I just finished this adventure 2 days ago and all blocks work fine. You do say 170 cavs but camp 4 calls for [27S 172C (-)] or [23E 177C (-)] not just 170 cavs
Dark Priest:
Camp 15
a) 113 R (113R)
b) 23R 1S 89C 87A (23R)
yes , i 've lost troops too with xbows on camp 4 attack.Lvl 41 sandycove.
That blocking attack with 27 soldiers and 172 cavalry on camp 4 (with 80 roughnecks and 100 rangers) is very unlikely to lose its battle.
The chance of losing that battle is in the order of 0.1-0.2% (once or twice every 1000 times).
And that you would have managed to lose that battle three times in a row is beyond all probability...
And even if you would have lost it, that battle should in that case have lasted at least 11 rounds, or 220 seconds with a normal general:
http://settlersonlinesimulator.com/d..._11-9-2_12-0-1
The remaining marching time for the main general from the moment that general A starts his battle is in the order of 80-85 seconds
(21 steps, each taking 3.33 seconds to march plus some 3-5 seconds each for sending off generals B, C and D).
The battle for the main veteran general only takes 2 rounds, 20 seconds plus the victory countdown, another 20 seconds.
In other words, 85 + 20 + 20 = 125 seconds marching and fighting for the veteran.
If general A really lost his battle fighting camp 4 after 11 rounds (or 220 seconds),
would mean that you waited an extra 95 seconds (1½ minutes) between sending general A and sending the veteran general D.
Since I don't think that could be the case, I also suspect the units sent with general A must not have been the correct ones.
If that battle did indeed finish with a loss, before the veteran's fighting on camp 7 finished, a battle report should also exist for it.
Could you take a screenshot of that battle report and post it here, please?
Tage, you are genius mate! Keep them coming. I have never come across any problems in outlaws, Have played it more than 4 times now and works like clockwork as Tage has laid out
Looking forward to many more guides of yours :)
I just have a notes:
- I tried first blocks in outlaws and 1st block failed cuz a 3 seconds difference ! I found another way to block from another guide and was safer :) if you want I can put you a link :)
- I'm doing Dark Priest, And I have better builds :
In Dark Priest Camp 10 :
I think I have better build without loss extra S or M with little lower in R and CQuote:
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: [86R 1S 80C 33XB (62R 4C - 79R 12C - 86R 19C)]
Try : 76R 2S 67C 55A (58R 5C - 71R 12C - 76R 17C)
For Camp 15:
Lower losses :Quote:
Camp 15a) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers, 1 Dark High Priest
ANY general: [124R (124R)]
Camp 15b) 0-16 Dark Priests, 1 Dark High Priest
ANY general: [30R 35C 135LB (20R - 25R - 30R)]
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: [114R (114R)]
Camp 15b) 14-32 Dark Priests, 1 Dark High Priest
ANY general: [23R 1S 88C 88XB (20R - 22R - 23R)]
a) 132 R (132R)
b) 1R 1S 198A (1R - 1R - 1R)
Here like what happened to me I can send second wave (200A) cuz Dark High Priest left alone after 132R, if you don't want put any risk even less than 1% try :
a) 134 R (134R)
b) 200A
that for sure for Normal and BH Generals.
Which general (B or C) got intercepted?
That first block should be critical only if the generals are dispatched at the same time (due to lagging).
Please do! :)
Especially if it doesn't require any timing (if you can send the generals right after each other).
Yes, absolutely. I had indeed missed that 3-round alternative.
Thanks, added with a little modification:
ANY general: [75R 1S 70C 54XB (56R 4C - 70R 12C - 75R 19C)]
Yes, I was of course aware of that one from SidV's guide.
For some reason I thought 114+22 was less than 134... :o
I'm adding that version, but also keeping mine though, since not everybody has 200 crossbows available...
Well, All hit without any issue, not intercept, but General A finished before General C end his battle, all bars was one, but leader bar started when General C was has 20% left from his bar !Quote:
Which general (B or C) got intercepted?
That first block should be critical only if the generals are dispatched at the same time (due to lagging).
I'm using this: http://osettlers.ru/adventure/outlaws (for BHG one)Quote:
Please do! :)
Especially if it doesn't require any timing (if you can send the generals right after each other).
There is no timing, but actually I making always my modification in builds, in this guide builds are not the best, but still good, blocks taking medium time, not longest or about longest, as example blocks maybe take 5 rounds while you can make then 9 in avg with lower troops, so I found my better builds so maybe will be good idea to translate it and make builds better in English version.
In most causes I'm doing adventures without guides, but using guides to take a look for avg losses and if there is better ideas on them, for builds I do my builds using this simulator : http://settlersonlinesimulator.com/d...pfsimulator/en
And thanks :cool:
Hi Tage, just a quick comment. I do like your guides, but on 'Island of the Pirates' I have been caught out twice wasting time. You should mention that for even just the first block on camp 2 & 3, the amount of soldiers sent to the island needs to be 168s + the 53s that are going to be sent to camp 2. I am definitely going to try and remember next time. Thanks for the guides, a lot of work has gone into them. Cheers!
If you've got a battle hardened genenral, that first block is indeed rather tight.
I changed my guide a little, adding some further information about the timing:
I understand that your block A was a victory though, and thus it should have lasted 5 rounds, or 140 seconds.
This would indicate that it took almost 15 seconds to send general B and 15 seconds to send general C: 70+15+15+40 = 140 seconds.
I know it is difficult to send the generals right after each other, when the distance on the map is so long.
This is also the reason why I added the warning above, to recommend a recall if you feel it took too long to send the generals.
The marching distance between generals "A" and "VETERAN" in the Russian guide (although that veteran should be battle hardened) is almost identical to the distance between generals A and C in my guide. Thus, between the two guides, there isn't really any difference in marching time from the moment general A starts to fight till the moment the battle hardened general starts to fight. The only (and main) difference lies of course in the distance that the generals have to march on the map, and thus the dispatching will require some more time in my guide. Thanks to the long distance though, it is always easy to recall and resend them, if you didn't get the generals to march after each other. And the more you practise, the easier it will be the next time. :)
The suggested block of 20S 135C is indeed far from optimal, with more than half the fights lasting only 120 seconds:
http://settlersonlinesimulator.com/d...-11-0_4-1182-0
Using fewer troops would certainly give longer average fighting, but the goal should always be to find a solution that would never fail, or that fails as seldom as possible. The block that I'm using, 197C, would normally last 140 seconds (5 rounds of fighting plus the victory countdown). Only 3 times out of 2200 did this fight last 120 seconds (6 rounds with a loss):
http://settlersonlinesimulator.com/d...6_8-21-3_9-1-0
Hey Tage, thanks for these awesome guides.
I use Sons regularly as this seems to be the adventure my explorers find most frequently. And at least with your guide it is doable. A suggestion on the last block, but I'm not sure if it works.
You block camp 19 because otherwise the block on 21 would be intercepted right? However if you send it to the leadercamp 23, it will be intercepted by 21. So you wouldn't need to block 19. I haven't tried it as I have only a small army and my cav is way to precious :). Also I'm sot sure how that would affect the timing.
All generals heading for camps 21, 22 and 23 would be intercepted by camp 19 if it wasn't blocked.
They all walk on the northern side of camp 20, and thus cannot avoid entering the influence area of camp 19.
Before the pathing changed it was possible to first kill camp 20, and then bypass camp 19 on the southern side of its influence area
(as long as camp 20 still stands, the space between it and the wall on the southern side is too narrow to allow a general to pass through).
However, after the pathing changed it would still be impossible to avoid camp 19, even if camp 20 was killed first.
I've just updated the guide for Stealing from the Rich.
Garrison position G4 is new, replacing both old garrison positions G4 and G5. The old G6 (lootspot) is now G5.
This new G4 allows the use of a 1R block in the west instead of the round block, which was only available for those having a veteran general.
I have also added garrison settings for those having only one or two normal generals, and no soldiers.
Tage, I liked the old garrison positioning better. The long distance attacks seem to take more time to do overall
Yeah, I know the waiting is long, watching those generals walk...
But I didn't want to have separate versions for the round block and the 1R block...
Attacking through the mountain pass from the north is the only way to approach camp 20 from the right side, considering the 1R attack.
And that also gives an even larger margin for the round block.
However, if you still prefer the old setup, those images are still available... :)
http://static3.thesettlersonline.com...r/ornament.png Stealing from the Rich - Camps 21 and 18
http://i232.photobucket.com/albums/e...Jet/SftRG5.jpg
From B to Camp 21) 85 Recruit Deserters, 65 Bowman Deserters
ANY general: [40R 129C 31LB (30R - 35R - 40R)]
ANY general: [39R 1S 129C 31LB (30R - 35R - 39R)]
ANY general: [37R 1S 139C 23XB (29R - 33R - 37R)]
VETERAN general: [27R 1S 222C (21R - 25R - 27R)]
From B to Camp 18) 20 Militia Deserters, 60 Longbowman Deserters
ANY general: [4R 196C (0R - 2R - 4R)]
ANY general: [2R 1S 197C (0R - 1R - 2R)]
VETERAN general: [1S 230C (-)]
http://static3.thesettlersonline.com...r/ornament.png Stealing from the Rich - Camps 19 and 20 (BLOCK)
http://i232.photobucket.com/albums/e...t/SftRG5-2.jpg
Send both generals after each other:
From A to Camp 19) 40 Militia Deserters, 40 Longbowman Deserters
BLOCKING NORMAL general: [104C (-)] {120 - 220 seconds of fighting}
From B to Camp 20) 40 Militia Deserters, 40 Longbowman Deserters, 1 Sir Robin
VETERAN general: [110R 140S (68R - 96R - 110R)] {50 seconds of fighting}
And if you don't have a veteran, kill the camps one at a time:
From A or B to Camp 19) 40 Militia Deserters, 40 Longbowman Deserters
ANY general: [21R 179C (11R - 15R - 21R)]
ANY general: [18R 1S 181C (11R - 15R - 18R)]
From A or B to Camp 20) 40 Militia Deserters, 40 Longbowman Deserters, 1 Sir Robin
ANY general: [200R (74R - 126R - 172R)]
ANY general: [138R 62S (74R - 111R - 138R 1S)]
Hi Tage,
love your adventure guides but am just a bit confused with your setup for Stealing From The Rich
You say
One VETERAN general
Two NORMAL generals, using two round blocks•Units needed, average: 645R 199S 244C (1089 units)
•Units needed, maximum: 726R 199S 244C (1157 units)
•Units lost, minimum: 453R
•Units lost, average: 643R
•Units lost, maximum: 726R
Ok on the very first attack your directions are
Camp 1) 30 Recruit Deserters, 40 Bowman Deserters
ANY general: [1R 199C (0R - 0R - 1R)]
ANY general: [1S 199C (-)]
Trap T9) 40 Wolves
ANY general: [41R (2R)]
ANY general: [1R 39S (1R)]
Camp 12) 20 Elite Soldier Deserters, 20 Crossbowman Deserters, 20 Cannoneer Deserters, 1 Sir Robin
ANY general: [200R (54R - 98R - 115R)]
ANY general: [97R 103S (46R - 87R - 97R)]
VETERAN general: [82R 168S (46R - 74R - 82R)]
If you have a vet general you pretty much cant use any S except with him on this attack
if you add the total up it makes 208S and you say you only need 199S
Following your color coded guide you suggest to use the S than the R.
Not too much of a biggie I just use the R setup but would just like to point this out :)
BommerNZ
Bommer,
If you are attacking all 3 in one go, then you will need the TOTAL of S to be 208. But if you attack one by one, then you won't need 208 right?:)
You are correct Sumee.
All honesty I never really looked at it that way thought the first 2 were for blocks so your vet could go stright through to camp 12.
Thanks for pointing that out.
Mind you if you send all 3 at once it works as well.
Hi,
I have tested a 1-block method for Traitors that seems to be working OK so far (except when it is laggy...) with normal generals only. It is an interesting setup for lower levels but be aware I did not run this adventure thousands of times so I am not really sure how the block would be. However, it seems to fit as good as the one you run for a bg (4 rounds with a bg = 2 with a normal, isn't it?)
Camp 7 (block):
Needed: 57M 50S 80C
Rounds: 6 - 8.84 - 12
Alternative:
90S 84C
Rounds: 6 - 9.08 - 13
Camp 8 (leader):
Needed: 98R 1S 70C 31LB
Losses: 72R - 84.8R - 98R
Rounds: 2
For the XP version, it makes it available at:
Needed: 313R 57M 51S 199C 70LB
Or
Needed: 313R 91S 199C 70LB
Total loss: max 313R
I have a few small variations in the previous camps to avoid the odd soldier loss, always painful to see them go when you just got them for the first time.
I used http://settlersonlinesimulator.com/d...pfsimulator/en to try all setup 2200 times.
Traitors Camp 6, camp 7, camp 8.
Well, i managed to launch the general for camp 7 too soon. As he got intercepted by camp 6 as the battle wasn't started yet :( Too late however to recall all generals, so you should wait untill the 'attack music' stops before launching the next general.. Anyone any clue how long that music lasts.. helps with timing also i think.
It lasts about as long as it takes a general to march one step (half a garrison width).
That's 3.3 seconds, and is indeed a very good timer to use when sending them off right after each other.
On the other hand, virtually all my blocks (except a few 1R blocks) should also work even if the generals are marching off at the same time
(which can happen if the first one is delayed due to lag). I'll recheck that block in Traitors next time I play it.
Thx Killste, by far the best guides I've come across :)
Here is my edit of the Victor The Vicious-adventure with vet gen, elite soldiers + using block method 1 for camp 18. All unit losses mentioned are MAX losses. This version has a bit higher S losses but the max recruit loss is down to 1183R. I have taken the liberty to mimic Tage's formatting with the block to make it easier to read. The total max losses with this version are:
VETERAN general with Elite Soldiers
Units lost, maximum: 1183R 75M 144S 170C
Victor the Vicious
Here is the block for camp 18 with blocking method 1. Please note that by using this method it will take 2h longer to complete the adventure because you will need to wait 4h for the regular generals to recover (normally at this point you need to wait 2h inbetween rounds for the vet.gen to recover). I have not tested this block with battle hardened generals. By blocking camp 18 you will save up to 74R, it's up to you if you consider it to be worth the 2h wait. If you happen to have two veteran generals you need to do the block only once, thus saving 2 hours and two recruits.
http://i.imgur.com/FY4IY.gif
Round 1
Send all three generals right after each other.
From A to Camp 18) 80 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [1R (1R)]
From B to Camp 18) 80 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [1R (1R)]
From C to Camp 19) 50 Rangers, 100 Scavengers, 1 Wild Mary, 2 Skunks
VETERAN general: [120R 130C (120R 130C)]
Round 2
Send all three generals right after each other.
From A to Camp 18) 78 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [1R (1R)]
From B to Camp 18) 78 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [1R (1R)]
From C to Camp 19) 4-34 scavengers, 1 Wild Mary, 2 Skunks
VETERAN general : [66S 1ES 46C 137A (66S)]
__________________________________________________ ____________________________________
And here is the complete list with all garrison settings with veteran general and elite soldiers (follow Tages guide but replace the garrison compositions with these):
#1 90R 160ES (90R) has 50 thug, 50 guard dog, 50 ranger
#2 34R 1ES 196C 19A (34R) has 50 rough, 100 ranger
#3 101ES (0) LONGBLOCK
#4 6ES 194C (0) LONGBLOCK
#5.1 116R (116R) has 99 rough, 100 dogs, 1 bert
#5.2 60R 7S 1ES 182A (60R 7S) has 98 rough, 1 bert
#6 136R 18S 96ES (136R 18S) has 1 bert, 99 rough, 100 dogs
#7 62ES 138C (0) LONGBLOCK
#8 119ES (0) LONGBLOCK
#9.1 60R (60R) has 1 bert, 80 rough, 50 dogs, 60 rangers
#9.2 73R 1ES 107C 69A (73R) has 1 bert, 80 rough, 60 rangers
#10 44ES 156C LONGBLOCK
#11 116ES LONGBLOCK
#12.1 115R (115R) has 90 rough, 100 dogs, 1 bert, 1 skunk
#12.2 81R 1ES 13C 155A (81R)
T1 4R 196ES (4R) has 100 wolves
#15.1 40C (40C) has 155 rough, 40 dogs, 1 metal tooth
#15.2 75M 35S 1E 139A (75M 35S) has 155 rough, 1 metal tooth
#17.1 96R (96R) has 80 rough, 80 dogs, 40 rangers
#17.2 58R 1ES 141C 50A (58R)
#18 BLOCK with two normal generals (2R) has 80 rough, 100 ranger, 1 skunk
#19.1 120R 130C (120R 130C) has 1 mary, 2 skunk, 100 scav, 50 ranger
#18 BLOCK with two normal generals (2R) has 78 rough, 100 ranger, 1 skunk
#19.2 66S 1ES 46C 137A (66S) has 34 scav, 2 skunk, 1 mary
#6 lootspot 136R 18S 96ES (136R 18S) has 1 bert, 99 rough, 100 dogs OR 50R 48S 152ES
Total max loss: 1183R 75M 144S 170C
Thanks Jackster. I will try it at some stage. :)
However, I have once before tried such a double 1R block,
and did manage to get the veteran to become intercepted in between (when the first 1R has lost and the second 1R starts to fight).
Ok, it might need more testing then. I did it twice today and it worked like a charm for me at least, with my garrison placement the second blocking general had been in the camp for like 5 seconds before the first general lost. I haven't done that many double 1R blocks but I had always assumed that if the second general has already been inside the camp for a while when the first general loses then there is no pause in the fighting and therefore the "payload" general will not get intercepted.
Okay, Looks like i managed to launch my generals within 2-3 seconds then. As normally the sound is still playing when the second general is send off. Doing six traitors in a row will give you a lot of practice in sending off generals i can assure you. Slowed down a bit after this accident and just waited untill the music stopped when I send off the next general.
good job on the maps i have done dont know how i would have done them without them
The Black Knights adventure is hard to find and expensive to buy, but play it if you get the chance.
Losses are lower than with Victor the Vicious, but both the loot and the XP are better.
The Black Knights
Veteran or Battle Hardened General and Round Blocks
Average Losses (veteran with crossbows): 1183R
Average Losses (veteran with cannons): 881R
Average Losses (5 MoMAs with cannons): 473R 2C
Adventure Info:
Player Level: 42+
Difficulty: 9/10
Number of Players: 3
Duration: 8 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 300 map fragments or 495 gems
http://i232.photobucket.com/albums/e.../BKMission.jpg
https://lh3.googleusercontent.com/-1...h392-no/BK.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...pNumbers-1.jpg
QUICK LINKS: ... G1 ... G2 ... G3 ... G4 ... G5 ... G6 ... G7 ... G8 ... LOOTSPOT ... G8 TOWER
Depending on what generals and what troops you've got, there are two ways to play this.
If you own a VETERAN general, but no Cannoneers, go for the northern route: G1, G2, G5, G6, G7, G8.
You may also go for this way if you want to skip G2 completely (not killing the southern camps).
If you own a MASTER of Martial Arts or any fast general with Cannoneers, go for G1, G2, G3, G4, G6, G8.
If you do not have any of the above generals, go for the southern route G1, G2, G3, G4, G6, G8, and without doing the block at G3.
This guide contains several versions, and they are all based on one player doing everything in this 3-player adventure.
You're free to invite friends right from the start, and choose different solutions on different camps, depending on what troops you all possess.
If you play it alone, you need to send troops 7-8 times.
A suggestion for the lootspots is presented further down.
Thirteen versions are listed here with the following needed generals and needed/lost troops:
One BATTLE HARDENED general with Longbows
One ANY general (battle hardened better than normal)
Two NORMAL generals using two round blocks
- Units needed, average: 1297R 176M 154S 203C 59LB (1889 units)
- Units needed, maximum: 1355R 189M 154S 203C 59LB (1960 units)
- Units lost, minimum: 1152R 187M
- Units lost, average: 1275R 210M
- Units lost, maximum: 1355R 231M 12S 15C
One BATTLE HARDENED general with Crossbows and Soldiers
One ANY general (battle hardened better than normal)
Two NORMAL generals using two round blocks
- Units needed, average: 1227R 176M 154S 199C 63XB (1819 units)
- Units needed, maximum: 1300R 193M 154S 199C 63XB (1909 units)
- Units lost, minimum: 1082R 159M
- Units lost, average: 1205R 176M
- Units lost, maximum: 1300R 193M 12S 5C
One BATTLE HARDENED general with Crossbows and Elite Soldiers
One ANY general (battle hardened better than normal)
Two NORMAL generals using two round blocks
- Units needed, average: 1225R 176M 42S 110E 221C 63XB (1837 units)
- Units needed, maximum: 1299R 193M 42S 110E 221C 63XB (1928 units)
- Units lost, minimum: 1087R 159M
- Units lost, average: 1203R 176M
- Units lost, maximum: 1299R 193M 10S 5C
One BATTLE HARDENED general with Cannoneers
Two NORMAL generals using three round blocks
- Units needed, average: 866R 202M 43S 110E 237C 105K (1563 units)
- Units needed, maximum: 916R 221M 43S 110E 237C 105K (1632 units)
- Units lost, minimum: 779R 164M
- Units lost, average: 862R 194M
- Units lost, maximum: 916R 221M 18S 4C
One VETERAN general with Longbows
One ANY general (battle hardened better than normal)
Two NORMAL generals using two round blocks
- Units needed, average: 1252R 19M 154S 199C 114LB (1738 units)
- Units needed, maximum: 1314R 19M 154S 199C 114LB (1800 units)
- Units lost, minimum: 1095R
- Units lost, average: 1241R 1S
- Units lost, maximum: 1314R 22S 1C
One VETERAN general with Crossbows and Soldiers
One ANY general (battle hardened better than normal)
Two NORMAL generals using two round blocks
- Units needed, average: 1198R 19M 154S 208C 117XB (1696 units)
- Units needed, maximum: 1257R 32M 154S 208C 117XB (1768 units)
- Units lost, minimum: 1042R
- Units lost, average: 1187R 1S
- Units lost, maximum: 1257R 22S 8C
One VETERAN general with Crossbows and Elite Soldiers
One ANY general (battle hardened better than normal)
Two NORMAL generals using two round blocks
- Units needed, average: 1196R 42S 130E 230C 117XB (1715 units)
- Units needed, maximum: 1267R 81M 43S 139E 230C 117XB (1868 units)
- Units lost, minimum: 1042R
- Units lost, average: 1183R
- Units lost, maximum: 1267R 11S 4E 8C
One VETERAN general with Cannoneers
Two NORMAL generals using four round blocks
- Units needed, average: 889R 10M 43S 130E 190C 117XB 127K (1506 units)
- Units needed, maximum: 960R 10M 46S 139E 190C 117XB 127K (1580 units)
- Units lost, minimum: 777R
- Units lost, average: 881R
- Units lost, maximum: 960R 5M 8S 8C
One MASTER of Martial Arts with Longbows
Two NORMAL generals using four round blocks
- Units needed, average: 820R 19M 257S 190C 143LB (1429 units)
- Units needed, maximum: 887R 19M 257S 190C 143LB (1496 units)
- Units lost, minimum: 695R
- Units lost, average: 804R 7S
- Units lost, maximum: 887R 4M 23S
One MASTER of Martial Arts with Crossbows and Soldiers
Two NORMAL generals using four round blocks
- Units needed, average: 799R 19M 257S 190C 129XB (1394 units)
- Units needed, maximum: 867R 19M 257S 190C 129XB (1462 units)
- Units lost, minimum: 675R
- Units lost, average: 783R 7S
- Units lost, maximum: 867R 4M 19S
One MASTER of Martial Arts with Crossbows and Elite Soldiers
Two NORMAL generals using four round blocks
- Units needed, average: 798R 6M 47S 214E 190C 129XB (1384 units)
- Units needed, maximum: 869R 6M 56S 214E 190C 129XB (1464 units)
- Units lost, minimum: 665R
- Units lost, average: 783R 4S
- Units lost, maximum: 864R 17S
One MASTER of Martial Arts with Cannoneers
Two NORMAL generals using four round blocks
- Units needed, average: 765R 11M 46S 153E 190C 129XB 108K (1402 units)
- Units needed, maximum: 830R 12M 51S 153E 190C 129XB 130K (1495 units)
- Units lost, minimum: 638R
- Units lost, average: 753R
- Units lost, maximum: 825R 8M 16S
A note regarding the MASTER of Martial Arts:
The losses can be significantly reduced by using suicidal MoMAs with 1R on certains camps:
- MoMA 1R on Camp 4 saves between 55R and 96R
- MoMA 1R on Camp 4 saves between 55R and 96R
- MoMA 1R on Camp 4 saves between 55R and 96R (this can be taken by a lootspot buyer)
- MoMA 1R on Camp 6 saves some 50R (if you have two MoMAs)
- MoMA 1R on Camp 15 saves 119R (this can be taken by a lootspot buyer)
One MASTER of Martial Arts with Cannoneers
1-4 MASTERs of Martial Arts doing four suicidal attacks (two of these can be lootspots)
Two NORMAL generals using four round blocks
- Units needed, average: 485R 11M 41S 153E 283C 129XB 103K (1205 units)
- Units needed, maximum: 546R 12M 41S 153E 283C 129XB 130K (1294 units)
- Units lost, minimum: 379R
- Units lost, average: 473R 2C
- Units lost, maximum: 541R 8M 1S 10C
This guide includes four round blocks of method 2. Two of them are optional, and only if you have cannoneers or MoMAs.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (BLOCK)
Rearrange your generals in the landing zone accoring to garrison position G1:http://i232.photobucket.com/albums/e...leJet/BKG1.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: BATTLE HARDENED general or ANY general
- Position D: VETERAN general or BATTLE HARDENED general
Send your two blocking normal generals right after each other:
From A to Camp 2) 100 Soldier Deserters, 100 Bowman Deserters
BLOCKING NORMAL general: [61S 128C (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}
BLOCKING NORMAL general: [1R 47E 150C (-)] {180 - 300 seconds of fighting}
Note that general B must be sent to camp 4, and will be intercepted by camp 3:
From B to Camp 4) 100 Militia Deserters, 100 Cavalry Deserters (Camp 3)
BLOCKING NORMAL general: [11R 19M 91S (-)] {180 - 340 seconds of fighting, 0.1% chance of 160 seconds}
BLOCKING NORMAL general: [41S 62E (-)] {200 - 380 seconds of fighting, 0.2% chance of 180 seconds}
Now, wait till general B has reached the indicated spot next to garrison A, before sending off general C.
If you have a veteran general with cannoneers, or a master of martial arts, camp 4 may be killed in one wave:
From C to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
VETERAN general: [120R 2S 1E 127K (99R - 110R - 120R 2S)] {20-30 seconds of fighting}
MAJOR general: [120R 2S 2E 137K (99R - 110R - 120R 2S)] {20 seconds of fighting}
MASTER of Martial Arts: [115R 105S (90R - 102R - 115R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [115R 105E (88R - 101R - 115R)] {30 seconds of fighting}
MASTER of Martial Arts: [105R 5S 2E 108K (84R - 97R - 105R 5S)] {20 seconds of fighting}
Champion ANSLEM: [96R 54S/E (84R - 90R - 96R)] {50 seconds of fighting}
Champion ANSLEM: [70R 1E 79K (67R - 69R - 70R)] {20 seconds of fighting}
Champion NUSALA: [82R 83S/E (54R - 65R - 82R)] {30 seconds of fighting}
Champion NUSALA: [73R 1E 70K (49R - 58R - 73R)] {20 seconds of fighting}
Champion VARGUS: [103R 20S 57LB (82R - 93R 1S - 103R 20S)] {30 seconds of fighting}
Champion VARGUS: [98R 1S/E 81XB (82R - 90R - 98R)] {30 seconds of fighting}
Champion VARGUS: [98R 1S/E 81K (82R - 90R - 98R)] {30 seconds of fighting}
Otherwise, camp 4 must be killed in two waves.
Send general D right after general C.
If you have a MASTER of Martial Arts, the cheapest way is to use him for the first, suicidal wave.
This will however leave your best general recovering for two hours:
From C to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From D to Camp 4) 60 Elite Soldier Deserters, 40-45 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general: [76R 2S 53C 69LB (56R - 66R - 76R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [69R 2S 53C 76XB (51R - 61R - 69R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [69R 1S 1E 53C 76XB (51R - 61R - 69R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [59R 1S 1E 92C 47K (42R - 51R - 59R 1S)] {30 seconds of fighting}
VETERAN general: [53R 2S 61C 134LB (37R - 46R - 53R 1S)] {30-40 seconds of fighting}
VETERAN general: [51R 2S 82C 115XB (37R - 46R - 51R 1S)] {30 seconds of fighting}
VETERAN general: [51R 1S 1E 82C 115XB (37R - 46R - 51R 1S)] {30 seconds of fighting}
VETERAN general: [51R 1S 1E 82C 114XB 1K (37R - 46R - 51R 1S)] {20 seconds of fighting}
VETERAN general: [51R 1E 159C 39K (36R - 44R - 51R)] {30 seconds of fighting}
MAJOR general: [51R 1S 1E 106C 110XB 1K (37R - 46R - 51R 1S)] {20 seconds of fighting}
MAJOR general: [49R 1E 184C 36K (35R - 45R - 49R)] {30 seconds of fighting}
MASTER of Martial Arts: [51R 2S 32C 135LB (37R - 46R - 51R 1S)] {20 seconds of fighting}
MASTER of Martial Arts: [51R 2S 56C 111XB (36R - 46R - 51R 1S)] {20 seconds of fighting}
MASTER of Martial Arts: [51R 1S 1E 56C 111XB (36R - 46R - 51R 1S)] {20 seconds of fighting}
MASTER of Martial Arts: [49R 1E 133C 37K (35R - 42R - 49R)] {30 seconds of fighting}
Champion NUSALA: [46R 1E 85C 33K (31R - 39R - 46R)] {30 seconds of fighting}
Champion VARGUS: [31R 1E 118C 30K (21R - 25R - 31R)] {30 seconds of fighting}
If you have a BATTLE HARDENED general with Longbows:
From C to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general or ANY general: [96R (96R)] {10 or 20 seconds of fighting}
From D to Camp 4) 53-55 Elite Soldier Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general: [74R 2S 75C 49LB (55R - 65R - 74R 1S)] {40 seconds of fighting}
In all other cases:
From C to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general or ANY general: [72R (72R)] {10 or 20 seconds of fighting}
From D to Camp 4) 59-60 Elite Soldier Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general: [80R 2S 71C 47XB (57R - 70R - 80R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [80R 1S 1E 71C 47XB (57R - 70R - 80R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [62R 2S 87C 49K (43R - 54R - 63R 2S)] {40 seconds of fighting}
VETERAN general: [63R 2S 71C 114LB (37R - 51R - 63 1S)] {30-40 seconds of fighting}
VETERAN general: [51R 2S 80C 117XB (37R - 46R - 51R 1S)] {30 seconds of fighting}
VETERAN general: [51R 1S 1E 80C 117XB (37R - 46R - 51R 1S)] {30 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 about 70 seconds plus the time it takes to send off generals B and C, some 5 seconds each. The maximum time needed to kill camp 4, from the moment the block on camp 2 starts to fight, is thus 70+10+20+40 = 140 seconds. The first block always lasts at least 160 seconds.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (BLOCK)
G2 can be skipped (meaning you will not get any XP from the southern camps) if you opt to take the northern route.
In that case jump to G5 now.
Move your generals to garrison position G2:http://i232.photobucket.com/albums/e...leJet/BKG2.jpg
- Position A: NORMAL general
- Position B: BATTLE HARDENED general or ANY general
- Position C: VETERAN general or BATTLE HARDENED general
Send all generals right after each other:
From A to Camp 3) 100 Militia Deserters, 100 Cavalry Deserters
BLOCKING NORMAL general: [11R 19M 91S (-)] {180 - 340 seconds of fighting, 0.1% chance of 160 seconds}
BLOCKING NORMAL general: [41S 62E (-)] {200 - 380 seconds of fighting, 0.2% chance of 180 seconds}
If you have a veteran general with cannoneers, or a master of martial arts, camp 4 may be killed in one wave:
From B to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
VETERAN general: [120R 2S 1E 127K (99R - 110R - 120R 2S)] {20-30 seconds of fighting}
MAJOR general: [120R 2S 2E 137K (99R - 110R - 120R 2S)] {20 seconds of fighting}
MASTER of Martial Arts: [115R 105S (90R - 102R - 115R 1S)] {30 seconds of fighting}
MASTER of Martial Arts: [115R 105E (88R - 101R - 115R)] {30 seconds of fighting}
MASTER of Martial Arts: [105R 5S 2E 108K (84R - 97R - 105R 5S)] {20 seconds of fighting}
Champion ANSLEM: [96R 54S/E (84R - 90R - 96R)] {50 seconds of fighting}
Champion ANSLEM: [70R 1E 79K (67R - 69R - 70R)] {20 seconds of fighting}
Champion NUSALA: [82R 83S/E (54R - 65R - 82R)] {30 seconds of fighting}
Champion NUSALA: [73R 1E 70K (49R - 58R - 73R)] {20 seconds of fighting}
Champion VARGUS: [103R 20S 57LB (82R - 93R 1S - 103R 20S)] {30 seconds of fighting}
Champion VARGUS: [98R 1S/E 81XB (82R - 90R - 98R)] {30 seconds of fighting}
Champion VARGUS: [98R 1S/E 81K (82R - 90R - 98R)] {30 seconds of fighting}
Otherwise, camp 4 must be killed in two waves.
Send general C right after general B.
If you have a MASTER of Martial Arts, the cheapest way is to use him for the first, suicidal wave.
This will however leave your best general recovering for two hours:
From B to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From C to Camp 4) 60 Elite Soldier Deserters, 40-45 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general: [76R 2S 53C 69LB (56R - 66R - 76R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [69R 2S 53C 76XB (51R - 61R - 69R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [69R 1S 1E 53C 76XB (51R - 61R - 69R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [59R 1S 1E 92C 47K (42R - 51R - 59R 1S)] {30 seconds of fighting}
VETERAN general: [53R 2S 61C 134LB (37R - 46R - 53R 1S)] {30-40 seconds of fighting}
VETERAN general: [51R 2S 82C 115XB (37R - 46R - 51R 1S)] {30 seconds of fighting}
VETERAN general: [51R 1S 1E 82C 115XB (37R - 46R - 51R 1S)] {30 seconds of fighting}
VETERAN general: [51R 1S 1E 82C 114XB 1K (37R - 46R - 51R 1S)] {20 seconds of fighting}
VETERAN general: [51R 1E 159C 39K (36R - 44R - 51R)] {30 seconds of fighting}
MAJOR general: [51R 1S 1E 106C 110XB 1K (37R - 46R - 51R 1S)] {20 seconds of fighting}
MAJOR general: [49R 1E 184C 36K (35R - 45R - 49R)] {30 seconds of fighting}
MASTER of Martial Arts: [51R 2S 32C 135LB (37R - 46R - 51R 1S)] {20 seconds of fighting}
MASTER of Martial Arts: [51R 2S 56C 111XB (36R - 46R - 51R 1S)] {20 seconds of fighting}
MASTER of Martial Arts: [51R 1S 1E 56C 111XB (36R - 46R - 51R 1S)] {20 seconds of fighting}
MASTER of Martial Arts: [49R 1E 133C 37K (35R - 42R - 49R)] {30 seconds of fighting}
Champion NUSALA: [46R 1E 85C 33K (31R - 39R - 46R)] {30 seconds of fighting}
Champion VARGUS: [31R 1E 118C 30K (21R - 25R - 31R)] {30 seconds of fighting}
If you have a BATTLE HARDENED general with Longbows:
From B to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general or ANY general: [96R (96R)] {10 or 20 seconds of fighting}
From C to Camp 4) 53-55 Elite Soldier Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general: [74R 2S 75C 49LB (55R - 65R - 74R 1S)] {40 seconds of fighting}
In all other cases:
From B to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general or ANY general: [72R (72R)] {10 or 20 seconds of fighting}
From C to Camp 4) 59-60 Elite Soldier Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
BATTLE HARDENED general: [80R 2S 71C 47XB (57R - 70R - 80R 1S)] {40 seconds of fighting}
BATTLE HARDENED general: [62R 2S 87C 49K (43R - 54R - 63R 2S)] {40 seconds of fighting}
BATTLE HARDENED general: [62R 1S 1E 87C 49K (43R - 54R - 63R 2S)] {40 seconds of fighting}
VETERAN general: [63R 2S 71C 114LB (37R - 51R - 63 1S)] {30-40 seconds of fighting}
VETERAN general: [51R 2S 80C 117XB (37R - 46R - 51R 1S)] {30 seconds of fighting}
VETERAN general: [51R 1S 1E 80C 117XB (37R - 46R - 51R 1S)] {30 seconds of fighting}
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (OPTIONAL BLOCK)
If your best general is a VETERAN general and you do NOT have Cannoneers, jump to G5 now.
NB!
If your friend / lootspot buyer is bringing a Master of Martial Arts for the first attack on camp 15 (see G8 below for details), you may want to kill camp 12 first, thus opening the road to camp 15 right away. Open the spoiler below for a quick reference:
Spoiler
Move your generals to garrison position G3:http://i232.photobucket.com/albums/e...leJet/BKG3.jpg
- Position A: NORMAL general
- Position B: VETERAN general or BATTLE HARDENED general
- Position C: VETERAN general (only for the brave hearted)
If you do have a MASTER of Martial Arts, or any other fast general with Cannoneers, do try this block:
Send both generals right after each other:
From A to Camp 5) 60 Elite Soldier Deserters, 60 Crossbowman Deserters
BLOCKING NORMAL general: [1R 6M 1S 190C (-)] {200 - 300 seconds of fighting, 0.1% chance of 180 seconds}
From B to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
BATTLE HARDENED general: [5R 90M 105K (5R 63M - 5R 80M - 5R 90M)] {70-90 seconds of fighting}
VETERAN general: [130R 4M 116K (100R - 123R - 130R 3M)] {70-90 seconds of fighting}
MASTER of Martial Arts: [110R 110S (87R - 110R 7S - 110R 15S)] {80-90 seconds of fighting}
MASTER of Martial Arts: [117R 13S 90E (87R - 117R 4S - 117R 12S)] {80 seconds of fighting}
MASTER of Martial Arts: [113R 2M 1S 1E 103K (76R - 100R - 113R 1M)] {50 seconds of fighting}
Champion ANSLEM: [95R 1E 54K (95R)] {50 seconds of fighting}
Champion NUSALA: [112R 53S (61R - 102R 1S - 112R 7S)] {60-70 seconds of fighting}
Champion NUSALA: [112R 6S 47E (61R - 102R 1S - 112R 6S)] {60-70 seconds of fighting}
Champion NUSALA: [80R 1M 84K (47R - 69R - 80R)] {40 seconds of fighting}
Champion VARGUS: [123R 1E 56K (92R - 116R - 123R)] {50(60) seconds of fighting}
If you've got more than one MASTER of Martial Arts, you may also opt to use one for a suicidal first wave:
From B to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}
From C to Camp 6) 50 Elite Soldier Deserters, 25-30 Crossbowman Deserters, 1 Sir Robin
MASTER of Martial Arts: [57R 1S 1E 161K (34R - 50R - 57R 1S)] {40-50 seconds of fighting}
MAJOR general: [81R 5S 2E 182K (60R - 77R - 81R 5S 2E)] {60-90 seconds of fighting} (*
*) The risk of losing one or two elite soldiers is about 1 in 1,000. There is also a very small risk of losing cannoneers. About once every 50,000 times (if Sir Robin isn't killed in one round), you may lose up to 10 cannoneers.
The remaining marching time for general B, when general A starts his blocking attack, is just under 45 seconds.
Thus the battle for the castle needs 115-135 seconds, and the block lasts at least 180 seconds.
NB!
If your best general is a VETERAN without cannoneers and if you're brave and consider a risk of losing 7M 190C acceptable, check the block hidden in the spoiler below. Otherwise, you shouldn't really be here, you should be jumping to G5 instead.
Spoiler
Without blocking, attack camp 5 first:
From B to Camp 5) 60 Elite Soldier Deserters, 60 Crossbowman Deserters
ANY general: [63R 3S 74C 60LB (48R - 58R - 63R 2S)]
ANY general: [63R 2S 74C 61XB (44R - 54R - 63R 1S)]
ANY general: [51R 2S 102C 45K (36R - 45R - 51R 1S)]
VETERAN general: [50R 2S 103C 95LB (35R - 45R - 50R 1S)]
VETERAN general: [49R 2S 125C 74XB (35R - 44R - 49R 1S)]
If you do have cannoneers, kill camp 6 in one wave:
From B to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [5R 90M 105K (5R 63M - 5R 80M - 5R 90M)]
VETERAN general: [130R 4M 116K (100R - 123R - 130R 3M)]
Otherwise, two waves are needed to kill camp 6.
If you do not have a veteran general:
From A to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [175R (175R)]
From B to Camp 6) 7-20 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [142R 58S (69R - 118R - 142R)]
ANY general: [141R 1S 58E (69R - 115R - 141R)]
If you do have a veteran general:
From A to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [94R (94R)]
From B to Camp 6) 42-46 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
VETERAN general: [140R 110S (100R - 140R 1S - 140R 10S)]
VETERAN general: [150R 100E (100R - 138R - 150R 4E)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4
From this point on, you may start inviting two friends or lootspot buyers (see further down for the recommended lootspot kill).
Move your best general to garrison position G4:
http://i232.photobucket.com/albums/e...leJet/BKG4.jpg
If you have a veteran general with cannoneers, or a master of martial arts, camp 4 may be killed in one wave:
Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
VETERAN general: [120R 2S 1E 127K (99R - 110R - 120R 2S)]
MAJOR general: [120R 2S 2E 137K (99R - 110R - 120R 2S)]
MASTER of Martial Arts: [115R 105S (90R - 102R - 115R 1S)]
MASTER of Martial Arts: [115R 105E (88R - 101R - 115R)]
MASTER of Martial Arts: [105R 5S 2E 108K (84R - 97R - 105R 5S)]
Champion ANSLEM: [96R 54S/E (84R - 90R - 96R)]
Champion ANSLEM: [70R 1E 79K (67R - 69R - 70R)]
Champion NUSALA: [82R 83S/E (54R - 65R - 82R)]
Champion NUSALA: [73R 1E 70K (49R - 58R - 73R)]
Champion VARGUS: [103R 20S 57LB (82R - 93R 1S - 103R 20S)]
Champion VARGUS: [98R 1S/E 81XB (82R - 90R - 98R)]
Champion VARGUS: [98R 1S/E 81K (82R - 90R - 98R)]
Otherwise, camp 4 must be killed in two waves.
Send the first general from G3 (or wherever you have a spare one) while your best general marches up to G4.
If you have a MASTER of Martial Arts, the cheapest way is to use him for the first, suicidal wave.
This will however leave your best general recovering for two hours.
Please note that this suicidal wave can also be taken care of by a lootspot buyer:
From G3 to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
MASTER of Martial Arts: [1R (1R)]
From G4 to Camp 4) 60 Elite Soldier Deserters, 40-45 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [76R 2S 53C 69LB (56R - 66R - 76R 1S)]
ANY general: [69R 2S 53C 76XB (51R - 61R - 69R 1S)]
ANY general: [69R 1S 1E 53C 76XB (51R - 61R - 69R 1S)]
ANY general: [59R 1S 1E 92C 47K (42R - 51R - 59R 1S)]
VETERAN general: [53R 2S 61C 134LB (37R - 46R - 53R 1S)]
VETERAN general: [51R 2S 82C 115XB (37R - 46R - 51R 1S)]
VETERAN general: [51R 1S 1E 82C 115XB (37R - 46R - 51R 1S)]
VETERAN general: [51R 1E 159C 39K (36R - 44R - 51R)]
MAJOR general: [49R 1E 184C 36K (35R - 45R - 49R)]
MASTER of Martial Arts: [51R 2S 32C 135LB (37R - 46R - 51R 1S)]
MASTER of Martial Arts: [51R 2S 56C 111XB (36R - 46R - 51R 1S)]
MASTER of Martial Arts: [51R 1S 1E 56C 111XB (36R - 46R - 51R 1S)]
MASTER of Martial Arts: [49R 1E 133C 37K (35R - 42R - 49R)]
Champion NUSALA: [46R 1E 85C 33K (31R - 39R - 46R)]
Champion VARGUS: [31R 1E 118C 30K (21R - 25R - 31R)]
If you have ANY general with Longbows:
From G3 to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [96R (96R)]
From G4 to Camp 4) 53-55 Elite Soldier Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [74R 2S 75C 49LB (55R - 65R - 74R 1S)]
In all other cases:
From G3 to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [72R (72R)]
From G4 to Camp 4) 59-60 Elite Soldier Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [80R 2S 71C 47XB (57R - 70R - 80R 1S)]
ANY general: [80R 1S 1E 71C 47XB (57R - 70R - 80R 1S)]
ANY general: [62R 2S 87C 49K (43R - 54R - 63R 2S)]
VETERAN general: [63R 2S 71C 114LB (37R - 51R - 63 1S)]
VETERAN general: [51R 2S 80C 117XB (37R - 46R - 51R 1S)]
VETERAN general: [51R 1S 1E 80C 117XB (37R - 46R - 51R 1S)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G5 (1R BLOCK)
This route requires a 1R block, but will later make the killing of camp 6 a lot safer than doing the southern block over G3.
Move your generals to garrison position G5:http://i232.photobucket.com/albums/e...eJet/BKG2N.jpg
- Position A: NORMAL general
- Position B: ANY general
- Position C: VETERAN general or ANY general
Send all generals right after each other:
From A to Camp 5) 60 Elite Soldier Deserters, 60 Crossbowman Deserters
BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}
If you have a veteran general with cannoneers, or a master of martial arts, camp 4 may be killed in one wave:
From B to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
VETERAN general: [120R 2S 1E 127K (99R - 110R - 120R 2S)]
MAJOR general: [120R 2S 2E 137K (99R - 110R - 120R 2S)]
MASTER of Martial Arts: [115R 105S (90R - 102R - 115R 1S)]
MASTER of Martial Arts: [115R 105E (88R - 101R - 115R)]
MASTER of Martial Arts: [105R 5S 2E 108K (84R - 97R - 105R 5S)]
Champion ANSLEM: [96R 54S/E (84R - 90R - 96R)]
Champion ANSLEM: [70R 1E 79K (67R - 69R - 70R)]
Champion NUSALA: [82R 83S/E (54R - 65R - 82R)]
Champion NUSALA: [73R 1E 70K (49R - 58R - 73R)]
Champion VARGUS: [103R 20S 57LB (82R - 93R 1S - 103R 20S)]
Champion VARGUS: [98R 1S/E 81XB (82R - 90R - 98R)]
Champion VARGUS: [98R 1S/E 81K (82R - 90R - 98R)]
Otherwise, camp 4 must be killed in two waves.
Send general C right after general B.
If you have a MASTER of Martial Arts, the cheapest way is to use him for the first, suicidal wave.
This will however leave your best general recovering for two hours:
From B to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
MASTER of Martial Arts: [1R (1R)]
From C to Camp 4) 60 Elite Soldier Deserters, 40-45 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [76R 2S 53C 69LB (56R - 66R - 76R 1S)]
ANY general: [69R 2S 53C 76XB (51R - 61R - 69R 1S)]
ANY general: [69R 1S 1E 53C 76XB (51R - 61R - 69R 1S)]
ANY general: [59R 1S 1E 92C 47K (42R - 51R - 59R 1S)]
VETERAN general: [53R 2S 61C 134LB (37R - 46R - 53R 1S)]
VETERAN general: [51R 2S 82C 115XB (37R - 46R - 51R 1S)]
VETERAN general: [51R 1S 1E 82C 115XB (37R - 46R - 51R 1S)]
VETERAN general: [51R 1E 159C 39K (36R - 44R - 51R)]
MAJOR general: [49R 1E 184C 36K (35R - 45R - 49R)]
MASTER of Martial Arts: [51R 2S 32C 135LB (37R - 46R - 51R 1S)]
MASTER of Martial Arts: [51R 2S 56C 111XB (36R - 46R - 51R 1S)]
MASTER of Martial Arts: [51R 1S 1E 56C 111XB (36R - 46R - 51R 1S)]
MASTER of Martial Arts: [49R 1E 133C 37K (35R - 42R - 49R)]
Champion NUSALA: [46R 1E 85C 33K (31R - 39R - 46R)]
Champion VARGUS: [31R 1E 118C 30K (21R - 25R - 31R)]
If you have ANY general with Longbows:
From B to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [96R (96R)]
From C to Camp 4) 53-55 Elite Soldier Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [74R 2S 75C 49LB (55R - 65R - 74R 1S)]
In all other cases:
From B to Camp 4) 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [72R (72R)]
From C to Camp 4) 59-60 Elite Soldier Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
ANY general: [80R 2S 71C 47XB (57R - 70R - 80R 1S)]
ANY general: [80R 1S 1E 71C 47XB (57R - 70R - 80R 1S)]
ANY general: [62R 2S 87C 49K (43R - 54R - 63R 2S)]
VETERAN general: [63R 2S 71C 114LB (37R - 51R - 63 1S)]
VETERAN general: [51R 2S 80C 117XB (37R - 46R - 51R 1S)]
VETERAN general: [51R 1S 1E 80C 117XB (37R - 46R - 51R 1S)]
Watch your generals closely when they march past camp 5. If your first attacking general B gets intercepted, retreat both generals B and C immediately. If only general C gets intercepted, retreat him immediately, but let general B finish his suicidal attack (then wait till all generals have recovered before redoing the second part, using only generals A and C).
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G6
Move your best general to garrison position G6:
http://i232.photobucket.com/albums/e...leJet/BKG5.jpg
Camp 10 is a little special, due to the cannoneer deserters in it.
First of all, if you have a veteran general, there is no advantage in using cannoneers yourself.
Since cannoneers have last strike, it is more advantageous to use crossbowmen killing as many as possible before they get a chance to hit.
Also, since cannoneer deserters would be the units remaining by the end of the round,
it doesn't really pay to have militia or soldiers protecting your cavalry.
Each cannoneer deserter kills one militia just as easily as it kills one cavalry.
Even 70% of your soldiers (or elite soldiers) would be killed by one cannoneer deserter each.
Thus, in most cases, I'm only using recruits, cavalry and range units in this attack.
Even if the maximum number of lost cavalry may seem high, the chance for even one cavalry dying is still quite small.
From G6 to Camp 10) 60 Elite Soldier Deserters, 60 Crossbowman Deserters, 20 Cannoneer Deserters
ANY general: [110R 39C 51LB (93R - 105R - 110R 15C)]
ANY general: [110R 50C 40XB (86R - 98R - 110R 5C)]
ANY general: [105R 55C 40K (69R - 86R - 105R 4C)]
VETERAN general: [78R 75C 97LB (57R - 67R - 78R 1C)]
VETERAN general: [63R 72C 115XB (38R - 50R - 63R 8C)]
MAJOR general: [56R 84C 130XB (36R - 46R - 56R)]
MASTER of Martial Arts: [58R 19C 143LB (37R - 46R - 58R)]
MASTER of Martial Arts: [56R 35C 129XB (36R - 46R - 56R)]
Champion ANSLEM: [65R 1S/E 84C (51R - 58R - 65R)]
Champion NUSALA: [53R 1S 21C 90LB (38R - 46R - 53R)]
Champion NUSALA: [53R 1S/E 21C 90XB (38R - 46R - 53R)]
Champion VARGUS: [54R 2S 76C 48LB (44R - 48R - 54R 1S)]
Champion VARGUS: [53R 1S/E 78C 48XB (41R - 46R - 53R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G7 (BLOCK)
If you have already killed the first castle, camp 6, from G3, move on to G8 now.
Move your generals to garrison position G7:http://i232.photobucket.com/albums/e...eJet/BKG3N.jpg
- Position A: NORMAL general
- Position B: BATTLE HARDENED general
- Position C: VETERAN general
For the block, send the generals right after each other:
From A to Camp 5) 60 Elite Soldier Deserters, 60 Crossbowman Deserters
BLOCKING NORMAL general: [1R 6M 1S 190C (-)] {200 - 300 seconds of fighting, 0.1% chance of 180 seconds}
If you do have Cannoneers or a MASTER of Martial Arts, kill camp 6 in one wave:
From B to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
BATTLE HARDENED general: [5R 90M 105K (5R 63M - 5R 80M - 5R 90M)] {70-90 seconds of fighting}
VETERAN general: [130R 4M 116K (100R - 123R - 130R 3M)] {70-90 seconds of fighting}
MASTER of Martial Arts: [110R 110S (87R - 110R 7S - 110R 15S)] {80-90 seconds of fighting}
MASTER of Martial Arts: [117R 13S 90E (87R - 117R 4S - 117R 12S)] {80 seconds of fighting}
MASTER of Martial Arts: [113R 2M 1S 1E 103K (76R - 100R - 113R 1M)] {50 seconds of fighting}
Champion ANSLEM: [95R 1E 54K (95R)] {50 seconds of fighting}
Champion NUSALA: [112R 53S (61R - 102R 1S - 112R 7S)] {60-70 seconds of fighting}
Champion NUSALA: [112R 6S 47E (61R - 102R 1S - 112R 6S)] {60-70 seconds of fighting}
Champion NUSALA: [80R 1M 84K (47R - 69R - 80R)] {40 seconds of fighting}
Champion VARGUS: [123R 1E 56K (92R - 116R - 123R)] {50(60) seconds of fighting}
Otherwise, two waves are needed to kill camp 6:
From B to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [94R (94R)] {20 seconds of fighting}
BATTLE HARDENED general: [94R (94R)] {10 seconds of fighting}
From C to Camp 6) 42-46 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
VETERAN general: [125R 25M 100S (93R - 125R 8M - 125R 24M)] {130-160 seconds of fighting}
VETERAN general: [150R 1S 99E (100R - 138R - 150R 1S 3E)] {130-140 seconds of fighting, small chance of up to 180 seconds}
VETERAN general: [36R 74M 1S 139E (36R 34M - 36R 61M - 36R 72M)] {120-130 seconds of fighting}
The remaining marching time for general B, when general A starts his blocking attack, is less than 15 seconds.
Thus the battle for the castle normally needs a maximum of 175 seconds, and the block lasts at least 180 seconds.
Without blocking, attack camp 5 first:
From B to Camp 5) 60 Elite Soldier Deserters, 60 Crossbowman Deserters
ANY general: [63R 3S 74C 60LB (48R - 58R - 63R 2S)]
ANY general: [63R 2S 74C 61XB (44R - 54R - 63R 1S)]
ANY general: [51R 2S 102C 45K (36R - 45R - 51R 1S)]
VETERAN general: [50R 2S 103C 95LB (35R - 45R - 50R 1S)]
VETERAN general: [49R 2S 125C 74XB (35R - 44R - 49R 1S)]
If you do have cannoneers, kill camp 6 in one wave:
From B to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [5R 90M 105K (5R 63M - 5R 80M - 5R 90M)]
VETERAN general: [130R 4M 116K (100R - 123R - 130R 3M)]
Otherwise, two waves are needed to kill camp 6.
If you do not have a veteran general:
From A to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [175R (175R)]
From B to Camp 6) 7-20 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [142R 58S (69R - 118R - 142R)]
ANY general: [141R 1S 58E (69R - 115R - 141R)]
If you do have a veteran general:
From A to Camp 6) 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
ANY general: [94R (94R)]
From B to Camp 6) 42-46 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
VETERAN general: [140R 110S (100R - 140R 1S - 140R 10S)]
VETERAN general: [150R 100E (100R - 138R - 150R 4E)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G8 (possible Lootspot)
Move your best general to garrison position G8:
http://i232.photobucket.com/albums/e...leJet/BKG6.jpg
Camp 12) 80 Soldier Deserters, 80 Crossbowman Deserters
ANY general: [57M 3S 99C 41LB (47M - 52M - 57M 2S)]
ANY general: [49M 3S 95C 53XB (37M - 43M - 49M 2S)]
ANY general: [49M 2S 1E 95C 53XB (37M - 43M - 49M 2S)]
ANY general: [99R 7S 1E 79C 14K (80R - 95R - 99R 7S)]
VETERAN general: [74R 4S 98C 74LB (58R - 68R - 74R 3S)]
VETERAN general: [65R 2S 122C 61XB (49R - 58R - 65R 1S)]
VETERAN general: [65R 1S 1E 122C 61XB (49R - 58R - 65R 1S)]
VETERAN general: [64R 1S 1E 132C 52K (48R - 57R - 64R 1S)]
MAJOR general: [64R 1S 1E 159C 45K (46R - 55R - 64R)]
MASTER of Martial Arts: [67R 2S 49C 102LB (49R - 59R - 67R 1S)]
MASTER of Martial Arts: [64R 2S 102C 52XB (46R - 55R - 64R)]
MASTER of Martial Arts: [64R 1S 1E 102C 52XB (46R - 55R - 64R)]
MASTER of Martial Arts: [64R 1E 110C 45K (45R - 55R - 64R)]
Champion ANSLEM: [83R 12S 55C (83R - 83R 6S - 83R 12S)]
Champion NUSALA: [67R 1S 49C 48LB (42R - 51R - 67R)]
Champion NUSALA: [60R 1S/E 68C 36XB (40R - 49R - 60R)]
Champion NUSALA: [59R 1E 69C 36K (39R - 49R - 59R)]
Champion VARGUS: [48R 1S 101C 30LB (33R - 39R - 48R)]
Champion VARGUS: [43R 1S/E 100C 36XB (28R - 33R - 43R)]
Champion VARGUS: [42R 1E 100C 37K (27R - 32R - 42R)]
If your lootspot buyer has their own Nusala or Master of Martial Arts,
it would be rather beneficial to let them attack camp 15 with their Nusala or MoMA carrying 1R.
After the initial 1R attack, you can finish off this camp with none or few losses:
If your lootspot buyer has a Champion NUSALA:
Camp 15a) 100 Cavalry Deserters, 100 Crossbowman Deserters
Champion NUSALA: [1R (1R)]
In 90% of the cases, Nusala will survive and raze the camp.
In 10% of the cases, Nusala will die and 50 Crossbowman Deserters will remain:
Camp 15b) 50 Crossbowman Deserters
ANY general: [75C (-)]
If your lootspot buyer has a MASTER of Martial Arts:
Camp 15a) 100 Cavalry Deserters, 100 Crossbowman Deserters
MASTER of Martial Arts: [1R (1R)]
In 80% of the times, all Cavalry Deserters will die, and no more losses will be needed:
Camp 15b) 100 Crossbowman Deserters
ANY general: [150C (-)]
Lord DRACUL: [135C (-)]
MASTER of Martial Arts: [90C (-)]
Champion VARGUS: [1E 50C (-)]
In 20% of the times, 10 Cavalry Deserters will stay alive following the initial MoMA.
With a Champion Vargus that would still be no problem:
Camp 15b) 10 Cavalry Deserters, 100 Crossbowman Deserters
Champion VARGUS: [1E 50C (-)]
Without Vargus, if you consider losing 10C acceptable:
Camp 15b) 10 Cavalry Deserters, 100 Crossbowman Deserters
ANY general: [150C (10C)]
Lord DRACUL: [135C (10C)]
MASTER of Martial Arts: [90C (10C)]
Champion VARGUS: [1E 50C (-)]
If losing 10C is not acceptable, there are a few optional ways of killing the remaining Cavalry Deserters:
Camp 15b) 10 Cavalry Deserters, 100 Crossbowman Deserters
MASTER of Defence: [1R (1R)] (has a 20% risk of leaving 5 Cavalry Deserters alive)
Lord DRACUL: [1R (1R)] (also kills 6 or 28 Crossbowman Deserters)
MASTER of Martial Arts: [1R (1R)] (also kills 40 or 45 Crossbowman Deserters)
The third wave would now incur losses in only 4% of the cases where a MoMA and MoD were used:
Camp 15c) 0-5 Cavalry Deserters, 100 Crossbowman Deserters
ANY general: [150C (0 or 5C)]
Lord DRACUL: [135C (0 or 5C)]
MASTER of Martial Arts: [90C (0 or 5C)]
If a MoMA and a LD were used in the first two waves:
Camp 15c) 72-94 Crossbowman Deserters
ANY general: [135C (-)]
Lord DRACUL: [120C (-)]
MASTER of Martial Arts: [75C (-)]
And, if two MoMAs were used in the first two waves:
Camp 15c) 55-60 Crossbowman Deserters
ANY general: [90C (-)]
Lord DRACUL: [75C (-)]
MASTER of Martial Arts: [25C (-)]
Otherwise, if you decide to kill camp 15 yourself, and don't have an extra MoMA to spare:
Camp 15) 100 Cavalry Deserters, 100 Crossbowman Deserters
ANY general: [1: 119R (119R), 2: 138C (-)]
VETERAN general: [121R 100S (116R - 119R - 121R)]
VETERAN general: [120R 100E (116R - 119R - 120R)]
MASTER of Martial Arts: [121R 100S (116R - 119R - 121R)]
MASTER of Martial Arts: [120R 100E (116R - 119R - 120R)]
MASTER of Martial Arts: [1: 1R (1R), 2: 150C (0C - 2C - 10C)]
Champion VARGUS: [19R 1S/E 160C (17R - 19R - 19R)]
Camp 16) 100 Soldier Deserters, 75 Crossbowman Deserters
ANY general: [92M 3S 87C 18LB (73M - 83M - 92M 2S)]
ANY general: [71M 3S 89C 37XB (59M - 65M - 71M 2S)]
ANY general: [71M 2S 1E 89C 37XB (59M - 65M - 71M 2S)]
ANY general: [65M 5S 1E 89C 40K (57M - 63M - 65M 5S)]
VETERAN general: [111R 3S 93C 43LB (89R - 101R - 111R 2S)]
VETERAN general: [90R 5S 89C 66XB (68R - 82R - 90R 4S)]
VETERAN general: [90R 4S 1E 89C 66XB (68R - 82R - 90R 4S)]
VETERAN general: [90R 1S 1E 89C 69K (66R - 77R - 90R 1S)]
VETERAN general: 47M 2S 1E 121C 79K (40M - 46M - 47M 2S)]
MAJOR general: [83R 1S 1E 114C 71K (61R - 73R - 83R 1S)]
MASTER of Martial Arts: [97R 5S 32C 86LB (78R - 90R - 97R 4S)]
MASTER of Martial Arts: [82R 2S 55C 81XB (62R - 73R - 82R 1S)]
MASTER of Martial Arts: [82R 1S 1E 55C 81XB (62R - 73R - 82R 1S)]
MASTER of Martial Arts: [80R 1S 1E 66C 72K (61R - 72R - 80R 1S)]
Champion ANSLEM: [78M 1S 71C (59M - 68M - 78M)]
Champion NUSALA: [89R 1S 75LB (61R - 73R - 89R)]
Champion NUSALA: [79R 1S/E 23C 62XB (55R - 67R - 79R)]
Champion NUSALA: [77R 1E 20C 67K (55R - 67R - 77R)]
Champion VARGUS: [76R 3S 90C 11LB (53R - 61R - 76R 2S)]
Champion VARGUS: [69R 1S/E 91C 19XB (49R - 56R - 69R)]
Champion VARGUS: [68R 1E 91C 20K (48R - 55R - 68R)]
Camp 14 can be blocked if you have a veteran general with cannoneers or a master of martial arts (se below).
Otherwise, kill camp 14 as well now:
Camp 14) 100 Elite Soldier Deserters, 50 Longbowman Deserters
ANY general: [82M 3S 59C 56LB (67M - 75M - 82M 2S)]
ANY general: [73M 3S 61C 63XB (63M - 68M - 73M 2S)]
ANY general: [73M 2S 1E 61C 63XB (63M - 68M - 73M 2S)]
ANY general: [58M 1E 60C 81K (44M - 51M - 58M)]
VETERAN general: [122R 3S 60C 65LB (94R - 109R - 122R 2S)]
VETERAN general: [112R 3S 60C 75XB (90R - 103R - 112R 2S)]
VETERAN general: [112R 2S 1E 60C 75XB (90R - 103R - 112R 2S)]
VETERAN general: [81R 2S 1E 78C 88K (65R - 76R - 81R 2S)]
MAJOR general: [83R 1S 1E 102C 83K (64R - 75R - 83R 1S)]
MASTER of Martial Arts: [107R 3S 110LB (84R - 98R - 107R 2S)]
MASTER of Martial Arts: [102R 2S 116XB (79R - 91R - 102R 1S)]
MASTER of Martial Arts: [102R 1S 1E 116XB (79R - 91R - 102R 1S)]
MASTER of Martial Arts: [83R 1S 1E 51C 84K (64R - 75R - 83R 1S)]
Champion ANSLEM: [130R 1S 19LB (112R - 120R - 130R)]
Champion ANSLEM: [111R 1S/E 38XB (102R - 108R - 111R)]
Champion ANSLEM: [86R 1E 28C 35K (78R - 83R - 86R)]
Champion NUSALA: [89R 1S 75LB (61R - 73R - 89R)]
Champion NUSALA: [95R 1S/E 69XB (70R - 81R - 95R)]
Champion NUSALA: [81R 1E 83K (61R - 71R - 81R)]
Champion VARGUS: [81R 1S 59C 39LB (59R - 67R - 81R)]
Champion VARGUS: [75R 1S/E 61C 43XB (56R - 63R - 75R)]
Champion VARGUS: [57R 1E 59C 63K (40R - 48R - 57R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Lootspot
If you haven't invited any friends for the lootspots yet, do it now.
Each lootspot buyer should bring a general with 1R.
http://i232.photobucket.com/albums/e...BKLootspot.jpg
If you are going to block camp 14, then let your lootspot buyers attack camp 17.
If your lootspot buyer is bringing his Master of Martial Arts, he may attack camp 11 and kill all 90 cavalry deserters with one single recruit.
Camp 11 can also be attacked if your lootspot buyer brings 1C with any other general.
Otherwise, for best result, your lootspot buyer should help you killing the troops in the last castle, camp 18.
Each 1R attack on that castle will kill one Elite Soldier Deserter. And each such kill will reduce your losses in the last attack by 3-6 recruits.
Also, if you at this stage have normal generals recovering and waking up from their hibernation,
use each of them to attack the castle with 1R, to further reduce your overall losses.
Note also that, in order to avoid being intercepted by camp 11,
the 1R attacks on the castle must originate from somewhere south of the green line in the map above.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G8 (OPTIONAL BLOCK)
If you have a veteran general with cannoneers, or a master of martial arts, arrange your generals within garrison position G8:http://i232.photobucket.com/albums/e...eJet/BKG6B.jpg
- Position A: NORMAL general
- Position B: VETERAN general
NB! Be sure you have killed camp 16, before starting this block. If the blocking general is sent to camp 14, before camp 16 has been demolished, that general's path will be rerouted to the left of camp 16, and in that case he will enter the agro zone of camp 13 before reaching the agro zone of camp 14, and will thus become intercepted by camp 13.
Send both generals right after each other:
From A to Camp 14) 100 Elite Soldier Deserters, 50 Longbowman Deserters
BLOCKING NORMAL general: [5M 61S 133C (-)] {200 - 320 seconds of fighting, 0.7% chance of 180 seconds}
BLOCKING NORMAL general: [5R 3M 38S 20E 133C (-)] {200 - 320 seconds of fighting, 0.6% chance of 180 seconds}
From B to Camp 18) 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
VETERAN general: [133R 2M 1S 1E 113K (112R - 125R - 133R 2M)] {80-100 seconds of fighting}
MAJOR general: [133R 2M 1S 1E 133K (112R - 125R - 133R 2M)] {80-100 seconds of fighting}
MASTER of Martial Arts: [90R 5M 125S (58R - 74R - 90R 4M)] {120-130 seconds of fighting}
MASTER of Martial Arts: [80R 5S 135E (54R - 70R - 80R 4S)] {120 seconds of fighting}
MASTER of Martial Arts: [77R 8M 1S 133E 1K (52R - 70R - 77R 7M)] {110 seconds of fighting}
MASTER of Martial Arts: [86R 2M 1S 1E 130K (62R - 73R - 86R 2M)] {60-70 seconds of fighting}
Champion ANSLEM: [100R 50K (91R - 96R - 100R)] {90 seconds of fighting}
Champion NUSALA: [93R 72S (58R - 77R - 93R 3S)] {110-130 seconds of fighting}
Champion NUSALA: [97R 68E (58R - 77R - 97R)] {110-130 seconds of fighting}
Champion NUSALA: [75R 1M 89K (46R - 60R - 75R 1M)] {60-70 seconds of fighting}
Champion VARGUS: [125R 1M 54K (102R - 114R - 125R 1M)] {90-100 seconds of fighting}
The remaining marching time for general B, when general A starts his blocking attack, is about 40 seconds.
Thus the battle for the castle needs a maximum of 170 seconds, and the block lasts at least 180 seconds.
If you have already killed camp 14 above, the last attack(s) on camp 18 depend on how many 1R attacks you've sent at it first.
Camp 18) 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 120R, 2: 121R 79S (198R - 220R - 241R 2S)]
ANY general: [1: 120R, 2: 121R 79E (198R - 219R - 241R)]
ANY general: [1: 59R, 2: 132R 9M 59K (169R - 187R - 191R 8M)]
VETERAN general: [1: 18R, 2: 148R 102S (133R - 153R - 166R 1S)]
VETERAN general: [1: 18R, 2: 148R 102E (133R - 151R - 166R)]
Camp 18) 49 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 117R, 2: 121R 79S (195R - 217R - 238R 2S)]
ANY general: [1: 117R, 2: 121R 79E (195R - 216R - 238R)]
ANY general: [1: 55R, 2: 132R 9M 59K (165R - 183R - 187R 8M)]
VETERAN general: [1: 13R, 2: 148R 102S (128R - 148R - 161R 1S)]
VETERAN general: [1: 13R, 2: 148R 102E (128R - 146R - 161R)]
Camp 18) 48 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 114R, 2: 121R 79S (192R - 214R - 235R 2S)]
ANY general: [1: 114R, 2: 121R 79E (192R - 213R - 235R)]
ANY general: [1: 50R, 2: 132R 9M 59K (160R - 178R - 182R 8M)]
VETERAN general: [1: 7R, 2: 148R 102S (125R - 144R - 155R 1S)]
VETERAN general: [1: 7R, 2: 148R 102E (125R - 142R - 155R)]
Camp 18) 47 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 109R, 2: 121R 79S (187R - 209R - 230R 2S)]
ANY general: [1: 109R, 2: 121R 79E (187R - 208R - 230R)]
ANY general: [1: 44R, 2: 132R 9M 59K (154R - 172R - 176R 8M)]
VETERAN general: [1: 1R, 2: 148R 102S (120R - 138R - 149R 2S)]
VETERAN general: [1: 1R, 2: 148R 102E (120R - 136R - 149R)]
Camp 18) 46 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 104R, 2: 121R 79S (182R - 204R - 225R 2S)]
ANY general: [1: 104R, 2: 121R 79E (182R - 203R - 225R)]
ANY general: [1: 39R, 2: 132R 9M 59K (149R - 167R - 171R 8M)]
VETERAN general: [148R 102S (119R - 137R - 148R 2S)]
VETERAN general: [148R 102E (119R - 135R - 148R)]
Camp 18) 45 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 99R, 2: 121R 79S (177R - 199R - 220R 2S)]
ANY general: [1: 99R, 2: 121R 79E (177R - 198R - 220R)]
ANY general: [1: 34R, 2: 132R 9M 59K (144R - 162R - 166R 8M)]
VETERAN general: [146R 104S (117R - 133R - 146R 1S)]
VETERAN general: [146R 104E (117R - 131R - 146R)]
Camp 18) 44 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 94R, 2: 121R 79S (172R - 194R - 215R 2S)]
ANY general: [1: 94R, 2: 121R 79E (172R - 193R - 215R)]
ANY general: [1: 29R, 2: 132R 9M 59K (139R - 157R - 161R 8M)]
VETERAN general: [142R 108S (114R - 129R - 142R 1S)]
VETERAN general: [140R 110E (108R - 128R - 140R)]
Camp 18) 43 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 88R, 2: 121R 79S (166R - 188R - 209R 2S)]
ANY general: [1: 88R, 2: 121R 79E (166R - 187R - 209R)]
ANY general: [1: 23R, 2: 132R 9M 59K (133R - 151R - 155R 8M)]
VETERAN general: [135R 115S (107R - 126R - 135R 1S)]
VETERAN general: [135R 115E (106R - 123R - 135R)]
Camp 18) 42 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 83R, 2: 121R 79S (161R - 183R - 204R 2S)]
ANY general: [1: 83R, 2: 121R 79E (161R - 182R - 204R)]
ANY general: [1: 18R, 2: 132R 9M 59K (128R - 146R - 150R 8M)]
VETERAN general: [132R 118S (104R - 122R - 132R 1S)]
VETERAN general: [132R 118E (102R - 119R - 132R)]
Camp 18) 41 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 78R, 2: 121R 79S (156R - 178R - 199R 2S)]
ANY general: [1: 78R, 2: 121R 79E (156R - 177R - 199R)]
ANY general: [1: 13R, 2: 132R 9M 59K (123R - 141R - 145R 8M)]
VETERAN general: [129R 121S (101R - 117R - 129R 1S)]
VETERAN general: [129R 121E (100R - 116R - 129R)]
Camp 18) 40 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 73R, 2: 121R 79S (151R - 173R - 194R 2S)]
ANY general: [1: 73R, 2: 121R 79E (151R - 172R - 194R)]
ANY general: [1: 7R, 2: 132R 9M 59K (117R - 135R - 139R 8M)]
VETERAN general: [126R 124S (99R - 114R - 126R 1S)]
VETERAN general: [124R 126E (96R - 113R - 124R)]
Camp 18) 39 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
ANY general: [1: 68R, 2: 121R 79S (146R - 168R - 189R 2S)]
ANY general: [1: 68R, 2: 121R 79E (146R - 167R - 189R)]
ANY general: [1: 1R, 2: 132R 9M 59K (111R - 129R - 133R 8M)]
VETERAN general: [120R 130S (93R - 111R - 120R 1S)]
VETERAN general: [120R 130E (92R - 110R - 120R)]
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.
Thanks for such detailed guide Tage, really good job. Iam just starting with BK and iam sure its going to help me alot.
At first I thought there was no way of reducing the losses on this adventure...
It's a rather straight forward one, with only three traps and two camps to kill...
However, for those who want a new challenge, try the blocks on camp 2 below!
And those who fear the stress, can still play it the way most say it should be played.
Motherly Love
Optional 1R Blocks
Average Losses (veteran with crossbows): 73R 3M 44S 328C
Average Losses (veteran with cannons): 73R 51M 328C
Average Losses (MoMA + MG with cannons): 479R
Adventure Info:
Player Level: 36+
Difficulty: 7/10
Number of Players: 2
Duration: 2 days
Where to get?: Only as a reward from "Island of the Pirates"
http://i232.photobucket.com/albums/e.../MLMission.png
https://lh4.googleusercontent.com/-c...h367-no/ML.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...apZoomedIn.jpg
This guide is based on one player doing everything in this 2-player adventure.
If you play it alone, you need to send troops 4-6 times.
A suggestion for the lootspots is presented further down.
Twelve versions are listed here with the following needed generals and needed/lost troops:
One ANY general with Longbows, no blocks
- Units needed, average: 458R 125S 352C 75LB (1010 units)
- Units needed, maximum: 476R 143S 352C 75LB (1046 units)
- Units lost, minimum: 304R 99S 352C
- Units lost, average: 335R 111S 352C
- Units lost, maximum: 362R 124S 352C
One BATTLE HARDENED general with Longbows
One ANY general needed for one block
Two NORMAL generals needed for the four 1R blocks
- Units needed, average: 201R 125S 352C 75LB (752 units)
- Units needed, maximum: 201R 143S 352C 75LB (770 units)
- Units lost, minimum: 70R 99S 352C
- Units lost, average: 80R 111S 352C
- Units lost, maximum: 89R 124S 352C
One ANY general with Crossbows, no blocks
- Units needed, average: 458R 74S 352C 126XB (1010 units)
- Units needed, maximum: 476R 143S 352C 126XB (1097 units)
- Units lost, minimum: 304R 56S 352C
- Units lost, average: 335R 68S 352C
- Units lost, maximum: 362R 73S 352C
One BATTLE HARDENED general with Crossbows
One ANY general needed for one block
Two NORMAL generals needed for the four 1R blocks
- Units needed, average: 201R 74S 352C 126XB (752 units)
- Units needed, maximum: 201R 143S 352C 126XB (821 units)
- Units lost, minimum: 70R 56S 352C
- Units lost, average: 80R 68S 352C
- Units lost, maximum: 89R 73S 352C
One ANY general with Cannoneers, no blocks
- Units needed, average: 458R 70M 5S 352C 125K (1010 units)
- Units needed, maximum: 476R 70M 143S 352C 125K (1166 units)
- Units lost, minimum: 304R 66M 352C
- Units lost, average: 335R 70M 2S 352C
- Units lost, maximum: 362R 70M 5S 352C
One BATTLE HARDENED general with Cannoneers
One ANY general needed for one block
Two NORMAL generals needed for the four 1R blocks
- Units needed, average: 201R 70M 5S 352C 125K (752 units)
- Units needed, maximum: 201R 70M 143S 352C 125K (890 units)
- Units lost, minimum: 70R 66M 352C
- Units lost, average: 80R 70M 2S 352C
- Units lost, maximum: 89R 70M 5S 352C
One VETERAN general with Longbows, no blocks
- Units needed, average: 457R 77S 328C 173LB (1035 units)
- Units needed, maximum: 475R 199S 328C 173LB (1175 units)
- Units lost, minimum: 250R 63S 328C
- Units lost, average: 273R 70S 328C
- Units lost, maximum: 306R 80S 328C
One VETERAN general with Longbows
One ANY general needed for one block
Two NORMAL generals needed for the four 1R blocks
- Units needed, average: 251R 77S 328C 173LB (828 units)
- Units needed, maximum: 251R 199S 328C 173LB (950 units)
- Units lost, minimum: 65R 63S 328C
- Units lost, average: 73R 70S 328C
- Units lost, maximum: 84R 76S 328C
One VETERAN general with Crossbows, no blocks
- Units needed, average: 457R 3M 47S 328C 200XB (1035 units)
- Units needed, maximum: 475R 3M 199S 328C 200XB (1205 units)
- Units lost, minimum: 250R 3M 39S 328C
- Units lost, average: 273R 3M 44S 328C
- Units lost, maximum: 306R 3M 50S 328C
One VETERAN general with Crossbows
One ANY general needed for one block
Two NORMAL generals needed for the four 1R blocks
- Units needed, average: 251R 3M 47S 328C 200XB (828 units)
- Units needed, maximum: 251R 3M 199S 328C 200XB (980 units)
- Units lost, minimum: 65R 3M 39S 328C
- Units lost, average: 73R 3M 44S 328C
- Units lost, maximum: 84R 3M 46S 328C
One VETERAN general with Cannoneers, no blocks
- Units needed, average: 250R 54M 1S 328C 195K (828 units)
- Units needed, maximum: 250R 54M 199S 328C 195K (1026 units)
- Units lost, minimum: 200R 47M 328C
- Units lost, average: 217R 51M 328C
- Units lost, maximum: 245R 54M 328C
One VETERAN general with Cannoneers
One ANY general needed for one block
Two NORMAL generals needed for the four 1R blocks
- Units needed, average: 251R 54M 1S 328C 195K (828 units)
- Units needed, maximum: 251R 54M 199S 328C 195K (1026 units)
- Units lost, minimum: 65R 47M 328C
- Units lost, average: 73R 51M 328C
- Units lost, maximum: 84R 54M 328C
This guide includes three optional 1R blocks of method 1. If you choose to block, you will need to do all three 1R blocks.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Landing Zone (NO BLOCKS FOR MASTER OF MARTIAL ARTS)
If you do not have a master of martial arts, move down to Garrison Position G1 instead.
Attacking camp 2 is cheaper than attacking camp 1 if you do not have a master of martial arts.
If you do have a master of martial arts and don't want to try the blocks, attack from the west, starting with camp 1.
Move your needed generals as close to camp 1 as possible.
Camp 1) 100 Gunmen, 100 Petty Officers 2nd Class
MASTER of Martial Arts: [146R 74S (126R - 136R - 146R 1S)]
MASTER of Martial Arts: [146R 74E (126R - 136R - 146R)]
MASTER of Martial Arts: [146R 1M 50K (126R - 136R - 146R)]
Trap T1) 200 Wolves
VETERAN general: [12R 200S (12R)]
MASTER of Martial Arts: [12R 160S (12R)]
Trap T2) 200 Wolves
VETERAN general: [12R 200S (12R)]
MASTER of Martial Arts: [12R 160S (12R)]
Trap T3) 100 Caltrops
ANY general: [23R 100S (8R - 16R - 23R)]
MASTER of Martial Arts: [23R 2S (8R - 16R - 23R)]
These three traps can also conveniently be killed by sending one attack directly onto T3,
and letting your general be intercepted by T1 and T2:
Trap T3) 200 Wolves (Trap T1), 200 Wolves (Trap T2) and 100 Caltrops (Trap T3)
VETERAN general: [51R 199S (34R - 42R - 51R)]
MASTER of Martial Arts: [51R 160S (34R - 42R - 51R)]
The leader camp will need three waves.
If you've got only one master of martial arts, but your lootspot buyer also got one, let him/her do the first attack on camp 3.
If you have two masters of martial arts, or if your lootspot buyer is prepared to sacrifice 178R, chose the first alternative with only recruits:
Camp 3a) 1 Wild Mary, 1 Crazy Cook, 50 Gunmen, 50 Petty Officers 2nd Class
MASTER of Martial Arts: [178R (178R)]
Camp 3b) 1 Wild Mary, 1 Crazy Cook, 30-32 Petty Officers 2nd Class
MASTER of Martial Arts: [182R (182R)]
If your lootspot buyer has a MoMA, but is only prepared to sacrifice 1R, here's a less recommended alternative:
Camp 3a) 1 Wild Mary, 1 Crazy Cook, 50 Gunmen, 50 Petty Officers 2nd Class
MASTER of Martial Arts: [1R (1R)]
Camp 3b) 1 Wild Mary, 1 Crazy Cook, 46-47 Petty Officers 2nd Class
MASTER of Martial Arts: [28R 190C (28R 190C)]
After all auxiliary troops have been killed, kill Wild Mary and the Crazy Cook in one attack:
Camp 3c) 1 Wild Mary, 1 Crazy Cook
VETERAN general: [77S 173LB (63S - 70S - 76S)]
VETERAN general: [49S 201XB (41S - 46S - 48S)]
VETERAN general: [2R 47S 1E 200XB (2R 40S - 2R 45S - 2R 47S)]
VETERAN general: [3M 47S 200XB (3M 39S - 3M 44S - 3M 46S)]
VETERAN general: [4M 45S 1E 200XB (4M 39S - 4M 43S - 4M 45S)]
VETERAN general: [54M 1E 190K (47M - 51M - 54M)]
VETERAN general: [20R 40M 1E 189K (20R 33M - 20R 38M - 20R 40M)]
MAJOR general: [80R 1E 189K (70R - 77R - 80R)]
MASTER of Martial Arts: [98S 122LB (77S - 90S - 97S)]
MASTER of Martial Arts: [17R 54S 149XB (17R 45S - 17R 50S - 17R 53S)]
MASTER of Martial Arts: [40R 45M 1E 134K (40R 36M - 40R 42M - 40R 45M)]
Before sending out the third and last wave onto Wild Mary and the Crazy Cook, do make sure that all Petty Officers are dead.
This is very important. Otherwise you will lose quite a few longbows or crossbows.
In the unlikely event (chance being about 1 in 500) that at least one Petty Officer survived,
you will have to send one extra wave before the last one:
Camp 3c) 1 Wild Mary, 1 Crazy Cook, 1 Petty Officer 2nd Class
ANY general: [10C (10C)]
Camp 3c) 1 Wild Mary, 1 Crazy Cook, 2 Petty Officers 2nd Class
ANY general: [18C (18C)]
Camp 3c) 1 Wild Mary, 1 Crazy Cook, 3 Petty Officers 2nd Class
ANY general: [25C (25C)]
Note that these extra horses are not accounted for in the needed troops.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (NO BLOCKS)
If you want to try the blocks, skip this whole section.
If you do not want to try the blocks, but do own a master of martial arts, don't start here. Move up and attack camp 1 instead.
If you do not want to try the blocks in this adventure, kill the camps in the following order:
Camp 2) 100 Caltrops, 100 Petty Officers 2nd Class
ANY general: [1: 200R, 2: 140R (237R - 258R - 276R)]
ANY general: [1: 200R, 2: 75R 50S (237R - 258R - 275R)]
VETERAN general: [225R 25S (188R - 207R - 225R 4S)]
VETERAN general: [164R 1M 85K (138R - 151R - 164R)]
Trap T3) 100 Caltrops
ANY general: [125R (8R - 16R - 25R)]
ANY general: [23R 100S (8R - 16R - 23R)]
Trap T2) 200 Wolves
ANY general: [200R (13R - 14R - 15R)]
ANY general: [13R 187S (13R)]
VETERAN general: [12R 200S (12R)]
Trap T1) 200 Wolves
ANY general: [200R (13R - 14R - 15R)]
ANY general: [13R 187S (13R)]
VETERAN general: [12R 200S (12R)]
These three traps can also conveniently be killed by sending one attack directly onto T1,
and letting your general be intercepted by T3 and T2:
Trap T1) 100 Caltrops (Trap T3), 200 Wolves (Trap T2) and 200 Wolves (Trap T1)
ANY general: [200R (39R - 49R - 58R)]
ANY general: [57R 143S (39R - 49R - 57R)]
VETERAN general: [250R (34R - 42R - 53R)]
VETERAN general: [51R 199S (34R - 42R - 51R)]
The leader camp will need three waves.
If you do not have a veteran general:
Camp 3a) 1 Wild Mary, 1 Crazy Cook, 50 Gunmen, 50 Petty Officers 2nd Class
ANY general: [180C (180C)]
MASTER of Martial Arts: [178R (178R)]
Camp 3b) 1 Wild Mary, 1 Crazy Cook, 30-33 Petty Officers 2nd Class
ANY general: [28R 172C (28R 172C)]
Camp 3c) 1 Wild Mary, 1 Crazy Cook
ANY general: [125S 75LB (99S - 111S - 124S)]
ANY general: [74S 126XB (56S - 68S - 73S)]
ANY general: [70M 5S 125K (66M - 70M 2S - 70M 5S)]
If you do have a veteran general:
Camp 3a) 1 Wild Mary, 1 Crazy Cook, 50 Gunmen, 50 Petty Officers 2nd Class
ANY general: [106C (106C)]
MASTER of Martial Arts: [44C (44C)]
Camp 3b) 1 Wild Mary, 1 Crazy Cook, 41-43 Petty Officers 2nd Class
VETERAN general: [28R 222C (28R 222C)]
Camp 3c) 1 Wild Mary, 1 Crazy Cook
VETERAN general: [77S 173LB (63S - 70S - 76S)]
VETERAN general: [49S 201XB (41S - 46S - 48S)]
VETERAN general: [2R 47S 1E 200XB (2R 40S - 2R 45S - 2R 47S)]
VETERAN general: [3M 47S 200XB (3M 39S - 3M 44S - 3M 46S)]
VETERAN general: [4M 45S 1E 200XB (4M 39S - 4M 43S - 4M 45S)]
VETERAN general: [54M 1S 195K (47M - 51M - 54M)]
VETERAN general: [20R 40M 1E 189K (20R 33M - 20R 38M - 20R 40M)]
MAJOR general: [80R 1E 189K (70R - 77R - 80R)]
If you do have have two masters of martial arts or are prepared to wait 2 hours for him to recover:
Camp 3a) 1 Wild Mary, 1 Crazy Cook, 50 Gunmen, 50 Petty Officers 2nd Class
MASTER of Martial Arts: [178R (178R)]
Camp 3b) 1 Wild Mary, 1 Crazy Cook, 30-32 Petty Officers 2nd Class
MASTER of Martial Arts: [182R (182R)]
Camp 3c) 1 Wild Mary, 1 Crazy Cook
ANY general: [125S 75LB (99S - 111S - 124S)]
ANY general: [74S 126XB (56S - 68S - 73S)]
ANY general: [70M 5S 125K (66M - 70M 2S - 70M 5S)]
VETERAN general: [77S 173LB (63S - 70S - 76S)]
VETERAN general: [49S 201XB (41S - 46S - 48S)]
VETERAN general: [2R 47S 1E 200XB (2R 40S - 2R 45S - 2R 47S)]
VETERAN general: [3M 47S 200XB (3M 39S - 3M 44S - 3M 46S)]
VETERAN general: [4M 45S 1E 200XB (4M 39S - 4M 43S - 4M 45S)]
VETERAN general: [54M 1E 190K (47M - 51M - 54M)]
VETERAN general: [20R 40M 1E 189K (20R 33M - 20R 38M - 20R 40M)]
MAJOR general: [80R 1E 189K (70R - 77R - 80R)]
MASTER of Martial Arts: [98S 122LB (77S - 90S - 97S)]
MASTER of Martial Arts: [17R 54S 149XB (17R 45S - 17R 50S - 17R 53S)]
MASTER of Martial Arts: [40R 45M 1E 134K (40R 36M - 40R 42M - 40R 45M)]
Before sending out the third and last wave onto Wild Mary and the Crazy Cook, do make sure that all Petty Officers are dead.
This is very important. Otherwise you will lose quite a few longbows or crossbows.
In the unlikely event (chance being about 1 in 500) that at least one Petty Officer survived,
you will have to send one extra wave before the last one:
Camp 3c) 1 Wild Mary, 1 Crazy Cook, 1 Petty Officer 2nd Class
ANY general: [10C (10C)]
Camp 3c) 1 Wild Mary, 1 Crazy Cook, 2 Petty Officers 2nd Class
ANY general: [18C (18C)]
Camp 3c) 1 Wild Mary, 1 Crazy Cook, 3 Petty Officers 2nd Class
ANY general: [25C (25C)]
Note that these extra horses are not accounted for in the needed troops.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (FIRST BLOCK)
Move your generals from the landing zone to garrison position G1:http://i232.photobucket.com/albums/e...leJet/MLGA.jpg
- Position A: NORMAL general
- Position B: ANY general
- Position C: NORMAL general
- Position D: VETERAN general or BATTLE HARDENED general
Please note that all blocks from here on are very tight.
When saying that you need to send two generals right after each other,
try to send the second one right after the military tattoo (music) has stopped playing for the first general.
You must not send them too close to each other though. The second general should be sent off 4-5 seconds after the first one.
This also means that if, due to lagging, both generals would march out at the same time, recall them as soon as possible!
If any of the main generals, not heading for camp 2, would become intercepted by camp 2, do recall him immediately.
To save you from a really bad outcome, pick one of the options with only recruits (no soldiers) for general D.
If that general would become intercepted by camp 2, you wouldn't lose any valuable troops,
and could instead revert back to the method without blocks above, where camp 2 has to be killed first.
First, send your fast general towards Trap T1 (the one furthest away). His mission is to kill all three traps:
From D to Trap T1) 100 Caltrops (Trap T3) 200 Wolves (Trap T2) and 200 Wolves (Trap T1)
BATTLE HARDENED general: [200R (39R - 49R - 58R)]
BATTLE HARDENED general: [57R 143S (39R - 49R - 57R)]
VETERAN general: [250R (34R - 42R - 53R)]
VETERAN general: [51R 199S (34R - 42R - 51R)]
Now watch while general D gets intercepted by Trap T3.
When T3 has been killed, general D will instead get intercepted by the nearby Trap T2.
Just after this message has popped up, telling you that your general has been intercepted,
you will see your general marching out above the tree, as shown in the image inset above.
At this very moment, send generals A and B right after each other.
Note that the consist of general B depends on what general you will use for the second attack on camp 3:
From A to Camp 2) 100 Caltrops, 100 Petty Officers 2nd Class
BLOCKING NORMAL general: [1R (1R)]
From B to Camp 3) 1 Wild Mary, 1 Crazy Cook, 50 Gunmen, 50 Petty Officers 2nd Class
ANY general: [180C (180C)] if you do not have a veteran general
ANY general: [106C (106C)] if you do have a VETERAN general
MASTER of Martial Arts: [124C (124C)] if you do not have a veteran general
MASTER of Martial Arts: [44C (44C)] if you do have a VETERAN general
MASTER of Martial Arts: [178R (178R)] if you do have a MASTER of Martial Arts
The blocking general A will serve two purposes. While he blocks Camp 2,
fast general D can keep marching onto Trap T1 and general B can march up to Camp 3.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (SECOND BLOCK)
Unless you already moved a normal general to position C, do so now:http://i232.photobucket.com/albums/e...leJet/MLGB.jpg
- Position C: NORMAL general
- Position D: VETERAN general or ANY general
Send both generals right after each other:
From C to Camp 2) 100 Caltrops, 100 Petty Officers 2nd Class
BLOCKING NORMAL general: [1R (1R)]
From D to Camp 3) 1 Wild Mary, 1 Crazy Cook, 30-33 Petty Officers 2nd Class
ANY general: [28R 172C (28R 172C)]
From D to Camp 3) 1 Wild Mary, 1 Crazy Cook, 41-43 Petty Officers 2nd Class
VETERAN general: [28R 222C (28R 222C)]
From D to Camp 3) 1 Wild Mary, 1 Crazy Cook, 30-32 Petty Officers 2nd Class
MASTER of Martial Arts: [182R (182R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Lootspot (AND POSSIBLE EXTRA BLOCK)
Now is the time to invite a friend to get the other lootspot.
You should let your friend attack Camp 1 from Landing Zone 1 with 1R, thus killing 2 gunmen.
Now you must also check to see what units remain in Camp 3.
Only Wild Mary and her Crazy Cook should still be alive at this stage.
This is very important. Otherwise you will lose quite a few longbows or crossbows on the last block and attack.
There is a small chance (1 in 500) that not all Petty Officers have been killed.
I have chosen to leave this small risk. Otherwise, to completely remove the risk,
the first attack from garrison B onto camp 3 above would have needed 7 more cavalry.
Rather than 500 times losing those extra 7C, it's better to lose an additional 10C every 500 times played.
So, if we would still have surviving Petty Officers,
you will have to send one extra block and attack (e.g. from garrisons A and B) at this stage,
with the setup of general B depending on the number of Petty Officers remaining (1, 2 or 3).
Send both generals right after each other:
From A to Camp 2) 100 Caltrops, 100 Petty Officers 2nd Class
BLOCKING NORMAL general: [1R (1R)]
From B to Camp 3) 1 Wild Mary, 1 Crazy Cook, 1 Petty Officer 2nd Class
ANY general: [10C (10C)]
MASTER of Martial Arts: [1R (1R)]
From B to Camp 3) 1 Wild Mary, 1 Crazy Cook, 2 Petty Officers 2nd Class
ANY general: [18C (18C)]
MASTER of Martial Arts: [1R (1R)]
From B to Camp 3) 1 Wild Mary, 1 Crazy Cook, 3 Petty Officers 2nd Class
ANY general: [25C (25C)]
MASTER of Martial Arts: [1R (1R)]
Note that these extra horses are not accounted for in the needed troops.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (LAST BLOCK)
Wait till your fast general has recoverd (unless you have two of them).
If have only two normal generals, or in case you've had to make some attack more than once,
wait also till one normal general has recovered and move your fast general next to him.
You can choose garrison positions A and B, C and D or E and F.
If you have at least three normal generals and only have to wait for your fast general to recover, use garrison positions E and F:http://i232.photobucket.com/albums/e...leJet/MLGC.jpg
- Position E: NORMAL general
- Position F: VETERAN general or ANY general
Send both generals right after each other:
From E to Camp 2) 100 Caltrops, 100 Petty Officers 2nd Class
BLOCKING NORMAL general: [1R (1R)]
From F to Camp 3) 1 Wild Mary, 1 Crazy Cook
ANY general: [125S 75LB (99S - 111S - 124S)]
ANY general: [74S 126XB (56S - 68S - 73S)]
ANY general: [70M 5S 125K (66M - 70M 2S - 70M 5S)]
VETERAN general: [77S 173LB (63S - 70S - 76S)]
VETERAN general: [49S 201XB (41S - 46S - 48S)]
VETERAN general: [2R 47S 1E 200XB (2R 40S - 2R 45S - 2R 47S)]
VETERAN general: [3M 47S 200XB (3M 39S - 3M 44S - 3M 46S)]
VETERAN general: [4M 45S 1E 200XB (4M 39S - 4M 43S - 4M 45S)]
VETERAN general: [54M 1E 190K (47M - 51M - 54M)]
VETERAN general: [20R 40M 1E 189K (20R 33M - 20R 38M - 20R 40M)]
MAJOR general: [80R 1E 189K (70R - 77R - 80R)]
MASTER of Martial Arts: [98S 122LB (77S - 90S - 97S)]
MASTER of Martial Arts: [17R 54S 149XB (17R 45S - 17R 50S - 17R 53S)]
MASTER of Martial Arts: [40R 45M 1E 134K (40R 36M - 40R 42M - 40R 45M)]
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.
Tage, would it be possible to include the old way of the last block on stealing from the rich on the original post? like in aor put a link for the other post with the old images.Spoiler
Thanks :)
Hi Tage,
I got 2 MLs in my star menu sitting idle. If you want to fine tune your guide further give me a buzz :)