This is my settings for Metal Tooth.
I use this guide for the 1st General, for the 2nd General I tried Combat Simulator.
1st General- 105R, 95C (105R, 95C)
Left Metal Tooth, 49 Roughneck.
2nd General- 90R, 60B, 30M, 20C (90R, 27M)
Victory!!
Great KillerCore ty for the info !!!
Hi there.
After the new pathfinding the General is intercepted by camp ID: Sector 6 Camp 1 when attacking camp ID: sector 3 Camp 4.
You can take 161 Recruits and attack camp 4 as usual, and immediately retreat your general after the battle in camp 6/1 (press white flag)
Good luck & have fun
anyone got a guide for camp 9 with a veteran???
I have a change you might want to add for sector 7, you do NOT need to kill camp 3! What you do is, after killing camp 1 and 2, send your general straight to the bandit leader (skunk), he will be intercepted by camp 4 allowing you to kill off that camp, once the camp is defeated, retreat your general, rebuild and send him after the bandit leader (skunk) again and you if using the right troops win the sector, skipping 3 not 2 camps
In an effort to help, I've trawled through all 34 pages of this thread and compiled all of the configurations people have used for various camps into a Google Spreadsheet. I've also plugged those configurations into a combat calculator and entered the minimum and maximum losses. For camps that require multiple waves I've put in the remaining bandits under the worst case scenario (i.e. you've killed the least number of bandits possible) and used that information for the subsequent wave. I've also added in XP amounts for each camp and totals for each sector.
Wave information in Italic is for Veteran Generals (with a maximum of 250 troops).
Blue highlighted rows are what I believe is the "optimum" configuration to send against certain camps that result in the most acceptable losses. Some of the results are quite surprising, especially when dogs are in camps.
Some items have RuneMunki next to them - these ones I've come up with, I hope they help
Without a doubt the most expensive camps to clear are Metal Tooth, Chuck and Wild Mary, generally requiring a huge number of cavalry to be sacrificed in order to clear the camp. What I would suggest is that when you first enter a sector see the maximum number of cavalry you need to complete the sector and build them as you clear other camps (obviously giving Recruits priority in the Barracks). For example Zone 8 (Metal Tooth) requires a total of 120 Cavalry (95 disposable) which is going to need 4800 horses, so you need to start stockpiling asap.
100 X settlers