Just a report for The Shaman
I used this setup for camp 17:
VETERAN general: [100R 50S 100E] {70 seconds of fighting}
And I lost 100R and 23S.
Just a report for The Shaman
I used this setup for camp 17:
VETERAN general: [100R 50S 100E] {70 seconds of fighting}
And I lost 100R and 23S.
Veteran guidemakers and guide-users can use the positions in these blocks.
Old Ruins
Troop totals:
follow REALLY soon
When you begin, click the "dead tree"s to begin the adventure.
Garrison Position G1 (BLOCK):
First, kill Camp 1:
Camp 1: 60 Scavengers, 60 Stone Throwers
19R 1S 180C (13R - 17R - 19R)
If you do not want to block, kill all remaining bandit camps:
Camp 2: 60 Scavengers, 70 Guard Dogs
44R 156S (36R - 41R - 44R)
Camp 3: 60 Scavengers, 50 Rangers
18R 1S 181C (12R - 16R - 18R)
Camp 4: 60 Rangers, 1 One-Eyed Bert
11R 1S 87C 101LB (0 - 2R - 11R)
87C 83XB (0)
Position A: NORMAL General
Position B: ANY General
For the block, send Generals A and B right after each other.
Camp 2: 60 Scavengers, 70 Guard Dogs
BLOCKING NORMAL General A: 1R (1R) (20 seconds)
Camp 3: 60 Scavengers, 50 Rangers
ANY General B: 18R 1S 181C (12R - 16R - 18R)
Position A: NORMAL General
Position B: ANY General
For the block, send Generals A and B right after each other.
Camp 2: 60 Scavengers, 70 Guard Dogs
BLOCKING NORMAL General A: 1R (1R) (20 seconds)
Camp 4: 60 Rangers, 1 One-Eyed Bert
ANY General B: 11R 1S 87C 101LB (0 - 2R - 11R)
ANY General B: 87C 83XB (0)
Garrison Position G2:
Kill any and all walls blocking your general from the Mine (with any troops), and then kill the Mine (Camp 5). The rest of the walls will disappear when Croaker dies.
Camp 5: 100 Wolves, 1 Croaker
5R 1S 1B 193LB/XB (5R 1B)
Garrison Position G3 (BLOCK):
You will need to place your generals as in the diagram above, so as to avoid being intercepted by Camp 6.
If you have a Battle Hardened General with Cannoneers, look below for a two-way block:
Position A: NORMAL General
Position B: NORMAL General
Position C: BATTLE HARDENED General with Cannoneers
For the block, send A and B right after each other. Then, wait until B reaches the circled area in the diagram, and send General C.
Camp 8: 1 Witch of the Swamp, 80 Firedancers
BLOCKING NORMAL General A: 102E 98C (100-200 seconds)
Camp 7: 80 Cultists, 1 Witch of the Swamp
BLOCKING NORMAL General B: 93S (200-300 seconds)
Camp 9: 1 Spawn of Hell
BATTLE HARDENED General C: 39R 161K (35R - 38R - 39R) (30 seconds)
This block will be very risky. The marching time of General C through the red zone of Camp 8 is about 44 seconds. Thus, the timing is quite critical on this block. Note, however, that the block on Camp 8 has a very low chance of lasting only 100 seconds, so I would consider this block somewhat safe. However, even if you have a Battle Hardened General with Cannoneers, I would consider the one-way block below as an alternative.
For a less risky one-way block, kill Camp 8 first:
Camp 8a: 1 Witch of the Swamp, 80 Firedancers
150R 50C (150R 50C)
Camp 8b: 1 Witch of the Swamp, 28-43 Firedancers
95R 1S 65C 39LB (38R - 76R - 95R)
63R 1S 92C 44XB (30R - 53R - 63R)
Now, do the following block:
Position A: NORMAL General
Position B: BATTLE HARDENED General, or ANY General with Cannoneers
For the block, send A and B right after each other.
Camp 7: 80 Cultists, 1 Witch of the Swamp
BLOCKING NORMAL General A: 93S (200-300 seconds)
Camp 9: 1 Spawn of Hell
BATTLE HARDENED General B: 200S (46S - 51S - 53S) (80 seconds)
BATTLE HARDENED General B: 40M 160S (40M 20S - 40M 24S - 40M 26S) (80 seconds)
BATTLE HARDENED General B: 60M 13S 127E (60M 7S - 60M 11S - 60M 13S) (80 seconds)
ANY General B: 39R 161K (35R - 38R - 39R) (30 or 60 seconds)
If the situation is laggy, you can use the spot behind General B for General B. There is no rush, as the block has at least 90 seconds of spare time.
If you are brave, you may even try this block with a normal general in Position B. Walking through the red zone of Camp 7 takes about 30 seconds, and the battle lasts 160 seconds. However, it will be VERY tight!
And if you still do not want to block:
Camp 7: 80 Cultists, 1 Witch of the Swamp
83R 1S 116LB (67R - 80R - 83R)
68R 1S 131XB/K (56R - 66R - 68R)
Camp 9: 1 Spawn of Hell
200S (46S - 51S - 53S)
40M 160S (40M 20S - 40M 24S - 40M 26S)
60M 13S 127E (60M 7S - 60M 11S - 60M 13S)
39R 161K (35R - 38R - 39R)
some fill for Horseback, where first two blocks no longer work and where vet numbers are missing. sure there are better numbers, but heres how i sweep through now with soldiers.
camp19: 60r, 190s
camp18: 1r block - camp20:
camp10: 50r, 200s
camp16: 44r, 206s
max units needed: 326R 234S 83C 90B 138XB
Dark Brotherhood:
Optional Clearing of Eastern Route
Camp 4)
VETERAN general: [149R 101S/E (128R - 140R - 149R)]
VETERAN general: [147R 1M 102K (126R - 138R - 147R)]
o.O
I attacked it with 70R 85S 95E and only lost 47R.
They don't. Camp19 block no longer work. Camp3 is very tight, but still doable.
Vet numbers on camp attacks are missing. Like here:
No. Numbers are for a working block. I have added more recruits as required. Numbers are not perfect, but better than going back to pick up 40r cause original count was wrong. Just go try the adv?
Traitors blocks no longer work to.
Last edited by Malhalla; 02.07.13 at 10:36.
ANY general can be a veteran general too...
you only need 47R 90S for that attack.
It doesn't make any difference if you have a veteran or not, when you only need 137 units to kill the camp in one round.
Will do... was only hoping you'd be somewhat more speicific on what is wrong in my guide...
E.g., it would help me a lot if you could tell me which camp intercepted which general when attacking which camp...
All of them? In what way?
Strange that nobody else has reported changes in the game that would disable the blocks...