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Thread: [Guide] Playing with Polymer`s minds

  1. #111
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    Finding a lot of issues on FTs. Running through BLT and keep finding the blocking timing isn't great. S1 and S5 attacks on the leader camps I've found the blocking general doesn't start until the next one has been intercepted. That was even allowing a lot more time for the first general to walk than the guide suggested. In S1, I had to send the main attack at least 2 flags later and I waited about 3 seconds after the drums ended on S5 and got intercepted a fraction before the battle started.

  2. #112
    Treasure Hunter Polymer's Avatar
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    The guides (all guides, not only mine) are dependant on lag conditions, the network speed and player speed and attention. Also on any changes BBs do that affects adventures in any way.
    These conditions differ for different persons, so the guides work for most people, not necessarly all.
    That being said, I am aware of BLT first sector block causes issues for some people, myself included when game is laggy. So I usually avoid blocks (actually I don`t even start adventure) if I notice lag. But if there is no lag that block works.
    Also I added an option to kill camp 6 which is the camp causing most issues so the rest of the block is safe now.
    If you have the time and will to put an effort and find a new block position, be my guest, I will appreciate it.
    Last edited by Polymer; 30.01.16 at 15:34.

  3. #113
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    Never mind, my mistake. Thank you for the guides.
    Last edited by Scorilo303; 24.02.16 at 13:15.

  4. #114
    Treasure Hunter Polymer's Avatar
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    Roaring Bull
    (short version)

    Credits: Hazgod, all the setups and positions are his
    Max losses: 865R (with 5 MMA)
    Short guide. Repeated MMA 1R suicides so bring as many MMA-s as you can.

    Garrisson position 1

    General positions:


    c1: 120 Nomad, 80 Composite Bowman
    MMA general: 50R, 170ES (50R)

    c2: 60 Lance Rider, 90 Nomad, 50 Cataphract

    MG general: 136R, 1ES, 133K (136R)
    or
    w1: MMA general 4: 1R (1R) --- MMA rests
    w2: MG general 5: 104R, 1ES, 165K (104R)

    Block starts here:

    Caution: Send all attacks to Witch Tower and allow the first 2 generals to be intercepted by camps 3 and 4 in order to block them.
    c3: 90 Lance Rider, 100 Cataphract
    block regular general 1: 4R, 89S, 107ES

    c4: 110 Nomad, 50 Cataphract, 40 Riding Amazonian
    block regular general 2: 19R, 10S, 150C, 21ES

    c5 Tower 1: 100 Lance Rider, 70 Nomad, 30 Cataphract, Uproarious Bull

    MG general 5: 128R, 1M, 1S, 1ES, 139K (128R)


    Garrisson position 2

    c6: 100 Cultist, 100 Firedancer
    MG general : 168R, 1ES, 101K (168R)

    c7: 70 Cultist, 50 Shadowsneaker, 80 Firedancer

    MMA general : 113R, 1ES, 106K (113R)
    or
    w1: MMA general : 1R (1R) --- MMA rests
    w2: MG general : 52R, 217C, 1ES (52R)

    c8: 20 Dark Priest, 80 Shadowsneaker, 100 Cultist

    MMA general : 75R, 1ES, 144k (75R)
    or
    w1: MMA general : 1R (1R) --- MMA rests
    w2: MG general : 30R, 239C, 1ES (30R)

    c9 Tower 2: 80 Cultist, 120 Firedancer

    MG general : 183R, 1ES, 86K (183R)
    or
    w1: MMA general : 1R (1R) --- MMA rests
    w2: MG general : 145R, 1ES, 124K (145R)


    Generals positions:


    c10: 100 Cultist, 40 Shadowsneaker, 60 Firedancer
    block regular general : 1R (1R)

    c11 Tower 3: Dark High Priest, 80 Cultist, 50 Shadowsneaker, 70 Firedancer

    w1: MMA general : 1R (1R) --- MMA rests
    w2: MG general : 153R, 1ES, 116K (153R)
    Last edited by Polymer; 13.05.16 at 18:43.

  5. #115
    Treasure Hunter Polymer's Avatar
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    [venture]Valuable Intel

    Note: make sure before you start this venture that one of your provision houses (regular or rarity) is open for bussiness and ready to make stuff required (lockpicks and treasure fleet reports).



    First task: 'Produce lockpicks and open all locked stone watchtowers.'
    So you need 3 lockpicks (cost 700 iron bars *3 = 2100 iron bars)

    On short, if you have one or more MMAs, use him/them to attack the towers with (2R,218C) , the rest of camps with 220R or a combination of 50R+militia, soldiers or elite soldiers. If you have regular generals only, use (11R,189C) on towers, 200R on rest of camps.

    Tower 1: 55R, 5B, 2K
    MMA: 2R, 218C (0-1R)

    c1: 20C, 20B
    c2: 20R, 30C
    c3: 75R

    MMA: 220R (total loss on all 3 camps 45R)

    c4= bandit leader 1: 35 S, 10C
    MMA: 220R (28R)

    Tower 2: 55R, 5B, 2K
    MMA: 2R, 218C (0-1R)

    c5: 25 S, 5LB
    c6: 12 S, 12B, 12C
    MMA: 220R (21R)

    c7=bandit leader 2 40R, 30LB, 10C
    MMA: 220R (21R)

    Tower 3: 55R, 5B, 2K
    MMA: 2R, 218C (0-1R)

    magnificent residence: 40B, 20M, 1 big bertha
    MMA: 220R (38R)

    Pick the collectibles on the steps of the magna residence when the quest pops up, make 1 treasure fleet report in prov house after, then apply the fleet report buff on adventure map and after destroy the treasure ship

    MMA: 220R (20R)

    Last edited by Polymer; 21.09.16 at 14:47.

  6. #116
    Treasure Hunter Polymer's Avatar
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    Ali Baba and the Treasure of Knowledge


    2 players/ 14days / 403k xp

    Credits:
    Evil J
    SettlersOnlineWiki.Eu

    Loot overview:


    Troops lost: 5R, 901C, 1244MS, 181M, 271AM, 980K, 28B



    I`m reusing the SettlersOnlineWiki.Eu tactical map for image 'comfort' and most of the setups, but will do things into a different order. It also differs from Evil_J map as I skip some camps but use his setups on most (or all) camps.

    Version 1 of sector 1 = west route (which is better in my opinion) uses more knights but saves up on the mounted swordsmen.
    Version 2 = south route - relies more on mounted swordsmen while using somewhat less of the other troops.

    Keep the order from the guide, not from the map.

    Warning!!! For the champion setups I only used a simulator, increment 10 for Vargus and Anslem , increment 5 for Nusala. Don`t use yet or if you do, don`t blame me for the results.

    Suggestion: Keep the Giants Plant camp for loospot Rain of Arrows swap, aside from the 15 minutes travel to adventure time it saves a very long general walk. Just make sure it is down before you do the block on camps 40 and 41.

    Sector 1 - Version 1
    This sector has 4 leader camps (camps 4, 9, 15, 18)

    Note: you can kill camps in parallel from G1 and G2 sections, just the block on camp 9 in G1 section has to be done after camp 14 has been killed from section G2.

    Skip camps 1 and 2. Move a Major General in G2 sector but in a position closer to camp 1b, preferably G1b spot. Bring some friends with him: a veteran, a MMA or two, a regular general.

    c1b 120 sword wielder, 120 horsemen
    MG: 110MS, 75MM, 85B (107MS)
    or
    MG: 110MS, 110MM, 50B (106MS)

    Anslem 60MS, 90AM (56MS) - verified
    [B]Nusala 90MS, 60AM, 10B (83MS)

    c3: 40 Sword Wielder, 70 Desert Marksman, 90 Stone Cannon
    MG: 41MS, 29AM, 200MM (41MS)

    Send attack on camp 4 only after camp 3 has been killed (modified path so camp 2 doesn`t intercept).
    c4: 80 Horseman, 80 Mounted Bowman, Shrewd Thief
    MG: 270MS (59MS)
    vet: 250MS (60MS)
    [B]Vargus 50MS, 10K, 10AM, 110MM (44MS, 10AM)

    c2b: 100 stone cannon, 100 desert marksman, 30 mounted bowman
    w1: MMA: 204C (204C)
    w2: any general: 200MM (0)

    or
    w1: MMA: 1R (1R)
    w2: MMA: 135C (135C)
    w3: any general: 200MM (0)

    or
    Anslem 40MS, 110MM (40MS, 34MM) - verified
    [B]Vargus 40MS, 140MM (38MS, 39MM)



    c16: 120 Mounted Bowman, 100 Dune Marksman
    vet: 250K (101K)
    [B]Vargus 70MS, 30K, 10M, 20MM, 40B (26MS, 10M)
    Nusala 150MS, 15MM (45MS, 15MM)

    Anslem 120MS, 30MM (20MS, 30MM) - verified

    c17: 100 Desert Marksman, 40 Sword Clasher, 100 Horseman
    vet: 39MS, 191MM (39MS) or
    MMA: 39MS, 181MM (39MS)

    c18: 100 Horseman, 100 Sword Clasher, Smart Thief
    MG: 39MS, 231MM (39MS)
    vet: 40MS, 210MM (40MS, 1MM up to 10MM)
    [B]
    Nusala 45MS, 15AM, 105MM (41MS)
    Vargus 40MS, 120MM, 20B (37MS)

    Anslem 30MS, 100MM, 20B (24MS) - verified

    Send attack directly to camp 51 and kill camp 50 on the way:

    c50: 100 Sword Clasher, 110 Desert Marksman
    any general: 200MM (0)

    c51: 70 Desert Marksman, 70 Stone Cannon, 70 Dune Marksman
    any general: 200MM (0)

    c52: 70 Desert Marksman, 70 Sword Wielder, 80 Mounted Bowman
    MG: 8MS, 147K, 115B (8MS, 147K, 27B)
    Anslem 150MS (142-150MS) ---- only 80% chances to win, verified (all 150MS lost also all life on Anslem but camp killed and Anslem left alive but with 0 troops)

    or any combination or MMA in wave 1 with 1-220 recruits or swordsmen followed by the above MG troop combo.
    Spoiler

    w1: MMA: 1R(1R)
    w2: MG: 8MS, 147K, 115B (8MS, 147K, 10B)

    w1: MMA: 220R(220R)
    w2: MG: 8MS, 147K, 115B (8MS, 141K)

    w1: MMA: 100 SWR (100 SWR )
    w2: MG: 8MS, 147K, 115B (5MS, 136K)

    w1: MMA: 220 SWR (220 SWR )
    w2: MG: 8MS, 147K, 115B (63K)


    c14: 120 Sword Clasher, 130 Desert Marksman
    vet: 250MM (0)



    Next is an 1R block, be fast about sending the generals and stay alert to retreat the fast general if the block fails.

    c13: 70 Sword Clasher, 90 Desert Marksman, 70 Sword Master
    regular general 13: block: 1R (1R)

    c15: 70 Horseman, 80 Sword Wielder, Scarred Thief
    fast general: 43MS, 3K, 154B (43MS) --- 1 round
    [B]Vargus 38MS, 1K, 141B (37MS, 1K) --- 1 round
    Nusala 35MS, 5K, 30AM, 95MM (34MS, 10AM) --- 2 rounds

    Anslem 30MS, 50AM, 40MM, 30B (24MS, 6AM) --- 2 rounds, verified

    In case block failed place generals in other positions like x_x (regular general, empty space that woul fit a general, fast general) and try again.

    Back to G1 sector:

    c5: 120 Desert Marksman, 100 Sword Master
    w1: MMA: 115AM (115AM)
    w2: MG: 11MS, 259 MM (11MS)

    c6: 70 Sword Wielder, 70 Mounted Bowman, 70 Stone Cannon
    5x MMA 1R (5R)
    w6: MG: 11MS, 56M, 120AM, 83MM (11MS, 56M)
    or
    w1: MMA: 150C (150C)
    w2: MG: 13MS, 63M, 120AM, 74MM (13MS, 63M)

    [B]Vargus 30MS, 10M, 140AM (30MS, 10M, 30AM)

    c7: 90 Horseman, 80 Sword Master, 70 Stone Cannon
    MG: 59MS, 160AM, 51MM (59MS)
    [B]Nusala 60MS, 95AM, 10B (58MS)



    c8: 90 Dune Marksman, 60 Mounted Bowman, 50 Sword Master
    Spoiler
    kill option: MG: 77MS, 51K, 142B (77MS, 51K)
    or
    6x MMA 1R (6R)
    w7: MG: 6MS, 154K, 110B (6MS, 51K)


    Send the MG once the regular general reached the spot marked with a black star in the image.

    w1: MMA: 65C (65C)
    w2: regular general block: 200MS --- 4 rounds (without w1 would be 3 rounds, still possible but risky)

    c9: 100 Horseman, 90 Sword Wielder, Treacherous Thief
    MG: 57MS, 83MM, 130B (57MS)


    Sector 1 - Version 2
    Spoiler

    This sector contains camps 1-18 and has 4 leader camps (camps 4, 9, 15, 18)

    Skip camps 1 and 2. Move a Major General in G2 sector but in a position closer to camp 1b, preferably G1b spot

    [camp 1b] 120 sword wielder, 100 horsemen
    MG: 110MS, 75MM, 85B (107MS)
    or
    MG: 110MS, 110MM, 50B (106MS)

    c3: 40 Sword Wielder, 70 Desert Marksman, 90 Stone Cannon
    MG: 41MS, 29AM, 200MM (41MS)

    Camp 2 will not intercept here.
    c4: 80 Horseman, 80 Mounted Bowman, Shrewd Thief
    MG: 270MS (59MS)




    c16: 120 Mounted Bowman, 100 Dune Marksman
    MG: 270K (101K)

    c17: 100 Desert Marksman, 40 Sword Clasher, 100 Horseman
    MG: 39MS, 231MM (39MS)

    c18: 100 Horseman, 100 Sword Clasher, Smart Thief
    MG: 39MS, 231MM (39MS)

    Back to G1 sector:

    c5: 120 Desert Marksman, 100 Sword Master
    w1: MMA: 115AM (115AM)
    w2: MG: 11MS, 259 MM (11MS)

    c6: 70 Sword Wielder, 70 Mounted Bowman, 70 Stone Cannon
    5x MMA 1R (5R)
    w6: MG: 11MS, 56M, 120AM, 83MM (11MS, 56M)

    or
    w1: MMA 150C (150C)
    w2: MG: 13MS, 63M, 120AM, 74MM (12MS, 63M)

    Vargus 30MS, 10M, 140AM (30MS, 10M, 30AM)


    c7: 90 Horseman, 80 Sword Master, 70 Stone Cannon
    MG: 59MS, 160AM, 51MM (59MS)

    c8: 90 Dune Marksman, 60 Mounted Bowman, 50 Sword Master
    MG: 77MS, 51K, 142B (77MS, 51K)
    or
    6x MMA 1R (6R)
    w7: MG: 6MS, 154K, 110B (6MS, 51K)

    c9: 100 Horseman, 90 Sword Wielder, Treacherous Thief
    MG: 57MS, 83MM, 130B (57MS)

    c10: 90 Sword Clasher, 70 Horseman, 70 Mounted Bowman
    MG: 27MS, 193K, 50B (27MS, 60K)

    c11: 70 Horseman, 90 Sword Wielder, 70 Mounted Bowman
    MG: 40MS, 60K, 170B (40MS, 60K)

    c12: 120 Horseman, 120 Stone Cannon
    MG: 46MS, 224MM (46MS)



    Next is a 1R block, carefull as the target is NOT the leader camp. Send the generals one after the other.

    c13: 70 Sword Clasher, 90 Desert Marksman, 70 Sword Master
    regular general 13: block: 1R (1R)

    c14: 120 Sword Clasher, 130 Desert Marksman
    MG: 270MM (0)

    Second block:

    Send the major general after regular general 13b reached the marked spot on the image above.

    c13: 70 Sword Clasher, 90 Desert Marksman, 70 Sword Master
    regular general 13b: block: 200MS --- 4 rounds

    c15: 70 Horseman, 80 Sword Wielder, Scarred Thief
    fast general: 43MS, 3K, 154B (43MS, 3K) --- 1 round


    Sector 2 - part 1

    Move MG to G3 position. This sector has 4 leaders, camps: 15, 22, 26 and 32.
    Spoiler




    c19: 80 Horseman, 80 Sword Clasher, 80 Desert Marksman
    skip

    c20: 250 Sword Clasher
    MG 38: 5MS, 265MM (5MS)

    c23: 80 Horseman, 70 Sword Clasher, 80 Dune Marksman
    MG 35: 32MS, 238MM (32MS)
    MMA: 31MS, 189MM (31MS)
    vet: 31MS, 219MM (31MS)
    Anslem 50MS, 100MM (50MS)
    Vargus 30MS, 150MM (29MS)

    We will return later to finish off Sector 2. For now we move to Sector 3.

    Sector 3

    This sector has 4 leaders, camps: 32, 35, 36, 38.
    Note: when sending next attacks, you will receive reports that your general has been intercepted by other camps, but no worries, in the end he will be re-intercepted by the camp you sent him to attack in the first place.

    c27: 80 Horseman, 60 Sword Master, 80 Desert Marksman

    MG: 51MS, 219AM (51MS, 156AM)
    Vargus 100MS, 80AM (100MS, 22-80AM) --- 99% chances of win
    Nusala 125MS, 40AM (110MS, 40AM)
    or
    9xMMA 1R (9R)
    w10: MG: 9MS, 97K, 164B (9MS, 97K)

    or
    w1: LD: 50C (50C)
    w2: MMA: 220 SWR (220SWR)
    w3: MG: 19MS, 251MM (18MS)

    c28: 100 Sword Wiedler, 40 Mounted Bowman, 100 Stone Cannon
    MG: 32MS, 56M, 182AM (32MS, 56M)
    VET: 32MS, 56M, 162AM (32MS, 56M, 8AM)
    Vargus 40MS, 140AM (40MS, 31AM)
    Nusala 40MS, 15M, 100AM, 10B (40MS, 15M, 29-73AM)

    or
    w1: MMA: 220C (220C)
    w2: MG: 15MS, 11M, 107AM, 137MM (15MS, 11M)

    c29: 90 Sword Wielder, 40 Mounted Bowman, 90 Stone Cannon
    MG: 24MS, 56M, 130AM, 60MM (24MS, 56M)
    VET: 24MS, 56M, 130AM, 40MM (24MS, 56M, 5AM)
    Anslem 45MS, 22M, 83AM (45MS, 22M, 15-39AM)
    Nusala 30MS, 110AM, 25MM (24-30MS, 42-84AM)
    Vargus 40MS, 130AM, 10MM (38MS)

    c30: 100 Horseman, 100 Stone Cannon
    General Log/ veteran/MMA/MG: 39MS, 166MM (39MS)
    Vargus 37MS, 98AM, 45MM (30-37MS, 0-26AM)
    Nusala 46MS, 106AM, 13MM (32-39MS)
    Nusala 42MS, 25M, 35AM, 63MM (33-38MS)
    Anslem 32MS, 1M, 69AM, 48MM (26-32MS, 0-20AM)

    c31: 80 Sword Wiedler, 90 Dune Marksman, 70 Stone Cannon
    MG: 95MS, 175AM (95MS)
    Nusala 45MS, 5K, 5M, 45AM, 65MM (38-45MS, 0-all the rest average tending to 0 but potentially lose all troops except the champion)

    c33: 120 Desert Marksman, 100 Stone Cannon, Mysterious Thief
    MMA: 10MS, 210MM (8MS)
    or
    vet: 8MS, 242MM (8MS)
    Nusala 20MS, 45AM, 100MM (8-20MS)

    Spoiler

    c34: 90 Horseman, 40 Sword Clasher, 90 Desert Marksman
    MG: 35MS, 235MM (35MS)

    or block:

    Spoiler




    This double block is very risky, general 37 block is too short. Use only if you want to test different setups or send markers, but basically you are better off with killing c37 and simplyfying the block.

    Single block, all 5 generals are part of same block.
    Send generals 35 and 36 after general 34 reached the black star.
    Send generals 37 and 38 after general 34 reached the black circle.

    c34: 90 Horseman, 40 Sword Clasher, 90 Desert Marksman
    regular general block 188MS --- 5-9 rounds, avg 6

    c35: 90 Horseman, 90 Stone Cannon, Scarred Thief
    MG: 35MS, 6M, 229MM (35MS, 6M)

    c36: 90 Horseman, 90 Dune Marksman, Smart Thief
    vet: 35MS, 215MM (35MS)

    c37: 40 Sword Clasher, 50 Sword Wielder, 50 Horseman, 100 Stone Cannon
    regular general block 104MS, 96AM -- 2-6 rounds, avg 3

    c38: 100 Sword Clasher, 100 Stone Cannon, Smart Thief
    MG: 4MS, 266MM (4MS) - 1 round
    or
    vet: 4MS, 246MM (4MS) - 2 rounds, risky





    c37: 40 Sword Clasher, 50 Sword Wielder, 50 Horseman, 100 Stone Cannon
    MG : 28MS, 150AM, 92MM (27MS)

    You will NOT be intercepted by leftover camp from sector 2.

    c38: 100 Sword Clasher, 100 Stone Cannon, Smart Thief
    LOG: 4MS, 100AM, 116MM (4MS) or
    vet: 4MS, 246MM (4MS)
    Nusala: 10MS, 5M, 45AM, 105MM (2-10MS)



    Send generals 35 and 36 after general 34 reached the black star.

    c34: 90 Horseman, 40 Sword Clasher, 90 Desert Marksman
    regular general block 188MS --- 5-9 rounds, avg 6

    Spoiler
    kill option: MG: 35MS, 235MM (35MS)


    c35: 90 Horseman, 90 Stone Cannon, Scarred Thief
    MG: 35MS, 6M, 229MM (35MS, 6M) or
    MMA: 36MS, 6M, 148MM (35MS, 6M)
    Anslem: 20MS, 80AM, 50MM (20MS, 11AM)
    Vargus: 40MS, 40M, 30AM, 70MM (34MS)
    Nusala: 65MS, 60AM, 15MM, 25B (35MS, 6AM)

    c36: 90 Horseman, 90 Dune Marksman, Smart Thief
    fast general: 36MS, 139MM (35MS)
    Nusala: 35MS, 5M, 125MM (35MS)
    Vargus: 40MS, 10K, 10AM, 120MM (36MS)
    Anslem: 20MS, 130MM (20MS)

    Sector 2 - part 2

    Move a MMA and a MG in the area where camp 27 used to be. Use them to attack camps 32, 25 and 26.
    c25: 80 Horseman, 80 Desert Marksman, 80 Stone Cannon
    MG: 32MS, 238MM (32MS)
    vet: 32MS, 218MM (32MS)


    c26: 100 Horseman, 80 Sword Master, Shrewd Thief
    MG: 61MS, 101AM, 108MM (61MS)
    Nusala: 65MS, 30AM, 10MM, 60B(65MS, 15AM)
    Vargus: 70MS, 110AM (70MS, 0-18AM)
    Anslem: 42MS, 71AM, 37B (42MS)


    c32: 100 Horseman, 100 Sword Wielder, Greedy Thief

    w1: MMA 212C (212C)
    w2: MG: 57MS, 125K, 88B (57MS, 125K)

    or
    5x MMA 1R (5R)
    w6: MG: 57MS, 125K, 88B (57MS, 125K)

    or
    w1: MMA 200S (200S) --- S as in swordsmen
    w2: MG: 40MS, 65K, 165B (40MS, 65K)

    Nusala:
    Vargus:
    Anslem: 50MS, 100B (47-50MS, 93-100B) - 94% chances to win




    Block comes from sector 1 south area. Send generals fast one after the other.

    c21: 80 Desert Marksman, 80 Sword Wielder, 70 Horseman
    regular general block: 200MS --- 4 rounds

    c22: 100 Sword Clasher, 100 Mounted Bowman, Mysterious Thief
    MG: 16MS, 204K, 50B (16MS, 85K)
    vet: 16MS, 204K, 30B (16MS, 92K)
    Nusala:
    Vargus: 40MS, 10AM, 100MM, 30B (29-40MS, 0-10AM) --- 3 rounds, too risky
    Anslem: 35MS, 55K, 60B (34MS, 43-52K)--- 3 rounds, too risky

    Sector 4

    This sector has 3 leader camps: 39, 41 and 42.

    Use camp 42 to swap lootspots (RoA swap):
    c42: 3 Hungry Blossom, 3 Fierce Blossom, 3 Bulbous Blossom
    use Rain of Arrows

    c39: 110 Horseman, 100 Dune Marksman, Grayed Thief
    any general: 43MS, 105MM (43MS)
    Anslem: 34MS, 97MM (22MS, 0-7MM)



    c40: 90 Sword Wielder, 80 Horseman, 50 Dune Marksman
    w1: MMA: 1R (1R)
    w2: MMA: 1R (1R)
    w3: MMA: 1R (1R)
    w4: regular general block: 187MS, 13AM --- 8 rounds

    or
    w1: LD/MMA: 150C (150C)
    w2: regular general block: 187MS, 13AM --- 8 rounds

    or
    regular general block: 140MS, 60AM (95MS) --- 5 rounds+ camp collapse, but not long enough so you`ll lose those 95MS

    Once the blocker exit his camp, wait 5 seconds then send the MG, wait untill the blocker reaches the black star spot, then send the MMA (just make sure MMA steps ahead of the MG).
    c41: 90 Sword Wielder, 90 Mounted Bowman, Silly Thief
    w1: MMA: 50C (50C)
    w2: MG: 63MS, 67K, 140B (63MS, 67K)


    Sector 5

    c43: 120 Horseman, 120 Dune Marksman
    any general: 47MS, 110MM (47MS)
    Anslem: 40MS, 110MM (24MS)

    c44: 120 Sword Wiedler, 130 Mounted Bowman
    w1: MMA: 220C (220C)
    w2: MG: 19MS, 162K, 89B (19MS, 162K)

    or
    w1: LD/MMA: 100C (100C)
    w2 Anslem: 150MS (142MS)

    c45: 90 Sword Wielder, 90 Mounted Bowman, 50 Dune Marksman

    Anslem: 150MS (97-130MS)
    or
    w1: MMA: 135C (135C)
    w2: MG: 14MS, 77K, 179B (14MS, 77K)

    or
    w1: MMA: 1R (1R)
    w2: MG: 42MS, 79K, 149B (42MS, 79K, 1B)

    or
    w1: MoD/fast gen: 170C (170C)
    w2: MG: 14MS, 77K, 179B (14MS, 77K)

    Spoiler
    Kill options:
    c46: 220 Sword Wielder
    MG: 42MS, 228MM (42MS)

    c47: 60 Sword Master, 70 Sword Wiedler, 70 Horseman
    MG: 52MS, 70AM, 148MM (52MS)

    Make sure your lootspotter made kill.
    c48: 130 Sword Clasher, 120 Desert Marksman
    MG: 270MM (0)

    c49: 100 Horseman, 80 Dune Marksman, Sneaking Thief, Library Golem
    w1: MMA: 125K
    w2: MG: 137K, 133B (137K)





    Order of attack:

    Send general 47 to attack his camp.
    Send general 46 to attack his camp.
    When general 46 reached black star, send all the other generals in order to attack their camps.

    Count for lag, need some space between general 46 and general 48 so no46 can actually block that camp and 48 not to get intercepted.

    c47: 60 Sword Master, 70 Sword Wiedler, 70 Horseman
    regular general block: 180MS, 20AM --- 10-11 rounds

    c46: 220 Sword Wielder
    regular general block: 183MS, 17B --- 10-13 rounds, avg 10 rounds, 98+% chances to win

    c48: 130 Sword Clasher, 120 Desert Marksman
    vet: 250MM (0)

    c49: 100 Horseman, 80 Dune Marksman, Sneaking Thief, Library Golem
    w1: MMA 49a: 126K (126K)
    w2: MG 49b: 2MS, 88K, 180B (2MS, 88K)
    Last edited by Polymer; 08.01.17 at 17:06.

  7. #117
    Treasure Hunter Polymer's Avatar
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    Snow White

    Credits:
    Demonisius
    settlersonlinewiki.eu



    Drops as reward in venture set from Red Riding Hood.





    Quote Originally Posted by tasgog View Post
    In snow white you can produce 7 purple buffs and drop them in dwarven houses from the start. Te house region gets free and you can transfer troops there. So you have to kill only leaders to the left of map. The 3 initial blocks doesn't needed.


    c1: 200 Fox, 150 Wolf Packleader
    block regular general 150MS, 48MM --- 6-11 rounds avg 8

    c2: 150 Fox

    block regular general 70MS
    kill option fast general 200MS (21MS)

    If you return from middle sector towards start point, don`t forget to block the hidden foxes camp (c2).
    c3: 150 Boar, 150 Giant, 100 Wolf Packleader
    fast general w1: 125 bowmen (125b)
    MG w2: 40MS, 230MM (40MS)



    c4: 150 Wolf Packleader, 150 Fox
    block regular general 179MS, 20MM

    c5: 150 Wolf Packleader, 150 Giant, 100 Boar
    MG 45MS, 225MM (45MS)



    c6: 200 Royal Recruit, 100 Royal Bowman

    w1: any general 100 bowmen (100b)
    w2: MG 270MM (0)

    c7: 150 Royal Recruit, 150 Royal Militia, Royal Huntsmen Leader
    MG: 69MS, 201MM (69MS)

    c8: 150 Royal Recruit, 125 Royal Militia
    MG: 38MS, 232MM (38MS)

    c9: 150 Royal Cavalry, 150 Royal Militia, 100 Royal Longbowman, Assassine
    w1: 200K (200K)
    w2: MG: 75MS, 90K, 105B (75MS, 90K)

    or
    w1: any general 200SW (200SW) === swordsmen
    w2: MG: 75MS, 90K, 105B (75MS, 90K)

    Colect the 8 glowing herbs and 2 stinky mushroom and make 4 Shiny Bug Spray, 2 Stinky Bug Spray and 1 Elaborate Bug Spray in your provision houses and place them on dwarven houses.

    c10: 150 Royal Militia, 150 Royal Bowman
    w1: any general 146 bowmen (146b)
    w2: MG: 270MM (0)

    c11: 150 Royal Militia, 100 Royal Cannoneer

    MG:45MS, 225MM (45MS)
    or
    w1: veteran250 bowmen (250b)
    w2: MG: 8MS, 90AM, 172MM (7MS)

    c12: 150 Royal Cavalry, 100 Royal Militia, 100 Royal Recruit, Cudgel Claus
    MG: 52MS, 148K, 70B (52MS, 148K)

    c13: skip



    c14: 200 Royal Militia, 100 Royal Recruit
    block regular general 1R (1R)

    c15: 150 Royal Militia, 150 Royal Recruit, Dark Wizard
    MG: 125MS, 145MM (125MS)

    c16: 250 Royal Longbowman, 100 Royal Militia, The Evil Stepmother

    w1: veteran 250 bowmen (250b)
    w2: MG: 10MS, 260MM (10MS)
    Last edited by Polymer; 12.02.17 at 14:29.

  8. #118
    Erudite Pioneer
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    In snow white you can produce 7 purple buffs and drop them in dwarven houses from the start. Te house region gets free and you can transfer troops there. So you have to kill only leaders to the left of map. The 3 initial blocks doesn't needed.

  9. #119
    Treasure Hunter Polymer's Avatar
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    thats good to know, thanks, will check and rework the guide once I get to play another Snow White.

  10. #120
    Pathfinder
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    blocks are so damned
    not working

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