Yes, I kept meaning to bring that to your attention! ;)
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UPDATE
- added guide for red riding hood, made on test server
behold the gen sacs :) its alot of R and B sacs, but in overall saves 75.5h in barracks compared to wikis guide haha
also decided to run the FT chain on live server before doing the rest, will run all these guides and confirm if theyre good, as they all were made on test server.....in a week or 2, depends on my luck in the slot machine
UPDATE
- added a guide for traitors with mmas and major, as i got faced with a quest to run this....thing :)
snow white guide will be posted in the next days
UPDATE
- snow white guide posted, like the others, made on test server
im close to getting fisherman on live server, so will test and improve these guides soon
UPDATE
- updated fishermans guide, saved 4.5h in barracks total, lots of improvements
UPDATE
- updated hansel guide on live server, saved 1.3h in barracks
more will follow tomorrow
UPDATE
- improved pied piper guide, saved 4.5h in barracks, managed to add a block in there, and made a few other troop improvements :)
will post dragons roost guide later today, and run red riding hood soon and check it for improvements
UPDATE
- added guide for dragons roost
- fixed a couple glitches on valuable intel guide
UPDATE
- improved sea snake guide, saved about 12h in barracks
just an FYI for Red Riding Hood guide the loads call for 195AM but on L4 you need 225AM. thanks for the guides, they help so much.
If only you could please somehow note the number of rounds you expect on a block, it would make it much easier for me to suggest better numbers.. especially on the kinds where there are multiple waves to block (Fisherman and PiedPiper). I think I can reduce the loss from n-1 waves notably, as well as eliminate the need to have "Check Table".
alice, you can put evil's block in a simulator if you want and figure out the number of rounds it lasts... not a secret, but not necessary information for a guide to have, it either lasts long enough or it doesn't :)
KH.. I do that, and I have done that Not saying it is a secret at all...
I said "it would make it much easier for me" :D
Anyhow, here is an example from Fisherman, the one where first wave is a sac..
207B-70MS,130MM
Loss - 207B (compared to Evil's 250B)
Rounds - Min 5, (I guess what Evil targeted)
No need for check table.
Let me know if you or Evil find it inappropriate for some reason I cannot guess
(average rounds, victory chance, cost for failed block, error on my part etc etc) :p
PS - Sometime I wish I had time and knowledge to put my sim on web.. But that will likely not happen.
block for C8 by regular gen is missing troop count X10
UPDATE
- besieged city, fixed some typos
- updated guide for red riding hood, added a stack block on c8, will try to do the same on C4 somehow....
- updated guide for snow white, added a double block on 1st sector
UPDATE
- added el chupacabra guide
only one step ahead and lost city left to do, no idea when it will be, doing long letters again on live, might do them on test someday, will see
UPDATE
- added guide for the lost city, read the notes carefully before jumping on it :)
this was one of the most fun adventures to guide =)
For the Valuable Intel guide, I think the following change might need to be made to reflect the guide steps as they currently stand:
UNITS NEEDED: 158R + 184E + 220C
I believe there is a typo in the Raid of the Nords adv. For the second block/attack you have the mma picture but in the description you have it as a regular blocker
UPDATE
- fixed typos in fisherman and snow white ventures
- added link to the combat sim ive been using since the german sim went off
- added guide to one step ahead, not as fun as the lost city :(
UPDATE
- fixed 2 typos on one step ahead
What is the best way to make sure the generals attack in the correct order on the leader 4 block on Red Riding Hood, aside from killing camp 8?
My second one failed to attack, so I want to try to figure out something better for next time I run it, although I don't think I will do it more than once every several weeks. I do a bunch of similar attacks mostly with 1r sacs on other adventures that usually don't go wrong but also really don't matter much if they go out of order, but didn't really notice why this one may have gone wrong.
Haven't done that block yet, but it doesn't sound time sensitive as to fit generals through a 1-2 round blocks...just space them out a little bit, at in 1st Gen dies before 3rd arrives (since 2nd is fighting, no time wasted). The arrival order and not always consistant fighting order is something we know about since the introduction of FTs and that wasn't ever fixed for all I can remember, or seeing as you are having the problem now, it still isn't lol
Yep, agree. That's why I classified it as annoying... other peeps have been successful, so it is just a risk that has to be taken; stretching out the last attack a bit more to allow the 2nd blocker to 'seat' is all. A little more patience in launching will go far.
On the Raid of the Nords (MG/MMA) it appears that the description it declares to 'send X2 Regular', but visually, X2 is MMA. It seems there were switched. Ran the attack for C4/C5/L2/L3 as pictured and works good, so must be type in the description.
btw - ty for nice, concise guides with low troop losses.
As Evil stated just a couple posts back, go with the description and not with the pictures, they are merely for position purposes.
Great maps as always... On map El Chupacabra can you update the units to bring from 100E to 157E. Also the position of X3 should be to the right starting at C12 not C15... Thanks
please check the c5 of lost city, you probably forgot to put sac wave in the guide.
enemy in the camp: 100 sword master, 70 mounted bowman, 70 stone cannon.
Thanks.