great job polymer
[test] Alibaba the young woodcutter
simulator to use : tinyurl.com/setsimu
This is only a test semi-guide, it is not in any way complete. Troops properties will probably change, more than likely better setups will be found. And ofcourse will have to recompute and retest everything with the new troops.
Losses roughly: 1950R, 810B, 910M, 2240C, 680LB, 780S, 345ES, no K
Assassins, small catapults and RoAs will lower losses.
Sector 1
cavalry and MMA totally useless against this camp, melee and bow-type units should be used
c3: 180 swordswielder
Obvious option: 1 Assassin buff.
Else:
MG: 160ES, 110K (158ES)
OR
w1: VET 90S, 160LB (90S,160LB) --- lets about 116-117 SW, 2 rounds
w2: VET 59S, 191LB (59S, 181LB) --- 47SW remain, 2 rounds
w3: VET 28S, 222XB (28S) --- 1 round
OR
w1: VET 93S, 157LB (93S, 157LB) --- lets about 111-117 SW, 2 rounds
W2: MG 82S, 1ES, 187K (82S) --- 2 rounds
c4: 100 stonecannon, 110 desert marksmen
w1: VET 250B (250B)
w2: VET 121LB, 129XB (121LB)
w2: MG 121B, 149XB (120B)
L1: 80 Desert marksman, 120 Horseman, 1 Shrewd Thief
w1: VET 125S, 125LB (125S, 125LB)
w2: MG 140R, 73M, 57K (140R, 73M)
Sector 2
c5: 80 swordwielder, 80 mounted bowman (easy camp)
Can be taken out by a small catapult.
w1: MMA: 220S (220S)
w2: MMA: 220S (220S)
w3: MMA: 220S (24S)
or
w1: MMA: 220C (220C)
w2: MMA: 220C (220C)
w3: MMA: 220S (24S)
or
w1: VET 250S (250S)
w2: VET 250M (250M)
w3: MG 65R, 60M, 1ES, 144K (65R, 60M)
or
w1: MMA: 220S (220S)
w2: MMA: 220M (220M)
w3: MG 65R, 31M, 1ES, 173K (65R, 31M)
c6: 100 desert marksman, 90 swordclasher
w1: VET 250B (250B)
w2: MG 185M, 85K (181M)
w2: MG 220B, 50LB (220B, 50LB) -- camp lives but its empty so you need w3: ANY GENERAL 1R (0)
or
w1: VET 250LB (250LB)
w2: ANY GENERAL 91S, 109ES (91S)
or
w1: ANY GENERAL 200B (200B)
w2: ANY GENERAL 86B (86B)
w3: MG 235R, 1ES, 34K (235R)
c7: 150 swordsmaster
option 1: Assassin buff
Option 2:
w1: vet 250LB (250LB)
w2: vet 250LB (250LB)
w3: vet 250LB (250LB)
w4: MG 57S, 213K (57S)
Option 3:
w1: vet 250B (250B)
w2: vet 250B (250B)
w3: vet 250B (250B)
w4: MG 90S, 180K (90S)
Option 4:
w1: VET 78S, 171LB (78S, 171LB)
w2: MG 114S, 1ES, 155K (114S)
c8: 70 swordwielder, 50 DuneMarksman, 70 Horseman
For exercise only (although I recommend the 1R block below)
w1: MMA 220C (220C)
w2: MMA 220C (220C)
w3: MG 44ES, 36C, 190XB (43ES)
or
w1: VET 105M, 145S (105M, 145S)
w2: VET 145S, 105C (145S, 105C)
w3: MG 80S, 30ES, 160K (80S, 30ES, 3K)
or
w1: VET 75S,175LB (75S,175LB)
w2: VET 76S,174LB (76S,174LB)
w3: ANY GENERAL 76S,124LB (76S,124LB)
w4: MG 49R,1ES,200C,20K (49R)
or
w1: MMA 220C (220C)
w2: VET 145S, 105C (145S, 105C)
w3: VET 49R, 50S, 1ES, 100C, 50K (49R, 50S, 1ES, 20C)
Else this camp is blocked via attacking the leader camp with a regular general loaded with 1R and getting intercepted (ofc allow the intercept).
On the w2 and w3 fast general spots there should be MMA and respectively MG generals (only 1 MMA available in testserver).
L2: 80 Horseman, 90 DuneMarksman, 1 Greedy Thief
w1: REGULAR GENERAL block 1R (1R) --- gets intercepted by c8 and blocks it, allow it to happen
wait 5 seconds
w1: VET 50M, 75S, 50C, 75LB (50M, 75S, 50C, 75LB)
w2: REGULAR GENERAL block 1R (1R) --- gets intercepted by c8 and blocks it, allow it to happen
wait 5 seconds
w2: ANY GENERAL 125R (125R) --- can do with less recruits, but that increases chances of leaving some DuneMarksman on
w3: REGULAR GENERAL block 1R (1R) --- gets intercepted by c8 and blocks it, allow it to happen
don`t wait
w3: MG 125R, 65M, 80K (125R, 38M)
Sector 3
c11: 80 Mounted Bowman, 90 SwordClasher
w1: VET 250R (250R)
w2: VET 250R (250R)
w3: MG 90M, 40S, 40ES, 100K (90M, 40S, 8ES, 1K)
w3: VET 90M, 40S, 20ES, 100K (90M, 40S, 6ES, 3K)
or
w1: MMA 220R (220R)
w2: MMA 220R (220R)
w3: MG 90M, 40S, 40ES, 100K (90M, 40S, 15ES)
c12: 70 swordwielder, 70 Horseman
w1: MMA 220C (220C)
w2: MG 65ES, 50C, 155K (64ES)
c15: 90 SwordClasher, 90 StoneCannons
This camp should be blocked, but in the unlikely case you don`t find that possible, use:
w1: VET 250R (250R)
w2: ANY GENERAL 200R (200R)
w3: VET 250M or 250S or 250ES or 250XB or combo of them (0)
Block option:
L3: 80 DuneMarksman, 80 Horseman, 1 Mysteriuos Thief
Send the attacks in pairs, allow some space between sending the batches.
To c15: w1: 1R (1R)
wait 3 seconds
To L3: w1: VET 250R (250R)
Have some patience before sending next batch
To c15: w2: 1R (1R)
wait 3 seconds
To L3: w2: VET 250R (250R)
Have some patience before sending next batch
To c15: w3: 1R (1R)
wait 3 seconds
To L3: w3: MMA 70R (70R)
Have some patience before sending next batch
To c15: w4: 1R (1R)
don`t wait
To L3: w4: MG 90S, 190K (70S)
Sector 4
c18: 60 dune marksman, 50 horseman , 70 swordmaster
w1: MMA 170C (170C)
w2: MMA 220M (220M)
w3: VET 85ES, 50C, 115K (85ES, 50C, 10K)
w3: MG 80ES, 50C, 140K (73ES)
w3: MMA 80ES, 140K (73ES)
L4 leader camp: 9 swordclasher, 80 horseman, 1 Treacherous Thief
w1: MMA 220C (220C)
w2: MMA 70M, 150C (70M, 150C) or w2: VET 70M, 180C (70M, 180C)
w3: MG 120ES, 150K (116ES)
c19: 70 mounted bowman, 70 desert marksman
MG 270ES (120ES)
L5:
w1: MMA 220C (220C)
w2: MMA 70M, 150C (70M, 150C) or w2: VET 70M, 180C (70M, 180C)
w3: MG 120S, 150ES (118S)
Sector 5:
c24:
small catapult
or
w1: MMA 220C (220C)
w2: MMA 220C (220C)
w3: MG 60S, 20C, 190K (60S, 20C, 5K)
c27: 100 desert marksman, 100 stonecannon
w1: VET 250B (250B)
w2: VET 121LB, 129XB (0)
c28: 50 swordwielder, 40 desert marksman, 70 swordmaste
block regular general 200S (200S) --- 4 rounds
w1: MMA 220C (220C)
w2: VET 100C, 150LB (100C, 150LB)
w3: MG 50ES, 220K (50ES, 6K) or MG 135M, 135K (132M) or 75S, 195K (75S, 7K)
L6: 80 Horseman, 80 StoneCannons, 1 Captain
w1: MMA 220C (220C)
w2: VET 220R (220R)
w3: MG 270XB (0)
Last edited by Polymer; 14.08.15 at 15:13.
[test] Level up rewards
http://forum.thesettlersonline.com/t...lvl50-to-lvl75
New game version changes
siedler-vision
Last edited by Polymer; 13.09.15 at 07:55.
sticky this thread please... 120k views and good guides yet we have to keep it bumped? common!
Thanks for the support, I see it got stickied now.
More information about rewards, troops, new decoration buildings etc on Siedler-Vision.de
Last edited by Polymer; 13.09.15 at 09:56.
Reply to VLT by Polymer:
I don't understand why you'd want to lose M and S over sending a wave of bowmen first with certain camps. I get those waves might be needed for blocks but I really miss setups for when one doesn't want to use blocks.
Edit: forgot to mention I very much like the guide and appreciate all the work that has been put in that!
The hardest currency in this game are not coins, or even gems, but time. The more time it takes to reach a certain goal the more that goal costs. So, some people may prefer to spend as little time as possible to finish an adventure, at the cost of spending more virtual resources, which they have plenty of.
Using generals in suicide waves essentially cost you time, if you have to wait for generals to recover.
Tried to offer more options than one, different people, different troops, different needs. Some find easier to make militia and/or want to save a general so they`d finish adventure faster. An adventure like VLT if you have sufficient troops and generals can be done in under 3 hours. But it depends on generals management, saving one counts.
And with a high enough army, with high level troops already built and enough (alive) generals you can do 3-4 fairytales during same premium day.
Doing many FTs back=to=back and swapping or selling your lootspots then buying another FT ls when available can do a lot when gathering beans.
As Dialecticus hinted, on premium, time is an expensive commodity.
About non-block setups, I don`t know what to say, I find blocks almost mandatory, outside of the bad internet connections and having game bugs/lag as some do, I don`t see a reason for not saving troops whenever possible. I`ll consider adding killing options for those camps, but for few weeks I don`t have much time available.
P.S. Thanks for appreciations.
Last edited by Polymer; 16.09.15 at 16:50.