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Thread: Evil_J Adventure Guides

  1. #521
    Recruit KidC's Avatar
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    Return to the Bandit's Nest MMA Usage

    Oops, fixed that typo on RB C2

    For RBN, I think the best benefit of using the MMA is:

    L1 W1: 1R (MMA)
    L1 W2: 58R 1E 165C 46K

    This has an average loss of 51.57R

    Note that this bumps up the cavalry units needed to 351.

  2. #522
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    Outlaws MMA Usage

    Here are some outlaws MMA camp configurations (max loss in bold, average in parens):

    C1: 68R 1E 120C 31K (61.26)
    C2: 36R 1E 183C (30.66)
    C3: 54R 1E 129C 36XB (48.13)
    L2: 84R 1E 135K (77)
    C9,C10: 12R 1E 207C (10.69)
    L4: 74R 146E (65.69)
    C11: 54R 160E (51.31)
    C12: 79R 141E (66.55)

    I also hit L5 differently:
    L5: 169R 1E 100K (M) (153.33)

    Outlaws is interesting because it offers a chance to use the MMA very effectively as a sacrifice at the end. Instead of hitting L3 after L2, save it until the end:
    L3 W1: 1R (MMA) (1)
    L3 W2: 1E 269C (M)

    You can of course sacrifice the MMA even more often but it is really not worth the resulting 2 hour wait.

    If you use all of these configurations, outlaws has 631 max R loss with a 566 average.

  3. #523
    Mayor Moonlime's Avatar
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    Very cool KidC
    Still around from time to time.

  4. #524
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    Nords MMA Usage

    Nords is not greatly helped with the MMA. You could probably mix him in with the multiple vets on a fast run. Here is what I recommend:

    C6: 1E 24C 195XB (MMA)
    L2 W1: 1R (MMA) (1)
    L2 W2: 9R 1E 10C 250XB (M) (2.3)

  5. #525
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    Surprise Attack MMA



    Right click and Save As for a larger image

  6. #526
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    what is major and mma gen.?

  7. #527
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    Victor the Vicious MMA Guide
    please use Evil J's map for VTV with 2 vet gennys: http://i.imgur.com/WgiuUe0.png
    This setup uses a MMA genny in place of one veteran.

    The blocking gennys and their setups will be the same; the Vet genny is replaced by the MMA genny with these setups. They have been calculated using the Simulator as well as run twice by myself. Use the blocks and positioning as shown on the map.

    CAMP .................. opposing camp contains .......................................... use these troops w/MMA ... approx results
    C1 ...................... 50 guard dogs, 50 thugs, 50 rangers ............................. 75R, 145K -67R, saves 22-25R
    C2 ...................... 50 roughnecks, 100 rangers ........................................ 36R, 133C, 3E, 48K or 36R, 183C, 1E -34R, saves 1R
    L1 (same blocks) .. 100 guard dogs, 99 roughnecks, 1 one-eyed bert ............ 113R, 4S, 1E, 102K (w/delay sending mma) -112R, saves 8R
    L2 (same blocks) .. 50 dogs, 80 roughnecks, 60 rangers, 1 one-eyed bert ....... W1 (BH): 60R W2 (MMA): 45R, 13S, 1E, 25C, 136K -105R, 7S saves 27R but loses 6-9S (see alt setup below)
    L3 ...................... 100 guard dogs, 99 roughnecks, 1 one-eyed bert .............. 113R, 4S, 1E, 102K -112R, saves 8-12R
    hold off attacking L4 until after your partners have tagged this area (or save it til the end), then come back and:
    L4 ...................... 100 guard dogs, 99 roughnecks, 1 one-eyed bert .............. 113R, 4S, 1E, 102K -113R 1S, saves 7R, loses 1S
    L5 (same blocks) . 100 guard dogs, 90 roughnecks, 1 one-eyed bert, 1 skunk .. 113R, 2S, 1E, 104K -102R saves 16R
    T1 ...................... 100 wolves (note - you must use vet or mma) .................. 5R, 215C or 245C -5R, no change
    L6 (same blocks) . 40 guard dogs, 155 roughnecks, 1 metal tooth ................. 28R, 75S, 2E, 115K -28R, 71S, saves 13S
    L7 w1 using MMA sacrifice (blocks are the same)
    ............................ 100 scavengers, 50 rangers, 2 skunks, 1 wild mary ......... 130R, 90C (should take out 50 rangers and 96 scavengers) -130R, 90C
    ...w2 using vet ....... <=4 scavengers, 2 skunks, wild mary .......................... 51M, 1S, 1E, 6C, 191K -42M saves 38C, 3M, 22S; lost 8R

    TOTAL: you save a minimum of 38C, 3M, 25S, and 81R

    A few notes on this adventure:
    Leader 2 attack - if you want to take a break after this attack, sacrifice the MMA: wave 1: MMA with 1R only, wave 2: Vet with 76R, 12S, 8E, 18C, and 136K; this will save about 55R and no soldiers are lost. 2 hours later you can continue. Make sure your MMA hits the camp first.

    For the final 1R block I like to add 1M and 1C to prolong it just a bit - it's a little extra insurance.
    Don't try to send the blocks too quickly, none of them are that tight (in fact the final leader attack takes less time with the MMA)
    Feel free to use a vet for attacks on C2 and T1 because there is no real difference in the losses.

    A few possible substitutions that I figured out but haven't tried in practice (I don't prefer these because they cost more valuable troops):
    L1 (should also work for L3 and L4): use the MMA with 77R, 19S, 1E, 123K; max loss = 77R, 19S but minimum = 77R 8S; you may lose about 12S but gain about 50R.
    L2: 1 wave only setup: MMA: 29R, 58S, 3E, 130K; max loss = 29R,58S, 3E but minimum = 29R 47S; you may lose about 52S but gain about 104R, and you don't lose the use of a BH genny.

    The MMA genny's big advantage is its first strike ability, and its disadvantage is only holding 220 troops instead of 250. This is why it works better with some camps than others.

    The "savings" are over what Evil J estimates the losses are in his guide, and are approximate after running the adventure two times. No guarantees. I might consider tweaking the setup for L4 since I lost a soldier both times.

  8. #528
    Settler
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    can we get a motherly love MMA guide plz?..with a cherry on top

  9. #529
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    there isn't one already
    so bb do u ever fix problems in tso?. spoiler no they don't

  10. #530
    Settlers Guide Evil_J's Avatar
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    UPDATE
    - added MMA guides for SA, IOTP, ML and DP, all cannon except SA, and some combos for major or veteran attacks in some of them

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