Hey guys, got the images saved in a backup folder here
Not sure its within my "rights" to change links like that in someone else's post, but someone else can repost the images and have Killste point to the new post with these images in
Hey guys, got the images saved in a backup folder here
Not sure its within my "rights" to change links like that in someone else's post, but someone else can repost the images and have Killste point to the new post with these images in
ah ok Thanks for your reply :)
The set-up with cannons from your guide takes 1 round all the time if am not mistaken. With camp 7 out of the picture, wouldn't there be enough time for marching since the other 2 camps can hold at least 3 rounds?
Edit:
I gave it a try with the setups i posted above though the general at Camp 8 won the battle and ended too soon. Camp 9 was blocked successfully and the leader fight was 60 seconds long.
Is it possible to squeeze somehow an extra round on camp 8 block?
http://i.imgur.com/uZovWuK.png
I actually think you could change the links in XiozZe's post.
He himself posted this when he quit playing:
Thus, instead of me using his images and reposting the whole guide,
I'd say it would better serve his rights if his guide remained unchanged, but with working images. :)
Or if you want it in legal terms... as XiozZe's trustee I grant you the rights to update the links to the images in his guide. :D
For it to be successful, you'd need to shorten the time it take s to demolish camp 10.
If you use Asipak's simulator,
you'd get an estimate for the number of rounds needed for the demolition (with each round lasting 10 seconds, in addition to the 10 seconds needed for the 1-round battle itself).
For more information about demolition times, read XiozZe's post here, including the link to the thread on the US server.
Stefan, seeing as Camp 7 is a no-loss camp anyway, would it make life easier if you killed that one normally, then worked out the positions for blocking just 8 and 9 for the Bone Church?
Hey Nogbad, in my screen i showed positions for vet and normal blocking gens (2) for camp 8-9 so camp 7 is not in the block anyway. I did kill that one normally. The positions are working great.
Thx Tage for the link and information but I don't think i can make it any shorter demolishing camp 10 and worth it at the same time or at least i do not know how without swapping recruits for militias or soldiers.
Thanks Tage, as it doesn't seem to be doing anything untoward, and certainly just fixing (which we have his blessing for) I have fixed the images to point to my server.
Should all be back up and working now.
I agree it probably won't be worth it, but in case you'd like to try it, these setups might do the job:
From A to Camp 8) 30 Dark Priests, 30 Shadowsneakers
BLOCKING NORMAL general: [1R 33E (-)] {120 seconds of fighting}
From B to Camp 9) 30 Cultists, 20 Shadowsneakers, 10 Firedancers
BLOCKING NORMAL general: [83C (-)] {120 - 180 seconds of fighting, 0.4% chance of 100 seconds}
BLOCKING NORMAL general: [3R 77C (-)] {120 - 180 seconds of fighting, 0.3% chance of 100 seconds}
From C to Camp 10) 40 Cultists, 30 Dark Priests, 20 Shadowsneakers, 1 Witch of the Swamp
VETERAN general: [61M 1S 1E 11B 1LB 1XB 174K (50M 2B - 56M 6B - 60M 10B)] {40 - 50 seconds of fighting}
VETERAN general: [70R 10M 1S 1E 11B 1LB 1XB 155K (60R 2B - 69R 1M 6B - 70R 10M 10B)] {50 - 60 seconds of fighting}
VETERAN general: [66R 1M 1S 1E 1B 20C 1LB 1XB 158K (57R 4C - 63R 12C - 65R 19C)] {40 - 50 seconds of fighting}
VETERAN general: [47R 1M 1S 1E 1B 138C 1LB 1XB 59K (33R 4C - 42R 12C - 46R 19C)] {50 - 60 seconds of fighting}
The demolition of the bone church lasts 3-4 rounds (30-40 seconds) for all four attacks above.
Roll on the day BB lets us use mercenaries, send 1 Big bertha and some elites to each camp. :)
Hi Tage, I really enjoy your guides, and like many others, I almost depend on them.
That being said, I also simulate for myself. Just to make sure. And I have a couple points to make:
Traitors:
Camp 11: The first two waves may leave as many as 20 Longbowmen Deserters, causing a possible loss of about 10 Soldiers in the last wave. This is after 5000 simulations.
Wave 3 should be this:
From C Camp 11) 1 Sir Robin, 1 Big Bertha
ANY general: [62R 138S (27R - 51R - 62R)]
Camp 10 does not have setups for Crossbowmen.
You may want to add setups for killing Camp 9. The losses aren't really that bad, it's only about 200R or so I think.
Victor the Vicious:
BATTLE HARDENED general: [60R 1E 75C 63XB 1K (35R - 48R - 60R 1S)] {30 seconds of fighting}
Where did the 1S come from?
Also:
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 142LB (2783 units)
Units needed, maximum: 1995R 207M 212S 327C 142LB (2883 units)
Units lost, minimum: 1797R 176M 69S 190C
Units lost, average: 1915R 192M 77S 215C
Units lost, maximum: 1995R 207M 108S 257C
But with Longbows, when you kill Camp 15, you lose 115B, which are not listed in the units needed.
Again, great guides. Everything works unless you screw up something really badly, which I always like in a guide.
The Victor one used to read 60R 1S etc...
The Elite replaced him, looks like tage forgot to adjust the losses side, the 1S shouldn't be there any more as the Elite pretty much survives all the time.
Tage, I don't know if something has changed in the adv mechanics again, or if I've been striking lucky, but the final block in BK no longer seems necessary.
each time I've set up the last 2 garrisons for the block, a quick check on the combat preview for the vet attacking the final leader camp shows no interception, and I've risked it several times and he walks straight past the red zone of the other camp.
Hi everyone,
to SoV i figured out the following for G3:
From A to Camp 7) 200 Guard Dogs
BLOCKING NORMAL general: [57E] {min 180 seconds of fighting}
BLOCKING FAST general: [57E] {min 90 seconds of fighting} - if u have only 3 normal general (as i have lol)
From B to Camp 1) 80 Guard Dogs, 80 Rangers (Camp 2)
BLOCKING NORMAL general: [83E] {min 80 seconds of fighting}
From C to Camp 3) 100 Thugs, 80 Rangers, 2 Skunks
VETERAN general: [87R 1M 1S 1E 102C 1B 1LB 56XB (65R - 75R - 85R)] {40 seconds of fighting}
VETERAN general: [89R 1E 117C 43K (62R - 76R - 89R)] {40 seconds of fighting}
The point in that setup is if u send out the gens from G4 and right after the gens from G3 the 2 leader camp dies close to each other! It let us to save 2 normal gens from the 4 hours recovering time. (If u use the 50 sec version from G4 for the Veteran the 2 countdown finish almost the same time)
From G1 u can save a normal gen too from recovering. If interested I can share that too!
Hope u like it!
If you're looking to save time on recuperating generals and also avoiding lag messing up too many blocks, when I was doing the crisis quest the first 1R block on Camp 15 failed (the blue camp 15, first encountered from G5), and as I was pushed for time decided to nuke it instead. As a rough estimate, I sent a vet with 100E and 100R, with 50S as a sandwich to protect the Elites. That wasn't far off, I lost 7 of the soldiers, so 120R 30S and 100E should pretty much be safe.
Although you're losing 110R more than with the blocks, you don't have to block this one twice on the way up, then twice again on the way back down, so it saves a heck of a lot of time, and if your 1R blocks are failing as often as mine, this is probably the way to go.
Thank you so much!!!!!!!!!!!
On Outlaws, if you do not have the troops to do full blocks as in the guide, you can also use 1 R blocks as well.
For instance if you are going to kill bandits 5 and 7, you can 1 R block camp 5 and then kill camp 7 that way if you only have normal generals.
Not sure if this has been posted before or not, apologies if it has.
Outlaws seems quite forgiving, many's the time I've got to the end stage with not enough cavalry to fulfil the guide version, but even dropping 5-10 cav from each block I've managed to get away with it.
probably my favourite adv at the moment for not having any nasty surprises, even when things seem quite laggy.
Hi Tage
I'm also a fan of your guides.
If you are updating Traitors you might want to include an alternative for camp 11 for those who have 2 Vets, (or who are prepared to wait 2 hrs for one to recover).
I use 230R, 50R 200S with 2 1r blocks.
Hero Wanted Map and Locations
http://www.thesettlersonlinewiki.com...herowanted.png
now if only someone could post The Shaman walkthrough... :)
http://img547.imageshack.us/img547/5537/d24a.jpg
Uploaded with ImageShack.us
The Shaman - 200 gen version with longbows and soldiers.
As combat sim is crashing today, you should take it as guideline. Soldiers can be replaced with Elites
From landing:
C1 - 47R, 53S, 100C
C2 - 21R, 1S, 178C
L1 - 131R, 69S
From Village:
C5 - 40R, 160C
L2 - 77R, 123S
From upper side of Village:
C6 - 80R, 100S
C7 - 90R, 110S
C8 - 141R 59S
C9 - 160R, 40 longbows (200 gen, you loos some longbows)
L3 - 120R, 60cav, 20 longbow (200 gen, you might loos 1 cav)
Need to calc harder camps yet. Good luck till this point!
C10 - 20R, 40 bow, 140 longbow (loos 20r, 40b, 105lb) or 40R, 160LB (loos 40r, 125lb)
C11 - 40R, 20 bow, 140 longbow (loos 40r, 20b, 95LB) or 40R, 160LB (loos 40r, 79lb) - i think it can be skiped
C12 - 2 waves: W1 - 200LB, W2 - 40R, 20B, 140LB
C13 - 40R, 20B, 140LB (loos 40R, 20B, 87LB) or 40R 160LB (loos 40R, 105LB)
L4 -
W1: 170R
W2: 120S 80B (not tested)
If you are looking for a shaman walkthrough with elites and no blocks click here
you can always try with this simulator: http://www.settlersonlinetools.com/en/combat_simulator/
Did the first three sectors of the Shaman. Planned my very first round block myself and did an easy 1R block in the first sector. Someone more experienced please check that my math in my block is correct. It worked for me but I can't be sure it will work always.
First sector:
1: 36R 1E 213C
2: (block) 1R
Leader: 100R 150E
Second sector (from the village):
1: 25R 1E 224C
Leader: 65R 185E
Third sector:
1: 65R 185E
2: 86R 164E
3: 97R 153E
4: (block) 77E 109C (5 rounds min + victory = 140 secs min?)
Leader: 49R 1E 134C 66A (2 rounds max + victory + 16 steps + sending delay = about 100 secs max?)
My take on the shaman adventure with Veteran general using Elite Soldiers and Cannoneers. (no blocks, only lose recruits)
Following the map by Metsjuku.
From landing:
C1 - 36R, 1E, 213C (100 scavengers, 50 rangers)
C2 - 14R, 2E, 234C (80 scavengers)
L1 - 99R, 1E, 150K (50 scavengers, 80 stone throwers, 50 guard dogs)
From Village:
(Attack from the other side)
C5 - 28R, 1E, 221C (80 scavenger, 80 stone throwers)
L2 - 70R, 180E (100 scavengers, 80 guard dogs, 1 skunk)
From upper side of Village:
C6 - 65R, 185E (100 scavengers, 80 guard dogs)
C7 - 84R, 166E (80 rangers, 100 guard dogs)
C8 - 100R 150E (100 scavengers, 50 stone throwers, 40 guard dogs)
C9 - 129R, 1E, 120Xbow (160 thugs)
L3 - 55R, 1E, 120C, 74 xbow (80 scavengers, 100 rangers, 1 one-eyed bert)
From around the Witch Tower:
C10 - 105R, 145K (60 cultists, 60 dark priest, 80 shadowsneakers)
C11 - 50R, 200C (80 cultists, 80 fanatics)
C12a - 42R (80 firedancer, 40 shadowsneakers, 80 dancing dervish)
C12b - 63R, 1E, 68C, 118Xbow (80 firedancer, 80 dancing dervish)
C13 - 100R, 150K (80 cultists, 50 firedancers, 60 shadowsneakers)
L4 - 100R, 150K (100 cultists, 1 witch of the swamp, 1 mystical shaman)
Last attack could not be verified with simulator, but I lost 96R.
Reward: 14.960 XP
You can do the 1R block in sector 2 like this (make sure that you're blocking with normal gen):
http://i41.tinypic.com/i4o3sn.jpg
i bet you can. combat simulator is so crashy today that i couldn't access it once :(
Anyone got a solution for last camp Ive cleared the rest with no issues,
Need to use: Rec, Long, Sol, and Cav only please
110recs 60 soldier and 80 elite will take out the final camp
not got any elite
Here is what I did with the last sector:
Fourth sector:
1: 110R 140E
2: w1: 43R w2: 63R 1E 68C 118A
3: 105R 145E
Leader: 100R 50M 100E, losses 100R 25M You may be able to take a bit less militia and more recruits for losses although I think I got lucky with the rolls in the fight.