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

  1. #601
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by XiozZe View Post
    I have some things for your Victor guide, Tage:
    Thanks mate. I really had too little time when I added those BHG setups to it...
    Added both your setup with crossbows, and a similar one with longbows for that camp.



    Quote Originally Posted by XiozZe View Post
    Except that you use 201 soldiers
    LOL, did I mention I had too little time when I added those?



    Quote Originally Posted by XiozZe View Post
    oh, and can you make a BATTLE HARDENED general section (max losses etc.) in your guide please? thanx in advance
    Yes, I actually think Victor will be priority N° 1 now, before updating Traitors. And thanks for that first block.
    All the blocks I have for Victor were done before Lizstes so kindly sent me Andelar's simulator.
    They all need to be recalculated, optimised and updated (the same also applies to my SotV guide btw).



    Quote Originally Posted by XiozZe View Post
    p.s. nice work on BD, but my pony's are more valuable then trying your guide
    Sooner or later you will play it!

  2. #602
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Gerontius View Post
    Are you sure? I fought my way in from landing zone 2 to star with and am pretty certain I can clear camps 9-13 down south without getting into trouble. (the adventure is still running as I write)
    Yes I'm sure!

    Your general going for camp 12 from the north would walk on the western side of that camp (the mountains block the right-hand side). And that causes him to be intercepted by camp 6, which of course would also cause your general to be intercepted by camps 11, 9 and 8 on the way going there.
    Last edited by Tage; 19.01.13 at 01:41. Reason: typos

  3. #603
    Glorious Graduate
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    Sandycove
    If anybody is trying to complete the quest where they have to do Witch of the Swamp with less than 300 recruit casualties and doesn't have access to Crossbows, Elites or Canons if you only send 299 recruits, follow the normal pattern until you get to 10b and change it to:
    Vet: [30R 36S 120C 64LB (30R - 21S - 30R - 38S - 30R - 34S)]

    You can increase the number of recruits up and replace soldiers, however if you use more than 36R you begin to have the chance that you'll loose some Cavalry too.

    I honestly don't think it's possible to do the quest without a vet general unless you take along a bucket load of militia/soldiers and just use then when the 299 recruits run out

  4. #604
    Aunt Irma’s Favourite Writer
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    What a nice guide! Good design...
    So easy to follow it step-by-step...

    Thanks PrincessAlly!

  5. #605
    Forum Explorer Killste's Avatar
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    Thanks PrincessAlly and Tage for your guides, uploaded in front page. Because of my work, I can upload only in weekend when I have time do it properly

  6. #606
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by PrincessAlly View Post
    • Units needed: 299R 181M 307S 298E 204C 195XB
    • Units lost, average: 274R 204M 23S
    • Units lost, maximum: 299R 204M 23S
    Losing more M than needed?

  7. #607
    Aunt Irma’s Favourite Writer
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    I've started to take a fresh look at Victor the Vicious, adding setups for cannoneers and updating the blocks.


    Quote Originally Posted by XiozZe View Post
    First, general A should be this:

    BLOCKING NORMAL general: [4R 93E 25C(-)] {6 - 8.1 - 13 rounds of fighting}
    You think it's worse? No it isn't, because Tage's has, including countdown, a 0,21% chance of 160 sec (the 101E one), otherwise 180 sec or higher, and mine a 0,04% chance of 160 sec
    This particular block...
    From A to Camp 3) 100 Roughnecks, 50 Guard Dogs

    BLOCKING NORMAL general: [4R 93E 25C(-)] {180 - 300 seconds of fighting, 0.04% chance of 160 seconds}

    ...has several optional, equally good solutions:

    BLOCKING NORMAL general: [100E 5C (-)] {180 - 300 seconds of fighting, 0.04% chance of 160 seconds}
    BLOCKING NORMAL general: [32S 74E (-)] {180 - 300 seconds of fighting, 0.04% chance of 160 seconds}
    BLOCKING NORMAL general: [35S 70E 5C (-)] {180 - 300 seconds of fighting, 0.03% chance of 160 seconds}
    BLOCKING NORMAL general: [102E (-)] {180 - 300 seconds of fighting, 0.02% chance of 160 seconds}

    ...and not that far off even without elite soldiers:

    BLOCKING NORMAL general: [64S 135C(-)] {180 - 300 seconds of fighting, 0.4% chance of 160 seconds}
    BLOCKING NORMAL general: [3M 72S 107C(-)] {180 - 280 seconds of fighting, 0.3% chance of 160 seconds}
    Last edited by Tage; 19.01.13 at 16:25.

  8. #608
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    Sandycove
    Quote Originally Posted by Tage View Post
    How in the world I couldn't find that 102E block
    You still beat me by every camp Tage! But once I will ....... wait

    BLOCKING NORMAL general: [101E 1S (-)] {180 - 320 seconds of fighting, 0.02% chance of 160 seconds}

    yey! 0,005% difference! (who cares )

  9. #609
    Nifty
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    Quote Originally Posted by Tage View Post
    Losing more M than needed?
    Thanks for that spot. Previously I killed camp 12 and the losses were included in my spreadsheet but now I use a block. So overall the losses went down by an average of 23M, max 28M. If it wasn't so expensive in map frags this would be a fantastic adventure for the xp.

  10. #610
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    Northisle
    In VtV, there is some advantage to be had by making a tailor made setup for the second wave at Wild Mary (based on a vet general and XBs).

    Example: I got relatively lucky, and my first 120R 130C wave killed all but 11 scavengers. This meant that I could use a different setup which one less round, and therefore, on average, 8 less soldiers would be lost. As that first wave can knock out anything between 66 and 96 scavangers, an adjusted second round would be beneficial in many cases. I just don't know where the turning point is for all numbers of scavengers - with 34 scavengers left there would be no gain. But for 13 and below it does, at 14-15 there's a tiny risk, and I suppose that above that number a little tweaking could still help.

    Anyway, the setting for 13 scavengers left, or less; second wave: 47S 1ES 23C 179XB. (losses: 35S - 41S - 47S). Tage's setting for the same 13 scavengers looses 41S - 49S - 54S) due to it being a 6 round fight, with wild mary clearing out a few more S. Given that after the first round the vet has to recover for 2h, and there are no blocks involved, there's no reason to loose those extra soldiers.
    Last edited by Hayek; 25.01.13 at 16:12.

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