Roaring Bull
Average losses (Veteran with crossbows and elite) Full Version 1219R 724B 15M 50S
Average losses (Veteran with crossbows and elite) Short Version 834R 217B
Adventure Info:
Player Level: 42+
Difficulty: 9/10
Number of Players: 3
Duration: 5 days
Where to get?: Trader (Shop) for 300 map fragments
Max XP: 41K XP [actual max 38k long, 17k short approx]
This guide is based on the Genesis guide
guide but the blocks on that seem to be a bit unreliable.
The goal of this adventure is to destroy all Witch Towers (camps 6, 8 and 21). This can be achieved by attacking from positions G1, G2 and G7 for the short version. The long version gives more experience but also incurs a lot more losses.
This guide has not been checked for typos, please make sure you use a simulator to check the camp setups. The short and long xp amounts are only approximate
Once I have got a few people to test the guide I will remove the spoiler.
Short Version approximately 17000 xp
One
VETERAN general with Crossbows and Elite - prefer to lose recruits
At least two, four if possible
NORMAL general, using round blocks and 1R blocks
Optional general
ANY general
- Units needed: 883R 220B 1S 107E 50C 194XB
- Units lost, average: 834R 217B
- Units lost, maximum: 862R 220B 1S
One
VETERAN general with Crossbows and Elite - prefer to lose bowmen
At least two, four if possible
NORMAL general, using round blocks and 1R blocks
Optional general
ANY general
- Units needed: 504R 579B 1S 107E 249C 99XB
- Units lost, average: 465R 576B
- Units lost, maximum: 485R 579B 1S
One
VETERAN general with Crossbows and Elite and Cannon
At least two, four if possible
NORMAL general, using round blocks and 1R blocks
Optional general
ANY general
- Units needed: 646R 467B 1S 107E 56C 194XB 85K
- Units lost, average: 609R 464B
- Units lost, maximum: 637R 467B 1S
Long Version approximately 38000 xp
This version gets nearly full XP. There is one leader in the south that is not worth killing.
One
VETERAN general with Crossbows and Elite - prefer to lose recruits
At least two, four if possible
NORMAL general, using round blocks and 1r blocks
Optional general
ANY general
- Units needed: 1655R 376B 25M 145S 205E 152C 194XB
- Units lost, average: 1568R 364B 15M 50S
- Units lost, maximum: 1629R 376B 20M 52S 2E
One
VETERAN general with Crossbows and Elite - prefer to lose bowmen
At least two, four if possible
NORMAL general, using round blocks and 1R blocks
Optional general
ANY general
- Units needed: 1296R 736B 25M 145S 205E 152C 90XB
- Units lost, average: 1219R 724B 15M 50S
- Units lost, maximum: 1272R 736B 20M 52S 2E
Garrison Position G1 (Camps 1-6)
As the walks are quite long on the first few camps you can place your
VETERAN general at Position A for camps 1-4 and then move to Position C.
Position A:
VETERAN general optional position for camps 1-4.
Position B:
NORMAL general for Block
Position C:
VETERAN general
Position D:
ANY general this general will lose the battle and is optional
From A or C to
Camp 1) 120 Bowmen, 80 Composite
VETERAN general: 47R 107E 96XB (45R - 45R - 47R)
From A or C to
Camp 2) 90 Nomad, 60 Lance rider, 50 Cataphract
VETERAN general: 162R 3E 85K (150R - 150R - 161R)
VETERAN general: 174R 76E (153R - 153R - 165R)
From A or C to
Camp 3) 100 Cultist, 100 Firedancer
VETERAN general: 50R 101B 99XB (50R 99B - 50R 99B - 50R 101B)
There are a couple of options for camp 4. It can be taken with one wave or with less total losses in 2 waves.
From A or C to
Camp 4) 40 Cultist, 60 Dark Priest, 100 Firedancer
VETERAN general: 20R 160B 70XB (20R 158B - 20R 160B - 20R 160B)
VETERAN general: 200R 50C (185R - 185R - 197R)
-- OR --
Camp 4a) 40 Cultist, 60 Dark Priest, 100 Firedancer
From D ANY general: 159B (159B 1G)
Camp 4b) 66-46 Firedancer
From A or C VETERAN general: 1E 249C (0 - 0 - 0)
If your
VETERAN general was at Position A move to Position C.
For this 1R block the timing is critical. I have shown 2 points where you can check the spacing of your generals. If they are very different due to lag then retreat and try again. After sending the 1R do a slow count to 3 before sending the second general. The generals can be a little bit further apart than I have shown but not by much. They should walk through the gates near the tower pretty simultaneously or the block will fail.
From B to
Camp 5) 70 Cultist, 50 Shadowsneaker, 80 Firedancer
BLOCKING NORMAL general: 1R
Count to
3 seconds and then attack with the second general.
From C to
Camp 6) 80 Cultist, 120 Firedancer
VETERAN general: 41R 119B 90XB (41R 115B - 41R 118B - 41R 119B)