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

  1. #1071
      Skilled Student
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    Jan 2013
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    42
    World
    Northisle
    Quote Originally Posted by Tage View Post
    ANY general can be a veteran general too...
    you only need 47R 90S for that attack.
    It doesn't make any difference if you have a veteran or not, when you only need 137 units to kill the camp in one round.

    Will do... was only hoping you'd be somewhat more speicific on what is wrong in my guide...
    E.g., it would help me a lot if you could tell me which camp intercepted which general when attacking which camp...

    All of them? In what way?
    Strange that nobody else has reported changes in the game that would disable the blocks...
    When playing with simulator I did find variations on units lost, esp. for camp10 where 20bowmen is not counted in total units needed, and the possible 1 soldier loss can be negated.

    I wouldn't spend to much time on that though, it's the blocks that are worrying. For Horseback its just the first block on camp19 that fail. Not played Traitors since I got some hard punches there, but I marked it for having broken blocks. And it's lead me to stay far away from sftr.

    I may be on a streak of bad luck on blocks, but I don't think so. Never had problems before patch. Horseback esp. is definitely changed.

    Sure there was noise about the changes on patch day, changes so minor though and not all adv. are affected. I'm apparently a noob for using guides anyway..

    Well. Thanks for the best adv. guides. I was just hoping to add to the usefulness and possibly address some errors, which maybe only I find so don't bother to much. Thanks

  2. #1072
    Aunt Irma’s Favourite Writer
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    Dec 2011
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    Mariehamn
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    Newfoundland
    Quote Originally Posted by Lovacska View Post
    Dark Brotherhood:

    Optional Clearing of Eastern Route

    Camp 4)
    VETERAN general: [149R 101S/E (128R - 140R - 149R)]
    VETERAN general: [147R 1M 102K (126R - 138R - 147R)]

    o.O

    I attacked it with 70R 85S 95E and only lost 47R.

    Something has got to be wrong with that... have the enemy troops in that camp changed?

    Could you rerun the battle report and see whether that camp still had:
    80 cultists, 40 shadowsneakers, 40 fanatics and 40 dark priests

    Attacking that camp with 70R 85S 95E should have lead to losing all recruits and 21-27 (average 24) soldiers.

  3. #1073
    Original Serf
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    Mar 2013
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    21
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    Newfoundland
    has anybody else tried this before i do?????

    Quote Originally Posted by Jamdoggy View Post
    Hi-res map of the 'Old Ruins' adventure... [HERE]
    This is for those of you who want a nice 'clean' map for editing (resizing, cutting sections, adding camp numbers, troop movement lines, etc...)

    Here's the numbers I'll be using (huge thanks to lulu10093) - losses are max losses:
    Camp 1: 60 Scavengers, 60 Stone-Throwers
    12R 1E 237C [12R]

    Camp 2: 60 Scavengers, 70 Dogs
    42R 130E [42R]

    Camp 3: 60 Scavengers, 50 Rangers
    15R 235C [12R]

    Camp 4 (Leader): 60 Rangers, 1 One-Eyed Bert
    110R 60M 80C 100XB [0]
    or 120C 130XB [0]

    attack walls with 250R each to knock them down - get 0 losses each wall
    You actually only need to attack the one wall blocking the path to Croaker. All other walls vanish when Croaker is defeated.

    Camp 5: 100 Wolves, 1 Croaker
    5R 1E 244XB [5R]
    or 250R [8R]


    Dark Camps
    NOTE: By placing your General south of camp 6, you may be able to skip past, and attack camps 8 and 7 without being intercepted
    Camp 6: 80 Shadowsneaker, 80 Fanatics
    250R [86R]

    Camp 7: 80 Cultists, 1 Swamp Witch
    100R 150E [85R]

    Camp 8: 80 Firedancers, 1 Swamp Witch
    50R 26S 150C 24XB [50R 25S]

    Camp 9 (Leader): 1 Nightspawn
    120R 130E [120R]
    or 250E [26E]

    EDIT: Just finished this adventure - my total losses were 388R 21S

  4. #1074
    Erudite Pioneer
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    Feb 2012
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    Belgium
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    Northisle
    The shaman

    You may not transfer a general past the canyon as the leader is blocking the way.

    As far as the block on camp 15 is concerned - something is not right. I've played twice and failed twice - timed the 3 rounds to 90 seconds, second time watched the victory bars go down at equal speed; I think the countdown is different on the cultist camps, had the same impression on DB... I advise against the said 3 round block.

  5. #1075
    Pathfinder
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    Oct 2012
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    Sandycove
    hi tage, pls do a guide for old ruins. tnx for all great work

  6. #1076
    Jolly Advisor
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    Northisle
    Old ruins camp 7: 61R 90C 99XB [61R]

  7. #1077
    Forum Explorer Killste's Avatar
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    Feb 2012
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    Finland
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    Newfoundland
    forgot to mention, Im 1.7-14.7 trip with my family at Japan. I will check this again, after I come from tip. Im sorry, but seeing 2-3 sightseeing a day, is pretty exhausting. If you have uploaded, maps or something similar, please send me private mail.

  8. #1078
    Original Serf
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    May 2013
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    Sandycove
    I found a dual Veteran Cannon version for Sons of the Veld:

    https://docs.google.com/document/d/1...VAjo9_NYuc/pub

    It's not mine, and I have not tried it, but someone other than the creator made videos for it.

  9. #1079
    Original Serf
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    Sandycove
    Quote Originally Posted by Tage View Post
    ANY general

    Will do... was only hoping you'd be somewhat more speicific on what is wrong in my guide...
    E.g., it would help me a lot if you could tell me which camp intercepted which general when attacking which camp...
    Hi Tage,

    my guildmate did HB and reported the same. From G1 he's sent the blocking B general to camp 18 (70 Nomads, 40 Riding Amazonian Guards) and camp 17 (70 nomad 40 lance rider) made interception!

    Will give a try soon!

  10. #1080
    Original Serf
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    Aug 2012
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    Sandycove
    Quote Originally Posted by SmogDude View Post
    Camp 8: 1 Witch of the Swamp, 80 Firedancers
    BLOCKING NORMAL General A: 102E 98C (100-200 seconds)

    Camp 7: 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL General B: 93S (200-300 seconds)

    Camp 9: 1 Spawn of Hell
    BATTLE HARDENED General C: 39R 161K (35R - 38R - 39R) (30 seconds)

    This block will be very risky. The marching time of General C through the red zone of Camp 8 is about 44 seconds. Thus, the timing is quite critical on this block. Note, however, that the block on Camp 8 has a very low chance of lasting only 100 seconds, so I would consider this block somewhat safe. However, even if you have a Battle Hardened General with Cannoneers, I would consider the one-way block below as an alternative.
    Hi Smogdude! I find it not so risky. 30sec+44sec marching is 74sec. So you have an additional 26 sec which is enough to have 2-3 flags delay of your vet to be sure not risk an interception.

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