Loot:
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Info:
Max losses: 3298R, 2174B, 370L, 148M, 16S (6004 units)
On alternatives: 2591R, 2485B, 420L, 184M, 16S, 2K (5698 units)
Needed: above mentioned losses + 2M, 1S, 1E, 270C, 202A, 200K (6500 units max)Recovering needed:
Suggested: 6x Vet, 2x standard, 10x any
Alternatives: 2x Vet, 2x Standard, 2x MMA, 10x any
As comparisson:
Corona88: 3502R, 1932B, 337M, 16S, 170L, 2K (5959 units)
settlersonlinewiki: 3275R,2742B, 620LB (6637 units)
Saving extra units:
There are a few ways to reduce losses though but they come mostly with timing issues but if speed is no concern you can do these options to save 1000-1500 units.Blocking: Camp 3 in Sector 1:
Blocking camp 3 in the first sector saves ~185 units.
NOTE: at least 3 Standard generals needed who need to recover. If you have 6 there are no timing issues withe the other blocks in this guide but if you have less or you used the 'spare' block you need a 4hr recovery until you can perform the block of the 2nd sector (will be ~3hr as you need ~1hr of playing until you're ready for that block).
Blocking: Camp 16 in Sector 3:
Blocking camp 16 in the third sector saves ~190-230 units (suggestion/alternative)
NOTE: the block works though it's tight. The walking the red zone / 1st wave / final wave takes ~40 + 10 + 60 = 110 seconds, the block lasts 120 seconds with a <1% chance of 100 seconds.
Extra MMA use:
On camp 16 using 3x a MMA saves 197 recruits. Though you either need to have 3 MMAs or wait for recovery.
(On many more suicide waves can a MMA save units - this list isn't complete)
Small catapult:
Have a lootspot buyer/swapper take out camp 23 saving ~380-500 units (suggestion/alternative)
Assassin:
Have a lootspot buyer/swapper use an Assassin on camp 24 depending on the result it saves ~70-450 units and in somes cases militia can be replaced by recruits.
Used abbreviations:
R = recruit | B = bowman | M = militia |
C = cavalry | L = longbowman | S = soldier |
A = crossbowman | E = elite soldier | K = cannoneer |
MG = Major general | V / Vet = Veteran | MMA = Master of Martial Arts |
BHG = batle hardened general | GR = Grimm reaper | MoD = Master of Defense |
Stand. = Standard general | any = any type of general | W1, W2, ... = Wave 1, Wave 2, ... |
MG: 124R, 1E, 145K (124R)
Camp 2 (120 wolf):
MMA: 86R, 1E, 133C (86R)
Alternative
MG: 86R, 1E, 183C (86R)
Camp 3 (30 wolf, 130 boar):
Camp 2 (120 wolf):
MMA: 86R, 1E, 133C (86R)
Alternative
MG: 86R, 1E, 183C (86R)
Camp 3 (30 wolf, 130 boar):
MG: 120R, 70B, 80K (120R, 70B)
Alernative
W1, any: 37B (37B)
W2, MG: 147R 1ES 122K (147R)
Alernative
W1, any: 37B (37B)
W2, MG: 147R 1ES 122K (147R)
Camp 4 (90 wolf 90 fox):
MG: 209B, 61K (209B)
Alternative
W1, any: 150R (150R)W2, MG: 155R, 1E, 114K (155R)
Camp 5 (30 fox, 120 boar):
MG: 159R, 1E, 110K (159R)
Leader camp 6 (60 fox, 80 boar, 1 giant leader, 1 giant leader)
W1, Vet: 250R (250R)
W2, any: 180R (180R)
W3, MG: 72R, 1ES, 197k (72R)
Leader camp 6 (60 fox, 80 boar, 1 giant leader, 1 giant leader)
W1, Vet: 250R (250R)
W2, any: 180R (180R)
W3, MG: 72R, 1ES, 197k (72R)
Alternative
W1, any: 200B (200B)
W2, any: 200B (200B)
W3: MG: 132R, 1E, 137K (132R)
W1, any: 200B (200B)
W2, any: 200B (200B)
W3: MG: 132R, 1E, 137K (132R)
Max losses in sector 1: 991R, 279B & recovering 1 vet, 3 any
Max losses sector 1 on alternatives: 639R, 609B & recovering 4 any
For camp 7 no special placement needed - just keep the 'any' general behind the block setup (shown below)
Camp 7 (170 boar):
W1, any: 100R (100R)
W2, MG: 170R, 1E, 99K (140R)
Alternative
W1, any: 81B (81B)
W2, MG: 135R, 1E 134K (135R)
Camp 8 (60 wolf, 90 boar):
MG: 144R, 1E, 125K (144R)
Max losses in sector 2: 525R, 250B & recovering 1 Vet, 1 any, 2 Standard
Camp 12 (60 wolf, 140 fox):
W1, MMA: 220B (220B)
W2, Vet: 113R, 1E, 136K (112R)
W2, MG: 131R, 1E, 138K (131R)
Camp 13 (60 fox, 40 bear):
MG: 149R, 1E, 120k (150R)
Camp 14 (80 wolf, 50 bear):
W1, any: 100B (100B)
W2, MG: 140R, 1E, 129K (140R)
Camp 15 (160 fox):
W1, any: 200R (200R)
W2, MG: 123R, 1E, 146K (123R)
Alternative:
MG: 62R, 48M, 160K (62R, 48M)
Alternative2:
W1, MMA: 1R (1R)
W2, MMA: 1R (1R)
W3, MMA: 1R (1R)
W4, Vet: 114R, 136K (114R)
Camp 16 (190 wolf):
Vet: 250B (190B)
Alternative:
MG: 230R, 40K (230R)
sector 2
For camp 7 no special placement needed - just keep the 'any' general behind the block setup (shown below)
Camp 7 (170 boar):
W1, any: 100R (100R)
W2, MG: 170R, 1E, 99K (140R)
Alternative
W1, any: 81B (81B)
W2, MG: 135R, 1E 134K (135R)
Camp 8 (60 wolf, 90 boar):
MG: 144R, 1E, 125K (144R)
Block:
Position generals as shown on the map: 3x standard, 1x Vet, 1x MG
Send all generals right after each other
Camp 9 (180 boar):
Std 'Block 1': 1R (1R)
Camp 10 (60 fox, 100 boar)
Std 'Block 2': 124S, 48E, 20C (-)
Camp 9 (180 boar)
Std 'Block 3': 1R (1R)
Leader camp 11 (80 wolf, 60 fox, 50 boar, 1 unicorn)
Vet 'Vet': 250B (250B)
MG 'Major': 149R, 121K (149R)
Alternative
W1, BHG: 198B (198B)
W2, MG: 150R, 23M, 1E, 96K (150R)
What happens?
'Block 1' blocks camp 9 long enough to let 'Block 2' pass. 'Block 3' blocks camp 9 long enough to let the Vet & MG pass. Then 'Block 2' will block camp 10 so the Vet & MG can take out the leader.
Max losses in sector 2: 525R, 250B & recovering 1 Vet, 1 any, 2 StandardBlock:
Position generals as shown on the map: 3x standard, 1x Vet, 1x MG
Send all generals right after each other
Camp 9 (180 boar):
Std 'Block 1': 1R (1R)
Camp 10 (60 fox, 100 boar)
Std 'Block 2': 124S, 48E, 20C (-)
Camp 9 (180 boar)
Std 'Block 3': 1R (1R)
Leader camp 11 (80 wolf, 60 fox, 50 boar, 1 unicorn)
Vet 'Vet': 250B (250B)
MG 'Major': 149R, 121K (149R)
Alternative
W1, BHG: 198B (198B)
W2, MG: 150R, 23M, 1E, 96K (150R)
Alternative
W1, BHG: 198B (198B)
W2, MG: 150R, 23M, 1E, 96K (150R)
What happens?
'Block 1' blocks camp 9 long enough to let 'Block 2' pass. 'Block 3' blocks camp 9 long enough to let the Vet & MG pass. Then 'Block 2' will block camp 10 so the Vet & MG can take out the leader.
Max losses sector 2 on alternatives: 430R, 331B & recovering 1 Vet, 1 any, 2 Standard
sector 3
Generals position: if blocking check below - otherwise not really relevant.W1, MMA: 220B (220B)
W2, Vet: 113R, 1E, 136K (112R)
Alternative1:
MG: 136M 134K (136M)
MG: 136M 134K (136M)
Alternative2:
W1, Vet: 227B (227B)W2, MG: 131R, 1E, 138K (131R)
Camp 13 (60 fox, 40 bear):
MG: 149R, 1E, 120k (150R)
Camp 14 (80 wolf, 50 bear):
W1, any: 100B (100B)
W2, MG: 140R, 1E, 129K (140R)
Camp 15 (160 fox):
W1, any: 200R (200R)
W2, MG: 123R, 1E, 146K (123R)
Alternative:
MG: 62R, 48M, 160K (62R, 48M)
Alternative2:
W1, MMA: 1R (1R)
W2, MMA: 1R (1R)
W3, MMA: 1R (1R)
W4, Vet: 114R, 136K (114R)
Camp 16 (190 wolf):
Vet: 250B (190B)
Alternative:
MG: 230R, 40K (230R)
Leader camp 17 (69 wolf, 80 fox, 50 bear, 1 furious boar)
W1, Vet: 80B 170LB (80B 170LB)
W2, MG: 140R 17S 113K (140R 16S)
Alernative:
W1, Vet: 250B (250B)
W2, MMA: 220B (220B)
W3, MG: 84R, 186K (84R)
Max losses in sector 3: 865R, 16S, 590B, 170L & recovering 2 Vet, 2 any
Max losses in sector 3 on alternatives: 566R, 184M, 16S, 570B & recovering 1 Vet, 1 MMA
sector 4
Generals position: because of no blocks not really relevant.Camp 18 (60 royal bowman, 80 royal recruit):
136R, 1E, 133K (136R)
Camp 19 (60 royal longbowman, 50 royal militia):
W1, Vet: 250B (250B)
W2, MG: 139R, 131C (139R) or W2, MMA: 139R, 81C (139R)
Alternative:
W1, any: 200L (200L)
W2, MG: 77R, 193C (77R)
Alternative2:
W1, MMA: 220B (220B)
W2, MG: 137R, 133C (137R) or W2, MMA: 136R, 134C (136R)
Camp 20 (60 royal militia, 30 royal cannoneer):
W1, any: 110R (110R)
W2, MG: 100R 170XB (98R)
Alternative:
W1, any: 200R (200R)
W2, MG: 67R, 1E, 202A, (67R)
Camp 21 (120 royal longbowman):
W1, any: 175B (175B)
W2, MG: 270C (-) or W2, MMA: 220C (-)
Camp 22 (170 royal recruit):
W1, any: 100R (100R)
w2, MG: 150R 120K (150R)
Alternative:
W1, any: 200B (200B)
W2, MG: 127R, 143K (127R)
MG: 180B, 90K (180B)
Alternative:
MG: 213R, 57K (213R, 2K)
W1, any: 200L (200L)
W2, MG: 180R, 90K (180R)
Alternative:
W1, any: 200B (200B)
W2, any: 200B (200B)
W3, any: 100R (37R)
Alternative2:
use a small catapult on camp 24
tip: sell it as a lootspot.
Camp "LS" is an option for the lootspot buyer if he doesn't make an instant kill (1R needed).
Leader camp 25 (80 royal longbowman, 40 royal cavarly, 60 royal militia, 1 evil king)
W1, any: 200B (200B)
W2, Vet: 250B (250B)
W3, MG: 150M, 120K (148M)
Alternative:
W1, any: 200B (200B)
Alternative2:
use a small catapult on camp 24
tip: sell it as a lootspot.
Camp "LS" is an option for the lootspot buyer if he doesn't make an instant kill (1R needed).
Leader camp 25 (80 royal longbowman, 40 royal cavarly, 60 royal militia, 1 evil king)
W1, any: 200B (200B)
W2, Vet: 250B (250B)
W3, MG: 150M, 120K (148M)
Alternative:
W1, any: 200B (200B)
W2, MMA: 220L (220L)
W3, MG: 100R, 170K (100R)
Using an assassin:
Max losses in sector 3: 915R, 148M, 1055B, 200L & recovering 2 Vet, 4 any
Max losses in sector 3 on alternatives: 956R, 975B, 420L, 2K & recovering 1 MMA, 5 any
Change log:
- 2015-05-19: correcting few minor typos, few alternatives for saving extra units added.
- 2015-05-16: Sector 3 camp 16 block added.
- 2015-05-15: Sector 1, camp 3 block added.
- 2015-04-26: minor updates in layout
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