Reply to Thread
Page 106 of 171 FirstFirst ... 6 56 96 104 105 106 107 108 116 156 ... LastLast
Results 1,051 to 1,060 of 1708

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

  1. #1051
    Original Serf
    Join Date
    May 2013
    Posts
    17
    World
    Sandycove
    Quote Originally Posted by Tage View Post
    Just to be sure... did you actually do that attack?

    And why wasn't Faststriker in that case able to do the same attack?
    Faststriker was not able to do the attack because he probably did not fill up the landing zone first, then place an extra general that arrived with no place to land.

    I didn't test this myself since I don't have that many generals, but it should theoretically be possible. After all, the landing zone is only so big...

    To be clear, YOU ARE NOT TRANSFERRING A GENERAL. YOU ARE PLACING A GENERAL THAT HAS ARRIVED WITH NO PLACE TO LAND IN THE LANDING ZONE.

  2. #1052
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Quote Originally Posted by SmogDude View Post
    To be clear, YOU ARE NOT TRANSFERRING A GENERAL. YOU ARE PLACING A GENERAL THAT HAS ARRIVED WITH NO PLACE TO LAND IN THE LANDING ZONE.
    Yes, I got that.
    However, as Faststriker mentioned, he WAS able to transfer (past leader camp 12) a general to that spot, but couldn't attack from there to the south, past that same leader camp 12. Thus, I would still want confirmation from someone who has been able to attack camps 11 and 12 from next to the witch tower, regardless whether the general was transfered to that spot, or whether you placed your 9th general that didn't find space on the landing zone.

  3. #1053
    Original Serf
    Join Date
    May 2013
    Posts
    17
    World
    Sandycove
    Quote Originally Posted by Tage View Post
    Yes, I got that.
    However, as Faststriker mentioned, he WAS able to transfer (past leader camp 12) a general to that spot, but couldn't attack from there to the south, past that same leader camp 12. Thus, I would still want confirmation from someone who has been able to attack camps 11 and 12 from next to the witch tower, regardless whether the general was transfered to that spot, or whether you placed your 9th general that didn't find space on the landing zone.
    Huh, weird. I was not able to even transfer a general there.

  4. #1054
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Quote Originally Posted by SmogDude View Post
    Huh, weird. I was not able to even transfer a general there.
    I'm really looking forward to replaying this... and check what can and cannot be done.
    For the time being (till I can play it again or someone else can confirm this or that),
    I'll leave that option to transfer next to the witch tower in my guide,
    including the mentioning that it's impossible to attack from there...

  5. #1055
    Original Serf
    Join Date
    May 2012
    Posts
    13
    World
    Sandycove
    Quote Originally Posted by Tage View Post
    Could you run the battle report for the last fight on camp 17 and see how many rounds it lasted?


    Camp 17 was 2 rounds. Camp 15 was 3 rounds and I won before the slow units got chance to attack in the third round. (169E and 31XB used)

  6. #1056
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Thanks, cookingfat!


    Quote Originally Posted by cookingfat View Post
    Camp 17 was 2 rounds.
    So that one lasted 30 seconds (the demolition only lasts one extra round since you had cannoneers).


    Quote Originally Posted by cookingfat View Post
    Camp 15 was 3 rounds and I won before the slow units got chance to attack in the third round. (169E and 31XB used)
    3 rounds plus the 2 rounds of camp demolition (since it was a victory), giving a total of 5 rounds.
    That block thus lasted 100 seconds (unless you used a fast general, in which case it would have lasted only 50 seconds).

    In other words, from the moment your block started, you would have had 70 seconds (more than a minute) time to march your veteran up to camp 17. It must have been quite a laggy situation for him to be that much behind. More than 15 seconds later than what he should have been, means he was delayed a distance of some 5 flags...

    With these tight blocks, it is indeed important that the generals are sent right after each other.
    If (due to lag) you notice one general marching out quite a lot later than expected, you should always retreat them all and try again.
    Last edited by Tage; 28.06.13 at 23:46.

  7. #1057
    Original Serf
    Join Date
    May 2012
    Posts
    13
    World
    Sandycove
    Thanks for explanation Tage. It's probable that the vet was a little behind. Wish I could get chance to try it again.

  8. #1058
    Original Serf
    Join Date
    Jan 2013
    Posts
    10
    World
    Sandycove
    SHAMAN adventure walkthrough guide [Recruits loss only]

    Here's my setup - I'm Level 38 so this is for a VET with XB's -- No ELITE SOLDIORS and No CANNONS required --
    After landing transfer your gens to the village - you will need to click on rocks following the quest instructions etc.

    1) 100 Scavenger, 50 Ranger (Can be skipped)
    2) 80 Scavenger -->21R 1S 228S
    LEADER 3) 50 Scavenger, 50 Guard Dog, 80 Stone Thrower --> 98R 152S

    4) 80 Scavenger, 100 Thug (Can be skipped)
    5) 90 Scavenger, 80 Ranger (Can be skipped)
    6) 80 Scavenger, 80 Stone Thrower --> 40R 210
    LEADER 7) 100 Scavenger, 80 Guard Dog, 1 Skunk --> 77R 173S

    8) 100 Scavenger, 80 Guard Dog  --> 80R 7M 100S
    9) 100 Guard Dog, 80 Ranger  --> 90R 7M 110S
    10) 100 Scavenger, 40 Guard Dog, 50 Stone Thrower --> 101R 149S
    11) 160 Thug --> 160R 90XB
    LEADER 12) 80 Scavenger, 100 Ranger, 1 One-Eyed Bert --> 70R 110CAV 70XB

    13) 60 Cultist, 80 Shadowsneaker, 60 Dark Priest --> 118R 52M 85S
    14) 80 Cultist, 80 Fanatic (Can be skipped)
    15) 40 Shadowsneaker, 80 Firedancer, 80 Dancing Dervish -->  WAVE 1) 100R WAVE 2) 40R 160S 50XB
    16) 80 Cultist, 60 Shadowsneaker, 50 Firedancer -->  110R 140S
    LEADER 17) 100 Cultist, 1 Witch of the Swamp, 1 Mystical Shaman --> WAVE 1) 170R WAVE2) 70R 180S


    PLEASE double check in the simulator -
    Last edited by Berno_s; 29.06.13 at 03:48.

  9. #1059
    Pathfinder
    Join Date
    Dec 2012
    Posts
    1
    World
    Northisle
    Quote Originally Posted by Tage View Post

    Garrison Position G3 (Camps 11-12 BLOCK)

    For the block, if general B is a veteran, send generals A and B right after each other:

    From A to Camp 11) 160 Thugs
    BLOCKING NORMAL general: [79S 121C (-)] {> 160 seconds of fighting, 0.05% chance of 140 seconds}
    BLOCKING NORMAL general: [20S 97E (-)] {> 160 seconds of fighting, 0.05% chance of 140 seconds}
    BLOCKING NORMAL general: [104E 30C (-)] {> 160 seconds of fighting, 0.01% chance of 140 seconds}

    From B to Camp 12) 80 Scavengers, 100 Rangers, 1 One-Eyed Bert
    VETERAN general: [60R 1S 155C 34LB (44R - 53R - 60R)] {50 seconds of fighting}
    VETERAN general: [49R 1S/E 143C 57XB (38R - 45R - 49R)] {40 seconds of fighting}
    VETERAN general: [49R 1E 143C 56XB 1K (38R - 45R - 49R)] {30 seconds of fighting}
    I managed this block with two normal generals:

    - block to camp 11: BLOCKING NORMAL general: [89S 90C (-)]
    - attack to camp 12: NORMAL general: [ 100R 1S 66C 33XB]

    Lost 96R. Simulator says max 100R loss. Hope this helps.

  10. #1060
    Pathfinder
    Join Date
    Mar 2013
    Posts
    2
    World
    Newfoundland
    C12: wave1: 200r wave2: 40r, 160s max los:201r

Reply to Thread

Similar Threads

  1. [Guide] corona88 adventure guides
    By corona88 in forum Adventure Guides
    Replies: 313
    Last Post: 25.09.19, 13:11
  2. [Guide] Fill : Collected Adventure Guides by Filalithis
    By Filalithis in forum Adventure Guides
    Replies: 6
    Last Post: 04.03.13, 16:39
  3. Replies: 62
    Last Post: 22.04.12, 00:50
  4. [Guide] Adventure guides by Tage
    By Tage in forum Adventure Guides
    Replies: 0
    Last Post: 14.04.12, 16:35

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.