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

  1. #1011
    Glorious Graduate
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    Sandycove
    Hi Tage, great work as per usual

    I had a go at making a guide for vet with cannons including a double block in the last sector where the Shadowsneakers are killed (in camp 15 as per your notation) first, allowing a longer round block to be possible afterwards. Details here if you are interested

    Kind Regards

  2. #1012
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    Northisle
    Nice one Tage, love your work

  3. #1013
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by toastkid View Post
    I had a go at making a guide for vet with cannons including a double block in the last sector where the Shadowsneakers are killed (in camp 15 as per your notation) first, allowing a longer round block to be possible afterwards. Details here if you are interested
    Thanks toastkid!

    Yes, I did look at blocking camp 15 myself as well (that is why those garrisons A, B and C are the way they are).
    However, those dancing dervishes are so hard, that not even 200E would last long enough before losing the battle.
    You'd have to have crossbows included in that block in order to get the chance of victory to increase (a 3-round loss only lasts 60 seconds).

    The best one I could come up with was 169E 31XB.
    That one was guaranteed to last only 100 seconds (3 rounds victory) though,
    which actually is enough if you have a veteran with cannoneers against the Shaman:


    From A to Camp 15) 40 Shadowsneakers, 80 Firedancers, 80 Dancing Dervishes
    BLOCKING NORMAL general: [169E 31XB (-)] {> 100 seconds of fighting}

    From B to Camp 16) 80 Cultists, 60 Shadowsneakers, 50 Firedancers
    BLOCKING NORMAL general: [42S 156C (-)] {> 120 seconds of fighting}
    BLOCKING NORMAL general: [30E 168C (-)] {> 120 seconds of fighting}

    From C to Camp 17) 100 Cultists, 1 Witch of the Swamp, 1 Mystical Shaman
    VETERAN general: [110R 10M 130K] {30 seconds of fighting}


    The remaining marching time for general B from the moment general A starts his fight is now about 55 seconds. The fight lasts 30 seconds, so a block of more than 85 seconds is needed. Thus, a block lasting 100 seconds should be enough.


    EDIT:
    Not a bad idea killing off the shadowsneakers first.
    Last edited by Tage; 28.06.13 at 01:11.

  4. #1014
    Original Serf
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    Nice guide, thanks for the tip, I was looking everywhere how to kill last camp. Would be awesome if Shaman HP will be fixed

  5. #1015
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    Awesome as always Tage. For Camp 15 though, I did 89r 10s 17b 134xb and it works out pretty good.

  6. #1016
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    Newfoundland
    awesome Tage!

    I'm having an issue though. I'm trying to skip the first block and move to G2, but it's not allowing me to move to the A position there(Behind the tavern). I only have the other spot just north of it.

    Did the first block and still have that issue :/

    Same issue with G3, the exact spot for general B is unavailable to me.
    Last edited by Jawstrock; 28.06.13 at 03:49.

  7. #1017
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    Quote Originally Posted by BMFPoochie View Post
    Awesome as always Tage. For Camp 15 though, I did 89r 10s 17b 134xb and it works out pretty good.
    i used 83r 5e 18b 144xb (with 17b you have a small chance to lose 1xb).
    Last edited by robber1974; 28.06.13 at 09:32.

  8. #1018
    Erudite Pioneer SillYcoNe's Avatar
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    Northisle
    Quote Originally Posted by Tage View Post
    There seems to be an inflation on guides covering this particular adventure...
    I must say I liked this adventure. Thank you BB for enabling blocks again!
    You're my hero

    I calculated troops needed for veteran with XB and no K:
    338C 805R 185E/S 130XB
    Last edited by SillYcoNe; 28.06.13 at 07:44.

  9. #1019
    Pathfinder
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    Ummm ... care to post the missing camps in sect.2.

    1. no reward if they arent killed
    2. how would they be skipped, since general walks right thru both C3 and C4

  10. #1020
    Original Serf
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    Great work as always Tage. Thx a lot

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