ya I agree. I'm in GENS but I'm not just saying this.. I prefer EJ's EOTW guide because I don't feel like wasting time/effort on blocks to save so few casualties. The other guides are good, this one just suits me better.
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ya I agree. I'm in GENS but I'm not just saying this.. I prefer EJ's EOTW guide because I don't feel like wasting time/effort on blocks to save so few casualties. The other guides are good, this one just suits me better.
For End of the World, you can do better if you clear the island counterclockwise. You will save by not having to attack some camps in sectors 7 and 8. In sector 9, you would also save by attacking the camp on the right instead the two on the left. The only extra camp to attack is the one in sector 3 defended by 100 Jaguar Warriors, but that doesn't cost any extra troops. The only trick is that before clearing sector 2, you have to clear sector 5, then 3 to put your generals in the right position to clear sector 2.
Note: on the SFTR guide, I could not place a garrison at location X2; the nearest possible placement forced my pathing through the trap below camp C2.
Also, on EOTW, if done counterclockwise you can get the losses down more. One of my guildmates did a guide with 416 R 189 B losses. Your camp #s C1 and C14 are among those skipped this way. Also only one camp in front of C11 coming from the right.
yes, EOTW updated now, needed a 2nd run to make it better lol
less losses, more camps skipped, and less walking by taking 2 camps with 1 attack twice
c12 on EOW is skip-able.... move gen to position north of c13 and L11 and L6 is assessable from there.... don't have to take c12. just thought id be good to share as it would make a fewer less losses, thanks again for putting in the effort to make the guide :)
UPDATE
FINALLY, got one xmas adventure today, added 2 guides here and on cempire:
- vet + soldier + xbow
- regular + soldier + longbows
elites dont really make a difference here, so i just used soldiers to be useable by more people
longbows to xbows dont really make a difference either, the big difference is between vet and regular gen
for db veteran guide with no cannons... the last wave on the witch tower, could use 2r 149s and 99e, will save you 80 soldiers and some build time in barracks, just sharing what ive learned
any chance you guys might make a guide for surprise attack? i just really like the layout your guides offer, most others are to confusing.
Do you know if battle hardened generals can do the blocks in Outlaws. I lost a bunch of cav on a block. I used the BHG. It could have been that I didn't perform the block correctly, but wanted to find out if the BHG had anything to do with it.
UPDATE
- added vet and cannon guides for bandit nest, would be a good adventure to run if it were findable, but paying 200 frags for it is just not worth the cost ^^
about fast gens blocking, the warning is on the first page, like zbest said :)
any one else have trouble with IOP elite vet blocks. on the double block at the end, C6 and C7 my second general that was to block C7 was getting intercepted by C6 before the first general could engage. Ran multiple times quadruple checked my positions. ended up just taking C6 out individually, then the block on C7 was fine. Usually problems with blocking is your second general doesn't finish the leader in time (server lag, or didn't send quickly enough) but this was engaging too fast which I found unusual. (of course I could have paused before sending the second but just wondering if others were having trouble with this block?) Nice resources on this adventure if It can be done quickly with the genesis guide.
I'm not sure of your particular situation. There are 2 types of blocks...the 1r block that is intended to lose but gives your attacking general enough time to run through the red zone, and then there's the block that is not intended to lose and is not intended to even complete the fight but simply to have as long as a battle as possible to give your attacking Gen enough time to take out the leader camp.
Blocks should never be done with anything except a tavern general, as the BHG and the Vet are quicker in battles so the fights take less time. For the first type of block it gives your attacking Gen more time to get through the red zone and for the 2nd type of block it gives your attacking Gen more time to win his fight.
Edit: Ok, there is a 3rd type of block in which you lose and in the process lose a lot of troops, but even with this block you will want to always use a tavern General
UPDATE
- iotp cannon and elite guides updated, fixed a problem with the double block on 2nd sector, new and safer positions now
- SE cannon guide updated, lower losses now
On your Old Friends Vet-Cannon guide, the block doesn't smell right.
The battle is 3-4 rounds, and the camp destruction is 5-7 rounds --- meaning the battle is looking at 80-110 sec.
The march is six steps or almost 20 sec. The block is only minimum 100 sec.
64R 40S 1E 1LB 1A 79K is always a 3 round battle and a 4-5 round camp destruction -- coming in at 70-80 sec.
block is 4-8 rounds, average 5
wt is 3-4 rounds, average 3.03, and cannons have extra damage against buildings, faster demo
i did that a few times and never had problems
Simming out 1R 2S 94E on the block, I get:
0.05% of 80s
4.95% of 100s -- Right HERE I'd say you have a 5% chance of block fail
64.95% of 120s
24.68% of 140s
5.23% of 160s
0.14% of 180s
On the 72R 36S 1E 66C 75K
97.45% of 30s
2.55% of 40s
The max loss is 36S -- so there is the chance that they all die (within the 0.05% of a 2200 rep simulation).
Not sure exactly what the odds of 36S dead.
If the soldiers are present, it takes 5-6 rounds (50-60 sec) for camp destruction - (91.96% chance of 5-round -- 8.04% chance of 6-round)
If no soldiers survive, it takes 5-7 rounds (50-70 sec) for camp destruction - (35.83% chance of 5-round battle -- 63.98% chance of 6-round -- 0.19% chance of 7-round)
For it to fail, you need to have the block be short (5% chance of 80-100s) -- I think this will cause failure on it's own.
You need the battle to run long (2.55% of 40s) and the camp destruction to run long (8.04% of 60s instead of 50s) to cause a 120s block to fail (0.2% chance of running into both).
Or a 70 sec camp destruction (no surviving soldiers scenario) -- 0.19% of probably <1% --- one in a million.
I blocked with 1R, and with the 72R 36S 1E 66C 75K it took 30s battle and 50s camp destruction (80s as 'expected' / normal). I wasn't going to risk a 5% chance of a 100s block.
good
Thank you for all you work!
First off thanks a ton for all of the wonderful normal general guides!
Could I put in a request for a Secluded Experiments or a Sons of the Velt normal general guide? I try to use the Veteran guides but not all the blocks work w/o a Vet...
Varoon
just dont run those without a vet, very expensive :)
i wont be running more regular guides, i did those before i had a vet, and for the adventures that are ok to run with regulars
Your Veteran Island of the Pirates Guide is not correct, but I must say, I use your guides on the regular.
cauldron if ur reffering to camps C5 and C6 appearing to be mislabled, u are incorrect. the camp labled C5 is killed 1st (ur general will travel down the edge of the aggro zone of C6) and then C6 and C7 are blocked. labeling is all correct, i've already run this adventure w tht guide, though to be honest i did have to look twice and sim it all out myself to be sure, because it seemed weird to me as well. but i assure you, it works
It was just when I first glanced at it, it appeared to be incorrect, but I see it now...
Thanks to you both!
no prob :)
UPDATE
- both gunpowder guides updated, that critical block for L7 should work fine now
Hmmmm... I cant exactly remember if these guides are on my guides list but if they arent they sure will be soon! They look great :)
Hey just wanted to drop a line and say thanks for the guides.
i like the IOP
must be honest didn't trust ya at first... i though that i was going to get intercepted on the trap... sent and thought to my self... this guy is wrong... wrong... wron.... wait a second it got through....
:)
The link for "The Dark Priests - Regular General versions" is not available!!!!!!!
UPDATE:
- updated my nords reg gen guide, much lower losses now, and added it to cempire, it wasnt there yet
camp C9 can be blocked in reg version, but i didnt include the block because i didnt ran the adventure to figure the positions (involves 3 gens, print from vet map doesnt fit ^^), if i get a LS someday i'll add this block
On Black Knights, I am having a hard time getting the positioning of X1 correct. In the picture, it looks like the general butts right up to that tree in the north east. I seem to only be able to plop down on top of that tree or leave a pretty big gap. It looks in the graphic like the general is placed over the path.
Any suggestions would be great.
I am doing vets and elite.