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

  1. #971
    Glorious Graduate
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    Sandycove
    The Victor one used to read 60R 1S etc...
    The Elite replaced him, looks like tage forgot to adjust the losses side, the 1S shouldn't be there any more as the Elite pretty much survives all the time.

  2. #972
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    Tage, I don't know if something has changed in the adv mechanics again, or if I've been striking lucky, but the final block in BK no longer seems necessary.
    each time I've set up the last 2 garrisons for the block, a quick check on the combat preview for the vet attacking the final leader camp shows no interception, and I've risked it several times and he walks straight past the red zone of the other camp.

  3. #973
    Original Serf
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    Hi everyone,

    to SoV i figured out the following for G3:

    From A to Camp 7) 200 Guard Dogs
    BLOCKING NORMAL general: [57E] {min 180 seconds of fighting}
    BLOCKING FAST general: [57E] {min 90 seconds of fighting} - if u have only 3 normal general (as i have lol)

    From B to Camp 1) 80 Guard Dogs, 80 Rangers (Camp 2)
    BLOCKING NORMAL general: [83E] {min 80 seconds of fighting}

    From C to Camp 3) 100 Thugs, 80 Rangers, 2 Skunks
    VETERAN general: [87R 1M 1S 1E 102C 1B 1LB 56XB (65R - 75R - 85R)] {40 seconds of fighting}
    VETERAN general: [89R 1E 117C 43K (62R - 76R - 89R)] {40 seconds of fighting}

    The point in that setup is if u send out the gens from G4 and right after the gens from G3 the 2 leader camp dies close to each other! It let us to save 2 normal gens from the 4 hours recovering time. (If u use the 50 sec version from G4 for the Veteran the 2 countdown finish almost the same time)

    From G1 u can save a normal gen too from recovering. If interested I can share that too!

    Hope u like it!

  4. #974
    Guide of the Month Ruler of the Land Nogbad's Avatar
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    Quote Originally Posted by pi314tyu View Post
    Hi everyone,

    to SoV i figured out the following for G3:

    From A to Camp 7) 200 Guard Dogs
    BLOCKING NORMAL general: [57E] {min 180 seconds of fighting}
    BLOCKING FAST general: [57E] {min 90 seconds of fighting} - if u have only 3 normal general (as i have lol)

    From B to Camp 1) 80 Guard Dogs, 80 Rangers (Camp 2)
    BLOCKING NORMAL general: [83E] {min 80 seconds of fighting}

    From C to Camp 3) 100 Thugs, 80 Rangers, 2 Skunks
    VETERAN general: [87R 1M 1S 1E 102C 1B 1LB 56XB (65R - 75R - 85R)] {40 seconds of fighting}
    VETERAN general: [89R 1E 117C 43K (62R - 76R - 89R)] {40 seconds of fighting}

    The point in that setup is if u send out the gens from G4 and right after the gens from G3 the 2 leader camp dies close to each other! It let us to save 2 normal gens from the 4 hours recovering time. (If u use the 50 sec version from G4 for the Veteran the 2 countdown finish almost the same time)

    From G1 u can save a normal gen too from recovering. If interested I can share that too!

    Hope u like it!
    If you're looking to save time on recuperating generals and also avoiding lag messing up too many blocks, when I was doing the crisis quest the first 1R block on Camp 15 failed (the blue camp 15, first encountered from G5), and as I was pushed for time decided to nuke it instead. As a rough estimate, I sent a vet with 100E and 100R, with 50S as a sandwich to protect the Elites. That wasn't far off, I lost 7 of the soldiers, so 120R 30S and 100E should pretty much be safe.
    Although you're losing 110R more than with the blocks, you don't have to block this one twice on the way up, then twice again on the way back down, so it saves a heck of a lot of time, and if your 1R blocks are failing as often as mine, this is probably the way to go.
    We love our new CM.

    Newfoundland: 20th November 2011 to 25th November 2014. RIP
    It was good while it lasted.

  5. #975
    Pathfinder
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    Sandycove
    Thank you so much!!!!!!!!!!!

  6. #976
    Original Serf
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    On Outlaws, if you do not have the troops to do full blocks as in the guide, you can also use 1 R blocks as well.
    For instance if you are going to kill bandits 5 and 7, you can 1 R block camp 5 and then kill camp 7 that way if you only have normal generals.

    Not sure if this has been posted before or not, apologies if it has.

  7. #977
    Glorious Graduate
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    Quote Originally Posted by Grimboldi View Post
    On Outlaws, if you do not have the troops to do full blocks as in the guide, you can also use 1 R blocks as well.
    For instance if you are going to kill bandits 5 and 7, you can 1 R block camp 5 and then kill camp 7 that way if you only have normal generals.

    Not sure if this has been posted before or not, apologies if it has.
    Outlaws seems quite forgiving, many's the time I've got to the end stage with not enough cavalry to fulfil the guide version, but even dropping 5-10 cav from each block I've managed to get away with it.
    probably my favourite adv at the moment for not having any nasty surprises, even when things seem quite laggy.

  8. #978
    Town Councillor
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    Quote Originally Posted by SmogDude View Post
    Hi Tage, I really enjoy your guides, and like many others, I almost depend on them.

    That being said, I also simulate for myself. Just to make sure. And I have a couple points to make:

    Thanks, SmogDude!
    I've fixed Victor and will return to Traitors as soon as possible.

    I've been away for holidays the last week, and thus haven't been around for a while...




    Quote Originally Posted by MuffinMule View Post
    Tage, I don't know if something has changed in the adv mechanics again, or if I've been striking lucky, but the final block in BK no longer seems necessary.
    each time I've set up the last 2 garrisons for the block, a quick check on the combat preview for the vet attacking the final leader camp shows no interception, and I've risked it several times and he walks straight past the red zone of the other camp.
    Added to my to-do-list
    Last edited by Tage; 24.06.13 at 21:48.

  9. #979
    Original Serf
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    Quote Originally Posted by MuffinMule View Post
    Outlaws seems quite forgiving, many's the time I've got to the end stage with not enough cavalry to fulfil the guide version, but even dropping 5-10 cav from each block I've managed to get away with it.
    probably my favourite adv at the moment for not having any nasty surprises, even when things seem quite laggy.
    U were than only lucky Muffin!!! Removing Cavs from the block means your blocks avg time will be reduced. Anyway u can risk

  10. #980
    Pathfinder
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    Hi Tage

    I'm also a fan of your guides.

    If you are updating Traitors you might want to include an alternative for camp 11 for those who have 2 Vets, (or who are prepared to wait 2 hrs for one to recover).
    I use 230R, 50R 200S with 2 1r blocks.

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