Reply to Thread
Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 34

Thread: Old ruins

  1. #21

  2. #22
    Original Serf
    Join Date
    Oct 2012
    Posts
    16
    World
    Newfoundland

  3. #23
    Enlightened Sage
    Join Date
    Jan 2012
    Posts
    867
    World
    Northisle
    NB, you can do a couple of 1R blocks on camp 2 to get to camps 3 and 4. Attacking general should trail blocking general by 3 flags.

  4. #24
    Pathfinder mrsButters's Avatar
    Join Date
    May 2012
    Posts
    6
    World
    Northisle
    it's also possible to kill camp 7 with just 1 wave if you'd rather sacrifice militia instead of cavalry. 55R 85M 100C (losses 55R 70M)

  5. #25
    Pathfinder
    Join Date
    Jun 2013
    Posts
    5
    World
    Sandycove
    someone know if it is possible do a block for the last 2 camp?

  6. #26
    Skilled Student Bolek's Avatar
    Join Date
    Mar 2012
    Posts
    30
    World
    Northisle
    To block on camp with 1 wots, 80 cultists use: 80R, 20E, 100C (9-10 rounds); option with no E: 100R, 20S, 80C (7-10 rounds)

    To block on camp with 1 wots, 80 firedancers use: 100E,100C (5-9rounds), option I used: 80S, 20E, 100C (5-8rounds); option with no E: 100S, 100C (5-7 rounds)

    Setup for final camp that I used (without K) with those blocks is: 120R, 130S. Battle took 6 rounds. It worked fine for me but block on camp with firedancers is a bit risky and u may want to consider to kill it and use block only on one camp with cultists (or use better setup for final camp that wont last 6 rounds).
    Last edited by Bolek; 28.06.13 at 21:50.

  7. #27
    Original Serf Aelneri's Avatar
    Join Date
    Jun 2012
    Location
    Norway
    Posts
    22
    World
    Newfoundland
    I did a block today on the final camps.
    Owning a vet gen, i did it this way:
    Blocking 1: 1 Witch, 80 Cultist: Normal Gen: 50R 50S 8-10 rounds
    Blocking 2: 1 Witch, 80 FireDancer: Normal Gen: 100Cav 100Elites 6-8 rounds (if you dont have elites you can do 100S and 100Cav, it lasts 5-6 rounds)
    Leader: Veteran: 120R 130 S 6 rounds

    It was tight roundwise, but the vetgen solves that problem

    Send the first general to block the Cultists , then wait a sec or two to send the second one.
    When the generals (both) have passed 6 walking-dots, send the vet-general.
    Last edited by Aelneri; 28.06.13 at 22:24.

  8. #28
    Pathfinder Gubec_Beg's Avatar
    Join Date
    Apr 2013
    Location
    Zagreb, Croatia
    Posts
    5
    World
    Newfoundland
    Hi! There is a possibility to skip camp 6, which can save us 80-90R.



    Uploaded with ImageShack.us

    Hope that helps someone

  9. #29
    Pathfinder
    Join Date
    Jul 2012
    Location
    Bristol
    Posts
    9
    World
    Sandycove
    great job Mordechaj thx!

  10. #30
    Pathfinder
    Join Date
    May 2012
    Location
    UK
    Posts
    3
    World
    Sandycove
    i just did block on wots and firedancersbut camp 6 and wots and cultists were destroyed before for block 100 cav 100E , attack 20m 60 s 120e(20m 38s) 6 rounds of fight, it is quite tight but as i had no camp 6 i could put gen straight against amps to attack it helped to count flags

Reply to Thread

Similar Threads

  1. Old Ruins adventure guide - vet and xbows-
    By sdofmsdf in forum Sandycove
    Replies: 9
    Last Post: 17.08.13, 21:26
  2. [Guide] Old Ruins Veteran Cannon Guide
    By toastkid in forum Adventure Guides
    Replies: 11
    Last Post: 16.07.13, 14:48
  3. Replies: 7
    Last Post: 09.07.13, 19:02
  4. [Guide] Old Ruins (event)
    By Metsjuku in forum Adventure Guides
    Replies: 27
    Last Post: 06.07.13, 19:10

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.