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Thread: SidV's adventure journal

  1. #331
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    Quote Originally Posted by Devil-Lady View Post
    outlaws camp 15 has need fore a diff approach
    Agreed.

    On the other hand, SidV's Outlaws map is pretty outdated. He even mentioned this himself.
    There are lots of better solutions to virtually all camps, some posted here, some in Killste's thread and several on the German forum.

    Regarding camp 15, let us still assume we use no blocking, no crossbows and no veteran generals.
    Unit losses separated by dashes, e.g. 57R - 68R - 82R, indicate minimum - average - maximum losses.


    This is SidV's original setting:

    Camp 15a) 1 One-Eyed Bert, 180 thugs [50R 150B (50R 150B)] ---> Enemy losses: 90 - 98 - 109 thugs
    Camp 15b) 1 One-Eyed Bert, 82 thugs [90R 110LB (57R - 68R - 82R)]

    Total losses:
    Minimum: 107R 150B
    Average: 118R 150B
    Maximum: 132R 150B


    My suggestion, with cheaper losses:

    Camp 15a) 1 One-Eyed Bert, 180 thugs [150R 25B (150R 25B)] ---> Enemy losses: 79 - 94 - 103 thugs
    Camp 15b) 1 One-Eyed Bert, 86 thugs [77R 3S 120LB (59R - 71R - 77R 2S)]

    Total losses:
    Minimum: 209R 25B
    Average: 221R 25B
    Maximum: 227R 2S 25B

  2. #332
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    Quote Originally Posted by Knick View Post
    does anybody else have plans to take over this or does anybody have a link to other guides?
    I'd recommend that you to take a look at Killste's guide to solo and multi-player adventures.

    If you do understand any German, or do have the urge to use Google translate,
    it's worth taking a look at e.g. Siedler Vision for several alternative approaches.

  3. #333
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    I decided to play witch of swamp for my first "serious" adventure... Only thing that I am not able to find in this guides is how many generals are u sending in adventure ? 1, 2, 3 or more ?
    This should be explained, since I hardly believe that new players can find this confusing as well

  4. #334
    Enlightened Sage
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    How is the number of generals relevant?

  5. #335
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    @Geronatius

    Well It's faster I think if you have more generals, I will answer on my own question when I start playing it tonight or tomorrow :P

  6. #336
    Nifty
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    I've played Witch of the Swamp with 2 generals, and it was fine. Using 3 generals might have been slightly faster, but I still would have had to do some shuttling because I don't have enough unemployed settlers to make all the troops required in advance. So before getting a third general, consider whether you have the population required to build a big enough army to reap the benefits.

  7. #337
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    Traitors - Camp 7. On the (non-block) V - R/A version. If you send unprotected Crossbowmen against their CAVALRY you are going to lose some.

  8. #338
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    Quote Originally Posted by Sable View Post
    Traitors - Camp 7. On the (non-block) V - R/A version. If you send unprotected Crossbowmen against their CAVALRY you are going to lose some.
    That is clearly an unfortunate mistake by SidV.
    Camp 7 should be attacked with 150R 100S (not 150R 100A).

  9. #339
    Glorious Graduate Swww's Avatar
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    Thread moved to our new adventure forum

  10. #340
    Original Serf Zothem's Avatar
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    For those with a Master general (Veteran) or if you want to see up close and all detail without starting Islands of the Pirates yet see my picture.

    Enjoy and See you Around,

    Zothem

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