Bandit Nest
with Round Blocks
Average Losses (veteran and crossbows): 297R 66S 100C
Average Losses (veteran and cannoneers): 325R 52S 100C
Average Losses (major + 3 suicidal MoMAs): 388R
Adventure Info:
Player Level: 36+
Difficulty: 5/10
Number of Players: 1
Duration: 2 days
Where to get?: Trader (Shop) for 200 map fragments
Nine main versions are presented below.
Several subversion can be made from the alternatives for the attacks below though.
Most notably, the distribution between recruits, militia and soldiers used against the leaders, affects what troops are needed and lost.
Also the different suicide versions affect the number of dead cavalry and the subsequent need for R/M/S.
Two NORMAL generals using one 1R block
Units needed, average: 1007R 159S 268C 145LB (1579 units)
Units needed, maximum: 1070R 210S 274C 145LB (1699 units)
Units lost, minimum: 906R 103S 268C
Units lost, average: 1007R 125S 268C
Units lost, maximum: 1070R 210S 274C
Two NORMAL generals using one 1R block
Units needed, average: 1078R 81S 207C 99XB (1465 units)
Units needed, maximum: 1142R 134S 217C 99XB (1592 units)
Units lost, minimum: 977R 56S 207C
Units lost, average: 1078R 75S 207C
Units lost, maximum: 1142R 134S 217C
One BATTLE HARDENED general with Longbows
One ANY general
Two NORMAL generals using 3 round blocks
Units needed, average: 437R 223S 341C 145LB (1094 units)
Units needed, maximum: 464R 223S 341C 145LB (1110 units)
Units lost, minimum: 398R 103S 268C
Units lost, average: 437R 125S 268C
Units lost, maximum: 464R 184S 274C
One BATTLE HARDENED general with Crossbows
One ANY general
Two NORMAL generals using 3 round blocks
Units needed, average: 508R 208S 319C 99XB (1134 units)
Units needed, maximum: 536R 108S 126E 319C 99XB (1188 units)
Units lost, minimum: 469R 56S 207C
Units lost, average: 508R 75S 207C
Units lost, maximum: 536R 108S 217C
Two BATTLE HARDENED generals with Longbows
Two NORMAL generals using 3 round blocks
Units needed, average: 298R 223S 428C 145LB (1094 units)
Units needed, maximum: 314R 223S 428C 145LB (1110 units)
Units lost, minimum: 280R 103S 268C
Units lost, average: 298R 125S 268C
Units lost, maximum: 314R 180S 274C
Two BATTLE HARDENED generals with Crossbows
Two NORMAL generals using 3 round blocks
Units needed, average: 369R 132S 126E 319C 99XB (1045 units)
Units needed, maximum: 386R 149S 126E 319C 99XB (1079 units)
Units lost, minimum: 351R 56S 207C
Units lost, average: 369R 75S 207C
Units lost, maximum: 386R 104S 217C
One VETERAN general with Longbows
One BATTLE HARDENED general
Two NORMAL generals using 3 round blocks
Units needed, average: 203R 276S 418C 142LB (1039 units)
Units needed, maximum: 217R 295S 418C 142LB (1073 units)
Units lost, minimum: 187R 128S 137C
Units lost, average: 203R 148S 137C
Units lost, maximum: 217R 176S 143C
One VETERAN general with Crossbows
One BATTLE HARDENED general
Two NORMAL generals using 3 round blocks
Units needed, average: 300R 132S 418C 96XB (946 units)
Units needed, maximum: 314R 143S 418C 96XB (971 units)
Units lost, minimum: 284R 49S 100C
Units lost, average: 300R 66S 100C
Units lost, maximum: 314R 90S 100C
Units needed, average: 297R 117S 135E 317C 96XB (962 units)
Units needed, maximum: 310R 128S 135E 317C 96XB (986 units)
Units lost, minimum: 281R 49S 100C
Units lost, average: 297R 66S 100C
Units lost, maximum: 310R 90S 100C
One VETERAN general with Cannoneers
One BATTLE HARDENED general
Two NORMAL generals using 3 round blocks
When camp 5 is gone, a 1R block can be used against camp 4, and no fast general is needed.
Send all three generals right after each other.
Note that general B must be sent to the leader camp 6. He will be intercepted by camp 4, which is his real target.
Do not send him directly at camp 4. In that case he will take the western route and walk into camp 2.
From B to Camp 6) 200 Thugs (Camp 4) BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert ANY general: [91R (91R)]
Note that general B must be sent to the leader camp 6. He will be intercepted by camp 4, which is his real target.
Do not send him directly at camp 4. In that case he will take the western route and walk into camp 2.
If you have a veteren general, camp 6 can be killed in one wave:
From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert VETERAN general: [69M 3S 125C 53LB (52M - 60M - 69M 2S)] {50 seconds of fighting} VETERAN general: [47R 30S 123C 50LB (47R 14S - 47R 20S - 47R 29S)] {50 seconds of fighting} VETERAN general: [69M 2S 1E 125C 53XB (52M - 60M - 69M 2S)] {50 seconds of fighting} VETERAN general: [65R 22S 1E 123C 39XB (65R 8S - 65R 14S - 65R 22S)] {50 seconds of fighting} MAJOR general: [60R 17S 1E 120C 72XB (60R 4S - 60R 9S - 60R 17S)] {40 seconds of fighting} MASTER of Martial Arts: [100R 4S 68C 48LB (75R - 91R - 100R 3S)] {40 seconds of fighting} MASTER of Martial Arts: [100R 4S 71C 45XB (75R - 91R - 100R 3S)] {40 seconds of fighting} MASTER of Martial Arts: [69R 11S 1E 65C 74XB (69R - 69R 5S - 69R 11S)] {30 seconds of fighting}
If you do not have a veteran general, camp 6 will have to be killed in two waves.
Two-wave veteran versions are also included below, that lose more recruits, but less soldiers (compared to the single waves above).
Send generals C and D right after A and B:
From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert ANY general: [91R (91R)] {20 seconds of fighting}
If you do have at least one Master of Martial Arts, you may want to use him in a suicidal wave:
From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 6) 100 Thugs, 50-55 Rangers, 1 One-Eyed Bert VETERAN General: [98R 4S 50C 1B 97LB (73R - 88R - 98R 3S)] {30 (40) seconds of fighting} VETERAN General: [90R 2S 80C 1B 1LB 76XB (66R - 79R - 90R 1S)] {30 seconds of fighting} VETERAN General: [89R 1S 1E 81C 77XB 1K (67R - 79R - 89R 1S)] {30 seconds of fighting} MAJOR General: [87R 1S 1E 101C 79XB 1K (65R - 77R - 87R 1S)] {30 seconds of fighting} MASTER of Martial Arts: [88R 2S 42C 88LB (64R - 77R - 86R 1S)] {30 seconds of fighting} MASTER of Martial Arts: [86R 1S 1E 50C 82XB (64R - 77R - 86R 1S)] {30 seconds of fighting} MASTER of Martial Arts: [86R 1S 1E 50C 52XB 30K (64R - 77R - 86R 1S)] {30 seconds of fighting}
The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is less than 50 seconds (14 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. The total time of marching and fighting for generals C and D will thus be less than 50+5+5+20+50 = 130 seconds (even if general C is a normal one). With all block versions lasting 140 seconds or longer, there shouldn't be any danger with this block, unless you're really slow with sending out your generals.
If you have two fast generals, send all four generals right after each other.
If you have at least 27E (for the block on camp 10), you may opt to use a normal general in position C.
If you have already killed camp 10, send generals B, C and D right after each other.
In this case general C can always be ANY general.
If you have already killed both camps 10 and 11, send only generals C and D (no block).
In this case, replace the BATTLE HARDENED general (as listed) with ANY general.
The setups for generals C and D depend on what kind of main general you have.
Keep sending generals C and D right after generals A and B.
If you have a BATTLE HARDENED general with longbows follow this:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers BATTLE HARDENED general: [148C (148C)] {10 seconds of fighting}
From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 0-10 Rangers BATTLE HARDENED general: [43S 12C 145LB (34S - 39S - 43S 6C)] {40 seconds of fighting}
If you have a BATTLE HARDENED general with crossbows or
if you have a VETERAN general with longbows follow this:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers BATTLE HARDENED general: [87C (87C)] {10 seconds of fighting}
From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 43-56 Rangers BATTLE HARDENED general: [44S 63C 93XB (32S - 38S - 44S 10C)] {40 seconds of fighting} VETERAN general: [45S 63C 142LB (32S - 38S - 45S 6C)] {40 seconds of fighting}
If you have a VETERAN general with longbows, the version below is cheaper in lost units, but also more risky.
I would not try this version unless you have elite soldiers for the first block on camp 10 above.
If you have at least a VETERAN general with crossbows follow this:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers BATTLE HARDENED general: [50C (50C)] {10 seconds of fighting}
From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 80 Rangers VETERAN general: [4R 80M 1S 100C 65LB (4R 60M - 4R 69M - 4R 80M)] {50 seconds of fighting} VETERAN general: [37R 40S 100C 73LB (37R 24S - 37R 31S - 37R 39S)] {50 seconds of fighting} VETERAN general: [62M 3S 100C 85XB (50M - 57M - 62M 2S)] {40 seconds of fighting} VETERAN general: [30R 30S 1E 100C 89XB (30R 18S - 30R 24S - 30R 30S)] {40 seconds of fighting} VETERAN general: [65R 20S 1E 100C 64K (65R 4S - 65R 10S - 65R 20S)] {30 seconds of fighting} MAJOR general: [77R 8S 1E 100C 84K (69R - 77R 2S - 77R 8S)] {30 seconds of fighting}
Camp 12 can be killed in one wave if you have a MASTER of Martial Arts:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers MASTER of Martial Arts: [90R 130S (90R 33S - 90R 45S - 90R 62S)] {50 seconds of fighting} MASTER of Martial Arts: [96R 59S 65E (96R 28S - 96R 42S - 96R 59S)] {50 seconds of fighting} MASTER of Martial Arts: [25R 130M 65S (25R 99M - 25R 119M - 25R 130M 10S)] {50 seconds of fighting} MASTER of Martial Arts: [133R 17S 1E 69K (125R - 133R 5S - 133R 17S)] {30 seconds of fighting} MASTER of Martial Arts: [163R 7E 50K (130R - 150R - 163R 5E)] {40 seconds of fighting}
The cheapest way is to use your MASTER of Martial Arts for the suicidal wave though:
From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 55-60 Rangers VETERAN general: [87R 20S 72C 71LB (87R 3S - 87R 10S - 87R 19S)] {50 seconds of fighting} VETERAN general: [91R 7S 83C 69XB (74R - 87R - 91R 6S)] {50 seconds of fighting} VETERAN general: [99R 1S 1E 84C 4XB 61K (74R - 87R - 99R 1S)] {30 seconds of fighting} MAJOR general: [96R 1S 1E 107C 4XB 61K (67R - 82R - 96R 1S)] {30 seconds of fighting} MASTER of Martial Arts: [103R 6S 14C 97LB (81R - 97R - 103R 5S)] {40 seconds of fighting} MASTER of Martial Arts: [97R 1E 56C 66XB (68R - 82R - 97R)] {40 seconds of fighting} MASTER of Martial Arts: [96R 1E 56C 6XB 61K (67R - 81R - 96R)] {30 seconds of fighting}
The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is less than 80 seconds (23 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. The total time of marching and fighting for generals C and D will thus be less than 80+5+5+10+40 = 140 seconds. With all block versions lasting 140 seconds or longer, there should normally not be any danger with this block. However, if your last fight lasts 50 seconds, or if you don't have a battle hardened general to use for general C, then your total fighting will last over 140 seconds, and there will be a small chance (depending on which block you use) that the first block on camp 10 will finish too soon.
If you do not have a fast general, kill camp 8 first: Camp 8) 100 Guard Dogs, 90 Roughnecks ANY general: [160R 40S (135R - 154R - 160R 7S)]
Send generals B and C right after general A has appeared outside his garrison.
Otherwise, if general B marches out at the same time as general A, there is a risk that general B will be intercepted within friendly territory.
Depending on what generals you've got and what you're prepared to lose (cavalry or soldiers), there are a few alternatives below:
Losing 50C:
From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers ANY general: [50C (50C)] {20 seconds of fighting}
From C to Camp 9) 1 Chuck, 100 Roughnecks, 50 Rangers VETERAN general: [8R 100S 62C 80LB (8R 82S - 8R 90S - 8R 99S)] {50 seconds of fighting} VETERAN general: [20R 79M 1S 59C 91XB (20R 60M - 20R 69M - 20R 79M)] {40 seconds of fighting} VETERAN general: [59R 35S 1E 59C 96XB (59R 23S - 59R 28S - 59R 35S)] {40 seconds of fighting}
Using your Master of Martial Arts for the suicide:
From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From C to Camp 9) 1 Chuck, 100 Roughnecks, 25-30 Rangers BATTLE HARDENED general: [16R 57S 27C 100XB (16R 41S - 16R 48S - 16R 56S)] {40 seconds of fighting} VETERAN general: [58R 83S 24C 85LB (58R 37S - 58R 45S - 58R 82S)] {50 seconds of fighting} VETERAN general: [117R 11S 1E 30C 91XB (112R - 117R 4S - 117R 11S)] {40 seconds of fighting} VETERAN general: [117R 11S 1E 30C 77XB 14K (112R - 117R 4S - 117R 11S)] {30 seconds of fighting} MAJOR general: [130R 1S 1E 34C 75XB 29K (102R - 117R - 130R 1S)] {30 seconds of fighting}
Losing 120C or using your Master of Martial Arts and losing 56C:
From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers ANY general: [120C (120C)] {20 seconds of fighting} MASTER of Martial Arts: [56C (56C)] {10 seconds of fighting}
From C to Camp 9) 1 Chuck, 99-100 Roughnecks, 0-2 Rangers BATTLE HARDENED general: [105S 95LB (60S - 71S - 105S)] {50 seconds of fighting} BATTLE HARDENED general: [72R 29S 99XB (72R 15S - 72R 22S - 72R 28S)] {40 seconds of fighting} VETERAN general: [135R 19S 96LB (135R - 135R 8S - 135R 18S)] {50 seconds of fighting} VETERAN general: [125R 1S 1E 123XB (94R - 110R - 125R 1S)] {40 seconds of fighting}
If you've still got two Masters of Martial Arts alive, there is also a possibility to use two suicidal attacks.
Open the spoiler for more details:
Spoiler
Position A: NORMAL general
Position B: MASTER of Martial Arts
Position C: MASTER of Martial Arts
Position D: VETERAN general or BATTLE HARDENED general
Send generals B, C and D right after general A has appeared outside his garrison.
Otherwise, if general B marches out at the same time as general A, there is a risk that general B will be intercepted within friendly territory.
From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From C to Camp 9) 1 Chuck, 100 Roughnecks, 25-30 Rangers MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 9) 1 Chuck, 98-99 Roughnecks BATTLE HARDENED general: [100S 100LB (59S - 66S - 100S)] {50 seconds of fighting} BATTLE HARDENED general: [72R 28S 100XB (72R 15S - 72R 21S - 72R 27S)] {40 seconds of fighting} BATTLE HARDENED general: [73R 26S 1E 83XB 17K (73R 15S - 73R 21S - 73R 26S)] {30 seconds of fighting} VETERAN general: [136R 14S 100LB (136R - 136R 5S - 136R 13S)] {50 seconds of fighting} VETERAN general: [117R 1S 1E 131XB (88R - 104R - 117R 1S)] {30 seconds of fighting} VETERAN general: [112R 1S 1E 82XB 54K (86R - 99R - 112R 1S)] {30 seconds of fighting} MAJOR general: [88R 1S 1E 90XB 90K (63R - 76R - 88R 1S)] {30 seconds of fighting}
The marching time for general B, from the moment general A starts his battle, till the moment general B starts his battle, is less than 40 seconds (11 steps marching) plus the time it takes to send off general B, some 5 seconds. The total time of marching and fighting for generals B and C will thus be less than 40+5+20+50 = 115 seconds with the slowest setups above. With all block versions lasting 160 seconds or longer, there should not be any danger with this block.
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.
18.11.12 12:43
Polymer
Seing that is missing from your collection, can I add a Gunpowder guide? I seem to specialise in adventures noone else plays.
18.11.12 13:10
speedydust
Quote:
Originally Posted by Polymer
Seing that is missing from your collection, can I add a Gunpowder guide? I seem to specialise in adventures noone else plays.
Disclaimer: understand that you play an adventure at your own risk, always check yourself troop setups with a simulator and keep an eye on the blocks making sure they work. I post only ideas that worked for me. Dead troops are gone and won`t be refunded :)
Also, my setups are not necessarly the most economical ones. I assume the troops are there and given that they can be used. I also assume you don`t start a hard adventure without having enough higher tier troops.
All following blocks are done with REGULAR generals, only first wave attacks on camps are done with fast generals.
Blue line represents block path, red line the attack path.
Attack C5 from sector 2: C5:
70 BD, 50 MD, 80 CD
135R, 115 ES (135R)
Next triple block has the chances of being nasty. I do NOT recommend the block if you don`t have cannoneers, and if you do, keep eyes open and send the generals in the proper order, they are numbered on the picture for a good reason.
If you use cannons version, move the veteran in the BHG spot on the picture. This block is risky and you can at times lose the troops on the first blocking general.
Send general in the middle camp to attack C22, wait untill he enters it and then send in order attacks on C20, C23 and C21. If you use the cannons version, place veteran general on the position where the BHG is on the picture. C22
100 CD, 100 SD
block: 115 ES --- 7-14 rounds, avg. 10 {180-280sec, avg 240sec} or 128 S, for 1 round {20sec}shorter
optional kill: 157R, 93ES (157R)
Next block can be done from 2 positions for the veteran general marked on next picture with A and B. Notice B is the position occupied possibly by the fast general recovering from last block.
Anyway order of sending attacks is A-1-2-3 in fast succession if veteran can`t be positioned on B spot or 1-2-3-B if the fast general has recovered and can be moved away.
Best to call in lootspotters now and send them on the stonetowers. Carefull when you check combat simulation to pick the stone tower too as it gives a 90% bonus (I didn`t and wondered why some of my xbows died). You can send lootspotters though on any camp in this sector with 1-5R.