For camp 9 in Witch of the swamp , u also can use 78R 172E makes the min losses 76 recruit but max 78 recruits going out for both worst case senarios its can save u prox 30 recruits
Skuf
For camp 9 in Witch of the swamp , u also can use 78R 172E makes the min losses 76 recruit but max 78 recruits going out for both worst case senarios its can save u prox 30 recruits
Skuf
That's a good idea!
And that was in Stealing from the Rich, in case anybody wondered...
Guide updated (tweaked your setup a little for best results)!
Yes, using elites against the dark high priest keeps the number of rounds at 3, saving us from the losses in the possible fourth round.
You don't even need that many elites (172) to achieve that. It's enough to replace 70 of the soldiers with elites.
Guide updated (elite soldier alternative added to all setups, except the first two).
Hi tage, i've used a lot of your guides. Now i find new pirates guide a little miscalculated. It says that you need (with vet+xbow) 156S and 101E at adventure but camps 4-6 with blocks (50R+155S, 1S+47E, 6S+54E) I count 162S+101E. Could you correct that at guide. needed to send bhg back and takes 30min extra time now..
Camp 3a) 1 Wild Mary, 1 Crazy Cook, 50 Gunmen, 50 Petty Officers 2nd Class
ANY general: [180C (180C)]
Camp 3b) 1 Wild Mary, 1 Crazy Cook, 30-33 Petty Officers 2nd Class
Thats not correct... Had 47 Petty Officers 2nd Class after 1. attack
Thank you Tage for the guides!
I did Outlaws with BHG and crossbows and have a few comments:
Total number of troops required/lost seems to be bit off. The numbers I got summing up all the average values were 547R 178S 414C 196XB required 543R 74S 30C lost. I think this is related to camp 12 where you can lose ~90R instead of 30 cavs but that option is not listed. At least those are the cavalry losses not accounted for in the total number. There was no militial listed for any of the BHG/Any General setups either but 6M is listed as required troops.
Also the Any General setups for camp 1 have 201 units.
Keep up the good work and thanks again
Thanks Barthamon!
I just recently added that version with 30C as an option,
and for some reason seem to have removed the original setup, upon which the troops needed and lost are based:
Camp 12) 30 Scavengers, 30 Guard Dogs, 100 Stone Throwers
ANY general: [101R 99S (80R - 91R - 101R)]
Added that back into the guide as the first option for camp 12.
One cavalry is usually considered to be valued four times that of a recruit, so losing 91R is still better than losing 10R+30C.
The reason I've added those setups with 30C is a new quest that's now available on the test server; to play Outlaws losing less than 500R.
I've started to update Outlaws to include optional garrison setups, helping with the fulfilment of that quest.
Yes, that is clearly an error. Those 6M aren't listed in my Excel sheet either... removed them from the needed troops.
With the next update there will be more optional setups though, also including more militia and less soldiers for that last camp.
I'm also working on adding setups for those not having fast generals and not wanting to do some or any of the blocks.
EDIT: Those 6M used to be needed by the two blocks onto camps 13 and 14.
I recalculated them some time ago, but obviously never corrected the troops needed for the BHG setups.
Oups, fixed those two.
Last edited by Tage; 06.11.12 at 11:58.
Hey Tage great guides btw but I have a notice for your new Island of the Pirates guide for veteran. If it is possible can you provide options without elite soldiers? I do have veteran general but haven't reached the point where I can recruit elite soldiers yet. Thanks
Unfortunately those blocks (especially on camps 4, 7 and 8) are so tight,
that using soldiers instead of elite soliders in them would make them a bit too risky.
Thus, I would recommend sticking to the blocks presented in my original guide to IotP for the time being (till you get your elite soldiers).
That guide has blocks using only normal soldiers as options for camps 2, 5 and 9, and doesn't block camps 4, 7 or 8.