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

  1. #1091
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Mirienna View Post
    Maybe you should really add for us Dummies who do the First adventure as Bounty Hunter that Normal General take always 30 min to travel and before the adventure starts.
    Add also that you have to visit the Island for the General to build Garrison after the army is sent, otherwise will not happen anything.

    I am about to do Bounty Hunter and in no guide I found that it will take this time. For a noob like me on adventures I think this is an important info.
    I thought something was wrong when the adventure is not starting and I ask in Help chat after searching through several guides.
    Now I am wiser with the knowledge from Help Chat.

    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:

    Quote Originally Posted by Tage View Post
    Before starting the adventure, load your general with the troops needed.
    Once you've started the adventure, send your general to it.


    If you realise you've sent wrong or too few units with your general,
    unload the needed units from your general once he's arrived to the adventure, and send him home again.
    This way you can use the same general over and over to move units to an adventure.

    Note that it takes 30 minutes for normal generals to reach an adventure and to return from it.
    A fast general (battle hardened or veteran) travels twice as fast.

    Once your general has arrived to the adventure zone with all needed units,
    move him from the landing zone to a position closer to the bandit camps, called G1 (garrison position 1).


    Note also that you can always move (transfer) your generals across enemy territory without being attacked.

  2. #1092
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    Northisle
    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!

  3. #1093
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Rocco161 View Post
    I was just wondering if there's a SotV Guide with lower C losses? Would those BHG blocks fail if anything else was used?
    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:

    Quote Originally Posted by Tage View Post
    From C to Camp 28) 50 Guard Dogs, 50 Roughnecks, 80 Rangers, 1 Metal Tooth
    BATTLE HARDENED general: [50C (50C)] {10 seconds of fighting}

    From D to Camp 28) 50 Roughnecks, 80 Rangers, 1 Metal Tooth
    VETERAN general: [90R 3S 95C 62XB (61R - 77R - 90R 2S)] {50 seconds of fighting}
    VETERAN general: [49M 1S 134C 66XB (36M - 43M - 49M)] {50 seconds of fighting}
    VETERAN general: [115R 2S 1E 55C 77XB (89R - 104R - 115R 2S)] {40 seconds of fighting}
    VETERAN general: [85R 2S 1E 104C 30XB 28K (60R - 73R - 85R 2S)] {30-40 seconds of fighting}
    ...could (in theory) be replaced by the following 1-wave attack, but it wouldn't be worth it:

    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}
    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.

  4. #1094
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    I agree, and thanks for all the terrific guides!

  5. #1095
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    Sandycove
    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.

  6. #1096
    Pathfinder
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    Sandycove
    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.

  7. #1097
    Jolly Advisor
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    Tage has alternative setups, page 103 of this thread

  8. #1098
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    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?

  9. #1099
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    Quote Originally Posted by Nogbad2 View Post
    Tage has alternative setups, page 103 of this thread
    Thanks Nog, and Tage too!

  10. #1100
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    Quote Originally Posted by Nervi View Post
    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?
    That should not have happened. I just did Nords yesterday with the positions from his guide, completely successfully.

    Hmm...maybe you placed him too far left? If you put him to the right of Camp 4, it should not happen.

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