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

  1. #1021
    Skilled Student
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    Aug 2012
    Location
    Sweden
    Posts
    49
    World
    Northisle
    Quote Originally Posted by SillYcoNe View Post
    I calculated troops needed for veteran with XB and no K:
    338C 805R 185E/S 130XB
    I calculated them to 803R 338C 50S 186E 130XB, but it's possible that 185E/S works as well.

  2. #1022
    Pathfinder Gubec_Beg's Avatar
    Join Date
    Apr 2013
    Location
    Zagreb, Croatia
    Posts
    5
    World
    Newfoundland
    If your best general, C, is a BATTLE HARDENED general with Longbows, send general B right after general A:

    From B to Camp 12) 80 Scavengers, 100 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED general: [94R (94R)] {10 seconds of fighting}
    ANY general: [94R (94R)] {20 seconds of fighting}

    Send general C when generals B marches past his garrison (as shown in the inset above). General C is to march behing general B:

    From C to Camp 12) 32-36 Scavengers, 100 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED general: [45R 1S 125C 29LB (27R - 35R - 45R)] {50 seconds of fighting}
    It seems that you have to many soldiers for one BHG

  3. #1023
    Ruler of the Land Fexno's Avatar
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    Dec 2012
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    The Netherlands
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    2,101
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    Sandycove
    Thnx Tage, Great work on "The shaman" guide.

    I have a suggestion:
    You can click both rocks away before attacking a camp. This allows you to start in Garrison Position 2 and attack camp 6 and 7 first and then attacking camp 2 and 3 from the other side and skipping camp 1 alltogether

  4. #1024
    Original Serf
    Join Date
    Sep 2012
    Posts
    21
    World
    Newfoundland
    In OLD RUINS adventure its a camp with 1 swamp witch and 80 fire dancers. Anyone found how to take this camp without cannons and with minimum loses?
    I love Settlers Online and here is the guild forum

  5. #1025
    Pathfinder
    Join Date
    Feb 2012
    Posts
    6
    World
    Northisle
    My best guess for veteran is: 95R + 80C + 75XB, with maximum loss 95R+42C.
    http://settlersonlinesimulator.com/d...t-trigger=true

  6. #1026
    Pathfinder
    Join Date
    May 2012
    Posts
    4
    World
    Sandycove
    Great guide as usual.
    Last edited by Reacher05; 28.06.13 at 08:48.

  7. #1027
    Pathfinder
    Join Date
    Jun 2013
    Posts
    5
    World
    Sandycove
    someone know what you lose with this?
    From C to Camp 17) 100 Cultists, 1 Witch of the Swamp, 1 Mystical Shaman
    VETERAN general: [100R 150S] {80 seconds of fighting}

  8. #1028
    Nifty
    Join Date
    Dec 2011
    Location
    scotland
    Posts
    55
    World
    Newfoundland
    cheers good guide yet again
    Last edited by banksie; 28.06.13 at 09:50.

  9. #1029
    Aunt Irma’s Favourite Writer
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    Dec 2011
    Location
    Mariehamn
    Posts
    657
    World
    Newfoundland
    Quote Originally Posted by Jawstrock View Post
    I'm having an issue though. I'm trying to skip the first block and move to G2, but it's not allowing me to move to the A position there(Behind the tavern). I only have the other spot just north of it.

    Did the first block and still have that issue :/

    Same issue with G3, the exact spot for general B is unavailable to me.
    Exit the game and restart it. That will remove all dirt roads and enable you to place your generals.




    Quote Originally Posted by robber1974 View Post
    i used 83r 5e 18b 144xb (with 17b you have a small chance to lose 1xb).
    Thanks, I've added that. Definitely better than doing it in two waves.




    Quote Originally Posted by DaliLB View Post
    Ummm ... care to post the missing camps in sect.2.

    1. no reward if they arent killed
    2. how would they be skipped, since general walks right thru both C3 and C4
    1. Killing the leader camp (7) in sector 2 will kill all other remaining camps in the same sector at the same time.
    2. You can always transfer your generals through enemy territory without getting intercepted.




    Quote Originally Posted by Gubec_Beg View Post
    It seems that you have to many soldiers for one BHG
    Don't think so...
    The second general (which has to be a BHG) holds 45+1+125+29 = 200 troops




    Quote Originally Posted by Fexno View Post
    I have a suggestion:
    You can click both rocks away before attacking a camp. This allows you to start in Garrison Position 2 and attack camp 6 and 7 first and then attacking camp 2 and 3 from the other side and skipping camp 1 alltogether
    Yes mate, I know, and I did mention that in the text after the task to remove those rocks...

    Quote Originally Posted by Tage View Post


    If you haven't already done it, click the two rocks shown in the image above.

    PLEASE NOTE!
    It is also possible to open the mountain pass first, and move to garrison position G2 right away.
    After executing the block at G2 below, you should be able to return up north and attack camp 3 from the south.
    You will thus be able to ignore camp 1, while doing a 1R block on camp 2 and killing camp 3.
    I hope there will be more chances to play this adventure, and at that point I will update the guide accordingly.



    Quote Originally Posted by ato002 View Post
    someone know what you lose with this?
    From C to Camp 17) 100 Cultists, 1 Witch of the Swamp, 1 Mystical Shaman
    VETERAN general: [100R 150S] {80 seconds of fighting}
    All recruits and maybe some 20-25 soldiers
    Last edited by Tage; 28.06.13 at 12:01.

  10. #1030
    Nifty nikovchi's Avatar
    Join Date
    Feb 2012
    Location
    Serbia
    Posts
    62
    World
    Newfoundland
    Thanks for the guide Tage!
    I have a suggestion for camp 12.
    52R 138C 60XB [38R - 45R - 51R]
    It lasts only two rounds and 7 recruits saved.

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