Reply to Thread
Page 1 of 2 1 2 LastLast
Results 1 to 10 of 15

Thread: [Guide] urgabel's Adventures

  1. #1
    Skilled Student
    Join Date
    Nov 2013
    Posts
    25
    World
    Newfoundland

    [Guide] urgabel's Adventures

    Long time using other players guides, now I think it is time to share my own way of doing things, in hope to help others with little improvements.
    As I would like some feedback, I got suggestions from a few friends to create my own thread, and slowly add guides for the adventures I do.

    I wish to thanks to all guides creators, and specially to Killste for his nice thread collecting several guides, unfortunately the index is no longer being updated.
    Special thanks also to Tage for the nice way he does his guides.

    I will try always to tell why I think my guide adds something helpful compared with other guides I have seen.
    Any feedback is welcome.

    Like in Tage's guides, throughout all my guides the following colour codes will be used to distinguish between different types of generals and setups:
    Spoiler
    • NORMAL general: Must be a normal (slow) general, the one you buy in the tavern
    • ANY general: Can be any general, no soldiers needed
    • ANY general: Can be any general
    • ANY general with Crossbows
    • ANY general with Cannoneers
    • BATTLE HARDENED general: Must be a fast general, bought for gems in the shop or from an event
    • BATTLE HARDENED general with Crossbows
    • BATTLE HARDENED general with Cannoneers
    • VETERAN general: Must be a veteran general, bought for gems in the shop or from an event, capable of holding 250 units
    • VETERAN general with Crossbows
    • VETERAN general with Cannoneers
    • MAJOR general: Must be a major general, bought for beanstalks in the shop, capable of holding 270 units
    • MASTER of Martial Arts: Must be a master of martial arts, bought for gems in the shop or from an event, capable of holding 220 units
    • MASTER of Martial Arts: with Crossbows
    • MASTER of Martial Arts: with Cannoneers


    Throughout all my guides the following letters will be used to denote different units:
    Spoiler
    • R = Recruit
    • M = Militia
    • S = Soldier
    • E = Elite Soldier
    • C = Cavalry
    • B = Bowman
    • LB = Longbowman
    • XB = Crossbowman
    • K = Cannoneer


    All images linked in this index are from Killste's post; credits should go to the original owners.

    1 Player Adventures:
    Tropical Sun all 4 achievements in one single run. Average casualties with MMA + Veteran: 35R 76M
    MMA can be used for all 4 achievements. Included options for any general.


    2 Player Adventures:
    Surprise Attack Average casualties with Veteran + MMA: 192R 41M 31S
    Blocking all not leader camps, army optimized for low populations (using just 379 Elite Soldiers), added options without Elite Soldiers. Using a Veteran or Major, and optionally a Master of Martial Arts.


    3 Player Adventures:
    Roaring Bull fast version. Average casualties with Veteran + MMA: 468R 81B or 431R 153B
    Killing just 2 camps besides the 3 Witch Towers (1 more block than best version I have seen yet).


    Fairytale Adventures:
    None yet


    Cooperative Adventures:
    None yet
    Last edited by urgabel; 31.05.14 at 16:22. Reason: finished RB guide, update SA guide w/o Elites

  2. #2
    Skilled Student
    Join Date
    Nov 2013
    Posts
    25
    World
    Newfoundland

    Surprise Attack

    I think this is the best adventure to level up fast. Since we have the Rarity Provision House to make Map Fragments, 500 Map Fragments seems to me affordable.
    At level 36 you can start it, but it is at level 41 with Elite Soldiers when you will love it, being able to block all camps and defeat just leaders.
    I worked to get the best setups to optimize my army, with a low population; I'm using for some blocks even Recruits and Crossbowmen, not the best option but the blocks last enough to be safe and it allow me to use a lot less Elite Soldiers.

    Later I will try to recover from my notes the way I was doing it without Elite Soldiers, but now I will post how I'm doing it now with the Master of Martial Arts and a Veteran.
    Added options without Elite Soldiers. Note than options with Veteran and without Elite Soldiers for leaders in sectors 2 to 5 have a very small chance to last 10 more soconds demolishing the leader's camp.


    SURPRISE ATTACK
    (using a VETERAN/MAJOR or a VETERAN/MAJOR + a MMA, and 4 NORMAL generals)

    With a VETERAN:
    Needed: 292R 58M 275S 379E 329C 1B 1LB 245XB (total: 1580)
    Casualties: 212R 35M 26S - 212R 47M 31S - 238R 57M 41S

    With MMA + VETERAN:
    Needed: 258R 51M 274S 379E 329C 1B 1LB 245XB (total: 1538)
    Casualties: 180R 28M 26S - 192R 41M 31S - 204R 51M 40S



    I have done this adventure more than 20 times, and lag was not an issue for me with any blocks even with the second player invited from the start; all blocks have been calculated with enough margin to be safe, but you always try blocks at your own risk.

    For blocks, there are several options available. I'm using the options preceeded by an asterisk, to minimize the army needed.
    Unless other thing is indicated, send your generals right after each other, waiting until the drums ends before sending next.

    Invited player can attack at any time to any camp with 2 Recruits using any general except Martial Arts; if using less than 2 Recruits there is some chance to not kill anything, if using more than 2 Recruits or a MMA the blocks could fail. If invited from the start, the second player could use MMA with 1R in any camp in sector 1, as you can later defeat the camp with no casualties and no block; ensure his general is not placed in the spots you will need for blocks in sector 2. If invited when you are ready to finish, he can send 1R from landing zone to any camp in sector 5, and will be intercepted by nearest camp.


    SECTOR 1 ==================================================


    Send general A to C1, wait until the combat starts, then send the other generals.

    From A to C1- 130 Karl, 70 Valkyrie
    *BLOCKING NORMAL: 66E 132C (-) Mín 160s
    BLOCKING NORMAL: 90S 110C (-) Mín 140s
    From B to C3- 100 Karl, 100 Valkyrie
    BLOCKING NORMAL: 40E 160C (-) Min 160s
    *BLOCKING NORMAL: 55S 145C (-) Min 160s (0'04% only 140s)
    From C to C4L1- 120 Housecarl, 80 Valkyrie
    VETERAN: 30R 28M 4S 52C 1B 1LB 134XB (30R 17M - 30R 22M - 30R 28M 2S) 2 rounds, 30s
    VETERAN: 30R 28M 2S 1E 52C 1B 1LB 135XB (30R 17M - 30R 22M - 30R 28M 1S) 2 rounds, 30s
    MAJOR: 32R 22M 1S 1E 62C 1B 1LB 150XB (32R 10M - 32R 16M - 32R 22M) 2 rounds, 30s
    MMA: 32R 21M 167XB (32R 9M - 32R 14M - 32R 21M) 2 rounds, 30s

    The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is about 93 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 93+30 = 123 seconds. The first block always lasts at least 140 seconds.
    General B needs at least 78 seconds blocking, and the block last at least 140 seconds.

    If you want to do this sector without waiting for the slow generals, you could also defeat each camp with few casualties.

    C1- 130 Karl, 70 Valkyrie
    VETERAN: 4M 3S 90C 153XB (0 - 0 - 4M 3S)
    MAJOR: 1E 97C 172XB (-)
    MMA: 1S 44C 175XB (-)

    C3- 100 Karl, 100 Valkyrie
    VETERAN: 11R 2S 121C 116XB (0 - 1R - 11R 2S)
    MAJOR: 1S 137C 132XB (0 - 0 - 1S)
    MMA: 1S 82C 137XB (-)

    C4L1- 120 Housecarl, 80 Valkyrie
    VETERAN: 30R 28M 4S 52C 1B 1LB 134XB (30R 17M - 30R 22M - 30R 28M 2S)
    VETERAN: 30R 28M 2S 1E 52C 1B 1LB 135XB (30R 17M - 30R 22M - 30R 28M 1S)
    MAJOR: 32R 21M 1S 1E 62C 153XB (32R 10M - 32R 15M - 32R 21M 1S)
    MMA: 32R 21M 167XB (32R 9M - 32R 14M - 32R 21M)

    SECTOR 2 ==================================================


    If you have no Elite Soldiers, kill first camp 5 and skip general A in next block.
    C5- 100 Housecarl, 100 Valkyrie
    VETERAN: 15R 25M 3S 102C 105XB (15R 15M - 15R 20M - 15R 25M 2S)
    MMA: 15R 17M 2S 64C 122XB (15R 10M - 15R 13M - 15R 17M 1S)

    From A to C5- 100 Housecarl, 100 Valkyrie
    *BLOCKING NORMAL: 76E 124C (-) Min 200s
    From B to C6- 140 Housecarl, 60 Valkyrie
    BLOCKING NORMAL: 127E 73C (-) Min 200s
    *BLOCKING NORMAL: 73S 81E 46C (-) Mín 200s
    BLOCKING NORMAL: 181S 19C (-) Min 140s
    BLOCKING NORMAL: 141S 40C 17XB (-) Min 140s
    From C to C7- 200 Housecarl
    BLOCKING NORMAL: 200E (-) Min 180s
    BLOCKING NORMAL: 15S 185E (-) Min 160s
    BLOCKING NORMAL: 32S 168E (-) 140s
    BLOCKING NORMAL: 60S 140E (-) 120s
    *BLOCKING NORMAL: 120S 80E (-) 100s
    BLOCKING NORMAL: 200S (-) 80s
    BLOCKING NORMAL: 200M (-) 80s
    From D to C8L2- 100 Housecarl, 90 Berserk
    VETERAN: 48R 30M 5S 1B 1LB 165XB (48R 19M - 48R 27M - 48R 30M 3S) 2 rounds, 30s (small chance of 40s)
    VETERAN: 48R 30M 4S 1E 1B 1LB 165XB (48R 19M - 48R 27M - 48R 30M 3S) 2 rounds, 30s
    MAJOR: 70R 16M 1S 1E 1B 1LB 180XB (70R - 70R 8M - 70R 16M) 2 rounds, 30s

    The marching time for general D, from the moment general A starts his battle, till the moment general D starts his battle, is about 149 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 149+30 = 179 seconds. The first block always lasts at least 200 seconds.
    General B needs at least 123 seconds blocking, and the block last at least 140 seconds.
    General C needs at least 74 seconds blocking, and the block last at least 80 seconds.


    SECTOR 3 ==================================================


    General X does not fight, just modifies a bit the path for the other generals.

    From A to C9- 130 Housecarl, 70 Valkyrie
    *BLOCKING NORMAL: 114E 86C (-) Min 200s
    BLOCKING NORMAL: 160S 40C (-) Min 180s (0'3% only 160s)
    BLOCKING NORMAL: 22M 150S 28C (-) Min 140s
    BLOCKING NORMAL: 33M 90S 54C 21XB(-) Min 140s
    From B to C11- 130 Housecarl, 70 Valkyrie
    BLOCKING NORMAL: 114E 86C (-) Min 200s
    *BLOCKING NORMAL: 160S 40C (-) Min 180s (0'3% only 160s)
    BLOCKING NORMAL: 33M 90S 54C 21XB(-) Min 140s
    BLOCKING NORMAL: 40M 90S 70C (-) Min 100s
    From C to C12L3- 100 Jomsviking, 90 Valkyrie
    VETERAN: 68R 7S 65C 1B 1LB 108XB (55R - 65R - 68R 5S) 2 rounds, 30s (small chance of 40s)
    VETERAN: 68R 6S 1E 65C 1B 1LB 108XB (55R - 65R - 68R 5S) 2 rounds, 30s
    MAJOR: 52R 3S 1E 106C 1B 1LB 106XB (39R - 45R - 52R 2S) 2 rounds, 30s
    MMA: 50R 1S 59C 110XB (38R - 44R - 50R) 2 rounds, 30s

    The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is about 96 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 96+30 = 126 seconds. The first block always lasts at least 140 seconds.
    General B needs at least 80 seconds blocking, and the block last at least 100 seconds.


    SECTOR 4 ==================================================


    From A to C16- 100 Housecarl, 100 Valkyrie
    BLOCKING NORMAL: 76E 124C (-) Min 200s
    *BLOCKING NORMAL: 80S 20E 100C (-) Min 160s
    BLOCKING NORMAL: 84M 102C 14XB (-) Min 160s
    BLOCKING NORMAL: 102S 98C (-) Min 140s
    BLOCKING NORMAL: 92S 108C (-) Min 120s
    From B to C15- 100 Housecarl, 100 Berserk
    BLOCKING NORMAL: 79S 121E (-) Min 200s (0'13% only 180s)
    BLOCKING NORMAL: 90S 110E (-) Min 160s
    BLOCKING NORMAL: 113S 87E (-) Min 140s
    *BLOCKING NORMAL: 19R 145S 36XB (-) Min 120s
    From C to C14- 120 Housecarl, 80 Berserk
    *BLOCKING NORMAL: 188E 1C (-) Min 200s
    BLOCKING NORMAL: 12R 28M 102S 58XB (-) Min 120s
    From D to C17L4- 100 Jomsviking, 90 Valkyrie
    VETERAN: 68R 7S 65C 1B 1LB 108XB (55R - 65R - 68R 5S) 2 rounds, 30s (small chance of 40s)
    VETERAN: 68R 6S 1E 65C 1B 1LB 108XB (55R - 65R - 68R 5S) 2 rounds, 30s
    MAJOR: 59R 1S 1E 102C 1B 1LB 105XB (39R - 47R - 59R) 2 rounds, 30s
    MMA: 50R 1S 59C 110XB (38R - 44R - 50R) 2 rounds, 30s

    The marching time for general D, from the moment general A starts his battle, till the moment general D starts his battle, is about 60 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 60+30 = 90 seconds. The first block always lasts at least 120 seconds.
    General B needs at least 63 seconds blocking, and the block last at least 120 seconds.
    General C needs at least 60 seconds blocking, and the block last at least 120 seconds.


    SECTOR 5 ==================================================


    If you have no Elite Soldiers check options inside the spoiler.

    If invited player used MMA in camp 18, you should check remaining enemy troops in that camp and adjust general A according. If used 1R or 2R with MMA, there will be 149-150 Housecarl and 0-5 Valkyrie; for that you can use 9S 129E 50C 2XB (-) Min 200s (just 10 cavalry less).

    From A to C18- 150 Housecarl, 50 Valkyrie
    BLOCKING NORMAL: 140E 60C (-) Min 200s
    BLOCKING NORMAL: 4S 100E 74C 22XB (-) Min 180s
    *BLOCKING NORMAL: 9S 129E 60C 2XB (-) Min 180s
    From B to C20- 100 Housecarl, 100 Berserk
    BLOCKING NORMAL: 79S 121E (-) Min 200s (0'13% only 180s)
    BLOCKING NORMAL: 20S 105E 55C 20XB (-) Min 160s
    *BLOCKING NORMAL: 15R 115S 50E 20XB (-) Min 160s
    From C to C19- 160 Housecarl, 40 Valkyrie
    BLOCKING NORMAL: 75S 107E 18C (-) Min 200s
    *BLOCKING NORMAL: 20S 105E 55C 20XB (-) Min 160s
    From D to C21- 130 Housecarl, 70 Berserk
    BLOCKING NORMAL: 40S 160E (-) Min 200s (0'01% only 180s)
    BLOCKING NORMAL: 188S 12E (-) Min 100s
    *BLOCKING NORMAL: 30R 65S 94E 11XB (-) Min 100s
    From E to C21L5- 120 Jomsviking, 80 Berserk
    VETERAN: 24R 38S 1E 1B 1LB 185XB (24R 26S - 24R 31S - 24R 37S) 2 rounds, 30s
    MAJOR: 35R 10M 23S 1E 1B 1LB 199XB (35R 10M 11S - 35R 10M 16S - 35R 10M 22S) 2 rounds, 30s

    The marching time for general E, from the moment general A starts his battle, till the moment general E starts his battle, is about 139 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 139+30 = 169 seconds. The first block always lasts at least 180 seconds.
    General B needs at least 113 seconds blocking, and the block last at least 160 seconds.
    General C needs at least 126 seconds blocking, and the block last at least 160 seconds.
    General D needs at least 70 seconds blocking, and the block last at least 100 seconds.

    Options without Elite Soldiers:
    Spoiler

    Without Elite Soldiers you could use your MMA (or lootspoter's MMA) with 1 recruit in a suicidal wave against camp 18 to weaken it.
    C18- 150 Housecarl, 50 Valkyrie
    MMA: 1R (1R)

    Then you can use normal Soldiers for the following block, with a very low chance of fail: 14 times in 50,000 simulations.

    If you have no Elite Soldiers and both you and the lootspotter have no MMA, or if you prefer to avoid all risks, just kill first camp 18 and later skip general A in the block.
    C18- 150 Housecarl, 50 Valkyrie
    VETERAN: 50M 4S 28C 168XB (40M - 46M - 50M 3S)
    MMA: 35M 2S 6C 177XB (29M - 33M - 35M 2S)


    From A to C18- 150 Housecarl, 0-1-5 Valkyrie
    BLOCKING NORMAL: 163S 31C 6XB (-) Min 180s (0.03% 160s)
    From B to C20- 100 Housecarl, 100 Berserk
    BLOCKING NORMAL: 183S 17XB (-) Min 140s
    From C to C19- 160 Housecarl, 40 Valkyrie
    BLOCKING NORMAL: 155S 15C 30XB (-) Min 140s
    From D to C21- 130 Housecarl, 70 Berserk
    BLOCKING NORMAL: 152S 48XB (-) Min 120s
    BLOCKING NORMAL: 42R 158S (-) 80s
    BLOCKING NORMAL: 144M 56S (-) 80s
    From E to C21L5- 120 Jomsviking, 80 Berserk
    VETERAN: 24R 38S 1B 1LB 186XB (24R 26S - 24R 31S - 24R 37S) 2 rounds, 30 (small chance of 40s)

    The marching time for general E, from the moment general A starts his battle, till the moment general E starts his battle, is about 139 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 139+30 = 169 seconds. The first block always lasts at least 180 seconds. However, there is a 0.03% chance for the general A to block just for 160 seconds, and there is a very small chance for the Veteran spending 40 seconds in their fight.
    General B needs at least 113 seconds blocking, and the block last at least 140 seconds.
    General C needs at least 126 seconds blocking, and the block last at least 140 seconds.
    General D needs at least 70 seconds blocking, and the block last at least 80 seconds.
    Last edited by urgabel; 01.06.14 at 17:19.

  3. #3
    Skilled Student
    Join Date
    Nov 2013
    Posts
    25
    World
    Newfoundland

    Roaring Bull, fast version

    Disclaimer:
    This guide uses the maximum number of blocks and requires that you do have a Veteran general and a Master of Martial Arts general, with Cannoneers.
    I wouldn't recommend this, unless you're completely content with how the blocks work, or if you don't want to risk losing any valuable troops.
    If you don't like risks, maybe you shouldn't try this.

    This guide uses an idea I've seen in several guides to modify the path for generals by placing another generals in their way, but all positions are from my own work.
    What is new in this guide is we can block 1 more camp in 1st Witch Tower by attacking simultaneously from upper right and left corners. Also I'm using 1 more block for second tower, but I think my setups are safer than others I saw in different guides.
    These 2 first blocks should be performed before you invite any other player, specially the 1st one, as the timing is safe but with low margin and excesive lag could ruin it. I have done this more than 15 times until now without any problems (and 1 time after invited 2 more players and the block failed due to lag).

    Thanks to iUnyu for the screenshot.
    Thanks to Saturnus72 for his suggestions and feedback.

    Generals: 1 MASTER of Martial Arts, 1 VETERAN general, 3 NORMAL, 1 BATTLE HARDENED general, 5 ANY
    Troops: 492R 1M 64S 233E 386C 90B 1LB 84XB 164K (1515)
    Casualties: 430R 78B - 468R 81B - 492R 90B 1M 3S
    With alternate block in WT2:
    Troops: 430R 1M 64S 233E 386C 154B 1LB 1XB 164K (1434)
    Casualties: 430R 153B - 431R 153B - 452R 153B 1M 3S


    All camps numbers are from Castle Empire Combat Simulator: http://www.settlersonlinetools.com/en/combat_simulator/



    SECTOR 1 ==================================================
    First you need to kill camps 6 and 21. Move a Veteran/Major and 2 any generals to the upper right corner. Place it like in the screenshot to kill camp 21 without being intercepted; generals marked with X does not fight, just modifies a bit the path for the Veteran/Major.



    Kill camp 21.

    From A to C21 - 120 Nomad, 80 Lance Rider
    VETERAN general: 85R 1S 164K (71R - 80R - 85R 1S)

    Move the MMA to the upper left corner, to kill camp 6.

    From B to C6 - 120 Nomad, 80 Composite Bowman
    MASTER of Martial Arts: 45R 3S 172C (34R - 41R - 45R 2S)

    Then you can defeat the Witch Tower 1. Place your generals like in the screenshots.


    Generals marked with X does not fight, just modifies a bit the path for the other generals.




    Don't worry about needing to scroll the screen, you have time enough. First set the lowest zoom to allow fsster scrolling; if you can, setup it in order to allow you to send both general A and general B without scrolling. After sending general B it is needed a bit of delay before sending general C (so you can scroll the screen), and there is some margin.

    From C to C28 - 110 Nomad, 40 Riding Amazonian Guard, 50 Cataphract
    *BLOCKING NORMAL: 32E 167C (-) 120s (96'4% 140s or more)
    From D to C29 - 90 Nomad, 60 Lance Rider, 50 Cataphract
    *BLOCKING NORMAL: 79E 121C (-) 100s
    BLOCKING NORMAL: Normal: 134E 3C (-) 120s (0.08% 100s)
    From E to C27 - 90 Lance Rider, 100 Cataphract
    *BLOCKING NORMAL: Normal: 60S 121E 13B (-) 120s
    From F to C30T1 - 70 Nomad, 100 Lance Rider, 30 Cataphract, 1 Uproarious Bull
    MASTER of Martial Arts: 148R 1M 1S 1E 69K (126R - 138R - 148R 1M) 2r, 50-60s

    The marching time for general D, from the moment general A starts his battle, till the moment general D starts his battle, is about 59 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 59+60 = 119 seconds. The first block always lasts at least 120 seconds (low minimum margin, but safe, usually 11 seconds margin).
    General B needs at least 64 seconds blocking, and the block last at least 100 seconds.
    General C needs at least 90 seconds blocking, and the block last at least 120 seconds.

    SECTOR 2 ==================================================
    Move your MMA and 3 normal generals to the middle area:


    Send general G, wait until he reaches the spot in the screenshot (can be upto 6 seconds after, but not before he turns to the upper right corner) then send all the other generals.

    From G to C31 - 100 Cultist, 100 Firedancer
    *BLOCKING NORMAL: Normal: 1R (1R) 20s
    From H to C34 - 70 Cultist, 50 Shadowsneaker, 80 Firedancer
    *BLOCKING NORMAL: Normal: 79E 121C (-) Min 100s
    From I to C31 - 99 Cultist, 100 Firedancer
    *BLOCKING NORMAL: Normal: 126E 74C (-) Min 100s
    From J to C35T2 - 80 Cultist, 120 Firedancer
    MMA: 62R 90B 1LB 1XB 66K (62R 78B - 62R 81B - 62R 90B) - 2r, 50-60s

    It takes 13-14 seconds for general H to reach his own target camp's area of influence since the moment general G starts his combat, and G will block his camp for 20 seconds (1R block).
    The marching time for general J, from the moment general H starts his battle, till the moment general J starts his battle, is about 34-35 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 35+60 = 95 seconds. The block always lasts at least 100 seconds.
    General I needs at least 87 seconds blocking, and the block last at least 100 seconds.

    If you are doing this for the first time and any general is intercepted, retire inmediately all generals and you will lose just 1 recruit. You can try again after this general is recovered, or with another normal general placed near, and waiting for him to reach the same spot.


    Alternate safer block:
    Spoiler


    Send general A, wait until he reaches the spot in the screenshot (can be upto 6 seconds after, but not before he turns to the upper right corner) then send all the other generals.

    From A to C31 - 100 Cultist, 100 Firedancer
    *BLOCKING NORMAL: Normal: 1R (1R) 20s
    From B to C34 - 70 Cultist, 50 Shadowsneaker, 80 Firedancer
    *BLOCKING NORMAL: Normal: 79E 121C (-) Min 100s
    From C to C31 - 99 Cultist, 100 Firedancer
    *BLOCKING NORMAL: Normal: 126E 74C (-) Min 100s
    From D to C35T2 - 80 Cultist, 120 Firedancer
    BHG: 153B (153B) 1r, 10s
    MMA: 134B (134B) 1r, 10s
    From E to C35T2 - 56-72-97 Firedancer
    MMA: 22R 1M 1S 1E 191C 1B 1LB 1XB 1K (0R - 1R - 22R) 1r, 30-40s

    It takes 13-14 seconds for general B to reach his own target camp's area of influence since the moment general A starts his combat, and A will block his camp for 20 seconds (1R block).
    The marching time for general D, from the moment general B starts his battle, till the moment general D starts his battle, is about 34-35 seconds. The maximum time needed to kill the leader camp, from the moment the block starts is thus 35+10+40 = 85 seconds. The block always lasts at least 100 seconds.
    General C needs at least 87 seconds blocking, and the block last at least 100 seconds.

    If you are doing this for the first time and any general is intercepted, retire inmediately all generals and you will lose just 1 recruit. You can try again after this general is recovered, or with another normal general placed near, and waiting for him to reach the same spot.

    After this, it is safe to invite 2 more players.
    Player 2 will land in upper left corner, and could use MMA or any general with 1C to nearest camp, or move garrison to the bottom left corner to use 1R in nearest camp:

    Player 3 will land in upper right corner, and can use any general with 1R/1C in nearest camp:


    SECTOR 3 ==================================================
    Move your Veteran/Major, your MMA and 1 normal general the the bottom right corner:


    From K to C36 - 100 Cultist, 40 Shadowsneaker, 60 Firedancer
    *BLOCKING NORMAL: Normal: 1R (1R) 20s
    From L to C38T3 - 80 Cultist, 50 Shadowsneaker, 70 Firedancer, 1 Dark High Priest
    MMA: 1R (1R)
    From M to C38T3 - 80 Cultist, 62-63-64 Firedancer, 1 Dark High Priest
    VETERAN general: 151R 15C 84XB (136R - 146R - 151R)
    Last edited by urgabel; 29.05.14 at 23:32. Reason: updated

  4. #4
    Original Serf kanoko's Avatar
    Join Date
    Oct 2013
    Location
    Tokyo
    Posts
    11
    World
    Newfoundland
    looks really good, keep up the good work:P

  5. #5
    Original Serf
    Join Date
    Aug 2013
    Posts
    24
    World
    Sandycove

    RB guide comments

    From D to C30T1 - 70 Nomad, 100 Lance Rider, 30 Cataphract, 1 Uproarious Bull
    MASTER of Martial Arts: 148R 1M 1S 1E 69K (126R - 138R - 148R 1M) 2r, 50-60s
    Not sure why this would be better in any way than MMA: 147R 1E 72K for 129-138-147R loss. Average loss is the same but with no potential of losing 1M.

    From D to C35T2 - 80 Cultist, 120 Firedancer
    BHG: 153B (153B) 1r, 10s
    MMA: 134B (134B) 1r, 10s
    From E to C35T2 - 56-72-97 Firedancer
    MMA: 22R 1M 1S 1E 191C 1B 1LB 1XB 1K (0R - 1R - 22R) 1r, 30-40s
    Probably easier, safer and cheaper in relative cost just to go with the standard MMA: 53R 92B 74A 1K here (53R 88-90-92B loss) The total fight time can be 10 seconds longer (40-60 seconds instead of 40-50 seconds) but if your block calculation is correct that still leaves about 5 seconds room. Yes, the average loss is 52R higher but it's also either 44B or 63B lower on average. I'd take 52R loss over 44B loss any day. Especially if it means an easier set up.


    From C to C38T3 - 80 Cultist, 62-63-64 Firedancer, 1 Dark High Priest
    VETERAN general: 139R 9M 1E 101K (139R 0-6-9M)
    VET: 151R 15C 84A for 136-146-151R loss is a better option. 7R more loss is exchange for 6M less loss on average.

    Other than those comments. Keep up the good work.
    Last edited by Saturnus72; 25.05.14 at 21:04.

  6. #6
    Skilled Student
    Join Date
    Nov 2013
    Posts
    25
    World
    Newfoundland
    Thanks a lot for your feedback. I reviewed your suggestions.

    Quote Originally Posted by Saturnus72 View Post
    Not sure why this would be better in any way than MMA: 147R 1E 72K for 129-138-147R loss. Average loss is the same but with no potential of losing 1M.
    I always try to avoid any chance to loss crossbowmen or cannoneers. Your setup have a (very small) potential chance to lose 1 Elite Soldier and even 2 Cannoneers, while mine have a (very small) chance to lose 1 Militia.

    My setup: Simulation - Result
    Your suggestion: Simulation - Result

    Also, with more units types surviving there is more chance for the demolition time being 10 seconds shorter, doing the block safer.

    Quote Originally Posted by Saturnus72 View Post
    Probably easier, safer and cheaper in relative cost just to go with the standard MMA: 53R 92B 74A 1K here (53R 88-90-92B loss) The total fight time can be 10 seconds longer (40-60 seconds instead of 40-50 seconds) but if your block calculation is correct that still leaves about 5 seconds room. Yes, the average loss is 52R higher but it's also either 44B or 63B lower on average. I'd take 52R loss over 44B loss any day. Especially if it means an easier set up.
    I think this could be a good improvement. Besides the possible increment in the time, there is a (very small) chance to lose 2 crossbowmen, so I would prefer to use for single wave:
    MMA: 62R 90B 1LB 1XB 66K (62R 78B - 62R 81B - 62R 90B) - 2r, 50-60s
    I will try it and let you know how it works.


    Quote Originally Posted by Saturnus72 View Post
    VET: 151R 15C 84A for 136-146-151R loss is a better option. 7R more loss is exchange for 6M less loss on average.
    This is a good improvement, I will change my setup for this one, after my next run tomorrow.

    Thanks again for your feedback.

  7. #7
    Original Serf
    Join Date
    Aug 2013
    Posts
    24
    World
    Sandycove
    Quote Originally Posted by urgabel View Post
    I always try to avoid any chance to loss crossbowmen or cannoneers. Your setup have a (very small) potential chance to lose 1 Elite Soldier and even 2 Cannoneers, while mine have a (very small) chance to lose 1 Militia.

    My setup: Simulation - Result
    Your suggestion: Simulation - Result

    Also, with more units types surviving there is more chance for the demolition time being 10 seconds shorter, doing the block safer.
    It's funny how the 2 calcs differ on this one.

    I typically run both calcs but I trust the http://settlersonlinesimulator.com/dso_kampfsimulator/ more as I found it to be more accurate. Resetting this and doing the calc 5 times I cannot find a single result than involves the loss of any E or K. However, it strangely (after a few resets) did show a chance of the demolition time being 1 round longer.

    http://www.settlersonlinetools.com/en/combat_simulator/ typically suggests good results from using 1 unit of many types that I have often found fails in actual play. But since I did find a 1 in 5500 chance of the battle lasting 10 seconds longer with my set up, I'll concede that ours is probably, at least according to the calcs, the better option.

    I will warn though that both calcs at least in my experience overestimate the value of using several 1 units. It seems the calcs do a different rounding, carry over fractions or don't carry over fractions in a different way the actual game servers do but this is not unique to settlers calcs. I find that to be the case with many combat sims for online strategy games that are based on random number generators.
    Last edited by Saturnus72; 26.05.14 at 05:04.

  8. #8
    Skilled Student
    Join Date
    Nov 2013
    Posts
    25
    World
    Newfoundland
    Updated the guide, just pending to recount casualties and troops needed with the new setups suggested.

    Quote Originally Posted by urgabel View Post
    I will try it and let you know how it works.
    Tried today and it works, but surely most players will be scared on how tight is the block with that additional round demolishing the tower. Maybe I could shorten the path for the MMA by 1 more flag...


    Quote Originally Posted by Saturnus72 View Post
    I typically run both calcs but I trust the http://settlersonlinesimulator.com/dso_kampfsimulator/ more as I found it to be more accurate. Resetting this and doing the calc 5 times I cannot find a single result than involves the loss of any E or K. However, it strangely (after a few resets) did show a chance of the demolition time being 1 round longer.
    That simulator uses low amount of repetitions.

    Quote Originally Posted by Saturnus72 View Post
    http://www.settlersonlinetools.com/en/combat_simulator/I will warn though that both calcs at least in my experience overestimate the value of using several 1 units.
    I use several stacks of 1 unit to shorten the demolition time.

  9. #9
    Original Serf
    Join Date
    Aug 2013
    Posts
    24
    World
    Sandycove
    Quote Originally Posted by urgabel View Post
    That simulator uses low amount of repetitions.
    2200 each time. Then you press the reset. And do another set. If you're so inclined you could do this eternally if you liked. I usually just go with 2 resets for a total of 6600 simulations and if there's no significant difference I'll leave it at that. If there are some outliers I'll reset it a few more times.

    Neither simulator tells you the exact minimum or maximum in any case as they run actual simulations instead of just telling you the worst and best case scenario. You can find that out quite easily using pen and paper.
    Last edited by Saturnus72; 29.05.14 at 20:20.

  10. #10
    Ruler of the Land
    Join Date
    Apr 2013
    Posts
    1,563
    World
    Newfoundland
    I'm using both. No reason to just stick to one.
    25/11-14 , 23/02-16 .. The end is coming and it will look like this .

Reply to Thread

Similar Threads

  1. [Guide] Tailor adventures for cannons. both vet and/or major
    By NightEye in forum Adventure Guides
    Replies: 32
    Last Post: 03.01.16, 10:35
  2. Replies: 5
    Last Post: 30.11.15, 12:03
  3. Replies: 7
    Last Post: 14.01.15, 08:50
  4. [Guide] Cooperation adventures
    By Fhearghus in forum Adventure Guides
    Replies: 0
    Last Post: 01.04.14, 20:20
  5. [Guide] Epic Fairytale Adventures and Content
    By Gerontius in forum Game Guides
    Replies: 27
    Last Post: 29.09.13, 15:13

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.