Reply to Thread
Page 39 of 171 FirstFirst ... 29 37 38 39 40 41 49 89 139 ... LastLast
Results 381 to 390 of 1708

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

  1. #381
    Original Serf
    Join Date
    Feb 2012
    Posts
    11
    World
    Newfoundland
    Quote Originally Posted by Tage View Post
    Personally I still feel it's cheaper to lose 38R than 10C, and I do have enough generals for the suicide.
    Yes it is, and the difference is not that bigger, but option for playing with just veteran and a single normal general is very appealing for me since it leaves my BHG free for any random lootspot buy :-D

    still appreciate your efforts with these guides, they make life much easier ...

  2. #382
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    NB!
    If your player level is 36 or higher, you should probably check the Hard Version rather than this one.




    Save the Christmas feast
    Easy version (levels 26-35)
    Average Losses (best version): 81R

    Adventure Info:
    Player Level: 26-35
    Difficulty: 3/10
    Number of Players: 1
    Duration: 2 days
    Where to get?: As a reward from one of the daily Christmas quests







    You need to send troops 3-4 times.


    Six versions are summarized below, with the number of needed generals and troops and with the following lost troops:

    One ANY general only recruits, no block
    • Units needed, average: 378R (378 units)
    • Units needed, maximum: 402R (402 units)
    • Units lost, minimum: 200R
    • Units lost, average: 239R
    • Units lost, maximum: 270R

    One ANY general, no block
    • Units needed, average: 296R 192C 164LB (652 units)
    • Units needed, maximum: 314R 192C 164LB (670 units)
    • Units lost, minimum: 125R
    • Units lost, average: 157R
    • Units lost, maximum: 182R

    One ANY general
    One NORMAL general, using one 1R block
    • Units needed, average: 291R 174C 164LB (629 units)
    • Units needed, maximum: 307R 174C 164LB (645 units)
    • Units lost, minimum: 126R
    • Units lost, average: 152R
    • Units lost, maximum: 175R

    One ANY general with Longbows
    One NORMAL general using one round block and one 1R block
    • Units needed, average: 116R 154S 174C 164LB (608 units)
    • Units needed, maximum: 127R 155E 174C 164LB (620 units)
    • Units lost, minimum: 86R
    • Units lost, average: 110R
    • Units lost, maximum: 127R

    One ANY general with Crossbows
    One NORMAL general using one round block and one 1R block
    • Units needed, average: 111R 154S 174C 120XB (559 units)
    • Units needed, maximum: 122R 155E 174C 120XB (571 units)
    • Units lost, minimum: 82R
    • Units lost, average: 105R
    • Units lost, maximum: 122R

    One VETERAN general with Longbows
    One NORMAL general, using one round block
    • Units needed, average: 89R 218S 247C 151LB (705 units)
    • Units needed, maximum: 98R 200S 18E 248C 151LB (715 units)
    • Units lost, minimum: 67R
    • Units lost, average: 86R
    • Units lost, maximum: 98R

    One VETERAN general with Crossbows
    One NORMAL general, using one round block
    • Units needed, average: 84R 218S 247C 109XB (658 units)
    • Units needed, maximum: 93R 200S 18E 248C 109XB (668 units)
    • Units lost, minimum: 64R
    • Units lost, average: 81R
    • Units lost, maximum: 93R

    This guide includes one round block of method 2 and one 1R block of method 1.




    Game flow, garrison settings and losses (minimum - average - maximum):




    Garrison Position G1

    Move your best general to garrison position G1, or attack directly from the landing zone:



    Camp 2) 40 Thugs, 40 Fanatics
    ANY general: [160R (54R - 65R - 73R)]
    ANY general: [26R 174C (15R - 21R - 26R)]
    ANY general: [25R 1S 174C (15R - 21R - 25R)]
    VETERAN general: [18R 1S 231C (10R - 15R - 18R)]




    Garrison Position G2 (BLOCK)

    Move your best general and one normal general (for the block) to garrison position G2:
    • Position A: NORMAL general (needed for the block)
    • Position B: VETERAN general or ANY general



    If you do not have the needed troops for the block, or if you don't want to use the block, kill camps 5 and 6 one at a time:

    Camp 5) 40 Recruit Deserters, 40 Shadowsneakers
    ANY general: [130R (18R - 21R - 24R)]
    ANY general: [23R 85S (18R - 21R - 23R)]

    Camp 6) 30 Scavengers, 1 Skunk, 30 Thralls
    ANY general: [200R (26R - 30R - 32R)]
    ANY general: [14R 19C 164LB (9R - 12R - 13R)]
    ANY general: [13R 1S 19C 164LB (9R - 12R - 13R)]
    ANY general: [8R 1S 71C 120XB (5R - 7R - 8R)]
    ANY general: [7R 1E 72C 120XB (4R - 7R - 7R)]
    VETERAN general: [5R 1S 93C 151LB (3R - 5R - 5R)]
    VETERAN general: [4R 1E 94C 151LB (3R - 4R - 4R)]
    VETERAN general: [1S 140C 109XB (0 - 0 - 1S)]
    VETERAN general: [1E 140C 109XB (-)]


    If you have the needed troops, the following round block is recommended.
    Send both generals right after each other:

    From A to Camp 5) 40 Recruit Deserters, 40 Shadowsneakers
    BLOCKING NORMAL general: [27S (-)] {160 - 340 seconds of fighting, 0.2% chance of 140 seconds}
    BLOCKING NORMAL general: [6S 18E (-)] {180 - 380 seconds of fighting, 0.2% chance of 160 seconds}

    From B to Camp 6) 30 Scavengers, 1 Skunk, 30 Thralls
    ANY general: [14R 19C 164LB (9R - 12R - 13R)] {60 seconds of fighting}
    ANY general: [13R 1S 19C 164LB (9R - 12R - 13R)] {60 seconds of fighting}
    ANY general: [8R 1S 71C 120XB (5R - 7R - 8R)] {60 seconds of fighting}
    ANY general: [7R 1E 72C 120XB (4R - 7R - 7R)] {60 seconds of fighting}
    BATTLE HARDENED general: [13R 1S 19C 164LB (9R - 12R - 13R)] {30 seconds of fighting}
    BATTLE HARDENED general: [7R 1E 72C 120XB (4R - 7R - 7R)] {30 seconds of fighting}
    VETERAN general: [5R 1S 93C 151LB (3R - 5R - 5R)] {30 seconds of fighting}
    VETERAN general: [4R 1E 94C 151LB (3R - 4R - 4R)] {30 seconds of fighting}
    VETERAN general: [1S 140C 109XB (0 - 0 - 1S)] {30 seconds of fighting}
    VETERAN general: [1E 140C 109XB (-)] {30 seconds of fighting}

    The marching time through the red area of camp 5 takes about 50 seconds.
    Thus a total block duration of 110 seconds is nedeed for a successful block, even if you do not use a fast general attacking camp 6.




    Garrison Position G3

    Move your best general and one normal general (for the block) to garrison position G3:
    • Position A: NORMAL general (needed for the block, but not if you have a veteran in B)
    • Position B: VETERAN general or ANY general


    Camp 8) 20 Thugs, 20 Rangers, 40 Cavalry Deserters
    ANY general: [125R (29R - 36R - 43R)]
    ANY general: [42R 80S (29R - 36R - 42R)]




    Garrison Position G3 (BLOCK)



    Send both generals right after each other:

    From A to Camp 9) 20 Scavengers, 20 Cultists, 20 Nomads
    BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}

    From B to Camp 10) 60 Lance Riders, 60 Karls, 1 Croaker
    ANY general: [200R (54R - 61R - 68R)]
    ANY general: [46R 154S (32R - 40R - 46R 1S)]
    ANY general: [45R 155E (30R - 38R - 45R)]
    VETERAN general: [32R 218S (24R - 29R - 32R)]
    VETERAN general: [32R 218E (23R - 29R - 32R)]


    If you have only one general, kill camps 9 and 10 one by one.
    Also, if you have a veteran general, you may as well kill camp 9 first:

    Camp 9) 20 Scavengers, 20 Cultists, 20 Nomads
    ANY general: [115R (23R - 26R - 30R)]
    ANY general: [8R 192C (4R - 6R - 8R)]
    ANY general: [7R 1S 192C (4R - 6R - 7R)]
    VETERAN general: [2R 1S 247C (0R - 1R - 2R)]
    VETERAN general: [1R 1E 248C (0R - 1R - 1R)]

    Camp 10) 60 Lance Riders, 60 Karls, 1 Croaker
    ANY general: [200R (50R - 61R - 68R)]
    ANY general: [46R 154S (32R - 40R - 46R 1S)]
    ANY general: [45R 155E (30R - 38R - 45R)]
    VETERAN general: [32R 218S (24R - 29R - 32R)]
    VETERAN general: [32R 218E (23R - 29R - 32R)]






    All garrison setups have been simulated at least 5000 times, using this simulator.
    Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
    Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.

    All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
    I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
    That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...

    On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
    Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
    In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.

    All round blocks have been optimised using this simulator.
    The durations of the blocks and attacks are based on this post.
    Last edited by Tage; 12.12.12 at 21:57. Reason: Added setups for those having only recruits

  3. #383
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    NB!
    If your player level is 35 or lower, you should probably check the Easy Version rather than this one.




    Save the Christmas feast
    Hard version (levels 36-)
    Average Losses (best version): 46R 65B

    Adventure Info:
    Player Level: 36+
    Difficulty: 4/10
    Number of Players: 1
    Duration: 2 days
    Where to get?: As a reward from one of the daily Christmas quests







    You need to send troops 3 - 4 times.


    Four versions are summarized below, with the number of needed generals and troops and with the following lost troops:

    One ANY general with Longbows
    One NORMAL general using one round block and one 1R block
    • Units needed, average: 204R 130S 133C 159LB (626 units)
    • Units needed, maximum: 223R 6S 131E 133C 159LB (652 units)
    • Units lost, minimum: 165R
    • Units lost, average: 197R
    • Units lost, maximum: 223R 3S

    One ANY general with Crossbows
    One NORMAL general using one round block and one 1R block
    • Units needed, average: 191R 130S 133C 155XB (609 units)
    • Units needed, maximum: 208R 6S 131E 133C 155XB (633 units)
    • Units lost, minimum: 155R
    • Units lost, average: 184R
    • Units lost, maximum: 208R 3S

    One VETERAN general with Longbows
    One NORMAL general, using one round block and one 1R block
    • Units needed, average: 157R 204S 212C 190LB (763 units)
    • Units needed, maximum: 173R 8S 200E 212C 190LB (783 units)
    • Units lost, minimum: 123R
    • Units lost, average: 149R
    • Units lost, maximum: 173R 3S

    One VETERAN general with Crossbows
    One NORMAL general, using one round block and one 1R block
    • Units needed, average: 152R 204S 212C 145XB (713 units)
    • Units needed, maximum: 167R 8S 200E 212C 145XB (732 units)
    • Units lost, minimum: 117R
    • Units lost, average: 144R
    • Units lost, maximum: 167R 3S

    One VETERAN general with Crossbows and Elite Soldiers
    Two NORMAL general, using two round blocks
    This includes using the double block hidden in the spoiler for garrison position G3.
    • Units needed, average: 49R 4S 63E 212C 71B 162XB (561 units)
    • Units needed, maximum: 55R 4S 63E 212C 105B 145XB (584 units)
    • Units lost, minimum: 35R 55B
    • Units lost, average: 46R 65B
    • Units lost, maximum: 55R 71B


    This guide includes one round block of method 2 and one 1R block of method 1.




    Game flow, garrison settings and losses (minimum - average - maximum):




    Garrison Position G1

    Move your best general to garrison position G1, or attack directly from the landing zone:



    Camp 2) 60 Thugs, 40 Fanatics
    ANY general: [47R 1S 133C 19LB (32R - 39R - 47R)]
    ANY general: [47R 1S 133C 19XB (32R - 39R - 47R)]
    VETERAN general: [37R 1E 212C (24R - 31R - 37R)]




    Garrison Position G2 (BLOCK)

    Move your best general and one normal general (for the block) to garrison position G2:
    • Position A: NORMAL general (needed for the block)
    • Position B: VETERAN general or ANY general



    Send both generals right after each other:

    From A to Camp 5) 60 Recruit Deserters, 70 Shadowsneakers
    BLOCKING NORMAL general: [1R 42S (-)] {160 - 400 seconds of fighting}
    BLOCKING NORMAL general: [4S 33E (-)] {180 - 420 seconds of fighting}

    From B to Camp 6) 50 Scavengers, 1 Skunk, 50 Thralls
    ANY general: [40R 1S 159LB (28R - 35R - 40R)] {80 seconds of fighting}
    ANY general: [25R 1S 19C 155XB (18R - 22R - 25R)] {60-80 seconds of fighting}
    BATTLE HARDENED general: [40R 1S 159LB (28R - 35R - 40R)] {40 seconds of fighting}
    BATTLE HARDENED general: [25R 1S 19C 155XB (18R - 22R - 25R)] {30-40 seconds of fighting}
    VETERAN general: [24R 1S 35C 190LB (17R - 20R - 24R)] {30-40 seconds of fighting}
    VETERAN general: [18R 1E 86C 145XB (11R - 15R - 18R)] {30-40 seconds of fighting}

    The marching time through the red area of camp 5 takes about 50 seconds.
    Thus a total block duration of 130 seconds is nedeed for a successful block, even if you do not use a fast general attacking camp 6.




    Garrison Position G3 (for VETERAN general with Crossbows and Elite Soldiers)

    This optional way of round-blocking both camps 8 and 9 is reserved for those having a veteran general with crossbows and elite soldiers.
    The inspiration came from NightEye. Thanks mate! Open the spoiler for more information...
    Spoiler

    Move your veteran general and two normal generals to garrison position G3:
    • Position A: NORMAL general
    • Position C: NORMAL general
    • Position D: VETERAN general


    Send all three generals right after each other:

    From A to Camp 8) 40 Thugs, 30 Rangers, 50 Cavalry Deserters
    BLOCKING NORMAL general: [63E (-)] {160 - 300 seconds of fighting, 0.4% chance of 140 seconds}

    From C to Camp 9) 20 Scavengers, 60 Cultists, 40 Nomads
    BLOCKING NORMAL general: [193C (-)] {140 - 220 seconds of fighting}

    From D to Camp 10) 70 Lance Riders, 70 Karls, 1 Croaker
    VETERAN general: [71B 119LB 60XB (55B - 65B - 71B)] {40 seconds of fighting}
    VETERAN general: [170B 80XB (55B - 65B - 71B)] {40 seconds of fighting}
    VETERAN general: [105B 145XB (55B - 65B - 71B)] {40 seconds of fighting}
    VETERAN general: [71B 162XB (55B - 65B - 71B)] {40 seconds of fighting}

    The marching time for the veteran general, from the moment general A starts his fight on camp 8 is about 103 seconds (31 steps).
    Adding 10 seconds time for sending off generals C and D plus 40 seconds for killing Croaker, we need a block lasting at least 153 seconds.
    The block on camp 8 lasts 160 seconds or more 99.6% of the times. There is thus still a very small chance (8 times out of 2200) of a failure.





    Garrison Position G3

    Move your best general and one normal general (for the block) to garrison position G3:
    • Position A: NORMAL general (needed for the block)
    • Position B: VETERAN general or ANY general


    Camp 8) 40 Thugs, 30 Rangers, 50 Cavalry Deserters
    ANY general: [65R 125S (51R - 59R - 65R 3S)]
    ANY general: [65R 2S 123E (51R - 59R - 65R 2S)]




    Garrison Position G3 (BLOCK)



    Send both generals right after each other:

    From A to Camp 9) 20 Scavengers, 60 Cultists, 40 Nomads
    BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}

    From B to Camp 10) 70 Lance Riders, 70 Karls, 1 Croaker
    ANY general: [70R 130S (53R - 63R - 70R 1S)]
    ANY general: [69R 131E (52R - 61R - 69R)]
    VETERAN general: [46R 204S (30R - 38R - 46R)]
    VETERAN general: [44R 6S 200E (28R - 36R - 44R)]
    VETERAN general: [44R 206E (28R - 36R - 44R)]






    All garrison setups have been simulated at least 5000 times, using this simulator.
    Even if I do the utmost to ensure that no errors occur anywhere, I am only human, and errors might always appear.
    Thus, I do recommend that you double-check all setups in the simulator, especially before trying an attack the first time in a newly published setup.

    All garrison setups where recruits and soldiers are included have a very small chance of one or a few soldiers being killed.
    I prefer having it so tight, that in most cases that one soldier survives and actually might save one recruit by taking the last hits in the battle.
    That being said, be prepared to lose the odd soldier(s) after playing the same adventure hundreds or thousands of times...

    On the other hand, all garrison setups have also been made so that the risk of losing longbows or crossbows is next to negligible.
    Due to this, some setups have more recruits/soldiers than what can be seen in other guides.
    In some cases this will increase the maximum losses (of recruits), but save the rare occasion of losing crossbows.

    All round blocks have been optimised using this simulator.
    The durations of the blocks and attacks are based on this post.
    Last edited by Tage; 31.12.12 at 15:05. Reason: Added information about opening the spoiler for the best version

  4. #384
    Original Serf
    Join Date
    Jun 2012
    Posts
    19
    World
    Sandycove
    Sorry for asking this here. Has there been any changes to Witch of the Swamp lately as ive done one today and the block has not worked? I did check with this guide first before doing the block.

  5. #385
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Quote Originally Posted by Funky23 View Post
    Sorry for asking this here. Has there been any changes to Witch of the Swamp lately as ive done one today and the block has not worked? I did check with this guide first before doing the block.
    Not as far as I know... played it on the tester a couple of days ago, and it still worked as before.

    1R blocks can easily fail in a laggy environment though.
    Always watch your generals closely when sending them out.

    Recall both generals immediately if:
    • the first one is not marching, but instead both are marching at the same time
    • the second one is not marching within 5 seconds after the first one
    Last edited by Tage; 16.11.12 at 02:00. Reason: Removed one superfluous letter S

  6. #386
    Original Serf
    Join Date
    Jun 2012
    Posts
    19
    World
    Sandycove
    Thanks for your reply. As far as i saw both generals left straight away. The blocking generals fight seemed to be over very quickly. Bit annoying to lose 50 soldiers! I will try again. Thanks for the great guides by the way.

  7. #387
    Original Serf
    Join Date
    Jul 2012
    Location
    Finland
    Posts
    14
    World
    Sandycove
    Thanks for the update on Outlaws!

    One correction though: The text on G3 for BHG tells to send two attacks to camp 18 when other should be 19 I think.

  8. #388
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Quote Originally Posted by Barthamon View Post
    One correction though: The text on G3 for BHG tells to send two attacks to camp 18 when other should be 19 I think.
    Thanks Barthamon!
    Corrected.

    And yes, I got the total number of units needed and lost updated last night as well.

  9. #389
    Original Serf Sumee's Avatar
    Join Date
    Apr 2012
    Location
    United Kingdom
    Posts
    20
    World
    Newfoundland
    Tage,

    In Outlaws, the G3 position graphics doesn't match the graphic of the blocks for camps 4-7. Im still going the old way cos I've played outlaws soo many times, its like stuck in my head

  10. #390
    Aunt Irma’s Favourite Writer
    Join Date
    Dec 2011
    Location
    Mariehamn
    Posts
    664
    World
    Newfoundland
    Quote Originally Posted by Sumee View Post
    In Outlaws, the G3 position graphics doesn't match the graphic of the blocks for camps 4-7.
    Whoops, now they match!
    Thanks Sumee!



    Quote Originally Posted by Sumee View Post
    Im still going the old way cos I've played outlaws soo many times, its like stuck in my head
    I know... it's hard to teach an old dog... ehm... I mean... I'm also used to doing things the way I've always done them...

    I would receommend that you learn that new setup though...
    The distance between generals B and C is one step longer,
    the distance between generals C and D is also one step longer.
    At the same time, the total distance between A and D is one step shorter.

    All in all, this adds additional safety against laggy situations.

Reply to Thread

Similar Threads

  1. [Guide] corona88 adventure guides
    By corona88 in forum Adventure Guides
    Replies: 313
    Last Post: 25.09.19, 13:11
  2. [Guide] Fill : Collected Adventure Guides by Filalithis
    By Filalithis in forum Adventure Guides
    Replies: 6
    Last Post: 04.03.13, 16:39
  3. Replies: 62
    Last Post: 22.04.12, 00:50
  4. [Guide] Adventure guides by Tage
    By Tage in forum Adventure Guides
    Replies: 0
    Last Post: 14.04.12, 16:35

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.