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

  1. #891
    Original Serf
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    can't fault the wisdom of tage

  2. #892
    Original Serf Yperellanios's Avatar
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    Tage I love your guides! Any chance you're working on a Secluded Experiments guide soon?

  3. #893
    Skilled Student
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    HI Tage,
    I just found an interesting tactic for Dark Priests. You do not have to attack Leader camp 13 AT ALL.
    Destroy camp 12 and that leaves a clear run at the castle.
    I did the castle with my vet while my partner cleared the castle on left of the map and we then got the "Quest Completed" flash on screen. I rapidly recalled my gen from the 2nd wave on the leader camp and we returned home, job done
    Regards
    Richard

  4. #894
    Skilled Student Harrytipper's Avatar
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    @ Tage. Perhaps not maximum for both, but a prefer to lose "soldier" and "elite" seperate settings would be good. That way you don't have to keep focusing on making both.

    Id rather use 80% elite 20% soldier rather than 50/50 as an example and two different settings for using each would be the easiest way I can think of separating this.

  5. #895
    Skilled Student Harrytipper's Avatar
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    @ PrincessAlly. Thought you may be interested in this:

    Quote Originally Posted by PrincessAlly View Post
    Roaring Bull

    A friend of mine has been looking in to a better way to complete the full version of RB. It involves attacking from the other side and has less total losses. You can also use this method of attack to do a fast version (which costs only a little more losses than current fast version, but 6k more exp).

    Here is an example image of the changes, everything else is the same settings. The first block you send the second general to attack leader, he gets intercepted by second blocked camp and you get time to kill the leader.

    The key is attacking from the other side, average losses of full version equate to around 1360R-450B compared too 1219R 724B



    1st Gen (block 45s 75e)
    2nd Gen (leader) (block 1s 35e 99c)

    Wait 5 Secs before sending veteran genera!!
    Last edited by Harrytipper; 17.05.13 at 11:55.

  6. #896
    Pathfinder
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    First thanks for nice guides Tage

    if you have only 2 normal generals and veteran on outlaws, you can't do that triple block
    but you have to destroy camp 4 separately

    here's my setup for

    CAMP 4:
    VETERAN general: [76R 1S 129C 44X (49-62-76)]


    Jerze

  7. #897
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Yperellanios View Post
    Tage I love your guides! Any chance you're working on a Secluded Experiments guide soon?
    I have played SE using NightEye's guide myself, and as I would only have very small alterations to that, I'd recommend you use that guide instead.




    Quote Originally Posted by Dickie-Bird View Post
    I just found an interesting tactic for Dark Priests. You do not have to attack Leader camp 13 AT ALL.
    Destroy camp 12 and that leaves a clear run at the castle.
    Yep... that's more-or-less (kill camp 11, not 12) how it's done in the quick version, presented here.




    Quote Originally Posted by Harrytipper View Post
    @ Tage. Perhaps not maximum for both, but a prefer to lose "soldier" and "elite" seperate settings would be good. That way you don't have to keep focusing on making both.

    Id rather use 80% elite 20% soldier rather than 50/50 as an example and two different settings for using each would be the easiest way I can think of separating this.
    The mixed versions with both Soldiers and Elite Soldiers are based on the best setup found for the longest lasting blocks, so the percentages of S and E can be quite different from case to case. There are of course an endless number of versions with different setups that would work just as well, but the guides would be too difficult to read if I added more than 3 (one with only soldiers, one with only elites and the optimal one with a mixed setup as I now try to include).

  8. #898
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by jerze View Post
    First thanks for nice guides Tage

    if you have only 2 normal generals and veteran on outlaws, you can't do that triple block
    but you have to destroy camp 4 separately

    here's my setup for

    CAMP 4:
    VETERAN general: [76R 1S 129C 44X (49-62-76)]
    Thanks jerze!
    Added that to the guide, and also optimised your setup a little:

    Quote Originally Posted by Tage View Post
    Camp 4) 80 Roughnecks, 100 Rangers
    VETERAN general: [71R 1S 122C 56XB (49R - 58R - 71R)]

  9. #899
    Keen Commentor
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    Northisle
    I can't find a mention of it anywhere else so hoping this isn't a re-post... Playing Tropical Sun and the camps are different to those in the guide. Only got as far as camp 3 so far, but all the camps are easier than in the guide. Not sure why this is or how long it has been that way, but thought I'd better mention it. If all the camps are easier this shouldn't cause any big problems, but it means the guide is inaccurate at the moment.

    Edit to add - I've now played through and the final block can no longer be done either, because the camps are all within separate boundaries. It looks like it could be the end for round blocks in new adventures if they continue to do things that way. You can still keep a camp occupied while another general passes through the area, but the camp being kept occupied will not disappear when the leader camp is killed.
    Last edited by BobLurker; 12.05.13 at 16:09.

  10. #900
    Treasure Hunter Polymer's Avatar
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    Updated guide - full MMA setups here

    Secluded Experiments


    Double veteran with cannons
    & Major general (militia burner)


    VETERAN general troops needed: 2425R, 1776B, 376M, 210C, 100XB, 51S, 184ES, 182K
    VETERAN general losses: 2425R, 1763B, 367M, 40C

    MAJOR general troops needed: 1659R, 14B, 1059M, 287C, 51S, 191LB, 59XB, 184ES, 181K
    MAJOR general losses: 1659R, 1059M, 86C, 191LB


    As was announced in News the adventure "More Secluded Experiments" has been added to loot drop (still have to see it drop though).

    In case of only 1 veteran, use the silvered alternate setup.
    Blocks are designed to be long and not necessarly victorious, out of all setups I chose the one giving highest average number of rounds.
    Play this if you are expert level on blocks and have the right temper for it.

    In the Summary , maximum losses aren`t cosmetic fitted in any way, they`re exactly that, maximum. Final results will be under that for sure.



    Alternate image

    For this adventure it is preferable you have at least:
    * Major General
    * 2 Veteran General
    * 2 Fast General (Battle Hardened, Grim Reaper)
    * 2 Normal General
    * Level 3 Barracks
    * Full capacity to train required troops during the 10 days this adventure lasts, i.e. weapons in storehouse and enough +625 settlers sets in star menu

    Credits:
    Nighteye

    Legend:
    block
    REGULAR general
    VETERAN general
    MAJOR general

    Notes:
    1. Sectors 3, 4, 5, 6 can be skipped for a while, but sector 5 (and sector 6 to get to sector 5) has to be killed before sector 9.
    2. Make sure you choose proper options on how to kill certain camps, especially if you do this adventure because a quest or you intend to sell lootspots (ex. major option on sector 12 camp 62 will kill 50C, 36C in sector 10 and possibly 40C more in sector 9, total of 126C which may be incompatible with some quests= complete SE while kill less than 100C).
    3. Major general options usually kill a lot of militia, but do consider the fact that they save a lot of bowman and recruits (about 400R+B per 130M compared to veteran option)

    Sector 1: 2050 xp
    C1: 400 xp
    C2: 750 xp
    C3: 900 xp

    C1: 100 gunmen, 100 sabrerattlers---
    REGULAR general block: 36ES, 49C {5-9 rounds, avg 6} -- it is possible for the block to come short yet within demolishion time of the camp

    alternate kill:
    C1: 100 gunmen, 100 sabrerattlers---
    25R, 225C (25R)


    C2: 150caltrop, 100officer ---
    REGULAR general block: 122ES, 60C --- 5-9 rounds, avg 6.5 ----regular gen {140-180 sec, avg 160 sec}

    C3: 1 cook, 100 officers, 50 gunmen
    FAST general w1: 8R, 144B (8R, 144B) -- BHG, 1 round {10 sec}
    VETERAN general w2: 166R, 1M, 83K (166R, 1M) -- vet, 1 round, avg 1 {30 sec}[/COLOR]

    MAJOR general 2R, 132M, 136K (2R, 132M) -- 2 rounds {40 sec}
    MMA general 57R, 57M, 1ES, 105K (57R, 57M)

    Send all generals one after the other. For use of MAJOR general, place him instead of the BHG



    Sector 2: 2150 xp

    C4: 800 xp
    C5: 400 xp
    C6: 950 xp

    DOUBLE VETERAN SETUP

    C4: 100 officer, 100 gunmen
    optional kill: 182R, 9M, 59K (182R, 9M)
    REGULAR general block: 115 ES, 50C {5-8 rounds, avg 6.3}


    C5: 100 caltrop, 150 gunman

    REGULAR general block: 51S, 58ES for 5-9 rounds, avg 6.57 {140-180sec, avg 180sec} --- normal gen
    optional kill: 110R, 140ES

    C6: 1 cook, 50 caltrop, 50 gunman, 100 officer

    VETERAN general w1: 16R, 234B (16R, 234B) --- 1 round , use veteran {10 sec}
    VETERAN general w2: 150R, 1M, 99K /ES (150R, 1K) --- 1 round , veteran {30 sec}

    FAST general w1: 70R (70R) --- 1 round {10sec}
    MAJOR general w2: 133M, 137K (133M) --- 2 rounds {40sec} , do not use soldiers to replace missing militia, enemy will take hits on cannons
    MMA general w2: 45R, 66M, 109K (45R, 66M)

    or
    single wave: MMA general 8R, 100M, 1ES, 111K (8R, 100M)

    Send the 2 regular generals to block their respective camps. Wait until the second general passed first black dot, then send the other 2 veteran generals (or fast general + Major) to attack the leader camp. Only try the block though if you have enough spare troops and the willing to gamble with them.



    Sector 7: 3200 xp
    C19: 400 xp
    C20: 600 xp
    C21: 900 xp
    C22: 650 xp
    C23: 650 xp

    Send generals in order, wait 3-5 seconds before sending general 2.
    C19: 200 sabrerattler
    optional kill: 64R,1ES, 93C, 92XB (64R) ---2 rounds
    REGULAR general block: 1S, 71ES --- 6-11 rounds, avg 8.15 {160-220 sec, avg 200 sec}

    C21: 50 decksrubber, 100 officers
    REGULAR general block: 112ES, 6C --- 5-8 rounds, avg 6.31 {140-160 sec, avg 160 sec}

    C22: 3 cook, 150 gunman
    VETERAN general 35R, 1ES, 151C, 63K (35R) --- 2 rounds {40 sec}
    MAJOR general 29R, 1ES, 148C, 92K (28R) --- 2 rounds
    MMA general 20R, 1ES, 60C, 139K (20R)



    Sector 6: 2800 xp

    C16: 800 xp
    C17: 350 xp
    C18: 950 xp
    C32: 700 xp

    Attack sector 6 leadercamp directly from garrissons placed in sector 7. Use the silvered option if you want to save one veteran.

    C18:
    1 cook, 50 caltrop, 50 gunman, 100 officer

    VETERAN general w1: 16R, 234B (16R, 234B) --- 1 round , use veteran {10 sec}
    VETERAN general w2: 150R, 1M, 99K /ES (150R, 1K) --- 1 round , veteran {30 sec}

    ANY general w1: 70R (70R)
    MAJOR general w2: 133M, 137K (133M) --- do not use soldiers to replace missing militia, enemy will take hits on cannons

    MMA general single wave: 106M, 114K (106M)

    w1: 70R (70R)
    w2: 8R, 175B (8R, 175B)
    w3: 150R, 1S, 99K /ES (150R, 1S) --- veteran


    Sector 5: 2050 xp

    C13: 400 xp
    C14: 750 xp
    C15: 900 xp

    Attack sector 5 camps from garrissons placed in sector 6.

    C14: 150caltrop, 100officer
    REGULAR general block: 122ES, 60C --- 5-8 rounds, avg 6.5 ----regular gen {140-160 sec}

    C15: 1 cook, 50 gunman, 100 officer

    FAST general w1: 8R, 144B (8R, 144B) --- 1round {10 sec}
    VETERAN general w2: 166R, 1M, 83K (166R, 1M) --- 1 round {30 sec}

    MAJOR general 2R, 132M, 136K (2R, 132M) -- 2 rounds {40 sec}

    Send all generals one after the other. For use of MAJOR general, place him instead of the BHG



    Sector 8: 4750 xp

    C24: 600 xp
    C25: 550 xp
    C26: 800 xp
    C27: 400 xp
    C28: 600 xp
    C29: 750 xp
    C30: 650 xp
    C31: 400 xp

    Attack sector 8 camps from garrissons placed in sector 7.

    DOUBLE VETERAN SETUP For single veteran, block C28 twice (first time with 1R only) and attack the leader camps one at a time, use original guide here for block positions.

    C27: 200 sabrerattlers
    VETERAN general 64R, 1ES, 85C, 100XB (64R)
    MAJOR general 60R, 1ES, 150C, 59XB (60R)

    Block section starts here:
    C28: 75 officers, 73 gunmen
    REGULAR general block: 1M, 102ES --- 5-8 rounds, avg 6.17.

    C26: 2 cook, 100 gunmen, 100 sabrerattler
    VETERAN general 66R, 1ES, 100C, 42XB, 41K (66R) --- 2 rounds
    MAJOR general 63R, 140C, 1ES, 66K (63R)

    C30: 2 bulls, 75 officers, 100 caltrop
    VETERAN general 125R, 2M,1S, 1ES, 110K (125R, 1M) --- 1 round

    Allow the blocking general to exit his camp and make 2 steps before sending the veterans. Double check setups and make sure to send proper general to proper leader camp.



    Sector 12: 4500 xp

    C57: 600 xp
    C58: 600 xp
    C59: 400 xp
    C60: 450 xp
    C61: 600 xp
    C62: 1450 xp
    C63: 400 xp

    C57: 75 officers, 75 gunman
    VETERAN general 143R, 107ES (143R)
    MAJOR general 139R, 2M, 129ES (139R)

    C61: 100 officers
    VETERAN general 140R, 110ES (140R, 1ES)

    C63: 200 gunman
    VETERAN general 210C (0C)

    C62: 3 cook, 50 gunmen, 125 officers

    ANY general w1: 23R, 147B (23R, 147B)
    ANY general w2: 15R, 150B (15R, 150B)
    VETERAN general w3: 8R, 242B (8R, 242B)
    VETERAN general w4: 145R, 105K (145R)

    or

    ANY general w1: 50C (50C)
    VETERAN general w2: 30R, 191LB (30R, 191LB)
    MAJOR general w3: 133M, 1ES, 136K (123M)

    C59: 200 sabrerattlers
    REGULAR general block: 72 ES, 2C --- 6-12 rounds, avg 8.21/ use regular general

    C60: 2 bull, 50 gunmen, 125sabrerattlers
    VETERAN general 37R, 1ES, 199C, 13K (37R) --- 3 rounds
    MAJOR general 33R, 1ES, 231C, 5K (33R) --- 3 rounds

    Send regular general first followed by the veteran after a 3 seconds delay.



    Sector 11: 1850 xp

    C53: 600 xp
    C54: 300 xp
    C55: 550 xp
    C56: 400 xp

    C54: 100 decksrubber, 100 sabrerattler
    optional kill: 39R, 1ES, 205C, 5XB (39R)

    REGULAR general block: 64ES, 9C --- 7-11 rounds, avg. 8.35 / use regular general {180-220 sec, avg. 200 sec}

    C55:
    REGULAR general block: 92ES --- 4-8 rounds, avg 5.8 / use regular general {120-160 sec, avg 160}
    optional kill: 125R, 125ES (125R)

    C56:
    2 bulls, 75 sabrerattlers, 75 gunman
    VETERAN general 22R, 1ES, 146C, 81K (22R) --- 1 round (thanks Aklbr for the setup)
    MAJOR general 19R, 1ES, 175C, 75K (19R)

    Send general 1 to block C54, wait for him to cross the border (the black line on the image), then send general 2, when general 2 is about to cross the black line (2 to no steps ahead), send general 3. This block is a bit risky and can be short (mostly on second part of the block), yet I succeeded on it.



    Sector 10: 5350 xp

    C46: 900 xp
    C47: 350 xp
    C48: 1050 xp
    C49: 650 xp
    C50: 700 xp
    C51: 700 xp
    C52: 1000 xp

    Keep following attack order, block needs to be done LAST.
    Move veteran in sector 7 in order to kill camp 46.
    C46: 3 crazy cooks, 150 sabrerattlers
    VETERAN general 95R, 1ES, 15C, 139K (95R)
    MAJOR general 87R, 45C, 1ES, 137K (87R)

    Attack camp 52 directly from camps placed in sector 11 or in sector 12. No block needed.
    C52: 1 crazy cook, 50 caltrop, 125 officers
    VETERAN general w1: 8R, 215B (8R, 215B) - veteran rests 2 hours OR w1: 8R, 150B, 42LB (8R, 150B, 42LB)
    VETERAN general w2: 180R, 70K (180R)

    MAJOR general 147M, 1ES, 122K (147M)

    Block section starts here:

    C49: 100 officers, 50 caltrop
    REGULAR general block: 110ES, 4C --- 5-8 rounds, avg. 6.16 / use regular general --- {140-160 sec, avg 160sec}

    C48: 1 crazy cook, 125 officers, 50 gunman
    FAST general w1: 8R, 192B (8R, 192B) --- {10 sec}
    VETERAN general w2: 190R, 60K (190R) --- {30 sec}

    FAST general w1:36C (36C)
    MAJOR general w2: 130M, 140K (130M)



    Alternate image

    Sector 4: 1450 xp

    C11: 550 xp
    C12: 900 xp

    C11: 100 caltrop, 75 officers
    REGULAR general block: 105ES, 14B --- 5-8 rounds, avg 6; regular general {140-160 sec, avg 160 sec}

    C12: 1 crazy cook, 100 officers, 50 sabrerattlers

    FAST general w1: 8R, 60B (8R, 60B)
    VETERAN general w2: 106R, 29M, 1ES, 114K (106R, 29M)

    MAJOR general 110R, 35M, 125K (110R, 35M) --- in 4 cases out of 2200 the fight might take 2 rounds (doesn`t matter, block takes long enough) and maybe lose up to 3 cannons.



    Sector 3: 2475 xp

    C7: 600 xp
    C8: 400 xp
    C9: 600 xp
    C10: 875 xp

    C9: 50 decksrubber, 75 officers, 50 gunman
    REGULAR general block: 2S, 110ES --- 5-8 rounds, avg. 6.36 / regular general {140-160 sec, avg. 160 sec}

    C10: 1 crazy cook, 100 officers, 75 caltrop
    VETERAN general 6R, 106M, 138K (6R, 106M) ---- DO NOT replace militia with soldiers or elites or the enemy officers will hit on cannons instead of hitting on militia
    MAJOR general 86R, 52M, 132K (86R, 52M)


    Alternate image

    Alternate setup --- just change the order in which you place the generals, obviously first general to place and send is the BHG and only after the veteran (used image from the guide without cannons)

    FAST general w1: 100R (100R)
    VETERAN general w2: 118R, 21M, 111K (118R, 21M)



    Sector 9: 7310 xp

    C33: 660 xp
    C34: 800 xp
    C35: 500 xp
    C36: 400 xp
    C37: 400 xp
    C38: 400 xp
    C39: 900 xp
    C40: 350 xp
    C41: 500 xp
    C42: 500 xp
    C43: 350 xp
    C44: 550 xp
    C45: 1000 xp

    C33: 110 officers
    VETERAN general 175R, 75K (155R)
    MAJOR general 152R, 1M, 117K (152R, 1M)

    C35: 50 officers, 100 sabrerattlers
    REGULAR general block: 1R (1R)

    C34: 2 cook, 50 officers, 50 gunmen
    VETERAN general 13R, 68M, 1ES, 168K (13R, 68M)
    MAJOR general 78R, 23M, 169K (78R, 23M)



    Alternate image

    C38: 200 sabrerattlers
    VETERAN general 64R, 1ES, 89C, 96K (64R)
    MAJOR general 60R, 1ES, 150C, 59XB (60R)
    MAJOR general 60R, 1ES, 140C, 69K (60R)

    If attacks come from sector 6, the generals will pass right between the influence zones of enemy camps and hit directly on camp 40 and then on camp 45.

    C40: 50 caltrop, 150 gunman
    ANY general w1: 63R (63R)
    ANY general w2: 1 ES, 149C (0C)

    VETERAN general 40R, 210C (28C)
    VETERAN general 87R, 2ES, 161K (87R)
    MAJOR general 87R, 2ES, 181K (87R)
    MAJOR general 270C (28C)



    C45: 3 crazy cook, 50 gunman, 50 officers
    ANY general w1: 40C (40C)
    VETERAN general w2: 5R, 63M, 182K (5R, 63M)

    MAJOR general 69R, 92M, 109K (69R, 92M)
    or
    ANY general w1: 40C (40C)
    MAJOR general w2: 65R, 25M, 180K (65R, 25M)

    Time to call in lootspotters. Have them send attacks on C35 with 1R from landing zone or from sector 5.

    C42: 50 officers, 100 gunman
    REGULAR general block: 3S, 89ES --- 6 rounds/ use regular general

    C39: 2 crazy cook, 50 officers, 100 sabrerattlers
    VETERAN general 99M, 151K (99M)
    optional kill: 184R, 11M, 55K (184R, 10M)
    MAJOR general 138R, 1ES, 131K (138R)


    Alternate image
    Last edited by Polymer; 26.05.14 at 15:59. Reason: maintenance, added MG setups & working on MMA setups

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