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

  1. #781
    Pathfinder
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    Bandit Nest
    It is possible to make a 1R block if you do not have a fast general to kill the first leader camp 6:
    Camp 5 has been cleared already.
    B to Camp 6 (will be intercepted by Camp 4): 1R, Loss : 1R
    C to Camp 6: 78S 15ES 107C, Loss: 55S - 64.9S -78S

  2. #782
    Quartermaster
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    In Suprise Attack

    From D to Camp 16) 150 Housecarl, 50 Valkyrie
    VETERAN general: 48M 1E 34C 167XB (39M - 44M - 48M)

    Your map is missing a red arrow... Looking at the map i thought the camp was not taken into consideration and i got slaughtered...tnx a lot!

  3. #783
    Quartermaster Icegirl's Avatar
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    Quote Originally Posted by Driller7 View Post
    In Suprise Attack

    From D to Camp 16) 150 Housecarl, 50 Valkyrie
    VETERAN general: 48M 1E 34C 167XB (39M - 44M - 48M)

    Your map is missing a red arrow... Looking at the map i thought the camp was not taken into consideration and i got slaughtered...tnx a lot!
    Read the instructions! Jesus, don't blame Princessally for your ineptitude. I've followed that guide for weeks now and the only thing that went wrong was due to my own error.
    It's not my fault that I never learned to take responsibility.

    Quote Originally Posted by Baggis View Post
    The Germans have 3x gem happy hour..... we have an Alpaca!

  4. #784
    Ruler of the Land peck_ed's Avatar
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    Hey guys, can we please keep feedback and criticism civil please.
    I'm more than likely working right now.

  5. #785
    Quartermaster Icegirl's Avatar
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    Quote Originally Posted by Alumini View Post
    There are 3 main event quest (one every 6 day) so 150eggs x 3times = 450 eggs from event quest; you can also find them through scouts. Below you can see the percentages of eggs you can found with the short, medium, long and very long Search:
    I thought there were four event quest chains, not three? I'm sure I did four on the test server but now you've put a doubt in my mind.
    It's not my fault that I never learned to take responsibility.

    Quote Originally Posted by Baggis View Post
    The Germans have 3x gem happy hour..... we have an Alpaca!

  6. #786
    Quartermaster Icegirl's Avatar
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    Quote Originally Posted by Driller7 View Post
    In Suprise Attack

    From D to Camp 16) 150 Housecarl, 50 Valkyrie
    VETERAN general: 48M 1E 34C 167XB (39M - 44M - 48M)

    Your map is missing a red arrow... Looking at the map i thought the camp was not taken into consideration and i got slaughtered...tnx a lot!
    There is also clearly an arrow.

    It's not my fault that I never learned to take responsibility.

    Quote Originally Posted by Baggis View Post
    The Germans have 3x gem happy hour..... we have an Alpaca!

  7. #787
    Nifty Ra_V_en's Avatar
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    In Suprise Attack block 3 camp 12 can be skipped and camp 11 blocked instead, this saves 17R 25M (camp 11 100Hk, 100WK - blocking with 128C 70ES 2 XB) Basing on positions I'm showing on screen bellow non of generals is intercepted by camp 12 because walking path is on the edge of camp 12 influence area, not even veteran since he is entering leader camp from SE side not SW.
    I've confirmed it in 2 steps:
    1) Destroyed camp 11 and used combat preview on camps 13 and 14, it showed no interceptions, finished with double block on 13 and 14.
    2) Blocked 11, 13, 14 from positions on screen.

    Positions are fool-proof there is at least 4-6 seconds gap on entering to interception area, there is plenty of time for block so its not a problem here.
    Starting obviously from the closest to the furthest, as I've said above it can be done with lollipop in one hand and coke in other.



    Additionally i would reconsider last block to be double not triple (only camps 17 and 19 blocked):
    1) You are using way to much of high value units ~300ES ~300S ~200 XB which is like 4,5k gc value.
    2) Jumping and lag can end up in 2 or 3 days in rebuilding queue and at this final block its even more noticeable due to ls buyer.
    Last edited by Ra_V_en; 11.03.13 at 19:10.

  8. #788
    Skilled Student
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    Never mind..
    Last edited by Alphahanne; 11.03.13 at 20:57.

  9. #789
    Original Serf
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    Quote Originally Posted by Ra_V_en View Post
    In Suprise Attack block 3 camp 12 can be skipped and camp 11 blocked instead, this saves 17R 25M (camp 11 100Hk, 100WK - blocking with 128C 70ES 2 XB) Basing on positions I'm showing on screen bellow non of generals is intercepted by camp 12 because walking path is on the edge of camp 12 influence area, not even veteran since he is entering leader camp from SE side not SW.
    I've confirmed it in 2 steps:
    1) Destroyed camp 11 and used combat preview on camps 13 and 14, it showed no interceptions, finished with double block on 13 and 14.
    2) Blocked 11, 13, 14 from positions on screen.

    Positions are fool-proof there is at least 4-6 seconds gap on entering to interception area, there is plenty of time for block so its not a problem here.
    Starting obviously from the closest to the furthest, as I've said above it can be done with lollipop in one hand and coke in other.



    Additionally i would reconsider last block to be double not triple (only camps 17 and 19 blocked):
    1) You are using way to much of high value units ~300ES ~300S ~200 XB which is like 4,5k gc value.
    2) Jumping and lag can end up in 2 or 3 days in rebuilding queue and at this final block its even more noticeable due to ls buyer.
    yep i second that, always done this block this way with no problem although my garrison positions are different, no need to send anything to the far left camp.

  10. #790
    Aunt Irma’s Favourite Writer
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    Note, the latest additions to this guide made it too long to fit into one post.
    Thus, the guide is posted in two halves, with garrison positions G1-G3 in this post and G4-G6 in the next post.




    Victor the Vicious
    1-2 Fast Generals and Round Blocks
    Average losses (one veteran with crossbows): 1310R 162M 49S 170C
    Average losses (two veterans with cannoneers): 806R 212M 2S 160C

    Adventure Info:
    Player Level: 36+
    Difficulty: 8/10
    Number of Players: 3
    Duration: 8 days
    Where to get?: Adventure seek with Explorer or Trader (Shop) for 200 map fragments




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



    QUICK LINKS: ... G1 ... G2 ... G3 (Lootspot) ... G4-G6 (Opens up in a separate window)

    You need to send troops 8-15 times.

    Nine versions are presented below. Note that the versions can be mixed, if 2-3 players play it together.
    If you're not playing it alone, it's up to you to decide how you share the camps between you.
    The units needed are valid only if you're playing it alone.
    If you play it alone, a suggestion for the lootspot is given below (right in the end before the last kill).

    One BATTLE HARDENED general with Longbows
    One ANY general (battle hardened is better)
    Two NORMAL generals using 3 round blocks
    • Units needed, average: 1915R 192M 207S 327C 115B 142LB (2898 units)
    • Units needed, maximum: 1995R 207M 212S 327C 115B 142LB (2998 units)
    • Units lost, minimum: 1797R 176M 69S 190C 115B
    • Units lost, average: 1915R 192M 77S 215C 115B
    • Units lost, maximum: 1995R 207M 108S 257C 115B

    One BATTLE HARDENED general with Crossbows
    One ANY general (battle hardened is better)
    Two NORMAL generals using 4 round blocks
    • Units needed, average: 1598R 207S 215C 145XB (2165 units)
    • Units needed, maximum: 1664R 211S 257C 145XB (2277 units)
    • Units lost, minimum: 1495R 140S 190C
    • Units lost, average: 1598R 157S 215C
    • Units lost, maximum: 1664R 185S 257C

    One BATTLE HARDENED general with Cannoneers
    One ANY general (battle hardened is better)
    Two NORMAL generals using 4 round blocks
    • Units needed, average: 1209R 129M 212S 215C 63XB 100K (1928 units)
    • Units needed, maximum: 1269R 143M 169S 207E 257C 63XB 100K (2208 units)
    • Units lost, minimum: 1171R 99M 81S 190C
    • Units lost, average: 1209R 119M 116S 215C
    • Units lost, maximum: 1202R 143M 169S 257C

    One VETERAN general with Longbows
    One ANY general (battle hardened is better)
    Two NORMAL generals using 4 round blocks
    • Units needed, average: 1546R 11M 208S 199C 185LB (2149 units)
    • Units needed, maximum: 1647R 11M 210S 209C 185LB (2262 units)
    • Units lost, minimum: 1355R 11M 144S 164C
    • Units lost, average: 1531R 11M 159S 179C
    • Units lost, maximum: 1647R 11M 185S 209C

    One VETERAN general with Crossbows
    One ANY general (battle hardened is better)
    Two NORMAL generals using 4 round blocks
    • Units needed, average: 1310R 162M 207S 213C 181XB (2073 units)
    • Units needed, maximum: 1420R 212M 209S 223C 181XB (2245 units)
    • Units lost, minimum: 1164R 212M 170C
    • Units lost, average: 1310R 162M 49S 170C
    • Units lost, maximum: 1420R 179M 66S 170C

    One VETERAN general with Cannoneers
    One ANY general (battle hardened is better)
    Two NORMAL generals using 4 round blocks
    • Units needed, average: 967R 212M 207S 199C 67XB 137K (1789 units)
    • Units needed, maximum: 1054R 243M 20S 208E 199C 67XB 175K (1966 units)
    • Units lost, minimum: 874R 167M 160C
    • Units lost, average: 967R 212M 160C
    • Units lost, maximum: 1054R 243M 20S 160C

    Two VETERAN generals with Longbows
    Three NORMAL generals using 5 round blocks
    • Units needed, average: 1244R 11M 219S 259C 168LB (1901 units)
    • Units needed, maximum: 1331R 11M 249S 259C 168LB (2018 units)
    • Units lost, minimum: 1084R 11M 175S 259C
    • Units lost, average: 1230R 11M 192S 259C
    • Units lost, maximum: 1331R 11M 249S 259C

    Two VETERAN generals with Crossbows
    Three NORMAL generals using 5 round blocks
    • Units needed, average: 1100R 168M 207S 409C 181XB (2065 units)
    • Units needed, maximum: 1186R 179M 209S 7E 409C 181XB (2171 units)
    • Units lost, minimum: 978R 156M 26S 170C
    • Units lost, average: 1100R 168M 42S 170C
    • Units lost, maximum: 1186R 179M 66S 170C

    Two VETERAN generals with Cannoneers
    Three NORMAL generals using 5 round blocks
    • Units needed, average: 806R 212M 207S 409C 67XB 137K (1838 units)
    • Units needed, average: 806R 212M 94S 166E 401C 67XB 137K (1883 units)
    • Units needed, maximum: 872R 243M 94S 208E 419C 67XB 175K (2078 units)
    • Units lost, minimum: 739R 184M 160C
    • Units lost, average: 806R 212M 2S 160C
    • Units lost, maximum: 872R 243M 20S 160C

    This guide includes several round blocks of method 2.




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




    Garrison Position G1
    Most of your generals will have arrived in Landing Zone 1 (click the map above to see where it is).
    Move two (one if you have cannoneers) fast generals and two normal generals to garrison position G1:
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: BATTLE HARDENED general or ANY general or VETERAN general
    • Position D: VETERAN general or BATTLE HARDENED general


    Only your best general is needed for the first two attacks:

    NB!
    If you have several MASTERs of Martial Arts, and are not in a hurry finishing this adventure, you may use one MoMA for a suicidal first wave on Camp 1. If you do opt for this, place this MoMA well to the left or to the right, so that he won't obstruct the paths for the generals in the upcoming block. Your suicidal MoMA will be resting for two hours. Open the spoiler for details:

    Spoiler
    Camp 1a) 50 Thugs, 50 Guard Dogs, 50 Rangers
    MASTER of Martial Arts: [1R (1R)]

    Camp 1b) 50 Thugs, 25-30 Rangers
    ANY general: [27R 1S 172C (17R - 21R -27R)]
    VETERAN general: [20R 1S 229C (11R - 15R - 20R)]
    MAJOR general: [16R 1E 257C (8R - 13R - 16R)]
    MASTER of Martial Arts: [16R 1S 207C (8R - 12R - 16R)]


    Camp 1) 50 Thugs, 50 Guard Dogs, 50 Rangers
    ANY general: [110R 90S (82R - 98R -110R 3S)]
    ANY general: [103R 1E 96K (77R - 90R -103R)]
    VETERAN general: [91R 140S (69R - 81R - 91R)]
    VETERAN general: [91R 2E 120K (69R - 81R - 91R)]
    MASTER of Martial Arts: [75R 85S (54R - 64R - 75R)]
    MASTER of Martial Arts: [75R 1E 57K (54R - 64R - 75R)]

    Camp 2) 50 Roughnecks, 100 Rangers
    ANY general: [53R 2S 123C 22LB (35R - 44R - 53R 1S)]
    ANY general: [46R 2S 123C 29XB (28R - 36R - 46R 1S)]
    ANY general: [43R 1E 128C 28K (27R - 36R - 43R)]
    VETERAN general: [38R 2S 180C 30LB (26R - 32R - 38R)]
    VETERAN general: [35R 2S 196C 17XB (25R - 31R - 35R)]
    VETERAN general: [35R 2E 199C 14K (25R - 31R - 35R)]
    MAJOR general: [34R 1E 225C 10K (23R - 29R - 34R)]
    MASTER of Martial Arts: [36R 1S 164C 19LB (23R - 29R - 36R)]
    MASTER of Martial Arts: [35R 1S 174C 10XB (22R - 28R - 35R)]
    MASTER of Martial Arts: [34R 1E 176C 9K (21R - 28R - 34R)]




    Garrison Position G1 (BLOCK)



    This first block is tight with the garrison placements, so make sure no two generals march out at the same time.
    Send the first three generals after each other, but wait for the previous one to appear before sending the next one.
    Send general D when general C has reached the indicated spot.

    From A to Camp 3) 100 Roughnecks, 50 Guard Dogs
    BLOCKING NORMAL general: [112S (-)] {160 - 280 seconds of fighting} Avoid this setup if general C is a normal general!
    BLOCKING NORMAL general: [64S 135C (-)] {180 - 300 seconds of fighting, 0.4% chance of 160 seconds}
    BLOCKING NORMAL general: [32S 74E (-)] {180 - 300 seconds of fighting}
    BLOCKING NORMAL general: [102E (-)] {180 - 300 seconds of fighting}

    Send general B as soon as general A has appeared outside his garrison:

    From B to Camp 4) 50 Roughnecks, 60 Guard Dogs, 50 Rangers
    BLOCKING NORMAL general: [7S 193C (-)] {160 - 260 seconds of fighting}
    BLOCKING NORMAL general: [6E 193C (-)] {160 - 260 seconds of fighting}


    If you have a MAJOR general and at least one master of martial arts, consider using your MoMA for a suicidal first wave. Your MoMA will be resting for two hours after this. Send general C as soon as general B has appeared outside his garrison:

    From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
    MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}

    Send general D to leader camp 5 when General C is walking past garrison D (General D is to follow behind General C):

    From D to Camp 5) 99 Roughnecks, 0-10 Guard Dogs, 1 One-Eyed Bert
    MAJOR general: [77R 3S 1E 10B 179XB (59R - 71R 2B - 77R 2S 10B)] {20 (30) seconds of fighting}


    If you have cannoneers, or if you have a MASTER of Martial Arts, no general D is needed. Camp 5 can be killed in one wave.
    Also, if you have a veteran, you may opt to kill camp 5 in one wave.
    Note however that there is a risk of failure if this wave lasts 70 seconds or longer.
    The one-wave alternative with militia instead of recruits is a lot safer.
    Send general C as soon as general B has appeared outside his garrison:

    From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
    ANY general: [139R 13S 1E 47K (134R - 139R 5S - 139R 13S)] {40 seconds of fighting}
    VETERAN general: [200R 50S (149R - 181R - 200R 7S)] {60-80 seconds of fighting} Note, this is going to be tight!
    VETERAN general: [184R 8S 58E (148R - 177R - 184R 8S)] {60-70 seconds of fighting} Note, this is going to be tight!
    VETERAN general: [100M 150S (89M - 96M - 100M 2S)] {50 seconds of fighting}
    VETERAN general: [120R 2E 128K (95R - 110R - 120R)] {30 seconds of fighting}
    MASTER of Martial Arts: [175R 45S (126R - 146R - 175R)] {50-60 seconds of fighting}
    MASTER of Martial Arts: [140R 80S (126R - 140R 2S - 140R 10S)] {50 seconds of fighting}
    MASTER of Martial Arts: [146R 7S 67E (125R - 142R - 146R 7S)] {50 seconds of fighting}
    MASTER of Martial Arts: [120R 2E 98K (95R - 110R - 120R)] {30 seconds of fighting}


    If general D is a BATTLE HARDENED general with Longbows, follow this.
    Send general C as soon as general B has appeared outside his garrison:

    From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
    ANY general: [145R (145R)] {40 seconds of fighting} Note, this is going to be tight!
    BATTLE HARDENED general: [145R (145R)] {20 seconds of fighting}

    Send general D to leader camp 5 when General C is walking past garrison D (General D is to follow behind General C):

    From D to Camp 5) 72-82 Roughnecks, 1 One-Eyed Bert
    BATTLE HARDENED general: [78R 2S 120LB (51R - 65R - 78R 1S)] {40 seconds of fighting}


    In all other cases, use these setups for generals C and D.
    Send general C as soon as general B has appeared outside his garrison:

    From C to Camp 5) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
    ANY general: [116R (116R)] {40 seconds of fighting} Note, this is going to be tight!
    BATTLE HARDENED general: [116R (116R)] {20 seconds of fighting}

    Send general D to leader camp 5 when general C is walking past garrison D (general D is to follow behind general C):

    From D to Camp 5) 90-98 Roughnecks, 1 One-Eyed Bert
    BATTLE HARDENED general: [92R 2S 106XB (62R - 77R - 92R)] {40 seconds of fighting}
    BATTLE HARDENED general: [90R 3M 1S 1B 1LB 104XB (62R - 77R - 90R 2M)] {30 seconds of fighting}
    VETERAN general: [88R 3S 159LB (62R - 77R - 88R 2S)] {40 seconds of fighting}
    VETERAN general: [88R 3S 159XB (55R - 68R - 88R 2S)] {30-40 seconds of fighting}
    VETERAN general: [85R 6M 1S 1B 1LB 156XB (55R - 69R - 85R 5M)] {30 seconds of fighting}
    VETERAN general: [60R 9S 181XB (53R - 60R 3S - 60R 8S)] {30 seconds of fighting}


    The remaining marching time for general C at the moment when general A starts his blocking fight is about 90-95 seconds. Thus, in the worst case (if general C is a normal general) a block lasting at least 175 seconds would be needed. Note that there is a very small chance that blocking general C will last only 160 seconds. Or the other way around, if the block on camp 3 may last only 160 seconds, only attack combinations (C+D) lasting no more than 60 seconds are safe. If the block on camp 3 lasts 180 seconds, all attack combinations (C+D) lasting no more than 80 seconds are pretty safe.




    Garrison Position G2 (BLOCK)
    Move one or two fast generals and two or three normal generals to garrison position G2:
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: BATTLE HARDENED general or ANY general
    • Position D: VETERAN general or BATTLE HARDENED general


    Send the generals right after each other:

    From A to Camp 7) 120 Roughnecks, 50 Rangers
    BLOCKING NORMAL general: [77S 117C (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}
    BLOCKING NORMAL general: [4S 83E 67C (-)] {180 - 300 seconds of fighting}
    BLOCKING NORMAL general: [87E 67C (-)] {180 - 300 seconds of fighting}

    From B to Camp 8) 120 Roughnecks, 50 Guard Dogs
    BLOCKING NORMAL general: [130S (-)] {180 - 300 seconds of fighting, 0.3% chance of 160 seconds}
    BLOCKING NORMAL general: [44S 81E (-)] {180 - 300 seconds of fighting}
    BLOCKING NORMAL general: [119E (-)] {180 - 300 seconds of fighting, <0.1% chance of 160 seconds}


    If you have a BATTLE HARDENED general with Longbows:

    From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
    ANY general: [171R (171R)] {40 seconds of fighting}
    BATTLE HARDENED general: [171R (171R)] {20 seconds of fighting}

    From D to Camp 9) 42-54 Roughnecks, 60 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED general: [45R 2S 75C 78LB (21R - 33R - 45R 1S)] {40 seconds of fighting}


    If you have a BATTLE HARDENED general with Crossbows:

    From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
    ANY general: [135R (135R)] {40 seconds of fighting}
    BATTLE HARDENED general: [135R (135R)] {20 seconds of fighting}

    From D to Camp 9) 47-58 Roughnecks, 60 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED general: [60R 2S 75C 63XB (35R - 48R - 60R 1S)] {40 seconds of fighting}
    BATTLE HARDENED general: [55R 6M 1S 73C 1B 1LB 63XB (35R - 48R - 55R 5M)] {30 seconds of fighting}
    BATTLE HARDENED general: [60R 1E 75C 63XB 1K (35R - 48R - 60R)] {30 seconds of fighting}


    If you have at least a VETERAN general, follow this:

    From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
    ANY general: [60R (60R)] {20 seconds of fighting}
    BATTLE HARDENED general: [60R (60R)] {10 seconds of fighting}

    From D to Camp 9) 79 Roughnecks, 60 Rangers, 1 One-Eyed Bert
    VETERAN general: [85R 5S 50C 110LB (66R - 79R - 85R 4S)] {40 seconds of fighting}
    VETERAN general: [74R 2S 107C 67XB (53R - 64R - 74R)] {40 seconds of fighting}
    VETERAN general: [71R 4M 1S 105C 1B 1LB 67XB (53R - 64R - 71R 3M)] {30 seconds of fighting}
    VETERAN general: [73R 2E 107C 67XB 1K (53R - 64R - 73R)] {30 seconds of fighting}
    MAJOR general: [71R 1S 1E 130C 66XB 1K (52R - 63R - 71R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [75R 2S 34C 109LB (54R - 65R - 75R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [71R 2S 80C 67XB (52R - 62R - 71R 1S)] {30 seconds of fighting}


    If you have a MASTER of Martial Arts, the cheapest option is to use him for the suicidal wave.
    This will however also leave him recovering for the next two hours:

    From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
    MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}

    From D to Camp 9) 80 Roughnecks, 35-40 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED general: [43R 36M 3S 52C 66LB (43R 21M - 43R 30M - 43R 36M 2S)] {50 seconds of fighting}
    BATTLE HARDENED general: [60M 3S 51C 86LB (47M - 55M - 60M 2S)] {50 seconds of fighting}
    BATTLE HARDENED general: [78R 3S 46C 73XB (56R - 67R - 78R 2S)] {40 seconds of fighting}
    BATTLE HARDENED general: [77R 2S 1E 46C 73XB 1K (56R - 67R - 77R 2S)] {30 seconds of fighting}
    VETERAN general: [73R 3S 62C 112LB (54R - 66R - 73R 2S)] {40 seconds of fighting}
    VETERAN general: [71R 2S 109C 68XB (52R - 63R - 71R 1S)] {40 seconds of fighting}
    VETERAN general: [70R 4M 1S 106C 1B 1LB 67XB (52R - 63R - 70R 3M)] {30 seconds of fighting}
    VETERAN general: [71R 1S 1E 109C 67XB 1K (52R - 63R - 71R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [72R 2S 38C 108LB (53R - 63R - 72R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [70R 2S 83C 65XB (50R - 60R - 70R 1S)] {30 seconds of fighting}
    MAJOR general: [70R 1S 1E 131C 66XB 1K (50R - 61R - 70R 1S)] {30 seconds of fighting}


    If you have a MASTER of Martial Arts, you may also opt to kill camp 9 in one wave:

    From C to Camp 9) 80 Roughnecks, 50 Guard Dogs, 60 Rangers, 1 One-Eyed Bert
    MASTER of Martial Arts: [150R 70S (107R - 126R - 150R 1S)] {40-50 seconds of fighting}
    MASTER of Martial Arts: [147R 3S 70E (107R - 124R - 147R 3S)] {40-50 seconds of fighting}
    MASTER of Martial Arts: [126R 1S 1E 92K (97R - 112R - 126R 1S)] {30 seconds of fighting}


    The remaining marching time for general C at the moment when general A starts his blocking fight is about 50 seconds. Thus, in the worst case (if general C is a normal general) a block lasting at least 130 seconds would be needed. All block variations are long enough for this, leaving a margin of at least 30 seconds.




    Garrison Position G3 (Lootspot)
    Leave these camps when you first reach G3. Save them till the end to make it easier with the lootspots. On the first pass, go directly to G4 in the next post. Return back here after you have killed camp 19:





    Your lootspot buyers should bring either any general with 1C and attack their nearest camp, or bring a MoMA 1R and attack any of the remaining camps N° 6.

    Attack the southern N° 6 leader camp and the northern N° 6 leader camp after you have verified that both lootspot buyers have killed at least one guard dog:

    Camp 6 and Camp 6) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
    ANY general: [1: 145R, 2: 78R 2S 120LB (196R - 210R - 223R 1S)]
    ANY general: [1: 116R, 2: 92R 2S 106XB (178R - 193R - 208R 1S)]
    ANY general: [139R 13S 1E 47K (134R - 139R 5S - 139R 13S)]
    VETERAN general: [200R 50S (149R - 181R - 200R 7S)]
    VETERAN general: [184R 8S 58E (148R - 177R - 184R 8S)]
    VETERAN general: [100M 150S (89M - 96M - 100M 2S)]
    VETERAN general: [120R 1S 1E 128K (95R - 110R - 120R 1S)]
    MASTER of Martial Arts: [175R 45S (126R - 146R - 175R)]
    MASTER of Martial Arts: [140R 80S (126R - 140R 2S - 140R 10S)]
    MASTER of Martial Arts: [146R 7S 67E (125R - 142R - 146R 7S)]
    MASTER of Martial Arts: [120R 1S 1E 98K (95R - 110R - 120R 1S)]


    If you yourself have a MoMA alive, or your lootspot buyer(s) bring a MoMA, use this for a first suicidal attack:

    Camp 6a and Camp 6a) 99 Roughnecks, 100 Guard Dogs, 1 One-Eyed Bert
    MASTER of Martial Arts: [1R (1R)]

    Camp 6b and Camp 6b) 99 Roughnecks, 0-10 Guard Dogs, 1 One-Eyed Bert
    ANY general: [94R 14S 10B 82LB (92R - 94R 6S 1B - 94R 13S 10B)]
    ANY general: [93R 1S 10B 96XB (68R - 80R 1B - 93R 10B)]
    VETERAN general: [93R 1S 10B 146LB (68R - 80R 1B - 93R 10B)]
    MASTER of Martial Arts: [106R 1S 10B 103LB (68R - 82R 1B - 106R 10B)]
    MASTER of Martial Arts: [89R 1S 10B 120XB (66R - 77R 1B - 89R 10B)]
    MAJOR general: [77R 3S 1E 10B 179XB (59R - 71R 1B - 77R 2S 10B)]




    This guide continues in the next post below...






    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 Andelar's TSO battle simulator V1.0.1 and double-checked using this simulator.
    The duration of the blocks and attacks are based on this post.
    Last edited by Tage; 09.03.16 at 23:40. Reason: Added suicidal MoMAs on camps 1, 5 & 6 and Quick Links

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