Long time using other players guides, now I think it is time to share my own way of doing things, in hope to help others with little improvements.
As I would like some feedback, I got suggestions from a few friends to create my own thread, and slowly add guides for the adventures I do.
I wish to thanks to all guides creators, and specially to Killste for his nice thread collecting several guides, unfortunately the index is no longer being updated.
Special thanks also to Tage for the nice way he does his guides.
I will try always to tell why I think my guide adds something helpful compared with other guides I have seen. Any feedback is welcome.
Like in Tage's guides, throughout all my guides the following colour codes will be used to distinguish between different types of generals and setups:
Spoiler
NORMAL general: Must be a normal (slow) general, the one you buy in the tavern
ANY general: Can be any general, no soldiers needed
ANY general: Can be any general
ANY general with Crossbows
ANY general with Cannoneers
BATTLE HARDENED general: Must be a fast general, bought for gems in the shop or from an event
BATTLE HARDENED general with Crossbows
BATTLE HARDENED general with Cannoneers
VETERAN general: Must be a veteran general, bought for gems in the shop or from an event, capable of holding 250 units
VETERAN general with Crossbows
VETERAN general with Cannoneers
MAJOR general: Must be a major general, bought for beanstalks in the shop, capable of holding 270 units
MASTER of Martial Arts: Must be a master of martial arts, bought for gems in the shop or from an event, capable of holding 220 units
MASTER of Martial Arts: with Crossbows
MASTER of Martial Arts: with Cannoneers
Throughout all my guides the following letters will be used to denote different units:
Spoiler
R = Recruit
M = Militia
S = Soldier
E = Elite Soldier
C = Cavalry
B = Bowman
LB = Longbowman
XB = Crossbowman
K = Cannoneer
All images linked in this index are from Killste's post; credits should go to the original owners.
1 Player Adventures: http://www.siedlertools.de/w/images/...opical_sun.pngTropical Sun all 4 achievements in one single run. Average casualties with MMA + Veteran: 35R 76M
MMA can be used for all 4 achievements. Included options for any general.
2 Player Adventures: http://www.siedlertools.de/w/images/...se_attack2.pngSurprise Attack Average casualties with Veteran + MMA: 192R 41M 31S
Blocking all not leader camps, army optimized for low populations (using just 379 Elite Soldiers), added options without Elite Soldiers. Using a Veteran or Major, and optionally a Master of Martial Arts.
3 Player Adventures: http://www.siedlertools.de/w/images/...ring_bull2.pngRoaring Bull fast version. Average casualties with Veteran + MMA: 468R 81B or 431R 153B
Killing just 2 camps besides the 3 Witch Towers (1 more block than best version I have seen yet).
Fairytale Adventures:
None yet
Cooperative Adventures:
None yet
25.05.14 15:41
urgabel
Surprise Attack
I think this is the best adventure to level up fast. Since we have the Rarity Provision House to make Map Fragments, 500 Map Fragments seems to me affordable.
At level 36 you can start it, but it is at level 41 with Elite Soldiers when you will love it, being able to block all camps and defeat just leaders.
I worked to get the best setups to optimize my army, with a low population; I'm using for some blocks even Recruits and Crossbowmen, not the best option but the blocks last enough to be safe and it allow me to use a lot less Elite Soldiers.
Later I will try to recover from my notes the way I was doing it without Elite Soldiers, but now I will post how I'm doing it now with the Master of Martial Arts and a Veteran.
Added options without Elite Soldiers. Note than options with Veteran and without Elite Soldiers for leaders in sectors 2 to 5 have a very small chance to last 10 more soconds demolishing the leader's camp.
SURPRISE ATTACK
(using a VETERAN/MAJOR or a VETERAN/MAJOR + a MMA, and 4 NORMAL generals)
I have done this adventure more than 20 times, and lag was not an issue for me with any blocks even with the second player invited from the start; all blocks have been calculated with enough margin to be safe, but you always try blocks at your own risk.
For blocks, there are several options available. I'm using the options preceeded by an asterisk, to minimize the army needed.
Unless other thing is indicated, send your generals right after each other, waiting until the drums ends before sending next.
Invited player can attack at any time to any camp with 2 Recruits using any general except Martial Arts; if using less than 2 Recruits there is some chance to not kill anything, if using more than 2 Recruits or a MMA the blocks could fail. If invited from the start, the second player could use MMA with 1R in any camp in sector 1, as you can later defeat the camp with no casualties and no block; ensure his general is not placed in the spots you will need for blocks in sector 2. If invited when you are ready to finish, he can send 1R from landing zone to any camp in sector 5, and will be intercepted by nearest camp.
Send general A to C1, wait until the combat starts, then send the other generals.
From A to C1- 130 Karl, 70 Valkyrie
*BLOCKING NORMAL: 66E 132C (-) Mín 160s BLOCKING NORMAL: 90S 110C (-) Mín 140s
From B to C3- 100 Karl, 100 Valkyrie BLOCKING NORMAL: 40E 160C (-) Min 160s
*BLOCKING NORMAL: 55S 145C (-) Min 160s (0'04% only 140s)
From C to C4L1- 120 Housecarl, 80 Valkyrie VETERAN: 30R 28M 4S 52C 1B 1LB 134XB (30R 17M - 30R 22M - 30R 28M 2S) 2 rounds, 30s VETERAN: 30R 28M 2S 1E 52C 1B 1LB 135XB (30R 17M - 30R 22M - 30R 28M 1S) 2 rounds, 30s MAJOR: 32R 22M 1S 1E 62C 1B 1LB 150XB (32R 10M - 32R 16M - 32R 22M) 2 rounds, 30s MMA: 32R 21M 167XB (32R 9M - 32R 14M - 32R 21M) 2 rounds, 30s
The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is about 93 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 93+30 = 123 seconds. The first block always lasts at least 140 seconds.
General B needs at least 78 seconds blocking, and the block last at least 140 seconds.
If you want to do this sector without waiting for the slow generals, you could also defeat each camp with few casualties.
If you have no Elite Soldiers, kill first camp 5 and skip general A in next block. C5- 100 Housecarl, 100 Valkyrie VETERAN: 15R 25M 3S 102C 105XB (15R 15M - 15R 20M - 15R 25M 2S) MMA: 15R 17M 2S 64C 122XB (15R 10M - 15R 13M - 15R 17M 1S)
From A to C5- 100 Housecarl, 100 Valkyrie
*BLOCKING NORMAL: 76E 124C (-) Min 200s
From B to C6- 140 Housecarl, 60 Valkyrie BLOCKING NORMAL: 127E 73C (-) Min 200s
*BLOCKING NORMAL: 73S 81E 46C (-) Mín 200s BLOCKING NORMAL: 181S 19C (-) Min 140s BLOCKING NORMAL: 141S 40C 17XB (-) Min 140s
From C to C7- 200 Housecarl BLOCKING NORMAL: 200E (-) Min 180s BLOCKING NORMAL: 15S 185E (-) Min 160s BLOCKING NORMAL: 32S 168E (-) 140s BLOCKING NORMAL: 60S 140E (-) 120s
*BLOCKING NORMAL: 120S 80E (-) 100s BLOCKING NORMAL: 200S (-) 80s BLOCKING NORMAL: 200M (-) 80s
From D to C8L2- 100 Housecarl, 90 Berserk VETERAN: 48R 30M 5S 1B 1LB 165XB (48R 19M - 48R 27M - 48R 30M 3S) 2 rounds, 30s (small chance of 40s) VETERAN: 48R 30M 4S 1E 1B 1LB 165XB (48R 19M - 48R 27M - 48R 30M 3S) 2 rounds, 30s MAJOR: 70R 16M 1S 1E 1B 1LB 180XB (70R - 70R 8M - 70R 16M) 2 rounds, 30s
The marching time for general D, from the moment general A starts his battle, till the moment general D starts his battle, is about 149 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 149+30 = 179 seconds. The first block always lasts at least 200 seconds.
General B needs at least 123 seconds blocking, and the block last at least 140 seconds.
General C needs at least 74 seconds blocking, and the block last at least 80 seconds.
General X does not fight, just modifies a bit the path for the other generals.
From A to C9- 130 Housecarl, 70 Valkyrie
*BLOCKING NORMAL: 114E 86C (-) Min 200s BLOCKING NORMAL: 160S 40C (-) Min 180s (0'3% only 160s) BLOCKING NORMAL: 22M 150S 28C (-) Min 140s BLOCKING NORMAL: 33M 90S 54C 21XB(-) Min 140s
From B to C11- 130 Housecarl, 70 Valkyrie BLOCKING NORMAL: 114E 86C (-) Min 200s
*BLOCKING NORMAL: 160S 40C (-) Min 180s (0'3% only 160s) BLOCKING NORMAL: 33M 90S 54C 21XB(-) Min 140s BLOCKING NORMAL: 40M 90S 70C (-) Min 100s
From C to C12L3- 100 Jomsviking, 90 Valkyrie VETERAN: 68R 7S 65C 1B 1LB 108XB (55R - 65R - 68R 5S) 2 rounds, 30s (small chance of 40s) VETERAN: 68R 6S 1E 65C 1B 1LB 108XB (55R - 65R - 68R 5S) 2 rounds, 30s MAJOR: 52R 3S 1E 106C 1B 1LB 106XB (39R - 45R - 52R 2S) 2 rounds, 30s MMA: 50R 1S 59C 110XB (38R - 44R - 50R) 2 rounds, 30s
The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is about 96 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 96+30 = 126 seconds. The first block always lasts at least 140 seconds.
General B needs at least 80 seconds blocking, and the block last at least 100 seconds.
From A to C16- 100 Housecarl, 100 Valkyrie BLOCKING NORMAL: 76E 124C (-) Min 200s
*BLOCKING NORMAL: 80S 20E 100C (-) Min 160s BLOCKING NORMAL: 84M 102C 14XB (-) Min 160s BLOCKING NORMAL: 102S 98C (-) Min 140s BLOCKING NORMAL: 92S 108C (-) Min 120s
From B to C15- 100 Housecarl, 100 Berserk BLOCKING NORMAL: 79S 121E (-) Min 200s (0'13% only 180s) BLOCKING NORMAL: 90S 110E (-) Min 160s BLOCKING NORMAL: 113S 87E (-) Min 140s
*BLOCKING NORMAL: 19R 145S 36XB (-) Min 120s
From C to C14- 120 Housecarl, 80 Berserk
*BLOCKING NORMAL: 188E 1C (-) Min 200s BLOCKING NORMAL: 12R 28M 102S 58XB (-) Min 120s
From D to C17L4- 100 Jomsviking, 90 Valkyrie VETERAN: 68R 7S 65C 1B 1LB 108XB (55R - 65R - 68R 5S) 2 rounds, 30s (small chance of 40s) VETERAN: 68R 6S 1E 65C 1B 1LB 108XB (55R - 65R - 68R 5S) 2 rounds, 30s MAJOR: 59R 1S 1E 102C 1B 1LB 105XB (39R - 47R - 59R) 2 rounds, 30s MMA: 50R 1S 59C 110XB (38R - 44R - 50R) 2 rounds, 30s
The marching time for general D, from the moment general A starts his battle, till the moment general D starts his battle, is about 60 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 60+30 = 90 seconds. The first block always lasts at least 120 seconds.
General B needs at least 63 seconds blocking, and the block last at least 120 seconds.
General C needs at least 60 seconds blocking, and the block last at least 120 seconds.
If you have no Elite Soldiers check options inside the spoiler.
If invited player used MMA in camp 18, you should check remaining enemy troops in that camp and adjust general A according. If used 1R or 2R with MMA, there will be 149-150 Housecarl and 0-5 Valkyrie; for that you can use 9S 129E 50C 2XB (-) Min 200s (just 10 cavalry less).
From A to C18- 150 Housecarl, 50 Valkyrie BLOCKING NORMAL: 140E 60C (-) Min 200s BLOCKING NORMAL: 4S 100E 74C 22XB (-) Min 180s
*BLOCKING NORMAL: 9S 129E 60C 2XB (-) Min 180s
From B to C20- 100 Housecarl, 100 Berserk BLOCKING NORMAL: 79S 121E (-) Min 200s (0'13% only 180s) BLOCKING NORMAL: 20S 105E 55C 20XB (-) Min 160s
*BLOCKING NORMAL: 15R 115S 50E 20XB (-) Min 160s
From C to C19- 160 Housecarl, 40 Valkyrie BLOCKING NORMAL: 75S 107E 18C (-) Min 200s
*BLOCKING NORMAL: 20S 105E 55C 20XB (-) Min 160s
From D to C21- 130 Housecarl, 70 Berserk BLOCKING NORMAL: 40S 160E (-) Min 200s (0'01% only 180s) BLOCKING NORMAL: 188S 12E (-) Min 100s
*BLOCKING NORMAL: 30R 65S 94E 11XB (-) Min 100s
From E to C21L5- 120 Jomsviking, 80 Berserk VETERAN: 24R 38S 1E 1B 1LB 185XB (24R 26S - 24R 31S - 24R 37S) 2 rounds, 30s MAJOR: 35R 10M 23S 1E 1B 1LB 199XB (35R 10M 11S - 35R 10M 16S - 35R 10M 22S) 2 rounds, 30s
The marching time for general E, from the moment general A starts his battle, till the moment general E starts his battle, is about 139 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 139+30 = 169 seconds. The first block always lasts at least 180 seconds.
General B needs at least 113 seconds blocking, and the block last at least 160 seconds.
General C needs at least 126 seconds blocking, and the block last at least 160 seconds.
General D needs at least 70 seconds blocking, and the block last at least 100 seconds.
Options without Elite Soldiers:
Spoiler
Without Elite Soldiers you could use your MMA (or lootspoter's MMA) with 1 recruit in a suicidal wave against camp 18 to weaken it. C18- 150 Housecarl, 50 Valkyrie MMA: 1R (1R)
Then you can use normal Soldiers for the following block, with a very low chance of fail: 14 times in 50,000 simulations.
If you have no Elite Soldiers and both you and the lootspotter have no MMA, or if you prefer to avoid all risks, just kill first camp 18 and later skip general A in the block. C18- 150 Housecarl, 50 Valkyrie VETERAN: 50M 4S 28C 168XB (40M - 46M - 50M 3S) MMA: 35M 2S 6C 177XB (29M - 33M - 35M 2S)
From A to C18- 150 Housecarl, 0-1-5 Valkyrie BLOCKING NORMAL: 163S 31C 6XB (-) Min 180s (0.03% 160s)
From B to C20- 100 Housecarl, 100 Berserk BLOCKING NORMAL: 183S 17XB (-) Min 140s
From C to C19- 160 Housecarl, 40 Valkyrie BLOCKING NORMAL: 155S 15C 30XB (-) Min 140s
From D to C21- 130 Housecarl, 70 Berserk BLOCKING NORMAL: 152S 48XB (-) Min 120s BLOCKING NORMAL: 42R 158S (-) 80s BLOCKING NORMAL: 144M 56S (-) 80s
From E to C21L5- 120 Jomsviking, 80 Berserk VETERAN: 24R 38S 1B 1LB 186XB (24R 26S - 24R 31S - 24R 37S) 2 rounds, 30 (small chance of 40s)
The marching time for general E, from the moment general A starts his battle, till the moment general E starts his battle, is about 139 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 139+30 = 169 seconds. The first block always lasts at least 180 seconds. However, there is a 0.03% chance for the general A to block just for 160 seconds, and there is a very small chance for the Veteran spending 40 seconds in their fight.
General B needs at least 113 seconds blocking, and the block last at least 140 seconds.
General C needs at least 126 seconds blocking, and the block last at least 140 seconds.
General D needs at least 70 seconds blocking, and the block last at least 80 seconds.
25.05.14 15:44
urgabel
Roaring Bull, fast version
Disclaimer:
This guide uses the maximum number of blocks and requires that you do have a Veteran general and a Master of Martial Arts general, with Cannoneers.
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 don't like risks, maybe you shouldn't try this.
This guide uses an idea I've seen in several guides to modify the path for generals by placing another generals in their way, but all positions are from my own work.
What is new in this guide is we can block 1 more camp in 1st Witch Tower by attacking simultaneously from upper right and left corners. Also I'm using 1 more block for second tower, but I think my setups are safer than others I saw in different guides.
These 2 first blocks should be performed before you invite any other player, specially the 1st one, as the timing is safe but with low margin and excesive lag could ruin it. I have done this more than 15 times until now without any problems (and 1 time after invited 2 more players and the block failed due to lag).
Thanks to iUnyu for the screenshot.
Thanks to Saturnus72 for his suggestions and feedback.
SECTOR 1 ==================================================
First you need to kill camps 6 and 21. Move a Veteran/Major and 2 any generals to the upper right corner. Place it like in the screenshot to kill camp 21 without being intercepted; generals marked with X does not fight, just modifies a bit the path for the Veteran/Major.
Kill camp 21. http://i.imgur.com/6txdNcp.png
From A to C21 - 120 Nomad, 80 Lance Rider VETERAN general: 85R 1S 164K (71R - 80R - 85R 1S)
Move the MMA to the upper left corner, to kill camp 6. http://i.imgur.com/pzGkGpw.png
From B to C6 - 120 Nomad, 80 Composite Bowman MASTER of Martial Arts: 45R 3S 172C (34R - 41R - 45R 2S)
Don't worry about needing to scroll the screen, you have time enough. First set the lowest zoom to allow fsster scrolling; if you can, setup it in order to allow you to send both general A and general B without scrolling. After sending general B it is needed a bit of delay before sending general C (so you can scroll the screen), and there is some margin.
From C to C28 - 110 Nomad, 40 Riding Amazonian Guard, 50 Cataphract
*BLOCKING NORMAL: 32E 167C (-) 120s (96'4% 140s or more)
From D to C29 - 90 Nomad, 60 Lance Rider, 50 Cataphract
*BLOCKING NORMAL: 79E 121C (-) 100s BLOCKING NORMAL: Normal: 134E 3C (-) 120s (0.08% 100s)
From E to C27 - 90 Lance Rider, 100 Cataphract
*BLOCKING NORMAL: Normal: 60S 121E 13B (-) 120s
From F to C30T1 - 70 Nomad, 100 Lance Rider, 30 Cataphract, 1 Uproarious Bull MASTER of Martial Arts: 148R 1M 1S 1E 69K (126R - 138R - 148R 1M) 2r, 50-60s
The marching time for general D, from the moment general A starts his battle, till the moment general D starts his battle, is about 59 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 59+60 = 119 seconds. The first block always lasts at least 120 seconds (low minimum margin, but safe, usually 11 seconds margin).
General B needs at least 64 seconds blocking, and the block last at least 100 seconds.
General C needs at least 90 seconds blocking, and the block last at least 120 seconds.
SECTOR 2 ==================================================
Move your MMA and 3 normal generals to the middle area: http://i.imgur.com/8ijZnLF.png
Send general G, wait until he reaches the spot in the screenshot (can be upto 6 seconds after, but not before he turns to the upper right corner) then send all the other generals.
From G to C31 - 100 Cultist, 100 Firedancer
*BLOCKING NORMAL: Normal: 1R (1R) 20s
From H to C34 - 70 Cultist, 50 Shadowsneaker, 80 Firedancer
*BLOCKING NORMAL: Normal: 79E 121C (-) Min 100s
From I to C31 - 99 Cultist, 100 Firedancer
*BLOCKING NORMAL: Normal: 126E 74C (-) Min 100s
From J to C35T2 - 80 Cultist, 120 Firedancer MMA: 62R 90B 1LB 1XB 66K (62R 78B - 62R 81B - 62R 90B) - 2r, 50-60s
It takes 13-14 seconds for general H to reach his own target camp's area of influence since the moment general G starts his combat, and G will block his camp for 20 seconds (1R block).
The marching time for general J, from the moment general H starts his battle, till the moment general J starts his battle, is about 34-35 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 35+60 = 95 seconds. The block always lasts at least 100 seconds.
General I needs at least 87 seconds blocking, and the block last at least 100 seconds.
If you are doing this for the first time and any general is intercepted, retire inmediately all generals and you will lose just 1 recruit. You can try again after this general is recovered, or with another normal general placed near, and waiting for him to reach the same spot.
Send general A, wait until he reaches the spot in the screenshot (can be upto 6 seconds after, but not before he turns to the upper right corner) then send all the other generals.
From A to C31 - 100 Cultist, 100 Firedancer
*BLOCKING NORMAL: Normal: 1R (1R) 20s
From B to C34 - 70 Cultist, 50 Shadowsneaker, 80 Firedancer
*BLOCKING NORMAL: Normal: 79E 121C (-) Min 100s
From C to C31 - 99 Cultist, 100 Firedancer
*BLOCKING NORMAL: Normal: 126E 74C (-) Min 100s
From D to C35T2 - 80 Cultist, 120 Firedancer BHG: 153B (153B) 1r, 10s MMA: 134B (134B) 1r, 10s
From E to C35T2 - 56-72-97 Firedancer MMA: 22R 1M 1S 1E 191C 1B 1LB 1XB 1K (0R - 1R - 22R) 1r, 30-40s
It takes 13-14 seconds for general B to reach his own target camp's area of influence since the moment general A starts his combat, and A will block his camp for 20 seconds (1R block).
The marching time for general D, from the moment general B starts his battle, till the moment general D starts his battle, is about 34-35 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 35+10+40 = 85 seconds. The block always lasts at least 100 seconds.
General C needs at least 87 seconds blocking, and the block last at least 100 seconds.
If you are doing this for the first time and any general is intercepted, retire inmediately all generals and you will lose just 1 recruit. You can try again after this general is recovered, or with another normal general placed near, and waiting for him to reach the same spot.
After this, it is safe to invite 2 more players.
Player 2 will land in upper left corner, and could use MMA or any general with 1C to nearest camp, or move garrison to the bottom left corner to use 1R in nearest camp: http://i.imgur.com/Xq0D5RH.png
Player 3 will land in upper right corner, and can use any general with 1R/1C in nearest camp: http://i.imgur.com/0jfI8PK.png
SECTOR 3 ==================================================
Move your Veteran/Major, your MMA and 1 normal general the the bottom right corner: http://i.imgur.com/tHlykXL.png
From K to C36 - 100 Cultist, 40 Shadowsneaker, 60 Firedancer
*BLOCKING NORMAL: Normal: 1R (1R) 20s
From L to C38T3 - 80 Cultist, 50 Shadowsneaker, 70 Firedancer, 1 Dark High Priest MMA: 1R (1R)
From M to C38T3 - 80 Cultist, 62-63-64 Firedancer, 1 Dark High Priest VETERAN general: 151R 15C 84XB (136R - 146R - 151R)
25.05.14 18:30
kanoko
looks really good, keep up the good work:P
25.05.14 19:40
Saturnus72
RB guide comments
Quote:
From D to C30T1 - 70 Nomad, 100 Lance Rider, 30 Cataphract, 1 Uproarious Bull
MASTER of Martial Arts: 148R 1M 1S 1E 69K (126R - 138R - 148R 1M) 2r, 50-60s
Not sure why this would be better in any way than MMA: 147R 1E 72K for 129-138-147R loss. Average loss is the same but with no potential of losing 1M.
Quote:
From D to C35T2 - 80 Cultist, 120 Firedancer
BHG: 153B (153B) 1r, 10s
MMA: 134B (134B) 1r, 10s
From E to C35T2 - 56-72-97 Firedancer
MMA: 22R 1M 1S 1E 191C 1B 1LB 1XB 1K (0R - 1R - 22R) 1r, 30-40s
Probably easier, safer and cheaper in relative cost just to go with the standard MMA: 53R 92B 74A 1K here (53R 88-90-92B loss) The total fight time can be 10 seconds longer (40-60 seconds instead of 40-50 seconds) but if your block calculation is correct that still leaves about 5 seconds room. Yes, the average loss is 52R higher but it's also either 44B or 63B lower on average. I'd take 52R loss over 44B loss any day. Especially if it means an easier set up.
Quote:
From C to C38T3 - 80 Cultist, 62-63-64 Firedancer, 1 Dark High Priest
VETERAN general: 139R 9M 1E 101K (139R 0-6-9M)
VET: 151R 15C 84A for 136-146-151R loss is a better option. 7R more loss is exchange for 6M less loss on average.
Other than those comments. Keep up the good work.
26.05.14 01:09
urgabel
Thanks a lot for your feedback. I reviewed your suggestions.
Quote:
Originally Posted by Saturnus72
Not sure why this would be better in any way than MMA: 147R 1E 72K for 129-138-147R loss. Average loss is the same but with no potential of losing 1M.
I always try to avoid any chance to loss crossbowmen or cannoneers. Your setup have a (very small) potential chance to lose 1 Elite Soldier and even 2 Cannoneers, while mine have a (very small) chance to lose 1 Militia.
Also, with more units types surviving there is more chance for the demolition time being 10 seconds shorter, doing the block safer.
Quote:
Originally Posted by Saturnus72
Probably easier, safer and cheaper in relative cost just to go with the standard MMA: 53R 92B 74A 1K here (53R 88-90-92B loss) The total fight time can be 10 seconds longer (40-60 seconds instead of 40-50 seconds) but if your block calculation is correct that still leaves about 5 seconds room. Yes, the average loss is 52R higher but it's also either 44B or 63B lower on average. I'd take 52R loss over 44B loss any day. Especially if it means an easier set up.
I think this could be a good improvement. Besides the possible increment in the time, there is a (very small) chance to lose 2 crossbowmen, so I would prefer to use for single wave:
MMA: 62R 90B 1LB 1XB 66K (62R 78B - 62R 81B - 62R 90B) - 2r, 50-60s
I will try it and let you know how it works.
Quote:
Originally Posted by Saturnus72
VET: 151R 15C 84A for 136-146-151R loss is a better option. 7R more loss is exchange for 6M less loss on average.
This is a good improvement, I will change my setup for this one, after my next run tomorrow.
Thanks again for your feedback.
26.05.14 04:51
Saturnus72
Quote:
Originally Posted by urgabel
I always try to avoid any chance to loss crossbowmen or cannoneers. Your setup have a (very small) potential chance to lose 1 Elite Soldier and even 2 Cannoneers, while mine have a (very small) chance to lose 1 Militia.
Also, with more units types surviving there is more chance for the demolition time being 10 seconds shorter, doing the block safer.
It's funny how the 2 calcs differ on this one.
I typically run both calcs but I trust the http://settlersonlinesimulator.com/dso_kampfsimulator/ more as I found it to be more accurate. Resetting this and doing the calc 5 times I cannot find a single result than involves the loss of any E or K. However, it strangely (after a few resets) did show a chance of the demolition time being 1 round longer.
http://www.settlersonlinetools.com/en/combat_simulator/ typically suggests good results from using 1 unit of many types that I have often found fails in actual play. But since I did find a 1 in 5500 chance of the battle lasting 10 seconds longer with my set up, I'll concede that ours is probably, at least according to the calcs, the better option.
I will warn though that both calcs at least in my experience overestimate the value of using several 1 units. It seems the calcs do a different rounding, carry over fractions or don't carry over fractions in a different way the actual game servers do but this is not unique to settlers calcs. I find that to be the case with many combat sims for online strategy games that are based on random number generators.
29.05.14 11:28
urgabel
Updated the guide, just pending to recount casualties and troops needed with the new setups suggested.
Quote:
Originally Posted by urgabel
I will try it and let you know how it works.
Tried today and it works, but surely most players will be scared on how tight is the block with that additional round demolishing the tower. Maybe I could shorten the path for the MMA by 1 more flag...
Quote:
Originally Posted by Saturnus72
I typically run both calcs but I trust the http://settlersonlinesimulator.com/dso_kampfsimulator/ more as I found it to be more accurate. Resetting this and doing the calc 5 times I cannot find a single result than involves the loss of any E or K. However, it strangely (after a few resets) did show a chance of the demolition time being 1 round longer.
I use several stacks of 1 unit to shorten the demolition time.
29.05.14 20:17
Saturnus72
Quote:
Originally Posted by urgabel
That simulator uses low amount of repetitions.
2200 each time. Then you press the reset. And do another set. If you're so inclined you could do this eternally if you liked. I usually just go with 2 resets for a total of 6600 simulations and if there's no significant difference I'll leave it at that. If there are some outliers I'll reset it a few more times.
Neither simulator tells you the exact minimum or maximum in any case as they run actual simulations instead of just telling you the worst and best case scenario. You can find that out quite easily using pen and paper.
30.05.14 10:30
SmurfAsH
I'm using both. No reason to just stick to one.
30.05.14 20:17
urgabel
Added options for Surprise Attack without Elite Soldiers.
31.05.14 06:47
Brayarg
Nice work, I like some of your ideas :)
31.05.14 16:14
urgabel
Tropical Sun: all 4 achievements in a single run
Guide in preparation.
TO DO:
- Format with colors depending on generals and troops used.
- Count troops used and casualties.
This guide is intended to complete all 4 achievements for Tropical Sun in one single run. If you prefer cheaper casualties not completing the third achievement (losing less than 50 recruits), I suggest you to use this excelent guide from Tage: Tage's guide for Tropical Sun
Master of Martial Arts general (MMA) can be used to complete all 4 achievements (I have already completed it using setups in this guide).
You can use a suicidal wave of MMA with 1R or 1B in several camps to lower casualties; If you have 1 MMA, best suicidal wave is on last camp. If you have 2 MMA, best options are camps 3, 6 and 9 (I prefer camps 6 and 9).
If you already have completed the first 2 achievements (complete in less than 2 & 8 hours), you could use MMA in suicidal waves for camps 2 to 9 waiting for him to recover, so lowering casualties a lot (pending to add options for camps 2, 4, 5, 7 & 8).
Tropical Sun Achievements
- Complete "Tropical Sun" in less than 8 hours
- Complete "Tropical Sun" in less than 2 hours
- Complete "Tropical Sun" while losing less than 50 recruits
- Complete "Tropical Sun" while losing less than 210 units
In case you do not know yet this adventure, there are no blocks, all camps are fighted in sequence; while you fight each camp, you could move all other generals near the next camp to save time.
Just for comparing purposes, several options are included for each camp, losing Recruits or Militia, and using different kind of generals.
To complete the achievements, with a Master of Martial Arts general (MMA) I chose options preceeded by "*"; with Any general I chose options preceeded by ">".
Generals used: At least 1 Any general, faster if you use 2 or 3 fast generals.
With 2 MMA: Troops required: Pending Casualties: Pending
With 1 MMA: Troops required: Pending Casualties: Pending
With 1 Veteran/Major: Troops required: Pending Casualties: Pending
With 1 Any general: Troops required: Pending Casualties: Pending
I too have been loosing Elites at SA in the first camps ...
many times now, though at first I followed your guide & I got the results that you say would be ... [that's 2 weeks ago, though, & loosing Es since] ...
Any chance they've changed things again from 'above'???