I love the new updated map for The Nords.
But I was already working with the previous map and combat sim to make it all work.
Now I am in the middle of the adv, and the link to that map is gone I didn't save it because I figured it wouldn't be removed....
nvm, found it
Have another the nords (it's on testserver, not here) will use latest guide for that one to try
Last edited by Wanderer-nl; 02.01.13 at 14:09.
Killste, could you consider changing the link for The Nords please? It still points to Hasimir's old map, which was good in its day, but does not take into account the new pathing.
Thanks.
Update, you've just done it.
Last edited by Nogbad; 02.01.13 at 17:36. Reason: Ask, and you shall receive. :)
We love our new CM.
Newfoundland: 20th November 2011 to 25th November 2014. RIP
It was good while it lasted.
you welcome, thanks for PrincessAlly for guide
I've just updated the oldest of my guides...
the only one that hasn't been changed (yet) since before the pathing changed... Old Friends.
That 1R block in the beginning of it is still there, but due to the change in the pathing is is a rather tight one.
Thus, for those wanting to try it, I added a check point so that you can see whether your generals are properly timed for the block.
And if Killste could add a link to it from the front page, I'd be happy
What you didn't mention is over 800cav in blocks to get 8154 xp
I've done quad block (666 cav, without camp A) once, all attacks from the top, camps B and D had 1 small square on progress left :S
Wondering was those 2 waves 1 round each, like 199B, 50B 200A for example, it could give you 10 more sec if it wasn't. Also with cannons id probably rather use one wave 2 rounds instead (like 70R 51S 1E 128K ) easier for positioning and timing.
Not quite... last time I was using 715C in those 5 blocks.
That's roughly as many as you need for the last block in Sons of the Veld.
And in DB you anyway need to have quite a few cavalry for the final assault on the witch tower.
My 5-way block is also only from the top. No need to clear the southwestern entrance.
Those camps blocked by generals A and B can be attacked at the same time (overlapping agro zones).
Thus, it's equally dangerous using both generals A and B, as it is to use only general B.
Pretty close.
a) 185B (185B)
b) 52B 198XB (25B - 36B - 51B)
Oh yes, that will of course be an option for those having the cannoneers...
Last edited by Tage; 03.01.13 at 10:15. Reason: Added more comments :)
One suggestion to Traitors (just did it and it works... )
The double blocking at Caps 6,7 and 8 is working with BHG as well.
A (normal) and B (normal) same as you described:
------------ cut begins ------------
From A to Camp 6) 40 Milita Deserters, 20 Soldier Deserters, 40 Cavalry Deserters, 60 Longbowman Deserters
BLOCKING NORMAL general: [197C (-)] {6-7.9-11 rounds of fighting}
From B to Camp 7) 60 Milita Deserters, 60 Soldier Deserters, 60 Cavalry Deserters
BLOCKING NORMAL general: [120S (-)] {6-8.3-13 rounds of fighting}
BLOCKING NORMAL general: [53S 63E (-)] {7-8.9-14 rounds of fighting}
BLOCKING NORMAL general: [109E (-)] {7-9.0-14 rounds of fighting}
------------ cut ends ------------
C (could be BHG)
From C to Camp 8) 60 Soldier Deserters, 100 Longbowman Deserters
BATTLE HARDENED general [73R 1S 108C 18XB (49R - 62R - 73R 1S)] {2 rounds of fighting}
Last edited by SirMorton; 03.01.13 at 12:03.
Once I have finished the guides for DB and the Nords, I plan to update Traitors...
need to add the options for cannoneers as well, and check the timing for all those blocks...