[Guide] Playing with Polymer`s minds - updated New Combat System
Most of the guides below are not 100% my work, most of the time the are detailed versions of other creators maps or guides.
These guides are mainly intended to players with good blocking skills. I use blocks as often as possible as it saves a lot of troops, Be smart and use them too!
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 and the possibility of replacing dead troops in a decent amount of time.
Fairy adventures: - out of date, old versions kept for comparison, see new versions at start of this post
From A to Camp 2) 100 Soldier Deserters, 100 Bowman Deserters BLOCKINGNORMAL general:[61S 128C (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds} BLOCKINGNORMAL 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) BLOCKINGNORMAL general:[11R 19M 91S (-)] {180 - 340 seconds of fighting, 0.1% chance of 160 seconds} BLOCKINGNORMAL general:[41S 62E (-)] {200 - 380 seconds of fighting, 0.2% chance of 180 seconds}
Send general C only when B has arrived to the marked spot.
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)] {30-40 seconds of fighting} MAJOR general:[120R 1E 149K (100R - 120R)] {30-40 seconds of fighting} MMA general:108R, 1M, 111K (108R)
From A to Camp 5) BLOCKINGNORMAL general:[1R (1R)]
or BLOCKINGNORMAL general: [1R 6M 1S 190C (-)] {200 - 300 seconds of fighting, 0.1% chance of 180 seconds}
From B or C to Camp 6 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin VETERAN general:[130R 4M 116K (100R - 123R - 130R 3M)] MAJOR general:[128R 4M 138K (113R - 128R 3M)] MMA general:110R, 1M, 109K (110R)
If you haven't invited any friends for the lootspots yet, do it now.
Each lootspot buyer should bring a general with 1R to attack Camp 17 (needs moving on the right side of general B) or 1C to attack Camp 11 (can attack from landing zone).
You can use the time till friend arrives to kill the skipped sector, or you can wait ultill first lootspotter lands in the area close to that sector and makes kill before finishing the sector
From A to Camp 14) 100 Elite Soldier Deserters, 50 Longbowman Deserters BLOCKINGNORMAL 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 115K (112R - 125R - 133R 2M)] {150 seconds of fighting} MAJOR general: [133R 137K (115R - 133R )] {150 seconds of fighting} MMA general:[83R 137K (62R - 83R )] {150 seconds of fighting}
Updated guide taking in consideration the larger agro-zones causing troubles in some blocks.
Secluded Experiments
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.
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
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
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.
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
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.
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.
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
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)
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
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.
Possibly block issues as I`m getting reports of too short blocks in s2, 7, 8, use with extreme care
Use the options to kill camps in the least rounds possible, it seems 1 round wins, 2 rounds loses. On double blocks, send the best general on the far away leader camp
As was announced in News the adventure "More Secluded Experiments" has been added to loot drop (still have to see it drop though).
In case of only 1 veteran, use the silvered alternate setup.
Blocks are designed to be long and not necessarly victorious, out of all setups I chose the one giving highest average number of rounds.
Play this if you are expert level on blocks and have the right temper for it.
In the Summary , maximum losses aren`t cosmetic fitted in any way, they`re exactly that, maximum. Final results will be under that for sure.
For this adventure it is preferable you have at least:
* Major General
* 2 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
Legend: block REGULAR general VETERAN general MAJOR general MMA general
Notes:
1. Sectors 3, 4, 5, 6 can be skipped for a while, but sector 5 (and sector 6 to get to sector 5) has to be killed before sector 9.
2. Make sure you choose proper options on how to kill certain camps, especially if you do this adventure because a quest or you intend to sell lootspots (ex. major option on sector 12 camp 62 will kill 50C, 36C in sector 10 and possibly 40C more in sector 9, total of 126C which may be incompatible with some quests= complete SE while kill less than 100C).
3. Major general options usually kill a lot of militia, but do consider the fact that they save a lot of bowman and recruits (about 400R+B per 130M compared to veteran option)
C1: 100 gunmen, 100 sabrerattlers--- REGULAR general block: 36ES, 49C {5-9 rounds, avg 6} -- it is possible for the block to come short yet within demolishion time of the camp
FAST generalw1: 70R (70R) --- 1 round {10sec} MAJOR general w2: 133M, 137K (133M) --- 2 rounds {40sec} , do not use soldiers to replace missing militia, enemy will take hits on cannons MMA general w2: 45R, 66M, 109K (45R, 66M)
or
single wave: MMA general 8R, 100M, 1ES, 111K (8R, 100M)
Send the 2 regular generals to block their respective camps. Wait until the second general passed first black dot, then send the other 2 veteran generals (or fast general + Major) to attack the leader camp. Only try the block though if you have enough spare troops and the willing to gamble with them.
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.
DOUBLE VETERAN SETUP For single veteran, block C28 twice (first time with 1R only) and attack the leader camps one at a time, use original guide here for block positions.
C27: 200 sabrerattlers VETERAN general 64R, 1ES, 85C, 100XB (64R) MAJOR general 60R, 1ES, 150C, 59XB (60R) MMA general 58R, 1ES, 90C, 71XB (58R)
Allow the blocking general to exit his camp and make 2 steps before sending the veterans. Double check setups and make sure to send proper general to proper leader camp.
REGULAR general block: 64ES, 9C --- 7-11 rounds, avg. 8.35 / use regular general {180-220 sec, avg. 200 sec}
C55: REGULAR general 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 VETERAN general 22R, 1ES, 146C, 81K (22R) --- 1 round (thanks Aklbr for the setup) MAJOR general 19R, 1ES, 175C, 75K (19R) MMA general 16R, 200C, 4ES (15R)
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.
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 VETERAN general 95R, 1ES, 15C, 139K (95R) MAJOR general 87R, 45C, 1ES, 137K (87R) MMA general 86R, 1ES, 133K (86R)
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 VETERAN generalw1: 8R, 215B (8R, 215B) - veteran rests 2 hours OR w1: 8R, 150B, 42LB (8R, 150B, 42LB) VETERAN generalw2: 180R, 70K (180R)
MAJOR general 147M, 1ES, 122K (147M) MMA general 178M, 42K (178M)
Block section starts here:
C49: 100 officers, 50 caltrop REGULAR general block: 110ES, 4C --- 5-8 rounds, avg. 6.16 / use regular general --- {140-160 sec, avg 160sec}
MAJOR general 110R, 35M, 125K (110R, 35M) --- in 4 cases out of 2200 the fight might take 2 rounds (doesn`t matter, block takes long enough) and maybe lose up to 3 cannons.
C10: 1 crazy cook, 100 officers, 75 caltrop VETERAN general 6R, 106M, 138K (6R, 106M) ---- DO NOT replace militia with soldiers or elites or the enemy officers will hit on cannons instead of hitting on militia MAJOR general 86R, 52M, 132K (86R, 52M) MMA general 24R, 92M, 104K (24R, 92M)
Alternate setup --- just change the order in which you place the generals, obviously first general to place and send is the BHG and only after the veteran (used image from the guide without cannons)
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 VETERAN general 175R, 75K (155R) MAJOR general 152R, 1M, 117K (152R, 1M) MMA general 143R, 77ES (143R)
C35: 50 officers, 100 sabrerattlers REGULAR general block: 1R (1R)
C34: 2 cook, 50 officers, 50 gunmen VETERAN general 13R, 68M, 1ES, 168K (13R, 68M) MAJOR general 78R, 23M, 169K (78R, 23M) MMA general 81R, 1S, 138K (81R)
C38: 200 sabrerattlers VETERAN general 64R, 1ES, 89C, 96K (64R) MAJOR general 60R, 1ES, 150C, 59XB (60R) MAJOR general 60R, 1ES, 140C, 69K (60R) MMA general 58R, 1ES, 91C, 70K (58R)
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.
C40: 50 caltrop, 150 gunman ANY generalw1: 63R (63R) ANY generalw2: 1 ES, 149C (0C)
VETERAN general 40R, 210C (28C) VETERAN general 87R, 2ES, 161K (87R) MAJOR general 87R, 2ES, 181K (87R) MAJOR general 270C (28C) MMA general 220C (27C)
Maximum losses MMA setups 498R, 163M, 81S (+74R on optional)
Required generals MMA general version:
1x MMA general
2x REGULAR general
Transporter generals for 1000 more troops (others than the ones transported by the MMA and the 2 regulars)
Required generals VETERAN general and MAJOR general version:
1x VETERAN general or MAJOR general
2x REGULAR general
2x FAST general
Legend: block REGULAR general FAST general VETERAN general MAJOR general MMA general
As an alternative to Garrisson 1 - Garrisson 3 attacks, you can do this:
WPP on Garrisson postion 3 leader (150 militia, 1 Big Bertha) and then if inside is left Big Bertha, use an RS on it, if left with the 150 militia , use another WPP. From then on continue with the guide.
A ranged support buff placed now on the leader has the chance to take out the Spawn of Hell and a significant part of the rest of enemy troops leading to significant troop save.
Remember to invite lootspotters and have them hit with 1C on any camp close.
The next 6 hits all belong to one continuous multiple (round) block. Send all generals in order one after the other to the proper camps as listed and as fast as possible. It is risky and as such it needs maximum attention.
Troop composition for blocks is the same for both veteran option and major option. Send all 5 generals immediately one after the other. Watch them closely and be prepared to retreat if the 1R block fails.
Note: I actually prefer 2nd position for REGULAR general REG1: (the one in an orange circle in the picture above). REGULAR general REG1:c15: 160 fox block 1R (1R) REGULAR general REG2:c16: 190 wolf block 105ES, 95C REGULAR general REG3:c15: 160 fox block 90ES, 110B
c17: 50 bear, 69 wolf, 80 fox, 1 Furious Boar
Veteran option VETERAN general VET1: 80B, 138LB (80B, 138LB) VETERAN general VET2: 82M, 28ES, 140K (82M, 28ES)
Major option VETERAN general VET1: 80B, 138LB (80B, 138LB) MAJOR general: 117M, 13S, 1ES, 139K (117M, 13S)
You can invite lootspotters now, they can hit with small catapult on camp 23 or camp 24, with ranged support on the Royal Residence or they can send 1R to the camp between the pirate ships.
c23: 150 royal bowmen, 30 royal cavalry VETERAN general: 10R, 170B, 70K (10R, 170B) MAJOR general: 79R, 101B, 90K (79R, 101B) MMA general: 182B, 38K (182B)
c24: 30 royal militia, 80 royal longbows, 40 royal cavalry
This is a 99% mix of Nighteye`s, Athlan and corona88 `s guides. All credits go to them. If for whatever reason you find yourself in a rough spot, use them for ideas with confidence.
During this adventure try saving your slow generals (use for wave 1 sacrifice fast generals as much as possible), enough triple or quad blocks to need the slow generals.
In the interess of having clear pictures, for most of them I gave up on drawing the lines, instead I used color codes: camp 1 blue hits on camp 1 red, camp 2 blue on camp 2 red and so on.
Camps 0 and 00 are to be destroyed before any blocks.
Tip: After clearing sector 1 you can pick from a number of target sectors, it really doesn`t matter in what direction you go.
Legend: block REGULAR general VETERAN general MAJOR general MMA general
c3 leader: 60 bear, 40 fox, 30 giant VETERAN general 190B, 60XB (190B) MAJOR general 133B, 137XB (133B) MMA general 100B, 72LB, 48XB (100B, 72LB) --- not recommended, better use veteran if a major is not available
While your best general is in this position you might consider taking out c1 of sector 7, easy to reach and makes things faster laters.
c2 leader: 70 bear, 40 fox, 20 giant VETERAN general 175B, 30LB, 45XB (175B, 30LB) MAJOR general 172B, 98XB (172B) MMA general 100B, 87LB, 33XB (100B, 87LB) --- not recommended, better use veteran if a major is not available
c0: 150 roughneck, 50 ranger VETERAN general 155R, 10S, 35C, 50K (155R, 10S) MAJOR general 155R, 10S, 35C, 70K (155R) MMA general 149R, 71K (149R)
c00: 20 dog, 180 roughneck VETERAN general 152R, 17S, 1ES, 80K (152R, 17S) MAJOR general 189R, 1ES, 80K (189R)
Block positions from this picture can`t be achieved anymore (after adamantium changes), but block wil work if you place camps 1 and 2 on each side of that road that appeared, camp 1 a bit upper than 2 (exactly on top sides of the green area). Just send camps 3 and 4 with a 3-5 seconds delay after sending 1 and 2.
c0: 120 dogs, 80 ranger VETERAN general 250R (89R) --- use minimum 90R and rest of 160 can be M, S, ES or K in any combo you like (in case you`re short on R) MMA general 91R (87R)
Time to wrap it up: c1: 120 roughneck, 80 ranger REGULAR general block: 68ES, 132C
c2: 200 roughneck REGULAR general block: 2M, 160ES, 35C
c3 leader: 80 dogs, 119 roughneck, 1 Cudgel Claus (Thug Leader) VETERAN general 110R, 19M, 1ES, 120K (110R, 19M) MAJOR general 138R, 1ES, 131K (138R) MMA general 110R, 19M, 1ES, 90K (110R, 19M)
Adventure Info:
Player Level:
Difficulty:
Number of Players: 3
Duration: 12 days
Where to get?: as loot from Valiant Little Tailor
Max XP:
True owner of this guide is PrincessAlly, all I did was to add major general setups and even those were copied from Evil_J guide (with minor adjustments here and there). Credits:
PrincessAlly ---- copy/paste her guide and updated few stuff, including MMA options
Evil_J
This guide is based on the guide by evil_j. I have detailed the block timings so you can make better decisions on the risks. I prefer the style of Tage and so this guide has been written in that style.
There are some obstacles on the map that seem to block some positions. In my experience if you send your generals to the adventure and then send some of them back BEFORE inviting anyone else, then return to your home island then when you return to the adventure the paths seem to have disappeared.
From B or C to Camp 1) 100 Roughneck, 100 Ranger VETERAN general: 114R 1S 1E 111C 23K (84R - 103R - 114R) MAJOR general: 86R 1E 113C 70K (86R) MMA general: 83R, 1ES, 61C, 75K (83R)
From B or C to Camp 2) 200 Ranger VETERAN general: 13R 1E 236C (0 - 3R - 13R) MAJOR general: 270C (0) MMA general: 20ES, 200C (0)
From A to Camp 3) 100 Roughneck, 90 Ranger BLOCKING NORMAL general: 56E 144C { rounds 5 - 6 - 6 100% chance of win}
if you cannot get this general positioned correctly then use the alternative location but wait 5 seconds before sending general B. Alternatively send a general home and return to your home island. When you get back the position should be open. This definitely seems to work if you have not yet invited anyone else to the adventure.
From B to Camp L1) 1 Chuck, 89 Roughneck, 110 Ranger VETERAN general: 72S 89C 89XB (58S - 65S - 71S) MAJOR general: 59S 1E 118C 91XB 1K (59S) MMA general: 55S 72C 93XB (55S)
For the first attacks only your BEST general is needed:
From C to Camp 4) 130 Roughneck, 70 Ranger VETERAN general: 158R 1E 53C 38K (129R - 146R - 158R) MAJOR general: 126R 1E 81C 62K (126R) MMA general: 50R, 22S, 1ES, 33C, 114K (50R, 21S)
From C to Camp 5) 80 Guard dog, 120 Ranger VETERAN general: 110R 140S (91R - 101R - 110R)
optional 2 wave attack by suiciding MMA in wave 1, but not recommended unless you can wait for the healing time of the general: w1:MMA general: 1R (1R) w2:ANY general: 200C (0)
From C to Camp 6) 100 Guard dog, 100 Roughneck VETERAN general: 98R 1E 140K (or 151K) (80R - 91R - 98R) MMA general: 98R, 2ES, 120K (98R)
For the block send all generals after each other with as little delay as possible.
From A to Camp 7) 150 Roughneck, 50 Ranger BLOCKING NORMAL general: 104E 96C { rounds 7 - 7.6 - 11}
From B to Camp 8) 110 Roughneck, 90 Ranger BLOCKING NORMAL general: 19S 41E 140C { rounds 7 - 7.8 - 12}
From C to Camp L2) 99 Roughneck, 100 Ranger, 1 Iron Fist VETERAN general: 53S 2E 105C 90K (42S - 48S - 53S) { rounds 5} MAJOR general: 15R 40S 1E 125C 89K (15R 40S) MMA general: 24R, 35S, 1ES, 70C, 90K (24R, 35S)
For the first attacks only your BEST general is needed:
From D to Camp 9) 80 Boar, 60 Wolf VETERAN general: 140R 1E 109K (122R - 133R - 140R) MAJOR general: 127R 1E 30C 112K (127R) MMA general: 125R, 1ES, 94K (125R)
From D to Camp 10) 90 Boar, 50 Fox VETERAN general: 135R 9M 106K (128R - 135R 3M - 135R 9M) MAJOR general: 131R 1M 1E 137K (131R 1M)
Camp 11) can also be blocked, you`ll find block version down the page. From D to Camp 11) 50 Bear, 40 Wolf Packleader VETERAN general: 82R 1E 72C 95K (79R - 80R - 81R) MAJOR general: 77R 1E 95C 97K (77R) MMA general: 75R, 1ES, 58C, 86K (75R)
Send all generals after each other with as little delay as possible.
From A to Camp 12) 110 Boar, 30 Wolf Packleader BLOCKING NORMAL general: 31S 120E 49C { rounds 6 - 8.3 - 12}
This has a 0.7% chance of failing by the battle being lost after only 6 rounds. If the win bar comes up the block will succeed. The win takes 20s on this camp but only 10s on the leader camp, therefore if the 2 bars come up within a few seconds the block will work.
From B to Camp 13) 110 Bear BLOCKING NORMAL general: 129E 70C 1K { rounds 8 - 8.8 - 12}
From C to Camp L4a) 80 Bear, 40 Fox, 30 Giant FAST general: 149B (149B 1G) {1 round} From D to Camp L4b) 80 Bear, 40 Fox, 30 Giant VETERAN general: 137B 100XB 13K (125B - 128B - 136B) { rounds 2}
If you insist on using MMA general or find the losses better: FAST general: 200LB (200LB 1G) {2 rounds} MMA general: 8R, 57B, 2LB, 153XB (8R, 57B, 2LB) {1 round}
From P to Camp 11) 50 Bear, 40 Wolf Packleader BLOCKING NORMAL general: 1S 46E 150C {8-11-15 rounds} or better 2R, 45ES, 151C {8-11-15 rounds, less chances on 8 rounds}
From A to Camp 12) 110 Boar, 30 Wolf Packleader BLOCKING NORMAL general: 31S 120E 49C {rounds 6 - 8.3 - 12}
From B to Camp 13) 110 Bear BLOCKING NORMAL general: 129E 70C 1K { rounds 8 - 8.8 - 12}
From C to Camp L4a) 80 Bear, 40 Fox, 30 Giant FAST general: 149B (149B 1G) {1 round} From D to Camp L4b) 80 Bear, 40 Fox, 30 Giant VETERAN general: 137B 100XB 13K (125B - 128B - 136B) { rounds 2} or MAJOR general: 150R 120K (150R) {2 rounds} or MAJOR general: 119B 151XB (119B) {2 rounds}
If you insist on using MMA general or find the losses better: FAST general: 200LB (200LB 1G) {2 rounds} MMA general: 8R, 57B, 2LB, 153XB (8R, 57B, 2LB) {1 round}
Position A: NORMAL general for 1R block
Position B: VETERAN general
Position C: VETERAN general or MAJOR general
Position D: NORMAL general for 1R block
any other VETERAN generals can be placed behind position C to speed up the attacks.
For the first attacks only your BEST general is needed:
From C to Camp 14) 150 Fox VETERAN general: 52R 48M 1E 149K (52R 39M - 52R 46M - 52R 48M) MAJOR general: 94R 27M 149K (94R 27M) MMA general: 220S (50S) MMA general: 75M, 1ES, 144K (75M)
From C to Camp 15) 80 Wolf Packleader, 60 Fox VETERAN general: 140R 1E 109K (128R - 135R 3M - 135R 9M)
To attack the Leader you can block camp 16 with 1R. As the leader attack requires 2 waves this will need to be done twice. Be vigilant and if the general gets intercepted retreat the Veteren. There is an alternative position shown
From A to Camp 16) 50 Boar, 130 Bear BLOCKING NORMAL general: 1R (1R)
From B to Camp L4a) 90 Bear, 50 Fox, 40 Giant VETERAN general: 250B (250B 1G)
Wait until you know the 1R block will not fail i.e. the attack on L4 has not been intercepted.
From D to Camp 16) 50 Boar, 130 Bear BLOCKING NORMAL general: 1R(1R) or 200ES (0)
From C to Camp L4b) 90 Bear, 50 Fox, 40 Giant - wave 1 VETERAN general: 126B 124XB (114B - 119B - 122B) VETERAN general: 77R 1E 50B 121XB 1K (70R 50B - 75R 50B - 77R 50B) MAJOR general: 67R 1E 50B 151XB 1K (67R 50B)
MMA option:
Spoiler
From A to Camp 16) 50 Boar, 130 Bear BLOCKING NORMAL general: 1R (1R)
From B to Camp L4a) 90 Bear, 50 Fox, 40 Giant MMA general: 220B (220B) --- MMA rests 2 hours
Wait until you know the 1R block will not fail i.e. the attack on L4 has not been intercepted.
From D to Camp 16) 50 Boar, 130 Bear BLOCKING NORMAL general: 1R(1R) or 200ES (0)
From C to Camp L4b) VETERAN general: 68R, 1ES, 20B, 160XB, 1K (68R, 20B) MAJOR general: 55R, 1ES, 25B, 188XB, 1K (55R, 25B)
No blocks so the generals can be placed anywhere convenient.
to Camp 20) 90 Bear, 70 Wolf Packleader w1: ANY general: 169B (169B 1G) w2; VETERAN general: 120R 130K (119R)
Alternative W1:153B (153B 1G) W2:125B 125K (125B)
Camp 20) 90 Bear, 70 Wolf Packleader MAJOR general option: w1: ANY general: 163B (163B 1G) w2: MAJOR general: 120R 10C 140K (120R)
MMA general option: w1: ANY general 200B (200B) w2: MMA general 105B, 115XB (105B)
Leader camp 6 requires 3 waves
to Camp L6) 110 Bear, 69 Giant, 1 Giant Bear w1: ANY general: 194B (194B) w2: ANY general: 200B (200B) w3: VETERAN general: 50R 32M 1E 167XB (50R 6M - 50R 21M - 50R 32M) w3: MAJOR general: 59R 23M 1E 187XB (59R 23M)
or 2 waves if you have both MMA general and MAJOR general available: w1: MMA general 29B, 191LB (29B, 191LB) --- MMA rests w2: MAJOR general: 70R, 40S, 1ES, 159XB (70R, 39S)
http://static3.thesettlersonline.com...r/ornament.pngGarrison Position G7 (Camps 21-22, L7, BLOCK)
Position A: NORMAL general for block
Position B: NORMAL general for block
Position C: FAST general
Position D: VETERAN general
Camp 21 can be blocked but there is a 16.5% chance, 363 outcomes fail out of the simulated 2200, the block will not last long enough. The rebuild time is large if the block fails and so generally I will chose to lose 110R. I have done the block successfully a few times but only you can determine how unhappy you will be if you lose 128E 15C. You have been warned!
Polymer: a way around this is to nuke the leader camp. An Assassin buff (or Weak point potion) applied on it can help you finish the leader camp faster thus block will last long enough. And you can save the 100C and other troops.
From C to Camp 21) 100 Guard Dog 120 Roughneck VETERAN general: 117R 3E 130K (94R - 107R - 117R) MMA general 112R, 1ES, 107K (112R)
From A to Camp 21) 100 Guard Dog, 120 Roughneck OPTIONAL see above BLOCKING NORMAL general: 128E 15C { 16.5% chance of fail, rounds 7 - 9.9 - 14} OR BLOCKING NORMAL general: 2M 127E 16C {7-9.5-14 rounds}
From B to Camp 22) 200 Roughneck BLOCKING NORMAL general: 30S 170E { rounds 7}
From C to Camp L7a) 1 Metal Tooth, 180 Roughneck, 100 Ranger FAST general: 120C (120C 1G) From D to Camp L7b) 1 Metal Tooth, 180 Roughneck, 100 Ranger VETERAN general: 97S 15C 138K (83S - 91S - 97S) { rounds 1+2}
MAJOR general /MMA generaloption: From A to Camp 21) 100 Guard Dog, 120 Roughneck OPTIONAL see above BLOCKING NORMAL general: 128E 15C { 16.5% chance of fail, rounds 7 - 9.9 - 14} OR BLOCKING NORMAL general: 2M 127E 16C {7-9.5-14}
From B to Camp 22) 200 Roughneck BLOCKING NORMAL general: 30S 170E { rounds 7}
From C to Camp L7a) 1 Metal Tooth, 180 Roughneck, 100 Ranger FAST general: 100C (100C 1G) From D to Camp L7b) 1 Metal Tooth, 180 Roughneck, 100 Ranger MAJOR general: 97S 25C 1E 147K (83S - 91S - 97S) { rounds 1+2} MMA general: 100S, 2ES, 118K (100S)
Nuke option:
Spoiler
WPP/Assassin on L7 kills the 180 roughneck:
Use same setups for block and on L7 single wave: VETERAN general: 55R, 1ES, 64C, 130K (54R) --- 2 rounds MAJOR general: 12R, 1ES, 140C, 117K (12R) --- 1 round MMA general: 12R, 1ES, 90C, 117K (12R) --- 1 round
WPP/Assassin on L7 kills the 100 rangers:
Use same setups for block and on L7 single wave: VETERAN general: 97S 15C 138K (96S) --- 2 rounds MAJOR general: 97S 25C 1E 147K (94S) --- 2 rounds MMA general: 100S, 2ES, 118K (97S) --- 3 rounds
WPP/Assassin on L7 kills the Methal Tooth: MMA general: 96S, 2ES, 122K (96S) --- 2 rounds
http://static3.thesettlersonline.com...r/ornament.pngGarrison Position G5 (Camps 23-25, L8, BLOCK, Lootspot)
Position A: ANY general a general MUST be at this location
Position B: VETERAN general optional
Position C: NORMAL general for block
Position D: VETERAN general
Position E: VETERAN general
A lootspot buyer can attack camp 26 with 1C but make sure they do not place their general behind your generals or just attack from the landing zone. It is a 22 minute walk from the landing zone so you could invite the lootspot players once you get to the start of this section.
From A (/yet preferably a position behind general D ) to Camp 23a) 60 Guard Dog, 100 Roughneck, 80 Ranger ANY general: 72R (72R 1G)
From B to Camp 23b) 60 Guard Dog, 100 Roughneck, 80 Ranger VETERAN general: 88R 1E 95C 66K (66R - 77R - 88R) MAJOR general: 78R 1E 105C 86K (61R - 71R - 78R) MMA general: 83R, 1ES, 65C, 71K (83R)
For the next camps the MAJOR general option can be found a little further down the guide.
From B to Camp 24) 190 Guard Dog, 70 Roughneck VETERAN general: 130R 5E 115K (108R - 120R - 130R)
Make sure the lootspot players have made a kill before continuing.
From C to Camp 25) 200 Roughneck, 80 Ranger BLOCKING NORMAL general: 133E 39C 28K {rounds 5 - 5 - 9}
From D to Camp L8a) 80 Guard Dog, 200 Roughneck, 1 Rivaling tailor VETERAN general: 250R (250R 1G)
This is a guide based on Nighteye`s tactical map. He has done a fantastic job with that map.
Some setups and ideas inspired by Saturnus72 tactical map
Minimum 2 veterans, preferably 3.
Please place the suicidal wave 1 generals BEHIND the positions I recommend (so they don`t get in the way of the blocking generals). There are different options displayed for different generals combos available, pick the best option for you. Check the guide ahead to ensure you don`t suicide a general (MMA especially) and you need it next hit or sector.
Legend: block REGULAR general VETERAN general MAJOR general MMA general
First of all kill c0 (use general 3 or 3bis ofc) c0: 100 boar, 50 wolf VETERAN general 95R, 90B, 65K (95R, 90B) MAJOR general 90R, 58B, 122K (90R, 58B) MMA general 123R, 48B, 49K (123R, 47B)
Block section starts here : block c1 with 1R, block c2, block c1 (again) and hit with 2 waves on c3. Keep the following order and general position from the positioning picture. The 1R fight may end too soon so keep alert and retreat all generals if that happens.
c1: 40 boar, 100 fox REGULAR general block: 1R (1R)
c2: 50 boar, 50 wolf, 50 fox REGULAR general block: 1R, 137ES, 20C {5-9 rounds}
c 1bis: 40 boar, 100 fox REGULAR general block: 104ES, 94B {4-10 rounds, most victory in 5 or 6}
c3: 120 bear, 50 fox VETERAN generalw1: 250B (250B) {2 rounds} VETERAN generalw2: 117R, 20M, 113K (117R, 20M) {2 rounds} or MAJOR generalw2: 117R, 6M, 147K (117R, 6M) or MAJOR generalw2: 121B, 149K (121B)
Positions:
1, 2 = regular generals
3 = w1 general
3bis = w2 general
The next block works in most cases, but sometimes camp 1 may go down too soon. It is a good idea to have a small catapult ready and apply it when you notice the camp going down (wait till last 4 lines though).
c1: 100 boar, 30 bear REGULAR general block 1M, 129ES, 67C {8-14 rounds} --- POINTER: 1 militia not 1 recruit
c2: 75 wolf, 75 wolfpack leaders REGULAR general block 1M, 111ES, 85C, 1K --- POINTER: 1 militia not 1 recruit
c00: 200 boar ANY generalw1: 200B (200B) --- can be [40R, 160B (40R, 160B)] VETERAN generalw2: 128R, 1ES, 121K (128R) MMA generalw2: 139R, 8M, 73K (139R, 7M)
ANY generalw1: 161B (161B) MAJOR generalw2: 133R, 5S, 1ES, 131K (133R, 5S)
c000 100 bear, 80 wolf
This camp can be blocked after some of the bears are killed.
Without blocking this camp:
Spoiler
c000 100 bear, 80 wolf ANY generalw1: 200B (200B) VETERAN generalw2: 129B, 121K (129B)
ANY generalw1:200B (200B) MAJOR general w2: 128R, 1ES, 141K
Block section starts here. After sending first hit (on c2) all hits are sent on the leader. All 5 hits one after the other, this is a single continuous attack, don`t stop waiting for results at a 'first block'. Watch the generals closely, at one point mid distance, the c3bis general should follow very closely the c3 one, under a flag distance between them, practically stepping on eachothers foot, but first c3 then c3bis. If the order is mixed up or there is a bigger distance between them, retreat all generals and repeat.
c 1bis: 70 bear, 80 wolfpack leaders, 40 fox REGULAR general block 1bis: 1R (1R) send attack to leader camp, let it be intercepted (only purpose of this 2nd hit on c1 is to allow enough retreat time in case something goes wrong)
Wait for c 1bis general to exit his garrison, then send next hit c3bis: 40 boar, 60 fox, 80 giant VETERAN generalw2: 25B, 225XB (25B)
The second 1R block is more a safety block than a needed one, it can be skipped entirely.
Send regular general from 000 position (1bis in the picture at start of this sector) to block camp 000. When he arrives at the spot marked by the black star, send general 2 towards camp 2 and then 1 and 3 (and 3 bis in case of MMA setup)towards leader camp.
Veteran setup:
Spoiler
c000
left: 57 bear, 80 wolf REGULAR general block: 110ES, 84C, 2B --- {7-12 rounds, avg 8.69}
left: 56 bear, 80 wolf REGULAR general block: 108ES, 85C, 2B
left: 55 bear, 80 wolf REGULAR general block: 106ES, 86C, 2B
left: 54 bear, 80 wolf REGULAR general block: 104ES, 87C, 2B
left: 53 bear, 80 wolf REGULAR general block: 102ES, 88C, 2B
c1: 70 bear, 80 wolfpack leaders, 40 fox REGULAR general block 1: 1R (1R) --- send attack to leader camp, let it be intercepted
c3: 40 boar, 60 fox, 80 giant MAJOR general 20S, 132B, 18LB, 99XB, 1K (20S, 132B, 18LB)
MMA setup:
Spoiler
Tip: watch the generals, make sure the MMA walks in front of the fast general, when sending wait few seconds between MMA and the last hit with the fast general.
c000
left: 57 bear, 80 wolf REGULAR general block: 110ES, 84C, 2B --- {7-12 rounds, avg 8.69}
left: 56 bear, 80 wolf REGULAR general block: 108ES, 85C, 2B
left: 55 bear, 80 wolf REGULAR general block: 106ES, 86C, 2B
left: 54 bear, 80 wolf REGULAR general block: 104ES, 87C, 2B
left: 53 bear, 80 wolf REGULAR general block: 102ES, 88C, 2B
c0: 100 bear, 90 fox VETERAN general w1: 250B (250B) VETERAN generalw2: 140M, 110K (140M) MAJOR general w2: 128M, 142K (128M)
MMA general w1: 220B (220B) MAJOR general w2: 143R, 22M, 105K (143R, 22M) VETERAN generalw2: 109R, 57M, 84K (109R, 57M)
c00: 50 boar, 70 wolf VETERAN general 103R, 1ES, 74C, 72K (103R) MAJOR general 93R, 1ES, 127C, 49K (93R) MMA general 90R, 77C, 53K (90R)
c2 60 boar, 140 wolf packleader ANY general w1: 195B, 5LB (195B, 5LB)
Block section starts here
c1: 70 bear, 100 fox REGULAR general block: 197ES {5-11 rounds, mostly 6}
c2: 123-133 wolf packleaders
Depending on what is left in camp c2 , pick the corresponding block formation from the following options: REGULAR general block:
133 wolf packleaders: 166ES, 34C {4-8 rounds, avg 5.75}
132 wolf packleaders: 163ES, 37C
131 wolf packleaders: 160ES, 39C
130 wolf packleaders: 157ES, 43C
129 wolf packleaders: 153ES, 47C
128 wolf packleaders: 150ES, 50C
127 wolf packleaders: 148ES, 52C
126 wolf packleaders: 145ES, 55C
125 wolf packleaders: 142ES, 58C
124 wolf packleaders: 139ES, 61C
123 wolf packleaders: 134ES, 65C
https://i.imgur.com/mAXP9fW.png Positions:
1 = regular generals
2, 2bis = w1, w2 generals
For suicidal waves on c00 and c000 use regular or fast generals placed behind the positions for generals 1, 2 and 2bis.
c0: 60 cultist, 50 shadowsneaker, 80 fanatic VETERAN general 112R, 1ES, 137K (112R) MAJOR general 109R, 1ES, 160K (109R) MMA general 102R, 1ES, 117K (102R)
MAJOR generalsingle wave: 18R, 1ES, 10C, 241XB (18R)
Block section starts here. Camp 2 is a good target for some nukes.
If you use Assassin buff on camp 2 and it takes out the 70 cultist, a good option for first wave is MMA generalw1: 152R, 66C (152R, 66C)
If you use Assassin buff on camp 2 and it takes out the 80 firedancers, use single wave: VETERAN general 55R, 18M, 40S, 1ES, 136K (55R, 18M, 36S)
If you use Assassin buff on camp 2 and it takes out the Spawn of Hell, them: MMA general 99R, 1M, 120K or MAJOR general : 114R, 1ES, 155K
Positions:
1 = best general
Behind him place 2 regulars or fast generals for first waves on c3 and c5.
c1: 80 cultist, 40 shadowsneaker, 80 dark priest VETERAN general 153R, 1ES, 96K (153R) MAJOR general 123R, 1ES, 146K (123R) MMA general 111R, 109K (111R)
c2: 100 cultist, 100 firedancer VETERAN general 50R, 100B, 100K (50R, 100B) MAJOR general 110R, 40B, 120K (110R, 40B) MMA general 64R, 71B, 85XB (64R, 71B)
c3: 150 dark priest
MMA general 66R, 1ES, 153C (66R)
ANY generalw1: 49B (49B) VETERAN generalw2: 1ES, 249C (no loss)
REGULAR generalw1: 44B (44B) MAJOR generalw2: 1ES, 269C (no loss)
c4: 90 shadowsneaker, 80 dancing dervish
send attack to c5 (leader), let c4 intercept and retreat after victory VETERAN general 33B, 200XB (33B) MMA general 34B, 186XB (34B)
Time to call in lootspotters. Have them hit with 1R on camp c0.
c5: 60 cultist, 60 fanatic, 1 Witch, 1 Dark Magician
ANY generalw1: 15R, 80B (15R, 80B) VETERAN generalw2: 127S, 1ES, 122K (127S, 1ES) MAJOR generalw2: 113S, 1ES, 36C, 120K (113S)
Warning: these are not easy blocks, don`t do them on a rush and be sure to read and understand properly the way they are done. There are intended intercepts, multiple blocks, walking on intercept areas of camps that won`t actually intercept (cause you already enter the intercept area of target camp) etc, read ALL explanations before acting.
Legend: block REGULAR general VETERAN general MAJOR general MMA general
c1: 80 boar, 60 fox VETERAN general 139R, 10M, 101K (139R, 10M) MMA general 132R, 24M, 1ES, 63K (132R, 24M) MAJOR general 134R, 1ES, 135K (134R)
c4: 90 boar, 60 wolf VETERAN general 188R, 22B, 40K (188R, 22B) MAJOR general 147R, 1ES, 122K (147R) MMA general 138R, 36B, 1M, 45K (138R, 34B, 1M)
Block section
Send regular general 1 to camp 6.
Immediately send regular general 2 to camp 8.
Wait untill general 2 reaches the blue star marker on the picture before sending general 3 to camp 9 (leader).
Wait untill general 3 reaches the red star marker before sending generals 4 and 5 to leader camp (in order ofc, but fast one after the other).
Camp 7 will intercept general 2, it is supposed to do that, let it be.
c7: 110 boar, 80 wolf
This camp is blocked by sending attack to leader camp and allowing c7 to intercept. The troops will die but will allow enough time for the attacking generals to pass. blockREGULAR general3 186R (186R)
Major with veterans option: w1:VETERAN general 150B, 100LB (150B, 100LB) w2:VETERAN general 232R (232R) w3:MAJOR general 134R, 10M, 1ES, 125K (134R, 10M)
Veteran generals option: w1:FAST general 200LB (200LB) w2:VETERAN general 230R (230R) w3:VETERAN general 61R, 59M, 1ES, 129K (61R, 59M)
MMA & Major/Veteran general option w1:MMA general 80B, 140LB (80B, 140LB) -- 1 round w2:FAST general 200R (200R) -- 2-3 rounds
Positions:
1 = regular general (first part of block)
2 = w1 general (MMA or FAST)
3= regular general (second part of block)
7,8 = w2, w3 generals (veterans or FAST)
9 = w4 general (Major or Veteran)
4, 5, 6 = redundant generals
4 X 1R blocks option
Attacks work in groups of 2: the 1R block on c1 + corresponding attack wave on c2, send first group, wait to see if w1 didn`t got intercepted by c1, send group 2 and so on. Problem is timing it right, most times attacking generals get intercepted either by arriving too soon or too late.
Group 1: generals 1 and 2;
Group 2: generals 3 and 7;
Group 3: generals 4 and 8;
Group 4: generals 5 and 9.
MMA & Veterans & Major general option:
Spoiler
c1: 190 roughneck, 90 ranger blockREGULAR general 1R (1R)
Wait to see part 1 of the block was successfull before sending part 2. c1: 190 roughneck, 90 ranger blockREGULAR general 136ES, 46C, 18K --- 6-9 rounds (slow), still a risky block
Wait to see part one of the block was successfull before sending part 2. c1: 190 roughneck, 90 ranger blockREGULAR general 136ES, 46C, 18K
c2: 80 dogs, 200 roughneck, 1 Greedy Inn-Keeper w2:FAST general 200R (200R) w3:VETERAN general 250R (250R) w4:VETERAN general 70R, 53M, 127K (70R, 53M)
22.05.14 18:25
SmurfAsH
Quote:
Originally Posted by Polymer
Secluded Experiments
When will you fully update this with MoMA?
23.05.14 16:18
Polymer
I added setups for the MMA now but I still have to actually play the adventure and check that everything is as it should and that I didn`t made any mistakes.
Edit: played SE now, checked it, MMA & Major together completed it in under 5 hours with coffee breaks while completing at same time all SE related achievements (& all lvl50 SE related quests)
28.05.14 23:40
nikos1850
Very good job !
08.06.14 15:14
Dialecticus
One image is missing from SE. It's garrison setup for attack on Sector 5. The link is
That last one is both the link for main and alternate image.
09.06.14 16:57
Polymer
I have re-uploaded pictures on new site, hope everything is in order now.
17.06.14 17:29
SmurfAsH
Quote:
Originally Posted by Polymer
I added setups for the MMA now but I still have to actually play the adventure and check that everything is as it should and that I didn`t made any mistakes.
Edit: played SE now, checked it, MMA & Major together completed it in under 5 hours with coffee breaks while completing at same time all SE related achievements (& all lvl50 SE related quests)
Thanks, but now a lot of pictures are missing.
18.06.14 04:11
Polymer
They all show for me, rechecked all adventures and I can see them all (except some old imageshack or picupload pics I already re-uploaded on imgur and imgur pics are showing, didn`t had time to remove old links tho). Try to reload.
18.06.14 21:44
SmurfAsH
403 forbidden - pictures seems to be uploaded with ip restrictions..
Took your advice, is it better now, are the images showing on the SE guide with cannons ? I will change the ones in the SE guide without cannons when I get the chance too.
19.06.14 05:33
Bottlecap
Quote:
Originally Posted by Polymer
Took your advice, is it better now, are the images showing on the SE guide with cannons ? I will change the ones in the SE guide without cannons when I get the chance too.
Troops required: MMA general 417R, 97B, 221XB, 122K or 122ES (417R, 97B) VETERAN general 392R, 25M, 174B, 180C, 225XB, 133K or 133ES (392R, 25M, 167B) MAJOR general 435R/485R, 142B/117B, 180C/0C, 225-245XB, 165K (435R, 139B)
Fast version with no block needs: 1 best general (major, MMA or veteran), 1 veteran, 1 fast general +transport general/s
Start all attacks from landing zones. Moving camps would cost same or even more time than the time lost by generals making few extra steps.
c1: 100 Cultist, 50 Shadowsneaker, 50 Firedancer MMA general 98R, 122K/ES (98R) VETERAN general 117R, 133K/ES (117R) MAJOR general 105R, 165K (105R)
c2: 50 Cultist, 50 Shadowsneaker, 50 Firedancer, 50 Dancing Dervish MMA general 69R, 20B, 131XB (69R, 20B) VETERAN general 25M, 74B, 151XB (25M, 67B) MAJOR general 55R, 42B, 173XB (55R, 39B)
c3: 50 Cultist, 100 Dark priest, 50 Dancing Dervish MMA general 26R, 79B, 115XB (26R, 77B) MAJOR general 50R, 75B, 145XB (50R, 75B)
w1:FAST general (or any general): 100B (100B) w2:VETERAN general 180C, 70XB (0) w2:MAJOR general 180C, 90XB (0)
c4:Unholy Altar 100 Cultist, 50 Shadowsneaker, 48 Firedancer, 2 Dark High Priest
w1:MMA general 195R (195R) w2:VETERAN general 29R, 221XB (29R)
or
w1:MMA general 195R (195R) w2:MMA general 25R, 195XB (25R)
or
w1:VETERAN general 250R (250R)
w2:MMA general 25R, 195XB (25R) w2:VETERAN general 25R, 225XB (25R) w2:MAJOR general 25R, 245XB (25R)
or for single veteran: w1:ANY general 200R (200R) w2:ANY general 50R (50R) w3:VETERAN general 25R, 225XB (25R)
25.06.14 17:50
stefanceltare
Better kill C3 in one wave if you have a MMA: 26r 79b 115xb (26r, 79b)
25.06.14 18:26
Polymer
Thanks, option added.
03.08.14 09:03
Polymer
Small updates on CLT guide, added nuke options for L7 camp.
03.08.14 12:34
chickenhedz
Hi polymer, these are the troop guides that i spoke of for Surprise Attacks...
Please use at your own risk, not responsible for loss of troops.
Use in conjunction with Killste's guide. use blocking details from guide, use these troops for killing bases.
From landing area, do not relocate to where guide says, you can kill first 3 bases with no losses.
1) 55C 165XB MMA (no losses)
2) 36C 184XB MMA (no losses)
3) 1E 80C 139XB (no losses)
Leader camp) 27M 1E 44C 148XB MMA
4) 22M 1E 68C 29XB MMA
7) Leader camp) 100 Hou/90Ber
VET 78R 10S 162XB (losses 78R 9S)
MMA 27M 22S 1E 170XB (losses 27M 22S)
10) Leader camp.
MMA 47R 1S 55C 117XB
11) 22M 1E 68C 129XB
15) Leader Camp.
MMA 47R 1S 55C 117XB
16) LS ! 1R MMA then 35M 185XB MMA
Without LS, then 37M 1E 5C 177XB MMA
20) Leader camp.
VET 37R 29S 1E 183XB.
Chickenhedz.
04.08.14 17:27
ATHTHEMANIAC
dunno what i doing wrong but i am following the heroic little tailor guide....i am at boss 3 (40boar,60fox's and 80 giants).....i have place my generals like in picture..1...2....1bis 3 and 3bis,when i send 3(250r sac general) and bis3 (main attack general) bis3 (main attack) ends up in front of 3 (250r sac general) heading toward leader camp...tried it 4 times and everytime the bis3 gets infront of 3(250r sac) is the picture wrong or am i doing something wrong ?.....
edit
one thing i send all generals after the drumroll has stopped just incase thats the problem......
05.08.14 15:31
Polymer
My sound is set to OFF ingame so I never hear any drumroll, in my guides (unless otherwise specifically instructed) send generals one after the other with no delay.
Secondly if you wait for drumrolls and other stuff you may end up short on the block so please always follow the guides exactly as they say.
Now, to adress the problem at hand (and not the context of it):
Place the general 3 a bit further in front, a step or 2 closer to general 2, no worries, it won`t get intercepted, I forgot to take a new picture (and replace old one) last time I played HLT.
REGULAR general ANY general MMA general VETERAN general MAJOR general
I strongly recommend that you visit home zone after killing each sector, clearing the swirls and leftover intercept area on map and claiming killed sector as owned by you. It may have an influence over intercepting areas of enemy camps in neighbouring sectors.
Short version:
Send troops on map to kill sector 10. Invite lootspotters right before your troops land on map. Hit camp 35 with an Assassin/Weak point potion buff and have one lootspotter hit it with an Weak point potion/Assassin buff too. Coordinate so that you actually hit with different buffs. After that follow the guide and finish off sector 10.
Currently the stone towers do not intercept so it is safe to skip them but that may not be the case in the future.
VETERAN general 117R, 1ES, 132K (116R) VETERAN general 147R, 103ES (147R) MMA general 91R, 129ES (91R) MMA general 91R, 2ES, 127K (91R) MAJOR general 115R, 1ES, 154K (115R)
Next triple block has the chances of being nasty. I do NOT recommend the block if you don`t have cannoneers, and if you do, keep eyes open and send the generals in the proper order, they are numbered on the picture for a good reason.
Send all generals one after the other in number order as fast as possible.
Camp 16 can be blocked but given the risk I prefer losing the few recruits. VETERAN general 60R, 1ES, 139C, 50 XB (60R) MMA general 56R, 1ES, 121C, 40K (56R) MAJOR general 56R, 1ES, 171C, 40K (56R)
MMA general 124R, 1ES, 95K (124R) -- recommended version for double block
FAST general w1: 48R (48R) VETERAN general w2: 82R, 1ES, 80C, 85XB/K (82R) MMA general w2: 82R, 1ES, 26C, 111K (82R) MAJOR general w2: 80R, 10ES, 90C, 90K (80R)
When simulating options for camps 36 and 37 do not forget to check the 'Stone tower'.
Time to invite the lootspotters, they can make kill with 1R on any camp in this sector, including on the Dark Castle.
VETERAN general 47R, 1ES, 165C, 37K (47R) MMA general 45R, 1ES, 140C, 34K (45R) MAJOR general 45R, 1ES, 183C, 40K (45R)
c39: 50 elite soldier deserters, 50 crossbowmen deserters, 20 cannoneers deserters, 2 Big Bertha ANY general w1: 200B (200B) VETERAN general w2: 48R, 202ES (48R)
MMA general 106R, 1M, 113K (106R) MAJOR general 153R, 117K (153R)
08.09.14 19:27
Azasto
Unnecessary loss of sector 3 in attack on camp 9th
Lose 2S and 110ES, because things need to be assault performed with 2C and 110ES in this case the attack has 6 rounds and you have enough time. ;)
08.09.14 19:40
Azasto
Of course it is a adventure Secluded Experiments - blocks on new path
09.09.14 15:07
Polymer
Probably you use a different simulator than what I use
2C, 110ES lasts 5-8 rounds, average 5.85 rounds, only 9% chance of win
2S, 110ES lasts 5-8 rounds, average 6.36 rounds, 51% chances of win
Pointing the chances of win too because if you win you get a 20 seconds demolishion time too that adds to the time of block.
More than that, 5 rounds are enough for that block to be succesfull, only that you have to be quick enough when sending generals and ofc, to block with a regular general.
10.09.14 07:10
Tage
Quote:
Originally Posted by Polymer
Probably you use a different simulator than what I use
2C, 110ES lasts 5-8 rounds, average 5.85 rounds, only 9% chance of win
2S, 110ES lasts 5-8 rounds, average 6.36 rounds, 51% chances of win
Neither of those blocks is really good...
Not sure what blocking time is required, but they both have significant chances of lasting only 100 or 120 seconds.
Pointing the chances of win too because if you win you get a 20 seconds demolishion time too that adds to the time of block.
The demolision takes two rounds, which equals 40 seconds for a normal general.
Quote:
Originally Posted by Polymer
More than that, 5 rounds are enough for that block to be succesfull, only that you have to be quick enough when sending generals and ofc, to block with a regular general.
5 rounds plus the demolision is 140 seconds, but only 100 seconds if it's a loss.
11.09.14 15:26
Polymer
This simulation shows win in minimum 4 rounds (120sec), not 5; yet a small variation of 20S, 96ES goes at 5 rounds; thanks, I`ll add it as option to that block.
11.09.14 20:52
Tage
Quote:
Originally Posted by Polymer
This simulation shows win in minimum 4 rounds (120sec), not 5
Yes, that is exactly the same simulation as shown in my graph. :)
Click the small icon with a blue and red bar to the right of the percentage that says (Victories: 99.73%) for Player.
That's how you get that graph showing the exact distribution of all those 2200 simulations:
In this case we have 25 occurrences (all 6-round defeats) lasting only 120 seconds, and we even have two occurrences that would last only 100 seconds (5-round defeats). A block is only as good as the shortest lasting outcome, not as determined from the average number of rounds (which doesn't make any distinction between victories and defeats).
PS.
You may have seen that all my blocks in my guides have a clickable link to its graph showing the distribution of those outcomes, and that I always post the percentual chance for the block to last less than the stated range, if it's a really small percentage. ;)
12.09.14 14:43
Polymer
I know about the graph only recently it gives me an error(" The requested content cannot be loaded. Please try again later.") each time I try to open it (reason I didn`t use it to check distribution of wins/losses), since it works for you I`ll go edit that block again :)
14.09.14 07:15
Polymer
Bandit Nest - new combat system
Warning: this is for use on test server ONLY.
DO NOT use on live server
Added this here just because it is easier for me to follow up on answers/questions in a single place (thread).
It is not a finished guide or even a refined follow-thru. It is merely DON`T DO LIKE ME where I did wrong, try something else :)
c12: 50 dogs, 1 (AC bonus) metal tooth, 60 (AC bonus) roughneck, 80 (AC bonus) ranger w1: 63M, 137C (137C) --- fast gen --- takes 4 rounds, too long, in first hit C only hits on dogs+rangers and nothing else so number is correct, rangers don`t live to hit back on C, rest of troops focus on M which dies slowly, use less M w2: 90M, 70XB, 110K (11M) --- leftover from w1: Metal Tooth+16 roughs, consider changes to w1 orelse more XB here so Metal never hits back
MG 130R, 40M, 70XB, 30K (130R, 31M) --- recruits are weaker than XB so don`t replace them
For this adventure it is preferable you have at least:
* Major General
* 2 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
Legend: block REGULAR general VETERAN general MAJOR general MMA general
C3a: 1 cook, 100 officers, 50 (AC bonus) gunmen MAJOR general 167S, 103K (167S)
Optional:
Both parts of the following block are tricky, there is a chance that the 1R fight finishes before attacking general has the chance to start battle so stay alert bad block position for second part ( 2b and 3b), block ends too soon if you send 2b followed by 3b, attacker gets intercepted if you send 3b then 2b, solved by using (a) positions, but that is not a solution
Block part 1: send generals 2a and 2b as fast as possible C2a: 150 (AC bonus) caltrop, 100officer --- REGULAR general block: 1R (1R)
C3a: 1 cook, 100 officers, 50 (AC bonus) gunmen MAJOR generalw1: 10R, 260LB (10R, 260LB) === expected gunman to live, yet they all died, simulator is wrong
Block part 2: send general to attack leader first then the blocker, but also as fast as possible C3b: 1 cook, 25 officers MMA generalw2: 75M, 145XB (74M) -- tested loss 42M
For the 1R block use the second regular general position and the attacker is 2nd vet position, send them immediately one after the other (a small 3 sec delay when sending the MG is acceptable)
C22: 3 cook, 150 (AC bonus) gunman
vet/mg/mma 85M, 135K (85M) -- 1-2 rounds, best to use veteran or major with more cannons on as fight will only take 1 round
MG 85M, 2S, 183K (tested loss 67M)
Allow the blocking general to exit his camp and make 2 steps before sending the veterans. Double check setups and make sure to send proper general to proper leader camp.
You can try double 1R block on camp 63 or kill it with the silvered optional setup. Send attacking general (62a or 62b) when corresponding blocking general (63a, 63b) has reached the spot marked by black star, watch the block closely, there is still room for error. Block positions need fine-tunning.
C54: 100 decksrubber, 100 sabrerattler REGULAR general block: 50R, 50S -- 4-5 rounds
70R, 140ES (70R) -- any general but use MMA if available, not really worth risking a block, soldiers are needed pretty heavily in SE
C55: 50 sabrerattler, 75 officers REGULAR general block: 200ES or 39S,161ES - 5 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.
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 a general in sector 7 in order to kill camp 46. C46: 3 crazy cooks, 150 sabrerattlers
45M, 155K (45M)
Attack camp 52 directly from camps placed in sector 11 or in sector 12. No block needed. C52: 1 crazy cook, 50 (AC bonus) caltrop, 125 officers
w1: MMA: 200LB, 20S (200LB, 20S) C52: 1 crazy cook, 70-80 officers
w2: 120S, 130K (109S)
Block section starts here:
I`m used to sending attacking generals first then blocker general, but I move fast, if you`re a slower type best send in order.
C49: 100 officers, 50 (AC bonus) caltrop REGULAR general block: 140ES, 55K --- 3 rounds, worked
C11: 100 (AC bonus) caltrop, 75 officers REGULAR general block: 140ES, 30K --- 3 rounds, need a longer block with at least 1 more round, it won shortly after attacker got to his camp (lost 126ES), use less cannons and add some soldiers instead, simulator keeps giving errors, try 15-20S, 140ES, 20K
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
155S, 115K (155S) -- tested loss 139S
C35: 50 officers, 100 sabrerattlers REGULAR general block: 1R
C38: 200 sabrerattlers
102R, 70K (101R) --- tested loss 87R, next time add rest of troops as C
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.
i had some error on adventure clever taylor, G4 general A 1recruit block finished too soon result in B being intercepted not sure if I was slow sending but thought I would mention it.
again G4 general C is listed as normal gen but when it come to the attack bits both the block and the attacking gen's is sent from the same position C. so maybe gen C and D is mixed up somehow?
Also everywhere in the guide the battle length in seconds don't make sense to me, example G5 blocking gen: BLOCKING NORMAL general: 200E {minimum 240 seconds to end of battle, 4 rounds} ----> 4 rounds is 120 seconds with normal gen in this instance, 20 sec per round and demolition of 40 seconds.
thanks
EDIT: sorry, I guess the battles times is listed with walking times, just I never saw it done this way