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

  1. #1671
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    Quote Originally Posted by Tage View Post
    Camp 13a) 30 Shadowsneakers, 50 Fanatics, 10 Firedancers
    ANY general: [31R (31R)]
    MASTER of Defence: [22R (22R)]
    can you add "Lord Dracul 10R (10R)"?

  2. #1672
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Rincewind65 View Post
    can you add "Lord Dracul 10R (10R)"?
    Added!

    Also added Lord Dracul to all camps throughout both DP guides.

  3. #1673
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    Last edited by MojaVisost; 09.01.16 at 13:16.

  4. #1674
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    Traitors guide, re 2016 GQ lvls 49-

    To achieve the block on camps 6,7 & 8 for VET with XB set up your Cavalry totals are insufficient on start. A frustrating error which wastes time. Anyone doing this set up will need to add extra Cs to compensate.

  5. #1675
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by EzraPile View Post
    Traitors guide, re 2016 GQ lvls 49-

    To achieve the block on camps 6,7 & 8 for VET with XB set up your Cavalry totals are insufficient on start. A frustrating error which wastes time. Anyone doing this set up will need to add extra Cs to compensate.

    You sure about that?

    Quote Originally Posted by Tage View Post
    One VETERAN general with Crossbows
    Two NORMAL generals using one round block and two 1R blocks
    • Units needed, average: 542R 122S 332C 64XB (1060 units)
    • Units needed, maximum: 569R 124S 332C 64XB (1089 units)
    • Units lost, minimum: 438R
    • Units lost, average: 521R
    • Units lost, maximum: 569R 5S
    Quote Originally Posted by Tage View Post
    From A to Camp 6) 40 Milita Deserters, 40 Cavalry Deserters, 20 Soldier Deserters, 60 Longbowman Deserters
    BLOCKING NORMAL general: [198C (-)] {160-260 seconds of fighting}

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

    From B to Camp 7) 60 Milita Deserters, 60 Cavalry Deserters, 60 Soldier Deserters
    BLOCKING NORMAL general: [1R 120S (-)] {180-280 seconds of fighting, 1.2% chance of 160 seconds}
    BLOCKING NORMAL general: [45S 71E (-)] {180-300 seconds of fighting}
    BLOCKING NORMAL general: [110E (-)] {180-300 seconds of fighting}

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

    From C to Camp 8) 60 Soldier Deserters, 100 Longbowman Deserters
    VETERAN general: [45R 2S 169C 34XB (34R - 41R - 45R 1S)] {40 seconds of fighting}
    VETERAN general: [50R 2S 134C 64XB (36R - 44R - 50R 1S)] {30 seconds of fighting}


    If you have enough crossbowmen, I do recommend the option giving 30 seconds of fighting.

    Since this block is rather tight, I do recommend that you use the setup lasting only 30 seconds, in which case you need 198+134 = 332C, exactly as mentioned above under Units Needed. There are often multiple alternatives for many of my attacks, but the units needed are given only for the most common and most recommended versions. Add an extra 35C if you haven't got enough crossbows, or absolutely want to save those three recruits. Most people would do that optional setup maybe once or twice. By then they should have enough crossbows to use the setup lasting 30 seconds for the next times.

  6. #1676
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    In VTV
    Trap T1) 100 Wolves
    ANY general: [5R 100S (5R)]
    MASTER of Martial Arts: [5R 55S (5R)]
    MASTER of Defence: [1R (1R)] (*
    I notice with the MoD attack it's lenght should lend it's self as a block with a suitably placed MoD garrison position. Still experimenting with this.
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  7. #1677
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Dorotheus View Post
    In VTV

    I notice with the MoD attack it's lenght should lend it's self as a block with a suitably placed MoD garrison position. Still experimenting with this.

    But hardly worth it, for saving 1R
    However, no problem sending the block as soon as the MoD has started to fight.

  8. #1678
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    Quote Originally Posted by Tage View Post
    But hardly worth it, for saving 1R
    However, no problem sending the block as soon as the MoD has started to fight.
    Slaps head, that's what I meant.
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  9. #1679
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    Quote Originally Posted by Tage View Post
    A note regarding the MASTER of Martial Arts:
    The losses can be significantly reduced by using suicidal MoMAs with 1R on certains camps:
    ...[*]MoMA 1R on Camp 15 saves 119R (this can be taken by a lootspot buyer)
    ...
    If your lootspot buyer has their own Master of Martial Arts,
    it would be rather beneficial to let them attack camp 15 with their MoMA carrying 1R.
    After the initial 1R attack, you can finish off this camp with none or few losses:

    Camp 15a) 100 Cavalry Deserters, 100 Crossbowman Deserters
    MASTER of Martial Arts: [1R (1R)]

    In 80% of the times, all Cavalry Deserters will die, and no more losses will be needed:
    .... etc ...
    Although all explained in detail, each time a huge quest did the 1R work or not ???
    I just added in my personal note = 1st wave MoMA220 +32R / 2nd wave MoMA220 + 90C = this setting is full proof 100% safe.
    Most path-guides in this marvelous thread keep a safe-margin, intended when this thread was started !! Please keep it safe.
    If a Loot-spot-run on this adventure is valued about 900 gold coins - why would it matter to ask an attack with a cost of 32 recruit ? And it would safe at least 32 lines of text in this guide, plus/and keep the safety-marketing-value of this marvelous collection intact !!

    Sorry for my post, with love & peace, Dana.

  10. #1680
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    The pictures in Polymer's Secluded Experiments guide seem to be broken. I only see logos for some German (?) image hosting site apart from two towards the end. Just a heads-up, won't be trying that one for a while anyway

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