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

  1. #391
    Aunt Irma’s Favourite Writer
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    Bandit Nest

    with Round Blocks
    Average Losses (veteran and crossbows): 297R 66S 100C
    Average Losses (veteran and cannoneers): 325R 52S 100C
    Average Losses (major + 3 suicidal MoMAs): 388R

    Adventure Info:
    Player Level: 36+
    Difficulty: 5/10
    Number of Players: 1
    Duration: 2 days
    Where to get?: Trader (Shop) for 200 map fragments




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


    QUICK LINKS: ... LANDING ZONE ... G1 ... G2 ... G3 ... G4

    You need to send troops 5-6 times.


    Nine main versions are presented below.
    Several subversion can be made from the alternatives for the attacks below though.
    Most notably, the distribution between recruits, militia and soldiers used against the leaders, affects what troops are needed and lost.
    Also the different suicide versions affect the number of dead cavalry and the subsequent need for R/M/S.


    Two NORMAL generals using one 1R block
    • Units needed, average: 1007R 159S 268C 145LB (1579 units)
    • Units needed, maximum: 1070R 210S 274C 145LB (1699 units)
    • Units lost, minimum: 906R 103S 268C
    • Units lost, average: 1007R 125S 268C
    • Units lost, maximum: 1070R 210S 274C

    Two NORMAL generals using one 1R block
    • Units needed, average: 1078R 81S 207C 99XB (1465 units)
    • Units needed, maximum: 1142R 134S 217C 99XB (1592 units)
    • Units lost, minimum: 977R 56S 207C
    • Units lost, average: 1078R 75S 207C
    • Units lost, maximum: 1142R 134S 217C

    One BATTLE HARDENED general with Longbows
    One ANY general
    Two NORMAL generals using 3 round blocks
    • Units needed, average: 437R 223S 341C 145LB (1094 units)
    • Units needed, maximum: 464R 223S 341C 145LB (1110 units)
    • Units lost, minimum: 398R 103S 268C
    • Units lost, average: 437R 125S 268C
    • Units lost, maximum: 464R 184S 274C

    One BATTLE HARDENED general with Crossbows
    One ANY general
    Two NORMAL generals using 3 round blocks
    • Units needed, average: 508R 208S 319C 99XB (1134 units)
    • Units needed, maximum: 536R 108S 126E 319C 99XB (1188 units)
    • Units lost, minimum: 469R 56S 207C
    • Units lost, average: 508R 75S 207C
    • Units lost, maximum: 536R 108S 217C

    Two BATTLE HARDENED generals with Longbows
    Two NORMAL generals using 3 round blocks
    • Units needed, average: 298R 223S 428C 145LB (1094 units)
    • Units needed, maximum: 314R 223S 428C 145LB (1110 units)
    • Units lost, minimum: 280R 103S 268C
    • Units lost, average: 298R 125S 268C
    • Units lost, maximum: 314R 180S 274C

    Two BATTLE HARDENED generals with Crossbows
    Two NORMAL generals using 3 round blocks
    • Units needed, average: 369R 132S 126E 319C 99XB (1045 units)
    • Units needed, maximum: 386R 149S 126E 319C 99XB (1079 units)
    • Units lost, minimum: 351R 56S 207C
    • Units lost, average: 369R 75S 207C
    • Units lost, maximum: 386R 104S 217C

    One VETERAN general with Longbows
    One BATTLE HARDENED general
    Two NORMAL generals using 3 round blocks
    • Units needed, average: 203R 276S 418C 142LB (1039 units)
    • Units needed, maximum: 217R 295S 418C 142LB (1073 units)
    • Units lost, minimum: 187R 128S 137C
    • Units lost, average: 203R 148S 137C
    • Units lost, maximum: 217R 176S 143C

    One VETERAN general with Crossbows
    One BATTLE HARDENED general
    Two NORMAL generals using 3 round blocks
    • Units needed, average: 300R 132S 418C 96XB (946 units)
    • Units needed, maximum: 314R 143S 418C 96XB (971 units)
    • Units lost, minimum: 284R 49S 100C
    • Units lost, average: 300R 66S 100C
    • Units lost, maximum: 314R 90S 100C
    • Units needed, average: 297R 117S 135E 317C 96XB (962 units)
    • Units needed, maximum: 310R 128S 135E 317C 96XB (986 units)
    • Units lost, minimum: 281R 49S 100C
    • Units lost, average: 297R 66S 100C
    • Units lost, maximum: 310R 90S 100C

    One VETERAN general with Cannoneers
    One BATTLE HARDENED general
    Two NORMAL generals using 3 round blocks
    • Units needed, average: 325R 108S 127E 317C 96XB 145K (1118 units)
    • Units needed, maximum: 334R 119S 127E 317C 96XB 145K (1138 units)
    • Units lost, minimum: 311R 35S 100C
    • Units lost, average: 325R 52S 100C
    • Units lost, maximum: 334R 80S 100C

    This guide includes 3 round blocks of method 2.




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




    Landing Zone
    You do not have to move any generals for the first attacks.
    For faster play, make sure your fast generals carry enough troops to kill camps 1 and 3.




    As soon as your first generals have arrived and you have enough troops, attack camps 1 and 3:

    Camp 1) 100 Scavengers, 100 Rangers
    ANY general: [67R 3S 123C 7LB (54R - 61R - 67R 2S)]
    ANY general: [67R 3S 121C 9XB (53R - 60R - 67R 2S)]
    VETERAN general: [44R 3S 170C 33LB (37R - 42R - 44R 2S)]
    VETERAN general: [42R 3S 179C 26XB (35R - 40R - 42R 2S)]
    VETERAN general: [42R 1S 1E 180C 26K (35R - 40R - 42R 1S)]
    MAJOR general: [39R 1S 1E 218C 11K (32R - 37R - 39R 1S)]
    MASTER of Martial Arts: [39R 2S 169C 10LB (32R - 36R - 39R 1S)]
    MASTER of Martial Arts: [38R 2S 172C 8XB (30R - 36R - 38R 1S)]
    MASTER of Martial Arts: [38R 1S 1E 172C 8K (30R - 36R - 38R 1S)]

    Camp 3) 100 Scavengers, 50 Guard Dogs, 50 Rangers
    ANY general: [143R 57S (122R - 133R - 143R 1S)]
    VETERAN general: [118R 132S (95R - 106R - 118R 1S)]
    VETERAN general: [114R 1S 135E (92R - 103R - 114R 1S)]
    VETERAN general: [103R 1S 1E 145K (87R - 96R - 103R 1S)]
    MAJOR general: [98R 1S 1E 158K (83R - 91R - 98R 1S)]
    MASTER of Martial Arts: [82R 120S (67R - 74R - 82R 1S)]
    MASTER of Martial Arts: [82R 1S 1E 96K (67R - 74R - 82R 1S)]


    You may also consider using a master of martial arts for a first suicidal attack on camp 3:

    Camp 3a) 100 Scavengers, 50 Guard Dogs, 50 Rangers
    MASTER of Martial Arts: [1R (1R)]

    Camp 3b) 100 Scavengers, 25-30 Rangers
    ANY general: [43R 1S 114C 42LB (34R - 39R - 42R)]
    ANY general: [40R 1S 128C 31XB (32R - 37R - 40R)]
    ANY general: [40R 1E 128C 31K (32R - 37R - 40R)]
    Lord DRACUL: [40R 1S 152C 7LB (27R - 32R - 40R)]
    Lord DRACUL: [40R 1S 153C 6XB (27R - 32R - 40R)]
    Lord DRACUL: [40R 1E 153C 6K (27R - 32R - 40R)]
    VETERAN general: [30R 1S 219C (24R - 28R - 30R)]
    MAJOR general: [27R 1E 242C (21R - 25R - 27R)]
    MASTER of Martial Arts: [27R 1S 192C (21R - 25R - 27R)]
    MASTER of Martial Arts: [26R 1E 193C (20R - 24R - 26R)]



    Garrison Position G1 (BLOCK Camps 4-6)
    In order to find free spots to place your generals for the first block,
    let's move them a bit to the left, away from the landing zone:
    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: VETERAN general or ANY general
    • Position D: BATTLE HARDENED general or VETERAN general


    If you do not have a fast general, kill camp 5 first:

    Camp 5) 100 Thugs, 50 Guard Dogs, 50 Rangers
    ANY general: [1: 50R, 2: 175R 25S (182R - 205R - 225R 14S)]
    ANY general: [1: 75R, 2: 150R 50S (194R - 211R - 225R 4S)]
    ANY general: [1: 50C, 2: 94R 2S 61C 43LB (67R 50C - 82R 50C - 94R 1S 50C)]
    ANY general: [1: 50C, 2: 94R 2S 61C 43XB (67R 50C - 82R 50C - 94R 1S 50C)]

    When camp 5 is gone, a 1R block can be used against camp 4, and no fast general is needed.
    Send all three generals right after each other.

    Note that general B must be sent to the leader camp 6. He will be intercepted by camp 4, which is his real target.
    Do not send him directly at camp 4. In that case he will take the western route and walk into camp 2.

    From B to Camp 6) 200 Thugs (Camp 4)
    BLOCKING NORMAL general: [1R (1R)] {20 seconds of fighting}

    From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
    ANY general: [91R (91R)]

    From D to Camp 6) 57-65 Thugs, 100 Rangers, 1 One-Eyed Bert
    ANY general: [13R 30S 125C 32LB (13R 9S - 13R 15S - 13R 29S)]
    ANY general: [13R 30S 125C 32XB (13R 6S - 13R 15S - 13R 29S)]
    VETERAN general: [32R 17S 125C 76LB (32R 3S - 32R 9S - 32R 16S)]
    VETERAN general: [65R 3S 125C 57XB (41R - 53R - 65R 2S)]
    VETERAN general: [66R 1S 1E 125C 57XB (41R - 53R - 66R 1S)]

    Note! If general D is late and gets intercepted by camp 4, do recall him immediately.



    If you have at least one fast general, send all generals right after each other:

    From A to Camp 5) 100 Thugs, 50 Guard Dogs, 50 Rangers
    BLOCKING NORMAL general: [49S 145C (-)] {140 - 260 seconds of fighting}
    BLOCKING NORMAL general: [54E 117C (-)] {140 - 260 seconds of fighting}
    BLOCKING NORMAL general: [11S 39E 131C (-)] {140 - 260 seconds of fighting}

    Note that general B must be sent to the leader camp 6. He will be intercepted by camp 4, which is his real target.
    Do not send him directly at camp 4. In that case he will take the western route and walk into camp 2.

    From B to Camp 6) 200 Thugs (Camp 4)
    BLOCKING NORMAL general: [129S 71C (-)] {160 - 260 seconds of fighting, <0.1% chance of 140 seconds}
    BLOCKING NORMAL general: [125E 50C (-)] {160 - 280 seconds of fighting, <0.1% chance of 140 seconds}
    BLOCKING NORMAL general: [55S 71E 63C (-)] {160 - 280 seconds of fighting}


    If you have a veteren general, camp 6 can be killed in one wave:

    From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
    VETERAN general: [69M 3S 125C 53LB (52M - 60M - 69M 2S)] {50 seconds of fighting}
    VETERAN general: [47R 30S 123C 50LB (47R 14S - 47R 20S - 47R 29S)] {50 seconds of fighting}
    VETERAN general: [69M 2S 1E 125C 53XB (52M - 60M - 69M 2S)] {50 seconds of fighting}
    VETERAN general: [65R 22S 1E 123C 39XB (65R 8S - 65R 14S - 65R 22S)] {50 seconds of fighting}
    MAJOR general: [60R 17S 1E 120C 72XB (60R 4S - 60R 9S - 60R 17S)] {40 seconds of fighting}
    MASTER of Martial Arts: [100R 4S 68C 48LB (75R - 91R - 100R 3S)] {40 seconds of fighting}
    MASTER of Martial Arts: [100R 4S 71C 45XB (75R - 91R - 100R 3S)] {40 seconds of fighting}
    MASTER of Martial Arts: [69R 11S 1E 65C 74XB (69R - 69R 5S - 69R 11S)] {30 seconds of fighting}


    If you do not have a veteran general, camp 6 will have to be killed in two waves.
    Two-wave veteran versions are also included below, that lose more recruits, but less soldiers (compared to the single waves above).
    Send generals C and D right after A and B:

    From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
    ANY general: [91R (91R)] {20 seconds of fighting}

    From D to Camp 6) 57-65 Thugs, 100 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED general: [13R 30S 125C 32LB (13R 9S - 13R 15S - 13R 29S)] {50 seconds of fighting}
    BATTLE HARDENED general: [13R 30S 125C 32XB (13R 6S - 13R 15S - 13R 29S)] {50 seconds of fighting}
    VETERAN general: [32R 17S 125C 76LB (32R 3S - 32R 9S - 32R 16S)] {40 seconds of fighting}
    VETERAN general: [65R 3S 125C 57XB (41R - 53R - 65R 2S)] {40 seconds of fighting}
    VETERAN general: [66R 1S 1E 125C 57XB (41R - 53R - 66R 1S)] {40 seconds of fighting}


    If you do have at least one Master of Martial Arts, you may want to use him in a suicidal wave:

    From C to Camp 6) 100 Thugs, 100 Rangers, 1 One-Eyed Bert
    MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}

    From D to Camp 6) 100 Thugs, 50-55 Rangers, 1 One-Eyed Bert
    VETERAN General: [98R 4S 50C 1B 97LB (73R - 88R - 98R 3S)] {30 (40) seconds of fighting}
    VETERAN General: [90R 2S 80C 1B 1LB 76XB (66R - 79R - 90R 1S)] {30 seconds of fighting}
    VETERAN General: [89R 1S 1E 81C 77XB 1K (67R - 79R - 89R 1S)] {30 seconds of fighting}
    MAJOR General: [87R 1S 1E 101C 79XB 1K (65R - 77R - 87R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [88R 2S 42C 88LB (64R - 77R - 86R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [86R 1S 1E 50C 82XB (64R - 77R - 86R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [86R 1S 1E 50C 52XB 30K (64R - 77R - 86R 1S)] {30 seconds of fighting}


    The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is less than 50 seconds (14 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. The total time of marching and fighting for generals C and D will thus be less than 50+5+5+20+50 = 130 seconds (even if general C is a normal one). With all block versions lasting 140 seconds or longer, there shouldn't be any danger with this block, unless you're really slow with sending out your generals.




    Garrison Position G2 (BLOCK Camps 10-12)
    Move two normal generals, and two fast 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


    If you do not have two fast generals, and less than 27E (for the block on camp 10), kill camp 10 first:

    Camp 10) 80 Thugs, 100 Guard Dogs, 20 Rangers
    ANY general: [150R 50S (118R - 139R - 150R 4S)]
    VETERAN general: [120R 130S (102R - 113R - 120R 4S)]

    If you do not have a fast general, kill camp 11 as well:

    Camp 11) 150 Thugs, 50 Rangers
    ANY general: [1: 120R, 2: 100R 38S 62C (190R - 210R - 220R 5S)]
    ANY general: [120M 22S 58C (107M - 117M - 120M 10S)]


    If you have two fast generals, send all four generals right after each other.
    If you have at least 27E (for the block on camp 10), you may opt to use a normal general in position C.

    If you have already killed camp 10, send generals B, C and D right after each other.
    In this case general C can always be ANY general.

    If you have already killed both camps 10 and 11, send only generals C and D (no block).
    In this case, replace the BATTLE HARDENED general (as listed) with ANY general.

    From A to Camp 10) 80 Thugs, 100 Guard Dogs, 20 Rangers
    BLOCKING NORMAL general: [48S 146C (-)] {140 - 240 seconds of fighting, 17% chance of 140 seconds}
    BLOCKING NORMAL general: [17S 27E 149C (-)] {140 - 220 seconds of fighting, 3% chance of 140 seconds}
    BLOCKING NORMAL general: [44S 67E (-)] {140 - 200 seconds of fighting, <2% chance of 140 seconds}

    From B to Camp 11) 150 Thugs, 50 Rangers
    BLOCKING NORMAL general: [78S 122C (-)] {140 - 260 seconds of fighting}
    BLOCKING NORMAL general: [82E 89C (-)] {160 - 260 seconds of fighting}
    BLOCKING NORMAL general: [29S 59E 80C (-)] {160 - 220 seconds of fighting}


    The setups for generals C and D depend on what kind of main general you have.
    Keep sending generals C and D right after generals A and B.

    If you have a BATTLE HARDENED general with longbows follow this:

    From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
    BATTLE HARDENED general: [148C (148C)] {10 seconds of fighting}

    From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 0-10 Rangers
    BATTLE HARDENED general: [43S 12C 145LB (34S - 39S - 43S 6C)] {40 seconds of fighting}


    If you have a BATTLE HARDENED general with crossbows or
    if you have a VETERAN general with longbows follow this:

    From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
    BATTLE HARDENED general: [87C (87C)] {10 seconds of fighting}

    From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 43-56 Rangers
    BATTLE HARDENED general: [44S 63C 93XB (32S - 38S - 44S 10C)] {40 seconds of fighting}
    VETERAN general: [45S 63C 142LB (32S - 38S - 45S 6C)] {40 seconds of fighting}


    If you have a VETERAN general with longbows, the version below is cheaper in lost units, but also more risky.
    I would not try this version unless you have elite soldiers for the first block on camp 10 above.

    If you have at least a VETERAN general with crossbows follow this:

    From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
    BATTLE HARDENED general: [50C (50C)] {10 seconds of fighting}

    From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 80 Rangers
    VETERAN general: [4R 80M 1S 100C 65LB (4R 60M - 4R 69M - 4R 80M)] {50 seconds of fighting}
    VETERAN general: [37R 40S 100C 73LB (37R 24S - 37R 31S - 37R 39S)] {50 seconds of fighting}
    VETERAN general: [62M 3S 100C 85XB (50M - 57M - 62M 2S)] {40 seconds of fighting}
    VETERAN general: [30R 30S 1E 100C 89XB (30R 18S - 30R 24S - 30R 30S)] {40 seconds of fighting}
    VETERAN general: [65R 20S 1E 100C 64K (65R 4S - 65R 10S - 65R 20S)] {30 seconds of fighting}
    MAJOR general: [77R 8S 1E 100C 84K (69R - 77R 2S - 77R 8S)] {30 seconds of fighting}


    Camp 12 can be killed in one wave if you have a MASTER of Martial Arts:

    From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
    MASTER of Martial Arts: [90R 130S (90R 33S - 90R 45S - 90R 62S)] {50 seconds of fighting}
    MASTER of Martial Arts: [96R 59S 65E (96R 28S - 96R 42S - 96R 59S)] {50 seconds of fighting}
    MASTER of Martial Arts: [25R 130M 65S (25R 99M - 25R 119M - 25R 130M 10S)] {50 seconds of fighting}
    MASTER of Martial Arts: [133R 17S 1E 69K (125R - 133R 5S - 133R 17S)] {30 seconds of fighting}
    MASTER of Martial Arts: [163R 7E 50K (130R - 150R - 163R 5E)] {40 seconds of fighting}


    The cheapest way is to use your MASTER of Martial Arts for the suicidal wave though:

    From C to Camp 12) 1 Metal Toothed, 50 Guard Dogs, 60 Roughnecks, 80 Rangers
    MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}

    From D to Camp 12) 1 Metal Toothed, 60 Roughnecks, 55-60 Rangers
    VETERAN general: [87R 20S 72C 71LB (87R 3S - 87R 10S - 87R 19S)] {50 seconds of fighting}
    VETERAN general: [91R 7S 83C 69XB (74R - 87R - 91R 6S)] {50 seconds of fighting}
    VETERAN general: [99R 1S 1E 84C 4XB 61K (74R - 87R - 99R 1S)] {30 seconds of fighting}
    MAJOR general: [96R 1S 1E 107C 4XB 61K (67R - 82R - 96R 1S)] {30 seconds of fighting}
    MASTER of Martial Arts: [103R 6S 14C 97LB (81R - 97R - 103R 5S)] {40 seconds of fighting}
    MASTER of Martial Arts: [97R 1E 56C 66XB (68R - 82R - 97R)] {40 seconds of fighting}
    MASTER of Martial Arts: [96R 1E 56C 6XB 61K (67R - 81R - 96R)] {30 seconds of fighting}


    The marching time for general C, from the moment general A starts his battle, till the moment general C starts his battle, is less than 80 seconds (23 steps marching) plus the time it takes to send off generals B and C, some 5 seconds each. The total time of marching and fighting for generals C and D will thus be less than 80+5+5+10+40 = 140 seconds. With all block versions lasting 140 seconds or longer, there should normally not be any danger with this block. However, if your last fight lasts 50 seconds, or if you don't have a battle hardened general to use for general C, then your total fighting will last over 140 seconds, and there will be a small chance (depending on which block you use) that the first block on camp 10 will finish too soon.




    Garrison Position G3 (BLOCK Camps 8-9)
    Move one normal general, one any general and one fast general (veteran or battle hardened) to garrison position G3.
    • Position A: NORMAL general
    • Position B: ANY general
    • Position C: VETERAN general or BATTLE HARDENED general


    If you do not have a fast general, kill camp 8 first:
    Camp 8) 100 Guard Dogs, 90 Roughnecks
    ANY general: [160R 40S (135R - 154R - 160R 7S)]


    Send generals B and C right after general A has appeared outside his garrison.
    Otherwise, if general B marches out at the same time as general A, there is a risk that general B will be intercepted within friendly territory.

    From A to Camp 8) 100 Guard Dogs, 90 Roughnecks
    BLOCKING NORMAL general: [118S (-)] {160 - 280 seconds of fighting}
    BLOCKING NORMAL general: [108E (-)] {180 - 300 seconds of fighting}
    BLOCKING NORMAL general: [62S 53E (-)] {180 - 300 seconds of fighting}
    BLOCKING NORMAL general: [34S 78E (-)] {180 - 300 seconds of fighting}


    Depending on what generals you've got and what you're prepared to lose (cavalry or soldiers), there are a few alternatives below:

    Losing 50C:

    From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers
    ANY general: [50C (50C)] {20 seconds of fighting}

    From C to Camp 9) 1 Chuck, 100 Roughnecks, 50 Rangers
    VETERAN general: [8R 100S 62C 80LB (8R 82S - 8R 90S - 8R 99S)] {50 seconds of fighting}
    VETERAN general: [20R 79M 1S 59C 91XB (20R 60M - 20R 69M - 20R 79M)] {40 seconds of fighting}
    VETERAN general: [59R 35S 1E 59C 96XB (59R 23S - 59R 28S - 59R 35S)] {40 seconds of fighting}


    Using your Master of Martial Arts for the suicide:

    From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers
    MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}

    From C to Camp 9) 1 Chuck, 100 Roughnecks, 25-30 Rangers
    BATTLE HARDENED general: [16R 57S 27C 100XB (16R 41S - 16R 48S - 16R 56S)] {40 seconds of fighting}
    VETERAN general: [58R 83S 24C 85LB (58R 37S - 58R 45S - 58R 82S)] {50 seconds of fighting}
    VETERAN general: [117R 11S 1E 30C 91XB (112R - 117R 4S - 117R 11S)] {40 seconds of fighting}
    VETERAN general: [117R 11S 1E 30C 77XB 14K (112R - 117R 4S - 117R 11S)] {30 seconds of fighting}
    MAJOR general: [130R 1S 1E 34C 75XB 29K (102R - 117R - 130R 1S)] {30 seconds of fighting}


    Losing 120C or using your Master of Martial Arts and losing 56C:

    From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers
    ANY general: [120C (120C)] {20 seconds of fighting}
    MASTER of Martial Arts: [56C (56C)] {10 seconds of fighting}

    From C to Camp 9) 1 Chuck, 99-100 Roughnecks, 0-2 Rangers
    BATTLE HARDENED general: [105S 95LB (60S - 71S - 105S)] {50 seconds of fighting}
    BATTLE HARDENED general: [72R 29S 99XB (72R 15S - 72R 22S - 72R 28S)] {40 seconds of fighting}
    VETERAN general: [135R 19S 96LB (135R - 135R 8S - 135R 18S)] {50 seconds of fighting}
    VETERAN general: [125R 1S 1E 123XB (94R - 110R - 125R 1S)] {40 seconds of fighting}


    If you've still got two Masters of Martial Arts alive, there is also a possibility to use two suicidal attacks.
    Open the spoiler for more details:

    Spoiler
    • Position A: NORMAL general
    • Position B: MASTER of Martial Arts
    • Position C: MASTER of Martial Arts
    • Position D: VETERAN general or BATTLE HARDENED general


    Send generals B, C and D right after general A has appeared outside his garrison.
    Otherwise, if general B marches out at the same time as general A, there is a risk that general B will be intercepted within friendly territory.

    From A to Camp 8) 100 Guard Dogs, 90 Roughnecks
    BLOCKING NORMAL general: [118S (-)] {160 - 280 seconds of fighting}
    BLOCKING NORMAL general: [108E (-)] {180 - 300 seconds of fighting}
    BLOCKING NORMAL general: [62S 53E (-)] {180 - 300 seconds of fighting}
    BLOCKING NORMAL general: [34S 78E (-)] {180 - 300 seconds of fighting}

    From B to Camp 9) 1 Chuck, 50 Guard Dogs, 100 Roughnecks, 50 Rangers
    MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}

    From C to Camp 9) 1 Chuck, 100 Roughnecks, 25-30 Rangers
    MASTER of Martial Arts: [1R (1R)] {10 seconds of fighting}

    From D to Camp 9) 1 Chuck, 98-99 Roughnecks
    BATTLE HARDENED general: [100S 100LB (59S - 66S - 100S)] {50 seconds of fighting}
    BATTLE HARDENED general: [72R 28S 100XB (72R 15S - 72R 21S - 72R 27S)] {40 seconds of fighting}
    BATTLE HARDENED general: [73R 26S 1E 83XB 17K (73R 15S - 73R 21S - 73R 26S)] {30 seconds of fighting}
    VETERAN general: [136R 14S 100LB (136R - 136R 5S - 136R 13S)] {50 seconds of fighting}
    VETERAN general: [117R 1S 1E 131XB (88R - 104R - 117R 1S)] {30 seconds of fighting}
    VETERAN general: [112R 1S 1E 82XB 54K (86R - 99R - 112R 1S)] {30 seconds of fighting}
    MAJOR general: [88R 1S 1E 90XB 90K (63R - 76R - 88R 1S)] {30 seconds of fighting}



    The marching time for general B, from the moment general A starts his battle, till the moment general B starts his battle, is less than 40 seconds (11 steps marching) plus the time it takes to send off general B, some 5 seconds. The total time of marching and fighting for generals B and C will thus be less than 40+5+20+50 = 115 seconds with the slowest setups above. With all block versions lasting 160 seconds or longer, there should not be any danger with this block.






    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; 13.11.15 at 21:39. Reason: Added suicidal MoMA on camp 3

  2. #392
    Treasure Hunter Polymer's Avatar
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    Seing that is missing from your collection, can I add a Gunpowder guide? I seem to specialise in adventures noone else plays.
    Last edited by Polymer; 18.11.12 at 12:48.

  3. #393
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    Quote Originally Posted by Polymer View Post
    Seing that is missing from your collection, can I add a Gunpowder guide? I seem to specialise in adventures noone else plays.
    Just add it so that everyone can play it

  4. #394
    Treasure Hunter Polymer's Avatar
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    Updated guide with MMA/MG options here

    Use with caution, problems have been reported with blocks on this and other adventures


    Polymer


    Gunpowder
    with Round Blocks
    Maximum Losses (veteran and crossbows): 2120R, 200B, 104M, 10S, 31C
    Troops required: 2120R, 200B, 104M, 150XB, 75S, 223ES, 488C

    Difficulty: 5/10
    Number of Players: 3
    Duration: 4 days
    Where to get?: Trader (Shop) for 200 map fragments

    Credits:
    Franky_13 user on http://dso-karten.de/index.php?site=...rticlesID=1465
    trimy http://img841.imageshack.us/img841/200/gunpowderb.jpg


    Disclaimer: understand that you play an adventure at your own risk, always check yourself troop setups with a simulator and keep an eye on the blocks making sure they work. I post only ideas that worked for me. Dead troops are gone and won`t be refunded
    Also, my setups are not necessarly the most economical ones. I assume the troops are there and given that they can be used. I also assume you don`t start a hard adventure without having enough higher tier troops.



    Full size image






    All following blocks are done with REGULAR generals, only first wave attacks on camps are done with fast generals.
    Blue line represents block path, red line the attack path.

    Sector 2:

    Send the second blocking general with a 3-5 seconds delay after the first.

    C8:
    50 BD, 100 MD

    optional kill: 68R, 1ES, 124C, 57 XB
    block: 20ES, 165C --- 6-10 rounds, avg 7.78

    C7:
    120 BD, 60 MD

    optional kill: 49R, 1M, 200C
    block: 175C --- 6-11 rounds, avg 7.59

    C6:
    40 BD, 80 MD, 50 CD

    110R, 140K (106R)
    or
    124R, 126 ES (124R)




    Sector 3:

    Send the second blocking general with a 3-5 seconds delay after the first, the veteran attack with a 5 seconds delay after second blocking general.

    C9:
    30 BD, 120 MD
    optional kill: 91R, 1ES, 78C, 80 XB
    block: 45ES, 120C --- 5-12 rounds, avg 8

    C10:
    90 BD, 90 MD
    optional kill: 75R, 1ES, 130C, 44 XB
    block: 26S, 150C --- 6-11 rounds, avg 7.81

    C11: wait 5 seconds
    40 BD, 100 MD, 30CD

    117R, 1ES, 132K (116R)
    or
    147R, 103ES (147R)



    Sector 4:

    Attack C5 from sector 2:
    C5:
    70 BD, 50 MD, 80 CD
    135R, 115 ES (135R)

    Next triple block has the chances of being nasty. I do NOT recommend the block if you don`t have cannoneers, and if you do, keep eyes open and send the generals in the proper order, they are numbered on the picture for a good reason.

    C12:
    80 BD, 60 MD, 60 CD
    optional kill 150R, 100 ES (150R)
    block: 9ES, 190C --- 5-10 rounds, avg 7

    C14:
    80 MD, 20 CD, 80 LbD
    optional kill 67R, 30ES, 115C, 38 XB (67R)
    block: 40ES, 101C --- 5-11 rounds, avg 7

    C13:
    50 MD, 70 CD, 50 LbD
    optional kill 91R, 159 ES (91R)
    block: 197C --- 5-10 rounds, avg 7.69

    C15:
    50 CD, 70 LbD, 50 SD

    110R, 1ES, 139K (108R) --- 1 round
    or
    137R, 113 ES (137R) --- 2 rounds (not recommended)





    Sector 1:

    Allow 5 seconds delay between generals.

    C4:
    100 BD, 100 MD
    optional kill: 95R, 1ES, 120C, 34 XB
    block: 68ES, 60C --- 5-11 rounds, avg 7.56

    C3:
    60 BD, 90 MD, 30 CD

    124R, 1ES, 125K (124R, 1ES)
    or
    70R, 1 ES, 120C, 59 XB (70R, 30C)





    Sector 5:

    C16
    75 LbD, 75 SD
    kill 60R, 1ES, 139C, 50 XB (60R)
    block: 12 ES, 187C --- 7-13 rounds, avg. 8.99 {180-260sec, avg.200sec}


    If you use cannons version, move the veteran in the BHG spot on the picture. This block is risky and you can at times lose the troops on the first blocking general.

    C17
    50 CD, 100 SD
    kill 81R, 1ES, 43B, 125 XB
    block: 55 ES, 140C --- 7-13 rounds, avg 9.3 {180-260sec, avg.220sec}

    C18
    40 CD, 70 LbD, 70 SD
    optional kill :
    w1: 50R
    w2: 70R, 1ES, 100C, 29 XB

    block: 51 ES, 100C --- 6 -12 rounds, avg 8.55 {160-240sec avg.220sec}

    C19
    50CD, 50 LbD, 100 SD

    165R, 85K (163R) -- 2 rounds {40sec}
    or
    w1: 60R (60R) --- use fast general / 1 round {10sec}
    w2: 84R, 1 ES, 80C, 85 XB (84R)/ 2 rounds {40sec}




    Sector 6:

    Send general in the middle camp to attack C22, wait untill he enters it and then send in order attacks on C20, C23 and C21. If you use the cannons version, place veteran general on the position where the BHG is on the picture.
    C22
    100 CD, 100 SD
    block: 115 ES --- 7-14 rounds, avg. 10 {180-280sec, avg 240sec} or 128 S, for 1 round {20sec}shorter
    optional kill: 157R, 93ES (157R)

    C20
    50CD, 70 LbD, 80 SD
    block: 40 ES, 155C --- 7-13 rounds, avg. 9.36 {180-260sec, avg 220sec}
    optional kill:
    w1:60R (60R)
    w2: 60R, 2M, 38ES, 100C, 50XB (60R, 2M, 1ES)


    C23
    80 LbD, 120 SD
    optional kill: 155R, 1ES, 52C, 42XB (155R)
    block: 1S, 67ES, 132C

    C21
    200 SD

    122M, 128K (122M) --- 2 rounds
    or
    w1: 200R or 200B--- use fast general
    w2: 109R, 1ES, 140 XB (109R)



    Sector 7:

    Next block can be done from 2 positions for the veteran general marked on next picture with A and B. Notice B is the position occupied possibly by the fast general recovering from last block.
    Anyway order of sending attacks is A-1-2-3 in fast succession if veteran can`t be positioned on B spot or 1-2-3-B if the fast general has recovered and can be moved away.

    C24
    70 LbD, 130 SD
    block: 80ES, 119C --- 7-14 rounds, 8.97avg {180-280sec, avg 220sec}
    optional kill: 120R, 20S, 70C, 40XB (120R, 20S, 1C)

    C25
    50 CD, 50 LbD, 100 SD
    block: 75 S, 120C --- 7-13 rounds, avg.9.08 {180-260sec, avg.220sec}
    optional kill:
    w1: 60R (60R)
    w2: 85R, 1ES, 80C, 84XB (84R)


    C26
    50 CD, 150 SD
    block: 127ES, 62C --- 8-14 rounds, avg 9.87 {200-280sec, avg.240sec}
    optional kill:
    w1: 60R (60R)
    w2: 137R, 2ES, 111XB (137R)


    C27
    100 SD, 100 XBD

    79R, 24M, 1ES, 120C, 26K (79R, 24M)
    OR
    57M, 1ES, 129C, 63XB --- 2 rounds, veteran 40sec







    Sector 8:

    C28
    50 CD, 80 SD, 60 XBD
    w1: 60R (60R)
    w2: 61R, 1ES, 135C, 53K (61R)
    or
    w2: 65R, 1ES, 134C, 50XB (65R)

    C29
    90 SD, 90 XBD
    70R, 10S, 110C, 60XB (70R, 8S)


    C30
    40 CD, 80 SD, 80XBD
    optional kill:
    w1: 48R
    w2: 66R, 1ES, 102C, 81XB

    block: 35ES, 164C --- 7-13 rounds, avg 9.4 {180-260sec, avg. 220sec}

    C31
    40 CD, 100 SD, 60XBD

    w1: 48R (48R) --- use fast general
    w2: 84R, 1ES, 80C, 85XB (84R)



    Sector 9:

    C32
    120 SD, 80 XBD

    100R, 28M, 1ES, 84C, 37K (100R, 28M, 1ES)
    or
    55R, 47M, 1ES, 100C, 47XB (55R, 47M)

    On camps 33, 34 and 35 you can try trimy`s block, on his map camps are numbered 26-27-28 in which case garrissons should be placed like here: http://img841.imageshack.us/img841/200/gunpowderb.jpg


    Remember to delay the veteran attack with 5 seconds.
    C33
    70CD, 130 SD

    w1: 84R (84R)
    w2: 100R, 14ES, 136XB (100R)

    Untested: trimy block: 80M, 40S, 40ES, 40XB

    C34
    200 SD
    optional kill
    w1: 200R or 200B--- use fast general
    w2: 109R, 1ES, 140 XB (109R)

    block: 168ES, 20C --- 8-15 rounds, avg. 10.34 {200-300sec, avg 240sec}
    OR
    block: 20M, 40S, 120ES, 20C --- 8-15 rounds, avg. 10.44 {200-300sec, avg 240sec}

    C35
    100 SD, 100XBD

    79R, 24M, 1ES, 120C, 26K (79R, 24M)
    OR
    99R, 10S, 1ES, 105C, 35XB (99R, 10S) --- 2-3 rounds, avg.2







    Sector 10:

    Best to call in lootspotters now and send them on the stonetowers. Carefull when you check combat simulation to pick the stone tower too as it gives a 90% bonus (I didn`t and wondered why some of my xbows died). You can send lootspotters though on any camp in this sector with 1-5R.

    C36 stone tower
    60 ESD, 40 KD
    99R, 1ES, 150XB (99R)

    C37 stone tower
    50 ESD, 50 KD
    114R, 1ES, 135XB (114R)

    C39
    60ESD, 60XBD
    49R, 1ES, 120C, 80XB (49R)

    skip C38
    50ESD, 70XBD
    41R, 1ES, 158C, 50XB (41R)


    C40
    2 Big Bertha, 50 ESD, 50 XBD, 20 KD
    w1: 200B (200B)
    w2: 48R, 202ES (48R)


    Summary:

    Computed for crossbow version, not cannon.
    Last edited by Polymer; 02.09.14 at 04:12. Reason: Checked block problems, added cannons version

  5. #395
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    Great Bandit Nest guide. This Gunpower guild looks good think I am gunna try it mix things up at little. Would love to see DP and RB guides

  6. #396
    Forum Explorer Killste's Avatar
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    thanks for Tage and Polymer for guides. Updating them in front page

    "I remember old times when we had to go level 50, no rewards, nothing in there, only destination"

    How To Adventure

    How to join a Guild

  7. #397
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by ungolf View Post
    Would love to see DP and RB guides
    DP (Dark Priests) is already done... I guess you meant DB (Dark Brotherhood)?

    DB is currently in the making... but that making is taking some time...

  8. #398
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    Hi Tage i didn't see set up for 1st 3 camps are we skipping those camps?

  9. #399
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by santoshdn View Post
    Hi Tage i didn't see set up for 1st 3 camps are we skipping those camps?
    I guess we're talking about Traitors?

    In that case, yes, we are skipping those.
    Camp 4 is the leader camp of that sector, and when the leader is killed, camps 1-3 will die as well.

  10. #400
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    Quote Originally Posted by Tage View Post
    DP (Dark Priests) is already done... I guess you meant DB (Dark Brotherhood)?

    DB is currently in the making... but that making is taking some time...

    Ya my bad I so ment DB but that good to know your working on it. Keep up the awesome guides

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