On G1, camp 1 need block or eventualy to be destroyed before blocking camp 2 and 3 because can't attack camp 2 without beeing intercepted. Maybe little update could be doing here.
---------------------------------------
Adv. is the black knight
28.05.15 15:04
Polymer
You must position the generals exactly on the places shown in the picture and they won`t get intercepted.
28.05.15 15:18
SmurfAsH
Quote:
Originally Posted by dondoncic
On G1, camp 1 need block or eventualy to be destroyed before blocking camp 2 and 3 because can't attack camp 2 without beeing intercepted. Maybe little update could be doing here.
---------------------------------------
Adv. is the black knight
Seems like you've misplaced your General A.
If you beg to differ; please, make a screenshot, upload and post it here.
29.05.15 12:01
Tage
Quote:
Originally Posted by dondoncic
On G1, camp 1 need block or eventualy to be destroyed before blocking camp 2 and 3 because can't attack camp 2 without beeing intercepted.
Did you also note that general B going for camp 3 must be sent to the leader camp 4 and thus be intercepted by camp 3?
Otherwise, if sent directly to camp 3, your general B will indeed be intecepted by camp 1.
This is how it's said in the guide: :)
Quote:
Originally Posted by Tage
Note that general B must be sent to camp 4, and will be intercepted by camp 3:
30.05.15 07:52
FishSmell
Stealing from the Rich
The landing site has changed so long ago that I thought the guide would be updated by now but it hasn't happened yet. I don't see a point in hauling generals across the map so if you wouldn't mind updating the guide with something like this, I'd appreciate it.
Attack from anywhere on the right side of the statue to Camp 12) 20 Elite Soldier Deserters, 20 Crossbowman Deserters, 20 Cannoneer Deserters, 1 Sir Robin; T10) 140 wolves intercepted on the way: ANY general: 200R ANY general: 107R 93S ANY general: 99R 1M 80K VETERAN general: 92R 158S VETERAN general: 85R 153K VETERAN general: 80R 100E 70K MMA: 73R 147S (73R) MMA: 60R 25S 135K (60R) MMA: 60R 18M 142K (60R) MMA: 60R 10E 142K (60R)
Or in two attacks: send generals by the drum roll:
From 1 to T10 140 wolves* G1: attack: ANY general: 8R 1S 191C (8R) G1: attack: ANY general: 7R 1E 185C (7R) G1: attack: MMA general: 7R 1E 125C (7R) G1: BLOCK: ANY general: 2R 4M 22S - 13-20 rounds (avg. 15.5) 98% chance of win G1: BLOCK: ANY general: 2R 4M 19E - 15-21 rounds (avg. 18.2) 99% chance of win G1: BLOCK: MOD general: 1R 11S - 26-33 rounds (avg. 29.2) 0% chance of win
From 2 to Camp 12) 20 Elite Soldier Deserters, 20 Crossbowman Deserters, 20 Cannoneer Deserters, 1 Sir Robin use a setup from the original guide
*: in the preview it looks as though C16 would intercept if you attack T1 but their AOI starts in the same place so it won't. Attack can be sent on C12 and get it intercepted by T1 if that feels safer. Also, blocks can be done with fast generals because they take a lot of turns.
30.05.15 14:45
Stoof
Would it be possible to update the Surprise Attack guide with a mma version?
31.05.15 22:55
Tage
Quote:
Originally Posted by FishSmell
Stealing from the Rich
The landing site has changed so long ago that I thought the guide would be updated by now but it hasn't happened yet. I don't see a point in hauling generals across the map so if you wouldn't mind updating the guide with something like this, I'd appreciate it.
Thanks FishSmell, very much appreciated!
It hasn't even occurred to me that camp 12 can be attacked from the left, ever since the pathing changed.
Will definitely have to update my guide. :)
12.07.15 07:19
TommyChang
Hi Tage.
Theres a typo in this section of the guide for Sleeping Volcano.
Vet gen with soldiers, do not loose 105R, in worst case scenario.
I think it should`ve said 10R. :-)
Camp 2) 50 Cultists, 40 Dark Priests
ANY general: [18R 182C (13R - 15R - 17R)]
ANY general: [16R 1S 183C (13R - 15R - 16R)]
ANY general: [16R 1E 183C (13R - 15R - 16R)]
VETERAN general: [11R 1S 238C (7R - 9R - 105R)]
VETERAN general: [10R 1E 239C (7R - 9R - 10R)]
MAJOR general: [8R 1E 261C (5R - 7R - 8R)]
MASTER of Martial Arts: [8R 1S 211C (4R - 6R - 8R)]
MASTER of Martial Arts: [7R 1E 212C (4R - 6R - 7R)]
Best regards
28.07.15 08:19
Vikerzo
If you do have a veteran general, only two blocking attacks will be needed:
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
ANY general: [175R (175R)]
From X Camp 9) 150 Soldier Deserters, 50 Cavalry Deserters
BLOCKING NORMAL general: [1R (1R)]
From A Camp 11) 8-27 Soldier Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
VETERAN general: [150R 100S (82R - 128R - 150R 4S)]
MASTER of Martial Arts: [110R 110S (37R - 89R - 110R 3S)]
not working at all
29.07.15 20:42
Tage
Quote:
Originally Posted by TommyChang
Hi Tage.
Theres a typo in this section of the guide for Sleeping Volcano.
Vet gen with soldiers, do not loose 105R, in worst case scenario.
I think it should`ve said 10R. :-)
The landing site has changed so long ago that I thought the guide would be updated by now but it hasn't happened yet. I don't see a point in hauling generals across the map so if you wouldn't mind updating the guide with something like this, I'd appreciate it.
Attack from anywhere on the right side of the statue to Camp 12) 20 Elite Soldier Deserters, 20 Crossbowman Deserters, 20 Cannoneer Deserters, 1 Sir Robin; T10) 140 wolves intercepted on the way: ANY general: 200R ANY general: 107R 93S ANY general: 99R 1M 80K VETERAN general: 92R 158S VETERAN general: 85R 153K VETERAN general: 80R 100E 70K MMA: 73R 147S (73R) MMA: 60R 25S 135K (60R) MMA: 60R 18M 142K (60R) MMA: 60R 10E 142K (60R)
Or in two attacks: send generals by the drum roll:
From 1 to T10 140 wolves* G1: attack: ANY general: 8R 1S 191C (8R) G1: attack: ANY general: 7R 1E 185C (7R) G1: attack: MMA general: 7R 1E 125C (7R) G1: BLOCK: ANY general: 2R 4M 22S - 13-20 rounds (avg. 15.5) 98% chance of win G1: BLOCK: ANY general: 2R 4M 19E - 15-21 rounds (avg. 18.2) 99% chance of win G1: BLOCK: MOD general: 1R 11S - 26-33 rounds (avg. 29.2) 0% chance of win
From 2 to Camp 12) 20 Elite Soldier Deserters, 20 Crossbowman Deserters, 20 Cannoneer Deserters, 1 Sir Robin use a setup from the original guide
*: in the preview it looks as though C16 would intercept if you attack T1 but their AOI starts in the same place so it won't. Attack can be sent on C12 and get it intercepted by T1 if that feels safer. Also, blocks can be done with fast generals because they take a lot of turns.
Use 21R on MoD as blocker (25 to 33rds) (250 - 330s) and 51R/16E/142K on mma (1Rd) and you have approx. 100secs spare
10.09.15 11:40
Admiral_Jov
update on camp 13-15 (Blocking Camp 13 and 14)
Suicide attack: BHG 80R and 80B (114Thugs and 1 One Eyed Bert Left)
Finishing attack: MMA 92R, 1E, and 127 XB
(Loss 172R and 80B)
11.09.15 16:19
Killste
I started updating this guide again after returning this game. Send me private message if you play newfoundland server or send me mail.
01.10.15 05:53
Thaals
A Challenge - The Dark Priests - Lose Less Than 300 Recruits
Side quest "A challenge" asks "Complete the 'Dark priests' adventure losing less than 300 Recruits." I did this using the following troops, normal generals, and round blocks:
297 Recruits + 136 Bowman + 222 Cavalry + 147 Soldier + 80 Longbowman [losses 297R + 136B + 42C]
This is my first try, so please forgive if there are any mistakes
09.11.15 13:13
Lerac
error
09.11.15 13:53
Lerac
Quote:
Originally Posted by Kris3457
Gunpowder- with cannons, MMA, Major
21 round blocks from 10 garrisons
Average Losses (MoMA, Major, no suicides): 1444R 24S
Maximum Losses (MoMA, Major, no suicides): 1594R 33S Average Losses in the short version (23445 XP): 853R or 918R
Troops and generals required:
1600R 458C 109S 43XB 310E 180K [2700 troops]
MMA, Major, Veteran, 3 Normal generals
Troops and generals required in the short version:
1050R 365C 80S 43XB 310E 180K [2028 troops]
MMA, 3 Normal generals Average losses 853R (with 1 risky block) or 918R - Max. losses (worst version) 1050R, 10S
Adventure Info:
Type: Experience adventure
Player Level: 36+
Difficulty: 5/10
Number of Players: 3
Duration: 4 days
Where to get?: Trader (Shop) for 200 map fragments or 12.5% from Mysterious Adventure Box (cost 300 map fragments)
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, 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 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.
And without Major and/or Veteran, you can still use most parts of this guide, but sometimes you will have to improvise (this may also mean some extra troops not included in the count, like Militia or more Soldiers to kill L5).
Tip 2: The objective of the adventure is to destroy the Dark Castle, a shorter version is possible, starting with destroying Camps 9 and 10, then blocking C11 and destroying L4. After that you skip the next sector, and kill sectors 6, 7, 8, 10 for a total of 10-11 attacks with 9-10 blocks, from 5 different garrisons.
Average losses in the short version: 918R (required: MoMA, 3 Normal generals)
From A to C15) 130 Soldier Deserters, 70 Longbowman Deserters BLOCKING Normal: 81E 119C (180 secs fight + 49 secs walk = 229s)
From B to C16) 50 Cavalry Deserters, 100 Soldier Deserters, 50 Longbowman Deserters BLOCKING Normal: 69E 121C [190 troops] (160 secs fight + 117 secs walk = 277s)
From C to C17) 50 Cavalry Deserters, 150 Soldier Deserters BLOCKING Normal: 66S 89E [155 troops] (180 secs fight + 122 secs walk = 302s)
From D to L6) 100 Soldier Deserters, 100 Crossbowman Deserters Major: [93R 1S 1E 124C 51K (73R - 85R - 93R 1S)] (30 secs fight + 162 secs walk = 192s) MMA: [84R 3S 1E 65C 67K (66R - 77R - 84R 3S)] (30 secs fight + 162 secs walk = 192s)
Continue with sectors 7-8 // skip sector 9 (top left land zone) // invite the looters (1R is enough for both) // after their kills, finish with Garrison 10.
Garrison 1 (double block, then kill 1 camp after the block) & Garrison 2 in the same picture
Tip 3: While your MMA is busy with sectors 1-3, you may transfer a Veteran to garrison 4b (on the "Overview" picture - near Angel Gate) and kill Camp 9, it will save you some time later.
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)
(not part of the block, but may be launched right after MMA, 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)]
Garrison 2 (double block) - see picture for G1 & G2
From 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)
(Then use only generals B and C for the one camp block)
From B to C20) 40 Cavalry Deserters, 80 Soldier Deserters, 80 Crossbowman Deserters BLOCKING Normal: 37E 163C (160 secs fight + 139 secs walk = 300s)
From C to L7) 40 Cavalry Deserters, 100 Soldier Deserters, 60 Crossbowman Deserters MMA: [124R 1E 95K (102R - 112R - 124R)] (30 secs fight + 196 secs walk = 226s)
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 = 303s)
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 = 231s)
Clearly, MMA is a better option for this camp, but given the distances to transfer, if you have 1 MMA only and don't want to keep looters waiting too long, use your Major or Veteran here.
From A to C24) 95-100 Militia Deserters, 95-100 Bowman Deserters - (after looter's kill) BLOCKING Normal: 24E 176C (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)
If your southern (1st invited) looter used MMA, the block is at least 120 seconds, which leaves you still with 40-50 seconds safety margin, but if you prefer, you may chage the blocking troops to (see spoiler):
Spoiler
From A to C24) 100 Militia Deserters, 50-55 Bowman Deserters - (after looter's kill with MMA) BLOCKING Normal: 24E 161C (140 secs fight + 122 secs walk = 262s)
Garrison 10 (double block on ST1 and ST2, accompanied by attacks on C25 and L10)
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 "fishy" for you, read the explanations in spoiler to see that it's quite safe :)
WARNING: The recent maintenance of June 5th 2014 caused some bugs and changes in the behaviour of aggro zones in some adventures. When I played GP on 9th June, the Stone Towers had no aggro zones (those red areas of influence), hence the 2 blocks on them were not needed - if it applies to you, use only generals C and D to kill camps C25 and L10 (DC).
From A to ST1) (up) 50 Elite Soldier Deserters, 50 Cannoneer Deserters BLOCKING Normal: 117E 40C 43XB (360 secs + 42 secs walk = 402s)
From B to ST2) (down) 60 Elite Soldier Deserters, 40 Cannoneer Deserters BLOCKING Normal: 189E [189 troops] (400 secs + 38 secs walk = 438s)
From C to C25) (up) 60 Elite Soldier Deserters, 60 Crossbowman Deserters Normal: [51R 1S 1E 85C 62K (38R - 46R - 51R 1S)] (125 secs walk + 40 secs fight = 165s) 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)
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
Normally, the southern route is showed for general attacking the DC, but Camp 25 intercepts first, so the route is changed to the northern path.
After Camp 25 is destroyed (by a General from position C), MMA continues the march towards DC without being intercepted by the southern camp.
Timing: around 150 (with fast general) or 170 seconds for C25 to be destroyed, then MMA's walk from C25 to L10 (DC) is around 50 secs and the fight is 110 secs = 310 secs (or 330 secs) for the whole operation, this leaves 90 seconds safety margin on ST1 block (or 70 seconds, if you use a Tavern general to kill Camp 25).
optional kills (troops not included in the required troops count):
ST1 (up) 50 Elite Soldier Deserters, 50 Cannoneer Deserters Major: [97R 1E 172XB (81R - 88R - 97R)]
Something is wrong with this block:
From A to ST1) (up) 50 Elite Soldier Deserters, 50 Cannoneer Deserters
BLOCKING Normal: 117E 40C 43XB (360 secs + 42 secs walk = 402s)
Block is enden over 30 sec. earlier then MMA kill L10.
Maybe becouse MMA wait in C25 to be finished to move forward to L10.
Attack is kill ST1 but I'm loose 37 E.
09.11.15 14:23
Ozzymandeus
Quote:
Originally Posted by Lerac
Something is wrong with this block:
From A to ST1) (up) 50 Elite Soldier Deserters, 50 Cannoneer Deserters
BLOCKING Normal: 117E 40C 43XB (360 secs + 42 secs walk = 402s)
Block is enden over 30 sec. earlier then MMA kill L10.
Maybe becouse MMA wait in C25 to be finished to move forward to L10.
Attack is kill ST1 but I'm loose 37 E.
1. Selective quoting is a good idea.
2. I posted a fix for this very issue in Kris' own thread two days ago.
13.11.15 14:36
HFoC
risky block
Quote:
Originally Posted by Kris3457
Gunpowder- with cannons, MMA, Major
Garrison 10 (double block on ST1 and ST2, accompanied by attacks on C25 and L10)
This block can fail. Did exactly what it said, and the fight at ST1 ended 15-20s before the DC was destroyed. Lost a bunch of ES.
Edit:
3. Comments 100 pages later in a thread are bad, mkay
13.11.15 15:30
Tage
Stealing from the Rich has now been updated to include Lord Dracul, as well as the initial block position, kindly requested by FishSmell.
16.11.15 03:13
Thaals
Quote:
Originally Posted by Escape_Artist
Are there any guides for Dracul general? Would just like to see them to get ideas.
Anyways, here's what I've been using on the US Server for Dracul w/ ES, Tage/Killste will probably improve them greatly: (WARNING WALL OF TEXT INCOMING)
MAX TROOPS NEEDED: 837R 80B 400C 183S 196XB 1E (1697 units)
Please don't hesitate to use these, and feel free to mock my lack of ability in simming... *disappears*
17.11.15 16:31
Tage
Outlaws has now been updated to include Lord DRACUL. :)
17.11.15 21:36
UltrasPlot
Nice job Tage!
One thing though, with Lord Dracul and Crossbows you will need up to 413 Cavalry on the last attack, not 386. =)
19.11.15 01:40
Tage
Quote:
Originally Posted by UltrasPlot
One thing though, with Lord Dracul and Crossbows you will need up to 413 Cavalry on the last attack, not 386. =)
Thanks, already got that corrected from another test pilot in our guild. :)
20.11.15 14:05
Urgh123
Best guides ever Tage/Killste, thank you so so much !
learned loads from them and using the same principles nowadays
A suggestion for BK 1st Dark castle block that i use for quite some time now (could be a year), see if it could fit your likings...
Blocking gen NORMAL 1R 6M 1S 190C
MMA 1R
MMA 58R 1S 1E 160K (never lost that 1S so far btw.)
21.11.15 20:20
Tage
Quote:
Originally Posted by Urgh123
A suggestion for BK 1st Dark castle block that i use for quite some time now (could be a year), see if it could fit your likings...
Blocking gen NORMAL 1R 6M 1S 190C
MMA 1R
MMA 58R 1S 1E 160K (never lost that 1S so far btw.)
Thanks, Urgh123. :)
That is certainly safe enough to assume it will last only one round (not giving Sir Robin a second chance to hit). Actually even lowered the number if recruits by one to 57.
27.11.15 11:11
lordloocan
[QUOTE=Tage;197660]
[*]Units needed, average: 765R 11M 46S 153E 190C 129XB 108K (1402 units)[*]Units needed, maximum: 830R 12M 51S 153E 190C 129XB 108K (1473 units)[*]Units lost, maximum: 825R 8M 16S[/LIST]
One MASTER of Martial Arts with Cannoneers
1-4 MASTERs of Martial Arts doing four suicidal attacks (two of these can be lootspots)
Two NORMAL generals using four round blocks[LIST][*]Units needed, average: 485R 11M 41S 153E 283C 129XB 103K (1205 units)[*]Units needed, maximum: 546R 12M 41S 153E 283C 129XB 103K (1267 units)
Hi Tage, total cannons to send should be 130K, not 103K, due to final block I think.
29.11.15 01:11
Tage
Quote:
Originally Posted by lordloocan
Hi Tage, total cannons to send should be 130K, not 103K, due to final block I think.
There are two setups which are in fact better than the last one. It is better to kill the cannoneer deserters (having last strike) in the first round with elite soldiers (having normal strike), which will lead to those cannoneers not getting a chance to hit at all. The downside is that killing Big Bertha will take longer (more rounds) without cannoneers, but not quite long enough for Big Bertha to kill as many extra recruits as those Cannoneer Deserters would have killed. The last setup is really only added to show how much shorter its duration is:
Quote:
Originally Posted by Tage
From B to Camp 18) 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha MASTER of Martial Arts: [80R 5S 135E (54R - 70R - 80R 4S)] {120 seconds of fighting} MASTER of Martial Arts: [77R 8M 1S 133E 1K (52R - 70R - 77R 7M)] {110 seconds of fighting} MASTER of Martial Arts: [86R 2M 1S 1E 130K (62R - 73R - 86R 2M)] {60-70 seconds of fighting}
Nevertheless, I've now changed it to 130K in the maximum needed troops. :)
08.12.15 18:09
Rincewind65
Quote:
Originally Posted by Tage
Camp 13a) 30 Shadowsneakers, 50 Fanatics, 10 Firedancers ANY general: [31R (31R)] MASTER of Defence: [22R (22R)]
can you add "Lord Dracul 10R (10R)"?
11.12.15 00:31
Tage
Quote:
Originally Posted by Rincewind65
can you add "Lord Dracul 10R (10R)"?
Added! :)
Also added Lord Dracul to all camps throughout both DP guides. :)
To achieve the block on camps 6,7 & 8 for VET with XB set up your Cavalry totals are insufficient on start. A frustrating error which wastes time. Anyone doing this set up will need to add extra Cs to compensate.
02.02.16 14:46
Tage
Quote:
Originally Posted by EzraPile
Traitors guide, re 2016 GQ lvls 49-
To achieve the block on camps 6,7 & 8 for VET with XB set up your Cavalry totals are insufficient on start. A frustrating error which wastes time. Anyone doing this set up will need to add extra Cs to compensate.
You sure about that?
Quote:
Originally Posted by Tage
One VETERAN general with Crossbows
Two NORMAL generals using one round block and two 1R blocks
Units needed, average: 542R 122S 332C 64XB (1060 units)
Units needed, maximum: 569R 124S 332C 64XB (1089 units)
Units lost, minimum: 438R
Units lost, average: 521R
Units lost, maximum: 569R 5S
Quote:
Originally Posted by Tage
From A to Camp 6) 40 Milita Deserters, 40 Cavalry Deserters, 20 Soldier Deserters, 60 Longbowman Deserters BLOCKING NORMAL general: [198C (-)] {160-260 seconds of fighting}
Send general B as soon as general A has appeared outside his garrison:
Send general C as soon as general B has appeared outside his garrison:
From C to Camp 8) 60 Soldier Deserters, 100 Longbowman Deserters VETERAN general: [45R 2S 169C 34XB (34R - 41R - 45R 1S)] {40 seconds of fighting} VETERAN general: [50R 2S 134C 64XB (36R - 44R - 50R 1S)] {30 seconds of fighting}
If you have enough crossbowmen, I do recommend the option giving 30 seconds of fighting.
Since this block is rather tight, I do recommend that you use the setup lasting only 30 seconds, in which case you need 198+134 = 332C, exactly as mentioned above under Units Needed. There are often multiple alternatives for many of my attacks, but the units needed are given only for the most common and most recommended versions. Add an extra 35C if you haven't got enough crossbows, or absolutely want to save those three recruits. Most people would do that optional setup maybe once or twice. By then they should have enough crossbows to use the setup lasting 30 seconds for the next times. :)
02.02.16 20:53
Dorotheus
In VTV
Quote:
Trap T1) 100 Wolves
ANY general: [5R 100S (5R)]
MASTER of Martial Arts: [5R 55S (5R)]
MASTER of Defence: [1R (1R)] (*
I notice with the MoD attack it's lenght should lend it's self as a block with a suitably placed MoD garrison position. Still experimenting with this.
02.02.16 22:23
Tage
Quote:
Originally Posted by Dorotheus
In VTV
I notice with the MoD attack it's lenght should lend it's self as a block with a suitably placed MoD garrison position. Still experimenting with this.
But hardly worth it, for saving 1R :)
However, no problem sending the block as soon as the MoD has started to fight.
03.02.16 00:08
Dorotheus
Quote:
Originally Posted by Tage
But hardly worth it, for saving 1R :)
However, no problem sending the block as soon as the MoD has started to fight.
Slaps head, that's what I meant.
06.06.16 19:42
Danna_w84u
Quote:
Originally Posted by Tage
A note regarding the MASTER of Martial Arts:
The losses can be significantly reduced by using suicidal MoMAs with 1R on certains camps:
...[*]MoMA 1R on Camp 15 saves 119R (this can be taken by a lootspot buyer)
...
If your lootspot buyer has their own Master of Martial Arts,
it would be rather beneficial to let them attack camp 15 with their MoMA carrying 1R.
After the initial 1R attack, you can finish off this camp with none or few losses:
In 80% of the times, all Cavalry Deserters will die, and no more losses will be needed:
.... etc ...
Although all explained in detail, each time a huge quest did the 1R work or not ???
I just added in my personal note = 1st wave MoMA220 +32R / 2nd wave MoMA220 + 90C = this setting is full proof 100% safe.
Most path-guides in this marvelous thread keep a safe-margin, intended when this thread was started !! Please keep it safe.
If a Loot-spot-run on this adventure is valued about 900 gold coins - why would it matter to ask an attack with a cost of 32 recruit ? And it would safe at least 32 lines of text in this guide, plus/and keep the safety-marketing-value of this marvelous collection intact !!
Sorry for my post, with love & peace, Dana.
07.06.16 15:32
Kyer
The pictures in Polymer's Secluded Experiments guide seem to be broken. I only see logos for some German (?) image hosting site apart from two towards the end. Just a heads-up, won't be trying that one for a while anyway :D