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Thread: AOPSUser's Adventure Guides-For Normal generals

  1. #21
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    Map for "a hero wanted". Just click the items to finish the adventure.

  2. #22
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    Quote Originally Posted by AOPSUser View Post
    I'm still going to include Normal general setups in there.

    I don't think anyone really uses Normal generals anymore though, after this free Gem giveaway...
    Incorrect.

    Still playing with 3 normal gens. Was saving gems to get a BHG. Then after free gem giveaway, decided to get a vet gen. Just 500 gems short.

  3. #23
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    The Shaman


    Troop totals:

    One normal general, with Soldiers, no blocks:
    Max troops needed: 1503R 136B 178C 171LB 127S
    Max troops lost: 1503R 136B

    One normal general, with Crossbowmen, no blocks:
    Max troops needed: 1485R 136B 178C 127S 113XB
    Max troops lost: 1485R 136B

    One normal general, with Cannoneers, no blocks:
    Max troops needed: 1479R 1M 178C 127S 113XB 124K
    Max troops lost: 1479R

    NOTE: If you have Cannoneers, simulate for yourself. I did not do Cannoneer versions for a lot of camps in which they would have been very helpful. The actual losses when using Cannoneers are definitely lower than 1479R.

    Two normal generals, with Soldiers, using one 1R block and one round block:
    Max troops needed: 1445R 136B 139C 171LB 127S
    Max troops lost: 1445R 136B

    Two normal generals, with Crossbowmen, using one 1R block and one round block:
    Max troops needed: 1429R 136B 139C 127S 113XB
    Max troops lost: 1429R 136B

    Two normal generals, with Cannoneers, using three round blocks:
    Max troops needed: 1275R 1M 139C 127S 113XB 124K
    Max troops lost: 1275R

    NOTE: If you have Cannoneers, simulate for yourself. I did not do Cannoneer versions for a lot of camps in which they would have been very helpful, and I left out a block on Camp 11 for normal generals and Cannoneers. The actual losses when using Cannoneers are definitely lower than 1275R.

    One Battle Hardened generals, one any general, and one normal general, with Soldiers, using four round blocks:
    Max troops needed: 1038R 136B 173C 171LB 131S
    Max troops lost: 1094R 136B

    One Battle Hardened generals, one any general, and one normal general, with Crossbowmen, using four round blocks:
    Max troops needed: 1022R 136B 173C 131S 119XB
    Max troops lost: 1078R 136B

    One Battle Hardened general and one normal general, with Cannoneers, using four round blocks:
    Max troops needed: 1072R 173C 131S 124K
    Max troops lost: 1072R

    NOTE: If you have Cannoneers, simulate for yourself. I did not do Cannoneer versions for a lot of camps in which they would have been very helpful, and I left out a block on Camp 17 that can only be done with a Battle Hardened General and Cannoneers. The actual losses when using Cannoneers are definitely lower than 1072R.

    When you get into the adventure, you will find two "rocks" in the position of A and B in the diagram above. Click on them. This is a quest in the adventure. Also, Camp 13 has no troops and is part of the quest: click on it to make it disappear.

    Garrison Position G1 (BLOCK)
    Position A: NORMAL General
    Position B: ANY General

    For the block, send A and B right after each other.

    Camp 6: 80 Scavengers, 80 Stone Throwers
    BLOCKING NORMAL General A: 1S 173C (120-220 seconds)
    BLOCKING NORMAL General A: 1R (20 seconds)

    Camp 7: 100 Scavengers, 80 Guard Dogs, 1 Skunk
    General B: 77R 123S (62R - 71R - 77R) (50 or 100 seconds)
    General B: 75R 1S 124K (60R - 68R - 75R) (40 or 80 seconds)

    NOTE: The block with normal generals and no Cannoneers will be VERY tight. Thus, I recommend the 1R block if you only have normal generals.

    If you do not want to use the block:
    Camp 6: 80 Scavengers, 80 Stone Throwers
    38R 1S 124C 37LB (30R - 34R - 38R)
    36R 1S 140C 23XB (28R - 33R - 36R)

    Camp 7: 100 Scavengers, 80 Guard Dogs, 1 Skunk
    77R 123S (62R - 71R - 77R)
    75R 1S 124K (60R - 68R - 75R)

    Garrison Position G2 (BLOCK)
    Position A: NORMAL General
    Position B: ANY General

    For the block, send Generals A and B right after each other.

    Camp 2: 80 Scavengers
    BLOCKING NORMAL General A: 1S 135C (120-220 seconds)
    BLOCKING NORMAL General A: 1R (20 seconds)

    Camp 3: 50 Scavengers, 50 Guard Dogs, 80 Stone Throwers
    General B: 133R 67S (105R - 118R - 133R) (40 or 80 seconds)

    I would recommend the round block for all players, but the 1R block is there if you want.

    If you still don't want to block:

    Camp 2: 80 Scavengers
    21R 1S 178C (16R - 19R - 21R)

    Camp 3: 50 Scavengers, 50 Guard Dogs, 80 Stone Throwers
    133R 67S (105R - 118R - 133R)

    Garrison Position G3 (BLOCK):

    Camp 8: 100 Scavengers, 80 Guard Dogs
    73R 127S (61R - 68R - 73R)

    Camp 9: 100 Guard Dogs, 80 Rangers
    88R 112S (65R - 76R - 88R)

    Camp 10: 100 Scavengers, 40 Guard Dogs, 50 Stone Throwers
    141R 59S (115R - 129R - 141R)

    Camp 11 can be blocked if you have a Battle Hardened General.

    If you do not want to use the block:

    Camp 11a: 160 Thugs
    104R (104R)
    Camp 11b: 110-121 Thugs
    99R 1S 100LB/XB (68R - 82R - 99R)

    Camp 12 with Longbows:
    Camp 12a: 80 Scavengers, 100 Rangers, 1 One-Eyed Bert
    148R (148R)
    Camp 12b: 67-100 Rangers, 1 One-Eyed Bert
    11R 1S 139C 49LB (7R - 9R - 11R)

    Camp 12 with Crossbows:
    Camp 12a: 80 Scavengers, 100 Rangers, 1 One-Eyed Bert
    127R (127R)
    Camp 12b: 4-19 Scavengers, 100 Rangers, 1 One-Eyed Bert
    21R 1S 139C 39XB (7R - 13R - 21R)

    Position A: NORMAL General
    Position B: ANY General
    Position C: BATTLE HARDENED General

    For the block, send all generals right after each other.

    Camp 11: 160 Thugs
    BLOCKING NORMAL General A: 125S 2C (140-240 seconds)

    Camp 12 with Longbows:
    Camp 12a: 80 Scavengers, 100 Rangers, 1 One-Eyed Bert
    ANY General B: 148R (148R) (20 or 40 seconds)
    Camp 12b: 67-100 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED General C: 11R 1S 139C 49LB (7R - 9R - 11R) (40 seconds)

    Camp 12 with Crossbows:
    Camp 12a: 80 Scavengers, 100 Rangers, 1 One-Eyed Bert
    ANY General B: 127R (127R) (10-20 or 20-40 seconds)
    Camp 12b: 4-19 Scavengers, 100 Rangers, 1 One-Eyed Bert
    BATTLE HARDENED General C: 21R 1S 139C 39XB (7R - 13R - 21R) (40 seconds)

    NOTE: If you only have one Battle Hardened General, the block is a bit tight. Make sure you send your generals within 10 seconds of each other.

    Garrison Position G4:

    Camp 14: 60 Cultists, 80 Shadowsneakers, 60 Dark Priests
    157R 43S (152R - 155R - 157R)

    Camp 17 with Longbows:
    Camp 17a: 40 Shadowsneakers, 80 Firedancers, 80 Dancing Dervishes
    145R (145R)
    Camp 17b: 0-5 Firedancers, 74-80 Dancing Dervishes
    29C 171LB (0)

    Camp 17 with Crossbows:
    Camp 17a: 40 Shadowsneakers, 80 Firedancers, 80 Dancing Dervishes
    140R (140R)
    Camp 17b: 0-21 Firedancers, 75-80 Dancing Dervishes
    87C 113XB (0)

    Camp 16: 80 Cultists, 60 Shadowsneakers, 50 Firedancers
    147R 53S (140R - 144R - 147R)

    Camp 18a: 100 Cultists, 1 Witch of the Swamp, 1 Mystical Shaman
    15R 136B (15R 136B)
    Camp 18b: 1 Witch of the Swamp, 1 Mystical Shaman
    106R 94S (45R - 93R - 104R)

    Or if you have Cannoneers:
    Camp 18: 100 Cultists, 1 Witch of the Swamp, 1 Mystical Shaman
    117R 1M 82K (81R - 107R - 117R)

    If you have Cannoneers or a Battle Hardened General, you may want to use the following block:

    Position A: NORMAL General
    Position B: ANY General with Cannoneers OR ANY General
    Position C: BATTLE HARDENED General (not needed if you have Cannoneers)

    Camp 16: 80 Cultists, 60 Shadowsneakers, 50 Firedancers
    BLOCKING NORMAL General A: 37S 163C (120-220 seconds)

    With Cannoneers:
    Camp 18: 100 Cultists, 1 Witch of the Swamp, 1 Mystical Shaman
    ANY General B: 117R 1M 82K (81R - 107R - 117R) (40 or 80 seconds)

    Or without Cannoneers:
    Camp 18a: 100 Cultists, 1 Witch of the Swamp, 1 Mystical Shaman
    ANY General B: 15R 136B (15R 136B) (10 or 20 seconds)
    Camp 18b: 1 Witch of the Swamp, 1 Mystical Shaman
    BATTLE HARDENDED General C: 106R 94S (45R - 93R - 104R) (70 seconds)

  4. #24
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    What Troops do we need

  5. #25
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    Map for "nothing special". Just click the items to finish the adventure.

  6. #26
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    Map for "the jester's map". Click everything to complete the adventure.

  7. #27
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    Map for "Retro Style". Click everything to finish the adventure.

  8. #28
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    Old Ruins


    Troop totals:

    One normal general, with Soldiers, no blocks:
    Max troops needed: 425R 1B 181C 193LB 200S
    Max troops lost: 425R 1B 50C 53S

    One normal general, with Crossbowmen, no blocks:
    Max troops needed: 367R 1B 181C 200S 193XB
    Max troops lost: 367R 1B 50C 53S

    One normal general, with Cannoneers, no blocks:
    Max troops needed: 390R 1B 181C 156S 193XB 161K
    Max troops lost: 390R 1B 50C

    Two normal generals, with Soldiers, using two 1R blocks:
    Max troops needed: 383R 1B 181C 193LB 200S
    Max troops lost: 383R 1B 50C 53S

    Two normal generals, with Crossbowmen, using two 1R blocks:
    Max troops needed: 325R 1B 181C 200S 193XB
    Max troops lost: 325R 1B 50C 53S

    Two normal generals, with Cannoneers, using two 1R blocks and one round block:
    Max troops needed: 280R 1B 181C 156S 193XB 161K
    Max troops lost: 280R 1B 50C

    One Battle Hardened General and one Normal general, with Soldiers, using two 1R blocks and one round block:
    Max troops needed: 315R 1B 181C 193LB 293S
    Max troops lost: 315R 1B 50C 53S

    One Battle Hardened General and one Normal general, with Crossbowmen, using two 1R blocks and one round block:
    Max troops needed: 257R 1B 181C 293S 193XB
    Max troops lost: 257R 1B 50C 53S

    One Battle Hardened General and two Normal generals, with Cannoneers, using two 1R blocks and one double round block:
    Max troops needed: 83R 1B 181C 156S 193XB 102E 161K
    Max troops lost: 83R 1B

    When you begin, click the "dead tree"s to begin the adventure.

    Garrison Position G1 (BLOCK):

    First, kill Camp 1:

    Camp 1: 60 Scavengers, 60 Stone Throwers
    19R 1S 180C (13R - 17R - 19R)

    If you do not want to block, kill all remaining bandit camps:

    Camp 2: 60 Scavengers, 70 Guard Dogs
    44R 156S (36R - 41R - 44R)

    Camp 3: 60 Scavengers, 50 Rangers
    18R 1S 181C (12R - 16R - 18R)

    Camp 4: 60 Rangers, 1 One-Eyed Bert
    11R 1S 87C 101LB (0 - 2R - 11R)
    87C 83XB (0)

    Position A: NORMAL General
    Position B: ANY General

    For the block, send Generals A and B right after each other.

    Camp 2: 60 Scavengers, 70 Guard Dogs
    BLOCKING NORMAL General A: 1R (1R) (20 seconds)

    Camp 3: 60 Scavengers, 50 Rangers
    ANY General B: 18R 1S 181C (12R - 16R - 18R)

    Position A: NORMAL General
    Position B: ANY General

    For the block, send Generals A and B right after each other.

    Camp 2: 60 Scavengers, 70 Guard Dogs
    BLOCKING NORMAL General A: 1R (1R) (20 seconds)

    Camp 4: 60 Rangers, 1 One-Eyed Bert
    ANY General B: 11R 1S 87C 101LB (0 - 2R - 11R)
    ANY General B: 87C 83XB (0)

    Garrison Position G2:

    Kill any and all walls blocking your general from the Mine (with any troops), and then kill the Mine (Camp 5). The rest of the walls will disappear when Croaker dies.

    Camp 5: 100 Wolves, 1 Croaker
    5R 1S 1B 193LB/XB (5R 1B)

    Garrison Position G3 (BLOCK):

    You will need to place your generals as in the diagram above, so as to avoid being intercepted by Camp 6.

    If you have a Battle Hardened General with Cannoneers, look below for a two-way block:
    Position A: NORMAL General
    Position B: NORMAL General
    Position C: BATTLE HARDENED General with Cannoneers

    For the block, send A and B right after each other. Then, wait until B reaches the circled area in the diagram, and send General C.

    Camp 8: 1 Witch of the Swamp, 80 Firedancers
    BLOCKING NORMAL General A: 102E 98C (100-200 seconds)

    Camp 7: 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL General B: 93S (200-300 seconds)

    Camp 9: 1 Spawn of Hell
    BATTLE HARDENED General C: 39R 161K (35R - 38R - 39R) (30 seconds)

    This block will be very risky. The marching time of General C through the red zone of Camp 8 is about 44 seconds. Thus, the timing is quite critical on this block. Note, however, that the block on Camp 8 has a very low chance of lasting only 100 seconds, so I would consider this block somewhat safe. However, even if you have a Battle Hardened General with Cannoneers, I would consider the one-way block below as an alternative.

    For a less risky one-way block, kill Camp 8 first:

    Camp 8a: 1 Witch of the Swamp, 80 Firedancers
    150R 50C (150R 50C)
    Camp 8b: 1 Witch of the Swamp, 28-43 Firedancers
    95R 1S 65C 39LB (38R - 76R - 95R)
    63R 1S 92C 44XB (30R - 53R - 63R)
    47R 1S 97C 55K (20R - 38R - 47R)

    Now, do the following block:
    Position A: NORMAL General
    Position B: BATTLE HARDENED General, or ANY General with Cannoneers

    For the block, send A and B right after each other.

    Camp 7: 80 Cultists, 1 Witch of the Swamp
    BLOCKING NORMAL General A: 93S (200-300 seconds)

    Camp 9: 1 Spawn of Hell
    BATTLE HARDENED General B: 200S (46S - 51S - 53S) (80 seconds)
    BATTLE HARDENED General B: 40M 160S (40M 20S - 40M 24S - 40M 26S) (80 seconds)
    BATTLE HARDENED General B: 60M 13S 127E (60M 7S - 60M 11S - 60M 13S) (80 seconds)
    ANY General B: 39R 161K (35R - 38R - 39R) (30 or 60 seconds)

    If the situation is laggy, you can use the spot behind General B for General B. There is no rush, as the block has at least 90 seconds of spare time.

    If you are brave, you may even try this block with a normal general in Position B. Walking through the red zone of Camp 7 takes about 30 seconds, and the battle lasts 160 seconds. However, it will be VERY tight!

    And if you still do not want to block:

    Camp 7: 80 Cultists, 1 Witch of the Swamp
    82R 1S 20C 97LB (62R - 78R - 82R)
    67R 1S 24C 108XB (53R - 64R - 67R)
    63R 1E 56C 80K (51R - 61R - 63R)

    Camp 9: 1 Spawn of Hell
    200S (46S - 51S - 53S)
    40M 160S (40M 20S - 40M 24S - 40M 26S)
    60M 13S 127E (60M 7S - 60M 11S - 60M 13S)
    39R 161K (35R - 38R - 39R)

  9. #29
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    is there a deadline for the quests?

  10. #30
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    These adventures have no deadline, but the quests themselves should expire when the event ends, on July 24th.

    Also, there are Voucher codes, in case you need/want an extra copy of some of these adventures:

    382-6C4D-F2A4 ~ Old Ruins Adventure ~ July 02, 2013 (can be used anytime, even before having done the adventure)

    C3C-2DA4-9E94 ~ Shaman Adventure ~ July 02, 2013 (can be used anytime, even before having done the adventure)

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