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Thread: Herpyderp's adventure guides

  1. #21
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    just done a check over on black knights everything is fine and saved me 140 odd recruits this way for 25,00exp very nice mate

  2. #22
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    Hey Herps, when u bring out ur guide for Victor?

  3. #23
    Skilled Student herpyderp's Avatar
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    Quote Originally Posted by christofari View Post
    just done a check over on black knights everything is fine and saved me 140 odd recruits this way for 25,00exp very nice mate
    Still trying to add to your collection? lol glad it went well for you

    Quote Originally Posted by Laurana View Post
    Hey Herps, when u bring out ur guide for Victor?
    I have a longbow/normal gen one I made ages ago :P I can draw that up alongside a vet/xbow one it's just summoning the courage to face him that adventure is hard.

  4. #24
    Skilled Student herpyderp's Avatar
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    Island of pirates

    There is something wierd about the trap at the top. Your vet gets intercepted on camp 9 if it enters the trap's red area before it has been hit, but it doesn't attack the trap. I'm fairly sure this isn't supposed to happen (though it would be helpful in adventures like Nords) but it doesn't really change much here.

    General C should be a BHG if possible, though the block averages 8 rounds with a minimum of 6 so it would probably be do-able without.

    As always, send generals in alphabetical order with the exception of the third block, where you send in the order A, V, C. As long as you're not too early, you'll be fine. The information is on there in case you forget, enjoy!


    Link to full size image:
    http://imageshack.us/a/img266/3528/iopherpyderp.png

    Bring: 436R 200E 249C 45X
    Loss: 434R

    2752xp

    1 Vet, 1 BHG, 1 normal gen recomended. 1 Vet 2 normal gens can be used if you're feeling brave.
    Last edited by herpyderp; 04.10.12 at 19:57. Reason: 4th time's a charm...

  5. #25
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    Herp...Victor is nasty! He ate my 140 xbows and 70 soldiers in the last wave.....so a new guide would give me confidence

  6. #26
    Skilled Student herpyderp's Avatar
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    Quote Originally Posted by Laurana View Post
    Herp...Victor is nasty! He ate my 140 xbows and 70 soldiers in the last wave.....so a new guide would give me confidence
    I'm doing it now it'll take a few more days to check and put together though

  7. #27
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    Me likes the guides, me do.

  8. #28
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    Thumbs up WITCH OF THE SWAMP ( Tested & best)

    This guide uses Normal General & The units: Recruits, Mitilia, Cavalary, Longbowmen & Soldiers

    I have used 3 generals since it is more convenient when you do blocks, but you can do it with 2 generals too, might take a little longer.

    There are 2 ways to fight the witch tower, 1: with cavalry loses & 2: with soldier & longbowmen loses.

    For Cav loses:

    Total Units: 409R 200C 150S 73LB
    Units Lost: 409R 88C 30S

    For Soldier & LB loses:

    Total Units: 395R 200C 150S 50LB
    Units Lost: 395R 91S 30LB

    If you decide to block Camp 5 then u'll need 44R less for both & additional 30R 20S 20M with no loses if timed properly & full loss apart from the general if u fail to time it.

    Here is the map. The numbers used here are in the you can attack them. Skipping can be only done through blocks...no other way that I know of.



    The Generals that travel to this zone set up the garrison in the Landing Zone. You can move him as near as possible to the camps you attack.

    Attacking Camp 1:

    40 Cultists : 200C( 0 loses)

    [


    Attacking Camp 2 & 3:

    You could use a block here too, I just tried it out, works well, but i'm not giving it here since the loses are almost the same. So there's no point in actually using a block. If you want a block version, let me know & i'll add it for you.

    Camp 2 - 50 Cultists : 7R 193C ( 3R-5R loses)

    Camp 3 - 40 Cultists, 40 Fanatics : 15R 185C ( 10R loses)



    Attacking Camp 4:

    60 Cultists : 15R 185C ( 10R loses)




    Attacking Camp 5 & 6:

    Without Block

    Camp 5 - 60 Shadowsneakers, 40 Dark Priests : 50R 60S ( 45R loses)

    Camp 6 - 33 Cultists, 33 Dark Priests, 33 Shadowsneakers : 130R 70S (52R loses)


    With Block

    Camp 5 - 60 Shadowsneakers, 40 Dark Priests : 30R 20M 20S ( no loss if timed properly or you lose almost all except the general ) This gives you about 3 - 4 rounds of fight & so there is time for the 2nd general to attack the leader camp with just 1 round of fight.

    Camp 6 - 33 Cultists, 33 Dark Priests, 33 Shadowsneakers : 130R 70S (52R loses) (better to use a battle hardened general. But if using normal gen...timing is very important)



    Let the general reach between the next 2 flags, you can attack the leader camp with the next general. (Again) Should work well if you have timed it properly.



    Attacking Camp 7:

    120 Cultists : 60R 70S 70C ( 51R loses)




    Attacking Camp 8 & 9:

    Block works really well here, place the generals in these positions & send them one after another attacking camp 8 first.



    Camp 8 - 80 Cultist, 60 Dark Priests : 1R ( 1R loss)

    Camp 9 - 40 Cultists, 120 Shadowsneakers, 1 Dark High Priest : 50R 150S (50R 23S loses)

    Attacking the Witch Tower: 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp



    There are 2 ways of doing this as per the units available to you: Cavalry loss & Soldier loss. You will need 2 waves for both.

    Cavalry Loss:

    Wave 1: 112R 88C ( 112R 88C loses)
    Wave 2: 72R 20S 35C 73LB ( 72R 7S loses)

    Soldier & LB loses:

    Wave 1: 170R 30LB ( 170R 30LB loses)
    Wave 2: 100C 80S 20LB ( 68S loses)
    Last edited by Angella; 27.09.12 at 12:34.

  9. #29
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    dude sweet

  10. #30
    Skilled Student herpyderp's Avatar
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    Cheers max and kpek

    Looking forward to seeing more from you Angella

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