In which adventure? :)
I guess that would be MAJ/VET Cannon BLack Knights Loot Run (SHORT VERSION) by LordMatata
There seems to be something wrong in the Stealing From the Rich garrison position G3 block. I have already twice lost 1 ES and cavalry.
Nothing wrong with G3... have done SftR using this guide dozens and dozens of times and never had a problem with that block. Double check your positioning, that you have the correct troops assigned to each general and remember you are sending the middle general A (1E 136C) first and have to wait until he reaches the indicated point before you send General B (104C). General C is sent immediately after B with no further wait.
towers intercept again, please update guide
is there a guide to do traitors with no cav
To get an achievement point just don't lose any cavalry. You can use as many as you like, though.
Hello. New to reading this stuff, but where are the middle camps in your guide? Cant find em anywhere?
http://forum.thesettlersonline.com/t...l=1#post194033
Garrison Position G2 (Camp 16)
This is third reply attempt, I don't remember everything I wrote. I was doing Sleepy Reef and noticed that there is no MMA calculation, so I did rough calculation. There is probably better solutions than this ones. Losses happened to me, they aren't calculated.
C1: 24R 1E 195C (24R)
C2: 45R 5M 80S 90E (43R) possible loss of one or two recruit and militia more
C3: 60R 160E (36R)
C4: 20R 50M 50S 100E (20R 3M)
C5: 80R 50M 20S 70E (80R 80M 3S) OK, this one was probably miscalculated
As for trees, no improvement there.
Didn't quote post, because it would be too large.
Hi, i cant see first pictures...
Bandit Nest is rather popular nowadays. I use 2 MMA + 1 VET to minimize losses. Next to last attack is done in 2 waves (1R MMA before actual MMA), as well as the last attack (1R MMA before actual VET). Today I had to pause playing before the last attack, so eventually got both MMA and VET available for the last attack. This is the setup I used for the last attack, to reduce losses:
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, 50 Guard Dogs, 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
VETERAN general: [78R 8S 1E 89XB 74K (74R - 78R 3S - 78R 7S)] {30 seconds of fighting}
Garrison D is placed just behind garrison B.
I just skimmed through this since its so long, it would take me almost an hour to read it. Although by what I saw its a very good guide, thanks for posting it!
Thanks again!
Programmedjord
Got Sleeping Volcano down to a mere 60 recruit loss now using the MMA as intended.
Instead of hitting the final camp with recruits and elites as per guide, bring along a Vet with 250 XBs as well, use the ninja with 1r as a suicide, then send in the XBs to mop up the DHP and Dervishes. Simples.
Like many others, I played with the extra MMA.
On Traitors, 2 suicide MMAs can reduce the loss on last block.
MMA 1 in C, MMA 2 in D and MG just behind D (next to C and D)
From C to Camp 11) 60 Cavalry Deserters, 60 Soldier Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 11) 60 Soldier Deserters, 40-45 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From behind to Camp 11) 59-60 Soldier Deserters, 1 Sir Robin, 1 Big Bertha
MAJOR general: [74R 10M 186K (max 74R)] {40 seconds of fighting}
Surprise Attack by Princess Ally
Garrison Position G3 (Camps 8-10, BLOCK)
There seems to be a slightly changed map pathing now which results in the general A's location isn't valid any longer.
I took a screenshot. The darkened field is how the map is now, the upper right corner is from Princess Ally's guide:
http://i.imgur.com/Zdi3VWJ.png
The block can still work, you just need to wait a little longer with sending the two other generals. Alternatively, can also bring an additional 48 militia to kill the camp* and continue to do the half block.
*Camp 8; (130 Housecarl, 70 Valkyrie) | 48 Militia, 85 Cavalry, 117 Crossbowman
The rest of the guide functions normally. =)
In Outlaws, and from what I've found, it doesn't matter if your Vet is in this position for the first attack.
http://s4.postimg.org/i38sjs9x9/Snap...2_19_No_00.png
Normally that would work quite well. Especially if you're not superfast with sending out your veteran.
If generals B and C would march out at the same (or almost at the same) time, do recall them immediately though.
Rather wait an extra 3 seconds after general B appears outside his garrison, before sending out general C.
I also must admit that I have done this myself, when I've failed to get the generals to arrive in proper order. :o
On another note, I've added the Master of Defence for DP and for the first attack in IotP. :)
On Bandit Nest, the first block with suicidal MoMA and Vet with cannons can go wrong, if you use these:
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
MASTER of Martial Arts: [86R 1S 1E 50C 52XB 30K (64R - 77R - 86R 1S)] {30 seconds of fighting}
With 55 Rangers left, it's very possible that the battle goes on for 3 rounds, and then you lose the single elite, cavalry and some crossbowmen. I checked with the combat sim, and it happens. I think I double-checked that my troops were correct, and still lost 86R 1S 1E 50C 6XB.
Anyway, thought I'd let you know, and thanks again for the guides! :)
Once again, my bad. I swear it didn't say MoMA in the morning when I copypasted it! ;) I promise to never again complain about your work before having my morning coffee! Thanks for the reply.
Your guide is awesome...1.ooo.ooo thanks mate !!!!!
I found a much simpler way to finish this adventure with 2 MMA and 2 Normal gens
http://i.imgur.com/UDjfiau.png
(looks like it will not show the picture so added link click )
Block
A and B is normal gens with 1R each.
Castle
1 MMA 1R
2 MMA 93R, 3M 124K (max loss 93R, 2M)
Alternative
2 MG 127R, 3M, 140K (max loss 127R, 2M)
2 Vet 127R, 3M, 120K (max loss 127R, 2M)
*max loss is highly unlikely
Wave 1
Send 1 first then after send block A
Wave 2
Send 2 first then after send block B
yes in this setup send attack general first then block after since there is quite a walk so no rush with block actually ;)
For camp 10 i used this
MMA 94R, 1S, 1ES, 75C, 49K (max loss 94R 1S)
I just did it now and it worked, but it is untested by others but give it a try
If you do have 2 MoMAs and cannoneers, I would still much prefer and recommend the roundblock shown a little earlier in the guide:
The setups are shown within the spoiler, and the one for you, having two MoMAs, would be this one:
Dear author
Thx for all Your guides
In BK adv to attack camp 6 it is a bit too much R has defined.
113R 2M - I usually use 105R 10M. And the blocks are not in risk because this change.
Thanks for attention
Yes, the average loss for both those versions is exactly the same, 100R.
However, I usually try to minimise the number of dead M and S,
and favour having a few extra dead R in those cases when bad luck strikes.
In your case you'd loose 1M roughly every 4 times, with a risk of losing up to 6M every 1000 times.
In my case, the risk of losing militia is in the region of 1M every 10000 times.
is it possible to have guiges for mma with x-bows troops needed seems every guide with mma is only calculated if you have cannoneers.. other than that really great guides
Working on them... ;)
The problem with the MoMA is that there are, potentially, simply too many combinations......plus additionally those bigger adventures where you'd want to use your MoMA for more than 3 suicidal attacks.
- Only MoMA
- MoMA + BHG
- MoMA + Veteran
- MoMA + Major
- MoMA + MoMA
- MoMA + MoMA + BHG
- MoMA + MoMA + Veteran
- MoMA + MoMA + Major
- MoMA + MoMA + MoMA
- MoMA + MoMA + MoMA + BHG
- MoMA + MoMA + MoMA + Veteran
- MoMA + MoMA + MoMA + Major
...and all those separately for Longbows, Crossbows and Cannoneers.
I am slowly adding the "Only MoMA" options for those three main troop configurations though.
Last 2 attacks in Horseback are incorrect, has stats changed?
(Lost 8S)
From C to Camp 5) 80 Lance Riders, 120 Composite Bowmen
MASTER of Martial Arts: [37R 150S (30R - 36R - 37R 1S)] {20 seconds of fighting}
(Lost 1S and 3C)
From C to Camp 4) 90 Nomads, 90 Composite Bowmen
MASTER of Martial Arts: [26R 1S 193C (19R - 23R - 26R)]
a lot of images are not showing with a message in German which i cant read. I want to finish the achievements with this but cant understand the guide or see the full picture which is also blocked
sorry above note is about Gunpowder guide
If you've got the gens and troop units, try the other guide at http://forum.thesettlersonline.com/t...l=1#post264612
It's currently showing in English :)
Hi Tage, ref Sleeping volcano adventure. Can I suggest taking an extra Vet or MG with another 250 cav to speed up the gameplay, especially when using the 3 mma suicides as some players can do now?
There are a lot of long walks in it and using the extra Vet/MG means you can send off an attack as soon as a statue falls while the other army full of cavalry is returning to camp.
Yes, of course. Bring all three veterans readily loaded if you've got them for maximum speed, or two veterans and one BHG. Bringing more generals than the minumum required will always speed things up, but as a rule I only list the minimum requirements, leaving it up to you to decide what generals to bring, depending on what you've got. :)
Hello
I'd like to try the Suprise Attack Adventure with blocks. Is this possible without Elite Soldiers?
Or is there any guide for BHG for this adv?