Hi, i miss the needed ES and M for the version with the VET
Greatings, Duke
Hi, i miss the needed ES and M for the version with the VET
Greatings, Duke
Of what adventure?
Usually you can just use soldiers instead of ES, tweaking a bit down number of R or M and increasing number of S should do the trick. Just not in case of blocks, there you should check carefully results in combat simulators, make sure it keeps the required amount of rounds to fight.
the block from Garrison Position G7 on 15 in Sons of the Veld don't seem to work my Veteran got intercepted despite the battle being well under way
pic not showing
Sleepy Reef
Using briosheje's little mind
After taking a look at the adventure from a picture, I seriously thought that this adventure was a joke.
And it wasn't, because camps block the whole way so blocking is IMPOSSIBLE here.
Anyway, let's move on.
The description:
http://i.imgur.com/znguOwC.png
The loot:
http://i.imgur.com/z8EjUqL.png
The map:
http://img35.imageshack.us/img35/234/kq78.png
Garrisons position 1:
Since we cannot block anything because the camps above block the way, the first camp must be taken down:
http://img843.imageshack.us/img843/3641/1kcw.png
C1:
Veteran general: 32R 1S 1E 216C [32R 1S max losses]
or
Veteran general: 33R 1S 216C [33R 1S max losses]
or
Any General: 48R 1S 151C [48R 1S max losses]
or
Any General: 47R 1S 1E 151C [47R 1S max losses]
Same story happens for the second camp:
http://img546.imageshack.us/img546/1536/43xf.png
C2:
Veteran general: 74R 1E 175K [74R max losses][very little chance of losing 74R 1E]
or
Veteran general: 74R 176E [74R max losses][very little chance of losing 74R 1E]
or
Any General: 74R 1E 125K [74R max losses][very little chance of losing 74R 1E]
or
Any General: 85R 115S [85R 3S max losses]
We can now move closer to the northen side of the map, but it doesn't change much, since the next camp is still blocking the way (meaning we can't do any block.):
http://img811.imageshack.us/img811/7766/chzp.png
As before, let's take down this camp too:
http://i.imgur.com/tsdaf3T.png
C3:
Veteran general: 67R 1S 1E 181K [67R 1S max losses]
or
Veteran general: 68R 182E [68R max losses][very little chance of losing 68R 1E]
or
Any General: 67R 1S 1E 131K [67R 1S max losses]
or
Any General: 68R 132E [68R max losses][very little chance of losing 68R 1E]
Still hoping we can block something? No, we can't, since the next camp is still blocking the way to the leader:
http://img32.imageshack.us/img32/9047/827w.png
C4:
Veteran general: 25R 1S 1E 104C 119XB [25R 1S max losses]
or
Any General: 38R 1S 1E 50C 110XB [38R 1S max losses]
Before ending with the leader's camp, the adventure gives us an annoying quest, asking us to find... trees..... :
http://img836.imageshack.us/img836/3761/jq6q.png
Trees locations:
1:
http://i.imgur.com/b0pfExo.png
2:
http://img823.imageshack.us/img823/3899/1jpj.png
3:
http://img541.imageshack.us/img541/3167/4jww.png
4:
http://img691.imageshack.us/img691/2689/71g1.png
.... Meh.. Anyway, let's go on.
Let's defeat the leader now, which is OKAY to do with a veteran but not that much without a veteran:
http://img824.imageshack.us/img824/2439/ggle.png
L1:
Veteran general: 121R 1M 128K [121R 1M max losses]
or
Veteran general: 150R 33M 67S [150R 33M max losses][avg: 149R or 150R 12M]
or
Any General: 100R 50M 50K [100R 50M max losses][little chance of losing 100R 50M 4K]
or
Any General: 50R 50M 100S [50R 50M 80S max losses]
The last setup of 50R 50M 100S can surely be better, but I'm not sure how and don't really want to put any effort on it, since this adventure doesn't have any sense.. If you don't have cannoneers this adventure is surely not recommended.
In conclusion, average losses are:
Veteran general -> 319R 1M 2S ---- EXP/LOSSES RATIO: ~12,03
Veteran general -> 350R 33M 2S -- EXP/LOSSES RATIO: ~10,03
Any General -> 327R 50M 2S ------- EXP/LOSSES RATIO: ~10,18
Any General -> 289R 50M 85S ----- EXP/LOSSES RATIO: ~9,10
Therefore, I don't want to be complaining about the adventure but.. Seriously, this is the laziest adventure I've ever seen: no effort was put while doing this adventure; it is not challenging, the loot is a quite poor loot compared to the losses and it doesn't even have a reasonable exp/losses ratio.
If you want to improve the setups I did, feel free to do that, I'm not losing any more time on this adventure anymore, I just did this guide because I was confident in the adventure everyone had chosen for the guild market, but the result is really really really bad :D.
Roaring bull (short)
- For quite real men and women, using briosheje's little mind.
Adventure details:
· Number of players: 3
· Difficulty: 9/10 (game difficulty)
· Days to complete: 5 (personal parameter)
· Player level: 42+
· Cost to buy from MERCHANT: 300 Map Fragments
· Maximum experience: 37.580
· Maximum experience gathered thorugh this guide: 17.660
· Where to get: from the merchant or through long treasure search
Loot:
http://static1.wikia.nocookie.net/__...ll_rewards.png
Message to the reader:
Even though many guides have been made for this adventure, following my guide I will guarantee you the actual best amount of experience/losses ratio asking you to do a fair amount of blocks that can easily done by an average player used to practice blocks almost every day.
Every block and every single fight has been simulated and checked over 99999 times and EVERY block has been tried at least 50 times before posting it.
Even if princessally's guide is absolutely an amazing guide, the losses of this adventure can still be drastically reduced if you own cannoneers; therefore, [u]this guide is only adressed to these persons who owns cannoneers and at least a veteran general.
If you are brave enough, you may reduce losses by about 75R by starting the adventure from the right, but I'll someday make another guide for that case, surely not today.
The first part of this guide has been inspired by evilj's guides so you will probably find something similar to his guide, but also something very different.
Versions provided here (work in progress, I'll add more soon):
MAJOR general:
Maximum Troups needed:
600R 90B 60S 200E 200C 140K
Maximum Troups LOST:
594R 90B
Average losses:
573R 86B
The map:
http://img41.imageshack.us/img41/6245/1umv.png
Garrisons position 1:
Position your general in the northern sector in this way:
http://img34.imageshack.us/img34/4130/03s1.png
C (major or veteran):
http://i.imgur.com/olGJPgC.png
B (normal general):
http://i.imgur.com/75tTv8q.png
A (normal general):
http://i.imgur.com/7hxkbhW.png
For the first two attacks, only your Major or Veteran general is needed.
FROM C TO C1
http://i.imgur.com/TXaM2KN.png
Major or VETERAN: 48R 60S 121E [48R max losses]
FROM C TO C2
http://img89.imageshack.us/img89/4825/nhe5.png
Major: 136R 1E 133K [136R max losses]
Now that the road is free, a little tricky block is coming:
http://img716.imageshack.us/img716/8126/npzo.png
Setup your generals in this way:
A - Normal General: 60S 121E 13B {120-140-180 seconds of fighting}
B - Normal General: 1R {20 seconds of fighting}
C - Major: 129R 1E 140K [136R max losses] {max. 80 seconds of fighting}
Send A to WT1 (witch tower) TO BE INTERCEPTED AND BLOCK C3
Send B to WT1 (witch tower) TO BE INTERCEPTED AND BLOCK C4
Wait until B leaves his garrison (WITHOUT LAGS) or count UP TO 4 and send C to WT1.
Be fast sending A and B, while count to 4 for sending C if you see you have a bit of lags.
Key moments:
1) Normal general A gets intercepted by C3:
http://img812.imageshack.us/img812/487/dozr.png
2) Normal general B gets intercepted by C4 while general A has started blocking from a little while C3:
http://img845.imageshack.us/img845/3087/bhiv.png
3) Veteran (or major) C has already started fighting and general B has just finished blocking C4 for 20 seconds, while C3 is still fighting.
http://img41.imageshack.us/img41/4966/i5tl.png
4) A furby suddenly jumps into your screen while WT1 is clearly going down :
http://img585.imageshack.us/img585/3842/dhrs.png
don't be scared about the furby, he is a good person.
Garrisons position 2:
If you were scared about the first block, this one is going to make you crazy.
Position your generals in this way:
http://img40.imageshack.us/img40/2679/j4jy.png
A (normal general):
http://img22.imageshack.us/img22/56/ez97.png
B (normal general):
http://img163.imageshack.us/img163/6688/7vw1.png
C (normal general):
http://img22.imageshack.us/img22/2913/b1uj.png
D (major or veteran general):
http://img69.imageshack.us/img69/1265/p68m.png
And setup them in this way:
A - NORMAL blocking general: 1R {20 seconds of fighting} [1R max losses]
B - NORMAL blocking general: 72E 128C {100 - 120 - 220 seconds of fighting}
C - NORMAL blocking general: 127E 67C {100 - 120 - 220 seconds of fighting}
D - MAJOR general: 70R 90B 1LB 1XB 108K {50 - 60 - 80 seconds of fighting} [70R 90B max losses]
In a nutshell, you have to do this:
http://img513.imageshack.us/img513/488/5tpi.png
· Send A to C5 and B to WT2 (TO BE INTERCEPTED BY C6) in a very quick succession, there is a margin of about 6 seconds for this block: BE FAST.
· Wait until B reaches this point:
http://img844.imageshack.us/img844/8599/uo74.png
And send C to C5 and D to WT2 in quick succession.
If you don't suffer any lag, SEND C AND D WHEN B IS ABOUT ONE FLAG AFTER THE ONE OF THE IMAGE ABOVE.
Key moments:
1) When A and B has been sent, B has reached the above point, and I'm sending C and D:
http://i.imgur.com/zIwdyfw.png
2) A starts fighting with C5 and B hasn't been intercepted:
http://i.imgur.com/xUPfH9J.png
3) B HAS BEEN INTERCEPTED BY C6 AND RIGHT AFTER THAT A HAS FINISHED FIGHTING
http://img546.imageshack.us/img546/682/d08y.png
4) B is about to block C6 and C is blocking C5 and D hasn't been intercpted:
http://img836.imageshack.us/img836/9810/qeqm.png
5) B is blocking C6, C is blocking C5 and D can easily go to WT2 witouth being intercepted by anything:
http://img833.imageshack.us/img833/2655/1yas.png
6) WT2 is clearly going down and suddenly, like before, a furby jumps into your screen. however, this time, it's a blue furby.:
http://i.imgur.com/li6BA9l.png
Garrisons position 3:
You can now invite your lootspotters and ask them to attack the first camp they find when landing:
http://img41.imageshack.us/img41/8961/we11.png (ask them to bring and attack with 1R)
For the last sector, if you have a major general, you will just need two generals; else, you will need four.
If you own a Major general, ignore C and D and place A and B only:
http://img23.imageshack.us/img23/8232/2kiy.png
IF YOU HAVE A MAJOR, READ THIS:
Setup your generals in this way:
A - Normal general - 1R
B - Major general - 210R 1E 59K [210R max losses]
Send A to C7 and B to WT3 right after each other: be as fast as possible :).
IF YOU DON'T HAVE A MAJOR, READ THIS:
There are a couple of possibilities:
If you prefere to lose bowmen, do this:
A - Normal general - 1R
B - Any general - 200B [200B lost]
C - Normal general - 1R
D - Veteran general - 43R 1E 121C 85XB [43R max losses]
If you prefere to lose recruits, do this:
A - Normal general - 1R
B - Veteran general - 225R [225R lost]
C - Normal general - 1R
D - Any general - 194XB [-]
Send A to C7 and B to WT3 right after each other, then wait until A finish the block on C7 and send C to C7 and D to WT2 right after each other.
These are not stacked blocks, that's why you have to wait; Also, be AS FAST AS POSSIBLE when sending the pair of generals.
RE: Surprise Attack adventure guide
Brilliant guide PrincessAlly - thank you so much!
I noticed whilst using your guide that there's an opportunity to save 17R and 25M, with only a minor change. In the penultimate block, I realised that there's actually no reason to kill camp 11 at all. Instead, using exactly the same set up, you can still send an identical block (i.e. still sending General A to camp 12) with the same end result. General A will be intercepted by camp 11, but the rest of the block will continue as usual, and no generals will be intercepted by camp 12.
I've tried this three times now, and it's worked every time, so I thought it might be worth mentioning. Let me know what you think anyway :)
I'm not sure if it helps you, but you may take a look at evilj's guide for surprise attack: link evilj's guide
This is it:
http://img707.imageshack.us/img707/2677/zefg.png
As you can see, almost everything can be blocked and it is absolutely safe: the only problem rise up when you don't have so many elite soldiers or when you don't own four normal generals.
Updated - The Sons of the Little Tailor - Dual 250, Cannon - guide
16332-Guide-Killste-Collected-Adventure-Guides-by-Various-Authors?p=246692#post246692
Some formatting and added in-post-navigation.
Updated original guide for Sons of the Little Tailor : added Major Genral setups, replaced sector 7 section.
Outlaws:
in case this thread is still updated, some improvements on this guide, mainly for tavern gen with xb version - some blocks are useful for all versions tho:
camps 20-22:
- camp 20: 3s185c block (stats)
- camp 21: 1s156c block (stats)
- killing camp 22 from position G1 if you only have a bhg is not beneficial, I hope you were smart enough to figure this out ;-)
- position G4: by repositioning camp C to the west of the sector, you let your general take a different route to the leader camp, thus effectively enabling this block for a normal general (and leaving you plenty of time for a fast one.) (block for tav gen is rather tight tho, so pls make sure you know what you're doing before launching :P )
EDIT: the improvement of walking distance of the main army is not good enough (only one flag or 3.3secs), so the block on camp 20 is only doable with normal gen if you have cannonneers to send with ur main army^^. (the block on camp 20 with avg 6 rounds plus demo time has still 25% probability of lasting only 5 rounds and thus finishing before the fight at leader camp; one would need to kill the leader camp in only 2 rounds, which can only be done with cannoneers (at reasonable losses :P) with tav gen.)
So without cannons or fast gen, you have to kill camp 20 (cost around 45recs avg.) and can block camp 21 in a still tight but less complex operation.
camp 7:
- could not figure out why the guide requires cannoneers to do the block with tav gen;
3r1s196xb works perfectly fine, with no risk that the fight would last longer than two rounds (means fighting time 40s +20s demo time=60s total), according to this simulator);
camps 13-15:
- camps 13&14: 8s191c block
- in contrast to what the guide is saying, it is possible to do the block without fast gen:
a. fights at leader camp take 3 rounds(1 round first wave, 2rounds second wave), blocks are supposed to last 6 rounds plus demolition time;
b. walking distance from start of agro area to leader camp is 15 flags = around 50 secs., leaving a 10 second margin of doing the block successfully;
c. there is no necessity to leave any space between first and second wave, since the 2nd general will just wait for his turn to fight once arrived at the camp - you thus can (and should) launch ur 2nd wave to arrive at the leader camp before the first fight has ended. That way the second wave fight will start immediately after the first one has ended, thus wasting no time between them.
Sure, the last block is pretty tight and hardly leaves any margin of error. So I like to point out: it is *possible* to do this block without fast gen. I immediately have to add: if you're new to blocks, or rely on guides to do your blocks, or for any other reason are not totally sure of what you are doing here, do not go for it. (Kids don't try this at home^^.)
I just wanted to point out that there is a way to do Outlaws without fast gen with around 816recs80bows losses avg.
All the fight sims have been done with this simulator the maximum of times possible there (2200 times.)
Where is e on last attack?
In what guide?
Basically, (unless the attack is a blocking one) you can use elite soldier instead of ordinary soldier so just pick such option.
You can allways check an attack first in a combat simulator.
errmm, 4give me for appearing to be a ficko, but where is Garrison E placed, no additonal info contained within the pictures unless i am blind and am missing something?:confused::o
Thnx in advance for any1 who can assist me on this issue ;)
PS. that is for/regarding PrincessAlly guide for CLT under this Killste/Tage thread.
it states the following:
Garrison Position G5 (Camps 23-25, L8, BLOCK, Lootspot)
Position A: ANY general a general MUST be at this location
Position B: NORMAL general for block
Position C: VETERAN general
Position D: MAJOR general or VETERAN general
Those Garrison Positions in G8 are correct, but then positions are kind of wrong for the attacks..
Should be..
From B to Camp 25) 200 Roughneck, 80 Ranger
BLOCKING NORMAL general: 135E 37C 28K {minimum 293 seconds to end of battle, rounds 5 - 5 - 9}
From C to Camp L8a) 80 Guard Dog, 200 Roughneck, 1 Rivaling tailor
VETERAN general: 250R (250R 1G)
From D to Camp L8b) 80 guard dog,200 roughneck,1 rivaling tailor
VETERAN general: 133R 117K (105R - 120R - 131R) {maximum 276 seconds to end of battle, rounds 2+4}
VETERAN general: 30R 60M 160K (30R 46M - 30R 55M - 30R 60M 1K) {maximum 266 seconds to end of battle, rounds 2+3} [thanks Kris3457]
MAJOR general: 87R 25M 1E 157K (87R 9M - 87R 18M - 87R 25M 2K ) {rounds 2 + 4}
Sector 4. The block kills camp 2 and on camp 1 u lose ur troops. the attack on the leader take to long to get to there which leaving the blocks attacking for too long.
this guide is so wrong it nots funny, I've lost so many troops 300 es, 250 k. and that was attacking on sectors 4 and 5 not including getting there
As SmurfAsH said, which guide. This thread is 140 pages long, and filled with guides on every possible adventure... Could you be a little more specific? Which which adventure is the guide for, and which page is it on (some adventures have multiple guides in the thread) - even better, which post number (the # number in the top-right corner of the post)?
The sticky bit (one of them :rolleyes:) with this particular forum is that "Reply" under a specific post doesn't attach the comment to that same post so anyone used to a string of comments on one post may not even notice their reply has gone 100 pages or more on and shows at the very bottom of the list, all alone and puzzling.
Equally awkwardly, any post pointing this out will also be lost in the thread.
Be lovely if there was a way to note that somewhere at the top of everything.
NB!
If dirt roads are blocking the placement of generals, please exit the game and reload it.
That should remove all dirt roads from any adventure.
Help: Dirt roads are not removed after exiting en reloading.....
Not updated.
Spoiler
Is there any chance in completing sons without cannons?
For outlaws camp 15, wondering if this would reduce losses for 2-wave attack
Wave 1
BHG: 65 bowmen (losses: 65 bowmen)
Wave 2
Elite General: 132R 1E 117XB (losses: 99R - 115R - 132R) (2 rounds)
But according to your timings, there should still be time left on the block.
good.....
Thanks for this guide mate ... now i m lvl 50 ... it happens quickly because of this SA adventure ; Premium and this Guide... Thanks a lot :)
Another setup for G4 on Surprise Attack:
The camps positions are good, only the troops for camp A will be 127C and 73E. Then you can with camp A block camp 11 instead of killing that camp. The other camps do the same thing as in the Guide. This save the kill on 11 and 1 step less to do on SA. Count to 4 before sending gen of camp B.
Looks like SotV map was changed - last block is now not possible - garrison for general B is blocked by road!
Reload game, maybe delete browsers cookies and clear cache and likely the road will dissapear, I doubt they change adventure maps without any sort of message
Princessally I love this guide. Unfortunately ls kill is so far for this adv.
Check spoiler for alternative garrisons for G9
Spoiler
Also check Fexno's setup for G6.
Well.. They did change..
I am having the same problem With DB roads wont go away making the center block not possible with the guides I have looks at so far.
I have done this still cant get the roads to go away.
Is anyone else having the same problems on other adventures