And some times when that fails, refreshing the browser might help.
I finally got down to checking the times / margins / etc. on the round block for the central DC, and am very happy to say that it can be done safely (read on for details)—but with a fast general or cannoneers.
From A to Camp 5) 60 Elite Soldier Deserters, 60 Crossbowman Deserters
BLOCKING NORMAL general: [4S 1E 194C (-)] {1% of 180 seconds, otherwise 200+ seconds of fighting}
From B to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
BATTLE HARDENED general (recommended) or ANY general: [114R (114R)] {at most 20 seconds of fighting with a fast general}
From C to Camp 6) 35-42 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
VETERAN general: [153R 1M 1S 95E (92R - 135R - 153R)] {at most 130 seconds of fighting}
If you have cannoneers, Camp 6) can be killed in one wave:
VETERAN general: [138R 1M 111K (99R - 124R - 138R)] {at most 90 seconds of fighting}
From the moment the block starts, the marching time (13 ⅓ seconds) and fighting on the DC with a fast general (20 + 130 seconds) takes about 164 seconds. With a short 180 seconds block, it is safe, leaving a margin of about 16 seconds to send your battle hardened general (and at least 10 more seconds to send the veteran).
While it is possible to replace the suicidal BATTLE HARDENED general with a NORMAL general, there is roughly 1% chance the block will fail.
All the numbers above are based on 500000 simulations.
More Secluted Experiments (short)
using briosheje's very little mind
Since paths and many other things have changed in this adventure, I've tried to redo the whole thing from the beginning, taking inspiration from my old guide and evilj's guide.
Even though many things have changed, in this short version we will not care at all about the experience, but we will rather try to lose the minimum amount of troups needed to complete this adventure, allowing ourselves to get amazing powerups without wasting many valuable troups.
Therefore, since not all the leaders are not going to be taken down, this adventure may become quite hard to do, that's why I'm not obviously taking any responsability for the blocks i'll put below.
If you think you don't want to risk, then just don't follow this guide, even though almost every block here is pretty safe.
Anyway, let's move on.
=> Garrisons Position 1
Position your generals in this way:
http://i39.tinypic.com/2s0xwn9.png
A - NORMAL BLOCKING GENERAL: 20R 40S 20E 120C (6-9 rounds of fighting) (safe)
B - NORMAL BLOCKING GENERAL: 200C (4 rounds of fighting) (tight block)
C - VETERAN GENERAL: 170R 40M 20S 20K [91R - 100R] (1 round of fighting)
Send general A to C1, general B to C2, then wait until B comes out from his garrison and send C.
Don't be too fast, this block, even if B only last 4 rounds, is quite safe if you send the general correctly.
Also, don't be scared if you see the bar of C2 going down, it is all planned :)
To clearify, you have to do something like that:
http://i40.tinypic.com/rbxmyw.png
All right, let's move on:
=> Garrisons Position 2
Position your generals in this way:
http://i43.tinypic.com/2nl7qqo.png
A - NORMAL BLOCKING GENERAL: 177C (taken from evilj :D)
B - VETERAN GENERAL: 133R 1E 116K [max 133R lost] (taken from evilj :D)
Send general A to C3, wait until he comes out from his garrison and send general B to L2.
I don't know if this block is safe.. I did it a couple of times and it never failed, so the setups chosen from evilj probably are extremely good (in fact they always are, as far as I know :D).
Again, to clearify, you have to do something like that:
http://i39.tinypic.com/qreyc6.png
=> Garrisons Position 3
In this sector we will first have to take down a camp, then we will be able to block a camp and kill the leader.
Position your generals in this way and follow the image:
http://i44.tinypic.com/a9ygat.png
B - VETERAN GENERAL: 57R 1E 162C 30K [max 57R lost] (taken from evilj :D)
Once you have taken down this camp, send A to block C4 and B to attack L3:
http://i40.tinypic.com/14lhw28.png
A - NORMAL BLOCKING GENERAL: 35E 120C (taken from evilj :D)
B - VETERAN GENERAL: 50R 1E 199K [max 50R lost] (taken from evilj :D)
Sorry for not putting letters into the picture, I'll do that someday.
In any case, as always, the veteran is the one on the left, the farthest from the leader.
=> Garrisons Position 4
Differently from what evilj did in his guide, in this case we won't be taking down the leader of the next sector, but we will rather take down one camp of it and then kill the leader of the next one.
Position your generals like shown:
http://i40.tinypic.com/34t52kg.png
And kill the camp 5 first:
http://i42.tinypic.com/1zbh17o.png
C - VETERAN GENERAL: 70R 140C 40K [54R - 68R]
Now that the road is free, send each generals right after each other and block the camp next to the leader using A, like shown in the picture:
(you can send generals as fast as you want in this block)
http://i40.tinypic.com/1zodp9w.png
A - NORMAL BLOCKING GENERAL: 108E (taken from evilj :D)
B - BATTLE HARDENED GENERAL: 100C [100C] (taken from evilj :D)
C - VETERAN GENERAL: 38S 137C 75K [38S] (taken from evilj :D)
=> Garrisons Position 5
Now, this is getting interesting.
For some reason, evilj decided to don't block the camp of this sector.
The camp in the middle of the swamp has 120E but it's quite (very) far from the leader of this sector.
However, from the simulator, the SAFEST block with 100% probability of victory last a MINIMUM amount of SEVEN rounds, that is a minimal amount of 140 seconds + about 20-25 seconds for the bar to go down to 0.
From what I've seen, the veteran takes about 118 seconds to reach the leader since the camp gets blocked and the battle with the leader stands 1 round.
So, in the WORST case, you will have about 10 seconds of margin to send your veteran general.
However, since someone may be quite scared about this, I'll provide a setup that lasts an average of 8 rounds and another one which last an average of 9/10 rounds (but that will fail in the 2% of the cases); you're free to use the one you want, even if I personally recommend the first one :D.
Position your generals like shown:
http://i40.tinypic.com/2f07ns0.png
Follow this scheme but read below BEFORE sending the generals:
http://i44.tinypic.com/2a5myr.png
A - NORMAL BLOCKING GENERAL: 20S 60E 120C (100% safe) (7-10 rounds, 8.47 avg)
B - VETERAN GENERAL: 70R 20E 100C 60K [46R - 59R]
OR
A - NORMAL BLOCKING GENERAL: 19S 60E 120C (98% safe) (7-15 rounds, 9.19 avg)
B - VETERAN GENERAL: 70R 20E 100C 60K [46R - 59R]
Now, send general A, then WAIT UNTIL GENERAL A REACHES THIS SPOT (or after this, dont' send him BEFORE he is there):
http://i40.tinypic.com/jr6uzs.png
As said above, don't send B before general A has reached this spot.
This block works :
http://i43.tinypic.com/2saflag.png
=> Garrisons Position 6
Let's take down the next leader now.
Be careful, it's hard.
http://i42.tinypic.com/34618ht.png
A - VETERAN GENERAL: 71R 2E 177K [71R]
========================================
YEYEYYEE LOOOOOOOOOOOOOOOOOOOOOOTSPOT
========================================
Now you can invite your lootspotter.
Ask him to bring 1R and to attack the camp like shown in the picture:
http://i41.tinypic.com/w12zgz.png
=> Garrisons Position 7
All right, let's finish this!
Position your generals like shown:
http://i41.tinypic.com/2s8hjlu.png
A - NORMAL BLOCKING GENERAL: 179E (taken from evilj :3)
B - NORMAL BLOCKING GENERAL: 162E 38C (taken from evilj :3)
C - BATTLE HARDENED GENERAL: 135C [135C] (taken from evilj :3)
D - VETERAN GENERAL: 92M 158K [92M] (taken from evilj :3)
Send generals in this way right after each other (or add a little delay between them to be safer):
http://i43.tinypic.com/msyr7k.png
And you're done :)
Max losses should be around: 538R 235C 38S 92M, which is about 150R less compared to the long version.
Lootspot:
http://cempire.org/images/0/0a/Mse.PNG
Sad to report that the influence area of Camp 14 in Black Knights has extended since I worked out how to bypass it by clinging tight to the right canyon wall. Seems no longer possible to perform this trick, unless I can find a more rearward Garrison spot and force him rightwards by blocking gen's path with another garrison.
Oh well, back to the drawing board. :(
(They nobbled my original "river walk" trick on the main island in the same way, rotters)
A very clear and easy to follow guide, many thanks
Thanks Tage. An excellent set of guides.
One suggestion, in Horseback, for those without a veteran general, it is better to move onto camps 10, 16, 7 and 8 after clearing camp 19 and only then move onto camps 18 and 20.
This way 90 of the 107 bows required to block camp 7 can be reused for the attack on camp 20.
very good guide... nice work!!
Return to the bandit's nest
short version - using briosheje's little mind
VETERAN WITH CANNONS
BEFORE STARTING, READ THIS:
Q: Why should I use this guide instead of any other?
A: For a couple of reasons. First of all, this guide provides (actually) the best Experience per loss ratio, giving you about the same EXP/Loss ratio as the black knights. Second, it is safer than any other guide that came out until now, because the last block, using these setups and position, has a global margin of about 35-80 seconds, which is ABSOLUTELY ENOUGH to close the quest and return home without seeing the block going down.
Q: Why didn't you kill L2 and L4?
A: Because it is NOT worth losing 54R for L2 to gather an amount of about 1.5k experience and it is even noth worth losing 50C and some other recruits and soldiers to kill L5, which gives you, of course, about 3.5k experience but it costs cavalry, and we don't want to lose cavalry here.
Q: Why didn't you directly go to L5 by skipping all the leaders?
A: Because it is not worth doing that, even if you're at level 50. To directly reach L5 you should defeat 3 camps (which is not even 2k exp).. Using cannoneers, so, you will lose about 175R + last leader troups and you will have to do a very tight block that may fail in the 7.3% of the cases and you will have to do everything very very carefully. If you want to follow a safer way to do this, follow evilj's guide: http://cempire.org/index.php?title=E...n_Cannon_Guide .
Q: Is this an event adventure?
A: It was, however, from what I've been reading, it is now a loot from "the bandit's nest" adventure, so it is still possible to get it.
Q: Is there a faster way to do it without cannoneers?
A: Yes, I've found a way to do the whole aventure losing an average of about 350R and 30S using elite soldiers and crossbowmen, I'll publish it as soon as possible.
That was just to clearify something I've heard about this guide, now, let's move on.
---------------------------------------------------------------------------------------------------
Okay, as happened with more secluded experiments and since almost everything changed in this adventure, I'm now doing another guide for this adventure which is actually interesting, since it has this loot:
http://cempire.org/images/0/0f/Rbn.PNG
Since some block I've made are quite hard to explain, I've decided to take instead of some picture some videos, hoping that you won't dislike it.
This guide is ONLY AIMED FOR VETERAN WITH CANNONS, I'll someday do that for the major general, feel free to improve it if you want! (prrrrrrr)
What will you need anyway?
1) At least THREE NORMAL GENERALS
2) At least ONE BATTLE HARDENED GENERAL OR VETERAN
3) At least ONE VETERAN
About the troups, before going on:
- Maximum needed troups:
275R 32S 72E 328C 117XB 100K
- Maximum troups LOST:
275R 32S
- Average losses :
256R 26S
Now, let's move on.
=> Garrisons Position 1
Position your general exactly like shown right on the landing zone:
http://i40.tinypic.com/epk7dj.png
A - NORMAL (ROUND) BLOCKING GENERAL: 14E 186C (taken from evilj)
B - BATTLE HARDENED GENERAL: 48R [48R] (taken from evilj)
C - VETERAN GENERAL: 62R 1E 115C 72XB [max 62R lost] (taken from evilj)
Send generals right after each other, like shown in this picture:
http://i42.tinypic.com/eia99v.png
=> Garrisons Position 2
From now until the end I won't put any other picture.
These block so long and confusing to explain by words that it's way clearer to show them in a couple of video.
If you have any question, feel free to ask.
In this sector, anyway, we will take care about the leader on the nord, by blocking a camp using a round block and, while it is blocked, temporarily block another one using a 1R block to make a veteran able to reach the leader and defeat it.
Setups are also in the video.
Please check the video carefully, send the second general ONLY when the first one engaged the fight, and once the second one engaged the fight please send the veteran as fast as possible.
Edit: since I had some people telling me that they weren't absolutely able to find out where they should have placed the generals, you have to place them in this way:
http://i43.tinypic.com/2enw9lf.png
A - NORMAL (ROUND) BLOCKING GENERAL
B - NORMAL (1R) BLOCKING GENERAL
C - VETERAN GENERAL
http://www.youtube.com/watch?v=OOTNu...ature=youtu.be
Direct link to the video if you feel that it's too small here (we're in a forum, we can't spam huge thumbnails here ;)): http://youtu.be/OOTNu1Jpfj4
=> Garrisons Position 3
In this last sector we will take care about the last leader, by blocking two camps belonging to another leader, which will force us to close the adventure as fast as possible by :
1) closing the quest (check the video)
2) clicking the home button once it appear
Be careful, it's IMPORTANT that you don't skip these two points; if you do, then you're done and you have lost a lot of troups ;).
Just follow the video anyway:
Again, as before, there you have a picture of how you shoud place the generals:
http://i44.tinypic.com/rj2rgg.png
A - NORMAL (ROUND) BLOCKING GENERAL
B - NORMAL (ROUND) BLOCKING GENERAL
C - VETERAN GENERAL
http://www.youtube.com/watch?v=-u3xBxg6Clg&feature=youtu.be
direct link: http://youtu.be/-u3xBxg6Clg
For VETERAN C, if you don't want to lose Soldiers, you may also choose these setups instead (simulated over 99999 times):
Case 1: prefere to lose MILITIA:
C - 49M 1S 1E 99XB 100K [47M] --> max losses: 49M 1S
Case 2: prefere to lose RECRUITS:
C - 118R 1S 1E 81XB 49K [104R] --> max losses: 118R 1S
Perhaps you will find yourself better in one of these setups but, to me, it is actually better to lose 32S instead of 49M, since iron swords are actually harder to get (at least on the italian server).
As said above, max losses should be around 275R 32S, which is, to me, accettable.
Thanks for your guide!
I summed all troops needed to:
538::R::R + 92::M::M + 60::S::S + 341::E::E + 219::K::K + 320::C::C
I also found a typo (from Evil_J)
I think it should be just 1E.Quote:
=> Garrisons Position 2
Position your generals in this way:
http://i43.tinypic.com/2nl7qqo.png
A - NORMAL BLOCKING GENERAL: 177C (taken from evilj :D)
B - VETERAN GENERAL: 133R 2E 116K [max 133R lost] (taken from evilj :D)
As I don't like using more than 300E, I rather use some S in the last A block. Like..
..that'll beQuote:
=> Garrisons Position 7
All right, let's finish this!
Position your generals like shown:
http://i41.tinypic.com/2s8hjlu.png
A - NORMAL BLOCKING GENERAL: 46S + 136E (edited)
B - NORMAL BLOCKING GENERAL: 162E 38C (taken from evilj :3)
C - BATTLE HARDENED GENERAL: 135C [135C] (taken from evilj :3)
D - VETERAN GENERAL: 92M 158K [92M] (taken from evilj :3)
538::R::R + 92::M::M + 84::S::S + 300::E::E + 219::K::K + 320::C::C
troops needed.
the added a road to the map since the guide was done so camp A on the second block at a few more seconds
It's obvious from your guide that you don't need to kill all leader camps, but I wondered how many XP do you loose by not doing them all? After all I'm the evil tyrant of my island and I am not that unwilling to spill the blood of a few peasants if it will gain me some glory.:p
You don't loose many XP. Following my guide you will get about 8k experience, using evilj's guide you will get, from what he says:
Max XP: 6.700
Min XP per loss: ~16
Max Losses: 417
Average Losses: 370
which is less than what you're getting with mine ;).
No one is asking you to use my guide anyway, I just try to take the work from me and other people and put it together to create something better and better :), there may also be another even better solution than mine, of course ;D.
The total amount of experience, if I'm not wrong is about 12k anyway... Is it really worth to waste 250 more recruits and 100 precious cavalry units for... Basicly nothing? :] That's not that I don't want you to do that, that's just that it's not worth doing that! (to me)
About the typo, it actually seems I'm not going wrong! (http://imageshack.com/a/img18/8287/2fk5.png) (check L1), even though it sounds quite strange to me too to use 2E in this case.. However I'll check it later using the simulator, perhaps the simulator itself suggested it to evilj too :P
About the rest, it's interesting about using more soldiers rather than elites, but are you sure that A will last as much as how it will last using more elites? :)
Well, the typo is from Evil_J.. If you add 133 + 2 + 116 = 251
I'm sure that 46S + 136E will last even longer than using Evil_J's 179E in that last A block. It's calculated in simu and tested on liveserver. =)Quote:
About the rest, it's interesting about using more soldiers rather than elites, but are you sure that A will last as much as how it will last using more elites? :)
new
Spoiler
old
Spoiler
Indeed, 46S + 136E lasts 7-11 with 8.13 rounds of average (simulating 100000 times) (lasting, so, about 0.6 rounds more than 179E), therefore it's a valuable solution if you don't have many elites :P
Perhaps evilj counted that it was not necessary to have a so long block anyway.. I did it 3 times until now and I've never had even the bar going down :P
About the typo, I'll fix it immediatly, thanks! :)
NOTE: WORK IN PROGRESS - currently only MAJOR general version. others to come
Other changes to make it look pretty and follow the KILLSTE format also to follow. Any suggestions please mail in-game or PM here
The Black Knights adventure is hard to find and expensive to buy, but play it if you get the chance.
Losses are lower than with Victor the Vicious, but both the loot and the XP are better.
There are already several BK guides available, so I cannot claim this is all mine.
This Guide is a combination of several other guides, Please give respect to those that I took parts from :)
The Black Knights
Adventure Info:
Player Level: 42+
Difficulty: 9/10
Number of Players: 3
Duration: 8 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 300 map fragments or 495 gems
Max Troops Needed For Major: 779R 7M 190C 170E 137K Max Losses: 777R
Max Troops needed For Vet: 785R 197C 55S 61XB 111K Max Losses: 785R
XP: apx. 16,700 or 167 Star coin
http://i232.photobucket.com/albums/e.../BKMission.jpg
http://img88.imageshack.us/img88/220...nightsloot.jpg
Garrison Position G1 (BLOCK)
Rearrange your generals in the landing zone according to garrison position G1:
Position A: NORMAL general
Position B: NORMAL general
Position C: Major/VET general
SEND GENERAL B TO CAMP 4 (to be intercepted by camp3) WHEN GENERAL A GET TO THE X ON THE INSERT PICTURE
From A to Camp 2) 100 Soldier Deserters, 100 Bowman Deserters
BLOCKING NORMAL general: [1R 148C 47E (-)]
From B to Camp 4) 100 Militia Deserters, 100 Cavalry Deserters (Camp 3)
BLOCKING NORMAL general: [1R 97E (-)]
From C to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Long-bowman Deserters, 10 Cannoneer Deserters
Major General: [120R 26E 124K (120R)]
Veteran General: [120R 20E 110K (120R)]
YOU CAN INVITE YOUR LOOT SPOT BUYERS ANY POINT AFTER THIS AS LAG FROM HERE ON OUT WILL NOT BE AN ISSUE
Garrison Position G2 (BLOCK)
Rearrange your generals in the landing zone according to garrison position G2:
Position A: NORMAL general
Position B: Major/VET general
From B to Camp 5: 60 Elite Soldier Deserter, 60 Crossbowman Deserter
MAJOR General: [47R 156C 66XB 1E (47R)]]
Veteran General: [47R 163C 1E 39K (47R)]
It's possible to Block Camp 6 (shown below). there is a small chance of failure if you are slow on sending your major general. If you prefer not to block, repeat the set-up for camp 5 as they are the same defending troops
From A to Camp 6: 60 Elite Soldier Deserter, 60 Crossbowman Deserter
BLOCKING Normal General: [7M 190C 1S (-)]
From B to WT1: 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
MAJOR General: [133R 1E 136K (133R)]
Veteran General: [133R 17E 100K (133R)]
Garrison Position 3 (G3)
Camp 7: 80 Soldier Deserters, 80 Crossbowman Deserters
MAJOR General: [61R 162C 1E 46K (61R)]
Veteran General: [63R 125C 61XB 1E (63R)]
Camp 8: 100 Cavalry Deserters, 100 Crossbowman Deserters
MAJOR General: [119R 4E 127K (119R)]
Veteran General: [119R 127E (119R)]
Camp 9: 100 Soldier Deserters, 75 Crossbowman Deserters
MAJOR General: [80R 116C 73K (80R)]
Veteran General: [86R 93C 1E 70K (86R)]
Camp 10: 100 Elite Soldier Deserters, 50 Longbowman Deserters
MAJOR General: [83R 100C 1E 86K (83R)]
Veteran General: [84R 79C 1E 86K (84R)]
WT2: 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
MAJOR General: [133R 137K (133R)]
Veteran General: [133R 6E 111K (133R)]
Without cannoneers and max xp version.
Requirements: Vet, Elites and XB's.
Units needed: 555R 301C 10S 15E 120XB (2 Vet, 3 Normal or 1 Vet, 1 BHG, 2 normal)
Units lost: 50C 500~R? 0-8S
https://imagizer.imageshack.us/v2/10...90/12/28zt.jpg
Garrison 1
https://imagizer.imageshack.us/v2/11...0/593/ipok.jpg
Send all generals after another
A Nor to camp 3: 14e 186C
B Vet/BHG to camp 4: 48r
C Vet to camp 4: 62r 1e 115c 72xb
-
C Vet to camp 7: 69R 1E 160C 20XB
Garrison 2
https://imagizer.imageshack.us/v2/87...0/268/i9ve.jpg
Wait until general A has engaged the fight with camp 9. Once engaged, send B and C.
A Nor to camp 9: 177C
B Nor/Any to camp 10: 59r
C Vet to camp 10: 79r 1e 78c 92xb
Garrison 3
https://imagizer.imageshack.us/v2/11...0/194/46wd.jpg
Send both generals after another assure B arrive first.
B Nor/Any to camp 13: 50C
A Vet to camp 13: 108R 10S 2e 70C 60XB
-
A Vet to camp 16: 130R 120XB
NP YW!
BTW, you may add an alternative to lootspotters..
As this adv might be done to get WPP to lowlevels, they might also want to get all xp out of it..
I found these numbers (and got some tested here on liveserver) from Asiastrings' guide.
camp 10 : 80 Militia Deserters, 80 Crossbowman Deserters
70::R::R + 180::C::C (-67R)
or 70::R::R + 160::C::C + 20::A::XB (-60R)
L4 : 100 Cavalry Deserters, 1 Big Bertha
47::R::R + 153::S::S (-47R)
or 40::R::R + 210::S::S (-39R)
camp 15 : 90 Recruit Deserters, 80 Crossbowman Deserters
50::R::R + 50::S::S + 100::C::C (-50R -1S)
or 40::R::R + 10::S::S + 200::C::C (-34R)
or 40::R::R + 200::C::C + 10::A::XB (-34R)
L6 : 150 Militia Deserters, 1 Big Bertha
W1: 200::R::R (-200R)
W2: 200::R::R (-56R)
Add it as spoiler.. =)
just want to say thank you
One of my guild mate used this setup for the last camp and actually lost the battle (0.04% of the case).
Moreover, in many cases, I've heard about people losing up to 52XB using the above setup, that can be even proved by the simulator, from what I've seen (simulating 99999 times).
Therefore, for those who want to be even more safer, use this setup:
48S 1E 201XB
a
Valiant Little Tailor
http://cempire.org/images/8/83/IcovaliantAT.png
3 Player/12 Days/76790 XP
Double veteran setups, round blocks, cannons
Major setups
Troops needed:
VETERAN: 1738R, 1646B, 280M, 139C, 318LB, 141S, 223ES, 181XB, 178K
MAJOR: 2190R, 719B, 347M, 185C, 138LB, 186S, 196ES, 210XB, 153K
Maximum loss:
VETERAN: 1738R, 1646B, 280M, 318LB, 63S, 28ES
MAJOR: 2190R, 719B, 347M, 138LB, 122S
Needed: 4 regular generals, 2 veterans
https://lh5.googleusercontent.com/-R...ailor_Loot.png
Credits:
Evil_J
Athlan
Nighteye
Legend:
block
REGULAR general
VETERAN general
MAJOR general
http://static3.thesettlersonline.com...r/ornament.png
Sector1:
http://imagizer.imageshack.us/v2/800x600q90/23/erx3.png
c1: 100 boar, 30 fox
VETERAN general: 124R, 1ES, 125K (124R)
c2: 120 wolf
VETERAN general: 92R, 1ES, 132C, 18K (92R)
MAJOR general: 83R, 1ES, 183C, 3K (83R)
c3: 130 boar, 30 wolf
w1:ANY general: 61B (61B)
w2: VETERAN general: 112R, 32B, 106K (112R, 32B)
w1:ANY general: 38B (38B)
w2: MAJOR general: 142R, 1ES, 127K (142R)
c4: 90 wolf, 90 fox
w1: ANY general: 150B (150B)
w2: VETERAN general: 139R, 1ES, 110K (139R)
MAJOR general: 181R, 24M, 1ES, 64K (181R, 24M)
http://imagizer.imageshack.us/v2/800x600q90/42/ljga.png
c5: 120 boar, 30 fox
REGULAR general: block: [99S, 50ES, 50C] --- [6-11 rounds, avg 7]
c6: 80 boar, 60 fox, 1 Giant Bogor, 1 Giant Gogor
w1: VETERAN general: 60B, 180LB (60B, 180LB)--- 2 rounds
w2: VETERAN general: 29M, 41S, 2ES, 178K (29M, 41S) --- 8 rounds
MAJOR general: 29M, 87S, 1ES, 153K (29M, 87S) --- 10 rounds
http://static3.thesettlersonline.com...r/ornament.png
Sector 2 :
http://imagizer.imageshack.us/v2/800...0/545/mjmw.png
c7: 170 boar
w1: ANY general: 110B (110B)
w2: VETERAN general: 131R, 1ES, 118K (131R)
MAJOR general: 194R, 11S, 1ES, 64K (194R, 11S)
c8: 90 boar, 60 wolf
VETERAN general: 60R, 130B, 60K (60R, 130B)
MAJOR general: 147R, 1ES, 122K (147R)
http://imagizer.imageshack.us/v2/800...0/707/vz4w.png
The next 6 hits all belong to one continuous multiple (round) block. Send all generals in order one after the other to the proper camps as listed and as fast as possible. It is risky and as such it needs maximum attention.
REG 1 c9: 180 boar block: [1R]
REGULAR 2 c10 100 boar, 60 fox block: [60S, 109ES, 31B]
REG 3 c9: 180 boar block: [1R]
VET 1 c11: 50 boar, 80 wolf, 60 fox, 1 Unicorn [250B]
REG 4 c9: 180 boar block: [1R]
VET 2 c11: 50 boar, 80 wolf, 60 fox, 1 Unicorn [126R, 9S, 1ES, 114K (126R, 9S)]
or
REG 1 c9: 180 boar block: [1R]
REGULAR 2 c10 100 boar, 60 fox block: [60S, 109ES, 31B]
REG 3 c9: 180 boarblock: [1R]
BHG /VET 1 c11: 50 boar, 80 wolf, 60 fox, 1 Unicorn [198B]
REG 4 c9: 180 boar block: [1R]
MAJOR c11: 50 boar, 80 wolf, 60 fox, 1 Unicorn [150R, 23M, 1ES, 96K (150R, 23M)]
http://static3.thesettlersonline.com...r/ornament.png
Sector 3:
http://imagizer.imageshack.us/v2/800...0/546/qou7.jpg
c12: 60 wolf, 140 fox
VETERAN general: 150M, 100K (150M)
MAJOR general: 136M, 1ES, 133K (136M)
c13: 40 bear, 60 fox
VETERAN general: 99R, 1ES, 130K (99R)
c14: 50 bear, 80 wolf
VETERAN general: 133B, 117K (113B)
MAJOR general: 129R, 1ES, 140K (129R)
http://imagizer.imageshack.us/v2/800...0/690/fbrs.jpg
Troop composition for blocks is the same for both veteran option and major option. Send all 5 generals immediately one after the other. Watch them closely and be prepared to retreat if the 1R block fails.
Note: I actually prefer 2nd position for REGULAR general REG1: (the one in an orange circle in the picture below).
REGULAR general REG1: c15: 160 fox block 1R (1R)
REGULAR general REG2: c16: 190 wolf block 105ES, 95C
REGULAR general REG3: c15: 160 fox block 90ES, 110B
c17: 50 bear, 69 wolf, 80 fox, 1 Furious Boar
Veteran option
VETERAN general VET1: 80B, 138LB (80B, 138LB)
VETERAN general VET2: 82M, 28ES, 140K (82M, 28ES)
or
Major option
VETERAN general VET1: 80B, 138LB (80B, 138LB)
MAJOR general: 117M, 13S, 1ES, 139K (117M)
http://imagizer.imageshack.us/v2/800...0/853/mqu6.jpg
http://static3.thesettlersonline.com...r/ornament.png
Sector 4:
http://imagizer.imageshack.us/v2/800...0/689/dwj3.png
c18: 80 royal recruits, 60 royal bowmen
VETERAN general: 144R, 1ES, 105K (144R)
MAJOR general: 129R, 1ES, 38C, 102K (129R)
c19: 50 royal militia, 60 royal longbows
VETERAN general: 110R, 140K (110R)
c20: 60 royal militia, 30 royal cannons
VETERAN general: 68R, 1ES, 181XB (68R)
MAJOR general: 59R, 1ES, 210XB (59R)
c21: 120 royal longbows
VETERAN general: 109R, 1ES, 85C, 55K (109R)
MAJOR general: 105R, 1ES, 114C, 50K (105R)
c22: 170 royal recruits
w1: ANY general: 100B (100B)
w2: VETERAN general: 133R, 1ES, 116K (133R)
or
w1: ANY general: 52B (52B)
w2: MAJOR general: 164R, 1ES, 105K (164R)
You can invite lootspotters now, the can hit with small catapult on camp 23 or camp 24, with ranged support on the Royal Residence or they can send 1R to the camp between the pirate ships.
c23: 150 royal bowmen, 30 royal cavalry
VETERAN general: 10R, 170B, 70K (10R, 170B)
MAJOR general: 79R, 101B, 90K (79R, 101B)
c24: 30 royal militia, 80 royal longbows, 40 royal cavalry
VETERAN general: 40B, 157LB, 53XB (40B, 157LB)
MAJOR general: 150R, 18M, 102K (150R, 18M)
or
w1: ANY general: 120B (120B)
w2: VETERAN general: 140R, 110K (140R)
Time to finish it:
c25: 60 royal militia, 80 royal longbow, 40 royal cavalry, 1 Evil King
w1: VETERAN general: 250B (250B)
w2: VETERAN general: 137R, 19M, 13S, 1ES, 80K (137R, 19M, 13S)
w1: VETERAN general: 250B (250B)
w2: MAJOR general: 141R, 11S, 118K (141R, 11S)
http://www.siedlertools.de/w/images/...k_knights2.png The Black Knights
short version, using briosheje's little mind
http://i232.photobucket.com/albums/e.../BKMission.jpg
Hello,
This version of "the black knights" is only aimed for players owning at least a VETERAN general with CANNONEERS.
It often happens, at least to me, that a guild mission requires to do the adventure "the black knight", which is of course a good epic adventure (having a quite good loot and a quite high amount of experience per losses) but it also happens that it requires an average of 900 recruits if you want to do it fully.
Expecially, when you're at level 50, you don't really care much anymore about experience (if you do, you would rather do surprise attack to gather 41k experience almost for free, rather than doing the black knights), that's why I tried to come out with a newer way to do this (annoying to me) adventure.
Moreover, if you're at level 50 and you're actually doing fairytales adventure, you will probably know how sad is losing 900R for an adventure that you actually don't want to do.
Using this version, so, we will run through a pretty new way to fastly reach all the castles, allowing us to complete the whole adventure losing, in the worst case, 650R and, by average, about 570-590 recruits earning an amount of about 16700 experience, which gives us, in the WORST case, a ratio of 25.7 experience / loss.
Before starting, I want to point out that, as some of other my guides, you should ALWAYS simulate every battle before using my blocks. I don't obviously take any responsability and I will try to be as clear as possible by attaching pictures and videos to some of the blocks that may be quite hard to accomplish.
Anyway, let's start:
Generals needed:
At least 3 NORMAL GENERALS
At least 1 VETERAN GENERAL WITH CANNONEERS
Troups needed:
650R 52M 99E 50XB 285C 125K
MAX TROUPS LOST:
650R (check below for details).
-- Garrisons Position 1
Spoiler
If you don't like double 1R blocks, check the above spoiler. If you do, there is a pretty easy way to skip sector one to run directly from sector 2 without needing a round block:
For this block, my guild leader, luk77 found out that from the landing zone it's actually quite easy to reach sector 2's leader by only needing to block, for about 12 seconds, a camp of the first sector. That's why we are going to procede in this way, which may result a lot easier rather than doing a (quite tight but not that risky) round block.
http://oi40.tinypic.com/s45gtj.jpg
Generals, setups and what to do is indicated into the above picture (I'll soon add a video too).
This block is quite easy to do, to me at least, since I was able even to do it with hard lags.
Since positioning is hard, there you have how to position the generals:
http://i43.tinypic.com/2efl1c0.jpg
http://i43.tinypic.com/zn8vbk.jpg
http://i39.tinypic.com/2jez0ab.jpg
http://i39.tinypic.com/10dwpdz.jpg
-- Garrisons Position 2
We are now able to reach the first castle.
To do this, place your generals in this way:
http://i41.tinypic.com/9qkbd1.jpg
A - NORMAL (ROUND) BLOCKING GENERAL - 1M 4E 192C (check tage's post to see how safe this is)
B - VETERAN GENERAL - 134R 1E 115K [134R max losses]
Send generals right after each other:
http://i43.tinypic.com/25utlhg.jpg
And now.... LOOTSPOT TIME!!!
LOOTSPOT TIME!!!
LOOTSPOT TIME!!!
LOOTSPOT TIME!!!
LOOTSPOT TIME!!!
LOOTSPOT SPAM!!!
Invite two lootspotters now, and ask them to bring 1R.
Differently from every other black knights guide, they won't have to move their generals once landed! they can easily attack the first camp on the landing zone:
http://i40.tinypic.com/7nzc.jpg
-- Garrisons Position 3
To reach the other castle, there isn't much more to do rather than doing exactly like every other guide.
Instead, however, place your generals in this way:
http://i43.tinypic.com/bfhq2p.jpg
For instance, you will only need B, which is a veteran general with cannonners.
You will have to take out these camps:
http://i43.tinypic.com/344yyo5.jpg
C5 : 64R 1E 131C 54K [64R max losses]
C6 : 120R 107E [120R max losses]
C7 : 87R 1E 96C 66K [87R max losses]
While your lootspotters are coming, defeat the above camps, then wait until they have attacked the loot camp.
Once they have done such, get ready for the last block:
Using the positions chosen above (where you placed a normal general A that you didn't yet use), setup general A and B in these ways:
A - NORMAL (ROUND) BLOCKING GENERAL - 1M 53E 146C (check tage's post to see how safe this is)
B - VETERAN GENERAL - 133R 1M 116K [133R max losses]
Send generals right after each other. To be safer, however, count to 5 after general A has been sent:
http://i41.tinypic.com/4l2xd.jpg
Don't be too fast, even if it may not look safe, this block is absolutely safe, lasting a MINIMUM amount of 7 rounds (140 seconds), even if I've pretty much found out that the veteran will not need more than 120 seconds to win the battle :)
Max losses: 650R
Average losses: 580-590R
Exp/losses ratio: BEST: 29.55 | AVERAGE: 28.55 | WORST: 25.69
Loot:
http://cempire.org/adventures/loot/black_knights.png
Every battle has been simulated OVER 99999 times using settlersonlinetools.com battle simulator.
I'll someday add setups for MAJOR general.
Thanks everyone for all these great guides!
I am looking forward to an updated guide for Return to the Bandit's Nest with vet+XB+ES.
Also, is there anyone willing to add guides for Sleepy Reef and Pirate Life? :D
Hi, I will be doing an updated guide for Return for the bandit's nest soon! Max losses are about 375R and 36S, if I remember correctly :)
For the sleepy reef and Pirate life.. Well... I don't think these are some pretty diffused adventures.. I'll take a shot in any case! :)
Updated SE guide with double veterans and cannons to include major general setups
That`s just wrong, either I don`t understand what you are saying or you do not understand blocks (1 round is exactly 1 round, regardless you fight it with 1, 10 or 100 recruits).
Follow this link = How to adventure and read it carefully and completely if you want to better understand blocks:
??????
These advetures are awsome!!!!!!!!!!!!!!!!!!
i wish i could play them.....
but i am afraid i need cannons..... :(
This map.....
is similar to me.....
I wonder.....
Oh of course the map is the same like the second version of the Nords.....
Oh by the way good job for the team that worked on that..... ;)
And of course many many bravos to killste...... ;) :)
Nice adveture i played it and i am amazed.....
I afraid this adveture from the point of the losses.....
:{
what is there not to understand not all 1 rec blocks works some 1 rec blocks if you have not got the timing exactly right you will fail that block and in some guides i find that the 1 rec block as not been worked out right as its not allowing the time needed for your attacking gen to get throw the affected area so if some one wants to play it a bit more safer rather than just put 1 rec in a gen you put 10 recs allowing the extra time for your other attacking gen to pass throw the effective area you will find it is better to put 10 recs to inshore that you have plenty of time for your attacking gen to get throw the affected area on some one rec blocks were timing is critical so if you want to play a 1 rec block safe use 10 recs not one if you want to live life on the edge then follow the guide and use 1 rec now if you can not understand this then i don't know what else i can say or do to make you understand
will the skipped camp(camp#3 on poriginal guide) be safe to pass with remaining generals. looks iffy and just want to be sure b4 i commit to the adv.
many thanks to any1 that replies or can assist me with my question ^_^
ps. that is with regards to the updated additional info for sector 7 on SotLT Polymer guide
A 10 recruit block lasting 1 round is exactly as safe as a 1 recruit block lasting 1 round, you`re just wasting 9 recruits and you gain nothing, no extra time involved, that is what I try to make you understand (simplified):
1. my troops fire on the enemy, the enemy troops fire on me, all at same time, all at once (well, in order of initiative);
2. if the troops dead are all the troops I have, the fight takes 1 round;
3. if I have live troops remaining, then we go to round 2; in case of 10 recruits you don`t have live troops remaining, so fight won`t go to round 2;
4. 1 round lasts 20 seconds.
Specify adventures you play DeathWalkerGT, we can`t be sure what you mean, your new posts go to the last page of this discussion, not after the guide of the adventure you reply to.
according to my guide that camp gets killed during that block
Take in consideration Athlan`s way of clearing this sector (numbered in his guide as s5): http://settlers.athlan.net/sons/s5.png
and
If you want more options for sector 7, you can check this version of Polymer's guide . It's been tested and well played by guildmates of mine - typos from original version has been corrected (troops at the trap) - I've no idea why Killste don't want to list it. I think it contributes a lot more than the other "modified versions".
One VETERAN general with Crossbows and Elite - prefer to lose bowmen
At least two, four if possible NORMAL general, using round blocks and 1R blocks
Optional general ANY general
- Units needed: 1296R 736B 25M 145S 205E 152C 90XB
- Units lost, average: 1219R 724B 15M 50S
- Units lost, maximum: 1272R 736B 20M 52S 2E
here it say you need 90 XB but to take the first camp down you need 96 XP :eek:
From A or C to Camp 1) 120 Bowmen, 80 Composite
VETERAN general: 47R 107E 96XB (45R - 45R - 47R)
and i just started ...