nice same goes for 13 btw
nice same goes for 13 btw
Motherly Love
2 player adventure
http://img812.imageshack.us/img812/5323/mimomother.jpg
A-Version
Needed: 320R 360C 185S 190A
Lost: 314R 360C 49S
Last edited by Mimori; 07.07.12 at 20:31.
Old friends
1 player adventure
http://img832.imageshack.us/img832/1514/mimofriends.jpg
A-Version
Needed: 378R 100C 57B 194S 86A
Lost: 376R 57B 29S
Last edited by Mimori; 07.07.12 at 20:32.
Thank you mimori
I dont mind to lose 10-20 more RC if it save abit of time
And....dd......I luv this super sexy 250 General really!
Island Of Pirates
1 player adventure
http://img694.imageshack.us/img694/2908/mimopirates.jpg
Normal tactic (A (LB) - Version)
Needed: 560R (568R) 190S 248C 80A (80LB) (can do it with only 189C, but max loss 9R more)
Lost: 557R (565R)
Block tactic (A (LB) - Version)
Needed: 423R (431R) 190S 248C 80A (80LB) (can do it with only 189C, but max loss 9R more)
Lost: 420R (428R)
Last edited by Mimori; 10.08.12 at 14:53. Reason: Added another block
thx for mother love
for victor camp 15b, I think 160M is a bit too much to spend, so I try 125M:15S:110A
it saves a lot of Militia (I don't produce Iron Sword)
here's screenshot real loss
and simulator link
btw for Camp 18 losses, it should be 72R only instead 72R:125C
that was for camp 19 with 125R:125C
and camp 20 it should be 70S loss
Last edited by Blebekblebek; 26.04.12 at 15:23.
Dark Priests
Camp 7 can be done with: [1:250c (0 loss)]
Camp 10 can be done with: [1:75r 5m 60c 110lb (75r 18c max)] (which is more then you listed but not everyone has 90 archers)
Camp 11 can be done with: [1:11r 239c (11r max)]
Camp 15 can be done with: [1:137r 113m (137r max)]
i attacked camp 9 of witch with 100r en 150 s, only lost 69r
Traitors advanced xp version (5060xp)
Troops needed:
(assuming lvl 26-lvl32 player, not using archers, elite soldiers or cannoneers)
3 normal generals and 1 veteran (250) general
233r 217c 60lb 125s 10m (233r 1m max) When blocking camp 7, 645 population needed for troops
370r 217c 60lb 125s 10m (370r 1m max), 782 population needed for troops
730r (659r max) recruits only version, 730 population needed for troops
Troop setups:
camp 4: [1:22r 1s 217c 10lb (22r max)] or [1:250r (81r max)]
camp 5: [1:44r 1s 160c 45lb (44r max)] or [1:98r 152lb (97r max)] or [1:250r (118r max)]
camp 6: [1:115r 10m 125s (115r max)] or [1:250r (124r max)]
camp 7: [double or triple block] or [1:145r 5m 100s (145r 1m max)] or [1:250r (157r max)]
camp 8: [49r 2s 139c 60lb (44r max)] or [1:250r (179r max)]
Block description:
On the SIDV map expand position G2 as follows (basicly before the gates on the 3rd island):
General 1 (G1): Goes in the spot were G2 normally goes
General 2 (G2): The veteran general, goes next to G1
General 3 (G3): Goes next to G2
General 4 (G4): Goes in the first available spot behind G3
- Assign 1 recruit to G1, G3 and G4, assign camp 8 setup to G2
- Send G4 to attack camp 7
- As soon as G4 passes G3 send G3 to attack camp 7
- As soon as G3 passes G1 send G1 to attack camp 7
- As soon as G3 is in the middle of the gates (G4 should be slightly in front of it, G1 slightly behind) send G2 to attack camp 8
Note: if you are unsure about this then either don't use it or do a test run where you equip G2 with 1 recruit too (this will cause 4 wounded generals with 4 hour recovery time). Better be safe then sorry, loosing your cavalery on camp 7 is a costly affair.
Completion:
Send the generals home (dont forget to assign the remaining troops to them first) and cancel the adventure for 5060xp, no loot will be given, you can also cancel the adventure after having done camp 4 and camp 5 for 2620xp with max 66r losses, camp 6 is worth an additional 740xp if you wish to stretch it but stop before camp 7.
Ps. feel free to use and make into a proper guide.
Last edited by Salamo_Frisbee; 30.04.12 at 17:35.