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Thread: [Guide] Combat Guide & FAQ

  1. #171
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    Northisle
    right, excuse for the wording and tone of my post, but I'm a bit annoyed atm.

    ok, so I'm at lvl23 atm and cleared zones 4,2,5,7,3 in that order. Scouted zones 6 and 8. And start looking at the map and approaches, check the guide (this one here) and start thinking. Then I see an alternative approach to Chuck. There's a canyon on his right side, and an army passess through there, if you start at the most right corner of zone 3. You meet a camp on the way (Camp C or D on the map, the one with 20 thugs, 30 dogs and 130 rangers), but that is easy to take out.

    So you start building your army to take both that camp and Chuck. First you build up your pop to about 700 (hard but doable at that lvl), and you start constructing your army using the calculators that are around. You construct the 600 man army you need to take out both camps in 1 go, and then the fun starts to happen.

    The fist camp goes swell, you send in your first fleet of 150 cav + 40 recr + 10 militia and they indeed kill the 20 thugs 30 dogs and 130 rangers as the calculators predicted. You loose your 30 cav, leaving 120 to form the first wave against Chuck, add those 10 militia to your third wave for Chuck, and your start your attacks on Chuck.

    And then it gets real funny (funny is actually the polite term, more accurate would be ludicrous):
    you send your first army through the gap right into Chuck's back, and do the same with your second and third army, and then the fun starts. The first army walks through the gap, past Chuck and is underway to attacking camp 1. After your first amazement is passed you quickly retreat your armies, and then you sit there and start thinking.

    What is the intention of the makers of this game?
    Do they want to stimulate originality and award creative thinking, or do they want everyone to follow the paths that others have paved?
    Was it intentional to leave a clear path to a leader (even in his back) and then have troops taking that road totally illiogically wander off to the other side of the canyon to go do a totally unnecessary attack? If so, what is the point of this?

  2. #172
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    Newfoundland
    D. Hard Camp (200 Roughnecks) [1. 200R 2. 146R 4S 50LB (344R)]

  3. #173
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    Newfoundland
    Zone 9 Camp A: 100 Settlers (that one is not on the list yet)

  4. #174
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    Quote Originally Posted by Merthin_Faye View Post
    Was it intentional to leave a clear path to a leader (even in his back) and then have troops taking that road totally illiogically wander off to the other side of the canyon to go do a totally unnecessary attack? If so, what is the point of this?
    The intercept zones are clearly shown. There's a couple of places where you can be really clever and just squeak along the border between the intercept zones of two camps to hit a third (attacking camp 11 in SidV's blocking version of "Horseback" adventure does this, to name one) but if you set foot inside the zone you are intercepted. Ok, perhaps it should show the bandits coming out of their camp and meeting you, not you marching to their camp, but that is what has happened. There are lots of opportunities for cleverness and many of these guides show some ingenious ways of avoiding unnecessary fights. Unfortunately for us the German servers have been running for a year so if you are reading one of these guides to existing content there's a good chance that all the clever ideas have been tried and already adopted if they work.

  5. #175
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    Quote Originally Posted by Juomari View Post
    i found a way better way to beat camp 7 in sector 9 :

    1. 60R 2. 105R 50C 45LB ( 165R 1C )

    i did that and lost 162R and no cav, that is max losses and won't probably lose cav at all.
    My version of camp 7:
    1. 62R 2. 90R 78C 32LB (max 88R casualties in wave 2 if wave 1 killed 1 roughneck, 90R max if it did not, 150-152R lost in total)
    Last edited by Lymond; 01.03.12 at 13:00.

  6. #176
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    Newfoundland
    fyi: i got 400coins for the leader.

    super nice guide here btw

  7. #177
    Treasure Hunter Polymer's Avatar
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    I found this guide extremely usefull.
    Since you were asking in an earlier post about methods of improving this guide, here is my suggestion: find a way to use the leftover troops from a camps wave 2 or 3 on one of the next camps. So you don`t just sit on expensive troops but also use them (ofc when the output justifies it).
    Like on sector 9 camp 7 I was left with 7 roughnecks and 70 rangers after wave 1. No point in not using the 156C and 75LB I had left from earlier fights. So I used 10R+156C+34LB. Why wait till I got the 100R ? Especially that I do not need them to hit Wild Mary .
    Last edited by Polymer; 04.03.12 at 14:48.

  8. #178
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    Newfoundland
    on the battle with chuck in zone 6, you get a few lower losses if you send 100 recruits/ 100 bowmen when there are only roughnecks left. its not many but the upper limit of loss is lower, though the lower limit is the same. just a heads up, as any possible savings mean less effort

  9. #179
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    Newfoundland
    eyz...someone probably mentioned this to you already but I dont see it in the list above.

    I just skipped the 2nd camp in your screenshot for zone 3. since you can walk right past it all the time

  10. #180
    Treasure Hunter Polymer's Avatar
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    Northisle
    350gc +10 licenses for Wild Mary
    on sector 9, I received
    2x 300gc,
    1x 1000 coal,
    1x 1000 stones,
    1x 1000 fir wood logs,
    1x 50 longbows,
    1x 100 iron swords

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