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
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.
“Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
J. R. R. Tolkien
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