The Black Knights
with veteran combat-general.
28175xp
Reviewing Hasmir's Black Knights
Garrisons needed for crossbows [1300R 10M 50S 130E 130C 120XB]
Maximum losses [(1280R 10M 2S)]
Garrisons needed for cannonneers [1060R 130E 170C 120XB 130Q]
Maximum losses [(1010R)] (playing 3 blocks)
South West region
To attack this region the garrisons need to be put into the far South-east.
Shandrogars tactikmap shows the correct procedure to make some nice blocks here.
x) 100 D. Militia, 100 D. Longbowman Do not attack
x) 100 D. Bowman, 100 D. Soldier Do not attack
1) 100 D. Militia, 100 D. Cavalry [97E]
2) 60 D. Cavalry, 60 D. Longbowman, 60 D. Elite Soldier, 10 D. Cannoneer [1:72R 2:52R 1S 80C 117XB (124R)]
[131R 119Q (121R)] Might not look like much, but the chance that the battles makes it to the 2nd round is rather slim.
Average loss just 110R here.
North West region
x) 100 D. Militia, 100 D. Longbowman Do not attack
x) 100 D. Bowman, 100 D. Soldier Do not attack
x) 100 D. Militia, 100 D. Cavalry Do not attack
This camp 7 should be attacked from the position where camp 1 used to be.
Then the general swirls nicely around the mountainrange avoiding all other camps
7) 60 D. Cavalry, 60 D. Longbowman, 60 D. Elite Soldier, 10 D. Cannoneer [1:72R 2:52R 1S 80C 117XB (124R)]
or [131R 119Q (121R)]
South East region
x) 100 D. Militia, 100 D. Longbowman Do not attack
x) 100 D. Bowman, 100 D. Soldier Do not attack
3) 100 D. Militia, 100 D. Cavalry [97E]
4) 60 D. Cavalry, 60 D. Longbowman, 60 D. Elite Soldier, 10 D. Cannoneer [1:72R 2:52R 1S 80C 117XB (124R)]
or [131R 119Q (121R)]
Central region
Best is to skip these central camps for a while, and save them for last.
It makes life for the invites a lot easier
x) 60 D. Elite Soldier, 60 D. Crossbowman Do not attack
x) 60 D. Elite Soldier, 60 D. Crossbowman This is the camp, where invites can make their kill with just 1R.
5) 60 D. Elite Soldier, 60 D. Crossbowman [49R 1E 127C 73XB (49R)] or [46R 1E 167C 36Q (46R)]
6) 1 Sir Robin, 50 D. Cavalry, 50 D. Elite Soldier, 50 D. Crossbowman [1:110R 2: 150R 100E (260R)] or
[135R 115Q (134R)] The firepower of the Quarterpound artillery saves many a loss here.
Central North region
x) 60 D. Longbowman, 60 D. Elite Soldier, 10 D. Cannoneer Do not attack
x) 100 D. Militia, 60 D. Cavalry, 40 D. Crossbowman Do not attack
x) 140 D. Longbowman, 30 D. Elite Soldier Do not attack
8) 60 D. Elite Soldier, 60 D. Crossbowman, 20 D. Cannoneer
[57R 1E 75C 117XB (57R 1E)] Chance of losing the Elite is to slim ever happen.
North East region
Attacks on this region are made from the south-east corner. Position your veteran close to the ruins at the right side to avoid interceptions.
You will clear the passage in the narrow canyon in the north-east and attack the Bertha from that spot. Long walks for the veteran.
x) 90 D. Cavalry, 90 D. Elite Soldier Do not attack
x) 100 D. Militia, 90 D. Elite Soldier Do not attack
x) 110 D. Soldier, 25 D. Cannoneer Do not attack
9) 80 D. Soldier, 80 D. Crossbowman [66R 1E 125C 58XB (66R)] or [66R 1E 135C 48Q (66R)]
10) 100 D. Cavalry, 100 D. Crossbowman [120R 130E (120R)]
11) 100 D. Soldier, 75 D. Crossbowman [[93R 1E 92C 64XB (93R)] or [89R 1E 90C 70Q (89R)]
12) 50 D. Longbowman, 100 D. Elite Soldier [114R 1E 61C 74XB (114R)] or [85R 70C 95Q (85R)]
13) 1 Big Bertha, 50 D. Elite Soldier, 50 D. Crossbowman, 25 D. Cannoneer [150R 10M 2S 88E (150R 10M 2S)]
or [140R 1E 109Q (135R)] which defeats the Big Bertha in just 4 rounds and an average loss of just 125R.
Due to this minimal rounds a new block-pattern emerges;
Blocking on Northern Castle
Image G3 on the right side shows how it's done.
saving 85R
12) 50 D. Longbowman, 100 D. Elite Soldier [58E 138C] fights for 7 ~ 14 rounds
13) 1 Big Bertha, 50 D. Elite Soldier, 50 D. Crossbowman, 25 D. Cannoneer [140R 1E 109Q (135R)] Vanquishes leader in 4 rounds