this was posted on uk test server, idk who to credit for it. ~psaltery
If the Devs dont alter him before he goes live at Easter, then this is class stuffPerhaps you could paste this on to guildies.
"- You can send this guy solo with 1R to clear out all of the minor "Forest Traps" on Stealing From the Rich, speeding up that adventure and signficantly reducing the need for cavalries on SFTR. Against the south castle (Big Bertha), he plus his 220r will outperform a Major General with cannons... same for Sir Robin Camps with archers or cavalry. I would estimate he can cut the total losses on SFTR by over 40%.
- He will do miracles on Horseback, where you're normally sacrificing tons of bowmen against First Strikers ...
- On Outlaws, he will SIGNIFICANTLY outperform a Veteran General. He may even outperform the Major on some camps where you're feeding recruits to low hitpoint targets such as dogs or rangers.
- On Traitors, he is a marvellous "First Wave" on the boss. Depending on how you set things up, he can cut down your total adventure losses by some good 20% as compared to the "perfect setup" now, without MA.
- On Witch of the Swamp, he'll outperform a Veteran General on all but the final Witch Tower - where he'll be the First Wave, allowing you to save those 20c plus some recruits. Will save you about 50r 20c, which also cuts losses by some 20%.
- On Motherly Love, this guy will allow you to kill ALL the gunmen and Petty officers when brought with 220r, completely eliminating the loss of cavalry on that adventure! (300 cavalry saved!!!)
- On Return to Bandit's Nest, this guy will save you around 200r on the "Fast" version, cutting your total losses by over 50%
- On Gunpowder, he can singlehandedly (given 220r) kill the final boss camp, completely eliminating the need to send 2 waves ...
- On Secluded Experiments, he will perform miracles on any Caltrop camp: he'll save you hundreds of recruits overall...
- On Roaring Bull, he will perform at least equally as a Major General when killing nonboss camps. If he attacks the Cataphract (idk if he does) then he will outperform the Major on "camp 2".
- On the "Lost Skull", he will also do better than the Major.
- On VTV, he will eliminate the need to lose cavalry completely. You may lose a bit more recruit, but will save 160c.
- On Old Friends, he will eliminate the need to lose cavalry completely. If you're doing the Abridged version, that cuts total losses by nearly 50%.
Summary: The MA General is not a "no brainer" who is directly superior to the Major General.
However, when used properly in the proper circumstance, he will reduce your adventure losses by a significant amount.
Adding to this the fact that you don't need to spend 160,000 coins (the price of the beanstalks required for the Major) which most lower levelled players don't even have ... the MA General is a highly interesting addition to your army. Actually, as a global rule: Any camp with Caltrops, the Martial Arts guy will outperform the Major."


Perhaps you could paste this on to guildies.
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