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

  1. #1421
    Ruler of the Land
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    Quote Originally Posted by Polymer View Post
    edit that yellow please, too bright
    It's a chicken general - must be yellow.. =D
    25/11-14 , 23/02-16 .. The end is coming and it will look like this .

  2. #1422
    Pathfinder
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    Using MMA these are the optimal setups ive found so far for Dark Priests:

    5) 19S [Round block]
    6) 28R 175S
    11) 124C [Round block]
    12) 38R 72S
    7) 200C
    8+9) 32R 35S
    10) 56R 1S 19C 144LB/XB
    43R 1S 19C 157K
    13a) 31R
    13b) 173C
    15) 98R 1S 18B 103LB
    71R 1S 18B 130XB
    99R 1S 75K

    Using 2nd setup for 15 gives max losses of 243R 18B

  3. #1423
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    Sandycove
    Short Roaring Bull setups with MMA. This is for Vet/MMA, possibly there are lower losses if you are using Major instead of MMA. On The WT3 I am quite sure that the suicide MMA with R will shave off R loss even with Major. Major on WT3 is now 210R loss, with Vet/MMA is down to 175R.

    Camp numbers are from PrincessAlly's splendid Roaring Bull guide - thanks.

    Camp 3: (100 Cultist, 100 Firedancer) MMA 59R - 76B -85K (lower losses from 151R/B to 135R/B)
    Camp 6(WT2): (80 Cultist, 120 Firedance) MMA 60R - 90B - 70XB/K (lower losses from 160R/B to 150R/B)
    Camp 21a(WT3): MMA 175R Suicide
    Camp 21b(WT3): Vet 55C - 1E - 194XB (0). Lowers losses from 225R to 175R.

    So overall lower losses on short version from 834R + 217B = 1051R/B to 638R + 166B = 804R/B so a grand total of 247R/B lower

  4. #1424
    Treasure Hunter Polymer's Avatar
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    More Secluded Experiments

    2 Player/10 Days
    Follow up adventure (Secluded Experiments)
    Double veteran setups, round blocks, cannons
    Major setups
    MMA setups

    Credits:

    Evil_J -- this guide is based on his map
    bri0sheje



    Troops required:
    MMA setups 498R, 163M, 100S, 341ES, 356C, 176K (+74R on optional)

    Maximum losses
    MMA setups 498R, 163M, 81S (+74R on optional)

    Required generals MMA general version:
    1x MMA general
    2x REGULAR general
    Transporter generals for 1000 more troops (others than the ones transported by the MMA and the 2 regulars)

    Required generals VETERAN general and MAJOR general version:
    1x VETERAN general or MAJOR general
    2x REGULAR general
    2x FAST general

    Legend:
    block
    REGULAR general
    FAST general
    VETERAN general
    MAJOR general
    MMA general

    As an alternative to Garrisson 1 - Garrisson 3 attacks, you can do this:
    WPP on Garrisson postion 3 leader (150 militia, 1 Big Bertha) and then if inside is left Big Bertha, use an RS on it, if left with the 150 militia , use another WPP. From then on continue with the guide.


    Garrisons Position 1



    Positions:
    1 = regular general
    2 = MMA general

    c0: 70 militia, 50 bowmen
    MMA general 37R, 1ES, 182C (37R)
    VETERAN GENERAL: 33R, 2M, 1ES, 214C (33R, 2M)
    MAJOR GENERAL: 34R, 1ES, 235C (34R)

    c1: 80 recuit, 80 longbow
    NORMAL GENERAL: block: 174C

    c2: 50 recruit, 50 militia, 50 cavalry, 50 longbow
    VETERAN GENERAL: 133R, 1ES, 116K [133R]
    MAJOR GENERAL: 112R, 1ES, 157K [112R]
    MMA general 97R, 1ES, 122K (97R)


    Garrisons Position 2



    Positions:
    1 = regular general
    2 = MMA general

    c0: 80 militia deserter, 80 bowmen deserter
    VETERAN GENERAL: 57R, 1ES, 162C, 30K [57R]
    MAJOR GENERAL: 53R, 1ES, 166C, 50K [53R]
    MMA GENERAL: 53R, 1ES, 150C, 16K [53R]


    c1: 90 militia deserter, 90 longbow deserter
    NORMAL GENERAL: block: 33ES, 121C

    c2: 80 recruit deserter, 1 Big Bertha
    VETERAN GENERAL: 50R, 1ES, 199K [50R]
    MMA GENERAL: 44R, 176K [44R]

    Optional:
    c3: 40 militia, 40 cavalry, 60 crossbowmen
    VETERAN GENERAL: 170R, 40M, 20S, 20K [91R - 100R]
    MAJOR GENERAL: 100R, 40M, 20S, 110K [91R - 100R]
    MMA GENERAL: 74R, 1ES, 145K [74R]


    Garrisons Position 3



    Positions:
    1, 2 = regular generals
    3 = veteran, major or MMA

    c1: 90 recruit, 80 crossbow
    NORMAL GENERAL: block: 30ES, 88C

    c2: 90 militia, 90 crossbow
    NORMAL GENERAL: block: 25ES, 150C

    c3: 150 militia, 1 Big Bertha
    VETERAN GENERAL: 132R, 1ES, 117K [132R]
    MMA GENERAL: 128R, 1ES, 91K [128R]


    Garrisons Position 4



    Positions:
    1 = regular general
    2 = MMA general

    When the blocking general reaches at the marked spot send the attack.

    c1: 80 militia deserter, 80 cavalry deserter, 40 bowmen deserter
    NORMAL GENERAL: block: 108E

    c2: 1 witch, 100 shadowsneakers, 100 dark priest
    MMA general 23R, 81S, 1ES, 115K [23R, 81S]
    MAJOR general 35R, 94S, 1ES, 140K [35R, 94S, 2K]

    2 wave setup:
    w1: BATTLE HARDENED GENERAL: 100C [100C]
    w2: VETERAN GENERAL: 38S, 137C, 75K [38S]
    w2: MAJOR general 42R, 16S, 137C, 75K [42R 16S]


    Garrisons Position 4 - part 2



    Positions:
    1 = regular general
    2 = MMA general

    c1: 120 elite soldier deserters
    NORMAL GENERAL: block: 19S, 60ES, 120C (7-15 rounds, 9.19 avg) or 100ES, 42C

    c2: 70 elite soldier deserters, 70 crossbow deserters
    VETERAN GENERAL: 70R, 20ES, 100C, 60K [46R - 59R]
    MAJOR general 58R, 1ES, 100C, 111K [58R]
    MMA general 56R, 1ES, 95C, 68K [56R]


    Garrisons Position 5



    60 cavalry deserter, 60 longbow deserter, 1 Big Bertha
    VETERAN GENERAL: 71R, 2ES, 177K [71R]
    MAJOR general 70R, 2ES, 198K [70R]
    MMA general 60R, 1ES, 159K [60R]


    Garrisons Position 6

    A ranged support buff placed now on the leader has the chance to take out the Spawn of Hell and a significant part of the rest of enemy troops leading to significant troop save.
    Remember to invite lootspotters and have them hit with 1C on any camp close.



    Positions:
    1, 2 = regular general
    3 = MMA general

    c1: 100 cultist, 100 dark priest, 1 Dark High Priest
    NORMAL GENERAL: block: 179ES

    c2: 100 shadowsneaker, 80 firedancer. 1 Dark High Priest
    NORMAL GENERAL: block: 162ES 38C

    c3: 1 Spawn of Hell, 30 shadowsneaker, 60 firedancer

    Make sure that the attacking general is placed as hard to the right of the green area as possible.
    MMA general 163M, 57K [163M]

    BATTLE HARDENED GENERAL: w1: 135C [135C]
    VETERAN GENERAL: w2: 92M 158K [92M]
    MAJOR GENERAL: w2: 106R, 1ES, 163K [106R]
    Last edited by Polymer; 28.04.14 at 14:43.

  5. #1425
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    Sandycove
    I calculated some alternative attacks for Old Friends using the new MMA general.

    Camp 8 : 50 Cultists, 50 Dark Priests, 1 Swamp Witch, 1 Dark High Priest
    MMA general : 60R 20M 20S 120K [60R 20M 10S]

    Camp 6 : 100 Cultists, 50 Dark Priests, 1 Dark High Priest
    MMA general : 120R 20C 40XB 40K [114R]

    Camp 3 : 80 Cultists, 40 Shadowsneakers, 40 Firedancers
    MMA general : 80R 20S 120K [72R]

    Average Losses : 260R 20M 10S
    Last edited by MonkZy; 23.04.14 at 14:10. Reason: fixed color tags

  6. #1426
    Erudite Pioneer DUNJAI's Avatar
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    Regarding SFTR typo....

    noticed an error in troop numbers as follows:

    Garrison Position G2:
    Camp 14: (sir robin castle)
    MASTER of Martial Arts: [102R 1M 129K (62R - 74R - 90R 1M)]
    total = 230.

    just thought i would point out the mistake for corrections to be made
    He who speaks often, knows little;
    Those that know, speak rarely.

  7. #1427
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    Quote Originally Posted by DUNJAI View Post
    Regarding SFTR typo....

    noticed an error in troop numbers as follows:

    Garrison Position G2:
    Camp 14: (sir robin castle)
    MASTER of Martial Arts: [102R 1M 129K (62R - 74R - 90R 1M)]
    total = 230.

    just thought i would point out the mistake for corrections to be made
    The MMA armies in SFTR are a bit off - 84R are enough at BB camp
    and 61R at camp 11; the others are close enough.

  8. #1428
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by DUNJAI View Post
    Regarding SFTR typo....

    noticed an error in troop numbers as follows:

    Garrison Position G2:
    Camp 14: (sir robin castle)
    MASTER of Martial Arts: [102R 1M 129K (62R - 74R - 90R 1M)]
    total = 230.

    just thought i would point out the mistake for corrections to be made
    Thanks DUNJAI, 102R corrected to 90R as intended.




    Quote Originally Posted by aklbr View Post
    The MMA armies in SFTR are a bit off - 84R are enough at BB camp
    and 61R at camp 11; the others are close enough.
    With both those settings there is a chance of losing cannoneers.
    Since recruits are so much cheaper than cannoneers, I would rather lose the odd extra recruit.

    E.g. on camp 11 [61R 1M 158K] has about one chance in 1000 to lose up to 7 cannoneers (that's what happens if Sir Robin, with First Strike ability, isn't killed by the cannoneers in the first round).

    On camp 14 [84R 1M 135K] is better than the example above on camp 11, with one chance in about 4000 to lose up to 2 cannoneers.

    I'm reluctant to add setups that occasionally would result in losing cannoneers though.
    I would be blamed for those losses regardless how rare I show them to be...

    Nevertheless, I did add alternative setups both for camp 11 and for camp 14.
    On camp 14 the average losses would still be the same, with the risk of losing a few militia instead of more recruits.
    On camp 11 the average losses are lower (fighting only lasts one round), but with the increased risk of losing some soldiers instead.

  9. #1429
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    Shouldn't you then bring more cannonneers to the fight to make sure sir Robin is dead as a doornail after round 1?

    And thus leave some recruits home for militia?
    I mean if chances are that low that canonneers are lost, there will be few militia lost anyways.
    And militia are a nice middle loss between recruit and canonneer.
    Last edited by Bertolucci79; 24.04.14 at 16:27.

  10. #1430
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Bertolucci79 View Post
    Shouldn't you then bring more cannonneers to the fight to make sure sir Robin is dead as a doornail after round 1?

    And thus leave some recruits home for militia?
    I mean if chances are that low that canonneers are lost, there will be few militia lost anyways.
    And militia are a nice middle loss between recruit and canonneer.
    Yes, of course, that's what I did for those alternative setups.


    Quote Originally Posted by Tage View Post
    Camp 14) 50 Soldier Deserters, 50 Cavalry Deserters, 50 Longbowman Deserters, 1 Big Bertha
    MASTER of Martial Arts: [82R 5M 133K (59R - 74R - 82R 5M)]

    Camp 11) 50 Soldier Deserters, 50 Longbowman Deserters, 1 Sir Robin
    MASTER of Martial Arts: [52R 4S 1E 163K (36R - 50R - 52R 4S)]

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