Small maybe, but quite a good one!
Added, thanks! :)
I realised that after Nogbad's reply. And I hope he's sleeping now... :)
Dear Polymer,
I am not sure why this works - but it does! SECTOR 6, CAMP 18: MMA[126m, 3c, 91k](This 3c trick works elsewhere, too!)
Thanks for the lovely guides,
Kind Regards,
MerryMichaelW
I assume the adventure you`re talking about is Secluded Experiments. I started computing some MMA setups for it but got busy irl and stopped with it.
For that specific camp another good setup which has the advantage of losing less M and no C is MMA with [106M, 114K] losses (106M).
Thanks for the feedback and hope to see some more setups and ideas from you,
Polymer
Using my daemon patented typo checker (aka a bit of luck) I found this tiny misprint in Stealing from the Rich:
From B to Camp 11) 50 Soldier Deserters, 50 Longbowman Deserters, 1 Sir Robin
...
MASTER of Martial Arts: [88R 132S (47R - 77R - 89R 1S)]
The extra recruit is a suspected stowaway.
Thanks Berto, and Tage - of course I didn't. :)
Still, in trying to switch the brain off a bit, I did start theorising a "twin-ninja" solution as he has advantages on the suicide wave and the final stroke. Still can't quite get rid of Witchy in 1 stroke efficiently, but getting ever closer. :)
[QUOTE=Tage;192371]
Traitors
All kinds of Generals and Optional Round Blocks
Average losses (veteran with crossbows): 521R
Average losses (veteran with cannoneers): 303R
Average losses (MoMA + veteran with cannoneers): 205R
If you do have a Master of Martial Arts, the cheapest way is usually to use him for the first attack on camp 11.
Then either wait 2 hours, or use your veteran general for the second attack:
From Y Camp 9) 150 Soldier Deserters, 50 Cavalry Deserters
BLOCKING NORMAL general: [1R (1R)]
From B Camp 11) 60 Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
MASTER of Martial Arts: [1R (1R)] - IS THIS CORRECT?
Should be 130XB or perhaps 85C and 129XB?
And some typos at camp 15 for veteran setup.
Also, may I add a Two MoMA setup? =)
One MAJOR general with Cannoneers
Two MASTER of Martial Arts using three suicidal waves (five unless LS do two of them).
Two NORMAL generals using four round blocks
- Units needed, average: 487R 8M 43S 110E 190C 129XB 130K (1097 units)
- Units needed, maximum: 555R 11M 45S 110E 190C 129XB 130K (1164 units)
- Units lost, minimum: 394R
- Units lost, average: 487R
- Units lost, maximum: 555R 6M 3S
MASTER of Martial Arts: [51R 4M 1S 1E 40C 113XB 10K (37R - 46R - 51R 3M)] {20 seconds of fighting}Quote:
Originally Posted by Tage
51R 4M 1S 1E 40C 113A 10K vs. 60DE 45DLB 10DK
Well, it seems like it doesn't matter if it's 40C/113XB/10k or 40C/122XB/1K or 33C/129XB/1K for the MoMA setup.
Oh yes, that master of martial deals a splash damage of 450-500.
The single 1R will of course die immediately against the enemy cavalry,
but your MoMA will himself kill all cavalry deserters and 15-20 longbowman deserters.
I already updated that last block in SotV some 5 days ago :)
I completely reworked it, removing the risk for generals to be intercepted if marching out at the same time.
Thanks, yes, 130XB is what it was supposed to be. :)
What kind of?
I'm still updating BK (adding the northern route, possibly tomorrow), and will take a look at that then. :)
Seems like you added MoMA options and then pasted over veteran options or something..
I think there should be 121R 129S and 120R 130E for veteran.
About SotV, have you considered an alternative route?
G4 spoiler setup
G5 normal generals (85R 115S)
G5 2nd block
G5 1st block
G1 spoiler setup
G6
G2 sacrifice BHG 50C
Call in LS - attack Camp 12 with MMA 1R from LZ
G5 take down Camp 12
G7
G9
Those setups wouldn't change the outcome in any way. If less than 250 troops are needed to kill the camp in one wave, I only show the minimum needed. The reason I did add MoMA with the same setups was purely to show that there's nothing to gain by using your MoMA on that particular camp.
I do play different adventures in different orders myself as well.
But adding all alternative routes wouldn't make the guide any easier to read.
As long as the losses are the same, I'll leave it to the players themselves to decide the orders. :)
Spoiler
I follow this Sa guide long time ago, everything go well, but today i just trying do another. i have run 2 sa, both fail in camp 8 block, i can still click the camp even the gen attacking it.
what happen?
Always found the blocks on SA pretty stable.
Just run through a couple of them using the MMA and he's chopped the militia losses down to as good/better then Nords losses, and I'm still fine-tuning it. If I can find the right positions and timings, with the length of the final camp blocks, think I can also eliminate the Soldier losses and that makes this adv even better for 'power levelling'.
Also tried a variation using him on Lost Skull, apart from the saving on the 1st camp, I was trying him on the leader and losses were identical to the Vet setup, so instead used him as a 1r suicide on the Cook, then sent in Vet to cleanup and shaved off a few more recruits. Should be possible to start taking along a few XBs now, as he clears the danger troops out completely, so good chance to take out Cooky much quicker now.
1. I believe not only camps 2-3 can be attacked in any order, but all three of them (1-3), since the aggro zones enter the friendly territory.
2. I know it's not good to mess with the habits about blocks, but this one is pretty safe with BHG for camp 5, for any leader attack that lasts 30 seconds (block is at least 80 seconds with BHG/Vet, and main general needs about 30 seconds to pass the aggro zone of camp 5 and another 30 seconds for the fight).
And thanks for the great guides!
I doubt you could get any lower than what you lose when using your MoMA in one attack against that Cooky...
I need to check that next time I play it. :)
Yeah, I know it is rather safe to use a BHG for that particular block on camp 5...
I'll consider adding a note about it. :)
Thanks! :o
I did, the suicide wave takes out all of the 1st strike guys and a chunk of the Pettys too.
If I remember correctly from other advs, Cooky is quite vulnerable to XBs, so I'm trying to see if I can reduce the Cav in the 2nd strike to take care of the remaining Pettys, and leave enough space for enough XBs to trash him 1st round.
I know we're only talking of shaving maybe 15r off the losses, but as they say, "every little helps". :)
Might give it another couple of goes in the next few days, eyes are still too weak to really concentrate on this Surprise Attack idea I'm working on, too many variables to take into account at the moment unless the Devs give it a bit of a makeover and place a few more ideal LZs for the garrisons I want to place.
If you want to use 2 waves, with MMA + Veteran/Major, or with 2 MMA, you could save a few recruits.
1st wave with 1R kill all 80 Gunman (and 1 Petty Officer if you are lucky); then 70 Crossbowmen or 48 Cannoneers are enough to defeat Crazy Cook, so you can use 153 Cavalry to handle the 20 Petty Officers.
2 Waves option:
Camp 4) 1 Crazy Cook, 80 Gunmen, 20 Petty Officers
MASTER of Martial Arts: [1R (1R)]
Camp 4) 1 Crazy Cook, 19-20 Petty Officers
VETERAN general: [7R 1S 153C 70XB (5R - 6R - 7R)]
VETERAN general: [7R 1S 153C 48K (5R - 6R - 7R)]
MASTER of Martial Arts: [7R 1S 113C 98LB (5R - 6R - 7R)]
MASTER of Martial Arts: [7R 1S 113C 70XB (5R - 6R - 7R)]
MASTER of Martial Arts: [7R 1S 113C 48K (5R - 6R - 7R)]
But if you have a veteran I think it would be better use to sacrifice the MMA in 3rd camp:
2 Waves option:
Camp 3) 60 Caltrops, 140 Saberrattlers
MASTER of Martial Arts: [1R (1R)]
Camp 3) 132-133 Saberrattlers
ANY general: [37R 1S 137C 25LB (28R - 32R - 37R 1S)]
ANY general: [37R 1E 137C 25XB (28R - 32R - 37R)]
ANY general: [37R 1E 137C 25K (28R - 32R - 37R)]
VETERAN general: [28R 1S 221C (20R - 24R - 28R 1S)]
VETERAN general: [28R 1E 221C (20R - 24R - 28R)]
MASTER of Martial Arts: [24R 1S 195C (17R - 21R - 24R 1S)]
MASTER of Martial Arts: [24R 1E 195C (17R - 21R - 24R)]
Thanks Nogbad and urgabel... I guess I will need to add a few more suicidal attacks... :)
it is 222 soldiers needed not 221.......make it correct pls :)
Tage, if you ever make a collected-adventure-guide-thread, consider release all guides in some slim versions.
Especially new players may find it tricky to follow your guides so perhaps a LB-version, a LB-/XB-version and a full-version for every adventure guide?
Adv The Dark Priests = Camp 10 = Bone Church = 40 cultist +1 witch of the swamp +20 shadowsneakers +30 dark priests
Our guide (1x huge volume of 15187 posts) has no 2 wave attack for this camp and I am tired of offering 12 cavalries. Like many other settlers I do not have a VET general and have to find satisfaction with my bunch of 200-generals + 1x battle hardened general. So after some simulations I found an acceptable solution in =
Wave 01 = general 200 (or any) 95 R = kills off all 40 cultist. General goes into 4 hours of recovery.
Wave 02 = general 200 (or any) 100 R + 40 B + 20 LB + 38 XB = min lost 90 R + 20 B / max lost 100 R + 40 B =100% Victory.
Free to choose any option available. I am just looking to open as many as possible adventures to junior settlers without VET general. Now that this bible of 1518 posts is becoming un-readable maybe a suggestion to split 1 thread into at least 5 threads and obtain 5 guides open to each.
Many thanks to the small active group keeping this guide up to date. Relax and enjoy.
Gamla
I'm trying to do all advs at least once, and I am now set to start a Gunpowder. Has anybody tried to update that guide (by Polymer) with MMA setups yet?
UPDATED, February 2017: Gunpowder - with cannons, MMA, Major and/or Nusala
21 round blocks from 10 garrisons
Average Losses (MMA, Major, no suicides): 1444R 24S
Maximum Losses (MMA, Major, no suicides): 1594R 33S
Nusala and Vargus added to MMA and Major allow you to save about 200R, if you don't want to compromise the speed.
Average Losses in the short version (23445 XP): 853R or 918R
Reason for the update: This guide was written in summer of 2014, next year the Stone Towers lost their bonus to the defending ranged troops. This caused some players to fail the final blocks before the Dark Castle. My apologies to all of you, unfortunatelly, I took a 2 years break from Settlers and I had no idea the guide needed an update :(
The blocks are now according to the current Stone Towers bonuses, thanks to Ozzymandeus for suggesting them. And I did also simulations + several test runs in-game.
Other thing, I added options of all the attacks with Nusala.
It's a compilation of Evil_J's and Polymer's guides for Veteran, adapted for MMA + Major
Short version [also updated] is in a separate thread (Gunpowder (short) for MMA with cannons (ave. 920R loss)
Troops and generals required:
1600R 500C 110S 310E 180K [2700 troops] (plus 170XB - needed only if you don't want to block the Stone Towers)
MMA, Major, Veteran, 3 Normal generals
Tip 1: Recommended 304K, also 750C won't hurt, if you want to play faster and you have 2x MMA or 1x MMA and 1x Major/Nusala/Vargus.
If you don't use Major, then you need the following extra troops for the Leader of Sector 5 (200 Soldiers Deserters):
either additional Soldiers (39S for Veteran / 43S for MMA / 53S for Nusala or Vargus)
or additional Militia (121M for Veteran / 129M for MMA / Militia not recommended for Nusala).
You may also skip that sector and get 4350 XP less.
If you don't block the Stone Towers at the end, it's best take 170Xbowmen too.
Adventure Info:
Type: Experience adventure
Player Level: 36+
Difficulty: 5/10
Number of Players: 3
Duration: 4 days
Where to get?: (Shop) for 245 map fragments or from Mysterious Adventure Box (cost 300 map fragments)
http://i.imgur.com/T8MDfVw.png
https://lh4.googleusercontent.com/-S.../Gunpowder.png
There are 21-22 round blocks, from 10 garrisons.
For the blocks send all generals right after each other, unless instructed otherwise.
In sectors 1, 2, 5, 10 the aggro zones enter the friendly territory, that's why it's better to make sure that the borders are blue on your side in s5 and s10 - in some adventure they don't change automatically (unless the glitch has been fixed), you need to go to home island and back to adventure.
(Average and max. losses assume killing Camp 19, a block there can save 65-73R, but it may also cost you 1S 32E 166C)
All fights are 1 wave only, no suicidal waves included.
Tip 2: The objective of the adventure is to destroy the Dark Castle, a shorter version is possible - see links above
Overviewhttp://i.imgur.com/4pw0w1h.jpg
Short version (23445 XP) - starting with sector 4:Spoiler
Garrison 1 (double block, then kill 1 camp after the block) & Garrison 2 in the same picture
http://i.imgur.com/41U3cmH.jpg
Tip 3: Best to use Vargus and Nusala here, and MMA on the right side land zone - check Sector 2 block
Tip 4: After the block in sector 1 (L1 and also C3 destroyed), you may transfer Vargus (or a lesser general) to garrison 4b (on the "Overview" picture - near Angel Gate) and kill Camp 9, it will save you some time later. You may also transfer Nusala to Garrison 2, from where also Leader 3 will be attacked.
From A to C1) 100 Militia Deserters, 50 Bowman Deserters
BLOCKING Normal: 1R 16E 183C (140 secs fight + 25 secs walk = 165s)
From B to C2) 60 Militia Deserters, 120 Bowman Deserters
BLOCKING Normal: 178C [178 troops] (140 secs fight + 58 secs walk = 198s)
From C to L1) 80 Militia Deserters, 50 Cavalry Deserters, 40 Bowman Deserters
MMA: [88R 1E 71K (67R - 78R - 88R)] (20 secs fight + 98 secs walk = 118s)
Nusala: [71R 1E 63K (48R - 57R - 71R)] (20 secs fight + 98 secs walk = 118s)
Vargus: [42R 1E 108C 29K (32R - 37R - 42R)] (30 secs fight + 98 secs walk = 128s)
(not part of the block, but may be launched right after Vargus, if it's in position D)
C3) 50 Militia Deserters, 80 Cavalry Deserters, 70 Bowman Deserters
Major: [107R 1S 1E 161K (89R - 101R - 107R 1S)]
MMA: [105R 1E 94K (83R - 94R - 105R)]
Nusala: [64R 1E 50K (39R - 48R - 64R)]
Vargus: [49R 1E 130C (37R - 43R - 49R)]
Garrison 2 (double block) - see picture for G1 & G2From A to C4) 120 Militia Deserters, 30 Bowman Deserters
BLOCKING Normal: 3S 29E 168C (140 secs fight + 29 secs walk = 169s)
From B to C5) 90 Militia Deserters, 90 Bowman Deserters
BLOCKING Normal: 26E 150C [176 troops] (140 secs fight + 82 secs walk = 222s)
From C to L2) 100 Militia Deserters, 30 Cavalry Deserters, 40 Bowman Deserters
MMA: [93R 1E 78K (70R - 81R - 93R)] (20 secs fight + 138 secs walk = 158s)
Nusala: [81R 1E 73K (56R - 67R - 81R)] (20 secs fight + 138 secs walk = 158s)
*Vargus not recommended here* (risk of the first block failure!)
Vargus: [48R 1E 81C 50K (38R - 43R - 48R)] (30 secs fight + 138 secs walk = 168s)
Garrison 3 (triple block)
http://i.imgur.com/GK3qKJF.jpg
From A to C6) 60 Militia Deserters, 60 Cavalry Deserters, 80 Bowman Deserters
BLOCKING Normal: 10E 190C (140 secs fight + 75 secs walk = 215s)
From B to C7) 80 Militia Deserters, 20 Cavalry Deserters, 80 Longbowman Deserters
BLOCKING Normal: 31E 125C [156 troops] (140 secs fight + 112 secs walk = 252s)
From C to C8) 50 Militia Deserters, 70 Cavalry Deserters, 50 Longbowman Deserters
BLOCKING Normal: 17E 143C [160 troops] (140 secs fight + 118 secs walk = 258s)
From D to L3) 50 Cavalry Deserters, 50 Soldier Deserters, 70 Longbowman Deserters
MMA: [92R 1E 87K (69R - 79R - 92R)] (20 secs fight + 175 secs walk = 195s)
Nusala: [52R 1E 67K (35R - 42R - 52R)] (20 secs fight + 175 secs walk = 195s)
Vargus: [30R 4S 1E 136C 9K (23R - 27R 0S - 30R 4S)] (30 secs fight + 175 secs walk = 205s)
*Vargus leaves you with about 10 seconds safety margin on the first block* (don't be too slow when sending out blocks/attack)
Garrison 4 (kill 1 camp, then double block)http://i.imgur.com/2DqyZfl.png
C9) 75 Soldier Deserters, 75 Longbowman Deserters
Anslem: [62R 1E 70C 17K (51R - 57R - 62R)]
Veteran: [57R 1S 1E 140C 51K (43R - 52R - 57R 1S)]
Major: [57R 1E 170C 42K (41R - 50R - 57R)]
MMA: [56R 1E 125C 38K (41R - 50R - 56R)]
Nusala: [56R 1E 70C 38K (35R - 45R - 56R)]
Vargus: [34R 1E 100C 45K (25R - 29R - 34R)]
http://i.imgur.com/lpA3vCc.jpg
From A to C10) 50 Cavalry Deserters, 100 Soldier Deserters
BLOCKING Normal: 55E 145C (160 secs fight + 215 secs walk = 375s)
From B to C11) 40 Cavalry Deserters, 70 Soldier Deserters, 70 Longbowman Deserters
BLOCKING Normal: 58E 94C [152 troops] (140 secs fight + 268 secs walk = 408s)
From C to L4) 50 Cavalry Deserters, 100 Soldier Deserters, 50 Longbowman Deserters
MMA: [113R 1S 1E 105K (90R - 102R - 113R)] (30 secs fight + 321 secs walk = 351s)
Vargus: [96R 1E 83K (79R - 87R - 96R)] (30 secs fight + 321 secs walk = 351s)
Nusala: [90R 1E 74K (66R - 78R - 90R)] (30 secs fight + 321 secs walk = 351s)
Garrison 5 (triple block)First, check if the sectors borders are blue on your side:
http://i.imgur.com/Meqpjxe.jpg
From A to C12) 100 Cavalry Deserters, 100 Soldier Deserters
BLOCKING Normal: 118E [118 troops] (180 secs fight + 29 secs walk = 209s)
From B to C13) 120 Soldier Deserters, 80 Longbowman Deserters
BLOCKING Normal: 70E 130C (180 secs fight + 82 secs walk = 262s)
From C to C14) 50 Cavalry Deserters, 80 Soldier Deserters, 70 Longbowman Deserters
BLOCKING Normal: 41E 159C (160 secs fight + 78 secs walk = 238s)
From D to L5) 200 Soldier Deserters
Major: [125R 31S 114K (125R 18S - 125R 24S - 125R 31S)] (40 secs fight + 111 secs walk = 151s)
If you don't have Major general, open spoiler (extra troops are not included in the total required troops count)
Spoiler
Garrison 6 (triple block)
http://i.imgur.com/VDoDsZo.jpg
From A to C15) 130 Soldier Deserters, 70 Longbowman Deserters
BLOCKING Normal: 81E 119C (180 secs fight + 29 secs walk = 209s)
From B to C16) 50 Cavalry Deserters, 100 Soldier Deserters, 50 Longbowman Deserters
BLOCKING Normal: 69E 121C [190 troops] (160 secs fight + 92 secs walk = 252s)
From C to C17) 50 Cavalry Deserters, 150 Soldier Deserters
BLOCKING Normal: 66S 89E [155 troops] (180 secs fight + 75 secs walk = 255s)
From D to L6) 100 Soldier Deserters, 100 Crossbowman Deserters
Major: [93R 1S 1E 124C 51K (73R - 85R - 93R 1S)] (30 secs fight + 144 secs walk = 174s)
MMA: [84R 3S 1E 65C 67K (66R - 77R - 84R 3S)] (30 secs fight + 144 secs walk = 174s)
Nusala: [82R 1E 82K (59R - 71R - 82R)] (30 secs fight + 144 secs walk = 174s)
Garrison 7 (kill 2 or 1 camp(s), then single or double block)http://i.imgur.com/FU7w0AB.png
C18) 50 Cavalry Deserters, 80 Soldier Deserters, 60 Crossbowman Deserters
MMA: [115R 1E 104K (95R - 105R - 115R)]
Vargus: [106R 1E 20C 53K (98R - 102R - 106R)]
Nusala: [76R 1E 88K (55R - 64R - 76R)]
http://i.imgur.com/Ei8fW6V.jpg
Camp 19 - kill or try a risky block, tight (about 10 seconds safety margin) and also 0.2% failure chance (4 of 2200 simulations), anyway blocking C19) is recommended :)
If Camp 19 killed:
Spoiler
If Camp 19 blocked:
From A to C19) 90 Soldier Deserters, 90 Crossbowman Deserters
BLOCKING Normal: 45E 128C [173 troops] (180 secs fight + 59 secs walk = 239s, but 0.2% chance for a 160 secs fight, then = 219s)
From B to C20) 40 Cavalry Deserters, 80 Soldier Deserters, 80 Crossbowman Deserters
BLOCKING Normal: 37E 163C (160 secs fight + 142 secs walk = 302s)
From C to L7) 40 Cavalry Deserters, 100 Soldier Deserters, 60 Crossbowman Deserters
MMA: [124R 1E 95K (102R - 112R - 124R)] (30 secs fight + 199 secs walk = 229s)
Nusala: [89R 1E 75K (65R - 77R - 89R)] (30 secs fight + 199 secs walk = 229s)
Garrison 8 (kill 1 camp, then double block)
http://i.imgur.com/1SMPnnz.jpg
C21) 120 Soldier Deserters, 80 Crossbowman Deserters
Major: [125R 1S 1E 100C 43K (100R - 115R - 125R 1S)]
MMA: [126R 1E 50C 43K (100R - 113R - 126R)]
Nusala: [120R 1E 44K (87R - 101R - 120R)]
From A to C22) 70 Cavalry Deserters, 130 Soldier Deserters
BLOCKING Normal: 135E 1C [136 troops] (180 secs fight + 169 secs walk = 349s)
From B to C23) 200 Soldier Deserters
BLOCKING Normal: 70S 114E [184 troops] (160 secs fight + 235 secs walk = 395s)
From C to L8) 100 Soldier Deserters, 100 Crossbowman Deserters
Major: [93R 1S 1E 124C 51K (73R - 85R - 93R 1S)] (30 secs fight + 271 secs walk = 301s)
MMA: [84R 3S 1E 65C 67K (66R - 77R - 84R 3S)] (30 secs fight + 271 secs walk = 301s)
Nusala: [82R 1E 82K (59R - 71R - 82R)] (30 secs fight + 271 secs walk = 301s)
After Leader 8, it's best to send Vargus back to land zones, to finish the North-West sector, and use other generals to deal with the camps near Dark Castle.
Suggested loot spotsCamp 24 for looter 1 and Camp LS2 (overview picture) for looter 2
1R is enough for each.
Vargus is best used here, to kill L9 (if you want to use Vargus both on L9 and C25, the looters would have to wait several minutes for your general to transfer).
Garrison 9 (block, after looters' kills)
http://i.imgur.com/IY42Aub.jpg
If your southern (1st invited) looter used MMA or Lord Dracul with 1R, the block is at least 120 seconds, which leaves you still with 40-50 seconds safety margin.
From A to C24) 95-100 Militia Deserters, 95-100 Bowman Deserters - (after looter's kill)
BLOCKING Normal: 25E 175C (140 secs fight + 122 secs walk = 262s)
From B to L9) 90 Militia Deserters, 30 Cavalry Deserters, 60 Bowman Deserters
Veteran: [130R 1E 119K (104R - 118R - 130R)] (30 secs fight + 172 secs walk = 202s)
Major: [124R 14E 132K (99R - 113R - 124R)] (20 secs fight + 172 secs walk = 192s)
MMA: [100R 1E 85K (78R - 88R - 100R)] (20 secs fight + 172 secs walk = 192s)
Nusala: [74R 1E 65K [52R - 62R - 74R)] (20 secs fight + 172 secs walk = 192s)
Vargus: [47R 1E 105C 27K (33R - 38R - 47R)] (30 secs fight + 172 secs walk = 202s)
Garrison 10 (double block on ST1 and ST2, accompanied by attacks on C25 and L10)First, check if the sectors borders are blue on your side:
http://prntscr.com/3jq00b (OK)
http://i.imgur.com/yTiBGCH.jpg
Send all generals right after each other, but make sure (if there's lag) that general D (MMA) is marching behind general C.
Don't panic if you see that general D (MMA) is intercepted by Camp 25, it's intended, as long as general C reaches C25 first.
And if the block seems unsafe for you, read the explanations in spoiler to see that it's quite safe.
Updated in 2017 to comply with the current Stone Towers bonuses.
From A to ST1) (up) 50 Elite Soldier Deserters, 50 Cannoneer Deserters
BLOCKING Normal: 45E 155C (420 secs + 42 secs walk = 462s)
From B to ST2) (down) 60 Elite Soldier Deserters, 40 Cannoneer Deserters
BLOCKING Normal: 55E 127C [182 troops] (340 secs + 38 secs walk = 378s)
From C to C25) (up) 60 Elite Soldier Deserters, 60 Crossbowman Deserters
BHG: [51R 1S 1E 85C 62K (38R - 46R - 51R 1S)] (125 secs walk + 20 secs fight = 145s)
Veteran: [48R 1E 145C 56K (36R - 42R - 48R)] (125 secs walk + 20 secs fight = 145s)
Major: [47R 1E 168C 54K (34R - 41R - 47R)] (125 secs walk + 20 secs fight = 145s)
MMA: [47R 1E 118C 54K (34R - 41R - 47R)] (125 secs walk + 20 secs fight = 145s)
Nusala: 47R 1E 63C 54K (30R - 38R - 47R)] (125 secs walk + 20 secs fight = 145s)
Anslem: [36R 1E 80C 33K (29R - 33R - 36R)] (125 secs walk + 30 secs fight = 155s)
* Vargus: [25R 1E 110C 44K (19R - 23R - 25R)] (125 secs walk + 30 secs fight = 155s)
* If you're using Vargus to kill L9 - don't use him here.
From D to L10 (DC): 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 20 Cannoneer Deserters, 2 Big Bertha
MMA: [108R 112K (76R - 93R - 108R)] (around 310s to the end, from the moment general A was sent out)
Block's explanation:
Spoiler
the Heroic guide lost the pictures : http://forum.thesettlersonline.com/t...l=1#post245115
Any one have them or other guide link? Thanks
Why not use a guide with much lower losses?
http://forum.thesettlersonline.com/t...-177C-avg-loss
I noticed that my pictures dissapeared and I re-uploaded them on another site. Since Killste seems to have less time to play and even less time to keep this thread`s first post updated with all new guides, I`ve created my own thread so I can update it myself. You will find the HLT guide with all its pictures (and my other guides) on it. [Guide]Playing with Polymer`s minds
Lets not compare losses of a veteran guide with losses of a MMA guide, and maximum losses with average losses, these are all different things.
I don`t want to criticise your tactical map (it is quite ok and I look forward to reading more of your work) but I`d recommend finding/posting some options so you don`t have to wait 2 hours for the MMA to recover roughly every other camp. Alternate sectors and generals, if on sector 1 you suicide MMA post options on sector 2 for veteran or major so people can keep playing the adventure instead of sitting and waiting for the MMA. It may increase a bit the losses but that would be preferable for many.
My guide clearly states maximum losses (and minimum losses too) if you want to compare. However, you are correct that comparing an MMA+VET guide with a double VET or VET+MAJ guide is different things. Not apples and oranges different but apples and pears maybe.
Just for fun though. It's 1686R vs 2402R, 2608B vs 1508B, 177LB vs 175LB, 230M vs 59M, 231C vs 177C, and 208S vs 129S for max losses.
There's plenty of options out there for guides that don't take into account that some people might not mind a guide that takes about 24 hours to complete, checking in every 2 hours or so to move to next position and make the next series of hits, top off the barracks, and then do something else. This is how I prefer to play fairytale adventures, and I also do note that you can just check out other guides such as yours or Evil_J's for quicker but higher loss options where it matter to you.
I should also note that I now have dual MMA so the total downtime of the MMAs is now too short for my production to keep up with refilling the losses, so now I have to wait for my skunked level 5 barracks to complete troops instead of the MMAs to heal.
However, the camp positions and some altered blocks can be used by your or Evil_J's guides too and will in some cases slightly improve the success rate of certain blocks as timing between the different camps have been slightly tweaked. If you for example use my blocks but Evil_J take-outs on sector 1 the chance of the block to fail is only 1 in 2200 on average instead of 30 in 2200. If you use the suicide MMA solution in my guide the chance of failure is zero.
Anyway. Different guides are written with different objectives in mind and for different playing styles. That's why there thankfully are options. Had it not been for the work of other guide makers before me, such as yourself, I would not be in a position to write ones at all. My guides basically takes the best ideas from other guides, add my own ideas and use a, too me, more logical set-up and graphics.
Hi guys and thanx for the guide
in surprise attack guide I think blocking camp 8 not working and my 2nd general keeps intercepted, so be careful and kill camp 8 then block camp 9
Updated Wild Mary with Major, MMA and Cannon setups
regarding Polymers HLT Guide>Sector 4....
you have troops and camp numbers, but no pic. of garrison placements :o
...or i am confuzzled and blind...canny see the woods for the trees. etc. :p
NM.. just read above :p
was beginning to think i needed to use previous spots from sector 3. hrhrrhrrr
is it possible to get adv guides for the new co operative and multi player adventures soon please
plenty around if you look.
also can be found here settlersonlinewiki.eu/adventures/
Secluded experiments
Thanks to EvilJ's guide for general placements.
The costs of troops are valid for newfoundland prices in spring of 2014. The values used were
Recruit: 1.7 coin, Militia: 3.8 coin, Bowman: 1.8 coin, Longbowman: 2 coin, Soldier: 5 coin, Cavalry 3.5 coin
By all means, test the setups in simulator for yourself, the guide has not been thoroughly tested yet so there might be some errors
With this guide, you will be losing the following:
Veteran without cannons
1458R - 1568R - 1660R
729S - 773S - 817S
998LB
20B
5C - 17C - 27C
Average total cost 8622 coin
Veteran with cannons:
1830R - 1934R - 2012R
494M - 556M - 608M
11S - 117S - 122S (134 are needed for blocking)
900LB
78C
Average total cost 7474 coin
MMA and Veteran with cannons - You will need to do 7 kamikaze attacks with MMA so expect him to rest for 14h (this can be reduced by doing cooperative effort or by sacrificing regular/veteran generals with more valuable troops):
1481R - 1556R - 1618R
631M - 718M - 793M
96S - 104S - 112S (134 are needed for blocking)
279LB
Average total cost 6252 coin
You should also bring along 234E, 263C and 160K if you have MMA or 234E 283C 182K if you have Veteran with cannons.
First, move to position 1.
http://i.imgur.com/dWFMznH.jpg
Attack G1 to C1 (100 sabrerattlers, 100 gunmen):
Veteran: 25R 1E 224C (19R - 22R - 25R)
MMA: 20R 1E 199C (16R - 19R - 20R)
Block G2 to C2 (150 caltrop, 100 petty officers 2nd class): 1R 63C 1S 122E - minimum fighting time 140s
The remaining walking time for the attacking general after the blocking general starts the fight is about 50 seconds.
Attack G1 to L1 (1 crazy cook, 50 gunmen, 100 petty officers 2nd class):
Veteran without cannons: 30R 110S 110E (30R 99S - 30R 104S - 30R 110S) - average cost 601 coin {40 seconds of fighting}
Veteran with cannons: 162M 88K (139M - 150M - 161M) - average cost 570 coin {40 seconds of fighting}
MMA: 56R 59M 105K (56R 47M - 56R 53M - 56R 58M) - average cost 297 coin {40 seconds of fighting}
You can also choose to do a 2 wave attack:
Wave 1 (Any general): 50C (50C) OR (MMA): 1R
Wave 2 (Veteran with cannons): 125R 15M 110K (125R 1M - 125R 8M - 125R 14M) - average cost 420 coin/245 coin {10/20 + 30-40 seconds of fighting}
Alternatively, if you prefer to lose a vet with longbows (and clear your stocks of longbows) instead of MMA or cavalry:
Wave 1 (Veteran): 8R 242LB (8R 242LB)
Wave 2 (Any general): 200C (-) - average cost 498 coin {10+30/50 seconds of fighting}
Or, if you have MMA:
Wave 1 (Veteran): 8R 232LB (8R 232LB)
Wave 2 (MMA): 220C (-) average cost 478 coin {10+30 seconds of fighting}
Move generals to position 2.
http://i.imgur.com/4OeXKRA.jpg
Block G3 to C3 (50 caltrop, 150 gunmen): 7S 79E - minimum fighting time 140s, 0.1% chance of 120s
The remaining walking time for the attacking general after the blocking general starts the fight is about 60 seconds.
Attack G4 and G5 to L2 (50 caltrop, 1 crazy cook, 50 gunmen, 100 petty officers 2nd class):
Veteran without cannons
Wave 1 (Any general): 70R (70R)
Wave 2 (Veteran): 121S 129E (111S - 116S - 121S) average cost 699 coin {10/20+40 seconds of fighting}
Veteran with cannons
Wave 1 (Any general): 70R (70R)
Wave 2 (Veteran with cannons): 165M 85K (140M - 150M - 156M) average cost 689 coin {10/20+40 seconds of fighting}
MMA and Veteran with cannons
Wave 1 (MMA): 1R (1R)
Wave 2 (Veteran with cannons): 115R 25M 110K (115R 11M - 115R 18M - 115R 23M) average cost 266 coin {10 + 30-40 seconds of fighting}
Move generals to position 3.
http://i.imgur.com/LNeFdc2.jpg
Block G6 to C4 (150 caltrop, 100 petty officers 2nd class): 2R 63C 122E - minimum fighting time 140s
The remaining walking time for the attacking general after the blocking general starts the fight is about 15 seconds.
Attack G7 and G8 to L3 (1 crazy cook, 50 gunmen, 100 petty officers 2nd class):
Veteran without cannons: 30R 110S 110E (30R 99S - 30R 104S - 30R 110S) {40 seconds of fighting} average cost 601 coin
Veteran with cannons: 162M 88K (139M - 150M - 161M) {40 seconds of fighting} average cost 570 coin
MMA: 56R 59M 105K (56R 47M - 56R 53M - 56R 58M) {40 seconds of fighting} average cost 297 coin
You can also choose to do a 2 wave attack
Wave 1 (Any general): 50C (50C) OR (MMA): 1R
Wave 2 (Veteran with cannons): 125R 15M 110K (125R 1M - 125R 8M - 125R 14M) {40-50 seconds of fighting} average cost 420 coin/245 coin
Alternatively, if you prefer to lose a vet with longbows (and clear your stocks of longbows) instead of MMA or cavalry:
Wave 1 (Veteran): 8R 242LB (8R 242LB)
Wave 2 (Any general): 200C (-) {40 seconds of fighting} average cost 498 coin
Move your generals to position 4.
http://i.imgur.com/I0ilPPz.jpg
Block G9 to C5 (200 sabrerattlers): 76E - minimum fighting time 140s
Block G10 to C6 (50 deckscrubbers, 100 petty officers 2nd class): 134S - minimum fighting time 120s
Block G11 to C7 (50 caltrop, 100 petty officers 2nd class): 8S 134E 1C - minimum fighting time 140s, 0.05% chance of 120s
The remaining walking time for the attacking general after the first blocking general starts the fight is about 60 seconds.
Attack G12 to L4 (3 crazy cooks, 150 gunmen):
Veteran without cannons: 42R 1S 1E 147C 59XB (31R - 40R - 42R 1S) average cost 68 coin {50 seconds of fighting}
Veteran with cannons: 40R 150C 60K (25R - 33R - 37R) average cost 56 coin {40 seconds of fighting}
MMA: 30R 60C 130K (15R - 25R - 30R) average cost 43 coin {30-40 seconds of fighting}
MMA: 20M 60C 140K (10M - 13M - 15M) average cost 49 coin {30 seconds of fighting}
MMA: 10S 60C 150K (6S - 8S - 10S) average cost 40 coin {30 seconds of fighting}
Move generals to position 5.
http://i.imgur.com/8fMa83I.jpg
Block G12 to C8 (100 gunmen, 100 petty officers 2nd class): 8S 134E 1C - minimum fighting time 140s, 0.05% chance of 120s
Block G13 to C9 (100 caltrop, 150 gunmen): 3R 3S 100E - minimum fighting time 140s
The remaining walking time for the attacking general after the blocking general starts the fight is 68 seconds.
Attack G14 and G15 to L5 (1 crazy cook, 50 caltrop, 50 gunmen, 100 petty officers 2nd class):
Veteran without cannons:
Wave 1 (Any general): 58R 20B 105LB (58R 20B 105LB)
Wave 2 (Veteran without cannons): 179R 71E (156R - 165R - 179R) average cost 625 coin {10/20 + 40 seconds of fighting}
Veteran with cannons:
Wave 1 (Any general): 58R 20B 105LB (58R 20B 105LB)
Wave 2 (Veteran with cannons): 165R 85K (150R - 157R - 164R) average cost 612 coin {10/20 + 40 seconds of fighting}
MMA and Veteran with cannons:
Wave 1 (MMA): 1R (1R)
Wave 2 (Veteran with cannons): 107R 28M 115K (107R 16M - 107R 23M - 107R 28M) average cost 271 coin {10/20 + 30 seconds of fighting}
It is recommended to use the fast general for the first wave, as the walking time takes 68s if you are quick in sending, and fighting time takes 50s with fast generals (40s if you have MMA and cannons), leaving you margin of only 2s in case of the first block lasting for 120s. In the case of first block lasting for 120s, you lose the first blocking general, if you use slow general for first attack wave.
You can attack L6 from the old general positions
http://i.imgur.com/6Hbkvg8.jpg
Attack G15 to L6 (3 crazy cooks, 150 sabrerattlers):
Veteran without cannons: 98R 1E 151XB (80R - 86R - 98R) average cost 146 coin
Veteran with cannons: 89R 2E 20C 139K (72R - 83R - 89R) average cost 141 coin
MMA: 86R 1E 133K (69R - 80R - 86R) average cost 136 coin
Move your generals to position 7.
http://i.imgur.com/28GfsUM.jpg
Attack G18 to C10 (200 sabrerattlers):
Veteran: 64R 1E 93C 92XB (55R - 60R - 64R) average cost 102 coin
MMA: 58R 2E 100C 60K (50R - 54R - 58R) average cost 92 coin
Block G16 to C11 (75 gunmen, 75 petty officers 2nd class): 1R (1R)
Attack G18 to L7 (2 crazy cooks, 100 sabrerattlers, 100 gunmen):
Veteran without cannons: 71R 1E 130C 48XB (55R - 65R - 71R) average cost 111 coin
Veteran with cannons: 65R 1E 110C 74K (50R - 60R - 65R) average cost 102 coin
MMA: 57R 1E 2C 160K (41R - 48R - 56R) average cost 82 coin
Block G17 to C11 (73 gunmen, 75 petty officers): 103E 3C - minimum fighting time 120s
The remaining walking time for the attacking general after the blocking general starts the fight is about 60 seconds.
Attack G18 to L8 (100 caltrop, 75 petty officers, 2 uproarious bull):
Veteran without cannons: 153R 97E (121R - 137R - 152R) average cost 233 coin {40-50 seconds of fighting}
Veteran with cannons: 129R 1M 120K (112R - 119R - 126R)average cost 202 coin {30 seconds of fighting}
MMA 129R 1M 90K (108R - 118R - 129R) average cost 201 coin {30 seconds of fighting}
Move your generals to position 8.
http://i.imgur.com/5slwW8o.jpg
Block G19 to C12 (50 deckscrubbers, 50 gunmen, 75 petty officers 2nd class): 1R 1S 122E - minimum fighting time 120s
The remaining walking time for the attacking general after the blocking general starts the fight is about 60 seconds.
Attack G20 to L9 (1 crazy cook, 75 caltrop, 100 petty officers 2nd class):
Veteran without cannons:124S 126E (111S - 117S - 122S) average cost 585 coin {40 seconds of fighting}
Veteran with cannons: 110M 140K (94M - 102M - 110M) average cost 388 coin {30 seconds of fighting}
MMA: 22R 93M 105K (22R 77M - 22R 85M - 22R 93M) average cost 360 coin {40 seconds of fighting}
Block G19 to C13 (100 caltrop, 75 petty officers 2nd class): 90E 41C - minimum fighting time 120s
The remaining walking time for the attacking general after the blocking general starts the fight is about 60 seconds.
Attack G20 to L10 (1 crazy cook, 50 sabrerattlers, 100 petty officers 2nd class):
Veteran without cannons: 120S 130E (107S - 113S - 119S) average cost 565 coin {40 seconds of fighting}
Veteran with cannons: 28R 94M 128K (28R 80M - 28R 87M - 28R 93M) average cost 378 coin {30-40 seconds of fighting}
MMA: 120M 100K (108M - 117M - 124M) average cost 445 coin {40 seconds of fighting}
Move generals to position 9.
http://i.imgur.com/8ZJJmG5.jpg
First clear the camps C14, C15 and C16.
Attack G23 to C14 (75 gunmen, 75 petty officers 2nd class):
Veteran: 143R 107E (131R - 138R - 143R) average cost 235 coin
MMA: 100R 1S 119E (91R - 98R - 100R 1S) average cost 167 coin
Attack G21 and G23 to C15 (100 petty officers 2nd class):
Veteran:
Wave 1 (Any general): 90LB (90 LB)
Wave 2 (Veteran: 250C (-) average cost 180 coin
MMA:
Wave 1: (Any general) 85LB (85LB)
Wave 2: (MMA 220C (-) average cost 170 coin
Attack G23 to C16 (200 gunmen):
Any general: 200C (-)
Attack G21/G22 and G23 to L11 (3 crazy cooks, 50 gunmen, 125 petty officers 2nd class):
Veteran:
Wave 1 (Veteran): 23R 194LB (23R 194LB)
Wave 2 (Any general): 8R 192LB (8R 192LB)
Wave 3: (Veteran) 130R 120E (113R - 123R - 130R) average cost 1034 coin
Note: if there is 86 or less petty officers remaining, there is no difference between attacking with regular or veteran general in the last wave, 123R 77E should do the trick.
Probably the cheapest (and quickest) way to defeat the boss camp is the following:
Veteran with cannons and MMA:
Wave 1 (MMA): 23R 194LB (23R 194LB)
Wave 2 (Veteran with cannons): 120M 130K (108M - 114M - 120M) average cost 860 coin
However, if you have a storage full of crossbows and dont know what to do with them, you can also sacrifice crossbows instead of longbows:
Wave 1 (MMA): 23R 197XB (23R 197XB)
Wave 2 (Veteran with cannons): 175R 75K (157R - 163R - 170R) average cost 1301 coin
If you feel that you dont want to add more crossbows to the xbow market (where you should sell under price to get the sale done in a reasonable time anyway), you can count xbows worth less than 5 coin[/COLOR] per unit, say for example 3.5 coin[/COLOR] per unit. This way your losses are worth 1005 coin[/COLOR]. You may even consider the crossbows to be completely worthless and thus count xbowmen to be worth only the brew consumed - 2.6 coin[/COLOR] per unit (newfoundland prices in spring 2014). This then makes your losses worth 828 coin[/COLOR].
Block G21 to C17 (200 sabrerattlers): 2C 73E, minimum fighting time 140s
The remaining walking time for the attacking general after the blocking general starts the fight is about 20 seconds.
Attack G23 to L12 (125 sabrerattlers, 50 gunmen, 2 uproarious bull):
Veteran: 38R 200C 1E 11XB/11K (30R - 34R - 38R) average cost 58 coin {50 seconds of fighting}
MMA: 35R 1E 170C 14K (27R - 31R - 34R) 56 coin {50 seconds of fighting}
Move generals to position 10.
http://i.imgur.com/ze4BHcG.jpg
Block G24 to C18 (100 deckscrubbers, 100 sabrerattlers): 1S 69E - minimum fighting time 160 seconds
Wait atleast 6 seconds before sending the next general
Block G25 to C19 (50 sabrerattlers, 75 petty officers 2nd class): 97E - minimum fighting time 120 seconds
Wait atleast 3 seconds before sending the next general
Attack G26 to L13 (75 sabrerattlers, 75 gunmen, 2 uproarious bull):
The remaining walking time for the attacking general after the first blocking general starts the fight is about 50 seconds, and another 40 seconds after the second blocking general starts the fight.
Veteran: 19R 1E 225C 5XB (14R - 16R - 19R) average cost 27 coin {30 seconds of fighting}
MMA: 17R 1E 202C (10R - 13R - 16R) average cost 22 coin {30 seconds of fighting}
Move generals to position 11.
http://i.imgur.com/B51hdVv.jpg
Attack G27 and G30 to L14 (50 caltrop, 1 crazy cook, 125 petty officers 2nd class):
Veteran:
Wave 1 (Any general): 56R 144LB (56R 144LB)
Wave 2 (Veteran): 150R 100E (137R - 144R - 150R) average cost 628 coin
MMA and Veteran without cannons:
Wave 1 (MMA): 8R 212LB (8R 212LB)
Wave 2 (Veteran without cannons): 67R 183E (59R - 65R - 67R) average cost 548 coin
MMA and Veteran with cannons:
Wave 1 (MMA): 1R
Wave 2 (Veteran with cannons): 120M 130K (105M - 113M - 119M) average cost 429 coin
Block G28 to C20 (50 caltrop, 100 petty officers 2nd class): 110E 9C - minimum fighting time 120 seconds
The remaining walking time for the first attacking general after the first blocking general starts the fight is about 25 seconds, and it takes another 15 seconds for the second attacking general to start the fight.
Attack G29 and G30 to L15 (1 crazy cook, 50 gunmen, 125 petty officers 2nd class):
Veteran:
Wave 1 (Any general): 10R 175LB (10R 175LB)
Wave 2 (Veteran): 148R 102E (130R - 140R - 147R) average cost 605 coin {10+30 seconds of fighting}
MMA and Veteran without cannons:
Wave 1 (MMA): 8R 212LB (8R 212LB)
Wave 2 (Veteran without cannons): 67R 183E (59R - 65R - 67R) average cost 548 coin {10+30 seconds of fighting}
MMA and Veteran with cannons:
Wave 1 (MMA): 1R
Wave 2 (Veteran with cannons): 120M 130K (105M - 113M - 119M) average cost 429 coin {10 + 30-40 seconds of fighting}
Move your generals to the last position. Note that due to poor planning, i put too many camps in the picture and i am atm too lazy to fix it, cause i have already drawn all the annotations. G32, G33 and G35 can be used for any of the two-wave attack, because those attacks do not require blocks.
http://i.imgur.com/FzZIBvG.jpg
First we need to clear camps C21, C22 and C23.
Attack G36 to C21 (110 petty officers 2nd class):
Veteran: 154R 1S 95E (141R - 148R - 154R) average cost 252 coin
MMA: 143R 77E (129R - 138R - 143R) average cost 235 coin
Attack G36 to C22 (200 sabrerattlers)
Veteran: 65R 1E 92C 92LB/92XB/92K (55R - 61R - 65R) average cost 104 coin
MMA: 61R 1E 98C 60K (49R - 55R - 61R) average cost 94 coin
Attack G36 to C23 (50 caltrop, 150 gunmen)
Any general or MMA: 200C (5C - 17C - 27C) average cost 60 coin
You can also save the cavalry by sacrificing MMA for 1R attack:
Wave 1: MMA 1R (1R)
Wave 2: Any general 110C (-) average cost 2 coin
Attack G36 to L16 (3 crazy cooks, 50 gunmen, 50 petty officers 2nd class)
Veteran without cannons: 139S 111E (126S - 133S - 139S) average cost 665 coin
Veteran with cannons: 142M 108K (124M - 133M - 140M) average cost 505 coin
MMA: 63M 157K (48M - 55M - 62M) average cost 209 coin
If you do not have MMA, it is probably the best to attack in two waves (make sure you dont lose too much cavalry for the quest).
Veteran without cannons:
Wave 1: 50C (50C)
Wave 2: 95S 155E (82S - 88S - 95S) average cost 615 coin
Veteran with cannons:
Wave 1: 37C (37C)
Wave 2: 68M 182K (56M - 63M - 68M) average cost 369 coin
Block G31 to C24 (100 sabrerattlers, 50 petty officers 2nd class): 1R
Attack G36 to L17 (2 cooks, 50 gunmen, 50 petty officers 2nd class):
Veteran without cannons: 4R 25M 80S 141E (4R 25M 71S - 4R 25M 75S - 4R 25M 79S) average cost 475 coin
Veteran with cannons: 11R 69M 170K (11R 58M - 11R 64M - 11R 69M) average cost 262 coin
MMA: 82R 138K (68R - 75R - 82R) average cost 128 coin
Time for lootspot kills
Block G34 to C25 (100 gunmen, 50 petty officers): 4S 90E minimum fighting time 120s
Attack G36 to L18: 100 sabrerattlers, 2 cook, 50 petty officers
The remaining walking time for the first attacking general after the first blocking general starts the fight is about 25 seconds.
Veteran without cannons: 107S 143E (87S - 96S - 107S) average cost 480 coin
Veteran with cannons: 82R 55M 113K (82R 34M - 82R 43M - 82R 54M) average cost 303 coin
MMA: 105M 115K (87M - 95M - 105M) average cost 361 coin
This attack is obviously best made with veteran with cannons.
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