Yes, cannons.... I have over 1k in store, but still about a million xp to go before I can use them... :eek:
Yes, cannons.... I have over 1k in store, but still about a million xp to go before I can use them... :eek:
Horseback
Average Losses (Veteran with Crossbows): 266R 90B
Average Losses (Veteran with Cannoneers): 352R
Adventure Info:
Player Level: 26+
Difficulty: 2/10
Number of Players: 1
Duration: 2 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 100 map fragments
http://i232.photobucket.com/albums/e.../HBMission.jpg
https://lh6.googleusercontent.com/-3.../Horseback.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...et/HBMap-1.jpg
QUICK LINKS: ... G1 ... G2 ... G3 ... G4
You need to send troops 4-5 times.
This guide contains several optional setups, so all combinations of versions cannot be listed with needed and lost troops.
Below are a few versions, with the following minimum number of generals.
Please note!
Even if you would prefer using elite soldiers over ordinary soldiers,
I'd still recommend that you do send 62S or an extra 107B for the block on camp 7.
One ANY general, no blocks
- Units needed, average: 648R 92B 132LB (872 units)
- Units needed, maximum: 720R 92B 132LB (944 units)
- Units lost, minimum: 489R 90B
- Units lost, average: 569R 90B
- Units lost, maximum: 652R 92B
One ANY general, no blocks
- Units needed, average: 537R 158S 90B 125LB (910 units)
- Units needed, maximum: 574R 161S 91B 125LB (951 units)
- Units lost, minimum: 464R 90B
- Units lost, average: 534R 90B
- Units lost, maximum: 574R 91B 7S
One ANY general, sacrificing bowmen, no blocks (based on Haggarth's version here)
- Units needed, average: 368R 158S 259B 125LB (910 units)
- Units needed, maximum: 402R 161S 259B 125LB (947 units)
- Units lost, minimum: 295R 256B
- Units lost, average: 365R 259B
- Units lost, maximum: 402R 259B 7S
One ANY general with Longbows
One NORMAL general using three 1R blocks
- Units needed, average: 525R 92B 132LB (749 units)
- Units needed, maximum: 579R 92B 132LB (803 units)
- Units lost, minimum: 347R 90B
- Units lost, average: 413R 90B
- Units lost, maximum: 485R 92B
One ANY general with Longbows
One NORMAL general using three 1R blocks
- Units needed, average: 390R 162S 91B 65LB (708 units)
- Units needed, maximum: 415R 168S 91B 125LB (799 units)
- Units lost, minimum: 332R 90B
- Units lost, average: 387R 90B
- Units lost, maximum: 415R 91B 6S
One ANY general with Crossbows
One NORMAL general using three 1R blocks
- Units needed, average: 382R 162S 90B 77XB (711 units)
- Units needed, maximum: 404R 168S 90B 125XB (787 units)
- Units lost, minimum: 324R 90B
- Units lost, average: 379R 90B
- Units lost, maximum: 404R 90B 6S
One BATTLE HARDENED general with Longbows
Two NORMAL general, using one 1R block and two round blocks
- Units needed, average: 380R 162S 1C 91B 65LB (699 units)
- Units needed, maximum: 413R 168S 1C 91B 125LB (798 units)
- Units lost, minimum: 321R 90B
- Units lost, average: 377R 90B
- Units lost, maximum: 413R 91B 6S
One BATTLE HARDENED general with Crossbows
Two NORMAL general, using one 1R block and two round blocks
- Units needed, average: 372R 162S 1C 90B 77XB (702 units)
- Units needed, maximum: 402R 168S 1C 90B 125XB (786 units)
- Units lost, minimum: 311R 90B
- Units lost, average: 369R 90B
- Units lost, maximum: 402R 90B 6S
One BATTLE HARDENED general with Cannoneers
Two NORMAL general, using three round blocks
- Units needed, average: 411R 162S 83C 83K (739 units)
- Units needed, maximum: 440R 167S 83C 125XB 83K (898 units)
- Units lost, minimum: 358R
- Units lost, average: 408R
- Units lost, maximum: 440R 5S
One VETERAN general with Longbows
Two NORMAL generals, using three round blocks
- Units needed, average: 273R 231S 83C 90B 133LB (810 units)
- Units needed, maximum: 282R 234S 83C 90B 133LB (822 units)
- Units lost, minimum: 238R 90B
- Units lost, average: 270R 90B
- Units lost, maximum: 282R 90B 4S
One VETERAN general with Crossbows
Two NORMAL generals, using three round blocks
- Units needed, average: 269R 231S 83C 90B 138XB (811 units)
- Units needed, maximum: 279R 233S 83C 90B 138XB (823 units)
- Units lost, minimum: 235R 90B
- Units lost, average: 266R 90B
- Units lost, maximum: 279R 90B 4S
One VETERAN general with Cannoneers
Two NORMAL generals, using three round blocks
- Units needed, average: 355R 231S 83C 142K (811 units)
- Units needed, maximum: 366R 233S 83C 142K (824 units)
- Units lost, minimum: 323R
- Units lost, average: 352R
- Units lost, maximum: 366R 4S
This guide includes three blocks, which can be either method 1 or method 2.
If you opt to use any of the 1R blocks, do watch your main general and be prepared to recall him, if he gets intercepted.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (Camps 18-20, BLOCK)
Move your best general and two normal generals (for the block) to garrision position G1:http://i232.photobucket.com/albums/e...leJet/HBG1.jpg
- Position A: NORMAL general (needed for the optional block if you have a veteran general)
- Position B: NORMAL general (needed for the block)
- Position C: VETERAN general or BATTLE HARDENED general or ANY general
The following round block is recommended if you do have a veteran general.
Send general A first:
From A to Camp 19) 40 Lance Riders, 70 Nomads
BLOCKING NORMAL general: [53S 7C (-)] {120 - 240 seconds of fighting, 0.1% chance of 100 seconds}
BLOCKING NORMAL general: [47E 3C (-)] {140 - 240 seconds of fighting, <0.1% chance of 120 seconds}
BLOCKING NORMAL general: [50S 25B (-)] {120 - 240 seconds of fighting}
BLOCKING NORMAL general: [46E 10B (-)] {140 - 240 seconds of fighting, 0.1% chance of 120 seconds}
Wait till general A has appeared outside his garrison before sending generals B and C.
In order to avoid being intercepted, general B must march out at least 5 seconds after general A.
If generals A and B march out at the same time, immediately recall all generals.
From B to Camp 18) 70 Nomads, 40 Riding Amazonian Guards
BLOCKING NORMAL general: [26S 76C (-)] {120 - 180 seconds of fighting, <0.1% chance of 100 seconds}
BLOCKING NORMAL general: [25E 67C (-)] {120 - 200 seconds of fighting}
Send general C right after general B:
From C to Camp 20) 90 Riding Amazonian Guards, 10 Uproarious Bulls
BATTLE HARDENED general: [117R 83K (115R - 116R - 117R)] {60 seconds of fighting}
BATTLE HARDENED general: [116B 84K (115B - 115B - 116B)] {50-60 seconds of fighting}
MASTER of Martial Arts: [29R 1S 90B 100LB (28R 90B - 28R 90B - 29R 90B)] {40 (50) seconds of fighting}
MASTER of Martial Arts: [23R 90B 107XB (21R 90B - 22R 90B - 23R 90B)] {40 seconds of fighting}
VETERAN general: [26R 90B 1S 133LB (25R 90B - 26R 90B - 26R 90B)] {60 seconds of fighting}
VETERAN general: [116B 134LB (115B - 115B - 116B)] {60 seconds of fighting}
VETERAN general: [23R 90B 1S 96LB 40XB (22R 90B - 22R 90B - 23R 90B)] {50 seconds of fighting}
VETERAN general: [21R 90B 1S 138XB (20R 90B - 21R 90B - 21R 90B)] {50 seconds of fighting}
VETERAN general: [111B 139XB (110B - 110B - 111B)] {50 seconds of fighting}
VETERAN general: [108R 142K (107R - 107R - 108R)] {30 seconds of fighting}
VETERAN general: [107B 143K (107B)] {30 seconds of fighting}
MAJOR general: [106R 164K (106R)] {30 seconds of fighting}
MAJOR general: [106B 164K (106B)] {30 seconds of fighting}
Including a slight delay before sending generals B and C, it takes 55-60 seconds for general C to reach camp 20 from the moment when general A starts his fight on camp 19. If the main fight on camp 20 lasts 60 seconds, then the block on camp 19 becomes rather tight. A block lasting 120 seconds would only just be enough, but for one of the block versions there is also a very small chance that it lasts only 100 seconds.
If you do not have a veteran general, attack camp 19 first:
From B to Camp 19) 40 Lance Riders, 70 Nomads
ANY general: [171R (38R - 44R - 50R)]
ANY general: [46R 110S (38R - 44R - 46R 1S)]
For the following 1R block send both generals right after each other:
From B to Camp 18) 70 Nomads, 40 Riding Amazonian Guards
NORMAL general: [1R (1R)] {20 seconds of fighting}
From C to Camp 20) 90 Riding Amazonian Guards, 10 Uproarious Bulls
ANY general: [130B 70LB (127B - 130B - 130B)]
ANY general: [44R 92B 64LB (40R 90B - 41R 90B - 44R 92B)]
ANY general: [43R 91B 1S 65LB (40R 90B - 40R 90B - 43R 91B)]
ANY general: [32R 90B 1S 77XB (30R 90B - 32R 90B - 32R 90B)]
ANY general: [122B 78XB (119B - 120B - 122B)]
VETERAN general: [123R 127S (122R - 122R - 123R 1S)]
VETERAN general: [26R 90B 1S 133LB (25R 90B - 26R 90B - 26R 90B)]
VETERAN general: [21R 90B 1S 138XB (20R 90B - 21R 90B - 21R 90B)]
If you do not want to try any blocks:
Camp 19) 40 Lance Riders, 70 Nomads
ANY general: [171R (38R - 44R - 50R)]
ANY general: [46R 110S (38R - 44R - 46R 1S)]
Camp 18) 70 Nomads, 40 Riding Amazonian Guards
ANY general: [191R (62R - 66R - 70R)]
ANY general: [68R 110S (62R - 66R - 68R 1S)]
ANY general: [28R 110S 40B (22R 40B - 26R 40B - 28R 1S 40B)]
Camp 20) 90 Riding Amazonian Guards, 10 Uproarious Bulls
ANY general: [130B 70LB (127B - 130B - 130B)]
ANY general: [44R 92B 64LB (40R 90B - 41R 90B - 44R 92B)]
ANY general: [43R 91B 1S 65LB (40R 90B - 40R 90B - 43R 91B)]
ANY general: [32R 90B 1S 77XB (30R 90B - 32R 90B - 32R 90B)]
ANY general: [122B 78XB (119B - 120B - 122B)]
VETERAN general: [123R 127S (122R - 122R - 123R 1S)]
VETERAN general: [26R 90B 1S 133LB (25R 90B - 26R 90B - 26R 90B)]
VETERAN general: [21R 90B 1S 138XB (20R 90B - 21R 90B - 21R 90B)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (Camp 10)
http://i232.photobucket.com/albums/e...eJet/HBG1B.jpg
Camp 10) 70 Nomads, 20 Cataphracts
ANY general: [145R (42R - 46R - 50R)]
ANY general: [47R 90S (42R - 46R - 47R 1S)]
ANY general: [27R 90S 20B (22R 20B - 26R 20B - 27R 1S 20B)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camp 16)
Move your best general and two normal generals (for the blocks) to garrision position G2:http://i232.photobucket.com/albums/e...leJet/HBG2.jpg
- Position A: NORMAL general (needed for a round block)
- Position B: NORMAL general (needed for a block)
- Position C: VETERAN general or BATTLE HARDENED general or ANY general
From C to Camp 16) 60 Nomads, 40 Lance Riders, 60 Composite Bowmen
ANY general: [200R (35R - 46R - 62R)]
ANY general: [42R 158S (35R - 40R - 42R 1S)]
MASTER of Martial Arts: [42R 140S (35R - 40R - 42R 1S)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camps 7-8, BLOCK)
http://i232.photobucket.com/albums/e...eJet/HBG2C.jpg
The following round block is recommended. Send both generals right after each other:
From B to Camp 7) 40 Riding Bowmen, 30 Riding Amazonian Guards
BLOCKING NORMAL general: [62S (-)] {120 - 140 seconds of fighting}
BLOCKING NORMAL general: [58R 31E 11C (-)] {100 - 160 seconds of fighting}
BLOCKING NORMAL general: [15R 9S 41E 11C (-)] {100 - 160 seconds of fighting}
BLOCKING NORMAL general: [5S 107B (-)] {140 seconds of fighting}
BLOCKING NORMAL general: [5E 107B (-)] {140 seconds of fighting}
From C to Camp 8) 60 Nomads, 75 Riding Bowmen
ANY general: [200R (90R - 112R - 132R)] {80 seconds of fighting}
ANY general: [115R 85S (80R - 102R - 115R 1S)] {80 seconds of fighting}
BATTLE HARDENED general: [115R 85S (80R - 102R - 115R 1S)] {40 seconds of fighting}
VETERAN general: [96R 135S (80R - 90R - 96R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [96R 124S (80R - 90R - 96R 1S)] {20 seconds of fighting}
The remaining marching time for general C to his camp 8, from the moment when general B starts his fight on camp 7, is less than 20 seconds. Thus, if you haven't got a fast general, avoid using the blocks having a minimum length of 100 seconds. Otherwise, this block still leaves a margin of some 20 seconds. For increased safety, use the block lasting 140 seconds.
The following 1R block is recommended only if you lack the needed troops for the round block above.
Send both generals right after each other:
From B to Camp 7) 30 Riding Amazonian Guards, 40 Riding Bowmen
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From C to Camp 8) 60 Nomads, 75 Riding Bowmen
ANY general: [200R (90R - 112R - 132R)]
ANY general: [115R 85S (80R - 102R - 115R 1S)]
It takes about 15 seconds for general C to engage camp 8, from the moment when general B starts his fight on camp 7.
And if you still do not want to use any blocks:
From B to Camp 7) 30 Riding Amazonian Guards, 40 Riding Bowmen
ANY general: [167R (60R - 66R - 70R)]
ANY general: [69R 70S (60R - 66R - 69R)]
ANY general: [69S 69B (69B)]
From C to Camp 8) 60 Nomads, 75 Riding Bowmen
ANY general: [200R (90R - 112R - 132R)]
ANY general: [115R 85S (80R - 102R - 115R 1S)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camps 3-5, ROUND BLOCK)
Note!
If you want to use a 1R block, instead of the round block, skip this part and jump to the next section, Garrison Position G3 now.
http://i232.photobucket.com/albums/e...eJet/HBG2B.jpg
The following round block is recommended if you do have a fast general. Send both generals right after each other:
From A to Camp 3) 60 Lance Riders
BLOCKING NORMAL general: [31S 1C (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [27E 3C (-)] {140 - 220 seconds of fighting, 0.4% chance of 120 seconds}
From C to Camp 5) 80 Lance Riders, 120 Composite Bowmen
BATTLE HARDENED general: [81R 119S (57R - 71R - 81R 1S)] {40 seconds of fighting}
VETERAN general: [37R 200S (30R - 36R - 37R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [37R 183S (30R - 36R - 37R 1S)] {20 seconds of fighting}
The remaining marching time for general C to camp 5, from the moment when general A starts his fight on camp 3, is less than 50 seconds. Thus, in the worst case, the total marching and fighting time for general C is less than 90 seconds, leaving a margin of at least 30 seconds to the block lasting 120 seconds or more.
If you do not want to use any blocks:
Camp 3) 60 Lance Riders
ANY general: [130R (22R - 27R - 30R)]
ANY general: [27R 60S (22R - 26R - 27R 1S)]
Camp 5) 80 Lance Riders, 120 Composite Bowmen
ANY general: [200R (70R - 88R - 106R)]
ANY general: [81R 119S (57R - 71R - 81R 1S)]
When camps 3 and 5 have been killed, attack the last remaining leader, camp 4:
From C to Camp 4) 90 Nomads, 90 Composite Bowmen
ANY general: [200R (30R - 43R - 62R)]
ANY general: [68R 132LB (29R - 33R - 38R)]
ANY general: [38R 162S (29R - 33R - 38R 1S)]
ANY general: [36R 39S 125LB (28R - 33R - 36R)]
ANY general: [36R 39S 125XB (28R - 33R - 36R)]
VETERAN general: [36R 175S (28R - 33R - 36R)]
MAJOR general: [34R 1E 235C (26R - 31R - 34R)]
MASTER of Martial Arts: [33R 1S 186C (25R - 30R - 33R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (Camps 3-4, 1R BLOCK)
If you skipped the round block for Camps 3-5 above, continue here.
Move your best general and one normal general (for the 1R block) to garrision position G3:http://i232.photobucket.com/albums/e...leJet/HBG3.jpg
- Position A: NORMAL general (needed for a 1R block)
- Position B: ANY general
The following 1R block is recommended if you do not have a fast general. Send both generals right after each other:
From A to Camp 3) 60 Lance Riders
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
From B to Camp 4) 90 Nomads, 90 Composite Bowmen
ANY general: [200R (30R - 43R - 62R)]
ANY general: [68R 132LB (29R - 33R - 38R)]
ANY general: [38R 162S (29R - 33R - 38R 1S)]
ANY general: [36R 39S 125LB (28R - 33R - 36R)]
ANY general: [36R 39S 125XB (28R - 33R - 36R)]
VETERAN general: [36R 175S (28R - 33R - 36R)]
MAJOR general: [34R 1E 235C (26R - 31R - 34R)]
MASTER of Martial Arts: [33R 1S 186C (25R - 30R - 33R)]
It takes less than 10 seconds for general B to engage camp 4, from the moment when general A starts his fight on camp 3.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4 (Camp 5)
Move your best general to G4:
http://i232.photobucket.com/albums/e...leJet/HBG4.jpg
Camp 5) 80 Lance Riders, 120 Composite Bowmen
ANY general: [200R (70R - 88R - 106R)]
ANY general: [81R 119S (57R - 71R - 81R 1S)]
VETERAN general: [37R 200S (30R - 36R - 37R 1S)]
MASTER of Martial Arts: [37R 183S (30R - 36R - 37R 1S)]
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.
Hi,sorry to bother you folk,but, I am new to the adventure lark and may have missed some info.:confused:
how do i go about completing this adv. without a Vet.Gen?
I have 3 normal gen. but when I look at the guide for S.F.T.R.,when i get to the G3 position,i am unsure how to proceed without vet.gen.
can any1 please help out an amateur?:o
any help/advice would be most appreciated.
tyvm to any1/all that respond to my query:)
ps. keep up the good work to all involved.sterling job on guides I have used so far:cool:
pps. what are the numbers in brackets? I assume they are troop losses but there appear to be more losses than the actual number of troops sent :confused:
Hello DUNJAI :)
Don't try any blocks if you only have normal (slow) generals.
Instead, kill the three camps one-by-one, using the settings for ANY general:
Almost all blocks require fast generals, i.e. either battle hardened or veteran.
On SftR the additional losses aren't really that big even if you don't use any blocks. :)
Let's take that first attack on camp 6 above as an example:
ANY general: [35R 1S 164C (22R - 29R - 35R)]
The units needed for your general are 35 recruits, 1 soldier and 164 cavalry.
The losses are minimum 22 recruits, average 29 recruits and maximum 35 recruits.
A short introduction to my guides can be found here: Bounty Hunter. :)
witch of the swamp
for 10a: use 15R 132B for 100 cultist eliminate. that more cheap :). and if the skip two camp you take all loot but 3900xp
10b: 69r 5m 8s 127c 41a lost: 69r 5m 5s
I can confirm that the long block on Traitors for camp 7 and 8 works without a veteran or battle hardened general using Tage's garrison settings.
Here are the combinations I used :
Block general to 7 (Rounds : 7 - 9 - 12)
15R 50M 75S
Attack to 8 (Rounds : 2)
85R 5S 80C 30LB (67R - 79R - 80R 4S)
It may be possible to increase the margin but I tested this on staging with the troops I had available and there was also quite a bit of lag so either I was lucky or they are quite safe combinations ;)
thanks for all your help Tage.
most appreciated ;)
Awesome Job on the maps Tage - outstanding work thank you
Thanks psyche and Dragons_Breath! :)
Thanks Mangalyurek! :)
I've tweaked your setup a little to remove the risk of losing cavalry (a little more soldiers instead of recruits),
and added it as an alternative to my guide (also one for longbows instead of crossbows).
Tage - I'm just doing your Sons map for the second time after buying the 4th general to do it solo and got to the last battle and realised I'm 92C short.
So just a note to anyone doing it solo you need 603C not the 511C as stated.
(You may need extra S too depending your choices but I had ES so no problem for me)
could i do the dark priest on my owm?
can i do the dark priest om my own?
I have now, finally, updated Stealing from the Rich to include the needed troops for all five versions available. :)
Also, the round blocks have been recalculated using Andelar's program. Thus the number of needed cavalry has slightly increased.
I have to say this was the best guide I have used so far, great work!
I have an Adventure called "The New Beginning". I haven't been able to find out anything about it in the forums. I even did the search box.
I've updated Outlaws on that first garrison position, G1, by taking into account a position (C) occupied by a general arriving from your home island.
Thanks to this, it is now possible to do that block without any timing. Just send all three generals after each other. :)
Tage. I have just started Victor the Vicious and have no BHG. I reworked the blocks for camps 3 & 4 with the following set ups
Camp 3: 75S 100C (7-9.4-13 rounds of fighting)
Camp 4: 5S 195C (6-8.9-12 rounds of fighting)
I don't know if I lucked out but the increased fighting times allowed me to attack and defeat Camp 5 before Camps 3 & 4 were defeated
Well done, and also a little lucky... :)
That block of yours on camp 3 does have a fair chance of being lost after 7 rounds (a win lasts 2 rounds longer than a loss).
Had it done that, you would probably not have had time enough for both attacks on camp 5.
I did fail that one myself once when testing without a BHG.
Hi:
Swamp of the witch:
Camp5 blockable with (normal general) 54s. It takes 4 round. It needs 10-11 point between two general. minimum 10 maximum 12. camp 6 countdown bar starts 9-10second early.
Attack 10a: 15r 120b enough for eliminate 100 cultist. It Works 4 times in succession.
good games...
Unfortunately that block isn't safe enough...
There's a 33% chance the block will lose it's battle, and in that case the blocking general will die before camp 6 has been killed.
67% of the times you will be successful though.
With 54S you would have a block with a certain victory, and a battle that lasts 3-4 rounds.
That could be enough, but would be a very tight one...
Walking across the red influcence area of camp 5 alone takes more than 3 rounds for the general heading for camp 6.
Roughly every second time one cultist would survive. That still wouldn't be too bad for the second wave... :)
But in the worst case, you will have over 10 cultists still alive... and in those cases, I'd recommend you to recalculate wave two first.
no 54s. with 53s round 4-4. camp6, 1 round. camp6 display bar appears 5-6 second early. I will finished again this advanture today. I will post result again :)
****ok :). I have lost 52 soldiers because my general is interrapted. I left 9 point between two general. My veteran general dissappeared near the camp6.
He is interrapted without alert. I realized after end of the war :). This night, I will try again with 10-11 point between two general.
You might want to read about the difference in length of fights that are won and fights that are lost (see below)...
The length of the countdown (if you are victorious) is quite significant... having the same length as two rounds... :)
Thus with 54S you'd always win with 3-4 rounds of fighting, having a total time of fighting of 100-120 seconds.
With 53S you'd lose 33% the battles, resulting in a time of fighting of only 80 seconds (4 rounds),
and win 67% of the battles with a total time of fighting of 120 seconds.
THE ISLAND OF THE PIRATES
good work :) two block attack. camp4 with 67s block, camp5 with 54s block. Camp6 is finished before camp4 countdown bar starts. needs 11-12 point between your generals.
If you have never tried any blocks, this adventure is the best one for a first try.
The first block would fail only if you send your generals to the wrong camp (could also happen without a block),
with erroneous troops (could also happen without a block) or in the wrong order (so better practise so that you won't).
And even if you would manage to fail it, the losses would still be small enough for a good lesson. Happy blocking!
The Dark Priests
Average Losses (Veteran with Crossbows): 299R 12C 12B
Average Losses (Veteran with Cannoneers): 318R 12B
Average Losses (MoMA with Cannoneers): 162R
Adventure Info:
Player Level: 26+
Difficulty: 3/10
Number of Players: 2
Duration: 2 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 150 map fragments
http://i232.photobucket.com/albums/e.../DPMission.png
https://lh3.googleusercontent.com/--...h344-no/DP.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...ers800x500.jpg
QUICK LINKS: ... G1 ... G2 ... G3 ... G4
This guide is based on a single player doing everything in this 2-player adventure.
A suggestion for when to sell the lootspot is included below, under garrison position G4.
You need to send troops 4-5 times.
This guide contains several optional setups.
Ten versions are summarized below, with the number of needed generals and troops and with the following lost troops:
One NORMAL general, no blocks
- Units needed, average: 459R 8M 193C 135LB (795 units)
- Units needed, maximum: 484R 8M 193C 135LB (820 units)
- Units lost, minimum: 393R 4C
- Units lost, average: 454R 3M 12C
- Units lost, maximum: 484R 8M 19C
Two NORMAL generals, using one 1R block (or one round block)
- Units needed, average: 444R 8M 193C 135LB (780 units)
- Units needed, maximum: 463R 8M 193C 135LB (799 units)
- Units lost, minimum: 383R 4C
- Units lost, average: 439R 3M 12C
- Units lost, maximum: 463R 8M 19C
Two NORMAL generals with Longbows, using one round block
- Units needed, average: 437R 8M 161S 194C 135LB (935 units)
- Units needed, maximum: 451R 8M 161S 194C 135LB (949 units)
- Units lost, minimum: 382R 4C
- Units lost, average: 436R 3M 12C
- Units lost, maximum: 451R 8M 3S 19C
Two NORMAL generals with Crossbows, using one round block
- Units needed, average: 399R 161S 194C 88XB (842 units)
- Units needed, maximum: 417R 161S 194C 200XB (972 units)
- Units lost, minimum: 357R 4C
- Units lost, average: 398R 12C
- Units lost, maximum: 417R 2S 19C
One BATTLE HARDENED general with Longbows
One NORMAL general, using two round blocks
- Units needed, average: 422R 8M 161S 194C 135LB (920 units)
- Units needed, maximum: 435R 8M 161S 194C 135LB (933 units)
- Units lost, minimum: 370R 4C
- Units lost, average: 421R 3M 12C
- Units lost, maximum: 435R 8M 3S 19C
One BATTLE HARDENED general with Crossbows
One NORMAL general, using two round blocks
- Units needed, average: 391R 161S 194C 88XB (834 units)
- Units needed, maximum: 408R 161S 194C 200XB (963 units)
- Units lost, minimum: 344R 4C
- Units lost, average: 387R 12C
- Units lost, maximum: 408R 3S 19C
One BATTLE HARDENED general with Cannoneers
One NORMAL general, using two round blocks
- Units needed, average: 376R 161S 194C 100K (831 units)
- Units needed, maximum: 391R 161S 194C 100K (846 units)
- Units lost, minimum: 347R 4S
- Units lost, average: 376R 8S
- Units lost, maximum: 391R 9S
One VETERAN general with Longbows
One NORMAL general, using two round blocks
- Units needed, average: 338R 200S 249C 18B 123LB (928 units)
- Units needed, maximum: 352R 200S 249C 18B 123LB (942 units)
- Units lost, minimum: 296R 4C 5B
- Units lost, average: 336R 12C 12B
- Units lost, maximum: 352R 2S 19C 18B
One VETERAN general with Crossbows
One NORMAL general, using two round blocks
- Units needed, average: 300R 200S 249C 18B 148XB (915 units)
- Units needed, maximum: 314R 200S 249C 18B 148XB (929 units)
- Units lost, minimum: 267R 4C 5B
- Units lost, average: 299R 12C 12B
- Units lost, maximum: 314R 2S 19C 18B
One VETERAN general with Cannoneers
One NORMAL general, using two round blocks
- Units needed, average: 319R 200S 249C 18B 148XB 183K (1117 units)
- Units needed, maximum: 331R 200S 249C 18B 148XB 183K (1129 units)
- Units lost, minimum: 291R 5B
- Units lost, average: 318R 12B
- Units lost, maximum: 331R 2S 18B
- Units needed, average: 347R 200S 249C 183K (979 units)
- Units needed, maximum: 360R 200S 249C 183K (992 units)
- Units lost, minimum: 313R
- Units lost, average: 346R
- Units lost, maximum: 360R
This guide includes two round blocks of method 2. One of the round blocks can be replaced by a 1R block of method 1.
If you opt to use the 1R block, do watch your main general and be prepared to recall him, if he gets intercepted.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (Camps 5-6, BLOCK)
Move your best general and one normal general (for the block) to garrison position G1:http://i232.photobucket.com/albums/e...leJet/DPG1.jpg
- Position A: NORMAL general or MASTER of Defence (needed for the block)
- Position B: VETERAN general or BATTLE HARDENED general or ANY general
This is probably one of the easiest blocks in all adventures, and a very good place to practice your first block.
If you still do not want to try any blocks, kill camp 5 first:
Camp 5) 20 Thugs, 10 Guard Dogs
ANY general: [70R (11R - 16R - 22R)]
ANY general: [20R 42S (11R - 16R - 20R)]
MASTER of Martial Arts: [14R 23S (8R - 11R - 14R)]
The block can be either a round block or a 1R block. The round block is always recommended if you do have the troops needed.
Send both generals right after each other:
From A to Camp 5) 20 Thugs, 10 Guard Dogs
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
BLOCKING NORMAL general: [55C (-)] {120 - 180 seconds of fighting}
BLOCKING NORMAL general: [19S (-)] {120 - 200 seconds of fighting}
BLOCKING NORMAL general: [16E 1C (-)] {120 - 240 seconds of fighting}
BLOCKING MASTER of Defence: [17R (-)] {140 - 230 seconds of fighting}
BLOCKING MASTER of Defence: [36C (-)] {150 - 240 seconds of fighting}
From B to Camp 6) 20 Thugs, 20 Guard Dogs, 20 Rangers, 1 Skunk
ANY general: [200R (25R - 33R - 41R)] {80 seconds of fighting}
ANY general: [39R 161S (25R - 33R - 39R 1S)] {80 seconds of fighting}
BATTLE HARDENED general: [39R 161S (25R - 33R - 39R 1S)] {40 seconds of fighting}
Lord DRACUL: [38R 162S (23R - 30R - 38R)] {30-40 seconds of fighting}
VETERAN general: [37R 200S (25R - 32R - 37R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [19R 175S (12R - 16R - 19R)] {20 seconds of fighting}
The marching time through the corner of the red area of camp 5 is less than 10 seconds.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camps 11-12, BLOCK)
Move your best general and one normal general (for the block) to garrison position G2:http://i232.photobucket.com/albums/e...leJet/DPG2.jpg
- Position A: NORMAL general or MASTER of Defence (needed for the block)
- Position B: VETERAN general or BATTLE HARDENED general
If you do not have a fast general (veteran or battle hardened), or if you don't want to use the block, kill camps 11 and 12 one at a time:
Camp 11) 60 Cultists, 20 Dark Priests
ANY general: [18R 182C (12R - 15R - 17R)]
ANY general: [16R 1S 183C (12R - 15R - 16R)]
Lord DRACUL: [14R 1S 145C (9R - 11R - 14R)]
VETERAN general: [10R 1S 239C (7R - 9R - 10R)]
MAJOR general: [8R 1E 261C (5R - 7R - 8R)]
MASTER of Martial Arts: [8R 1S 211C (4R - 6R - 8R)]
Camp 12) 25 Cultists, 25 Shadowsneakers, 30 Fanatics, 10 Firedancers
ANY general: [140R (44R - 51R - 55R)]
ANY general: [54R 72S (44R - 51R - 54R 1S)]
Lord DRACUL: [54R 70S (40R - 48R - 54R)]
MASTER of Martial Arts: [39R 40S (31R - 35R - 39R)]
If you have a fast general, the following round block is recommended.
Send general B at the moment when general A appears outside his camp:
From A to Camp 11) 60 Cultists, 20 Dark Priests
BLOCKING NORMAL general: [124C (-)] {120 - 220 seconds of fighting}
BLOCKING MASTER of Defence: [111C (-)] {110 - 230 seconds of fighting}
From B to Camp 12) 25 Cultists, 25 Shadowsneakers, 30 Fanatics, 10 Firedancers
BATTLE HARDENED general: [140R (44R - 51R - 55R)] {30 seconds of fighting}
BATTLE HARDENED general: [54R 72S (44R - 51R - 54R 1S)] {30 seconds of fighting}
Lord DRACUL: [54R 70S (40R - 48R - 54R)] {20-30 seconds of fighting}
MASTER of Martial Arts: [39R 40S (31R - 35R - 39R)] {20 seconds of fighting}
The marching time through the red area of camp 11 takes about 50-55 seconds.
Despite this I have successfully done this block with two normal generals as well.
It is rather tight, 55 + 60 = 115 seconds marching and fighting time for the main general.
It is doable, but requires that there is no delay with sending general B after general A has appeared.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (Camps 7-10)
Move your best general to garrison position G3:
http://i232.photobucket.com/albums/e...leJet/DPG3.jpg
Camp 7) 30 Cultists, 40 Dark Priests
ANY general: [7R 193C (2R - 4R - 6R)]
ANY general: [5R 1S 194C (2R - 4R - 5R)]
Lord DRACUL: [3R 1S 196C (0R - 1R - 3R)]
VETERAN general: [1S 249C (-)]
MASTER of Martial Arts: [1S 191C (-)]
Next, attack camp 9. The general will be intercepted by camp 8, and then continue to camp 9.
Camp 9) 30 Dark Priests, 30 Shadowsneakers (Camp 8) and 30 Cultists, 20 Shadowsneakers, 10 Firedancers (Camp 9)
ANY general: [140R (53R - 58R - 60R)]
ANY general: [60R 65S (53R - 58R - 60R)]
Lord DRACUL: [59R 60S (42R - 48R - 59R)]
MASTER of Martial Arts: [34R 33S (28R - 30R - 34R)]
Camp 10) 40 Cultists, 30 Dark Priests, 20 Shadowsneakers, 1 Witch of the Swamp
ANY general: [98R 8M 60C 34LB (71R 4C - 97R 3M 12C - 98R 8M 19C)]
ANY general: [89R 28M 18S 65C (79R 4C - 89R 18M 12C - 89R 28M 3S 19C)] (provided for achievement quest)
ANY general: [75R 1S 70C 54XB (56R 4C - 70R 12C - 75R 19C)]
ANY general: [112R 1S 87K (102R - 109R - 112R)]
Lord DRACUL: [97R 9M 47C 47LB (73R 4C - 93R 12C - 97R 8M 19C)]
Lord DRACUL: [74R 1S 73C 52XB (51R 4C - 65R 12C - 74R 19C)]
Lord DRACUL: [112R 1S 87K (96R - 106R - 112R)]
VETERAN general: [189R 61S (155R - 178R - 189R)] (provided for achievement quests)
VETERAN general: [187R 63E (152R - 175R - 187R)] (provided for achievement quests)
VETERAN general: [62R 1S 113C 74LB (46R 4C - 58R 12C - 62R 19C)]
VETERAN general: [49R 1S 112C 88XB (36R 4C - 45R 12C - 49R 19C)]
VETERAN general: [66R 1E 183K (60R - 64R - 66R)]
MAJOR general: [66R 1E 188K (60R - 64R - 66R)]
MASTER of Martial Arts: [78R 142S (60R - 73R - 78R)]
MASTER of Martial Arts: [49R 1E 159K (39R - 45R - 49R)]
If you have a Master of Martial Arts, it is cheaper to use him for a suicidal first wave on the bone church.
This wave can also be taken by a lootspot buyer:
Camp 10a) 40 Cultists, 30 Dark Priests, 20 Shadowsneakers, 1 Witch of the Swamp
MASTER of Martial Arts: [1R (1R)]
Camp 10b) 40 Cultists, 10-13 Dark Priests, 1 Witch of the Swamp
ANY general: [62R 1M 60C 77LB (44R - 57R - 62R)]
ANY general: [46R 1S 64C 89XB (33R - 43R - 46R)]
ANY general: [43R 1E 94C 62K (30R - 40R - 43R)]
Lord DRACUL: [60R 1M 65C 74LB (40R - 53R - 60R)]
Lord DRACUL: [44R 1S 68C 87XB (29R - 39R - 44R)]
Lord DRACUL: [40R 1E 98C 61K (26R - 36R - 40R)]
VETERAN general: [44R 1S 77C 128LB (32R - 41R - 44R)]
VETERAN general: [39R 1S 130C 80XB (27R - 36R - 39R)]
VETERAN general: [30R 1E 76C 143K (22R - 28R - 30R)]
MAJOR general: [27R 1E 104C 138K (19R - 25R - 27R)]
MASTER of Martial Arts: [41R 1S 54C 124LB (29R - 38R - 41R)]
MASTER of Martial Arts: [36R 1S 105C 78XB (24R - 33R - 36R)]
MASTER of Martial Arts: [26R 1E 55C 138K (19R - 24R - 26R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4 (Camps 13-15, LOOTSPOT)
Move your best general and (at least) one extra general, for the suicide(s), to garrison position G4:
http://i232.photobucket.com/albums/e...leJet/DPG4.jpg
A lootspot buyer can be invited now and asked to sacrify the 31R needed in attack 13a.
This is recommended if you swap two of these lootspots with a friend,
and especially if you have only 2 generals and need them both for the attack on camp 15.
Instead of sacrificing the 31R, a lootspot buyer can also bring 1C to be sent either onto camp 14 (from G2) or onto camp 15.
Camp 13a) 30 Shadowsneakers, 50 Fanatics, 10 Firedancers
ANY general: [31R (31R)]
MASTER of Defence: [22R (22R)]
Lord DRACUL: [10R (10R)]
The above setup with 31R has about one chance in 50 of leaving 1 Shadowsneaker alive.
If that happens, you have a 60% chance of losing one cavalry in the next attack.
All-in-all, count on losing one cavalry per 100 attacks.
If you prefer losing 100R over 1C, send 32R in the above suicidal wave instead.
Camp 13b) 0-1 Shadowsneakers, 48-50 Fanatics, 10 Firedancers
ANY general: [173C (0C - 0C - 1C)]
If you, or your lootspot buyer, has a MASTER of Martial Arts, the cheapest way is to use him for the suicidal wave.
With only 1R he would kill all Shadowsneakers and 15-17 Fanatics:
Camp 13a) 30 Shadowsneakers, 50 Fanatics, 10 Firedancers
MASTER of Martial Arts: [1R (1R)]
Camp 13b) 33-35 Fanatics, 10 Firedancers
ANY general: [135C (-)]
MASTER of Martial Arts: [76C (-)]
If you have a Master of Martial Arts, it is cheaper to use him for a suicidal first wave on the dark castle.
This wave can also be taken by a lootspot buyer:
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
MASTER of Martial Arts: [1R (1R)]
Camp 15b) 40 Cultists, 25-28 Dark Priests, 1 Dark High Priest
ANY general: [95R 15S 56C 34LB (95R - 95R 9S - 95R 14S)]
ANY general: [95R 1S 71C 34XB (77R - 90R - 95R)]
ANY general: [74R 1E 61C 64K (57R - 67R - 74R)]
Lord DRACUL: [105R 1S 41C 53LB (81R - 96R - 105R)]
Lord DRACUL: [57R 1S 37C 105XB (43R - 50R - 57R)]
VETERAN general: [66R 1S 103C 80LB (53R - 63R - 66R)]
VETERAN general: [40R 1S 112C 97XB (32R - 38R - 40R)]
MAJOR general: [36R 1E 139C 94XB (30R - 35R - 36R)]
MASTER of Martial Arts: [62R 1S 81C 76LB (50R - 59R - 62R)]
MASTER of Martial Arts: [36R 1S 88C 95XB (29R - 34R - 36R)]
Otherwise, if you have a veteran general or cannoneers, the witch tower can be killed in one wave:
Camp 15) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [90R 9S 1E 100K (90R 4S - 90R 8S - 90R 9S)]
Lord DRACUL: [132R 1S 18B 49XB (94R 5B - 126R 12B - 132R 18B)]
Lord DRACUL: [108R 1S 1E 90K (97R - 106R - 108R 1S)]
VETERAN general: [137R 113S (120R - 133R - 137R)]
VETERAN general: [108R 1S 18B 123LB (97R 5B - 106R 12B - 108R 18B)]
VETERAN general: [83R 1S 18B 148XB (78R 5B - 82R 12B - 83R 18B)]
VETERAN general: [112R 1S 94K (100R - 110R - 112R)]
MASTER of Martial Arts: [125R 95S (106R - 119R - 125R)]
MASTER of Martial Arts: [96R 18B 1S 105LB (83R 5B - 92R 12B - 96R 18B)]
MASTER of Martial Arts: [71R 18B 1S 130XB (63R 5B - 69R 12B - 71R 18B)]
MASTER of Martial Arts: [100R 1E 119K (85R - 95R - 100R)]
Note that it isn't really advantegeous to use cannoneers if you have a veteran general or master of martial arts.
Use them only if you have the cannoneers, but lack the otherwise needed bowmen and crossbowmen.
It is better to be able to kill the dark high priest with crossbowmen in the second round,
before he (having last strike, just like cannoneers) gets a chance to fire a second time.
If you do not have a veteran general, you will have to send a suicidal wave first.
Note that the suicidal wave depends on whether you have crossbows for the second wave.
If Lord Dracul is one of your generals, it is better to use him in the first suicidal wave.
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [124R (124R)]
ANY general: [131B (131B)]
Lord DRACUL: [114R (114R)]
Lord DRACUL: [122B (122B)]
Camp 15b) 0-16 Dark Priests, 1 Dark High Priest
ANY general: [30R 35C 135LB (20R - 25R - 30R)]
ANY general: [52R 114S 34C (40R - 48R - 52R)] (provided for achievement quests)
ANY general: [24R 2S 39C 135LB (20R - 23R - 24R 1S)]
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [134R (134R)]
ANY general: [145B (145B)]
Lord DRACUL: [123R (123R)]
Lord DRACUL: [140B (140B)]
Camp 15b) 1 Dark High Priest
ANY general: [200XB (-)]
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [114R (114R)]
ANY general: [116B (116B)]
Lord DRACUL: [98R (98R)]
Lord DRACUL: [104B (104B)]
Camp 15b) 14-32 Dark Priests, 1 Dark High Priest
ANY general: [23R 1S 88C 88XB (20R - 22R - 23R)]
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [108R (108R)]
ANY general: [107B (107B)]
Lord DRACUL: [95R (95R)]
Lord DRACUL: [96B (96B)]
Camp 15b) 26-40 Dark Priests, 1 Dark High Priest
VETERAN general: [29R 1S 91C 129LB (20R - 26R - 29R)]
VETERAN general: [23R 1S 144C 82XB (20R - 22R - 23R)]
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.
The durations of the blocks and attacks are based on this post.
I'm gonna have to give this a try myself... :)
Attacking camp 4 with 67S there is always a chance (just over 1%, 26 out of 2200) of getting only 100-120 seconds of fighting...
http://settlersonlinesimulator.com/d...9-43-23_10-0-1
On the other hand, if you have a few elite soldiers, that block would be quite feasible...
The following graph is based on 59E (only an 0.4% chance, 9 out of 2200, of the block lasting 140 seconds):
http://settlersonlinesimulator.com/d...5_5-7-0_11-1-2
Without elite soldiers, the following could be a better option than 67S.
It is based on 68S (basically no chance that the block will last less than 140 seconds):
http://settlersonlinesimulator.com/d...-1081-0_9-10-0
I've recently been using these adventure guides more and more since I've cleared the starting island and got enough houses to maintain a few hundred troops. The guides are brilliant (thanks to all of the people who have spent time compiling them together), but I do find that due to the restrictions on a forum post, it's a complete mare to follow in an idiot's step by step manner plus it's easy to 'loose' important bits of information in 28 pages worth of posts!
Would anybody find it beneficial for me to put it onto a website (I'm a webdev by trade) in such a way that you have the map permanently on screen and select your options (i.e. General type, ranged troops etc) so that the list of instructions you see is the only ones you need to follow. If nobody is interested then no problems :)
Could you do one, e.g. Dark Priests above, so that we could see how it would work? :)
about horseback, ive done that adv a few times now. the first times i dint manage the 1r block of camp 3, my attacking general got intercepted each time just b4 he got out of the intercept zone. so today i decided to place camp A right next to camp C, and this time it went perfectly.
might be something to have a look at. other than that, ive found your guides to work perfect so far
Thanks :)
There's always a risk with the 1R blocks (even if a failure normally wouldn't lead to losing more than the 1R).
If you're too slow, the main general will get intercepted before moving out of the red zone,
and if you're too early, the main general will get intercepted before the 1R starts his fight.
The total time available during the 1R block is 20 seconds. During that time, the main general marches 6 steps (3 full garrison widths).
All garrison setups are done so that they work even if (due to server lag) both generals were to be sent out at the same time.
This is especially good to know if you're using round blocks.
However, this also means that the risk of the main general being too slow after a 1R block is higher.
Whenever seeing that the main general isn't dispatched right after the blocking general, recall them right away and resend.
Most blocks have quite a long marching distance, so there should be no problem having time to recall in those cases.
If you feel that you do need more time for the dispatch of the main general,
move him half a garrison width closer to the target (or the blocking general half a garrison width further away from the target).
If you do, keep your eyes on the main general, and recall them both if they march off at the same time.
you didn't use the link on the first page did ya :)
that would have given you this one http://forum.thesettlersonline.com/t...l=1#post192371
probably why it's not selling for 5gc anymore :p
big fan of your guides Tage...
Yes, after having played this on an extremely laggy test server, I can only agree... that 1R was too tight.
I have updated the Horseback guide to add two more garrison positions, G3 and G4, for those wanting the 1R block in the NW.
Maybe something has caused the price of SotV to rise... :o
Thanks :)
Mate , is there a problem in outlaws adventure garrison position g3 blocks? so i tried 3 times this adventure with 3 normal 1 vet general with longbows in that attack and blocks, every time camp 4 kills my 170 cavs :( but i can defeat all camps.Can you help me please, thank you very much for nice guide.