R)] {30 seconds of fighting}
VETERAN general: [97R 1S 10B 142LB (72R - 85R 1B - 97R 10B)] {40-50 seconds of fighting}
VETERAN general: [85R 1S 10B 154XB (63R - 74R 1B - 85R 10B)] {30-40 seconds of fighting}
MAJOR general: [87R 1E 182K (63R - 76R - 87R)] {20-30 seconds of fighting}
MASTER of Martial Arts: [95R 1S 10B 114LB (67R - 82R 1B - 95R 10B)] {40 seconds of fighting}
MASTER of Martial Arts: [84R 1S 10B 125XB (60R - 72R 1B - 84R 10B)] {30 seconds of fighting}
MASTER of Martial Arts: [95R 1E 124K (69R - 82R - 95R)] {30 seconds of fighting}
General B will start his fight before general A. Generals C and D will march down on the eastern side of camp 11, and won't enter the aggro zone of camp 10 until shortly before reaching camp 12. The remaining marching time for general C at the moment when general B starts his blocking fight is less than 50 seconds (14 flags). Thus, in the worst case (if general C is a normal general) a block lasting 130-150 seconds would be needed. All blocks have a very small chance of lasting only 160 seconds, so a margin of at least 10 seconds is still available.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G6 (BLOCK for 2 veteran generals)
This block requires two veteran generals. If you do not have two veteran generals, skip to the next section.
Move two veteran generals and three normal general to garrison position G6:http://i232.photobucket.com/albums/e...Jet/VtVG6B.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: NORMAL general
- Position D: VETERAN general
- Position E: VETERAN general
Send the generals right after each other:
From A to Camp 16) 40 Guard Dogs, 80 Roughnecks, 80 Rangers
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From B to Camp 18) 80 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [87S 67C (-)] {200 - 300 seconds of fighting, <0.1% chance of 180 seconds}
BLOCKING NORMAL general: [35S 46E 65C (-)] {220 - 320 seconds of fighting, <0.2% chance of 200 seconds}
BLOCKING NORMAL general: [75E 69C (-)] {200 - 300 seconds of fighting, <0.1% chance of 180 seconds}
From C to Camp 17) 80 Guard Dogs, 80 Roughnecks, 40 Rangers
BLOCKING NORMAL general: [60S 137C (-)] {180 - 280 seconds of fighting, 3% chance of 160 seconds}
BLOCKING NORMAL general: [39S 19E 137C (-)] {180 - 280 seconds of fighting, 0.5% chance of 160 seconds}
BLOCKING NORMAL general: [49E 151C (-)] {180 - 280 seconds of fighting, 0.8% chance of 160 seconds}
If you have a VETERAN general with Longbows, follow this:
From D to Camp 19) 100 Scavengers, 50 Rangers, 1 Wild Mary, 2 Skunks
VETERAN general: [31S 219C (31S 219C)] {30 seconds of fighting, 1% chance of 40 seconds}
MASTER of Martial Arts: [85R 125C (85R 125C)] {30 seconds of fighting}
From E to Camp 19) 0-14 Scavengers, 1 Wild Mary, 2 Skunks
VETERAN general: [87S 163LB (50S - 59S - 86S)] {90 seconds of fighting}
If you have a VETERAN general with Crossbows, follow this:
From D to Camp 19) 100 Scavengers, 50 Rangers, 1 Wild Mary, 2 Skunks
VETERAN general: [120R 130C (120R 130C)] {30-40 seconds of fighting}
MASTER of Martial Arts: [120R 73C (120R 73C)] {30-40 seconds of fighting}
From E to Camp 19) 4-34 Scavengers, 1 Wild Mary, 2 Skunks
VETERAN general: [20M 59S 34C 137XB (20M 28S - 20M 43S - 20M 58S)] {80 seconds of fighting}
VETERAN general: [23M 49S 7E 35C 136XB (23M 26S - 23M 41S - 23M 49S 5E)] {80 seconds of fighting}
VETERAN general: [23M 49S 6E 35C 136XB 1K (23M 26S - 23M 41S - 23M 49S 5E)] {70 seconds of fighting}
VETERAN general: [95M 2E 60C 93K (62M - 80M - 95M)] {70 seconds of fighting} (for achievement no soldiers)
If you have a VETERAN general with Cannoneers, follow this:
From D to Camp 19) 100 Scavengers, 50 Rangers, 1 Wild Mary, 2 Skunks
VETERAN general: [130R 120C (130R 120C)] {30-40 seconds of fighting}
MASTER of Martial Arts: [125R 65C (125R 65C)] {30-40 seconds of fighting}
From E to Camp 19) 10-40 Scavengers, 1 Wild Mary, 2 Skunks
VETERAN general: [67M 20S 1E 39C 123K (51M - 67M 2S - 67M 20S)] {60 seconds of fighting}
MAJOR general: [84M 2E 62C 122K (51M - 69M - 84M)] {60 seconds of fighting}
If you have a MAJOR general with Cannoneers, follow this:
From D to Camp 19) 100 Scavengers, 50 Rangers, 1 Wild Mary, 2 Skunks
MASTER of Martial Arts: [148R 65C (148R 65C)] {40 seconds of fighting}
From E to Camp 19) 4-24 Scavengers, 1 Wild Mary, 2 Skunks
MAJOR general: [133R 6S 1E 130K (80R - 108R - 133R 6S)] {60 seconds of fighting}
Thanks to the 1R block on camp 16, the block on camp 18 can be sent without being intercepted by camp 17. Thus the veterans going for camp 19 can be sent to arrive at the red area of influence of camp 17 just after that block has started to fight. This setup saves some 25 seconds marching time for the veterans, thus enabling this whole block also for those not having cannoneers. The most critical block is camp 17. The remaining marching time for general D at the moment when general C starts his blocking fight is about 55 seconds. Thus, in the worst case (if generals D and E last 120 seconds) a block lasting 155 seconds would be needed. All blocks on camp 17 have a chance of lasting only 160 seconds, so the smallest safety margin is a mere 5 seconds. With cannoneers the margin is at least 25 seconds. Using only longbowmen and soldiers there is a 3% chance that the block on camp 17 lasts 160 seconds, and a 1% chance that the first wave on camp 19 lasts 40 seconds. All-in-all, a chance of 3 in 10,000 that the block will fail if all generals are sent when they should be sent.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G6
Move at least one general to garrison position G6:
http://i232.photobucket.com/albums/e...eJet/VtVG6.jpg
Do not place any general north of the little lake seen next to the garrisons.
If sent from too far north, your general would be intercepted by camp 16.
Camp 17a) 80 Roughnecks, 80 Guard Dogs, 40 Rangers
ANY general: [96R (96R)]
Camp 17b) 76-80 Roughnecks, 40 Rangers
ANY general: [80R 2S 50C 68LB (58R - 70R - 80R 1S)]
ANY general: [64R 2S 69C 65XB (47R - 56R - 64R 1S)]
ANY general: [64R 1E 75C 60K (47R - 56R - 64R)]
VETERAN general: [63R 2S 80C 105LB (46R - 55R - 63R 1S)]
VETERAN general: [60R 1S 139C 50XB (42R - 51R - 60R)]
Camp 17 can also be defeated in one wave:
Camp 17) 80 Roughnecks, 80 Guard Dogs, 40 Rangers
ANY general: [128R 16S 1E 55K (123R - 128R 7S - 123R 16S)]
VETERAN general: [170R 80S (139R - 152R - 170R 3S)]
VETERAN general: [112R 1E 137K (87R - 101R - 112R)]
Camp 18) 80 Roughnecks, 100 Rangers, 1 Skunk
ANY general: [1: 55R, 2: 92R 8S 100C (113R - 135R - 147R 7S)]
ANY general: [74M 1E 112C 13K (50M - 60M - 74M)]
VETERAN general: [92R 2S 123C 33LB (65R - 78R - 92R)]
VETERAN general: [78R 2S 115C 55XB (48R - 63R - 78R)]
VETERAN general: [70R 2E 124C 54K (48R - 60R - 70R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Camp 19 for ANY general
If you have a veteran general, don't stop here, look further down...
Camp 19a) 100 Scavengers, 50 Rangers, 1 Wild Mary, 2 Skunks
ANY general: [100R 100C (100R 100C)]
Camp 19b) 50-71 Scavengers, 1 Wild Mary, 2 Skunks
ANY general:
This wave is critical, since it has to kill the remaining scavengers.
The setup depends on how many scavengers survived the first wave:
Camp 19b) 50 Scavengers, 1 Wild Mary, 2 Skunks [150R 50C (Total 250R 150C)]
Camp 19b) 51 Scavengers, 1 Wild Mary, 2 Skunks [149R 51C (Total 249R 151C)]
Camp 19b) 52 Scavengers, 1 Wild Mary, 2 Skunks [148R 52C (Total 248R 152C)]
Camp 19b) 53 Scavengers, 1 Wild Mary, 2 Skunks [147R 53C (Total 247R 153C)]
Camp 19b) 54 Scavengers, 1 Wild Mary, 2 Skunks [145R 55C (Total 245R 155C)]
Camp 19b) 55 Scavengers, 1 Wild Mary, 2 Skunks [140R 60C (Total 240R 160C)]
Camp 19b) 56 Scavengers, 1 Wild Mary, 2 Skunks [137R 63C (Total 237R 163C)]
Camp 19b) 57 Scavengers, 1 Wild Mary, 2 Skunks [132R 68C (Total 232R 168C)]
Camp 19b) 58 Scavengers, 1 Wild Mary, 2 Skunks [130R 70C (Total 230R 170C)]
Camp 19b) 59 Scavengers, 1 Wild Mary, 2 Skunks [128R 72C (Total 228R 172C)]
Camp 19b) 60 Scavengers, 1 Wild Mary, 2 Skunks [127R 73C (Total 227R 173C)]
Camp 19b) 61 Scavengers, 1 Wild Mary, 2 Skunks [125R 75C (Total 225R 175C)]
Camp 19b) 62 Scavengers, 1 Wild Mary, 2 Skunks [124R 76C (Total 224R 176C)]
Camp 19b) 63 Scavengers, 1 Wild Mary, 2 Skunks [122R 78C (Total 222R 178C)]
Camp 19b) 64 Scavengers, 1 Wild Mary, 2 Skunks [120R 80C (Total 220R 180C)]
Camp 19b) 65 Scavengers, 1 Wild Mary, 2 Skunks [117R 83C (Total 217R 183C)]
Camp 19b) 66 Scavengers, 1 Wild Mary, 2 Skunks [115R 85C (Total 215R 185C)]
Camp 19b) 67 Scavengers, 1 Wild Mary, 2 Skunks [92R 108C (Total 192R 208C)]
Camp 19b) 68 Scavengers, 1 Wild Mary, 2 Skunks [90R 110C (Total 190R 210C)]
Camp 19b) 69 Scavengers, 1 Wild Mary, 2 Skunks [88R 112C (Total 188R 212C)]
Camp 19b) 70 Scavengers, 1 Wild Mary, 2 Skunks [86R 114C (Total 186R 214C)]
Camp 19b) 71 Scavengers, 1 Wild Mary, 2 Skunks [83R 117C (Total 183R 217C)]
Camp 19c) 1 Wild Mary, 2 Skunks
ANY general: [88S 112LB (69S - 77S - 87S)]
ANY general: [55S 145XB (41S - 48S - 54S)]
ANY general: [69M 131K (49M - 59M - 69M)]
http://www.thesettlersonlinewiki.com...s/ornament.png Camp 19 for VETERAN general with Longbows
If you have a VETERAN general with crossbows, and absolutely detest losing soldiers, you might consider this.
Otherwise, look for a better solution further down.
Camp 19a) 100 Scavengers, 50 Rangers, 1 Wild Mary, 2 Skunks
ANY general: [125R 65C (125R 65C)]
Camp 19b) 68-87 Scavengers, 1 Wild Mary, 2 Skunks
VETERAN general:
This wave is critical, since it has to kill the remaining scavengers.
Instead of saying you must check the combat simulator for your own best solution, I'm listing all of them here.
I have tried to optimise them for minimal horse losses. Note that this wave must be a VETERAN general.
Camp 19b) 68 Scavengers, 1 Wild Mary, 2 Skunks [191R 59C (Total 316R 124C)]
Camp 19b) 69 Scavengers, 1 Wild Mary, 2 Skunks [188R 62C (Total 313R 127C)]
Camp 19b) 70 Scavengers, 1 Wild Mary, 2 Skunks [186R 64C (Total 311R 129C)]
Camp 19b) 71 Scavengers, 1 Wild Mary, 2 Skunks [183R 67C (Total 308R 132C)]
Camp 19b) 72 Scavengers, 1 Wild Mary, 2 Skunks [181R 69C (Total 306R 134C)]
Camp 19b) 73 Scavengers, 1 Wild Mary, 2 Skunks [180R 70C (Total 305R 135C)]
Camp 19b) 74 Scavengers, 1 Wild Mary, 2 Skunks [178R 72C (Total 303R 137C)]
Camp 19b) 75 Scavengers, 1 Wild Mary, 2 Skunks [177R 73C (Total 302R 138C)]
Camp 19b) 76 Scavengers, 1 Wild Mary, 2 Skunks [176R 74C (Total 301R 139C)]
Camp 19b) 77 Scavengers, 1 Wild Mary, 2 Skunks [175R 75C (Total 300R 140C)]
Camp 19b) 78 Scavengers, 1 Wild Mary, 2 Skunks [174R 76C (Total 299R 141C)]
Camp 19b) 79 Scavengers, 1 Wild Mary, 2 Skunks [172R 78C (Total 297R 143C)]
Camp 19b) 80 Scavengers, 1 Wild Mary, 2 Skunks [171R 79C (Total 296R 144C)]
Camp 19b) 81 Scavengers, 1 Wild Mary, 2 Skunks [170R 80C (Total 295R 145C)]
Camp 19b) 82 Scavengers, 1 Wild Mary, 2 Skunks [164R 86C (Total 289R 151C)]
Camp 19b) 83 Scavengers, 1 Wild Mary, 2 Skunks [162R 88C (Total 287R 153C)]
Camp 19b) 84 Scavengers, 1 Wild Mary, 2 Skunks [160R 90C (Total 285R 155C)]
Camp 19b) 85 Scavengers, 1 Wild Mary, 2 Skunks [156R 94C (Total 281R 159C)]
Camp 19b) 86 Scavengers, 1 Wild Mary, 2 Skunks [152R 98C (Total 277R 163C)]
Camp 19b) 87 Scavengers, 1 Wild Mary, 2 Skunks [146R 104C (Total 271R 169C)]
Camp 19c) 1 Wild Mary, 2 Skunks
VETERAN general: [65S 185LB (50S - 57S - 63S)]
VETERAN general: [141R 3S 106XB (114R -130R - 141R 2S)]
VETERAN general: [65M 1S 184XB (49M - 57M - 65M)]
VETERAN general: [75R 1S 1E 173K (55R - 67R - 75R 1S)]
http://www.thesettlersonlinewiki.com...s/ornament.png Camp 19 for VETERAN general with Crossbows
Camp 19a) 100 Scavengers, 50 Rangers, 1 Wild Mary, 2 Skunks
VETERAN general: [120R 130C (120R 130C)]
Camp 19b) 4-34 Scavengers, 1 Wild Mary, 2 Skunks
VETERAN general:
These settings are optimised so that no more than 49S are lost (in case you need to fulfil that quest).
If you do not have the required elite soldier(s), replace that with militia or ordinary soldiers.
Camp 19b) 4 Scavengers, 1 Wild Mary, 2 Skunks [79M 1E 21C 149XB (62M - 71M - 79M)]
Camp 19b) 5 Scavengers, 1 Wild Mary, 2 Skunks [81M 1E 26C 142XB (62M - 71M - 81M)]
Camp 19b) 6 Scavengers, 1 Wild Mary, 2 Skunks [76M 3S 1E 30C 140XB (62M - 71M - 76M 3S)]
Camp 19b) 7 Scavengers, 1 Wild Mary, 2 Skunks [61M 13S 1E 35C 140XB (61M - 61M 7S - 61M 13S)]
Camp 19b) 8 Scavengers, 1 Wild Mary, 2 Skunks [46M 23S 1E 40C 140XB (46M 11S - 46M 17S - 46M 23S)]
Camp 19b) 9 Scavengers, 1 Wild Mary, 2 Skunks [30M 34S 1E 45C 140XB (30M 21S - 30M 28S - 30M 34S)]
Camp 19b) 10 Scavengers, 1 Wild Mary, 2 Skunks [16M 43S 1E 50C 140XB (16M 31S - 16M 37S - 16M 43S)]
Camp 19b) 11 Scavengers, 1 Wild Mary, 2 Skunks [7M 49S 1E 53C 140XB (7M 36S - 7M 43S - 7M 49S)]
Camp 19b) 12 Scavengers, 1 Wild Mary, 2 Skunks [7M 49S 1E 53C 140XB (7M 36S - 7M 43S - 7M 49S)]
Camp 19b) 13 Scavengers, 1 Wild Mary, 2 Skunks [8M 49S 1E 52C 140XB (8M 36S - 8M 43S - 8M 49S)]
Camp 19b) 14 Scavengers, 1 Wild Mary, 2 Skunks [8M 49S 1E 52C 140XB (8M 36S - 8M 43S - 8M 49S)]
Camp 19b) 15 Scavengers, 1 Wild Mary, 2 Skunks [9M 49S 1E 51C 140XB (9M 36S - 9M 43S - 9M 49S)]
Camp 19b) 16 Scavengers, 1 Wild Mary, 2 Skunks [9M 49S 1E 51C 140XB (9M 36S - 9M 43S - 9M 49S)]
Camp 19b) 17 Scavengers, 1 Wild Mary, 2 Skunks [10M 49S 1E 50C 140XB (10M 36S - 10M 43S - 10M 49S)]
Camp 19b) 18 Scavengers, 1 Wild Mary, 2 Skunks [10M 49S 1E 50C 140XB (10M 36S - 10M 43S - 10M 49S)]
Camp 19b) 19 Scavengers, 1 Wild Mary, 2 Skunks [11M 49S 1E 49C 140XB (11M 36S - 11M 43S - 11M 49S)]
Camp 19b) 20 Scavengers, 1 Wild Mary, 2 Skunks [11M 49S 1E 49C 140XB (11M 36S - 11M 43S - 11M 49S)]
Camp 19b) 21 Scavengers, 1 Wild Mary, 2 Skunks [12M 49S 1E 48C 140XB (12M 36S - 12M 43S - 12M 49S)]
Camp 19b) 22 Scavengers, 1 Wild Mary, 2 Skunks [13M 49S 1E 47C 140XB (13M 36S - 13M 43S - 13M 49S)]
Camp 19b) 23 Scavengers, 1 Wild Mary, 2 Skunks [14M 49S 1E 46C 140XB (14M 36S - 14M 43S - 14M 49S)]
Camp 19b) 24 Scavengers, 1 Wild Mary, 2 Skunks [15M 49S 1E 45C 140XB (15M 36S - 15M 43S - 15M 49S)]
Camp 19b) 25 Scavengers, 1 Wild Mary, 2 Skunks [16M 49S 1E 44C 140XB (16M 36S - 16M 43S - 16M 49S)]
Camp 19b) 26 Scavengers, 1 Wild Mary, 2 Skunks [17M 49S 1E 43C 140XB (17M 36S - 17M 43S - 17M 49S)]
Camp 19b) 27 Scavengers, 1 Wild Mary, 2 Skunks [18M 49S 1E 42C 140XB (18M 36S - 18M 43S - 18M 49S)]
Camp 19b) 28 Scavengers, 1 Wild Mary, 2 Skunks [19M 49S 2E 40C 140XB (19M 36S - 19M 43S - 19M 49S)]
Camp 19b) 29 Scavengers, 1 Wild Mary, 2 Skunks [21M 49S 2E 38C 140XB (21M 37S - 21M 43S - 21M 49S 1E)]
Camp 19b) 30 Scavengers, 1 Wild Mary, 2 Skunks [22M 49S 3E 36C 140XB (22M 38S - 22M 44S - 22M 49S 2E)]
Camp 19b) 31 Scavengers, 1 Wild Mary, 2 Skunks [23M 49S 4E 34C 140XB (23M 39S - 23M 45S - 23M 49S 3E)]
Camp 19b) 32 Scavengers, 1 Wild Mary, 2 Skunks [23M 49S 5E 33C 140XB (23M 40S - 23M 47S - 23M 49S 4E)]
Camp 19b) 33 Scavengers, 1 Wild Mary, 2 Skunks [23M 49S 6E 32C 140XB (23M 42S - 23M 48S - 23M 49S 5E)]
Camp 19b) 34 Scavengers, 1 Wild Mary, 2 Skunks [23M 49S 7E 31C 140XB (23M 43S - 23M 49S - 23M 49S 6E)]
http://www.thesettlersonlinewiki.com...s/ornament.png Camp 19 for VETERAN general with Cannoneers
Camp 19a) 100 Scavengers, 50 Rangers, 1 Wild Mary, 2 Skunks
VETERAN general: [130R 120C (130R 120C)]
Camp 19b) 10-40 Scavengers, 1 Wild Mary, 2 Skunks
VETERAN general:
Camp 19b) 10 Scavengers, 1 Wild Mary, 2 Skunks [22R 53M 1E 50C 124K (22R 34M - 22R 45M - 22R 53M)]
Camp 19b) 11 Scavengers, 1 Wild Mary, 2 Skunks [8R 62M 1E 55C 124K (8R 45M - 8R 54M - 8R 62M)]
Camp 19b) 12 Scavengers, 1 Wild Mary, 2 Skunks [67M 1E 58C 124K (49M - 59M - 67M)]
Camp 19b) 13 Scavengers, 1 Wild Mary, 2 Skunks [68M 1E 57C 124K (50M - 60M - 68M)]
Camp 19b) 14 Scavengers, 1 Wild Mary, 2 Skunks [69M 1E 56C 124K (50M - 60M - 69M)]
Camp 19b) 15 Scavengers, 1 Wild Mary, 2 Skunks [70M 1E 55C 124K (51M - 60M - 70M)]
Camp 19b) 16 Scavengers, 1 Wild Mary, 2 Skunks [70M 1E 55C 124K (51M - 61M - 70M)]
Camp 19b) 17 Scavengers, 1 Wild Mary, 2 Skunks [71M 1E 54C 124K (52M - 61M - 71M)]
Camp 19b) 18 Scavengers, 1 Wild Mary, 2 Skunks [71M 1E 54C 124K (52M - 62M - 71M)]
Camp 19b) 19 Scavengers, 1 Wild Mary, 2 Skunks [72M 1E 53C 124K (52M - 62M - 72M)]
Camp 19b) 20 Scavengers, 1 Wild Mary, 2 Skunks [72M 1E 53C 124K (53M - 62M - 72M)]
Camp 19b) 21 Scavengers, 1 Wild Mary, 2 Skunks [72M 1E 53C 124K (53M - 63M - 72M)]
Camp 19b) 22 Scavengers, 1 Wild Mary, 2 Skunks [73M 1E 52C 124K (53M - 63M - 73M)]
Camp 19b) 23 Scavengers, 1 Wild Mary, 2 Skunks [73M 1E 52C 124K (54M - 64M - 73M)]
Camp 19b) 24 Scavengers, 1 Wild Mary, 2 Skunks [74M 1E 51C 124K (55M - 65M - 74M)]
Camp 19b) 25 Scavengers, 1 Wild Mary, 2 Skunks [74M 1E 51C 124K (55M - 66M - 74M)]
Camp 19b) 26 Scavengers, 1 Wild Mary, 2 Skunks [75M 1E 50C 124K (56M - 67M - 75M)]
Camp 19b) 27 Scavengers, 1 Wild Mary, 2 Skunks [71M 4S 1E 50C 124K (58M - 67M - 71M 4S)]
Camp 19b) 28 Scavengers, 1 Wild Mary, 2 Skunks [72M 4S 1E 49C 124K (59M - 68M - 72M 4S)]
Camp 19b) 29 Scavengers, 1 Wild Mary, 2 Skunks [73M 4S 1E 48C 124K (60M - 69M - 73M 4S)]
Camp 19b) 30 Scavengers, 1 Wild Mary, 2 Skunks [74M 4S 1E 47C 124K (61M - 70M - 74M 4S)]
Camp 19b) 31 Scavengers, 1 Wild Mary, 2 Skunks [74M 5S 1E 46C 124K (62M - 71M - 74M 5S)]
Camp 19b) 32 Scavengers, 1 Wild Mary, 2 Skunks [75M 6S 1E 44C 124K (63M - 73M - 75M 6S)]
Camp 19b) 33 Scavengers, 1 Wild Mary, 2 Skunks [76M 6S 1E 43C 124K (65M - 75M - 76M 6S)]
Camp 19b) 34 Scavengers, 1 Wild Mary, 2 Skunks [78M 7S 1E 40C 124K (67M - 77M - 78M 7S)]
Camp 19b) 35 Scavengers, 1 Wild Mary, 2 Skunks [78M 9S 1E 39C 123K (71M - 78M 2S - 78M 9S)]
Camp 19b) 36 Scavengers, 1 Wild Mary, 2 Skunks [76M 11S 1E 39C 123K (73M - 76M 5S - 76M 11S)]
Camp 19b) 37 Scavengers, 1 Wild Mary, 2 Skunks [74M 13S 1E 39C 123K (72M - 74M 6S - 74M 13S)]
Camp 19b) 38 Scavengers, 1 Wild Mary, 2 Skunks [72M 15S 1E 39C 123K (72M - 72M 8S - 72M 15S)]
Camp 19b) 39 Scavengers, 1 Wild Mary, 2 Skunks [70M 17S 1E 39C 123K (70M - 70M 11S - 70M 17S)]
Camp 19b) 40 Scavengers, 1 Wild Mary, 2 Skunks [67M 20S 1E 39C 123K (67M - 67M 14S - 67M 20S)]
http://www.thesettlersonlinewiki.com...s/ornament.png Lootspot and back to Garrison Position G3
All blocks are now behind us, and if you've played this alone, now is the time to invite two friends (lootspot buyers).
Return to G3 (in the previous post) for the lootspot and final attacks.
BAAAHHHHHJJJAAA, this is all caused by the jumping generals.
It's taken a while for me to catch up on this bug after coming home from the sun, but to sum it up, read my post here.
I have now also updated my guide for Victor the Vicious (see above) and completely moved the garrisons to allow for these jumping generals. These new garrison positions also make the block on camps 10-12 quite a lot safer for those having only one fast general.
And yes, Fexno, I did mean camp 12, not camp 15! :)
Great post Tage, but you still didn't update the troop numbers! ;)
brilliant work princes many thanks :)))))
Thanks for the guide PrincessAlly. Just one thing to note, the position of general A in your picture is slightly different to in game. In game you cannot move your general this close to the sector border. It doesn't make much of a difference when waiting 3 secs before each send, but I thought you should know.
The picture below the text BLOK METHODE 1 does not shop.
http://forum.thesettlersonline.com/t...l=1#post177173
Can this be fixed?
Hi there,
There is a small issue with the Old Friends guide. When using a Veteran General and wanting to block the info is;
One VETERAN general with Crossbows
One NORMAL general needed for the block
Units needed, average: 367R 167S 94C 211XB (839 units)
Units needed, maximum: 371R 167S 94C 211XB (843 units)
Units lost, minimum: 348R 65C
Units lost, average: 366R 65C
Units lost, maximum: 371R 1S 65C
However when you get to the blocking attack the info is;
If you have a VETERAN general with Crossbows, you may kill camp 8 in one attack, and thus won't need to block camp 7 more than once.
This setup will require more soldiers, which are not included in the summary above. First, send general A to camp 7:
From A to Camp 7) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervishes
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
When general A is about to reach the position shown in the inset above, send general B to camp 8:
From B to Camp 8) 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest
VETERAN general: 50R 46S 1E 75C 78XB (50R 32S - 50R 41S - 50R 46S)
VETERAN general: 68R 41S 1E 61C 79XB (68R 27S - 68R 35S - 68R 41S)
VETERAN general: 62S 4E 109C 75XB (51S - 60S - 62S 3E)
As you can see there is Soldier/Elite losses which are not listed in the first set of information.
Kind regards,
Dhamon
"This setup will require more soldiers, which are not included in the summary above"