HLT now has roads that don't disappear. cleared cache. Logged off overnight. No joy. Polymers and Evil_J blocks for L4 no longer possible. Gonna try and wing it :(
*Edit* looks like the Polymer's block still works if all 4 garrisons are shifted South East 1 space, but it means killing an extra camp over the Evil_J version.
01.04.14 11:39
aklbr
Quote:
Originally Posted by SmurfAsH
I think BB did some changes to some adventures when they added Adamantium Ore spawns.
Game changed because of the coop adventures - adventure zones have now different behaviour - landing zones, roads etc... People were complaining on test a while back. Make peace with life imperfections, no matter how much you test or manifest on forum, changes are dictated by other reasons - usually chance. From experience, somebody eventually picks up if there's a need.
Thank you for the sotv last block position btw.
PS: If the forum is still strictly moderated, pls add tags with "obsolete/subject to change" to adventure guides - sftr sotv db (positions, landing zones, order in which generals arriving). I'm certain others are severely changed.
01.04.14 13:16
SmurfAsH
Quote:
Originally Posted by aklbr
Game changed because of the coop adventures - adventure zones have now different behaviour - landing zones, roads etc... People were complaining on test a while back. Make peace with life imperfections, no matter how much you test or manifest on forum, changes are dictated by other reasons - usually chance. From experience, somebody eventually picks up if there's a need.
I've done some SotV every week for almost a year now.
Those roads where still not there when we had the landing zone changes. Those roads came with the Adamantium Ore spawns.
01.04.14 18:06
Vlasa2012
Position of General B in central block
Quote:
Originally Posted by Tage
The Dark Brotherhood
Part 4
Central block and final assault on the Witch Tower
Do not try this block in a laggy situation. All generals must be sent within 3 seconds.
If you do this, you will have a total margin of only 5-10 seconds in the end.
Camp 19 (and possibly camp 18 too) will be almost gone when camp 23 finally dies.
If you don't have a veteran general or enough cannoneers, or if you do not have enough generals,
or if you fear this 5-way block, browse down a bit to find alternative 4- and 3-way blocks.
If you own only four normal generals, you may still try this block by using a battle hardened general in position E.
Send all generals right after each other.
Be sure you know in which order and where to send which general.
Note especially the order of generals A and B, and that general D is a little hidden.
There is no time to check the guide once you've started to send them.
You may use a stop watch to help see if you've been fast enough.
Start sending general A at 0 seconds, and send all generals without hesitating.
When the last general has been sent, check the stop watch. It should read less than 20 seconds.
If it's over 25 seconds you are late and should retreat all generals (if you still can).
If you have at least one cannoneer in the last wave, then you do get an extra 10 seconds of spare time though.
From C to Camp 20) 50 Cultists, 50 Shadowsneakers, 50 Fanatics, 50 Dark Priests BLOCKING NORMAL general: [3R 15S 182C (-)] {120-200 seconds of fighting} BLOCKING NORMAL general: [11E 189C (-)] {120-180 seconds of fighting}
If you have a VETERAN general with Crossbows or Cannoneers, follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: [185B (185B)] {10 seconds of fighting}
From G to Camp 23) 25-51 Dark Priests, 1 Dark High Priest VETERAN general: [52B 198XB (25B - 37B - 51B)] {30 seconds of fighting} VETERAN general: [51B 198XB 1K (25B - 37B - 51B)] {20 seconds of fighting} VETERAN general: [50R 1E 65C 134K (20R - 34R - 50R 1E)] {20 seconds of fighting}
If you have a VETERAN general with Cannoneers, you may also opt to kill camp 23 in one wave:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest VETERAN general: [72R 51S 127K (72R 44S - 72R 49S - 72R 51S)] {30 seconds of fighting}
If you have a BATTLE HARDENED general with Cannoneers, follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: [200B (200B)] {10 seconds of fighting}
From G to Camp 23) 11-37 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: [59R 1E 8C 132K (27R - 43R - 59R)] {30 seconds of fighting}
http://static3.thesettlersonline.com...r/ornament.png
If you don't have enough normal generals for the 5-way block above, you may opt for a 3-way or 4-way block instead.
Open the spoiler for details about killing camps 18 and/or 19 first:
Spoiler
The most critical camp in the 5-way block is camp 19. Thus, we'll get rid of that one for the 4-way block.
In order to kill camp 19, place your general(s) to the left of the green line in the image below.
If you place your generals to the right of that line, you will get intercepted by camp 18.
If you opt for the 3-way block, kill camp 18 first, followed by camp 19.
For minimal losses, camp 19 should be killed in two waves:
If you have an ANY general, follow this:
Camp 19a) 50 Cultists, 50 Shadowsneakers, 100 Dark Priests ANY general: [138R (138R)] ANY general: [135B (135B)]
Camp 19b) 70-79 Dark Priests ANY general: [1E 199C (-)]
Camp 19b) 80-89 Dark Priests
Open the spoiler below for an optimised setup if you have more than 79 Dark Priests alive:
Spoiler
Camp 19b) 79 Dark Priests ANY general: [1E 199C (-)] Camp 19b) 80 Dark Priests ANY general: [3R 1E 196C (0R - 0R - 3R)] Camp 19b) 81 Dark Priests ANY general: [5R 1E 194C (0R - 0R - 5R)] Camp 19b) 82 Dark Priests ANY general: [7R 1E 192C (0R - 1R - 7R)] Camp 19b) 83 Dark Priests ANY general: [8R 1E 191C (0R - 3R - 8R)] Camp 19b) 84 Dark Priests ANY general: [10R 1E 189C (0R - 5R - 10R)] Camp 19b) 85 Dark Priests ANY general: [11R 1E 188C (0R - 6R - 11R)] Camp 19b) 86 Dark Priests ANY general: [13R 1E 186C (1R - 8R - 12R)] Camp 19b) 87 Dark Priests ANY general: [14R 1E 185C (2R - 9R - 14R)] Camp 19b) 88 Dark Priests ANY general: [16R 1E 183C (4R - 11R - 16R)] Camp 19b) 89 Dark Priests ANY general: [17R 1E 182C (5R - 12R - 17R)] Camp 19b) 90 Dark Priests ANY general: [19R 1E 180C (7R - 14R - 19R)] Camp 19b) 91 Dark Priests ANY general: [20R 1E 179C (9R - 16R - 20R)]
If you have a VETERAN general, follow this:
Camp 19a) 50 Shadowsneakers, 150 Dark Priests ANY general: [114R (114R)] ANY general: [115B (115B)]
Camp 19b) 90-99 Dark Priests VETERAN general: [1E 249C (-)]
Camp 19b) 100-108 Dark Priests
Open the spoiler below for an optimised setup if you have more than 99 Dark Priests alive:
Spoiler
Camp 19b) -99 Dark Priests VETERAN general: [1E 249C (-)] Camp 19b) 100 Dark Priests VETERAN general: [3R 1E 246C (0R - 0R - 3R)] Camp 19b) 101 Dark Priests VETERAN general: [5R 1E 244C (0R - 0R - 5R)] Camp 19b) 102 Dark Priests VETERAN general: [7R 1E 242C (0R - 1R - 7R)] Camp 19b) 103 Dark Priests VETERAN general: [8R 1E 241C (0R - 2R - 8R)] Camp 19b) 104 Dark Priests VETERAN general: [10R 1E 239C (0R - 3R - 10R)] Camp 19b) 105 Dark Priests VETERAN general: [11R 1E 238C (0R - 5R - 11R)] Camp 19b) 106 Dark Priests VETERAN general: [13R 1E 236C (0R - 7R - 12R)] Camp 19b) 107 Dark Priests VETERAN general: [14R 1E 235C (0R - 8R - 14R)] Camp 19b) 108 Dark Priests VETERAN general: [16R 1E 233C (2R - 10R - 16R)] Camp 19b) 109 Dark Priests VETERAN general: [17R 1E 232C (4R - 11R - 17R)] Camp 19b) 110 Dark Priests VETERAN general: [19R 1E 230C (6R - 13R - 19R)] Camp 19b) 111 Dark Priests VETERAN general: [20R 1E 229C (7R - 15R - 20R)]
If you aim for the 3-way block, which you must if you don't have a VETERAN general and no cannoneers, kill camp 18 as well:
If you have an ANY general, kill camp 18 in two waves for minimal losses:
Camp 18a) 60 Cultists, 70 Shadowsneakers, 70 Dark Priests ANY general: [155R (155R)]
Camp 18b) 57-70 Dark Priests ANY general: [200C (-)]
Do not try this block in a laggy situation. All generals must be sent within 4 seconds.
If you do this, you will have a total margin of only 5-10 seconds in the end.
Camp 18 may be almost gone when camp 23 finally dies.
If you own only three normal generals, you may still try this block by using a battle hardened general in position E.
Send all generals right after each other.
Be sure you know in which order and where to send which general.
Note especially that general D is a little hidden.
There is no time to check the guide once you've started to send them.
You may use a stop watch to help see if you've been fast enough.
Start sending general A at 0 seconds, and send all generals without hesitating.
When the last general has been sent, check the stop watch. It should read less than 20 seconds.
If it's over 25 seconds you are late and should retreat all generals (if you still can).
If you have at least one cannoneer in the last wave, then you do get an extra 10 seconds of spare time though.
From C to Camp 20) 50 Cultists, 50 Shadowsneakers, 50 Fanatics, 50 Dark Priests BLOCKING NORMAL general: [3R 15S 182C (-)] {120-200 seconds of fighting} BLOCKING NORMAL general: [11E 189C (-)] {120-180 seconds of fighting}
If you have a VETERAN general with Crossbows or Cannoneers, follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: [185B (185B)] {10 seconds of fighting}
From G to Camp 23) 25-51 Dark Priests, 1 Dark High Priest VETERAN general: [52B 198XB (25B - 37B - 51B)] {30 seconds of fighting} VETERAN general: [51B 198XB 1K (25B - 37B - 51B)] {20 seconds of fighting} VETERAN general: [50R 1E 65C 134K (20R - 34R - 50R 1E)] {20 seconds of fighting}
If you have a VETERAN general with Cannoneers, you may also opt to kill camp 23 in one wave:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest VETERAN general: [72R 51S 127K (72R 44S - 72R 49S - 72R 51S)] {30 seconds of fighting}
If you have a BATTLE HARDENED general with Cannoneers, follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: 200B (200B)] {10 seconds of fighting}
From G to Camp 23) 11-37 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: [59R 1E 8C 132K (27R - 43R - 59R)] {30 seconds of fighting}
If you own only two normal generals, you may still try this block by using a battle hardened general in position E.
Send all generals right after each other.
Be sure you know in which order and where to send which general.
Note especially that general D is a little hidden.
From C to Camp 20) 50 Cultists, 50 Shadowsneakers, 50 Fanatics, 50 Dark Priests BLOCKING NORMAL general: [3R 15S 182C (-)] {120-200 seconds of fighting} BLOCKING NORMAL general: [11E 189C (-)] {120-180 seconds of fighting}
If you have a VETERAN general with Crossbows or Cannoneers, follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: [185B (185B)] {10 seconds of fighting}
From G to Camp 23) 25-51 Dark Priests, 1 Dark High Priest VETERAN general: [52B 198XB (25B - 37B - 51B)] {30 seconds of fighting} VETERAN general: [51B 198XB 1K (25B - 37B - 51B)] {20 seconds of fighting} VETERAN general: [50R 1E 65C 134K (20R - 34R - 50R 1E)] {20 seconds of fighting}
If you have a VETERAN general with Cannoneers, you may also opt to kill camp 23 in one wave:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest VETERAN general: [72R 51S 127K (72R 44S - 72R 49S - 72R 51S)] {30 seconds of fighting}
If you have two BATTLE HARDENED generals, follow this:
From F to Camp 23) 50 Cultists, 49 Shadowsneakers, 100 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: [200B (200B)] {10 seconds of fighting}
From G to Camp 23) 11-37 Dark Priests, 1 Dark High Priest BATTLE HARDENED general: [65R 1S 60C 74LB (40R - 47R - 65R)] {50 seconds of fighting} BATTLE HARDENED general: [30R 1S 78C 89XB (20R - 24R - 30R)] {40 seconds of fighting} BATTLE HARDENED general: [59R 1E 8C 132K (27R - 43R - 59R)] {30 seconds of fighting} BATTLE HARDENED general: [48R 1E 99C 52K (40R - 46R - 48R)] {30-40 seconds of fighting}
Note that crossbows are better to use than cannoneers in the last attack.
Unless you've played this adventure together from the beginning,
you should invite your friends (lootspot buyers) once the central block from G7 is done.
Each lootspot buyer should bring a general with 1R.
Let each lootspot buyer attack camp 1 before you have cleared the southwestern attack route:
Your friends may of course also help you by sacrificing cavalry on the witch tower.
Having to train 1000C alone is a rather daunting task... Split on 3 players, the whole task becomes a lot easier.
From B to Camp 12) 100 Cultists, 100 Fanatics BATTLE HARDENED general: [156B (156B)] {10 seconds of fighting}
From C to Camp 12) 50-79 Fanatics BATTLE HARDENED general: [1E 199C (-)] {30 seconds of fighting} BATTLE HARDENED general: [199C 1K (-)] {20 seconds of fighting}
If sent within 5 seconds after general A, the remaining marching time for general B, from the moment general A starts his fight, is about 60 seconds. With the fight for camp 12 lasting a maximum of 50 seconds, a block of 110 seconds would be needed. Thus, you have at least 10 seconds spare time with this block.
The remaining four leader camps are easy to kill one by one:
Once the central area has been cleared, the path towards the Witch Tower opens up.
There are three leader camps and one ordinary camp before the Witch Tower.
Only the one ordinary camp (25) must be killed. Most players don't bother about camps 24, 26 or 27.
Camps 24, 26 and 27 can be skipped. If you want their 6692 XP, open the spoiler for details.
I am only providing setups for those having a veteran general. Without a veteran, just skip these camps.
Spoiler
Camp 24 (1900 XP) is the toughest of these optional camps, and is very seldom attacked.
For minimal losses (which still aren't small) you need two waves with a veteran general:
If you have a VETERAN general with Crossbows, follow this:
Camp 24a) 66 Cultists, 1 Witch of the Swamp, 66 Dark Priests, 66 Firedancers VETERAN general: [153R 80C (153R 80C)]
The second wave depends on the remaining number of dark priests and firedancers:
The Witch Tower will require at least 5 waves of cavalry, and another wave or two to kill the spawns after that.
Camp 28a) 2 Spawns of Hell, 66 Shadowsneakers, 66 Firedancers, 66 Dancing Dervishes ANY general: [200C (200C)]
Camp 28b) 2 Spawns of Hell, 25-32 Firedancers, 66 Dancing Dervishes ANY general: [200C (200C)]
Camp 28c) 2 Spawns of Hell, 54-59 Dancing Dervishes ANY general: [200C (200C)]
Camp 28d) 2 Spawns of Hell, 34-47 Dancing Dervishes ANY general: [200C (200C)]
Try to kill all remaining Dancing Dervishes now. Normally there should be 18-20 remaining at this stage:
Camp 28e) 2 Spawns of Hell, 14-29 Dancing Dervishes Camp 28e) 2 Spawns of Hell, 24 Dancing Dervishes VETERAN general: [250C (250C)] Camp 28e) 2 Spawns of Hell, 23 Dancing Dervishes VETERAN general: [244C (244C)] Camp 28e) 2 Spawns of Hell, 22 Dancing Dervishes VETERAN general: [234C (234C)] Camp 28e) 2 Spawns of Hell, 21 Dancing Dervishes VETERAN general: [223C (223C)] Camp 28e) 2 Spawns of Hell, 20 Dancing Dervishes VETERAN general: [213C (213C)] Camp 28e) 2 Spawns of Hell, 19 Dancing Dervishes VETERAN general: [202C (202C)] Camp 28e) 2 Spawns of Hell, 19 Dancing Dervishes ANY general: [200C (200C)] Camp 28e) 2 Spawns of Hell, 18 Dancing Dervishes ANY general: [192C (192C)] Camp 28e) 2 Spawns of Hell, 17 Dancing Dervishes ANY general: [181C (181C)] Camp 28e) 2 Spawns of Hell, 16 Dancing Dervishes ANY general: [171C (171C)] Camp 28e) 2 Spawns of Hell, 15 Dancing Dervishes ANY general: [160C (160C)] Camp 28e) 2 Spawns of Hell, 14 Dancing Dervishes ANY general: [150C (150C)]
In most cases you should have been able to kill all Dancing Dervishes after the above five waves.
If some Dancing Dervishes would still be alive, you must kill them all before the last attacks.
If you have a VETERAN general with Cannoneers, you may leave up to 3 Dancing Dervishes alive.
Camp 28f) 2 Spawns of Hell, 0-11 Dancing Dervishes Camp 28f) 2 Spawns of Hell, 13 Dancing Dervishes ANY general: [140C (140C)] Camp 28f) 2 Spawns of Hell, 12 Dancing Dervishes ANY general: [130C (130C)] Camp 28f) 2 Spawns of Hell, 11 Dancing Dervishes ANY general: [119C (119C)] Camp 28f) 2 Spawns of Hell, 10 Dancing Dervishes ANY general: [109C (109C)] Camp 28f) 2 Spawns of Hell, 9 Dancing Dervishes ANY general: [99C (99C)] Camp 28f) 2 Spawns of Hell, 8 Dancing Dervishes ANY general: [88C (88C)] Camp 28f) 2 Spawns of Hell, 7 Dancing Dervishes ANY general: [78C (78C)] Camp 28f) 2 Spawns of Hell, 6 Dancing Dervishes ANY general: [67C (67C)] Camp 28f) 2 Spawns of Hell, 5 Dancing Dervishes ANY general: [57C (57C)] Camp 28f) 2 Spawns of Hell, 4 Dancing Dervishes ANY general: [46C (46C)] Camp 28f) 2 Spawns of Hell, 3 Dancing Dervishes ANY general: [35C (35C)] Camp 28f) 2 Spawns of Hell, 2 Dancing Dervishes ANY general: [25C (25C)] Camp 28f) 2 Spawns of Hell, 1 Dancing Dervish ANY general: [13C (13C)]
If you have a VETERAN general with Cannoneers, you may have up to 3 Dancing Dervishes alive now.
If you have a VETERAN general make sure you've killed all Dancing Dervishes:
Camp 28g) 2 Spawns of Hell, 3 Dancing Dervishes VETERAN general: [104M 146K (91M - 100M - 104M)]
All garrison setups have been simulated at least 5000 times, using this simulator.
Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.
All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...
On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.
All round blocks have been optimised using Andelar's TSO battle simulator V1.0.1 and double-checked using this simulator.
The duration of the blocks and attacks are based on this post.
NOTICE: Position of General B is under general A from LEFT side!! Or General B interceptet from C18).
04.04.14 23:36
Dialecticus
In Dark Brotherhood in central block generals D and F are the problem. General F can be moved to narrow passage above general D, and there's a perfect spot for him there (no difference in path distance from old spot), but I don't know what to do with general D. Is it good enough to just move it one square further and hope for the best?
05.04.14 19:45
knight498
a very good guide
05.04.14 23:54
Dialecticus
In Dark Brotherhood adventure these are the changes in setup that worked for me in 5-way block with fast general (185B) + veteran (51B 198XB 1K). I believe it should work for all other troops too.
Not sure if anyone has mentioned this, but the last attack of SotV needs an update. Something has changed, so the two rightmost generals cannot be placed exactly like before, but needs to be moved a little more left. This small change requires that you wait a little after sending the first 2 gens, before sending the next, else the whole attack may fail, which again will result in huge and expensive losses.
09.04.14 14:47
Tpojat
i didn't find here guide for easter adventures.is somewhere?
09.04.14 15:30
corona88
Quote:
Originally Posted by Tpojat
i didn't find here guide for easter adventures.is somewhere?
This year eggs is randomly spawned, you must find alone or use buff fairy light
not possible make guide
09.04.14 16:17
Tage
To all of you who are having problems placing generals according to my guides...
I am aware of the fact that roads nowadays never disappear from adventure maps.
In most cases I have tried to place generals so that roads wouldn't block them.
However, the last block in SOTV and the large central block in DB are clear exemptions.
I'll see if I could manage to get some time to update SOTV this coming weekend.
I cannot give you a promise on the DB yet though... I will be travelling abroad over Easter...
I also need to start adding the Master of Martial Arts to my guides... :rolleyes:
10.04.14 16:27
Tpojat
Quote:
Originally Posted by corona88
This year eggs is randomly spawned, you must find alone or use buff fairy light
not possible make guide
i mean easter adventures like garrun the trapper
10.04.14 19:17
SmurfAsH
Quote:
Originally Posted by Rafnir
Not sure if anyone has mentioned this, but the last attack of SotV needs an update. Something has changed, so the two rightmost generals cannot be placed exactly like before, but needs to be moved a little more left. This small change requires that you wait a little after sending the first 2 gens, before sending the next, else the whole attack may fail, which again will result in huge and expensive losses.
I just finished my first (full XP) BK using the brand new MMA general, loosing only 760R. I feel that posting the setups I used could help other players realise the advantages of the new general. I used Tage's guide for veteran with cannoneers replacing vet with MMA with the following setups:
Camp 4: 110R - 1E -119K
Camp 6: 115R - 1E - 104K
Camp 10: 51R - 1E - 47C - 121XB
Camp 12: 62R - 1E - 100C -57K
Camp 15: 120R - 120E
Camp 16: 80R - 1E - 69C - 70K
Camp 18: 89R - 1E - 130K
The setups are safe and result to 662-827R losses for a full XP BK
18.04.14 14:19
IainC
For Clever Little Tailor
Quote:
Originally Posted by PrincessAlly
http://static3.thesettlersonline.com...r/ornament.pngGarrison Position G7 (Camps 21-22, L7, BLOCK)
Position A: NORMAL general for block or VETERAN general
Position B: NORMAL general for block
Position C: FAST general
Position D: MAJOR general or VETERAN general
There is now a road blocking placement of Camp B for this step (reloaded, refreshed, cleared cache, etc, it doesn't go away). I moved the blocking camp forward and down slightly to the next closest spot (closer to the target) and the block still worked however.
Quote:
Originally Posted by PrincessAlly
http://static3.thesettlersonline.com...r/ornament.pngGarrison 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
Using 2nd setup for 15 gives max losses of 243R 18B
22.04.14 15:37
Magnusthered
Short Roaring Bull setups with MMA. This is for Vet/MMA, possibly there are lower losses if you are using Major instead of MMA. On The WT3 I am quite sure that the suicide MMA with R will shave off R loss even with Major. Major on WT3 is now 210R loss, with Vet/MMA is down to 175R.
Camp numbers are from PrincessAlly's splendid Roaring Bull guide - thanks.
Camp 3: (100 Cultist, 100 Firedancer) MMA 59R - 76B -85K (lower losses from 151R/B to 135R/B)
Camp 6(WT2): (80 Cultist, 120 Firedance) MMA 60R - 90B - 70XB/K (lower losses from 160R/B to 150R/B)
Camp 21a(WT3): MMA 175R Suicide
Camp 21b(WT3): Vet 55C - 1E - 194XB (0). Lowers losses from 225R to 175R.
So overall lower losses on short version from 834R + 217B = 1051R/B to 638R + 166B = 804R/B so a grand total of 247R/B lower
22.04.14 17:47
Polymer
More Secluded Experiments
2 Player/10 Days
Follow up adventure (Secluded Experiments) Double veteran setups, round blocks, cannons Major setups MMA setups
Maximum losses MMA setups 498R, 163M, 81S (+74R on optional)
Required generals MMA general version:
1x MMA general
2x REGULAR general
Transporter generals for 1000 more troops (others than the ones transported by the MMA and the 2 regulars)
Required generals VETERAN general and MAJOR general version:
1x VETERAN general or MAJOR general
2x REGULAR general
2x FAST general
Legend: block REGULAR general FAST general VETERAN general MAJOR general MMA general
As an alternative to Garrisson 1 - Garrisson 3 attacks, you can do this:
WPP on Garrisson postion 3 leader (150 militia, 1 Big Bertha) and then if inside is left Big Bertha, use an RS on it, if left with the 150 militia , use another WPP. From then on continue with the guide.
A ranged support buff placed now on the leader has the chance to take out the Spawn of Hell and a significant part of the rest of enemy troops leading to significant troop save.
Remember to invite lootspotters and have them hit with 1C on any camp close.
Garrison Position G2:
Camp 14: (sir robin castle)
MASTER of Martial Arts: [102R 1M 129K (62R - 74R - 90R 1M)]
total = 230. :confused:
just thought i would point out the mistake for corrections to be made :cool:
24.04.14 04:25
aklbr
Quote:
Originally Posted by DUNJAI
Regarding SFTR typo....
noticed an error in troop numbers as follows:
Garrison Position G2:
Camp 14: (sir robin castle)
MASTER of Martial Arts: [102R 1M 129K (62R - 74R - 90R 1M)]
total = 230. :confused:
just thought i would point out the mistake for corrections to be made :cool:
The MMA armies in SFTR are a bit off - 84R are enough at BB camp
and 61R at camp 11; the others are close enough.
24.04.14 14:14
Tage
Quote:
Originally Posted by DUNJAI
Regarding SFTR typo....
noticed an error in troop numbers as follows:
Garrison Position G2:
Camp 14: (sir robin castle)
MASTER of Martial Arts: [102R 1M 129K (62R - 74R - 90R 1M)]
total = 230. :confused:
just thought i would point out the mistake for corrections to be made :cool:
Thanks DUNJAI, 102R corrected to 90R as intended. ;)
Quote:
Originally Posted by aklbr
The MMA armies in SFTR are a bit off - 84R are enough at BB camp
and 61R at camp 11; the others are close enough.
With both those settings there is a chance of losing cannoneers.
Since recruits are so much cheaper than cannoneers, I would rather lose the odd extra recruit.
E.g. on camp 11 [61R 1M 158K] has about one chance in 1000 to lose up to 7 cannoneers (that's what happens if Sir Robin, with First Strike ability, isn't killed by the cannoneers in the first round).
On camp 14 [84R 1M 135K] is better than the example above on camp 11, with one chance in about 4000 to lose up to 2 cannoneers.
I'm reluctant to add setups that occasionally would result in losing cannoneers though.
I would be blamed for those losses regardless how rare I show them to be... :rolleyes:
Nevertheless, I did add alternative setups both for camp 11 and for camp 14.
On camp 14 the average losses would still be the same, with the risk of losing a few militia instead of more recruits.
On camp 11 the average losses are lower (fighting only lasts one round), but with the increased risk of losing some soldiers instead.
24.04.14 16:25
Bertolucci79
Shouldn't you then bring more cannonneers to the fight to make sure sir Robin is dead as a doornail after round 1?
And thus leave some recruits home for militia?
I mean if chances are that low that canonneers are lost, there will be few militia lost anyways.
And militia are a nice middle loss between recruit and canonneer.
24.04.14 20:40
Tage
Quote:
Originally Posted by Bertolucci79
Shouldn't you then bring more cannonneers to the fight to make sure sir Robin is dead as a doornail after round 1?
And thus leave some recruits home for militia?
I mean if chances are that low that canonneers are lost, there will be few militia lost anyways.
And militia are a nice middle loss between recruit and canonneer.
Yes, of course, that's what I did for those alternative setups. :)
Nice to get it right since copy/pasting tinyurl doesn't work all that well.
25.04.14 13:05
Saturnus72
Quote:
Originally Posted by Saraptheold
Nice to get it right since copy/pasting tinyurl doesn't work all that well.
You have a comment or...?
25.04.14 13:13
Brimo
Surprise Attack with Veteran and MMA
Surprise Attack Updated
Average losses (Veteran with crossbows and elite) 274R 154M 19S
Average Losses (Veteran and MMA with x-bows/elite) 401R 50M 19S
Adventure Info:
Player Level: 36+
Difficulty: 6/10
Number of Players: 2
Duration: 4 days
Where to get?: Trader (Shop) for 500 map fragments or from a mystery box
Max XP: 41820
Brimo’s note: This guide only adds MMA to PrincessAlly’s guide, which is based on the Hasmir guide as compiled by killste. I also decided to lose recruits instead of militia and soldiers.
Position A: NORMAL general for block
Position B: NORMAL general for block
Position C: VETERAN general
Position Random: MMA general (Note: MMA is needed for camp 4, while Vet is needed for block. You can place MMA in Position C, just remember to switch with Vet before block.)
Note: 9 Feb 2013 changed the order the generals are shown in the following diagram to C-B-A.
Send all generals after each other in the order A, B, C. Don't be too quick sending your generals, the biggest risk is getting intercepted by the camp you are trying to bypass so count to 3 between each send.
From A to Camp 8) 130 Housecarl, 70 Valkyrie BLOCKING NORMAL general: 5S 110E 82C {minimum 250 seconds to end of battle, rounds 10 - 11 - 14}
Wait 3 seconds
From B to Camp 9) 130 Housecarl, 70 Valkyrie BLOCKING NORMAL general: 137E 31C {minimum 250 seconds to end of battle, rounds 8 - 10 - 16}
Wait 3 seconds
From C to Camp 10) 100 Jomviking, 90 Valkyrie MMA general: 65R 15C 140XB (40R - 50R - 65R) {2 rounds to end battle} VETERAN general: 74R 1E 65C 110XB (57R - 66R - 74R) {maximum 190 seconds to end of battle}
Position A: NORMAL general for block
Position B: NORMAL general for block
Position C: NORMAL general for block
Position D: VETERAN general or MMA general
Send all generals after each other in the order A, B, C, D. Don't be too quick sending your generals, the biggest risk is getting intercepted by the camp you are trying to bypass so count to 3 between each send.
From A to Camp 12) 90 Housecarl, 110 Valkyrie BLOCKING NORMAL general: 61E 139C {minimum 250 seconds to end of battle, rounds 9 - 10 - 16}
Wait 3 seconds
From B to Camp 14) 120 Housecarl, 80 Berserk BLOCKING NORMAL general: 75S 118E 7XB {minimum 245 seconds to end of battle, rounds 7 - 7 - 9}
Wait 3 seconds
From C to Camp 13) 100 Housecarl, 100 Berserk BLOCKING NORMAL general: 2M 80S 118E {minimum 250 seconds to end of battle, rounds 8 - 9 - 15}
Wait 3 seconds
From D to Camp 15) 100 Jomviking, 90 Valkyrie MMA general: 65R 15C 140XB (40R - 50R - 65R) {2 rounds to end battle} VETERAN general: 74R 1E 65C 110XB (57R - 66R - 74R) {maximum 180 seconds to end of battle}
Position A: NORMAL general for block
Position B: NORMAL general for block
Position C: NORMAL general for block
Position D: VETERAN general
Position Random: MMA general (Note: MMA is needed for camp 16, while Vet is needed for block. You can place MMA in Position D, just remember to switch with Vet before block.)
A lootspot buyer can attack camp 16 with 2R but make sure they do not place their general in the paths of your generals.
For the first attack only your MMA general or VETERAN general is needed:
From D to Camp 16) 150 Housecarl, 50 Valkyrie MMA general: 60R 15M 5S 140XB (52R - 60R 2M - 60R 11M) VETERAN general: 48M 1E 34C 167XB (39M - 44M - 48M)
Send all generals after each other in the order A, B, C, D. Don't be too quick sending your generals, the biggest risk is getting intercepted by the camp you are trying to bypass so count to 3 between each send.
From A to Camp 17) 100 Housecarl, 100 Berserk BLOCKING NORMAL general: 95S 105E {minimum 225 seconds to end of battle, rounds 8 - 10 - 17}
Wait 3 seconds
From B to Camp 18) 160 Housecarl, 40 Valkyrie BLOCKING NORMAL general: 150E 50C {minimum 260 seconds to end of battle, rounds 10 - 11 - 17}
Wait 3 seconds
From C to Camp 19) 130 Housecarl, 70 Berserk BLOCKING NORMAL general: 188S 12E {minimum 210 seconds to end of battle, rounds 5 - 5 - 5}
Wait 3 seconds
From D to Camp 20) 120 Jomviking, 80 Berserk VETERAN general: 20R 25M 24S 1E 180XB (20R 25M 14S - 20R 25M 19S - 20R 25M 23S) {maximum 190 seconds to end of battle}
http://static3.thesettlersonline.com...r/ornament.png
All garrison setups have been tested using this simulator.
Don't be too quick sending your generals in the blocks the biggest risk is getting intercepted by the camp you are trying to bypass. All blocks have lots of time.
I've put honest effort into this, but I'm only adding MMA to an already finished guide. Please give credit where credit is due, Brimo.
25.04.14 13:19
Saraptheold
Quote:
Originally Posted by Saturnus72
You have a comment or...?
Nice guide. I have a few DP so I might use this later :)
Thanks SmurfAsh! :)
I'm currently playing it again and I'm still updating... will have a few setups for 2 vets (or vet + major/MMA), plus update the last block. ;)
26.04.14 22:46
Crazyfox
BK on middle castle it is now possible to take it with one block and one wave:
put MMA to position B
112 r 56 s 52 e (112 r and 2 s losses). 150 less recruit loss.
26.04.14 23:33
DUNJAI
IotP's Alt. method Camp 8
with regards to IotP's.....
If like me u do not like the complex block at the end and prefer to eliminate camp 8, there is now a better alt. to the W1:38R. W2:249C+1SR.
You can now kill Camp 8 with any the following various methods depending your preffered types of troops:
Adventure Info:
Player Level:
Difficulty:
Number of Players: 3
Duration: 12 days
Where to get?: as loot from Valiant Little Tailor
Max XP:
True owner of this guide is PrincessAlly, all I did was to add major general setups and even those were copied from Evil_J guide (with minor adjustments here and there). Credits:
PrincessAlly ---- copy/paste her guide and updated few stuff, including MMA options
Evil_J
This guide is based on the guide by evil_j. I have detailed the block timings so you can make better decisions on the risks. I prefer the style of Tage and so this guide has been written in that style.
There are some obstacles on the map that seem to block some positions. In my experience if you send your generals to the adventure and then send some of them back BEFORE inviting anyone else, then return to your home island then when you return to the adventure the paths seem to have disappeared.
From B or C to Camp 1) 100 Roughneck, 100 Ranger VETERAN general: 114R 1S 1E 111C 23K (84R - 103R - 114R) MAJOR general: 86R 1E 113C 70K (86R) MMA general: 83R, 1ES, 61C, 75K (83R)
From B or C to Camp 2) 200 Ranger VETERAN general: 13R 1E 236C (0 - 3R - 13R) MAJOR general: 270C (0) MMA general: 20ES, 200C (0)
From A to Camp 3) 100 Roughneck, 90 Ranger BLOCKING NORMAL general: 56E 144C {minimum 310 seconds to end of battle, rounds 5 - 6 - 6 100% chance of win}
if you cannot get this general positioned correctly then use the alternative location but wait 5 seconds before sending general B. Alternatively send a general home and return to your home island. When you get back the position should be open. This definitely seems to work if you have not yet invited anyone else to the adventure.
From B to Camp L1) 1 Chuck, 89 Roughneck, 110 Ranger VETERAN general: 72S 89C 89XB (58S - 65S - 71S) {max time 270s} MAJOR general: 59S 1E 118C 91XB 1K (59S) MMA general: 55S 72C 93XB (55S)
For the first attacks only your BEST general is needed:
From C to Camp 4) 130 Roughneck, 70 Ranger VETERAN general: 158R 1E 53C 38K (129R - 146R - 158R) MAJOR general: 126R 1E 81C 62K (126R) MMA general: 50R, 22S, 1ES, 33C, 114K (50R, 21S)
From C to Camp 5) 80 Guard dog, 120 Ranger VETERAN general: 110R 140S (91R - 101R - 110R)
optional 2 wave attack by suiciding MMA in wave 1, but not recommended unless you can wait for the healing time of the general: w1:MMA general: 1R (1R) w2:ANY general: 200C (0)
From C to Camp 6) 100 Guard dog, 100 Roughneck VETERAN general: 98R 1E 140K (or 151K) (80R - 91R - 98R) MMA general: 98R, 2ES, 120K (98R)
For the block send all generals after each other with as little delay as possible.
From A to Camp 7) 150 Roughneck, 50 Ranger BLOCKING NORMAL general: 104E 96C {minimum 287 seconds to end of battle, rounds 7 - 7.6 - 11}
From B to Camp 8) 110 Roughneck, 90 Ranger BLOCKING NORMAL general: 19S 41E 140C {minimum 320 seconds to end of battle, rounds 7 - 7.8 - 12}
From C to Camp L2) 99 Roughneck, 100 Ranger, 1 Iron Fist VETERAN general: 53S 2E 105C 90K (42S - 48S - 53S) {maximum 273 seconds to end of battle, rounds 5} MAJOR general: 15R 40S 1E 125C 89K (15R 40S) MMA general: 24R, 35S, 1ES, 70C, 90K (24R, 35S)
For the first attacks only your BEST general is needed:
From D to Camp 9) 80 Boar, 60 Wolf VETERAN general: 140R 1E 109K (122R - 133R - 140R) MAJOR general: 127R 1E 30C 112K (127R) MMA general: 125R, 1ES, 94K (125R)
From D to Camp 10) 90 Boar, 50 Fox VETERAN general: 135R 9M 106K (128R - 135R 3M - 135R 9M) MAJOR general: 131R 1M 1E 137K (131R 1M)
Camp 11) can also be blocked, you`ll find block version down the page. From D to Camp 11) 50 Bear, 40 Wolf Packleader VETERAN general: 82R 1E 72C 95K (79R - 80R - 81R) MAJOR general: 77R 1E 95C 97K (77R) MMA general: 75R, 1ES, 58C, 86K (75R)
Send all generals after each other with as little delay as possible.
From A to Camp 12) 110 Boar, 30 Wolf Packleader BLOCKING NORMAL general: 31S 120E 49C {minimum 340 seconds to end of battle, 0.7% chance of 320s, rounds 6 - 8.3 - 12}
This has a 0.7% chance of failing by the battle being lost after only 6 rounds. If the win bar comes up the block will succeed. The win takes 20s on this camp but only 10s on the leader camp, therefore if the 2 bars come up within a few seconds the block will work.
From B to Camp 13) 110 Bear BLOCKING NORMAL general: 129E 70C 1K {minimum 439 seconds to end of battle, rounds 8 - 8.8 - 12}
From C to Camp L4a) 80 Bear, 40 Fox, 30 Giant FAST general: 149B (149B 1G) {1 round} From D to Camp L4b) 80 Bear, 40 Fox, 30 Giant VETERAN general: 137B 100XB 13K (125B - 128B - 136B) {maximum 332 seconds to end of battle, rounds 2}
If you insist on using MMA general or find the losses better: FAST general: 200LB (200LB 1G) {2 rounds} MMA general: 8R, 57B, 2LB, 153XB (8R, 57B, 2LB) {1 round}
From P to Camp 11) 50 Bear, 40 Wolf Packleader BLOCKING NORMAL general: 1S 46E 150C {8-11-15 rounds}
From A to Camp 12) 110 Boar, 30 Wolf Packleader BLOCKING NORMAL general: 31S 120E 49C {minimum 340 seconds to end of battle, 0.7% chance of 320s, rounds 6 - 8.3 - 12}
From B to Camp 13) 110 Bear BLOCKING NORMAL general: 129E 70C 1K {minimum 439 seconds to end of battle, rounds 8 - 8.8 - 12}
From C to Camp L4a) 80 Bear, 40 Fox, 30 Giant FAST general: 149B (149B 1G) {1 round} From D to Camp L4b) 80 Bear, 40 Fox, 30 Giant VETERAN general: 137B 100XB 13K (125B - 128B - 136B) {maximum 332 seconds to end of battle, rounds 2} or MAJOR general: 150R 120K (150R) {2 rounds} or MAJOR general: 119B 151XB (119B) {2 rounds}
If you insist on using MMA general or find the losses better: FAST general: 200LB (200LB 1G) {2 rounds} MMA general: 8R, 57B, 2LB, 153XB (8R, 57B, 2LB) {1 round}
Position A: NORMAL general for 1R block
Position B: VETERAN general
Position C: NORMAL general for 1R block
Position D: VETERAN general or MAJOR general
any other VETERAN generals can be placed behind position D to speed up the attacks.
For the first attacks only your BEST general is needed:
From D to Camp 14) 150 Fox VETERAN general: 52R 48M 1E 149K (52R 39M - 52R 46M - 52R 48M) MAJOR general: 94R 27M 149K (94R 27M) MMA general: 220S (50S) MMA general: 75M, 1ES, 144K (75M)
From D to Camp 15) 80 Wolf Packleader, 60 Fox VETERAN general: 140R 1E 109K (128R - 135R 3M - 135R 9M)
To attack the Leader you can block camp 16 with 1R. As the leader attack requires 2 waves this will need to be done twice. Be vigilant and if the general gets intercepted retreat the Veteren. There is an alternative position shown
From A to Camp 16) 50 Boar, 130 Bear BLOCKING NORMAL general: 1R (1R)
From B to Camp L4a) 90 Bear, 50 Fox, 40 Giant VETERAN general: 250B (250B 1G)
Wait until you know the 1R block will not fail i.e. the attack on L4 has not been intercepted.
From C to Camp 16) 50 Boar, 130 Bear BLOCKING NORMAL general: 1R
From C to Camp L4b) 90 Bear, 50 Fox, 40 Giant - wave 1 VETERAN general: 126B 124XB (114B - 119B - 122B) VETERAN general: 77R 1E 50B 121XB 1K (70R 50B - 75R 50B - 77R 50B) MAJOR general: 67R 1E 50B 151XB 1K (67R 50B)
MMA option: From A to Camp 16) 50 Boar, 130 Bear BLOCKING NORMAL general: 1R (1R)
From B to Camp L4a) 90 Bear, 50 Fox, 40 Giant MMA general: 220B (220B) --- MMA rests 2 hours
Wait until you know the 1R block will not fail i.e. the attack on L4 has not been intercepted.
From C to Camp 16) 50 Boar, 130 Bear BLOCKING NORMAL general: 1R
From C to Camp 18) 110 wolf,70 wolfpack leader VETERAN general: 92R, 88B, 70K (92R 88B) MAJOR general: 162R, 18B, 90K (162R 18B) MMA general: 169B, 51K (169B)
Camp 19 can be blocked once some of the enemies have been killed. From E to Camp 19a) 110 Bear, 70 Wolf ANY general: 100B (100B)
From A to Camp 19b) 85-88 Bear, 70 Wolf BLOCKING NORMAL general: 200E {minimum 240 seconds to end of battle, 4 rounds}
From B to Camp L5) 70 Bear, 110 Fox, 20 Giant VETERAN general: 250B (250B 1G)
From C to Camp L5) 70 Bear, 110 Fox, 20 Giant VETERAN general: 152M 1E 97K (152M) {maximum 230 seconds to end of battle, rounds 1+3} MAJOR general: 144M 1E 125K (144M) MMA general: 170M, 50K (170M)
No blocks so the generals can be placed anywhere convenient.
to Camp 20) 90 Bear, 70 Wolf Packleader w1: ANY general: 169B (169B 1G) w2; VETERAN general: 120R 130K (119R)
Alternative W1:153B (153B 1G) W2:125B 125K (125B)
Camp 20) 90 Bear, 70 Wolf Packleader MAJOR general option: w1: ANY general: 163B (163B 1G) w2: MAJOR general: 120R 10C 140K (120R)
MMA general option: w1: ANY general 200B (200B) w2: MMA general 105B, 115XB (105B)
Leader camp 6 requires 3 waves
to Camp L6) 110 Bear, 69 Giant, 1 Giant Bear w1: ANY general: 194B (194B) w2: ANY general: 200B (200B) w3: VETERAN general: 50R 32M 1E 167XB (50R 6M - 50R 21M - 50R 32M) w3: MAJOR general: 59R 23M 1E 187XB (59R 23M)
http://static3.thesettlersonline.com...r/ornament.pngGarrison Position G7 (Camps 21-22, L7, BLOCK)
Position A: NORMAL general for block
Position B: NORMAL general for block
Position C: FAST general
Position D: VETERAN general
Camp 21 can be blocked but there is a 16.5% chance, 363 outcomes fail out of the simulated 2200, the block will not last long enough. The rebuild time is large if the block fails and so generally I will chose to lose 110R. I have done the block successfully a few times but only you can determine how unhappy you will be if you lose 128E 15C. You have been warned!
From C to Camp 21) 100 Guard Dog 120 Roughneck VETERAN general: 117R 3E 130K (94R - 107R - 117R) MMA general 112R, 1ES, 107K (112R)
From A to Camp 21) 100 Guard Dog, 120 Roughneck OPTIONAL see above BLOCKING NORMAL general: 128E 15C {minimum 191 seconds to end of battle 16.5% chance of fail, rounds 7 - 9.9 - 14} OR BLOCKING NORMAL general: 2M 127E 16C {7-9.5-14}
From B to Camp 22) 200 Roughneck BLOCKING NORMAL general: 30S 170E {minimum 307 seconds to end of battle, rounds 7}
From C to Camp L7a) 1 Metal Tooth, 180 Roughneck, 100 Ranger FAST general: 120C (120C 1G) From D to Camp L7b) 1 Metal Tooth, 180 Roughneck, 100 Ranger VETERAN general: 97S 15C 138K (83S - 91S - 97S) {including first wave maximum 217 seconds to end of battle, rounds 1+2}
MAJOR general option: From A to Camp 21) 100 Guard Dog, 120 Roughneck OPTIONAL see above BLOCKING NORMAL general: 128E 15C {minimum 191 seconds to end of battle 16.5% chance of fail, rounds 7 - 9.9 - 14} OR BLOCKING NORMAL general: 2M 127E 16C {7-9.5-14}
From B to Camp 22) 200 Roughneck BLOCKING NORMAL general: 30S 170E {minimum 307 seconds to end of battle, rounds 7}
From C to Camp L7a) 1 Metal Tooth, 180 Roughneck, 100 Ranger FAST general: 100C (100C 1G) From D to Camp L7b) 1 Metal Tooth, 180 Roughneck, 100 Ranger MAJOR general: 97S 25C 1E 147K (83S - 91S - 97S) {including first wave maximum 217 seconds to end of battle, rounds 1+2} MMA general: 100S, 2ES, 118K (100S)
http://static3.thesettlersonline.com...r/ornament.pngGarrison Position G5 (Camps 23-25, L8, BLOCK, Lootspot)
Position A: ANY general a general MUST be at this location
Position B: VETERAN general optional
Position C: NORMAL general for block
Position D: VETERAN general
Position E: VETERAN general
A lootspot buyer can attack camp 26 with 1C but make sure they do not place their general behind your generals or just attack from the landing zone. It is a 22 minute walk from the landing zone so you could invite the lootspot players once you get to the start of this section.
From A to Camp 23a) 60 Guard Dog, 100 Roughneck, 80 Ranger ANY general: 72R (72R 1G)
From B to Camp 23b) 60 Guard Dog, 100 Roughneck, 80 Ranger VETERAN general: 88R 1E 95C 66K (66R - 77R - 88R) MAJOR general: 78R 1E 105C 86K (61R - 71R - 78R) MMA general: 83R, 1ES, 65C, 71K (83R)
For the next camps the MAJOR general option can be found a little further down the guide.
From B to Camp 24) 190 Guard Dog, 70 Roughneck VETERAN general: 130R 5E 115K (108R - 120R - 130R)
Make sure the lootspot players have made a kill before continuing.
From C to Camp 25) 200 Roughneck, 80 Ranger BLOCKING NORMAL general: 133E 39C 28K {minimum 293 seconds to end of battle, rounds 5 - 5 - 9}
From D to Camp L8a) 80 Guard Dog, 200 Roughneck, 1 Rivaling tailor VETERAN general: 250R (250R 1G)
From E 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]
Make sure the lootspot players have made a kill before continuing.
From A to Camp 24) 190 Guard Dog, 70 Roughneck BLOCKING NORMAL general: 115E
From B to Camp 25) 200 Roughneck, 80 Ranger BLOCKING NORMAL general: 133E 39C 28K {minimum 293 seconds to end of battle, rounds 5 - 5 - 9} or BLOCKING NORMAL general: 134E 40C 11XB 15K
From C to Camp L8a) 80 Guard Dog, 200 Roughneck, 1 Rivaling tailor VETERAN general: 250R (250R 1G) MMA general: 220R (220R) --- MMA rests
From D to Camp L8b) 80 guard dog,200 roughneck,1 rivaling tailor MAJOR general 87R, 25M, 1ES, 157K (87R, 25M) MMA general: 88R, 25M, 1ES, 106K (88R, 25M)