Zone 9, Camp 1: 1000 hardwood planks
Zone 9, Camp 2: 1000 stones
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Zone 9, Camp 1: 1000 hardwood planks
Zone 9, Camp 2: 1000 stones
Zone 2:
From the Bandit leader, I looted:
- 10 Building Licences
- 300 Coins
I'm afraid I can't add anything for the Easy Camp, since it's been awhile i won that battle^^
- Zittah
Lesson leaned.. you can`t take the leader without getting interseptet.. you have to take all four camps before you take the leader..
at zone 3 place a bit closer to camp 1 the garrisson , just next to the hardwood tree and you can skip camp 2
For the chuck camp I got 300 gold.
I had the luck in zone 8, camp 3 that only rangers where left, so i used the cavalry i needed anwyway for Metal tooth to crush them with no losses. 115 cavalry is more then enough to wipe 60 rangers
6 | 7 | 9
---------
2 | 4 | 8
--------
1 | 3 | 5
i did it in this order
Can you plz specify on the first post that you dont need more then 1 General to clear you own island.
People tend to think you need "waves" to destroy camps. You might need 1, 2 or 3 atttack to destroy a camp, but it doesnt matter how long it is between these attacks !! So it no problem to do the 1st attack, then waiting for 4 hours for ur general to get back up before doing the 2nd attack.
i found a way better way to beat camp 7 in sector 9 :
1. 60R 2. 105R 50C 45LB ( 165R 1C )
i did that and lost 162R and no cav, that is max losses and won't probably lose cav at all.
zone 8
camp 1
150 coins :)
right, excuse for the wording and tone of my post, but I'm a bit annoyed atm.
ok, so I'm at lvl23 atm and cleared zones 4,2,5,7,3 in that order. Scouted zones 6 and 8. And start looking at the map and approaches, check the guide (this one here) and start thinking. Then I see an alternative approach to Chuck. There's a canyon on his right side, and an army passess through there, if you start at the most right corner of zone 3. You meet a camp on the way (Camp C or D on the map, the one with 20 thugs, 30 dogs and 130 rangers), but that is easy to take out.
So you start building your army to take both that camp and Chuck. First you build up your pop to about 700 (hard but doable at that lvl), and you start constructing your army using the calculators that are around. You construct the 600 man army you need to take out both camps in 1 go, and then the fun starts to happen.
The fist camp goes swell, you send in your first fleet of 150 cav + 40 recr + 10 militia and they indeed kill the 20 thugs 30 dogs and 130 rangers as the calculators predicted. You loose your 30 cav, leaving 120 to form the first wave against Chuck, add those 10 militia to your third wave for Chuck, and your start your attacks on Chuck.
And then it gets real funny (funny is actually the polite term, more accurate would be ludicrous):
you send your first army through the gap right into Chuck's back, and do the same with your second and third army, and then the fun starts. The first army walks through the gap, past Chuck and is underway to attacking camp 1. After your first amazement is passed you quickly retreat your armies, and then you sit there and start thinking.
What is the intention of the makers of this game?
Do they want to stimulate originality and award creative thinking, or do they want everyone to follow the paths that others have paved?
Was it intentional to leave a clear path to a leader (even in his back) and then have troops taking that road totally illiogically wander off to the other side of the canyon to go do a totally unnecessary attack? If so, what is the point of this?
D. Hard Camp (200 Roughnecks) [1. 200R 2. 146R 4S 50LB (344R)]
Zone 9 Camp A: 100 Settlers (that one is not on the list yet)
The intercept zones are clearly shown. There's a couple of places where you can be really clever and just squeak along the border between the intercept zones of two camps to hit a third (attacking camp 11 in SidV's blocking version of "Horseback" adventure does this, to name one) but if you set foot inside the zone you are intercepted. Ok, perhaps it should show the bandits coming out of their camp and meeting you, not you marching to their camp, but that is what has happened. There are lots of opportunities for cleverness and many of these guides show some ingenious ways of avoiding unnecessary fights. Unfortunately for us the German servers have been running for a year so if you are reading one of these guides to existing content there's a good chance that all the clever ideas have been tried and already adopted if they work.
fyi: i got 400coins for the leader.
super nice guide here btw :)
I found this guide extremely usefull.
Since you were asking in an earlier post about methods of improving this guide, here is my suggestion: find a way to use the leftover troops from a camps wave 2 or 3 on one of the next camps. So you don`t just sit on expensive troops but also use them (ofc when the output justifies it).
Like on sector 9 camp 7 I was left with 7 roughnecks and 70 rangers after wave 1. No point in not using the 156C and 75LB I had left from earlier fights. So I used 10R+156C+34LB. Why wait till I got the 100R ? Especially that I do not need them to hit Wild Mary .
on the battle with chuck in zone 6, you get a few lower losses if you send 100 recruits/ 100 bowmen when there are only roughnecks left. its not many but the upper limit of loss is lower, though the lower limit is the same. just a heads up, as any possible savings mean less effort :)
eyz...someone probably mentioned this to you already but I dont see it in the list above.
I just skipped the 2nd camp in your screenshot for zone 3. since you can walk right past it all the time
350gc +10 licenses for Wild Mary
on sector 9, I received
2x 300gc,
1x 1000 coal,
1x 1000 stones,
1x 1000 fir wood logs,
1x 50 longbows,
1x 100 iron swords
I cleared Chuck's banditleader camp (zone 6) with [1:200 M, 2: 200R, 3:150R (200M, 290?R)]. It saved me the expenses of the cavelry, but the 3rd wave is needed.
Zone 8 camp 3 gave loot 250 tools.
Last time I am wisiting this forum...
I am playing this game to spend nice time not to finish this map quickly.
Maybe someone should write next post about cheats?
Then we will be able to finish this map in 24 hours...
I've been playing since closed beta and I'm only just on to wild mary now lol!
how to beat chuck??
I followed guide exactly, I even send 200 More for another wave, and I've just bought new general for 500coins
1: 115C
2: 85R 40M 75B
3: 200R
4: 200R
http://i.imgur.com/mERGN.png
he's not dead yet.
what should I do?
Seems like you've either failed to send the second wave, or had an incredibly bad luck.
The second wave of 85R, 40M and 75B should kill Chuck and a few roughnecks.
You will thus need to resend the second and third wave:
2: 85R 40M 75B
3: 200R
Before sending the third wave (which will kill the remaining roughnecks), check the camp and make sure that Chuck has indeed perished.
Those are sector numbers, not camp numbers. ;)
that's what I'm trying to do, or probably I should add more milita and replace recruits?
http://i.imgur.com/lJUJs.png
Finally
with 60R, 65M, 75B
he died
200R and 150B were wasted :(
zone 8 camp 1 200 firwood planks
200R sent loss of 69R
Hi!
I bought second General in tavern and place second garrison. Can I attack with two generel one time somehow? Can I combine the two genereal army and attack one enemy?
"generel, genereal" General, sorry :)
2 generals attack in waves, the 2nd attacks after the first one gets defeated
Sector 7, Bandit camp 2, Loot was 50 Gold Coins. :-)
Sector 7, Bandit camp 3, Loot was 50 gold coins. :-)
Hi Killer
mate thx very much for the guide.
Sector 9, camp 3. i used:- 1. 200R 2. 90R 35C 75LB (281R)
I'm currently at Section 9 Camp 7. I've sent wave 1 (200R), leaving 70 Rangers and 11 Roughnecks. Combat Sim says 1R 199C will take them down in one round, with 0-1 recruits lost. Seems worth of note in the guide.
Loot from Mary: 400 gold coins. I only got junk for the other camps though, including two optional ones.
Camp Loot Possibilities, sone 6:
- Coins x 150
- Longbows x 100
- Tools x 250
- Bread x 200
- Bows x 150
- Hard Wood Logs x 200
- Fir Wood Logs x 200
I got Iron swords x 50