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

  1. #1061
    Skilled Student
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    Aug 2012
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    Sandycove
    Just a report for The Shaman

    I used this setup for camp 17:

    VETERAN general: [100R 50S 100E] {70 seconds of fighting}

    And I lost 100R and 23S.

  2. #1062
    Glorious Graduate
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    Oct 2012
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    Newfoundland
    Quote Originally Posted by Jamdoggy View Post
    Hi-res map of the 'Old Ruins' adventure... [HERE]
    This is for those of you who want a nice 'clean' map for editing (resizing, cutting sections, adding camp numbers, troop movement lines, etc...)

    Here's the numbers I'll be using (huge thanks to lulu10093) - losses are max losses:
    Camp 1: 60 Scavengers, 60 Stone-Throwers
    12R 1E 237C [12R]

    Camp 2: 60 Scavengers, 70 Dogs
    42R 130E [42R]

    Camp 3: 60 Scavengers, 50 Rangers
    15R 235C [12R]

    Camp 4 (Leader): 60 Rangers, 1 One-Eyed Bert
    110R 60M 80C 100XB [0]
    or 120C 130XB [0]

    attack walls with 250R each to knock them down - get 0 losses each wall
    You actually only need to attack the one wall blocking the path to Croaker. All other walls vanish when Croaker is defeated.

    Camp 5: 100 Wolves, 1 Croaker
    5R 1E 244XB [5R]
    or 250R [8R]


    Dark Camps
    NOTE: By placing your General south of camp 6, you may be able to skip past, and attack camps 8 and 7 without being intercepted
    Camp 6: 80 Shadowsneaker, 80 Fanatics
    250R [86R]

    Camp 7: 80 Cultists, 1 Swamp Witch
    100R 150E [85R]

    Camp 8: 80 Firedancers, 1 Swamp Witch
    50R 26S 150C 24XB [50R 25S]

    Camp 9 (Leader): 1 Nightspawn
    120R 130E [120R]
    or 250E [26E]

    EDIT: Just finished this adventure - my total losses were 388R 21S
    Thanx Jamdoggy.

    You CAN slip underneath camp 6 to avoid it, but you can also double block camps 7 & 8 to hit the leader.



    My total losses for adv were 107R.
    Last edited by djnelson99; 29.06.13 at 16:33.

  3. #1063
    Aunt Irma’s Favourite Writer
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    Dec 2011
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    Mariehamn
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    Newfoundland
    Quote Originally Posted by kalik29 View Post
    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.
    Well done, and also a bit lucky!
    And thank you for pointing me to the 1-wave kill of camp 12 for a BHG. That helped!
    Last edited by Tage; 29.06.13 at 22:46. Reason: Corrected way -> wave

  4. #1064
    Pathfinder
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    Apr 2012
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    3
    World
    Newfoundland

  5. #1065
    Original Serf
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    May 2013
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    17
    World
    Sandycove

    Old Ruin guide for non-vets

    Veteran guidemakers and guide-users can use the positions in these blocks.

    Old Ruins


    Troop totals:
    follow REALLY soon

    When you begin, click the "dead tree"s to begin the adventure.

    Garrison Position G1 (BLOCK):

    First, kill Camp 1:

    Camp 1: 60 Scavengers, 60 Stone Throwers
    19R 1S 180C (13R - 17R - 19R)

    If you do not want to block, kill all remaining bandit camps:

    Camp 2: 60 Scavengers, 70 Guard Dogs
    44R 156S (36R - 41R - 44R)

    Camp 3: 60 Scavengers, 50 Rangers
    18R 1S 181C (12R - 16R - 18R)

    Camp 4: 60 Rangers, 1 One-Eyed Bert
    11R 1S 87C 101LB (0 - 2R - 11R)
    87C 83XB (0)

    Position A: NORMAL General
    Position B: ANY General

    For the block, send Generals A and B right after each other.

    Camp 2: 60 Scavengers, 70 Guard Dogs
    BLOCKING NORMAL General A: 1R (1R) (20 seconds)

    Camp 3: 60 Scavengers, 50 Rangers
    ANY General B: 18R 1S 181C (12R - 16R - 18R)

    Position A: NORMAL General
    Position B: ANY General

    For the block, send Generals A and B right after each other.

    Camp 2: 60 Scavengers, 70 Guard Dogs
    BLOCKING NORMAL General A: 1R (1R) (20 seconds)

    Camp 4: 60 Rangers, 1 One-Eyed Bert
    ANY General B: 11R 1S 87C 101LB (0 - 2R - 11R)
    ANY General B: 87C 83XB (0)

    Garrison Position G2:

    Kill any and all walls blocking your general from the Mine (with any troops), and then kill the Mine (Camp 5). The rest of the walls will disappear when Croaker dies.

    Camp 5: 100 Wolves, 1 Croaker
    5R 1S 1B 193LB/XB (5R 1B)

    Garrison Position G3 (BLOCK):

    You will need to place your generals as in the diagram above, so as to avoid being intercepted by Camp 6.

    If you have a Battle Hardened General with Cannoneers, look below for a two-way block:
    Position A: NORMAL General
    Position B: NORMAL General
    Position C: BATTLE HARDENED General with Cannoneers

    For the block, send A and B right after each other. Then, wait until B reaches the circled area in the diagram, and send General C.

    Camp 8: 1 Witch of the Swamp, 80 Firedancers
    BLOCKING NORMAL General A: 102E 98C (100-200 seconds)

    Camp 7: 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL General B: 93S (200-300 seconds)

    Camp 9: 1 Spawn of Hell
    BATTLE HARDENED General C: 39R 161K (35R - 38R - 39R) (30 seconds)

    This block will be very risky. The marching time of General C through the red zone of Camp 8 is about 44 seconds. Thus, the timing is quite critical on this block. Note, however, that the block on Camp 8 has a very low chance of lasting only 100 seconds, so I would consider this block somewhat safe. However, even if you have a Battle Hardened General with Cannoneers, I would consider the one-way block below as an alternative.

    For a less risky one-way block, kill Camp 8 first:

    Camp 8a: 1 Witch of the Swamp, 80 Firedancers
    150R 50C (150R 50C)
    Camp 8b: 1 Witch of the Swamp, 28-43 Firedancers
    95R 1S 65C 39LB (38R - 76R - 95R)
    63R 1S 92C 44XB (30R - 53R - 63R)

    Now, do the following block:
    Position A: NORMAL General
    Position B: BATTLE HARDENED General, or ANY General with Cannoneers

    For the block, send A and B right after each other.

    Camp 7: 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL General A: 93S (200-300 seconds)

    Camp 9: 1 Spawn of Hell
    BATTLE HARDENED General B: 200S (46S - 51S - 53S) (80 seconds)
    BATTLE HARDENED General B: 40M 160S (40M 20S - 40M 24S - 40M 26S) (80 seconds)
    BATTLE HARDENED General B: 60M 13S 127E (60M 7S - 60M 11S - 60M 13S) (80 seconds)
    ANY General B: 39R 161K (35R - 38R - 39R) (30 or 60 seconds)

    If the situation is laggy, you can use the spot behind General B for General B. There is no rush, as the block has at least 90 seconds of spare time.

    If you are brave, you may even try this block with a normal general in Position B. Walking through the red zone of Camp 7 takes about 30 seconds, and the battle lasts 160 seconds. However, it will be VERY tight!

    And if you still do not want to block:

    Camp 7: 80 Cultists, 1 Witch of the Swamp
    83R 1S 116LB (67R - 80R - 83R)
    68R 1S 131XB/K (56R - 66R - 68R)

    Camp 9: 1 Spawn of Hell
    200S (46S - 51S - 53S)
    40M 160S (40M 20S - 40M 24S - 40M 26S)
    60M 13S 127E (60M 7S - 60M 11S - 60M 13S)
    39R 161K (35R - 38R - 39R)

  6. #1066
      Skilled Student
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    Northisle
    some fill for Horseback, where first two blocks no longer work and where vet numbers are missing. sure there are better numbers, but heres how i sweep through now with soldiers.

    camp19: 60r, 190s
    camp18: 1r block - camp20:
    camp10: 50r, 200s
    camp16: 44r, 206s

    max units needed: 326R 234S 83C 90B 138XB

  7. #1067
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Malhalla View Post
    some fill for Horseback, where first two blocks no longer work
    Why wouldn't they work anymore?




    Quote Originally Posted by Malhalla View Post
    and where vet numbers are missing.
    What numbers?




    Quote Originally Posted by Malhalla View Post
    sure there are better numbers, but heres how i sweep through now with soldiers.

    camp19: 60r, 190s
    camp18: 1r block - camp20:
    camp10: 50r, 200s
    camp16: 44r, 206s

    max units needed: 326R 234S 83C 90B 138XB
    These are the numbers of troops needed according to the current guide...

    Quote Originally Posted by Tage View Post
    One VETERAN general with Crossbows
    Two NORMAL generals, using three round blocks
    • Units needed, average: 272R 231S 83C 90B 138XB (814 units)
    • Units needed, maximum: 279R 233S 83C 90B 138XB (823 units)
    • Units lost, minimum: 235R 90B
    • Units lost, average: 266R 90B
    • Units lost, maximum: 279R 90B 4S

  8. #1068
    Pathfinder
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    Jan 2013
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    5
    World
    Sandycove
    Dark Brotherhood:

    Optional Clearing of Eastern Route

    Camp 4)
    VETERAN general: [149R 101S/E (128R - 140R - 149R)]
    VETERAN general: [147R 1M 102K (126R - 138R - 147R)]

    o.O

    I attacked it with 70R 85S 95E and only lost 47R.

  9. #1069
      Skilled Student
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    Northisle
    Quote Originally Posted by Tage View Post
    Why wouldn't they work anymore?

    What numbers?

    These are the numbers of troops needed according to the current guide...

    They don't. Camp19 block no longer work. Camp3 is very tight, but still doable.

    Vet numbers on camp attacks are missing. Like here:
    Quote Originally Posted by Tage View Post
    Camp 10) 70 Nomads, 20 Cataphracts
    ANY general: [145R (42R - 46R - 50R)]
    ANY general: [47R 90S (42R - 46R - 47R 1S)]
    ANY general: [27R 90S 20B (22R 20B - 26R 20B - 27R 1S 20B)]
    No. Numbers are for a working block. I have added more recruits as required. Numbers are not perfect, but better than going back to pick up 40r cause original count was wrong. Just go try the adv?

    Traitors blocks no longer work to.
    Last edited by Malhalla; 02.07.13 at 10:36.

  10. #1070
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Malhalla View Post
    Vet numbers on camp attacks are missing. Like here:
    ANY general can be a veteran general too...
    you only need 47R 90S for that attack.
    It doesn't make any difference if you have a veteran or not, when you only need 137 units to kill the camp in one round.



    Quote Originally Posted by Malhalla View Post
    Just go try the adv?
    Will do... was only hoping you'd be somewhat more speicific on what is wrong in my guide...
    E.g., it would help me a lot if you could tell me which camp intercepted which general when attacking which camp...



    Quote Originally Posted by Malhalla View Post
    Traitors blocks no longer work to.
    All of them? In what way?
    Strange that nobody else has reported changes in the game that would disable the blocks...

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