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Thread: AOPSUser's Adventure Guides-For Normal generals

  1. #1
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    AOPSUser's Adventure Guides-For Normal and Battle Hardened generals

    This thread will contain some guides I intend to create for a player using three Normal generals (fourth one is 2000 Coin). I will also make guides for those that have Battle Hardened Generals (follow soon). No Veterans, and no more than 3 Normal generals, will ever be required.

    All garrison setting will be simulated 50000 times with this simulator, to ensure that no valuable troops are lost.

    How to read numbers:

    Example (Dark Priests):
    20 Thug, 20 Guard Dog, 20 Ranger, 1 Skunk
    42R 158S (26R - 33R - 42R)
    This means that you send in 42 Recruits and 158 Soldiers. You can lose between 26 and 42 Recruits, with average losses being 33 Recruits.

    If a setup uses anything beyond Soldiers, those troops will be highlighted, and an alternate garrison setup will be provided. For example...

    1 Dark High Priest
    200 XB (0)
    24R 1S 175LB (0 - 12R - 24R)

    If a camp requires multiple waves, waves will be put into two garrison settings, a and b. For example:

    a. 40 Cultist, 40 Shadowsneaker, 40 Dark Priest, 1 Dark High Priest
    124R (124R)

    b. 0-18 Dark Priest, 1 Dark High Priest
    24R 2S 39C 135LB (20R - 23R - 24R 1S)

    Blocks will always have the garrison settings for the blocking general.

    For most blocks, send all generals one after another, in alphabetical order (screenshots will be provided).

    Table of guides:

    Normal Generals:
    The Dark Priests
    Witch of the Swamp
    Horseback
    The Lost Skull
    The Island of the Pirates
    Stealing From the Rich
    Tropical Sun
    Traitors
    The Shaman
    Old Ruins
    The Nords
    Victor the Vicious (non-Cannon)
    Victor the Vicious (Cannon)
    Old Friends
    Motherly Love
    Outlaws

    Battle Hardened Generals:
    The Shaman
    Old Ruins
    The Nords
    Victor the Vicious
    Motherly Love
    Outlaws

    Currently making

    Unit key:
    R=Recruit
    B=Bowman
    M=Militia
    C=Cavalry
    LB=Longbowman
    S=Soldier
    XB=Crossbowman
    E=Elite Soldier
    K=Cannoneer

  2. #2
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    The Dark Priests





    Troop totals:

    With Soldiers, no blocks:
    Troops needed: 476R 8M 194C 135LB 158S
    Max troops lost: 476R 8M 25C 1S

    With Soldiers, one round block:
    Troops needed: 456R 8M 194C 135LB 177S
    Max troops lost: 456R 8M 25C 1S

    With Crossbowmen, no blocks:
    Troops needed: 441R 194C 158S 200XB
    Max troops lost: 441R 20C 2S

    With Crossbowmen, one round block:
    Troops needed: 421R 194C 158S 200XB
    Max troops lost: 421R 20C 2S

    NOTE: If you have Elite Soldiers or Cannoneers:
    Crossbowmen actually help reduce losses on a couple camps.
    Elite Soldiers, on the other hand, are simply replacements for Soldiers. While they may save 1 or 2 Recruits, and you are welcome to use them in place of Soldiers, they do not help enough that I would put them into this guide.
    Cannoneers are a substitute for Crossbows. While they allow you to kill the Dark Castle (Camp 4) in one wave, using them makes you lose a few Soldiers, and are thus not worth it compared to Crossbows in my opinion. Cannoneers do allow you to use a round block on Camp 2. (You can do it without Cannoneers, but it is really tight without them.)

    Garrison Position G1 (BLOCK)


    Send A first, then B. If there is lag, you may wish to wait after sending A.

    Camp B1: 20 Thugs, 10 Guard Dogs
    BLOCKING General A: 19S (120-180 seconds)

    Camp 1: 20 Thug, 20 Guard Dog, 20 Ranger, 1 Skunk
    General B: 42R 158S (25R - 33R - 42R)

    If you do not want to use the block:

    Camp B1: 20 Thugs, 10 Guard Dogs
    20R 42S (11R - 16R - 20R)

    Camp 1: 20 Thug, 20 Guard Dog, 20 Ranger, 1 Skunk
    42R 158S (25R - 33R - 42R)

    Camp 2: 60 Cultist, 20 Dark Priest
    16R 1S 183C (12R - 15R - 16R)

    Camp 3: 25 Cultist, 25 Shadowsneaker, 30 Fanatic, 10 Firedancer
    55R 72S (44R - 51R - 55R)

    Garrison Position G2

    Camp 5: 30 Shadowsneaker, 50 Fanatic, 10 Firedancer
    [1: 32R 2: 171C] (32R)

    Camp 4a: 40 Cultist, 40 Shadowsneaker, 40 Dark Priest, 1 Dark High Priest
    Option 1: 136R (136R)
    Option 2: 136R (136R)
    Option 3: 124R (124R)

    Camp 4b:
    Option 1: 1 Dark High Priest
    200XB (0)
    Option 2: 1 Dark High Priest
    24R 1S 175LB (0 - 12R - 24R)
    Option 3: 0-18 Dark Priests, 1 Dark High Priest
    24R 2S 39C 135LB (20R - 23R - 24R 1S)
    (Note: With option 3, losing the Soldier is unavoidable in the very worst case, as that one Soldier saves over 50 Recruits. If you don't like losing Soldiers use option 2)

    Garrison Position G3

    Camp 6: 30 Cultists, 40 Dark Priests
    5R 1S 194C (2R - 4R - 5R)

    Camp 7: 30 Shadowsneakers, 30 Dark Priests
    32R 30S (30R - 32R - 32R)

    Camp 8: 30 Cultist, 20 Shadowsneaker, 10 Firedancer
    27R 60S (23R - 26R - 27R)

    Camp 9: 40 Cultist, 20 Shadowsneaker, 30 Dark Priest, 1 Witch of the Swamp
    98R 8M 60C 34LB (70R 4C - 98R 3M 12C - 98R 8M 25C)
    75R 1S 70C 54XB (55R 4C - 70R 12C - 75R 1S 20C)

    Lootspot buyers may be invited at any stage, but make sure they do indeed make a kill.

  3. #3
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    Witch of the Swamp




    Troop totals:
    With Soldiers, losing Soldiers, no blocks:
    Max troops needed: 401R 136B 194C 175LB 85S
    Max troops lost: 402R 136B 71S

    With Soldiers, losing Cavalry, no blocks:
    Max troops needed: 498R 91M 194C 175B 85S
    Max troops lost: 499R 91M 88C 10S

    With Soldiers, losing Soldiers, using a 1R block:
    Max troops needed: 318R 136B 194C 72LB 87S
    Max troops lost: 318R 136B 87S

    With Soldiers, losing Cavalry, using a 1R block:
    Max troops needed: 415R 91M 194C 72LB 85S
    Max troops lost: 415R 91M 88C 26S

    With Crossbowmen, no blocks:
    Max troops needed: 573R 194C 85S 200XB
    Max troops lost: 573R 85C 1S

    With Crossbowmen, using a 1R block:
    Max troops needed: 512R 194C 85S 56XB
    Max troops lost: 512R 85C 17S

    Landing Zone to G1

    Move garrison up whenever convenient.

    Camp 1: 40 Cultist
    1S 194C (0)

    Camp 2: 50 Cultist
    5R 1S 194C (2R - 4R - 5R)

    Camp 3: 40 Cultist, 40 Fanatic
    11R 1S 188C (8R - 10R - 11R)

    Camp 4: 60 Cultists
    11R 1S 188C (7R - 10R - 11R)

    Camp 5 and Camp 6 should be attacked by sending an attack at Camp 6, then getting intercepted by Camp 5, and beating both camps in one go, with no extra losses.

    Camp 5+6: 60 Shadowsneaker, 40 Dark Priest (Camp 5), 33 Cultist, 33 Shadowsneaker, 33 Dark Priest (Camp 6)
    98R 85S (91R - 95R - 98R)

    Camp 7: 120 Cultists
    57R 1S 70C 72LB (48R - 52R - 57R)

    Garrison Position G1 (BLOCK)

    Send A, then B. Send them right after each other. If the situation is laggy, do not try the block.
    Camp B8: 80 Cultist, 60 Dark Priest
    BLOCKING General A: 1R (1R) (20 seconds)

    Camp 8: 40 Cultist, 120 Shadowsneaker, 1 Dark High Priest
    120R 80S (107R - 120R 2S - 120R 16S)

    If you really despise losing Soldiers, then you will either have to do a double 1R block (where you sent Wave 1 along with a 1R block, then wait 4 hours, then send Wave 2), or you will have to send a 1R block with 2 Generals following (so you would have to launch generals after a certain time after the previous one), or you will have to kill Camp 8 first.

    Camp B8: 80 Cultist, 60 Dark Priest
    BLOCKING General A: 1R (x2) (2R) (20 seconds x2)

    Camp B8: 80 Cultist, 60 Dark Priest
    59R 1S 140C (44R - 50R - 59R)

    Camp 8a: 40 Shadowsneaker, 120 Dark Priest, 1 Dark High Priest
    122R (122R)
    Camp 8b: 1 Dark High Priest
    23R 1S 176LB (20R - 23R - 23R)
    200XB (0)

    Camp 9 will be very difficult. You really have no choice but to lose Cavalry and Militia, and a large amount of them to boot.

    Camp 9a: 100 Cultist, 1 Witch of the Swamp, 99 Dark Priest
    112R 88C (112R 88C)
    Camp 9b: 47-56 Cultist, 1 Witch of the Swamp, 20-39 Dark Priest
    91M 10S 35C 64LB (41M - 65M - 91M 10S)

    NOTE: Simulate for yourself based on what you have left in the second wave. Sometimes you can get away with using less Militia for less losses. You may sometimes even get the chance to use Recruits rather than Militia.

    If you don't want to lose Cavalry, you can choose to lose Soldiers instead:

    Camp 9a: 100 Cultist, 1 Witch of the Swamp, 99 Dark Priest
    15R 136B (15R 136B)
    Camp 9b: 1 Witch of the Swamp, 99 Dark Priest
    71S 117C 12LB (46S - 58S - 71S)

    If you have Crossbows:
    Camp 9a: 100 Cultist, 1 Witch of the Swamp, 99 Dark Priest
    115R 85C (115R 85C)
    Camp 9b: 46-53 Cultist, 1 Witch of the Swamp, 23-40 Dark Priest
    95R 2S 47C 56XB (53R - 78R - 95R 1S)

  4. #4
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    Quote Originally Posted by AOPSUser View Post
    Camp 9 will be very difficult. You really have no choice but to lose Cavalry and Militia, and a large amount of them to boot.

    Camp 9a: 100 Cultist, 1 Witch of the Swamp, 99 Dark Priest
    112R 88C (112R 88C)
    Camp 9b: 47-56 Cultist, 1 Witch of the Swamp, 20-39 Dark Priest
    91M 10S 35C 64LB (68M - 85M - 91M 10S)
    Use suicide bombers (bowmen) to dispose of the witch and save the cavalry:

    1: 15R 132B
    2: 66S 124C 10LB

  5. #5
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    Quote Originally Posted by ZBest View Post
    Use suicide bombers (bowmen) to dispose of the witch and save the cavalry:

    1: 15R 132B
    2: 66S 124C 10LB
    After many simulations (over 10000), I see that there is a rather disturbing chance to lose a ton of Cavalry in the second wave. Coupled with the fact that I despise losing Soldiers, I don't think I'll be using this setup.

    I looked at other guides, and they only recommend this type of attack if you have a Veteran for the second wave.

    I think there might be a 3-wave approach though. I'll add that in once I find it.

    EDIT: Nope, I could not find a 3-wave approach that doesn't lose Cavalry.

  6. #6
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    Quote Originally Posted by AOPSUser View Post
    After many simulations (over 10000), I see that there is a rather disturbing chance to lose a ton of Cavalry in the second wave. Coupled with the fact that I despise losing Soldiers, I don't think I'll be using this setup.

    I looked at other guides, and they only recommend this type of attack if you have a Veteran for the second wave.

    I think there might be a 3-wave approach though. I'll add that in once I find it.

    EDIT: Nope, I could not find a 3-wave approach that doesn't lose Cavalry.
    If you're into the 10k simulation:

    1: 15R 133B
    2: 68S 120C 12LB

    Losing soldiers is much more efficient (on barracks time -- but not weapon cost) than using militia.

  7. #7
    Veteran General Asiastrings's Avatar
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    These are Tage recommended variations, if u want some more input on this....

    WITCH TOWER

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [15R 132B (15R 132B)]

    Camp 10b) 99 Dark Priests, 1 Witch of the Swamp
    VETERAN general: [76R 19M 10S 127C 18LB (76R 4M - 76R 19M 4S - 76R 19M 10S)]
    VETERAN general: [65R 5M 10S 1E 128C 41XB (65R 3M - 65R 5M 6S - 65R 5M 10S)]


    The solutions below are all based on losing only cavalry and recruits:

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [75R 125C (75R 125C)]
    Camp 10b) 65-72 Cultists, 0-17 Dark Priests, 1 Witch of the Swamp
    ANY general: [99R 41C 60LB (59R - 87R - 98R)]
    ANY general: [80R 13S 19C 88LB (59R - 75R - 80R 12S)]

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [115R 85C (115R 85C)]
    Camp 10b) 46-53 Cultists, 23-40 Dark Priests, 1 Witch of the Swamp
    ANY general: [95R 2S 47C 56XB (53R - 78R - 95R 1S)]

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [153R 47C (153R 47C)]
    Camp 10b) 23-35 Cultists, 55-64 Dark Priests, 1 Witch of the Swamp
    VETERAN general: [94R 2S 81C 73LB (59R - 82R - 94R 1S)]

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [180R 20C (180R 20C)]
    Camp 10b) 3-16 Cultists, 79-86 Dark Priests, 1 Witch of the Swamp
    VETERAN general: [100R 2S 105C 43XB (62R - 84R - 100R 1S)]

  8. #8
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    Quote Originally Posted by ZBest View Post
    If you're into the 10k simulation:

    1: 15R 133B
    2: 68S 120C 12LB

    Losing soldiers is much more efficient (on barracks time -- but not weapon cost) than using militia.
    Hmm. I'll put this setup in as an alternative (with a couple slight adjustments-lowering max loss while slightly raising the number of Soldiers needed).

    I personally like to use the weapon costs. That's why I NEVER lose Soldiers or even Cavalry or Longbowman unless I absolutely need to.

    Quote Originally Posted by Asiastrings View Post
    These are Tage recommended variations, if u want some more input on this....

    WITCH TOWER

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [15R 132B (15R 132B)]

    Camp 10b) 99 Dark Priests, 1 Witch of the Swamp
    VETERAN general: [76R 19M 10S 127C 18LB (76R 4M - 76R 19M 4S - 76R 19M 10S)]
    VETERAN general: [65R 5M 10S 1E 128C 41XB (65R 3M - 65R 5M 6S - 65R 5M 10S)]


    The solutions below are all based on losing only cavalry and recruits:

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [75R 125C (75R 125C)]
    Camp 10b) 65-72 Cultists, 0-17 Dark Priests, 1 Witch of the Swamp
    ANY general: [99R 41C 60LB (59R - 87R - 98R)]
    ANY general: [80R 13S 19C 88LB (59R - 75R - 80R 12S)]

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [115R 85C (115R 85C)]
    Camp 10b) 46-53 Cultists, 23-40 Dark Priests, 1 Witch of the Swamp
    ANY general: [95R 2S 47C 56XB (53R - 78R - 95R 1S)]

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [153R 47C (153R 47C)]
    Camp 10b) 23-35 Cultists, 55-64 Dark Priests, 1 Witch of the Swamp
    VETERAN general: [94R 2S 81C 73LB (59R - 82R - 94R 1S)]

    Camp 10a) 100 Cultists, 99 Dark Priests, 1 Witch of the Swamp
    ANY general: [180R 20C (180R 20C)]
    Camp 10b) 3-16 Cultists, 79-86 Dark Priests, 1 Witch of the Swamp
    VETERAN general: [100R 2S 105C 43XB (62R - 84R - 100R 1S)]
    A lot of these setups are for Veteran Generals, which would not do, since I am focusing on normal ones.

    I did add in the Crossbow variation.

    Also, I don't like the only Recruit and Cavalry setups because they cost a lot more Cavalry, which are more painful to produce with the Barracks. Horses are worth less but you need four times as much for one Cavalry, so over time it really adds up.

  9. #9
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    Horseback



    Troop totals:
    With Soldiers, no blocks:
    Max troops needed: 594R 92B 161LB 156S
    Max troops lost: 594R 92B

    With Soldiers, using all blocks:
    Max troops needed: 430R 92B 161LB 156S
    Max troops lost: 430R 92B

    With Crossbowmen, no blocks:
    Max troops needed: 581R 90B 156S 161XB
    Max troops lost: 581R 90B

    With Crossbowmen, using all blocks:
    Max troops needed: 417R 90B 156S 161XB
    Max troops lost: 417R 90B

    Garrison Position G1 (BLOCK):

    Camp 1: 70 Nomads, 40 Lance Riders
    48R 111S (38R - 44R - 48R)


    For the block, send Generals A and B, in that order, one after another.

    Camp B2: 70 Nomads, 40 Riding Amazonian Guards
    BLOCKING General A: 1R (1R) (20 seconds)

    Camp 2: 90 Riding Amazonian Guards, 10 Uproarious Bulls
    General B: 45R 92B 1S 62LB (40R 90B - 41R 90B - 45R 92B)
    General B: 130B 70LB (127B - 130B - 130B)
    General B: 32R 90B 1S 77XB (30R 90B - 32R 90B - 32R 90B)
    General B: 122B 78XB (119B - 120B - 122B)

    If you do not wish to use the block:

    Camp B2: 70 Nomads, 40 Riding Amazonian Guards
    69R 110S (61R - 66R - 69R)

    Camp 2: 90 Riding Amazonian Guards, 10 Uproarious Bulls
    45R 92B 1S 62LB (40R 90B - 41R 90B - 45R 92B)
    130B 70LB (127B - 130B - 130B)
    32R 90B 1S 77XB (30R 90B - 32R 90B - 32R 90B)
    122B 78XB (119B - 120B - 122B)

    SPECIAL NOTE: If you are using the round block on Camp B5 later, you will need 107 Bowmen. Feel free to skip the above camps until you have done that block, so as to save Bowmen. You will, however, need to kill Camp 3.

    Camp 3: 70 Nomads, 20 Cataphracts
    49R 90S (42R - 46R - 49R)

    Garrison Position G2 (BLOCK):


    Camp 4: 60 Nomads, 40 Lance Riders, 60 Composite Bowmen
    General B: 44R 156S (33R - 40R - 44R)

    IMPORTANT: MAKE SURE YOU SEND GENERAL B. GENERAL A WILL BE INTERCEPTED.

    For the block, send A, then B.

    Camp B5: 30 Riding Amazonian Guards, 40 Riding Bowmen
    BLOCKING General A: 5S 107B (140 seconds)
    BLOCKING General A: 1R (1R) (20 seconds)
    NOTE: Use the round block with the Bowmen if you have enough. Otherwise, use the 1R block.

    Camp 5: 60 Nomads, 75 Riding Bowmen
    General B: 121R 79S (81R - 102R - 121R) (60-80 seconds)

    If you do not wish to use the block:

    Camp B5: 30 Riding Amazonian Guards, 40 Riding Bowmen
    69R 70S (58R - 66R - 69R)

    Camp 5: 60 Nomads, 75 Riding Bowmen
    121R 79S (81R - 102R - 121R)

    Garrison Position G3 (BLOCK):

    For the block, send A, then B.

    Camp B6: 60 Lance Riders
    BLOCKING General A: 1R (1R) (20 seconds)

    Camp 6: 90 Nomads, 90 Composite Bowmen
    General B: 38R 1S 161LB/XB (28R - 33R - 38R)

    If you do not wish to use the block:
    Camp B6: 60 Lance Riders
    28R 60S (22R - 27R - 28R)

    Camp 6: 90 Nomads, 90 Composite Bowmen
    38R 1S 161LB/XB (28R - 33R - 38R)

    Garrison Position G4:

    Camp 7: 80 Lance Riders, 120 Composite Bowmen
    83R 117S (57R - 71R - 83R)

  10. #10
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    Here's a really short one...

    The Lost Skull

    2100 of the XP come from completing subquests.


    Troop totals:
    Units: 291R 185C 139S
    Max losses: 291R

    No garrison placements here, just move your general forward when convenient.

    The adventure has you complete subquests. Most of these are to kill camps. There is one that asks you to find the ancient ruins, which I have labeled A, B, C, and D above. Just click on them.

    Camp 1: 80 Deckscrubbers, 120 Knifethrowers
    14R 1S 185C (12R - 13R - 14R)

    Camp 2: 80 Caltrops, 120 Deckscrubbers
    61R 139S (40R - 50R - 61R)

    Camp 3: 60 Caltrops, 140 Saberrattlers
    79R 121S (55R - 67R - 79R)

    Camp 4: 1 Crazy Cook, 80 Gunmen, 20 Petty Officers
    137R 63S (120R - 129R - 137R)

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