Thanks Sumee. :)
I actually finally found 2 MLs myself after playing IotP 10 times.
Thus, at the moment I don't need any more of them!
Thanks Sumee. :)
I actually finally found 2 MLs myself after playing IotP 10 times.
Thus, at the moment I don't need any more of them!
Stealing with cannoneers
(other camps are like in Tages post, no need cannoneers there)
Camp 12
68R
102E
80K
Camp 14
102R
1S
147K
Camp 8
55R
24ES
171K
Camp 11
111R
1E
138K
Camp 10
93R
1M
8E
148K
Camp 20
80R
6E
164K
Hi all,
In the guide to the Horseback-adventure it says: "BATTLE HARDENED general: [117R 83K (115R - 116R - 117R)] {4 rounds of fighting}"
83K??? What is the K?
Regards,
Jizzy
thanks Tage, uploaded in front page
u do know that if u send alot of gens u can cut down on waiting time as all gens that dont land on an island and are in star menu those troops are free to be loaded onto gens on the island on the adv that way u can top the gens up and keep them going ....at the same time as sending the gens back to top up and return again this helps alot with vet gen as then he stays at 250 troops if u send a back up gen to cover his losses so adv done faster ...but u need to work out for each adv what the max gen count is on the island starting point so u will know what extra troops can be taken and unloaded ...hope that helps
Great update Tage i was searching for good SFTR map with K and ES. I noticed you have incomplete info on your page for one veteran with cannoneers: Units needed, maximum: 574R 9M 1S 244C 179K (1007 units).
forum.thesettlersonline.com/threads/16332-Killste-Collected-Adventure-Guides-by-Various-Authors?p=189886&viewfull=1#post189886
You miss elite soldiers (ES), if Killste is correct you need also 102 ES for SFTR and i noticed in your blocks you need maximum 26ES? Which info is correct? Can you update this?
Actually, you only need one soldier or elite soldier. The blocks can all be done with cavalry.
For a few attacks I have given optional setups where you don't need the full amount of cannoneers to kill the camp.
In that case you would be needing 166K and 26ES (instead of 179K).
I did add that optional setup of total troops needed for you as well though. :)
Tage, I think there is an error in in the number of troops required for a veteran general. In the summary at the beginning, you give the maximum number of soldiers needed as 88s but the setup given for Camp 12 asks for 168S
Tage, would using cannoneers on any camps reduce losses in Sons of the Veldt?
I too have just got to 48 and am now looking for more savings by using the cannoneers.
I have been looking at Stealing and have saved around 100R's so far. Just starting to look at Victor too!
The cannoneers aren't going to be as great as I was hoping for but every Recruit, Militia and Soldier saved has to be a good thing.
It just a shame we can't save the Cavalry losses (Sons, Motherly Love and Victor)- as they take so long to train up again after loosing them.
So I noticed and believe me it's much appreciated. I cannot fault any of your guides. Clear, accurate & fun. I love technical round blocks :-) I simply noticed that Sons hadn't been 'cannoned' and wondered if it was because there wasn't any benefit. If there is, great! I'll wait patiently!
In fact, there isn't really much benefit from using cannoneers in Sons of the Veld.
Main reason is that most leader camps have bosses with last strike ability, which you would rather kill with crossbows as soon as possible.
Only if the cannoneers would help reducing the number of rounds fighting, would they help reducing the losses.
Unfortunately those camps are few in SotV.
I've added alternative setups for all camps where cannoneers give the same or a better outcome.
For one camp, the last one, camp 23, it would be disasterous to use cannoneers though.
Please be careful with these setups now in the beginning.
They are not double and triple checked as thoroughly as I normally do. :)
Island of the Pirates
Veteran and maximum number of round blocks
Average Losses (Veteran + Cannons): 217R
Average Losses (MoMA + Cannons): 152R
Adventure Info:
Player Level: 26+
Difficulty: 3/10
Number of Players: 1
Duration: 3 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 150 map fragments
http://i232.photobucket.com/albums/e...P20Mission.jpg
https://lh3.googleusercontent.com/-L...345-no/IoP.png
For more information about the loot, please refer to Triple-J's Loot Overview
http://i232.photobucket.com/albums/e...PiratesMap.jpg
QUICK LINKS: ... LANDING ZONE ... G1 ... G2 ... G3 ... G4
This guide uses the maximum number of blocks and requires that you do have a veteran general and elite soldiers.
I wouldn't recommend this, unless you're completely content with how the blocks work,
or if you don't want to risk losing any valuable troops.
If you want to play it safer, use my original guide to Island of the Pirates instead.
You need to send troops 4 (or 5) times. In all cases, the needed generals can carry all needed troops.
Five versions are presented below, with the following minimum number of generals:
One VETERAN general
Three NORMAL generals, using three round blocks
- Units needed, average: 315R 162S 101E 249C (827 units)
- Units needed, maximum: 335R 163S 101E 249C (848 units)
- Units lost, minimum: 278R
- Units lost, average: 310R
- Units lost, maximum: 335R 2S
One VETERAN general with Crossbows
One BATTLE HARDENED general
Three NORMAL generals, using three round blocks
- Units needed, average: 232R 162S 101E 249C 67B 68XB (879 units)
- Units needed, maximum: 251R 163S 101E 249C 67B 68XB (899 units)
- Units lost, minimum: 206R 67B
- Units lost, average: 231R 67B
- Units lost, maximum: 251R 2S 67B
One VETERAN general (risky one)
Three NORMAL generals, using three round blocks
- Units needed, average: 277R 162S 101E 1B 249C (790 units)
- Units needed, maximum: 297R 163S 101E 1B 249C (811 units)
- Units lost, minimum: 240R
- Units lost, average: 272R
- Units lost, maximum: 297R 2S
One VETERAN general with Cannoneers
Three NORMAL generals, using three round blocks
- Units needed, average: 225R 3M 30S 154E 249C 1B 149K (810 units)
- Units needed, maximum: 245R 3M 32S 154E 249C 1B 149K (832 units)
- Units lost, minimum: 186R
- Units lost, average: 217R
- Units lost, maximum: 245R 3M 2S
One MAJOR general with Cannoneers
Three NORMAL generals, using three round blocks
- Units needed, average: 221R 30S 1M 154E 249C 1B 165K (820 units)
- Units needed, maximum: 241R 32S 1M 154E 249C 1B 165K (842 units)
- Units lost, minimum: 186R
- Units lost, average: 217R
- Units lost, maximum: 241R 1M 1S
One MASTER of Martial Arts with Cannoneers
Three NORMAL generals, using three round blocks
- Units needed, average: 157R 30S 1M 171E 199C 1B 120K (679 units)
- Units needed, maximum: 179R 31S 1M 171E 199C 1B 120K (702 units)
- Units lost, minimum: 122R
- Units lost, average: 152R
- Units lost, maximum: 179R 1M 1S
This guide includes three round blocks of method 2.
Game flow, garrison settings and losses (minimum - average - maximum):
http://www.thesettlersonlinewiki.com...s/ornament.png Landing Zone (Camp 1)
Before sending any generals to the adventure, make sure your veteran general has the troops needed to kill camp 1.
To get your generals to arrive properly and not having to move your generals around too much, send your veteran first.
If you want to send a Master of Defence for the first block, send him right after your veteran.
After your veteran, send all your normal generals (you need at least three of them).
Finally, wait a couple of minutes, and send your battle hardened general (if you opt for that version needing it).
When you've sent your generals, go to the island and wait for them to arrive.
Your veteran will arrive first. As soon as he's arrived, move him from position X to garrision position B:
http://i232.photobucket.com/albums/e.../PiratesG1.jpg
As soon as you have your veteran in place, attack camp 1:
From B to Camp 1) 100 Deckscrubbers, 50 Gunmen
VETERAN general: [1S 249C (0 - 0 - 1S)]
VETERAN general: [1E 249C (-)]
MASTER of Martial Arts: [1S 199C (-)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G1 (Camps 2-3, BLOCK)
After your veteran, your next three generals to arrive will occupy positions X, Y and Z.
Any general arriving after these four will be unloaded and made available to be placed later.
If you did send a battle hardened general, he will arrive before any normal generals and occupy position X.
Positions Y and Z should be taken by normal generals. Position Y is the same as garrison position A:
http://i232.photobucket.com/albums/e...PiratesG1B.jpg
Send both generals right after each other:
From A to Camp 2) 50 Caltrops, 100 Deckscrubbers
BLOCKING NORMAL general: [54S (-)] {140-220 seconds of fighting}
BLOCKING NORMAL general: [47E (-)] {140-260 seconds of fighting}
BLOCKING NORMAL general: [1S 46E (-)] {160-260 seconds of fighting}
BLOCKING MASTER of Defence: [38E (-)] {110-220 seconds of fighting}
From B to Camp 3) 50 Caltrops, 100 Saberrattlers, 50 Gunmen
VETERAN general: [74R 168S (60R - 68R - 74R 1S)] {30 seconds of fighting}
VETERAN general: [74R 113S 55E (60R - 68R - 74R 1S)] {30 seconds of fighting}
VETERAN general: [74R 1S 1E 145K (60R - 68R - 74R 1S)] {20 seconds of fighting}
MASTER of Martial Arts: [50R 95S (35R - 42R - 50R)] {20 seconds of fighting}
MASTER of Martial Arts: [49R 90E (35R - 42R - 49R)] {20 seconds of fighting}
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G2 (Camps 4-6, BLOCK)
Move two of your normal generals to garrison position G2.
Your veteran will already be correctly placed.http://i232.photobucket.com/albums/e.../PiratesG2.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: VETERAN general
Send all three generals right after each other:
From A to Camp 4) 60 Caltrops, 60 Deckscrubbers, 60 Knife Throwers
BLOCKING NORMAL general: [11S 50E (-)] {160-240 seconds of fighting, 0.2% chance of 140 seconds}
BLOCKING NORMAL general: [6S 54E (-)] {160-260 seconds of fighting, 0.1% chance of 140 seconds}
From B to Camp 5) 40 Caltrops, 40 Saberrattlers, 40 Gunmen
BLOCKING NORMAL general: [56S (-)] {120-160 seconds of fighting}
BLOCKING NORMAL general: [48E (-)] {120-200 seconds of fighting}
BLOCKING NORMAL general: [1S 47E (-)] {120-200 seconds of fighting}
From C to Camp 6) 80 Caltrops, 80 Saberrattlers, 2 Petty Officers
VETERAN general: [50R 155S (36R - 43R - 50R 1S)] {30 seconds of fighting}
VETERAN general: [50R 1S 1E 135K (36R - 43R - 50R 1S)] {20 seconds of fighting}
MASTER of Martial Arts: [50R 75S (33R - 41R - 50R)] {20 seconds of fighting}
MASTER of Martial Arts: [49R 70E (33R - 41R - 49R)] {20 seconds of fighting}
If sent right after each other, the remaining marching time for the veteran, from the moment when general A starts his fight, till he reaches camp 6 is about 110-115 seconds. Thus, 130-145 seconds would be needed, and normally the block on camp 4 does last at least 160 seconds. However, there is a small chance of this block lasting only 140 seconds. Thus, I cannot guarantee that you will never lose any valuable troops on this block.
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G3 (Trap and Camp 8)
Optionally move one general to garrison position G3.
http://i232.photobucket.com/albums/e.../PiratesG3.jpg
Attack the trap from any convenient position:
From G3 to Trap T1) 100 Caltrops
ANY general: [23R 100S (7R - 16R - 23R 1S)]
ANY general: [23R 1S 99E (7R - 16R - 23R 1S)]
MASTER of Martial Arts: [23R 3S (7R - 16R - 23R 1S)]
If you do not have cannoneers, or want to reduce the risk on the last block a little, kill camp 8 now, in two waves.
If you want to try the risky triple block without cannoneers, leave camp 8 now and move to "G4 with Cannoneers" below.
Send the suicide from garrison position G3 first:
From G3 to Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
ANY general: [38R (38R)]
After this, send your veteran general, from wherever he currently is:
From G1 to Camp 8) 92-100 Deckscrubbers, 40 Gunmen
VETERAN general: [1R 249C (-)]
If you're prepared to lose some cavalry, camp 8 can also be killed in one wave:
Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
VETERAN general: [4R 1S 245C (3R 1C - 4R 10C - 4R 19C)]
VETERAN general: [3R 1E 246C (3R 1C - 3R 10C - 3R 19C)]
Also, if you've got a Master of Martial Arts, but don't want to include camp 8 in the block below, kill camp 8 in one wave first:
Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
MASTER of Material Arts: [35R 35S (25R - 30R - 35R)]
MASTER of Material Arts: [34R 34E (25R - 30R - 34R)]
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4 with Cannoneers or MoMA (Camps 7-10, BLOCK)
If you do not have cannoneers, or do not have a battle hardened general, there is a somewhat risky version included here too.
If you don't like risks, maybe you shouldn't be here in the first place. If you have already killed camp 8, skip this part anyway.
Move your normal generals to garrison position G4.
Your veteran should still be correctly positioned.http://i232.photobucket.com/albums/e.../PiratesG4.jpg
- Position A: NORMAL general
- Position B: NORMAL general
- Position C: NORMAL general
- Position D: VETERAN general or MASTER of Martial Arts or VETERAN general (risky one)
Send all four generals right after each other:
From A to Camp 7) 90 Caltrops, 90 Saberrattlers
BLOCKING NORMAL general: [16S 47E (-)] {140-260 seconds of fighting}
From B to Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
BLOCKING NORMAL general: [62E 1B (-)] {140-200 seconds of fighting}
From C to Camp 9) 100 Caltrops, 70 Saberrattlers
BLOCKING NORMAL general: [56E (-)] {140-260 seconds of fighting}
BLOCKING NORMAL general: [14S 44E (-)] {140-260 seconds of fighting}
From D to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
VETERAN general: [150R 100S (137R - 145R - 150R)] {40 seconds of fighting}
VETERAN general: [98R 3M 149K (83R - 90R - 98R 3M)] {20-30 seconds of fighting}
VETERAN general: [68M 182K (57M - 62M - 67M)] {20 seconds of fighting}
MAJOR general: [94R 1M 165K (83R - 90R - 94R 1M)] {20 seconds of fighting}
MASTER of Martial Arts: [69R 151S (55R - 63R - 69R)] {30 seconds of fighting}
MASTER of Martial Arts: [68R 152E (55R - 63R - 68R)] {30 seconds of fighting}
MASTER of Martial Arts: [58R 1M 120K (47R - 53R - 58R 1M)] {20 seconds of fighting}
Camp 8 will be attacked first, just before camp 7 is attacked. If sent right after each other, the remaining marching time for the veteran, from the moment when general B starts his fight on camp 8, till he reaches camp 10 is about 100-105 seconds. Thus, 120-135 seconds would normally be needed. The block on camp 8 lasts at least 140 seconds and the block on camp 7 normally lasts at least 160 seconds. However, since the attack on camp 10 may last 2 rounds (30 seconds with cannoneers), and since the timing is tight, I cannot guarantee that you will never lose any valuable troops on these blocks. The version with no cannoneers is always going to be quite risky, and I hope you are aware of this!
http://www.thesettlersonlinewiki.com...s/ornament.png Garrison Position G4 without Cannoneers (Camps 7, 9 and 10, BLOCK)
Move your veteran general from position D to position E, and your battle hardened general to position D:http://i232.photobucket.com/albums/e...PiratesG4B.jpg
- Position A: NORMAL general
- Position C: NORMAL general
- Position D: BATTLE HARDENED general or VETERAN general
- Position E: VETERAN general
Send generals A, C and D right after each other:
From A to Camp 7) 90 Caltrops, 90 Saberrattlers
BLOCKING NORMAL general: [16S 47E (-)] {140-260 seconds of fighting}
From C to Camp 9) 100 Caltrops, 70 Saberrattlers
BLOCKING NORMAL general: [56E (-)] {140-260 seconds of fighting}
BLOCKING NORMAL general: [14S 44E (-)] {140-260 seconds of fighting}
The easiest way is to kill camp 10 in one wave, especially if you have a VETERAN general without Crossbows.
If you have VETERAN general with Crossbows, killing camp 10 in two waves would save you some units (see below).
Also, if you have a VETERAN general with Cannoneers, and have already killed camp 8, follow this:
From D to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
VETERAN general: [150R 100S (137R - 145R - 150R)] {40 seconds of fighting}
VETERAN general: [98R 3M 149K (83R - 90R - 98R 3M)] {20-30 seconds of fighting}
MAJOR general: [94R 1M 165K (83R - 90R - 94R 1M)] {20 seconds of fighting}
MASTER of Martial Arts: [69R 151S (55R - 63R - 69R)] {30 seconds of fighting}
MASTER of Martial Arts: [68R 152E (55R - 63R - 68R)] {30 seconds of fighting}
MASTER of Martial Arts: [58R 1M 120K (47R - 53R - 58R 1M)] {20 seconds of fighting}
Camp 10 can also be killed in two waves.
If you have a VETERAN general with Longbows, you may follow this:
From D to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
BATTLE HARDENED general: [47R 93B (47R 93B)] {10 seconds of fighting}
Now wait till general D has reached the side of garrison E, and disappears behind the spruce tree seen in the inset.
From E to Camp 10) 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
VETERAN general: [6R 1E 143C 100LB (5R - 6R - 6R 12C)] {30 seconds of fighting}
If you have a VETERAN general with Crossbows, follow this:
From D to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
BATTLE HARDENED general: [60R 67B (60R 67B)] {10 seconds of fighting}
Now wait till general D has reached the side of garrison E, and disappears behind the spruce tree seen in the inset.
From E to Camp 10) 0-7 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
VETERAN general: [6R 1E 175C 68XB (5R - 6R - 6R)] {30 seconds of fighting}
If sent right after each other, the remaining marching time for the battle hardened general, from the moment when general A starts his fight on camp 7, till he reaches camp 10 is about 95-100 seconds. Thus, 135-140 seconds would be needed. The block on camp 7 normally lasts at least 160 seconds. However, there is a small chance that it will last only 140 seconds, and thus I cannot guarantee that you will never lose any valuable troops on this block.
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.
I find easiest way to beat T15 and still attack tower is put 170C and 30R on gen and send at tower, only lose about 15R and no fear of forgetting the trap
For camp 9 in Witch of the swamp , u also can use 78R 172E makes the min losses 76 recruit but max 78 recruits going out for both worst case senarios its can save u prox 30 recruits
Skuf
That's a good idea! :)
And that was in Stealing from the Rich, in case anybody wondered...
Guide updated (tweaked your setup a little for best results)!
Yes, using elites against the dark high priest keeps the number of rounds at 3, saving us from the losses in the possible fourth round.
You don't even need that many elites (172) to achieve that. It's enough to replace 70 of the soldiers with elites.
Guide updated (elite soldier alternative added to all setups, except the first two). :)
Hi tage, i've used a lot of your guides. Now i find new pirates guide a little miscalculated. It says that you need (with vet+xbow) 156S and 101E at adventure but camps 4-6 with blocks (50R+155S, 1S+47E, 6S+54E) I count 162S+101E. Could you correct that at guide. :) needed to send bhg back and takes 30min extra time now..
Camp 3a) 1 Wild Mary, 1 Crazy Cook, 50 Gunmen, 50 Petty Officers 2nd Class
ANY general: [180C (180C)]
Camp 3b) 1 Wild Mary, 1 Crazy Cook, 30-33 Petty Officers 2nd Class
Thats not correct... Had 47 Petty Officers 2nd Class after 1. attack
Thank you Tage for the guides!
I did Outlaws with BHG and crossbows and have a few comments:
Total number of troops required/lost seems to be bit off. The numbers I got summing up all the average values were 547R 178S 414C 196XB required 543R 74S 30C lost. I think this is related to camp 12 where you can lose ~90R instead of 30 cavs but that option is not listed. At least those are the cavalry losses not accounted for in the total number. There was no militial listed for any of the BHG/Any General setups either but 6M is listed as required troops.
Also the Any General setups for camp 1 have 201 units.
Keep up the good work and thanks again :)
Thanks Barthamon! :)
I just recently added that version with 30C as an option,
and for some reason seem to have removed the original setup, upon which the troops needed and lost are based:
Camp 12) 30 Scavengers, 30 Guard Dogs, 100 Stone Throwers
ANY general: [101R 99S (80R - 91R - 101R)]
Added that back into the guide as the first option for camp 12.
One cavalry is usually considered to be valued four times that of a recruit, so losing 91R is still better than losing 10R+30C.
The reason I've added those setups with 30C is a new quest that's now available on the test server; to play Outlaws losing less than 500R.
I've started to update Outlaws to include optional garrison setups, helping with the fulfilment of that quest.
Yes, that is clearly an error. Those 6M aren't listed in my Excel sheet either... removed them from the needed troops.
With the next update there will be more optional setups though, also including more militia and less soldiers for that last camp.
I'm also working on adding setups for those not having fast generals and not wanting to do some or any of the blocks.
EDIT: Those 6M used to be needed by the two blocks onto camps 13 and 14.
I recalculated them some time ago, but obviously never corrected the troops needed for the BHG setups.
Oups, fixed those two.
Hey Tage great guides btw but I have a notice for your new Island of the Pirates guide for veteran. If it is possible can you provide options without elite soldiers? I do have veteran general but haven't reached the point where I can recruit elite soldiers yet. Thanks
Unfortunately those blocks (especially on camps 4, 7 and 8) are so tight,
that using soldiers instead of elite soliders in them would make them a bit too risky.
Thus, I would recommend sticking to the blocks presented in my original guide to IotP for the time being (till you get your elite soldiers).
That guide has blocks using only normal soldiers as options for camps 2, 5 and 9, and doesn't block camps 4, 7 or 8.
I wouldnt be surpriced if I did that... but deleted my battle-reports... Anyway thanks for nice guides even if Im right
Hi,
great guides but i have seen a difference in "old Friends"
I beaten camp 8 in a single wave with 50R 60C 60S and 80Xbows with only 50R and 42S loss
if someone already pointed this out sorry but havent seen it ...
replayed it in simulator numerous times, it always gave similar values
Thanks, I'll add that as an option when I update the Old Friends guide.
(I need to remove that 1R block that the new pathing made impossible anyway).
I'll probably tweak that setting a little though, optimising it a little further
(criterion being that the number of rounds fighting is 4, and not 5).
You can increase the cavalry, or either increase the recruits or completely omit the recruits, and get these:
50R 46S 1E 75C 78XB (50R 32S - 50R 41S - 50R 46S)
68R 41S 1E 61C 79XB (68R 27S - 68R 35S - 68R 41S)
62S 4E 109C 75XB (51S - 60S - 62S 3E)
Can I post a Secluded Experiments guide here? And then you can tweak it further in any way you like. Atm is VET+round blocks +no-cannons (I`m lvl44, had no way of checking the cannon hits).
Double veteran with cannons and Major General version here
Updated guide taking in consideration the larger agro-zones causing troubles in some blocks.
Secluded Experiments with Polymer`s minds
Secluded Experiments is one of the most un-desirable adventures at the moment. Yet it offers a pretty nice xp and a heavy diversion from the regular Nords or other "boring"adventures. All with a cost though.
http://www10.pic-upload.de/29.10.12/q4fh492ky6kw.jpg
Alternate image
For this adventure it is preferable you have at least:
* 1 Veteran General
* 2 Fast General (Battle Hardened, Grim Reaper)
* 2 Normal General
* Level 3 Barracks
* Full capacity to train required troops during the 10 days this adventure lasts, i.e. weapons in storehouse and enough +625 settlers sets in star menu
Disclaimer: understand that you play an adventure at your own risk, always check yourself troop setups with a simulator and keep an eye on the blocks making sure they work. I post only ideas that worked for me. Dead troops are gone and won`t be refunded :)
Also, my setups are not necessarly the most economical ones. I assume the troops are there and given that they can be used. I also assume you don`t start a hard adventure without having enough higher tier troops.
If you don`t have lag , you can do blocks and you can keep your eyes open while at it use this, otherwise don`t complain your blocks didn`t work. This is a guide you can choose to use, I don`t force you to.
Return to home map and then back to adventure after taking down a sector, make sure taken down sector borders are BLUE
I was alone on the map when I created this guide, having 2 or more people active on the map can and in most cases will create map-lag. That will require small adjustments to blocks only you can test.
Use with caution, this guide is NOT to be used unless you accept full consequences of it
Polymer
http://static3.thesettlersonline.com...r/ornament.pngSector 1: 2050 xp
C1: 400 xp
C2: 750 xp
C3: 900 xp
C1: 100 gunmen, 100 sabrerattlers---
25R, 225C (25R)
C2: 150caltrop, 100officer ---
block: 122ES, 60C --- 5-9 rounds, avg 6.5 ----regular gen {140-180 sec, avg 160 sec}
C3: 1 cook, 100 officers, 50 gunmen
w1: 8R, 175B (8R, 175B) -- BHG, 1 round {10 sec}
w2: 150R, 1S, 99ES (150R, 1S) -- vet, 1-2 rounds, avg 1 {30-40 sec, avg 30 sec}
Send regular general, battle hardened general (or any fast general) and the veteran general in this order and one after the other to corresponding camps.
http://www10.pic-upload.de/24.10.12/ge9a1zujoh9z.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.pngSector 2: 2150 xp
C4: 800 xp
C5: 400 xp
C6: 950 xp
C4:
100 officer, 100 gunmen
235R, 15ES (max 235R,9ES; avg 235R, 1ES)
C5:
100 caltrop, 150 gunman
block:
1R for 1 round ---- OR -----
51S, 58ES for 5-9 rounds, avg 6.57 {140-180sec, avg 180sec} --- normal gen
optional kill: 110R, 140ES
C6:
1 cook, 50 caltrop, 50 gunman, 100 officer
w1: 70R (70R) --- 1 round , use fast gen {10 sec}
w2: 8R, 175B (8R, 175B) --- 1 round , use fast gen {10 sec}
w3: 150R, 1S, 99ES (150R, 1S) --- 1-2rounds round , veteran {30-40 sec}
~65 seconds
Wait untill regular general reaches at that blue dot before sending the others
http://www10.pic-upload.de/29.10.12/qk76opkfy7oi.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.pngSector 7: 3200 xp
C19: 400 xp
C20: 600 xp
C21: 900 xp
C22: 650 xp
C23: 650 xp
Send generals in order, wait 3-5 seconds before sending general 2, general 1 should almost enter his camp when general 2 exits his garrisson. Send the veteran after general 2.
C19:
200 sabrerattler
optional kill: 64R,1ES, 93C, 92XB (64R) ---2 rounds
block: 1S, 71ES --- 6-11 rounds, avg 8.15; regular general {160-220 sec, avg 200 sec}
C21:
50 decksrubber, 100 officers
block: 112ES, 6C --- 5-8 rounds, avg 6.31; regular general {140-160 sec, avg 160 sec}
C22:
3 cook, 150 gunman
45R, 1ES, 145C, 59XB (45R) --- 3 rounds, veteran general {50 sec}
http://www7.pic-upload.de/26.10.12/xeooqu1273xa.png
http://imageshack.us/a/img202/8422/seblock3double.png
http://static3.thesettlersonline.com...r/ornament.pngSector 6: 2800 xp
C16: 800 xp
C17: 350 xp
C18: 950 xp
C32: 700 xp
Attack sector 6 leadercamp directly from garrissons placed in sector 7.
C18:
1 cook, 50 caltrop, 50 gunman, 100 officer
w1: 70R (70R)
w2: 8R, 175B (8R, 175B)
w3: 150R, 1S, 99ES (150R, 1S) --- veteran
http://static3.thesettlersonline.com...r/ornament.pngSector 8: 4750 xp
C24: 600 xp
C25: 550 xp
C26: 800 xp
C27: 400 xp
C28: 600 xp
C29: 750 xp
C30: 650 xp
C31: 400 xp
Attack sector 8 camps from garrissons placed in sector 7.
C27:
200 sabrerattlers
64R, 1ES, 85C, 100XB (61R)
there is a "broken handcart" right next to this camp
C28:
75 officers, 75 gunmen
block no1: 1R(1R) ---- do not replace with a multiple troops block, there is another leader in this sector so you`d lose the blocking troops
C26:
2 cook, 100 gunmen, 100 sabrerattler
70R, 1ES, 130C, 49XB (70R)
Send regular general with the lonely recruit to attack leader camp (and it will get intercepted by the other camp). When blocking general reaches red sign, send veteran to attack.
http://www10.pic-upload.de/29.10.12/539pvidr8yxl.png
Alternate image
C28:
75 officers, 73 gunmen
block no2: 1M, 102ES --- 5-8 rounds, avg 6.17.
Send generals one after the other (regular first). Recompute block accordingly to what troops left inside (previous block killed 2 gunman at least), deduct roughly 1ES every 2 extra gunmen killed.
C30:
2 bulls, 75 officers, 100 caltrop
152R, 98ES (152R) --- 3 rounds
http://www7.pic-upload.de/29.10.12/46bsvvsh2fft.png
http://imageshack.us/a/img96/4294/seblock5.png
http://static3.thesettlersonline.com...r/ornament.pngSector 12: 4500 xp
C57: 600 xp
C58: 600 xp
C59: 400 xp
C60: 450 xp
C61: 600 xp
C62: 1450 xp
C63: 400 xp
C57:
75 officers, 75 gunman
143R, 107ES (143R)
C61:
100 officers
140R, 110ES (140R, 1ES)
C63:
200 gunman
210C (0C)
C62:
3 cook, 50 gunmen, 125 officers
w1: 23R, 147B (23R, 147B)
w2: 15R, 150B (15R, 150B)
w3: 8R, 242B (8R, 242B) -- veteran rests for 2 hours
w4: 145R, 105ES (145R)
C59:
200 sabrerattlers
block: 72 ES, 2C --- 6-12 rounds, avg 8.21/ use regular general
C60:
2 bull, 50 gunmen, 125sabrerattlers
38R, 1ES, 190C, 21XB (38R) --- 3 rounds
Send regular general first followed by the veteran.
http://www7.pic-upload.de/27.10.12/515omsure5.png
http://imageshack.us/a/img842/1559/seblock6.png
http://static3.thesettlersonline.com...r/ornament.pngSector 11: 1850 xp
C53: 600 xp
C54: 300 xp
C55: 550 xp
C56: 400 xp
C54:
100 decksrubber, 100 sabrerattler
optional kill: 39R, 1ES, 205C, 5XB (39R)
block: 64ES, 9C --- 7-11 rounds, avg. 8.35 / use regular general {180-220 sec, avg. 200 sec}
C55:
block: 92ES --- 4-8 rounds, avg 5.8 / use regular general {120-160 sec, avg 160}
optional kill: 125R, 125ES (125R)
C56:
2 bulls, 75 sabrerattlers, 75 gunman
19R, 1ES, 220C, 10XB (19R) --- 3 rounds
Send general 1 to block C54, wait for him to cross the border (the black line on the image), then send general 2, when general 2 is about to cross the black line (2 to no steps ahead), send general 3. This block is a bit risky and can be short (mostly on second part of the block), yet I succeeded on it.
http://www7.pic-upload.de/15.04.13/16ahb9edr3h.png
http://s20.postimg.org/vtpr06bq5/SE_BLOCK_S11.png
initial block from before bigger agrozones
Alternate image from before bigger agrozones
http://static3.thesettlersonline.com...r/ornament.pngSector 10: 5350 xp
C46: 900 xp
C47: 350 xp
C48: 1050 xp
C49: 650 xp
C50: 700 xp
C51: 700 xp
C52: 1000 xp
Keep following attack order, block needs to be done LAST.
Move veteran in sector 7 in order to kill camp 46.
C46:
3 crazy cooks, 150 sabrerattlers
98R, 1ES, 9C, 142XB (98R)
Attack camp 52 directly from camps placed in sector 11 or in sector 12. No block needed.
C52:
1 crazy cook, 50 caltrop, 125 officers
w1: 70R (70R)
w2: 10R, 190B (10R, 190B)
w3: 170R, 80ES (170R)
C49:
100 officers, 50 caltrop
block: 110ES, 4C --- 5-8 rounds, avg. 6.16 / use regular general --- {140-160 sec, avg 160sec}
C48:
1 crazy cook, 125 officers, 50 gunman
w1: 8R, 191B (8R, 191B) --- use fast general --- {10 sec}
w2: 207R, 43ES (207R) --- {30 sec}
http://www10.pic-upload.de/29.10.12/dx1eeu3m1bt.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.pngSector 5: 2050 xp
C13: 400 xp
C14: 750 xp
C15: 900 xp
Attack sector 5 camps from garrissons placed in sector 6.
C14:
150caltrop, 100officer ---
block: 122ES, 60C --- 5-8 rounds, avg 6.5 ----regular gen {140-160 sec}
C15:
1 cook, 50 gunman, 100 officer
w1: 8R, 175B (8R, 175B) --- fast general /1round {10 sec}
w2: 150R, 1S, 99ES (150R, 1S) --- veteran /1-2 rounds {30-40 sec}
http://www7.pic-upload.de/29.10.12/xeqsfayl1qao.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.pngSector 4: 1450 xp
C11: 550 xp
C12: 900 xp
C11:
100 caltrop, 75 officers
block: 105ES, 14B --- 5-8 rounds, avg 6; regular general {140-160 sec, avg 160 sec}
C12:
1 crazy cook, 100 officers, 50 sabrerattlers
w1: 8R, 242B (8R, 242B) --- veteran rests for 2 hours
w2: 116R, 84ES (116R)-- use fast general
http://www10.pic-upload.de/29.10.12/udx6ud85472r.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.pngSector 3: 2475 xp
C7: 600 xp
C8: 400 xp
C9: 600 xp
C10: 875 xp
C9:
50 decksrubber, 75 officers, 50 gunman
block: 2S, 110ES --- 5-8 rounds, avg. 6.36 / regular general {140-160 sec, avg. 160 sec}
C10:
1 crazy cook, 100 officers, 75 caltrop
w1: 250R (250R) --- 2 rounds, veteran rests 2 hours {20 sec}
w2: 115R, 85 S/ES (115R) --- use fast general {10 sec}
http://www10.pic-upload.de/29.10.12/n5wnyq1zufv.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.pngSector 9: 7310 xp
C33: 660 xp
C34: 800 xp
C35: 500 xp
C36: 400 xp
C37: 400 xp
C38: 400 xp
C39: 900 xp
C40: 350 xp
C41: 500 xp
C42: 500 xp
C43: 350 xp
C44: 550 xp
C45: 1000 xp
C33:
110 officers
155R, 95ES (148R)
C35:
50 officers, 100 sabrerattlers
block: 1R (1R)
C34:
2 cook, 50 officers, 50 gunmen
81R, 119M, 50ES (81R, 114M)
http://www10.pic-upload.de/30.10.12/9365gtlzmry1.png
Alternate image
C38:
200 sabrerattlers
64R, 1ES, 93C, 92XB (64R)
If attacks come from sector 6, the generals will pass right between the influence zones of enemy camps and hit directly on camp 40 and then on camp 45.
http://www7.pic-upload.de/30.10.12/owg4qkxbldf.png
http://img201.imageshack.us/img201/8...40position.png
Alternate image
C40:
50 caltrop, 150 gunman
w1: 63R (63R)
w2: 250C (0C)
C45:
3 crazy cook, 50 gunman, 50 officers
w1: 30R, 141B (30R, 141B)
w2: 20R, 141B (20R, 141B)
w3: 163R, 87ES (163R)
option 1:
w1: 50C (50C)
w2: 50R, 137M, 63ES (50R,137M)
option 2:
w1: 240R, 10M (240R,10M)
w2: 161R, 89ES (161R)
option 3:
w1: 50C (50C)
w2: 229R(229R)
w3: 85R, 165ES (80R)
Time to call in lootspotters. Have them send attacks on C35 with 1R from landing zone or from sector 5.
C42:
50 officers, 100 gunman
block: 3S, 89ES --- 6 rounds/ use regular general
C39:
2 crazy cook, 50 officers, 100 sabrerattlers
w1: 139R (139R) --- use fast general
w2: 200R, 50ES (187R) --- veteran
http://www7.pic-upload.de/31.10.12/ezbk9h27p5yu.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.png Summary:
http://www10.pic-upload.de/31.10.12/jb6haon5ju68.png
Alternate image
http://static3.thesettlersonline.com...r/ornament.png Loot:
http://www10.pic-upload.de/31.10.12/62pr9d8e8uoj.png
http://www7.pic-upload.de/31.10.12/j9cx1xoiy74l.png
traitors = Garrison Position G2 (CAMP 7)
If you only have normal generals, you will have to kill camp 7 as well, in two waves:
From B to Camp 7) 60 Milita Deserters, 60 Soldier Deserters, 60 Cavalry Deserters
ANY general: [168R (168R)]
From C to Camp 7) 40-60 Soldier Deserters
ANY general: [45R 1S 127C 30XB (16R - 27R - 42R)]
thats 203 units
Not my idea there, got it from a map off a german site, just can`t refind it to properly credit the right man :)
Imagine I was bored enough to do it twice ...