Unnecessary loss of sector 3 in attack on camp 9th
Lose 2S and 110ES, because things need to be assault performed with 2C and 110ES in this case the attack has 6 rounds and you have enough time. ;)
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Unnecessary loss of sector 3 in attack on camp 9th
Lose 2S and 110ES, because things need to be assault performed with 2C and 110ES in this case the attack has 6 rounds and you have enough time. ;)
Of course it is a adventure Secluded Experiments - blocks on new path
Probably you use a different simulator than what I use
2C, 110ES lasts 5-8 rounds, average 5.85 rounds, only 9% chance of win
2S, 110ES lasts 5-8 rounds, average 6.36 rounds, 51% chances of win
Pointing the chances of win too because if you win you get a 20 seconds demolishion time too that adds to the time of block.
More than that, 5 rounds are enough for that block to be succesfull, only that you have to be quick enough when sending generals and ofc, to block with a regular general.
Neither of those blocks is really good...
Not sure what blocking time is required, but they both have significant chances of lasting only 100 or 120 seconds.
110E 2C is definitely worse, having a 72% chance (1593 out of 2200) of lasting shorter than 140 seconds:
http://settlersonlinesimulator.com/d...5-3-726_8-1-37
2S 110E is still rather risky though, having a 32% chance (699 out of 2200) of lasting less than 140 seconds:
http://settlersonlinesimulator.com/d...528-555_8-2-54
That block could be improved quite a lot.
E.g. 21S 96E would reduce the risk of the block lasting less than 140 seconds to about 0.1% (3 out of 2200):
http://settlersonlinesimulator.com/d...-3_4-1-0_8-0-1
The demolision takes two rounds, which equals 40 seconds for a normal general.
5 rounds plus the demolision is 140 seconds, but only 100 seconds if it's a loss.
This simulation shows win in minimum 4 rounds (120sec), not 5; yet a small variation of 20S, 96ES goes at 5 rounds; thanks, I`ll add it as option to that block.
Yes, that is exactly the same simulation as shown in my graph. :)
Click the small icon with a blue and red bar to the right of the percentage that says (Victories: 99.73%) for Player.
That's how you get that graph showing the exact distribution of all those 2200 simulations:
http://settlersonlinesimulator.com/d...-3_4-1-0_8-0-1
Out of those 2200 simulations we have:
- 1+2 = 3 occurrences lasting 120 seconds (4-round victories or 6-round defeats)
- 1729+3 = 1732 occurrences lasting 140 seconds (5-round victories or 7-round defeats)
- 450+1 = 451 occurrences lasting 160 seconds (6-round victories or 8-round defeats)
- 14+0 = 14 occurrences lasting 180 seconds (7-round victories)
Your setup of 20S 96E is worse:
http://settlersonlinesimulator.com/d...7-173-15_8-0-6
In this case we have 25 occurrences (all 6-round defeats) lasting only 120 seconds, and we even have two occurrences that would last only 100 seconds (5-round defeats). A block is only as good as the shortest lasting outcome, not as determined from the average number of rounds (which doesn't make any distinction between victories and defeats).
PS.
You may have seen that all my blocks in my guides have a clickable link to its graph showing the distribution of those outcomes, and that I always post the percentual chance for the block to last less than the stated range, if it's a really small percentage. ;)
I know about the graph only recently it gives me an error(" The requested content cannot be loaded. Please try again later.") each time I try to open it (reason I didn`t use it to check distribution of wins/losses), since it works for you I`ll go edit that block again :)
Bandit Nest - new combat system
Warning: this is for use on test server ONLY.
DO NOT use on live server
Added this here just because it is easier for me to follow up on answers/questions in a single place (thread).
It is not a finished guide or even a refined follow-thru. It is merely DON`T DO LIKE ME where I did wrong, try something else :)
http://thesettlersonlinewiki.com/upl...n loot ncs.png
http://thesettlersonlinewiki.com/upl... loot2 ncs.png
http://i232.photobucket.com/albums/e...leJet/BNG1.jpg
c1: 100 scavenger, 100 ranger
ANY general: 140C, 60 S - no losses
c3: 100 scavenger, 50 ranger, 50 dogs
50xb, 150C (71C) dogs hit back on C and take extra damage, look for another option
20R, 85M, 50S (20R, 22M)
http://i232.photobucket.com/albums/e...eJet/BNG1B.jpg
c4: 200 thug
block: 82ES
c5: 100 thug, 50 dogs, 50 ranger
block: 75C, 40ES
c6: 1 One-Eyed Bert, 100 thug, 100 (bonus AC) ranger
50M, 100XB, 120C (36M, 120C)
50M, 80K, 140C (37M, 12C) - 2 rangers survived first strike from C and hit back
http://i232.photobucket.com/albums/e...leJet/BNG2.jpg
c10: 80 thug, 100 dogs, 20 ranger
block: 35R, 30M, 37ES --- (at 38ES is a win, camp starts to go down but theres a chance MG finishes in time)
c11: 150 thug, 50 rangers
block: 70ES, 50C --- lasts enough
c12: 50 dogs, 1 (AC bonus) metal tooth, 60 (AC bonus) roughneck, 80 (AC bonus) ranger
w1: 63M, 137C (137C) --- fast gen --- takes 4 rounds, too long, in first hit C only hits on dogs+rangers and nothing else so number is correct, rangers don`t live to hit back on C, rest of troops focus on M which dies slowly, use less M
w2: 90M, 70XB, 110K (11M) --- leftover from w1: Metal Tooth+16 roughs, consider changes to w1 orelse more XB here so Metal never hits back
MG 130R, 40M, 70XB, 30K (130R, 31M) --- recruits are weaker than XB so don`t replace them
http://i232.photobucket.com/albums/e...leJet/BNG3.jpg
c7: 70 dogs, 70 roughneck, 50 ranger
(skipped camp)
c8: 100 dogs, 90 roughneck
block: 130M --- works
c9: 1 Chuck, 50 dogs, 100 (AC bonus) roughneck, 50 (AC bonus) ranger
70M, 20S, 10ES, 95C, 55XB, 20K (70M, 11S, 95C)
or
40R, 100M, 40S, 15ES, 55XB, 20K (40R, 100M, 18S)
Secluded Experiments
http://cempire.org/adventures/icons/...periments2.png
Warning: this is for use on test server ONLY.
DO NOT use on live server
Major general & MMA general (soldiers doom)
MAJOR general & MMA losses: 491R, 423M, 600LB, 2247S, 30ES
This guide is not fully completed, there are still things to be improved or tested further, I appreciate any suggestions.
http://cempire.org/adventures/loot/s...xperiments.png
http://thesettlersonlinewiki.com/upl...e loot ncs.png
http://thesettlersonlinewiki.com/upl...0108se map.jpg
For this adventure it is preferable you have at least:
* Major General
* 2 Veteran General
* 2 Fast General (Battle Hardened, Grim Reaper)
* 2 Normal General
* Level 3 Barracks
* Full capacity to train required troops during the 10 days this adventure lasts, i.e. weapons in storehouse and enough +625 settlers sets in star menu
Legend:
block
REGULAR general
VETERAN general
MAJOR general
MMA general
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 1: 2050 xp
C1: 400 xp
C2: 750 xp
C3: 900 xp
C1: 100 sabrerattlers, 100 (AC bonus) gunmen
MMA general 34R, 86M, 100ES (34R, 36M)
C2a: 150 (AC bonus) caltrop, 100officer ---
REGULAR general block: 1R (1R)
C3a: 1 cook, 100 officers, 50 (AC bonus) gunmen
MAJOR general 167S, 103K (167S)
Optional:
Both parts of the following block are tricky, there is a chance that the 1R fight finishes before attacking general has the chance to start battle so stay alert
bad block position for second part ( 2b and 3b), block ends too soon if you send 2b followed by 3b, attacker gets intercepted if you send 3b then 2b, solved by using (a) positions, but that is not a solution
Block part 1: send generals 2a and 2b as fast as possible
C2a: 150 (AC bonus) caltrop, 100officer ---
REGULAR general block: 1R (1R)
C3a: 1 cook, 100 officers, 50 (AC bonus) gunmen
MAJOR general w1: 10R, 260LB (10R, 260LB) === expected gunman to live, yet they all died, simulator is wrong
Block part 2: send general to attack leader first then the blocker, but also as fast as possible
C3b: 1 cook, 25 officers
MMA general w2: 75M, 145XB (74M) -- tested loss 42M
C2b: 150 (AC bonus) caltrop, 100officer ---
REGULAR general block: 1R (1R)
http://thesettlersonlinewiki.com/uploads/71802881s1.png
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 2: 2150 xp
C4: 800 xp
C5: 400 xp
C6: 950 xp
DOUBLE VETERAN SETUP
C4: 100 officer, 100 (AC bonus) gunmen
180S, 90K (tested loss 165S)
For the 1R block use the second regular general position and the attacker is 2nd vet position, send them immediately one after the other (a small 3 sec delay when sending the MG is acceptable)
C5: 100 (AC bonus) caltrop, 150 (AC bonus) gunman
REGULAR general block: 1R (1R)
C6: 1 cook, 50 (AC bonus) caltrop, 50 (AC bonus) gunman, 100 officer
173S. 2ES, 95K (tested loss 171S)
http://thesettlersonlinewiki.com/upl...e s2 block.png
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 7: 3200 xp
C19: 400 xp
C20: 600 xp
C21: 900 xp
C22: 650 xp
C23: 650 xp
Send generals in order, wait 3-5 seconds before sending general 2.
C19: 200 sabrerattler
REGULAR general block: 120M, 15C --- 6-7.5 rounds
C21: 50 decksrubber, 100 officers
REGULAR general block: 150ES, 50K --- 3.3 rounds
C22: 3 cook, 150 (AC bonus) gunman
vet/mg/mma 85M, 135K (85M) -- 1-2 rounds, best to use veteran or major with more cannons on as fight will only take 1 round
MG 85M, 2S, 183K (tested loss 67M)
http://thesettlersonlinewiki.com/upl...e s7 block.png
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 6: 2800 xp
C16: 800 xp
C17: 350 xp
C18: 950 xp
C32: 700 xp
Attack sector 6 leadercamp directly from garrissons placed in sector 7. Use the silvered option if you want to save one veteran.
C18:
1 cook, 50(AC bonus) caltrop, 50(AC bonus) gunman, 100 officer
MG 147S, 20ES, 103K (147S, 20ES, 4K) --- tested loss 147S, 7ES
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 5: 2050 xp
C13: 400 xp
C14: 750 xp
C15: 900 xp
Attack sector 5 camps from garrissons placed in sector 6.
C14: 150 (AC bonus) caltrop, 100 officer
REGULAR general block: 156ES, 44K -- 3 rounds
C15: 1 cook, 50 (AC bonus) gunman, 100 officer
167S, 103K (167S, 3K) -- 3 fast rounds
110S, 57ES, 103K === tested loss 110S, 23ES
http://thesettlersonlinewiki.com/upl...e s5 block.png
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 8: 4750 xp
C24: 600 xp
C25: 550 xp
C26: 800 xp
C27: 400 xp
C28: 600 xp
C29: 750 xp
C30: 650 xp
C31: 400 xp
Attack sector 8 camps from garrissons placed in sector 7.
C27: 200 sabrerattlers
130R, 70K(104R) -- yes, those are recruits, could also do it with 58M
test 133R, 34ES, 103K = loss: 51R
Block section starts here:
C28: 75 officers, 75 gunmen
REGULAR general block:
123S, 2ES, 63K ===== 2-3 rounds - does not work, won (loss 123S, 2ES, 27K) , 2nd attack general didn`t had time even to reach his camp
kill: 123S, 147K (121S)
C26: 2 cook, 100 (AC bonus) gunmen, 100 sabrerattler
100M, 100K (79M) - 1 round
C30: 2 (AC bonus) bulls, 75 officers, 100 (AC bonus) caltrop
120S, 150K (110S) - 1 round
Allow the blocking general to exit his camp and make 2 steps before sending the veterans. Double check setups and make sure to send proper general to proper leader camp.
http://thesettlersonlinewiki.com/upl...e s8 block.png
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 12: 4500 xp
C57: 600 xp
C58: 600 xp
C59: 400 xp
C60: 450 xp
C61: 600 xp
C62: 1450 xp
C63: 400 xp
C57: 75 officers, 75 (AC bonus) gunman
110M, 50S, 110K (120M, 50S)
C61: 100 officers
136S, 134K (132S)
http://thesettlersonlinewiki.com/upl...e c63 w1w2.png
You can try double 1R block on camp 63 or kill it with the silvered optional setup. Send attacking general (62a or 62b) when corresponding blocking general (63a, 63b) has reached the spot marked by black star, watch the block closely, there is still room for error. Block positions need fine-tunning.
C63: 200 (AC bonus) gunman
optional kill 150R, 40M, 60ES (150R, 40M, 6ES)
REGULAR general 63a block: 1R (1R)
C62: 3 cook, 50 (AC bonus) gunmen, 125 officers
w1: MMA 62a: 200M, 20S (200M, 20S) ---- to test 200LB, 20S (seems a better solution)
C63: 200 (AC bonus) gunman
optional kill 150R, 40M, 60ES (150R, 40M, 6ES)
REGULAR general 63b block: 1R (1R)
C62: 3 cook, 103 officers
w2: MG 62b: 160S, 110K (151S)
C59: 200 sabrerattlers
REGULAR general block: 120M, 15C --- 6-7.5 rounds
C60: 2 (AC bonus) bull, 50 (AC bonus) gunmen, 125 sabrerattlers
110R, 90K (110R)
Send regular general first followed by the veteran after a 3 seconds delay.
http://thesettlersonlinewiki.com/upl... s12 block.png
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 11: 1850 xp
C53: 600 xp
C54: 300 xp
C55: 550 xp
C56: 400 xp
C54: 100 decksrubber, 100 sabrerattler
REGULAR general block: 50R, 50S -- 4-5 rounds
70R, 140ES (70R) -- any general but use MMA if available, not really worth risking a block, soldiers are needed pretty heavily in SE
C55: 50 sabrerattler, 75 officers
REGULAR general block: 200ES or 39S,161ES - 5 rounds
C56:
2 (AC bonus) bulls, 75 sabrerattlers, 75 (AC bonus) gunman
75M, 75K (55M) - 1 round, tested loss 50M
Send general 1 to block C54, wait for him to cross the border (the black line on the image), then send general 2, when general 2 is about to cross the black line (2 to no steps ahead), send general 3. This block is a bit risky and can be short (mostly on second part of the block), yet I succeeded on it.
http://thesettlersonlinewiki.com/upl... s11 block.png
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 10: 5350 xp
C46: 900 xp
C47: 350 xp
C48: 1050 xp
C49: 650 xp
C50: 700 xp
C51: 700 xp
C52: 1000 xp
Keep following attack order, block needs to be done LAST.
Move a general in sector 7 in order to kill camp 46.
C46: 3 crazy cooks, 150 sabrerattlers
45M, 155K (45M)
Attack camp 52 directly from camps placed in sector 11 or in sector 12. No block needed.
C52: 1 crazy cook, 50 (AC bonus) caltrop, 125 officers
w1: MMA: 200LB, 20S (200LB, 20S)
C52: 1 crazy cook, 70-80 officers
w2: 120S, 130K (109S)
Block section starts here:
I`m used to sending attacking generals first then blocker general, but I move fast, if you`re a slower type best send in order.
C49: 100 officers, 50 (AC bonus) caltrop
REGULAR general block: 140ES, 55K --- 3 rounds, worked
C48: 1 crazy cook, 125 officers, 50 (AC bonus) gunman
w1: MMA: 200LB, 20S (200LB, 20S) --- clears all gunman and 61 officers
w2: MG: 140S, 130K (tested loss 81S)
http://thesettlersonlinewiki.com/upl... s10 block.png
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 4: 1450 xp
C11: 550 xp
C12: 900 xp
C11: 100 (AC bonus) caltrop, 75 officers
REGULAR general block: 140ES, 30K --- 3 rounds, need a longer block with at least 1 more round, it won shortly after attacker got to his camp (lost 126ES), use less cannons and add some soldiers instead, simulator keeps giving errors, try 15-20S, 140ES, 20K
C12: 1 crazy cook, 100 officers, 50 sabrerattlers
155 S, 115K (154S) -- 3 rounds
http://thesettlersonlinewiki.com/upl...e s4 block.jpg
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 3: 2475 xp
C7: 600 xp
C8: 400 xp
C9: 600 xp
C10: 875 xp
C9: 50 decksrubber, 75 officers, 50 (AC bonus) gunman
REGULAR general block: 160S, 40ES --- 4 rounds, worked
C10: 1 crazy cook, 100 officers, 75 (AC bonus) caltrop
145S, 125K (145S) --- 2 rounds, 134S tested loss
http://thesettlersonlinewiki.com/upl...e s3 block.jpg
http://tso-uk-website.cdn.ubi.com/si...r/ornament.pngSector 9: 7310 xp
C33: 660 xp
C34: 800 xp
C35: 500 xp
C36: 400 xp
C37: 400 xp
C38: 400 xp
C39: 900 xp
C40: 350 xp
C41: 500 xp
C42: 500 xp
C43: 350 xp
C44: 550 xp
C45: 1000 xp
C33: 110 officers
155S, 115K (155S) -- tested loss 139S
C35: 50 officers, 100 sabrerattlers
REGULAR general block: 1R
C34: 2 cook, 50 officers, 50 (AC bonus) gunmen
100S, 170K (87S) --- tested loss 80S
http://thesettlersonlinewiki.com/upl... s9 block1.png
C38: 200 sabrerattlers
102R, 70K (101R) --- tested loss 87R, next time add rest of troops as C
If attacks come from sector 6, the generals will pass right between the influence zones of enemy camps and hit directly on camp 40 and then on camp 45.
C40: 50 (AC bonus) caltrop, 150 (AC bonus) gunman
MG: 170R, 2M, 98ES (170R, 2M)
MMA: 160R, 60K (153R) --- tested loss 135R
http://thesettlersonlinewiki.com/upl...6se s9 c40.jpg
C45: 3 crazy cook, 50 (AC bonus) gunman, 50 officers
90S, 180K (90S, 3K) --- tested loss 80S
Time to call in lootspotters. Have them send attacks on C35 with 3M from landing zone or from sector 5.
C42: 50 officers, 100 (AC bonus) gunman
REGULAR general block: 175S --- 4 rounds
C39: 2 crazy cook, 50 officers, 100 sabrerattlers
100S, 170K (86S) --- 1 round, tested loss 72S
http://thesettlersonlinewiki.com/upl... s9 block2.png
i had some error on adventure clever taylor, G4 general A 1recruit block finished too soon result in B being intercepted not sure if I was slow sending but thought I would mention it.
again G4 general C is listed as normal gen but when it come to the attack bits both the block and the attacking gen's is sent from the same position C. so maybe gen C and D is mixed up somehow?
Also everywhere in the guide the battle length in seconds don't make sense to me, example G5 blocking gen: BLOCKING NORMAL general: 200E {minimum 240 seconds to end of battle, 4 rounds} ----> 4 rounds is 120 seconds with normal gen in this instance, 20 sec per round and demolition of 40 seconds.
thanks
EDIT: sorry, I guess the battles times is listed with walking times, just I never saw it done this way