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

  1. #231
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by TitaniusAngel View Post
    Hi i just wanted to ask about G4-camp 21. attack states 31lb or 23xb in the attack but the max troop loadout doesnt have lb or xb in the list.i just thought it might be needed is all ty for the updates
    Yes, I know. Which is why I posted this...

    Quote Originally Posted by Tage View Post
    Units needed and lost (only given for the main version with veteran general):
    I originally made Stealing from the Rich only for the veteran general.
    I haven't had time to add those needed troops for those that do not have a veteran general... yet!

  2. #232
    Pathfinder
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    Would just like to join the chorus of praise for your strategic insight Tage, really great work here I have just managed to successfully complete Traitors using your guide and have followed your tactics for SotV more than 5 times now. Great stuff!

  3. #233
    Skilled Student
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    For VtV, camp 15 (155 Roughnecks, 1 Metal Tooth) can also be done in 2 rounds, with the use of 133 XBs. Setup: 38 M, 60 S, 19 ES, 133 XB. Losses 38M 49 S - 38M 54S - 38M 60S. A bit heavier on the soldiers, but far fewer lost units overall.

  4. #234
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Hayek View Post
    For VtV, camp 15 (155 Roughnecks, 1 Metal Tooth) can also be done in 2 rounds, with the use of 133 XBs. Setup: 38 M, 60 S, 19 ES, 133 XB. Losses 38M 49 S - 38M 54S - 38M 60S. A bit heavier on the soldiers, but far fewer lost units overall.
    Indeed!
    It can be done even better than that... no need for that many elite soldiers... better if they are replaced by crossbows:

    From C to Camp 15) 155 Roughnecks, 1 Metal Tooth
    VETERAN general: [38M 57S 2E 153XB (38M 46S - 38M 52S - 38M 57S)] {2 rounds of fighting}

    That battle lasts clearly shorter than 2 full rounds though, and can thus be optimised a little further:

    From C to Camp 15) 155 Roughnecks, 1 Metal Tooth
    VETERAN general: [75M 35S 2E 138XB (75M 25S - 75M 30S - 75M 35S)] {2 rounds of fighting}

    And if you're prepared to lose soldiers, even this could be a viable option:

    From C to Camp 15) 155 Roughnecks, 1 Metal Tooth
    VETERAN general: [80S 1E 169XB (68S - 74S - 80S)] {2 rounds of fighting}

    I've added the middle (optimised) one as an alternative to the guide. Thanks, Hayek!

  5. #235
    Aunt Irma’s Favourite Writer
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    For the sake of completeness and for those who haven't reached level 26 yet and want a little introduction to my step-by-step guides.



    Bounty Hunter
    Average Losses: 0R - 24R

    Adventure Info:
    Player Level: 26+
    Difficulty: 1/10
    Number of Players: 1
    Duration: 3 days
    Where to get?: You get this as a reward when you reach level 26. One extra copy can be bought in the Trader (Shop) for 10 fishes.



    The loot from the adventure is shown below.
    If you fulfil the mission shown above, you will get one item from each slot.
    In multiplayer adventures, each player who has killed at least one enemy unit, will get the full loot.

    For more information about the loot, please refer to Triple-J's Loot Overview

    The map shows all relevant camps, with your own garrison positions in white and enemy camps in yellow.
    Some multiplayer adventures have several landing zones, and may have different sets of camps,
    with identical numbers but different colours to distinguish them from each other.



    For this tutorial adventure you need ANY general, and only one of them.


    Throughout all my guides the following colour codes are used to distinguish between different types of generals and setups:
    • NORMAL general: Must be a normal (slow) general, the one you buy in the tavern
    • ANY general: Can be any general, no soldiers needed
    • ANY general: Can be any general
    • ANY general with Crossbows
    • ANY general with Cannoneers
    • MASTER of Defence: Must be the master of defence, bought for gems inthe shop
    • BATTLE HARDENED general: Must be a fast general, bought for gems in the shop (*
    • BATTLE HARDENED general with Crossbows
    • BATTLE HARDENED general with Cannoneers
    • Lord DRACUL: Must be Lord Dracul, bought for gems in the shop
    • Lord DRACUL with Crossbows
    • Lord DRACUL with Cannoneers
    • VETERAN general: Must be a veteran general, bought for gems in the shop, capable of holding 250 units
    • VETERAN general with Crossbows
    • VETERAN general with Cannoneers
    • MAJOR general: Must be a major general, bought for beanstalks in the shop, capable of holding 270 units
    • MASTER of Martial Arts: Must be a master of martial arts, bought for gems in the shop, capable of holding 220 units
    • MASTER of Martial Arts: with Crossbows
    • MASTER of Martial Arts: with Cannoneers
    • Champion ANSLEM: Must be Anteria General: Champion Anslem
    • Champion ANSLEM with Crossbows
    • Champion ANSLEM with Cannoneers
    • Champion NUSALA: Must be Anteria General: Champion Nusala
    • Champion NUSALA: with Crossbows
    • Champion NUSALA: with Cannoneers
    • Champion VARGUS: Must be Anteria General: Champion Vargus
    • Champion VARGUS with Crossbows
    • Champion VARGUS with Cannoneers
    *) The following generals are all fast, and can be used whenever a Battle Hardened General is needed: Grim Reaper, General Bighelmet, General Log, Veteran General and Major General. The Master of Martial Arts and Lord Dracul are also fast, but due to their first strike ability, there are always separate setups available for them.


    Throughout all my guides the following letters are used to denote different units:
    • R = Recruit
    • M = Militia
    • S = Soldier
    • E = Elite Soldier
    • C = Cavalry
    • B = Bowman
    • LB = Longbowman
    • XB = Crossbowman
    • K = Cannoneer

    Six versions are presented below, all depending on the amount of cavalry you possess.
    The units needed are listed with losses in the format minimum - average - maximum:
    • Version 1: Needed: 56R, Losses: 17R - 24R - 28R
    • Version 2: Needed: 37R 12C, Losses: 9R - 15R - 18R
    • Version 3: Needed: 17R 25C, Losses: 6R - 10R - 14R
    • Version 4: Needed: 6R 40C, Losses: 2R - 5R - 6R
    • Version 5: Needed: 3R 50C, Losses: 1R - 2R - 3R
    • Version 6: Needed: 1R 75C, Losses: 0




    Game flow, garrison settings and losses (minimum - average - maximum):




    Garrison Position G1

    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.



    Red arrows in my maps indicate direct attack.
    Dashed arrows are intercepted attacks.
    Several of my guides include blocks, which are shown in orange arrows.

    A total of four attacks are needed in this adventure.
    Regardless of which version you follow, keep all units assigned to your general:

    Camp 1) 10 Scavengers
    Version 1: [56R (3R - 4R - 5R)]
    Version 2: [37R 12C (2R - 3R - 4R)]
    Version 3: [17R 25C (1R - 2R - 3R)]
    Version 4: [6R 40C (0R - 1R - 1R)]
    Version 5: [3R 50C (-)]
    Version 6: [1R 75C (-)]

    Next, attack camp 3 and let the general be intercepted by camp 2.
    The dashed red line in the image above shows an indirect attack.
    Such a camp can usually be attacked separately as well, but a controlled interception saves a little marching time.

    Camp 3) 5 Scavengers (Camp 2) + 10 Scavengers (Camp 3)
    Version 1: [51R (4R - 6R - 7R)]
    Version 2: [33R 12C (2R - 4R - 5R)]
    Version 3: [14R 25C (1R - 2R - 3R)]
    Version 4: [5R 40C (0R - 1R - 1R)]
    Version 5: [3R 50C (-)]
    Version 6: [1R 75C (-)]

    Camp 4) 6 Scavengers, 6 Stone Throwers
    Version 1: [44R (5R - 7R - 9R)]
    Version 2: [28R 12C (1R - 2R - 3R)]
    Version 3: [11R 25C (1R - 2R - 2R)]
    Version 4: [4R 40C (-)]
    Version 5: [3R 50C (-)]
    Version 6: [1R 75C (-)]

    Camp 5) 15 Scavengers
    Version 1: [35R (5R - 7R - 7R)]
    Version 2: [25R 12C (4R - 6R - 6R)]
    Version 3: [9R 25C (3R - 4R - 6R)]
    Version 4: [4R 40C (2R - 3R - 4R)]
    Version 5: [3R 50C (1R - 2R - 3R)]
    Version 6: [1R 75C (-)]

    When the adventure ends, your general will return to your home island.
    A normal general will once again need 30 minutes to travel, and a fast general 15 minutes.
    If you've left units unassigned to your general(s), these will need 100 minutes to find their way home.




    Adventure not Finishing

    If you log out or return home to your main island before the last battle, and return to the adventure after it's finished,
    you will not automatically get the "Return home" popup window:



    In that case you will have to manually open the Quest Book (the exclamation mark next to your avatar).
    Once in there, it's a simple matter of clicking "Claim reward", after which the "Return home" message will appear:








    All garrison setups have been simulated at least 5000 times, using this simulator.
    Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
    Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.
    Last edited by Tage; 27.02.17 at 08:39. Reason: Added Champions of Anteria to list of Generals

  6. #236
    Original Serf
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    Thanks for Outlaws update Tage.
    The G1 block is great sure needs Timer for Those 12s but working great,
    I did VtV the other day also working good,

    Keep up the good work,

    BTW. I did not find any good guide for Roaring Bull full EXP version, if you are looking for a new challenge

  7. #237
    Aunt Irma’s Favourite Writer
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    Please note!
    If you have a veteran general, you might want to take a look at this guide.
    It provides some additional challenges with a maximum number of round blocks.





    Island of the Pirates
    Average Losses (best version): 387R

    Adventure Info:
    Player Level: 26+
    Difficulty: 3/10
    Number of Players: 1
    Duration: 3 days
    Where to get?: Adventure seek with Explorer or Trader (Shop) for 150 map fragments




    For more information about the loot, please refer to Triple-J's Loot Overview


    QUICK LINKS: ... LANDING ZONE ... G1 (Camps 1-3) ... G2 (Camp 4) ... Camps 5-6 ... Camps 7-8 ... Camps 9-10

    You need to send troops 5 times.


    Six versions are presented below, with the following minimum number of generals:


    One NORMAL general, no blocks used
    • Units needed, average: 539R 188C 33LB (760 units)
    • Units needed, maximum: 633R 188C 33LB (854 units)
    • Units lost, minimum: 458R
    • Units lost, average: 538R
    • Units lost, maximum: 633R

    One NORMAL general, no blocks used
    • Units needed, average: 533R 150S 191C 33LB (907 units)
    • Units needed, maximum: 593R 156S 1E 192C 33LB (975 units)
    • Units lost, minimum: 457R
    • Units lost, average: 532R
    • Units lost, maximum: 593R 7S

    Two NORMAL generals, using one round block
    • Units needed, average: 497R 162S 191C 33LB (883 units)
    • Units needed, maximum: 553R 109S 47E 192C 33LB (934 units)
    • Units lost, minimum: 429R
    • Units lost, average: 496R
    • Units lost, maximum: 553R 6S

    One BATTLE HARDENED general
    One NORMAL general, using two round blocks
    • Units needed, average: 457R 204S 191C 33LB (885 units)
    • Units needed, maximum: 508R 152S 47E 192C 33LB (932 units)
    • Units lost, minimum: 395R
    • Units lost, average: 456R
    • Units lost, maximum: 508R 5S

    One VETERAN general
    Two NORMAL generals, using three round blocks
    • Units needed, average: 414R 1M 221S 249C (885 units)
    • Units needed, maximum: 448R 168S 56E 249C (921 units)
    • Units lost, minimum: 358R
    • Units lost, average: 409R
    • Units lost, maximum: 448R 4S

    One VETERAN general
    One BATTLE HARDENED general
    Two NORMAL generals, using three round blocks
    • Units needed, average: 387R 1M 221S 249C 68XB (926 units)
    • Units needed, maximum: 421R 168S 56E 249C 100LB/68XB (994 units)
    • Units lost, minimum: 343R
    • Units lost, average: 387R
    • Units lost, maximum: 421R 4S

    This guide includes three optional round blocks of method 2.




    Game flow, garrison settings and losses (minimum - average - maximum):




    Landing Zone
    If you sent more than four generals, only four will appear on the island:



    The fifth general will have unloaded his troops, and is available to be placed later, when there's room for him.

    The fourth general will arrive in position Z. That position is only available for a general arriving from your home island.
    Once you remove the general away from there, you can never move him back to there from within this island.

    If at least three generals have already arrived to the island, and if you want to perform the first block,
    you will have to send one general home, in order to provide space for the generals to move around:






    Garrison Position G1 (Camp 1)
    In preparation for the first block, rearrange your generals, so that you have:
    • Position A: NORMAL general or MASTER of Defence (needed for the optional block)
    • Position B: VETERAN general or BATTLE HARDENED general or ANY general


    If you're lucky, your fast general has arrived in position B (this seems to be the case if you sent him first from your home island).
    Also, if your fast general has arrived in position Z, you can very well use that position instead of position B as well.

    Follow the insets in the image above for an idea on how to rearrange your generals in preparation for the block.
    First inset shows general Y being sent home, second inset shows general X moving away from blocking position A.

    For the first attack, only your best general is needed:

    From B to Camp 1) 100 Deckscrubbers, 50 Gunmen
    ANY general: [12R 188C (7R - 9R - 11R)]
    ANY general: [150R (51R - 53R - 56R)] (provided for achievement only recruits)
    ANY general: [9R 1S 190C (7R - 9R - 9R)]
    ANY general: [8R 1E 191C (7R - 8R - 8R)]
    VETERAN general: [1S 249C (0 - 0 - 1S)]
    VETERAN general: [1E 249C (-)]
    MASTER of Martial Arts: [1S 199C (-)]




    Garrison Position G1 (Camps 2-3, BLOCK)




    If you opt not to use the block:

    Camp 2) 50 Caltrops, 100 Deckscrubbers
    ANY general: [165R (28R - 36R - 44R)]
    ANY general: [40R 125S (28R - 36R - 40R 1S)]
    MASTER of Martial Arts: [37R 63S (25R - 31R - 37R)]
    MASTER of Martial Arts: [36R 63E (25R - 31R - 36R)]

    Camp 3) 50 Caltrops, 100 Saberrattlers, 50 Gunmen
    ANY general: [200R (69R - 81R - 94R)]
    ANY general: [91R 109S (69R - 79R - 91R 1S)]
    VETERAN general: [245R (60R - 68R - 76R)]
    VETERAN general: [74R 168S (60R - 68R - 74R 1S)]
    MASTER of Martial Arts: [50R 95S (35R - 42R - 50R)]
    MASTER of Martial Arts: [49R 90E (35R - 42R - 49R)]


    If you opt to use the block (always recommended), send both generals right after each other.
    If you use the block with only recruits (lasting only 100 seconds), then be sure general B is a fast general:

    From A to Camp 2) 50 Caltrops, 100 Deckscrubbers
    BLOCKING NORMAL general: [84R (-)] {100-160 seconds of fighting} (provided for achievement only recruits)
    BLOCKING NORMAL general: [54S (-)] {140-220 seconds of fighting}
    BLOCKING NORMAL general: [47E (-)] {140-260 seconds of fighting}
    BLOCKING NORMAL general: [1S 46E (-)] {160-260 seconds of fighting}
    BLOCKING MASTER of Defence: [38E (-)] {110-220 seconds of fighting}

    From B to Camp 3) 50 Caltrops, 100 Saberrattlers, 50 Gunmen
    ANY general: [200R (69R - 81R - 94R)] {80 seconds of fighting}
    ANY general: [91R 109S (69R - 79R - 91R 1S)] {80 seconds of fighting}
    BATTLE HARDENED general: [200R (69R - 81R - 94R)] {40 seconds of fighting}
    BATTLE HARDENED general: [91R 109S (69R - 79R - 91R 1S)] {40 seconds of fighting}
    VETERAN general: [245R (60R - 68R - 76R)] {30 seconds of fighting}
    VETERAN general: [74R 168S (60R - 68R - 74R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [50R 95S (35R - 42R - 50R)] {20 seconds of fighting}
    MASTER of Martial Arts: [49R 90E (35R - 42R - 49R)] {20 seconds of fighting}




    Garrison Position G2 (Camp 4)
    Move your best general and one normal general to garrison position G2:
    • Position A: NORMAL general
    • Position B: VETERAN general or BATTLE HARDENED general (needed for the optional block)


    For the first attack, any general can be used:

    Camp 4) 60 Caltrops, 60 Deckscrubbers, 60 Knife Throwers
    ANY general: [200R (40R - 48R - 56R)]
    ANY general: [53R 147S (40R - 47R - 53R 1S)]
    MASTER of Martial Arts: [38R 60S (23R - 30R - 38R)]
    MASTER of Martial Arts: [37R 60E (23R - 30R - 37R)]




    Garrison Position G2 (Camps 5-6, BLOCK)



    If you opt not to use the block (recommended only if you do not have a fast general):

    Camp 5) 40 Caltrops, 40 Saberrattlers, 40 Gunmen
    ANY general: [145R (34R - 40R - 48R)]
    ANY general: [45R 100S (34R - 40R - 45R 1S)]
    MASTER of Martial Arts: [24R 36S (13R - 19R - 24R)]
    MASTER of Martial Arts: [23R 36E (13R - 19R - 24R)]

    Camp 6) 80 Caltrops, 80 Saberrattlers, 2 Petty Officers
    ANY general: [200R (36R - 43R - 56R)]
    ANY general: [50R 150S (36R - 43R - 50R 1S)]
    VETERAN general: [210R (36R - 43R - 53R)] (provided for achievement only recruits)
    MASTER of Martial Arts: [50R 75S (33R - 41R - 50R)]
    MASTER of Martial Arts: [49R 70E (33R - 41R - 49R)]


    If you opt to use the block (recommended if you do have a fast general), send both generals right after each other:

    From A to Camp 5) 40 Caltrops, 40 Saberrattlers, 40 Gunmen
    BLOCKING NORMAL general: [56S (-)] {120-160 seconds of fighting}
    BLOCKING NORMAL general: [48E (-)] {120-200 seconds of fighting}
    BLOCKING NORMAL general: [1S 47E (-)] {120-200 seconds of fighting}

    From B to Camp 6) 80 Caltrops, 80 Saberrattlers, 2 Petty Officers
    BATTLE HARDENED general: [50R 150S (36R - 43R - 50R 1S)] {30 seconds of fighting}
    VETERAN general: [50R 155S (36R - 43R - 50R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [50R 75S (33R - 41R - 50R)] {20 seconds of fighting}
    MASTER of Martial Arts: [49R 70E (33R - 41R - 49R)] {20 seconds of fighting}




    Garrison Position G2 (Camps 7-8)


    Camp 7) 90 Caltrops, 90 Saberrattlers
    ANY general: [200R (36R - 49R - 62R)]
    ANY general: [59R 141S (36R - 48R - 58R 1S)]
    VETERAN general: [230R (36R - 46R - 56R)] (provided for achievement only recruits)
    VETERAN general: [52R 175S (36R - 46R - 52R 1S)]
    MASTER of Martial Arts: [52R 80S (36R - 46R - 52R 1S)]

    Trap T1) 100 Caltrops
    ANY general: [127R (7R - 16R - 27R)]
    ANY general: [23R 100S (7R - 16R - 23R 1S)]
    MASTER of Martial Arts: [23R 3S (7R - 16R - 23R 1S)]


    If you've got a master of martial arts, kill camp 8 in one wave:

    Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
    MASTER of Material Arts: [35R 35S (25R - 30R - 35R)]
    MASTER of Material Arts: [34R 34E (25R - 30R - 34R)]


    Garrison position Z can be anywhere on the map. You can also use the general at garrison position A.
    Note however that general A is needed for the last block, and you will have to wait 4 hours for him to recover in that case.

    From Z to Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
    ANY general: [38R (38R)]

    From B to Camp 8) 92-100 Deckscrubbers, 40 Gunmen
    ANY general: [10R 190C (5R - 7R - 9R)]
    ANY general: [8R 1S 191C (4R - 6R - 8R)]
    ANY general: [7R 1E 192C (4R - 6R - 7R)]
    VETERAN general: [1R 249C (-)]


    If you do not have any extra generals, and want to finish the adventure as soon as possible,
    you may also kill camp 8 in one single attack, without the suicide wave.
    You will either lose some 15R more or a few cavalry though.
    If you need to fulfil the achievement to use only recruits, use the first setup here:

    Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
    ANY general: [180R (48R - 53R - 59R)]
    ANY general: [57R 125S (48R - 53R - 57R 1S)]
    ANY general: [13R 1S 186C (10R 1C - 12R 10C - 13R 20C)]
    ANY general: [12R 1E 187C (10R 1C - 12R 10C - 12R 20C)]
    VETERAN general: [4R 1S 245C (3R 1C - 4R 10C - 4R 19C)]
    VETERAN general: [3R 1E 246C (3R 1C - 3R 10C - 3R 19C)]




    Garrison Position G2 (Camps 9-10, BLOCK)
    Move your best general from position B to position D, and your battle hardened general to position C:
    • Position A: NORMAL general
    • Position C: BATTLE HARDENED general or VETERAN general (see below)
    • Position D: VETERAN general or BATTLE HARDENED general (see below)


    First of all, before doing anything else, make sure that you have indeed killed trap T1.
    A huge failure would be the result if you haven't killed it before the last block.


    If you opt not to use the block (recommended if you have maximum one battle hardened general and no veteran general):

    Camp 9) 100 Caltrops, 70 Saberrattlers
    ANY general: [200R (31R - 41R - 56R)]
    ANY general: [50R 150S (31R - 41R - 50R 1S)]
    VETERAN general: [215R (31R - 41R - 51R)]
    VETERAN general: [48R 168S (31R - 41R - 48R 1S)]
    MASTER of Martial Arts: [47R 67S (30R - 40R - 47R 1S)]
    MASTER of Martial Arts: [47R 64E (30R - 40R - 47R)]

    Camp 10a) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    ANY general: [117R (117R)]

    Camp 10b) 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    ANY general: [200R (90R - 99R - 112R)] (provided for achievement only recruits)
    ANY general: [15R 152C 33LB (10R - 13R - 15R)]
    ANY general: [13R 1S 153C 33LB (10R - 12R - 13R)]
    VETERAN general: [6R 1S 175C 68XB (5R - 6R - 6R)]

    If you have a VETERAN general and need to fulfil the achievement only recruits, attack camp 10 directly with recruits only:

    Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    VETERAN general: [250R (137R - 145R - 160R)]
    MAJOR general: [270R (136R - 145R - 153R)]


    If you opt to use the block (recommended if you do have two fast generals), send all three generals right after each other:

    From A to Camp 9) 100 Caltrops, 70 Saberrattlers
    BLOCKING NORMAL general: [64S (-)] {140-240 seconds of fighting}
    BLOCKING NORMAL general: [56E (-)] {140-260 seconds of fighting}
    BLOCKING NORMAL general: [14S 44E (-)] {140-260 seconds of fighting}

    From C to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    BATTLE HARDENED general: [117R (117R)] {20 seconds of fighting}

    From D to Camp 10) 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    BATTLE HARDENED general: [13R 1S 153C 33LB (10R - 12R - 13R)] {40 seconds of fighting}
    VETERAN general: [6R 1S 143C 100LB (5R - 6R - 6R 12C)] {30 seconds of fighting}
    VETERAN general: [6R 1S 175C 68XB (5R - 6R - 6R)] {30 seconds of fighting}


    If you have a veteran, but do not own a second fast general, you may also kill camp 10 in one wave.
    This will save 10 seconds of fighting, but you will also lose some 22 more recruits.
    If you do have a master of martial arts, attack camp 10 in one wave:

    From A to Camp 9) 100 Caltrops, 70 Saberrattlers
    BLOCKING NORMAL general: [64S (-)] {140-240 seconds of fighting}
    BLOCKING NORMAL general: [56E (-)] {140-260 seconds of fighting}
    BLOCKING NORMAL general: [14S 44E (-)] {140-260 seconds of fighting}

    From C to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    VETERAN general: [150R 100S (137R - 145R - 150R)] {40 seconds of fighting}
    MASTER of Martial Arts: [69R 151S (55R - 63R - 69R)] {30 seconds of fighting}
    MASTER of Martial Arts: [68R 152E (55R - 63R - 68R)] {30 seconds of fighting}






    All garrison setups have been simulated at least 5000 times, using this simulator.
    Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
    Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.

    All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
    I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
    That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...

    On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
    Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
    In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.
    Last edited by Tage; 20.07.16 at 23:02. Reason: Removed references to A and D in last attack without block

  8. #238
    Forum Explorer Killste's Avatar
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    nice Tage. I upload these posts to front page, when i come back from vacation = )

  9. #239
    Skilled Student
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    Tage, some feedback on your SftR maps: I found that I could reduce the losses of virtually every leader camp by using ES instead of S (in fact, I had to, as I don't keep that many S in stock anymore). Since ES pack a slightly bigger punch than S, you can save some Rs, which allow for more damage done, and so on.

    For example:
    camp 14.
    Your setup: 140R 110S (100R - 124R - 140R)
    Mine: 122R 3S 125ES. (98R - 119R - 122R 3S 2 ES, but the expected loss of ES is 0.00; if some-one is more risk-averse, you could tweak it a bit more)

    In all, it shaves off about 10Rs from the adventure, so hardly world-changing, but it's not only the average that changes, one also reduces the chance of an extra round, which means extra losses. Granted, if you're very unlucky your losses could be of higher value, but there are much smaller and much less likely. (compare the 140R vs 122R 3S 2S; the chance of having 10 rounds, and therefore the max loss or close to it, drops from 26% to less than 1%).

    Thanks, and keep up the good work.

  10. #240
    Aunt Irma’s Favourite Writer
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    Thanks, Hayek!

    Yes, elite soldiers can to some extent reduce the losses on such long-lasting battles (with several rounds).
    An even greater impact would be if we had cannons though... that same camp 14 could in that case be killed in only 3 rounds:

    92R 8M 150K (79R - 90R - 92R 8M)

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