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Thread: The shaman

  1. #21
    Nifty
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    http://prntscr.com/1c7la4


    lovely just what a lvl 50 needs
    Last edited by peck_ed; 27.06.13 at 19:47.

  2. #22
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    Quote Originally Posted by peck_ed View Post
    Here is a good image guide by Seamus1! With Elites



    Special Thanks to ThankMe from Northisle

    First step : remove 2 stone
    Second step : travel general to G2

    Camp 4
    camp 5

    Camp 2
    Camp 3
    Last edited by sKatalinas; 27.06.13 at 12:52. Reason: Upgrade

  3. #23
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    Quote Originally Posted by Gerontius View Post
    Ideas for blocks on Shaman adventure



    I'll add some simple blocks based on this map as I work my way through the adventure:

    Camps 2 and 3
    Place blocking (normal) general as close as you can (ie where the map says "G1"). Place attacking general just behind. The precise location of the generals doesn't matter, but it's easier if they're close together like this.

    Preview the path of the attacking general and count 10 flags. Remember the location of the tenth flag. It should be somewhere around the dead tree near the entrance to the first sector if you've placed the generals as described above.

    Send the blocking general at camp 2, then get your attacking general ready to attack camp 3. Send the attacking general just after the blocking general has reached the 10th flag of the preview path.

    Camps 4 and 5
    Move blocking (normal) general as close as possible (ie where the map says "G2"). Place attacking (fast) general at the second closest position available, below and to the left of the normal general (ie just below the retro hut, to the left of the retro well).

    Blocking general: 5 Elites, 150 Cavalry
    a 1R block is probably possible, but looks very tight. Instead, a fight with this set-up will last at least 4 rounds, which should always be enough:

    For the attacking general, any attack scheme that takes 2 rounds is pretty sure to work, which means you really need to be using a veteran. If you only have a battle hardened general, 40 Militia and 160 soldiers almost always takes 2 rounds and you'll lose around 5 of the soldiers.

    Send the blocking general first, and the attacking general immediately afterwards.
    Quote Originally Posted by Kishy View Post
    how you skipped one more sector to shaman
    One of the first quests you get is to click on the rocks... If you click on the rocks... you can move your generals straight to G2 position...

  4. #24
    Keen Commentor EctoRune's Avatar
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    A safe attack on the shaman camp is 125 recruits, 125 cannons. If you don't have cannons, it might be better to use two attacks, I haven't done the maths.

    Edit:
    150r, 50s, 50e will get you through losing about 20 soldiers. Obviously this isn't an optimized setup, but it's safe
    Last edited by EctoRune; 27.06.13 at 13:43.
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  5. #25
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    where are the stones you need to click on ?

  6. #26
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    Quote Originally Posted by EctoRune View Post
    A safe attack on the shaman camp is 125 recruits, 125 cannons. If you don't have cannons, it might be better to use two attacks, I haven't done the maths.
    I used 100 Recruits, 20 Militia, 130 Cannoneers (2 rounds, 96R lost). 120 Recruits, 130 Cannoneers will probably do the trick also.

    The camp with 80 Cultists, 60 Shadowsneakers, 50 Firedancers can be blocked using 180 Recruits (3 rounds, 100% chance of victory).
    Place the blocking general next to the witch tower and the attacking general on the other side of the rocks (as close as possible) and send the attacker out first, followed by the blocker. You may want to let the attacker walk a few flags before sending out the blocker.

    It might be possible to block the camp with 40 Shadowsneakers, 80 Firedancers, 80 Dancing Dervishes, but I haven't tried it.
    I used a two wave attack. Wave 1: 100 Recruits; wave 2: 4 Recruits, 1 Elite Soldier, 135 Cavalry, 110 Crossbowmen (max. 104R lost).
    Last edited by Illumion; 27.06.13 at 14:22.

  7. #27
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    Quote Originally Posted by EctoRune View Post
    A safe attack on the shaman camp is 125 recruits, 125 cannons. If you don't have cannons, it might be better to use two attacks, I haven't done the maths.

    Edit:
    150r, 50s, 50e will get you through losing about 20 soldiers. Obviously this isn't an optimized setup, but it's safe
    Done it with 150R 40S 60E and lost only 4S. My guess is if you use 150R 20S 80E you will lose only R

  8. #28
    Keen Commentor EctoRune's Avatar
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    You're most likely right. But for the most part, I prefer losing a few extra recruits and soldiers, rather than risk losing elites.

    Until one of the simulators get the Shaman built in, perfecting an attack will be quite cumbersome.
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  9. #29
    Original Serf
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    camp 12: 81R 18B 35E 116A (81R 6B - 81R 12B - 81R 17B)

  10. #30
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    Here is my attempt using a 200 Troop Gen with no blocks in camp order

    abrev r-recruits, s-soldiers, b-bowmen, lb-Long Bowmen, e-elite

    Sector 1
    camp1 100 Scavenger 50 Ranger

    Elite: 40r 40s 20e 100c
    Sol: 40r 20s 40b 100c
    Losses 40r 1s

    Camp 2 80 Scavenger

    Elite & Sol 20r 180c Losses 19r

    Bandit Leader 50 Scavenger 50 Dog 80 Stone Thrower

    Elite: 160r 40e losses 117r
    Sol: 120r 80s losses 118r
    _______________________________________________

    Sector 2

    Camp3 80 Scavenger 100 thugs

    Elite & Sol 140r 40s 20b losses 140r 20s

    Camp4 90 Scavenger 80 Rangers

    Elite & Sol: 40r 40b 120c losses 35r

    Camp5 80 Scavenger 80 Stone Throwers

    Elite & Sol: 40r 40s 120c losses 34r

    Bandit Leader 100 Scavenger 80 Guard dogs 1 Skunk

    Elite: 80r 120e losses 70r
    Sol: 80r 120s losses 71r

    ________________________________________

    Sector 3

    camp6 100 Scavenger 80 Guard Dogs

    Elite 80r 20s 100e losses 68r
    Sol: 80r 120s losses 69r

    Camp7 100 Guard Dogs 80 Rangers

    Elite & Sol: 100r 100s losses 75r

    camp8 100 Scavengers 40 Guard Dogs 50 Stone Throwers

    Elite: 140r 60e losses 128r
    Sol: 140r 60s losses 129r

    camp9 160 Thug

    Elite & Soldiers 160r 40s losses 160r 16s

    Bandit Leader 80 Scavengers 100 Rangers 1 One Eyed Bert

    Elite: 120r 20e 60c losses 110r

    __________________________________________________
    Sector 4

    camp10 60 Cultist 80 Shadowsneaker 60 Dark Priest

    Elite & Sol 160r 40s losses 155r

    camp11 80 Cultist 80 Fanatic

    Elite & Sol 100r 100c

    camp12 40 Shadowsneakers 80 Firedancers 80 Dancing dervishes

    Elite & Sol: 1st Wave 200lb 2nd Wave 20r 180b

    camp13 80 Cultists 60 Shadowsneakers 50 Firedancer

    Elite & Sol 40r 160b losses 40r 107b

    Bandit Leader 100 cultist 1 witch of the swamp 1 Mystical Shaman

    Elite 40r 140e 20c losses 40r 84e
    Sol: 120s 80b losses 110s

    I'm sure it can still be tweaked for x-bows but was designed for a few of our lower guildies, but at least it's something.
    Last edited by DrZux; 27.06.13 at 15:05. Reason: added image

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