Sunday, August 30, 2015

Sons of the Veld

About the guide:

This guide has been made possible by Tage & Flintcarr. Combining there guides & adding some extra ideas it makes SotV more interesting to play - specially when you need a lot of experience in a short time.


For this guide you need at least:

  • 2x MMA (more are recommended)
  • 4x Standard General
  • optional: 1x Major General and/or 1x Veteran
Average losses fast play: max 930R (with limited recovery time)
Average losses slow play: max 876R (more recovery time needed)

You can play SotV with this guide as well with MG/Vet or Vet/Vet when you bring an extra BHG. Expect then max losses off 1324R (MG/Vet) to 1392R (2xVet) plus an additional 220C for both and a chance to loose a few soldiers here and there.

Other SotV guides on this website:

Used abbreviations:

R = recruitB = bowmanM = militia
C = cavalry L = longbowman S = soldier
A = crossbowman E = elite soldier K = cannoneer

MG  = Major generalV / Vet = VeteranMMA = Master of Martial Arts
BHG  = batle hardened generalGR = Grimm reaper MoD = Master of Defense
Stand. = Standard generalany = any type of generalW1, W2, ... = Wave 1, Wave 2, ...


The Guide:

Landing zone (sector 1):

Setup of the generals:


Note: "offer2" is optional: if used he saves a few extra recruits

Block 1, 2, 3: Standard general
leader 1: MMA preferred otherwise Vet
Offer 2: MMA (optional)Leader 2: MMA preferred otherwise MG or Vet

Attack:


Order of sending out:
Camp 1 (80 Stone Throwers, 80 Thugs):
Std. 'Block 1': 3S, 197C

Camp 2 (80 Guard Dogs, 80 Rangers):
Std 'Block 2': 39S, 52E
Alt: 2R, 94S
Leader Camp 3 (100 Thugs, 80 Stone Throwers, 2 Skunks):
MMA 'leader 1': 83R, 1S, 1E, 96C, 39K (83R, 1S)
Alt: Vet: 89R, 1E, 117C, 43K (89R)

Camp 4 (100 Scavengers, 80 Rangers):
Std 'Block 3': 6S, 191C

Leader Camp 5 (50 Guard Dogs, 50, Thugs, 80 stone Throwers, 1 One-eyed Bert):
W1; MMA 'offer': 1R (1R)
W2; MMA 'leader 2': 40R, 1E, 54C, 125A (40R)
Alt: W2; MG 'leader 2': 40R, 1E, 104C, 125A (40R)
Alt: W2; Vet 'leader 2': 43R, 1E, 81C, 125A (52R)




Sector 2:



Note: according to your own timing you can do this sector any time later as well.

Camp 6:
Positioning isn't important - as long as you don't interfere with the upcoming block.


Camp 6 (80 Thugs, 80 rangers):
W1; MMA 'offer': 1R (1R)
W2; MMA 'Bandit Camp': 45R, 1E, 167C, 7K (45R)
Alt: W2; MG 'Bandit Camp': 50R, 1E, 179C, 40K (50R)
Alt: W2; Vet 'Bandit Camp': 51R, 1E, 158C, 40K (51R)




Leader:

Setup:

Block 1, 2, 3: Standard general
Offer: MMA (alt: BHG)
Leader: MMA preferred otherwise MG or Vet

(Note: the single MMA 'offer' top left is the offered MMA on Camp 6 - not relevant here)

Block:


Order of sending out:



Camp 7 (100 Guard Dogs, 100 Scavengers):
Std. 'Block 1': 70E


Camp 8 (100 Guard Dogs, 50 Thugs, 60 Rangers):
Std 'Block 2': 17S, 183C
Alt: Std: 16E, 181C

Camp 9 (80 Guard Dogs, 100 Thugs, 40 Rangers):
Std 'Block 3': 54E, 142C
Alt: Std: 4S, 52E, 138C

Leader Camp 10 (50 Guard Dogs, 50 Roughnecks, 80 Rangers, 1 Metal Tooth):
W1; MMA 'offer': 1R (1R)
W2; MMA 'leader 2': 64R, 1E, 20C, 130A (64R)
Alt: W2; MG 'leader 2': 74R, 2S, 1E, 131C, 32A, 28K (74R, 2S)
Alt: W2; Vet 'leader 2': 80R, 3S, 1E, 108C, 30A, 28K (80R, 3S)




Sector 3:

Positioning for 1st leader:
'Block 2' is needed for forcing 'offer' to choose the correct path for not being intercepted (& is needed in the next block as well).
'Block 3' is needed in the next block

Offer:
MMA (preferred) or BHG

Leader:
MMA (preferred), MG, Vet

Attack:

Leader Camp 11 (60 Guard Dogs, 60 Roughnecks, 60 Rangers, 1 Metal Toothed):
W1; MMA 'offer' : 1R (1R)
W2; MMA 'leader': 58R, 1E, 161K (58R)
Alt: W2; MG 'leader': 91R, 5S, 1E, 110C, 63K (91R, 5S)
Alt: W2; Vet 'leader': 95R, 3S, 1E, 85C, 66K (95R, 3S)



Block setup:

Block 1, 2, 3, 4: Standard Generals

Leader 1: MMA preferred, otherwise MG or Vet

Leader 2: MMA preferred, otherwise Vet
(Vet or MG: makes no difference)

Recovery: MMA (or BHG) from the last attack - he doesn't have a role nor any interfererence in the block so you could use him after recovery in this Block. 

Attack:

Order of sending out:


Camp 12 (80 Guard Dogs, 100 Thugs):
Std 'Block 1': 2R, 103S

Camp 13 (100 Guard Dogs, 50 Roughnecks):
Std 'Block 2': 1R, 1S, 9C, 68E

Camp 14 (80 Rangers, 50 Roughnecks):
Std 'Block 3': 167C
Alt: Std 'Block 3': 50E, 46C

Camp 15 (55 Guard Dog, 55 Roughneck, 55 Ranger):
--> ATTACK Leader Camp 17 to be intercepted by Camp 15!
Std 'Block 4': 15E, 173C

Leader Camp 16 (50 Roughneck, 50 Ranger, 1 Skunk, 1 One-Eyed Bert):
MMA 'leader 1': 50R, 1E, 68C, 101A (50R)
Alt: MG 'leader 1': 51R, 1E, 117C, 101A (51R)
Alt: Vet 'leader 1': 52R, 2E, 94C, 101A, 1K  (52R)

Leader Camp 17 (50 Guard Dogs, 50 Roughnecks, 1 Skunk, 2 One-Eyed Bert):
MMA ''leader 2: 88R, 1E, 131K (88R)
Alt: Vet 'leader 2': 90R, 1E, 179K (90R)

Sector 4:

Block setup:

Block 1, 2, 3, 4: Standard general

Offer: MMA (alt: BHG)

Leader: MMA preferred otherwise MG or Vet



Attack:

Order of sending out:

Camp 17 (150 Roughnecks):
Std 'Block 1': 37S, 99E
Alt: Std 'Block 1': 110S, 90C
Alt: Std 'Block 1':97E, 97C


Camp 18 (150 Roughnecks):
Std 'Block 2': 37S, 99E
Alt: Std 'Block 2': 110S, 90C
Alt: Std 'Block 2':97E, 97C


Camp 19 (100 Roughnecks, 100 Rangers):
Std 'Block 3': 18S, 31E, 149C
Alt: Std 'Block 3': 55S, 142C
Alt: Std 'Block 2': 50E, 139C


Camp 20 (100 Guard Dogs, 100 Roughnecks):
Std 'Block 4': 116E
Alt: Std 'Block 4': 128S

Leader Camp 21 (50 Guard Dogs, 1 Chuck, 70 Roughnecks, 60 Rangers):
W1; MMA 'offer': 1R (1R)
W2; MMA 'leader': 67R, 1E, 102A, 50K (67R)
Alt: W2; MG 'leader': 70R, 1E, 46C, 97A, 56K (70R)
Alt: W2; Vet 'leader': 93R, 1E, 46C, 92A, 18K (93R)



Sector 5:

Leader Camps 22 & 23:
Positioning is not really relevant:

Leader Camp 22 (50 Roughnecks, 50 Rangers, 1 Skunk, 1 One-Eyed Bert):
MMA 'leader 1+2': 50R, 1E, 68C, 101A (50R)
Alt: MG 'leader 1+2': 51R, 1E, 117C, 101A (51R)
Alt: Vet 'leader 1+2': 52R, 2E, 94C, 102A (52R)


Leader Camp 23 (50 Guard Dogs, 50 Roughnecks, 1 Skunk, 2 One-Eyed Berts):
W1; MMA: 1R (1R)
W2; MMA 'leader 1+2': 60R, 1E, 34C, 125A (60R)
Alt: W2; MG 'leader 1+2': 60R, 1E, 84C, 125A (60R)
Alt: W2; Vet 'leader 1+2': 61R, 1E, 53C, 125A (61R)



Block:

Block 1: Standard general

Offer: MMA (alt: BHG)


Leader: MMA preferred otherwise MG or Vet


Attack:

Order of sending out:

Camp 24 (80 Rangers, 50 Roughnecks):
Std 'Block 1': 167C

Leader Camp 25 (60 Guard Dogs, 1 Metal Tooth, 60 Roughnecks, 60 Rangers)
W1; MMA 'offer': 1R (1R)
W2; MMA 'leader': 93R, 2E, 55C, 35A, 35K
Alt: W2; MG 'leader': 96R, 2E 102C 70K
Alt: W2; Vet 'leader': 98R, 2E 80C 70K






Sector 6:


Time to invite the looter. With any general + 1R he can hit any camp near his/her landing zone. In the meantime you can take out 2 out of 3 leader camps.



Setup:



Offer: MMA (if you have a spare left - it can be done without)

Leader 1 + 2: MMA prefered, MG/Vet as backup

Block: Standard general

Leader 3: MMA prefered, MG or Vet as backup. You can move 'leader 1 + 2' after taking out those 2 camps.

Attack:




Order of sending out:

Leader 26 (100 Thugs, 80 rangers, 2 skunks):
MMA 'leader 1 + 2': 83R, 1S, 1E, 96C, 39K (83R, 1S)
Alt: Vet: 89R, 1E, 117C, 43K (89R)

Leader 27 (50 Guard Dogs, 50 Thugs, 80 Stone Throwers, 1 One-eyed Bert):
W1; MMA 'offer': 1R (1R)
W2; MMA 'leader 1 + 2': 40R, 1E, 54C, 125A (40R)
Alt: W2; MG 'leader 1 + 2': 40R, 1E, 104C, 125A (40R)
Alt: W2; Vet 'leader 1 + 2': 43R, 1E, 81C, 125A (52R)







Block:

Camp 28 (80 Guard Dogs, 80 rangers):
Std 'Block 1': 39S, 52E
Alt: 'Block 1': 2R, 94S
Alt: 'Block 1': 86E

Leader Camp 29 (60 Guard Dogs, 60 Thugs, 1 Skunk, 1 One-Eyed Bert):
MMA 'leader 3': 75R, 1E, 144K (75R)
Alt: MG 'leader 3': 88R, 42E, 140K (88R)
Alt: Vet 'leader 3': 89R, 1E, 160K (89R)




Loot:

Check -->here!<--










Change log:
  • 2015-08-30: minor layout adjustmants

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