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Tage! Hello! Miss you and hope all is well with you... and Killste! LadyB! Miss everyone please say hello on testing server.
Cheers;
Asiastrings
Not updated.
Spoiler
Hey there, while I was checking unit comps for my HB I seemed to come across this.
I don't know but it seems to me that even when I used the 1R block at the G3 position, I would need 125 to 132 LB.
So at the units needed maximum part shouldn't the 65 LB be 132 LB?
Sorry if I miss understood something while reading through the guide.
Thanks Billy!
I had those longbows (or crossbows) completely missed out.
Now corrected to show 125LB maximum, as that is what is needed if you have soldiers.
The average loss would still be the same (33R) if you use [38R 162S], but it is better to bring the longbows if you've got them.
EDIT:
Also added a summary for those not having soldiers, but still wanting to try the three 1R blocks.
This is the case where you would want those 132 longbows:
Alright, glad to be some use. :)
On Island of the Pirates I follow your guide, but have found that by sending all my fast generals with all the required troops that I can finish the first sector while the slow generals are still travelling to the adventure. To do this I need to use a fast (BHG, Grim, Vet or Major) general to block on the second attack (first block), but it seems there is plenty of time for this block to succeed. In order for it to work I need to make sure I send the MMA first, so that I can reposition it in the bottom landing spot in order to use it for both the first and second attack, but this has never been a problem for me. (You can also just attack the other camp rather than blocking as the losses are pretty low, but if there is little danger in using a fast general to block, I see no reason not to).
Yes, that's how I've been doing it as well.
That first block lasts a minimum of 60 seconds if you're using a fast general for it. That is enough time if your main general is another fast one, in which case the main battle would be lasting a total of 30-50 seconds, including the 10 s time for marching through the agro zone.
Fantastic job, well done to all concerned, but I spotted an error in the Lootspot for SFTR - you need 3R not 1R to guarantee a kill against 40 wolves.
yes, great job. And I agree with Korkin, 1R not enough. 3R or 1C. Otherwise perfect description. Thanks!
Thanks, lootspot in SftR corrected to either 3R or 1C. :)
For some reason I thought those wolves did not have first strike... either my memory is fading, or they've changed it...
1 cav with any general can leave you empty-handed, wolves have 10 HP, cav does 5 or 10 damage :)
i'd probably repeat problem gamers already saw, but nevertheless
(in traitors) i always use the option:
One VETERAN general with Cannoneers
One BATTLE HARDENED general
Two NORMAL generals using two round blocks
Units needed, average: 313R 8M 125S 89E 373C 102K (1010 units)
Units needed, maximum: 324R 8M 128S 89E 373C 102K (1024 units)
ie. i dont bring any XB's
and when i come to killing camp 10, it says:
From A to Camp 10) 100 Soldier Deserters, 100 Longbowman Deserters
VETERAN general: [144R 6S 65C 35LB (113R - 137R - 144R 5S)]
VETERAN general: [130R 3S 96C 21XB (100R - 116R - 130R 2S)]
MASTER of Martial Arts: [113R 2S 62C 43LB (87R - 101R - 113R 1S)]
MASTER of Martial Arts: [100R 2S 58C 60XB (68R - 84R - 100R 1S)]
and it is so frustrating
so, hopefully, after giving it enough attention to write this post, maybe i'll remember next time to bring XBtroops ....
Philos, I had similar beef with BK MMA setup, which has some errors, and also not catered to my style. Used my setup for a while and eventually posted it in this thread. I keep this URL in my bookmarks. I thought that the guide was not updated for the errors, but it see now that it was. Good things happen eventually.
Philos, if you've got cannoneers, use the setup provided for cannoneers, hidden inside a spoiler.
With cannoneers, camp 11 can be killed fast enough to allow you to round block both camps 9 & 10.
Click the "Show" button to open the spoiler:
Do these guides and their blocks setups still apply now after the patch?
Doing SE as I used to and its working fine
it looks like all the fairy tale guides will need looking at as i was 3/4 of the way through VLT as the patch kicked in and i didnt read the changelog (silly me) and carried on as planned until i lost my vet including 12E 120k on a camp that was a simple wipe. Bears, wolfpackleaders, longbowman & militia all seem to do splash damage now.
Has something changed here? I no longer need to do the block. If I move my general a bit further south, he walks between the two bandit camps, straight to the leader, and doesn't get intercepted by camp 9.
Anyone else noticed this?
Also, in G9, camp 19 doesn't cause an intercept either.
I think it's an effect of the new popups.
Hi Tage, I am a player on the American server, and I appreciate your guides very much. I have reworked Save the Christmas Feast in its new version (using your images, I hope you don't mind)
Anyways it's in a google doc here. When I have time I'll finish the Veteran version and start working on all the different troop levels... I have normal / bhg with Elites (me) and MMA with Elites / Cannoneers (guildies) along with a few sporadic Veteran attacks.
It's not perfect - it's a first attempt and I need to put in the strange bees... eventually.
I have used this guide for at least 100 times for Outlaws so I know what I am doing. For the last 2 attempts I have lost 31 Elite on camp 12 ( I use Elite rather than Soldiers) although nothing appears to have changed within the set up of the adventure. this has never happened before. Has anyone else had the same problem?
Assuming you mean this guide.
Which of the options do you use?
I always send 100R and 150 Elite
Well that should indeed prevent your elite losses. Your result of losing about 31 elites, is a result you would get while not sending recruits at all.
Did you check the battle report and notice anything strange? (like the problem described here) If so, contact Support and send them (a link to) the screenshot while explaining what is wrong with it. If not, well then I'm out of ideas. Maybe link a screenshot in here to see if someone spots something else that might have gone wrong/weird
I will be going again tonight or in the morning so I will let you know
No Problems this time. perhaps I made a mistake with the recruits before. thanks for your time
I see. funny coincidence that its exactly 50 difference.
Ty
Max Troops needed For Vet: 785R 197C 55S 61XB 111K ...forgot 127E