I drawed fast map, using german pictures, higlighted leader camps and borders. don't pay attention attack routes...
http://img577.imageshack.us/img577/134/seclued.png
I drawed fast map, using german pictures, higlighted leader camps and borders. don't pay attention attack routes...
http://img577.imageshack.us/img577/134/seclued.png
I looked through some posts and can't find the answer on my question.
We know that if you skip a camp and destroy the leader, you get the xp from that camp anyways
But in an adventure, say Traitors, you skip a camp and destroy the castle to finish the adventure, do you get the xp from the skipped camp ? Does the castle count as a leader and destroying the castle destroy the camp for xp purposes ?
Thanks
The last castle, is like bandit leader camp. Destroying that castle, is same like destroying last bandit leader in that sector and only free that sector. If you "skip" other bandit leader camps, you need to later come back and destroy them.
Traitors mission: Destroy all bandit camps -> Destroy all bandit leader to free zones (castle is disguised bandit leader camp)
Perhaps I ecplained little dificult, but you need destroy alll camps, you can't finnish that adventure untill all enemy is vanished to "bit space"
thanks Killste, it's clear enough for me.
Hi,
I'm at the last stage of the Traitors adventure. I need to set up 4 camps at camp 9 and 11. Right side is no problem. But, when i'm trying to allign my generals at the left side i cant seem to get the same allignment as the pictures shows. Does this make any difference or can i just follow your guide? Here is a pic to show whats te problem (what you see it the only way for me to allign my generals, problem is general C)
MY PIC
http://i49.tinypic.com/aetc82.jpg
LIKE IT SHOULD BE
http://i232.photobucket.com/albums/e...ckingcamp9.jpg
Seeing the two picture, your general "C" have bad position. U should above about half general tent. Adjust the upper crate your tent, seeing original pictures - general tent covered this crate.
Edit Post: NVM.. I know what i did wrong. I cant put them both like that but need to place m separately..... First A then attack. Move A away and then move C to the spot.
(FASTER SOLUTION)
If you put the generals like i did on this pic, then you should send general C (left, under) 7 seconds after general D.
http://i49.tinypic.com/aetc82.jpg
VFRobert
Have had the same problem as you, it has come up after they fixed the disapering carts and so on when you cleared a zone. However the easiest solution to the problem is too just move Gen. D one step backwards so he is positioned under Gen. B. In same way as Gen A. and C is. And then you are all fine. Done it like that 4 times now.
Be very careful trying to decipher this complicated map! OK its my 1st adventure and I dont know what im doing but i got intercepted and lost all my soldiers in one go. Guess I'll have to wait another month to build my soldiers back up.
VeeJay, what adventure?
Hi Killste,
Just done Outlaws using Bobs guide along with Lisztes' Blocking tactics (Hasmirs blog page 14), and while it's tight it works well. New pathing means camp 24 is skipped but you have to fight camp 12 (UllrichB's numbers), I used 150R 100S and lost 92R. If we could have some of Tage's magic on this it would eliminate the Xs on the map and maybe save some recs with a block on 12.
Hi Killste for horseback its better to use
130 B 70 lb losses 130 B for the camp of the bulls
what map number for horseback?
Traitors
All kinds of Generals and Optional Round Blocks
Average losses (veteran with crossbows): 521R
Average losses (veteran with cannoneers): 303R
Average losses (MoMA + veteran with cannoneers): 205R
Adventure Info:
Player Level: 26+
Difficulty: 4/10
Number of Players: 1
Duration: 3 days
Where to get?: Adventure seek with Explorer or Trader (shop) for 165 gems
http://i232.photobucket.com/albums/e...orsMission.jpg
https://lh4.googleusercontent.com/-Z...o/Traitors.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...ampNumbers.jpg
QUICK LINKS: ... G1 ... G2 ... G3
You need at least 2 generals, preferably 4. At least one general must be normal.
If you want to do the double block on camps 6 and 7, you will need at least two normal generals.
You need to send troops 5-6 times if you have a veteran general, otherwise 7-8 times.
This guide includes blocks of both method 1 and method 2.
Nine versions are presented below:
One NORMAL general with Longbows
One NORMAL general using three 1R blocks
- Units needed, average: 1037R 118S 199C 69LB (1423 units)
- Units needed, maximum: 1088R 125S 199C 69LB (1481 units)
- Units lost, minimum: 929R
- Units lost, average: 1009R
- Units lost, maximum: 1088R 7S
One NORMAL general with Crossbows
One NORMAL general using three 1R blocks
- Units needed, average: 1030R 118S 199C 42XB (1389 units)
- Units needed, maximum: 1088R 125S 199C 42XB (1454 units)
- Units lost, minimum: 922R
- Units lost, average: 1002R
- Units lost, maximum: 1079R 7S
One BATTLE HARDENED general with Longbows
Two NORMAL generals using one round block and three 1R blocks
- Units needed, average: 721R 126S 282C 69LB (1198 units)
- Units needed, maximum: 751R 128S 282C 69LB (1230 units)
- Units lost, minimum: 630R
- Units lost, average: 693R
- Units lost, maximum: 751R 7S
One BATTLE HARDENED general with Crossbows
Two NORMAL generals using one round block and three 1R blocks
- Units needed, average: 703R 124S 305C 42XB (1174 units)
- Units needed, maximum: 737R 124S 305C 42XB (1208 units)
- Units lost, minimum: 611R
- Units lost, average: 675R
- Units lost, maximum: 737R 5S
Two BATTLE HARDENED generals with Cannoneers
Two NORMAL generals using two round blocks
- Units needed, average: 385R 22M 125S 89E 307C 86K (1014 units)
- Units needed, maximum: 405R 22M 125S 89E 307C 86K (1034 units)
- Units lost, minimum: 334R
- Units lost, average: 385R 8M
- Units lost, maximum: 405R 22M 2S
One VETERAN general with Longbows
Two NORMAL generals using one round block and two 1R blocks
- Units needed, average: 565R 122S 335C 62LB (1084 units)
- Units needed, maximum: 584R 124S 335C 62LB (1105 units)
- Units lost, minimum: 452R
- Units lost, average: 544R
- Units lost, maximum: 584R 8S
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
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)
- Units lost, minimum: 254R
- Units lost, average: 303R
- Units lost, maximum: 324R 8M 3S
One MAJOR general
One BATTLE HARDENED general
Two NORMAL generals using two round blocks
- Units needed, average: 311R 3M 125S 89E 399C 124K (1051 units)
- Units needed, maximum: 325R 3M 128S 89E 399C 124K (1068 units)
- Units lost, minimum: 249R
- Units lost, average: 298R
- Units lost, maximum: 325R 3M 1S
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1
Move your best general to garrison position G1:
Camp 4) 40 Soldier Deserters, 60 Longbowman Deserters
ANY general: [27R 2S 148C 23LB (19R - 24R - 27R 1S)]
ANY general: [27R 2S 161C 10XB (17R - 24R - 27R 1S)]
ANY general: [27R 1E 163C 9K (17R - 23R - 27R)]
VETERAN general: [20R 2S 228C (13R - 18R - 20R 1S)]
VETERAN general: [20R 1S 1E 228C (13R - 18R - 20R 1S)]
MAJOR general: [20R 1E 249C (12R - 17R - 20R)]
MASTER of Martial Arts: [20R 1S 199C (12R - 17R - 20R 1S)]
MASTER of Martial Arts: [20R 1E 199C (12R - 17R - 20R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (CAMP 5)
Move your best general and two normal generals to garrison position G2:
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: VETERAN general or BATTLE HARDENED general or ANY general
http://i232.photobucket.com/albums/e...TraitorsG2.jpg
For the first attack, only your best general is needed:
From C to Camp 5) 60 Soldier Deserters, 60 Longbowman Deserters
ANY general: [54R 2S 75C 69LB (38R - 46R - 54R 1S)]
ANY general: [48R 2S 108C 42XB (35R - 42R - 48R 1S)]
ANY general: [48R 1E 115C 36K (34R - 42R - 48R)]
VETERAN general: [44R 2S 155C 49LB (31R - 39R - 44R 1S)]
VETERAN general: [42R 2S 181C 25XB (30R - 37R - 42R 1S)]
VETERAN general: [42R 1S 1E 184C 22K (29R - 37R - 42R 1S)]
MAJOR general: [41R 1E 212C 16K (27R - 35R - 41R)]
MASTER of Martial Arts: [41R 2S 142C 35LB (29R - 36R - 41R 1S)]
MASTER of Martial Arts: [40R 2S 160C 18XB (27R - 34R - 40R 1S)]
MASTER of Martial Arts: [40R 1S 1E 162C 16K (27R - 34R - 40R 1S)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (CAMP 6)
If you do not want to try the double block below, kill camp 6 now:
From C to Camp 6) 40 Milita Deserters, 40 Cavalry Deserters, 20 Soldier Deserters, 60 Longbowman Deserters
ANY general: [120R 4S 1E 75K (96R - 110R - 120R 4S)]
VETERAN general: [118R 132S (88R - 102R - 118R 1S)]
VETERAN general: [105R 1E 144K (82R - 94R - 105R)]
MASTER of Martial Arts: [85R 125S (63R - 73R - 85R)]
If you only have normal generals and no cannoneers, you will have to kill camp 6 in two waves:
From A to Camp 6) 40 Milita Deserters, 40 Cavalry Deserters, 20 Soldier Deserters, 60 Longbowman Deserters
ANY general: [125R (125R)]
The first wave will kill all militia deserters, should kill all cavalry deserters and 0-10 (average 4) soldier deserters.
The second wave depends on what still remains in that camp (10-20 soldier deserters and 60 longbowman deserters):
From C to Camp 6) 20 Soldier Deserters, 60 Longbowman Deserters [7R 1S 192C (4R - 6R - 7R)]
From C to Camp 6) 19 Soldier Deserters, 60 Longbowman Deserters [6R 1S 193C (3R - 5R - 6R)]
From C to Camp 6) 18 Soldier Deserters, 60 Longbowman Deserters [5R 1S 194C (3R - 5R - 5R)]
From C to Camp 6) 17 Soldier Deserters, 60 Longbowman Deserters [4R 1S 195C (2R - 4R - 4R)]
From C to Camp 6) 16 Soldier Deserters, 60 Longbowman Deserters [3R 1S 196C (1R - 3R - 3R)]
From C to Camp 6) 15 Soldier Deserters, 60 Longbowman Deserters [2R 1S 197C (1R - 2R - 2R)]
From C to Camp 6) 14 Soldier Deserters, 60 Longbowman Deserters [1R 1S 198C (0R - 1R - 1R)]
From C to Camp 6) 13 Soldier Deserters, 60 Longbowman Deserters [1S 199C (-)]
[1S 199C] kills everything with no losses if there are 13, or fewer, soldier deserters remaining.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (CAMP 7)
If you do not want to try the block at all, kill camp 7 now:
From B to Camp 7) 60 Milita Deserters, 60 Cavalry Deserters, 60 Soldier Deserters
ANY general: [150R 9S 1E 45K (133R - 150R 1S - 150R 9S)]
VETERAN general: [150R 100S (120R - 134R - 150R)]
VETERAN general: [113R 1S 1E 135K (90R - 103R - 113R 1S)]
MASTER of Martial Arts: [130R 90S (105R - 119R - 130R 1S)]
MASTER of Martial Arts: [106R 1S 1E 97K (86R - 96R - 106R 1S)]
If you only have normal generals and no cannoneers, you will have to kill camp 7 in two waves:
From B to Camp 7) 60 Milita Deserters, 60 Cavalry Deserters, 60 Soldier Deserters
ANY general: [168R (168R)]
From C to Camp 7) 40-60 Soldier Deserters
ANY general: [45R 1S 95C 59LB (18R - 30R - 45R)]
ANY general: [42R 1S 127C 30XB (16R - 27R - 42R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (BLOCKS and attack on CAMP 8)
http://i232.photobucket.com/albums/e...raitorsG2B.jpg
If you have already killed camps 6 and 7:
From C to Camp 8) 60 Soldier Deserters, 100 Longbowman Deserters
ANY general: [70R 6S 124C (52R - 66R - 70R 5S)]
ANY general: [70R 4S 107C 19XB (50R - 62R - 70R 3S)]
ANY general: [70R 2S 1E 109C 18K (47R - 60R - 70R 2S)]
VETERAN general: [49R 2S 137C 62LB (36R - 44R - 49R 1S)]
VETERAN general: [45R 2S 169C 34XB (34R - 41R - 45R 1S)]
VETERAN general: [45R 1S 1E 175C 28K (33R - 41R - 45R 1S)]
MASTER of Martial Arts: [47R 2S 123C 48LB (33R - 41R - 47R 1S)]
MASTER of Martial Arts: [45R 2S 148C 25XB (31R - 39R - 45R 1S)]
MASTER of Martial Arts: [43R 1S 1E 152C 23K (31R - 38R - 43R 1S)]
If you have already killed camp 6, do the block on camp 7 (send general C as soon as general B has appeared outside his garrison):
From B to Camp 7) 60 Milita Deserters, 60 Cavalry Deserters, 60 Soldier Deserters
BLOCKING NORMAL general: [1R 120S (-)] {180-280 seconds of fighting, 1.2% chance of 160 seconds}
BLOCKING NORMAL general: [45S 71E (-)] {180-300 seconds of fighting}
BLOCKING NORMAL general: [110E (-)] {180-300 seconds of fighting}
From C to Camp 8) 60 Soldier Deserters, 100 Longbowman Deserters
BATTLE HARDENED general: [70R 6S 124C (52R - 66R - 70R 5S)] {50-60 seconds of fighting}
BATTLE HARDENED general: [70R 4S 107C 19XB (50R - 62R - 70R 3S)] {40 seconds of fighting}
BATTLE HARDENED general: [70R 2S 1E 109C 18K (47R - 60R - 70R 2S)] {30 seconds of fighting}
VETERAN general: [49R 2S 137C 62LB (36R - 44R - 49R 1S)] {40 seconds of fighting}
VETERAN general: [45R 2S 169C 34XB (34R - 41R - 45R 1S)] {40 seconds of fighting}
VETERAN general: [45R 1S 1E 175C 28K (33R - 41R - 45R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [47R 2S 123C 48LB (33R - 41R - 47R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [45R 2S 148C 25XB (31R - 39R - 45R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [43R 1S 1E 152C 23K (31R - 38R - 43R 1S)] {30 seconds of fighting}
For minimal losses, do the full double block of camps 6 and 7 (send all three generals right after each other):
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:
From B to Camp 7) 60 Milita Deserters, 60 Cavalry Deserters, 60 Soldier Deserters
BLOCKING NORMAL general: [1R 120S (-)] {180-280 seconds of fighting, 1.2% chance of 160 seconds}
BLOCKING NORMAL general: [45S 71E (-)] {180-300 seconds of fighting}
BLOCKING NORMAL general: [110E (-)] {180-300 seconds of fighting}
Send general C as soon as general B has appeared outside his garrison:
From C to Camp 8) 60 Soldier Deserters, 100 Longbowman Deserters
BATTLE HARDENED general: [78R 6S 84C 32LB (64R - 76R - 78R 5S)] {40 seconds of fighting}
BATTLE HARDENED general: [70R 4S 107C 19XB (50R - 62R - 70R 3S)] {40 seconds of fighting}
BATTLE HARDENED general: [70R 2S 1E 109C 18K (47R - 60R - 70R 2S)] {30 seconds of fighting}
VETERAN general: [49R 2S 137C 62LB (36R - 44R - 49R 1S)] {40 seconds of fighting}
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}
VETERAN general: [45R 1S 1E 175C 28K (33R - 41R - 45R 1S)] {30 seconds of fighting}
MAJOR general: [44R 1S 1E 201C 23K (31R - 39R - 44R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [47R 2S 123C 48LB (33R - 41R - 47R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [45R 2S 148C 25XB (31R - 39R - 45R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [43R 1S 1E 152C 23K (31R - 38R - 43R 1S)] {30 seconds of fighting}
If you have enough crossbowmen, I do recommend the option giving 30 seconds of fighting. The marching time for the veteran general from the moment when the attack on camp 6 starts till the moment when the attack on camp 8 starts is just over 100 seconds. Since the shortest fight on camp 6 is 160 seconds, you only have some 15 seconds spare time at the worst. It is thus important that these three generals are indeed sent after each other. In order to leave some breathing time, I have also placed the garrisons as close to each other as possible. Thus, do wait till you see the previous general outside his garrison before sending the next one. If, due to lagging, you would see two generals leave their garrisons at the same time, or if you for some reason feel you've waited unnecessarily long (more than 5 seconds) with sending one of the generals, just recall and do it again, rather than risking to lose a lot of cavalry and soldiers.
http://www.thesettlersonlinewiki.com...s/ornament.png Optional Exit Point
Many players cancel the adventure after camp 8, avoiding the big losses on camps 9-11.
The list below shows the minimum-average-maximum losses up till this point:If you do cancel here, you will get 5060 XP, but no loot.
- NORMAL generals: Losses: (420R - 462R - 496R)
- BATTLE HARDENED general: Losses: (234R - 264R - 283R)
- VETERAN general: Losses: (80R - 101R - 113R)
- VETERAN general: Losses: (79R - 99R - 112R)
- VETERAN general: Losses: (76R - 96R - 107R)
- MAJOR general: Losses: (70R - 91R - 105R)
- MASTER of Martial Arts: Losses: (74R - 94R - 108R)
- MASTER of Martial Arts: Losses: (70R - 90R - 105R)
- MASTER of Martial Arts: Losses: (70R - 89R - 103R)
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (CAMPS 9, 10 and 11 for Cannoneers)
The setup hidden in the spoiler is exclusively for those having cannoneers:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (CAMP 10)
Move your generals to garrison position G3.
If you have only two generals, use positions X and A:
- Position X: NORMAL general
- Position Y: NORMAL general
- Position Z: NORMAL general (not needed if you have a VETERAN general)
- Position A: VETERAN general or BATTLE HARDENED general or ANY general
- Position B: ANY general
- Position C: ANY general (not needed if you have a VETERAN general)
http://i232.photobucket.com/albums/e...TraitorsG3.jpg
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)]
If you do not have a veteran general, camp 10 will have to be killed in two waves:
From C or X to Camp 10) 100 Soldier Deserters, 100 Longbowman Deserters
ANY general: [175R (175R)]
The first wave will kill some 54-66 (average 60) soldier deserters.
The second wave depends on what still remains in that camp (34-46 soldier deserters and 100 longbowman deserters):
From A to Camp 10) 46 Soldier Deserters, 100 Longbowman Deserters [46R 2S 126C 26LB (32R - 39R - 46R)]
From A to Camp 10) 45 Soldier Deserters, 100 Longbowman Deserters [44R 2S 126C 28LB (30R - 37R - 44R)]
From A to Camp 10) 44 Soldier Deserters, 100 Longbowman Deserters [42R 2S 126C 30LB (28R - 35R - 42R)]
From A to Camp 10) 43 Soldier Deserters, 100 Longbowman Deserters [40R 2S 126C 32LB (27R - 33R - 40R)]
From A to Camp 10) 42 Soldier Deserters, 100 Longbowman Deserters [38R 2S 126C 34LB (25R - 32R - 38R)]
From A to Camp 10) 41 Soldier Deserters, 100 Longbowman Deserters [36R 2S 126C 36LB (24R - 30R - 36R)]
From A to Camp 10) 40 Soldier Deserters, 100 Longbowman Deserters [34R 2S 128C 36LB (23R - 29R - 34R)]
From A to Camp 10) 39 Soldier Deserters, 100 Longbowman Deserters [32R 2S 132C 34LB (22R - 28R - 32R)]
From A to Camp 10) 38 Soldier Deserters, 100 Longbowman Deserters [31R 2S 136C 31LB (22R - 27R - 31R)]
From A to Camp 10) 37 Soldier Deserters, 100 Longbowman Deserters [30R 2S 140C 28LB (21R - 26R - 30R)]
From A to Camp 10) 36 Soldier Deserters, 100 Longbowman Deserters [29R 2S 144C 25LB (20R - 25R - 29R)]
From A to Camp 10) 35 Soldier Deserters, 100 Longbowman Deserters [28R 2S 148C 22LB (19R - 24R - 28R)]
From A to Camp 10) 34 Soldier Deserters, 100 Longbowman Deserters [27R 2S 152C 19LB (18R - 23R - 27R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (BLOCKS on CAMP 9 and ATTACKS on CAMP 11)
Camp 11 must be attacked 2-3 times, and the number of rounds is so huge, that only block method 1 can be used on camp 9.
Three possible locations for the block and attack are shown in the image above, X&A, Y&B and Z&C.
Each time camp 9 must be blocked (with 1R) and camp 11 be attacked.
Do not send more than one of these combinations at the same time!
E.g. send X&A, then watch the block and attack and let your generals return.
After that send Y&B, watch them block and attack and return.
And finally, if needed, send Z&C to finish it off.
If you have only two generals, use positions X and A only.
After having done the first attack from there, both your generals will be recovering,
and you will have to wait four hours till you can do the second attack.
After the second attack, you may once again have to wait another 4 hours before being able to do the last one.
The more generals you have, the more of these blocks/attacks can be done without having to wait in between.
In these cases, use positions Y and B and/or Z and C as you see fit.
If you do not have a veteran general, three separate blocking attacks will be needed:
From X Camp 9) 150 Soldier Deserters, 50 Cavalry Deserters
BLOCKING NORMAL general: [1R (1R)]
From A Camp 11) 60 Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
ANY general: [86R (86R)]
From Y Camp 9) 150 Soldier Deserters, 50 Cavalry Deserters
BLOCKING NORMAL general: [1R (1R)]
From B Camp 11) 60 Soldier Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
ANY general: [200R (200R)]
From Z Camp 9) 150 Soldier Deserters, 50 Cavalry Deserters
BLOCKING NORMAL general: [1R (1R)]
From C Camp 11) 1 Sir Robin, 1 Big Bertha
ANY general: [82R 118S (27R - 54R - 82R)]
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)]
If you do have a Master of Martial Arts, the cheapest way is usually to use him for the first attack on camp 11.
Then either wait 2 hours, or use your veteran general for the second attack:
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
MASTER of Martial Arts: [1R (1R)]
From X Camp 9) 150 Soldier Deserters, 50 Cavalry Deserters
BLOCKING NORMAL general: [1R (1R)]
From A Camp 11) 60 Soldier Deserters, 40-45 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
VETERAN general: [150R 100S (115R - 150R 10S - 150R 38S)]
MASTER of Martial Arts: [150R 70S (82R - 137R - 150R 8S)]
http://www.thesettlersonlinewiki.com...s/ornament.png
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...
All round blocks have been optimised using Andelar's TSO battle simulator V1.0.1 and double-checked using this simulator.
The durations of the blocks and attacks are based on this post.
Awesome it is! Every block works perfectly and the presentation is excellent. Many thanks to Tage
Another great guide From Tage So wonderful. Would love to see outlaws guide. Keep up the awesome work
Please note!
This guide has been updated to allow for jumping generals.
This update made the guide too long to fit in one post.
Thus, I have reposted the whole guide in two parts, HERE
Victor the Vicious
1-2 Fast Generals and Round Blocks
Average losses (one veteran with crossbows): 1310R 162M 49S 170C
Average losses (two veterans with cannoneers): 806R 212M 2S 160C
Adventure Info:
Player Level: 36+
Difficulty: 8/10
Number of Players: 3
Duration: 8 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 200 map fragments
Here is a very good guide to outlaws, works perfectly, all timings are generous. I did it four times already with this guide.
http://www.nybyggarna.pl/download/file.php?id=206
But I am sure Tage will make it even better :)
I just done your Sons of the Veld and your last one is out of Sync for the blocks.
The 50C from E arrives too fast and is intercepted before D attacks and thus E is wiped out...................very expensive.
Apart from that its good.
The Outlaws tactical maps dont have any garrisons on them, is this deliberate because the positions are simple
I use battle hardened general. It Works. I used in more 3 advanture map. no problem.
Hi Tage,
Great work you doing,
I'd can't wait when you do Outlaws for new pathing,
I tried few guides for that that should work but as my luck is not that great when left double Block takes minimum number of rounds 20 SidV (100PL 50SW) i lost my cavs 3 times on that (1x 10R 175C or 2x 56R 1M 2S 80C ) :(
Rest is fairly easy working i.e with Murphy85 guide although i use different setup tinyurl.com/gl02-public
Have a nice day
Hi i just wanted to ask about G4-camp 21. attack states 31lb or 23xb in the attack but the max troop loadout doesnt have lb or xb in the list.i just thought it might be needed is all ty for the updates :)
Outlaws
Round Blocks Recommended
Average Losses (Veteran and crossbows): 624R 52M
Average Losses (Best version, MoMA + Major): 405R
Adventure Info:
Player Level: 36+
Difficulty: 4/10
Number of Players: 1
Duration: 4 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 200 map fragments
http://i232.photobucket.com/albums/e...L20Mission.jpg
https://lh3.googleusercontent.com/-k...no/Outlaws.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...OLMapSmall.jpg
QUICK LINKS: ... Landing Zone ... G1 ... G2 ... G3 ... G4 ... G5 ... G6
Unless you want to play this without blocks (and lose a lot of recruits), you need at least 4 generals:The last camp (15) also includes an option which requires a suicidal general, sacrificing more recruits and bowmen, but saving expensive troops.
- Three NORMAL generals
- One FAST general
You normally need to send troops 7-8 times.
If you have no fast general and no soldiers and cannot block, you need to send troops 11 times.
13 versions are presented below.
Wherever it says you need bowmen, they can always be replaced by longbowmen or crossbowmen.
Wherever it says you need longbowmen, they can always be replaced by crossbowmen.
Two NORMAL generals no blocks
- Units needed, average: 1851R 178C 180LB (2209 units)
- Units needed, maximum: 2062R 178C 180LB (2420 units)
- Units lost, minimum: 1636R
- Units lost, average: 1841R
- Units lost, maximum: 2062R 8M 5C
Two NORMAL generals no blocks
- Units needed, average: 1798R 125S 178C 80B 101LB (2282 units)
- Units needed, maximum: 1943R 236S 178C 181LB (2538 units)
- Units lost, minimum: 1582R
- Units lost, average: 1788R
- Units lost, maximum: 1943R 35S
Two NORMAL generals using one 1R block on camp 5
- Units needed, average: 1613R 178C 180LB (1971 units)
- Units needed, maximum: 1805R 178C 180LB (2163 units)
- Units lost, minimum: 1415R
- Units lost, average: 1603R
- Units lost, maximum: 1805R 8M 5C
Two NORMAL generals using one 1R block on camp 5
- Units needed, average: 1565R 125S 178C 80B 101LB (2049 units)
- Units needed, maximum: 1702R 232S 178C 181LB (2293 units)
- Units lost, minimum: 1366R
- Units lost, average: 1555R
- Units lost, maximum: 1702R 31S
One BATTLE HARDENED general with Longbows
Three NORMAL generals using 4 round blocks
Suiciding 80R 80B on camp 15 saves 66-81S, but requires 80B and another 172R
- Units needed, average: 664R 178S/160E 386C 63B 118LB (1409 units)
- Units needed, maximum: 725R 189S/160E 386C 181LB (1481 units)
- Units lost, minimum: 555R 66S
- Units lost, average: 654R 74S
- Units lost, maximum: 725R 97S
One BATTLE HARDENED general with Crossbows
Three NORMAL generals using 4 round blocks
Suiciding 80R 80B on camp 15 saves 66-81S, but requires 80B and another 180R
- Units needed, average: 648R 178S/160E 386C 156LB 40XB (1408 units)
- Units needed, maximum: 709R 188S/160E 402C 78B 118XB (1495 units)
- Units lost, minimum: 542R 66S
- Units lost, average: 638R 74S
- Units lost, maximum: 709R 97S
One BATTLE HARDENED general with Cannoneers
Three NORMAL generals using 3 round blocks
Suiciding 80R 80B on camp 15 saves 100M 2-15S, but requires 80B and another 180R
- Units needed, average: 597R 100M 178S/160E 386C 156LB 40XB 118K (1575 units)
- Units needed, maximum: 652R 100M 188S/160E 402C 78B 118XB 118K (1656 units)
- Units lost, minimum: 503R 100M 2S
- Units lost, average: 588R 100M 9S
- Units lost, maximum: 652R 100M 23S
One Lord DRACUL with Longbows
Three NORMAL generals using 4 round blocks & 1 suicide on camp 15
- Units needed, average: 758R 178S 386C 80B 101LB (1503 units)
- Units needed, maximum: 852R 183S 386C 80B 181LB (1677 units)
- Units lost, minimum: 639R 80B
- Units lost, average: 750R 80B
- Units lost, maximum: 852R 7S 80B
One Lord DRACUL with Crossbows
Three NORMAL generals using 4 round blocks & 1 suicide on camp 15
- Units needed, average: 740R 178S/160E 413C 80B 116XB (1527 units)
- Units needed, maximum: 836R 182S/160E 413C 80B 196XB (1703 units)
- Units lost, minimum: 626R 80B
- Units lost, average: 732R 80B
- Units lost, maximum: 836R 80B 5S
One Lord DRACUL with Cannoneers
Three NORMAL generals using 3 round blocks & 1 suicide on camp 15
- Units needed, average: 721R 177S 1E 413C 80B 116XB 122K (1630 units)
- Units needed, maximum: 811R 160E 413C 80B 196XB 122K (1782 units)
- Units lost, minimum: 615R 80B
- Units lost, average: 714R 80B
- Units lost, maximum: 811R 80B 5S
One VETERAN general with Longbows
Three NORMAL generals using 3 round blocks
Suiciding 121R on camp 15 saves all (66-70) militia and 3-4S, but requires an additional 190R
- Units needed, average: 590R 70M 178S/163E 386C 96B 150LB (1468 units)
- Units needed, maximum: 651R 70M 180S/163E 386C 246LB (1533 units)
- Units lost, minimum: 502R 66M
- Units lost, average: 584R 70M 3S
- Units lost, maximum: 651R 70M 14S
One VETERAN general with Crossbows
Three NORMAL generals using 3 round blocks
Suiciding 121R on camp 15 saves all (42-60) militia, but requires an additional 150R
- Units needed, average: 630R 60M 178S/163E 386C 211XB (1465 units)
- Units needed, average: 630R 60M 178S/163E 386C 114LB 135XB (1500 units)
- Units needed, maximum: 691R 60M 180S/163E 386C 70B 179XB (1576 units)
- Units lost, minimum: 542R 42M
- Units lost, average: 624R 52M
- Units lost, maximum: 691R 60M 6S
One VETERAN general with Cannoneers
Three NORMAL generals using 3 round blocks and one 1R block
- Units needed, average: 689R 26M 178S/161E 386C 211XB 77K (1550 units)
- Units needed, average: 689R 26M 178S/161E 386C 114LB 135XB 77K (1588 units)
- Units needed, maximum: 756R 26M 180S/161E 386C 70B 179XB 77K (1655 units)
- Units lost, minimum: 609R
- Units lost, average: 689R 14M
- Units lost, maximum: 756R 26M
This guide includes 3-4 round blocks of method 2 and one optional 1R block of method 1.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Landing Zone
Please note!
If your fast general is a BATTLE HARDENED general (or Lord DRACUL) and you do not have cannoneers,
I really recommend that you skip this part and jump directly to Garrison Position G3.
Also, even if you do have a veteran general, I would recommend jumping directly to Garrison Position G3 ifHaving to kill camp 17 isn't that expensive compared to what risks are involved with the first block here.
- it's laggy (nowadays it often is)
- you're new to blocks
- you're new to Outlaws
- you don't want to risk more than necessary
Note also that if you do not own any fast general, or do not wish to do any blocks,
you can send your generals from your home island in any order.
This is how your first four generals will be placed when arriving to the adventure zone:
http://i232.photobucket.com/albums/e...20Generals.jpg
Note that positions X, Y and C all are such that you cannot reoccupy that space from within the adventure zone.
Those positions are reserved for generals arriving from your home island.
For our first block we will need to have the fast general (veteran or battle hardened) to arrive in position C.
The best way of being sure to achieve that is this:I have also noticed, that if you send 5 or 6 generals at once, and refrain from visiting the island until half an hour has elapsed,
- Send your three normal generals to the adventure zone
- Wait 20-25 minutes, then send your fast general to the adventure zone
- Go to the adventure zone and watch the three normal generals occupy positions X, Y and Z
- Do not move any of them away until your fast general arrives and occupies position C
your veteran (or battle hardened) general, as a rule, will occupy position C. Feel free to experiment further on this...
If your fast general does not arrive in position C though, you will have to send him back to your home island and try again.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (BLOCK Camps 20-22)
Once your fast general is occupying position C, it's time to engage him in a very distant attack with two blocks...
Thanks to the new pathfinding this new block has become enabled, allowing us to directly attack the leader camp in the NW.
Let me first show a bigger picture of the block, before taking a closer look at the garrisons:
http://i232.photobucket.com/albums/e...Overview-1.jpg
Note that for this block to work, all generals must be placed south enough, to march around that lonely little mountain.
Otherwise, the generals would be intercepted by camp 16.
Note also that camp 21 cannot be attacked directly. Such an attack would be intercepted by camp 18.
Make sure your fast general is already in place, and move two normal generals (from positions X and Y) to:http://i232.photobucket.com/albums/e...leJet/OLG1.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: VETERAN general or BATTLE HARDENED general
From these positions, send your generals right after each other:
From A to Camp 20) 100 Scavengers, 50 Stone Throwers
BLOCKING NORMAL general: [197C (-)] {140 - 200 seconds of fighting, 0.1% chance of 120 seconds}
Note that general B must be sent to the leader camp 22. He will be intercepted by camp 21, which is his real target.
From B to Camp 22) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers (Camp 21)
BLOCKING NORMAL general: [161C (-)] {120 - 180 seconds of fighting}
From C to Camp 22) 1 Skunk, 100 Guard Dogs, 80 Stone Throwers
BATTLE HARDENED general: [35R 28M 137S (35R 22M - 35R 27M - 35R 28M 3S)] {40 seconds of fighting}
BATTLE HARDENED general: [87R 1E 112K (67R - 78R - 87R)] {30 seconds of fighting}
Lord DRACUL: [87R 1E 112K (67R - 77R - 87R)] {20 - 30 seconds of fighting}
VETERAN general: [87R 163S (66R - 77R - 87R)] {40 seconds of fighting}
VETERAN general: [87R 115S 48K (66R - 77R - 87R)] {20 seconds of fighting}
MASTER of Martial Arts: [87R 133S (66R - 77R - 87R)] {30 seconds of fighting}
MASTER of Martial Arts: [87R 114S 19K (66R - 77R - 87R)] {20 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 70 seconds (21 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 general C will thus be 70+5+5+40 = 120 seconds. Since there is an 0.1% chance that the blocking general A will fight for only 120 seconds, this block is rather tight. If possible, try to send generals B and C within 4-5 seconds from sending the previous general. If for some reason you do notice that one general has been sent off a little late, do recall all of them and resend.
However, if you do have cannoneers, then you should rather wait an additional 5 seconds between each dispatch (or wait till you see the previous general appearing outside his garrison) before sending the next one. This will reduce the risk of having speeding generals being intercepted.
NB!
If you have at least one Master of Martial Arts, you may consider using him for a suicidal first wave.
Open the spoiler below to see how. Note however that this MoMA will be sleeping for two hours after this attack.
Spoiler
If you do not have a fast general, kill the three camps up north this way:
From A to Camp 20) 100 Scavengers, 50 Stone Throwers
ANY general: [50R 95C 55LB (38R - 44R - 50R)]
ANY general: [47R 2S 96C 55LB (38R - 43R - 47R 1S)]
ANY general: [44R 2S 113C 41XB (36R - 41R - 44R 1S)]
VETERAN general: [35R 2S 208C 5LB (27R - 32R - 35R 1S)]
VETERAN general: [34R 2S 210C 4XB (27R - 32R - 34R 1S)]
When camp 20 is gone, send the next two attacks to camp 22 after each other.
There is no rush, but try to send general B within 10 seconds. General A will be intercepted by camp 21.
General B will attack camp 22 before general A has killed camp 21,
and thus you will not have to retreat general A before he attacks camp 22 (after the interception).
From A to Camp 22) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers (Camp 21)
ANY general: [200R (65R - 75R - 86R)]
ANY general: [75R 125S (59R - 68R - 75R)]
VETERAN general: [75R 130S (59R - 68R - 75R)]
From B to Camp 22) 1 Skunk, 100 Guard Dogs, 80 Stone Throwers
ANY general: [200R (67R - 78R - 90R)]
ANY general: [89R 111S (67R - 78R - 89R)]
ANY general: [87R 1E 112K (67R - 78R - 87R)]
VETERAN general: [87R 163S (66R - 77R - 87R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2
Move any general to garrison position G2:
http://i232.photobucket.com/albums/e...Jet/OL20G2.jpg
Camp 19) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers
ANY general: [200R (66R - 75R - 87R)]
ANY general: [75R 125S (60R - 68R - 75R)]
Lord DRACUL: [71R 129S (56R - 65R - 71R 1S)]
Lord DRACUL: [71R 1S 1E 122K (56R - 65R - 71R 1S)]
MASTER of Martial Arts: [58R 70S (45R - 51R - 58R)]
If you've got a master of martial arts, and are prepared to let him rest for 2 hours,
the cheapest way to kill camp 19 is to use your MoMA for a first suicidal attack:
Camp 19a) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers
MASTER of Martial Arts: [1R (1R)]
Camp 19b) 50 Scavengers, 20-25 Stone Throwers
ANY general: [8R 1S 191C (4R - 7R - 8R)]
VETERAN general: [2R 1S 246C (0R - 1R - 2R)]
MAJOR general: [1E 269C (-)]
MASTER of Martial Arts: [1S 219C (-)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3
Move one fast general, and three normal generals to garrison position G3:http://i232.photobucket.com/albums/e...leJet/OLG3.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: NORMAL general
- Position D: VETERAN general or BATTLE HARDENED general
For the first three attacks, only your best general is needed:
Camp 1) 100 Thugs, 60 Rangers
ANY general: [107R 72C 21LB (77R - 91R - 107R)]
ANY general: [100R 4S 70C 26LB (75R - 90R - 100R 3S)]
ANY general: [100R 4S 70C 26XB (75R - 90R - 100R 3S)]
ANY general: [99R 1E 70C 30K (73R - 85R - 99R)]
Lord DRACUL: [96R 1S 71C 32LB (66R - 79R - 96R)]
Lord DRACUL: [96R 1S 71C 32XB (66R - 79R - 96R)]
Lord DRACUL: [87R 1S 1E 71C 40K (59R - 72R - 87R 1S)]
VETERAN general: [77R 2S 119C 52LB (57R - 67R - 77R 1S)]
VETERAN general: [77R 2S 119C 52XB (57R - 67R - 77R 1S)]
VETERAN general: [75R 1E 134C 40K (55R - 65R - 75R)]
MAJOR general: [71R 1E 164C 34K (53R - 62R - 71R)]
MASTER of Martial Arts: [72R 2S 105C 41LB (52R - 63R - 72R)]
MASTER of Martial Arts: [72R 2S 105C 41XB (52R - 63R - 72R)]
MASTER of Martial Arts: [71R 1E 116C 32K (53R - 61R - 71R)]
Camps 2 and 3 can be attacked in any order:
Camp 2) 60 Thugs, 100 Rangers
ANY general: [57R 122C 21LB (35R - 44R - 56R)]
ANY general: [48R 5S 125C 22LB (35R - 43R - 48R 4S)]
ANY general: [48R 5S 125C 22XB (35R - 43R - 48R 4S)]
Lord DRACUL: [46R 2S 139C 13LB (30R - 38R - 46R 1S)]
Lord DRACUL: [46R 2S 140C 12XB (30R - 38R - 46R 1S)]
Lord DRACUL: [46R 1S 1E 142C 10K (30R - 38R - 46R 1S)]
VETERAN general: [39R 2S 209C (27R - 34R - 39R 1S)]
MAJOR general: [38R 1E 231C (25R - 32R - 38R)]
MASTER of Martial Arts: [37R 1S 182C (23R - 31R - 37R)]
Camp 3) 40 Thugs, 40 Roughnecks, 80 Rangers
ANY general: [97R 94C 9LB (65R - 78R - 96R)]
ANY general: [76R 6S 97C 21LB (63R - 73R - 76R 5S)]
ANY general: [75R 5S 94C 26XB (56R - 69R - 75R 4S)]
ANY general: [73R 3S 1E 93C 30K (54R - 66R - 73R 3S)]
Lord DRACUL: [76R 3S 100C 21LB (56R - 66R - 76R 2S)]
Lord DRACUL: [75R 2S 95C 28XB (48R - 61R - 75R 1S)]
Lord DRACUL: [72R 1S 1E 95C 31K (47R - 58R - 72R 1S)]
VETERAN general: [63R 2S 116C 69LB (45R - 56R - 63R 1S)]
VETERAN general: [60R 2S 148C 40XB (43R - 52R - 60R 1S)]
VETERAN general: [60R 1E 154C 35K (43R - 51R - 60R)]
MAJOR general: [57R 1E 184C 28K (40R - 48R - 57R)]
MASTER of Martial Arts: [57R 2S 103C 58LB (42R - 51R - 57R 1S)]
MASTER of Martial Arts: [55R 2S 131C 32XB (39R - 48R - 55R 1S)]
MASTER of Martial Arts: [56R 1E 135C 28K (39R - 48R - 56R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (BLOCK Camps 4-7)
http://i232.photobucket.com/albums/e...eJet/OLG3B.jpg
Send all four generals right after each other:
From A to Camp 4) 80 Roughnecks, 100 Rangers
BLOCKING NORMAL general: [27S 172C (-)] {160 - 260 seconds of fighting}
BLOCKING NORMAL general: [23E 177C (-)] {160 - 260 seconds of fighting}
From B to Camp 6) 40 Roughnecks, 80 Guard Dogs, 60 Rangers
BLOCKING NORMAL general: [5S 195C (-)] {160 - 220 seconds of fighting}
BLOCKING NORMAL general: [4E 196C (-)] {160 - 220 rounds of fighting}
From C to Camp 5) 150 Roughnecks
BLOCKING NORMAL general: [145S (-)] {160 - 260 seconds of fighting}
BLOCKING NORMAL general: [37S 99E (-)] {180 - 280 seconds of fighting}
BLOCKING NORMAL general: [133E (-)] {160 - 280 seconds of fighting}
BLOCKING NORMAL general: [110S 90C (-)] {180 - 320 seconds of fighting}
BLOCKING NORMAL general: [97E 97C (-)] {180 - 320 seconds of fighting}
BLOCKING MASTER of Defence: [137S (-)] {100 - 330 seconds of fighting}
BLOCKING MASTER of Defence: [126E (-)] {100 - 350 seconds of fighting}
From D to Camp 7) 1 Metal Tooth, 2 Skunks
ANY general: [3R 1E 90B 105XB 1K (0R - 2R - 3R)] {60 seconds of fighting}
ANY general: [3R 1E 195XB 1K (0R - 1R - 3R)] {60 seconds of fighting}
BATTLE HARDENED general: [18R 1S 181LB (6R - 13R - 18R)] {50 seconds of fighting}
BATTLE HARDENED general: [18R 1S 101B 80LB (6R - 13R - 18R)] {50 seconds of fighting}
BATTLE HARDENED general: [3R 1S 156LB 40XB (0R - 2R - 3R)] {40 seconds of fighting}
BATTLE HARDENED general: [3R 1S 91B 105XB (0R - 2R - 3R)] {40 seconds of fighting}
BATTLE HARDENED general: [3R 1S 78B 118XB (0R - 2R - 3R)] {40 seconds of fighting}
BATTLE HARDENED general: [3R 1S 196XB (0R - 1R - 3R)] {40 seconds of fighting}
BATTLE HARDENED general: [4R 1M 1S 1B 1LB 192XB (0R - 2R - 4R)] {30 seconds of fighting}
BATTLE HARDENED general: [3R 1E 77B 118XB 1K (0R - 2R - 3R)] {30 seconds of fighting}
BATTLE HARDENED general: [3R 1E 195XB 1K (0R - 1R - 3R)] {30 seconds of fighting}
Lord DRACUL: [18R 1S 80B 101LB (6R - 13R - 18R)] {40 - 50 seconds of fighting}
Lord DRACUL: [18R 1S 181LB (0R - 12R - 18R)] {30 - 50 seconds of fighting}
Lord DRACUL: [3R 1S 80B 116XB (0R - 2R - 3R)] {30 - 40 seconds of fighting}
Lord DRACUL: [3R 1S 196XB (0R - 1R - 3R)] {30 - 40 seconds of fighting}
VETERAN general: [3R 1S 246LB (0R - 2R - 3R)] {40 seconds of fighting}
VETERAN general: [3R 1S 96B 150LB (0R - 2R - 3R)] {40 seconds of fighting}
VETERAN general: [1R 1S 113LB 135XB (0R - 1R - 1R)] {40 seconds of fighting}
VETERAN general: [1R 1S 248XB (0R - 1R - 1R)] {40 seconds of fighting}
VETERAN general: [1R 1S 69B 179XB (0R - 1R - 1R)] {40 seconds of fighting}
VETERAN general: [1E 114LB 135XB (-)] {40 seconds of fighting}
VETERAN general: [1E 211XB (-)] {40 seconds of fighting}
VETERAN general: [1E 70B 179XB (-)] {40 seconds of fighting}
VETERAN general: [1E 211XB 1K (-)] {30 seconds of fighting}
VETERAN general: [1E 69B 179XB 1K (-)] {30 seconds of fighting}
MASTER of Martial Arts: [3R 1S 216LB (0R - 2R - 3R)] {30 seconds of fighting}
MASTER of Martial Arts: [1E 44LB 175XB (-)] {30 seconds of fighting}
MASTER of Martial Arts: [1E 211XB (-)] {30 seconds of fighting}
If you do have a fast general, but do not have more than two normal generals, kill camp 4 first, before doing the block above (without general A). And if you do not have a fast general, kill camps 4 and 6 first, before doing the 1R block below:
Camp 4) 80 Roughnecks, 100 Rangers
ANY general: [1: 53R, 2: 105R 85C 10LB (127R - 141R - 158R 5C)]
ANY general: [1: 49R , 2: 100R 4S 86C 10LB (124R - 138R - 149R 3S)]
ANY general: [1: 37R, 2: 100R 4S 85C 11XB (112R - 127R - 137R 3S)]
ANY general: [100R 10S 69C 21XB (90R - 100R 3S - 100R 10S)]
VETERAN general: [86R 1S 122C 41LB (63R - 74R - 86R)]
VETERAN general: [71R 1S 122C 56XB (49R - 58R - 71R)]
VETERAN general: [67R 1S 128C 54K (48R - 57R - 67R)]
Camp 6) 40 Roughnecks, 80 Guard Dogs, 60 Rangers
ANY general: [200R (124R - 136R - 150R)]
ANY general: [148R 52S (121R - 134R - 148R 1S)]
ANY general: [98R 2E 100K (77R - 88R - 98R 1E)]
If you do not wish to try the 1R block below, kill camp 5 first:
Camp 5) 150 Roughnecks
ANY general: [1: 111R, 2: 147R 53LB (222R - 239R - 258R)]
ANY general: [1: 108R , 2: 134R 5S 61LB (217R - 234R - 242R 4S)]
ANY general: [1: 49R, 2: 140R 3S 1E 56XB (166R - 181R - 189R 3S)]
For the block, send generals C and D right after each other:
From C to Camp 5) 150 Roughnecks
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From D to Camp 7) 1 Metal Tooth, 2 Skunks
ANY general: [20R 180LB (6R - 13R - 20R)]
ANY general: [18R 1S 181LB (6R - 13R - 18R)]
ANY general: [18R 1S 101B 80LB (6R - 13R - 18R)]
ANY general: [3R 1S 196XB (0R - 1R - 3R)]
ANY general: [3R 1S 91B 105XB (0R - 1R - 3R)]
This 1R block is rather tight. Thus, if general D doesn't march out right after general C, recall them and try again.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (BLOCK Camps 8-10, optional)
NB!
This is an optional way of killing camp 10 in the east, and it can be done from G3 without moving any generals.
It will save some time and 1-2 recruits compared to the main route south over the island (camps 24-25).
It does however require one additional 1R block. Open the spoiler if you want to try it:
Spoiler
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (BLOCK Camps 16-19 for BATTLE HARDENED general)
If you have already killed the camps in the west, move on the garrison position G5.
If you also killed camp 10 above, move on to garrison position G6.
Move your fast (battle hardened or veteran) general to position E, still within garrison position G3. General C should already be in place:http://i232.photobucket.com/albums/e...eJet/OLG3W.jpg
- Position C: NORMAL general
- Position E: BATTLE HARDENED general or VETERAN general
For the first attack, only your best general is needed:
From E to Camp 17) 50 Scavengers, 50 Stone Throwers
ANY general: [13R 187C (7R - 10R - 13R)]
ANY general: [12R 1S 187C (7R - 10R - 12R)]
ANY general: [11R 1E 188C (7R - 10R - 11R)]
Lord DRACUL: [10R 1S 189C (4R - 7R - 10R)]
VETERAN general: [6R 1S 243C (3R - 5R - 6R)]
VETERAN general: [5R 1E 244C (2R - 5R - 5R)]
http://i232.photobucket.com/albums/e...Jet/OLG3WB.jpg
For the block, send both generals right after each other:
From C to Camp 18) 60 Scavengers, 60 Stone Throwers
BLOCKING NORMAL general: [134C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [1S 130C (-)] {120 - 220 seconds of fighting}
BLOCKING NORMAL general: [1E 128C (-)] {120 - 220 seconds of fighting, <0.1% chance of 100 seconds}
From E to Camp 19) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers
BATTLE HARDENED general: [71R 129S (60R - 68R - 71R 2S)] {30 seconds of fighting}
Lord DRACUL: [71R 129S (56R - 65R - 71R 1S)] {20 - 30 seconds of fighting}
Lord DRACUL: [71R 1S 1E 122K (56R - 65R - 71R 1S)] {20 seconds of fighting}
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4 (BLOCK Camps 20-22 for BATTLE HARDENED general)
Move two normal generals and your fast (battle hardened or veteran) general to garrison position G4:http://i232.photobucket.com/albums/e...leJet/OLG5.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: BATTLE HARDENED general or VETERAN general
From these positions, send your generals right after each other:
From A to Camp 20) 100 Scavengers, 50 Stone Throwers
BLOCKING NORMAL general: [197C (-)] {140 - 200 seconds of fighting, 0.1% chance of 120 seconds}
From B to Camp 21) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers
BLOCKING NORMAL general: [161C (-)] {120 - 180 seconds of fighting}
From C to Camp 22) 1 Skunk, 100 Guard Dogs, 80 Stone Throwers
BATTLE HARDENED general: [89R 111S (66R - 78R - 89R)] {50 seconds of fighting}
BATTLE HARDENED general: [87R 1E 112K (67R - 78R - 87R)] {30 seconds of fighting}
Lord DRACUL: [87R 113S (66R - 77R - 87R)] {30 - 40 seconds of fighting}
Lord DRACUL: [87R 1E 112K (66R - 77R - 87R)] {20 - 30 seconds of fighting}
VETERAN general: [87R 163S (66R - 77R - 87R)] {40 seconds of fighting}
VETERAN general: [87R 115S 48K (66R - 77R - 87R)] {20 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 57 seconds (17 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. If genreal C is a battle hardened, the total time of marching and fighting will thus be 57+5+5+50 = 117 seconds. Since there is an 0.1% chance that the blocking general A will fight for only 120 seconds, this block is rather tight for a BHG. If that is what you have, try to send generals B and C within 4-5 seconds from sending the previous general. If for some reason you do notice that one general has been sent off a little late, do recall all of them and resend.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G5
If you have already killed camp 10, move on to garrison position G6.
Move your best general to garrison position G5:
http://i232.photobucket.com/albums/e...Jet/OL20G4.jpg
Attack camp 25. The general will be intercepted by camp 23, and then continue to camp 25.
Camp 25) 80 Scavengers (Camp 23) and 80 Stone Throwers (Camp 25)
ANY general: [22R 178C (16R - 19R - 22R)]
ANY general: [21R 1S 178C (16R - 19R - 21R)]
Lord DRACUL: [19R 1S 180C (12R - 16R - 19R)]
VETERAN general: [16R 1S 233C (11R - 14R - 16R)]
MAJOR general: [12R 1E 257C (8R - 11R - 12R)]
MASTER of Martial Arts: [13R 1S 206C (8R - 11R - 13R)]
MASTER of Martial Arts: [12R 1E 207C (8R - 11R - 12R)]
Camp 10) 30 Thugs, 80 Guard Dogs, 50 Rangers
ANY general: [200R (69R - 83R - 96R)]
ANY general: [92R 108S (69R - 83R - 92R 3S)]
Lord DRACUL: [81R 119S (59R - 69R - 81R)]
Lord DRACUL: [79R 1S 1E 119K (59R - 69R - 79R)]
VETERAN general: [82R 150S (62R - 72R - 82R)]
VETERAN general: [82R 65E 77K (62R - 72R - 82R)]
VETERAN general: [82R 5E 133K (62R - 72R - 82R)]
MASTER of Martial Arts: [76R 64S (57R - 66R - 76R 1S)]
If you've got a master of martial arts, and are prepared to let him rest for 2 hours,
the cheapest way to kill camp 10 is to use your MoMA for a first suicidal attack:
Camp 10a) 30 Thugs, 80 Guard Dogs, 50 Rangers
MASTER of Martial Arts: [1R (1R)]
Camp 10b) 30 Thugs, 40-45 Rangers
ANY general: [9R 1S 190C (4R - 7R - 9R)]
Lord DRACUL: [7R 1S 192C (1R - 4R - 7R)]
VETERAN general: [3R 1S 246C (0R - 2R - 3R)]
MAJOR general: [1S 269C (-)]
MASTER of Martial Arts: [1S 219C (-)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G6
Move at least one fast and two normal generals to garrison position G6.http://i232.photobucket.com/albums/e...Jet/OL20G5.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: VETERAN general or BATTLE HARDENED general
- Position D: OPTIONAL VETERAN general or BATTLE HARDENED general (see below)
For the first two attacks, only your best general is needed.
If you are trying to fulfil a quest losing less than 500 recruits,
see how many you can still lose and choose the suicidal bowman/cavalry attacks accordingly.
Camps 11 and 12 can be attacked in any order:
Camp 11) 100 Scavengers, 30 Guard Dogs, 30 Stone Throwers
ANY general: [200R (93R - 102R - 112R)]
ANY general: [97R 103S (78R - 87R - 97R 1S)]
ANY general: [1: 30C, 2: 47R 1S 152C (38R 30C - 43R 30C - 47R 30C)]
ANY general: [1: 30C, 2: 46R 1E 153C (37R 30C - 43R 30C - 46R 30C)]
ANY general: [81R 1E 118K (67R - 75R - 81R)]
Lord DRACUL: [78R 122S (62R - 70R - 78R)]
Lord DRACUL: [77R 1E 122K (62R - 70R - 77R)]
VETERAN general: [79R 150S (65R - 73R - 79R)]
VETERAN general: [1: 30C, 2: 31R 1S 218C (25R 30C - 28R 30C - 31R 30C)]
VETERAN general: [1: 30C, 2: 30R 1E 219C (24R 30C - 28R 30C - 30R 30C)]
VETERAN general: [79R 62E 77K (65R - 73R - 79R)]
MASTER of Martial Arts: [54R 102S (47R - 51R - 54R)]
If you've got a master of martial arts, and are prepared to let him rest for 2 hours,
the cheapest way to kill camp 11 is to use your MoMA for a first suicidal attack:
Camp 11a) 100 Scavengers, 30 Guard Dogs, 30 Stone Throwers
MASTER of Martial Arts: [1R (1R)]
Camp 11b) 99-100 Scavengers
VETERAN general: [26R 1S 223C (20R - 24R - 26R)]
MAJOR general: [24R 1E 245C (18R - 21R - 24R)]
MASTER of Martial Arts: [23R 1S 196C (17R - 21R - 23R)]
MASTER of Martial Arts: [22R 1E 197C (17R - 20R - 22R)]
Camp 12) 30 Scavengers, 30 Guard Dogs, 100 Stone Throwers
ANY general: [200R (80R - 91R - 102R)]
ANY general: [101R 99S (80R - 91R - 101R)]
ANY general: [100R 100E (80R - 91R - 100R)]
ANY general: [12R 1S 187C (7R 30C - 10R 30C - 12R 30C)]
ANY general: [11R 1E 188C (7R 30C - 10R 30C - 11R 30C)]
ANY general: [1: 30C, 2: 7R 1S 192C (4R 30C - 6R 30C - 7R 30C)]
ANY general: [1: 30C, 2: 7R 1E 192C (4R 30C - 6R 30C - 7R 30C)]
ANY general: [1: 96B, 2: 140C (96B)]
ANY general: [100R 1E 99K (80R - 91R - 100R)]
Lord DRACUL: [98R 102S (77R - 88R - 98R)]
Lord DRACUL: [98R 1E 101K (77R - 88R - 98R)]
VETERAN general: [100R 105S (79R - 91R - 100R 1S)]
VETERAN general: [6R 1S 243C (2R 30C - 5R 30C - 6R 30C)]
VETERAN general: [5R 1E 244C (2R 30C - 4R 30C - 5R 30C)]
VETERAN general: [1: 30C, 2: 2R 1S 247C (30C - 1R 30C - 2R 30C)]
VETERAN general: [1: 30C, 2: 1R 1E 248C (30C - 1R 30C - 1R 30C)]
VETERAN general: [100R 25E 77K (79R - 91R - 100R)]
MASTER of Martial Arts: [76R 68S (57R - 66R - 76R)]
If you've got a master of martial arts, and are prepared to let him rest for 2 hours,
the cheapest way to kill camp 12 is to use your MoMA for a first suicidal attack:
Camp 12a) 30 Scavengers, 30 Guard Dogs, 100 Stone Throwers
MASTER of Martial Arts: [1R (1R)]
Camp 12b) 30 Scavengers, 65-70 Stone Throwers
ANY general: [3R 1E 196C (0R - 2R - 3R)]
ANY general: [4R 1S 195C (0R - 2R - 4R)]
VETERAN general: [1S 240C (-)]
MASTER of Martial Arts: [1S 185C (-)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G6 (BLOCK Camps 13-15)
http://i232.photobucket.com/albums/e...et/OL20G5B.jpg
Send the generals right after each other (note that the blocking generals will be crossing each other's path):
From A to Camp 14) 60 Thugs, 60 Guard Dogs, 60 Rangers
BLOCKING NORMAL general: [8S 192C (-)] {140 - 240 seconds of fighting}
BLOCKING NORMAL general: [7E 193C (-)] {140 - 240 seconds of fighting}
From B to Camp 13) 60 Thugs, 60 Guard Dogs, 60 Rangers
BLOCKING NORMAL general: [8S 192C (-)] {140 - 240 seconds of fighting}
BLOCKING NORMAL general: [7E 193C (-)] {140 - 240 seconds of fighting}
From C to Camp 15) 1 One-Eyed Bert, 180 Thugs
BATTLE HARDENED general: [82S 118LB (66S - 74S - 81S)] {50 seconds of fighting}
BATTLE HARDENED general: [82S 118XB (66S - 74S - 81S)] {50 seconds of fighting}
BATTLE HARDENED general: [100M 15S 85K (100M 2S - 100M 9S - 100M 15S)] {40 seconds of fighting}
VETERAN general: [30R 70M 12S 138LB (30R 66M - 30R 70M 3S - 30R 70M 11S)] {40 seconds of fighting}
VETERAN general: [140R 20M 12S 2E 76LB (140R 9M - 140R 20M 3S - 140R 20M 12S)] {50 seconds of fighting}
VETERAN general: [75R 60M 4S 111XB (75R 42M - 75R 52M - 75R 60M 3S)] {40 seconds of fighting}
VETERAN general: [148R 20M 10S 2E 70XB (148R 7M - 148R 20M - 148R 20M 10S)] {50 seconds of fighting}
VETERAN general: [146R 26M 1E 77K (146R 3M - 146R 14M - 146R 26M)] {40 seconds of fighting}
VETERAN general: [160R 12S 1E 77K (149R - 160R 3S - 160R 12S)] {40 seconds of fighting}
MAJOR general: [166R 3S 1E 100K (137R - 153R - 166R 3S)] {30 seconds of fighting}
MASTER of Martial Arts: [70R 70M 5S 75LB (70R 50M - 70R 64M - 70R 70M 4S)] {40 seconds of fighting}
MASTER of Martial Arts: [15R 90M 5S 110XB (15R 76M - 15R 85M - 15R 90M 4S)] {30 seconds of fighting}
MASTER of Martial Arts: [105R 50M 6S 59XB (105R 34M - 105R 45M - 105R 50M 5S)] {40 seconds of fighting}
MASTER of Martial Arts: [155R 22S 1E 42K (155R 4S - 155R 12S - 155R 50M 22S)] {40 seconds of fighting}
Please note that a veteran or major general is better to use on camp 15 than a master of martial arts!
The marching time for the main general heading for camp 15,
from the moment general A starts fighting camp 14, is just under 60 seconds.
If you own at least one battle hardened general, you might consider this optional way of defeating camp 15:
From C to Camp 15) 1 One-Eyed Bert, 180 Thugs
ANY general: [80R 80B (80R 80B)] {20 seconds of fighting}
BATTLE HARDENED general: [80R 80B (80R 80B)] {10 seconds of fighting}
From D to Camp 15) 1 One-Eyed Bert, 102-111 Thugs
BATTLE HARDENED general: [92R 7S 101LB (71R - 85R - 92R 4S)] {40 seconds of fighting}
BATTLE HARDENED general: [100R 1S 18C 81XB (73R - 88R - 100R)] {40 seconds of fighting}
Lord DRACUL: [92R 7S 101LB (71R - 83R - 92R 2S)] {30 - 40 seconds of fighting}
Lord DRACUL: [92R 2S 29C 77XB (66R - 80R - 92R 1S)] {30 - 40 seconds of fighting}
Lord DRACUL: [92R 2S 29C 76XB 1K (66R - 80R - 92R 1S)] {30 seconds of fighting}
And if you do own one veteran general and don't want to lose militia, you might consider this optional way of defeating camp 15:
From C to Camp 15) 1 One-Eyed Bert, 180 Thugs
ANY general: [121R (121R)] {20 seconds of fighting}
BATTLE HARDENED general: [121R (121R)] {10 seconds of fighting}
From D to Camp 15) 1 One-Eyed Bert, 123-134 Thugs
VETERAN general: [100R 8S 33C 109LB (80R - 97R - 100R 7S)] {40 seconds of fighting}
VETERAN general: [100R 8S 54C 88XB (80R - 96R - 100R 7S)] {40 seconds of fighting}
If you do not own a fast general, kill all camps one by one.
Camps 13 and 14 can be attacked in any order:
Camp 13) 60 Thugs, 60 Guard Dogs, 60 Rangers
ANY general: [200R (126R - 142R - 161R)]
ANY general: [155R 45S (126R - 142R - 155R 3S)]
VETERAN general: [125R 125S (95R - 110R - 125R 2S)]
Camp 14) 60 Thugs, 60 Guard Dogs, 60 Rangers
ANY general: [200R (126R - 142R - 161R)]
ANY general: [155R 45S (126R - 142R - 155R 3S)]
VETERAN general: [125R 125S (95R - 110R - 125R 2S)]
Camp 15) 1 One-Eyed Bert, 180 Thugs
ANY general: [1: 160R, 2: 90R 9M 101LB (234R - 248R - 250R 8M)]
ANY general: [1: 160R, 2: 94R 5S 101LB (222R - 243R - 254R 4S)]
ANY general: [1: 160R, 2: 94R 5S 101XB (222R - 243R - 254R 4S)]
VETERAN general: [30R 70M 12S 138LB (30R 66M - 30R 70M 3S - 30R 70M 11S)]
VETERAN general: [140R 20M 12S 2E 76LB (140R 9M - 140R 20M 3S - 140R 20M 12S)]
VETERAN general: [75R 60M 4S 111XB (75R 42M - 75R 52M - 75R 60M 3S)]
VETERAN general: [148R 20M 10S 2E 70XB (148R 7M - 148R 20M - 148R 20M 10S)]
http://www.thesettlersonlinewiki.com...s/ornament.png
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.
Would just like to join the chorus of praise for your strategic insight Tage, really great work here :) I have just managed to successfully complete Traitors using your guide and have followed your tactics for SotV more than 5 times now. Great stuff!
For VtV, camp 15 (155 Roughnecks, 1 Metal Tooth) can also be done in 2 rounds, with the use of 133 XBs. Setup: 38 M, 60 S, 19 ES, 133 XB. Losses 38M 49 S - 38M 54S - 38M 60S. A bit heavier on the soldiers, but far fewer lost units overall.
Indeed! :)
It can be done even better than that... no need for that many elite soldiers... better if they are replaced by crossbows:
From C to Camp 15) 155 Roughnecks, 1 Metal Tooth
VETERAN general: [38M 57S 2E 153XB (38M 46S - 38M 52S - 38M 57S)] {2 rounds of fighting}
That battle lasts clearly shorter than 2 full rounds though, and can thus be optimised a little further:
From C to Camp 15) 155 Roughnecks, 1 Metal Tooth
VETERAN general: [75M 35S 2E 138XB (75M 25S - 75M 30S - 75M 35S)] {2 rounds of fighting}
And if you're prepared to lose soldiers, even this could be a viable option:
From C to Camp 15) 155 Roughnecks, 1 Metal Tooth
VETERAN general: [80S 1E 169XB (68S - 74S - 80S)] {2 rounds of fighting}
I've added the middle (optimised) one as an alternative to the guide. Thanks, Hayek! :)
For the sake of completeness and for those who haven't reached level 26 yet and want a little introduction to my step-by-step guides. :)
Bounty Hunter
Average Losses: 0R - 24R
Adventure Info:
Player Level: 26+
Difficulty: 1/10
Number of Players: 1
Duration: 3 days
Where to get?: You get this as a reward when you reach level 26. One extra copy can be bought in the Trader (Shop) for 10 fishes.
http://i232.photobucket.com/albums/e.../BHMission.jpg
The loot from the adventure is shown below.
If you fulfil the mission shown above, you will get one item from each slot.
In multiplayer adventures, each player who has killed at least one enemy unit, will get the full loot.
https://lh4.googleusercontent.com/-H...untyhunter.png
For more information about the loot, please refer to Triple-J's Loot Overview
The map shows all relevant camps, with your own garrison positions in white and enemy camps in yellow.
Some multiplayer adventures have several landing zones, and may have different sets of camps,
with identical numbers but different colours to distinguish them from each other.
http://i232.photobucket.com/albums/e...et/BH20Map.jpg
For this tutorial adventure you need ANY general, and only one of them.
Throughout all my guides the following colour codes are used to distinguish between different types of generals and setups:*) The following generals are all fast, and can be used whenever a Battle Hardened General is needed: Grim Reaper, General Bighelmet, General Log, Veteran General and Major General. The Master of Martial Arts and Lord Dracul are also fast, but due to their first strike ability, there are always separate setups available for them.
- NORMAL general: Must be a normal (slow) general, the one you buy in the tavern
- ANY general: Can be any general, no soldiers needed
- ANY general: Can be any general
- ANY general with Crossbows
- ANY general with Cannoneers
- MASTER of Defence: Must be the master of defence, bought for gems inthe shop
- BATTLE HARDENED general: Must be a fast general, bought for gems in the shop (*
- BATTLE HARDENED general with Crossbows
- BATTLE HARDENED general with Cannoneers
- Lord DRACUL: Must be Lord Dracul, bought for gems in the shop
- Lord DRACUL with Crossbows
- Lord DRACUL with Cannoneers
- VETERAN general: Must be a veteran general, bought for gems in the shop, capable of holding 250 units
- VETERAN general with Crossbows
- VETERAN general with Cannoneers
- MAJOR general: Must be a major general, bought for beanstalks in the shop, capable of holding 270 units
- MASTER of Martial Arts: Must be a master of martial arts, bought for gems in the shop, capable of holding 220 units
- MASTER of Martial Arts: with Crossbows
- MASTER of Martial Arts: with Cannoneers
- Champion ANSLEM: Must be Anteria General: Champion Anslem
- Champion ANSLEM with Crossbows
- Champion ANSLEM with Cannoneers
- Champion NUSALA: Must be Anteria General: Champion Nusala
- Champion NUSALA: with Crossbows
- Champion NUSALA: with Cannoneers
- Champion VARGUS: Must be Anteria General: Champion Vargus
- Champion VARGUS with Crossbows
- Champion VARGUS with Cannoneers
Throughout all my guides the following letters are used to denote different units:
- R = Recruit
- M = Militia
- S = Soldier
- E = Elite Soldier
- C = Cavalry
- B = Bowman
- LB = Longbowman
- XB = Crossbowman
- K = Cannoneer
Six versions are presented below, all depending on the amount of cavalry you possess.
The units needed are listed with losses in the format minimum - average - maximum:
- Version 1: Needed: 56R, Losses: 17R - 24R - 28R
- Version 2: Needed: 37R 12C, Losses: 9R - 15R - 18R
- Version 3: Needed: 17R 25C, Losses: 6R - 10R - 14R
- Version 4: Needed: 6R 40C, Losses: 2R - 5R - 6R
- Version 5: Needed: 3R 50C, Losses: 1R - 2R - 3R
- Version 6: Needed: 1R 75C, Losses: 0
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1
Before starting the adventure, load your general with the troops needed.
Once you've started the adventure, send your general to it.
If you realise you've sent wrong or too few units with your general,
unload the needed units from your general once he's arrived to the adventure, and send him home again.
This way you can use the same general over and over to move units to an adventure.
Note that it takes 30 minutes for normal generals to reach an adventure and to return from it.
A fast general (battle hardened or veteran) travels twice as fast.
Once your general has arrived to the adventure zone with all needed units,
move him from the landing zone to a position closer to the bandit camps, called G1 (garrison position 1).
Note also that you can always move (transfer) your generals across enemy territory without being attacked.
http://i232.photobucket.com/albums/e...leJet/BHG1.jpg
Red arrows in my maps indicate direct attack.
Dashed arrows are intercepted attacks.
Several of my guides include blocks, which are shown in orange arrows.
A total of four attacks are needed in this adventure.
Regardless of which version you follow, keep all units assigned to your general:
Camp 1) 10 Scavengers
Version 1: [56R (3R - 4R - 5R)]
Version 2: [37R 12C (2R - 3R - 4R)]
Version 3: [17R 25C (1R - 2R - 3R)]
Version 4: [6R 40C (0R - 1R - 1R)]
Version 5: [3R 50C (-)]
Version 6: [1R 75C (-)]
Next, attack camp 3 and let the general be intercepted by camp 2.
The dashed red line in the image above shows an indirect attack.
Such a camp can usually be attacked separately as well, but a controlled interception saves a little marching time.
Camp 3) 5 Scavengers (Camp 2) + 10 Scavengers (Camp 3)
Version 1: [51R (4R - 6R - 7R)]
Version 2: [33R 12C (2R - 4R - 5R)]
Version 3: [14R 25C (1R - 2R - 3R)]
Version 4: [5R 40C (0R - 1R - 1R)]
Version 5: [3R 50C (-)]
Version 6: [1R 75C (-)]
Camp 4) 6 Scavengers, 6 Stone Throwers
Version 1: [44R (5R - 7R - 9R)]
Version 2: [28R 12C (1R - 2R - 3R)]
Version 3: [11R 25C (1R - 2R - 2R)]
Version 4: [4R 40C (-)]
Version 5: [3R 50C (-)]
Version 6: [1R 75C (-)]
Camp 5) 15 Scavengers
Version 1: [35R (5R - 7R - 7R)]
Version 2: [25R 12C (4R - 6R - 6R)]
Version 3: [9R 25C (3R - 4R - 6R)]
Version 4: [4R 40C (2R - 3R - 4R)]
Version 5: [3R 50C (1R - 2R - 3R)]
Version 6: [1R 75C (-)]
When the adventure ends, your general will return to your home island.
A normal general will once again need 30 minutes to travel, and a fast general 15 minutes.
If you've left units unassigned to your general(s), these will need 100 minutes to find their way home.
http://www.thesettlersonlinewiki.com...s/ornament.png Adventure not Finishing
If you log out or return home to your main island before the last battle, and return to the adventure after it's finished,
you will not automatically get the "Return home" popup window:
http://i232.photobucket.com/albums/e...dQuestBook.jpg
In that case you will have to manually open the Quest Book (the exclamation mark next to your avatar).
Once in there, it's a simple matter of clicking "Claim reward", after which the "Return home" message will appear:
http://i232.photobucket.com/albums/e...turnedhome.jpg
http://www.thesettlersonlinewiki.com...s/ornament.png
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.
Thanks for Outlaws update Tage.
The G1 block is great sure needs Timer for Those 12s but working great,
I did VtV the other day also working good,
Keep up the good work,
BTW. I did not find any good guide for Roaring Bull full EXP version, if you are looking for a new challenge :)
Please note!
If you have a veteran general, you might want to take a look at this guide.
It provides some additional challenges with a maximum number of round blocks.
Island of the Pirates
Average Losses (best version): 387R
Adventure Info:
Player Level: 26+
Difficulty: 3/10
Number of Players: 1
Duration: 3 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 150 map fragments
http://i232.photobucket.com/albums/e...P20Mission.jpg
https://lh3.googleusercontent.com/-L...345-no/IoP.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e.../IotP20Map.jpg
QUICK LINKS: ... LANDING ZONE ... G1 (Camps 1-3) ... G2 (Camp 4) ... Camps 5-6 ... Camps 7-8 ... Camps 9-10
You need to send troops 5 times.
Six versions are presented below, with the following minimum number of generals:
One NORMAL general, no blocks used
- Units needed, average: 539R 188C 33LB (760 units)
- Units needed, maximum: 633R 188C 33LB (854 units)
- Units lost, minimum: 458R
- Units lost, average: 538R
- Units lost, maximum: 633R
One NORMAL general, no blocks used
- Units needed, average: 533R 150S 191C 33LB (907 units)
- Units needed, maximum: 593R 156S 1E 192C 33LB (975 units)
- Units lost, minimum: 457R
- Units lost, average: 532R
- Units lost, maximum: 593R 7S
Two NORMAL generals, using one round block
- Units needed, average: 497R 162S 191C 33LB (883 units)
- Units needed, maximum: 553R 109S 47E 192C 33LB (934 units)
- Units lost, minimum: 429R
- Units lost, average: 496R
- Units lost, maximum: 553R 6S
One BATTLE HARDENED general
One NORMAL general, using two round blocks
- Units needed, average: 457R 204S 191C 33LB (885 units)
- Units needed, maximum: 508R 152S 47E 192C 33LB (932 units)
- Units lost, minimum: 395R
- Units lost, average: 456R
- Units lost, maximum: 508R 5S
One VETERAN general
Two NORMAL generals, using three round blocks
- Units needed, average: 414R 1M 221S 249C (885 units)
- Units needed, maximum: 448R 168S 56E 249C (921 units)
- Units lost, minimum: 358R
- Units lost, average: 409R
- Units lost, maximum: 448R 4S
One VETERAN general
One BATTLE HARDENED general
Two NORMAL generals, using three round blocks
- Units needed, average: 387R 1M 221S 249C 68XB (926 units)
- Units needed, maximum: 421R 168S 56E 249C 100LB/68XB (994 units)
- Units lost, minimum: 343R
- Units lost, average: 387R
- Units lost, maximum: 421R 4S
This guide includes three optional round blocks of method 2.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Landing Zone
If you sent more than four generals, only four will appear on the island:
http://i232.photobucket.com/albums/e...P20Arrival.jpg
The fifth general will have unloaded his troops, and is available to be placed later, when there's room for him.
The fourth general will arrive in position Z. That position is only available for a general arriving from your home island.
Once you remove the general away from there, you can never move him back to there from within this island.
If at least three generals have already arrived to the island, and if you want to perform the first block,
you will have to send one general home, in order to provide space for the generals to move around:
http://i232.photobucket.com/albums/e...t20General.jpg
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (Camp 1)
In preparation for the first block, rearrange your generals, so that you have:http://i232.photobucket.com/albums/e...t/IotP20G1.jpg
- Position A: NORMAL general or MASTER of Defence (needed for the optional block)
- Position B: VETERAN general or BATTLE HARDENED general or ANY general
If you're lucky, your fast general has arrived in position B (this seems to be the case if you sent him first from your home island).
Also, if your fast general has arrived in position Z, you can very well use that position instead of position B as well.
Follow the insets in the image above for an idea on how to rearrange your generals in preparation for the block.
First inset shows general Y being sent home, second inset shows general X moving away from blocking position A.
For the first attack, only your best general is needed:
From B to Camp 1) 100 Deckscrubbers, 50 Gunmen
ANY general: [12R 188C (7R - 9R - 11R)]
ANY general: [150R (51R - 53R - 56R)] (provided for achievement only recruits)
ANY general: [9R 1S 190C (7R - 9R - 9R)]
ANY general: [8R 1E 191C (7R - 8R - 8R)]
VETERAN general: [1S 249C (0 - 0 - 1S)]
VETERAN general: [1E 249C (-)]
MASTER of Martial Arts: [1S 199C (-)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (Camps 2-3, BLOCK)
http://i232.photobucket.com/albums/e.../IotP20G1B.jpg
If you opt not to use the block:
Camp 2) 50 Caltrops, 100 Deckscrubbers
ANY general: [165R (28R - 36R - 44R)]
ANY general: [40R 125S (28R - 36R - 40R 1S)]
MASTER of Martial Arts: [37R 63S (25R - 31R - 37R)]
MASTER of Martial Arts: [36R 63E (25R - 31R - 36R)]
Camp 3) 50 Caltrops, 100 Saberrattlers, 50 Gunmen
ANY general: [200R (69R - 81R - 94R)]
ANY general: [91R 109S (69R - 79R - 91R 1S)]
VETERAN general: [245R (60R - 68R - 76R)]
VETERAN general: [74R 168S (60R - 68R - 74R 1S)]
MASTER of Martial Arts: [50R 95S (35R - 42R - 50R)]
MASTER of Martial Arts: [49R 90E (35R - 42R - 49R)]
If you opt to use the block (always recommended), send both generals right after each other.
If you use the block with only recruits (lasting only 100 seconds), then be sure general B is a fast general:
From A to Camp 2) 50 Caltrops, 100 Deckscrubbers
BLOCKING NORMAL general: [84R (-)] {100-160 seconds of fighting} (provided for achievement only recruits)
BLOCKING NORMAL general: [54S (-)] {140-220 seconds of fighting}
BLOCKING NORMAL general: [47E (-)] {140-260 seconds of fighting}
BLOCKING NORMAL general: [1S 46E (-)] {160-260 seconds of fighting}
BLOCKING MASTER of Defence: [38E (-)] {110-220 seconds of fighting}
From B to Camp 3) 50 Caltrops, 100 Saberrattlers, 50 Gunmen
ANY general: [200R (69R - 81R - 94R)] {80 seconds of fighting}
ANY general: [91R 109S (69R - 79R - 91R 1S)] {80 seconds of fighting}
BATTLE HARDENED general: [200R (69R - 81R - 94R)] {40 seconds of fighting}
BATTLE HARDENED general: [91R 109S (69R - 79R - 91R 1S)] {40 seconds of fighting}
VETERAN general: [245R (60R - 68R - 76R)] {30 seconds of fighting}
VETERAN general: [74R 168S (60R - 68R - 74R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [50R 95S (35R - 42R - 50R)] {20 seconds of fighting}
MASTER of Martial Arts: [49R 90E (35R - 42R - 49R)] {20 seconds of fighting}
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camp 4)
Move your best general and one normal general to garrison position G2:http://i232.photobucket.com/albums/e...t/IotP20G2.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general (needed for the optional block)
For the first attack, any general can be used:
Camp 4) 60 Caltrops, 60 Deckscrubbers, 60 Knife Throwers
ANY general: [200R (40R - 48R - 56R)]
ANY general: [53R 147S (40R - 47R - 53R 1S)]
MASTER of Martial Arts: [38R 60S (23R - 30R - 38R)]
MASTER of Martial Arts: [37R 60E (23R - 30R - 37R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camps 5-6, BLOCK)
http://i232.photobucket.com/albums/e.../IotP20G2B.jpg
If you opt not to use the block (recommended only if you do not have a fast general):
Camp 5) 40 Caltrops, 40 Saberrattlers, 40 Gunmen
ANY general: [145R (34R - 40R - 48R)]
ANY general: [45R 100S (34R - 40R - 45R 1S)]
MASTER of Martial Arts: [24R 36S (13R - 19R - 24R)]
MASTER of Martial Arts: [23R 36E (13R - 19R - 24R)]
Camp 6) 80 Caltrops, 80 Saberrattlers, 2 Petty Officers
ANY general: [200R (36R - 43R - 56R)]
ANY general: [50R 150S (36R - 43R - 50R 1S)]
VETERAN general: [210R (36R - 43R - 53R)] (provided for achievement only recruits)
MASTER of Martial Arts: [50R 75S (33R - 41R - 50R)]
MASTER of Martial Arts: [49R 70E (33R - 41R - 49R)]
If you opt to use the block (recommended if you do have a fast general), send both generals right after each other:
From A to Camp 5) 40 Caltrops, 40 Saberrattlers, 40 Gunmen
BLOCKING NORMAL general: [56S (-)] {120-160 seconds of fighting}
BLOCKING NORMAL general: [48E (-)] {120-200 seconds of fighting}
BLOCKING NORMAL general: [1S 47E (-)] {120-200 seconds of fighting}
From B to Camp 6) 80 Caltrops, 80 Saberrattlers, 2 Petty Officers
BATTLE HARDENED general: [50R 150S (36R - 43R - 50R 1S)] {30 seconds of fighting}
VETERAN general: [50R 155S (36R - 43R - 50R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [50R 75S (33R - 41R - 50R)] {20 seconds of fighting}
MASTER of Martial Arts: [49R 70E (33R - 41R - 49R)] {20 seconds of fighting}
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camps 7-8)
http://i232.photobucket.com/albums/e.../IotP20G3A.jpg
Camp 7) 90 Caltrops, 90 Saberrattlers
ANY general: [200R (36R - 49R - 62R)]
ANY general: [59R 141S (36R - 48R - 58R 1S)]
VETERAN general: [230R (36R - 46R - 56R)] (provided for achievement only recruits)
VETERAN general: [52R 175S (36R - 46R - 52R 1S)]
MASTER of Martial Arts: [52R 80S (36R - 46R - 52R 1S)]
Trap T1) 100 Caltrops
ANY general: [127R (7R - 16R - 27R)]
ANY general: [23R 100S (7R - 16R - 23R 1S)]
MASTER of Martial Arts: [23R 3S (7R - 16R - 23R 1S)]
If you've got a master of martial arts, kill camp 8 in one wave:
Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
MASTER of Material Arts: [35R 35S (25R - 30R - 35R)]
MASTER of Material Arts: [34R 34E (25R - 30R - 34R)]
Garrison position Z can be anywhere on the map. You can also use the general at garrison position A.
Note however that general A is needed for the last block, and you will have to wait 4 hours for him to recover in that case.
From Z to Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
ANY general: [38R (38R)]
From B to Camp 8) 92-100 Deckscrubbers, 40 Gunmen
ANY general: [10R 190C (5R - 7R - 9R)]
ANY general: [8R 1S 191C (4R - 6R - 8R)]
ANY general: [7R 1E 192C (4R - 6R - 7R)]
VETERAN general: [1R 249C (-)]
If you do not have any extra generals, and want to finish the adventure as soon as possible,
you may also kill camp 8 in one single attack, without the suicide wave.
You will either lose some 15R more or a few cavalry though.
If you need to fulfil the achievement to use only recruits, use the first setup here:
Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
ANY general: [180R (48R - 53R - 59R)]
ANY general: [57R 125S (48R - 53R - 57R 1S)]
ANY general: [13R 1S 186C (10R 1C - 12R 10C - 13R 20C)]
ANY general: [12R 1E 187C (10R 1C - 12R 10C - 12R 20C)]
VETERAN general: [4R 1S 245C (3R 1C - 4R 10C - 4R 19C)]
VETERAN general: [3R 1E 246C (3R 1C - 3R 10C - 3R 19C)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camps 9-10, BLOCK)
Move your best general from position B to position D, and your battle hardened general to position C:http://i232.photobucket.com/albums/e.../IotP20G3B.jpg
- Position A: NORMAL general
- Position C: BATTLE HARDENED general or VETERAN general (see below)
- Position D: VETERAN general or BATTLE HARDENED general (see below)
First of all, before doing anything else, make sure that you have indeed killed trap T1.
A huge failure would be the result if you haven't killed it before the last block.
If you opt not to use the block (recommended if you have maximum one battle hardened general and no veteran general):
Camp 9) 100 Caltrops, 70 Saberrattlers
ANY general: [200R (31R - 41R - 56R)]
ANY general: [50R 150S (31R - 41R - 50R 1S)]
VETERAN general: [215R (31R - 41R - 51R)]
VETERAN general: [48R 168S (31R - 41R - 48R 1S)]
MASTER of Martial Arts: [47R 67S (30R - 40R - 47R 1S)]
MASTER of Martial Arts: [47R 64E (30R - 40R - 47R)]
Camp 10a) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
ANY general: [117R (117R)]
Camp 10b) 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
ANY general: [200R (90R - 99R - 112R)] (provided for achievement only recruits)
ANY general: [15R 152C 33LB (10R - 13R - 15R)]
ANY general: [13R 1S 153C 33LB (10R - 12R - 13R)]
VETERAN general: [6R 1S 175C 68XB (5R - 6R - 6R)]
If you have a VETERAN general and need to fulfil the achievement only recruits, attack camp 10 directly with recruits only:
Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
VETERAN general: [250R (137R - 145R - 160R)]
MAJOR general: [270R (136R - 145R - 153R)]
If you opt to use the block (recommended if you do have two fast generals), send all three generals right after each other:
From A to Camp 9) 100 Caltrops, 70 Saberrattlers
BLOCKING NORMAL general: [64S (-)] {140-240 seconds of fighting}
BLOCKING NORMAL general: [56E (-)] {140-260 seconds of fighting}
BLOCKING NORMAL general: [14S 44E (-)] {140-260 seconds of fighting}
From C to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
BATTLE HARDENED general: [117R (117R)] {20 seconds of fighting}
From D to Camp 10) 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
BATTLE HARDENED general: [13R 1S 153C 33LB (10R - 12R - 13R)] {40 seconds of fighting}
VETERAN general: [6R 1S 143C 100LB (5R - 6R - 6R 12C)] {30 seconds of fighting}
VETERAN general: [6R 1S 175C 68XB (5R - 6R - 6R)] {30 seconds of fighting}
If you have a veteran, but do not own a second fast general, you may also kill camp 10 in one wave.
This will save 10 seconds of fighting, but you will also lose some 22 more recruits.
If you do have a master of martial arts, attack camp 10 in one wave:
From A to Camp 9) 100 Caltrops, 70 Saberrattlers
BLOCKING NORMAL general: [64S (-)] {140-240 seconds of fighting}
BLOCKING NORMAL general: [56E (-)] {140-260 seconds of fighting}
BLOCKING NORMAL general: [14S 44E (-)] {140-260 seconds of fighting}
From C to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
VETERAN general: [150R 100S (137R - 145R - 150R)] {40 seconds of fighting}
MASTER of Martial Arts: [69R 151S (55R - 63R - 69R)] {30 seconds of fighting}
MASTER of Martial Arts: [68R 152E (55R - 63R - 68R)] {30 seconds of fighting}
http://www.thesettlersonlinewiki.com...s/ornament.png
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.
nice Tage. I upload these posts to front page, when i come back from vacation = )
Tage, some feedback on your SftR maps: I found that I could reduce the losses of virtually every leader camp by using ES instead of S (in fact, I had to, as I don't keep that many S in stock anymore). Since ES pack a slightly bigger punch than S, you can save some Rs, which allow for more damage done, and so on.
For example:
camp 14.
Your setup: 140R 110S (100R - 124R - 140R)
Mine: 122R 3S 125ES. (98R - 119R - 122R 3S 2 ES, but the expected loss of ES is 0.00; if some-one is more risk-averse, you could tweak it a bit more)
In all, it shaves off about 10Rs from the adventure, so hardly world-changing, but it's not only the average that changes, one also reduces the chance of an extra round, which means extra losses. Granted, if you're very unlucky your losses could be of higher value, but there are much smaller and much less likely. (compare the 140R vs 122R 3S 2S; the chance of having 10 rounds, and therefore the max loss or close to it, drops from 26% to less than 1%).
Thanks, and keep up the good work.
Thanks, Hayek! :)
Yes, elite soldiers can to some extent reduce the losses on such long-lasting battles (with several rounds).
An even greater impact would be if we had cannons though... that same camp 14 could in that case be killed in only 3 rounds:
92R 8M 150K (79R - 90R - 92R 8M)