Bommer,
If you are attacking all 3 in one go, then you will need the TOTAL of S to be 208. But if you attack one by one, then you won't need 208 right?
Bommer,
If you are attacking all 3 in one go, then you will need the TOTAL of S to be 208. But if you attack one by one, then you won't need 208 right?
You are correct Sumee.
All honesty I never really looked at it that way thought the first 2 were for blocks so your vet could go stright through to camp 12.
Thanks for pointing that out.
Mind you if you send all 3 at once it works as well.
Hi,
I have tested a 1-block method for Traitors that seems to be working OK so far (except when it is laggy...) with normal generals only. It is an interesting setup for lower levels but be aware I did not run this adventure thousands of times so I am not really sure how the block would be. However, it seems to fit as good as the one you run for a bg (4 rounds with a bg = 2 with a normal, isn't it?)
Camp 7 (block):
Needed: 57M 50S 80C
Rounds: 6 - 8.84 - 12
Alternative:
90S 84C
Rounds: 6 - 9.08 - 13
Camp 8 (leader):
Needed: 98R 1S 70C 31LB
Losses: 72R - 84.8R - 98R
Rounds: 2
For the XP version, it makes it available at:
Needed: 313R 57M 51S 199C 70LB
Or
Needed: 313R 91S 199C 70LB
Total loss: max 313R
I have a few small variations in the previous camps to avoid the odd soldier loss, always painful to see them go when you just got them for the first time.
I used http://settlersonlinesimulator.com/d...pfsimulator/en to try all setup 2200 times.
Traitors Camp 6, camp 7, camp 8.
Well, i managed to launch the general for camp 7 too soon. As he got intercepted by camp 6 as the battle wasn't started yet Too late however to recall all generals, so you should wait untill the 'attack music' stops before launching the next general.. Anyone any clue how long that music lasts.. helps with timing also i think.
Last edited by Mystic; 02.10.12 at 19:57.
It lasts about as long as it takes a general to march one step (half a garrison width).
That's 3.3 seconds, and is indeed a very good timer to use when sending them off right after each other.
On the other hand, virtually all my blocks (except a few 1R blocks) should also work even if the generals are marching off at the same time
(which can happen if the first one is delayed due to lag). I'll recheck that block in Traitors next time I play it.
Thx Killste, by far the best guides I've come across
Here is my edit of the Victor The Vicious-adventure with vet gen, elite soldiers + using block method 1 for camp 18. All unit losses mentioned are MAX losses. This version has a bit higher S losses but the max recruit loss is down to 1183R. I have taken the liberty to mimic Tage's formatting with the block to make it easier to read. The total max losses with this version are:
VETERAN general with Elite Soldiers
Units lost, maximum: 1183R 75M 144S 170C
Victor the Vicious
Here is the block for camp 18 with blocking method 1. Please note that by using this method it will take 2h longer to complete the adventure because you will need to wait 4h for the regular generals to recover (normally at this point you need to wait 2h inbetween rounds for the vet.gen to recover). I have not tested this block with battle hardened generals. By blocking camp 18 you will save up to 74R, it's up to you if you consider it to be worth the 2h wait. If you happen to have two veteran generals you need to do the block only once, thus saving 2 hours and two recruits.
Round 1
Send all three generals right after each other.
From A to Camp 18) 80 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [1R (1R)]
From B to Camp 18) 80 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [1R (1R)]
From C to Camp 19) 50 Rangers, 100 Scavengers, 1 Wild Mary, 2 Skunks
VETERAN general: [120R 130C (120R 130C)]
Round 2
Send all three generals right after each other.
From A to Camp 18) 78 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [1R (1R)]
From B to Camp 18) 78 Roughnecks, 100 Rangers, 1 Skunk
BLOCKING NORMAL general: [1R (1R)]
From C to Camp 19) 4-34 scavengers, 1 Wild Mary, 2 Skunks
VETERAN general : [66S 1ES 46C 137A (66S)]
__________________________________________________ ____________________________________
And here is the complete list with all garrison settings with veteran general and elite soldiers (follow Tages guide but replace the garrison compositions with these):
#1 90R 160ES (90R) has 50 thug, 50 guard dog, 50 ranger
#2 34R 1ES 196C 19A (34R) has 50 rough, 100 ranger
#3 101ES (0) LONGBLOCK
#4 6ES 194C (0) LONGBLOCK
#5.1 116R (116R) has 99 rough, 100 dogs, 1 bert
#5.2 60R 7S 1ES 182A (60R 7S) has 98 rough, 1 bert
#6 136R 18S 96ES (136R 18S) has 1 bert, 99 rough, 100 dogs
#7 62ES 138C (0) LONGBLOCK
#8 119ES (0) LONGBLOCK
#9.1 60R (60R) has 1 bert, 80 rough, 50 dogs, 60 rangers
#9.2 73R 1ES 107C 69A (73R) has 1 bert, 80 rough, 60 rangers
#10 44ES 156C LONGBLOCK
#11 116ES LONGBLOCK
#12.1 115R (115R) has 90 rough, 100 dogs, 1 bert, 1 skunk
#12.2 81R 1ES 13C 155A (81R)
T1 4R 196ES (4R) has 100 wolves
#15.1 40C (40C) has 155 rough, 40 dogs, 1 metal tooth
#15.2 75M 35S 1E 139A (75M 35S) has 155 rough, 1 metal tooth
#17.1 96R (96R) has 80 rough, 80 dogs, 40 rangers
#17.2 58R 1ES 141C 50A (58R)
#18 BLOCK with two normal generals (2R) has 80 rough, 100 ranger, 1 skunk
#19.1 120R 130C (120R 130C) has 1 mary, 2 skunk, 100 scav, 50 ranger
#18 BLOCK with two normal generals (2R) has 78 rough, 100 ranger, 1 skunk
#19.2 66S 1ES 46C 137A (66S) has 34 scav, 2 skunk, 1 mary
#6 lootspot 136R 18S 96ES (136R 18S) has 1 bert, 99 rough, 100 dogs OR 50R 48S 152ES
Total max loss: 1183R 75M 144S 170C
Last edited by Jackster; 07.10.12 at 17:00.
Thanks Jackster. I will try it at some stage.
However, I have once before tried such a double 1R block,
and did manage to get the veteran to become intercepted in between (when the first 1R has lost and the second 1R starts to fight).
Ok, it might need more testing then. I did it twice today and it worked like a charm for me at least, with my garrison placement the second blocking general had been in the camp for like 5 seconds before the first general lost. I haven't done that many double 1R blocks but I had always assumed that if the second general has already been inside the camp for a while when the first general loses then there is no pause in the fighting and therefore the "payload" general will not get intercepted.