First page is a little bit heavy to load. Perhaps try put all "old system"-guides into spoilers?
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First page is a little bit heavy to load. Perhaps try put all "old system"-guides into spoilers?
They are on spoiler, and have been so for a while now
Started adding MoD (Master of Defence) block options to fairytale adventures (begun with VLT). It will take me a while as I`m actually playing it on live server, It is more an exercise and compare options than a recommendation. I actually recommend for now sticking to the normal generals for blocks, MoD has a larger span of number of rounds but also a lower minimum limit.
I have done this many times and the failure rate is pretty high over 50%.I rate your guides quite highly but this one needs changing . The block works but you lose all of your troops most of the time.
on which guide?
Polymer, sorry but your HLT guide really needs looking at.
Timings in sector 2 are well off, on the climb up the left of the map C1 (1r block) gets intercepted by the middle right bandit camp. I didnt complete your guide, went to another.
I often use your guides but this one is just wrong bud. With respect, C__C.
Its sector 3 you ask about I realise. And please recheck:
Points to : '' --- send attack to leader camp, let it be intercepted''
So, it was supposed to get intercepted and 1R block the middle camp that way. Sorry , but you probably didn`t understood what I intended with that block, the guide is not wrong.
Hi! I think you have to look in max troops need/lost in VLT. I'm playing mostly by your guide, but total loss of Militia is higher for best (MG + Moma) option. I've been playin, looking at your guide and adding up, but nubers don't match. I noticed that also in other guides, SoLT for example. Guides are terific anyway, but criteria for choosing a guide is troops loss, so I think is important to do this numbers correctly.
Cheers!
It really depends on the options you take each time, in VLT I posted tested loss , but here is the sheet off its losses, camp by camp (added it to the guide too):
http://thesettlersonlinewiki.com/upl...loss sheet.png
Some more losses on Militia but less losses on the more expensive Soldiers :)
More recruits and bows than in Tested as I didn`t considered the lootspotters buffs at the end of adventure and used maximum numbers on losses , not averages (as many guides do).
On SLT again, different options to pick from but you do have a point.
http://thesettlersonlinewiki.com/upl...loss sheet.png
Again, I do not use average losses.
great job polymer
[test] Alibaba the young woodcutter
simulator to use : tinyurl.com/setsimu
http://thesettlersonlinewiki.com/upl...ba yw loot.png
This is only a test semi-guide, it is not in any way complete. Troops properties will probably change, more than likely better setups will be found. And ofcourse will have to recompute and retest everything with the new troops.
Losses roughly: 1950R, 810B, 910M, 2240C, 680LB, 780S, 345ES, no K
Assassins, small catapults and RoAs will lower losses.
http://thesettlersonlinewiki.com/upl...09826title.png
Sector 1
http://thesettlersonlinewiki.com/upl...49046469c2.png
cavalry and MMA totally useless against this camp, melee and bow-type units should be used
c3: 180 swordswielder
Obvious option: 1 Assassin buff.
Else:
MG: 160ES, 110K (158ES)
OR
w1: VET 90S, 160LB (90S,160LB) --- lets about 116-117 SW, 2 rounds
w2: VET 59S, 191LB (59S, 181LB) --- 47SW remain, 2 rounds
w3: VET 28S, 222XB (28S) --- 1 round
OR
w1: VET 93S, 157LB (93S, 157LB) --- lets about 111-117 SW, 2 rounds
W2: MG 82S, 1ES, 187K (82S) --- 2 rounds
http://thesettlersonlinewiki.com/upl...81192046c3.png
c4: 100 stonecannon, 110 desert marksmen
w1: VET 250B (250B)
w2: VET 121LB, 129XB (121LB)
w2: MG 121B, 149XB (120B)
http://thesettlersonlinewiki.com/upl...eader full.png
L1: 80 Desert marksman, 120 Horseman, 1 Shrewd Thief
w1: VET 125S, 125LB (125S, 125LB)
w2: MG 140R, 73M, 57K (140R, 73M)
Sector 2
http://thesettlersonlinewiki.com/upl...74697682c5.png
c5: 80 swordwielder, 80 mounted bowman (easy camp)
Can be taken out by a small catapult.
w1: MMA: 220S (220S)
w2: MMA: 220S (220S)
w3: MMA: 220S (24S)
or
w1: MMA: 220C (220C)
w2: MMA: 220C (220C)
w3: MMA: 220S (24S)
or
w1: VET 250S (250S)
w2: VET 250M (250M)
w3: MG 65R, 60M, 1ES, 144K (65R, 60M)
or
w1: MMA: 220S (220S)
w2: MMA: 220M (220M)
w3: MG 65R, 31M, 1ES, 173K (65R, 31M)
http://thesettlersonlinewiki.com/upl...47703442c6.png
c6: 100 desert marksman, 90 swordclasher
w1: VET 250B (250B)
w2: MG 185M, 85K (181M)
w2: MG 220B, 50LB (220B, 50LB) -- camp lives but its empty so you need w3: ANY GENERAL 1R (0)
or
w1: VET 250LB (250LB)
w2: ANY GENERAL 91S, 109ES (91S)
or
w1: ANY GENERAL 200B (200B)
w2: ANY GENERAL 86B (86B)
w3: MG 235R, 1ES, 34K (235R)
http://thesettlersonlinewiki.com/upl...91297134c7.png
c7: 150 swordsmaster
option 1: Assassin buff
Option 2:
w1: vet 250LB (250LB)
w2: vet 250LB (250LB)
w3: vet 250LB (250LB)
w4: MG 57S, 213K (57S)
Option 3:
w1: vet 250B (250B)
w2: vet 250B (250B)
w3: vet 250B (250B)
w4: MG 90S, 180K (90S)
Option 4:
w1: VET 78S, 171LB (78S, 171LB)
w2: MG 114S, 1ES, 155K (114S)
http://thesettlersonlinewiki.com/upl...96124883c8.png
c8: 70 swordwielder, 50 DuneMarksman, 70 Horseman
For exercise only (although I recommend the 1R block below)
w1: MMA 220C (220C)
w2: MMA 220C (220C)
w3: MG 44ES, 36C, 190XB (43ES)
or
w1: VET 105M, 145S (105M, 145S)
w2: VET 145S, 105C (145S, 105C)
w3: MG 80S, 30ES, 160K (80S, 30ES, 3K)
or
w1: VET 75S,175LB (75S,175LB)
w2: VET 76S,174LB (76S,174LB)
w3: ANY GENERAL 76S,124LB (76S,124LB)
w4: MG 49R,1ES,200C,20K (49R)
or
w1: MMA 220C (220C)
w2: VET 145S, 105C (145S, 105C)
w3: VET 49R, 50S, 1ES, 100C, 50K (49R, 50S, 1ES, 20C)
Else this camp is blocked via attacking the leader camp with a regular general loaded with 1R and getting intercepted (ofc allow the intercept).
http://thesettlersonlinewiki.com/upl...eader full.png
http://thesettlersonlinewiki.com/upl...k position.png
On the w2 and w3 fast general spots there should be MMA and respectively MG generals (only 1 MMA available in testserver).
L2: 80 Horseman, 90 DuneMarksman, 1 Greedy Thief
w1: REGULAR GENERAL block 1R (1R) --- gets intercepted by c8 and blocks it, allow it to happen
wait 5 seconds
w1: VET 50M, 75S, 50C, 75LB (50M, 75S, 50C, 75LB)
w2: REGULAR GENERAL block 1R (1R) --- gets intercepted by c8 and blocks it, allow it to happen
wait 5 seconds
w2: ANY GENERAL 125R (125R) --- can do with less recruits, but that increases chances of leaving some DuneMarksman on
w3: REGULAR GENERAL block 1R (1R) --- gets intercepted by c8 and blocks it, allow it to happen
don`t wait
w3: MG 125R, 65M, 80K (125R, 38M)
Sector 3
http://thesettlersonlinewiki.com/upl...0370198c11.png
c11: 80 Mounted Bowman, 90 SwordClasher
w1: VET 250R (250R)
w2: VET 250R (250R)
w3: MG 90M, 40S, 40ES, 100K (90M, 40S, 8ES, 1K)
w3: VET 90M, 40S, 20ES, 100K (90M, 40S, 6ES, 3K)
or
w1: MMA 220R (220R)
w2: MMA 220R (220R)
w3: MG 90M, 40S, 40ES, 100K (90M, 40S, 15ES)
http://thesettlersonlinewiki.com/upl...4711224c12.png
c12: 70 swordwielder, 70 Horseman
w1: MMA 220C (220C)
w2: MG 65ES, 50C, 155K (64ES)
http://thesettlersonlinewiki.com/upl...7195729c15.png
c15: 90 SwordClasher, 90 StoneCannons
This camp should be blocked, but in the unlikely case you don`t find that possible, use:
w1: VET 250R (250R)
w2: ANY GENERAL 200R (200R)
w3: VET 250M or 250S or 250ES or 250XB or combo of them (0)
Block option:
http://thesettlersonlinewiki.com/upl...k position.png
http://thesettlersonlinewiki.com/upl...6s3 leader.png
L3: 80 DuneMarksman, 80 Horseman, 1 Mysteriuos Thief
Send the attacks in pairs, allow some space between sending the batches.
To c15: w1: 1R (1R)
wait 3 seconds
To L3: w1: VET 250R (250R)
Have some patience before sending next batch
To c15: w2: 1R (1R)
wait 3 seconds
To L3: w2: VET 250R (250R)
Have some patience before sending next batch
To c15: w3: 1R (1R)
wait 3 seconds
To L3: w3: MMA 70R (70R)
Have some patience before sending next batch
To c15: w4: 1R (1R)
don`t wait
To L3: w4: MG 90S, 190K (70S)
Sector 4
http://thesettlersonlinewiki.com/upl...5483639c18.png
c18: 60 dune marksman, 50 horseman , 70 swordmaster
w1: MMA 170C (170C)
w2: MMA 220M (220M)
w3: VET 85ES, 50C, 115K (85ES, 50C, 10K)
w3: MG 80ES, 50C, 140K (73ES)
w3: MMA 80ES, 140K (73ES)
http://thesettlersonlinewiki.com/upl...s4 leader1.png
L4 leader camp: 9 swordclasher, 80 horseman, 1 Treacherous Thief
w1: MMA 220C (220C)
w2: MMA 70M, 150C (70M, 150C) or w2: VET 70M, 180C (70M, 180C)
w3: MG 120ES, 150K (116ES)
http://thesettlersonlinewiki.com/upl...5947378c19.png
c19: 70 mounted bowman, 70 desert marksman
MG 270ES (120ES)
http://thesettlersonlinewiki.com/upl...s4 leader2.png
L5:
w1: MMA 220C (220C)
w2: MMA 70M, 150C (70M, 150C) or w2: VET 70M, 180C (70M, 180C)
w3: MG 120S, 150ES (118S)
Sector 5:
http://thesettlersonlinewiki.com/upl...7116699c24.png
c24:
small catapult
or
w1: MMA 220C (220C)
w2: MMA 220C (220C)
w3: MG 60S, 20C, 190K (60S, 20C, 5K)
http://thesettlersonlinewiki.com/upl...5548080c27.png
c27: 100 desert marksman, 100 stonecannon
w1: VET 250B (250B)
w2: VET 121LB, 129XB (0)
http://thesettlersonlinewiki.com/upl...9164360c28.png
c28: 50 swordwielder, 40 desert marksman, 70 swordmaste
block regular general 200S (200S) --- 4 rounds
w1: MMA 220C (220C)
w2: VET 100C, 150LB (100C, 150LB)
w3: MG 50ES, 220K (50ES, 6K) or MG 135M, 135K (132M) or 75S, 195K (75S, 7K)
http://thesettlersonlinewiki.com/upl... s5 leader.png
L6: 80 Horseman, 80 StoneCannons, 1 Captain
w1: MMA 220C (220C)
w2: VET 220R (220R)
w3: MG 270XB (0)
http://thesettlersonlinewiki.com/upl...k position.png
[test] Level up rewards
http://forum.thesettlersonline.com/t...lvl50-to-lvl75
New game version changes
siedler-vision
sticky this thread please... 120k views and good guides yet we have to keep it bumped? common!
Thanks for the support, I see it got stickied now.
More information about rewards, troops, new decoration buildings etc on Siedler-Vision.de
Reply to VLT by Polymer:
I don't understand why you'd want to lose M and S over sending a wave of bowmen first with certain camps. I get those waves might be needed for blocks but I really miss setups for when one doesn't want to use blocks.
Edit: forgot to mention I very much like the guide and appreciate all the work that has been put in that!
The hardest currency in this game are not coins, or even gems, but time. The more time it takes to reach a certain goal the more that goal costs. So, some people may prefer to spend as little time as possible to finish an adventure, at the cost of spending more virtual resources, which they have plenty of.
Using generals in suicide waves essentially cost you time, if you have to wait for generals to recover.
Tried to offer more options than one, different people, different troops, different needs. Some find easier to make militia and/or want to save a general so they`d finish adventure faster. An adventure like VLT if you have sufficient troops and generals can be done in under 3 hours. But it depends on generals management, saving one counts.
And with a high enough army, with high level troops already built and enough (alive) generals you can do 3-4 fairytales during same premium day.
Doing many FTs back=to=back and swapping or selling your lootspots then buying another FT ls when available can do a lot when gathering beans.
As Dialecticus hinted, on premium, time is an expensive commodity.
About non-block setups, I don`t know what to say, I find blocks almost mandatory, outside of the bad internet connections and having game bugs/lag as some do, I don`t see a reason for not saving troops whenever possible. I`ll consider adding killing options for those camps, but for few weeks I don`t have much time available.
P.S. Thanks for appreciations.
seems like it's gonna take some time with those new lvls - thx for the preview
high pop is the most important. my best mark is 5 SLTs on 1 prem day, but I'm still aiming for more :p
Athlan did a good work with this guide so it shouldn`t go to waste
The Nords
http://settlers.athlan.net/2pl/nords/s1.png
c1: MMA 1ES, 219XB
trap: MMA 8R, 100ES
c2: MG 270XB
c3+c4: MMA 20C, 200XB
http://settlers.athlan.net/2pl/nords/s2.png
c1: MMA 220XB
c2: MMA 22C, 198XB
c3: MMA 35R, 1ES, 18C, 166XB
http://settlers.athlan.net/2pl/nords/s3.png
http://settlers.athlan.net/2pl/nords/s4.png
http://settlers.athlan.net/2pl/nords/s5.png
[NCS] The Betrayed Little Tailor
camp 4 i lost 3 cannons (Major attack)
1st block needs to be adjusted. Camp 6 goes down too fast (http://prntscr.com/8pejxg). Mine was gone before MMA even reached camp 9. I know there is warning, but hard to see camp going down since it is hidden behind the tree. Also lost few cannons on attack on camp 9.
No one else had problems with this block ?
Anyway will continue with the guide and let yyu know if i find any more problems with it.
sector 2
c3: 120 roughneck, 79 ranger, 1 Assassin
MMA general 47S, 1ES, 48C, 124K (47S).
Lost 48C and 11K Assassin is hitting weakest target .
Problems usually appear on lag and I can`t do anything about that, as I can`t do anything about using wrong troops.
About the Assassin hitting weakest target, true, seems either I forgot to add the lost cavalry or something has changed. Anyway changed lost troops.
hi,
its absolutely amazing work you do pal! It is very appreciated.
One note: the first block in HLT cannot work. second and third lads should be little closer.
thank you and keep going!
You mean it has changed lately or ?
As it worked before just fine, just be carefull of what to send and where.
it's VLT blocking camp 5 while attacking camp 6 if im not mistaken by any chance:
c5: 120 boar, 30 fox
REGULAR general: block: [99S, 50ES, 50C] --- [6-11 rounds, avg 7]
then c6 attacks
10 rounds(MG) / 2+8 rounds (2xVet) / 2+7 rounds (MMA+MG)
should really look better into it as this stands here for a long long time, and thumbs up for effort btw. :)
Hmm, I usually do that with MMA+MG and have no issues with it, so probably the extra round causes problems, will have a look at it
BLT: Check all leader camps.
Leader zone 1 has 90 bears, not 80.
Leader zone 2 kills weakest first: so K are attacked before S. I lost 12 K and 13 S survived.
2 options with 4 rounds of attack:
105 M, 115 K (105 M)
76 M, 47 C, 97 K (76 M, 47 C)
Leader zone 3: First wave 200 B does not always kill 50 bear. 84r, 100xb, 86 K (84r, 4 rounds) kills up to 12 bears.
Finding a lot of issues on FTs. Running through BLT and keep finding the blocking timing isn't great. S1 and S5 attacks on the leader camps I've found the blocking general doesn't start until the next one has been intercepted. That was even allowing a lot more time for the first general to walk than the guide suggested. In S1, I had to send the main attack at least 2 flags later and I waited about 3 seconds after the drums ended on S5 and got intercepted a fraction before the battle started.
The guides (all guides, not only mine) are dependant on lag conditions, the network speed and player speed and attention. Also on any changes BBs do that affects adventures in any way.
These conditions differ for different persons, so the guides work for most people, not necessarly all.
That being said, I am aware of BLT first sector block causes issues for some people, myself included when game is laggy. So I usually avoid blocks (actually I don`t even start adventure) if I notice lag. But if there is no lag that block works.
Also I added an option to kill camp 6 which is the camp causing most issues so the rest of the block is safe now.
If you have the time and will to put an effort and find a new block position, be my guest, I will appreciate it.
Never mind, my mistake. Thank you for the guides.
Roaring Bull
(short version)
Credits: Hazgod, all the setups and positions are his
Max losses: 865R (with 5 MMA)
Short guide. Repeated MMA 1R suicides so bring as many MMA-s as you can.
Garrisson position 1
General positions:
http://thesettlersonlinewiki.com/upl...n position.png
c1: 120 Nomad, 80 Composite Bowman
MMA general: 50R, 170ES (50R)
c2: 60 Lance Rider, 90 Nomad, 50 Cataphract
MG general: 136R, 1ES, 133K (136R)
or
w1: MMA general 4: 1R (1R) --- MMA rests
w2: MG general 5: 104R, 1ES, 165K (104R)
Block starts here:
Caution: Send all attacks to Witch Tower and allow the first 2 generals to be intercepted by camps 3 and 4 in order to block them.
c3: 90 Lance Rider, 100 Cataphract
block regular general 1: 4R, 89S, 107ES
c4: 110 Nomad, 50 Cataphract, 40 Riding Amazonian
block regular general 2: 19R, 10S, 150C, 21ES
c5 Tower 1: 100 Lance Rider, 70 Nomad, 30 Cataphract, Uproarious Bull
MG general 5: 128R, 1M, 1S, 1ES, 139K (128R)
Garrisson position 2
c6: 100 Cultist, 100 Firedancer
MG general : 168R, 1ES, 101K (168R)
c7: 70 Cultist, 50 Shadowsneaker, 80 Firedancer
MMA general : 113R, 1ES, 106K (113R)
or
w1: MMA general : 1R (1R) --- MMA rests
w2: MG general : 52R, 217C, 1ES (52R)
c8: 20 Dark Priest, 80 Shadowsneaker, 100 Cultist
MMA general : 75R, 1ES, 144k (75R)
or
w1: MMA general : 1R (1R) --- MMA rests
w2: MG general : 30R, 239C, 1ES (30R)
c9 Tower 2: 80 Cultist, 120 Firedancer
MG general : 183R, 1ES, 86K (183R)
or
w1: MMA general : 1R (1R) --- MMA rests
w2: MG general : 145R, 1ES, 124K (145R)
Generals positions:
http://thesettlersonlinewiki.com/upl...n position.png
c10: 100 Cultist, 40 Shadowsneaker, 60 Firedancer
block regular general : 1R (1R)
c11 Tower 3: Dark High Priest, 80 Cultist, 50 Shadowsneaker, 70 Firedancer
w1: MMA general : 1R (1R) --- MMA rests
w2: MG general : 153R, 1ES, 116K (153R)
[venture]Valuable Intel
Note: make sure before you start this venture that one of your provision houses (regular or rarity) is open for bussiness and ready to make stuff required (lockpicks and treasure fleet reports).
http://thesettlersonlinewiki.com/upl...le intel 1.png
First task: 'Produce lockpicks and open all locked stone watchtowers.'
So you need 3 lockpicks (cost 700 iron bars *3 = 2100 iron bars)
On short, if you have one or more MMAs, use him/them to attack the towers with (2R,218C) , the rest of camps with 220R or a combination of 50R+militia, soldiers or elite soldiers. If you have regular generals only, use (11R,189C) on towers, 200R on rest of camps.
Tower 1: 55R, 5B, 2K
MMA: 2R, 218C (0-1R)
c1: 20C, 20B
c2: 20R, 30C
c3: 75R
MMA: 220R (total loss on all 3 camps 45R)
c4= bandit leader 1: 35 S, 10C
MMA: 220R (28R)
Tower 2: 55R, 5B, 2K
MMA: 2R, 218C (0-1R)
c5: 25 S, 5LB
c6: 12 S, 12B, 12C
MMA: 220R (21R)
c7=bandit leader 2 40R, 30LB, 10C
MMA: 220R (21R)
Tower 3: 55R, 5B, 2K
MMA: 2R, 218C (0-1R)
magnificent residence: 40B, 20M, 1 big bertha
MMA: 220R (38R)
Pick the collectibles on the steps of the magna residence when the quest pops up, make 1 treasure fleet report in prov house after, then apply the fleet report buff on adventure map and after destroy the treasure ship
MMA: 220R (20R)
http://thesettlersonlinewiki.com/upl...le intel 2.png
Ali Baba and the Treasure of Knowledge
http://thesettlersonlinewiki.com/upl..._Knowledge.png
2 players/ 14days / 403k xp
Credits:
Evil J
SettlersOnlineWiki.Eu
Loot overview:
http://thesettlersonlinewiki.com/upl...897316loot.jpg
Troops lost: 5R, 901C, 1244MS, 181M, 271AM, 980K, 28B
http://thesettlersonlinewiki.com/upl...621333TOK1.jpg
I`m reusing the SettlersOnlineWiki.Eu tactical map for image 'comfort' and most of the setups, but will do things into a different order. It also differs from Evil_J map as I skip some camps but use his setups on most (or all) camps.
Version 1 of sector 1 = west route (which is better in my opinion) uses more knights but saves up on the mounted swordsmen.
Version 2 = south route - relies more on mounted swordsmen while using somewhat less of the other troops.
Keep the order from the guide, not from the map.
Warning!!! For the champion setups I only used a simulator, increment 10 for Vargus and Anslem , increment 5 for Nusala. Don`t use yet or if you do, don`t blame me for the results.
Suggestion: Keep the Giants Plant camp for loospot Rain of Arrows swap, aside from the 15 minutes travel to adventure time it saves a very long general walk. Just make sure it is down before you do the block on camps 40 and 41.
http://tso-uk-website.cdn.ubi.com/si...r/ornament.png Sector 1 - Version 1
This sector has 4 leader camps (camps 4, 9, 15, 18)
Note: you can kill camps in parallel from G1 and G2 sections, just the block on camp 9 in G1 section has to be done after camp 14 has been killed from section G2.
Skip camps 1 and 2. Move a Major General in G2 sector but in a position closer to camp 1b, preferably G1b spot. Bring some friends with him: a veteran, a MMA or two, a regular general.
c1b 120 sword wielder, 120 horsemen
MG: 110MS, 75MM, 85B (107MS)
or
MG: 110MS, 110MM, 50B (106MS)
Anslem 60MS, 90AM (56MS) - verified
[B]Nusala 90MS, 60AM, 10B (83MS)
c3: 40 Sword Wielder, 70 Desert Marksman, 90 Stone Cannon
MG: 41MS, 29AM, 200MM (41MS)
Send attack on camp 4 only after camp 3 has been killed (modified path so camp 2 doesn`t intercept).
c4: 80 Horseman, 80 Mounted Bowman, Shrewd Thief
MG: 270MS (59MS)
vet: 250MS (60MS)
[B]Vargus 50MS, 10K, 10AM, 110MM (44MS, 10AM)
c2b: 100 stone cannon, 100 desert marksman, 30 mounted bowman
w1: MMA: 204C (204C)
w2: any general: 200MM (0)
or
w1: MMA: 1R (1R)
w2: MMA: 135C (135C)
w3: any general: 200MM (0)
or
Anslem 40MS, 110MM (40MS, 34MM) - verified
[B]Vargus 40MS, 140MM (38MS, 39MM)
http://thesettlersonlinewiki.com/upl...41070258g2.jpg
c16: 120 Mounted Bowman, 100 Dune Marksman
vet: 250K (101K)
[B]Vargus 70MS, 30K, 10M, 20MM, 40B (26MS, 10M)
Nusala 150MS, 15MM (45MS, 15MM)
Anslem 120MS, 30MM (20MS, 30MM) - verified
c17: 100 Desert Marksman, 40 Sword Clasher, 100 Horseman
vet: 39MS, 191MM (39MS) or
MMA: 39MS, 181MM (39MS)
c18: 100 Horseman, 100 Sword Clasher, Smart Thief
MG: 39MS, 231MM (39MS)
vet: 40MS, 210MM (40MS, 1MM up to 10MM)
[B]
Nusala 45MS, 15AM, 105MM (41MS)
Vargus 40MS, 120MM, 20B (37MS)
Anslem 30MS, 100MM, 20B (24MS) - verified
Send attack directly to camp 51 and kill camp 50 on the way:
c50: 100 Sword Clasher, 110 Desert Marksman
any general: 200MM (0)
c51: 70 Desert Marksman, 70 Stone Cannon, 70 Dune Marksman
any general: 200MM (0)
c52: 70 Desert Marksman, 70 Sword Wielder, 80 Mounted Bowman
MG: 8MS, 147K, 115B (8MS, 147K, 27B)
Anslem 150MS (142-150MS) ---- only 80% chances to win, verified (all 150MS lost also all life on Anslem but camp killed and Anslem left alive but with 0 troops)
or any combination or MMA in wave 1 with 1-220 recruits or swordsmen followed by the above MG troop combo.
Spoiler
c14: 120 Sword Clasher, 130 Desert Marksman
vet: 250MM (0)
http://thesettlersonlinewiki.com/upl...1block c13.jpg
Next is an 1R block, be fast about sending the generals and stay alert to retreat the fast general if the block fails.
c13: 70 Sword Clasher, 90 Desert Marksman, 70 Sword Master
regular general 13: block: 1R (1R)
c15: 70 Horseman, 80 Sword Wielder, Scarred Thief
fast general: 43MS, 3K, 154B (43MS) --- 1 round
[B]Vargus 38MS, 1K, 141B (37MS, 1K) --- 1 round
Nusala 35MS, 5K, 30AM, 95MM (34MS, 10AM) --- 2 rounds
Anslem 30MS, 50AM, 40MM, 30B (24MS, 6AM) --- 2 rounds, verified
In case block failed place generals in other positions like x_x (regular general, empty space that woul fit a general, fast general) and try again.
Back to G1 sector:
c5: 120 Desert Marksman, 100 Sword Master
w1: MMA: 115AM (115AM)
w2: MG: 11MS, 259 MM (11MS)
c6: 70 Sword Wielder, 70 Mounted Bowman, 70 Stone Cannon
5x MMA 1R (5R)
w6: MG: 11MS, 56M, 120AM, 83MM (11MS, 56M)
or
w1: MMA: 150C (150C)
w2: MG: 13MS, 63M, 120AM, 74MM (13MS, 63M)
[B]Vargus 30MS, 10M, 140AM (30MS, 10M, 30AM)
c7: 90 Horseman, 80 Sword Master, 70 Stone Cannon
MG: 59MS, 160AM, 51MM (59MS)
[B]Nusala 60MS, 95AM, 10B (58MS)
http://thesettlersonlinewiki.com/upl...10block c8.jpg
c8: 90 Dune Marksman, 60 Mounted Bowman, 50 Sword Master
Spoiler
Send the MG once the regular general reached the spot marked with a black star in the image.
w1: MMA: 65C (65C)
w2: regular general block: 200MS --- 4 rounds (without w1 would be 3 rounds, still possible but risky)
c9: 100 Horseman, 90 Sword Wielder, Treacherous Thief
MG: 57MS, 83MM, 130B (57MS)
Sector 1 - Version 2Spoiler
http://tso-uk-website.cdn.ubi.com/si...r/ornament.png Sector 2 - part 1
Move MG to G3 position. This sector has 4 leaders, camps: 15, 22, 26 and 32.
Spoiler
c19: 80 Horseman, 80 Sword Clasher, 80 Desert Marksman
skip
c20: 250 Sword Clasher
MG 38: 5MS, 265MM (5MS)
c23: 80 Horseman, 70 Sword Clasher, 80 Dune Marksman
MG 35: 32MS, 238MM (32MS)
MMA: 31MS, 189MM (31MS)
vet: 31MS, 219MM (31MS)
Anslem 50MS, 100MM (50MS)
Vargus 30MS, 150MM (29MS)
We will return later to finish off Sector 2. For now we move to Sector 3.
http://tso-uk-website.cdn.ubi.com/si...r/ornament.png Sector 3
This sector has 4 leaders, camps: 32, 35, 36, 38.
Note: when sending next attacks, you will receive reports that your general has been intercepted by other camps, but no worries, in the end he will be re-intercepted by the camp you sent him to attack in the first place.
c27: 80 Horseman, 60 Sword Master, 80 Desert Marksman
MG: 51MS, 219AM (51MS, 156AM)
Vargus 100MS, 80AM (100MS, 22-80AM) --- 99% chances of win
Nusala 125MS, 40AM (110MS, 40AM)
or
9xMMA 1R (9R)
w10: MG: 9MS, 97K, 164B (9MS, 97K)
or
w1: LD: 50C (50C)
w2: MMA: 220 SWR (220SWR)
w3: MG: 19MS, 251MM (18MS)
c28: 100 Sword Wiedler, 40 Mounted Bowman, 100 Stone Cannon
MG: 32MS, 56M, 182AM (32MS, 56M)
VET: 32MS, 56M, 162AM (32MS, 56M, 8AM)
Vargus 40MS, 140AM (40MS, 31AM)
Nusala 40MS, 15M, 100AM, 10B (40MS, 15M, 29-73AM)
or
w1: MMA: 220C (220C)
w2: MG: 15MS, 11M, 107AM, 137MM (15MS, 11M)
c29: 90 Sword Wielder, 40 Mounted Bowman, 90 Stone Cannon
MG: 24MS, 56M, 130AM, 60MM (24MS, 56M)
VET: 24MS, 56M, 130AM, 40MM (24MS, 56M, 5AM)
Anslem 45MS, 22M, 83AM (45MS, 22M, 15-39AM)
Nusala 30MS, 110AM, 25MM (24-30MS, 42-84AM)
Vargus 40MS, 130AM, 10MM (38MS)
c30: 100 Horseman, 100 Stone Cannon
General Log/ veteran/MMA/MG: 39MS, 166MM (39MS)
Vargus 37MS, 98AM, 45MM (30-37MS, 0-26AM)
Nusala 46MS, 106AM, 13MM (32-39MS)
Nusala 42MS, 25M, 35AM, 63MM (33-38MS)
Anslem 32MS, 1M, 69AM, 48MM (26-32MS, 0-20AM)
c31: 80 Sword Wiedler, 90 Dune Marksman, 70 Stone Cannon
MG: 95MS, 175AM (95MS)
Nusala 45MS, 5K, 5M, 45AM, 65MM (38-45MS, 0-all the rest average tending to 0 but potentially lose all troops except the champion)
c33: 120 Desert Marksman, 100 Stone Cannon, Mysterious Thief
MMA: 10MS, 210MM (8MS)
or
vet: 8MS, 242MM (8MS)
Nusala 20MS, 45AM, 100MM (8-20MS)
Spoiler
c37: 40 Sword Clasher, 50 Sword Wielder, 50 Horseman, 100 Stone Cannon
MG : 28MS, 150AM, 92MM (27MS)
You will NOT be intercepted by leftover camp from sector 2.
c38: 100 Sword Clasher, 100 Stone Cannon, Smart Thief
LOG: 4MS, 100AM, 116MM (4MS) or
vet: 4MS, 246MM (4MS)
Nusala: 10MS, 5M, 45AM, 105MM (2-10MS)
http://thesettlersonlinewiki.com/upl...3638block2.jpg
Send generals 35 and 36 after general 34 reached the black star.
c34: 90 Horseman, 40 Sword Clasher, 90 Desert Marksman
regular general block 188MS --- 5-9 rounds, avg 6
Spoiler
c35: 90 Horseman, 90 Stone Cannon, Scarred Thief
MG: 35MS, 6M, 229MM (35MS, 6M) or
MMA: 36MS, 6M, 148MM (35MS, 6M)
Anslem: 20MS, 80AM, 50MM (20MS, 11AM)
Vargus: 40MS, 40M, 30AM, 70MM (34MS)
Nusala: 65MS, 60AM, 15MM, 25B (35MS, 6AM)
c36: 90 Horseman, 90 Dune Marksman, Smart Thief
fast general: 36MS, 139MM (35MS)
Nusala: 35MS, 5M, 125MM (35MS)
Vargus: 40MS, 10K, 10AM, 120MM (36MS)
Anslem: 20MS, 130MM (20MS)
http://tso-uk-website.cdn.ubi.com/si...r/ornament.png Sector 2 - part 2
Move a MMA and a MG in the area where camp 27 used to be. Use them to attack camps 32, 25 and 26.
c25: 80 Horseman, 80 Desert Marksman, 80 Stone Cannon
MG: 32MS, 238MM (32MS)
vet: 32MS, 218MM (32MS)
c26: 100 Horseman, 80 Sword Master, Shrewd Thief
MG: 61MS, 101AM, 108MM (61MS)
Nusala: 65MS, 30AM, 10MM, 60B(65MS, 15AM)
Vargus: 70MS, 110AM (70MS, 0-18AM)
Anslem: 42MS, 71AM, 37B (42MS)
c32: 100 Horseman, 100 Sword Wielder, Greedy Thief
w1: MMA 212C (212C)
w2: MG: 57MS, 125K, 88B (57MS, 125K)
or
5x MMA 1R (5R)
w6: MG: 57MS, 125K, 88B (57MS, 125K)
or
w1: MMA 200S (200S) --- S as in swordsmen
w2: MG: 40MS, 65K, 165B (40MS, 65K)
Nusala:
Vargus:
Anslem: 50MS, 100B (47-50MS, 93-100B) - 94% chances to win
http://thesettlersonlinewiki.com/upl...9block c21.jpg
Block comes from sector 1 south area. Send generals fast one after the other.
c21: 80 Desert Marksman, 80 Sword Wielder, 70 Horseman
regular general block: 200MS --- 4 rounds
c22: 100 Sword Clasher, 100 Mounted Bowman, Mysterious Thief
MG: 16MS, 204K, 50B (16MS, 85K)
vet: 16MS, 204K, 30B (16MS, 92K)
Nusala:
Vargus: 40MS, 10AM, 100MM, 30B (29-40MS, 0-10AM) --- 3 rounds, too risky
Anslem: 35MS, 55K, 60B (34MS, 43-52K)--- 3 rounds, too risky
http://tso-uk-website.cdn.ubi.com/si...r/ornament.png Sector 4
This sector has 3 leader camps: 39, 41 and 42.
Use camp 42 to swap lootspots (RoA swap):
c42: 3 Hungry Blossom, 3 Fierce Blossom, 3 Bulbous Blossom
use Rain of Arrows
c39: 110 Horseman, 100 Dune Marksman, Grayed Thief
any general: 43MS, 105MM (43MS)
Anslem: 34MS, 97MM (22MS, 0-7MM)
http://thesettlersonlinewiki.com/upl...0795block5.jpg
c40: 90 Sword Wielder, 80 Horseman, 50 Dune Marksman
w1: MMA: 1R (1R)
w2: MMA: 1R (1R)
w3: MMA: 1R (1R)
w4: regular general block: 187MS, 13AM --- 8 rounds
or
w1: LD/MMA: 150C (150C)
w2: regular general block: 187MS, 13AM --- 8 rounds
or
regular general block: 140MS, 60AM (95MS) --- 5 rounds+ camp collapse, but not long enough so you`ll lose those 95MS
Once the blocker exit his camp, wait 5 seconds then send the MG, wait untill the blocker reaches the black star spot, then send the MMA (just make sure MMA steps ahead of the MG).
c41: 90 Sword Wielder, 90 Mounted Bowman, Silly Thief
w1: MMA: 50C (50C)
w2: MG: 63MS, 67K, 140B (63MS, 67K)
http://tso-uk-website.cdn.ubi.com/si...r/ornament.png Sector 5
c43: 120 Horseman, 120 Dune Marksman
any general: 47MS, 110MM (47MS)
Anslem: 40MS, 110MM (24MS)
c44: 120 Sword Wiedler, 130 Mounted Bowman
w1: MMA: 220C (220C)
w2: MG: 19MS, 162K, 89B (19MS, 162K)
or
w1: LD/MMA: 100C (100C)
w2 Anslem: 150MS (142MS)
c45: 90 Sword Wielder, 90 Mounted Bowman, 50 Dune Marksman
Anslem: 150MS (97-130MS)
or
w1: MMA: 135C (135C)
w2: MG: 14MS, 77K, 179B (14MS, 77K)
or
w1: MMA: 1R (1R)
w2: MG: 42MS, 79K, 149B (42MS, 79K, 1B)
or
w1: MoD/fast gen: 170C (170C)
w2: MG: 14MS, 77K, 179B (14MS, 77K)
Spoiler
http://thesettlersonlinewiki.com/upl...ock final2.jpg
Order of attack:
Send general 47 to attack his camp.
Send general 46 to attack his camp.
When general 46 reached black star, send all the other generals in order to attack their camps.
Count for lag, need some space between general 46 and general 48 so no46 can actually block that camp and 48 not to get intercepted.
c47: 60 Sword Master, 70 Sword Wiedler, 70 Horseman
regular general block: 180MS, 20AM --- 10-11 rounds
c46: 220 Sword Wielder
regular general block: 183MS, 17B --- 10-13 rounds, avg 10 rounds, 98+% chances to win
c48: 130 Sword Clasher, 120 Desert Marksman
vet: 250MM (0)
c49: 100 Horseman, 80 Dune Marksman, Sneaking Thief, Library Golem
w1: MMA 49a: 126K (126K)
w2: MG 49b: 2MS, 88K, 180B (2MS, 88K)
Credits:
Demonisius
settlersonlinewiki.eu
http://settlersonlinewiki.eu/maps/mapasniezka01en.jpg
Drops as reward in venture set from Red Riding Hood.
http://thesettlersonlinewiki.com/upl...48438110s1.jpg
c1: 200 Fox, 150 Wolf Packleader
block regular general 150MS, 48MM --- 6-11 rounds avg 8
c2: 150 Fox
block regular general 70MS
kill option fast general 200MS (21MS)
If you return from middle sector towards start point, don`t forget to block the hidden foxes camp (c2).
c3: 150 Boar, 150 Giant, 100 Wolf Packleader
fast general w1: 125 bowmen (125b)
MG w2: 40MS, 230MM (40MS)
http://thesettlersonlinewiki.com/upl...07007484s2.jpg
c4: 150 Wolf Packleader, 150 Fox
block regular general 179MS, 20MM
c5: 150 Wolf Packleader, 150 Giant, 100 Boar
MG 45MS, 225MM (45MS)
http://thesettlersonlinewiki.com/upl...86034685s3.jpg
c6: 200 Royal Recruit, 100 Royal Bowman
w1: any general 100 bowmen (100b)
w2: MG 270MM (0)
c7: 150 Royal Recruit, 150 Royal Militia, Royal Huntsmen Leader
MG: 69MS, 201MM (69MS)
c8: 150 Royal Recruit, 125 Royal Militia
MG: 38MS, 232MM (38MS)
c9: 150 Royal Cavalry, 150 Royal Militia, 100 Royal Longbowman, Assassine
w1: 200K (200K)
w2: MG: 75MS, 90K, 105B (75MS, 90K)
or
w1: any general 200SW (200SW) === swordsmen
w2: MG: 75MS, 90K, 105B (75MS, 90K)
Colect the 8 glowing herbs and 2 stinky mushroom and make 4 Shiny Bug Spray, 2 Stinky Bug Spray and 1 Elaborate Bug Spray in your provision houses and place them on dwarven houses.
c10: 150 Royal Militia, 150 Royal Bowman
w1: any general 146 bowmen (146b)
w2: MG: 270MM (0)
c11: 150 Royal Militia, 100 Royal Cannoneer
MG:45MS, 225MM (45MS)
or
w1: veteran250 bowmen (250b)
w2: MG: 8MS, 90AM, 172MM (7MS)
c12: 150 Royal Cavalry, 100 Royal Militia, 100 Royal Recruit, Cudgel Claus
MG: 52MS, 148K, 70B (52MS, 148K)
c13: skip
http://thesettlersonlinewiki.com/uploads/45811870s6.jpg
c14: 200 Royal Militia, 100 Royal Recruit
block regular general 1R (1R)
c15: 150 Royal Militia, 150 Royal Recruit, Dark Wizard
MG: 125MS, 145MM (125MS)
c16: 250 Royal Longbowman, 100 Royal Militia, The Evil Stepmother
w1: veteran 250 bowmen (250b)
w2: MG: 10MS, 260MM (10MS)
In snow white you can produce 7 purple buffs and drop them in dwarven houses from the start. Te house region gets free and you can transfer troops there. So you have to kill only leaders to the left of map. The 3 initial blocks doesn't needed.
thats good to know, thanks, will check and rework the guide once I get to play another Snow White.
blocks are so damned
not working