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

  1. #1531
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    i was doing a wots with tages guide, and with the block on camps 7-8-9 i saw the influence of the 1st camp reaches into owned area, while the 2nd gen never comes into the area of that first camp. wouldnt it be possible to send the 2nd general earlier since he shouldnt be intercepted as long as he is on territory the player controls ?

  2. #1532
    Pathfinder
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    If camp to the right of Leader 13 is first attacked with MMA and no losses, second attack to leader camp will be intercepted by the camp in front of camp 13.

  3. #1533
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    Quote Originally Posted by Raven_Prince View Post
    i was doing a wots with tages guide, and with the block on camps 7-8-9 i saw the influence of the 1st camp reaches into owned area, while the 2nd gen never comes into the area of that first camp. wouldnt it be possible to send the 2nd general earlier since he shouldnt be intercepted as long as he is on territory the player controls ?
    Unfortunately you will get intercepted within friendly territory, if that territory is one that you have conquered.
    Only territories which were yours from the beginning (e.g. landing zones) are safe in that respect.

  4. #1534
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    Page 17 of this thread seems inaccessible to most people at the moment.
    That affects those wanting to read the guide for Sons of the Veld.
    Due to this I am reposting the SotV guide here, at least for the time being...




    EDIT:
    Since the original thread and the rest of page 17 seems to be fully accessible again, I've removed this backup post.
    Last edited by Tage; 01.07.14 at 22:57. Reason: Removed backup of SotV guide from this post

  5. #1535
    Skilled Student Tromba's Avatar
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    Quote Originally Posted by Tage View Post
    if you have a VETERAN general, kill camp 6 in one wave:

    MASTER of Martial Arts: [136R 18S 36E (136R 7S - 136R 14S - 136R 18S)] (provided for achievements no cavalry and no ranged units)
    Hi Tage,

    I'm not sure these numbers are correct.. I trusted your guide (they're usually spot on!) and didn't check with a sim first, but this one failed Should it be 66 Elites instead (certainly looks like it on the sim).

    Many thanks,
    Tromba
    Last edited by Tromba; 06.07.14 at 08:05. Reason: bad grammer

  6. #1536
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    Quote Originally Posted by Tromba View Post
    I'm not sure these numbers are correct.. I trusted your guide (they're usually spot on!) and didn't check with a sim first, but this one failed Should it be 66 Elites instead (certainly looks like it on the sim).
    Thanks a lot Tromba! Indeed, 66E is what it should have read.
    Sorry for your losses. Corrected the guide.

  7. #1537
    Nifty
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    Newfoundland
    If someone wants to overuse MMA in BK guide these are the max troops needed: 562R 10M 46S 139E 283C 129XB 130K

    One MASTER of Martial Arts and
    One VETERAN general with Cannoneers
    Two NORMAL generals using four round blocks:
    • Units needed, maximum: 562R 10M 46S 139E 283C 129XB 130K (1299 units, +57R)
    • Units lost, maximum: 557R 5M 8S 8C (+10C if 10 Cavalry Deserters remained at camp 15 and you don't want to wait 2 more hours, +57R if you're finishing the last sector with veteran)

    This includes reduced number of recruits, added cavs for first MMA suicide wave, added crossbowmen for MMA attack on camp 10, and added cannoneers for final MMA attack on black castle.
    Last edited by Dialecticus; 27.04.15 at 13:01.

  8. #1538
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    Newfoundland
    Ive been toying around with numbers for Bandit's Nest and I get these 2 setups which should reduce losses:

    9a) Master of Martial Arts: 1R (1R)
    9b) Master of Martial Arts: 126R 6S 88XB (108R - 123R 0.25S - 126R 6S)

    12a) Master of Martial Arts: 1R (1R)
    12b) Master of Martial Arts: 72R 5S 10C 133XB (56R - 69R 0.2S - 72R 5S)

    Also, given a price ratio of 1:2 for recruits to militia and 1:3 for recruits to soldiers as per last trade sheet I saw for Newfoundland, that means the following setups are slightly more cost efficient:

    9a) Master of Martial Arts: 1R (1R)
    9b) Master of Martial Arts: 40S 1E 179XB (29S - 35S - 40S)

    12a) Master of Martial Arts: 1R (1R)
    12b) Master of Martial Arts: 26S 12C 182XB (15S - 20S - 26S)
    Last edited by MrBarbarian; 21.07.14 at 07:50.

  9. #1539
    Nifty
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    hiya great guides ON traitors adv, no mention of a need for xb in the last two set ups (troops needed list), but in guides still need them
    Last edited by bigburp; 18.07.14 at 17:13. Reason: needed to explain on which adv after writing

  10. #1540
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    Northisle
    For final attack on camp 11 using the 2 block method try using just 12 soldier and 88 elite with Veteran general, average soldier losses are 2.

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