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Thread: Herpyderp's adventure guides

  1. #31
    Skilled Student herpyderp's Avatar
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    Nords

    The losses on this guide are a maximum, and so you probably won't need to bring all 185M (unless you have really bad luck).
    170M has always been more than enough to see me through this guide As usual, there should be no chance of elite soldier loss.

    Oh, and the only general you will use is a Veteran. That's why there's no general column in the settings.
    Enjoy


    Link to the full size image:
    http://imageshack.us/a/img100/9308/nordsherpyderp.png

    Bring: 185M 1E 100C 249A
    Loss: 185M

    27530xp

    1 Vet is all that is needed.
    Last edited by herpyderp; 04.10.12 at 10:29.

  2. #32
    Skilled Student herpyderp's Avatar
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    Surprise Attack

    Sticking with the Nords theme, here is Surprise Attack!

    The settings are sound but you may end up losing an elite or two if you're very unlucky.

    There are a couple more opportunities for blocks on this map. Camps 2 and 16, possibly camp 1 as well.
    I didn't do these because they either don't save many troops or they would require more troops than you
    would typically own (like 300+ elites).

    To keep troop numbers within realistic limits some of the blocks are 100% loss (if they fail). You can also
    expect lag due to the lootspot buyer so it is very important you send generals immediately one after the
    other to avoid any nasty accidents.

    If you do that, you should have absolutely no trouble. Enjoy


    Link to full size image:
    http://imageshack.us/a/img209/7793/saherpyderp.png

    Bring: 275M 250S 250E 250C 203X
    Loss: 240M 102S

    41820xp

    1 vet and 3 normal gens required
    Last edited by herpyderp; 08.10.12 at 14:38. Reason: xp

  3. #33
    Skilled Student herpyderp's Avatar
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    Victor the Vicious

    As the guide says, a BHG is highly recommended to avoid countdowns of the block camps and in one or two cases a chance of losing a block general. The settings haven't been thoroughly tested without a BHG so do so entirely at your own risk.

    I also highly recommend you simulate wave 19b yourself. 126R 43C will take out the worst case scenario but that is unlikely to be the real outcome.
    As a very general rule use 4 more cavalry than the remaining scavangers. You could also choose to lose less recruits (remove them in stacks of 20ish for optimized results) but this would mean you need more cavalry.

    If you still have 1 scavenger left after 19b, either use 65M 1E 184X for 19c (1/2200 chance of elite and minor xbow loss) or if you don't have any extra militia, send an extra wave of 6c.


    Link to full size image:
    http://imageshack.us/a/img201/1435/victorherpyderp.png

    Bring: 1593R 218M 199E 197C 185X
    Loss 1593R 218M 183C

    27482xp

    1 Vet, 1 BHG, 2 normal gens required. More generals will speed up the process considerably.
    Last edited by herpyderp; 15.10.12 at 09:25. Reason: more info.

  4. #34
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    Thumbs up Dark Priests

    It took me really long to get this 1 ready...sorry about that. I've got 2 versions of this adventure, One an XP version to get max xp & a loot version where you just do the killing that is absolutely necessary.

    I'm posting this in different threads so this is not confusing.

    XP Version
    The losses to this are





    Loot Version
    The losses to this are


    Use these as per your requirements
    Last edited by Angella; 15.10.12 at 16:12.

  5. #35
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    Thumbs up DP - XP Version

    I've use 3 normals generals here. Easier to complete.

    Hope you all will like this guide.

    Attack camp 5 with 200 recs....gen will be intercepted & camps 4 & 5 will be finished.



    The blocks have yes(for which camp to block)


    Time the blocks properly & you'll succeed. They shouldn't be much of a problem.

    1st Block





    Place the generals at G1 & attack both the camps.


    2nd Block


    Attack camp 7 first. As soon as the general is about to start the fight, send in the 2nd general to attack the leader camp.
    The block give about 4-5 rounds of fight & enough time for the gen to reach the leader.

    That's it. Good Luck
    Last edited by Angella; 15.10.12 at 16:09.

  6. #36
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    Thumbs up DP - Loot Version

    The loot version saves you 100R, less XP but can be finished fast.

    I've used 3 normal generals here. Can be done with 2 but those will need time to recover after the 1st waves. So 3 is better otherwise you'll have to wait 4 hrs for the gen recovery

    For camps & 3 & camps 4 & 5 , attack camp 3 & 5...general will be intercepted & both camps will be finished in 1 go.




    That's it. Good luck with that

  7. #37
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    Quote Originally Posted by Angella View Post
    Camp 5 - 60 Shadowsneakers, 40 Dark Priests : 30R 20M 20S ( no loss if timed properly or you lose almost all except the general ) This gives you about 3 - 4 rounds of fight & so there is time for the 2nd general to attack the leader camp with just 1 round of fight.
    thnxs Angella great job!
    the blocking didn't work for me although I'm sure I followed by letter your timing plan. I think I should send the second one a couple of cliks earlier.
    anyway, great job!

  8. #38
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    yeah....i did test it a couple of times though...

  9. #39
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    Love your Black Knight guide always seem to use 100 recs less cos is always worse case scenario for losses

  10. #40
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    just bumping this

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