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Thread: [Guide] Killste : Collected Adventure Guides by Various Authors

  1. #221
    Skilled Student
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    Northisle
    Here is a very good guide to outlaws, works perfectly, all timings are generous. I did it four times already with this guide.

    http://www.nybyggarna.pl/download/file.php?id=206

    But I am sure Tage will make it even better

  2. #222
    Pathfinder
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    Northisle
    I just done your Sons of the Veld and your last one is out of Sync for the blocks.
    The 50C from E arrives too fast and is intercepted before D attacks and thus E is wiped out...................very expensive.

    Apart from that its good.

  3. #223
    Pathfinder
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    Northisle
    The Outlaws tactical maps dont have any garrisons on them, is this deliberate because the positions are simple

  4. #224
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    Newfoundland
    Quote Originally Posted by marsandy View Post
    I just done your Sons of the Veld and your last one is out of Sync for the blocks.
    The 50C from E arrives too fast and is intercepted before D attacks and thus E is wiped out...................very expensive.

    Apart from that its good.
    Tages Sotv guide is not out of sync, ive done about 10+ Sotv with the guide and never failed on the last block, you have probably positioned the garrison wrong?

  5. #225
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    Quote Originally Posted by marsandy View Post
    I just done your Sons of the Veld and your last one is out of Sync for the blocks.
    The 50C from E arrives too fast and is intercepted before D attacks and thus E is wiped out...................very expensive.

    Apart from that its good.

    Ya you need to check you setup again. Just did Sov about 24 hours ago and had no problem. have also ran it 5+ times using tages guide never had any problems.

  6. #226
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    Quote Originally Posted by ungolf View Post
    Ya you need to check you setup again. Just did Sov about 24 hours ago and had no problem. have also ran it 5+ times using tages guide never had any problems.
    I fully agree, I used this setup 5 times already, all blocks worked as advertized.

  7. #227
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    Sandycove
    I use battle hardened general. It Works. I used in more 3 advanture map. no problem.

  8. #228
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    Newfoundland
    Hi Tage,

    Great work you doing,

    I'd can't wait when you do Outlaws for new pathing,

    I tried few guides for that that should work but as my luck is not that great when left double Block takes minimum number of rounds 20 SidV (100PL 50SW) i lost my cavs 3 times on that (1x 10R 175C or 2x 56R 1M 2S 80C )
    Rest is fairly easy working i.e with Murphy85 guide although i use different setup tinyurl.com/gl02-public

    Have a nice day

  9. #229
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    Newfoundland
    Hi i just wanted to ask about G4-camp 21. attack states 31lb or 23xb in the attack but the max troop loadout doesnt have lb or xb in the list.i just thought it might be needed is all ty for the updates

  10. #230
    Aunt Irma’s Favourite Writer
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    Outlaws

    Round Blocks Recommended
    Average Losses (Veteran and crossbows): 624R 52M
    Average Losses (Best version, MoMA + Major): 405R

    Adventure Info:
    Player Level: 36+
    Difficulty: 4/10
    Number of Players: 1
    Duration: 4 days
    Where to get?: Adventure seek with Explorer or Trader (Shop) for 200 map fragments




    For more information about the loot, please refer to Triple-J's Loot Overview


    QUICK LINKS: ... Landing Zone ... G1 ... G2 ... G3 ... G4 ... G5 ... G6

    Unless you want to play this without blocks (and lose a lot of recruits), you need at least 4 generals:
    • Three NORMAL generals
    • One FAST general
    The last camp (15) also includes an option which requires a suicidal general, sacrificing more recruits and bowmen, but saving expensive troops.

    You normally need to send troops 7-8 times.
    If you have no fast general and no soldiers and cannot block, you need to send troops 11 times.


    13 versions are presented below.
    Wherever it says you need bowmen, they can always be replaced by longbowmen or crossbowmen.
    Wherever it says you need longbowmen, they can always be replaced by crossbowmen.


    Two NORMAL generals no blocks
    • Units needed, average: 1851R 178C 180LB (2209 units)
    • Units needed, maximum: 2062R 178C 180LB (2420 units)
    • Units lost, minimum: 1636R
    • Units lost, average: 1841R
    • Units lost, maximum: 2062R 8M 5C

    Two NORMAL generals no blocks
    • Units needed, average: 1798R 125S 178C 80B 101LB (2282 units)
    • Units needed, maximum: 1943R 236S 178C 181LB (2538 units)
    • Units lost, minimum: 1582R
    • Units lost, average: 1788R
    • Units lost, maximum: 1943R 35S

    Two NORMAL generals using one 1R block on camp 5
    • Units needed, average: 1613R 178C 180LB (1971 units)
    • Units needed, maximum: 1805R 178C 180LB (2163 units)
    • Units lost, minimum: 1415R
    • Units lost, average: 1603R
    • Units lost, maximum: 1805R 8M 5C

    Two NORMAL generals using one 1R block on camp 5
    • Units needed, average: 1565R 125S 178C 80B 101LB (2049 units)
    • Units needed, maximum: 1702R 232S 178C 181LB (2293 units)
    • Units lost, minimum: 1366R
    • Units lost, average: 1555R
    • Units lost, maximum: 1702R 31S

    One BATTLE HARDENED general with Longbows
    Three NORMAL generals using 4 round blocks
    Suiciding 80R 80B on camp 15 saves 66-81S, but requires 80B and another 172R
    • Units needed, average: 664R 178S/160E 386C 63B 118LB (1409 units)
    • Units needed, maximum: 725R 189S/160E 386C 181LB (1481 units)
    • Units lost, minimum: 555R 66S
    • Units lost, average: 654R 74S
    • Units lost, maximum: 725R 97S

    One BATTLE HARDENED general with Crossbows
    Three NORMAL generals using 4 round blocks
    Suiciding 80R 80B on camp 15 saves 66-81S, but requires 80B and another 180R
    • Units needed, average: 648R 178S/160E 386C 156LB 40XB (1408 units)
    • Units needed, maximum: 709R 188S/160E 402C 78B 118XB (1495 units)
    • Units lost, minimum: 542R 66S
    • Units lost, average: 638R 74S
    • Units lost, maximum: 709R 97S

    One BATTLE HARDENED general with Cannoneers
    Three NORMAL generals using 3 round blocks
    Suiciding 80R 80B on camp 15 saves 100M 2-15S, but requires 80B and another 180R
    • Units needed, average: 597R 100M 178S/160E 386C 156LB 40XB 118K (1575 units)
    • Units needed, maximum: 652R 100M 188S/160E 402C 78B 118XB 118K (1656 units)
    • Units lost, minimum: 503R 100M 2S
    • Units lost, average: 588R 100M 9S
    • Units lost, maximum: 652R 100M 23S

    One Lord DRACUL with Longbows
    Three NORMAL generals using 4 round blocks & 1 suicide on camp 15
    • Units needed, average: 758R 178S 386C 80B 101LB (1503 units)
    • Units needed, maximum: 852R 183S 386C 80B 181LB (1677 units)
    • Units lost, minimum: 639R 80B
    • Units lost, average: 750R 80B
    • Units lost, maximum: 852R 7S 80B

    One Lord DRACUL with Crossbows
    Three NORMAL generals using 4 round blocks & 1 suicide on camp 15
    • Units needed, average: 740R 178S/160E 413C 80B 116XB (1527 units)
    • Units needed, maximum: 836R 182S/160E 413C 80B 196XB (1703 units)
    • Units lost, minimum: 626R 80B
    • Units lost, average: 732R 80B
    • Units lost, maximum: 836R 80B 5S

    One Lord DRACUL with Cannoneers
    Three NORMAL generals using 3 round blocks & 1 suicide on camp 15
    • Units needed, average: 721R 177S 1E 413C 80B 116XB 122K (1630 units)
    • Units needed, maximum: 811R 160E 413C 80B 196XB 122K (1782 units)
    • Units lost, minimum: 615R 80B
    • Units lost, average: 714R 80B
    • Units lost, maximum: 811R 80B 5S

    One VETERAN general with Longbows
    Three NORMAL generals using 3 round blocks
    Suiciding 121R on camp 15 saves all (66-70) militia and 3-4S, but requires an additional 190R
    • Units needed, average: 590R 70M 178S/163E 386C 96B 150LB (1468 units)
    • Units needed, maximum: 651R 70M 180S/163E 386C 246LB (1533 units)
    • Units lost, minimum: 502R 66M
    • Units lost, average: 584R 70M 3S
    • Units lost, maximum: 651R 70M 14S

    One VETERAN general with Crossbows
    Three NORMAL generals using 3 round blocks
    Suiciding 121R on camp 15 saves all (42-60) militia, but requires an additional 150R
    • Units needed, average: 630R 60M 178S/163E 386C 211XB (1465 units)
    • Units needed, average: 630R 60M 178S/163E 386C 114LB 135XB (1500 units)
    • Units needed, maximum: 691R 60M 180S/163E 386C 70B 179XB (1576 units)
    • Units lost, minimum: 542R 42M
    • Units lost, average: 624R 52M
    • Units lost, maximum: 691R 60M 6S

    One VETERAN general with Cannoneers
    Three NORMAL generals using 3 round blocks and one 1R block
    • Units needed, average: 689R 26M 178S/161E 386C 211XB 77K (1550 units)
    • Units needed, average: 689R 26M 178S/161E 386C 114LB 135XB 77K (1588 units)
    • Units needed, maximum: 756R 26M 180S/161E 386C 70B 179XB 77K (1655 units)
    • Units lost, minimum: 609R
    • Units lost, average: 689R 14M
    • Units lost, maximum: 756R 26M

    This guide includes 3-4 round blocks of method 2 and one optional 1R block of method 1.




    Game flow, garrison settings and losses (minimum - average - maximum):




    Landing Zone
    Please note!
    If your fast general is a BATTLE HARDENED general (or Lord DRACUL) and you do not have cannoneers,
    I really recommend that you skip this part and jump directly to Garrison Position G3.

    Also, even if you do have a veteran general, I would recommend jumping directly to Garrison Position G3 if
    • it's laggy (nowadays it often is)
    • you're new to blocks
    • you're new to Outlaws
    • you don't want to risk more than necessary
    Having to kill camp 17 isn't that expensive compared to what risks are involved with the first block here.


    Note also that if you do not own any fast general, or do not wish to do any blocks,
    you can send your generals from your home island in any order.

    This is how your first four generals will be placed when arriving to the adventure zone:



    Note that positions X, Y and C all are such that you cannot reoccupy that space from within the adventure zone.
    Those positions are reserved for generals arriving from your home island.

    For our first block we will need to have the fast general (veteran or battle hardened) to arrive in position C.
    The best way of being sure to achieve that is this:
    1. Send your three normal generals to the adventure zone
    2. Wait 20-25 minutes, then send your fast general to the adventure zone
    3. Go to the adventure zone and watch the three normal generals occupy positions X, Y and Z
    4. Do not move any of them away until your fast general arrives and occupies position C
    I have also noticed, that if you send 5 or 6 generals at once, and refrain from visiting the island until half an hour has elapsed,
    your veteran (or battle hardened) general, as a rule, will occupy position C. Feel free to experiment further on this...

    If your fast general does not arrive in position C though, you will have to send him back to your home island and try again.




    Garrison Position G1 (BLOCK Camps 20-22)
    Once your fast general is occupying position C, it's time to engage him in a very distant attack with two blocks...
    Thanks to the new pathfinding this new block has become enabled, allowing us to directly attack the leader camp in the NW.
    Let me first show a bigger picture of the block, before taking a closer look at the garrisons:



    Note that for this block to work, all generals must be placed south enough, to march around that lonely little mountain.
    Otherwise, the generals would be intercepted by camp 16.

    Note also that camp 21 cannot be attacked directly. Such an attack would be intercepted by camp 18.

    Make sure your fast general is already in place, and move two normal generals (from positions X and Y) to:
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: VETERAN general or BATTLE HARDENED general


    From these positions, send your generals right after each other:

    From A to Camp 20) 100 Scavengers, 50 Stone Throwers
    BLOCKING NORMAL general: [197C (-)] {140 - 200 seconds of fighting, 0.1% chance of 120 seconds}

    Note that general B must be sent to the leader camp 22. He will be intercepted by camp 21, which is his real target.

    From B to Camp 22) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers (Camp 21)
    BLOCKING NORMAL general: [161C (-)] {120 - 180 seconds of fighting}

    From C to Camp 22) 1 Skunk, 100 Guard Dogs, 80 Stone Throwers
    BATTLE HARDENED general: [35R 28M 137S (35R 22M - 35R 27M - 35R 28M 3S)] {40 seconds of fighting}
    BATTLE HARDENED general: [87R 1E 112K (67R - 78R - 87R)] {30 seconds of fighting}
    Lord DRACUL: [87R 1E 112K (67R - 77R - 87R)] {20 - 30 seconds of fighting}
    VETERAN general: [87R 163S (66R - 77R - 87R)] {40 seconds of fighting}
    VETERAN general: [87R 115S 48K (66R - 77R - 87R)] {20 seconds of fighting}
    MASTER of Martial Arts: [87R 133S (66R - 77R - 87R)] {30 seconds of fighting}
    MASTER of Martial Arts: [87R 114S 19K (66R - 77R - 87R)] {20 seconds of fighting}

    The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is 70 seconds (21 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. The total time of marching and fighting for general C will thus be 70+5+5+40 = 120 seconds. Since there is an 0.1% chance that the blocking general A will fight for only 120 seconds, this block is rather tight. If possible, try to send generals B and C within 4-5 seconds from sending the previous general. If for some reason you do notice that one general has been sent off a little late, do recall all of them and resend.
    However, if you do have cannoneers, then you should rather wait an additional 5 seconds between each dispatch (or wait till you see the previous general appearing outside his garrison) before sending the next one. This will reduce the risk of having speeding generals being intercepted.


    NB!
    If you have at least one Master of Martial Arts, you may consider using him for a suicidal first wave.
    Open the spoiler below to see how. Note however that this MoMA will be sleeping for two hours after this attack.

    Spoiler

    First of all, you will have to move general X away from where he landed.
    That space will be needed for the second attack on the leader camp 22.


    If you've left yourself enough time, you may in fact move general Y to position A and general X to position B
    before your fast generals arrive. Do not move general Z away from where he landed:


    After this, general D will arrive in spot X, before general C.
    Take this into account if general D is not a MoMA (send general D from your home island some time before general C).


    This should be your setup if you've managed to send and move all generals in proper order:


    Send generals A, B and C right after each other:

    From A to Camp 20) 100 Scavengers, 50 Stone Throwers
    BLOCKING NORMAL general: [197C (-)] {140 - 200 seconds of fighting, 0.1% chance of 120 seconds}

    Note that general B must be sent to the leader camp 22. He will be intercepted by camp 21, which is his real target.

    From B to Camp 22) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers (Camp 21)
    BLOCKING NORMAL general: [161C (-)] {120 - 180 seconds of fighting}

    From C to Camp 22) 1 Skunk, 100 Guard Dogs, 80 Stone Throwers
    MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}

    When general C has arrived at the spot indicated in the image above, send general D to follow him to the leader camp:

    From D to Camp 22) 1 Skunk, 0-10 Guard Dogs, 80 Stone Throwers
    BATTLE HARDENED general: [6S 100C 94LB (0C - 2C - 5S 10C)] {30 seconds of fighting, 2% chance of 40 seconds}
    BATTLE HARDENED general: [1S 120C 79XB (0C - 2C - 10C)] {30 seconds of fighting}
    BATTLE HARDENED general: [50E 120C 30K (0C - 2C - 10C)] {20 seconds of fighting}
    VETERAN general: [100S 120C 30LB (0C - 2C - 10C)] {30 seconds of fighting}
    VETERAN general: [135E 115C (0C - 2C - 10C)] {30 seconds of fighting}
    VETERAN general: [1M 117S 120C 1B 1LB 10XB (0C - 2C - 10C)] {20 seconds of fighting}
    VETERAN general: [134E 115C 1K (0C - 2C - 10C)] {20 seconds of fighting}
    MASTER of Martial Arts: [150S 70C (0C - 2C - 10C)] {20 seconds of fighting}

    Please note that those attacks lasting 30 or 40 seconds (in addition to the suicidal wave's 10 seconds) have an 0.1% chance of lasting longer than the first block (general A).



    If you do not have a fast general, kill the three camps up north this way:

    From A to Camp 20) 100 Scavengers, 50 Stone Throwers
    ANY general: [50R 95C 55LB (38R - 44R - 50R)]
    ANY general: [47R 2S 96C 55LB (38R - 43R - 47R 1S)]
    ANY general: [44R 2S 113C 41XB (36R - 41R - 44R 1S)]
    VETERAN general: [35R 2S 208C 5LB (27R - 32R - 35R 1S)]
    VETERAN general: [34R 2S 210C 4XB (27R - 32R - 34R 1S)]

    When camp 20 is gone, send the next two attacks to camp 22 after each other.
    There is no rush, but try to send general B within 10 seconds. General A will be intercepted by camp 21.
    General B will attack camp 22 before general A has killed camp 21,
    and thus you will not have to retreat general A before he attacks camp 22 (after the interception).

    From A to Camp 22) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers (Camp 21)
    ANY general: [200R (65R - 75R - 86R)]
    ANY general: [75R 125S (59R - 68R - 75R)]
    VETERAN general: [75R 130S (59R - 68R - 75R)]

    From B to Camp 22) 1 Skunk, 100 Guard Dogs, 80 Stone Throwers
    ANY general: [200R (67R - 78R - 90R)]
    ANY general: [89R 111S (67R - 78R - 89R)]
    ANY general: [87R 1E 112K (67R - 78R - 87R)]
    VETERAN general: [87R 163S (66R - 77R - 87R)]




    Garrison Position G2
    Move any general to garrison position G2:



    Camp 19) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers
    ANY general: [200R (66R - 75R - 87R)]
    ANY general: [75R 125S (60R - 68R - 75R)]
    Lord DRACUL: [71R 129S (56R - 65R - 71R 1S)]
    Lord DRACUL: [71R 1S 1E 122K (56R - 65R - 71R 1S)]
    MASTER of Martial Arts: [58R 70S (45R - 51R - 58R)]


    If you've got a master of martial arts, and are prepared to let him rest for 2 hours,
    the cheapest way to kill camp 19 is to use your MoMA for a first suicidal attack:

    Camp 19a) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers
    MASTER of Martial Arts: [1R (1R)]

    Camp 19b) 50 Scavengers, 20-25 Stone Throwers
    ANY general: [8R 1S 191C (4R - 7R - 8R)]
    VETERAN general: [2R 1S 246C (0R - 1R - 2R)]
    MAJOR general: [1E 269C (-)]
    MASTER of Martial Arts: [1S 219C (-)]




    Garrison Position G3
    Move one fast general, and three normal generals to garrison position G3:
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: NORMAL general
    • Position D: VETERAN general or BATTLE HARDENED general


    For the first three attacks, only your best general is needed:

    Camp 1) 100 Thugs, 60 Rangers
    ANY general: [107R 72C 21LB (77R - 91R - 107R)]
    ANY general: [100R 4S 70C 26LB (75R - 90R - 100R 3S)]
    ANY general: [100R 4S 70C 26XB (75R - 90R - 100R 3S)]
    ANY general: [99R 1E 70C 30K (73R - 85R - 99R)]
    Lord DRACUL: [96R 1S 71C 32LB (66R - 79R - 96R)]
    Lord DRACUL: [96R 1S 71C 32XB (66R - 79R - 96R)]
    Lord DRACUL: [87R 1S 1E 71C 40K (59R - 72R - 87R 1S)]
    VETERAN general: [77R 2S 119C 52LB (57R - 67R - 77R 1S)]
    VETERAN general: [77R 2S 119C 52XB (57R - 67R - 77R 1S)]
    VETERAN general: [75R 1E 134C 40K (55R - 65R - 75R)]
    MAJOR general: [71R 1E 164C 34K (53R - 62R - 71R)]
    MASTER of Martial Arts: [72R 2S 105C 41LB (52R - 63R - 72R)]
    MASTER of Martial Arts: [72R 2S 105C 41XB (52R - 63R - 72R)]
    MASTER of Martial Arts: [71R 1E 116C 32K (53R - 61R - 71R)]

    Camps 2 and 3 can be attacked in any order:

    Camp 2) 60 Thugs, 100 Rangers
    ANY general: [57R 122C 21LB (35R - 44R - 56R)]
    ANY general: [48R 5S 125C 22LB (35R - 43R - 48R 4S)]
    ANY general: [48R 5S 125C 22XB (35R - 43R - 48R 4S)]
    Lord DRACUL: [46R 2S 139C 13LB (30R - 38R - 46R 1S)]
    Lord DRACUL: [46R 2S 140C 12XB (30R - 38R - 46R 1S)]
    Lord DRACUL: [46R 1S 1E 142C 10K (30R - 38R - 46R 1S)]
    VETERAN general: [39R 2S 209C (27R - 34R - 39R 1S)]
    MAJOR general: [38R 1E 231C (25R - 32R - 38R)]
    MASTER of Martial Arts: [37R 1S 182C (23R - 31R - 37R)]

    Camp 3) 40 Thugs, 40 Roughnecks, 80 Rangers
    ANY general: [97R 94C 9LB (65R - 78R - 96R)]
    ANY general: [76R 6S 97C 21LB (63R - 73R - 76R 5S)]
    ANY general: [75R 5S 94C 26XB (56R - 69R - 75R 4S)]
    ANY general: [73R 3S 1E 93C 30K (54R - 66R - 73R 3S)]
    Lord DRACUL: [76R 3S 100C 21LB (56R - 66R - 76R 2S)]
    Lord DRACUL: [75R 2S 95C 28XB (48R - 61R - 75R 1S)]
    Lord DRACUL: [72R 1S 1E 95C 31K (47R - 58R - 72R 1S)]
    VETERAN general: [63R 2S 116C 69LB (45R - 56R - 63R 1S)]
    VETERAN general: [60R 2S 148C 40XB (43R - 52R - 60R 1S)]
    VETERAN general: [60R 1E 154C 35K (43R - 51R - 60R)]
    MAJOR general: [57R 1E 184C 28K (40R - 48R - 57R)]
    MASTER of Martial Arts: [57R 2S 103C 58LB (42R - 51R - 57R 1S)]
    MASTER of Martial Arts: [55R 2S 131C 32XB (39R - 48R - 55R 1S)]
    MASTER of Martial Arts: [56R 1E 135C 28K (39R - 48R - 56R)]




    Garrison Position G3 (BLOCK Camps 4-7)



    Send all four generals right after each other:

    From A to Camp 4) 80 Roughnecks, 100 Rangers
    BLOCKING NORMAL general: [27S 172C (-)] {160 - 260 seconds of fighting}
    BLOCKING NORMAL general: [23E 177C (-)] {160 - 260 seconds of fighting}

    From B to Camp 6) 40 Roughnecks, 80 Guard Dogs, 60 Rangers
    BLOCKING NORMAL general: [5S 195C (-)] {160 - 220 seconds of fighting}
    BLOCKING NORMAL general: [4E 196C (-)] {160 - 220 rounds of fighting}

    From C to Camp 5) 150 Roughnecks
    BLOCKING NORMAL general: [145S (-)] {160 - 260 seconds of fighting}
    BLOCKING NORMAL general: [37S 99E (-)] {180 - 280 seconds of fighting}
    BLOCKING NORMAL general: [133E (-)] {160 - 280 seconds of fighting}
    BLOCKING NORMAL general: [110S 90C (-)] {180 - 320 seconds of fighting}
    BLOCKING NORMAL general: [97E 97C (-)] {180 - 320 seconds of fighting}
    BLOCKING MASTER of Defence: [137S (-)] {100 - 330 seconds of fighting}
    BLOCKING MASTER of Defence: [126E (-)] {100 - 350 seconds of fighting}

    From D to Camp 7) 1 Metal Tooth, 2 Skunks
    ANY general: [3R 1E 90B 105XB 1K (0R - 2R - 3R)] {60 seconds of fighting}
    ANY general: [3R 1E 195XB 1K (0R - 1R - 3R)] {60 seconds of fighting}
    BATTLE HARDENED general: [18R 1S 181LB (6R - 13R - 18R)] {50 seconds of fighting}
    BATTLE HARDENED general: [18R 1S 101B 80LB (6R - 13R - 18R)] {50 seconds of fighting}
    BATTLE HARDENED general: [3R 1S 156LB 40XB (0R - 2R - 3R)] {40 seconds of fighting}
    BATTLE HARDENED general: [3R 1S 91B 105XB (0R - 2R - 3R)] {40 seconds of fighting}
    BATTLE HARDENED general: [3R 1S 78B 118XB (0R - 2R - 3R)] {40 seconds of fighting}
    BATTLE HARDENED general: [3R 1S 196XB (0R - 1R - 3R)] {40 seconds of fighting}
    BATTLE HARDENED general: [4R 1M 1S 1B 1LB 192XB (0R - 2R - 4R)] {30 seconds of fighting}
    BATTLE HARDENED general: [3R 1E 77B 118XB 1K (0R - 2R - 3R)] {30 seconds of fighting}
    BATTLE HARDENED general: [3R 1E 195XB 1K (0R - 1R - 3R)] {30 seconds of fighting}
    Lord DRACUL: [18R 1S 80B 101LB (6R - 13R - 18R)] {40 - 50 seconds of fighting}
    Lord DRACUL: [18R 1S 181LB (0R - 12R - 18R)] {30 - 50 seconds of fighting}
    Lord DRACUL: [3R 1S 80B 116XB (0R - 2R - 3R)] {30 - 40 seconds of fighting}
    Lord DRACUL: [3R 1S 196XB (0R - 1R - 3R)] {30 - 40 seconds of fighting}
    VETERAN general: [3R 1S 246LB (0R - 2R - 3R)] {40 seconds of fighting}
    VETERAN general: [3R 1S 96B 150LB (0R - 2R - 3R)] {40 seconds of fighting}
    VETERAN general: [1R 1S 113LB 135XB (0R - 1R - 1R)] {40 seconds of fighting}
    VETERAN general: [1R 1S 248XB (0R - 1R - 1R)] {40 seconds of fighting}
    VETERAN general: [1R 1S 69B 179XB (0R - 1R - 1R)] {40 seconds of fighting}
    VETERAN general: [1E 114LB 135XB (-)] {40 seconds of fighting}
    VETERAN general: [1E 211XB (-)] {40 seconds of fighting}
    VETERAN general: [1E 70B 179XB (-)] {40 seconds of fighting}
    VETERAN general: [1E 211XB 1K (-)] {30 seconds of fighting}
    VETERAN general: [1E 69B 179XB 1K (-)] {30 seconds of fighting}
    MASTER of Martial Arts: [3R 1S 216LB (0R - 2R - 3R)] {30 seconds of fighting}
    MASTER of Martial Arts: [1E 44LB 175XB (-)] {30 seconds of fighting}
    MASTER of Martial Arts: [1E 211XB (-)] {30 seconds of fighting}


    If you do have a fast general, but do not have more than two normal generals, kill camp 4 first, before doing the block above (without general A). And if you do not have a fast general, kill camps 4 and 6 first, before doing the 1R block below:

    Camp 4) 80 Roughnecks, 100 Rangers
    ANY general: [1: 53R, 2: 105R 85C 10LB (127R - 141R - 158R 5C)]
    ANY general: [1: 49R , 2: 100R 4S 86C 10LB (124R - 138R - 149R 3S)]
    ANY general: [1: 37R, 2: 100R 4S 85C 11XB (112R - 127R - 137R 3S)]
    ANY general: [100R 10S 69C 21XB (90R - 100R 3S - 100R 10S)]
    VETERAN general: [86R 1S 122C 41LB (63R - 74R - 86R)]
    VETERAN general: [71R 1S 122C 56XB (49R - 58R - 71R)]
    VETERAN general: [67R 1S 128C 54K (48R - 57R - 67R)]

    Camp 6) 40 Roughnecks, 80 Guard Dogs, 60 Rangers
    ANY general: [200R (124R - 136R - 150R)]
    ANY general: [148R 52S (121R - 134R - 148R 1S)]
    ANY general: [98R 2E 100K (77R - 88R - 98R 1E)]


    If you do not wish to try the 1R block below, kill camp 5 first:

    Camp 5) 150 Roughnecks
    ANY general: [1: 111R, 2: 147R 53LB (222R - 239R - 258R)]
    ANY general: [1: 108R , 2: 134R 5S 61LB (217R - 234R - 242R 4S)]
    ANY general: [1: 49R, 2: 140R 3S 1E 56XB (166R - 181R - 189R 3S)]


    For the block, send generals C and D right after each other:

    From C to Camp 5) 150 Roughnecks
    BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}

    From D to Camp 7) 1 Metal Tooth, 2 Skunks
    ANY general: [20R 180LB (6R - 13R - 20R)]
    ANY general: [18R 1S 181LB (6R - 13R - 18R)]
    ANY general: [18R 1S 101B 80LB (6R - 13R - 18R)]
    ANY general: [3R 1S 196XB (0R - 1R - 3R)]
    ANY general: [3R 1S 91B 105XB (0R - 1R - 3R)]

    This 1R block is rather tight. Thus, if general D doesn't march out right after general C, recall them and try again.




    Garrison Position G3 (BLOCK Camps 8-10, optional)

    NB!
    This is an optional way of killing camp 10 in the east, and it can be done from G3 without moving any generals.
    It will save some time and 1-2 recruits compared to the main route south over the island (camps 24-25).
    It does however require one additional 1R block. Open the spoiler if you want to try it:


    Spoiler


    From D to Camp 8) 60 Scavengers, 60 Stone Throwers
    ANY general: [20R 180C (14R - 17R - 20R)]
    ANY general: [19R 1S 180C (14R - 17R - 19R)]
    ANY general: [18R 1E 181C (13R - 17R - 18R)]
    Lord DRACUL: [17R 1S 182C (10R - 14R - 17R)]
    Lord DRACUL: [16R 1E 183C (10R - 13R - 16R)]
    VETERAN general: [13R 1S 236C (8R - 11R - 13R)]
    VETERAN general: [12R 1E 237C (8R - 11R - 12R)]
    MAJOR general: [10R 1E 259C (6R - 9R - 10R)]
    MASTER of Martial Arts: [10R 1S 209C (6R - 8R - 10R)]



    Send both generals after each other. Watch them closely. This 1R block isn't hopelessly tight, but it can easily fail anyway. Thus:
    • if, due to lag, you notice that they march out at the same time, retreat them and send again.
    • if, due to lag, you notice that general D doesn't march out within 5 seconds after general A, retreat them and send again.
    From A to Camp 9) 60 Guard Dogs, 60 Stone Throwers
    BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}

    From D to Camp 10) 30 Thugs, 80 Guard Dogs, 50 Rangers
    ANY general: [200R (69R - 83R - 96R)]
    ANY general: [92R 108S (69R - 83R - 92R 3S)]
    Lord DRACUL: [81R 119S (59R - 69R - 81R)]
    Lord DRACUL: [79R 1S 1E 119K (59R - 69R - 79R)]
    VETERAN general: [82R 150S (62R - 72R - 82R)]
    VETERAN general: [82R 65E 77K (62R - 72R - 82R)]
    VETERAN general: [82R 5E 133K (62R - 72R - 82R)]
    MASTER of Martial Arts: [76R 64S (57R - 66R - 76R 1S)]

    If, despite your precautions, general D does get intrercepted by camp 9, retreat him immediately.





    Garrison Position G3 (BLOCK Camps 16-19 for BATTLE HARDENED general)

    If you have already killed the camps in the west, move on the garrison position G5.
    If you also killed camp 10 above, move on to garrison position G6.

    Move your fast (battle hardened or veteran) general to position E, still within garrison position G3. General C should already be in place:
    • Position C: NORMAL general
    • Position E: BATTLE HARDENED general or VETERAN general


    For the first attack, only your best general is needed:

    From E to Camp 17) 50 Scavengers, 50 Stone Throwers
    ANY general: [13R 187C (7R - 10R - 13R)]
    ANY general: [12R 1S 187C (7R - 10R - 12R)]
    ANY general: [11R 1E 188C (7R - 10R - 11R)]
    Lord DRACUL: [10R 1S 189C (4R - 7R - 10R)]
    VETERAN general: [6R 1S 243C (3R - 5R - 6R)]
    VETERAN general: [5R 1E 244C (2R - 5R - 5R)]



    For the block, send both generals right after each other:

    From C to Camp 18) 60 Scavengers, 60 Stone Throwers
    BLOCKING NORMAL general: [134C (-)] {120 - 200 seconds of fighting}
    BLOCKING NORMAL general: [1S 130C (-)] {120 - 220 seconds of fighting}
    BLOCKING NORMAL general: [1E 128C (-)] {120 - 220 seconds of fighting, <0.1% chance of 100 seconds}

    From E to Camp 19) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers
    BATTLE HARDENED general: [71R 129S (60R - 68R - 71R 2S)] {30 seconds of fighting}
    Lord DRACUL: [71R 129S (56R - 65R - 71R 1S)] {20 - 30 seconds of fighting}
    Lord DRACUL: [71R 1S 1E 122K (56R - 65R - 71R 1S)] {20 seconds of fighting}




    Garrison Position G4 (BLOCK Camps 20-22 for BATTLE HARDENED general)
    Move two normal generals and your fast (battle hardened or veteran) general to garrison position G4:
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: BATTLE HARDENED general or VETERAN general


    From these positions, send your generals right after each other:

    From A to Camp 20) 100 Scavengers, 50 Stone Throwers
    BLOCKING NORMAL general: [197C (-)] {140 - 200 seconds of fighting, 0.1% chance of 120 seconds}

    From B to Camp 21) 50 Scavengers, 50 Guard Dogs, 50 Stone Throwers
    BLOCKING NORMAL general: [161C (-)] {120 - 180 seconds of fighting}

    From C to Camp 22) 1 Skunk, 100 Guard Dogs, 80 Stone Throwers
    BATTLE HARDENED general: [89R 111S (66R - 78R - 89R)] {50 seconds of fighting}
    BATTLE HARDENED general: [87R 1E 112K (67R - 78R - 87R)] {30 seconds of fighting}
    Lord DRACUL: [87R 113S (66R - 77R - 87R)] {30 - 40 seconds of fighting}
    Lord DRACUL: [87R 1E 112K (66R - 77R - 87R)] {20 - 30 seconds of fighting}
    VETERAN general: [87R 163S (66R - 77R - 87R)] {40 seconds of fighting}
    VETERAN general: [87R 115S 48K (66R - 77R - 87R)] {20 seconds of fighting}


    The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is 57 seconds (17 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. If genreal C is a battle hardened, the total time of marching and fighting will thus be 57+5+5+50 = 117 seconds. Since there is an 0.1% chance that the blocking general A will fight for only 120 seconds, this block is rather tight for a BHG. If that is what you have, try to send generals B and C within 4-5 seconds from sending the previous general. If for some reason you do notice that one general has been sent off a little late, do recall all of them and resend.




    Garrison Position G5
    If you have already killed camp 10, move on to garrison position G6.

    Move your best general to garrison position G5:



    Attack camp 25. The general will be intercepted by camp 23, and then continue to camp 25.

    Camp 25) 80 Scavengers (Camp 23) and 80 Stone Throwers (Camp 25)
    ANY general: [22R 178C (16R - 19R - 22R)]
    ANY general: [21R 1S 178C (16R - 19R - 21R)]
    Lord DRACUL: [19R 1S 180C (12R - 16R - 19R)]
    VETERAN general: [16R 1S 233C (11R - 14R - 16R)]
    MAJOR general: [12R 1E 257C (8R - 11R - 12R)]
    MASTER of Martial Arts: [13R 1S 206C (8R - 11R - 13R)]
    MASTER of Martial Arts: [12R 1E 207C (8R - 11R - 12R)]

    Camp 10) 30 Thugs, 80 Guard Dogs, 50 Rangers
    ANY general: [200R (69R - 83R - 96R)]
    ANY general: [92R 108S (69R - 83R - 92R 3S)]
    Lord DRACUL: [81R 119S (59R - 69R - 81R)]
    Lord DRACUL: [79R 1S 1E 119K (59R - 69R - 79R)]
    VETERAN general: [82R 150S (62R - 72R - 82R)]
    VETERAN general: [82R 65E 77K (62R - 72R - 82R)]
    VETERAN general: [82R 5E 133K (62R - 72R - 82R)]
    MASTER of Martial Arts: [76R 64S (57R - 66R - 76R 1S)]

    If you've got a master of martial arts, and are prepared to let him rest for 2 hours,
    the cheapest way to kill camp 10 is to use your MoMA for a first suicidal attack:

    Camp 10a) 30 Thugs, 80 Guard Dogs, 50 Rangers
    MASTER of Martial Arts: [1R (1R)]

    Camp 10b) 30 Thugs, 40-45 Rangers
    ANY general: [9R 1S 190C (4R - 7R - 9R)]
    Lord DRACUL: [7R 1S 192C (1R - 4R - 7R)]
    VETERAN general: [3R 1S 246C (0R - 2R - 3R)]
    MAJOR general: [1S 269C (-)]
    MASTER of Martial Arts: [1S 219C (-)]




    Garrison Position G6
    Move at least one fast and two normal generals to garrison position G6.
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: VETERAN general or BATTLE HARDENED general
    • Position D: OPTIONAL VETERAN general or BATTLE HARDENED general (see below)


    For the first two attacks, only your best general is needed.
    If you are trying to fulfil a quest losing less than 500 recruits,
    see how many you can still lose and choose the suicidal bowman/cavalry attacks accordingly.
    Camps 11 and 12 can be attacked in any order:

    Camp 11) 100 Scavengers, 30 Guard Dogs, 30 Stone Throwers
    ANY general: [200R (93R - 102R - 112R)]
    ANY general: [97R 103S (78R - 87R - 97R 1S)]
    ANY general: [1: 30C, 2: 47R 1S 152C (38R 30C - 43R 30C - 47R 30C)]
    ANY general: [1: 30C, 2: 46R 1E 153C (37R 30C - 43R 30C - 46R 30C)]
    ANY general: [81R 1E 118K (67R - 75R - 81R)]
    Lord DRACUL: [78R 122S (62R - 70R - 78R)]
    Lord DRACUL: [77R 1E 122K (62R - 70R - 77R)]
    VETERAN general: [79R 150S (65R - 73R - 79R)]
    VETERAN general: [1: 30C, 2: 31R 1S 218C (25R 30C - 28R 30C - 31R 30C)]
    VETERAN general: [1: 30C, 2: 30R 1E 219C (24R 30C - 28R 30C - 30R 30C)]
    VETERAN general: [79R 62E 77K (65R - 73R - 79R)]
    MASTER of Martial Arts: [54R 102S (47R - 51R - 54R)]

    If you've got a master of martial arts, and are prepared to let him rest for 2 hours,
    the cheapest way to kill camp 11 is to use your MoMA for a first suicidal attack:

    Camp 11a) 100 Scavengers, 30 Guard Dogs, 30 Stone Throwers
    MASTER of Martial Arts: [1R (1R)]

    Camp 11b) 99-100 Scavengers
    VETERAN general: [26R 1S 223C (20R - 24R - 26R)]
    MAJOR general: [24R 1E 245C (18R - 21R - 24R)]
    MASTER of Martial Arts: [23R 1S 196C (17R - 21R - 23R)]
    MASTER of Martial Arts: [22R 1E 197C (17R - 20R - 22R)]


    Camp 12) 30 Scavengers, 30 Guard Dogs, 100 Stone Throwers
    ANY general: [200R (80R - 91R - 102R)]
    ANY general: [101R 99S (80R - 91R - 101R)]
    ANY general: [100R 100E (80R - 91R - 100R)]
    ANY general: [12R 1S 187C (7R 30C - 10R 30C - 12R 30C)]
    ANY general: [11R 1E 188C (7R 30C - 10R 30C - 11R 30C)]
    ANY general: [1: 30C, 2: 7R 1S 192C (4R 30C - 6R 30C - 7R 30C)]
    ANY general: [1: 30C, 2: 7R 1E 192C (4R 30C - 6R 30C - 7R 30C)]
    ANY general: [1: 96B, 2: 140C (96B)]
    ANY general: [100R 1E 99K (80R - 91R - 100R)]
    Lord DRACUL: [98R 102S (77R - 88R - 98R)]
    Lord DRACUL: [98R 1E 101K (77R - 88R - 98R)]
    VETERAN general: [100R 105S (79R - 91R - 100R 1S)]
    VETERAN general: [6R 1S 243C (2R 30C - 5R 30C - 6R 30C)]
    VETERAN general: [5R 1E 244C (2R 30C - 4R 30C - 5R 30C)]
    VETERAN general: [1: 30C, 2: 2R 1S 247C (30C - 1R 30C - 2R 30C)]
    VETERAN general: [1: 30C, 2: 1R 1E 248C (30C - 1R 30C - 1R 30C)]
    VETERAN general: [100R 25E 77K (79R - 91R - 100R)]
    MASTER of Martial Arts: [76R 68S (57R - 66R - 76R)]

    If you've got a master of martial arts, and are prepared to let him rest for 2 hours,
    the cheapest way to kill camp 12 is to use your MoMA for a first suicidal attack:

    Camp 12a) 30 Scavengers, 30 Guard Dogs, 100 Stone Throwers
    MASTER of Martial Arts: [1R (1R)]

    Camp 12b) 30 Scavengers, 65-70 Stone Throwers
    ANY general: [3R 1E 196C (0R - 2R - 3R)]
    ANY general: [4R 1S 195C (0R - 2R - 4R)]
    VETERAN general: [1S 240C (-)]
    MASTER of Martial Arts: [1S 185C (-)]




    Garrison Position G6 (BLOCK Camps 13-15)



    Send the generals right after each other (note that the blocking generals will be crossing each other's path):

    From A to Camp 14) 60 Thugs, 60 Guard Dogs, 60 Rangers
    BLOCKING NORMAL general: [8S 192C (-)] {140 - 240 seconds of fighting}
    BLOCKING NORMAL general: [7E 193C (-)] {140 - 240 seconds of fighting}

    From B to Camp 13) 60 Thugs, 60 Guard Dogs, 60 Rangers
    BLOCKING NORMAL general: [8S 192C (-)] {140 - 240 seconds of fighting}
    BLOCKING NORMAL general: [7E 193C (-)] {140 - 240 seconds of fighting}

    From C to Camp 15) 1 One-Eyed Bert, 180 Thugs
    BATTLE HARDENED general: [82S 118LB (66S - 74S - 81S)] {50 seconds of fighting}
    BATTLE HARDENED general: [82S 118XB (66S - 74S - 81S)] {50 seconds of fighting}
    BATTLE HARDENED general: [100M 15S 85K (100M 2S - 100M 9S - 100M 15S)] {40 seconds of fighting}
    VETERAN general: [30R 70M 12S 138LB (30R 66M - 30R 70M 3S - 30R 70M 11S)] {40 seconds of fighting}
    VETERAN general: [140R 20M 12S 2E 76LB (140R 9M - 140R 20M 3S - 140R 20M 12S)] {50 seconds of fighting}
    VETERAN general: [75R 60M 4S 111XB (75R 42M - 75R 52M - 75R 60M 3S)] {40 seconds of fighting}
    VETERAN general: [148R 20M 10S 2E 70XB (148R 7M - 148R 20M - 148R 20M 10S)] {50 seconds of fighting}
    VETERAN general: [146R 26M 1E 77K (146R 3M - 146R 14M - 146R 26M)] {40 seconds of fighting}
    VETERAN general: [160R 12S 1E 77K (149R - 160R 3S - 160R 12S)] {40 seconds of fighting}
    MAJOR general: [166R 3S 1E 100K (137R - 153R - 166R 3S)] {30 seconds of fighting}
    MASTER of Martial Arts: [70R 70M 5S 75LB (70R 50M - 70R 64M - 70R 70M 4S)] {40 seconds of fighting}
    MASTER of Martial Arts: [15R 90M 5S 110XB (15R 76M - 15R 85M - 15R 90M 4S)] {30 seconds of fighting}
    MASTER of Martial Arts: [105R 50M 6S 59XB (105R 34M - 105R 45M - 105R 50M 5S)] {40 seconds of fighting}
    MASTER of Martial Arts: [155R 22S 1E 42K (155R 4S - 155R 12S - 155R 50M 22S)] {40 seconds of fighting}

    Please note that a veteran or major general is better to use on camp 15 than a master of martial arts!

    The marching time for the main general heading for camp 15,
    from the moment general A starts fighting camp 14, is just under 60 seconds.


    If you own at least one battle hardened general, you might consider this optional way of defeating camp 15:

    From C to Camp 15) 1 One-Eyed Bert, 180 Thugs
    ANY general: [80R 80B (80R 80B)] {20 seconds of fighting}
    BATTLE HARDENED general: [80R 80B (80R 80B)] {10 seconds of fighting}

    From D to Camp 15) 1 One-Eyed Bert, 102-111 Thugs
    BATTLE HARDENED general: [92R 7S 101LB (71R - 85R - 92R 4S)] {40 seconds of fighting}
    BATTLE HARDENED general: [100R 1S 18C 81XB (73R - 88R - 100R)] {40 seconds of fighting}
    Lord DRACUL: [92R 7S 101LB (71R - 83R - 92R 2S)] {30 - 40 seconds of fighting}
    Lord DRACUL: [92R 2S 29C 77XB (66R - 80R - 92R 1S)] {30 - 40 seconds of fighting}
    Lord DRACUL: [92R 2S 29C 76XB 1K (66R - 80R - 92R 1S)] {30 seconds of fighting}


    And if you do own one veteran general and don't want to lose militia, you might consider this optional way of defeating camp 15:

    From C to Camp 15) 1 One-Eyed Bert, 180 Thugs
    ANY general: [121R (121R)] {20 seconds of fighting}
    BATTLE HARDENED general: [121R (121R)] {10 seconds of fighting}

    From D to Camp 15) 1 One-Eyed Bert, 123-134 Thugs
    VETERAN general: [100R 8S 33C 109LB (80R - 97R - 100R 7S)] {40 seconds of fighting}
    VETERAN general: [100R 8S 54C 88XB (80R - 96R - 100R 7S)] {40 seconds of fighting}


    If you do not own a fast general, kill all camps one by one.
    Camps 13 and 14 can be attacked in any order:

    Camp 13) 60 Thugs, 60 Guard Dogs, 60 Rangers
    ANY general: [200R (126R - 142R - 161R)]
    ANY general: [155R 45S (126R - 142R - 155R 3S)]
    VETERAN general: [125R 125S (95R - 110R - 125R 2S)]

    Camp 14) 60 Thugs, 60 Guard Dogs, 60 Rangers
    ANY general: [200R (126R - 142R - 161R)]
    ANY general: [155R 45S (126R - 142R - 155R 3S)]
    VETERAN general: [125R 125S (95R - 110R - 125R 2S)]

    Camp 15) 1 One-Eyed Bert, 180 Thugs
    ANY general: [1: 160R, 2: 90R 9M 101LB (234R - 248R - 250R 8M)]
    ANY general: [1: 160R, 2: 94R 5S 101LB (222R - 243R - 254R 4S)]
    ANY general: [1: 160R, 2: 94R 5S 101XB (222R - 243R - 254R 4S)]
    VETERAN general: [30R 70M 12S 138LB (30R 66M - 30R 70M 3S - 30R 70M 11S)]
    VETERAN general: [140R 20M 12S 2E 76LB (140R 9M - 140R 20M 3S - 140R 20M 12S)]
    VETERAN general: [75R 60M 4S 111XB (75R 42M - 75R 52M - 75R 60M 3S)]
    VETERAN general: [148R 20M 10S 2E 70XB (148R 7M - 148R 20M - 148R 20M 10S)]






    All garrison setups have been simulated at least 5000 times, using this simulator.
    Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
    Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.

    All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
    I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
    That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...

    On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
    Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
    In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.

    All round blocks have been optimised using Andelar's TSO battle simulator V1.0.1 and double-checked using this simulator.
    The duration of the blocks and attacks are based on this post.
    Last edited by Tage; 18.11.15 at 23:23. Reason: Added Lord Dracul

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