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Thread: [Guide] Playing with Polymer`s minds

  1. #41
    Treasure Hunter Polymer's Avatar
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    Quote Originally Posted by Polymer View Post
    True owner of this guide is PrincessAlly, all I did was to add major general setups and even those were copied from Evil_J guide (with minor adjustments here and there).
    Credits:
    PrincessAlly ---- copy/paste her guide and updated few stuff, including MMA options
    Evil_J
    You are absolutely right, removed those timers from guide as they were confusing (included walk times on intercept areas I believe).

    Quote Originally Posted by C0mplyOrDie View Post
    again G4 general C is listed as normal gen but when it come to the attack bits both the block and the attacking gen's is sent from the same position C. so maybe gen C and D is mixed up somehow?
    Right again, edited guide and applied the necessary corrections, thanks for pointing them out.
    Last edited by Polymer; 23.09.14 at 04:07.

  2. #42
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    Quote Originally Posted by Polymer View Post
    Sons of the Little Tailor
    Sector 8:
    Alternativ garrison..
    25/11-14 , 23/02-16 .. The end is coming and it will look like this .

  3. #43
    Treasure Hunter Polymer's Avatar
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    Thanks , added it in the guide.

  4. #44
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    Quote Originally Posted by Polymer View Post
    Sons of the Little Tailor

    c3 leader: 80 dogs, 119 roughneck, 1 Cudgel Claus (Thug Leader)
    VETERAN general 110R, 19M, 1ES, 120K (110R)
    ..
    MMA general 110R, 19M, 1ES, 90K (110R)
    I think those 19M should be considered as cannon fodder..
    25/11-14 , 23/02-16 .. The end is coming and it will look like this .

  5. #45
    Treasure Hunter Polymer's Avatar
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    Poor militia, breaks my heart... true

  6. #46
    Treasure Hunter Polymer's Avatar
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    [NCS]Colonies

    http://forum.tsotesting.com/threads/...and-PvP-Manual

    At the moment in testserver you can send explorers to 'Find Expeditions' task, with 3 subtasks: 'Fight for a small colony', 'Fight for a regular colony', 'Fight for a huge colony'.
    They will return with a list of islands that if conquered will grant you a small tribute (40-84 pieces/6 hours) in valuable resources (exotic wood, granite or titanium bars) for a period of time (7 days currently).
    Each colony has a level (noted 100+) and a difficulty function of which you can send a maximum troop number on the island (small colonies max520 troops + 3 marshalls, regular colonies 810 troops +3 marshalls, huge colonies 1360-1361 troops +4 marshalls).
    Field marshalls are only transporters and don`t count in the limit.


    Quote Originally Posted by Treatid View Post
    1. Build Combat Armory (2nd tab of build menu).
    2. Build Combat Academy (also 2nd tab of build menu).
    3. Build weapons. Concentrate on attack weapons for the moment.
    4. Build attack troops.
    5. Purchase Marshal(s) from the tavern (scroll down).
    6. Send explorer out to find easy/small island (or use the tutorial island given by quest).
    7. Once an adventure to island is started - load up Marshal as need and send to island.

    Actual combat:
    a. Only the Marshals from the Tavern can fight - the Marshals from Merchant are just transports.
    b. Pay close attention to the troop limit for the island - this is the total troop limit - even if some of your units die - you will not be able to send more to replace them.
    c. Attacks are Rock, Paper, Scissors. Melee beats Cavalry, Cavalry beats Archers, Archers beat Melee. Ensure your attacks are always giving you the best advantage.
    d. You can send mixed troops and change which reserve will go into combat next - click on your reserve stack during combat to switch unit types.

    Once you have defeated the island:
    Build up defences before claiming the island - you will have defence points to buy buildings and populate them with mercenaries.

    Once you have claimed the island you will have 12 hours of immunity before someone can attack and take it off you.

    <iframe width="854" height="510" src="//www.youtube.com/embed/KA_dXbfN6Vg" frameborder="0" allowfullscreen></iframe>

    https://www.youtube.com/watch?v=KA_dXbfN6Vg
    youtube.com/watch?v=KA_dXbfN6Vg
    Note:
    Use 'Attacking Units' to make attacks.
    Use 'Heavy Units' for blocks untill you make 'Elite Units' while still using 'Attacking Units' in order to kill the leader camp.
    Watch the attack, it shows what unit currently attacks and what unit waits in reserve to attack. Change your reserves to match the enemy reserves.

    Once you conquered the colony you automatically receive some defense points you can use to 'Build colony defenses'. Basically the enemy camps you killed respawn and you can add few more (limited number) of camps in certain places and pick the type and content in mercenaries of those camps. They can be archer camps, cavalry camps, melee camps or mixed camps. On a small colony limit was of 50 mercenaries.

    After you built colony defenses you can hit button of 'Make it my colony' and it will start paying tribute. It will also make it vulnerable to attacks once those 12 hours of invulnerability pass, yet I assume people will usually 'skip' colonies with 'extra' camps (which in turns makes this something else, just not pvp).





    Last edited by Polymer; 28.03.15 at 12:53.

  7. #47
    Treasure Hunter Polymer's Avatar
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    Modified BK guide, added optional kill of the sector previously skipped.

  8. #48
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    The Black Knights - corona88 style


    Credits: corona88

    Copy/paste of corona88`s guide with different pictures and text formatting.



    Positions: generals 1 and 1b right behind that big rock, and general 2 behind them as far up as possible and on the right.

    Send blocks to camps 1 and 2, wait for camp 1) block to start fighting then send the other 2 generals. Be fast. I recommend having a catapult buff at hand, apply it on camp 1 if block ends too soon and you get intercepted.

    Camp 1) 100 Soldier Deserters, 100 Cavalry Deserters
    BLOCKING NORMAL general: 1R (1R)

    Camp 2) 100 Militia Deserters, 100 Cavalry Deserters
    BLOCKING NORMAL general: 41S, 62ES

    When first block starts fight on camp 1) send attacks to camp 1b) (block) and camp 3, immediately one after another.
    Camp 1b) 100 Soldier Deserters, 100 Cavalry Deserters
    BLOCKING NORMAL general: 1R (1R)

    Camp 3)[/B] 60 Elite Soldier Deserters, 60 Cavalry Deserters, 60 Longbowman Deserters, 10 Cannoneer Deserters
    VETERAN general: [120R 2S 1E 127K (99R - 110R - 120R 2S)]
    MAJOR general: [120R 2S 2E 137K (99R - 110R - 120R 2S)]
    MMA general: [105R 5S 2E 108K (84R - 97R - 105R 5S)]

    Place generals in positions 9, 10a, 10b, but kill first camps 4-6, block camp 7 and kill camp 8.


    Camp 4) 80 Soldier Deserters, 80 Crossbowman Deserters
    VETERAN general: [65R 2S 122C 61XB (49R - 58R - 65R 1S)]
    VETERAN general: [64R 2S 132C 52K (48R - 57R - 64R 1S)]
    MAJOR general: [61R 1E 162C 46K (46R - 61R)]
    MMA general: 61R, 113C, 1ES, 45K (46R-61R)

    Camp 5) 100 Cavalry Deserters, 100 Crossbowman Deserters
    VETERAN general: [121R 129S (116R - 119R - 121R)]
    VETERAN general: [120R 130E (116R - 119R - 120R)]
    MAJOR general: [119R 127E (116R - 119R - 119R)]
    MMA general: 119R, 1M, 100K (119R, 1M)

    Camp 6) 100 Soldier Deserters, 75 Crossbowman Deserters
    VETERAN general: [90R 5S 89C 66XB (68R - 82R - 90R 4S)]
    VETERAN general: [90R 2S 89C 69K (66R - 77R - 90R 1S)]
    VETERAN general: [47M 2S 1E 121C 79K (40M - 46M - 47M 2S)]
    MAJOR general: [80R 1E 116C 73K (64R - 80R)]
    MMA general: [80R 1E 65C 74K (64R - 80R)]



    Block on camp 7 is next, only send it though after camp 6 went down, for some reason general path is affected and your attacking general will be intercepted by a southern camp if you send him before camp 6 was completely demolished:
    From 9 to Camp 7) 100 Elite Soldier Deserters, 50 Longbowman Deserters
    BLOCKING NORMAL general:[5R 3M 38S 20E 133C (-)] {200 - 320 seconds of fighting, 0.6% chance of 180 seconds}
    or
    BLOCKING NORMAL general: 68ES, 102C

    From 10a to Camp 8) 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 25 Cannoneer Deserters, 1 Big Bertha
    VETERAN general: [133R 2M 115K (112R - 125R - 133R 2M)] {150 seconds of fighting}
    MAJOR general: [133R 137K (115R - 133R )] {150 seconds of fighting}
    MMA general: [83R 137K (62R - 83R )] {150 seconds of fighting}

    Make sure lootspotters have made their kill, 1R should suffice on:
    - the closest camps to the north-west landing zone
    - in case of the lootspotter that lands in the south-east area the camp with [30 Elite Soldier Deserters, 140 Longbowman Deserters] or closest camp left on the south sector



    then it is time to wrap it up.

    From 9 to Camp 9) 60 Elite Soldier Deserters, 60 Crossbowman Deserters
    BLOCKING NORMAL general: [1R 6M 1S 190C (-)] {200 - 300 seconds of fighting, 0.1% chance of 180 seconds}

    From 10a or C to Camp 10 50 Cavalry Deserters, 50 Elite Soldier Deserters, 50 Crossbowman Deserters, 1 Sir Robin
    VETERAN general: [130R 4M 116K (100R - 123R - 130R 3M)]
    MAJOR general: [128R 4M 138K (113R - 128R 3M)]
    MMA general: 110R, 1M, 109K (110R)

    or

    w1: MMA general: 1R (1R)
    w2: MAJOR general: 86R, 2ES, 182K (86R)
    Last edited by Polymer; 28.10.14 at 16:52.

  9. #49
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    Quote Originally Posted by Polymer View Post
    Clever Little Tailor
    From D to Camp 17a) 80 Boar, 40 Bear, 60 Wolf Packleader
    MMA option:
    w1: ANY general: 180B (180B 1G)
    w2: MMA general: 105R, 115K (104R 1G)
    Rather..
    w1: ANY general: 20R, 180B (20R 180B 1G)
    w2: MMA general: 105R, 115K (105R)
    ..or a lot of K would most likely be lost.


    From A to Camp 24) 190 Guard Dog, 70 Roughneck
    BLOCKING NORMAL general: 115E
    Better use 3S 113E - less risk to lose in 8 rounds
    Last edited by SmurfAsH; 21.11.14 at 01:49.
    25/11-14 , 23/02-16 .. The end is coming and it will look like this .

  10. #50
    Nifty
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    Sons of the tailor

    I noticed that you, and almost everyone else takes the left side of SOTL first, and are left with no obvious LS camp. If you instead leave left side for last, you will have a perfect 1r loot camp that won't interfere with your block camp or anything. Then you don't have to be "afraid" of them bringing a MA either.

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