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

  1. #1031
    Pathfinder
    Join Date
    Apr 2013
    Posts
    1
    World
    Sandycove
    I killed camp15 in 2 weaves: Fisrt, I sacraficed 155B, killing the shadowsneakers and the firedancers (they also killed 4 dervishes), then I sent 200LB to kill the dervishes, all 200LB survived, because dervishes are last strike units (in theory, 160LB is enough). This setup may be suitable for players between lvl 30-35, without veteran generals, and for those, who don't want to use so many Recruits.

  2. #1032
    Pathfinder
    Join Date
    Apr 2012
    Posts
    3
    World
    Newfoundland

  3. #1033
    Treasure Hunter
    Join Date
    Apr 2012
    Posts
    243
    World
    Newfoundland
    Just a note here Tage, you can´t attack camp 11 and 12 from next to the witch tower. Tried it myself and the leader camp blocks you from making the attacks. For some strange reason you can move your gen.

  4. #1034
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Quote Originally Posted by nikovchi View Post
    I have a suggestion for camp 12.
    52R 138C 60XB [38R - 45R - 51R]
    It lasts only two rounds and 7 recruits saved.
    Thanks, good one and added!




    Quote Originally Posted by Siora View Post
    I killed camp15 in 2 weaves: Fisrt, I sacraficed 155B, killing the shadowsneakers and the firedancers (they also killed 4 dervishes), then I sent 200LB to kill the dervishes, all 200LB survived, because dervishes are last strike units (in theory, 160LB is enough). This setup may be suitable for players between lvl 30-35, without veteran generals, and for those, who don't want to use so many Recruits.
    I added bowman alternatives for the first suicidal wave (you will lose more bowmen than recruits though).
    Since you don't need a full set of longbows to kill the dancing dervishes,
    it is cheaper to leave a few firedancers alive to the second round though.

  5. #1035
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Quote Originally Posted by Faststriker View Post
    Just a note here Tage, you can´t attack camp 11 and 12 from next to the witch tower. Tried it myself and the leader camp blocks you from making the attacks. For some strange reason you can move your gen.
    Interesting... Thanks mate for trying!
    I'll remove the option from the guide after a while... added a note about it being impossible though.

  6. #1036
    Treasure Hunter
    Join Date
    Nov 2011
    Posts
    235
    World
    Newfoundland
    Tage can you add these adventure with a link to the first page ?

  7. #1037
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Quote Originally Posted by Orca45 View Post
    Tage can you add these adventure with a link to the first page ?
    I've sent Killste a message about it.

  8. #1038
    Pathfinder
    Join Date
    Nov 2012
    Posts
    2
    World
    Newfoundland
    Quote Originally Posted by robber1974 View Post
    i used 83r 5e 18b 144xb (with 17b you have a small chance to lose 1xb).
    It's such a small chance though. In most of my 9000x sims, it shows 0-0 lost.

  9. #1039
    Original Serf
    Join Date
    May 2012
    Posts
    13
    World
    Sandycove
    just tried the last block on shaman and the blocking gen on camp 15 won the battle about 3 seconds before my vet won.
    I used the troops you said, too.

  10. #1040
    Skilled Student
    Join Date
    Aug 2012
    Location
    Sweden
    Posts
    49
    World
    Northisle
    I know roads are supposed to vanish after reloading game. I tried multiple times, in all different ways I could think (from the adventure island or not, hitting the logout button or just closing the browser, etc), also tried a different browser and clearing the cache. Didn't get it working. In the end I killed the camp instead of blocking it. After I did so, the roads were gone :-) Anyone know more about how this "feature" actually works this?

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