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

  1. #1081
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by pi314tyu View Post
    Hi Tage,

    my guildmate did HB and reported the same. From G1 he's sent the blocking B general to camp 18 (70 Nomads, 40 Riding Amazonian Guards) and camp 17 (70 nomad 40 lance rider) made interception!

    Will give a try soon!
    I played Horseback myself last night, following the setups for a veteran with crossbows,
    and had no problems whatsoever with any of the blocks.

    This is the end situation of the first block:



    General B marching onto camp 18 (blue/orange path in the image above) does pass into the agro zone of camp 19 while still being in friendly territory and before general A has started his blocking attack on camp 19. However, since the friendly territory in the SW has always been friendly, I've never experienced being intercepted there in the same way as you could (at least at some point) become intercepted in friendly territory that had recently been conquered from the bandits.

    If camp 17 intercepted the general walking onto camp 18, then garrison B must have been erroneously placed. General B is supposed to walk on the southern side of the leader camp, 20. To become intercepted by camp 17, general B must have walked north of camp 20, which means his garrison must have been placed further north than shown in the guide.


    EDIT:
    Whenever you experience a situation where a general becomes intercepted, I would urge you to please take a snapshot right away, showing the placements of all garrisons. This would immensly help explaining why a block has failed. Another reason for the pathing being different from the one expected in the guide, is if another garrison is placed in way of the path.
    Last edited by Tage; 05.07.13 at 10:55.

  2. #1082
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    Hi Tage, I just took massive unforseen loss on a block in "Sons of the Velt":


    Garrison Position G7 (BLOCK)

    Send both generals right after each other:

    From A to Camp 15) 55 Guard Dogs, 55 Roughnecks, 55 Rangers
    BLOCKING NORMAL general: [12S 188C (-)] {160 - 260 seconds of fighting}

    From B to Camp 14) 50 Roughnecks, 50 Rangers, 1 Skunk, 1 One-Eyed Bert
    VETERAN general: [52R 2E 94C 102XB (33R - 43R - 52R)] {40 seconds of fighting}

    Losses:
    12S 188C {5 rounds of fighting}
    39R {2 rounds of fighting}

    There was no lag and from the review everything looked normal but I don't know how the rounds translate to seconds (or can I just time the review?).

    ps: thanks for all the work you put into these guides, I like consulting them as I don't have the time to figure out all the blocks myself.


    Edit: Doh, ignore this post. After reviewing the battle for a 3rd time I noticed my noob mistake...
    Losses were 12R 188C
    Last edited by Drumoo; 06.07.13 at 12:46.

  3. #1083
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Drumoo View Post
    There was no lag and from the review everything looked normal but I don't know how the rounds translate to seconds (or can I just time the review?).
    No, you cannot time the review, but 5 rounds + 2 rounds camp demolition = 7 rounds × 20 seconds = 140 seconds worth of blocking.


    Quote Originally Posted by Drumoo View Post
    Edit: Doh, ignore this post. After reviewing the battle for a 3rd time I noticed my noob mistake...
    Losses were 12R 188C
    Duly ignored...
    Good thing you didn't make that mistake on the last block though.

  4. #1084
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    Quote Originally Posted by Tage View Post
    Witch of the Swamp

    Camp 9) 40 Cultists, 120 Shadowsneakers, 1 Dark High Priest

    ANY general: [120R 80S (107R - 120R 2S - 120R 16S)]
    Just a sugestion, I use 160R 40S (107R - 148R - 160R 9S) you lose more R, but on average you never lose a S
    Quote Originally Posted by Baggis View Post
    The Germans have 3x gem happy hour..... we have an Alpaca!

  5. #1085
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    Old Ruins
    Average Losses (Veteran with Cannoneers): 54R

    Adventure Info:
    Player Level: 26+
    Difficulty: 4/10
    Number of Players: 1
    Duration: 3 days
    Where to get?: Originally as part of the Anniversary Event 2013. Now from the Trader (Shop) for 195 gems




    For more information about the loot, please refer to Triple-J's Loot Overview




    You need to send troops 4-6 times.

    Twelve versions are presented below, for the following minimum number of needed generals and troops and with the following lost troops. If you do not have a fast general, you may want to send at least four generals to avoid having to wait for those doing the 1R blocks to recover.


    One ANY general with Longbows, no blocks
    • Units needed, average: 474R 134S 182C 1B 150LB (941 units)
    • Units needed, maximum: 482R 134S 182C 1B 150LB (950 units)
    • Units lost, minimum: 448R 17S 1B 43C
    • Units lost, average: 474R 32S 1B 43C
    • Units lost, maximum: 482R 62S 1B 43C

    One ANY general with Crossbows, no blocks
    • Units needed, average: 474R 134S 182C 1B 131XB (922 units)
    • Units needed, maximum: 481R 134S 182C 1B 131XB (929 units)
    • Units lost, minimum: 450R 17S 1B 38C
    • Units lost, average: 474R 25S 1B 38C
    • Units lost, maximum: 481R 53S 1B 38C

    One ANY general with Cannoneers, no blocks
    • Units needed, average: 412R 1M 134S 182C 1B 115XB 160K (1005 units)
    • Units needed, maximum: 419R 1M 20S 134E 182C 1B 115XB 160K (1032 units)
    • Units lost, minimum: 384R 1B 32C
    • Units lost, average: 412R 7S 1B 32C
    • Units lost, maximum: 419R 12S 1B 32C

    Two ANY generals with Longbows, using two 1R blocks and one round block
    • Units needed, average: 247R 293S 182C 1B 150LB (873 units)
    • Units needed, maximum: 250R 293S 182C 1B 150LB (876 units)
    • Units lost, minimum: 238R 46S 1B 43C
    • Units lost, average: 247R 65S 1B 43C
    • Units lost, maximum: 250R 74S 1B 43C

    Two ANY generals with Crossbows, using two 1R blocks and one round block
    • Units needed, average: 250R 300S 182C 1B 115XB (826 units)
    • Units needed, maximum: 264R 305S 182C 1B 115XB (845 units)
    • Units lost, minimum: 250R 46S 1B 38C
    • Units lost, average: 261R 51S 1B 38C
    • Units lost, maximum: 264R 53S 1B 38C

    Two ANY generals with Cannoneers, using two 1R blocks and one round block
    • Units needed, average: 412R 134S 182C 1B 115XB 160K (1004 units)
    • Units needed, maximum: 419R 20S 134E 182C 1B 115XB 160K (1031 units)
    • Units lost, minimum: 384R 1B 32C
    • Units lost, average: 412R 7S 1B 32C
    • Units lost, maximum: 419R 12S 1B 32C

    One BATTLE HARDENED general with Longbows
    Two NORMAL generals, using two round blocks
    • Units needed, average: 229R 5M 307S 211C 4B 150LB (906 units)
    • Units needed, maximum: 231R 5M 314S 211C 4B 150LB (915 units)
    • Units lost, minimum: 224R 46S 1B 43C
    • Units lost, average: 229R 65S 1B 43C
    • Units lost, maximum: 231R 74S 1B 43C

    One BATTLE HARDENED general with Crossbows
    Two NORMAL generals, using two round blocks
    • Units needed, average: 243R 5M 300S 219C 4B 1LB 115XB (887 units)
    • Units needed, maximum: 245R 5M 305S 78E 219C 4B 1LB 115XB (972 units)
    • Units lost, minimum: 236R 46S 1B 38C
    • Units lost, average: 243R 58S 1B 38C
    • Units lost, maximum: 245R 65S 1B 38C

    One BATTLE HARDENED general with Cannoneers
    Two NORMAL generals, using two round blocks
    • Units needed, average: 60R 1M 180E 219C 24B 115XB 160K (759 units)
    • Units needed, maximum: 62R 1M 180E 219C 24B 115XB 160K (761 units)
    • Units lost, minimum: 54R 1B
    • Units lost, average: 60R 1B
    • Units lost, maximum: 62R 1B

    One VETERAN general with Longbows
    Two NORMAL generals, using two round blocks
    • Units needed, average: 194R 5M 247S 236C 4B 150LB (836 units)
    • Units needed, maximum: 198R 5M 256S 236C 4B 150LB (849 units)
    • Units lost, minimum: 182R 12S 1B
    • Units lost, average: 194R 22S 1B
    • Units lost, maximum: 198R 31S 1B

    One VETERAN general with Crossbows
    Two NORMAL generals, using two round blocks
    • Units needed, average: 212R 5M 241S 236C 4B 1LB 230XB (837 units)
    • Units needed, maximum: 216R 5M 247S 78E 236C 24B 1LB 230XB (1037 units)
    • Units lost, minimum: 200R 2S
    • Units lost, average: 212R 16S
    • Units lost, maximum: 216R 24S

    One VETERAN general with Cannoneers
    Two NORMAL generals, using two round blocks
    • Units needed, average: 54R 1M 180E 237C 24B 230XB 160K (886 units)
    • Units needed, maximum: 56R 1M 180E 237C 24B 230XB 160K (888 units)
    • Units needed, average: 54R 1M 260E 237C 24B 230XB 130K (936 units)
    • Units needed, maximum: 56R 1M 260E 237C 24B 230XB 130K (938 units)
    • Units lost, minimum: 48R
    • Units lost, average: 54R
    • Units lost, maximum: 56R




    This guide includes 2 optional round blocks of method 2. One of them can be replaced by two separate 1R blocks of method 1.




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




    Remove the Dead Trees (First task)








    Garrison Position G1 (Camp 1)



    Move two normal generals and one fast general to G1:
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: BATTLE HARDENED general or VETERAN general


    First, kill off the first camp with your best general:

    Camp 1) 60 Scavengers, 60 Stone Throwers
    ANY general: [19R 1S 180C (14R - 17R - 19R)]
    ANY general: [18R 1E 181C (14R - 17R - 18R)]
    VETERAN general: [13R 1S 236C (8R - 11R - 13R)]
    VETERAN general: [12R 1E 237C (8R - 11R - 12R)]




    Garrison Position G1 (Camps 2-4 ROUND BLOCK)

    If you cannot do this block (not having the needed troops) or don't want to try it, jump to the next section for alternative setups.


    This is a block for those who love watching blocks while hoping the veteran would speed up a bit. 2 minutes is quite a long wait...
    Send all three generals right after each other, as quickly as you can:

    From A to Camp 2) 60 Scavengers, 70 Guard Dogs
    BLOCKING NORMAL general: [54S (-)] {160-300 seconds of fighting, 2.1% chance of 140 seconds}
    BLOCKING NORMAL general: [5M 50S 4B (-)] {160-300 seconds of fighting, 1.9% chance of 140 seconds}
    BLOCKING NORMAL general: [46E (-)] {160-300 seconds of fighting}
    BLOCKING NORMAL general: [43E 24B (-)] {180-320 seconds of fighting, 2% chance of 160 seconds}

    From B to Camp 3) 60 Scavengers, 50 Rangers
    BLOCKING NORMAL general: [129C (-)] {120-200 seconds of fighting}

    From C to Camp 4) 60 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED general: [2S 82C 116LB (0S - 0S - 1S)] {30 seconds of fighting}
    BATTLE HARDENED general: [1M 1S 90C 1B 1LB 82XB (0M)] {20 seconds of fighting}
    BATTLE HARDENED general: [1S 90C 82XB 1K (0S)] {20 seconds of fighting}
    VETERAN general: [1S 90C 120LB (0S)] {30 seconds of fighting}

    The remaining marching time for general C from the moment general A starts his fight is about 120 seconds. The fight lasts 20-30 seconds, so a block of more than 150 seconds is needed. Most blocks normally last at least 160 seconds. Note however that there are blocks having a 2% chance of lasting only 140 seconds (most notably those being without elite soldiers).




    Garrison Position G1 (Camps 2-4 1R BLOCKS)

    This optional way of twice doing a 1R block on camp 2 is a lot tigher than the round block above.
    Use it only if you don't have the needed troops for the blocks above.
    Spoiler

    Move two normal generals and one or two any generals to G1.
    Note that general X can be moved to position Z after the first 1R block.
    • Position A: NORMAL general
    • Position X: ANY general or VETERAN general
    • Position Y: NORMAL general
    • Position Z: ANY general or VETERAN general


    First send general A to camp 2 (do note that general A is to the left of general X):

    From A to Camp 2) 60 Scavengers, 70 Guard Dogs
    NORMAL general: [1R (1R)]

    When the military tattoo (music) has stopped playing, send general X within 2 seconds.
    This is important. Do NOT send him before the music has stopped playing, but also,
    do not wait more than 1-2 seconds after it has stopped playing.
    Watch your main general carefully and retreat him if he gets intercepted.

    From X to Camp 3) 60 Scavengers, 50 Rangers
    ANY general: [17R 1S/E 182C (12R - 16R - 17R)]
    VETERAN general: [12R 1S 237C (7R - 10R - 12R)]
    VETERAN general: [11R 1E 238C (7R - 10R - 11R)]



    After this we will have to repeat the 1R block, this time while attacking the leader camp.


    First send general Y to camp 2:

    From Y to Camp 2) 60 Scavengers, 70 Guard Dogs
    NORMAL general: [1R (1R)]

    When the military tattoo (music) has stopped playing, send general Z within 2 seconds.
    This is important. Do NOT send him before the music has stopped playing, but also,
    do not wait more than 1-2 seconds after it has stopped playing.
    Watch your main general carefully and retreat him if he gets intercepted.

    From Z to Camp 4) 60 Rangers, 1 One-Eyed Bert
    ANY general: [2S 82C 116LB (0S - 0S - 1S)]
    ANY general: [1S 90C 82XB (0S)]
    VETERAN general: [1S 90C 120LB (0S)]



    These two 1R blocks are extremely tight. The marching distance through the agro zone is 6 flags.
    To march that distance lasts 20 seconds, which is the same time it takes for the 1R block to lose his battle.
    Thus, the main general will actually have to enter the agro zone before the blocking battle starts.
    This is possible, but the safety margin is only about 2 seconds.





    Garrison Position G1 (Camps 1-4 WITHOUT BLOCKS)

    If you hate blocks, kill all camps one-by-one:
    Spoiler



    Camp 1) 60 Scavengers, 60 Stone Throwers
    ANY general: [19R 1S 180C (14R - 17R - 19R)]
    ANY general: [18R 1E 181C (14R - 17R - 18R)]
    VETERAN general: [13R 1S 236C (8R - 11R - 13R)]
    VETERAN general: [12R 1E 237C (8R - 11R - 12R)]

    Camp 2) 60 Scavengers, 70 Guard Dogs
    ANY general: [43R 134S (37R - 41R - 43R 1S)]
    ANY general: [43R 134E (37R - 41R - 43R)]

    Camp 3) 60 Scavengers, 50 Rangers
    ANY general: [17R 1S/E 182C (12R - 16R - 17R)]
    VETERAN general: [12R 1S 237C (7R - 10R - 12R)]
    VETERAN general: [11R 1E 238C (7R - 10R - 11R)]

    Camp 4) 60 Rangers, 1 One-Eyed Bert
    ANY general: [2S 82C 116LB (0S - 0S - 1S)]
    ANY general: [1S 90C 82XB (0S)]
    VETERAN general: [1S 90C 120LB (0S)]





    Ask the Settlers in the Village (Third task)








    Garrison Position G2 (Camp 5)



    Move your best general to G2.



    The huge stone walls are enemy camps without defending units.
    Thus, you will never lose any of your units while taking down a wall.
    At least one unit must be sent though (your general alone cannot demolish a camp).

    The time it takes to demolish one piece of wall depends on what unit(s) you send. The time may take from 10 seconds (for a fast general with one of each kind of troops, including one cannoneer) to 140 seconds for a normal general with only cavalry.

    First, kill off the huge stone wall closest to the depleted mine (camp 5).
    Note, you do not have to kill any of the other walls. That would just be a waste of time.
    Those you do not kill now will automatically fall down when you kill the leader camp 5.

    To speed it up (and if you have only one general in G2) I would recommend
    to load your general with exaclty those troops needed for camp 5 in the following attack.

    Huge Stone Wall) No defenders
    ANY general: [Any troops (-)]

    After taking down that one wall, attack camp 5:

    Camp 5) 100 Wolves, 1 Croaker
    ANY general: [5R 1S 194B (5R 1B)]
    ANY general: [5R 1S 1B 150LB (5R 1B)]
    ANY general: [5R 1S 1B 115XB (5R 1B)]
    VETERAN general: [5R 1S 1B 140LB 103XB (5R)]
    VETERAN general: [5R 1S 1B 230XB (5R)]




    Garrison Position G3 (Camps 6-9 BLOCK for Cannoneers)



    Move two normal generals and one fast general to G3:
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: BATTLE HARDENED general or VETERAN general


    This full block requires that you have cannoneers. If you do not have cannoneers, look further down.

    Send generals A and B right after each other:

    From A to Camp 8) 1 Witch of the Swamp, 80 Firedancers
    BLOCKING NORMAL general: [102E 98C (-)] {120-180 seconds of fighting, 0.2% chance of 100 seconds}

    From B to Camp 7) 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL general: [93S (-)] {220-240 seconds of fighting, 0.1% chance of 200 seconds}
    BLOCKING NORMAL general: [78E (-)] {240-300 seconds of fighting, 0.1% chance of 220 seconds}

    Send general C when general B has walked past his own garrison as shown in the inset above.
    Do not hesitate, send general C as soon as general B is in the position shown.

    From C to Camp 9) 1 Night Spawn
    BATTLE HARDENED general: [39R 1M 160K (35R - 38R - 39R)] {30 seconds of fighting}
    VETERAN general: [39R 1M 78S 132K (35R - 38R - 39R)] {30 seconds of fighting}
    VETERAN general: [39R 1M 80E 130K (35R - 38R - 39R)] {30 seconds of fighting}

    The remaining marching time for general C from the moment general A starts his fight is about 60 seconds. The fight lasts 30 seconds, so a block of more than 90 seconds is needed. All blocks last at least 100 seconds, leaving a margin of 10 seconds. Thus, there is only little margin for error if you hesitate with sending your fast general at the right moment.




    Garrison Position G3 (Camps 6-9 BLOCK without Cannoneers)



    Move at least one normal general and one fast general to G3:
    • Position A: NORMAL general
    • Position B: BATTLE HARDENED general or VETERAN general or ANY general
    • Position C: ANY general (optional, needed for the first suicidal wave)


    First kill camp 8. Use general C for the first wave if needed:

    Camp 8) 1 Witch of the Swamp, 80 Firedancers
    ANY general: [1: 157R 43C, 2: 50R 20S 106C 24LB (205R 43C - 207R 14S 43C - 207R 20S 43C)]
    ANY general: [1: 163R 38C, 2: 58R 12S 103C 27XB (217R 38C - 221R 7S 38C - 221R 12S 38C)]
    ANY general: [1: 168R 32C, 2: 61R 12S 108C 19K (224R 32C - 229R 7S 32C - 229R 12S 32C)]
    VETERAN general: [62R 32S 138C 18LB (62R 12S - 62R 22S - 62R 31S)]
    VETERAN general: [80R 25S 133C 12XB (80R 2S - 80R 16S - 80R 24S)]
    VETERAN general: [79R 19S 143C 9K (79R - 79R 13S - 79R 18S)]


    If you still do not want to try the block below, kill camp 7 as well:

    Camp 7) 80 Cultists, 1 Witch of the Swamp
    ANY general: [82R 1S 21C 96LB (65R - 78R - 82R)]
    ANY general: [66R 1S 26C 107XB (55R - 64R - 66R)]
    ANY general: [63R 1S 56C 80K (51R - 61R - 63R)]
    VETERAN general: [66R 1S 29C 154LB (53R - 63R - 66R)]
    VETERAN general: [60R 1S 90C 99XB (48R - 57R - 60R)]
    VETERAN general: [54R 1E 100XB 95K (46R - 53R - 54R)]
    VETERAN general: [52R 1E 18C 179K (44R - 51R - 52R)]


    Once camp 8 is gone, the block on camp 7 becomes quite easy though:



    Send generals A and B right after each other:

    From A to Camp 7) 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL general: [93S (-)] {220-240 seconds of fighting, 0.1% chance of 200 seconds}
    BLOCKING NORMAL general: [78E (-)] {240-300 seconds of fighting, 0.1% chance of 220 seconds}

    From B to Camp 9) 1 Night Spawn
    BATTLE HARDENED general: [108R 92S (108R 17S - 108R 18S - 108R 40S)] {100-120 seconds of fighting}
    BATTLE HARDENED general: [92M 108S (70M - 85M - 92M)] {80-90 seconds of fighting}
    BATTLE HARDENED general: [200S (46S - 51S - 53S)] {80 seconds of fighting}
    ANY general: [200S (46S - 51S - 53S)] {160 seconds of fighting}
    BATTLE HARDENED general: [39R 1M 160K (35R - 38R - 39R)] {30 seconds of fighting}
    VETERAN general: [118R 132S (107R - 116R - 118R)] {80 seconds of fighting}
    VETERAN general: [39R 1M 78S 132K (35R - 38R - 39R)] {30 seconds of fighting}
    VETERAN general: [39R 1M 80E 130K (35R - 38R - 39R)] {30 seconds of fighting}

    The remaining marching time for general B from the moment general A starts his fight is about 20 seconds. In the worst case, if general B is a normal general, the fight for the leader lasts 160 seconds, so a block of more than 190 seconds is needed. All blocks last at least 200 seconds, leaving a margin of 10 seconds, even in the case if you do not have a fast general.






    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 duration of the blocks and attacks are based on this post.
    Last edited by Tage; 28.12.14 at 01:24. Reason: Added new loot

  6. #1086
    Original Serf
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    Quote Originally Posted by Tage View Post
    I played Horseback myself last night, following the setups for a veteran with crossbows,
    and had no problems whatsoever with any of the blocks.
    I checked it too. Its working nice, thx

  7. #1087
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    Quote Originally Posted by Tage View Post
    From C to Camp 4) 60 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED general: [1S 90C 82XB (0S)] {30 seconds of fighting}
    BATTLE HARDENED general: [1M 1S 90C 1B 1LB 82XB (0S)] {20 seconds of fighting}

    Might as well.

    Quote Originally Posted by Tage View Post
    After taking down that one wall, attack camp 5:

    Camp 5) 100 Wolves, 1 Croaker
    ANY general: [5R 1S 194LB (5R 1B)]
    ANY general: [5R 1S 194B (5R 1B)]
    I think that's what you meant.

    Quote Originally Posted by Tage View Post
    If you still do not want to try the block below, kill camp 7 as well:

    Camp 7) 80 Cultists, 1 Witch of the Swamp
    ANY general: [83R 1S 116LB (67R - 80R - 83R)]
    ANY general: [68R 1S 131XB (57R - 66R - 68R)]
    ANY general: [68R 1S 131K (57R - 66R - 68R)]
    ANY general: [82R 1S 20C 97LB (62R - 78R - 82R)]
    ANY general: [67R 1S 24C 108XB (53R - 64R - 67R)]
    ANY general: [63R 1E 56C 80K (51R - 61R - 63R)]

    But really, who cares about a couple Recruits...:P

  8. #1088
    Aunt Irma’s Favourite Writer
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    SmogDude, thanks mate! Those were all very good corrections.


    Quote Originally Posted by SmogDude View Post
    But really, who cares about a couple Recruits...:P
    Oh, but I do!

  9. #1089
    Jolly Advisor
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    Old Ruins, position G3.
    Although the positions 'light up', the generals don't always want to go to them.
    If this happens, flipping back and forth from your homes island usually clears this glitch.

  10. #1090
    Pathfinder Mirienna's Avatar
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    Maybe you should really add for us Dummies who do the First adventure as Bounty Hunter that Normal General take always 30 min to travel and before the adventure starts.
    Add also that you have to visit the Island for the General to build Garrison after the army is sent, otherwise will not happen anything.

    I am about to do Bounty Hunter and in no guide I found that it will take this time. For a noob like me on adventures I think this is an important info.
    I thought something was wrong when the adventure is not starting and I ask in Help chat after searching through several guides.
    Now I am wiser with the knowledge from Help Chat.

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