My guide to the Bounty Hunter does contain quite a lot of such information that I myself was wondering about when I did my first adventure:
My guide to the Bounty Hunter does contain quite a lot of such information that I myself was wondering about when I did my first adventure:
I was just wondering if there's a SotV Guide with lower C losses? Would those BHG blocks fail if anything else was used?
Keep up the great work!
It wouldn't be worth doing it any other way. If you wouldn't take out those guard dogs 1/1 with cavalry, you'd lose a lot more soldiers instead, taking the camp in one wave. E.g, the following 2-wave attack:
...could (in theory) be replaced by the following 1-wave attack, but it wouldn't be worth it:
The reason you cannot use anything else but cavalry to reduce the enemy troops in the first wave, is that Metal Tooth defends first against all other troops.From C to Camp 28) 50 Guard Dogs, 50 Roughnecks, 80 Rangers, 1 Metal Tooth
VETERAN general: [25R 225S (25R 157S - 25R 172S - 25R 188S)] {60 seconds of fighting}
I agree, and thanks for all the terrific guides!
Hi Tage, a couple comments on your VTV guide:
-Camp 15 with ANY General (155 Roughnecks, 40 Guard Dogs, 1 Metal Tooth) can be killed in four waves, saving Militia and Soldiers, but losing Recruits.
Camp 15a) 155 Roughnecks, 40 Guard Dogs, 1 Metal Tooth
ANY general: [40C (40C)]
Camp 15b) 155 Roughnecks, 1 Metal Tooth
ANY general: [85M 115B (85M 115B)]
Camp 15c) 143-153 Roughnecks
ANY general: [200R (200R)]
Camp 15d) 31-72 Roughnecks
ANY general: [61R 1S 138LB (17R - 39R - 61R)]
-Your setup for Camp 12 does not work for BHG and Longbows. It shows a chance to lose up to 72LB in the second wave. Thus, I recommend the following:
From C to Camp 12) 90 Roughnecks, 100 Guard Dogs, 1 Skunk, 1 One-Eyed Bert
ANY general: [178R (178R)] {60 seconds of fighting}
BATTLE HARDENED general: [178R (178R)] {30 seconds of fighting}
From D to Camp 12) 31-51 Roughnecks, 1 Skunk, 1 One-Eyed Bert
BATTLE HARDENED general: [56R 2S 142LB (25R - 39R - 56R 1S)] {40 seconds of fighting}
-Your setup for ANY General without Cannoneers for Camp 18 does not work. It has a chance to lose over 50C.
Thus, I recommend this:
Camp 18) 80 Roughnecks, 100 Rangers, 1 Skunk
ANY general: [1: 68R, 2: 92R 8S 100C (124R - 146R - 160R 7S)]
-If you are killing Camp 6 in two waves, you would want your lootspotters to hit Camp 6 instead of Camp 1, after you have sent a suicide wave on Camp 6. Have them send 1R on it from G3, but make sure you have sent the suicide wave first. It will slightly help with the battle.
With Longbows:
Camp 6a: 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
ANY general: 141R (141R)
Camp 6b: 72-84 Roughnecks, 1 One-Eyed Bert
LOOTSPOTTER'S ANY general: 1R (1R)
Camp 6c: 71-83 Roughnecks, 1 One-Eyed Bert
LOOTSPOTTER'S ANY general: 1R (1R)
Camp 6d: 70-82 Roughnecks, 1 One-Eyed Bert
ANY general: 78R 2S 120LB (49R - 65R - 78R 1S)
Or with Crossbows:
Camp 6a: 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
ANY general: 116R (116R)
Camp 6b: 90-98 Roughnecks, 1 One-Eyed Bert
LOOTSPOTTER'S ANY general: 1R (1R)
Camp 6c: 89-97 Roughnecks, 1 One-Eyed Bert
LOOTSPOTTER'S ANY general: 1R (1R)
Camp 6d: 88-96 Roughnecks, 1 One-Eyed Bert
ANY general: 89R 2S 109XB (60R - 75R - 89R 1S)
These are all simulated with 5000 simulations with this simulator.
EDIT: Some comments on the non-Veteran Nords guide.
-On many of the camps, it is possible to lose Recruits instead of Militia. In those cases, it is cheaper to lose the Recruits, even if you would lose many more Recruits.
-On some of the later leaders, a sacrificial wave of Bowmen (or Recruits, but it would take a lot more of them) can really save a lot of Militia.
-On the last leader, replacing the 200R with 200B saves about 20M on the last wave.
-The block on Camp 16 (150 Housecarls) should be 175S 25C. It gives at least 180 seconds of fighting.
-If you tweaked some of the other blocks a bit, some of them might become doable with normal generals.
Some people I talked to were shocked when they saw the Militia loss in the guide.
Last edited by SmogDude; 12.07.13 at 16:16.
Please could someone direct me to a guide for The Shaman that doesn't require a B-H Gen or a Vet Gen?
I searched but can only find guides that solely focus on the inclusion of a Vet or B-H Gen.
Thanks in advance.
Tage has alternative setups, page 103 of this thread
XiozZe The Nords guide for normal generals no block, got intercepted before camp 4 by wolf trap, lost some troops, i feel that's gonna affect blocks too?