Hey guys, got the images saved in a backup folder here
Not sure its within my "rights" to change links like that in someone else's post, but someone else can repost the images and have Killste point to the new post with these images in
Hey guys, got the images saved in a backup folder here
Not sure its within my "rights" to change links like that in someone else's post, but someone else can repost the images and have Killste point to the new post with these images in
I'm more than likely working right now.
ah ok Thanks for your reply![]()
The set-up with cannons from your guide takes 1 round all the time if am not mistaken. With camp 7 out of the picture, wouldn't there be enough time for marching since the other 2 camps can hold at least 3 rounds?
Edit:
I gave it a try with the setups i posted above though the general at Camp 8 won the battle and ended too soon. Camp 9 was blocked successfully and the leader fight was 60 seconds long.
Is it possible to squeeze somehow an extra round on camp 8 block?
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Last edited by stefanceltare; 15.06.13 at 17:21.
I actually think you could change the links in XiozZe's post.
He himself posted this when he quit playing:
Thus, instead of me using his images and reposting the whole guide,
I'd say it would better serve his rights if his guide remained unchanged, but with working images.
Or if you want it in legal terms... as XiozZe's trustee I grant you the rights to update the links to the images in his guide.
For it to be successful, you'd need to shorten the time it take s to demolish camp 10.
If you use Asipak's simulator,
you'd get an estimate for the number of rounds needed for the demolition (with each round lasting 10 seconds, in addition to the 10 seconds needed for the 1-round battle itself).
For more information about demolition times, read XiozZe's post here, including the link to the thread on the US server.
Stefan, seeing as Camp 7 is a no-loss camp anyway, would it make life easier if you killed that one normally, then worked out the positions for blocking just 8 and 9 for the Bone Church?
We love our new CM.
Newfoundland: 20th November 2011 to 25th November 2014. RIP
It was good while it lasted.
Hey Nogbad, in my screen i showed positions for vet and normal blocking gens (2) for camp 8-9 so camp 7 is not in the block anyway. I did kill that one normally. The positions are working great.
Thx Tage for the link and information but I don't think i can make it any shorter demolishing camp 10 and worth it at the same time or at least i do not know how without swapping recruits for militias or soldiers.
Thanks Tage, as it doesn't seem to be doing anything untoward, and certainly just fixing (which we have his blessing for) I have fixed the images to point to my server.
Should all be back up and working now.
I'm more than likely working right now.
I agree it probably won't be worth it, but in case you'd like to try it, these setups might do the job:
From A to Camp 8) 30 Dark Priests, 30 Shadowsneakers
BLOCKING NORMAL general: [1R 33E (-)] {120 seconds of fighting}
From B to Camp 9) 30 Cultists, 20 Shadowsneakers, 10 Firedancers
BLOCKING NORMAL general: [83C (-)] {120 - 180 seconds of fighting, 0.4% chance of 100 seconds}
BLOCKING NORMAL general: [3R 77C (-)] {120 - 180 seconds of fighting, 0.3% chance of 100 seconds}
From C to Camp 10) 40 Cultists, 30 Dark Priests, 20 Shadowsneakers, 1 Witch of the Swamp
VETERAN general: [61M 1S 1E 11B 1LB 1XB 174K (50M 2B - 56M 6B - 60M 10B)] {40 - 50 seconds of fighting}
VETERAN general: [70R 10M 1S 1E 11B 1LB 1XB 155K (60R 2B - 69R 1M 6B - 70R 10M 10B)] {50 - 60 seconds of fighting}
VETERAN general: [66R 1M 1S 1E 1B 20C 1LB 1XB 158K (57R 4C - 63R 12C - 65R 19C)] {40 - 50 seconds of fighting}
VETERAN general: [47R 1M 1S 1E 1B 138C 1LB 1XB 59K (33R 4C - 42R 12C - 46R 19C)] {50 - 60 seconds of fighting}
The demolition of the bone church lasts 3-4 rounds (30-40 seconds) for all four attacks above.
Last edited by Tage; 15.06.13 at 23:26.
Roll on the day BB lets us use mercenaries, send 1 Big bertha and some elites to each camp.![]()
Hi Tage, I really enjoy your guides, and like many others, I almost depend on them.
That being said, I also simulate for myself. Just to make sure. And I have a couple points to make:
Traitors:
Camp 11: The first two waves may leave as many as 20 Longbowmen Deserters, causing a possible loss of about 10 Soldiers in the last wave. This is after 5000 simulations.
Wave 3 should be this:
From C Camp 11) 1 Sir Robin, 1 Big Bertha
ANY general: [62R 138S (27R - 51R - 62R)]
Camp 10 does not have setups for Crossbowmen.
You may want to add setups for killing Camp 9. The losses aren't really that bad, it's only about 200R or so I think.
Victor the Vicious:
BATTLE HARDENED general: [60R 1E 75C 63XB 1K (35R - 48R - 60R 1S)] {30 seconds of fighting}
Where did the 1S come from?
Also:
One BATTLE HARDENED general with Longbows
One ANY general (battle hardened is better)
Two NORMAL generals using 3 round blocks
Units needed, average: 1915R 192M 207S 327C 142LB (2783 units)
Units needed, maximum: 1995R 207M 212S 327C 142LB (2883 units)
Units lost, minimum: 1797R 176M 69S 190C
Units lost, average: 1915R 192M 77S 215C
Units lost, maximum: 1995R 207M 108S 257C
But with Longbows, when you kill Camp 15, you lose 115B, which are not listed in the units needed.
Again, great guides. Everything works unless you screw up something really badly, which I always like in a guide.